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Each player takes the role of a football club manager. From the second season onwards clubs are also involved in European competition as follows: League Champions - European Cup F.A. Cup Winners - European Cup-Winners Cup Remainimg Clubs - UEFA Cup How to win The winner is the manager who, at the end of the game, has the highest number of game points. Game Points are awarded by the computer based on each manager's performance in league and cup and the amount of cash he has remaining at the end of the game. The computer does not keep track of money or changes in team strength. This infomation must be kept by the players and supplied to the computer as necessary. Once the game has started the computer will select each player a squad of thirteen players and they take the corresponding cards from the pack. Each player has a star rating of from one to five, five being the best. There are five types of player: Goalkeepers, defenders, midfielders, forwards and utility players. Arrange your cards in front of you in a 4-3-3 formation as below. G4 d4 d2 d2 d1 m1 m3 m4 a3 a4 a2 Add goalkeeper and defenders together for your defence rating, attackers and midfielders for attack rating. You must always play to this 4-3-3 rating. At the start of the game each manager will have been allocated two utility players as part of his squad. These utility players are reserves and may be swapped with players in any position in your team to play at there own star value, EXCEPT for goalkeepers were a utility players value is always 1. Each player has a nominal value of 20,000 per star, hence a four star player has a nominal value of 80,000. When each player has selected his initial cards from the pack the remainder are shuffled and placed face down on the board. These cards now become the auction pile. A banker is appointed and he gives each player 200,000. The banker issues immunitty cards when instructed, and collects them immediately after use. Before starting the game, the managers should decide on how long they wish to play. This can be a certain number of seasons or a specified length of time. A minimum length of two seasons is recommended so that European competitions can be reached. Starting the Game The sequence of play from now on is board move-play match-board move-play match etc. To begin the sequence the computer operator uses the computer die. The manager then moves his marker the designated number of spaces. The Board Each square presents the manager with a different situation as follows: Wages - The manager must pay his entire squad's wages to the bank. The wage bill depends on the squads total star rating. See board. The total star rating includes all players, even those suspended, injured or on loan to the team. It does not include players on loan to other managers. A manager is not allowed to loan players out between landing on the wages square and paying their wages, Managers luck - Good or bad. When money is involved the cash comes from or is paid to the bank. Auction - The top card of the auction pile is turned up and an auction begins. The top bidder payes the fee to the bank. Each player has a nominal value but this has no effect on the bidding at this stage. If none of the managers wish to buy the player, the card goes to the bottom of the auction pile. If a manger makes the highest, but then cannot afford to pay, he forfeits half his cash and the auction is held again without him. 50% Auction - As the ordinary auction except that if the player that landed on the square is the top bidder he pays only half his bid price to the bank. In return for this privilige he must bid only in multiples of 10,000. Selection Problems - Follow the instructions given by the computer. Best Player means the player with the highest star rating in your squad. Players who are lost, retired or injured as a result of any action go back to the bottom of the auction pack. Players sold to the bank become subject to the rules of Bank Finance. Sponsorship - Player landing on square immediately receives 30,000. Bank Finance This square allows you to sell any of your players to the bank for three quarters of their nominal value. There is no limit to the number of players you can sell this way, but you must ensure that you can carry onplaying. A manager cannot voluntarily sell to the bank unless he lands on this square, but he can sell or loan a player to another manager at any time in the game, subject to the rules covering loans and transfers. A player held by the bank can be boughth by any manager at any time for a minimum of 150% his nominal value. Managers must make competing bids, and the banker must take the highest offer. The rules for auctions apply to a manager who cannot pay when required to do so. Sunday - A day off. Nothing needs be done. Crisis - A manager landing here must pay 50,000 asnd lose his best specialist in any one of the four sections. That is, he must sell his goalkeeper - or his best defender - or his best midfielder - or his best attacker. He cannot sell a utility player. He must sell to the bank which will pay three-quarters of the players nominal value. The player is then subhject to the ruules of Bank Finance. Playing the matches Once all the managers have moved, call up the fixture list and play the matches. After the match Pay each manager half the gate money for his game shown on the monitor. The size of the gate depends on league positions of the teams. Even if a manager is eliminated from the cup, he must still make his board move each turn even if he does not have a match. Transfers/Loans Managers agree terms for transferrs/loans bertween themselves. For a loan to take place both teams must be playing in the current round of fixtures. Immediately a semi-final has been played in any competition, no new loans or transfers may take place until the start of a new season. Transfers do not depend on either team playing in the current round of fixtures, but the Cup semi-final deadline still applies. Managers can buy players whenever one becomes available in the bank or from the auction pile. This applies even after cup semi-final deadline. The squad There is no limit to the size of a squad, but each team must have the correct number of players and formation for each game. If a manger cannot enter a full side for a fixture the defence and attack values are entered as 0 and the gate money is forfeited. Bankruptcy If a manager is unable to pay a debt, even by selling players, he must resign. His players go to the bottom of the auction pile and his team values are set at 0 from then on. He takes no further part in the game. A bankrupt manager is disqualified from winning the game. Immunity cards If you are issued one of these cards after landing on a selection problems square you can use it to get out of a later selection problem, or sell it to another manager. It does not give immunity to the crisis square or managers luck. Once used it must be returned immediately to the bank. Top Player A 'Top', 'Best' or 'No. 1' player is the one with the highest star rating in your squad, team or team section, depending on the context. It excludes players on loan to you. Pre-season fortunes Before each season, except the first, each manager must accept a managers luck and selection problem. The winner At the end of the gane, the computer asks each surviving manager how much money he has left, and this is converted into game points. These points are then added to existing game points, and the overall winner is decided. HUGE docs!! SEWER presents Sid Meier's RAILROAD TYCOON TYPED BY JEZ! ------------- PAGE 3 1. INTRODUCTION Railroad Tycoon is a game about the fascinating world of railroad steel tracks stretching to the horizon, promising adventure and roma steam, diesel, and electric locomotives, some of the largest machine has ever built; nations transformed by the speed and strength that locomotives could achieve, eclipsing the puny power of man himself a the animals he could domesticate; the sounds of steam whistles, dies horns, and clanging bells; a world of risk - natural disasters, poor economic times, and rival railroads; and a world of opportunity - money, prestige, and fame. Railroad Tycoon puts you into this world as the president of a ti railroad enterprise. Your railroad empire is only a dream, but you have a little money from investors and your own ability to start wit Your task is to carve your railroad empire out of this great world of opportunity. In Railroad Tycoon, you, the player, construct and operate a complete railroad, from tracks and signals to locomotives and livestock cars. If you successfully manage your resources and make them grow, you can expect a long professional life of railroading achievement. However, you are not alone in the world and other men possess the same dream as you. Your skills as a tycoon are tested by competing railroads run by men such as Commodore Vanderbilt, James Hill, and J.P. Morgan, determined to crush you or brush you from their path. Running your own railroad well is not going to be enough if your competitors do better, or raise the money to take you over. You begin Railroad Tycoon by choosing one of four different world maps to play on: Northeastern America (1830), Western America PAGE 3 PAGE 4 (1866), England (1828), or Central Europe (1900). The date in parentheses indicates the historical year in which the game starts. Each region has its own geography, economic opportunities, and locomotive technology. These four worlds were chosen for their specific interest or railroad history. England was the scene of the beginnings of railroading. The Northeast United States witnessed the beginning of railroading in America, and fostered many of the world's most famous railroads. The Western USA was the site of some of railroading's greatest construction efforts, the building of transcontinental railroads. Europe remains very railroad oriented, and France is running some of the fastest trains in the world. Each new world map is empty of railroads but full of the opportunity to earn money hauling freight and passengers. You must parlay one million dollars of loans and stockholder investments into a functioning, revenue earning business. If you dawdle or make too many mistakes, expect to be forcibly retired by irate stockholders or see your company gobbled up by a competitor. You simultaneously wear the hats of construction superintendent, master of the road, dispatcher, chief financial officer, and chief executive officer. You decide where to lay tracks, what types of trains to put in service, when to schedule trains, where to change the types of cars in a train, when to upgrade equipment, where to ad facilities, where to encourage industry, and how best to finance expansion and improvements. At any moment in the game your attention can be directed to several places: to find the best route for expansion toward a new ci to examine the maintenance costs of your locomotives to see if any a getting too high, to scan Shipping Reports to see if one cargo or another is piling up enough to justify another train, to look for ne industries springing up in areas where you can provide service. To succeed you must balance the investment of your limited funds between more construction projects, adding more trains, adding more facilities, and stock purchases. Profitable investment decisions increase your revenue and make possible further expansion PAGE 4 PAGE 5 and service improvements. But keep your eye on the stock market to see what your competitors are up to and don't let them ambush you. Competing railroads are operated by their presidents in the style of their historical personality. Expect a road run by Jay Gould to look for stock market profits and take every opportunity to raid you stock. Jim Hill can be expected to build an extensive and profitabl system. Beware of his propensity to quickly grab access to profitab areas, blocking you out if possible. Competing railroads can be attacked operationally by building tra into their stations and starting rate wars. The railroad that does the best job of providing service to the city is given a monopoly on local service by the city council. The loser must withdraw from the city, forfeiting his investment in track and stations. By this tactic you can reduce the earnings of competitors and continue your expansion. Alternatively, you may invest in the stock of competing railroads and possibly take them over. If you get control of another railroad you can direct its finances and expansion, using it to help your roa or block competitors. Your ultimate goal as a Railroad Tycoon is to run the most profit railroad that you can and retire to a prestigious position, perhaps even becoming President of the United States. If your railroad is sufficiently profitable at your retirement you may be enshrined in the railroader's Hall of Fame. If you aren't able to make the grade as a railroad president, you may be able to find work as a snake oil salesman or circus impresari PAGE 5 PAGE 6 1. INTRODUCTION Introduction.............................3 Table of Contents........................6 What is a Railroad?......................9 Before You Start........................12 Interface Introduction..................13 Opening Menus....................13 Menu Types.......................13 Menu Choices.....................14 Shortcut Keys....................14 Map Scrolling....................15 Pre-Game Options........................16 Game/World Options...............16 Difficulty Levels................16 Reality Levels...................17 The Difficulty Factor............18 RR President's Aptitude Test.....19 Reading and Using the Displays..........20 The Regional Display.............20 The Menu Bar.....................21 The Game Menu....................21 The Display Menu.................23 The Reports Menu.................24 The Build Menu...................25 The Action Menu..................26 The World View Window............27 Current Cash.....................28 Date.............................28 The Train Roster.................28 The Area Display.................29 The Local Display................30 The Detail Display...............31 Ending the Game and Winning.............32 Ending The Game..................32 Tycoon Rankings..................32 Railroader's Hall of Fame........32 2. SAMPLE RAILROAD TUTORIAL Tutorial................................35 3. RAILROAD ENGINEERING Laying Track............................49 How To Lay Track.................50 Surveys And Grades...............51 River Bridges....................52 Ferryboats.......................52 Tunnels..........................53 Double Track.....................53 Track and Bridge Demolition......54 Railroad Stations.......................56 Description......................56 How To Build A Station...........58 Shipping Reports.................58 Station Reports..................60 Station Improvements.............61 Trains..................................63 Building Trains..................64 Train Roster.....................65 Train Reports....................66 Naming Trains....................68 Train Classes....................69 Train Types......................70 Changing Locomotives.............71 Retiring Trains..................71 Routing Trains...................72 Train Consist....................75 PAGE 6 PAGE 7 Changing Destinations............76  Priority Orders..................77 Priority Consist.................78 Wait Until Full Orders...........78 Train Wrecks.....................80 Revenue And Cargos......................81 Earning Revenue..................81 How Revenues Vary................82 Cargo Types......................82 Resource Map.....................83 Cargo Conversions................84 Priority Shipments...............85 Building Industry................86 Operating Trains........................88 How Signals Work.................89 Signal Towers....................90 Overriding a Block Signal........91 Pausing Trains...................92 No Collisions Mode...............93 4. THE RAILROAD BUSINESS Railroad Capitalization.................95 Initial Capital..................95 Additional Stock.................95 Stockholder Happiness............96 Bonds............................96 Calling Your Broker..............97 Short Term Loans.................98 Declaring Bankruptcy.............98 Financial Reports.......................99 Balance Sheet....................99 Income Statements...............101 Train Income Report.............101 Stock Price Graph...............102 Economic Climate................103 Additional Reports.....................104 Accomplishments.................104 Efficiency Report...............104 History.........................105 5. RAILROAD COMPETITION Competing Railroads....................107 Rate Wars..............................109 Stock Market Takeovers.................111 Controlling Other Railroads............112 6. THE RAILROAD STORY The Origins of Railroading.............115 The Role of Railroads..................118 Introduction....................118 Changes Over Time...............118 Railroads Today.................119 Railroad Finances......................121 Railroad Stock..................121 Railroad Bonds..................122 Land Grants.....................122 Stock Market Shenanigans........123 Constructing Railroads.................126 Where To Build..................126 Truck Construction..............127 Bridges.........................130 Tunnels.........................131 Operating A Railroad...................133 Passenger Service...............135 Freight Service.................135 Making Up Trains................137 Moving Trains...................138 PAGE 7 PAGE 8 Steam Locomotives......................143 Introduction....................143 Making Steam....................144 Steam Power.....................146 Development and Decline.........146 7. NOTES AND CREDITS Railroad Tycoon Worlds.................149 Map Generation..................149 Specific Map Features...........149 Game Scale......................150 Game Time.......................150 Locomotive Roster......................151 North American Locomotives......151 European Locomotives............156 Tycoon Biographies.....................165 North American Tycoons..........165 European Tycoons................168 Designer's Notes.......................171 Player's Notes.........................174 Further Reading........................177 PAGE 8 PAGE 9 WHAT IS A RAILROAD Consider a railroad operating between Baltimore and Philadelphia. The railroad has laid a single track between these cities, setting up stations at each city where cargo can be put on trains and taken off. The railroad also purchases a locomotive and some freight cars It advertises service between these cities leaving Baltimore at cert hours and arriving in Philadelphia roughly an hour after leaving Baltimore. Return trips are also scheduled from Philadelphia and ta about an hour to reach Baltimore. Businesses in either city have the ability to use the railroad to ship goods back and forth. Whether the railroad is used for shipmen or not depends on the relative cost, safety, and timeliness of railr shipment versus alternative shippers (trucks, ships, airplanes, etc) This Baltimore & Philadelphia Railroad (the B&P) can only draw business by providing the required service at attractive prices, and thereby staying competitive with other transport modes.  Once the B&P has started carrying cargos, it must balance its expenses and revenues to remain in business. The start-up costs of the railroad are the land it had to purchase to place its tracks, the cost of track construction plus any bridges or tunnels required along the way, station facilities, maintenance facilities, its locomotive and freight cars. All of these items plus operating personnel must be in place before the first train can run. After operations begin, the railroad has to provide fuel for the locomotive, maintenance expenses for equipment, and salaries for the work force. The revenue earned by the railroad must be sufficient t cover the expense of construction, operation, and provision for the future. For the B&P, the future may mean upgrading stations, buying addit locomotives and cars to carry more freight, double tracking the line trains can simultaneously run in both directions, building signal systems so that multiple trains can run on the same track without colliding, freight yards, new car types for special cargos, etc. Railroads must constantly evolve because technology and service dema are changing and they must adapt to remain competitive. PAGE 9 PAGE 10 All railroads, regardless of their size, are composed of three elements linked together for one function. Track, locomotives, and cars are combined to move people and things from one place to another. The strengths and efficiencies of a railroad come from the elemen that make it up and how they work together. Tracks make it possible for enormous loads to be supported, guided, and moved at one time. cars are designed to carry specific cargos, for ease of loading and unloading, and for safe movement in combination. The locomotives ma the railroads go. Supported and guided by the tracks, they can pull long trains of loaded cars at relatively low cost. A railroad train is made up of a locomotive, or source of motive power, and the cargo car's lined up behind it to be pulled. Types of engines and cars that make up the train are called the consist. For example, a train consist might be a single 1500 horsepower (hp) locomotive and 20 coal hopper cars. In a typical railroad operation, a crew of three or more men (engineer, conductor, brakeman, etc.) are assigned a locomotive and a train to pull. The crew takes the locomotive from the engine hous out to the departure yard and connects up to the waiting train previously assembled by the yard crew. The conductor checks the train against its manifest to be sure everything is in order and oka movement. Following train orders from the dispatcher, the crew begins its trip, pulling the train from the yard out onto the track the mainline. On the mainline the engineer takes over, controlling the speed of the train according to speed limits posted along the right-of-way, watching the signals that additionally govern movement and speed in each block, watching the track ahead for obstacles, making proper horn signals at crossings, and monitoring the performance of the locomotive. The brakeman's duties on the road are mainly to watch the train itself, looking out for smoking wheel bearings or other conditions that might result in an accident. PAGE 10 PAGE 11 At the end of its run, the train pulls into the receiving yard of another terminal and the crew uncouples the locomotive from the cars. They head to the engine house for maintenance and refueling o the locomotive, while the train is turned over to yard crews who bre up the train and place the cars into other trains that take them on their destinations. Railroads earn their money by being paid to move things. In the case of freight goods, the railroad and shipper make arrangements fo the cargo to be loaded into a freight car. The railroad then arrang for the car to be picked up and added to a passing train. This trai pulls the car towards its destination, perhaps directly there, perhaps only to a rendezvous with another train which carries it on farther. Ultimately the railroad brings the car to its destination where the receiver of the cargo arranges to get the goods out of the carrying car. The railroad is paid a fee for the delivery. This fee is normall prearranged and paid upon delivery within a reasonable period. Because a late or damaged delivery may reduce the fee or drive business to alternative transportation modes, railroads must be op- erated safely and according to schedules which assure timely service Railroads today generate most of their revenue and profits from hauling large, heavy trains over long distances. In this role they continue to be the most efficient carrier. The purpose of most railroad operations is to get freight into and out of these long trains quickly and safely. Railroads came into existence because their technology offered transportation at speeds and costs previously unimagined. They continue to prosper today, despite competition from other transpor- tation modes, because in certain situations they are clearly more efficient than any alternative. PAGE 11 PAGE 12 BEFORE YOU START Sorting the Materials This Manual provides detailed instructions on how to play and information on the background of railroad construction, operation, and finances. The manual text is printed in two main type faces, normal and italic. Text in normal type usually discusses specific instructions. Text in italic type is usually a commentary on the information discussed in normal type. When you are looking for specific information in a manual section, look first in the normal type parts. The manual applies to all computer systems. Installation The Technical Supplement gives specific instructions for loading and/or installing the game on your computer. It also provides complete reference of all the graphics and keys used in the game. Learning the Game The Player Aid Cards offer a handy reference for the economic relationships of the various industries and geographic features on the individual region maps. The Technical Supplement has complete information about how to install Railroad Tycoon on either floppy or hard disks. Study Method: You can study the actual controls and instruc- tions in this manual (pages 3-113). Begin by reading through the Interface Introduction (pages 13-15), Pre-Game Options (pages 16-19) Reading And Using The Displays (pages 20-31), and the Tutorial Railroad (pages 35-47). Now begin play and refer back to the instru tions as needed. Jump Right In Method: This is the most popular with experienced computer game players. We recommend you at least read through the Interface Introduction, Pre-Game Options, and Reading And Using The Displays, but even this is not necessary. Refer to the manual's instructions for help with problems that arise. PAGE 12 PAGE 13 INTERFACE INTRODUCTION The interface of Railroad Tycoon was primarily designed to take advantage of the mouse. It may be played with either a keyboard interface or a combination keyboard/mouse interface, but play is faster if you have a mouse available. Throughout this manual there are references to certain keys, the Selector, Selector 1, and Selector 2. Because the manual is written for all machine formats you need to refer to the Technical Supplemen to learn what these keys or buttons are. The interface relies heavily on menus. At every point where you can perform game functions there is a menu bar available from which menus can be accessed. Opening Menus Throughout the manual you are instructed to pull down menus to open them up and reveal the options they contain. To open a menu using the mouse, place the mouse pointer on the name of the menu in the menu bar and press Selector 1. You can also pull down a menu by pressing the keyboard letter key for the first letter in the name of the menu. For example, the Game menu is opened by pressing the G key. When a menu is opened, the choices it contains appear listed in a menu window. Menu Types In Railroad Tycoon there are generally two types of menus. The most common is simply a list of choices from which you choose the one desired. Making your selection usually closes the menu and impl ments your choice at the same time. In the second type of menu, the options are either toggled on or off. Options that are on are noted by a check mark. Options that a off have no check mark. To exit these menus press Selector 1 outsid and below the menu or press Selector 2. PAGE 13 PAGE 14 Menu Choices To make your choice of the options available using the mouse, place the mouse pointer on your selection and press Selector 1. Alternatively, you can open a menu by placing the mouse pointer on the menu name, pressing and holding down Selector 1, and dragging the mouse pointer down from the menu name. As you drag the pointer down the length of the opened menu, its options are highlighted one by one. To select an option, drag the pointer down until the option of your choice is highlighted, and then release Selector 1. If you don't have a mouse, you can make selections from a menu by using the direction keys to move a highlight bar up and down the menu until the choice you want is highlighted. Then press the Selec 1 key to make your choice. Note that in most menus the highlight bar does not appear until you press a direction key, usually the one that moves downward. When you are using the mouse, if you have opened a menu and wish to make no choice, you can accomplish this by either moving the mouse pointer below the menu and pressing Selector 1, or just by pressing Selector 2. Shortcut Keys Even when using the mouse, there are places when one key can save several steps. Included in the interface are several of these shortcuts, described in the Technical Supplement. These keys are normally accessed with the left hand, leaving the right hand free to use the mouse. PAGE 14 PAGE 15 Map Scrolling When playing Railroad Tycoon, you spend most of your time viewin one map display or another. In order to be able to move down the va maps you need to understand how to scroll whether you use a mouse or keyboard. If you are playing with a mouse, move the mouse pointer to any part of the map visible, and press one of the following: Selector 2, Center key, or the shortcut key for the display map that you are on. The map immediately centers on the position of the pointer. If you don't have a mouse, a cursor is usually present on the map display. (If not, press the Tab key to get it back on the map.) Us the Direction keys to scroll the cursor around the map. If you go o the map edge, the map is redrawn if possible, centered on the cursor new position. Rather than move the cursor off of the map edge, you move it to any position on the map and press either the Center key o the shortcut key for the display map that you are on. The map immediately centers on the position of the cursor. Zooming and unzooming from the various map displays explained in Reading And Using The Displays, page 20. PAGE 15 PAGE 16 PRE-GAME OPTIONS The beginning of a game of Railroad Tycoon requires you to make a number of choices regarding the parameters and location of the game you wish to play. To begin a game of Railroad Tycoon, follow the instructions in th Technical Supplement for booting the game. After the title and cred screens, you may be required to answer a few technical questions regarding your hardware, depending on the machine format you are using. You then proceed to the selection of pre-game options. Game/World Options The first menu that appears asks you to choose which game to load "Start New RR" "Load Saved RR" "Load Tutorial" Choose "Start New RR" to begin a new game. Choose "Load Saved RR to load a previously saved game. A menu of your saved games appears and you choose the one you wish to load. Choose "Load Tutorial" to load the tutorial railroad. The next menu asks you to choose the world you wish to play in: "Eastern USA" (begins in 1830) "Western USA" (begins in 1866) "England" (begins in 1828) "Europe" (begins in 1900) Difficulty Levels You are next asked to choose the level of difficulty at which you wish to play: "Investor" "Financier" "Mogul" "Tycoon" The Investor level is the easiest level to play and the difficult increases as you move down the list. The level of difficulty affect how much revenue is earned by each delivery and the number of years you can play before you must retire. At the Investor level you can play 40 years, at Financier - 60 years, at Mogul - 80 years, and at Tycoon - 100 years. At the end of the period when you normally must retire, you may PAGE 16 PAGE 17 have the option of increasing your level of difficulty in order to continue playing. In addition to these effects, the level of difficulty chosen also affects your tycoon rating when you retire, as explained below in th section on Difficulty Factors. Reality Levels After you have chosen the difficulty level, you are then asked to set the level of reality at which you wish to play. A menu appears with three reality levels listed: "No Collision Operation/Dispatcher Operation" "Friendly Competition/Cut-Throat Competition" "Basic Economy/Complex Economy" This menu differs from most others in that each option is actuall a toggle between two choices. The option that is shown in the menu is the active option of each pair. If you choose an option, that op is turned off and is replaced by the other one of the pair. If the menu currently lists "No Collision Operation", then the game is set to run in the No Collision Mode (see page 93). If you choose the "No Collisions" option from the menu, that turns on the "Dispatcher Operation" option and the game is set to play with more complex train operations. In this case, the movement of trains is controlled by block signals, and collisions are possible (see Operat Trains, page 88). New players should choose No Collisions. If the competition is friendly, they do not buy your stock, attem to take you over (see Stock Market Takeovers , page 111) , or start wars at your stations (see Rate Wars, page 109). If the competition cut-throat, they aggressively buy your stock, try to take you over, start rate wars to capture your stations. New players should keep t competition friendly. In a basic economy every station serving a moderate size city dem all cargos. This makes it easier to make money, because any cargos you can pick up can be delivered to any city station. In a complex economy the demand at a station is determined by demand of the indus and community it serves (see Railroad Stations, page 56). New playe should play with a simple economy until comfortable with the concept of supply and demand. PAGE 17 PAGE 18 For each of the reality levels, choosing the easier option makes game easier to play by dropping out some concepts a new player then doesn't have to think about. As you get more familiar with the mechanics of the game and the decisions that must be made, you can selectively increase the reality level of your games. In addition to making the game more or less easier to play, setti the reality level has an effect on the difficulty factor explained below. The Difficulty Factor The difficulty factor is a measure of the degree of difficulty th you have set for your game. When you retire or are forcibly retired the difficulty factor helps to determine your retirement bonus and tycoon ranking. The difficulty factor is a percentage, from 25% to and the higher the percentage, the higher your ranking is, other thi being equal. The difficulty factor has two general components, the levels of difficulty and reality that you have set for your game. Each level difficulty has a difficulty factor value. To these factors are added the factors from each of the reality levels. The easier levels of reality have a 0% difficulty factor. T difficult levels of reality are each assigned a number of difficulty factors that are added to your total when selected. When you are setting the level of reality for your game, the Difficulty Factor window is also visible. Within this window is dis played the current difficulty factor of your game, ranging up to a maximum of 100%, and set at first by the level of difficulty that yo have already chosen. As you adjust the reality levels, you can see difficulty factor changing with each adjustment. New players should start with a very modest reality level. A difficulty factor of 100% is achieved by playing at the tycoon level with all three of the difficult reality levels turned on. This is t ultimate Railroad Tycoon challenge. The effect of your difficulty factor on your retirement bogus reflects the number of jobs you took on as president of your railroa If you additionally acted as your railroad's dispatcher, had to batt much fiercer competition, and acted as your railroad's shipping age then your bonus is going to be larger. PAGE 18 PAGE 19 When you are satisfied with the reality levels that you have chos and the difficulty factor that results from your choices, press the Selector 1 key, or Selector 2 if using the mouse, to proceed. This ends the pre-game choices you need to make to begin play. At this point the map is drawn and mountains, resources, and cities are added to complete the world for your game. As prompted, press any key to begin play. RR President's Aptitude Test Before you are actually accepted for the job as president of the railroad being formed, you must pass one simple test. A window appe showing one large locomotive and a list of possible identities for i below. You must correctly identify the locomotive pictured. If you need some help, you can refer to the Locomotive Roster, beginning on page 151 of this manual. If you fail to correctly identify the pictured locomotive, your future as a railroad president will be severely handicapped. PAGE 19 PAGE 20 READING AND USING THE DISPLAYS After you finish choosing the pre-game options, the game opens at the Regional Display. The main feature of this display is the world map chosen for this game shown in the display window. The other important features of this display are the Menu Bar, the Train Roste the date, your railroad's current cash, and the World View window. These features are found on the other displays as well. You spend the majority of the game playing from the displays, and you need to understand what you are seeing and how you can perform game functions from these displays to play well. The Regional Display This display shows the entire world chosen for your game. In the case of the Tutorial Railroad from which the above illustration come the game world is the Eastern USA. You should be able to recognize rivers and coastlines. Refer to the Technical Supplement to learn w the different colors that are visible on land represent. This display gives you the complete picture of the world. It sho the basic geography, including the location of mountains and rivers, and also indicates centers of population. If railroads have started operating, they are visible as well. From the Regional Display you can pick out likely areas to consid building your railroad. Normally this is an area where at least two good sized cities are close enough together to make building a railr between them a reasonable proposition. PAGE 20 PAGE 21  The Menu Bar Across the top of the entire window is the menu bar. From here y gain access to a number of menus from which you can change game parameters, save games, jump to other displays, read railroad report build railroad equipment and structures, and perform other game functions. In the following sections, the individual menus that are found on the menu bar are described in detail. The Game Menu When opened, the Game menu consists of 5 options: "Game Speed" "Train Messages" "News Reports" "Repeat Message" "Save Game" You can open this menu and make choices from it at any time durin the game. The 5 possible options have these functions: Game Speed: Choose this option to vary the speed of the game. A new menu opens listing the 5 game speed options: "Frozen" "Slow" "Moderate" "Fast" "Turbo" Choose "Frozen" to completely stop the passage of time. This all you to examine geography, build track, place stations, etc., while a trains and activities of competing railroads are halted. In additio although you may call your broker, he won't answer until time starts moving again. "Slow", "Moderate", and "Fast" are simply relative scales of time each faster than the other with no additional effect. PAGE 21 PAGE 22 "Turbo" speed is another special case, that not only triggers the fastest passage of time, but the game does not pause as is normal fo any messages or end of year fiscal reports. The game just continues playing at top speed with no stops. Train Messages: This option refers to the train arrival announce ments that appear in the World View window at the top right of the display. Normally a report appears in this window each time a train arrives at a station. This report lists the number of the train, wh it has arrived, the time of arrival, what cargos are delivered, and revenues earned by the delivery. By choosing the "Train Messages" option, you open another menu that gives you the choice of turning o these messages, or having them go away fast or slowly. News Reports: Choosing this option opens another menu from which you can set the type of news reports you wish to receive. From this menu you control the presence of the reduced sized newspaper reports that appear from time to time. If you are getting the information, the option has a check mark next to it. If you have the option turn off, the check mark is missing. Your options are: "Financial News" "Railroad News" "Local News" "Animations" o Financial News: These are mainly reports on the financial acti ties of competing railroads, specifically the stock that they are buying and selling. You do not receive news of their bond sales and purchases unless the competing railroad transacting bonds owns stock in your railroad. o Railroad News: These are reports on the non-financial activiti of the competing railroads, such as the start up of a new railroad, the building of new stations and track. o Local News: These reports refer to events on your railroad suc as the presence of a Priority Shipment or a change in the local supp or demand due to the loss or addition of industry (only when playing with a Complex Economy). o Animations: Certain events in the game such as bridge building and train wrecks are marked by an animated graphic sequence. You PAGE 22 PAGE 23 can turn off these animations to speed up the game. Repeat Message: If you were not able to read the last message th appeared, you can choose this option to have the message repeated. Save Game: The game you are currently playing is saved at the moment you make this choice. You are asked which of the 4 saved gam files you wish to place the saved game in. Thereafter, this game ca be called up again and play resumes from the exact moment when you saved it. If you choose to write the saved game into a file that ho a previously saved game, the older game is eliminated. The Display Menu The Display menu consists of 5 choices: "Area Display" "Local Display" "Detail Display" "Options" This menu is used to zoom in or out among the displays, or to cha the information shown on the displays. The Regional Display is the farthest zoom, and the Detail Display is the closest zoom. How best zoom from this menu depends on whether you have a mouse or not. If you do not have a mouse, use the Direction keys to center the cursor box in the area of the map now visible where you wish to zoom regardless of direction. Pull down the Display menu and choose the display to which you want to zoom. The new display centers on the cursor. If you have a mouse, pull down the Display menu and choose the display option you wish to see. You are prompted to "Click on map center". Place the mouse pointer in the area of the current display to which you wish to zoom and press Selector 1. The new display centers on the mouse pointer. Alternatively, the shortcut keys shown on the menu can be used wi either the mouse or keyboard interface. To use the shortcut keys, center either the cursor (when using the keyboard) or the mouse poin (when using the mouse) in the area you wish to examine, and PAGE 23 PAGE 24 press the shortcut key specific for the display you wish to see. Th new display centers on the area you marked. Options: By choosing this option, you open another menu from whi you may toggle on or off information reported on the displays. The information that can be toggled on or off are the Shipping Reports a the Resource Map. If the information is on, the option has a check next to it. Information toggled off has no check mark. o Shipping Reports: If checked, Shipping Reports are visible fro Area and Local Displays (see Shipping Reports, page 58). If not che these reports are removed. o Resource Map: If checked, this option converts the Area and Lo Display maps to Resource Maps to help you find nearby sources of car supply and demand (see Resource Map, page 83). If not checked, the normal Area and Local displays appear. The Reports menu consists of 7 choices: "Balance Sheet" "Income Statement" "Train Income" "Stocks" "Accomplishments" "Efficiency" "History" Choose the option you wish to examine, and the report opens. Eac these reports is explained in more detail elsewhere in this manual, a short description is included below. Balance Sheet: A financial statement from your railroad that sho its current condition in terms of assets, liabilities, and the retai earnings, or profits over its lifetime. (See Balance Sheet, page 99 Income Statement: Another financial report showing your railroad revenues and expenses, both for the fiscal period to date, and lifetime of the railroad. (See Income Statements, page 101.) PAGE 25 PAGE 26 Remove Track/Build Track: Available only from the Detail Display this option toggles between building track and demolishing track. W the "Build Track" option is active, the menu choice available is "Re Track". When the "Remove Track" option is active, the menu choice i "Build Track". In addition, the color of the Construction Box box c to reflect the active option, as explained in the Technical Suppleme (See How To Lay Track, page 50, and Track And Bridge Demolition, pag Improve Station: Available only from the Detail Display and only if the Construction Box is centered over an existing station, choose this option to build improvements at the selected station, such as a engine shop, maintenance shop, post office, restaurant, etc. (See Station Improvements, page 61.) Upgrade Bridge: Available only from the Detail Display and only i the Construction Box is centered over an existent bridge, choose thi option to replace an existing bridge with a better one. The Action Menu The Action menu consists of 5 choices, or actions that you as president of your railroad can undertake: "Call Broker" "Survey" "Name RR" "Reality Levels" "Retire" You can open this menu and make choices from it at any time durin the game. The 5 possible options have these functions: Call Broker: Gets you in contact with your stock broker so that can buy and sell stocks and bonds. You can buy the stock of your ow railroad or the stock of a competing railroad. Also through your br you can direct the operations of any railroads that you control. (S Calling Your Broker, page 97 and Controlling Other Railroads, page 1 Your broker may not always be able to return your call because he is currently taking calls from competing railroads or because you have frozen time. If you have a call placed, a letter B appears to the l of your current cash indicating that your broker will get back to yo soon as he can, and that you don't have to keep calling. PAGE 26 PAGE 27 Survey: Available only from the Detail Display, choosing this op calls in your engineers to survey the area visible on the display ma The engineers mark the elevation of the area in order to help you pl where best to lay your tracks to minimize grades. (See Surveys And Grades, page 51.) Name RR: Choosing this option allows you to give your railroad a new name. A window opens and prompts you to type in the name you desire. In addition to the full name, you are asked for a 3 letter handle for your railroad that is used in places where the full name would take too much space. For example, the handle of the Baltimore & Ohio Railroad might be the B&O. Reality Levels: Choosing this option opens a new menu of the gam options that you selected when beginning play (see Pre-Game Options, page 16). You may turn these options on or off from this menu. The reality levels that can be changed are: o No Collision Operations/Dispatcher Operation: New players shou choose No Collisions. o Friendly Competition/Cut-Throat Competition: New players shoul keep the competition friendly. o Basic Economy/Complex Economy: New players should play with th Basic Economy. Retire: Choose this option to end the game or to see how you are doing at this time. By choosing this option, you receive a report o what your retirement bonus would be if you retired now, and what occupation your performance indicates that you are best suited for. Press Selector 1 to open a menu that gives you a chance to return to the game or really retire. The World View Window This small window is most often used to show you at a glance the part of the world map that is currently shown in the display window. It is also used to display Train Arrival Announcements when one of your trains arrives at a station. (Note that how long Train Arrival Announcements linger in this window, or whether they appear at all can be determined by you from the Game menu, see page 21.) PAGE 28 When the world map is shown within the World View window, a box i drawn around the part of the world that is currently shown in the display window. Since it would not make any sense to show this map you are at the Regional Display, the Railroad Tycoon logo is shown i the window instead. Current Cash The amount of money shown here is the cash your railroad currentl has on hand to spend. The color of this number (as described in the Technical Supplement) indicates whether the balance is positive or negative. A negative cash balance is the current amount of short te loans that you have outstanding (see Short Term Loans, page 98). Date This is the current month and year of your Railroad Tycoon game. Each game begins in the month of January of the starting year. For example, games in the Eastern USA begin in January of 1830. The end December in each odd-numbered year ends a fiscal period in the game you review the financial reports of your railroad at that time. At end of December of each year, you are charged interest on your bonds and short term loans. The Train Roster This roster is a list of your trains, in order, from Train #1 at top, down to the last train on your railroad (see Train Roster, page From this roster you can tell at a glance the cars currently in a tr whether they are loaded or empty, the train's destination, whether i currently paused or not, its relative speed, and whether or not it i carrying a Priority Shipment. If a Priority Shipment is available o your railroad, the current reward for its delivery is shown at the b of the Train Roster. From the roster you can obtain more detailed information about ea train and make changes to its route and consist by opening its Train Report (see Train Reports. page 66). PAGE 28 PAGE 29 The Area Display This is the next zoom down from the Regional Display and is a schematic display of your railroad. It shows no geography, but only the track, signals, trains, stations, and Shipping Reports (if not toggled off) of your Railroad. For this display you may toggle off Shipping Reports (see Display Menu, page 23) and toggle on or off th Resource Map (see Resource Map, page 83). This display is useful when you want ho see more of your railroad one time than you can at the Local Display. From here it is also ea to pick out the railroad features since the local geography is hidde PAGE 29 PAGE 30 The Local Display This is the second zoom down from the Regional Display and shows only your railroad's features, but also the local geography and indu From this display you can plan the expansion of your railroad into n areas with good population centers or industrial sites, while keepin location of mountain and river obstacles in view. On this display you may also toggle on or off the Shipping Report your stations or the Resource Map. PAGE 30 PAGE 31 The Detail Display This is the closest zoom possible, and is the display at which al railroad construction is done. This display shows in greatest detai the geography, population centers, and industrial sites on the map. this display only, you may survey the local geography and plan in de the laying of track (see Surveys and Grades, page 51). This display is also the most useful when planning train movement that require the overriding of block signals (see Overriding A Block Signal, page 91), because you get the clearest view of the relative locations of your trains on your tracks. PAGE 31 PAGE 32 ENDING THE GAME AND WINNING Ending The Game A game of Railroad Tycoon can end in one of four ways. First, if are thrown out of office and replaced as president of your railroad irate stockholders (see Stockholder Happiness, page 96), the game en immediately. Second, if another railroad manages to buy enough stoc gain control of your railroad, your services are no longer required the game ends immediately (see Stock Market Takeovers, page 111). T when the number of years have passed for the level of difficulty you (see Difficulty Levels, page 16), the game ends unless you accept an increase in the level of difficulty. Fourth, you have the option of retiring at any time. Tycoon Rankings Regardless of how the game ends, your performance is rated accord to several factors, including the value of the railroad when you ret the number of years that you were president, the difficulty factor o game, the number of competing railroads, if any, that you control, a whether you were thrown out of office. The resulting retirement rating is your retirement bonus and fina rank as a tycoon, and indicates the job that you are most qualified after retirement. Post retirement jobs range from Hobo, the worst, President of the United States, the best. In the final scene of eac game you are shown a picture of yourself in your new position. Throughout play, as you reach new levels of achievement you may receive offers of other jobs. These offers give you a general idea of how you are doing in the tycoon rankings. Railroader's Hall Of Fame If you do an exceptional job as railroad president, upon your retirement you maybe elected into the Railroader's Hall Of Fame. Th is a select group of the 5 greatest Railroad Tycoons. If your tycoo ranking is high enough, you are given the opportunity to add your na the list. PAGE 32 PAGE 35 2. TUTORIAL RAILROAD TUTORIAL RAILROAD To help new players understand the major concepts of Railroad Tyc a working railroad has been started and is described in this section Follow the instructions for loading this railroad and read through t section with the railroad on your screen. Before attempting to foll the tutorial you need to at least be familiar with the manual sectio Interface Introduction, page 13. To load the tutorial railroad, follow the instructions for settin the Pre-Game Options (see page 16) up to the point where you have th option of starting a new railroad, loading a saved railroad, or load the tutorial. Choose "Load Tutorial". This action skips the remain of the pre-game options and takes you into the tutorial railroad gam The first step is the drawing of the world map. When the map is complete, press any key to begin the game. Looking Around After you press any key from the previous step, the Regional Disp opens. Before you do anything else, pull down the Game menu at the left of the display on the menu bar and choose the option "Game Spee From the new menu that opens, choose "Frozen". This action freezes until you change game speed again, and allows you to look around you new railroad before resuming operation. PAGE 35 PAGE 36 You are looking at the Regional Display. In the biggest window of t display is the map of the Eastern USA world, and you should be able recognize the Great Lakes, rivers, and Atlantic coastline. In the b of one of the rivers, is an angled line that is a different color fr the rivers. This is the track of your railroad, the Charlottesville Richmond. Throughout this tutorial the Charlottesville and Richmond referred to by its handle, the C&R. When you play Railroad Tycoon, you spend the majority of your tim this display or one of the three other similar displays. The other displays are similar in design, except that the maps they show are c zooms of this world map. For a more detailed description of what yo seeing on these displays and how to use them, refer to the manual se Reading And Using The Displays, page 20. For new, just pull down the menus listed across the menu bar, one time, to familiarize yourself with the options they contain. Note t some of the options have shortcut keys listed after them. You can u these keys to choose the corresponding option without having to use menus. After you have looked at the menus, open the next display down, t Area Display. There are several ways to do this, but for now place either the mouse pointer (if you have a mouse) or the cursor (if you don't have a mouse, move the cursor with the Direction keys) just PAGE 36 PAGE 37 below the visible track of the C&R. Then open the Display menu with the keyboard and choose "Area Display". This display is a schematic representation of your railroad, and shows no geography. The parts of your railroad that are visible are the tracks, stations, signals, trains, and Shipping Reports. Th Shipping Report graphically report which cargos are supplied and/or demanded at each of your stations, and are described in more detail the manual section Shipping Reports, page 58. Notice that the display features surrounding the map window have remained unchanged, with one important exception. To the top right the display where the game's logo previously appeared, there now appears a section of the world map. Within this map section a box appears. The area within the box is the area of the world map now visible within the display window. This Area Display can be modified to change the information it reports. To see this, open the Display menu and choose "Options". Notice on the menu that appears that Shipping Reports are checked, indicating they are on, and that Resource Map is not checked, indicating that it is off. Take the time now to switch these featur on and off, pressing Selector 2 after each change to see the effect. As you play, you may find it helpful to have the Shipping Reports turned off to see more of the surrounding area. The Resource Map sh you at a glance the location of industry and population that PAGE 37 PAGE 38 supply and demand goods. For more information, see Resource Map, pa 83. Before going on to the next display, reset the options to Shippin Reports on and Resource Map off. To zoom in closer to the C&R, cent the cursor or mouse pointer just below the Charlottesville Shipping (the box marked "Cha"). Then open the Display menu with the keyboar and choose "Local Display". This display is a closer look at your railroad and the nearby geography. Now you can see map icons that represent the different types of terrain, industry, and population centers. These icons are described in detail in the World Economies Chart found on the Player Aid Cards. The parts of your railroad are represented in the same manner as they were on the Area Display. Note that the display features surrounding the map window have remained unchanged from the Area Display. Also, on this display you may turn off the Shipping Reports or turn on the Resource Map, as wa possible on the Area Display. From this display, for the first time, you can obtain information about some of the map features. Using the mouse, place the pointer the icon two squares below the Charlottesville station, and press Selector 1. Without a mouse, use the Direction keys to center the cursor directly on this icon and press the Information key. In eith case, the icon is revealed as a steel mill. PAGE 38 PAGE 39 To zoom in as close as possible to the C&R, center the cursor or pointer on the railroad's track, half way between the Charlottesvill Richmond stations. Then open the Display menu with the keyboard and choose "Detail Display". This display is the closest zoom you can achieve, and the most de view of the map and your railroad available. From this view you can the trains moving in detail, including the smoke puffing from their stacks. Also visible in the greatest detail are the map icons for t geography and industries. The icons now visible are the ones shown the World Economies Chart on the Player Aid Cards. Also visible for the first time are the names of the cities on the map. From the Detail Display you can obtain information about the map features present, as you can from the Local Display. However, the Shipping Reports are no longer visible and the Resource Map cannot b turned on. The Detail Display is the display where all railroad construction conducted. From this display you lay track and build stations. How to perform these functions is described later in the tutorial. Befo beginning construction, you should examine a few reports to get a be idea of how your railroad is operation. PAGE 39 PAGE 40 Station Reports Move the Construction Box onto the Charlottesville Station icon a press the Information key or press Selector 1 if you have a mouse. either case you open the Station Report for the station at Charlottesville. This report shows you how big the station is, what improvements have been made there (only an engine shop at this time) what cargos are waiting to be picked up (cargos that are supplied th and what cargos the city will pay for (what cargos are in demand the This information helps you plan what trains to run where. You le for example, that you can sell anything here that you can carry, and that the city is supplying mail and passengers. If you look at the Station Report for Richmond you see that it also supplies mail and passengers. This presents you with an opportunity to run mail and/or passenge trains back and forth between the two cities, hauling mail and passengers between them. At each end you can pick up a cargo, take to the other city for delivery, and then pick up a similar cargo for the return trip. The information regarding the local cargo supply and demand is al available in the Shipping Reports visible from the Area and Local Displays mentioned earlier. You use the Shipping Reports and the mo detailed Station Reports to help plan where you wish trains to run. a more detailed discussion of how stations work, see Railroad Statio page 56. PAGE 40 PAGE 41 The tutorial railroad is set up to run at the lowest difficulty a reality levels. One of the reality options is the basic economy, wh a city icon generates demand for all cargos. To quickly see how a complex economy works, return to the Detail Display from the Station Report, and pull down the Action menu. Choose the option "Reality Levels", and from the menu that opens choose "Complex Economy". Thi places a check mark next to the option indicating that the complex economy is turned on. Now return to the Station Report for the Charlottesville station see the effect of changing to a complex economy. The station will n longer pay for (demand) everything. It will pay only for those carg that the surrounding industry and population want. The city wants mail, passengers, and goods, the steel mill wants coal, and the pape mill wants wood. These are the only cargos now in demand. Before continuing with the tutorial, you can turn off the complex economy or leave it on as you wish. Next, it is time to examine one of your trains. Train Reports From the Detail Display, turn your attention to the Train Roster at the bottom right of the display. In this area are shown in order the three trains that already exist on your railroad. For each trai the roster shows the number and types of cars in the train, the trai destination, and other information as explained in the section Train Roster, page 65. For now you want to use the roster to open the detailed Train Report of Train #2. To open the report if you don't have a mouse, use the Tab key to move the map cursor into the roster, and then use the Direction keys to move the cursor down the roster to Train #2. Then press the Sele key to open the Train Report. If you have a mouse, place the mouse pointer on the locomotive icon of Train #2 and press Selector 1. In either case, this opens the Train Report. PAGE 41 PAGE 42 The Train Report that is now visible provides you with detailed information about this particular train, including what it is carryi and where it is headed. For a more complete discussion of what you see here and what you can do to make changes, see Trains, page 63. Of particular interest right now is the part of the report titled Scheduled Stops at the bottom left. Listed here are the four stops planned for this train. To the right of the planned stops, under Ne Consist, some freight cars are visible. The stops and consist chang for this train have been planned to take advantage of opportunities profit along the C&R. If you return to the Local Display of the C&R, you can see the re for the schedule and consist of Train #2. At Charlottesville Juncti there is supply of coal and at Charlottesville there is a steel mill wants coal. The steel mill takes the coal and converts it into stee creating a supply of steel. In Richmond there is a factory that want steel. If it gets steel, it converts the steel into manufactured go The city of Charlottesville wants manufactured goods. So Train #2 has been scheduled to load coal at Charlottesville Ju into a coal car. It then travels to Charlottesville, delivering the coal. The coal becomes steel. Train #2 takes off its coal car puts on a steel car to carry away the steel. The steel is carried t Richmond and delivered to the factory. The factory converts the ste manufactured goods, creating a supply of goods. Train #2 takes off steel PAGE 42 PAGE 43 car and puts on a goods car to carry the goods back to Charlottesvil After reaching Charlottesville a second time and delivering the good the train switches to a coal car again and starts the route over aga Note that next to Charlottesville Junction on the list of Schedul Stops there is a letter "W". This indicates that this train is orde to wait at this stop until it is fully loaded before leaving. How t order is placed and the advantage it offers is explained in Wait Unt Full Orders, page 78. Note that at this time, Train #2 is listed as a Bulk Freight Loca Open the Train Type menu and select the choice "Limited". This changes Train #2 to a Bulk Freight Limited, and the train now only stops at the stations listed in its schedule, and only in the order listed. In the manual section on Routing Trains, the reasons for making this change are explained in detail. The manual sections on Routing Trains and Train Consist explain how schedules such as this one for Train #2 are arranged. If you wi read these sections now. For practice, take Train #3, now hauling c to Charlottesville, and give it the same schedule and consist of Tra #2. Before leaving this report, however, pull down the other menus across the top to see what options are available. Laying Track The first real step in getting a new railroad operating is laying track. Although the C&R is already operating, it is going to have t expand to grow and increase revenues. You are going to lay some tra to the north of Charlottesville to connect up to the lumber mill on map in that direction. Wood from the lumber mill can be carried to paper mill and converted into paper, as noted on the World Economies Chart (see the Player Aid Cards). To build some new track, return to the Detail Display and place t Construction Box on the track section directly below the paper mill that is to the east of the Charlottesville station. Now press the T Construction key for laying track in a northeast direction. You see new track section appear, branching off from the mainline to Richmon Lay one more section in a northeast direction. Because the terrain directly ahead is hills, it might pay to surv the local area to see what the best route is. Press the Center key center the map on the Construction Box, and then open the Action PAGE 43 PAGE 44 menu and choose "Survey". The elevations of all the visible map squ are revealed and this makes it clear that laying straight ahead woul mean a steep rise in the relative elevation. However, if you build north for a while and then curve around the hills, the elevation cha remain reasonable. You can leave the survey on if you like, or remov by pressing the Center key again. Lay four more track sections straight north, and then one more northeast. That brings your track adjacent to the lumber mill. Not that with the laying of each track section, your cash is reduced. C is being spent for the track and the land, or right-of-way, that the track takes up. You now have the track completed for the connection the lumber mill, and it's time to put a station there to load the wo Building A Station To build a station for the lumber mill, place the Construction Bo on the track section that ends next to the mill. Pull down the Buil menu and choose "Build Station". A new menu appears from which you choose the type of facility to build. Also, the economic radius of the types of stations available appears centered around the Const tion Box. The economic radius is explained in further detail in the manual section How to Build a Station, page 58. Basically it represents ho far people and industry are willing to travel to each station type t pick up deliveries or drop off cargos to be shipped. The better the station, the farther they will come. Since your station is going ri next to the lumber mill and there are no other likely customers near you need only build the smallest station, a Depot with a radius of o square in every direction. Choose "Depot" from the list of options, and a station report for the new station at Charlottesville Crossing appears. This report sh that the station can be expected to supply 2 cars per year with a normal economy, and that no cargos are in demand here. Now that the track and a station have been built to a supply of wood, you need to put on a train to carry the wood to the paper mill. PAGE 44 PAGE 45 Building A Train To build a new train to carry the wood, pull down the Build menu and choose "New Train". A new window appears offering you the choic of locomotives to put on the train. However, at this time, only one locomotive is available, the 0-4-0 Grasshopper. If you don't have a mouse, a menu appears from which you can only choose the Grasshopper locomotive. If you have a mouse, no menu appears, but you make your selection by placing the mouse pointer on the icon of the locomotive on the left side of the window and pressing Selector 1. In either case, you are taken to the Charlottesville Station wher the new locomotive is built. The engine appears here because the on engine shop on your railroad is at Charlottesville. (For more infor tion about the engine shop and other facilities that can be built at your station, see Station Improvements. page 61.) The new locomotive drives out of the engine shop and stops to the left of the station platform. At this point you add the cars that y want on the train. You can put as many as 8 cars on any train, but tiny locomotive is not capable of pulling that many. As time passes and better engines are developed, you can build much bigger trains, for now just put on one wood hopper car. When the hopper is on, cho "No Thanks" to complete the train. You now go to the Train Report f your new train, Train #4. Your train is ready to go except that its schedule sends it back forth from Charlottesville to Richmond. You want this train to go t Charlottesville Crossing instead, to pick up wood. You need to make this schedule change before allowing the train to start out. To change the schedule when you don't have a mouse, use the Direc keys to move the highlight box that is visible to the row marked #2 Scheduled Stops. Now open the Schedule menu on the menu bar at the of the report and choose "Change Station". This opens the Route Map Use the Direction keys to cycle the cursor around the stations of yo railroad until the cursor highlights Charlottesville Crossing. Pres Selector 1 to choose Charlottesville Crossing and return to the Trai Report. PAGE 45 PAGE 46 To change the schedule when using a mouse, place the mouse pointe the city name "Richmond" and press Selector 1. This opens the Route Move the mouse pointer to the small box beside Charlottesville Cross and press Selector 1. Press Selector 2 to return to the Train Repor In either case, Charlottesville Crossing is now stop #2 on the li of scheduled stops for Train #4. This train is now scheduled to run back and forth carrying wood to the paper mill at Charlottesville. You can now leave the Train Report. Restarting The Railroad You have now examined the major game functions that you must understand to play Railroad Tycoon. Pull down the Game menu again and choose "Game Speed". Set the speed to "Slow" and let your railroad begin operating. Take the time now to examine some of the reports found in the Reports menu. They are explained in detail in manual chapter, Railroad Business, page 94. Zoom in and out among the displays, and turn on the Resource Map for a while to look for likely areas to expand the C&R. It may be useful to save the C&R at this point, and then experime with new routes, trains, and the reality options. To save the game this point, pull down the Game menu and choose "Save Game." Your fi experiments with Dispatcher Operations may result in some collisions unless you have studied the manual section on Operating Trains, page and have broken up your railroad into signal blocks. If things go w simply reload the C&R from where you last saved it and try again. Reality Experiments If you decide to experiment with Dispatcher Operation, consider placing a signal tower halfway between Charlottesville and Richmond, and two more just after the switch on the way to Charlottesville Crossing. Place one on the mainline east of the switch and one on t branch line on the north side of the switch. Experimentation and reading the section on Operating Trains, page 88, should make it cle how these signals can speed the movement of your trains. PAGE 46 PAGE 47 The track between the new signals at the Charlottesville Crossing switch and Charlottesville can be double tracked to allow two trains at a time to move through this block. You may also consider changing over to a complex economy. The C&R as set up for you can operate perfectly well with a complex economy. Further profitable expansion, however, will require that y understand how stations work, and the relationship between industry and cargos. When you have finished experimenting, it is time to restart the game, select your new railroad world, and build your own railroad from the beginning. PAGE 47 PAGE 49 3. RAILROAD ENGINEERING LAYING TRACK Where a railroad places its track can make a significant differen in its operations and profits. If track is laid up a hill, every tr using the route must slow down or increase power to make the climb. the track is sharply curved, trains must again slow down to prevent derailment. Poor track planning increases costs and reduces earning The most desirable track is straight and level, allowing trains t maximize speed in both directions. The more curves and grades, the slower trains can move and thus, the slower deliveries are made. Si most revenue is tied to speedy delivery, slow trains may be the difference between profits and losses. Once a railroad decides to lay track between two points, the construction process takes several steps. The first is to send engineers to the country to survey the geography. The surveyors sel a route that minimizes grades, curves, and right-of-way expense. Railroads must buy the land, or right-of-way, over which their track are to be laid. The route selected should pass over undeveloped and less expensive real estate where possible, rather than expensive residential or industrial areas. Once the route is selected and the right-of-way acquired, track laying begins with the leveling of the road bed to as nearly level a grade as possible. This may require earth fills in depressions, cuts through ridges, and bridges and tunnels for more serious obstacles. Once the road bed is prepared, on goes the gravel ballast the wooden crossties, and finally, the steel rails. In Railroad Tycoon you may also survey the area through which you wish to lay track. By conducting your survey you can plan how best to run your tracks so as to minimize grades, curves, tunnels an PAGE 49 PAGE 50 bridges. Building tunnels and bridges greatly increases the cost of your track, but may be a better alternative to long detours or steep grades. Your trains will move more slowly up steep grades and through tig curves, so good planning before the trains start running will increa your average train speed and profits over the life of your road. As construction engineer of your railroad you must carefully balance the cost of alternative routes versus their effects on your train operations. How To Lay Track Track is constructed on the Detail Display only. It is built in sections, one section at a time. A track section connects the cente of one map square to the center of an adjacent square. To lay a section of track, center the Construction Box on the map in the square from which you wish the track piece to be constructed. Press the correct Track Construction key to build a section of tr in the direction you desire. Watch the new track piece appear and n that the cost of the right-of-way and track construction are subtrac from your cash. Once your first section of track is laid, you can continue puttin down more track in any of six directions: straight ahead or back, a degree angle to the left or right, or a 90 degree angle to the left right. However, once track building begins, you may only build new sections off of existing track. You cannot there after start a new section independent of existing track. All track built into a new square is single track. (See Double T below.) You may build switches by having track split off an existing trac piece at a 45 degree angle (not a 90 degree angle), but either the switch or original track must be a straight section. You cannot bui a 'Y' track junction. You may not lay track across another section of your track or a section of another railroad's track. PAGE 50 PAGE 51 Surveys And Grades As you lay track you may receive a message reporting that the sec you wish to lay has a grade of a certain size, 1.5% or higher. The the percentage, the steeper the grade and the slower trains can move You are given the choice of proceeding or not with construction. Be laying the track consider conducting a survey of the area to look fo an easier route. You can survey an area by centering it in the Detail Display and choosing "Survey" from the Action menu. In each square of the map a number appears. These numbers represent the relative elevations of squares. Grade percentages result from a complicated calculation of differences between the elevations of two adjacent squares. Trains are slowed down by even the tiniest grade, and are only unaffected when moving downhill or on a level. Grades of some sort all but impossible to avoid, and in many cases you have no good alternative but to accept grades of 3% or even higher. PAGE 51 PAGE 52 River Bridges Bridging the gaps over rivers and other geographic features was a major engineering challenge for railroads. In the early days the ma of choice was stone, but its expense often forced the compromise of wood. As technology and engineering science progressed, engineers turned to steel as the best structural material for their bridges. It was relatively cheap but still capable of supporting the growing weight of trains. You may lay track across rivers by building bridges. To build a bridge, proceed as if you were laying a normal straight track sectio Bridges cannot be built on curves. A menu appears showing you the cost of each bridge type now available. You have the option buildin any one of the bridge types, or of not building the bridge at all. River bridges may only be built in a straight line over one river square. The bridge is built from the starting square to the first l square on the river's other side. You may not build a bridge that crosses more than one river square. Floods may wash out your bridges. Trains on bridges that wash out or that cannot be stopped or rerouted before going off of a wash out bridge are destroyed (see Train Wrecks, page 80). A washed out bridge is rebuilt after the passage of sufficient time. You cannot speed the rebuilding process, or build a bridge of a new type at thi location while the washout remains. You have a choice of up to three types of bridge to build. A woo trestle costs $50,000 and is very susceptible to washouts. A steel girder bridge costs $200,000 and is much harder to wash out, but is not available until the technology for it is achieved. A stone maso bridge costs $400,000 and is almost impervious to floods. Only steel and stone bridges may be double tracked, wooden trestles may n Ferryboats It is possible for your trains to cross tidal estuaries, the ocea or large lakes with the help of ferryboats. To build a ferryboat, proceed as if you were laying track over the ocean or lake. In effe you build a ferry route. This route may include curves, but it may be double tracked. Ocean ferries are built one square at a time. If the water to be crossed is several squares wide, you must continue building ferry PAGE 52 PAGE 53 sections to the other side of the water. Trains move over ferries as if they were normal track sections, except that train speed is very slow. Ferries can not be sunk or otherwise damaged. Tunnels When a hill or mountain along a planned route was impossible to build around or slice through with a cut, the last resort was a tunnel. Despite their cost, tunnels were normally bargains that eliminated the need for long, tortuous switchbacks with steep grades or long detours. In Railroad Tycoon you may have situations where your tracks cannot cross a mountainous area without building very steep grades. In these situations the increase in train speeds may justify the cos of a tunnel. If you attempt to build a straight track section of sufficiently steep grade, your engineers inform you that building a tunnel may be an option here. To build it, choose the "Build Tunnel" option from the choices presented. The engineers then calculate how long the tunnel needs to be to come out at the same elevation it starts at. A second menu appears reporting the required length of the tunnel an its cost. To build the tunnel, again choose "Build Tunnel". To not build the tunnel, choose "Never Mind". If you build the tunnel, it appears on the map and you can contin building track from its end. The track inside the tunnel is straigh and level. Tunnels are constructed at the elevation of the square from which they are built and therefore have no grade. Tunnels may not be double tracked. Double Track The value of having two tracks between stops, one for traffic in each direction, was recognized by railroads early on. With a flexibl system of switching between the tracks and monitoring the relative position of trains, double tracking made train movement more efficie Doubling track, even at a later date, was much less expensive than t cost of a second single track because the right-of-way was already owned and much of the preparation was already accomplished. In Railroad Tycoon all of the track you lay is single track, but may go back over existing sections and double track them. This PAGE 53 PAGE 54 immediately doubles the number of trains that can safely move over any section (see Operating Trains, page 88. However, doubling track expensive and normally necessary on only your busiest sections. Mon your train operations and double track those parts of your railroad where to often trains are kept idle waiting for tracks to clear. To double a track section center the Detail Display over the area to be improved. Place the Construction Box on the section to be doubled and press the Double Track key. Note the change of the section to the map symbol for double track. Track is doubled one section at a time. The following features may not be double tracked: 90 degree curve tunnels, and wooden trestles. All stations, including signal towers, are automatically double tracked. Track And Bridge Demolition Railroads occasionally found it necessary to rebuild or remove track and other structures. The B&O for example, rebuilt its main l from Baltimore to Harper's Ferry several times to eliminate difficul curves and grades. As railroads have concentrated their business in long, mainline hauling, many branch lines have been abandoned and torn up. Many industries have gone over to truck transport, or entirely disappeared, eliminating the need for rail transport to communities. In Railroad Tycoon you may find circumstances where a station no longer needs to be served because the local industry has gone out of business, or where a bridge that can be double tracked is a good investment, etc. In these cases it may financially beneficial for y railroad to remove or realign your tracks. Note that track not bein stills costs you money for maintenance. To demolish a track section or bridge from your railroad, go to t Detail Display and place the Construction Box at the end of the sect or bridge to be removed. Pull down the Build menu and choose the "Remove Track" option. Note that the Construction Box changes color signifying that your work crews are now prepared for demolition. Press the Track Construction key for the direction in which you wish to tear up track and the section is removed. When track is removed, you receive cash for the value of the right-of-way that is sold. PAGE 54 PAGE 55 When you have completed all desired demolitions, pull down the Build menu again and choose the "Build Track" option. This returns the Construction Box to its normal color signifying that track buil is again possible. PAGE 55 PAGE 56 RAILROAD STATIONS The first regularly operating railroad station in the United Stat is thought to have been built by the Baltimore & Ohio Railroad in th Mount Clare area of its home city. This station was used for many y until the passenger and freight traffic passing through it grew too large. Most of its functions were moved to a larger station in the Camden area that was better equipped to handle the traffic flow into out of the expanding city. The purpose of a railroad station, like those on the B&O, is to provide a place for people and goods to transfer to and from trains. A small platform by the trackside where farmers drop off their milk cans, the special sidings adjacent to a coal mine, or the New York Central's Grand Central Station in Manhattan are all examples of stations or facilities functioning as stations. In order to work efficiently, a railroad sets up a network of appropriately sized and equipped stations to provide reasonable serv to its customers. Grand Central Station would be wasted in a small rural town, while a small commuter station would not begin to handle the needs of New Yorkers. In Railroad Tycoon, you have a choice of three different sized stations to build. The larger the station you choose for a location the larger the surrounding area it serves. However, larger stations cost more. Your challenge is to accurately assess the needs of the local community and provide a station that provides the most service for a reasonable investment. A station that is too large is a waste of money and a station that is too small reduces the local supply an demand for cargos, lowering potential revenue. Description In Railroad Tycoon stations are the only places that trains can s to pick up and deliver cargos. Building track into industrial sites cities has no effect on creating supply and demand for cargos. The transfer facilities that automatically come with a station must be present for pickups and deliveries to take place. There are three types of station: Depots ($50,000), Stations ($100,000), and Terminals ($200,000). They are differentiated by th cost, economic radius, and map icon. The economic radius is a range in squares out from the station in all directions. The better the station, the farther people and indu PAGE 56 PAGE 57 can be expected to travel to do business with your railroad. All industrial and population sites within the radius of a station send (supply) and receive (demand) business through the station. By adding together the supply and demand for cargos from the industry and population within range, the supply and demand for the station i determined. For example, assume each coal mine creates an average supply of two carloads of coal per year. A station with three coal mines within its economic radius then generates a supply of about si carloads of coal per year. A Depot has a radius of one square in all directions, a Station has a radius of two, and a Terminal has a radius of three. The square the station occupies also contributes. During the station construction process you are graphically shown the radius of each station type before you actually spend money to build. Examine this graphic to determine which station incorporates the area that you desire. The section of track that any station occupies is automatically double tracked. Each station comes automatically with a Signal Tower attached (see How Signals Work, page 89). Additional facilities can be built any station location (see Station Improvements , page 61). An engin shop is automatically built at the first station that you build. PAGE 57 PAGE 58 How To Build A Station Railroad stations are built on the Detail Display. Place the Construction Box on the track section square where you want the stat Pull down the Build menu and choose "Build Station". A second menu appears offering four choices: "Signal Tower ($25,000)", "Depot ($50 "Station ($100,000)", or "Terminal ($200,000)". For now, ignore the Signal Tower (see Signal Towers, page 90). Choose the station type wish to build and press Selector 1. The icon for the station type yo chose appears under the Construction Box. Immediately thereafter a graphic appears describing the station you just built. The station is named, and its type is shown with th date of construction. In a window is displayed the average yearly supply of specific cargos this station can be expected to generate, any, plus a list of cargos that are demanded here. Stations may only be built on straight track sections, not curves The straight section may end in the square chosen, thereby placing a station at the end of the line. Stations may not be built if their economic radius overlaps the radius of a nearby station in any square. To replace a station with a larger or smaller one, repeat the procedure for building a station and place the new station on top of the old one. For example, if you have a Depot that you wish to repl with a Terminal, center the Construction Box on the Depot and then follow the procedure for building a Terminal. The Depot is replaced the Terminal. Shipping Reports An operating railroad must be flexible in its ability to reroute trains, add or delete trains, and otherwise adjust its service in response to changes in the supply and demand of cargos along its sys The opening of new coal fields, the burning down of a ferry, or the growth of a city's population are the kinds of factors that are constantly affecting railroads. A nimble management quickly adjusts to increased supply of steel here and decreased demand for livestock there by switching livestock trains to steel. Otherwise, trains tha could earn revenue in one area run mostly empty in another, while the maintenance costs pile up. PAGE 58 PAGE 59 In Railroad Tycoon you monitor the supply and demand of cargos at your station by checking their supply and demand reports. When you see supplies of cargos to be shipped piling up on one station's report, you need to look at your other Station Reports to find place to deliver those cargos. Supply and demand information for your stations is found in two places, Shipping Reports, and their cousins, Station Reports discuss on page 60. These two reports are available at all times for each station on your railroad. To see a Station's Shipping Report, go to either an Area or Local Display of the part of your railroad containing the station. The Shipping Report is the window attached to the station icon by a line and is also identified by a three letter abbreviation of the station name. In addition to the name of the station, you can read the followin information on the Shipping Report: what cargos are demanded here; what cargos are now available here to be shipped, and roughly how many cars of each; whether freight rates for deliveries here are halved, normal, or doubled; whether a priority shipment is available or demanded here (see Priority Shipments, page 85); and a relative measure of revenue earned for deliveries to this station. A short line in a column of the report indicates that that cargo is demanded at this station. For example, a line in the first colum of the second row indicates you can earn revenue for bringing passengers here. One or more train car icons in a column indicates the number of carloads of the corresponding cargo now available here to be picked up by a train. No more than four car icons appear in a column, although more carloads than that may be available. The border around the window indicates freight rates. There is a border color for normal rate, for half rates (only during rate wars, see page 109), and double rates (see the Technical Supplement for th correct colors). Double rates exist for a new station from its open until the end of the current fiscal period, and for one fiscal perio after a successful rate war. PAGE 59 PAGE 60 To indicate where you are making money, the bottom of the Shippin Report window fills in as revenue is earned for delivering cargos to this station. The fill is emptied at the end of the fiscal period. The freight class cargos for England and Europe are slightly different from those in the USA, as shown in the Shipping Reports on the Player Aid Cards. Station Reports A Station Report provides supply and demand data in a different format from the Shipping Report, plus other information as well. Whe the Shipping Report can show a maximum of four carloads of a cargo waiting, the Station Report can show a more accurate account using b car icons and actual numbers. You can call up a Station Report from the Area or Local Displays two ways. If you are using the mouse, place the pointer on the Ship Report and press Selector 1. If you are playing without the mouse, the Direction keys to center the Construction Box over the station a press the Information key. ' From the Detail Display, the Construction Box must be centered on station for the Information key or Selector 1 to call up the Station Report. However, when using the mouse, if you position the pointer the station and press Selector 1, the Construction Box moves to the station square and then either Selector 1 or the Information key ope the Station Report. PAGE 60 PAGE 61 Station Improvements In addition to stations and track, railroads developed a need for additional facilities and structures to improve the efficiency of th road or bring in additional revenue. Railroads built shops at strat spots along their lines for building and maintaining locomotives and rolling stock. Switching yards were required at major junctions and stops where trains could be quickly broken up and reassembled. Rail that skimped on these facilities paid high maintenance costs or prov unsatisfactory service. Railroads also found that they could earn money on additional services beyond transportation. They built railway hotels near thei stations, and included restaurants in the stations themselves, such those on the Atchison, Topeka, and Santa Fe run by the Harvey Girls (the best food in the west!). On your railroad you may build similar facilities to keep mainte- nance costs under control, store certain cargos to reduce wastage, a earn revenue. However, facilities are not cheap and you must carefu measure their benefit versus cost. Decide what facilities to add wh based on the operating needs of your railroad and the traffic passin through individual stations. At each station (but not signal towers) you may build any of the following improvements: Engine Shop .............$100,000 Switching Yard ..........$50,000 Maintenance Shop ........$25,000 Food Storage ............$25,000 Livestock Pens ..........$25,000 Goods Storage ...........$25,000 Post Office .............$100,000 Restaurant ..............$25,000 Hotel ...................$100,000 New trains may only be started at stations containing an engine shop. When you build a new train you are given the choice of which of your engine shops to place the locomotive. If you have only one the new train must start there. Having more than one engine shop makes placing trains on the far reaches of your railroad easier. En shops also act as maintenance shops. A switching yard reduces the t PAGE 61 PAGE 62 required to change the cars in a train by 75% (see Train Consist, pa 75). Place switching yards at stations where trains regularly chang their consists. The more trains you have changing at switching yard the greater the distance your trains can travel in a year. A maintenance shop reduces the maintenance cost of trains that pa through its station in a fiscal period by 75%. Trains that do not receive regular maintenance may pay very large maintenance bills and erode your railroad's profits. In your role as master of the ro your staff informs you which trains are not receiving regular mainte nance each year. All supplies of cargos that are not picked up eventually waste away. In effect they are picked up by some alternative transport. Storage facilities prevent this wastage of cargos at the station whe they are built. Post offices store mail. Food storage warehouses store food. Livestock pens store livestock. Goods warehouses store manufactured goods. England and Europe have storage for cargos uniq to their worlds. Restaurants and hotels earn additional revenue from passengers delivered to their stations, with hotels earning two times the reven of a restaurant. Rail travelers need to be fed and often require overnight lodging when arriving or departing. Railroads that provid these services fill the needs of their customers and earn extra reve You build station improvements from the Detail Display. Center the Construction Box over the station to be improved, pull down the Build menu, and choose "Improve Station" from the options. From the list of improvements that appears, choose the one you wish to place. At the station you see the improvement being built. Press Select 1 to return to the game. You may build each facility only once at a station. A facility t already exists at the station is shown in parentheses with no cost w you pull down the menu and cannot be purchased again. You receive an engine shop with the first station you build. Its cost is automatically subtracted from your cash. PAGE 62 PAGE 63 TRAINS The Function of a railroad is to transport people and freight fro one place to another, and this is physically accomplished by trains. A train consists of two parts, an engine providing the power for mot and the carrying vehicles pulled by the engine. In the United State the engines and carrying vehicles are generally known as locomotives and cars. Since the earliest days of railroading there has been a continual evolution in the technology of both locomotives and cars. Safety, efficiency, and reliability have increased. For locomotives the evolutionary trend has generally been toward higher speed and greater pulling power. In addition, locomotive designs were adapted to the role they were to perform and to the geography the road ran through. For example, trains operating in mountain or plains areas required different gear ratios. Locomotive designed for express passenger trains had relatively less pulling po but generated higher speed. Where speed was of less importance, suc as for bulk cargos like coal, gearing and wheel size emphasized pull power. In addition, locomotives have evolved from wood burning steam engines to coal and oil burning steam engines, diesel-electrics, diesel-hydraulics, and electrics. Cars have gotten larger, but mainly more specialized. The earlie cars were horsepulled wagons fitted for use on rails. These evolve into specific cars for passengers, livestock, coal, liquids, etc. The job of the master of the road is to provide suitable locomoti and cars for the service the railroad is providing. This mix of equipment and rolling stock must be maintained, upgraded when outmod and adjusted for changing service needs. In Railroad Tycoon you must continuously monitor the equipment and rolling stock needs of your railroad so that the correct cars an trains are in operation. As time passes new locomotive designs beco available for your railroad and correctly matching locomotives to ta improves your road's efficiency. For example, a fast Ten Wheeler locomotive pulls a two or three car passenger train much faster than powerful Consolidation locomotive, but the Consolidation pulls a 6 c coal train much faster than the Ten Wheeler would. In addition, you must be sure that the proper cars are available when trains arrive in a station to load cargos. A train of passenge cars PAGE 63 PAGE 64 is not going to take on a load of oil. You arrange for the correct to be in the right place by setting the routes of your trains and/or changing the cars in an arriving train to provide the desired servic Incorrect routing or cars means cargos are not picked up and revenue lost while the maintenance cost meter is running Building Trains You place a new train on your railroad by first building a new locomotive and then buying cars to couple to it. In order to build a new locomotive, however, you must have previously built at least o railroad station. This is necessary because all new trains appear w their locomotive at an engine shop, and your first engine shop appea automatically with the building of your first station. When at least one engine shop exists on your road, you may build new trains from any Display. To build a new train, pull down the Bu menu and choose "New Train". This opens the New Train window that shows a picture of the locomotive types available, their characteris and their cost. If you are using the mouse, place the pointer on th icon of the locomotive you wish to build and press Selector 1. If y don't have a mouse, an Engine menu appears. From this menu choose the train you wish to build, or the "None" option if you decide to b no locomotive. If you build a locomotive, another menu appears listing your choi of engine shops where the locomotive may be constructed. If you hav only one engine shop this menu doesn't appear. When necessary, choo the location for your new train by selecting the desired option. Having chosen the location for the new train, you go to the stati where it was built and watch the new locomotive driving out of the engine shop. The engine stops on the left side of the platform read you to add cars. Choose new cars one by one from the Car menu now present. When the train is finished to your satisfaction, choose th Thanks" option. This opens the Train Report discussed below. A train may include up to 8 cars, of any combination of types. Y may build a train containing no cars. (They can be added later on t Train Report.) PAGE 64 PAGE 65 The Train Roster is a graphic display of the trains currently running on your railroad and is placed at the lower right of the dis windows. When a new train is purchased, it is added to the roster. oldest train on your railroad is at the top of the roster and the ne trains are added in order below it. The bottom train on the roster most recent train added. Each train occupies one line on the roster, with a locomotive sym at the left of the line and up to eight car symbols to its right. T car symbols are the same ones that appear in Shipping Reports. From their shape and color you can tell at a glance what type of car each represents. In addition, the color of the cars changes slightly depending on whether the car is at least 50% full or not. At the far right of the line is a three letter abbreviation for t name of the city that is the train's next destination. In the above example, the first train is headed for RIC, the abbreviation for Richmond. A colored line that appears below a train's destination indicates the train's relative speed. PAGE 65 PAGE 66 Train Reports As each new train is built on your railroad, a Train Report is created for it. Thereafter, this report is always available for consulting. A Train Report provides in one place the important information concerning a train, and also is where changes tn the train's makeup, type, and schedule are made. Understanding how this report can be u how you make changes in what your trains are made up of and how you change what they are doing is a key factor in playing Railroad Tycoo A Train Report appears immediately after a train is purchased, an thereafter the report for any train on your railroad can be accessed any display. The train report quickly provides the following detailed informat about your train. o Train #: Train 1 is at the top of the Train Roster, number two is the second from the top, etc. o Name/Class/Type: If this train has been awarded a name, it is shown (see Naming Trains, page 68). For trains that are not na their freight class and type are shown instead. To change the train's type, see Train Types, page 70). o Location: The approximate location of the train on your railroa o Locomotive type: The locomotive type pulling the train. If you wish to see detailed information about the performance of t locomotive on your train pull down the Engine menu and choose the option "Engine Info". To change the locomotive on the trai see Changing PAGE 66 PAGE 67 Locomotives, page 71. To retire a train entirely, see Retiring Trains, page 71. o Maintenance: The expected maintenance cost of this train per fiscal period. o Speed: The current speed of your train. o Destination/Loading/Unloading: The destination is the name of the station to which this train is currently heading. To chang the destination see Changing Destinations below, page 76. If t train is stopped and either loading or unloading, this is noted and a destination is not listed. o Consist: Graphic icons of the locomotive and car types that currently consist this train. To change the train's consist, s Train Consist below, page 75. o Cargo: Type or types of cargo on board. o Priority Orders: If the train has priority movement orders, the are shown here. To give the train priority movement orders, se Priority Orders below, page 77. o Priority Consist: If the train has priority consist change orde they are shown here. To give the train priority consist orders see Priority Consist below, page 78. o Scheduled stops: Each train may have from 2 to 4 scheduled stop they are listed here. To change the train's scheduled stops, s Routing Trains below, page 72. o Consist Changes: Any consist changes planned at scheduled stops planned here. To change the train's consist at stops, see Trai Consist below, page 75. o Wait Until Full Orders: If the train is to wait at a stop until fully loaded, that order is noted in this column. To place or remove this order, see Wait Until Full Orders below, page 78. o Revenue Earned: This fiscal period to the left, and last fiscal period to the right. To open a Train Report when you don't have a mouse, press the Tab to move the cursor or Construction Box (Detail Display only) into th Train Roster window. The flashing cursor appears to the left of the train in the roster. Press the Selector key to open the Train Repor this train. To select another train, move the cursor up and down th roster with the Direction keys. PAGE 67 PAGE 68 To open a Train Report with the mouse, place the mouse pointer on the locomotive of the train that you wish to examine, and press Selector 1. Alternatively. you can place the mouse pointer on a locomotive on any of the displays and press Selector 1. Naming Trains Railroads got into the habit of giving their fastest and best kno scheduled trains distinctive names. Crack named trains gave the pub a symbol by which to judge the railroad and improved the morale of railroad employees. Most names were practical or had some historica or geographic significance, but others promised or advertised someth more than just transportation. Examples of the latter types are the Orient Express (adventure), Flying Scotsman (speed), and the 20th Century Limited (modernity). Trains that received names were generally passenger trains, but i many cases the faster scheduled freight trains were named as well. Trains maintained their names over many years, regardless of changes in locomotives and car. The name was applied to a scheduled service such as the New York to Chicago express, not to the specific locomot and cars that made up the train. In Railroad Tycoon you may have the opportunity to name certain of your trains as well, and within the limits of length, you may cho any title you think suitable. The only way you can name a train is if that train succeeds in setting a new speed record for service between any two stops on your road. If one of your trains sets such a record you may type in the you choose. However, train names cannot exceed a length of 24 lette including spaces. Thereafter, the train's name appears on its Train Reports. The passenger revenue earned by a train is increased by 25% if th train is named. Once a train has been named, the name cannot be changed unless th train sets a new speed record. If the train is retired, the name is also retired PAGE 68 PAGE 69 Train Classes Railroads have to move a number of trains each day over a limited area. In order to help arrange these movements, they developed a system whereby trains are ranked, or classified. depending on the value of their cargos. When two or more trains want to move over th same track, the dispatchers controlling movements had a clear set of rules by which to determine the order of their movements. Generally the higher classed trains moved first. In Railroad Tycoon trains are classified as either mail, passenge fast freight, slow freight, or bulk trains, with mail being the high class, bulk being the lowest class, and the others ranked in between Class is determined by the car types in the train. If only one type car is in the train. then the class of that car type sets the class the train. For example, a train made up entirely of coal cars is classified as a bulk train. If more than one type of car is in the train, it is called a mixe freight, but its class is determined by the most common car type in train. For example, a train containing a livestock car (fast freigh two grain cars (slow freight), and a petroleum car, is a mixed freig classified as a slow freight, because the most common car types were slow freights. The class of the train is important when two or more trains are attempting to move over the same section of track. In this case the highest class train is given clearance by your dispatcher and moves first, and then the others move in descending class order. Understanding and acting upon these relationships can improve the operation of your railroad. By keeping car types in trains of similar or adjacent classes, you can keep cargos moving at efficient speeds. As explained later (see How Revenues Vary, page 82), for some cargos the time elapsed from pickup to delivery is more important than for others. It therefore pays to have similar cargos combined into trains and not mix all of the cargo types together. For speed sensitive cargos such as mail and passengers, it pays to place them in smaller faster trains because the increased revenue more than pay for the increased cost per ton for the train operation For bulk and slow freight cargos that are much less speed sensitive, it pays to combine them into longer, slower trains. The bulk or slow PAGE 69 PAGE 70 freight revenues are nearly the same whether delivered in several sm fast trains or one long slow train. However, the long slow train ha only one locomotive earning the revenue, while moving in several fas trains requires investing in several locomotives and crews. Train Types An additional method of defining trains was to assign them a type such as local, through, express, or limited. The purpose of these t was to separate trains, not by what they were made up of, but by whe they were intended to stop. By dividing its trains into types, a railroad made planning of movements easier, and also advertised to t public the various services these trains provided. In Railroad Tycoon you also may define your trains by type. This is useful because the train type determines what stops the train mak if any, in addition to those specifically scheduled. You may make each of your trains a local, through, express, or limited train. The effects of these types are that they stop at less stations where they could possibly pick up or deliver cargo. o Local: Stops at every possible station between scheduled stops. o Through: Stops at every possible station between scheduled stop except that it does not stop at Depots. o Express: Stops at every possible station between scheduled stops, except that it stops only at Terminals between scheduled stops, not at Depots or Stations. o Limited: Stops only where scheduled. Regardless of type, a train always stops at those stations schedu for it on its Train Report. To change the type of a train, open its Train Report, pull down Train Type menu, and choose the type you wish the train to be. The train's type is changed on the Train Report, and thereafter, the train makes stops according to its new type. Note that when a t is first built, it is automatically made a local type train and rema a local unless you change it. The advantage to be gained from changing a train's type is that y can customize where it does or does not stop. In most cases you are raising a train's type to keep it from making unnecessary or unprofi stops. PAGE 70 PAGE 71 For example, a passenger train running from New York to Philadelp could stop at several stations in between, all accepting delivery of passengers. But knowing that passenger revenues are higher for fast delivery over long distances, you change the type of the train to a limited type so that it skips all of the intervening stations. Your passenger train now receives the revenue for a longer delive keeps its speed maximized by eliminating stops along the route, and remains full. If it made many stops at smaller stations along the w the train would probably not be able to keep fully loaded. Without this change, passengers may be picked up and delivered in several places along the route, slowing down the train's passage between the two cities, and probably collecting less revenue because the passengers only travel a short distance before being delivered. Changing Locomotives As the game continues locomotives age and their maintenance costs to climb. In addition, new locomotive types are invented that offer better service. Every locomotive needs to be replaced at some point either because it is too old or because a newer type can do a much better job. When you decide it is time to replace a locomotive, you the change from the Train Report. To change the locomotive on a train, open the Train Report, pull the Engine menu, and select "Replace Engine". From the list of locomotives available that appear, choose the engine you wish to put the train. The change takes place immediately. The Train Report is updated to show the change, and the cost of the new locomotive is subtracted from your cash. Retiring Trains You may occasionally find that a train is no longer profitable, causing congestion on the line and slowing more important trains, or otherwise no longer worth maintaining. If you choose to do so, the entire train can be removed from your roster. To remove a train from your railroad, open its Train Report, pull down the Engine menu, and choose the "Retire Train" option. The tra disappears from the roster, its report goes away, and the numbers of all trains adjust to reflect the new order in the Train Roster. PAGE 71 PAGE 72 Routing Trains The routing, or scheduling, of trains is one of the most important parts of railroad management. An efficient schedule insures that ca are picked up and delivered in a timely manner, and that the train operation costs for providing service are kept down. A great many e trains insures timely service, but run up costs so much that railroa profits shrink. In practice, the master of the road provides the locomotive and c that the dispatcher requires to meet the demands for service. The dispatcher receives requests for service from industry and uses this information to plan what trains are required. Railroads found that by regularly scheduling certain trains, or b arranging with important customers to provide service at specific ti passengers and shippers could make their plans to ship or receive according to the schedule. A regular schedule also made it easier t plan the movement of trains, as dispatchers along the line could exp certain trains to arrive in their divisions at scheduled times. In Railroad Tycoon, the scheduling of your trains is also very important. By examining the Shipping Records of your stations, you learn what cargos are available for shipment, and where those cargos can be delivered. Your task is to build trains of the proper cars t carry the available cargo, and then rout the train so it moves from stations where cargos are supplied to stations where the cargo can be delivered. For example, in our tutorial game both Richmond and Charlottesvil supply and demand passengers. So, a train of passenger cars can run back and forth between these cities picking up passengers at either city and delivering them at the other. To do this, you must build a train of a locomotive and at least one passenger car, and then route the train to run from Charlottesville to Richmond. Having been scheduled, this train runs between the two cities forever, or until you step in to make changes. When a new train is built, it is automatically given a route betw the station at which it was built and another station on your railro This is shown on the Train Report. You are rarely going to want you train to run this exact route, so the route needs to be changed, and is done from the Train Report. PAGE 72 PAGE 73 As an example, assume you are running the Charlottesville & Richm Railroad from the tutorial. You notice that the supply of coal is building up at Charlottesville Junction, and that a train could take this coal to a Steel Mill in Charlottesville, pick up steel there an take it to a factory in Richmond, and pick up manufactured goods the for delivery to Charlottesville. You decide to change the route of Train #3, now scheduled to run back and forth from Charlottesville to Charlottesville Junction. To change the route of Train #3 using the mouse, open its Train Report and place the pointer on the open line below Charlottesville in the section marked Scheduled Stops. Press Selector 1, and the route diagram for this train opens. Notice that the current route of this train is marked. The numbe 1 next to Charlottesville Junction notes this station as the first station on the route, and the number 2 next to Charlottesville notes it as the second stop. Move the mouse pointer directly below the bo marking the station at Richmond, and the information regarding supply and demand there appears to the right. With the pointer below the Richmond station box, press Selector 1 to make Richmond stop number 3. Notice that the station box turns to the color of scheduled stops, the track into the station turns the color of an active route, and that the number 3 appears next to the station box. Richmond has now been added to this train's route as scheduled stop #3. To check PAGE 73 PAGE 74 this, press Selector 2 which returns you to the Train Report. Notic that scheduled stop #3 is indeed listed as Richmond.  Since you want this train to return to Charlottesville from Richm you have to add Charlottesville to the route again as stop #4. Plac the mouse pointer on the open line below Richmond in the Scheduled Stops section and press Selector 1 to open the route diagram. Move mouse pointer under the box for the Charlottesville station and pres Selector 1 again. The number 4 appears with the number 2 next to th Charlottesville station box, noting that this station is stop #4 as well as stop #2. Return to the Train Report by pressing Selector 2 to be sure the four scheduled stops are arranged in order from 1 to 4 as Charlottes Junction, Charlottesville, Richmond, and Charlottesville again. To change the route of train #3 when playing without a mouse, fir open the Train Report. Note the highlight box that appears over the number of the scheduled stops at the left of the report. This highl box can be moved up and down with the Direction keys. Use a Directi key to move the highlight box to the empty row below stop #2, Charlottesville. Now open the Schedule menu at the top of the report, and choose the "Change Station" option. Press any one of the Direction keys until the station box at Richmond is highlighted. When the Richmond box is highlighted, press Selector 1. This returns you to the Train Report where Richmond is listed now as stop #3. Repeat this procedure to select Charlottesville as stop #4. As the final step in arranging this route, pull down the Train Ty menu and choose the "Limited" option. This makes train #3 a Limited train and it stops only at stations on its route. This makes no difference now, but if more stations are added at a later time, it prevents needless or wasteful stops. Train #2 is now scheduled to run its route between these four stations. After it completes its route, reaching Charlottesville for the second time coming back from Richmond. It returns to the first station on its route and begins the route all over again. PAGE 74 PAGE 75 Train Consist The number and types of cars that make up a train are called its consist. The dispatcher plans the consist of a train to insure that correct types of cars are available to carry waiting cargos. At sto along its route a train may change its consist several times as it m pickups and deliveries. In Railroad Tycoon, you may arrange for regularly scheduled consi changes to take place at stops along a train's route so that the tra contains correct cars for cargo pickups. You can coordinate the changes in the train's consist with its scheduled stops, so that the train may carry several different types of cargos in one circuit of its route. If all the cars needed were put on at the same time, onl some of the cars would be needed at one time, and the others would be just extra weight for the locomotive to pull. For an example of planning a train's consist changes, return to t Train Report for Train #3 of the Charlottesville & Richmond whose schedule was just rearranged in the section above. Train #3 is now scheduled to run to four stops to take advantage of several related industries. Coal from Charlottesville Junction c be taken to the steel mill at Charlottesville and converted into ste The steel from Charlottesville can be taken to the factory in Richmo and converted into manufactured goods which can be delivered to Charlottesville. But the train cannot take advantage of these industries if the consist remains one coal car because the coal car cannot carry steel or goods. To change the consist of Train #3 using the mouse, open its Train Report. Place the mouse pointer on the line showing "no changes" to the right of the scheduled stop Charlottesville Junction under the heading "New Consist". Press Selector 1 and choose "Coal Car" f the Add Car menu that appears. Note that a coal car icon appears on the line where "no changes" was previously showing. You may also use the mouse to repeat the train's current consist from the top of the report in any row of the New Consist area. Plac the mouse pointer on the row where you want the consist repeated and press Selector 2. This is useful if you want to add cars to the current consist without rebuilding the entire train. PAGE 75 PAGE 76 To change the consist of Train #3 when playing without the mouse, open its Train Report. Note the highlight box at the left hand side the report under Train Orders. Move this highlight box to stop numb one, Charlottesville Junction by pressing the Direction keys. When box is on the "1", pull down the Consist menu and select Coal Car fr the options. Since this is the only car making up the consist at th station, choose the "No Thanks" option to get back to the report. The presence of the coal car indicates that the consist orders fo this train are to remove all other cars on the train when it reaches stop and put on one coal car. Repeat this process and place a steel at the second stop, Charlottesville, and a goods car at the third st Richmond. Leave the consist at the fourth stop, Charlottesville aga unchanged. You have now arranged the consist changes necessary for Train #3 take advantage of the industry along its route. It is scheduled to carry coal from Charlottesville Junction to the steel mill at Charlo tesville. The steel mill uses the coal to make steel and your train on steel cars there to carry the steel to the factory at Richmond. The factory takes the steel and converts it into manufactured goods. Your train again changes its consist to a goods car so it can carry goods back to Charlottesville for delivery. When your train reaches Charlottesville for the second time, it h completed its route and returns empty to Charlottesville Junction to start the route over. At the start of its route it replaces its goo car with a coal car and starts the cycle over again. Changing Destinations As you monitor the operations of your trains, you may wish from t to time to change slightly the route of a train. This may be useful when a bridge is washed out on the route, or because a supply of a c further down the route has diminished, or for other reasons. By changing the destination of the train, you can have it skip a wastef stop or avoid a wreck. In the Train Orders section of the Train Report, under Scheduled Stops, the next city to which the train is moving, its destination, highlighted. You may change this destination to another city on you railroad, regardless of whether the new destination is on the train' list PAGE 76 PAGE 77 of scheduled stops or not. To temporarily change the destination to city not on the current route list, see Priority Orders, page 77. To change your destination to another scheduled stop when playing without the mouse, move the highlight box to the city to be the new destination. Pull down the Schedule menu and choose the "Go To Stat option. The highlight changes from the old destination to the new c marking it as the train's next destination. To change your destination to another scheduled stop when using the mouse, place the mouse pointer on the name of the stop you wish to make the new destination for the train and press Selector 2. The new station is highlighted, signifying that it is the next destinati for this train. Priority Orders You may find it occasionally useful to have one of your trains temporarily change its route to avoid a washed out bridge, to pick u Priority Shipment, or to take advantage of a temporary change in the supply or demand of a cargo nearby. For example, a train that was unable to fill up with coal to take to a steel mill may be rerouted by a Priority Order to another nearb city where coal has been sitting unused. By rerouting your train to up this coal, you fill it with coal more quickly than having it wait its first coal stop until full. To temporarily change the destination for a train to a city not o list of scheduled stops, you must give it Priority Orders. This cha made from the Train Report. To give a train Priority Orders using the mouse, place the mouse pointer on the space below Priority Orders to the right of the "P" symbol, and press Selector 1. On the route diagram that appears, mo the mouse pointer to the station box for the city which you wish to the new destination and press Selector 1. A "P" symbol appears next the city you have selected, noting this station as a priority destin Press Selector 2 to return to the Train Report. To give a train Priority Orders when not using the mouse, use the Direction keys to move the highlight box under the "P" symbol below Priority Orders. Pull down the Schedule menu and the route diagram appears. Use the Direction keys again to highlight the station that PAGE 77 PAGE 78 wish to be the priority destination, and press Selector 1. This ret you to the Train Report. Back on the Train Report, you see that under Priority Orders the new destination is listed, and the bottom part of the Train Orders section is screened out. This signifies that the normal train order have been overridden. Once the train reaches its priority destinati it returns to its normal route, picking it up where it left off. Priority Consist Occasionally during play you may wish to temporarily change the consist of a train. This is especially useful when attempting to pi up a Priority Shipment, see page 78. This type of change is made fr the train's Train Report. To give a train a Priority Consist order when using the mouse, move the mouse pointer onto the line below Priority Consist marked "no changes", and press Selector 1. This opens the Add Car menu fro which you may choose a car to be added to the Priority Consist. Whe a car is selected, the menu goes away, but you can call it back by placing the pointer on the same line again and pressing Selector 1. To delete a car in the Priority Consist, place the pointer on it and press Selector 1, and it is removed. To give a train a Priority Consist order when not using the mouse use the Direction keys to move the highlight box onto the 'P' symbol to the left of the Train Orders section, and pull down the Consist m This act automatically clears all of the existing cars, if any were present, from the Priority Consist line. Choose from the Add Car menu the cars you wish to add to the Priority Consist. The cars of the Priority Consist are placed on the train at its next stop, overriding any previously scheduled consists. The train proceeds along its normal route (unless given Priority Orders) and a the second station it stops at, its normal consist orders again go i effect. Wait Until Full Orders For sufficiently large customers, railroads put on unit trains, o trains dedicated to the one shipper. A common example are coal trai sent to one mine to load coal and carry this cargo directly to a por , steel mill, etc. These trains were not scheduled to arrive and depart by timetable as other trains, but were sent to be loaded, and then moved PAGE 78 PAGE 79 when loading was complete. In this way the railroad could arrange f proper locomotives and crews knowing that they would be moving a ful train. In Railroad Tycoon you may also arrange that a train wait to move until fully loaded by giving it Wait Until Full Orders. Trains give the order do not move until every car in the train is fully loaded o until the order is lifted. Using these orders you can improve the efficiency of your railroad, especially when the train is to pick up cargo to be converted and carried on to another stop on its route. For example, consider Train #2 on the Charlottesville & Richmond Railroad of the tutorial. This train is scheduled to make four stops and change its consist three times. The coal it loads at the start of its route is converted to steel which is carried to a facto At the factory the steel is converted to manufactured goods which ar delivered back to Charlottesville. As noted later in the section about cargo conversions, the conver process is 100% efficient. If the train starts with 40 tons of coal this converts to 40 tons of steel, and this converts to 40 tons of g For this reason, it is beneficial to begin with 40 tons of coal, the guaranteeing full loads at every stop. For cargos where no conversion is to follow, or where the cargo i very speed sensitive, such as mail, waiting until full is less valuable or actually wasteful. To order a train to wait at a stop until fully loaded, open its T Report. When using the mouse, place the pointer in the space betwee the stop number and the name of the stop under Scheduled Stops and press Selector 1. Use the same procedure to remove wait orders from a train that is already waiting. When playing without the mouse, use the Direction keys to highlig the number to the left of the stop where you wish the train to wait. Pull down the Schedule menu and choose the option "Wait" to order a train to wait until full, or choose the option "Don't Wait" if the t is already waiting and you wish that it no longer do so. PAGE 79 PAGE 80 A "W" appears to the right of the stop number signifying that the train is ordered to wait until full at this stop. Train Wrecks The accidental wrecking of trains has been a part of railroading from its start. The severity of accidents ranged from commonplace derailments to spectacular head-on collisions. Wrecks resulted from mechanical failure and bad weather, but more often from human error. The negative effects of a major wreck included not only the possi loss of passengers, crew, cargo, and equipment destroyed, but also a drop in demand for the railroad's services. Passengers and shippers looked to alternative railroads or transport rather than risk the tr of a demonstrably incompetent railroad. In Railroad Tycoon you can suffer train wrecks due to washed out bridges or to collisions. Trains that cannot be halted or rerouted time plunge off of washed out bridges. When you override block sign you run the risk of letting too many trains into a block and causing collision. If one of your trains goes over a washed out bridge or two or mor of your trains collide, the result is a train wreck. When a train w the locomotive, cars, and cargos that make it up are destroyed and removed from your railroad. You receive no compensation. In addition, all cargos of the same type as those lost on your tr immediately disappear from every other train on your railroad. Ship have their cargos taken off your trains immediately. Also, all supply of these same cargos disappears from the station on your railroad, as shippers find other ways of moving their goods. Eventually calm is restored and the cargos once more become avail assuming you suffer no more wrecks. PAGE 80 PAGE 81 REVENUE AND CARGOS Railroad revenue comes from two main sources, passenger fares and freight charges. A passenger boarding a train in Chicago pays a fa for being conveyed to Detroit. A steel mill in Pittsburgh pays a freight charge for delivery of a load of coal from Scranton. In these examples the railroad is responding to the supply and demand for passengers and coal. The passenger in Chicago represents a supply of passengers there. The coal piled up in Scranton also represents a supply, this time of coal. The desire of the passenger to go to Detroit represents the demand for passengers in Detroit, ju as the mill's desire for coal represents demand for coal in Pittsbur Since steel mills in Railroad Tycoon also demand coal, a steel mi within the radius of a Pittsburgh station on your railroad would be represented by the demand at that station for coal. If your railroa has track connections to a station near Scranton that has a coal min within its radius, you can make money by having a train take coal ca to the Scranton station, load coal, and then deliver it to the Pitts station. The key is a good start and profitable existence in Railroad Tyco is understanding the relationships between the industries that creat the supply and demand for cargo, the stations that act as shipping a receiving points for industry, and the revenue you earn by having tr carry cargos from stations that are shipping to those that are recei Earning Revenue Revenue is earned by loading your trains at a station that is a s source for a cargo and then routing the loaded train to a station th has demand for that cargo. When a train stops at a station to make delivery, several things take place to mark the event. First, in the World View window at the top right of your screen, announcement appears describing the train's arrival. The announceme lists the time of the arrival, the train's type and number, the name the station, the cargos delivered, and the revenue received. Second, when the cargo is delivered, the car icons on the Train Roster switch from loaded to unloaded. Third, your cash balance shown in the bottom of the Information window increases by the revenue received. And fourth, the bottom of the Shipping Report fills in green proportionally to the revenue earned. PAGE 81 PAGE 82 How Revenues Vary Some cargos are more valuable to railroads than others because some customers are willing to pay higher fees for faster service. F this reason railroads develop a hierarchy of trains offering differe services and customers can select the type of service that suits the best. In general, mail, passengers, and express packages attract the highest fares because they are given the best service. The fastest freight trains earn slightly lower fees for speedy delivery of important cargos such as perishable foods. Bulk cargos such as coal have the lowest rates but are still profitable because railroads can efficiently carry them in huge quantities. On your railroad you can arrange some differentiation of service to improve profitability by making up trains of the same or neighbor freight classes, by carefully setting train types and routes, and by understanding how freight rates are determined. The revenue earned for delivering cargos can vary between station (see Shipping Reports, page 58), cargo classes, worlds, and over time. For the Western United States, revenues are higher than norma for east-west deliveries and lower than normal for north-south deliveries. The other worlds use the normal rate structure. Over t freight rates tend to fall. To compensate, you must run bigger, fas and for greater distance trains. The revenue for mail is most sensitive to time and distance. The faster it is delivered once picked up and the farther it is carried, the higher the revenue per ton. Passengers are less sensitive to ti and distance, fast freight is even less sensitive, and so on down to cargos that are insensitive to time and distance. It doesn't matter far you carry bulk cargos or how fast. You are paid a strict fee by ton. Cargo Types The economies of the United States, England, and Europe are each represented by 11 cargos that can be carried by railroads. Some car are unique to one world, and some are available in all three. The 1 cargo types are separated into 5 freight classes, each with a distin color as described in the Technical Supplement: mail, passengers, fa freight, slow freight, and bulk. PAGE 82 PAGE 83 The cargo class determines the revenue earned for delivery (as explained in the section above), how long it takes to load or unload car, the weight of a full car, and the weight of an empty car. Mail class cars take the least time to load or unload, then passenger car etc., down to bulk cars that take the longest time. Mail cars are t heaviest when empty, then passenger cars, down to bulk cars that are lightest car type when empty. Conversely, bulk cars are the heavies when full, then slow freight, up to mail cars that are the lightest full. By being aware of these differences in cargo types when loading, riding empty, etc., you can improve the efficiency of your railroad carefully arranging the makeup of your trains. For example, a train made up entirely of mail cars or mail and passenger cars, loads and unloads much faster than the same train if a slow freight car is als in the consist. Thus a mail train moves faster. The supply and demand for cargos is derived from cities, villages and industries as shown on the World Economies Chart found on the Player Aid Card. Be aware, however, that it takes more than one vil by itself to have any significant effect. The aggregate of supply a demand from several villages is needed to make rail service worth- while. Resource Map To help you see where cargos are supplied and in demand, you can convert the Local Display into a Resource Map. When you do this, th geography of the map is removed, and new one-letter symbols appear to mark sources of cargo supply and demand. You can call up this Resource Map while planning and see at a glance the economic situati in your vicinity. To access the Resource Map, center the Area or Local Display over the part of the map that you wish to examine and pull down the Display menu. Choose "Options" from this menu. From the Options menu, choose "Resource Map", and a check mark appears next to that option. The check mark indicates that the Resource Map is now takin the place of the normal Area and Local Displays. Press any Selector make the display change to the Resource Map. PAGE 83 PAGE 84 The letter symbols that appear on the map indicate a source of supply for a cargo at the symbol's location. For example "C" indica a source of coal which must be a coal mine. A letter symbol on a square background indicates a source of dema for a cargo. For example, a "W" on a square background indicates a source of demand for wood, most likely a paper mill. If the Shipping Reports of your stations are blocking your review of the map, you can turn them off from Option menu as well. When th Shipping Reports are visible their menu option is checked. Choose "Shipping Reports" from the menu to turn off the check mark, and thi makes them disappear from the display. To put the Resource Map away and return to the normal map display reverse the procedure for accessing the Resource Map and remove the mark from the Option menu. Cargo Conversions Certain industries developed a special relationship with railroad because raw materials brought to them by rail were converted into products that were in turn shipped out by rail. For example, cattle brought by train to packing plants was converted to frozen or canned meats and then shipped by rail to markets. In this case an importan rail cargo, processed meat, does not exist as a naturally found reso In each world of Railroad Tycoon there are a number of cargos tha come into being only after the conversion of another cargo at an industry. These types of cargos can offer special opportunities for revenues because the same cargo can be carried several times. PAGE 84 PAGE 85 As shown on the World Economies Chart found on the Player Aid Car some industries demand one cargo and then convert it to another that they now supply. For example, a carload of coal brought to a statio that serves a steel mill is converted into a carload of steel. A carload supply of steel is then available at the station. This stee could then be taken to a factory's station, converted to manufacture goods, and then carried finally to a station demanding goods. In th case, one carload of coal is converted into two successive carloads, each earning revenue. Priority Shipments The majority of railroad trains are run according to timetables. this way the railroad can schedule its stops and equipment needs for efficiency, and its customers can confidently make travel and shippi plans. However, railroads are often requested to provide special tr for excursions, emergency shipments, etc. These special trains are usually quite profitable because the railroad would not disrupt its normal service to accommodate the specials if they weren't. Occasionally during play your railroad can receive requests_for delivery of Priority Shipments. When delivered quickly they can be very lucrative, but at other times the pickup and delivery points ar placed such that the disruption to your regular service may be too g When a priority shipment appears, take a few moments to decide wheth the delivery is worth your trouble. You are notified by a message window when a Priority Shipment bec available. The message tells you the cargo type to be delivered, wh it must be picked up, and where it is to be delivered. In addition, a letter P appears in the Shipping Report of the sta where the shipment is waiting, and a letter D appears in the report the destination station. The color of these letters corresponds to color of the freight class of the shipment. For example, if the shi is food, classified fast freight, the letters are the color of fast freight, as described in the Technical Supplement. When a Priority Shipment appears, the fee for delivering it also appears in the bottom of the Train Roster window. The amount shown is what your railroad would earn for delivery at that instant. Unfortunately, that fee continually shrinks in size as time passes, but many PAGE 85 PAGE 86 are so large as to be quite substantial even after much time has pas If the delivery fee reaches $20,000 the shipment is cancelled and al further references to it are removed. In order to pick up a Priority Shipment, a train containing a car capable of carrying the priority cargo must be routed to the station where it is waiting. When the train stops, the Priority Shipment is loaded on board. The color of this train's locomotive icon on the T Roster changes, to indicate the shipment is on board. Note that eve train containing the correct type car that stops at this station pic the shipment, not just the first. Priority Shipments may be handed on to other trains. Whenever a train carrying the shipment stops at another station, it "stocks" th station with the shipment. Thereafter, any train containing the cor type car and stopping at this "stocked" station, also picks up the shipment. Building Industry Recognizing the long run benefit to themselves and the economic r they served, railroads often took steps to encourage industry along their system. You may find at times that your railroad could substantially bene from new industry in the right area, such as placement of a steel mi near a large coal area, or a food processing plant near a grain area judicious investment such as these, or the provision of a missing li for a chain of cargo converting industries could provide a handsome return. As an alternative to waiting for industries to grow along your railroad, you may speed the natural process by attempting to invest in specific industries. You may try this at any time. The industri that may be built in each world are shown on the World Economies Chart, found on the Player Aid Cards. To build a new industry, go the Detail Display. Center the Construction Box in the area where you want the Industry to appear and pull down the Build menu. This menu lists the industries availa to be built. Choose the Industry you desire. If a suitable site was found in the area, the industry is built and the Construction Bo moves to the site to point it out. If no suitable site is available you are informed that the industry can not be built. PAGE 86 PAGE 87 The search for a suitable site is carried out by your engineers. You cannot choose the square you desire. If a suitable site cannot be found within 3 squares of where you placed the Construction Box, the investment does not take place. In this case you may elect to move the Construction Box to another location and try again. As with other industries in the game, ones you build may also go out of business or change type. PAGE 87 PAGE 88 OPERATING TRAINS The operation of a train is in the hands of two people, the locom engineer who sets the train's speed, and a dispatcher who determines when and where the train moves. Railroad locomotives only move straight ahead or in reverse, they have no steering wheel. The engineer, sitting in the locomotive's c and watching the track ahead, uses the throttle to adjust the train' speed to reach points along the line as scheduled. He assumes that the track ahead are correctly arranged to guide the train to its pro destination. In Railroad Tycoon, all of your engineers drive like Casey Jones a good day. When the tracks are clear, they open the throttles wide your locomotives and make the best possible time. The dispatcher's job is to be sure that the orders given the engi before the train pulls out put his train at the right place at the t that the tracks are properly arranged as needed, and that the moveme of all trains is accomplished safely. You perform the first two functions of the dispatcher on your railroad (scheduling and switching) on the Train Report. When you s a train's route on the Train Report, the division dispatchers on you road schedule departures and arrivals, and arrange for the necessary track switching. The third function of the dispatcher, providing safe operation, i more complicated. The safe movement of trains is controlled by the dispatcher on a large schematic diagram of the railroad. The locati of each running train is continually updated on the board. The enti road is divided into blocks, and the movement of trains into blocks is controlled by signals, like traffic lights. A train is not allow into a block until trains ahead of it are out of the block, thus preventing the chance of collision. On your railroad, safety is assured by signals that are automatic set up when stations are built. However, relying on these signals alone may result in very conservative, inefficient operation. In yo role as construction engineer and dispatcher, you may improve the efficiency of your road for minimum cost by selective placement of additional signals and double tracks. You may also step into the management of individual trains by pausing them or opening blocks that would normally be closed. PAGE 88 PAGE 89 How Signals Work The rules for signals apply only when the reality option "Dispatc Operations" is in effect. Each station or signal tower on your railroad comes equipped with a set of track signals, one signal on each side of the track that pa through the station. These signals control the movement of trains p them in either direction. A Go signal allows an approaching train t pass, while a Stop signal stops it. Refer to the Signals Chart on t Player Aid Card for a description of Go and Stop signals. All of the track stretching from one signal to the next along the line is considered a block of track. Only one train at a time is allowed in a block of single track. When a train enters a block of single track, the signals at both ends of the block turn to Stop preventing any more trains from entering. When the train reaches th end of the block, the signals at both ends turn to Go and once again allow entry. Note that the boundaries of a block are set by the placement of signals. In cases where tracks split at a switch, the tracks that continue on from the switch remain part of the original block unless a signal is placed after the switch. For example, assume your railroad lays track between Richmond and Charlottesville. You then place a switch between these two and run another track section north to Washington, D.C. If you don't add an more signals, all of the track between the three cities exists as on block, and only one train can normally run on all of this track at a time. PAGE 89 PAGE 90 By placing another signal just past the switch on the way to Washington, you separate the old block into two blocks, one that run between Richmond and Charlottesville, and one that runs between the switch and Washington. If all of the track in a block is double track, the signal system allows two trains at a time to be in the block, regardless of their relative position. Every set of signals on your railroad comes with a signalman in a tower. If a train approaches a tower and the block ahead is empty the signal is set to Go. When the train enters the block, the signa telegraphs the dispatcher and the dispatcher marks the train in the new block on his board. The dispatcher telegraphs the signalman and his counterpart at the other end of the block to close the block. B signalmen set their block signals to Stop and no further trains are allowed in. When the train inside reaches the other end of the bloc the signalman at that end telegraphs the dispatcher, and he gives th okay to reopen the block. Recognizing what track constitutes a block can become complicated when tracks begin branching out. Signals do not come with switches. All track that extends off of your mainline from a switch remains pa of your mainline block unless you add a signal tower to the branch t separate it. Signal Towers A block that separates two stations a great distance apart may be so long that trains are running very inefficiently between them. Wh one train is traveling across the block, the second is sitting at a signal at one end. One thing you can do to speed the relative movement of trains in situation is divide the big block into smaller blocks by adding sign towers along the line. The mathematics of calculus say that the mor blocks you divide the big block into, the faster two or more trains move between the ends of the original block. But signal towers are expensive. You must find an economical compromise between the numbe towers to add and the increase in train speed that would follow, ver the cost of the those towers. PAGE 90 PAGE 91 To build a signal tower, go to the Detail Display and place the Construction Box on the track section where you want the tower to appear. Pull down the Build menu, choose the option "Build Station" and then choose the option "Signal Tower" from the menu of station choices. The new tower appears within the Construction Box on the display and the signals immediately begin affecting the movement of trains. A signal tower consists of a set of signals and a section of doub track. An unlimited number of trains may wait adjacent to a signal no risk of collision. Signal towers cost $25,000 and may only be built on existing straight track sections. They may not be built on curved, switch, bridge, or tunnel sections. Overriding A Block Signal The dispatchers on your railroad never make mistakes, but they ar also very conservative. There may be times on your railroad when mo liberal train operations can result in faster, yet safe, service. I your role as chief dispatcher, you may open blocks that are normally closed to get stopped trains moving. This action is useful when a f train is already in a block and a slower train is waiting stopped be it, or when one train is inside a complicated block of switching tra and a train that is waiting has a route that doesn't interfere with moving train. You may override a signal from any display except the Regional Display. On the Detail Display, the Construction Box must be center on the signal you plan to change. If you are using the mouse, place the pointer on the signal you wish to override and press Selector 1. A Signal window opens showin the track, tower/station, and the two signals, one in each direction The two signals are at either end of the building and control the bl that they are adjacent to. Inside the Signal window, place the mous pointer on the signal you wish to override and again press Selector To override a signal when you don't have a mouse, place the curso on it and press the Signal key. This opens a widow that requests th you indicate the direction of the signal you wish to change. Press Direction key that corresponds to the direction of signal. For exam if the signal you wish to change is on the west- PAGE 91 PAGE 92 bound side of a station placed on a straight track running east to w you would press the due west Direction key to override that signal. In both cases, another menu opens offering you the choices "Norma "Hold", or "Proceed". Choosing "Normal" restores normal signal operation: stop if the b is full, go if the block is empty. You may override existing signals with either menu choices "Hold" or "Proceed". How these overrides are graphically displayed is show on the Signal Override Chart in the Technical Supplement. A signal overridden with "Hold" stops all trains until the signal is overridden again back to "Normal" operation. A signal overridden with "Proceed" allows the next train through, but then automatically returns to normal operation. The menu choice "Normal" returns a currently overridden signal back to normal operation. Pausing Trains Railroads find it desirable on occasion to hold up the movement o a train. A train could be held to prevent an accident or to allow a following train to pass. On your railroad you may also find it desirable to temporarily ha a train. In addition to the above reasons, you may wish for a train wait outside a station until a supply of cargo has built up for the train to carry away. You may pause a train by either changing the signal that it is approaching (as explained in the section immediately above. Overrid Signals), or by ordering the train itself to pause. Changing a sign to "Hold", however, stops all trains that reach this signal. Pausin an individual train stops it alone. You pause an individual train from the Train Roster. If using the mouse, move the mouse pointer to the line below the train you wish to pause, and press Selector 2. The line below the t changes color or pattern to indicate that the train is ordered to pa If you don't have a mouse, use the Tab key and Direction keys to move the cursor next to the locomotive of the train you wish to paus and press the Hold key. PAGE 92 PAGE 93 The change in the line below the train indicates that this train going to stop moving at the next signal it reaches and move no farth until you remove the pause order. To remove the pause order with either the mouse or keyboard, repeat the procedure for pausing. The line reverts to its normal appearance and the train resumes normal operation. No Collisions Mode When you are first learning to play Railroad Tycoon, it may be useful to play without having to worry about signals and collisions. This may allow you to concentrate on learning other aspects of the game. To play without the possibility of collisions and be able to igno the system of blocks and signals, choose the "No Collision" option when you are setting the parameters of your railroad. The effects of the No Collision Mode are that trains can never wreck. Even though the signal system does not work, trains do not collide. When two trains meet or pass each other, the lower class t pulls over to a siding and halts. This is handled automatically by dispatchers and you don't have to make any preparations. When the higher class train has passed, the halted train gradually begins moving again. A disadvantage to this mode is that a low class train may be halted many times when trying to complete its route. PAGE 93 PAGE 95 4. THE RAILROAD BUSINESS RAILROAD CAPITALIZATION Railroads were one of the great capital enterprises of the indust age, requiring huge investments in the global construction projects they became. Before the first train could run, costly and extensive preparation was required: miles of roadbed prepared, bridges built where necessary, rails purchased and laid down, minimum station facilities built, locomotives and rolling stock made ready. The money that made railroads possible came from several sources, including investors subscribing to stock shares and thereby becoming partial owners of the enterprise, investors buying long term bonds, short term bank loans, and profits generated by the railroad once operations started. When a new game of Railroad Tycoon begins, you have already sold part of the public on your dream and attracted investors who ha bought enough of your stock and bonds to give you a start. As play continues you may have the opportunity to sell additional stock, bor more money, buy back stock into the treasury, and buy back bonds. Initial Capital The initial capitalization of your railroad is $1,000,000, $5000, obtained from selling bonds and $500,000 obtained from investors who have bought 100,000 shares of your stock at $5 per share. This is the money you begin your railroad with. Additional Stock As time passes and your railroad grows, new stock, in addition to the 100,000 outstanding at the start, may come into existence in two ways: new stock issues or stock splits. New stock may be issued only when you build a station into a new city. As a bonus for the new railroad connection, the local city leaders may offer to buy 10,000 new shares from you at the current market PAGE 95 PAGE 96 price. If this occurs, you have the option of making the or not. Choose the option you wish from the menu that appears. The stock sold consists of newly authorized and registered shares that previou did not exist. The sale increases the outstanding shares in the public's hands by 10,000. A 2 : 1 stock split occurs at the end of any fiscal period in whi your stock price reaches $100 per share or higher. At the beginning of the next year, the number of shares is doubled and the price of t new shares is halved from the price of the old. For example, if the price at the end of the year of 140,000 shares is calculated to be $110, the stock splits resulting in 280,000 shares priced at $55 per share. Stockholder Happiness Regardless of the fact that the railroad you are running is your dream and that your decisions have made it the great enterprise that it is, you nevertheless work for the stockholders and they are a cyn bunch. Your stockholders are only happy if the stock price is highe than last year and headed higher. If the stock price doesn't increa they become unhappy, and they can become quite angry if by some shocking circumstance the stock price should actually fall. You retain office as president of your railroad so long as the stockholders are at least content with the job you are doing. Their happiness is measured at the end of each fiscal period when the stockholders calculate their return on investment (ROI) averaged ove the last 5 years. The higher this number, the happier they are. If for several periods in a row this number doesn't increase, or actually decreases, the stockholders become progressively angrier. If stockholder patience runs out, they may throw you out of offic and replace you as railroad president. You are forcibly retired and your management of the railroad ends. However, if at least 50% of your railroad's stock is in the treasury, you cannot be fired. Bonds Your railroad starts with an outstanding 4% bond of $500,000. Further bonds are sold and bought back in $500,000 increments. Each bond sold has an annual interest rate which is subtracted from your railroad's cash at the end of every December. The interes rate on any new bond you wish to sell depends on the economy and the number of bonds you have outstanding as in the table below. PAGE 96 PAGE 97 Once the current interest rate reaches 9%, you may not sell any further bonds, regardless of how many you already have outstanding or the current state of the economy. If the economy improves and Economic interest rates fall, you may sell further bonds until the rate reaches 9% again. Bond rates are lower in the Western USA due to government subsidi To sell bonds or buy them back, call your broker. Interest Rate Table INTEREST RATES Number Of Bonds Outstanding Economic Climate 0 1 2 3 4 5 6 7 Boom 2% 3% 4% 5% 6% 7% 8% X Moderation 3% 4% 5% 6% 7% 8% X X Normal 4% 5% 6% 7% 8% X X X Recession 5% 6% 7% 8% X X X X Panic 6% 7% 8% X X X X X Notes: Interest rate percentages are the rate you will pay another bond, depending on the current economic climate and the number of bonds you have outstanding. X = no bond sales possible. Calling Your Broker To conduct most financial transactions involving stocks and bonds you call your broker to get access to the financial activity menus. Pull down the Action menu and choose the option "Call Broker". This opens the Financial Summaries window. From here you can obtain cert financial information about your railroad and your competitors, sell buy back bonds, buy and sell treasury stock, buy and sell competing railroad stock (Stock Market Takeovers, page 111), and operate compe railroads (see Controlling Other Railroads, page 112). To sell or buy back a bond, pull down the Cash menu. If you choo the option "Sell $500,000 Bond", that amount of money is added to yo cash and to the size of your bonds. Choosing the option "Buy Back $500,000 Bond" subtracts that amount from your cash and bonds. To buy stock in your railroad and put it in your treasury, pull down the Buy Stock menu and choose the option "Buy Treasury Stock". The cost of the stock is subtracted from your cash and 10,000 shares are added to your treasury. Treasury stock is sold in the sa manner as it is bought, except from the Sell Stock menu. Note that cannot buy treasury stock if the public doesn't own any, and that yo cannot sell treasury stock if there isn't any in the treasury. The price of stock is determined by normal buying and selling on stock market. When a very large order to buy or sell is placed, the price PAGE 97 PAGE 98 is forced up or down in order to find enough sellers or buyers on th other side to complete the transaction. All stock transactions in Railroad Tycoon are extraordinary order involving relatively large amounts of the outstanding shares. For t reason, expect to actually pay 10% more than the quoted price when buying, and receive 10% less than the quoted price when selling. Short Term Loans During play you may spend more money than you have. When you eng in deficit spending, the color of your current cash ln the display window changes color. If at the end of a year you have a negative cash position, you are charged 12% on the negative balance. Declaring Bankruptcy Like any business, railroads can get so deeply in debt that protection from debtors and court supervised reorganization is the only alternative to utter ruin. The normal result of a bankruptcy is that the previous owners (stockholders) are wiped out, the bonds outstanding are reduced to a manageable level, and the remaining lenders receive new stock in exchange for their money that was lost. If the business returns to health, the rising stock price may someda equal or exceed the money lost when part of the bankrupt company's b were converted to stock. If economic conditions, accidents, and other circumstances work against your railroad to the extent that it appears headed for ruin, have the option of declaring bankruptcy at any time. This step can partially relieve your debt burden and perhaps get your railroad bac on its feet. There may be times when it's good defensive strategy a well. To declare bankruptcy, call your broker, pull down the Cash menu, and choose the option "Declare Bankruptcy". All bonds that can be repaid from your cash are paid off, half of your outstanding bonds are eliminated (rounded down), all of your treasury stock is eliminated, all of your stock held by competing railroads is elimina and the public is left with 100,000 shares. After declaring bankruptcy, you may not lay any more track until your cash balance is positive and all remaining bonds have been repa PAGE 98 PAGE 99 FINANCIAL REPORTS As your game of Railroad Tycoon continues you may call up a numbe different financial reports to examine the process of your railroad. The reports that are available are a Balance Sheet, an Income Report a Train Income Report, and a Stock Price Graph. All of these report are available during play. From any display, pull down the Reports menu and choose from the list the report you wish to see. Balance Sheet BALANCE SHEET: 1832 Charlottesville & Richmond RR Assets: Lifetime Year to Date Changes Operating Funds: $ 418,000 $ 130,000 Treasury Stock: $ 360,000 $ 90,000 Other RR Stock: $ 170,000 $ 40,000 Facilities: $ 100,000 $ 0,000 Industries: $ 0,000 $ 0,000 Real Estate: $ 127,000 $ 0,000 Track: 42 miles $ 126,000 $ 0,000 Rolling stock: $ 26,000 $ 4,000 ---------- $1,330,000 Liabilities: Outstanding Loans: $ 500,000 $ 0,000 Stocking Equity: $ 500,000 $  0,000 PROFIT: $ 300,000 YTD: $ 260,000 Stock Price The Balance Sheet compares the value of the assets and liabilitie of your railroad and shows whether you have made a profit or loss du its existence. The figures are presented in two columns, the right hand side for the year to date, and the left hand side for the lifet total of the railroad up to this moment. Liabilities, expenditures, or losses are indicated by figures in specific color on screen (see the Technical Insert), or with a (-) s in documentation illustrations. Figures in normal color indicate in gains, positive value of assets, increases in value of assets, and p Operating Funds is the cash you now have on hand. Stock assets are the value of your treasury stock and the stock of other railroads that you own. This value is a liquidation value, or what you could expect to get for it if you tried to sell it all r now. Because each buy or sell order tends to raise or reduce the pr by 10%, the listed value is substantially lower than just the number shares you own times the current price. PAGE 99 PAGE 100 Facilities include all of your stations, signal towers, and stati improvements, valued at their purchase cost. Industries include any steel mills, factories, or other industria sites that your railroad has purchased, also valued at purchase cost Real estate is the value of the right-of-way that you have purcha when laying track, and does not include buildings which are listed under facilities. Track is the value of track you have laid, listed at what it woul cost if laid during a Normal economic climate. Rolling stock is the value of locomotives and cars you own at the purchase cost. Note that most assets are valued at what they cost. For example, in the illustration above the C&R railroad has purchased 3 stations $100,000 each, and they are listed as assets under Facilities as wor $300,000 in total. Real estate is an exception, in that it generall increases in value. Stock, both treasury and in other railroads, ca fluctuate in value. In the year to date column is shown any changes in the value of assets during the ongoing fiscal period. The statement above shows that so far this period $132,000 in cash has been generated, treasur stock has increased in value by $90,000 and other railroad stock own has increased by $40,000. A negative number appears in the rolling stock row for the current year if you eliminate cars from your train or replace or retire locomotives. The asset total for the railroad is the value at this moment of everything the railroad owns. The liabilities of your railroad are the bonds which you have outstanding and the stockholder's equity, the money they paid into your company to buy stock when it was started. In accounting terms the long term profit of your railroad, the money that it has earned, the value of your assets minus what you owe bondholders (debts) and stockholders (equity). This profit figure is also known as retained earnings, or profits above investment and debts that have been plowe back into the company. PAGE 100 PAGE 101 In the case of the C&R railroad, it has assets of $1,330,000 vers equity and bonds of $1,000,000. It has made a profit of $330,000 in its operating lifetime. Income Statement Income Statement Income Statement; 1832 Economic Climate: Recession REVENUES: YTD: Total: Mail $ 0,000 $ 0,000 Passengers $ 32,000 $ 292,000 Fast Freight $ 31,000 $ 0,000 Slow Freight $ 0,000 $ 77,000 Bulk Freight $ 0,000 $ 91,000 --------- --------- Other Income $ 80,000 $ 0,000 $ 143,000 $ 460,000 EXPENSES: Interest / Fees $ 0,000 $ 40,000 Train Maintenance $ 0,000 $ 6,000 Track Maintenance $ 4,000 $ 22,000 --------- --------- Station Maintenance $ 9,000 $ 40,000 --------- --------- $ 13,000 $ 77,000 Operating Profit $ 130,000 $ 383,000 Stock Profits $ 130,000 The income statement reports earnings and expenses for the curren fiscal period and for the lifetime of the railroad. The left hand column reports year to date (YTD) figures and the right hand column the lifetime total. The figures in the total column do not include YTD figures in the left hand column. Revenue shows sources of incom and expenses show where cash has been spent. The operating profit (o loss) is the money earned (or lost) in either time frame, calculated by subtracting expenses from revenue. Stock Profits indicates the gain or loss, so far this year, in the value of stock you own. The revenue for the freight classes, such as mail, passengers, etc., is the income earned for delivery of that type of cargo. For example, in the statement above, the C&R has earned $32,000 so far this year, and $292,000 in its history prior to this year, for deliv of passengers. Other Income is earned for delivering Priority Shipments and by restaurants and hotels your railroad owns in statio where passengers are delivered. Under expenses, Interest/Fees is the money you have paid out in Interest on bonds, interest on negative spending (spending money whe your cash balance in $0 or less), and fees paid for selling or buyin back a bond. Train, Track, and Station Maintenance are expenses you must pay for salaries and up keep of these items. Train Income Report From this report you can read at a glance how each of your trains is performing. The most important information is normally what the train has earned so far this year (YTD), what it earned last year (Last Year), and what its expected maintenance cost is for this year The Train Class shows whether the train is a local, through, express or limited. Under route is shown the stops the train is scheduled t make PAGE 101 PAGE 102 and a > indicator shows its next destination. Also shown is the train's name if it has one, correct icons for t types of locomotive and cars that make it up, and its average speed. If you have so many trains operating that they don't fit on one page, press the Selector 1 to flip to the next page of trains. Stock Price Graph This graph displays the relative prices of your own stock and the stock of the competing railroads. Across the top of the graph are t names of the railroads that A Phoenix doc from Sewer Soft BREAKERS ABOUT THIS BOOK The book you are holding is not a computer manual. You don't have to read every word before you boot the disk. In fact, you may want to play for a while then browse these pages. This book is really a tour guide and survival manual in one. The idea is to give you some handy background information before you find yourself in the centre of the action. The chapters in The Beginnings of BREAKERS set the scene and introduce the characters before you meet them on your computer screen. You`ll find out how to move around through the terrain of the adventure, and you`ll get some ideas for dialogue with the characters in How to Talk to BREAKERS. Relax and have fun with the book, but as you read, be on the lookout. In Breakers, clues - like magazine pages behind a metaplast wall plate - can be anywhere. PART ONE - The Borgian Rifts have stock outstanding. Starting in the bottom left corner are colored lines that trace the changes in stock prices as the game continues. The lines on the graph are color coded with the names of the railroads above. Trace from the right-most end of any line to the l side of the graph to get an approximation of the current value of th stock. For example, the line with the same color as the C&R's name ends just short of the $20 line, indicating a price of around $18 pe share. When a stock's price reaches or goes over $100 per share, the stock splits. Two new shares are issued for each one old share, and the price of the new shares is set at half the price of the old share. The scale of prices on the graph changes to reflect the splitting of a stock. PAGE 102 PAGE 103 The scale of the graph on the left side extends from $0 to $100 when a game begins. After a stock split the scale doubles so that i always can show the correct price of stocks. For example, the first a stock splits, the scale changes from $0 - $100 to $0 - $200. In t way the correct relationship between the prices of split and unsplit stocks is maintained. Economic Climate The economic climate in Railroad Tycoon moves between Panic, Recession, Normal, Moderation, and Boom. Panic is the worst, and Boom is the best. The overall trend is a gradual movement toward better times, but sudden bad news can drop the economy quickly and far. The current climate affects the interest rate on bonds, the cost of track, the cost of double track, the cost of right-of-way, and the supply of cargos generated. Generally, things cost more and more cargos are generated in better times. Competing railroads are also affected by the economic climate. They normally have lower revenues in worse times, but may do more building to take advantage of lower costs. They may also roll over their bonds in good times to lower their interest costs. Changing economic climates offer you opportunity and challenge. The opportunity in good times is to possibly lower your interest cos by buying back high interest bonds and selling new low cost bonds. In bad times construction costs are lower and this can save you mone if you can arrange to do your expansion then. Also, bad times may require you to reduce the number of trains or the cars on existing trains. Smaller, faster, full trains in bad times can be expected t make much more money than larger, slower, half empty trains. PAGE 103 PAGE 104 ADDITIONAL REPORTS In addition to Financial Reports, you may call up other reports f information about your railroad. These include a list of your Accom plishments, an Efficiency Report, and a History of your railroad. These reports are available during play. From any display, pull down the Reports menu and choose from the list the report you wish to see. Accomplishments This report is simply a log of the important events that have tak place on your railroad during your presidency. Generally, any news that is sufficiently important to make it into the newspaper headlin is added to the list of your accomplishments. Examples of accomplis ments are the initiation of service to a new city and new records se for earnings. Efficiency Report This report supplies information on how well your railroad is doi in taking advantage of opportunities to pick up cargos supplied alon your system. The first part shows the total number of carloads of cargo that have been made available so far this fiscal period and during the previous period, and how many you managed to pick up. The percentag number indicates approximately how much of the available cargos you carried. The closer the percentage approaches 100, the more efficie your railroad is at taking advantage of profit opportunities. Ton-miles traveled is a measure of the capacity that you have mov For example, a 40 ton car that travels 10 miles equals 400 ton-miles traveled. Ton-miles delivered is the number of tons delivered times the distance those tons were carried. If the 40 ton car is fully lo when it traveled 10 miles and then delivered, it would equal 400 ton delivered. The utilization efficiency is ton-miles traveled by your railroad divided into ton-miles delivered. It roughly tells you the percenta of time your cars are traveling empty. PAGE 104 PAGE 105 Revenue efficiency measures the money you make versus the number ton-miles you carry. The dollar figure is an estimate of the money earn per ton delivered. The higher the number, the more money you a making per ton, and the more efficient are your operations. History The history report is a replay of your railroad's accomplishments reviewed on the Regional Display that shows the growth of your railroad, the economy, and your competitors, up until now. The replay is carried out on a year by year basis. PAGE 105 PAGE 107 5. RAILROAD COMPETITION COMPETING RAILROADS Once the technology of trains on rails was demonstrated to be practical, railroads began appearing throughout the industrial world The earliest roads had large areas all to their own, but that circum stance didn't last. As more entrepreneurs and investors were dazzle by the glamor and apparent riches of railroading, the countrysides became crisscrossed with new tracks. Rival railroads fought for access to new or already lucrative are When in direct competition, healthier roads cut rates hoping weaker opponents could not afford the losses. The ultimate competition cam in the stock market where rivals fought for control of each other's companies or other railroad pawns on the map. The people who ran railroads during the era of expansion were of all types, brilliant engineers, accomplished executives, shrewd financiers, incompetents, and crooks. Railroad presidents not only had to manage their own business, but understand the strengths and w nesses of their rivals and plan accordingly. In Railroad Tycoon you too have rival railroads to contend with. Watch out for competing railroads expanding and cutting you off, starting rate wars at key stations, or attempting to take control of your railroad in the stock market. In return, look for opportunitie to cripple or take over your competitors. Getting control of one or more of your rivals may significantly improve the success of your railroad. Up to three of your rivals may start up their own railroads. The railroads are run according to the personality of the historic figur that is their president. For example, a railroad run by Jim Hill is always looking for new cities to build to. Roads run by J. P. Morga or Jay Gould are adept at stock market dealings. PAGE 107 PAGE 108 You may not lay track across the track of a competing railroad, and you may not build a station within 5 squares of a competing railroad's station. You may lay track directly into a rival's stati triggering a rate war (see Rate Wars, page 109). Once competing railroads are started, you may buy and sell their stock in a manner similar to that for buying your own stock (see Calling Your Broker, page 97). If you can purchase enough of a competitor's stock, you take the railroad over (see Stock Market Tak overs, page 111) and can partially control it (see Controlling Other Railroads, page 112). PAGE 108 PAGE 109 RATE WARS Prior to government regulation of freight rates, a standard tacti rival railroads serving the same cities was to cut rates. This drew business away from competitors, weakening them and hopefully driving them from the vicinity. The survivor could then raise prices to ver profitable levels without the competitive pressure keeping them down Your railroad may be the target of a rate war attack from a competing railroad, or you may use the rate war as a means of weaken a rival. To win a rate war you must understand what is going on and best to proceed. A rate war is triggered when you either build track into a competitor's station or a competing railroad lays track into one of your stations. You receive a message announcing that a rate war has started, and the border around the Shipping Report of the affected station turns to the color signifying half rates. Until the rate wa is concluded, the border remains in the halfrate color, signifying t all revenues for delivering cargo here are halved. A cargo that wou normally earn $20,000 when delivered, earns $10,000 when taken to a station in a rate war. The winner of a rate war is decided by the local city council of town where the war is underway. At the end of each fiscal period th council examines the service provided by the opponents and votes for which should be given a monopoly on service to the city. Beginning with the vote after the second fiscal period of the war, the first railroad to gain at least a 66% vote majority is declared the winner The votes in a rate war are directly tied to the amount of cargos delivered to, and taken from, the contested station. For example, i the station demands coal, the more coal you can deliver there, the m votes in your favor. If the contested station has a large supply of wood, your vote total increases for every ton of wood carried away. city council is affected by your record on every cargo that they sup and demand, so it is in your interest to devote special trains to servicing this station, regardless of revenue, just to earn votes. If a competing railroad loses a rate war, all of its track leadin of the station is torn up. If this leaves any stations isolated wit other track connections, then those stations are also eliminated. PAGE 109 PAGE 110 If your railroad loses, all of your facilities, track, trains, bridges, etc., within three squares of the station are eliminated. receive no compensation for these losses. If you win a rate war, the station becomes wholly yours. The border around the Shipping Report for the station turns from the col signifying half rates, to the color signifying double rates. For th next fiscal period all cargo delivery revenues are twice the normal Having shamelessly acceded to the town's every wish to win the rate war, you are now in the happy position of giving them a lesson in monopoly economics. You may not build facilities such as engine shops, post offices, etc., at a station in a rate war. PAGE 110 PAGE 111 STOCK MARKET TAKEOVERS In the latter half of the 19th Century, many of the greatest rail battles in America were fought on Wall Street, far from the tracks a trains of the combatants. One way to neutralize a competitor was to take him over and make his resources work for you, not against you. Some of the more infamous railroad men of this period knew next to nothing about running a railroad, but were experts in stock manipula tion. While building and operating your railroad, you must remain aware of the stock market dealings of your competitors. Given the opportunity, they may take over your company, loot it of cash, and put you out of work. You must protect yourself from that risk, and also look for opportunities of your own. It is possible for you to take over one or all of your competitors, and have them work for you thereafter. In addition to buying your own stock, you may purchase stock in any competing railroads. If at any time you hold over 50% of the st outstanding (owned by the public, in the company treasury, or in you hands), you take it over and control it (see Controlling Other Rail- roads, page 112). Stock purchases and sales are made in a manner similar to those for your own stock (see Calling Your Broker, page 97). However, if the opposing management has bought the remaining stock you need and put it in the treasury, you can only buy the remaining shares by making a tender offer. Once the public has no shares left to sell, you may tender an off for all of the shares you don't own. To do this call your broker fr the Action menu and attempt to buy more stock in the target railroad A new menu appears informing you that you must tender for all the remaining stock in the treasury at twice the current market price. You have the option of making this purchase or not. If you proceed to tender for the remaining stock, the cost is subtracted from your cash and you then own 100% of the stock in the railroad. Note that since you only need over 50% to retain control, you may sell off some of the stock now or later without losing control. However, if you sell stock to the point that you no longer own over 50%, you lose control of the railroad and it becomes a competitor again. PAGE 111 PAGE 112 CONTROLLING OTHER RAILROADS Controlling one or more of your competing railroads can help you financially and tactically. The value of their stock can increase, helping to increase the value of your own. You can transfer money f their treasuries to yours, or vice versa. You can attempt to have a controlled railroad build track that blocks other railroads from expanding, while your own railroad grows unhindered. Having obtained control of a rival you must decide how best to pr from its resources. Is the best course to invest in it, or have it invest in you? Use it as a blocker, or build it away from you to ke your options open? Have it start a rate war against another rival? Once you have taken control of a competing railroad, you may make some operating decisions for it. To operate a controlled railroad, pull down the Action menu, choose "Call Your Broker", and then pull down the Operate RR menu. You have four operating choices as shown in the Operate RR menu below. Choose the "Take $100,000" and "Give $100,000" options to move money from the controlled railroad's treasury to your railroad's treasury, or vice versa. Money is normally moved in $100,000 amount Money may also be moved in $250,000 increments if a substantially la mount of cash is available in either treasury, and the Operate RR me changes to reflect this ability. Choose the "Buy Back Bond" option to order the controlled railroa buy back one $500,000 bond. The railroad's cash and bonds are then reduced by $500,000. Controlled railroads only buy back bonds when tell them to do so. They may never sell more bonds. Choose the "Build Track" option to order the controlled railroad attempt to connect to a certain city. A text window opens giving yo the opportunity to name the cities you wish it to build from and to. Type in the name of the city and press the Selector 1 key. Thereaft the railroad attempts to build to the city you named. If it is unab to build there for some reason, a message appears telling you this. PAGE 112 PAGE 113 Once you have taken control of a railroad, your exercising of thi option is the only way the controlled railroad continues to build. You may build your tracks into the stations of a controlled railroad, creating Union stations. When this occurs, you automatica build a terminal (normal cost $200,000) for the cost of a station ($100,000). You may build facilities at Union stations. PAGE 113 PAGE 115 6. THE RAILROAD STORY THE ORIGINS OF RAILROADING The history of railroading can be traced back to rut roads in anc Greek cities that are thought to have guided ceremonial carts. But elements of railroading as we think of it all came together for the first time in 1825 when George Stephenson piloted his engine locomot No. 1 along the tracks of the Stockton & Darlington Railroad, pullin train of 34 cars. Preserved from that day is an account of the somewhat mystical beginnings of railroading from one of Stephenson's workmen. Having unloaded the locomotive from its wagon, mounted it on the tracks, an filled its boiler with water, the men discovered they had no match. While one man went off to get a lantern, Robert Metcalf used sunligh through his magnifying glass to light his pipe. Being practical he turned his glass on some hemp packing and soon had transformed the power of the sun into the fire of the first locomotive to pull a com carrier train. That day in September was a triumph not only for Stephenson and t founders of the railroad, but for all the other inventors and thinke who had contributed to the new technologies and ideas brought togeth there for the first time. The combination of track, locomotive, and common carrier train, was to revolutionize the transportation of peo and goods, and help change the world forever. The first component of the railroad to be developed was the track that guided the trains and cars. The benefits of moving wheeled vehicles along rails of some sort had been recognized for many years prior to 1825. By distributing the weight of the load along the rail and down through the track structure, very heavy loads could he supported. PAGE 115 PAGE 116 Without this weight distribution, the heavy steam locomotives tha were soon to appear would be unable to move without sinking into the ground. A smooth wood or iron rail surface in contact with the smooth wheels of moving vehicles offered much lower resistance, or friction than the uneven roads or ground. Flanged wheels on the vehicles helped them adhere to the rail. The combination of rail and flanged wheel meant that heavy loads could be pulled by horses, and then steam locomotives, at unprecedented speeds. Rails served as guides, allowing a single power source to pull a long string of carrying vehicles and thereby spread the costs of pow over more loads. Prior to rails, vehicles had to be moved singly, e with a single power source, usually a horse. Track was used prior to the 1820's primarily inside and outside of mines where the expense of its construction was practical due to frequent movement of heavy loads. Other than for mines, tracks were rarely seen until tramroads appeared in the 1600's. Tramroads were tracks over which horses pulled specially wheeled wagons. Before tramroads became widespread, however, a new power source had appeare the steam locomotive. The first practical demonstration of a steam locomotive occurred in 1804 when Richard Trevithick's engine pulled some ore cars along a tramroad in Wales. This early design did not generate the enthusi it deserved, but other inventors continued to search for efficient ways to transform high pressure steam into a locomotive power. The success of Stephenson's Stockton & Darlington designs, plus his later triumph at the Rainhill Trials of the Liverpool & Manchest got the Western world's attention. Men of industry and science came from all over to see steam locomotive power first hand. Most went home impressed with the new technology and many drew up plans for railroads in their communities. The difference between the Stockton & Darlington and previous railroad experiments was that the train that Stephenson pulled was a common carrier. Anyone wishing to travel or ship goods could buy space on the train. The freight and passenger cars were owned by th company, and they promised to have the train depart from a depot at PAGE 116 PAGE 117 one end of the line and arrive on a schedule at another depot where passengers and goods unloaded. The Stockton & Darlington was the model for all future railroads. Railroads would have been only interesting toys if there were no opportunities for their profitable employment. By the 1820's Englan had witnessed the economic value and profitability of canal transpor The new technology of railroads promised even greater practicality and profits than canals because it offered greater speed and capacit was cheaper to build, could be built anywhere, and could operate in any weather. PAGE 117 PAGE 118 THE ROLE OF RAILROADS Introduction The role of a railroad is to assemble and move trains of cars carrying goods and/or passengers from one place to another. Because they can move large loads over long distances for minimal costs, the are often by far the most efficient method of transportation availab Today in North America, mainline railroads principally carry freight Passenger traffic is mainly concentrated in commuter traffic into an out of major cities, carried by local private or government owned li In most European countries, railroads still have important passenger business. Historically, the role of railroads has gone through many changes Beginning as a special type of transportation with limited use, they expanded into the principal way of moving anything, anywhere. Their role in the economy has shrunk in scope today, but not in importance Changes Over Time Prior to the Stockton & Darlington, railroads were adjuncts to th mining business. Only the steady volume and weight of mine traffic justified the expense of tracks, power, and cars. The typical train consisted of a horse or primitive locomotive pulling a few cars of c or ore. The main cargo of the first Stockton & Darlington common carrier train was still coal, but the difference was that flour and passenge were also carried along. The railroad advertised that it was offeri transport service to and from its terminal cities. Freight could be shipped by the package or the carload, and passengers were welcome. All the cars in the trains were owned by the company and arrangement were made with the railroad for loading and unloading. From this beginning of common carriage, the role of the railroad began to broaden and diversify. The first common carriage railroads were built to connect coastal cities with sources of raw materials in the interior. For example, Stockton & Darlington, the Liverpool & Manchester, and the Baltimore Ohio were all planned originally to increase the flow of trade to po This traffic did indeed flourish, and these early roads found to the delight that traffic going back to the interior grew as well. Very quickly passenger traffic in both directions far exceeded expectatio and railroads developed the concept of trains wholly dedicated to carrying passengers. PAGE 118 PAGE 119 The success of the first railroads inspired imitators, and soon railroads were being built everywhere. Every city and then every to wanted to be connected to its neighbors by rails. People and goods began moving back and forth by train in astonishing amounts. Access to railroads brought new industries and population into a region, increasing traffic even more. Dedicated railroads were built to ser individual industries such as coal mines and lumber mills. The cheap, fast, and safe transportation provided by railroads was an added spur to the economic growth of nations undergoing the Industrial Revolution. Railroads themselves benefitted from improve technology as steel rails and more powerful locomotives provided more efficient service. The peak of railroad mileage in the United States came in 1916. At this time most intercity transportation within the country was handled by railroads. Raw materials, finished products, livestock, and people moved throughout the country almost entirely by rail. Railroads Today Since 1916 the mileage of track in the United States has decrease nearly 25%, but surprisingly, the ton/miles of traffic carried has more than doubled. These changes were brought about mainly by the abandoning of parallel and branch tracks, and the consolidation of traffic. During the heady days of railway expansion many routes were overbuilt and the traffic could not support all the railroads trying to compete. Inefficient lines have now been mostly eliminate When railroads hauled most of the passengers and freight for the nation, branches and spurs trailed off the mainlines in every direct serving even the smallest industry or community. Today the branch l is all but gone from Class 1 railroads ($50,000,000 gross revenue pe year), though many are being operated by local companies or governme The major railroads have trimmed down to just their mainline trunks. Traffic is now concentrated at major freight terminals and large consolidated freight trains constitute the majority of traffic. As more of the transport roles that trains once provided have gone to other carriers, railroads have concentrated their business where the are most efficient. When freight can be quickly loaded into and dispersed PAGE 119 PAGE 120 from the large, fast, long distance trains that operate today, the c of railroad shipping cannot be beat. The single most common railroad cargo today is coal carried to po generating plants, metallurgical industries, and ports for overseas shipment. Additional common cargos are containers or truck trailers flat cars, iron and steel scrap, metallic ores, coke (the kind made coal and burned to make steel), petroleum products, fabricated metal machinery. When railroads became viable they quickly superseded canals, stagecoaches, and freight wagons as the principle method of ground transportation. For over 100 years they remained dominant. In the 20th Century many of their roles have been passed over to other transportation modes, such as automobiles, trucks, airplanes, barges and pipelines, but they remain extremely efficient in their core business. Railroads can be expected to have an important role in transporta for a long time, and in the future may find several of their previou roles restored. PAGE 120 PAGE 121 RAILROAD FINANCES Railroad Stock Railroads were some of the first great capitalized corporations. The expense of their construction could not be born by one man or a small group, especially when so much work had to be finished before the first train could run. For this reason, most railroads were originally financed by stock subscriptions. The new corporation began with a charter from the government, usually the state in the United States. According to this charter, many shares of stock were authorized for sale, each share equalling a part ownership in the company. These shares were then offered to the public for purchase, thereby raising funds. In the Baltimore & Ohio's case, shares were offered at a price of $100 each, but you subscribed to the shares by putting up only a percentage of the cost, say $5. At regular intervals stock subscrib were expected to make additional payments until the entire $100 had been paid in. If you missed your payments, the ownership of the sto normally reverted to the company and your investment to date was los In return for your investment the company promised to begin paying dividends at a future date from the revenue it expected to be earning by that time. The great advantage of funds raised from stock sales was that  there was no requirement that they be paid back. Investors were gambling that the railroad would be profitable, returning to them dividends and perhaps even an increase in the value of their shares. But if the railroad did poorly, their only recourse was to remove th president and bring in someone who could try to set things right. In addition to stock sales to the public, local or state governme would occasionally purchase stock to help finance a railroad enterpr thought to be especially beneficial to the community. A town might offer to buy stock to encourage a railroad to build into the area. For example, the Baltimore & Ohio built a line from Baltimore to Washington, D.C. at the request of the state of Maryland in return f the state buying a large block of B & 0 stock and other consideratio PAGE 121 PAGE 122 Railroad Bonds When stock sales dried up,the next alternative for raising money was to borrow it. This was most often done by authorizing and selli bonds to the public. The railroad agreed to buy back the bond at a date in the future, and pay a fixed amount of interest each year to purchaser. For example, if a 30-year 5% bond was sold for $1000, th railroad would receive $1000 today, pay $50 interest each year to th bond buyer, and after 30 years buy back the bond for $1000. The bond buyer was betting that the railroad would not fail, givi him a fixed return of $50 each year, and then returning his $1000. railroad was betting that it could put the $1000 to work immediately in such a manner so as to generate enough future income to cover the interest payments and pay back the $1000 in 30 years. The bond holder owned only the bond, he had no part of the railro ownership. However, if the railroad could not buy back the bond aft years, the bond holder normally had first right to any money raised the sale of bankrupt railroad assets. Railroads tried very hard to keep bond holders happy and paid up, however, because the interest rates they had to pay and their abilit to sell more bonds depended greatly on their previous record of payment. Land Grants The railroads in North America were often built into areas of low population where traffic was expected to be light for some time. Especially in the West where transcontinental railroads were thought to have important national benefits, the government subsidized railroad construction by giving the railroads large blocks of land. The railroads sold this land to raise money for construction. This system served very well, and by the late 1800's the western expanse was bridged several times. The land was sold to farmers and entrepreneurs who built new towns along the roads, accelerating settlement and soon generating rail traffic. However, the system wa not regulated and many of the land grant railroads were rife with corruption and swindle. The most famous western fraud was the Credit Mobilier scandal involving the Union Pacific Railroad. The directors of the Union Pacific started a second company, the Credit Mobilier, and hired it (and PAGE 122 PAGE 123 themselves) to do the construction of the Union Pacific. They then proceeded to bill themselves about three times the cost of construct pocketing the difference. By the time the Union Pacific completed its famous link with the Central Pacific, it was essentially bankrup Despite the scandals, stock and bond holder losses, and the large government give-away of land, the construction of the transcontinent railroads was considered a good investment for the nation. When the looted railroads were reorganized they generally proved to be good investments beyond their strategic value. It should be mentioned that one transcontinental road , the Great Northern, was built from Duluth, Minnesota to Seattle, Washington, entirely without government land grants. The Great Northern was the creation of James Hill, tough and often ruthless, but one of the gre railroad builders of the age. Stock Market Shenanigans Unfortunately for many investors and bondholders, railroads and their stocks often became playthings in the hands of shrewd and skillful crooks. The result too often was a sudden railroad bankrup and financial ruin for investors. When the stock market worked as planned , the price of a stock at any one time was thought to be an accurate representation of the val of the company. But on Wall Street in the late 1800's, the stock ma often behaved oddly, manipulated legally (for that age) and illegall That time period was one of consolidation and competition in the railroad business, as overbuilding of railroads was reducing profits Railroads looked to take over competitors or ruin them financially a a cheap alternative to lengthy rate wars. In this environment men such as Jay Gould, Jim Fisk, and Daniel Drew found opportunity. The most common ploy was to quietly accumulate a low-priced stock with little prospects, and then generate a lot of buying in it with rumors. Since it was relatively easy to borrow funds against stock values, rising prices generated more buying power that forced prices higher, and so on. At some point the original plotters jumped out, selling their accumulation at a profit, while the late comers watche their hot stock collapse. PAGE 123 PAGE 124 A more subtle strategy was the bear raid. A little judicious sto buying and the spread of some rumors in the right places were design to get a stock's price flying upward. At the right moment the bears started selling short, or selling shares they didn't have at today's price, in the hope that they could buy them at a much lower price la just before they were to be delivered. Their short sales helped dri down the stock, plus new rumors were designed to start panic selling The raiders pocketed the difference between the price they sold at, the lower price they paid later for the stock they delivered. For example, assume the raiders decide to attack the Erie's stock a favorite target, now selling for $50. They begin buying the stock and spreading rumors that the New York Central is buying Erie. The stock begins to climb toward $80. The raiders jump in, selling Erie short at $80, or selling it but not having to deliver the stock for week. They continue selling and spreading more rumors that the New York Central is not only not buying but planning a new rate war. The Erie stock plunges to $20 in 4 days. The bears buy back at $20, delivering the stock to the people who bought it from them at $80, a pocket $60 per share. If possible the two ploys were worked together, making money on both the way up and down. The danger in a bear raid was the risk that the stock you were shorting continued to rise in price, instead of fall, forcing you eventually to pay a higher price than you had already sold it for. you sold short at $80 and the price rose to $100 before you could bu it back, you lost $20 per share. In one memorable case, Commodore Vanderbilt got wind of a bear raid on one of his stocks, and started furious buying. The short selling bears, led by Daniel Drew, were caught in a bear trap, as th price kept rising further above the price where they had sold it. D and his accomplices had to make a secret deal with Vanderbilt on his terms to avoid total ruin. Jay Gould and others took these games one step further by actuall taking control of the Erie and other railroads and manipulating thei stock prices from inside. The public may have been bewil- PAGE 124 PAGE 125 dered by the violent swings in the stock price of the Erie, but Goul and his friends were making money with each move. Several years later, the moribund Union Pacific, still feeling th effects of the Credit Mobilier scandal, fell into Jay Gould's hands a very low price. The railroad immediately began paying large and steady dividends, and the stock price rose accordingly. When Gould sold out for many times his cost, the new owners discovered massive hidden loans that couldn't be repaid and the road went back into bankruptcy. By the turn of the 20th Century, new regulations on Wall Street had curtailed many of the manipulators' frauds. The Security and Exchange Commission and other government bodies were set up to protect industry and stockholder rights. Most of the villains of this age were brought down by either the government or their own excesses. Jay Gould eluded his enemies to the end, dying rich, but despised. PAGE 125 PAGE 126 CONSTRUCTING RAILROADS Where To Build The first step in constructing a railroad was obtaining a charter from the government (state or national). This empowered the railroa to build its connections by obtaining passage through private land with the government's right of eminent domain. Having decided that the proposed railroad would sufficiently benefit the community, the government made it possible for the railroad to obtain reasonable passage. Armed with its charter, the railroad sent its surveying parties i the field to search for the best route. The surveyors had to keep s factors in mind including changes in elevation, curves, the value of land the road was to pass over, and the proximity of possible revenu sources. The two main concerns were to minimize grades and curves. A locomotive pulling a heavy train uphill has to devote increasin power to lifting as the grade, or percentage change in elevation, increases. A 3,000 horsepower locomotive pulling a 2,000 ton train 1.5 hp per ton train) can travel at 60 miles per hour on level track its speed drops to 22 mph on a 1% grade and 10 mph on a 2% grade. Lighter trains are less affected by grades. Straight tracks are easier to build and maintain, and allow train to move faster. When a train is moving around a curve, part of the locomotive power is needed to pull the train around, and less is available for pulling forward. Also, the centrifugal force of the c tends to push the cars out of the curve, putting more drag on the locomotive. In the early days of railroading extremely tight curves restricted the size of engines and cars that could negotiate them. In 1828 the surveyors of the first Baltimore & Ohio route faced t dilemma of choosing between tighter curves or steeper grades. Drawin on the limited information available from England and having little idea of the abilities of steam locomotives, they minimized grades an accepted exceedingly tight curves. This proved the wrong compromise as locomotives capable of handling grades soon became available. Th curved track sections were a constant problem for the railroad, moreover, being rebuilt many times through the years. When its survey was complete, a railroad had a plan of the track, including where bridges, fills, and tunnels would be needed. Armed with the power of the state, the railroad bought the required land a the construction gangs began building the road. PAGE 126 PAGE 127 Track Construction The earliest track designs in America were modeled on less expens English examples, including cast iron straps fastened to stone sills lengthwise, wood stringers laid lengthwise with iron straps on top, iron straps on wood stringers laid on stone blocks. The stone construction was satisfactory for horse pulled cars, but absolutely unsuited for locomotives whose weight required give in the track for smooth ride. Some English roads were built of edged plates laid lengthwise, but these were too expensive for American use. Where wood crossties had been used instead of stone as a temporar expedient to save time and expense, they were found to actually work quite well. Wood proved to have the necessary resilience and cushio effect required when steam replaced horses. In addition, track could spiked directly into the wooden tie. The wooden ties used today weigh 200 pounds. They are pressure treated with 25 pounds of preservative to slow decay. Additional improvements include pre-drilled spike holes that reduce fiber damag and improve spike grip, and metal tie plates that spread the load of the rail over more of the tie to prevent tie cutting and crushing The expected useful life of first quality ties has been extended to or more years. In many parts of the world where wood is difficult to obtain, con ties have been used instead. The future of concrete ties depends on length of their useful life, which is still being tested. Concrete require a new track structure because the dynamic action occurs betw the tie and the ballast, not the tie and the tie plate of wooden tie track. The weight of increasingly heavy locomotives made strap rail dangerous as well as obsolete, because the straps tended to roll wit the weight and separate from the roadbed. The disconnected ends, known as "snake heads", had an alarming tendency to pull up and pierce the bottom of cars passing over. Alternatives to strap and plate rails were bar rails rolled in th shape of an "L", upside down "U", "I", or "T". The flange of the L kept the wheels of the cars on the track. The U, I, or T rails laid wood ties and run over by cars with flanged wheels were found to be best system. The T rail, laid upside down, proved to have the great PAGE 127 PAGE 128 strength and is still used today. Robert Stevens, the son of early railroad proponent Colonel John Stevens, is credited with designing the T rail on a trip to England 1830 to study English railroads. During his sea passage he whittled of wood the first T rail, the familiar rail spike, and the tie plate used today in modified form. The T design did not become universal, however, until after the development of the Bessemer process reduced the price of steel from per ton to $50. Prior to that cast iron (hard but too brittle) and wrought iron (strong but too soft) had been cheaper alternatives. A nearly ideal construction material with a useful combination of hard strength, and stiffness, steel made the developing power of heavy st locomotives usable. The iron rail that Stevens ordered in England weighed 15 pounds per yard; current steel rails are rolled out at 11 145 pounds per yard. Rail sections in North America have been 39 feet in length since 1920's, so as to fit on 40 foot flat cars. The sections are bolted together at the ends. These bolted joints, however, are the weakest part of the track. They PAGE 128 PAGE 129 wear out first, and the reduced stiffness at the joint requires extr maintenance to minimize rough riding. An answer to this problem has been 1500 foot welded rails, made u shorter rails joined as they are made. These long rails are transpo and laid down by a special train, and laid only on high temperature and with special techniques to minimize contraction and expansion problems. A 1500 foot steel rail would contract 1 foot if the temperature dropped from 100 degrees to 0 degrees without the specia steps taken when it is laid down. Below the wooden ties to which the track is fixed lies the track ballast, usually consisting of crushed rock. Ballast holds the ties place, spreads out the load from the rails, and keeps the track structure drained. If the ballast does not drain free of water, ice may put additional stresses into the rail and tie system, and the tr may heave when it thaws. Soggy ballast also speeds the rotting of t ties. Below the ballast is the subgrade, earth accumulated and tamped down so as to support the track pressure from above in all weather conditions without settling. Drainage ditches are normally dug to t sides of the subgrade to improve drainage. In only a few instance c track be laid directly on the ground without some subgrade preparati In his book about modern railroading, John Armstrong describes 4 diesel locomotives linked together rounding a curve at 70 mph bein guided and supported by 260 feet of track. Combined, these locomo- PAGE 129 PAGE 130 tives weigh 750 tons. The track below them consists of: o 11.5 tons of steel rail, held in place by o 600 lb. of spikes, and resting on o 3.1 tons of steel tie plates, resting on o 16.7 tons of crossties, resting in o 130 tons of crushed rock ballast, which in turn is resting on the subgrade and right of way below. Bridges In 1940 there were nearly 4,000 miles of track in the United Stat laid on bridges, enough to stretch from New York to London. Bridges were found immediately necessary to cross rivers and other obstacles in the geography because railroads had to minimize the elevation changes on their lines. Preferred construction materials were eithe stone, wood, or metal, depending on the location, engineering scienc and technology of the day, and cost. For the earliest railroads, especially in England, stone was the preferred material for bridge construction. The science of wood bri building was not advanced, and the early builders were making their guess as to the future demands on the bridge. These early English structures had great beauty and durability, and the English continue build in stone when it could be afforded. The Baltimore & Ohio in America emulated the English, building its first four great bridges and viaducts out of stone as well. But it was soon realized that the expense and time of construction made stone generally impractical in America where the distances covered were so great and the number of bridges needed so large. Necessity being the mother of invention, American engineers turne wood as a cheap and fast alternative to stone. Wood was very plenti in America and often right at hand for the bridge builders. Enginee found that bridge parts could be prefabricated and then brought to t bridge site for installation. In this manner the B&O was able to re wooden bridges burned by Confederate troops at Harpers Ferry in a ma of days. PAGE 130 PAGE 131 Where stone was not practical, English engineers turned to long iron plate girders laid end to end and supported by stone piers. Th were practical in England because of the relative availability of ch iron versus wood. English railroads as well, were more profitable t American roads of the period and more capital could be raised for permanent structures. American railroads continued experimenting with wood first, and then iron construction techniques. The result was the truss bridge, first of wood, then wood and iron rods, and then the all iron truss bridge. Trusses linked together in spans could inexpensively bridge large distance. A major step in the improving science of civil engineering came in 1847 with the publishing of a study analyzing th stresses in truss bridges. When cheap steel became available, it surpassed all other materia in bridge construction. Its characteristics made it an ideal and economic choice, and opened the way for new designs such as the stee arch, the suspension bridge, and the cantilever. The first all-stee bridge was built of truss spans in 1879 across the Missouri River at Glasgow, Missouri. Each member, or part, of a railroad bridge must be calculated to support several loads and forces, including the weight of the bridge itself, the weight of the locomotives and cars expected to pass over the sideways thrust of swaying vehicles, thrusts generated by trains attempting to stop on the bridge, and side pressures of the winds. train weight, size, and speed increased, there had to be a correspon evolution in bridges. Tunnels In those cases where a ridge or hill must be passed by a railroad a tunnel may be the economical solution. The engineers have to estimate the costs of tunnel construction versus alternative track arrangements to bypass the obstacle, and then the railroad manager have to evaluate the effects on their operations of the alternatives In the United States, tunnels have been the chosen alternative in ov 1500 locations. PAGE 131 PAGE 132 Tunnels were not a new idea, having already been found useful for canals. The earliest canal tunnel was built in France in 1678. Eve in the United States there were at least two canal tunnels before th first railroad tunnel was built. A tunnel is simply a hole bored through a mountain or hill. The construction crew works its way through the mass with drills and explosives, attacking the face of the tunnel and removing the debris Where practical the tunnel is built from both ends towards each othe to speed construction. In some cases shafts are sunk from the top o the hill down to the tunnel elevation and new bores are built out fr the middle, increasing the working faces. The earliest railroad tunnels were dug with hand drills and black powder. Later in the 19th Century pneumatic drills became available as did a superior explosive, nitroglycerine. Tunneling could be dangerous work, especially under rivers when added precautions were necessary to prevent collapse. A common practice was to send the tunneling parties ahead of the railroad so that the tunnel might be ready when the tracks reached i In America, railroads often built some expedient track to get the li operating while work progressed on tunnels that would eventually become the mainline. The longest through railroad tunnel in the United States is the 7 miles Cascade Tunnel finished by the Great Northern (now Burlington Northern) in 1929. The shortest tunnel in the United States is the yard Bee Rock Tunnel finished by the Louisville & Nashville between Kentucky and Virginia in 1891. The longest railroad tunnel in the world is the 33+ miles Siekan Tunnel in Japan between the islands of Honshu and Hokkaido. Slightl less impressive is the 30 mile Channel Tunnel or "Chunnel' between Britain and France, expected to be completed by 1993. PAGE 132 PAGE 133 OPERATING A RAILROAD Passenger Service In the United States today less than 3% of railroad revenue comes from passenger service, mainly because travelers prefer the convenie or speed of automobiles and airlines. In Europe and other areas thi is not the case because greater congestion and population densities railroads important people movers, and automobiles and highways are as commonplace. Historically, however, passenger traffic was significant. The earliest railroads were planned to be freight haulers, but the large revenues that quickly materialized for carrying passengers were a pleasant surprise. Not only did travelers abandon the road coaches the day, but new traveler's flocked to the stations, attracted by th speed, low cost, and novelty of rail travel. For most of the 19th Century and the early part of the 20th, railroads were the prime means of intercity transport. By the early 1900's industrialized nations were crisscrossed by tracks reaching every community. You could reach any town in the country by train. The alternative remained travel by coach or horseback on often poorl maintained roads. Catering to the demand of the growing middle class, railroads regularly scheduled passenger trains promising speedy and comfortabl service. Salon cars, bar cars, dining cars, sleeping cars, observat cars, and others were designed to enhance the experience of travelin train, even overnight. As part of their publicity campaigns and competition with each other, railroads in the Golden Age invested disproportionate funds i their passenger service. High speed luxury trains, rigid timetables elegant hotels, restaurants, and elaborate stations all served to impress the public with the grandeur and prominence of the providing railroad. The public goodwill and prestige earned by highly visible passenger service was expected to make the railroad more attractive to freight shippers and investors. Passenger service was generally divided into three modes: local trains that stopped at every station along their route, through trai that covered a larger route making only a few stops, and the crack prestige trains normally running between major terminals at each end of the railroad. In addition, passengers often had a choice of trav PAGE 133 PAGE 134 classes as well, and could pay higher fares to travel in privacy and luxury. This was especially true in Europe. Local trains were relatively slow, stopping at every small statio between two major terminals. For example, a local train might stop all stations between New York and Philadelphia, connecting passenger the smaller communities with the major cities at the route's ends. At the same time, through or limited trains ran non-stop, or with only a few stops, back and forth from major cities that generated enough traffic to support the service. A through train from Philade phia to New York might stop at only a few communities, such as Trenton. A person wishing to go from Princeton to New York could catch the local to New York, or the local to Trenton and then catch through train to New York. On important routes such as New York to Chicago or London to Edinburgh, railroads put on crack trains and competed fiercely for t honor of providing fast and luxurious service. It was believed that these crack trains were the main standard by which the railroad was judged, so every effort was made to keep the quality of service high Normally these trains covered long distances making few, if any stop By the end of the Golden Age, many of the crack trains were as we known as the railroads that operated them. Examples of crack trains were the New York Central's 20th Century Limited, the Pennsylvania's Broadway Limited, the Santa Fe's Super Chief, the London & North Western's Irish Mail, the London & North Eastern's Flying Scotsman, and the Orient Express. In North America, the decline in intercity passenger traffic is directly linked to the automobile, the extensive highway system, and airline growth. By the late 1960's passenger traffic had dropped so much that many railroads were facing bankruptcy trying to maintain service mandated by Federal law. Ultimately, most of the Intercity traffic was taken over by a government corporation, Amtrak, that now provides this service on a much reduced scale. However, Amtrak is still not profitable and requires a large government subsidy to maintain operations. PAGE 134 PAGE 135 Freight Service The principle business of railroads has always been the hauling of freight. The first railroad of any kind was built to haul coal, and the first train pulled by a steam locomotive carried iron ore. railroads developed into common carriers, prepared to haul anything their cars along their tracks, they came to carry every cargo imagin The earliest freight cars were wagons modified to run on rails. of these were built to haul specific cargos such as coal and ore, bu most were just open wagons into which sacks and barrels could be pac The transfer of freight to and from train cars was handled by brute strength at a rudimentary station building or platform. As railroad and the demand for their services expanded, new equipment and techni were developed for handling and shipping cargos. One advance was designing cars to carry specific cargo types. Amo the earliest of these were hopper cars to carry bulk items such as c ore, sand, and gravel. The familiar box car replaced the wagon as a general cargo type, providing protection from the weather. Flat car remained useful for odd shaped items. Later developments were tank for transporting liquids, gondolas (a flat car with low sides), livestock cars, refrigerated cars (first with ice and then electric cooling), mail cars (for sorting mail enroute), and others. The history of the railroad freight business has been a continuin evolution of the process of getting the shipper's freight onto a tra for shipment, and off again fr delivery. Railroads are undeniably efficient once the cargos have been placed into trains, but the efficiency can be squandered if pickup and delivery are too costly. The first freight cars were mainly loaded at a stop or station on the line where the cargo was moved from wagons onto the train cars. At the other end, the receiver's wagons picked up the load. The wor was done mainly by hand and was slow, but was the only alternative f small, less-than-carload shipments. For shipments the size of an en carload, other transfer methods were developed. An early idea was to set up an area of team tracks and access roa where shippers loaded and unloaded entire cars that they arranged to meet. The name is retained from the days when wagon teams met the trains. If a customer consistently generated sufficient busines tracks were laid to his door, and cars were directly delivered and PAGE 135 PAGE 136 picked up by passing trains. For a consistently large customer, suc as a coal mine, entire trains provided service, special chutes or do were built to speed loading and unloading, and even special cars wer built, as noted above. In these ways the process of transfer was speeded up for both the railroad and customer. In a manner similar to passenger trains, freight trains were scheduled as local trains, through trains, and even some express fas freights. In addition, there was the unit train. Local freights originated at a major freight yard on the line, an would travel on to the next yard, collecting and setting out cars at sidings of shippers. Starting out with cars to be delivered to ship along the way, it would reach the other yard made up of cars filled businesses for delivery elsewhere. When the local freight reached t yard at the end of its route, it was broken up and the individual ca were placed into through trains headed to a distant yard destination At its destination yard, the through train was broken up and its car placed in another local freight for delivery. Through trains traveled non-stop between major freight yards and made up in the yard of cars collected by the local freights for deli elsewhere on the line. A through freight might stop at several yard along the route, adding at each a few more cars also headed for the train's destination. The crack, or fast, freights moved valuable or perishable cargo that required fast shipment, such as milk, livestock, produce, etc. They generally traveled non-stop from one yard or customer to their destination. The unit train is made up entirely of one cargo, usually carried from one shipper to one destination, and is an example of railroadin at its most efficient. Most unit trains carry coal from a mine to a port or steel mill, where the coal is quickly unloaded by special equipment. Unit trains may travel thousands of miles without a consist change and can weigh up to 13,500 tons with their locomotive Each business day in North America, approximately 100,000 freight cars are loaded at industrial sidings, at team tracks, or by special equipment such as coal chutes. The average freight train consists o 66 cars, weighs 2080 tons, and travels at 17 mph, PAGE 136 PAGE 137 including all delays enroute. Within that average, however, are man varieties of trains such as a local delivering newsprint to a downto newspaper, a long drag of coal cars headed from Virginia coalfields Norfolk, or a fast freight of California produce headed for New York Making Up Trains Trains are assembled in freight yards or terminals under the direction of a car distributor. His job is to supervise the break u of each train entering the terminal so that cars are placed into pro trains for the next stage of their journey. He receives information the yard crew and the railroad's computers on what is arriving, and balances this information with empty car requests from shippers in his division and orders from other car distributors elsewhere on the line. The car distributor makes up a switch list that tells the yard cr on which tracks and in what order the new cars are to be placed. Within the yard certain classification tracks are assigned to each o the new trains being made up, the west bound local, the east bound local, the through freight to the next major terminal, etc. Within trains, cars headed to similar destinations, such as a paint or furniture factory, are kept together in blocks. Blocks are placed i trains in the order that they are to be dropped off. The work of the yard crew is done by either flat or gravity switching. In flat switching a relatively light locomotive is used get the waiting cars and place them into the new train. This is a s and laborious process, requiring many engine movements, track switch and a nimble crew. This push-and-pull switching has been part of railroading from its earliest days, and is still carried on in all s yards and even some large ones. Where possible, railroads alternatively employ gravity switching. In this process the arriving train is slowly pushed up a hill or hum and each car is automatically uncoupled at the summit. The free car then rolls down the hill and is switched and braked from a control tower so as to arrive in the correct classification track. The work the yard crew is reduced to pushing the train over the hump. The classification work is done by the tower staff. PAGE 137 PAGE 138 A hump yard was first successfully operated on the London & North Western at Edge Hill, near Liverpool, in 1873. The Pennsylvania Railroad opened the first American hump yard in America at Greensbur 1882. In these early yards, men were stationed at each switched dow the hill and signalled to properly direct the cars. Other men actua rode the cars down, turning the brakes by hand to control car speed. Cars were classified by clerks who checked the waybills from the arriving conductor and marked the cars with chalk. Today the hump switches are controlled electrically from the towe and the cars are slowed by retarders along the tracks that squeeze a the wheels as they pass. The drop of the hill and the classificatio tracks are carefully designed to help control car speed. Cars are classified by electronic codes read off their sides, and the informa is almost immediately available on the tower's computer. A single h yard can classify up to 1500 cars in an 8 hour day, and as many as 3 in a three shift day. Once the classification is complete, the train is pulled forward a departure yard, and road locomotives join up. In some cases the classification yard produces only blocks of cars, and in the departu yard the blocks are assembled in station order to be dropped off, an then the road locomotives join. At this point the train is ready fo its journey. Moving Trains The primary revenue producing railroad operation is moving trains from one place to another. In the United States today the average mile of track in freight service carries about 5.5 trains per day. However, 67 percent of the traffic travels over only 20% of the exis mileage, so the mainlines carry much more of the load. Once all the track and yards are in place, the efficient movement of trains depends on having the correct locomotive available for pow a safe way of controlling congestion, and a good mix or schedule of trains operating to meet the demand for service. When the early railroads converted from horses to steam, man loaded cars could be put into a train because of the enormous increa in motive power. The first steam locomotives were not differentiate by task, but as the technology improved, some designs were found PAGE 138 PAGE 139 capable of greater speed and others more pulling power. At this tim the distinction began to be made between smaller fast trains, primar ily for passengers, and slower, more powerful trains, primarily for freight. Fewer but larger drive wheels produced higher speeds when pulling relatively light loads. This resulted in the popular American and Ten-Wheeler designs in the United States, and the graceful single driver locomotives in Britain. These locomotive types remained usef and popular from the 1840's until the 20th Century, when increased train sizes and new technology passed them by. Where pulling power was more important than speed, especially over the grades typically found in North America, new designs such a the Mogul and Consolidation developed. With their heavier weight an greater traction, they were capable of pulling greater train weights and climbing grades. In England the 0-6-0 goods engine performed a similar service for many years with very little design change. On United States railroads today, diesel-electric locomotives provide most of the power, and they have proved to be much more versatile than their steam ancestors. Only six different basic locomotive types are now being built, ranging from light industrial switchers to Amtrak's 3600 horsepower passenger engines. These type are differentiated by horsepower and traction, and within types, gea ratios can be adjusted to change running speeds. A railroad meets its power demands by choosing a locomotive type of certain gear ratio, and linking several engines together if necessary. In this way an efficient amount of power, traction, and speed is provided for moving the train in question. Once the train is powered and ready to move, it is placed in the hands of dispatchers who control movements over the road. The track of the railroad is divided into manageable parts, usually called divisions, each with its own dispatcher. His job is to move trains over the tracks efficiently and safely. He must allocate a limited resource, space on the tracks, among the waiting trains so that the railroad fulfills its obligations with a minimum of trains sitting idle. To help dispatchers do their jobs, trains historically have been rated for importance, with higher class trains being given priority over PAGE 139 PAGE 140 others. The highest value trains are normally the fastest, as well. Dispatchers organize train movements by first planning the schedule of the highest value train, then the second highest value, etc. Passenger and express freight trains were normally given priority over freight trains due to the relatively high revenue of a passenge train and the high public profile of the passenger business. Among passenger trains, the crack express trains were normally given priority over their entire route. Next in value were through trains Local passenger trains still had priority over most freight trains, occasionally an express fast freight was more important. Among the freight trains, regularly scheduled fast freights were normally given priority, but a special freight that was put on might override the normal arrangement. The lowest priority freights were locals, stopping many times along the division to set out and pick u cars. They had to get out of the way of just about everything. Once the dispatcher has an understanding of the priority of train expected to pass over his division, he plans how the movement is to take place and passes out the orders to the trains. In these orders conductors on the trains are told when the train should be at variou points on the line. If this timetable is followed then the railroad should be running efficiently. The dispatcher then oversees the movement of trains from his towe by keeping track of their location on a control board. On this boar are displayed the various tracks and switches of the line and the current positions of all trains, stopped or moving. The track of the division on the board, as well as on the line, i divided into blocks by signal towers. Once a train has entered a bl that block is normally closed to all other trains until the first tr has passed through. By this system, if the signals are properly obeyed, collisions are avoided. Inside each train's locomotive, the crew conducts the movement of their train as ordered. The dispatcher monitors their position on h board by messages from signal towers reporting passing trains, and from direct communication with the locomotive crew if necessary. Du to any number of factors such as accidents, engine trouble, bad weather, etc., the dispatcher's original plan often must be modified PAGE 140 PAGE 141 By changing signals and switches, the dispatcher can hold up or reroute certain trains to let others pass. The crew on the train can only control whether the trains moves forward or backward, and train speed. Where the train moves is controlled by how the dispatcher sets the switches the train passes over. By his control of switches, signals, and train orders, he orchestrates the movement of the trains. On some parts of the railroad, especially in mountain districts o on single tracks, the movement of trains presents especially interesting problems for the dispatcher and train crews. Where the problem is an extended region of steep grades that sharply reduce tr speed, the solution is often to change locomotives at the beginning the mountain region. More powerful mountain engines pull the train the grades, and then hand the train over to lighter engines more sui for speed on the level land below. Where the problem is a single relatively short grade and the line is not crowded, an alternative solution is doubling the grade. In t maneuver the locomotive takes half the train only to the top of the leaves it in a summit siding, returns for the other half, and then rejoins the parts at the top and continues downhill. Another solution to the grade problem is adding helper engines, either as pushers or double heads. A pusher engine joins the train the bottom of the grade by coupling on the end, and then applies its power to the back of the train. When the summit is reached the push uncouples while moving and the train continues with minimum stopping Double heading places an extra locomotive at the front of the train. This requires more switching and time, but is desirable for passenger trains because it reduces the discomfort that normally results from the combination of pushing and pulling engines. On single tracks the dispatcher must deal with trains coming together from opposite directions, called meets, and faster trains overtaking slower trains, called passes. Operations on single track roads require the judicious placement of double-ended passing tracks where trains can pass each other. Passing tracks are designed to ho entire trains where possible, but terrain, right-of-way cost, and lo PAGE 141 PAGE 142 ordinances often prevent this and the dispatcher must keep in mind the variable size of sidings when planning meets. Where one or both meeting trains do not fit on sidings they must stop and maneuver past each other by breaking up the trains and moving manageable parts back and forth until they are entirely clear These maneuvers are known as saws when one train only can fit on the passing track and double saws when neither train fits on the passing track. An efficient railroad keeps an adequate schedule of trains runnin along its routes to provide service that is competitive. This schedule depends on a proper mix of locomotive and car types being available and proper management of moving trains by crews and dispatchers. An inefficient railroad can have the wrong equipment attempt a task, raising costs, offer an inadequate schedule, or regularly fail to meet its schedule and lose customers to the compe- tition. PAGE 142 PAGE 143 STEAM LOCOMOTIVES Introduction The enduring symbol of railroading is the steam locomotive, one of the most marvelous and fascinating machines that man ever created They were tangible proof in their time of mankind's ability to conqu the known world with technology. In the span of one generation, the speed limit at which people could travel rose from the few miles per hour limit that had remained constant since the domestication of the horse, to nearly 100 mph. For their day they were a combination of automobile, the airplane, and the space shuttle. The marvel of the machines is that they were so large and so solidly heavy, yet could move so fast and so gracefully. That they could move at all seemed a great achievement when their mass was vie up close, and it was difficult to comprehend how the power was gener to pull the enormous loads they dragged. They were incredible machi in their day, consisting mainly of a fireplace and a tank full of wa but capable of great power and speed. The fascination with steam locomotives derives from their physica presence and from watching, smelling, and hearing them work. Standi next to one of the last generation of steam locomotives, you cannot help but feel dwarfed by its height and breadth. The polished connecting rods look like the largest wrenches ever made, and the to of the drive wheels are at eye level or more for most people. Stand near a moving locomotive you feel the perceptible tug of the machine driving past, pulling the wind with it, and sucking you off of your feet. At rest the engine gives little indication of its capability. Th only apparent movement in a fired up locomotive are tendrils of smok and steam, and possibly the preparations of the train crew. In moti the locomotive is the picture of undeniable, massive power. The whe turn, the burnished connecting rods shimmer, the dust rises, and the smoke and steam puff from the stack, all in a delightfully precise choreography. The smells of the locomotive are the smells of engines: oil, grea coal, hot metal, a roaring fire, and boiling water. This is the no nonsense smell of work being done. The sounds of a steam locomotive give it credence as a living, breathing being. The hiss of an idle engine sounds like the boiling the giant teapot that the locomotive nearly is. The chuff-chuff of PAGE 143 PAGE 144 escaping the cylinders and venting through the stack is the breath o this colossal iron horse. The blast of the steam whistle, whether i distance or up close, is the call to travel and adventure. The clan bell of a locomotive approaching a station means your wait is just a over, or your adventure is about to begin. In most of the industrialized nations, the steam locomotive no lo works hard for a living, but is kept running as a tourist attraction museum piece. That so many are still operating is a testament to th fascination they inspire. Making Steam When water is heated in a container, it begins to boil, or be converted into a hot gas of water vapor called steam. The important factor in this process is that steam takes up a much greater volume of space than the equivalent amount of water, over 1500 times as much space. If the steam in the container cannot escape, the energy of expansion becomes pressure building up inside the container. If pressure gets high enough it splits the container open. The objective of all steam engines is to capture the pressure of expanding steam and make it do work. This is usually accomplished b building up the pressure to a certain level in a boiler, and then op a path of low resistance that the pressurized steam can escape down. Along the escape path, however, the steam must push a partially resi blockage out of the way. This blockage is a piston, and the steam pressure forces it back down a cylinder until a valve opening is uncovered allowing the steam to escape. By opening and shutting separate escape paths from the PAGE 144 PAGE 145 boiler, steam pressure is alternatively directed to opposite sides o the piston, pushing it back and forth. This push-pull motion of the piston can then be converted to power. The first step in making steam in a steam locomotive is to boil water. This is done in the boiler, the long tank that makes up most of the length of the locomotive. At the back of the boiler, just in front of the cab where the crew is located, is the fire box. In the box the fire is built that heats the water. In the early locomotive wood was the usual fuel, but coal became more common later on. Some locomotives burned oil where it was cheaply available. The fire is fed by hand or automatic loaders. The draft necessar to provide oxygen comes from a grate at the bottom of the fire box and is pulled through the box and out tubes that extend through the boiler to the smoke box below the smokestack. Air passes through the grate and is heated in the firebox. As it passes down the tubes to vent out of the stack, it heats the water that surrounds the tube in the boiler. In this way the heat of the fire is transferred to t water, making it boil and convert into steam. Inside the boiler the steam begins to accumulate, gradually filli and expanding. When it tries to expand, it has no outlet and the pressure inside the boiler increases instead. When the pressure get sufficiently high, the locomotive is said to have "steam up" and be ready to move. While the locomotive is getting up steam, the crew is overseeing process. The fireman is responsible for building the fire and maintaining sufficient water in the boiler. The engineer lubricates connecting rods and other working parts of the locomotive, inspectin for any prob- PAGE 145 PAGE 146 lems. As steam builds the engineer keeps track of the pressure to b ready when the locomotive can move. Steam Power When one steam pressure is sufficient, the engineer opens the throttle. This opens the escape path for the steam down the "dry pi to the cylinder valves and pistons. The valves pass the steam throu into the cylinders where the steam builds up pressure against the piston. The piston is designed to give way under sufficient pressur and it begins to move backwards. The pistons are connected by massive rods and other connecting ge to the drive wheels. The motion of the pistons is converted by the complicated connecting gear into movement by the wheels in one direction, either forward or backward. At the same time, the cylinder valve over the piston is connected to the wheels and the wheel motion moves the valves back and forth. The motion of the valves opens and closes vents into and out of the piston cylinder for the entry of new steam and exhaust of spent stea from the opposite sides of the piston. The engineer controls the speed of the locomotive with the thrott By opening and closing the throttle he lets more or less steam into cylinders. The amount of steam let in controls how fast the pistons move back and forth, and thus the speed of the engine. Development and Decline By the 1850's, most of the basic principles of steam locomotive power had been discovered. Thereafter, the development of the locomotive was a matter of making them larger and more powerful, and only a few significant advances in technology were made. The larger weight and increased power was made possible by the availabil of cheap steel that could be made into the heavy rails necessary for the support of heavy trains and engines. One of the most important later inventions was the idea of using the exhaust steam from the cylinders, now low pressure steam, to power a low pressure cylinder. This was called compounding, and the massive compound engines of the 20th Century were the pinnacle of steam locomotive development. The Union Pacific Big Boy, a 4-8-8-4 weighing over 500 tons, was capable of generating over 5,000 horse- power. PAGE 146 PAGE 147 Steam locomotives were made obsolete by the development of the di electric locomotive in the 1930's, even though steam power continued use on North American roads into the late 1950's. The advantages of the diesels were mainly that they were cheaper operate and more reliable. Diesels could be linked together in tand under the control of one crew and do the work of several steam locomotives and crews. Diesels also converted more of the energy fr their fuel into power. Despite their obvious inferiority, however, steam locomotives are still in use in a few nations, notably China and South Africa, where coal is plentiful and oil dear. In addition, railroad buffs and mus in the industrialized nations have preserved a remarkable number of operating steam locomotives. The thrill of seeing a steam locomotiv in full flight is still to be felt, even if only on Saturday afterno PAGE 147 PAGE 149 7. NOTES AND CREDITS RAILROAD TYCOON WORLDS Map Generation When starting a new game of Railroad Tycoon you choose one of 4 different worlds for the location of your railroad. Your choices ar Eastern USA, 1830 Western USA, 1866 England, 1828 Europe, 1900 Each world approximates the geography of the region portrayed, but no world exactly duplicates the real geography. Each new map is generated from a base map that represents the economic geography prior to the time period of your game. From this point a new mix of resources and industrial growth is placed. As a result of this process, each game you play must be different because the growth of cities and location of industry is never the s In one game New York is a great city, but in the next it may be just village. The best location for railroads is therefore different fro game to game. Once you have made your opening choices of play options, the game begins by placing you at the Regional Display. In order to read the map of this display you must refer to the Regional Map Chart in the Technical Supplement. This chart explains what type of geography is represented on the map by each color. Specific Map Features The worlds in Railroad Tycoon differ slightly in the mix of resources and industries that are present. These separate mixes result in some different cargos being available only in one world or another. For a description of the map icons and what they represent in each world, refer to the World Economies Chart on the Player Aid Cards. PAGE 149 PAGE 150 The Western USA world has some unique features. Revenue earned f carrying cargos on east-west routes are double what would be normall expected. Revenues earned for carrying cargos on north-south routes are half what would normally be expected. These effects are designe to encourage east-west railroads. In addition, completing a railroa connection from the east side of the Mississippi River on the right of the world to the Pacific Coast on the left side of the world earn $1,000,000 bonus for achieving a transcontinental railroad. Game Scale The four game maps have been built in a square grid. Each positi on the grid is referred to as a map square throughout this manual. speed of trains, the distance they travel, and the distance effect o revenue earned is kept consistent between the worlds, despite the fa that the worlds have been built to different scales. In addition, adjustments are made when building or traveling in a diagonal direct to account for the difference in distance when traveling diagonally, opposed to horizontally or vertically within a grid. Game Time A game of Railroad Tycoon is broken into fiscal periods for accounting purposes, and each period lasts two years. At the end of a fiscal period, you are normally shown a number of fiscal reports t review that concern your railroad and any competing railroads that may exist. While your reports detail the operations of your railroad for two years, the numbers are actually derived from the operations of your trains for only one 24 hour day, converted into what would be expect from these operations over an entire year. The operation of one of trains in the 24 hour period, represents many trains running that route over the two years. When a Train Arrival Announcement reports the arrival of one of your trains at a station, the time of the arrival is also noted. Th hour of the arrival corresponds to the 24 months in the fiscal perio 12:00 AM corresponds to January of the first year, 1:00 AM to Februa of the first year, etc. PAGE 150 PAGE 151 LOCOMOTIVE ROSTER The locomotives included in Railroad Tycoon were chosen to repres important historical designs and evolving technology. When each gam begins, only one or a few locomotive types are available for purchas your railroad. As time passes, technology improves and better locom can be purchased. Eventually the older types cease production and a thereafter not available. Each locomotive included in the game is listed below with an illustration and descriptive notes. Included with the notes are som suggestions on how best to employ the locomotive types in the game. The North American locomotives appear in the Eastern and Western USA games, and the European engines appear in the England and Europe gam North American Locomotives 0-4-0 Grasshopper: The first of these locomotives was built by Phineas Davis of York, Pennsylvania, winning a $4,000 prize offered by the Baltimore & Ohio Railroad for a 3-1/2 ton coal burning locomotive. They were called grasshoppers because their motion resembled that insect. They were front heavy, moving with a pitchin motion, and their vertical rods moved up and down to power the wheel like a grasshopper's hind legs. These four wheeled vertical boiler engines were ideal for the sharp curves of the B&O and were the railroad's main power by the mid-1830's. These are the only locomotives available at the start of a game i the Eastern USA, so you have no choice. Use them for everything but note they are not particularly fast, even when pulling only one car. 4-2-0 Norris: William Norris of Philadelphia built the first of h Norris type locomotives for the Philadelphia & Columbia in 1834 and its performance, especially on a steep incline, was sensational. Th design was simple, sturdy, and versatile enough to be useful through out America, and influence European designs as well. The Norris typ was noteworthy for its bar frames, outside cylinders at the smokebox the Bury firebox, and placement of the driving axle in front of the firebox to improve adhesion. This is the first modern locomotive available in America and the performance of your trains can be substantially improved in both spe PAGE 151 PAGE 152 and pulling power by replacing your grasshoppers with it. No other locomotive replacement has this impact. 4-4-0 American: The most popular locomotive type in North America the middle to late 1800's, with over 25,000 being built. Noted for ability to handle heavy loads over varied routes, its ability to ope over uneven tracks, simple construction, low initial cost, and ready maintenance, it was the ideal general purpose locomotive for the per of westward expansion. It became the national engine because it ans every need. Use the American for most of your long haul trains, especially th hauling passengers or mail. When cars are kept to three or less, th locomotive can maintain very good speeds. 2-6-0 Mogul: The mogul engine type was developed to power heavy, freight trains that were too much for the American type which it bet in tractive power by nearly 50%. The wheel arrangement had been tri early as 1852, but a really successful mogul engine was not built un 1864. The mogul type was on its way to replacing the American as a national type, at least for freight service, but was itself replaced the 2-8-0 before it was firmly established. By the time this locomotive comes available, you maybe running la or long freight trains. Add a car or two to these trains if the bus is there, and put Moguls at their head. These trains can then maint their previous speed, while delivering more cargo. Placing a Mogul passenger train, however, is wasting money. 4-6-0 Ten-Wheeler: This was the second most popular wheel arrange of the 19th Century in North America, and it began to seriously riva the American after 1860. First used as freight engine, it PAGE 152 PAGE 153 was recognized by the 1850's as useful in general service. By the 1880's the dogma of specialized motive power for each class of servi relegated the Ten-Wheeler to passenger service. It served on mainli passenger trains until about 1910 when heavier engines were required Use the locomotive for high speed trains carrying mail, passenger and fast freight. They can maintain the speed of Americans while pulling one or more additional cars. Alternatively, put them on lon runs with a few cars and they set speed records. 2-8-0 Consolidation: This wheel arrangement was originally introd in the late 1860's for slow pusher service, but by the middle 1870's value as a road engine was recognized. It was built in larger numbe than any other single wheel arrangement, approximately 33,000 betwee 1866 and 1950. The original Consolidation was designed by Alexander Mitchell in 1865 and incorporated all the elements that made the 2-8 a success. When the Erie replaced its 4-4-0s with Consolidations in 1876, it found that the heavier engine could pull trains of twice th weight, while reducing expenses from 96 cents to 53 cents per ton-mi Use this locomotive for long, heavy freights, or for trains pass over steeper grades. 4-6-2 Pacific: Baldwin Locomotive Works claims the first Pacific delivered to New Zealand in 1901, although locomotives going back to had the wheel arrangement. Early into the 20th Century the Pacific became the preferred locomotive for almost all express passenger PAGE 153 PAGE 154 trains and many fast freights, and they remained useful after being replaced on the top trains in the 1930's by 4-6-4 Hudsons. About 70 were built in the United States. By the time the locomotive is available, you probably have some very long runs on your line. Use the Pacific to haul fast trains on long distances. It can maintain very high speeds if not burdened with too many cars. 2-8-2 Mikado: The first 2-8-2s were built in 1897 for a railway i Japan, hence the name. The type was introduced in the United States 1903, and it grew in popularity. It became the most common freight locomotive in the United States, partly because it was specified as authorized design by the federal government when US railroads were briefly nationalized for World War I. They were again built in larg numbers during World War II and exported after the war as part of th Marshall Plan. Although more often known as "Mikes" in the United S during World War II their class name was changed to "McArthur" by sensitive railroad managements. This is a heavy freight engine for pulling long trains. Use it t replace Consolidations when you want to add a car or two to the trai consist. 4-6-6-4 Mallet (Challenger class): In the late 1800's Anatole Mallet, a Swiss engineer, developed the design of the compound, or articulated, locomotive with a rear group of drive wheels powered by high pressure steam and a forward group of wheels powered by the residual low pressure steam. Work on this design continued with the first large mallet, an 0-6-6-0, appearing on the B&O in 1904. This type proved very popular as power for heavy freights and pusher engines. The final era of the mallets, and the final development of steam power, was marked by the Challenger class 4-6-6-4 locomotives that appeared in the 1930's. Weighing nearly 300 tons and exerting over 5000 horsepower, yet capable of running speeds over 70 mph, Challengers PAGE 154 PAGE 155 were used for heavy freights and mountain passenger trains. The most powerful North American steam locomotive in the game, us it for your heaviest freight trains and for passenger trains that mu negotiate steep grades. EMD F Series Diesel-Electric: In 1939 the Electro-Motive Division General Motors sent a 4 unit diesel locomotive on a 83,764 mile tour over 20 major American railroads to demonstrate its capabilities. The demonstrator units consistently outperformed their steam competi and suffered no mechanical failure, convincing railroads of their worthiness. Within 20 years steam disappeared from American railroa The demonstrators developed into the F series of cab (A) and booster units that could be geared for variable speeds and equipped for pass traffic. Over 7,000 F diesels were built until production stopped i due to the increasing popularity of hood diesel units and declining passenger traffic. Useful for any train that is relatively small and needs to move f the diesels additional advantage is that their maintenance costs are substantially lower than steam locomotives. PAGE 155 PAGE 156 EMD GP Series Diesel-Electric: Responding to the desire of railroads a road switcher locomotive, capable of switching as well as some roa in 1949 EMD produced the first of its GP (general purpose) series. an immediate success and an improved version remains in production t The structural strength of the locomotive is in the frame, and the h serves only to protect the mechanical parts. In addition, the hood the engineer very good vision in both directions, and allows easy ac the motors. It is available in different gear ratios and capable of linked together under the control of one engineer, making it very fl in use. Use the GP diesel to replace aging steam freight engines, because the GP, like the F series, has substantially lower maintenance costs 2-2-0 Planet class: Delivered by the Stephensons to the Liverpool & Manchester Railway in October, 1830, the Planet proved to be very successful for its day. Its major innovation was to put the cylinde the front end, helping to distribute the weight of the engine. The proved to the world that reliable steam locomotives could be built, laid the foundation of the fortune of Robert Stephenson & Co., locom builders. However, the design was flawed by problems with forged cr axles and by its short wheelbase with the firebox outside it at the Axles failed, and the engine had a tendency to pitch continually, threatening to derail. You must use the Planet in England at the start as it is your onl choice, but replace it as soon as you can when the Patentee becomes available. If possible, keep its train lengths to only one or two c 2-2-2 Patentee: The Stephensons continued to develop the Planet d adding a third axle and removing the flanges from the large center d wheels. The result was less force on the drive axle, lower axle loa on the L&M's track, no pitching, and allowance for an even larger firebox. The improvements were patented, hence the PAGE 156 PAGE 157 name "Patentee". The Patentee type, with variations and improvement was constructed by most locomotive builders in England and Europe fr 1835 to 1845. Patentees, built either in England or at home, were t first locomotives to run in several countries, including Belgium, Ho Italy, and Russia. The Patentee is useful for all types of trains, but should not be asked to pull more than three cars. It substantially improves the s of your road by easily surpassing the Planet in speed and power. 4-2-0 Iron Duke Class: The Iron Duke was an express engine design Daniel Gooch for the 7 foot gauge Great Western Railway and built in own shops in 1847. The long wheel base made for stable running but required ample curves. The broad gauge allowed a larger firebox and greater steam production. These locomotives and their immediate descendants, the slightly modified Lord of the Isles class, were ext successful, consistently demonstrating high speed and stability. Of Lords class built beginning in 1851, 23 were still in service on exp trains in 1892 when the broad gauge was abolished. Place these locomotives into service on all of your fast trains a as you can afford them. They can pull 2 cars at very good speed, an even 4 reasonably. 0-6-0 Dx Goods: A universal freight, or goods, engine designed by Ramsbottom for the London & North Western Railway, the class was bui from 1855 to 1872. They were simple but sturdy, and very popular wi 943 being built, a record number for any type of English locomotive. served for nearly all types of freight business, and after reboileri some continued to run until 1930. Replace any type locomotive on freight service pulling 3 or more with this locomotive as soon as possible. None of its predecessors pull cars or climb grades as well. PAGE 157 PAGE 158 4-2-2 Stirling 8 ft Single: One of the loveliest and most graceful locomotives, it is named for the Locomotive Superintendent of the Gr Northern, Patrick Stirling, and its 8 foot single drive wheel. They built from 1870 to 1893, and finally withdrawn in 1916. While the standard express train was 6 compartment cars, the Stirlings handled of the crack passenger trains of the GNR, including the then unoffic 10 AM King's Cross (London) to Edinburgh "Flying Scotsman". The adv of heavier "corridor" passenger cars and dining cars, reduced them t lesser tasks. This locomotive should be placed at the head of your fast trains, especially those carrying mail and passengers. Don't burden it with than 3 or 4 cars because under those conditions it slows considerabl loses much of its value. 0-8-0 Webb Compound: Built by Francis Webb for the London & North Western to pull heavy coal trains, it was powerful but difficult to and expensive to maintain. The locomotive had outside high-pressure cylinders and a single low-pressure cylinder between the frames. In various modifications, over 470 were built and the last was not with until 1964. They were found especially useful in the mountainous regions in and near Wales. Place the Webb compound on your long and heavy freight trains, especially those moving in mountainous regions. Don't waste its pow on passenger trains. PAGE 158 PAGE 159 4-2-2 Johnson Midland Spinner: Though the single driver locomotiv was thought obsolete by the late 1880's, Samuel Johnson of the Midla Railway designed this class, nicknamed Spinners, in 1887. The reaso his confidence was the recent invention of steam sanding gear which assured a steady supply of dry sand under the drive wheel, sufficien improving its adhesion to make the design again practical. The Midl competed with other companies at all of its passenger stops but one, consequently operated many light trains at good speed to attract bus The Spinners served this need well, and remained in service well int 20th Century, beautifully painted with the Midland's distinctive cri colors. This locomotive is the ideal choice for a one or two car train th must travel at high speed. 4-4-0 Claud Hamilton Class: Between 1900 and 1923, 121 of these e were built by the Great Eastern Railway for light express passenger service, mainly from London to the Norfolk coast. They incorporated number of design features considered to be before their time, includ a large cab with windows, power-operated reversing gear, and a water (for picking up water from a trough between the rails without stoppi In addition, they burned waste oil from the company's oil-gas plant. modern features included an exhaust steam injector and a variable mo blast-pipe for adjusting the amount of exhaust steam sent up the sta improve the draft in the fire box. Another high speed locomotive for relatively light trains of 2 or cars, possibly more if the grades are moderate. PAGE 159 PAGE 160 4-6-2- A1 Class: The first class of Pacific locomotives to run in Britain, they were ordered in 1922 by Nigel Gresley, Locomotive Superintendent of the Great Northern Railway. Very attractive engin with graceful lines and a pleasing livery, they could pull as well a they looked. Beset at first with a number of irritating problems, a adjustment they established an excellent reputation. Beginning in t summer 1928, they ran the longest non-stop service in the world, 392 miles from London to Edinburgh. This was the Flying Scotsman, inher by the London & North Eastern from the Great Northern when English r roads were amalgamated into four systems in 1923. An excellent locomotive for longer passenger trains and fast frei use it to upgrade any non-bulk or non-slow freight of 3 or more cars Also very useful for trains trying to cross substantial grades. 4-6-2 A4 Class: Possibly the most popularly known steam locomotiv Great Britain, this streamlined Pacific engine holds the world speed record for steam, 126 mph. Built from 1935 to 1938, they were not displaced from their role as express locomotives until the arrival o diesels in the 1960's. In the interim they powered the crack trains the London & North Eastern, including "The Silver Jubilee" from Lond to Newcastle, the "Coronation", and the "West Riding Express". This is the best steam locomotive for crack passenger service, especially in areas where the grades are kept to a minimum. It can pull several cars at very high speeds, or moderate speed trains at g speed. Don't waste it pulling slow or bulk freight. PAGE 160 PAGE 161 6/6 GE Class Crocodile: These electric locomotives were first put service on the Swiss Rhaetian Railway, serving ski resorts in the Al Electricity was chosen because of the easy access to hydroelectric p and the lack of coal in Switzerland. The first crocodile, so named their engine hoods, entered service in 1921 and proved much more pow and reliable than the steam locomotives that were previously employe The design was so successful that it was embodied in larger locomoti for parts of the Swiss Federated Railways. As a tribute to their soundness, the entire class of these locomotives was still working i 1987 with the exception of the first built which was destroyed in an avalanche. This locomotive is very useful for moderate freight trains, espec those needing to negotiate steep grades. It is too slow for passeng service, but its low maintenance costs make it an attractive replace for aging steam freight locomotives. 1-Do-1 Class E18: This electric express passenger locomotive ente service on the growing electrified network of the Deutsch Reichsbahn 1935, and was the result of 9 years of evolution from earlier design The design was characterized by the four independent drive wheels wi a rigid frame, guided at both ends by single trucks. They proved to very fast and powerful, the most advanced electric locomotive in the world at the time, and 92 were ordered. However, the war intervened only 53 were built. Two of the locomotives were in Austria at the e the war and retained there. The Austrians copied the design, and fo many years they were the fastest passenger locomotives in that count PAGE 161 PAGE 162 Use these locomotives tv replace any aging steam locomotive in passenger service except possibly the A4. Like the diesels, all ele locomotives offer substantial savings in maintenance costs. 4-8-4 242 A1: Rebuilt in 1946 from a pre-war 4-8-2, this was the most powerful steam locomotive to run in Europe, and the most powerf locomotive of any type outside of North America. It was designed by Andre Chapelon after the 4-8-2 from which it originated proved a fai and an embarrassment to the government committee that had designed i The A1 developed 5,500 hp compared to 2,800 before rebuilding, and w similar in output to an American 4-8-4 which weighed 50% more. At a time when French railway brass were trying to convince the governmen to finance an expensive conversion to electric operation, the A1 pro an even greater embarrassment than it had as a failure in its previo life. It was more powerful than any existing electric locomotive an was sufficiently economical in coal consumption to nullify the savin of electrication. Unfortunately, the bureaucrats won out, and the o example of this superb locomotive was quietly broken up in 1960. When this locomotive becomes available it is a good choice for powering your longest and heaviest freight trains, as well as your longer fast trains. Its pulling power can make up for its maintenan cost. V200 B-B: These 1,100 hp diesel-hydraulic passenger locomotives w built as prototypes in 1953 for the German Federated Railway and wen production 3 years later. A diesel-hydraulic locomotive transmits i power directly to the drive wheels, not to PAGE 162 PAGE 163 electric traction motors as in a diesel-electric. They were designe for use on those parts of the railway that were not scheduled for electrication. By 1962 these locomotives were averaging 145,000 miles per year of service, pulling loads 30% higher than originally specified for the design. In the 1980's the number in service has b reduced due to further electrification. This locomotive is useful for pulling shorter trains, especially carrying mail or passengers. However, don't ask this engine to perf in mountainous areas, it works best in the plains of central and nor Europe. Bo-Bo-Bo RE Class 6/6: This heavy duty mixed traffic mountain locomotive entered service in 1972 on the difficult Swiss Federated Railway's St. Gothard mainline over the Alps. It provides an astoun 10,000 hp in a single unit, and was built to help cope with the stea increasing tonnage moving over this route since the 1950's. The RE developed from earlier designs stretching back to the 1930's, and ar over 80% more powerful than their immediate precedents, the Ae 6/6, within the same weight limitations. In addition to being capable of freight traffic, they are also suited for trains moving at the highe speeds allowed on the Swiss system. This is the locomotive for powering all heavy freight and passeng trains, especially in mountainous regions of the map. Its huge hors power output means it can handle any load over any grade. TGV: The French TGV (Train a Grande Vitesse, literally "train wit great speed") is a high speed articulated multiple unit electric tra placed in service in 1981 between Lyons and Marseilles. PAGE 163 PAGE 164 The route between these two cities and on to Paris is the busiest in France and the TGV trains were intended to reduce congestion. Although the minimum speed for these trains is now limited to 168 mph, they have reached 236 mph, a world record. Each train consists of eight cars and two power units, one at each end. The train remai together as a unit. Most of the existing trains have first and seco class accommodations, though a few are for first class or mail only. The special track on which they run has now been extended to Paris. Employ this locomotive on your fast trains, primarily mail and passenger. No locomotive in the game is capable of its speed. Heav freight loads slow down the train dramatically, so leave those chore to the RE 6/6. PAGE 164 PAGE 165 TYCOON BIOGRAPHIES North American Tycoons The following historical figures may appear in a game of Railroad Tycoon as the president of a competing railroads. The management st of competing railroad presidents can be expected to reflect the per- sonality of these tycoons. One set of tycoons appear in games in No America, and another set appear in games in England or Europe. After the name of each tycoon is a letter in parentheses, either "R", or "M". A "B" indicates a builder, a man you can expect to concentrate on building the best railroad he can. An "R" indicates a robber baron, a man you can expect to be very active in the stock market. An "M" indicates a mixed personality, a man capable of both building and stock manipulation, but not particularly adept at eithe Jay Cooke (M): Made a fortune during the Civil War selling Union bonds that the government had been unable to move. In 1869 his firm Jay Cooke & Company, undertook the financing of the Northern Pacific Railroad. Despite Cooke's good intentions and an early strong start raising funds, the railroad stalled. Construction costs had soared funds had dried up. Unable to pay his debts or interest on Northern Pacific bonds, Cooke's banking house closed, precipitating the Panic 1873. Erastus Corning (M): A nailmaker and ironmonger, as Mayor of Albany he rode behind the Dewitt Clinton, the first locomotive and train to run on of the Mohawk & Hudson Railroad. He served for 20 years as president of the Utica & Schenectady, drawing no salary, bu made a fortune supplying everything the railroad needed in the way PAGE 165 PAGE 166 of iron. He formed the New York Central in 1853 by combining severa small railroads linking Albany to Buffalo. Outmaneuvered by Corneliu Vanderbilt, he lost control of the NYC in 1867. Daniel Drew (R): Called the King of the Bears for his Wall Street short selling attacks, or bear raids. ("He that sells what isn't hi must buy it back or go to prison.") Gained control of the Erie Rail in the Panic of 1857 and looted it ruthlessly with the help of Jay G and Jim Fisk who joined him after the Civil War. Was bankrupted by after Drew left the Erie in 1868 and tried to raid it once more. Jim Fisk (R): A Vermont tin peddler, carnival sharpie, and stockb brought into the Erie Ring by Dan Drew to help with stock manipulati and speculations. With Jay Gould he attempted to corner the gold ma in 1869. Gould forced him out of the Erie in 1872 because of crimin charges and scandals. He was shot by the boyfriend of his former mistress. John Forbes (B): Made his fortune as a young man with clipper shi the China trade, and was persuaded to lead a group taking over the f Michigan Central Railroad. He built it into Chicago, and turned his farther westward. He bought the tiny Aurora Branch Railroad and eventually built it into the Chicago, Burlington, & Quincy. Praised Ralph Waldo Emerson for his remarkable force, modesty, and goodness, uncommon traits in the railroad men of the era. Jay Gould (R): The shrewdest Robber Baron. Brought into the Erie by Dan Drew, he directed the looting of the railroad as president fr 1868 to 1872. He manipulated the stocks of several PAGE 166 PAGE 167 other railroads thereafter, and cheaply bought control of the scanda plagued Union Pacific with funds looted from the Erie. He paid out dividends and drove the UP stock to astounding prices, at which poin sold out. The new owners found a huge secret debt and unpaid intere due. He went on to buy up and manipulate the stock of several other railroads including the Missouri Pacific, the Texas & Pacific, and t Wabash. Died rich at his estate in Lyndhurst, New Jersey in 1892. Jim Hill (B): The greatest American railroad entrepreneur, he bui the Great Northern from Duluth to Seattle without the government assistance claimed necessary by the other trans-Mississippi trunk li The Great Northern was the only trans-continental railroad built wit land grants, and the only one not to go into receivership. Hill bui and operated his road well and actively helped the settlers along it later proved an adept financier, taking over the failing Northern Pa and the CB&Q to gain a link to Chicago. He was ruthless and tough w had to be. J. Pierpont Morgan (R): The pre-eminent banker and financier of t late 1800's and early 1900's. He was an active force in consolidati and reorganizing railroads such as the Philadelphia & Reading, Chesapeake & Ohio, Erie, Norfolk & Western, Southern, and others. He helped Vanderbilt take over the New York Central, financed other railroad ventures, and eventually began running them himself, often placing a deputy in charge to keep his ownership secret. His ultima dream of combining all US railroads into a cooperative cartel to red ruinous competition was squashed by the anti-trust campaigns of President Teddy Roosevelt. PAGE 167 PAGE 168 J. Edgar Thompson (B): The man who made the Pennsylvania Railroad best in the country, consistently outmaneuvering his rivals while se ting and meeting the highest standards for engineering and efficienc was said that his power was so great that the state legislature woul delay its adjournment until he had no more business for it to conduc Cornelius Vanderbuilt (M): The "Commodore" made his fortune in s but sold out to get into railroads in 1857. After gaining control o New York & Harlem Railroad and the Hudson River Line, he bitterly fo for and captured the New York Central. Combining these lines he eventually extended the NYC to Chicago. He furiously battled the Er Ring and later fought the Pennsylvania Railroad until J. P. Morgan b peace. At his peak he was the richest man in America. European Tycoons Isambard Kingdom Brunel (B): One of the most noted Victorian engineers, he was famous for the bridges and ships he built, includi the colossal Great Eastern, an enormous iron ship and a wonder of th age. He was appointed engineer of the Great Western Railway at the of 27 in 1833 and built it to the unprecedented gauge of 7 feet. Hi innovative and graceful engineering works, plus his exacting standar made the Great Western and its subsidiaries the most efficient and smooth riding railroad in England. Great Western trains averaged 50 in comfort long before most other railroads could dream of such spee George Hudson (R): Known as the "Railway King", he was a draper i York who invested an inheritance in railway shares and thereafter be active in railroad affairs. In 1837 he was appointed PAGE 168 PAGE 169 chairman of the York & North Midland Railway, and later was instrume in the formation of the Midland Railway, becoming its chairman. His ambition was to unite all the railways of England under his control. manipulated and schemed without principle, and at his peak controlle nearly one third of the track in use. His efforts helped trigger th Railway Mania of 1845 that swamped Parliament with worthless and fraudulent railway schemes. His financial collapse ended the mania. George Stephenson (B): A coal mine enginewright who went on to develop and demonstrate to the world a practical steam locomotive. built some of the most famous English railways, including the Stockt Darlington and the Liverpool & Manchester, and founded with his son famous Robert Stephenson & Company locomotive works in Newcastle upo Tyne. Robert Stephenson (B): The son and co-worker of George Stephenson and a brilliant engineer in his own right. He worked with his fathe in the design and construction of the first practical steam locomoti and operated their locomotive works that supplied the first engines many parts of the world. He was appointed engineer of the London & Birmingham Railway, completing it in 1838, and went on to build many lasting and famous engineering works. Napoleon III (M): His self-style "Emperor" loved expansion for the sake of glory, even if it incurred large debts. He promoted rai expansion by a law that guaranteed railroad bonds. In addition to weak financial thinking, Napoleon III was unable to manage complex problems. This eventually caused the ignominious collapse of his "empire". PAGE 169 PAGE 170 Benito Mussolini (M): This fascist leader of Italy (1922-45) was Hitler's "model". Despite his many faults, Mussolini was said to ha "made the trains run on time". However, his nepotistic bureaucracy was actually quite inept. Worse, a crushing debt load and a world- wide depression destroyed all attempts at Italian economic expansion Otto von Bismarck (R): "Iron" Chancellor to the King (Kaiser) of Prussia, Bismarck unified Germany by forcing smaller neighbors to submit, through politics or war, as appropriate. Competent in finan and administration, he waited for sufficient strength or a golden opportunity before forcing a "unification." Helmuth von Moltke (B): As Chief of the German General Staff, 1900- 14, Moltke was a great planner and administrator. His detaile orders for railroads to mobilize and maneuver troops were very successful. He believed that a good attack may be the best defense. Czar Nicholas II (B): Last of his line, Nicholas was a weak and hesitant leader. Railroading progressed well when he had good advisors (such as the genius Serge Witte, who organized the vast Trans-Siberian line). Vladimir I. Lenin (M): Architect of the soviet governmental syste Lenin was a bold, gambling leader who returned to Russia in a "seale train". He took over a weak, confused nation and started its rapid industrial expansion (during the 1920s and 30s). Charles de Gaulle (B): French head-of-state after WWII, he was concerned with growth and glory first, but unlike Napoleon III, de Gaulle had greater skill in administration and problem-solving. He vigorously defended all "French" possessions, but avoided overrea ing expansion. Baron Rothschild (R): One of the greatest banking houses in Europ the Rothschilds were financiers of many railroads. Ruthlessly effic they bankrupted failures as quickly as they supported successes. Li most bankers, they disliked open warfare or conflict. Money and siz were their chief weapons. PAGE 170 PAGE 171 DESIGNER'S NOTES The final product of any computer game project is determined by the strength of the central game concept, the ability and tastes of designers, and the trial and error process of the game's evolution. Provided here is a brief description of how these elements were brought together to design Railroad Tycoon. The Railroad Tycoon design team consisted of Sid Meier, Bruce Shelley, and Max Remington, all working at MPS Labs, the software design studio of MicroProse Software. For Sid, Railroad Tycoon was most memorable as a game unlike any other he has made in his career. Knowing trains were "cool", he was challenged by the task of building them into a fun and interesting game. Bruce had worked on railroad games in a previous life, including the 1830 game mentioned below, and has had a longtime interest in railroad history. For him, Railroad Tycoon was the most interesting game project of a ten year career in games. Ma joined the team after the basic mechanics were proved sound and jump in with his normal unending stream of ideas and artwork. Inspired t build his own model railroad at home, he lived up to his nickname, "Maximum". The inspiration for Railroad Tycoon came from several sources. One was playing 1830, a boardgame about US railroads, during after hours gaming sessions here at MicroProse. Then Sid worked up a system for building and operating model railroads that looked like something right out of a model railroading magazine. In the Spring 1989 Bruce wrote a proposal for a railroad game based on his experience with railroad boardgames, his interest in railroad histor and the play of the innovative new "sandbox" or "god' computer games that had recently appeared. The railroad game idea kicked around for some time, until in a burst of activity during a vacation in August of 1989, Sid built the first working prototype. This game was crude, but the potential was clearly there. A project underway at that time was put on hold development of Railroad Tycoon went full-time. A central design problem was choosing the scope of the game. Sid's early game was a model railroading game. Bruce's proposal posed the player as the president and guiding force of a railroad, b PAGE 171 PAGE 172 it left out the tycoon competition so popular in 1830. The dilemma how much to include in one game. In the end we automated much of the low end detail, such as throwing individual track switches, and concentrated on the higher end, you as president of your own railroad. We found that running a big railroad and having to fight off rivals made the most interestin game. We didn't forget train operations, however, and stretched the game to allow for that to be included. By having one day of train operations represent the operation of your entire railroad for two years, we retained the feel of day to day train operations within th framework of running a big railroad. By this decision we hope to have retained the appeal to real rail enthusiasts, while broadening the appeal to game players. We gained the evolution of locomotives and other technology, the changing of t game worlds as time passes, the influence of your railroad on the growth of cities, and competition over time with competing railroads The more tedious details of train operation, not remembered as fun now anyway, are left for lower level managers on your "staff". The keys to making the details of train operation fun and challenging were the routing of trains by station, the different economies for each world, and the competition with rivals over territory and stations. Trains were previously routed by you acting as a switchman, setti switches to allow certain types and classes of trains to pass in one direction or another. The new system gives more of the feel of you being the dispatcher, planning the movement of trains and then letting them run. This system was one of the big breakthroughs in making the game work. The next big change was increasing the complexity of the original economy in which just five types of cargo existed: mail, passenger, freight, slow freight, and bulk. Now the whole map became important as you scanned for industrial sites and resources. The more complex arrangement of supply, demand, and conversion of cargos added a new dimension to play. PAGE 172 PAGE 173 The last major addition was the competing railroads. Before thei inclusion, the game was just a puzzle, or a race to accumulate cash. Now players had some real worries: rate wars, stock takeovers, and being beaten into rich areas. In addition, they had some new oppor- tunities: takeovers resulting in more cash or an ally against anothe rival. The game originally was built for the Northeast USA, but we talke ourselves into expanding into England first, where railroading start and then the Western USA and Europe. By making each world different some manner, we hope that each has its own flavor and interest. Giving the game as much variety as we could was one of our goals from the start. We think that the endless variation of the maps, th four different worlds, and the influence of your railroad on regiona economic growth insure that no two games can be alike. In our experience no two games, nor any two people, play similarly, and different styles of play can succeed. We believe there is room for detailed operation, wide expansion, and financial wheeling and deal- ing as you wish. The player is the master of his own destiny. Each time you start a new game, you don't know how the game is going to go. We are very happy with the result of our work. Railroad Tycoon was a great project to work on, and we're not just talking about fie trips to the Strasburg Railroad and the B&O Museum. We think we got just about everything in that we wished for, and even as we wind dow from many months of intense work it remains a joy to play. We hope that Railroad Tycoon is as interesting, challenging, and fun to play as it was to design. Sid Meier Bruce Shelley MaX Remington March 2, 1990 PAGE 173 PAGE 174 PLAYER'S NOTES For new player's it is recommended that the reality levels all be set at the easy options. With more experience add the Complex Econo then Dispatcher Operation, and finally Cut-Throat Competition. The most important part of building a new railroad is selecting a area of the world to start in. One option that often works well is start your railroad between areas containing one or more cities each squares or less apart. Two areas such as this should be able to pro passenger traffic capable of generating substantial revenue right away. Then look to expand your mainline to other cities and extend branch lines to industries or resource areas. Also important when first starting out are the locations of industries and sites that generate the supply of cargos besides passengers and mail. Having a harbor on your line is very useful because in all worlds they demand at least some cargos, and in other they generate the supply of cargos as well. Concentrations of natural resource sites are useful because they tend to grow tn size with utilization. If you can get trains into a large natural resource area, it can pay to put on several large unit trains just to haul this resource. Also look for industry connections, such as those found in the tutorial railroad where coal is converted to steel and then into goo You can then set up train routes like the one in the tutorial where train carries all of the conversions, earning revenue on each delive Use Wait Until Full Orders to make such conversion trains more efficient by running full. When planning your track, minimize grades and curves, avoid 90 degree curves, and minimize bridges. These track features all have their uses, but they also slow your trains and sometimes limit what you can do. Double track where several trains are normally scheduled to use the same sections, but use signal towers as much as possible to increase speed rather than double track. Where to double track and where to place signals should be determined by how much traffic is moving past and how much cash you have to spend. The longer the distance between stations and the faster the train that are running, the longer the distance you can afford between PAGE 174 PAGE 175 signals. If you break blocks at track switches with signal towers, can prevent long blocks consisting of both mainline and branch line track. Signal towers at both ends of a bridge may be useful if the bridg washes out. You can then override the signals to Hold, and prevent trains from wrecking. Try not to get into a negative cash position, but also keep your outstanding bonds down. However, there may be times when the opportunity to expand or the purchase of new facilities or equipment can justify taking on a heavy debt. Refinance your bonds during boo times. Don't necessarily replace all of your locomotives just because a new model has become available. You must balance the cost of replacing a locomotive versus savings in maintenance costs and improved performance. Often an older design is more efficient at performing a task than a newer engine. When playing in the North- eastern USA or England, it usually pays to replace your Grasshoppers or Planets on better class trains as soon as you can afford to. If you have stations generating several carloads of mail each yea the high cost of improving them with post offices may pay, if you ca put on trains carrying mail to take advantage of this supply. Use t other storage facilities as well to minimize the wastage of cargos a keep your trains as full as possible. For example, goods storage at USA harbors is helpful if you are carrying off the goods. Restauran are usually a good investment for any station where passenger delive are made, but reserve hotels for the busier passenger stations. Because the time taken to switch on new cars at a consist change applies against the next movement of a train, the cost of a switchin yards may be a good investment at stations where higher class cargos are being put on. The yard can help speed the cargo on its way and eventually repay your investment in higher revenues for deliveries. Keeping all of your trains adequately maintained reduces your maintenance costs but may require many strategically placed engine and maintenance shops. The decision of when to replace locomotives depends on their maintenance cost and the availability of better PAGE 175 PAGE 176 engines. You'll have to decide at what point would the lower mainte nance cost of a newer engine repay its cost. When just getting started or building expansions, it may pay to freeze or slow time while you build. Adding new stations in January of the year and having trains ready to run to them can maximize the first year revenue bonus for deliveries to new stations. Plan your rate wars carefully, if possible, and try to win them quickly. They can be useful in blocking your competition and reduci his stock price, but are usually very costly to put in effect. The reduced revenue at a rate war station continues until the war is resolved. Adjust the length and consist of your trains to best suit the job they are to do. Shorter trains normally move faster, but for slow a bulk freight its more important to move quantity, regardless of spee or distance. Also keep the car types the same or within one class i each direction. Where trains are running empty in one direction, th return trip may be faster with just a caboose on the train instead o empty cars. Buy your own stock when it's cheap, or when you can afford it. Remember that you can't be thrown out of office if 50% of the stock in the treasury. Carefully consider local offers to buy more stock may occur when you build into new cities. The cash may help, but diluting the stock makes it more difficult to raise the price. Buy stock of your competitors, when you can afford it, as this at least forces them to buy as well. Take over competitors if you have the opportunity. This greatly improves your situation. As time passes, it is harder to keep up profits. To do so you wi probably need fast trains carrying mail, passengers, and fast freigh over long distances, or a great deal of slow and bulk freight delive PAGE 176 PAGE 177 FURTHER READING A wide variety of sources were consulted for this game. No singl source discusses locomotive specifications, railroad history, or rai operations, especially for Europe as well as North America. Among t many books used, the following were found especially useful and are recommended for further reading: The American Heritage History of Railroads in America, by Oliver Jensen, American Heritage Publishing, New York, 1975. An excellent well illustrated history of American railroading. Aboard a Steam Locomotive, a sketchbook, by Huck Scarry, Prentice Hall, New York, 1987. A children's book, but nevertheless a well illustrated and simple explanation of how railroads and steam locomotives work. Early American Locomotives, by John H. White, Jr., Dover Publicat New York, 1972. A collection of locomotive engravings from early ra literature. Cade's Locomotive Guide, by Dennis Lovett and Leslie Wood, Marwai Bletchley, 1988. A guide for modeler's of British locomotives, but includes useful information and photos. This Fascinating Railroad Business, by Robert Selph Henry, Third Edition, Revised, The Bobbs-Merrill Company, New York, 1946. Includes a variety of interesting details about the history of constructing and operating railroads until the time of its being published. The Great Book Of Trains, by Brian Hollingsworth and Arthur Cook, Portland House, Crown Publishers, New York, 1987. A major source of locomotive information. Includes some beautiful illustrations. The Guinness Railway Book, by John Marshall, Guinness, Enfield, 1989. Interesting railroad facts, records, and trivia. A History Of The American Locomotive, Its Development 1830-1880, by John H. White, Jr., Johns Hopkins Press, Baltimore 1968, and Dove Publications, New York, 1979. Design influences, component developm and case histories of early locomotives in America; not for beginner PAGE 177 PAGE 178 A History Of The Baltimore and Ohio Railroad, by John F. Stover, Purdue University Press, West Lafayette, 1987. An excellent history the pioneering American road known as the "railroad university." How To Operate Your Model Railroad, by Bruce A. Chubb, Kalmbach B Milwaukee, 1978. An entertaining and understandable discussion of railroad operations as explained for model railroaders. Impossible Challenge, by Herbert H. Harwood, Jr., Barnard, Robert and Company, Baltimore, 1979. A history of the Baltimore & Ohio Rai within the State of Maryland. The Lore Of The Train, by C. Hamilton Ellis, Crescent Books, New 1975. An entertaining, though wordy, world history of railroading. The Railroad - What It Is, What It Does, by John H. Armstrong, Revised Edition, Simmons-Boardman, Omaha, 1982. The best source found for what American railroads are like today and how they are operated. The Railway Revolution, by L. T. C. Holt, St. Martin's Press, New York, 1962. A very interesting biography of George and Robert Stephenson, two of the most famous design and construction engineers English railroading. Steam Locomotives, by Luciano Greggio, Crescent Books, New York, 1985. An excellent source for locomotive illustrations and information on the historical development of locomotives throughout the world. Track Planning For Realistic Operation, by John Armstrong, Second Edition, Kalmbach Books, Milwaukee, 1979. Although directed model railroaders, this paperback succinctly discusses and illustrates railroad operations. The World's Rail Way, J. G. Pangbom, Bramhall House, New York, 19 a facsimile of the 1894 edition. A beautifully illustrated and descriptive narration of the history of railroading prior to the 189 Columbian Exposition. The author helped organize the railroad exhibit there and this book resulted from the material he gathered. PAGE 178 arethesameasforthelaunch weatherscreen.Clickonthemousetoadavncetothelaunchscreen. TheLaunchScreenControls YounowtakeontheroleofthepilotoftheShuttle.Atthebottom left,aDARKBLUEPANELthe(CRT)willshowyourflightpathsduringthe launch.AbovethistwodigitalreadoutsshowyourMACH(velocity)and ALTITUDE(height) InthemiddleofthescreenistheMAINCONTROLPANEL.Theslider barscanbecontrolledbyclickingonthesmallupanddownarrowslocated atthetopandbottomofthebars.TheightbaristheTHRUSTPOWER control,themiddlebaristheWINGROLLANGLEcontrol,theleftbaris theNOSEPITCHANGLEcontrol. THRUSTBARINDICATOR=thecloserthisslidergetstothetopthe fastertheshuttlewillaccelerate,belowthemiddlepointoftheslider thefastertheaccelerationwilldecrease. WINGBARINDICAT SEWER presents Sid Meier's RAILROAD TYCOON TECHNICAL SUPPLEMENT PAGE 1 Contents- Amiga instructions (deleted!) PAGE 2 Thereafter during play you are prompted when you must remove the "A" disk to insert the "B" disk. Note that at certain times the program accesses the "A" disk for information so do not remove the "A" disk from your drive once the game has begun unless prompted to make a switch. SAVED GAMES You may save games currently under way and recontinue them at a later date. Games may be saved onto your hard drive or onto a previously saved game disk. You may not save games onto your original game disks or back-up game disks. To save a current game, open the Game menu and choose "Save Game". If the game was booted from floppy disk, you will be asked to insert your previously formatted Save Game disk before selecting a slot to save to. You may only have four games saved on any disk. If the game files are full on any disk, move the highlight to the existing saved game you wish to overwrite and press return. This writes the new saved game over the old one, erasing the old one. If you don't want to erase any game on a full disk, hit the ESC key to return to the game, and start over. However, you cannot format a disk while the game is underway, so have additional formatted disks handy. PAGE 2 PAGE 3 Loading a Saved Game Saved games can only be loaded during the pre-game options. To load a saved game, follow these instructions: 1) Choose the option "Load Saved RR" when you start the game. 2) If you are playing from floppy disk, follow the prompt to insert your Save Game disk. 3) Move the highlight down the list of saved games until the game you wish to load is highlighted, and press RETURN. This loads the saved game. AMIGA RAILROAD TYCOON FEATURES Dissolving Railroads: If the shore price of a competing railroad falls below $5 and stays there for too long, there is a chance that the railroad can be dissolved and disappear entirely from the game. Bankruptcy Penalty: For each bankruptcy that you declare, the interest you must pay for selling new bonds is increases by 1%. After enough bankruptcies, you will be unable to sell any bonds. Car Costs: Each car you place on your trains costs $5,000. When you make consist changes, you are only charged if the total number of cars on your railroad increases. Menu Options: You may highlight any menu option by pressing the letter key of the first letter in the option. If more than once choice share the same first letter, additional letter key taps cycle through the options that start with the same letter. Sound Effects: If you selected one of the sound driver options when you started your game, you may toggle the sound effects on or off later in the game. This is done from the Features option, found in the Game menu. If you selected No Sounds when beginning play, the sound effects option does not operate. Find City: You may zoom into the Detail Display around any city in the game world by pulling down the Display menu and choosing "Find City." Type in at least enough letters of the city name to distinguish it from all other cities in the world and press RETURN. Animations: There are no animated sequences in the Amiga version, speeding up game play. Hence there is no Animation option in the Game Menu. Difficulty Levels: You are not required to retire after a certain number of years as explained in the manual on page 16 under Difficulty Levels. Instead, you may play up to 100 years at any level. However, you may not increase the level of difficulty once you have started playing. The difficulty level you choose when beginning a new game remains in effect for its duration. PAGE 3 PAGE 4 WORLD ECONOMY NOTES North America North America is blessed with huge natural resources that have only been exploited since the beginning of European colonization. To this day, the region remains a major source of raw materials such as coal, metallic ores, oil, and wood products. It is also one of the richest meat and grain producing regions in the world. Railroads were especially useful in America because they made cheap transportation available throughout this large continent. They made exploitation of this bounty of resources possible. The early railroads were built to bring mainly raw products, such as coal and grain, from the continental interior to the peripheral harbors. As the region industrialized, the role of railroads expanded. They moved people westward during the great expansion, they interconnected the growing eastern cities, and they connected the growing industrial sector with both the sources of raw materials and markets. In Railroad Tycoon the economic impact and role of railroads in North America is similar to that of the real world. The equivalent of the Pittsburgh steel mills, the West Virginia coal fields, the Detroit automobile factories, and the Chicago stockyards are in the game, though rarely in their historical location. The opportunity is their for your railroad to find the raw materials and connect them to the industries, and the industries to their markets. You develop your business by linking the coal fields to the steel mills, the steel mills to the factories, and the factories to the cities. In a similar manner you can connect the cattle ranches to stockyards, the grain elevators to food processing plants, lumber yards to paper mills, etc. When you connect larger cities together, you create the opportunity for carrying mail and passengers between them. Harbors and river landings are places where you can pass on cargos to ships and river boats, and may be a source of new cargos from overseas. As you build and operate your railroad, you witness the impact you have on the population and industrial growth of the area that you serve. Cities along your railroad may become the Pittsburgh or Detroit of your world. England Great Britain was the first nation to industrialize and the place where the concept and technology of railroading was invented. The earliest railroads in Britain were built to connect interior industries and resources with harbors. The main export resource was coal, mostly shipped around the coast to London and other population centers. But unlike North America where there was a rich variety and quantity of resources, in Britain the resources were more limited. As a result of the Industrial Revolution, this island nation was converted into an industrial powerhouse, a world leader in manufacturing technology and production. Raw materials not available at home were imported and converted into good for export or home consumption. Railroads played a vital role in this industrialization by easing and speeding the movement of materials, finished goods, and labor throughout the country. For example, coal from the mines near Newcastle was first carried by rail to coastal ports like Sunderland, and later directly by rail to the steel mills and factories of Sheffield. PAGE 4 PAGE 5 The famous Sheffield knives went by train throughout the country and from ports throughout the world. Another major industry comprised the cotton mills that grew around Manchester to use the water coming down the hills for power. Cotton for the mills arrived at Liverpool from India and the American South, and was carried by rail to Manchester. The mills converted the cotton to cloth goods that were carried back to Liverpool for shipment overseas. In Railroad Tycoon you can profit by looking for these same economic relationships. Harbors are sources of supply for cotton and hops, and these cargos can be carried to textile mills and breweries for conversion into goods and beer. Pottery and glass goods from glass works, the products of chemical plants, and factory goods can all be shipped to harbors for exportation. To be successful, your railroad must link the peripheral harbors to the industrial midlands and resource centers. Since each game map is different, you must locate coal and chemical deposits now not necessarily outside Newcastle, and link these resources to the industries that use them. In this way you can help build cities such as Salisbury or York into another London. Europe The European economy is in the middle, between the resource rich North American economy and the industry rich British economy. Europe is large enough to have substantial resources and thus not depend so much on imported resources. Still, the European nations industrialized, although after Britain and not to the same degree. Blessed with greater natural resources than the island nation of Great Britain, the European nations were not as forced to rely on their ability to manufacture goods for exportation. Although trade was certainly important, it was not necessary to finance the importation of food and materials as it was in Britain. Most of the larger European nations found within their borders sufficient natural resources for industrial production. Nevertheless, some nations proved to have a comparative advantage in the production of certain goods. These advantages became the basis for international trade across the continent. French wines were traded for German guns or Italian cloth. Railroads served their familiar important transport role throughout Europe. Within nations they brought the coal and ore to the mills, and moved the mill products to other industries and harbors. They were also found to be more important people movers than in either Britain or North America because of congestion, lack of roads, and high petroleum costs. Between nations railroads hauled resources, finished products, people, and mail. In Railroad Tycoon the rich industrial region of the Ruhr River Valley or the grain fields of the Ukraine may turn up anywhere. As a railroad president it is for you to search the map to find the pieces of the economic puzzle and profitably link them together. PAGE 5 PAGE 6 DISPLAY COLORS Regional Display Map Colors COLOR INFORMATION DISPLAYED Dark blue Oceans and lakes Light blue Rivers Blue Woods Dark green Cleared land Light green Farmland Light grey Foothills Light blue Hills White Mountains/Alps Brown Swamp/Desert Red Villages Yellow Cities Red/yellow Industries Dark red Harbors Black Coal, wood, chemicals, nitrates Train Roster COLOR INFORMATION DISPLAYED Black line Stopped train Red line Paused train Green line Train speed indicator Black engine Normal loads Green engine Priority Shipment on board White car Mail car at least half full Light grey car Mail car less than half full Light blue car Passenger car at least half full Blue car Passenger car less than half full Yellow car Fast freight car at least half full Light green car Fast freight car less than half full Red car Slow freight car at least half full Dark red car Slow freight car less than half full Black car Bulk freight car at least half full Dark grey car Bulk freight car less than half full Freight Classes COLOR INFORMATION DISPLAYED White Mail Light blue Passengers Yellow Fast freight Red Slow freight Black Bulk freight PAGE 6 PAGE 7 Financial Reports COLOR INFORMATION DISPLAYED Red Losses or decreases Black Profits or increases Shipping Report Borders COLOR INFORMATION DISPLAYED Grey Normal revenues Red Halved revenues White Doubled revenues Train Report Scheduled Stops COLOR INFORMATION DISPLAYED Light grey Scheduled stop Black Current destination Station Reports COLOR INFORMATION DISPLAYED Dark green Cargo picked up this period or Revenue earned for delivery Red Cargos removed by other transport Light green Cargos available now Construction Box Colors COLOR INFORMATION DISPLAYED White Build track Red Remove track and bridges CONTROLS General FUNCTION KEYBOARD MOUSE Selector RETURN key Left button Selector 1 RETURN key Left button Selector 2 Ri Here are some hints to help you in Great Courts because the game is really harder than Great Courts 1 or Tennis Cup... - Give more power to the forehand, backhand etc And a little bit less for the smash and the service. But be sure to keep a good stamina. - The training mode is a good way to increase your power. Try it for a long time and your player will get better and better. - When you play your first matches against the computer, you will probably lose 6-0 6-0 6-0... But don't desesperate, always try to send your balls from left to right and left and again and when you see that the computer have some problems, run to the volley and destroy him. - In tournament mode, it is better to save at the end of each match. It is also better to start with the small competitions. So now, good luck! r ship as possible with shunts. Certain pieces are un-shuntable, so some purchasing is necessary. Then, fill up on fuel and repair your ship, but don't buy auxiliary fuel, as this will take up space in your cargo hold. Take out all your money from the Bank. Buy a lot of extra food (don't over-do it though) and store it throughout the numerous lockers aboard Typed by Flux/Crystal 5 June 1991 19:30:02 LIFE AND DEATH OPERATING PROCEDURES MANUAL MOVING AROUND THE HOSPITAL To move around the hospital, use your mouse. To enter or leave a room, click on the door. to pick up a clipboard, click on it. To put a clipboard down, move the mouse icon off the clipboard and click. While viewing lessons in the classroom, click on the chalkboard to ask the instructor to put up the next lesson. To leave the hospital, exit through the doors at the far end of the hall. Feel free to explore all of the rooms and objects at Toolworks General Hospital. When clicking, always use the tip (upper left) of the mouse arrow to indicate where you want to go or what you want to pick up. The arrow will turn into an hour glass when the program is busy. SIGNING IN Before you can be assigned any patients, you must inform the hospital staff that you have arrived. Nurse Pierce will offer you the sign-in clipboard in the main hall. Click on the clipboard and you will be presented with a sign- in sheet. If you are a returning doctor, just click on your name. Once you have signed in, the program will remember everything about you, even if you leave the hospital and come back to play another time. DIAGNOSING A PATIENT To diagnose a patient, you should first read the patient's reported symptoms. These symptoms can be found on the clipboard at the foot of the patient's bed. Click on the clipboard to pick it up. To put the clipboard down, move the icon off the clipboard and click. To preform a physical examination of the patient, click on the patient's body. You will be presented with a close-up of the torso. To palpate a particular region, move the mouse to the area and click. Note the patient's responses. To end a physical examination click on the bed covers. The patient's clipboard is also used to order a particular treatment or more tests. Use your mouse to put a check mark in the appropriate box. You must put your initials in the space provided in order for the staff to carry out your request. Remember to put the clipboard down when you have finished with it. SELECTING THE OPERATING TEAM The personal records can be found in the Staff Room. To select your operating team, click on the folder that the personal nurse offers you. There are six available staff members, two of whom may be chosen for the operating team. To select a staff member, put a check mark in the box next to their name. To get more detailed information on a staff member, click near the staff members name (but not in the check box). You will be presented with the staff members photo and profile. MEDICAL SCHOOL Whenever the chief of surgery feels that you need schooling, you will be instructed to report to the medical school. Most of the lessons in medical school are written on the chalkboard. The classroom is also outfitted with audio-visual equipment that will sometimes be used after an unsuccessful surgery. ANSWERING A PAGE (Copy Protection) When Nurse Pierce gives you a message that someone has called, it is in your best interest to return the call. Use the beeper that came with your Life and Death package to determine the number where they can be reached. Line up the person's name (eg. Morgan) and where they called from (eg. Pathology) in the top beeper window. The correct phone number is contained in the window corresponding to the phone line used for the call. Pick up the phone on the main desk and dial this number. When dialing the phone, you may push the phone buttons by clicking the mouse button over the phone number image. SURGERY When you first start surgery, the mouse icon will be in the shape of a hand. Click on an instrument to pick it up. Use the tip of the finger to point to what you want to pick up. The icon will change to a representation of the instrument you are currently holding. To put an instrument down, click anywhere on the operating tray. To use an instrument, move the icon to the appropriate place and click. For some instruments, such as the scalpel, sponge, suction and antiseptic, you must click and drag the mouse to use them properly. To open a drawer, first put down any instrument you might be holding and click on the drawer handle. Use the same procedure to close the drawer. When removing forceps from the patient's body, line up the hand with the forceps handle. To retract a tissue layer, pick up the retractor and click near the incision. To close a tissue layer, click on the right mouse button on the layer to be closed. While in surgery, the following keys are active: S Sound on/off. P Pauses the game. To resume, press any key. HOSPITAL POLICIES AND GUIDELINES The Hospital Policies and Guidelines clipboard is used to set the Life & Death game parameters. To have this clipboard handed to you, click on any intercom. To select or unselect an option on the Policies clipboard, place a check mark (or remove the check mark) in the appropriate box by clicking with the mouse. "Quiet hours in effect" means that the sound will be turned off while playing the game. "Patients may speak" means that the digitized patients' voices will be turned on. Patients may not speak while quiet hours are in effect. There are three play levels available: Novice, Intermediate and Advanced. If you have not yet signed in, the bottom of the Policies clipboard will contain an option called "Remove surgeon from sign up". To remove a doctors name from the sign-up list, choose this option. The program will display the sign-up clipboard, at which time you may choose a surgeon to remove by clicking his or her name. Before the name is actually deleted, you will be asked to confirm the surgeon's removal by clicking the appropriate box. NOTE: Each new surgeon starts at the novice level. If you would like a more challenging game, choose the intermediate or advanced play level. At the more difficult levels, you will encounter bleeders and abnormal EKG patterns more often. The comments by the staff members will be less helpful. Also, you will need to be more precise in placing clamps, using the cauterizer and making incisions. For those surgeons who desire a challenge of nighmarish proportions, "Nightmare Mode" is available. Click the appropriate box. --------------- LIFE & DEATH OPERATING PROCEDURES MANUAL & DIAGNOSTIC and TREATMENT METHODS Page 2 \/ LIFE AND DEATH OPERATING PROCEDURES MANUAL Life & Death is a game for fun, not education. Nothing that appears in or on the package, manual or the software program is in any way intended to be a statement or representation of fact or medical opinion applicable to any situation other than the playing of the computer game. No representation or warranty is made that any statement, diagram or image is accurate as a fact or valid as an opinion concerning any anatomical, medical, surgical or health matter. UNDER NO CIRCUMSTANCES should any person rely upon or be influenced by these materials in making any health related decision. You, of course, should consult qualified medical personnel whenever you have any questions or problems concerning health or medical matters. Definition of terms Throughout this manual terminology native to mouse devices will be used. The cursor marks a location on the screen with a pointer arrow. The cursor location can be changed by sliding the mouse. The location of the cursor represents the area where you may begin an action. Once the cursor has been moved into position, the left mouse button is used to activate an object or begin a process. Press and release the mouse button, while the cursor is over the object you wish to activate. This procedure is called clicking. Dragging is much like clicking. While over an object press the left mouse button but do not release it. Instead, move the cursor to a new position on the screen Moving the cursor with the button pressed is called dragging.. During the operation, the cursor will be represented by a small hand. This miniature image is called an icon.. The small hand icon symbolizes an empty hand. The icon can be changed by clicking on an item. If, for example, you were to move the hand icon over the image of the scalpel and press the button, the cursor icon would change from the hand to the scalpel symbolizing grasping the scalpel. If you click the cursor on an empty area of the tray, while you have the scalpel in your hand, the cursor will change to your hand, symbolizing dropping the scalpel. Moving around the hospital To move around the hospital, use your mouse. To enter or leave a room, click on the door. To pick up a clipboard, click on it. To put a clipboard down, move the Page 3 \/ mouse icon off the clipboard and click. While viewing lessons in the classroom, click on the chalkboard to ask the instructor to put up the next lesson. To leave the hospital, exit through the doors at the far end of the hall. Feel free to explore all of the rooms and objects at Toolworks General Hospital. When clicking, always use the tip (upper left) of the mouse arrow to indicate where you want to go or what you want to pick up. The arrow will turn into an hour glass when the program is busy. Signing in Before you can be assigned any patients, you must inform the hospital staff that you have arrived. Nurse Pierce will offer you the sign-in clipboard in the main hall. Click on the clipboard and you will be presented with a sign-in sheet. If you are a returning doctor, just click on your name. Once you have signed in, the program will remember everything about you, even if you leave the hospital and come back to play another time. Diagnosing a patient To diagnose a patient, you should first read the patient's reported symptoms. These symptoms can be found on the clipboard at the foot of the patient's bed. Click on the clipboard to pick it up. To put the clipboard down, move the icon off the clipboard and click. To preform a physical examination of the patient, click on the patient's body. You will be presented with a close-up of the torso. To palpate a particular region, move the mouse to the area and click. Note the patient's responses. To end a physical examination click on the bed covers. The patient's clipboard is also used to order a particular treatment or more tests. Use your mouse to put a check mark in the appropriate box. You must put your initials in the space provided in order for the staff to carry out your request. Remember to put the clipboard down when you have finished with it. Medical school Whenever the chief of surgery feels that you need schooling, you will be instructed to report to the medical school. Most of the lessons in medical school are written on the chalkboard. The classroom is also outfitted with audio-visual equipment that will sometimes be used after an unsuccessful surgery. Page 4 \/ Answering a page When Nurse Pierce gives you a message that someone has called, it is in your best interest to return the call. Use the beeper that came with your Life and Death package to determine the number where they can be reached. Line up the person's name (eg. Morgan) and where they called from (eg. Pathology) in the top beeper window. The correct phone number is contained in the window corresponding to the phone line used for the call. Pick up the phone on the main desk and dial this number. When dialing the phone, you mght button Open menu First letter key Right button Move cursor, Numeric keypad keys Construction Box (Box) or menu highlight Track Construction/Demolition Keys FUNCTION KEYBOARD COMMAND North Shift and numeric keypad `8' key Northeast Shift and numeric keypad `9' key East Shift and numeric keypad `6' key Southeast Shift and numeric keypad `3' key South Shift and numeric keypad `2' key Southwest Shift and numeric keypad `1' key West Shift and numeric keypad `4' key Northwest Shift and numeric keypad `7' key PAGE 7 PAGE 8 Shortcut Keys FUNCTION KEYBOARD COMMAND Go to Regional Display `F1' key Go to Area Display `F2' key (centers on cursor or pointer) Go to Local Display `F3' key (centers on cursor or pointer) Go to Detail Display `F4' key (centers on cursor or pointer) Open Income Statement `F5' key Open Train Income Report `F6' key Build a new train `F7' key (must own engine shop) Build station `F8' key (Box on spot) Call broker `F9' key (game not frozen) Survey elevations `F10' key (from Detail Display only) Additional Keys FUNCTION KEYBOARD COMMAND Double track a single track section Shift and `D' key (Box must be on track section) Single track a double track section Shift and `S' key (Box must be on track section) Get information `I' key or Shift and `?' key (for icon inside Box) Override signal `S' key (for signal within Box or cursor) Center map on cursor or pointer `C' key Quit game Alt and `Q' key Exit menu without making choice ESC key KEYBOARD INTERFACE ONLY General FUNCTION KEYBOARD COMMAND Switch cursor TAB key (between map and Train Roster) Open Train Report RETURN key (train marked in roster by cursor) Pause train `H' key (train marked in roster by cursor) Train Report Controls FUNCTION KEYBOARD COMMAND Go to priority row of Train Report `P' key Highlight schedule stops 1,2,3, or 4 `1',`2',`3', or `4' key Go to Route Map Shift and `S' key Move highlight on Route Map Numeric keypad `1-9' keys (not `5') Select highlighted stop on Route Map RETURN key Exit Route Map without any changes ESC key PAGE 8 PAGE 9 SOUND CUES Sound Caused By Whistle/Horn Train passing through station without stopping Clink of coins Revenue earned (one clink for each $25,000) SIGNAL OVERRIDE CHART Normal Operation Existing Signal Color Effect GO Green Indicates currently safe to enter block STOP Red Indicates currently not safe to enter block PROCEED Yellow Passes next train and returns to NORMAL operation HOLD Black Stops all trains until overridden with NORMAL or PROCEED Note: On the Area and Local Displays, normal signals appear in black boxes and overridden signals appear in white boxes. PAGE 9 PAGE 10 WORLD CITY LISTS The following lists include all the cities found on the four world maps. To find the location of any city pull down the Display menu and choose "Find City." Type in enough letters of the city name to differentiate it from any other name on the list. For example, in the Northeast USA, "All" is enough identification for Allentown because those letters differentiate it from all other cities on the list, including Albany and Altoona. The same information is sufficient when ordering a controlled railroad to build track from one city to another. Northeast USA Cities Akron Cumberland Knoxville Roanoke Albany Dayton Lansing Rochester Allentown Detroit Lexington Saginaw Altoona Dover London Salisbury Asheville Elkhart Louisville Sault Ste Marie Ashland Elmira Manchester Scranton Atlantic City Erie Memphis Sherbrooke Baltimore Evansville Milwaukee Springfield Bangor Florence Montreal St Louis Binghamton Fort Wayne Morgantown Sudbury Bluefield Fredericksburg Nashville Syracuse Boston Gary New Haven Terre Haute Bridgeport Grafton New York Toledo Bristol Grand Rapids Norfolk Toronto Buffalo Green Bay Oil City Traverse City Burlington Greensboro Ottawa Trenton Champaign Greenville Paterson Utica Charleston Hagerstown Pembroke Washington Charlotte Harpers Ferry Philadelphia Watertown Charlottesville Harrisburg Pittsburgh Wheeling Chattanooga Hartford Portland Williamsport Chicago Huntington Poughkeepsie Wilmington Cincinnati Indianapolis Providence Winchester Cleveland Jamestown Raleigh Winston-Salem Columbus Johnstown Richmond Youngstown Western USA Cities Abilene Burns Dodge City Fort Worth Albuquerque Butte Duluth Fresno Amarillo Calgary Durango Gary Austin  Casper El Paso Grand Junction Barstow Cedar City Elko Grand Rapids Baton Rouge Chicago Eugene Great Falls Billings Chihuahua Evansville Green Bay Bismarck Decatur Fargo Hays Boise Denver Flagstaff Hermosillo Bozeman Des Moines Fort Smith Houston PAGE 10 PAGE 11 Indianapolis Monclova Regina Spokane Jackson Monroe Reno Springfield Kansas City Nashville Richland St Louis La Crosse Needles Rock Island St Paul Lake Charles New Orleans Roswell Thunder Bay Las Vegas Ogallala Sacramento Tonopah Lincoln Oklahoma City Salt Lake City Tucson Little Rock Omaha San Antonio Tucumcari Los Angeles Phoenix San Diego Tulsa Memphis Pierre San Francisco Tuscaloosa Midland Pocatello Saskatoon Vancouver Miles City Portland Sault Ste Marie Waterloo Milwaukee Pueblo Seattle Wausau Minot Rapid City Shreveport Wichita Mobile Redding Sioux Falls Winnipeg English Cities Aberystwyth Chatham King's Lynn Peterborough Aldershot Cheltenham Kingston Plymouth Appleby Chester Lancaster Portsmouth Banbury Colchester Leeds Preston Bangor Colwyn Bay Leicester Reading Barmouth Coventry Lincoln Rugby Barnstaple Crewe Liverpool Salisbury Barrow Croydon London Scarborough Bath Darlington Ludlow Sheffield Bedford Derby Luton Shrewsbury Birkenhead Doncaster Macclesfield Southampton Birmingham Dover Manchester Stockport Bletchley Durham Merthyr Tydfil Stoke Bolton Exeter Middlesbrough Sunderland Boston Gloucester Minehead Swansea Bournemouth Great Yarmouth Morpeth Swindon Bradford Harrogate Newcastle Taunton Brighton Hastings Newport Thetford Bristol Hereford Newtown Torbay Builth Wells Hexham Newhampton Whitehaven Cambridge Holyhead Norwich Winchester Canterbury Horsham Nottingham Wolverhampton Cardiff Ipswich Okehampton Worcester Carlisle Kendal Oxford Wrexham Carmarthen Keswick Penrith York PAGE 11 PAGE 12 European Cities Adrianople Dijon Lublin Rostock Amsterdam Dresden Lvov Saint Etienne Antwerp Essen Lyons Salonika Barcelona Florence Madrid Salzburg Bari Frankfurt Magdeburg Saragossa Bayonne Genoa Marseilles Sarajevo Belgrade Graz Metz Sofia Berlin Grenoble Milan Southampton Bern Hamburg Minsk Split Bialystok Hannover Munich Stettin Birmingham Innsbruck Nantes Strasbourg Bologna Istanbul Naples Stuttgart Bordeaux Kaunas Nice Tirana Bremen Kiel Nuremburg Toulouse Breslau Kiev Orleans Tours Brest Kisinev Osijek Trieste Brest-Litovsk Konigsberg Osnabruck Turin Bristol Krakow Ostrava Utrecht Brussels Le Havre Paris Valencia Bucharest Le Mans Plymouth Varna Budapest Leipzig Poznan Vienna Cologne Lille Prague Vinnica Copenhagen Limoges Regensburg Warsaw Danzig Liverpool Reims Zagreb Debrecken London Rome Zurich view(ifyouhaveacertainmagical item)ofatownorvillage,orasatellite'sviewofaplanet.  Navigate Callsupthewarpcontrolsforyourrocket. INTOTHEMAELSTROM  Armedandshielded,you'rereadytoventureintothecountrysideanddobattle. Don'twait,attack!Therearenofriendlywayfarersinthecountryside. Keepaneyeonyourhitpoints.Ifyou'regettingnervousduringafight,tryto guidethemonsterTrack construction/demolition keys North Shift and numeric keypad "8" key Northeast Shift and numeric keypad "9" key East Shift and numeric keypad "6" key Southeast Shift and numeric keypad "3" key South SHift and numeric keypad "2" key Southwest Shift and numeric keypad "1" key West Shift and numeric keypad "4" key Northwest Shift and numeric keypad "7" key CONTROLS GENERAL Function Keyboard Mouse ********************************** SELECTOR RETURN KEY LEFT BUTTON SELECTOR 1 RETURN KEY LEFT BUTTON SELECTOR 2 RIGHT BUTTON OPEN MENU FIRST LETTER LEFT BUTTON MOVE CURSOR NUMERIC KEYPAD KEYS SHORTCUT KEYS FUNCTION KEYBOARD COMMANDS **************************************************** GO TO REGIONAL DISPLAY F1 KEY GO TO AREA DISPLAY F2 KEY GO TO LOCAL DISPLAY F3 KEY GO TO DETAIL DISPLAY F4 KEY OPEN INCOME STATEMENT F5 KEY OPEN TRAIN INCOME REPORT F6 KEY BUILD A NEW TRAIN F7 KEY (MUST OWN ENGINE SHOP) BUILD A STATION F8 Key (BOX ON SPOT) CALL BROKER F9 Key (game not frozen when doing) SURVEY ELEVATIONS F10 KEY (from detail display only) ADDITIONAL KEYS FUNCTION KEYBOARD COMMAND ************************************************ DOUBLE TRACK A SINGLE SECTION SHIFT AND D KEY (MUST BE ON TRACK SECTION) SINGLE TRACK A DOUBLE TRACK SHIFT AND S KEY (MUST BE ON TRACK SECTION) GET INFO I KEY OR SHIFT AND "?" KEY OVERRIDE SIGNAL S KEY QUIT GAME ALT AND Q KEY EXIT MENU WITHOUT MAKING CHOICE ESC KEY or dungeon. Prayer Callsfordivineinterventiontodestroyyourfoe.Results simulatereali Complete Docs to Fast Eddie's Pool and Billiard Parlor Done by Mictlantecuhtli and Stark of Skid Row Introduction 2 Welcome to Fast Eddie's Pool and Billiard Parlor! This is the 3 most ambitious billiards video game of our time--Fast Eddie's 4 combines the entertaining graphics and frivolity of an arcade 5 game with the customizability of great computer software to 6 create a product you will find thoroughly enjoyable, whether you 7 are a novice or an expert at pool or computers. 8 Every effort has been made to give you not only the feeling of 9 being there, but being in control! After all, if the computer won't 10 let you do what you want, what fun is that? BACKUP 12 Before you do anything else, make a backup or working copy of 13 your diskette! The Fast Eddie's disk can be copied by simply 14 dragging its disk icon over another disk icon. Use the working 15 copy you have made, and archive the distribution diskette for 16 safety. Getting Into Fast Eddie's Parlor 18 Fast Eddie's can be run from either CLI or the Workbench icon. 19 To run from the Workbench, double click on the Fast Eddie's Icon 20 or on an Instant Replay icon. If you chose the Instant Replay, 21 the program will immediately load the game and transfer you to 22 the table from which the replay was saved. This feature allows 23 you to restore the situation of the game just as it was when you 24 saved it. 25 To run from the CLI, type 26 Fast Eddie's 27 at the CLI prompt, and [Enter]. If this command is followed by a 28 instant replay filename, 29 Fast Eddie's mygame.replay 30 for example, the saved game `mygame.replay" will be restored 31 just as you saved it, ready to continue playing. Hard Disk installation 33 Fast Eddie's can be installed on a hard disk in any drawer. 34 Installation is simple from the Workbench, drag the icon for Fast 3$ Eddie's from the distribution diskette to the drawer of your choice. 36 If running the program from either WorkBench or CLI fails to bring 37 up the program screen, you do not have sufficient chip memory 38 available to run the program. Fast Eddie's is designed to 1 1 multi-task with other programs, but it does use a great deal of 2 chip RAM. Because of this, we recommend that you not attempt 3 multi-tasking with this program if your computer only has 512K of 4 RAM. If Fast Eddie's is run with less than 512K free memory, no 5 attempt will be made to make use of the the Amiga computer's 6 built-in speech synthesizer software. Please note: it is recommended that overscan not be used on a 512k system. If you are having trouble running in 512k, first try booting off your working copy of the Fast Eddie's diskette, if this was not done. Next, try disconnecting any external disk drives and rebooting. If all these steps fail, contact Technical Support at Oxxi, Inc. The program has not failed to run on any Amiga with 512K or more, to the best of our knowledge. 7 If you are so fortunate as to have Amiga with a CPU 8 accelerator, you are in for a pleasant surprise--Fast Eddie's has 9 been designed to utilize faster CPU's in order to achieve much 10 smoother animation. 11 On a technical note: If you do wish to multi-task with this 12 program, please note that attempting speech or sound from 13 another task simultaneously is not recommended. Sprites #2 and 14 #3 are also requested, but if they are not available, they are 15 simply not displayed - no harm will result. Copy Protection 17 The Fast Eddie's disk is not copy-protected and can be copied 18 under the conditions listed in the license agreement. When Fast 19 Eddie asks for word number N on line number Y on page number 20 P, count each word (but not punctuation), every line, including 21 chapter titles such as Introrduction (except text in illustrations or 22 boxed in note boxes) ad use the page number printed on the 23 manual page. Count hyphenated words as TWO words. For 24 example, Word 13 in line 11 of Page 2 (this page) is "this". 25 We're eager to offer program upgrades and free technical advice 26 to legitimate users, but not to unauthorized users of the program. 27 We need your cooperation in this matter, which consists of your 28 returning your registration card. 29 Software piracy is a crime. So please-spread the word, not the 30 disk! [You better do it!!] 2 The Pool and Billiard Parlor 2 Assuming there is sufficient RAM, the title screen will appear once 3 the program is fully loaded into memory. The crisp sound of the 4 cue ball striking other balls should accompany this image-you 5 can adjust your Amiga volume at this point. When done with the 6 credits, press any key or a mouse button to continue. 7 Next you will see the pool hall, with Fast Eddie himself behind the 8 counter instructing you to type in the necessary password, 9 followed by the [Enter] key. There is no time limit on looking up 10 the password. If you give the wrong password, you will be 11 tossed out of the pool hall--and out of the program. 12 Look Around 13 Once you have given the correct password, you are free to do as 14 you wish within the pool hall. To indicate that you are interested 15 in something in the room, just click the left mouse button over 16 that item. Releasing the button while over the item is not 17 necessary for certain items--for example, there is an exit door in 18 the upper left had corner. When the mouse pointer is positioned 19 over that area, and you depress the mouse button, the door 20 swings open. If you release the button while the pointer is still 21 over the door, you will exit the program. If you release the button 22 while the pointer is no longer over the door, the doors swing shut 23 and you can continue to play. 24 The pool hall is viewed from a vantage point near the back of the 25 room. The door is not the only active item in the room, of course. 26 An arcade game in the opposite corner displays EHB if your 27 Amiga has Extra Halfbrite capability. The arcade game can be 28 played by clicking once anywhere on it with the mouse. A 29 warning, though -- Fast Eddie has the game rigged, and is always 30 ready with a sarcastic comment if you lose the game! 31 Next to the front counter is a jukebox, playing Fast Eddie's 32 favorite song. (He turns it off whenever anyone gets serious 33 about playing a game.) The jukebox displays its On/Off, status, in 34 case you have the sound turned off on your machine. You can 35 turn off the jukebox yourself by clicking on the word ON, and turn 36 it back on just as easily. There are additional active areas to be 37 discovered--by clicking on Fast Eddie! 38 The Tables 39 The primary active areas, of course, are the four different tables. 40 One is set up for all the popular pocket pool games, and the 41 other three are for bumper pool, carom billiards, and snooker. 42 Selecting the table you want to play is easy: when the button is 43 depressed while the pointer is over a table, the table "lights up". 3 1 If the button is released while the pointer is still over the table, you 2 will be ready to play at that table. If the pointer has moved 3 somewhere else when you release the mouse button, the table 4 returns to its original appearance, and you are free to choose 5 other options in the pool hall. 6 Number of Players 7 If you choose a table, but it does not appear, ready for play, you 8 most likely do not have the right number of players selected for 9 play at that table. To change the number of players, go to the 10 rack of cuesticks on the wall between the jukebox and the arcade 11 game, and click on one to remove it or click on the area where 12 one used to be to put it back. Up to four players can be chosen 13 in this fashion. In play, the player's names appear in sequence as 14 their innings commence, with the first player's name in red, the 15 second in blue, green for the third, and the fourth in turquoise. 16 Zero is not a valid number of players, so if all four cuesticks are 17 on the wall, you will be told to grab some if you wish to play. The 18 default number of players is two, but this default, like most others, 19 can be changed. This feature is discussed later, under Saving 20 Your Configuration. 21 Playing A Game 22 When you select a table, the table zooms to fill the whole screen, 23 Fast Eddie turns off the music, and the game begins. The first 24 time you select the pool table, the default game is 15-Ball. Let's 25 start with that game--click once on the pool table (close to you 26 on your left). 27 The right mouse button now serves as the menu button, and it 28 will bring up a menu anytime it is pressed, except when the action 29 has already been paused to perform a menu operation. The left 30 mouse button, the selection button, is used to make selections 31 and perform game ections. If a joys1ick is used in port #2, the 32 fire button is the selection button. 33 The Counters and Timers 34 Below the table is a band containing play information. Each 35 player's name will be displayed in turn, starting with Player 1 at 36 the left. Under the player's name are the counters which tally 37 number of balls ad shots. The Balls tally represents the player's 38 score. At the right of each player's area is a timer display. With 39 the initial skill setting, Novice, for Player 1, this timer displays the 40 word UP during Player 1's turn. Between the two player tally 41 areas is the enlarged picture of a cue ball--more about this 42 gadget in a moment. 4 1 Positioning the Cue Ball 2 First the cue ball must be positioned on the table. It can be 3 placed using the mouse, joystick, or the cursor arrow keys. Once 4 you decide on a location, press the selection button to place the 5 ball on that spot. Think carefully before pressing the 6 button--there is no quick way to undo this action! 7 Aiming the Cue 8 Next you aim the cuestick. To aim the cuestick, move the mouse 9 left or right. The graphical image of the cuestick will rotate. When 10 you have your aim set, press the selection button. Do not 11 release it immediately. Hold the selection button down as you 12 fine-tune our aim, if necessary, with the left and right cursor 13 arrows. (This can also be done by moving the joystick left or 14 right with the firing button held down.) 15 Calling a Pocket 16 15-Ball does not require it, but if the game being played calls for 17 the destination pocket to be named before the shot is 18 made-calling the shot-an X will appear above one of the 19 pockets. Move the mouse up or down (toward the top or the 20 bottom of your mouse pad) to cycle through all of the pockets. 21 The joystick or up-and-down cursor arrow keys can also be used 22 to select a pocket. 23 In bumper pool, you will sometimes have the option to choose 24 which ball to shoot as the cue ball. In a bumper pool game, 25 moving the mouse up or down (or using the cursor arrow keys) 26 cycles through all balls that you are eligible to shoot. 27 Make Your Shot 28 The final step is executing the shot. A crosshair will appear at the 29 bottom of the screen, hovering above the enlarged cue ball _____ / F \ / \ F: Follow stroke / \ D: Draw stroke | | | Reverse English |L --+-- R| R: Right English | | | curves ball left \ / L: Left English \ D / curves ball right \_____/ 1 between the player tally areas at the bottom of the scree. The 2 crosshair, which looks like a "+", can be moved in any direction 3 by using the mouse or joystick. This crosshair position is used to 4 apply spin to the cue ball. 5 Spin 6 To apply Spin or `English" to the cue ball, position the crosshair 7 off-center. Lateral spin, left-hand or right-hand English, is 8 produce if the crosshair is located to the left or right of center. 9 For Follow (backward spin), position the crosshair above the 10 center of the cue ball. Draw (forward spin or "reverse English) is 11 created when the crosshair is positioned below the center of the 12 cue ball. Often, it will be most strategic to place the crosshair at 13 the center, which imparts no unusual spin to the ball. 14 If you do apply spin, be careful not to miss the ball--and don't 15 jump the table! Fast Eddie gets very annoyed if your ball breaks 16 the glass in his trophy case. Power 18 Having chosen the crosshair position, all that remains is 19 determining how hard to hit the cue ball. The crosshair is 20 constantly growing and shrinking, representing the velocity of the 21 shot should the selection button be released at that instant. The 22 larger the crosshair, the greater the velocity of the shot. To hit the 23 cue ball hard, release the selection button when the crosshair is at 24 its largest. 25 The Shot 26 When you release the button, the shot is executed, and the cue 27 ball is sent on its way. While the shot is played out, the menu 28 and selection buttons do not function. Pressing the right mouse 29 button during the animation of the snot invokes a requester which 30 asks whether you wish to Abort the shot in progress. If you say 31 Yes, the shot is immediately terminated, leaving all balls at their 32 current position. You will not need this feature for normal use. 33 To return to the pool hall screen, use the menu button to select 34 Quit under the Game menu. 6 A Different Game 2 Pool and Other Games 3 You can stop playing any game at any time, without leaving the 4 table. The New command under Game allows you to select any 5 of the games available at the table. The pocket pool table offers a 6 selection of one to nine games, depending on now many players 7 there are. 8 Playing By Yourself 9 When you are the only player, the pocket pool table offers you 10 only one game, Golf. Every other game at this table requires at 11 least two active players, one or more of which can be the 12 computer. With two, three or four players, nine games are 13 offered. 15-Ball, Rotation, 14.1, Moon, Golf, 6-Ball, Wild Sevens, 14 and 9-Ball are available for two to four players. Cutthroat is 15 available only if exactly three players are at the table, and 8-Ball 16 requires two or four players. Moving To a New Table 18 To play a game offered at a different table, you must Quit from 19 the current table. Select Quit from the Game menu, or press 20 Right-Amiga-Q. if you are actively playing a game at this table, 21 you will be prompted to see if you really wated to Quit the 22 current game. 23 Once you are back in the pool hall, press the selection button and 24 release it while you are over the desired table. If you are playing 25 with the correct number of players for that table, you will be at the 26 table, ready to play. The other three tables in the pool hall do not 27 have muitiple games offered. 28 Demonstration Play 29 You can set Fast Eddie to play another pool-hall layabout, Las 30 Gatos Fats, in a demonstration of ay game--in fact, you may 31 want sometimes to get the real "heavies" at Fast Eddie's to play 32 for your amusement or instruction. Watching Los Gatos Fats, 33 West Chester Wally play a fast game of 8-Ball at the Legend level 34 is epic. 35 To set up demonstration play at any level, simply set all the 36 players to Amiga type, and select the skill levels preferred. The 37 player's names appear in sequence as their innings commence, 38 with the first player's name in red, the second in blue, third, green, 39 and the fourth in turqouise. 7 1 Instant Replay 2 One of the most interesting features of Fats Eddie's is Instant 3 Replay, allowing you to review the last shot. 4 To activate Instant Replay's VCR control panel, select Replay 5 from the Shot menu. At the bottom of the screen will appear six 6 buttons, like the controls of a Video Cassesette Recorder. These 7 are operated with the left mouse button or the function keys F1 8 through F6, and perform [Rewind, Play, Pause, Stop, Slow, and 9 Record respectively. 10 The Rewind button winds the replay "tape" back to the beginning. 11 Play begins the animation. Pause allows frame-by-frame viewing 12 of the recorded action. The Slow button toggles the speed of the 13 replay from slow-motion to full speed. Stop terminates the replay, 14 removes the VCR control panel, and restores the setup of the 15 game as it was before instant replay was selected. The Record 16 button, like the Stop button, stops the replay and removes the 17 VCR control panel; however, it does not restore the game setup. 18 This resets the game in progress to to the situation recorded in the 19 replay tape-this feature is used in restoring old games from disk, 20 discussed later. 21 Save Instant Replay 22 Instant Replay shots of interest can be saved to disk for viewing 23 or playing at a later time. The Save item under the Shot menu 24 pops up a file requester, which prompts you for the filename to 25 call your replay file. When you have entered the name, and the 26 file has been saved, the game continues. 27 Load a Saved Replay 28 To view an instant replay file later, choose Load under the Shot 29 menu. The file requester will appear. When your choice has been 30 selected and loaded, the instant replay VCR control panel will 31 automatically be activated. You can choose to view the replay, 32 then continue with the current game you were playing--to do 33 this, simply select the Play button, followed by the Stop button. 34 Resume Playing An Old Game 35 You can also use this feature to abandon the current game, and 36 take up play of a saved game at the point where you saved the 37 replay. To do this, select the Record button. To include the very 38 last shot made when this game is saved, select the Play button 39 first, and wait for all balls to stop before selecting Record. 40 Create Your Own Shots 41 Have you ever wanted to try some trick shots? Fast Eddie's lets 42 you do just that, and more! Simply select Create from the Shot 43 menu. The pointer will change to an image of a hand to indicate 42 you do just that, and more! Simply 44 you are in create mode. 8 1 Game play and menu operations are suspended during create 2 mode. Due to the precision input necessary, the keyboard and 3 Joystick cannot be used in this mode, only the mouse. 4 In create mode, you have the ability to move any ball to any place 5 on the table. Move the pointer to the desired ball and click the 6 left mouse button to select that ball. Any movement of the mouse 7 will result in a corresponding movement of the selected ball. 8 In most games, an object ball can be removed from the table. Just 9 move the ball to the very top of the screen, and place it over the 10 marker for that particular ball. Click the left mouse button, and if 11 successful, the ball will be dropped at that spot. If the ball was 12 not in the correct position, the ball will still be "in your grasp". 13 To put a ball back on the table, simply grab it from the top of the 14 screen and move it back onto the table. 15 In all games except bumper pool, it is not possible to remove the 16 cue ball, and in billiards, no ball can be removed from the table. 17 However, in bumper pool, the bumpers and even the pockets can 18 be moved--be careful not to place the pockets up on the rail! 19 The setup which exists before the first shot of a bumper pool 20 game will be used at the beginning of all subsequent games, until 21 it is changed again before the beginning of a game. Use Create 22 to customize the initial setup--even handicap your opponent by 23 removing one or more balls or placing the holes in different 24 positions. 25 To restore the bumper pool setup to its original setting, select the 26 Create menu item and click the button labeled [Default]. This 27 moves all balls, holes and bumpers back to the standard 28 positions. Remember that if you do this after the first shot of the 29 game, next time you begin a bumper pool game, the initial setup 30 will revert to the positions which were in effect before the defaults 31 were restored. 32 At either side of the storage spots for balls removed from the 33 table, you are offered two choices for quitting create mode. 34 [Proceed] will accept the changes you have made, returning you 35 to play the shot you have created. You may also chose to 36 [Cancel] all changes made, in which case the original positions of 37 the balls, before Create was selected, will be restored. 38 Since all shots can be saved as instant replay files, if you devise 39 an interesting setup using Create, consider saving a shot made 40 with that setup. At a later time, by loading in the replay and 41 pressing the Record button, and you can try your interesting 42 setup again! 9 The Options Menu 2 Under the Options menu is a array of different parameters 3 you can customize for your play at this table. 4 Edit Player 5 Is your name Human? Many computer games make this 6 assumption. For those of us who do not answer to that moniker 7 in our day-to-day lives, Fast Eddie's allows you to put in your own 8 name. If no name is entered, Player 1 is the default name 9 displayed for the first player. Names can be entered fo up to four 10 players. 11 Some games require at least two people to play. Not Fast 12 Eddie`s--the Amiga computer can play, and plays reasonably 13 well, at that. The computer can also "fill in" for any player at any 14 time in the game. In fact, you can set the computer to play itself. 15 Skill Level 16 You also can change your skill level--the default is Novice, which 17 means you need things as easy as possible. As you become 18 more proficient, you may wish to advance to Expert, or even 19 Legend. These more--difficult settings can be used to handicap 20 yourself when facing others who are playing the game for the first 21 time--or use them to handicap the computer for easier tutorials. 22 The Novice player has an unlimited time to make a shot. The 23 Amiga computer at the Novice setting makes its shot in 30 24 seconds or less (usually less than 10 seconds). Experts and 25 Legends are timed--the timer appears at the right of the player's 26 counters at the time play passes to the player, and counts down 27 30 seconds for the Expert, and 10 seconds for the Legend. At 28 timeout, if no shot has been made, a foul buzzer sounds, and 29 play passes to the next player in the sequence. 30 Order of Play 31 The initial defauit order of play is Player 1, yourself then the 32 Amiga. You can reset this, so the Amiga breaks, and you are 33 second. Other human players can be set up just as easily. 34 Name, skill, and preset order of play are adjusted using the Edit 35 Player command from the Options menu. The name is edited by 36 clicking the cursor down into the player name box. Change the 37 skill level and player type (Human or Amiga) by clicking the 38 button next to the player name. The requester allows you to 39 define these characteristics for up to four players. The attributes 40 for all participating players can be changed, and will be reflected 41 immediately after the requester is dismissed by selecting the OK 42 button. 10 1 Preferences. 2 In the Preferences sub-menu are settings which affect the display 3 of the pool balls, order of play, and other features of the pool and 4 billiards games. 5 To turn on any option, select Preferences under the Options 6 menu, and release when the item you want turned on is 7 highlighted, so that it becomes check-marked. Unlike the other 8 menus in this program, selecting items in this one does not turn 9 off the other settings in this sub-menu; it only toggles the selected 10 item. As a resuit, there may be muitiple items check-marked in 11 Preferences. To toggle muitiple settings in this menu, click the 12 left mouse button over each of the items you wish to change, 13 holding the menu button down until all selections are completed. 14 Show Numbers 15 Show Numbers toggles the display between showing the 16 numbers on each ball, and showing an animated, more realistic 17 look. For novices to the game or those with color-blindness, 18 being able to read the number of the ball can be a real boon. 19 Normally, you will want Show Numbers turned off. This menu 20 item applies only to the pocket pool games which require 21 numbered balls. 22 Drop Shadows 23 The ability to turn off Drop Shodows is included for users whose 24 Amiga computers lack the Extra Halfbrite display mode capability. 25 When Drop Shadows is checked, the program renders pool ball 26 images which look great in Extra Halfbrite, but unattrective on 27 machines without this capability. To determine whether your 28 machine has Extra Halfbrite, look for the initials EHB on the 29 arcade game in the pool hall. If you do not see these initials, you 30 do not have Extra Halfbrite display mode, and should turn off 31 drop shadows to obtain more accurate ball images. Reverse View 33 The Reverse View item rotates the positions of all the balls 180 34 degrees. This feature is provided as a change of pace. 35 Normally, the pool, snooker or billiards table is displayed with the 36 foot spot on the right and the head spot on the left. Reverse 37 View reverses not only the display of ball positions, but also the 38 points where balls are re-spotted, the areas where the cue ball may 39 be placed during break, and so on. 40 If you are playing Bumper Pool, the default display shows the 41 white balls and white pocket at the top. Selecting Reverse View 42 in the Bumper Pool game puts the red balls and red pocket at the 43 top. 11 1 Lag for Break 2 If a preset order of play does not suit you, you may choose to 3 "lag for break", determining not only who goes first, but the order 4 of turns for other players as well. The object of a lag is simple: 5 bounce the cue ball off the far rail and end up as close as 6 possible to the near rail, without scratching (pocketing the cue 7 ball). Each player shoots in the preset order of turns. To avoid 8 any strategical advantages, the other players should not watch 9 while a player is making a lag shot. (In real life, each player 10 would perform this shot simuitaneously, but for practical reasons, 11 it is implemented differently in this program.) 12 Show Path 13 The Show Path oplion displays a straight line along the aim of the 14 cue, which extends across the table to assist you in your aim. It 15 acts like `laser sights" to let you know precisely where your cue 16 ball will move if it is struck dead center. 17 Side English on the cue ball will tend to move it off this straight 18 path after the ball is struck. Straight follow or draw strokes should 19 not curve the cue ball off the path. 20 Table Speed 21 The table speed can be changed at any time in the game. 22 Settings ranging from very slow to very fast are chosen from the 23 Table Speed menu under Options. A "fast" speed means the 24 balls take a long time to slow to a stop. An additional setting, 25 Random, randomly changes the speed every game. A 26 checkmark indicates which setting is active; only one table speed 27 setting can be active at a time. To change the setting, move the 28 mouse to highlight the new setting and release the menu button. 29 Table Color 30 The color of the table cloth can be changed in a similar fashion. 31 The Table Color item under the Options menu permits several 32 classic choices, with green as the defauit. To change the setting, 33 move the mouse to highlight the new setting and release the 34 menu button. 35 Ball Makeup 36 The behavior of the pool balls also can be changed at any time in 37 the game by changing the ball makeup. The default is ivory, 38 which resuits in normal behavlor. The other settings will be left for 39 you to explore. To change the setting, move the mouse to 40 highlight the new setting and release the menu button 12 1 Save Options 2 Save Options, the last item of the Options menu, performs a save 3 of all parameters pertaining to the Options menu to a file on disk. 4 This configuration file will be saved under the name S:Pool.cfg. 5 From then on, when Fast Eddie's is run, the program will 6 automatically grab its defauit settings from this file, and your 7 favorite options come to life, just as they were when they were 8 saved! 9 To restore the factory settings for the Options menu, simply 10 delete S:Pool.cfg. Saved parameters include the number of 11 players, the jukebox setting, and the Option menu settings. 13 Practice Makes Perfect 2 Undo, Create and New Games 3 Because accidents can happen, a command has been provided 4 which will allow you to undo a shot you have just made. It is 5 called Undo and is found under the Shot menu. If you should 6 inadvertently select Undo by accident, or feel remorse after doing 7 a premeditated undo, don't worry. Simplychoose the same menu 8 item. It will be called Redo instead of Undo, and it will restore the 9 game to the way it was before the Undo was made. 10 By creatively using the Create, Undo/Redo, and New Game 11 options, you can polish and perfect your--even practice 12 pool "hustling" with your unwitting friends. 13 Break 14 In the chosen game, set the playing order with yourself first. Turn 15 off Lag for Break in the Options menu. Break, with the object 16 being to maximize your score in the break---or practice scattering 17 the balls for a "safety", to give your opponent the most difficult 18 shot possible. After the break shot, you can continue to pocket 19 balls until your frame ends, or you can halt the shot and set up to 20 break again with the New Game command (Right-Amiga-N). 21 Bank Shots 22 Sending the cue ball into the object ball by rebounding it off one 23 or more rails is called a Bank Shot, and requires practice to 24 master. By using the Abort Shot and Undo fetures, you can 25 polish your technique. To practice bank shots, use Create to set 26 up one or more object balls, then turn on Show Path 27 (Right-Amiga-5), or select Show Path from the 28 Options-Preferences menu. The cue ball will rebound from the 29 rail at the same angle as it encounters it (the incident angle 30 equals the rebound angle). Use the diamonds (the eighteen 31 spots in the rails) to help you eye-in the angle. 32 If your shot does not go as planned, press the right moue button 33 to abort the shot, then press Right-Amiga-Z to undo the shot. The 34 table will return to its pre-shot situation, and your cue will return to 35 its original angle. Use the fine-tune options (press the left mouse 36 button and use the left and right cursor arrow keys) to adjust the 37 aim of the cue stick, or position the crosshairs differently to redo 38 the shot. 14 1 Kiss or Carom Shots 2 Striking an object ball with another object ball which has been set 3 into motion by the cue ball striking it, is a Kiss or Carom Shot, 4 and it is a difficult technique to perfect. Instead of the motions of 5 the cue ball and a single object ball, carom shots require you to 6 understand how three or more balls will interact on the table. 7 Force from the striking cue ball is transmitted through the first 8 object ball, at an angle that depends on the characteristics of the 9 cue ball's motion. The cue ball's spin, speed, and the point at 10 which it strikes the object ball all help determine where the struck 11 ball will travel. For example, a cue ball with left-hand English on 12 it, striking "square" on the object ball (at the nearest point of the 13 ball's circumference) will impart a right-hand spin to the object ball. 14 Likewise, a cue ball with no spin on it, striking the object ball 15 on its right side, will also give the object ball a right-hand spin. 16 Again, you can use the Abort Shot and Undo features to polish 17 your technique. To explore the behavior and interaction of the 18 cue ball and multiple object balls, or just to practice carom shots, 19 use Create to set up one or more object balls, then turn on Show 20 Path (Right-Amiga-5), or select Show Path from the 21 Options-Preferences menu. Use the diamonds to help you 22 figure all the angles. 23 If your shot misses, simply abort and undo It. The table will return 24 to its pre-shot situation, and your cue will return to its original 25 angle. Use the fine-tune options to adjust the aim of the cue 26 stick, or position the crosshairs differently to retry the shot. 27 Combination Shots 28 Another difficult type of shot is the Combination. This involves 29 shooting your cue ball into a number of object balls-often a 30 cluster, with several balls touching--in order to pocket an object 31 ball at the outside of the grouping. Combination Shots are 32 usually classed as trick shots, and are very useful to awe and 33 astound onlookers. 34 Fast Eddie's Undo, Create, and Abort features will help you hone 35 this technique to a fine edge. In fact, Combination shots are a 36 special kind of carom shot, and the method described above 37' works very well to give you plenty of practice perfecting them. 38 New Game 39 If you select New Game from the keyboard (Right-Amiga-N), what 40 you get is a new break set-up for the previously-selected type of 41 game. 42 At the Pool table, to select a totally new kind of game, pull down 43 the Game menu and open the New Game submenu. You will see 44 the A-N notation next to the current game type. Select a different 45 game to change this default. 15 1 Fourteen Ready-to-Play Games 2 Practice playing each of the different pool, billiards, snooker and 3 bumper pool games. Not counting the irifinite possibilities of the 4 Create option, Fast Eddie's provides 14 defined games, for up to 5 four players. 16 Menu Overview 1 Game 3 About Program version is displayed. 4 Help A-H Game's rules are displyed. & New A-N Start a new game at this table. e Quit A-Q Quit this table, return to the pool hall. 7 Shot 8 Reploy A-I instant replay remote control panel. 9 Load A-L Load a replay from disk. 10 Save A-S Save a replay to disk. 11 Delete Delete a file. 12 Undo A-Z Undoes the last shot made. 13 Create A-C Allows placement of balls in any 14 position. 15 Options 16 Table Speed Change rate at which balls slow down. 17 Slowed 18 Slow 19 Normal 20 Fast 21 Fastest 22 Random 23 Table Color Change the color of the table cloth. 24 Green 25 Red 26 Gold 27 Tan 28 Black 17 1 Preferences Switch various game toggles. 2 Show Numbers A-1 3 Drop Shadows A-2 4 Reverse View A-3 5 Lag for Break A-4 6 Show Path A-5 7 Edit Flyer Edit player parameter. 8 Name 9 Skill level 10 Human or Amiga 11 Ball Makeup Change behavior of the pooI balls. 12 Boingite 13 Ivory 14 Velcro 15 Save Options Saves configuration file to disk 18 The Rules Of The Game 1 For All Games 2 Help 4 With so many different bliliard games to choose from, it is easy to 5 forget the rules of a particular game. It would be very annoying if 6 the rules were not readily available to the player during the course 7 of a game. The rules are also spelled out in this manual--but 8 who wants to go fetch a manual and search for game rules in the 9 middle of a contest? So this information is provided online. 10 With the touch of a key, you can get the basic rules of the game 11 that is being played. Just press the HELP key (Right-Amiga-H) or 12 select Help under the Game menu. 13 Foul Buzzer 14 In any game, at any table, when the cue ball is sunk or hits or 15 sinks the wrong ball first, a loud buzzer sounds, a statement of 16 the type of foul appears at the top of the screen (and of course, 17 Fast Eddie makes a sarcastic comment!) Driving balls off the 18 table is also a foul, and provokes the buzzer. 19 Force Player to Break Again 20 In many pool and billiard games, a foul shot on the break requires 21 the player to break again. At Fat Eddie's, however, a requester 22 will appear to ask if you want to force this player to break again. 23 If you select YES, the balls will be racked again, and the player 24 who fouled will have another chanoe to break. Selecting NO 25 passes the play to the next player in sequence, who will break. 26 Pocket Pool 27 The standard pool table is a rectangle 9 feet long, and 4.5 feet 28 wide, with six pockets, one in each corner, and one at the 29 mid-point of each long rail. Two spots, the head spot and the foot 30 spot, are located one-quarter of the way along the table from 31 each short rail, and centered between the two long rails. 32 An imaginary line (marked on some championship tables) 33 extends between the center diamonds on the foot and head end 34 of each long rail, through the foot or head spot. The line which 35 extends through the foot spot is called the foot string. Balls are 36 always racked with the lead point of the triangle on this line, and 37 re-spotted balls are placed, touching each other, in a straight line 38 from the foot spot toward the foot rail (perpendicular to the foot 39 string). 19 1 The line extending through the head spot is called the head string, 2 and it defines the furthest forwars point at which the cue ball may 3 be placed for the break. The section of the table between the 4 head string and the head rail is sometimes called the 5 "kitchen"--many games require the cue ball to leave the kitchen 6 for the shot to be legal. 7 Pool Balls 8 Pocket pool games are played with 16 balls, a white cue ball, 8 9 solid balls, and seven striped balls. The balls are numbered 1 through 10 15, and have specific colors. 11 Ball Number Color Characteristic 12 1 Yellow Solid 13 2 Blue Solid 14 3 Red Solid 15 4 Purple Solid 16 5 Orange Solid 17 6 Green Solid 18 7 Brown Solid 19 8 Black Solid 20 9 Yellow Striped 21 10 Blue Striped 22 11 Red Striped 23 12 Purple Striped 24 13 Orange Striped 25 14 Green Striped 26 15 Brown Striped 27 Racking the Balls 28 At the beginning of the first five games listed, all of which use 15 29 balls, the balls are racked with the ball at lead point over the foot 30 spot, in semi-random order in the racking triangle. Order is 31 semi-radom because each game has one or three specified 32 balls which must go in the points of the triangle. 33 Game Lead Point Left Back Right Back 34 15-Ball 15 35 Rotation 1 2 3 36 14.1 1 5 37 Moon 1 38 Cutthroat 1 6 11 39 Golf uses all 15 balls, but they are placed about the table in a 40 random pattern, different for each game. After the 8-Ball is sunk 41 during a Golf game, a flashing "8" may appear at the top of the 42 screen throughout the rest of this player's turn. 20 1 One other game uses all 15 balls--8-Ball. In this game, the 8-ball 2 is racked in the middle of the third row, with the other balls racked 3 at random within the triangle. 4 Games which use fewer than 15 balls have a specified order and 5 pattern in which the balls must be set for break: 6 Game Rack Shape Number balls Order 7 6-Ball Triangle 6 Lead=1 8 Second Row=2,3 9 Third Row=4,5,6 10 11 Wild Sevens Hexagon 7 Lead=1 12 T Clockwise from 13 1-ball=2,3,4,5,6 14 7-ball in middle 15 9-Ball Diamond 9 Lead=1 16 9-Ball inside 17 2 through 8 18 random. 15-Ball 20 Number of Players: 2 to 4 21 Object: Outscore your opponent(s) by sinking as many 22 balls as possible, in any order. 23 The value of each ball is equal to its number. The game ends 24 when any player reaches 61 points (15-Ball is sometimes called 25 "61" for that reason) or when all object balls have been sunk from 26 the table. Sinking the cue ball is a foul, and the foul penalty is 27 always three points. After a foul, play moves to the next player in 28 the sequence. 29 15-Ball is an easily-understood game. You don't need to know 30 which balls have what numbers and there is only one way to foul 31 (pocket the cue ball)--this makes it ideal as a beginner's game. 32 In 15-Ball, all 15 balls are racked in the triangle, with the 15-ball at 33 the lead point. The other ball are placed at random positions in 34 the triangle. Any ball on the table can be the object ball, and 35 there are no limitations as to which ball must be struck first. 38 Illegally-sunk balls (balls sunk during a foul shot) are replaced on 37 the table, spotted in a straight line from the foot spot to the foot 38 rail. 21 Rotation 2 Number of Plyers: 2 to 4 3 Object: outscore your opponent(s) by sinking as many 4 balls as possible, in any order. 5 Like 15-Ball, the value of each ball is equal to its number, but a 6 game of Rotation ends when all object balls have been sunk. To 7 be a legal shot, the cue ball must first touch the lowest-numbered 8 ball on the table. 9 In Rotation, all 15 balls are racked in the triangle, with the 1-ball at 10 the lead point, the 2-ball in the upper (left) back corner, and the 11 3-ball in the lower (right) corner. The other balls are placed at 12 random positions in the triangle. 13 The cue ball must strike the 1-ball first on the break--if you fail to 14 touch the one-ball first, play passes to the next player in the 15 sequence, and any balls pocketed on the break are re-spotted on 16 the table. On the break, if the 1-ball is struck first, you get credit 17 for all balls pocketed on the break. As each ball becomes the 18 object ball when the lower-numbered balls have been pocketed, 19 any balls pocketed are credited to you as long as the first ball 20 struck by the cue ball is the object ball--even if you don't pocket 21 the legal object ball. 22 Sinking the cue ball is a foul. There is no point-penalty for a foul, 23 but three consecutive fouls is loss of game. After a foul, play 24 moves to the next player in the sequence. 25 When you first begin playing Rotation, it may help to press 26 Right-Amiga-1 to turn on the Shadow Numbers feature. Of course, 27 as you becorne more familiar wl1h the game, you willi not need to 28 see the numbers to avoid fouls. 14.1 30 Number of Plyers: 2 to 4 31 Object: To be the first to score 25 points. 32 This game, sometimes called "straight pool", is the classic 33 game in which the player "calls" each shot. It is sometimes called 34 14.1 continuous, because the 14 pocketed balls are re-racked 35 when one object ball remains on the table. Each ball is worth 1 36 point, but only if the fiirst ball sunk is in the specified pocket. 37 All 15 balls are racked at the start of the game, with the 1-ball in 38 the upper or left-hand back corner, and the 15-ball in the lower or 39 right-hand back corner. Each player's frame continues until a 40 shot is missed, when play passes to the next player in sequence, 41 with the existing situation of the table. 42 When only one object ball remains on the table, the rest are 43 re-racked--not spotted in a straight line, but placed in standard 22 1 format in the traangle and racked, with the lead point of the 2 triangle empty. If the cue ball or a remaining object ball lies in the 3 space normally occupied by the triangle, the balls are racked with 4 the lead ball above the foot string, as close as possible to the 5 normal position. 6 Because of the way the balls are re-racked on the table,a point of 7 strategy in a game of 14.1 is the position of the break ball (the 8 object ball remaining on the table before the others are re-racked) 9 and the cue ball after the key ball (the last ball pocketed before 10 the re-rack) has been pocketed. Obviously, if the cue ball is 11 badly positioned for the break after re-racklng, you may miss your 12 shot, and play will pass to another player. Less obvious is the 13 role of the break ball--but its position helps determine where the 14 re-racked balls will be placed. 15 In 14.1, the pocket is called. Any object ball may be sunk in the 16 called pocket, but sinking object balls in another pocket without 17 any ball going into the called pocket is a foul. Penalty for fouls is 18 two points on the break, and one point thereafter. Whenever a 19 point is lost, one obJect ball is returned to the table, spotted 20 normally at the foot spot. 21 Three consecutive fouls is a five-point penalty. Sinking the cue 22 ball is also a foul. After a foul, play moves to the next player in 23 the sequence. Moon 2 Number of Players: 2 to 4 3 Object: To be the first to score 25 points. 4 The legal onject ball is the lswest-numbered ball on the table, and 5 it must be the first ball hit by the cue ball for a shot to be legal. 6 If the object ball is sunk first, each ball sunk after it is worth 3 7 points, otherwise, each ball is worth 1 point. 8 All l5 balls are racked at the start of the game, with the 1-ball at 9 the lead point, and the others placed in the triangle at random. 10 Play begins with the break--the 1-ball must be struck first on the 11 break--and continues until the player fouls or misses a shot, 12 when play passes to the next player in the sequence. 13 When only one ball remains, the rest are re-rack--not spotted 14 in a straight line, but placed in a standard format in the triangle 15 and racked. If the cue ball or a remaining object ball lies in the 16 space normally occupled by the triangle, the balls are racked with 17 the lead ball above the foot string, as close as possible to the 18 normal position. 19 Like 14.1, Moon thus involves some foresight in your 20 strategy-the position of the cue ball and the break ball are 21 important when the balls are re-racked. 22 The penalty for a foul shot is one point. Scratch, or sinking the 23 cue ball, is a foul with a penalty of 3 points. After a foul, play 24 moves to the next player in the sequence. 23 Golf 2 Number of Players: 2 to 4 3 Object: Sink the 8-ball in the designated pocket in as 4 few shots as possible. 5 Table setup is random, but is identical for all players. The game 6 ends after each pocket has been made, for a total of six "holes" 7 of golf. Foul penalty for sinking the 8-ball in the wrong pocket is 1 8 "stroke" (an additional shot added to your total), and is assessed 9 when the 8-ball is sunk in the wrong pocket. A 1-stroke penalty for 10 scratching or jumping the cue ball off the table is also in force. 11 After a foul, play moves to the next player in sequence. 12 Golf is the only pocket pool game which can be played solitaire. 13 In fact, playing games of solitaire Golf is a good way to develop 14 your eye or agles of shots, and practice bank, carom, an 15 combination shots. Turn on tje Show Path option 16 (Right-Amiga-5) for a some assistance with sighting and lining up 17 your shots. You can endlessly Undo and re-shoot your shots if 18 you're using the game as a practice session. And each new 19 game of Golf lays out a completely new table situation for your 20 enjoyment. Cutthroat 22 Number of Players: 3 23 Object: Sink the balls of your opponents. 24 Before the break, all 15 balls are racked with the 1-ball in the lead 25 point, the 6-ball in the upper or left-hand back point, and the 26 11-ball in the lower or right-hand back point. The first player to 27 sink a ball chooses which group of balls to protect: 1 through 5, 28 6 through 9, or 10 through 15. The second player chooses one 29 of the two remaining groups to protect, and the last player 30 protects the remaining group. A player wins when all the balls left 31 on the table belong to that player's group. 32 If the cue ball hits a ball from the player's own group first, it is 33 a foul. On a foul, one ball of each opponent is returned to the table 34 at the racking point, and play moves to the next player in the 35 sequence. 36 Cutthroat gets its name from the style of play it encourages--your 37 goal during any frame is not only to sink as many of your 38 opponent's group as possible (the offensive game), but also to 39 leave your group in as difficult a lie as possible (the defensive 40 game). A practiced player sets up one opponent to sink most of 41 the other opponent's group, then polishes off the remaining 42 opponent in the next frame. 24 6-Ball 2 Number of Players: 2 to 4 3 Object: To legally pocket the 6-ball. 4 To be a legal shoot, the cue ball must hit the lowest-numbered ball 5 first. Players may sink the 6-ball on any shot, as long as this 6 requirement is met. Each player continues to shoot as long as a 7 ball has been legally sunk on the previous shot. 6-ball is not a 8 scored game--the only way to win is to legally pocket the 6-ball, 9 nobody is "ahead" at any point in the game, and there are no ties 10 or draw games. 11 A foul shot is any shot in which the cue ball does not touch an 12 object ball, does not touch the lowest-numbered ball first, or in 13 which the cue ball is pocketed. Balls sunk on a foul shot are 14 returned to the table, re-spotted touching in a straight line with 15 the lowest-numbed at the foot spot, and higher-numbered balls in 16 numeric sequence toward the foot rall. There is no point penalty 17 for fouls, but three cosecutive fouls loses the game. After a foul, 18 play moves to the next player in the sequence. 19 An unusual aspect of 6-Ball play is that, after a foul, the 20 succeeding player may spot the cue ball anywhere on the table. 21 This is the true penalty for fouls--the next opponent in the order 22 of play can make the shot an easy set-up! 23 6-ball is a lightning-fast game, ideal for players who have only a 24 little time to spare for play. Even at the novice level, two players 25 can finish a game in a few minutes, yet 6-ball involves all the 26 elements of skill needed for the longer games. 8-Ball 28 Number of Plyers: 2 or 4 29 Object: To legally pocket the 8-ball. 30 8-Ball is a fast pool game, as demanding in its own way as 14.1 31 or Cutthroat. Except the 8-ball, the seven object balls may be 32 sunk in any pocket, without calling the shot. Only in the end 33 game, when all other balls of this player's group have been 34 pocketed, does the player need to call a shot--the 8-ball. 35 The game begins with all 15 balls racked in random order except 36 the 8-ball, which must be placed in the middle of the second row, 37 or the center of the triangle. The first player to sink a ball after 38 the break chooses a group of balls to sink, stripes (1 through 7) or 39 solids (9 through 15). Any ball on the table, including the 8-ball, 40 may be used in carom or combination shots, but the player 41 automatically loses ff the 8-ball is pocketed while any other object 42 balls remain. 43 When no more of this target group remains, the object becomes 44 to sink the 8-ball into the called pocket. The player automatically 25 1 loses if the cue ball is pocketed while attempting the 8-ball, or if 2 the 8-ball is sunk in the wrong pocket. Three consecutive fouls 3 also loses the game. After a foul, play moves to the next player in 4 the sequence. 5 Behind the 8-ball 6 There are many ways to automatically lose a game of 8-ball, most 7 of them involving the 8-ball itself--in fact, there are more ways to 8 lose than to win! No wonder the expression "behind the 8-ball" 9 became part of the language, describing a feeling of being in a 10 no-win or hopeless situation. 9-Ball 12 Number of Players: 2 to 4 13 Object: To legally pocket the 9-ball. 14 A game of 9-Ball begins with balls 1 through 9 racked in a 15 diamond shape, with the lead "point" of the diamond, the 1-ball, 16 on the foot spot, and the 9-ball in the center of the diamond. The 17 other balls are placed in any order to complete the diamond. 18 The player who breaks--this is one game in which it is to your 19 advantage to break because you might make the 9-ball and 20 win-tries to pocket any ball in any pocket. A player continues to 21 shoot until a ball is not sunk in a specified pocket--except on the 22 break, when the shot does not need to be called. 23 After the break shot, the cue ball must hit the lowest-numbered 24 object ball first on any shot. The object is to sink balls in the 25 called pocket. The 9-ball can be sunk at any time. 26 1 A shot is a foul if the cue ball does not hit the lowest-numbered 2 ball first, when a ball is not sunk in the called pocket or if the cue 3 ball is sunk. Play passes to the next player in the sequence on a 4 foul. There is no penaity for fouls, but 3 consecutive fouls is 5 automatic loss of game. Wild Sevens 7 Number of Players: 2 to 4 8 Object: To legally pocket the 7-ball. 9 To be a legal shot, the cue ball must hit the lowest-numbered ball 10 first. Players may sink the 7-ball on any shot, as long as this 11 requirement is met. Each player continues to shoot if a ball has 12 been sunk. Three consecutivee fouls loses the game, and the 13 player automatically loses if the 7-ball is sunk on a foul shot. 14 After a foul, play moves to the next player in the sequence. 15 Pockets need not be called on any shot. 16 Wild Sevens is a fast rotational pool game like the games 17 developed for the time requirements of television, averaging about 18 three minutes per game. Players need skills in carom and 19 combination shots. A special circular rack or the diamond rack of 20 9-ball may be used to rack the balls clockwise in numerical order 21 with the 1-ball at the lead point and the 7-ball in the center of the 22 circle. 27 Bumper Pool 2 The bumper table is octagonal, and its standard configuration 3 calls for 14 bumpers, 10 of which are arranged with 4 four pairs forming an opened-centered cross, and two more located 5 one on either side at about mid-point between the horizontal 6 arm of the cross and the rail. The bumpers thus form four 7 four vertical, two horizontal, and two diagonal "channels" through 8 which the balls must pass to cross the table. 9 A pocket at the "top" and a pocket at the "bottom" of the table are 10 each bracketed on either side by two of the remaining four 11 bumpers. Four plain red balls are lined up on one side, two 12 along the rail on each side of the bumpers. The fifth, a spotted 13 ball, is placed in front of a red-rimmed pocket. This setup is 14 echoed on the opposite side with five white balls and a white- 15 rimmed pocket. 16 Because of the bumpers, this game combines the skills of kiss or 17 carom shots, bank shots, and careful eyeing of angles for an 18 expert tecnique. Use the Create and Undo features to set up 19 and re-shoot practice shots until you are comfortable with the 20 characteristics of rebound from the bumpers and oblique 21 angles of the rails. 22 The Game 23 Number of Plyers: 2 or 4 24 Object: To be the first to sink all the balls of your color 25 in the opponent's pocket. 26 Each "side" has a spotted ball which serves as the cue ball until it 27 is sunk. The spotted ball must be sunk before the others, or it is 28 a foul. Shooting a ball into your own pocket is also a foul, and 29 results in the removal of one of your opponent's balls, and the 30 return of all illegally-sunk balls to the center point between the 31 bumpers. After a foul, play moves to the next player in the 32 sequence. 33 The point or tally area of the screen reports how many of each 34 side's balls are left on the table at any time. 35 Once the spotted ball has been legally sunk, any of the player's 36 balls may be used as the cue ball. To cycle through the balls that 37 you are eligible to shoot, move the mouse or joystick up or down 38 (or use the cursor arrow keys). 28 Snooker  2 Snoker can be played on any pocket pool table, but it is played 3 with 15 solid red balls (the "reds"), 6 balls of other solid 4 (the "coloreds"), and the white cue ball. 5 At the start of the game, the 15 red balls are racked with the lead 6 ball over the foot spot. The pink ball is placed in line with the 7 lead ball, touching it. The back ball is placed midway between 8 the center ball of the back row of the rack, and the foot rail. A 9 blue ball is placed on the center spot. Green, brown and yellow 10 balls are each placed along the headstring, with the brown ball on 11 the head spot, and the other two equidistant from it, not quite half 12 the way along to the side rails. 13 An imaginary semi-circle bounded by the head string and the 14 green and yellow balls is referred to as the "D". Play begins with 15 the first player placing the cue ball anywhere within the "D". The Game 17 Number of Players: 2 or 4 18 Object: Be first to sink all your balls in the goal pocket. 19 The initial stroke of each turn must strike the cue ball against a 20 red, so long as any reds remain on the table. The second stroke of 21 your turn must strike the cue ball against a colored ball first, the 22 third against a red, and so on. The ball which is next to be struck 23 is referred to as the "on" ball. 24 Reds are not returned to the table after pocketing, but any of the 25 colored balls thet are pocketed are respotted to their original 26 start-of-game positions. When another ball occupies this original 27 position, the ball will be re-spotted at the closest original poisition 28 of another colored ball. 29 Reds are worth one point each, credited when the ball is legally 30 pocketed. The colored balls must be pocketed in ascending 31 order of their point value for the points to be credited to the 32 player; pocketing a colored ball out of order is a foul. 33 Point Values of Balls in Snooker 34 Ball Color Points 35 Red 1 36 Yellow 2 37 Green 3 38 Brown 4 39 Blue 5 40 Pink 6 41 Black 7 29 1 Play continues as long as the player keeps pocketing red balls, 2 until there are no more red balls on the table. This puts the player 3 in the end game, when the colored balls must be pocketed in 4 ascending order, beginning withg the Yellow and ending with the 5 Black. In the end game, colored balls are not replaced on the 6 table. 7 After any foul shot, play passes to the next player in the 8 sequence, and the player who fouled looses any points that might 9 have been credited from the foul shot. If the cue ball failed to hit 10 the appropriate type of ball first, the opponent receives 7 points. 11 Fouls 12 Scratching (pocketing cue ball) 13 Missing all balls 14 Hitting first a ball which is not "on" 15 Stiking simultaneously two balls, other than two reds 16 Pocketing on the same shot two balls, other than two reds or the "on" ball and another ball 18 Pocketing the wrong ball 19 Snookered 20 A player is said to be snookered when a ball which must not be 21 played obstructs a straight line between the cue ball and the ball 22 that is next to be struck. The player must attempt the shot, but it 23 in dire straights of being penalized--so the phrase "snookered" 24 came to be used for any situation where you are punished if you 25 do, and punished if you don't. 30 Billiards 2 Billiards is played on a slightly larger table then a pool table, 3 without any pockets. At Fast Eddie's, the Billiards table is the one 4 nearest you on your right when you are in the pool hall. The 5 game is sometimes called Carom Billiards, to distinguish it from 6 English billiards (which is played on a table with six pockets, like 7 pool). Only three balls are used--solid white, a solid red, and a 8 spotted white ball. The white and spot white balls are used as the 9 cue balls, one by each player or pair of players. The red ball 10 must never be hit by a cue ball, only by knocking other balls 11 against it. 12 At start of play, the red ball is placed on the foot spot, and the 13 opponent's cue ball on the head spot. The first player may place 14 his cue ball anywhere in a semi-circular "D", similar to the cueing 15 area of the snooker table. Each player continues until no score is 16 mede on a shot, or a foul is committed, whereupon play passes 17 to the next player in the sequence. 18 The Game 19 Number of Players: 2 to 4 20 Object: To be the first to score ten points. 21 A point is scored when both object balls (the opponent's cue ball 22 and the red ball are struck by your cue ball during the execution 23 of the stroke. The cue ball may kiss from one object ball to 24 another--as long as both object balls are struck by the cue ball, a 25 point is tallied. In any shot except the break shot, the player's 26 cue may contact either of the object balls first. A player's turn 27 continues until a shot makes no score or, a foul is committed, 28 then play passes to the next player in the sequence. 29 A shot in which no score is made, but no foul committed, is called 30 a "safety". A safety shot in billiards is any shot in which the 31 cue ball touches one object ball and sends it to the rail. 32 Foul shots include those in which one or no object ball is 33 touched, or in which the touched balls do not go all the way to 34 the rail. Each foul reduces the player's score by one point. 31 Glossary Angle The relationship of the cue ball to the target (object) ball. Ball On A stright-in shot. In a combination shot, any ball which can be stroked into a called pocket. Bank A cushion or rail. Bank Shot A shot in which the object ball is driven into one or more cushions before it is pocketed. Behind the 8-ball In a game of 8-ball, to be in a position where every possible shot will lead to a penalty and loss of game; any hopeless situation (slang). Billiards Any game played on a billiards table. The name is thought to come from the French word for stick, billiarts. Break The opening shot of the game. Bumper Any of the 14 cylindrical obstructions on a bumper pool table. Called Ball The ball which must be pocketed next in the game. Called Pocket The pocket into which the player intends to drop the called ball--in Fast Eddie's, the called pocket is marked with an X and can be shifted with the mouse, joystick or cursor arrow keys. Carom A shot in which the cue ball strikes and rebounds from and object ball. Carom Billiards Another name for Billiards, to distinguish it from English billiards, which is played on a different typoe of table. Center Spot A point in the precise center of the pool table, where an object ball may be spotted. Count A score, a point. Cripple A ball that comes to rest close to a pocket opening; an easily pocketed ball. Cue Ball Pool and Billiards: The solid white ball which is struck with the cue. Bumper pool: Until the spotted ball is sunk, it is the cue ball. After it has been pocketed, any ball of the player's group may be selected as the cue ball. Cuing Striking the cue ball with the tip of the cue. Cuing at Fast Eddie's is controlled by the aim of the cue stick, and the position and size of the crosshairs when the mouse button is released. Cushion The rails that form the edge of the table. D An imaginary half-circle bounded by the head string and the positions of the Yellow and Green balls in snooker or a similarly sized and positioned half-circle on a billiards table, where the cue ball may be spotted for the break. Diamond One of the eighteen spots spaced regularly around the rails of the pool table. Draw Sometimes called reverse English, draw is a stroking technique which causes the cue ball to reverse its direction after striking the object ball (the cue "draws" the cue ball back toward it). Draw is produced by positioning the crosshair below the center of the cue ball. Draw Shot A shot in which draw is applied to the cue ball. English Any spin or twist applied to the cue ball or an object ball. English Billiards A game laid out like Billiards (or Carom Billiards), but played on a pocket billiards table. Follow A stroking technique which causes the cue ball to continue rolling in the same direction as the object ball (the cue ball "follows" the object ball). Follow is produced by positioning the crosshair above the center of the cue ball. Follow Shot A shot in which follow is applied to the cue ball. Foot Rail The short rail nearest the foot spot. Unless you have selected Reverse View, the foot rail is on the right. On a commercial pool table, this is the short rail opposite the one with the manufacturer's name on it. Foot Spot A spot (usually marked) on the table, equidistant from the center spot and the center diamond on the foot rail, used for spotting object [Page 11] Starlight on naked rock: a phalanx of meteors charges through space-fan mail from some dead planet, hurtling across the universe like blazing pinballs to falme out, rock by rock, in gravitational fields along the way. After eons of tumbling through darkness, the last meteors veer toward two stars and the golden planet looping around them in an endless figure-eight. Borg turns regally in its atmospheric envelope. High off the surface the air thins out, refraction stops, the light fades into a dome of ever-deepening cobalt, streaked with sudden fire as stellar debris arcs through. Turquise leaves twitched a mile below the surface in a deep, mist-bound rift. Seven pairs of golden eyes checked a clearing for danger before one of the group stepped into the open. The creature was slight, unclothed, with a large hairless head, a small round mouth and wide eyes that gave it an expression of solemn astonishment. Its skin had the same luminous golden sheen as its eyes. It carried a document in one hand. After a moment the six others emerged from the jungle, and the seven golden beings stood looking straight up through a gap in the mist at the narrow band of dark Borgian sky. [Page 12] One of them pointed. "The Creator!" The constellation they beheld was like a benign face, with one golden eye and one blue eye gazing down into the rift. Something like a drop of blood gleamed in its forehead-a red dwarf pulsing irregularly "Something is wrong," said one of the golden creatures. "A dark cloud hides the Creator's face - the evil mask of prophecy!". Indeed, the constellation seemed dim, and even the brightest stars were slightly obscured by the shadow, darker tha space, creeping over them. "When the Creator shall be masked," intoned one of the seven, and the others chanted, "then the world will die..." "When the mask shall fall away," chanted the first, and the others responded, "then the world will live again..." The first one said, "The darkness quickens - it is the time of renewal. When the blood star vanishes, the dark storm will scour the planet clean. All our people must be returned to [Page 12 - cont...] Borg. And then we must perform the ritual of the elements, to recreate the Creator so that the Lau may live." Another murmured, "All our training has bought us to this day." In reverence and awe, the seven gazed upward at the stricken constellation. Suddenly they heard rough voices drifting up the path, the creaking leather, rattling chains and thudding boots. "Breakers!" Terrified, the golden creatures fled into the jungle. Oaths broke out behind them, followed by blades flashing in the dim violet light. At the edge of the jungle, one of the golden creatures fell - two bone-handled knives in its back - and lay twitching as the Breakers, cursing and joking, surrounded it. Their leader had a face like a peeled carrot, scarred down one side. With a raspy chuckle, he yanked his knives out of the corpse and growled, "Like Mulcahy says - [Page 13] they're no good dead, but it's better than letting 'em get away!" He wiped the blades on his filthy leather pants amid gutteral laughter. Nobody saw the luminous golden mantle that rose from the turqouise jungle and wafted up out of the rift, billowing into the sky until the bright spots in its midst, like pale eyes, winked out one by one. Part 2 - Happy Hour [Page 17] Far above the planet, a shuiney fleck hangs in the blue-black band of shallow space. It flickers intermittently in fixed geo- graphical orbit over scars on the surface left by a large ore- mining operation. The industrial space colony's age is revealed by the obsolete spherical design, aith antiquated solar power panels, reflectors and shields spread over its translucent dome: picture a round brown-glass sculpture hanging in a dark void - a dirty yellw glow inside - its outer surfaces, points and spires dusted with fairy light from distant fireballs. A vagrant meteor smashes through one of the solar panels, blows a dish antenna to junk and bounces off the colony's hull. Then it wobbles on into eternity, leaving the hull plates ruptured and gaping behind. The lumonous golden mantle rolls from the planet and drifts toward the colony, surrounding it and seeming to stare in through the dome with shining eyes as the colony shud- ders in the meteor's wake. The lights inside dim and flicker for several moments. Hovering outside the dome, the vapor- [Page 17 cont...] ous eyes peer into the colony's heart. A universal intelli- gence feels along the maze of corridors, through the residence modules, the shops and bays, across the rotting hydroponic vegetable beds and rusting transport pods to the administration module, and out again, sensing every- thing. Except for a skeleton mining crew, a handful of drift- ers and a large force of security mutants, the colony seems abandoned. [Page 18] The mind feels its way to a barroom on one of the utility levels. Under garish coloured lights, enitities of every descrip- tion are killing time, drinking, fighting, planning trouble. Ouch! The sordid violence in these entities' brainwaves is painful to the probing awareness. It recoils, and the dusty glow outside the colony hull seems to intensify briefly. Then, tentatively, the intelligence touches some of the more acces- sible minds in the barroom... "Haw haw! The look on that thing's face when eight thou- sand volts whipped into it's face! Haw!" The Cirdonian smacked the bartop, spilling drinks and shaking the floor. Since he was a Cirdonian, nobody complained. Buying a new drink was easier than buying a new head. "Sounds pretty funny," said a huge boxlike entity next to the Cirdonian. He sounded dubious, or maybe just depressed. "Haw haw! Face turned to jelly, lookin' surprised as livin' Karg - haw haw haw!" The Cirdonian, gasping with mirth, clacked his beak and glared up and down the bar. Everyone laughed along obediently. Panface nodded to Betty the Bartender and gave up his place to another Breaker. Even the Cirdonian pulled back slightly as he left. Panface was known for his sweet, melan- choly disposition, but he had also been known to drink too much of Betty's lava and convulsively tear three-inch meta- plast plates into confetti while in the throes of some unknown grief. The big solemn guy rolled across the clamorous room, tilting his occipital bulge this way and that while his dark, sad eyes searched for a familiar face among the walking flotsam of the galaxy. A diabolically lousy musician began belaboring an electric lute. Somebody threw a cup of lava toward the stage, and it splattered all over the wall. [Page 19] "Panface!" The massive frame trundled around, and some- thing like a smile lit his aptly-named visage. "Bobo," he grunted, extending a cloven ham. A tall blond [Page 19 cont...] Terran woman shook it heartily and slapped Panface on his shoulder. She glanced around furtively and, looking like a Chan-Lockheed MX99C hauling the oldest subzone barge in the system to a scrap orbit, tugged him into a corner. She brushed a mess of hair out of her eyes, but it fell back immediately. "I found something out just now," she intimated out of the side of her mouth. "See that geek about to fall on his face over by the supply locker hatch? Been pourin' Betty's lava down his pipe to loosen him up. Know what he said?" Panface shook his head, intent on her long face, watching the expressions flit across like starlight on a moonscape "He said - get this, he said -" holding the hair out of her face so as to pin him with both ice-blue eyes, "and this is no goof, he looked me right in the face and said real clear, but don't worry, nobody else was listening, he - " "What did he say?" rumbled Panface. Bobo whispered, "Casey Jones." "What about Jones?" "He's here!" Panface looked quickly around the bar, scrutinizing the motley crowd of losers and thieves from every dim hole in the Slug Nebula. "Where?" "Not in the bar," hissed Bobo. "But here on Nimbus Colony. He's working out of the shuttle bay, dealing with Mulcahy and his Breakers on Borg. Mulcahy sells him slaves and hijacked goods, and Jones runs 'em out from here. He's even using UMC shuttles. The geek heard it from a buddty on the Essex when it stopped here, and it goes along with what that guy Delbert Riggs said." "Hmm," Her immense comopanion thought it over. "I'd like [Page 20] to meet Jones, just to see what kind of guy could do the things they say he's done." "Meet him? You want to do more than that. Panface, listen- Jones is our ticket. He can get us to Borg! Then we can find the subterranean violet sea with all the jewels - we can buy our own planet and retire!" She watched the broad face, saw something like a supernova behind the occipital bulge. The small eyes blazed for a moment. "I get it." he said slowly. "All we have to do is get to the shuttle bay and pass a little gold to Casey Jones. Only one problem, Bobo - we're broke." "Not for long." Bobo slid an object to Panface. "Hide this. It's an extra VBX I got off that drunk ensign from the Essex. All we have to do is sell it off, then we can go to Borg." "But who can we sell it to? All these derelicts in here are [Page 20 cont...] broke." "Don't worry," laughed the blond adventurer. "Some sucker will come our way with a few coins. But we have to work fast - word is out that Mulcahy and Jones are trying to knock each other off for control of Borg and the booty." Paleface nodded dubiously and the two adventurers, scheming over their future, drank lava and watched the mystic sage named Beekanavskemich do tricks with green rubber balls. Part Three Counting Stars [Page 23] The great eyes blink outside the hull. The intelligence probes back into the corridors. Sudden viciousness makes it recoil briefly. What's this? A gang of uniformed mutants, hanging around their armored mobile in a utility corridor station. Apparantly the Breakers are being strictly controlled. Other Gaks are patrolling the corridors, looking for trouble. The curious mind slides along corridors, around corners, through hatches, into dark places. The colony, an industrial support operation for mines down on the golden planet, seems nearly deserted. A few hundred workers are perform- ing maintenance tasks, but the colony appears to be disintegrating. Probing the administration module, the intelligence watches a tall young Terran stroll along a corridor, read a doorplate and jauntily enter an office. A far-world reception- ist of indeterminate gender interrupts filing its nasal flanges to buzz another office, then directs the young Terran through a door. An older, slightly-built Terran with shifty eyes stands to greet the youth with a nod and the ritual handclasp. Then the two sit down on opposite sides of a desk and begin talking. The glowing spots outside the hull seem to blink; the intel- ligence focuses on the office. Ubiquitous Terrans, infesting the galaxy! Such messy little minds on the surface, but capa- ble of such devious complexity. Reading one from the out- side is like crossing a room full of Breakers in the dark, but the intelligence grimly reaches out, touches one of the minds and then the other... [Page 24] Nate Grey had a funny feeling the moment he saw the guy. "Welcome to Nimbus Colony," he said cordially. "Thank you," said the guy. He didn't seem like a bad guy, really. Nate Grey could have liked him in another situation, on a free planet maybe, or a mission to the swamps of some [Page 24 cont...] nacreous moon where they'd be on the same team perhaps, a colonization or something. Grey tensed his eyes. "Don't mention it." What was the guy's game? What was he after? Look at those duds - gold fake noogahide, thumbs hooked in his asteroid belt, smiling. What's he up to? "Nice office." They both looked around the office. It was a lousy office, the kind they give you when they don't care whether you quit or not. But not as bad as the kind they give you when they want you to quit. The UMC logo was everywhere. Except for that, Grey didn't mind it. "Thanks," he said. "Miss your?" "Oh, I don't have an office," said the guy, flexing his aster- oid belt. "I'm a little too mobile for that." "Out there counting stars," nodded Grey. Counting stars. That's what they called it when you were young and on the move, out there in deep space, arcing through atmospheres too strange to breathe, maybe landing on some paradise where everything was operfect for life but no life existed, or landing in parasitic slop and barely escaping, rousting from colony to colony, adventure to adventure. And during the voyages you'd sit in the observation bay for years, counting satrs. Grey used to do it himself, back in his salad days. "You got it, Grey," the guy answered. "Out there counting stars." See any new ones you could name after yourself?" The guy smiled, an honest smile. "Riggs? What kind of name is that for a star?" [Page 25] "Heard worse." What was he up to? A muckraking colum- nist from a publication like Spiral Arm Today doesn't just show up on a wreck like the Nimbus Colony for fun. He had to be after a story. Riggs tingled with a newsman's hunch. He knew he was onto something. Nimbus was an absolute disater - para- lyzed, almost. There were more security mutants on board than miners. The ore had stopped coming up from the planet quite a while ago, but the United Mining Corporation was still reporting major yields. He knew that from the SpaceWave intercepts that Druella scanned for him. Grey had to be lying to everybody, including the press. The mines would be close to shut down, Riggs calculated. All thart expensive machinery would be just sitting down there on the golden sand, rusting, slowly turning turquoise in the thick Borgian atmosphere. Soon the scavengers would be orbiting like sharks: vast junker ships with green three- armed giants at the controls - Kargons, junkers to the [Page 25 cont...] galaxy. The salvage yars of Karg were famous throughout the Slug Nebula. There was hardly a working ship that didn't have at least one part obtained from the Kargons. They had every kind of ship ever built anywhere, piles of them, a parts farm. Riggs had been there, but not just to see that. Karg was also the site of the Gak Academy. Riggs shifted uncom- fortably in his seat. "I guess Riggs is as good a name for a star as Kangor." kangor was Karg's main star. "By the way, who did that painting?" Grey glanced at the painting. It was a lousy painting. Osten- sibly a landscape of Borg - but the artist had obviously never seen Borg, only read about it. The planet in this painting was covered with silica, decom- posed from sandstone. The actual Borgian surface was pyrite and mica, flecks of the stuff in a layer several miles deep. [Page 26] Miners had to put metaplast tubes through it just to reach the ore-bearing strata which accounted for most of the expense of UMC's Borgian operation. Walking on that sur- face was like walking through dry soup, Grey remembered. The artist depicted deep, rocky canyons, barren except for a few thick vines. In fact, the canyons were volcanic rifts, miles deep, choked with jungle and debris. The debris showed dis- tinct strata, indicating sudden die-backs approximately 3,000 years apart. All the strata that had been studied, Grey knew, showed a marked decrease in higher plant forms after each die-back. Spectrochromatographic test results hinted at periodic cataclysms of unknown origin. The artist must have read about the carnivorous vines. Sure, there were still vines in places, and Grey had scars to prove it. But they were dying out. Unfortunately for them, they tended to grow down cliffs and ravines, dangling in places where carnous life was scarce. Sometimes a poor Lau would wander by; then there would be flowers in that spot and the other Lau would avoid it. Those were the flowers, reflected Grey, that they used to manufacture their scared narcotic. They called it Magic. Grey had experienced it, once... The intelligence cringes; its luminosity writhes away from the colony hull. The elder Terran is thinking thoughts he has no right to think, recalling memories that are forbidden all but the Lau. But in the wide universe, indignation and anger are inconsequential. The great eyes widen. The mind again peers into the small office. "I think a machine did that painting, to tell the truth," said [Page 26 cont...] Nathan Grey. [Page 27] The other guy laughed, rubbing a ring on his left hand. Grey noticed the inlaid insignia, which could have held a printed circuit, or maybe a chip. What device did it operate? Abruptly he asked, "When are you leaving us?" The guy stopped laugghing and shrugged. "I haven't made any plans," he said, meeting Grey's eyes. "I take it you've been reading my columns?" "No, I haven't had time," said Grey blandly. "Have you writ- ten about Nimbus Colony already? I thought you roving cor- respondents filed on SpaceWave twice a day. I haven't noticed any transmissions to Spiral Arm Today on our log." "I've been slipping them in," said the guy a bit too quickly. "Those little columns only take a half-second burst." But Grey was suspicious now. He glanced at the ring. A shielded transmitter? "Anyway," the guy continued, "Mr. Gibbons wants me to stay, see what UMC might be up to out here. As a matter of fact, I might want to get down to Borg. Would you mind arranging that?" Grey almost snorted. "Impossible, of course. As you are aware, Borg is a class IV planet." "Why?" "I'd have to be a Federation agent to know that," said Grey with a soft laugh that sounded like a loose rock sliding downhill. "Or a smuggler," said the guy, and Grey's mind registered a thought that sent the eavesdropping entity reeling... The gaseous eyes drift outside the hull. The intelligence watches the young Terran stroll jauntily out of the office, but doesn't follow. The Nate Grey Terran interests it more. The cloud hovers outside the colony dome as the aware- ness watches Grey punch a button on his desk. Part Four Be Here Now [Page 31] "Grgla! Hey - stop filing your face and get in here!" Nate Grey had to avoid looking at his receptionist when it appeared in the doorway. Why couldn't he have had a Terran female for a secretary? Unfortunately, the UMC was an Equal Entity Employer... "Have you been saving those SpaceWave tabloids? I want to see the current issues of Spiral Arm Today." [Page 31 cont...] "Certainly, Mr. Grey," honked Grgla, flouncing out. The floor shook. In a few moments Grey had a stack of cheesy publications on his desk. He flipped through the top one, started reading and groaned. The latest edition of the beam- published newspaper carried stories in many languages. One of several in Terran was a popular column called Be Here Now, by award-winning reporter-at-large J. Delbert Riggs. [Page 33] "Damn!" howled Nathan Grey. "That wulla-brain! Why now? Why him? Damn!" Angrily, he grabbed the next issue on the pile and continued reading. [Page 35] "That dirty...Grgla!" The hideous receptionist slithered into the office with the flange-file in one limp claw. Grey shouted at it on his way out. "I'm away from my desk, in a meeting and with a client until further notice, got it?" "Sure thing, sir," said Grgla, already making plans. Part Five All About Borg [Page 39] The vast intelligence probes the receptionist's mind, but Grgla has a powerful mental scrambler in place. Turning into a maze of corriddors and p[od chutes to locate Nathan Grey, the intelligence comes across Riggs in his residential module. Riggs is talking with someone called Druella. The intelligence is mystified - it can't locate another function- ing mind in the module. Nonetheless, it tunes in: "Druella," said Riggs, "I'd like to go over that material on Borg again." "Okay, Delbert," responded a perky voice. "Coming right up." There was a melodious beep. Touching the young Terran's mind, the intelligence read along with him a book called All About Borg, by famed explorer Captain Brumus Dart Ph.D. The table of contents listed the chapter headings typical of a scholarly work. Riggs turned to the one titled, Garbo: Alter-Ord or Legend? He began to read: [Page 40] GARBO Alter-Orb or Legend According to Lau belief, Borg has a shadowy, insubstan- [Page 40 cont...] ial twin that orbits on the same path (see Appendix Q: Source Mythology, Borg and Garbo). Our instruments have not been able to detect such an entity, but the Lau believe in it absolutely. They call this alter-orb Garbo, and have invested it with a persona which is manifested collectively by a body of seven Lau shaman. (Note: I was never able to meet a "Garbo" shaman, and wonder whetehr they, too, may not be a figment of the Lau mythology.) Moreover, they believe that the mysterious alter-orb is the wellsping of Lau energy, abnd the source of all life on Borg. They say that a kind of balanced polarity exists between the unique forces emanated by each of Borg's two suns, the blue and the gold. These forces are held in dynamic stasis by energy from the Garbo alter-orb. (Note: This is my interp[retation of the various indistinct, incom- plete, and often incomprehensible versions of the Garbo myth obtained from individual Lau. It should be treated as hearsay.) Perhaps the most familiar facet of the Garbo myth is its apocalyptic emphasis. Like so many other deities, this Garbo creates through destruction. The Lau believe that once every several thousand years, the orbital paths of the two ALL ABOUT BORG 48 [Page 41] heavenly bodies intersect. Although the resulting collision is not physical in nature, due to the insubstantial properties of the alter-orb, it nonetheless precipitates utter chaos and destroys all life on Borg, except for the Lau themselves and certain portions of their habitat deep in the Borgian rifts (see Chapter 4). Survival is not guaranteed, however. In order for them to live through the catastrophic energy storm, the Lau believe that certain preparations must be made well in advance. These involve assembling a number of sacred objects - the so called elements - which are employed in a ritual recre- ation of the universe in its proper image. The ritual is said to be performed in a sacred cavern deep in the rifts. I have never seen the cavern or its alleged contents. But I have observed apparent transmogrifications of Lau individ- uals from corporeal form into water, fire and other states. (Note: As I was the sole non-Lau witness, and given that my profound astonishment precluded a precise recording of my observations, this may be taken as a subjective field report of empirically observed phenomena, although I humbly assert, something more than mere anecdote.) These transformations were apparently made possible by draw- [Page 41 cont...] ing energy from certain stones. Could these have been the elements alluded to previously? At the time of my visit with the Lau, they believed that the grand event, the collision of Borg and the alter-orb, Garbo, was imminent. As one of the more garrulous elders GARBO 49 [Page 42] informed me, "The Creator wears a mask" when the cataclysm is nigh. The old Lau was an habitual user of Magic, the psychotropic narcotic unique to Borg (see Appendix B), and may not have been entirely reliable in an objective sense. "The Creator wears a mask" apparantly refers to the chief constellation of the Borgian firmament, called the Creator (or, sometimes, Garbo). The image imposed on the stars of the Creator is that of an ancient sage, his white hair and beard blowing in the solar wind, with arms outstretched in offering. In his left hand is a golden star, in his right a blue star, and his forehead is marked by a red dwarf, equidistant from the two, which pulses blood-red, especially in the low sky where the constellation resides for most of the year. It seems that during the latter part of 4999, the Creator's face had begun to be occluded by a sort of celestial shadow. Indeed, the constellation looked rather dim to me, and the forehead stone seemed to shine bloodier each morning, but I was unable to distinguish any kind of shadow. Of course, I wasn't given to the use of Magic, either. My garrulous friend also informed me that his people were worried because the various disruptions and pressures brought on by the gold rush had made it difficult for them to maintain control over the elements. Some of them con- fessed to deep fear that the elements would not be assem- bled in time to avert the end of the Lau race and of the planet Borg. ALL ABOUT BORG 50 [Page 43] When the Fedeartion mandate of 4999 forced me to leave Borg, the Lau were in a state of deep trepidation, almost of shock. GARBO 51 [Page 44] Riggs said, "Thank you, Druella." Then the young Terran sat thoughtfully for a while listening to the broken hum of [Page 44 cont...] worn-out machinery in the colony's guts and pondering what he had read. Abruptly, he said, "Druella, would you open that panel for me?" "Certainly, Delbert," the perky voice replied. Then Riggs stood and put on a heavy plastacot shirt, slipped his pass- card into the pocket, and left the little room in D Module. PART SIX The Fugitive [Page 47] Another meteor whacks the hull; a hollow boom shudders through the overgrown hydroponic beds, the domed administration module, the empty residential modules, and slowly fades. In its wake, structural stresses clang and groan in the pipes dripping rusted water and machine fluids. One maintenance bay attracts the roving intelligence with signs of activity. The mind peers in at a lone, greasy Terran in overalls, working on a broken-down pump. He looks miserable. One of his fingers is bleeding, and there's blood on the rungs leading up to the hydroponic carrot beds on the agrricultural level. The Terran stares at a gear assembly, trying to remember how he got it out of the pump. He keeps trying to tap it into a place that's not quite its size. A pale insect scuttles along a puddle of dirty oil and disappears under a locker. Puzzled, the mind probes deeper into the colony. Where are the ones it seeks? Abruptly, it finds them - in the shuttle bay. A bug-eyed shuttle had just come in from Borg. Amid guffaws and wisecracks from lounging Gaks, six golden beings clambered down the ladder. One of them carried a document. A Terran wearing a sliouch hat and a gray mask stood with his hands on his hips and regarded the group with amusement. [Page 48] "I understand you carry some sort of ultimatum, eh? Destruction! Oh, my goodness. And you want to tell the Federation that your people are being abused by this Mulcahy and his Breakers? What - tortured, killed, kidnapped, sold into slavery?" He shook his head. "That's tough. I feel for you." Motioning to a pair of smirking Gaks, he said, "Tell you what. Follow these gents topside, and you can present your grievances to the head megalope, Mr. Nathan Grey." The Gaks led the Lau to a wide lift. They rode one level up [Page 48 cont...] to a transfer bay, then filed through a hatch into a corridor. The intelligence began to worry. They were headed straight for the Gak station. Without warning the Gaks in the station turned on the Lau, beating them and then tying them up and loading them on the Gakmobile. But one of the six excaped and fled down the corridor. Two steps ahead of the Gaks, the golden being ran into the Breaker bar. A single mutant followed and beat the little creature savagely, then strolled out contentedly, leaving the Lau unconscious on the blood-stained dance floor. All the time, the Breakers looked on respectfully. They knew better than to get in a Gak's way. Hurt and reeling, the all-seeing mind pulls back. The great eyes blink outside the colony hull as the luminous, bubble- like cloud begins to dissipate. Nearby, the golden planet, a solar system unto itself, majestically orbits its two suns in seeming tranquility. But the shining eyes, knowing where to look, spot the sinister shadow dogging Borg. The golden planet's curse! It seems closer than before, and has almost totally occluded the benign constellation known as Garbo - the Creator. The malevolent shadow has come on again to engulf and ravage the golden planet. Only a holy Lau, one of the seven Garbo shaman, can perform the ritual ceremony that will Borg. Within hours, it will be too late! [Page 51] The universe in an Electronic Novel is constantly changing. Sometimes things happen too fast for the human mind. You may need some time to consider and some space to take notes, make maps, and otherwise plan your strategy. You may use these pages for that purpose. ============================================================ COMMANDS Again - repeats last command. Bookmark - Saves game. restore with Resume Novel. Close (object) - Tries to close object you specify. Drop (object) - Frees object you're tired of carrying. Examine or Ex (object) - Checks characteristics of an object - works like Look. Follow or FOL (person) - Allows you to follow a character. Be careful some characters don't like being followed. Get (object) - Tries to pick up object you specify. Produces same effect as Take. Give (object) To (person) - Giving objects to characters can be risky, innocuous, or crucial. You can also use the form Give (person) (object). Health - Checks your physical condition. Hit (object or person) With (object) - This, and commands like it exercise your aggressive tendencies. Inventory or Inv - Tells what you're carrying. Look (direction) - describes what lies in the particular direction. Look at (object) - Describes an object. Works like Examine. North and others - Allows you to move in the direction you specify. You can also abbreviate directions (N, S, E, W, etc). Open (on`bject) - Tries to open the object you specify. Pause Novel - Halts the changing world of the novel for as long as you wish. Play - Lets you indulge yourself with songs and musical instruments Printer On - Creates a printed record of your progress. Printer Off - stops printer. Progress or Pr - Reports on achievements of importance in your electronic mission. Put (object) In (object) - Tries to merge objects. The results may be important or pointless. Quit Novel - Ends session without saving position. Read (object) - Obtains written information, such as priceless clues from the object you specify. Restart Novel - Begions Breakers again from the start. Resume Novel - Restarts saved game. Show (object) to (person) - shows object to character. Sing - Ventilates your vocal chords. Take or T (object) - Allows you to collect objects. Throw (object) (direction) - Lets you toss precious things accurately at a crucial moment. Time Faster - Speeds up the changing world of the Electronic NovelTM. Does not change the speed at which your commands are reacted to. It increases the rate at which characters and elements of the novel's physical world enter the scene. Typing the command repeatedly will speed up the universe a little each time. Time Slower - opposite of Time Faster. Typing repeatedly will slow down the universe by degrees. BREAKERS will respond to other commands; feel free to experiment. Some interesting examples might be: get and examine the red ball get the wire knife and the lava and drink it look at everyone except the cirdonian offer the medallion to nate grey spray the bolt with the spray can look at myself give 15 pieces of gold to casey When using numbers in commands or dialogue, use the numeral form; don't spell the numbers out. DIALOGUE Electronic Novels allow you to talk to characters, real and imagined. You can ask them questions, order them to do your bidding, or tell them to do things with objects or to other characters. They will respond in their own unique ways. The FORM you use for this kind of dialogue is important. Here are two examples: betty, "who's mulcahy?" druella, "thanks for the information" Notice that it is not necessary to capitalize or to use periods at the end of sentences. When you are finished typing a line always be sure to press RETURN. To relieve you of some typing, dialogue also has a shorter form. You may omit the comma following the name of the character you are addressing. The second quotation mark may also be omitted. For example: Instead ofg bobo, "give me the vbx" you may type bobo"give me the vbx Tima and Space Many of the characters in BREAKERS move around of their own volition. When you talk to a character in your area, he will answer in his own special way. If he happens to move to the next room, he won't brush you off; he will still answer. However, if the character moves far away from your position, he'll no longer be able to hear you. Examples: (betty in your area) betty"who are the gaks? "Not so loud - you're talking about the toughest cops in the galaxy,"  Betty cautions. (betty in next room) betty"who are you? "Don't try to get personal with me," the bartender snaps. (betty far away) betty"let me take you away from all this Your words can't reach that far. Engaging characters in conversation allows you to enter the world of BREAKERS completely. But remember, when you talk to an Electronic Novel, anything can happen. PERIOD By typing several periods (...) and pressing RETURN, you can watch the universe unfold over several time intervals. This is an advanced strategic tactic you may find useful. BE HERE NOW By J. Delbert Riggs No Silver Lining on Nimbus (Part One) DATELINE: UMC NIMBUS COLONY SLUG NEBULA As you read these words, a bizarre drama is being played out in this forsaken corner of nowhere on a sleazy industrial satellite and the mysterious desert planet it orbits. The cast of characters includes intergalactic dropouts, smugglers, murderers, at least one Federation agent, and an ancient civilisation of mystical beings called Lau. Just to make the plot a little thicker, the star player - a powerful Lau shaman known by the name Garbo - may not even exist The scenario is convoluted, to say the least. And there's only one reporter who has managed to gain an overview of the whole sordid mess: Yours truly, J. Delbert Riggs. I'm here now. Still reading? Good. Here's what I have so far: A band of space pirates - "Breakers" in Slug Nebula Standard Received (SNSR) has established a headquarters in deep volcanic rifts on this Class IV desert orb called Borg. For dome time now, according to Federation sources, the Breakers on Borg have been using Nimbus Colony as a base for galaxy-wide smuggling operations. This orbiting junkpile is allegedly owned and operated by the omni- present United Mining Corporation (UMC), which ostensibly uses it as an operational base for mineral recovery on Borg. (The astute reader will recall that UMC recently acquired exclusive mineral rights to Borg following a protracted legal power-play directed by UMC executive Nathan Grey. See my column, Where the Heck is Borg? in SAT#449681-B) I say ostensibly, because quite frankly it is rather hard to believe anybody owns this colony - or "klink" in SNSR - and harder to imagine it's actually being operated at all. Token work crews do shuttle down and back regularly, but no ore has been shipped out for months. According to the company's own geological projections, the latvium deposit they were working should have been exhausted by now. So why does Nimbus Colony remain in fixed orbit? More to the point, why is the klink deserted except for a skeleton workforce, an oversize department of fierce mutant security cops - kniown as "Gaks" in SNSR - and of dropouts, driofters, adventurers and other deep-space detritus - "Breakers" in SNSR - confined in a wrecked bar on a utility level of a deserted residential module? Why indeed. Having been assigned to quarters in that very module - and, yes, it is quite deserted - I unavoidably made contact with these Breakers in my first few hours here. they are most certainly a motley and dangerous bunch. But I can assure you that the Breakers are far better company than their adversaries, the Gaks. At klast, I can aoppreciate the recent rash of "Gak jokes" (How many Gaks does it take to catch a red ball, etc.) - although I now know I wasn't missing much. They are stupid, sadistic scumbags, and I've said as much to their visors. You can't even see their faces - which is probably just as well. (Tomorrow: Breakers - the Entities your Mother Warned You About) BE HERE NOW By J. Delbert Riggs In the last column, I sketched the particulars of a bizarre drama now playing on the UMC colony, Nimbus. I'm here now. There is a species of spacefarer known as a Breaker. That's a loose synonym for adventurer, shuttlebum, pirate, outlaw, loser and any other kind of misfit one might care to avoid to mentioning - or associating with. For reasons unknown, virtually all the Breakers in the Slug Nebula are now on Borg. Most of them have been trapped on Nimbus Colony, but a fair number seem to be making it down to the planet, where they join up with a band of smugglers headquartered in Borg's deep volcanic rifts. The Breakers on Borg are led by a former federation agent, professional ballet dancer and convicted muderer called Vulkos Mulcahy. Little is known about Mulcahy except that he's fast, samrt and treacherous. His sidekick is a wicked punk who currently goes by the name Don. Mulcahy's mistress is Minnie Makarova, the one time pride of Sector X's Paris Colony and Mulcahy's ballet instructor until she fell under his spell. Minnie dropped out of sight after helping him extort virtually every cent in the Paris Colony Ballet's operating fund. (See my column, Minnie Makarova, Bad Girl or Pawn? in SAT #4449677-B) This unsavoury trio, and a bunch of their closer friends, are now working out of the Borgian Rifts. They repiortedly deal in some especially unsavoury contraband: slaves and narcotics. It seems that some of the Lau - a particularly gentle folk said to possess unique telekinetic powers - have been turning up in chains on other worlds. Pets of the rich? I'm told by my close personal friend Druella Cromstock, the glamorous shuttle-set ingenue, that having your own Lau is the height of current toop-drawer chic. Immoral? Certainly. Illegal? Of course. In fact, it stinks - but that's the rich for you (close personal friends excepted, Druella, and I mean that). Mulcahy's contact on Nimbus Colony is a veteran bootlegger whose name is known to schoolkids in every system from here to Andromeda: the leghendary, nearly mythical Casey Jones himself, another former Federation agent turned smuggler, killer and thief. But before we start inquiring into the basic nature of Federation agents, lets get to the crux of the matter. Jones and Mulcahy are duking it out. It seems that the two master criminals - one controlling the source of contraband, the opther it's distribution - are now going for each others throats in an all out war over the proceeds of their nefarious trade......... .......Enter the mysterious Federation agent. Nobody, not even inside sources who have never before let me down - at any price - will reveal who this agent is, but all concur that he, or she, is the best they have. The agent is allegedly on Nimbus Colony even as I write this. In fact, it's quite likely that I spoke with the agent in the Breaker bar, but I would have no way of knowing. Keep in mind that Mulcahy and Jones were both Federation agents at one time. Incredibly, Nathan Grey was also a Fed before his early retirement to join UMC. Confused yet? At any rate, the deal seems to be about to go down here on Nimbus Colony or, more probably, on Borg itself. And yours truly, intrepid correspondent that I am, has every intention of witnessing it. Meanwhile, mysterious ore freighters continue to stop here regularly. They take on cargo - but it isn't ore. So far nobody here cares to recall (for a reporter's benefit, anyway) what the last one looked like or who was aboard. Grey has agreed to give SAT an interview at some point, but never seems to be in his Administration Module office, or anywhere else, when this reporter shows up to talk. That's okay for now. I have other leads to pursue. Sources in the Breaker bar have told me that Casey Jones works out of a concealed room near to the shuttle bay on the lower level of this colony. As soon as I make a final attempt to see Grey, I'm going down to find Jones and interview him on the situation. I trust he'll keep his famous Colt .45 holstered out of respect for the press. That's it. I'm on my way. (Tomorrow: Casey Jones - the Rat Behind the Legend) A Phoenix doc from Sewer Soft DRILLER PASSWORDS Page Line Word 5 1 2 Child 5 2 5 Recess 5 3 3 Sensor 5 5 3 Bright 5 6 13 Crouched 5 7 5 Swivel 6 2 6 Recorded 6 3 10 Smaller 6 5 3 Younger 6 7 13 Journey 6 8 7 Century 6 9 10 Travellers 6 12 8 Utilising 7 2 9 Suffered 7 6 6 Respect 7 7 5 Wisdom 7 10 5 Traditions 7 10 12 Enforced 7 12 10 There 8 2 3 Crystals 8 4 7 Human 8 5 6 Assess 8 6 3 Crystals 8 8 7 Enough 8 9 3 Discovery 8 13 1 Thousands 9 4 6 Although 9 5 3 Dismissed 9 6 7 Justice 9 7 4 Exiled 9 8 13 Was  9 11 5 Ensure 10 1 4 Orbiting 10 2 8 Whole 10 3 3 Extended 10 5 6 Choice 10 7 5 Common 10 7 13 Energy 10 12 3 Strongest 12 4 4 Listening 12 6 8 Scratch 13 1 2 Mumbled 13 3 12 Number 13 8 4 Removed 13 9 3 Tomorrow 14 2 6 Glass 14 8 2 Watched 15 1 3 Barely 15 1 7 Had 15 3 8 Taking 15 5 4 Puzzled 15 8 8 Crates 15 10 4 Someone 15 14 6 Explosives 17 1 4 Human 17 2 7 Change 17 3 7 Stepping 17 4 1 Improve 17 8 5 Respect 17 9 2 Punishment 19 3 4 Bridge 19 8 1 Asking 19 11 7 Check 20 3 6 Punctures 20 8 4 Agreement 21 2 1 Grates 21 5 11 Supplies 21 9 1 Either 21 9 9 Passage 22 2 2 Appeared 22 5 1 Released 23 4 2 Watched 23 6 2 Dropped 23 10 4 Particular 24 1 11 Heavily 24 3 3 Underneath 28 1 4 Pocket 28 2 2 Pressing 28 4 3 Almost 28 5 2 Front 31 1 5 Includes 31 2 3 Platforms 31 2 9 Believed 32 1 2 Transport 32 2 3 Shield 32 2 6 Motion 32 3 2 Time 32 4 2 Laser 32 7 1 Lightest 32 11 3 Shooting 32 11 3 Shooting DRILLER - INSTRUCTIONS You will need a formatted disk if you wish to save your game position. Driller is set on an alien moon that orbits another world in the region of our galaxy that 20th century mankind has yet to explore. Due to the size and the three dimensional nature of the playing area we have included in this package a colour representation of the moon, Mitral. This may be kept flat to aid maping and orientation in two dimensions or alternatively can be built into a three dimensional model of the platforms surrounding Mitral. (i) Unfolded Map (ii) Completed Structure The resulting polyhedral model is a representation of the 18 mining platforms that were constructed over the moons caterous landscape. You may plot your course over the model and detail it with any notes or diagrams that might help your progress, including buildings, crystals, walls, doors etc. The first platform, the one on which you start, has already been mapped for your orientation. Your start position is shown by the "S". You begin facing in a south-easterly direction. YOUR MISSION Evath has two moons, Mitral and Tricuspid. Mitral has been heavily mined by an outlawed people, the Ketars, who have now fled the moon. A vast amount of gas has built up underneath Mitral's surface, and should Mitral explode, thousands of Evathians will be wiped out as Evath is thrown out of orbit. The resulting freeze will wipe out your planet's entire population. Scientists have calculated a meteo is due to strike Mitral in a matter of hours and this alone will cause this disaster. Youroverall mission is to make safe each of the 18 sectors of Mitral by positioning a drilling rig over the gas pockets in each sector before the meteor strikes. In order to achieve this you will need to:- (i) Gain access to and enter each of the 18 sectors (ii) Determine the gas centre and place the drilling rig on each sector to release at least 50% of the gas below. (Use geological clues, intuition or trial and error for this). (iii) Locate and absorb sufficient Rubicon crystals for your continuing survival. (iv) Avoid and/or destroy the laser beacons and skanners. As a sub mission: Amass as high a success rating as possible. You have just landed on one of Mitral's artificial surfaces. You are within your excavation probe. The whole world depends on you ... you have been chosen ... it's up to you ... CONTROLS AND ICON INFORMATION Icon Controls If a control has two functions, the first is activated by pressing the left mouse button, and the second by the right mouse button. Single function controls work with either mouse button. Move Forward or O Look Up P Increase S U Turn U Move Back or K Look Down L Step Size Drill D Turn Left or Q Tilt Left N Decrease X (Teleport Rig Turn Right or W Tilt Right M Rise R From Evath and Fire 0 X4 to Abort Information drill) Increase Angle A Mission F6 Screen I Cancel Drill C Decrease Angle Z Return to Toggle (Teleport Rig Desktop F10 Coordinates back to Evath) On or Off SPACE Control Console - Further Details 1. VIEWING WINDOW: A dense and durable Transpex screen providing you with a survey of the immediate surroundings. 2. SUCCESS RATING: Indicates your degree of success so far. 3. AREA INDICATOR: Provides you with the name of the sector in which you are currently situated. 4. MESSAGE DISPLAY: Miscellaneous information from your console computer. Defaults to a message indicating the stability of the current sector. 5. SHIELD AND ENERGY INDICATORS: A bar graph whose length is proportional to the total shield and energy remaining. The shield indicator shows the effectiveness of your vehicles armour and Energy indicator shows the amount of energy stored in on-board Rubicon Crystals. Energy is required for various operations, if this ever reaches zero, your craft will be disabled and you will be stranded. 6. ANGLE TURN: Shows the amount of rotational movement (5-90 degrees) 7. STEP SIZE: Shows the amount of each movement in the direction you are facing (1-250 standard distance units (SDU's)). 8. LOAD GAME FROM DISK: Load a previously saved game position from your disk. 9. SAVE GAME TO DISK: Save a current game position to a previously formatted disk for later use. 10. COMPASS: Shows the direction you are facing. 11. ATTITUDE INDICATOR: Shows whether looking up or down. 12. VEHICLE TYPE AND EXTENSION INDICATOR: A visual image corresponding to your current mode of transport. If this is the probe, the image will also depict any extension of the central body above the outer tracks. 13. ACTIVITY INDICATOR: Changes according to the amount of activity. 14. COUNTDOWN: Before the meteor strikes Mitral. If the countdown reaches zero, and even one sector remains unsafe .... 15. X, Y, CO-ORDINATES: Pinpoint your exact position in each area. Can be useful when determining where to place a rig. A platform can be thought of as a grid or square with each side equal in length to 8128 SDU's. 16. VERTICAL HEIGHT: The perpendicular distance from the central body of your vehicle to platform level. INFORMATION SCREEN When the information screen is accessed, the viewing window is temporarily replaced with the information below: SECTOR : AMETHYST RIG STATUS : POSITIONED GAS FOUND : 44000 CU. FT. % SUCCESS : 87% GAS TAPPED : 38280 CU. FT. TOTAL SECTORS : 18 SAFE SECTORS : 1 PRESS ANY KEY TO CONTINUE SECTOR: Each sector is named to aid mapping and orientation. This displays the name of the current sector. RIG STATUS: This advises whether a rig is positioned or not. As only eighteen rigs are available, you may only place one rig per sector. GAS FOUND: The amount of gas found beneath the current sector, shown in cubic feet after the drilling rig is in position. PERCENTAGE SUCCESS: The percentage of total gas you have been able to tap. The nearer the exact gas centre, the greater the amount of gas released. 50% or more is needed to render a sector safe. GAS TAPPED: The total amount of gas that the rig has accessed, i.e. gas found x % tapped = gas tapped. TOTAL SECTORS: Displays "18" - the total number of sectors to clear. SAFE SECTORS: The number of sectors that have been successfully drilled to tap over half their gas volume. DRILLING To tap the pocket of gas beneath each platform you must place a drilling rig over it. By pressing the appropriate key a signal is emitted which informs those of Evath of your co-ordinates. The signal is conveyed by satellite so that the response is almost instabntaneous - a drilling rig is teleported to you and materialises in front of your excavation probe within your viewing screen. Exact positioning of the rig is difficult but can be mastered with some experience. If you make an error in your positioning, the rig must be teleported back to Evath to try again. Waste is not allowed. The teleporting process uses energy from both sending and recievibg devices. Although the gas tapped by your drill is immediately displayed, it is in fact released slowly over a period of time and so the rig must remain in position. A flame appears at the top of the rig when gas is being burned off. If you have sufficient energy you can reposition the rig for a greater gas percentage and a higher rating. EXCAVATION PROBE ARMOUR: Durable, heavy duty platonium/lead alloy plating. ENERGY: Powerful energy reserves stored in Rubicon crystals. MOVEMENT: You can travel forwards, backwards, turnleft or right as well as being able to make 180 degree U-turns. The speed of the probe can be changed by altering the step-size of forward/backward movement, or the angle of turn. The main body of the probe can also be elevated or lowered although your vehicle is not able to leave the surface entirely. Beware! Do not travel off the platform edges without being sure there is another platform to move onto. WEAPONRY: The probe is fitted with a quadruple dual action laser system, that is activated from your control console. The cursor acts as a pointer towards which your lasers are targetted when you discharge them. Thelasers are concentrated beams of high frequency light that have valuable destructive properties. However, their effect can vary and is not always predictable. DRILLING: The probe contains the means to transmit teeporting signals to Evath necessary to position drilling rigs - this is the most essential part of your mission. DOCKING At last one jet has been left on Mitral by the Ketars and should you locate one, you can transfer to it by simply docking your probe into the underside of the vehicle. If you are successful you will now control the jet. To reverse the procedure, land the jet over the probe. RECONNAISANCE JET ARMOUR: No specialised armour cover - vulnerable to attack, will not withstand repeated damage. ENERGY: High energy reserves stored in Rubicon crystals. WEAPONRY: High-intensity high-frequency quadruple dual action lasers. MOVEMENT: Control console very similar to probe with a couple of exceptions. Firstly, the jet is not restricted in vertical movement and can travel in these directions. Secondly, reconnaissance jets are part of Ketar technology and do not have the necessary transmitter required for rig positioning. The six jet rocket engines (two at rear, fourunderneath) allow the craft to fly or hover over most of the moon and it's buildings. Landing is achieved by simply descending, and it is possible to hover by holding one's position in mid-flight. It is not necessary to continually thrust upwards - thelower engines will do this automatically for you. They were designed and built purely for their use as scouting ships and they therefore are not fast enough or powerful enough to leave Mitral or to fly over very high structures. The jet engines work by utilising the energy of their Rubicon crystals in conjunction with the sparse atmosphere of the moon. The result is a highly efficient, if limited method of travel. Beware though, the jet relies on the flat surfaces of the platforms for stability, so stay over the structure! LASER BEACONS The Ketar defence system includes various laser beacons that are positioned throughout the platforms of Mitral. It is also believed that beacons are positioned on the actual moon itself! If you are detected within the range of a laser beacon, you will be attacked! laser beacons fire highly damaging, high intensity lasers - and they do not miss! If under attack, your options include: i) Backing off out of range. ii) Making a run for it to get behind the beacon. iii) Shooting the beacon (unpredictable results). SKANNERS Little is known about these except that they orbit Mitral and are likely to be armed. A typical laser beacon A Ketar Skanner ENERGY AND YOUR MISSION Time and use will decrease your stores of energy and the beam of an attacking laser will deplete your shield. All your energy comes from Rubicon crystals. The manufacture of Rubicon relies on thepresence of sunlight during the process, and for this reason you will find that stores of them are more concentrated on thelightest hside of Mitral, the face that is illuminated most brightly by Vasculan. When you reach the dark side of the moon, energy could be in short supply! The crystals that you will find on Mitral are those intended for the purpose you have in mind. Their stores of energy are easily transferred to the Rubicon you have on board. Just by shooting a crystal relies the enrgy along the laser beams (which have the same light wavelength), back to your vessel. The storage crystal is usually destroyed thus. and your own are replenished. There are two varieties of Rubicon crystals that have been left by the Ketars: they are similarly shaped but have different functions:- One increases your total energy count, whereas the other increases the strength of your shield. The process for both is the same because the shield utilises the same energy in another way. Experience will teach you the difference in appearance between the two crystal types. Be warned that some Ketar technology is alien to you and occasionally standard procedures like these can prove unpredictable. For example, Rubicon crystals are sometimes arranges to alter their overall effect. PLAYING HINTS 1. Familiarise yourself with the controls and functions of your vehicle. 2. Try using all the possible directions of movement and vision. 3. Draw a map of your travels. A Phoenix doc from SewerSoft ECO A stunning new game concept where you are placed in the midst of life's greatest challenge ... the contest of Evolution. A simulation of an entire Ecosphere in dramatic 3-D vector graphics presents you with all the variables of existence and challenges you to evolve, adapt and change into a form more suitable for success. Learn to reproduce more xapable off-spring and use whatever resources you can command, for in the natural world only the cunning and the strong emerge as dominant. The Game ECO is a 3-D vector simulation of a world populated by a large number of dirrent organsisms ranging from simple plant life to complex humanoids. The appearance and behaviior of an organism is controlled by a genetic code. At the beginning of the game the computer randomly selects a world from a range of planets, each with different populations, weather, etc. Play begins with the player controlling the actions of a simple insect creature via the juoystick and/or mouse. The players immediate task is to find food for his creature to give it energy to grow larger and mature. While looking for food the player must be constantly alert and ready to flee should a predator come by. If a players creature should die, from starvation, old age or being eaten by a predator, the the game is over and a history and assessment of the players performance is displayed as a post mortem. When a creature has matured it can find a mate and reproduce, generating a new but different creature as it's offspring. The player then controls the offspring and the whole cycle begins again. The object of the game is to evolve from a simple to a complex creature by changing the genes when reproducing. The first reproduction allows the player to alter just one gene. Each subsequent reproduction eanbles another of the genes to be varied until all eight genes are "unlocked" and the player can control any creature he/she likes. Controls The game is controlled by the mouse and keyboard although a joystick in port 1 can be used instead of the mouse, except for the menu screen. Icons are selected by moving the mouse pointer over the required icon and pressing the left mouse button. The keyboard cursor keys are used in the main part of the game to alter the view displayed. Different types of creatures have different function icons to represent tha actions avaible to them. Some functions, such as bird take- off, require a sustained selection to complete the action. Others, such as eating and mating, require the player to position the creature near a suitable meal or mate, befor ethe action is selected. When the player's creature dies and decays into the ground the simulation continues until one of the skull icons is selected. Menu Screen HELP ICON - displays an introduction to the game. WORLD ICON - Creates world and begins the game. NOTE: Creating the world and it's population creates a short delay befor ethe game begins. ST ICON - Toggles between ST music and sound effects. KEYBOARD ICON - Toggles between MIDI music and sound effects. Game Screen The top half of the game screen shows the player's creature. This view can be modified by the cursor key block on the keyboard. UP ARROW - Moves view closer to creature. DOWN ARROW - Maves view away from creature. LEFT ARROW - Rotates view left. RIGHT ARROW - Rotates view right. HOME - Moves view up. INSERT - Moves view down. UNDO - Rotates viewing angle to behind the creature. These keys can be used to see the creature from different angles and perspectives and to track other creatures that are not directly in view. The bottom half of the game screen shows, from left to right:- RADR - Shows proximity of other creatures. CLIMATE INDICATOR - Shows current weather conditions. JOYSTICK FUNCTION - Shows action available with joystick. JOYSTICK + FIRE - Shows action available with joystick + fire. NOTE: The joystick function icons can also be selected with the mouse. FOOD ICON - This icon sends you in search of food. REPRODUCTION ICON - This icon is only displayed once you are fully grown. When you have chosen your mate and are within close proximity of it hold down the mouse button so that you may reproduce. LIFESPAN/AGE - Skull height indicates expected lifespan. Flame height indicates amount of lifespan used. Flame burning rate indicates amount of work being done. NOTE: If the creature is starving or injured the jaws of the skull open and close and the skull falls slowly towards the flames. If the flames reach the skull the craeture is dead and the game is over. GENETIC CODE INDICATOR - Shows graphically and in Greek letters the creatures genetic code. GENE DESIGH SCREEN When the player's creature reproduces the main screen is replaced by the gene designer screen. This displays an enlarged version of the genetic code indicator found at the bottom of the game screen, three different views of the offspring, an information box and several icons. The function of the gene designer screen is to ernable the player to select a new creature by changing the genetic code. Eight genes control the appearance and behaviour of all the organisms in ECO. Some of the genes control subtle aspects of the creatures appearance while other (more important genes) control the dramatic differences between species. Many of the genes interact and affect each other in complex ways. The number of genes that can be altered dep[ends on how many times reproduction has taken place since the game began. Those genes that can be altered are indicated by a small key symbol. Each time the player enters the gene designer screen another gene can be "unlocked" by selecting it with the mouse. Experienced players will be able to pick those genes that provide the quickest evolutionary route to the more complex creatures. To change a gene, point at it with the mouse cursor, press and hold down the left mouse button, drag the gene into a new position and release the button. The Greek letter to the left of the gene indicates it's exact position. Another method of selecting the genes is to select the dice icon, this randomises any un-locked genes. The exit icon in the bottom left of the screen switches play back to the game screen with the player's new infant creature in view. ECO Eco is a game of intrigue and complexity. Experiment with the randomising feature (dice icon) to examine the effects of various gene permutations, some of the genes have better use than others. But also remember common sense ... think of the dangers of the natural world and how to overcome them, when small, avoid being trodden on by larger creatures and above all becoming someone else's lunch! ECO - the game of life. A Phoenix doc from Sewersoft 'Football Director II' is very light on instructions and when you start playing you'll soon witness that there is a lot that isn't explained. I rang the manufacturers and they just say that they prefer purchasers to find out the intricacies for themselves... Anyway, the instructions that they will admit to are as follows: 1. To select the option you want press the first letter of the option on the menu. 2. To sell a player press 'T' on the team page then watch for approaches from other teams every week on the offers and negotiations page. 3. To buy players obtain a scout from the employees page on the additional menu then go to the scouts page on the main menu and set your scouts to look at a team and a player. Then every week look at the offers and negotiations until a player appears. 4. Every week check your scouts are still looking for players otherwise it means they cannot find the player you want in that team. 5. You only have five saves per season. This is displayed as the second inversed number on the save option. Follow the instructions on saving carefully. 6. To change a player over use the 'C' key on the team page 7. To change a players field position from e.g. a defender to a midfielder use the 'F' key on the team page. 8. The temper rating is an indication as to how hard a player plays. The higher the temper rating the more chance of injuries and sendings offs. The lower the rating the more chance of being intimidated by the opposition. 9. You cannot have a youth team or do extra training without a coach. 10. Do not sell too many shares or you may get the sack. 11. The Government charges 33% tax on player transfers. 12. The gate money is divided equally between the two clubs. 13. The league is calculated every Saturday and not after midweek games. 14. To print out any page press the 'P' key. 15. Goalscorers league only comes up after 20 league games. 16. To play a saved game, when it says @Do you want to play an old game Y/N' press the 'Y' key. NOTE: The trick to Football Director II is to be very careful with the clubs money and build up a good youth team. Try and rely on your youth team for new players by only buying very occasionally from other clubs. G GOALKEEPER D DEFENDER M MIDFIELDER A ATTACKER il INTERNATIONALS S SUSPENDED # INJURED +- CURRENT STATE L LOANED OUT * ON LOAN TO YOU R RETIRING LMTG LEAGUE MATCHES TO GO RECOMMENDED TRANSFER FEES 9i 900,000 - 1,300,000 9 650,000 - 850,000 8 500,000 - 650,000 7 350,000 - 500,000 6 250,000 - 350,000 5 150,000 - 220,000 4 90,000 - 130,000 3 35,000 - 65,000 2 10,000 - 25,000 1 5,000 - 15,000 EXPLANATION 1. CONTRACTS: Most players will sign on for at least a season but older players will sign on for a lot longer. 2. WAGES: Range between 70 & 2000 depending on a players skill: although if you intend attracting players from higher divisions to your club you may have to pay a bit more. 3. SIGNING ON FEES: Range between 300 and 10,000 depending on skill and division, although if you are signing a player from a club in a higher division than yours you may have to pay a bit more. AGE 33 ***************** 32 *************** 31 ************* 30 ************* 29 ************ 28 ********** 27 ********* 26 ****** 25 **** 24 * 0 200 400 600 800 1000 LENGTH OF CONTRACT (in weeks) SKILL 9i ************************** 9 *** 8 *** 7 *** 6 ** 5 ** 4 * 3 * 2 * 1 * 0 400 800 1200 1600 2000 WAGES IN POUNDS SKILL 9i * 9 * 8 * 7 * 6 * 5 * 4 * 3 * 2 * 1 * 0 2000 4000 6000 8000 10000 SIGNING ON FEE IN POUNDS (then divide by clubs division) That's the lot for 'Football Director II'. 'Lancelot' asks for words from the manual when you attempt to reload a saved position. The only ones I can give you so far are as follows: Page Line Word no. Word 1 1 2 THE 5 4 7 THE 5 7 2 OF 8 1 8 HER 8 10 1 AFTER 16 10 3 AND The solid silver Grail in 'Lancelot' has been buried somewhere in England, and the winner of the competition will be taken to the point and allowed to dig it up. The competition works thusly: There are four preliminary contests commencing and closing on the following dates: 1. Clue revealed Oct 17th, closes Nov 7th 2. Clue revealed Nov 8th, closes Dec 6th 3. Clue revealed Dec 7th, closes Jan 4th 4. Clue revealed Jan 5th, closes Feb 2nd To take part phone the sp[ecial Grail hotline on 0625 879914 between the above dates and you will learn the current starting clue. The telephone starting clues tell you which of the many clue words (in capital letters) contained within the Lancelot game to pick for each current contest. You must find them and sort them into a master riddle which describes and spells out a place connected with Arthurian legend. All the clue words for this example are hidden in part one of the game - in and around Merlin's house. The starting clue given by ringing the special phone number would be as follows: Welcome to Grail Hotline. The clue for October 17 to November 7 is a weighty matter. This means that all the clue words can be found in the same sentence as something to do with weight e.g. pound, ounce, ton. You have to sort them, adding punctuation, until they make sense and successfully produce a master riddle i.e. MERLIN'S GIANT MICRO UPON THE HEATH; THE WELL KNOWN STANDING CIRCLE. The answer is STONEHENGE which is reputed to have been an astronomical computer built by Merlin. You can check whether you are right because all the correct master riddles spell out their own answer. Just take a look at the last letter of each word. A Phoenix doc presented by SEWERSOFT GALDREGON'S DOMAIN INSTRUCTIONS THE STORY The legends surrounding the five gems of Zator were well known. Each of the five gems gave magical powers to their holder, however, the power of a gem could be used for evil as well as good. It was also known that if the five gems were brought together the holder would possess powers beyond all other mortals. In Galdregon's Domain you play the part of a freebooter barbarian, a northlander whose bravery and skill in combat are renowned. You have travelled south to the city of Seenar to seek fame and fortune. It has been a long and arduous journey through the lands of Mezron, after many days you reach your destination, the castle of King Rohan. Granted an audience with the King, you are ushered into the main hall. King Rohan, The Usurper, sits among his courtiers, he looks greatly troubled. He orders you to be seated then recounts his story. he tells you that the high priests of Shool, the diabolic sect of the accursed, have once more resurrected the long dead arcane wizard, Azazael. He who once brought chaos to the world has risen again to seek vengeance on mankind. One moon ago King Rohan sent out spies, to search the land for Azazael and discover his evil plans. All the spies met with slow, painful, agonised tortured deaths. However, one lived long enough to report that Azazael plans to retrieve the five gems of Zator and thus enslave mankind. Only the location of one Gem is known, it lies deep within the catacombs of the castle itself. The gem holder, an evil Lich, rules over the ancient crypts, inhabited by an army of undead zombies and skeletons. The King sent a dozen of his b ravest knights together with his most battle hardened troops into the crypts but all have perished. He suggests that you first search for the other gems before taking on the evil crypt dwelling denizens. He hands you a dagger,lantern,healing potion and a loaf of bread & bids you return with the five gems of Zator. THE GAME You take on the role of the barbarian hero, who is unequalled in combat amongst the men of the Northlands, however this quest will be, by far, your toughest trial. To play GD successfully you must not attempt to kill all the creatures, human or otherwise that you meet, although your strength in combat is generally much greater than your opponents you cannot possibly take them all on and win. You must employ stealth and cunning to outwit your opponents. It may be necessary to run from a tribe of Hobgoblins so you can sneak around them to steal a gem. The basic aim of GD is to recover the five gems of Zator & return them to King Rohan. Each Gem is known to be held by one of five powerful creatures. You can be sure that the gem holders will be no push over, so before you attempt to take them on, try to gain some knowledge of their strengths and weaknesses. The best source of information will be local inns dotted about the countryside. There are many objects in the lands of Mezron that may aid, or hinder you in your quest, weapons such as the Great Two Handed Sword of the Stone Giants or the Daggers of Quarx. Magical items such as wands and cloaks will give you great power over your enemies and casting a fireball from a scroll will give you the edge. Potion bottles can also be found, some of which increase strength while others contain poison. Other objects include plaate metal armour and food. Do not expect to complete GD in one evening. There are thousands of locations and hundreds of characters with which to interact. If you find one dungeon too tough, search another area & return later in the game. MAIN SCREEN Top half is your view of the action. At bottom left are six icons; Combat,Compass & Potions on top row; Status, Commands and scrolls on bottom row. Centre bottom is the commands menu window to the right of which are up & down scroll arrows, while to the right of these are the Movement icons. A message window is below the main one. MAP SCREEN To access between the map screen, the inventory screen and the main screen, click on the right mouse button. As you move around the lands of Mezron your position will be shown, on the map screen, by a cross. You begin your quest inside the castle of Secnar in audience with King Rohan, when you leave the castle your cross will be displayed just below the castle, on the map. You will need to visit most of the places shown on the map in order to recover the five gems of Zator. Visiting the regions many inns and taverns may yield useful clues to aid you in your quest. If you enter a building or confined space, you will not be able to use the map screen. INVENTORY SCREEN You may access the inventory screen at any time during the game just click on the right mouse button until it appears. When you enter a location which contains objects, the OBJECT indicator on the status screen will be highlighted. The inventory window will allow you to access two pull-down menus, one for your character and one for your current location. Objects may be exchanged between the two windows, placed in other objects or used. To move objects between the windows, just click on them and drag them across. To place an object within another object, first double-click on the container to open it and you may then put objects in or taake them out of the object. You can now close the container by clicking on its title and move the container into a larger container or move it. It may seem complicated, but evrything works logically and is quite easy to understand. FOOD - By placing a collected food icon over the mouth of the barbarian will cause him to eat it & increase his stamina level. Stamina affects how fast you can fight your opponents. ARMOUR - By placing a collected clothing item over the barbarian will cause him to wear that item, such as chainmail and shields, all of which increase your armour. WEAPON - The currently held weapon will be displayed in the bottom right hand corner of the screen. This is the one you selected in the main screen. ITEM - The currently grabbed object name will be displayed at the bottom of the screen. CONTROL Action in GD is via the mouse. The right mouse button is used to toggle between the map, inventory & main screens. The left & right icons allow you to rotate around ninety degrees to face in any of the four compass point directions. To move forward click on the up icon. Clicking on the down icon will cause your character to step backwards, but remain facing in the same direction. The compass displayed on the main screen is always updated. An alternative way to move is with the arrow keys. The icons on the left are selected by clicking on them with the let mouse button, or using the function keys F1 to F5. COMBAT Clicking on the weapon icon will bring up a dispaly of the weaponry you have. Clicking on a name will select it for use. Unfortunately, in combat weapons have a short life and could break, so have a second weapon ready in case. To fight, click on the character you wish to attack. Continue clicking until the character dies. When dead, you can search the body for useful objects, just access the location inventory window to examine objects in your vicinity. POTIONS The careful use of scrolls & potions are vital to the success of your quest within the domain. Potions are substances of great power, there affects ranging from healing wounds to the strength of a giant. When you pick up a potion & place it in your backpack just click on the potion symbol on the main display panel. To use a potion, simply access the potions menu and click on the one you wish to use. Some potions have more than one draft & you may wish to click on it several times to imbibe its contents. When empty it disappears from the inventory screen and the potions menu. (Empty bottles are discarded). STATUS The Heart Icon dispalys your current status. Health, Stamina & Strength are all displayed in command window. Combat, eating mouldy or poisoned food will effect your status. If your stamina becomes too low, your reactions will slow down. You will find it difficult to move and fight. Check the status display before combat. If your health is low, it may be worth retreating. If it reaches zero, you die. The status window also tells you if objects are in the area by being highlighted. If there are characters in your location then the characters indicator will be highlighted. COMMANDS The command icon gives a list of available commands. Not all commands will fit in the window, so use the small up and down arrows to scroll through them. There functions are: OPEN/CLOSE - This will open/close an unlocked door. LOCK/UNLOCK - If you have the right key you can lock/unlock doors. TALK - To communicate with a character you meet. RUN - In a tricky situation use this to retrace your last movements. TELEPORT - With the right magical item, you can teleport to the safety of an inn from anywhere in Mezron BUY ALE - When stamina is low, go to an inn and buy from the barman. BUY HEALING - Many clerics roam the land, selling their healing powers. LOAD/SAVE - gives a seperate menu listing the disk commands. SCROLLS These are parchments of human flesh and give the holder magical powers equal to those of the wizards themselves. When placed in your backpack, click on the scroll symbol & click on the one you wish to use. When used it disappears from your inventory as it disintegrates when read. THE CHRONICLES OF ZATOR THE LABYRINTH - Known to be the lair of an evil Medusa whose gaze turns all to stone. Her labyrinth is littered with the petrified bodies of those who entered her lair. Powerful minotaurs keep intruders out of her royal chambers where great treasures are kept. THE CAVES OF DOOM - A great race of Dwarves live here. They mine gold within the myriad passages and guard their treasures. It's rumoured a great rock monster lives in the caves extending the mines. THE FOREST OF ELVES - The last real haven for the shy race of elves. They are in battle with Azazael and may prove to be valuable allies in the quest for the gems. THE TEMPLE OF SET - Here the followers of the snake god worship. They are all evil and those who do not follow their cult are sacrificed. Many peasants have been taken for their foul rites. The high priestess of Set is known to be able to change into a demon form at will to devour her enemies. THE ASSASSINS GUILD - Suspected of being in league with the evil Azazael, they can be recognized by their green garb and poisoned blades. Few live long enough to tell of their hideout. THE TOWER OF THE NECROMANCER - The place where an evil cleric of Shool raises the dead to do his bidding. It is said that once killed he will rise again and again to do battle. LORD THULL'S TOWER - Once the Kings champion, he is now banished to this tower for plotting to usurp the throne of Mezron. THE TOWER OF THE DEMON MASTER - He who lives here is rumoured to be able to conjure demons from the pits of hell. None dare enter the tower for dreadful screams can be heard from within. A Phoenix doc presented by SewerPossum THE GOLDEN PATH You are Y'in Hsi, 16 years old and living in a monestary. On your 16th birthday you are told that your father was T'ang Yin who had been Lord of the province of Kuana. The province was invaded when you were small and your father sent you to the monestary for safety. Your father died fighting the invaders on the palace steps. Before being killed he had left an ornate key in the care of one of his men in a cave, deep underground, with the instructions that it be guarded with his life and surrendered to no-one except T'ang Yin, his son (you) or someone carrying his ring. T'ang Yin also wrote out a scroll for you and left you his ring. Both have just been handed to you. You put the ring onto your finger and the monk calls out a warning ... but too late. The magic of the ring takes your age and appearance so that you are outwardly the reincarnation of your father. You are bound to this body until you can win the wisdom which will restore to you your realm and your youth. "How shall I ever gather enough strength to carry such a burden as this?", you ask the monk. "You must follow the Golden Path of enlightenment, for it is this and this alone which will now determine your fate; and besides you have the scroll, The Book of Knowledge to help you on your way. In spite of everything you must persevere at all times - and use all manner of advantage which the benign powers will cast in your way." (That is a summary of 29 pages of text..... ) Control of the Monk The mouse directly controls the position of a Chinese symbol on the screen. This is your pointer. When the left button is pressed the monk will walk towards the marker until he is near it. When the monk has a choice of paths he will take the high path if the pointer is above his head and the low path if it is lower. To leave the screen for another location place the pointer in the appropriate margin to the left or right of the main screen, and hold down the left button. To put down or pick up an object, move the pointer onto the monk's body and hold down the left button. To transfer an object from the the monk's hand to a pocket, move the pointer over the emptty pocket and click the left button. To retrieve an object from a poket, move the pointer over the object and click the left button. To punch out at opponents and block their attacks click the right mouse button. To kick out at an opponent, click the right mouse button over the monk. To use an object you are carrying, click on the monk with he right button. A question mark will appear over the monk as he tries to use the object in his current situation. If he finds a use for the object the question mark is replaced by an exclamation mark. To throw an object you are holding, click the right button with the pointer positioned where you wish the object to land. Objects can be thrown from one screen to the next by placing the pointer to the right or left of the screen. The Vine The vine and its flowers are an indication of your life force. If the vine withers to nothing you will die. When food is eaten or puzzles solved the vine will rejuvenate. The Book of Knowledge The book of knowledge describes your present situation. To read the text move the pointer over the book and click the left button. To return from the text, click again on the left button. The text has many hints and clues in it, so if you are at a loss for what to do next, read the book! If the book is open this indicates that you have either not read this text before or that there is additional information. If the book is closed then there is nothing new for you to read. The Picture The miniature screen shows the way of the Golden Path. Puzzles Progress through the game is rewarded with extra vine power. This can be by solving a puzzle, using an object, reading a characters message etc. The rate at which the vine withers increases with time, but any success in the game will arrest the increase in the wither rate. If a player chooses to cheat and restart his game from the current position then the wither rate is substantially increased and another goblin is allowed to chase you. Unenlightened behaviour, like kicking the starving man, withers your vine even more. The vine healing mechanisms in the game that can be repeated halve in effectiveness every time they are used. The Goblins These nasty little fellows keep the monk from resting through the game. If the monk remains on the same screen for too long then more goblins will arrive. How many appear depends on how many puzzles the player has solved. At the start only one appears. The Book of Law When you use the Book of Law, a clue is given which can be read from the book of knowledge. The book will appear several times throughout the game, giving a diefferent clue each time. All clues appear in order from the start of the game.  A few jokes from EFFEAD. Enjoy.... A man turned to his wife while they were making love, "Why don't you start moaning and groaning like they do in the pictures?" "All right then," said his wife. "When are you going to paint the ceiling? When are you going to put out the rubbish? "Why don't you shave more often?........" A woman went to the Doctor complaining that every time she pressed her belly button she passed wind. The Doctor experimented and found that, sure enough, each palpation of the abdomen drew forth a resounding fart. The Doc went out and came back a few minutes later with a large pole with a hook on the end. "Christ!" exclaimed the alarmed woman. "What on earth are you going to do with that?" "Just open the windows," replied the Doc, "it bloody well stinks in here." A man had a stallion who wouldn't perform, so he consulted the vet, who prescribed some pills. Thay had a miraculous effect, and once the stallion had serviced all the mares in the stable, he set to work on a field full of heifers, goats and donkeys, and was even beginning to make eyes at the sows in the pigsty. The man, thinking of his own sex life and realising that it could do with some improvement, took one of the stallion's pills. The same miraculous effect took place, with the man having his wife at night and in the morning, the au pair for elevenses, his secretary at lunchtime, and the typing pool for afternoon tea. After three weeks of this the man looked into the mirror one morning and, to his horro, realised that hair was growing down from his neck into the small of his back. Feeling rather foolish, he returned to the vet and confessed all. "Can you do anything?" he asked. "Try these pills." said the vet. "Will they get rid of the hair?" asked the man. "No," replied the vet, "but they'll stop you shitting in the street." The Mother Superior of the convent was worried, as they had a massive overdraft problem and the bank was pressing for repayment. She decided the only course of action was to enter the World Darts Championships and win. She instructed the nuns to watch and study the champions and try to emulate their style. One nun was drawn against Eric Wristow in the first round. Eric threw first, closely watched by the nun. He scored double top. The nun edged closer to study his form. Eric threw again - another double twenty. The nun edged closer, so close, in fact, that Eric Wristow lost his concentration, and his third dart caught the wire and came spinning back toward the nun, piercing her betwen the eyes, killing her instantly. "One nun dead and eighty!" shouted the scorer. An English businessman on a trip to Japan had been wining and dining rather heavily, and woke up one morning with a terrible attack of the farts. He was perturbed to find that each time he passed wind a little voice said "Honda!" After a morning of this he went to the doctor and explained the problem. "Drop your trousers and let's take a look." said the doctor. "Ah," he said. "I thought so, you've got an abcess." The gent replied "An abcess! What difference does that make?" The doctor looked suprised. "Didn't you know? Abcess makes the farts go Honda!" Fred and Bert were on the top deck of a London bus arguing about the man sitting in front of them. "Bet you 50p that he's the Archbishop of Canterbury - looks just like him." "Nonsense. He wouldn't be travelling on a bus with people like us. Anyway, I'll take your bet. Go and ask him." So Fred goes forward and nervously approaches him. "Excuse me, I wonder if you'd settle a bet. You are the Archbishop, aren't you?" "If you're trying to be fucking funny, mate, I'll push your bleeding face in!" Fred returned rather sheepishly to Bert. "Well, is he?" "Don't know, Bert. He didn't say!" An Oxford graduate is in bed with his wife one night. He is reading a book when his wife says "Cyril, are you going to make love to me?" "No, my dear," says he, "I'm reading my book." A little later she says again "Cyril, are you going to make love to me?" Once again, Cyril replies "No, my dear, I'm reading my book." However, a few minutes later Cyril leans over and gently directs his hand to his wife's eagerly awaiting fanny. He then procedes to put his forefinger in the gaping pink hole. "Ohhh, Cyril," she gasps, "Are you going to make love to me now?" "No, my dear," says Cyril, adjusting his specs, "I was simply wetting my finger to turn a page." A man meets a stunning young blonde in a pub. After a few drinks he takes her back to his place. Once upstairs, the blonde maid it clear that before she made love, she liked to be licked. The man eagerly agrees but after a while picks a piece of carrot off his tongue. "Ugh!" he says, "a piece of carrot!" Nervertheless, he dives again, only to meet with similar results. "Ugh!" he says, "A bit of a pea! It's enough to make you sick." "Funny you should say that," says the blonde. "The first bloke was...." A father gave his son $50 and told him to spend it wisely at the local brothel. While on his way there, the boy passed his grandmother's house and called in to see how she was. He expalined where he was going and she insisted that he save the $50 and make love to her instead. The boy returned home with a big smile. "How was it?" asked his father. "Great, just great," said the boy, "I saved the $50 as too." "How's that?" the father said. "I did it with Grandma." the answered. "You mean you fucked my mother?" screamed the father. "Hey, why not? You've been fucking mine." An airplane passenger, being served drinks by the stewardess, exclaimed, "Hey, here's something new. An ice cube with a hole in it!" "What's new about that?" answered the man sitting alongside. "I married one." A young nun said to her Mother Superior "I was out walking in the garden last night and the gardener took me, threw me to the ground and, well, you know... Can you give me penance?" "Go and eat ten lemons." Said the Mother Supior. "But that won't cleanse my sins away." "I know, but at least it will wipe that silly grin off your face." A woman waiting for a train weighed herself on a scale. A card came out with her weight and her fortune: "102 pounds, go over to track two and you'll get fucked." Astonished, but curious, she went over to track two and it actually happened! She was amazed that the scale could predict sauch a fortune so accurately. She returned to track one and got on the scale a second time. A card came out with the same weight for her, but this time the card read: "Go over to track twelve and you'll fart." She went over to track twelve and immediately farted several times in a row without any control over her body. This time she ran back to the scale and got on it a third time. A card popped out with the exact same weight, but the fortune read: "While you've been fucking and farting around, you missed your damn train!" A guy walked into the confessional booth and confessed to the priest, "Father, I got laid ten times today!" The shocked priest exclaimed, "What kind of Catholic are you?" "I'm not a Catholic at all.... but I had to tell someone!" Every morning, the crowd on Coney Island beach was startled to see a jogger with the build of a pro football player but a head the size of a baseball. Finally, some brave young man got up the nerve to stop him and ask, "What happened to give you such a small head?" The jogger sadly told the story of finding a magic lamp on the beach, which produced a beautiful genie when rubbed. The genie said, "I now give you one wish. Do you want a slow, comfortable fuck or a little head." A man got into his berth on the train and started to fall asleep when he heard someone in the berth above say, "Suck, Becky, suck! Blowing is just a figure of speech!" The white missionary had lived in peace in the African village for more than a year but now, as the tribal chief approached him, he knew there was a problem. "What is it, Chief?" he asked. "You in big trouble," the Chief said. "Yesterday white baby was born to my cousin. You only white man in village. We probably decide to roast you alive." The missionary looked at the hillside behind the Chief. "Look, old man," he said. "I know it looks bad. But you see that flock of white sheep?" "I see 'em." "Then notice that black sheep in the flock. It's the only one and there are no other black sheep in the village." "Okay, okay," said the Chief hastily. "You no tell and I no tell." A sweet young thing marries an old man for his money. On their wedding night she jumps into bed and he holds up five fingers. "Oh, honey," she said with delight, "does that mean we do it five times?" "No. You can pick one out." A novice nun was permitted to say only two words per year in the cloister of her particular order. Each year she did this in response to a question posed by her Mother Superior. The first year the Mother Superior asked her, "How do you like it here, Sister?" "Bad food" was the novice's reply. At the end of the second year the Mother Superior asked her, "How do you like it her, Sister?" "Poor company" was the terse reply. At the end of the third year, the Mother Superior again asked her favorite question, but this time the novice nun replied "I quit." "I'm not surprised," said the Mother Superior. "You have been here three years now, Sister, and all you've done is bnitch, bitch, bitch!" A long married wife told her husband that he should experiment with eating her pussy, as she had heard it was a thrilling experience. The husband, who had never heard of such a thing, went manfully to the task. The taste wasn't bad but the smell was overpowering. Suddenly the wife argasmed and, simultaneously, emitted a tremendous fart. "Thank God," sighed the husband, "for a breath of fresh air!" Charlie was telling his tale of woe to his boss. He said, "I was so drunk last night that I don't know how I got home. Not realizing it was my bed I slept in when I awoke, I handed the woman next to me a $50 note." "Is that what's making you worried?" "No," said Charlie. "It was my wife I gave the $50 to, but she gave me $40 change." The census taker asked a girl to give her occupation. "Whore." she answered. "I can't list it that way, Miss." "Okay, put down prostitute." "I can't list it that way either." "How about chicken raiser?" "Chicken raiser?" he asked in puzzlement. "Sure, last year I raised nine hundred cocks." An old man went to his doctor. "I've got toilet problems." he complained. "Well, let's see. How is your urination?" "Every morning at seven o'clock." "Good. How about your bowel movements?" "Each morning at eight o'clock." "So what's the problem?" the doctor asked. "I don't get up until nine!" The tough character was mumbling to his friend, "My girl, Mary, is going to die of syphilis." "No," the friend said, "people don't die of syphilis anymore." "They do when they give it to me!" was the answer. It was the first Christmas and the first of the Three Wise Men slowly approached the barn and gingerly crossed over the threshold - into a big juicy pile of horse shit. Looking down at his gold slippers, he let out a shriek "Jesus Christ!" The woman at the manger turned to her companion and said, "Joseph, that's a better name for the kid than Irving." An old gentleman slowly approached the local brothel and pressed the doorbell. The madam opened the door, looked at the old fellow with a critical eye and the asked, "What can we do for you, sir?" "I need a girl." the senior citizen said. "For you, the charge is a hundred dollars." "You're putting me on." he exclaimed. "That will be an extra ten dollars." said the madam. Little Gwen opened the back door to the kitchen where her mother was cooking dinner. "Mom," she asked, "can a nine year old girl become pregnant?" "Of course not." her mother said. Gwen turned around. "Okay, fellows," she called, "let's continue playing the game." An Irishman was suffering from constipation, so his doctor prescribed suppositories. A week later the Irishman complained to the doctor that they didn't produce the desired results. "Have you been taking them regularly?" the doctor asked. "What do you think I've been doing," the Irishman said, "shoving them up my arse?" Little William went to his father and said, "Daddy, where did I come from?" The father started to stutter and stammer, but he realized that he had to tell his son the facts of life. "Sit down, Willie." he said. At great length, he described the whole business of creation, beginning with the birds and the bees. Then he went into the most graphic descriptions of human intercourse. He concluded at last, feeling limp and drained. He took a hankerchief and wiped the perspiration from his brow. "Okay, Willie, do you understand now?" Willie scratched his head. "Not really, Dad. Henry says he came from Melbourne but you haven't told me yet where I come from." Little William went to his father and asked, "Dad, where do I come from?" His father replied, "The stork brought you." Willie said, "I know that, but who fucked the stork?" An unfortunate young man was thrown out of the Boy Scouts for eating Brownies! A disappointed father, expecting a son, complained to the doctor that he was anticipating a baby with a penis. "Yes," replied the doctor, "but just imagine that in about eighteen years, she'll have a beautiful place to put one in." Chuck was alway shy with girls. One evening, he got his friend, Bob, to go with him to a singles bar. Bob, being very experienced, was supposed to help Chuck in his quest for female companionship, and sexual contact. One sweet thing in the room noticed Chuck, thought he was cute, and decided to make contact with him. Since she was also a little shy, she could not just go up to him, but had to use gestures. "Bob," Chuck said. "That girl over there is giving me the eye. What should I do?" "Give it back to her." replied Bob. So Chuck, as best he could, gave her the eye. A few moments passed. "Bob," said Chuck, now getting rather excited. "She's smiling at me. What do I do?" "Smile back." was the reply. So Chuck, trying to appear cool and calm, smiled back. A few more moments passed. "Bob!!!" exclaimed Chuck. "My God. She bent over and showed me her tits. Now what do I do?" "Show her your nuts." Bob calmly replied. So Chuck turned towards the girl, stuck his thumbs in his ears, and waving his fingers stuck out his tongue, and wiggling it, exclaimed, "Bluble, bluble, bluble!" Frank and Ronald, a homosexual couple, had been spending a quiet evening at home. "Hey, Ronald," Frank called out, "has the paper boy come yet?" "Not yet, but he's getting a glassy look in his eyes."  Q. What do you get when you cross a computer with a prostitute. A. A fucking know-all.  That's all folks..... ok in his eyes."  Q. What do you get when you cross a computer with a prostitute. A. A fucking know-all. That's all folks..... A Phoenix doc from Sewer Possum LEGEND The legend begins as the first war was entering it's second millenia. It was a war between good and evil, neither side were winning. This war was finally ended by one man with a magical staff that gave him total control over the people and the elements of his world. He had seen too many people wasted in the war that could never be won. Good and evil would just have to sit side by side. As time passed he became old and weak. He knew he did not have much time left. As his daughter sat by his bedside, he told her of the war and the Staff. She must use it to keep peace. This she did until her death. She had two sons, they had grown apart. One had become evil, the other good. She had to decide which son should take control of the Staff; she could not decide. Either son would use it to hurt the other. She must destroy it. A mighty explosion was heard throughout the land. At the source of the explosion their mother lay dead, the Staff broken in two. Her sons, not caring for her, rushed to the scene, each claiming their half of the staff. The clouds of war were again creeping over the land.... Playing LEGEND Part way thorugh loading you will be asked if you wish to play against the computer or another person. You will be asked which controls you wish to use in battles. Only the first player will be asked, the second player must use the other option. When disk two is required you will be prompted to insert it. Always leave it in the drive during a game as it is accessed during play. The Objective Your objective is to obtain the other half of the Staff and the only way to do this is by capturing your oponents citadel. The two citadels are at either end of the continent and many battles must be fought before you reach your goal. If you obtain the two halves and hold them together they'll merge together again and you'll have dominion over the world. The Turn Sequence Legend is split into turns , each of which is sub-divided into different phases. At the start of each turn one player is chosen at random to go first during the various phases of the game. The sequence of play is as follows: 1) Each player uses the main menu to buy characters, cast spells, etc. 2) Both players deploy their armies on the world map. 3) Armies on the map are moved. 4) Battles are fought. 5) The game loops back to step (1) until one or the other player wins. The Main Menu Money is added to each players coffer according to the income values for sectors that they currently have under their control. Initially each player only has his home citadel as a source of income and protection. The amount of gold that a sector supplies is detrmined by size and also by what is in it (see buildings). There are ten options on the menu that are accessesed by clicking on them with either mouse button: Map, Status, Character, Special, Troops, Spells, End Turn, Build, Orchid and Quit. 1) Map Clicking on the map presents you with a view of the world as it stands. The world is made of 21 sectors, three of which are special cases: the White Citadel, the Black Citadel and the Island of Xelfar. Information can be called up from the map by clicking on a sector. 2) Status The Status option opens a window which contains the leaders anem, tendency (good or evil), your income, gold, magic points and the number of sectors under your control. Income is the amount of gold that you receive each turn to aid your cause for world domination and gold is how much money you have at present. Magic points are used up in the casting of spells. The number of sectors under your control gives an indication of how much of the world is under your control. Click on OK to return to the main menu. 3) Character  Most of the fight for the Staff is done by leaders of small units of troops known as caharcaters. There are 64 characters in all: 20 good, 24 neutral and 20 evil. The good player can choose from good and neutral armies and the evil from neutral and evil armies. The first character will be shown on the screen and next to his, or her, picture is a list of statistics: name, combat skill, weapon, armour type, combat speed, magical energy. alighnment and cost. The combat skill ranges from 1 to 100, the higher the better, it determines how good an army is at fighting and their choice of weapon affects the amount of damage that they do. There are basically twosorts of weapons: melee and missile. Missile weapons allow your armies to atack at a distance as they march into battle which can help soften up your enemy. These troops tend to have only light melee weapons though and so inflict less damage when they get into close combat. Lances are carried by mounted troops and they cause heavy damage in their first attack. After that they switch to more convenient broadswords for the rest of the combat. Armies with no armour are much easier to kill than those with plate mail. A low value for combat speed means that the army strikes faster in melee and in some cases they attack more than once per round. When you recruit an army to your cause you gain their magical energy and so a high value is essential if you want to be able to cast spells frequently. Armies with huigh magical energy are often low on combat skill and vice versa. Alighnment is how the caharcater views the world. Good and evil exist in the world as Benign and Malign factions and they can be both followers of chaos and order. There are in-betweens who just want life to be Chaos or Order and care nothing for good or evil. When you recruit an army you have no idea of how big or small they will end up, but you do have a rough idea from the two figures in the initial army size. The value for cost is how many gold you must spend to recruit the army. How much gold you have at present is shown at the bottom of the screen. Finally there's a brief history of the character that gives you an insight into how they got their names and some idea of their background. At the bottom of the screen are four buttons that youcan click on: Recruit, Next, Previous and Quit. Recruit will add the caharcetr to your army if you have enough gold. Next and previous allows you to look through all the characters that are available for recruitment and Quit takes you back to the main menu. 4)Special Characters There are eight special characters which are considerably more powerful than any of the other characters. They are: Thief, Xelfar, Wenlock, Assassin, Militia, Catapult, Scouts and Dragon. The Thief must be paid each turn to attempt a robbery or he will leave you. Success means that your opponent loses a large chunk of his income for that turn and you get it. If the Thief fails he can try again next turn, but if he's captured then he has a nasty habit of changing sides. The Assassin similarly changes sides if captured and must also be paid on a turn basis. His abilities enable him to sneal up on aa armies leader and kill him off. An army without a leader disperses to the four winds. Xelfar is a warrior priest that bestows upon you his magical points and is also a capable fighter. With him in your army you can cast all of the Theomancy spells at lower cost in magic points. Wenlock is similar to Xelfar except that she makes sorcery spells cheaper to cast and the death of her enemies increases her powers. Militia are small unit troops armed with missile weapons that can set ambushes for your enemy. When they strike they have a single, but very accurate, attack and then depart rapidly without being hit. Scouts are the bane of militia because their acute senses allow them to find the militia and send them running from their ambush. They can also search out enemy sectors to find what strength your opposition is in. Catapults are useless in melee, but very destructive in assaults on citadels or keeps. They can break through the walls and allow your enemies inside, reducing the terrible losses often inflicted when capturing fortifications. Finally, there's the Dragon who sweeps over the battlefield breathing fire on your enemies and scaring them away with his terrifying aura. To select a special caharcetr click on the box above it and an alert box will appear. There are four options in the box: info, view, swap and return. The last option takes you back to the main menu and the swap option changes the four special characters on the screen to the other four. Info gives more detailed information on the character and asks if you want to recruit it and the view option exiits from the box, but not the special character menu. 5) Troops This is very similar to the character option, but instead of recruiting characters you buy them extra troops for their army. Larger armies inflict more damage, because of the greater number of troops. Again you have the same four options: recruit, next, previous and quit. 6) Spells Many of the characters have magic points and when they're recruited you gain them. Points are expended in the casting of spells and there are two schools of magic: Sorcery and Theomancy. Sorcery spells tend to deal with the mind and elements whereas Theomancy is attuned to healing and death. Wenlock and Xelfar reduce the costs of Sorcery and Theomancy spells respectively and temples lower the cost of spells associated with healing. The only way to gain magic points is through recruiting characters and the monolith. Monoliths and temples are discussed below. 7) End Turn When you've finished all your actions for a turn click on this option and play passes to the other player. 8) Build There are five types of buildings available other than citadels: Keeps, Mines, Temples, Taverns and Monoliths. Each sector can contain only one building and you can't build on top of a citadel. Buildings are in three colours: black, grey and white. Black indicates evil, white - good, and grey is uncontrolled. Keeps are defensive structures to protect your troops, Mines can increase the income from a sector to almost double, Temples reduce the cost of healing spells, Taverns make troops and characters cheaper to recruit and monoliths allow magic points to be gained. 9) Legend Information on Mundane Software and Legend. 10) Quit With this you can restart the game or quit back to the desktop. Deployment The order of play is chosen randomly and the first player deploys his troops. Troops can only be deployed into sectors under your control (indicated by a cloud or an appropriately coloured building). Troops to be deployed are the ones chosen from the main menu and also any that fled the battlefield for one reason or another. To dploy an army you click on the chosen sector and three ooptions appear: info, deploy (name) and exit. Info shows how many armies you have in that sector and also what buildings etc., as with the Map option. If you choose to deploy the named army then it enters the sector and exit causes the army to stay in a deployable condition until the next turn. The process is repeated until all of the characters have been deployed or ignored. Any characters not deployed can remain in limbo indefinitely. Movement Once both sides have been deployed the armies can be moved from one sector to another. Movement is only possible into sectors adjacent to the one that the army is currently in. Armies can also move only once per turn. If there are any enemy forces in the start sector then your troops can't move that turn. Combat If after both sides have moved there are troops from the sides of good and evil in the same sector a battle is fought. Each sector is checked in turn until all battles have been fought. Battle If there is one army on any of the two sides then melee begins immediately, othersise you must first choose the battle formation. Both sides armies are listed opposite each other on the screen. A pair of pointers are also shown for each army, pointing to the top two armies on each side. By using the up/down keys you can move the pointers and pressing the select key swaps the positions of the two armies. The small graphical figures next to the army name do not move, this is to remind you of the original formation of both armies troops. Pressing F1 to F5 exits to battle itself for the good player and F6 to F10 exits the evil player. The advantage of exiting first is that your armies remain in the formation that you've selected and your opponents are returned to how they were before any swapping took place. Battle swapping is also exited after 16 seconds. The layout of the battle screen is very similar to the swap except that there is a box in the upper corners of the screen with the options flee and retreat. There's also a pointer next to one of the options. The armies names are displayed as before with a graphic to represent them and there's also a number below the name. The number is how many troops there are in the army and it decreases during the battle until the army is destroyed. A pointer next to one of the armies is used in conjunction with a box in the corners of the screen. It points to the army that you want to instruct. Only two instructions are possible: flee and retreat. Retreat removes the selected army from battle and flee causes all your armies to turn tail and run for it. Your troops are instructed by pressing the select key. To change the option from flee to retreat or vice versa you use the left key. Whenb one side has retreated from the battlefield or been killed then the sector in which the battle took place becomes the property of the victor. Troops that flee or retreat can be deployed again in the next turn. A Never Ending War The cycle is then complete and play continues from the income phase. The war will rage on until victory goes either to the forces of good or evil. Controls The mouse is used for most things, but during battles the keyboard or joystick are required (both in the two player game). Function Key Joystick Options in battle Cursor left Joystick left Up Cursor up Joystick up Down Cursor down Joystick down Select Return Joystick fire et ship has a shield level of 15 and you were to fire three salvos of missiles that inflicted 8dp each, none of the damage would get through. But if you were to fire all three missiles in one salvo, they would strike with 24dp, and 9dp would pass through the target ship's shields. After the salvo has been entered, the computer will confirm your firing one more time and then fire t A Pheonix doc from Sewer Possum MAFDET AND THE BOOK OF THE DEAD Welcome to MAFDET, an absorbing adventure with sword fighting and a series of intriguing puzzles to solve as you move through the vast playing area. The scene is set in Egyptian mythology and you are Mafdet, the cat Goddess of Revenge. The evil god Seth has stolen the Book of the Dead and hidden it deep in the underworld. Without the book, no Egyptian will be able to enter the afterlife when they die. You have been summonsed by Isis (the Goddess of Earth) to retrieve the Book and return it to the Egyptian people. You will need to use all your strength and imtelligence to find the Book, which is well guarded by Seth's minions. Collect amulets to help you on your way; change between cat and human form to help you pass some obstacles: find your way through dungeons and mazes; above all - FIND THE BOOK. INSTRUCTIONS You have nine lives and the number remaining and the life force remaining in the one you are using are shown in the windows at the bottom of the screen. During the game press key E to enter through doors. The space bar will cause you to change form from woman to cat or from cat to woman. Press HELP to pause the game. Press UNDO to end the game and return to the title screen. In the game, a number of different amulets are scattered about the levels. You will need to pick up the right amulets to pass through some areas. Some of the amulets provide extra life-force. Some should not be picked up at all. Beware of the DARK ROOM! If and when you find the Book of the Dead, you must go to one of the rooms and exit through a hidden doorway. Only then will the curse of Seth be lifted. JOYSTICK OPERATIONS You execute movement and sword control by means of a joystick plugged into,port 1. Diagrammatic instructions are given below. CAT Woman (button not pressed) Jump in direction facing Move Left Move Right Move Left Move Right Pick up object Pick up object Woman (Button pressed) Sword swing Sword swing Sword Stab Sword stab Leg Kick Leg kick A Phoenix doc from SEWER SOFT MAILSHOT PLUS MAILSHOT PLUS IS A COMPREHENSIVE PROGRAM for the running and maintaining of a computerised mailing list. It is so flexible that it can also be used for other day to day operations. It is capable of storing 1500 labels on a 520ST or 3000 labels on a 1040 ST. REFERENCE SECTION ADD - entering labels. To return to the main menu from a submenu select EXIT and QUIT if necessary. Use this option to add labels, to create a new data file or add labels into the middle of an existing file. Make sure you have a blank formatted disk to store the data files you create. The cursor will always remain in the center onscreen label. Type in the name & address pressing return at the end of each line. When you have completed your label press RETURN to move the cursor to the bottom of the label. The labels will then scroll upwards to reveal another blank label, press RETURN to start enetering more data. There are various editing commands available when you are editing/adding labels. THE EDITOR RETURN - Moves to beginning of next line. BACKSPACE - Delete leftwards. CTRL D or DELETE - Delete right CTRL I,TAB,INSERT - inserts space. CTRL A - Add a new line. ESC - Leave current label,return main menu. If you add labels to an existing file, they will be inserted directly above the current label displayed in the centre of the screen. If you wish to add labels onto the end of a file, move to the end, by scrolling or GO TO command, then select edit. To add labels to an existing file, you may use either the ADD or EDIT option. If you wish to load an existing MAILSHOT file or names & addresses from another source see FILE. ESSENTIAL INFORMATION BEFORE YOU BEGIN ADDING LABELS Number & String Wildcards If you select the Print Menu, you will notice that towards the bottom of the menu there are two options: NUMBER (@#) and STRING(@$). These are Wildcards. When entering labels, you may type @# or @$ on any line. When you actually print your labels, MAILSHOT automatically replaces @# with a sequential number on each relevant label. Alternatively, MAILSHOT will replace @$ with a string (eg text/date/number) on each label. Notice that in the NUMBER option, a '1' is already inserted. Every label you print with @# present will be numbered sequentially starting with 1. You can elect to start from any number. After printing a series of labels, say 10, and you later do 10 more, they will begin at 11. If you ORDER,DELETE or ADD any labels, this number may be affected. The STRING and NUMBER options are useful in that they allow you to print numbers or text on specific labels. Be sure to enter @# or @$ on any labels that you are likely to want to use this facility. Place Wildcards on a seperate line or end of a line of text. If you wish to use the MESSAGE option to print a standard message at the bottom of all your labels, be sure to leave a blank line at the bottom of each label. (see PRINT - printing labels). LAYOUT - designing labels Select the LAYOUT option from the Main Menu. Use this menu to design your label format. The format may be changed after you have entered your labels. Set the WIDTH of your labels. Set the HEIGHT of your labels. MAILSHOT is true WYSIWYG. Therefore the layout you design here will be the same layout for the printed labels. Although you may use any format whilst entering your labels, remember to change the layout to suit your labels before printing. The original layout in MAILSHOT is for standard 1.5" x 4" labels, using a standard printer set to 10 pitch. Simply adjust HEIGHT & WIDTH values and TEST LABELS facilities to correctly align printing for your particular configuration. If you decide to reduce the screen layout after entering your labels, the information is not lost. It may be recalled later by increasing the label width again. HOR.JUSTIFY - Horizontally justify your addresses within a label either to the left or centre. Alternatively, you may select BLOCK which also centres your addresses, but retains left justification. VER.JUSTIFY - Vertically justify your addresses either TOP,MIDDLE or BOTTOM of the label. MARKERS MAILSHOT provides conventional searching and sorting facilities, but also offers unique system of 'marking' information. The benefit would be if you wanted to sort your labels into surname order. Normally programs can only sort by line. To overcome this we have designed a system of Markers which are associated with the following Function Keys: F1 - Marker 1 F2 - Marker 2 F3 - Marker 3 F4 - Marker 4. As you enter the first line of a label, if you press F1, you will notice a highlighted bar appear and '1' on the left hand side. This signifies you have set up Marker 1 on your first line. You can use any marker in any order on any line. Use only one Marker per line. If you put a second marker on a line, the first marker will be replaced. If you select a marker used on another line, it will be moved to new pos. For example, if your line read: Ralph S Seymour you would enter the first name and initial, but press F1 before entering the surname. This would then mark just the surname. If on the second label, the name was on the second line, simply press F1 again before you typed the surname. You may place the same marker starting anywhere on any line, but only once within a label. If you wish to remove a marker altogether, move it to the end of a line. Do this by moving the cursor along the line, beyond the text, and pressing the relevant function key. It will then be removed when you complete your adding/editing. You can mark labels at any time using the EDIT option. Now is the time to set up 'rules' for entering labels. Use Marker 1 for surname; use Marker 2 for Company. These markers allow Surname/Company sort/searching. SHOW MARKERS - The Marker option in the LAYOUT menu allows you the facility of displaying the Markers when browsing with ADD or EDIT options. MEMO LINES These are basically four extra lines added to each label, which may be used to enter information other than the address. This is useful for phone numbers, general comments,etc. You may also use these lines for sorting/searching. The Memo Lines may not be printed when printing labels. However, it is possible to print selected lines (incl. Memos) when using the SUMMARY facility. This is especially useful for telephone lists, etc. SHOW MEMOS - As with the Marker option, you choose whether to display the Memo Line. If you select not to display, any info entered previously will still be retained. MEMO TYPE - Use the Layout menu to select the type of info that you are going to enter into the Memo Lines. ie TEXT(letters/numbers); Numeric(#'s); Date(enter in any format eg DD/MM/YY, DD.MM.YYYY, etc). MEMO DEFAULT - You may also enter default values for your Memo Lines. This means that whatever you enter as a default, it will be entered in the relevant Memo Line on each label you add. You can overtype or delete a default entry. EG you might enter one of your defaults as Telephone Book for your own reference. Every label you then entered would have 'Telephone Book' as a default, thus saving typing. You CANNOT use Markers with Memo Lines. When you have finished entering your information, be sure to save the label data file using the FILE option. NEVER save files on your MAILSHOT disk. Make backups of your data files before experimenting further. After having entered your labels, try browsing with the UP,DOWN & CONTINUE options. If you discover an incorrect label, position the label in the centre and press E or EDIT option to edit. The options while EDITing are same as for ADDing. With a large data file, browsing is inefficient so MAILSHOT has provided GOTO and SEARCH. YOU NOW KNOW ENOUGH ABOUT MAILSHOT TO ENTER YOUR LABELS GOTO - jump to a label NUMBER - Use this option to jump directly to a particular label number. It may also be used to jump to a place in a data file. EG: if you data file has 100 labels, sorted alphabetically by surname, and you wanted to find Mr Smith. Use the GOTO option to jump to say label 85. This would be roughly where Smith is to be found, then browse to the exact label. ORDER - sort labels LINE - You may sort your labels into alphabetical sequence order using any line, MArker or Memo Line. When setting up your memo Line, we mentioned that it was necessary to define the type of information. The reason for this is that you may now sort your labels into date or numeric order. If you wish to sort by Line, enter L then line number. Alternatively, to sort using a Marker, Enter M and marker number (1,2,3 or 4) or sort using Memo Line with M and Memo Line # (5,6,7,8). DO NOT attempt to sort on a Marker or Memo Line number which has not been defined. SEARCH - how to look for a specific label CONDITION - enter your search criteria. This option lets you search for a particular label or range of labels. There are 3 parts to the seaerch criteria: Location, Condition & Requirement. Location - where within the label you wish to search: Leave a space between each entry (eg: any = London). This will search every line for 'London'. Or, if you know on which line London will occur, (eg Line 4), type L4 = London. Always try to tell the p[rogram which line to search for added speed. Or to search using a Marker, enter M and the Marker number, or to search using memo Line enter M & 5,6,7 or 8. DO NOT attempt to search on a Marker or Memo Line that does not exist. Condition - The condition of a search (eg: any = London). This searches for anything which equals London. MAILSHOT uses # for 'not equal to'. Summary of search conditions: = -equals # -not equal < -less than <= -less than or equal > -greater than >= -greater/equal to =clash -to duplicate labels If for example, you wanted to find every label less than 1 year old, type M7 >= 1.11.86 Requirement - What you want to search for. Previuos examples have used London. If you wanted to find all Smith, you could enter L1 = Smith. This would also find Smithson, Desmith,etc. So to specify Smith, you use quotes: eg: L1 = " Smith " Summary of search requirements: " Smith" - find smith with space before. "Smith " - find Smith with space after. " Smith " - find Smith with space before & after. |= equal,next to left side of label. =| equal,next to right side of label. |=| equal, next to both sides of label. |# not equal, next to left side of label. #| not equal, next to right side of label. |#| not equal, next to both sides of label. You may link searches together by using the following logical expressions: AND, OR, NOT. Enclose each within brackets. Use AND and OR to link search criteria, use NOT to reverse definition of search criteria. EG: (L1 = " Smith ") AND (M7 = 1.8.87) - This would find every label addressed to Smith entered on 1.8.87. (L1 = " Smith ") OR (M7 = 1.8.87) - This would find every label addressed to Smith or every label entered on 1.8.87. NOT (L1 = " Smith ") AND (M7 = 1.8.87) This would find every label not addressed to Smith & every label entered on 1.8.87. SUBSET & WHOLE LEVEL - refers to the level from which you wish to perform the search. MAILSHOT maintains one SUBSET within the WHOLE file. Labels found as a result of a search may be put into a SUBSET. This SUBSET may then be browsed, edited or printed. Deleting from SUBSET will not affect the WHOLE file. Deleting from the WHOLE file will affect the SUBSET. When saving, you may either save the WHOLE file or the SUBSET. When saving the WHOLE file the SUBSET is not automatically saved as well. If you wish to remove a range of labels, conduct a search to find them and put them in the SUBSET. Select REMOVE and enter the appropiate label numbers FROM and TO so as to include every label. Then select to remove the labels from the WHOLE. This removes all labels in the SUBSET from the WHOLE file and from the SUBSET. If you create a subset, you may then perform another search from within the SUBSET. The result may then be used to create another SUBSET which will replace the original. The prompt EXIT lets you decide where you want to put the result of your search. This may be FIND, which displays the label found, from where you started your search, on the screen. Press RETURN to twice to display the second label found & so on. Use this method to step through the labels found in your search. If you select SUBSET all the labels found in the search will be put in the SUBSET. The word WHOLE at the top of the screen is now replaced with the word SUBSET, indicating you are now looking at the SUBSET. The numbers indicate how many are in the SUBSET. If you want to put all the labels in the SUBSET, enter (L1 = a) OR (L1 # a). ie Look for occurence of'a' or 'not a'. To move from SUBSET to WHOLE: Return to Search Menu, select WHOLE from the LEVEL option & select QUIT from EXIT option. To move from WHOLE to SUBSET: Return to Search Menu, select SUBSET from LEVEL option & select QUIT from the EXIT option. DETECTING DUPLICATE LABELS: This lets you find any label entered twice or more. Be sure to save data file before deleting duplicate labels. It is all too easy to remove labels accidentally & impossible to recover them. When you have deleted duplicates save your file. 1. Firstly, determine on which line, Marker or Memo Line you wish to look for duplicates. If you have marked your surnames, use this. 2. Order your labels according to the line, Marker or Memo Line above(in this case M1). 3. Select the search Menu and enter the following as the search condition: M1 = clash ie search Marker 1 for a clash(duplication). 4. Select SUBSET from the EXIT option, indicating you wish to put the labels found in the SUBSET. SUBSET will now contain any duplications. 5. Remove labels either by: Use REMOVE option. From Remove Menu, set the FROM option to WHOLE. Now, any duplications that you delete will be deleted from the WHOLE file & will also be deleted from the SUBSET. OR Use REMOVE option. From the Remove Menu, set the FROM option to SUBSET. Now delete any duplications which you DO NOT wish to delete from the WHOLE file. Delete any labels which are not the same, but have been found (since two addresses may have same surname). When the SUBSET contains only labels which you wish to delete from the WHOLE file, go to Remove menu & delete the range of labels(ie the SUBSET)FROM the WHOLE file. PRINT - printing labels If you select to print from the WHOLE, all of your labels will be printed. If you wish to print specific labels, select the SEARCH option & create a SUBSET of the labels required. Then whilst in SUBSET, select PRINT. You can PRINT in three ways: To the Printer - to print actual labels. To the printer - to print a summary. To a file - to create an ASCII file. To pause printing press SPACE. Press SPACE again to continue. Press ESCAPE to abort printing. To the printer - to print ACTUAL LABELS: 1. INITIALISATION - the program is configured for standard printers. Use this option if you wish to print in the condensed mode. If you require printer control codes, be sure to use the 'control' symbol on your keyboard. See your printer manual for details. 2. LEFT MARGIN - Enter left hand margin. 3. HOR.LABELS - Enter the number of labels to be printed across horizontally. 4. LABEL COPIES - The number of copies of each label. 5. PRINT - Set to print TEST LABELS 6. DESTINATION - Set to Printer 7. MESSAGE - this allows you to enter a standard message which will appear at the bottom of each label if you wish to use the MESSAGE option. The message will not print on labels without blank bottom lines. 8. NUMBER - (@#) - If you have used the @# sign in your labels & wish to number them sequentially, enter the number from which you wish to start. 9. STRING - (@$) - If you have used the @$ sign in your labels & wish to print a message, enter the message. 10. EXIT - Select PRINT MAILSHOT+ will print a series of asterisks across the page indicating the maximum sixe of a label. Align the paper, return to the print Menu, change the PRINT option from TEST LABELS to ACTUAL LABELS and select PRINT from the EXIT option to print your labels. TO THE PRINTER - to print a SUMMARY: This feature enables you to print a summary of your label in tabulated form, including Memo Lines, horizontally across the page using standard printer paper. 1. INITIALISATION - The program is configured for standard printers. Use this to print condensed for example. If you require printer control codes, remember to use the ^ control symbol and not the CTRL key for the codes. 2. LEFT MARGIN - Left hand margin. 3. PRINT - Select to print SUMMARY. 4. SUMMARY FORMAT - Enter either: L(for line)+line number; M(for Marker)+marker number(ie 1-4); M(for Memo Line)+Memo line number(ie 5-8); @ (for sequential numbering). Directly after these, enter : and then enter the length of the line. Seperate each entry by one space. For example: L1:6 M2:8 M6:10 This would print line 1 (which is 6 characters long), Marker 2(8 characters long), Memo line(10 characters long) This prints out as DIGITA Richards 0395 45059. If using an 80 column printer, don't exceed 80 characters across. It is not possible to use Wildcards (@#,@$). You may however, insert '@' which will sequentially number your labels. EG: @:4 L1:6 M2:8 M6:10 This would print as follows: 1 DIGITA Richards 0395 45059 2 SMITHS Davidson 01 345 421 3 JONES Andrews 021 911331 5. DESTINATION - Set to PRINTER 6. EXIT - Select Print. If you have to abort halw way through a print run, simply locate the last correctly printed label and then browse the file to find the same label on the screen. Use the REMOVE option to remove all of the labels up to that point and select PRINT. Don't save the abridged file. TO A FILE - to create an ASCII file When you have defined your ACTUAL LABELS or SUMMARY, you have the option to print them to the printer or a file. Printing to a file will create an ASCII file. 1. Set the print format as previously. 2. DESTINATION - Set to FILE. 3. FILE NAME - Enter your file name. 4. EXIT - Select PRINT Normally, use the facility in the FILE option to create ASCII file for use with any other program. However, this method allows the flexibility to create an ASCII file of specific lines, in a specific format (if using the SUMMARY). Use this option to create formatted ASCII files. (Use the TEXT option from the File menu to create unformatted ASCII files.) FILE - loading and saving labels. Files may only be accessed from the current directory. Check that you are in WHOLE file before saving data if you wish to save the entire file. Label files. Loading or saving labels created by MAILSHOT+: 1. FILE NAME - Enter the file name of your file. 2. FILE TYPE - Set to LABEL 3. EXIT - Select to LOAD or SAVE. NOTE: Markers and Memo Lines are also automatically saved. ASCII files - loading or saving ASCII files: 1. FILE NAME - Enter the filename of your file. 2. FILE TYPE - Set to TEXT. 3. LINE SEP. - Enter the codes which identify the end of a line. Normally this is already defined; ^J is used as the standard indentifier for the end of line. Refer to PRINTER - printing labels for more details on printer codes. 4. REC.SEP. - Enter the codes which identify the end of a record(as above). You may require a line seperator as well as a record seperator at the end of a record. 4. LONG LINES - select to TRUNCATE, which cuts the lines off, or SPLIT which cuts the line and puts the end of the line on the next line. 5. EXIT - Select to LOAD or SAVE. If the message 'File Not Found' appears, ensure the file has the correct suffix. You may need to rename it. Having loaded  an ASCII file you may save it either as a TEXT or LABEL file. Save as a LABEL file unless you intend to use the same file with the source program. This option does not save Markers or Memo Lines. Use this option to create unformatted ASCII files. Use the PRINT (to a file) option from the Print menu to create formatted ASCII files. MERGING FILES When selecting the LOAD option, if you already have file loaded into MAILSHOT+, the program queries whether you wish to delete existing labels. Press RETURN to make your selection. If you choose YES, the program will replace the existing file with the file you have selected to load. If you choose NO, the program will load the existing file onto the end of the current file. Use this method to merge files together. !OS - The operating system. Make this option to make direct operating system commands. The ST only accepts DIR for a directory listing. QUIT - Leaving MAILSHOT PLUS Use this option to leave MAILSHOT+. If you have not saved your current data, the program will query whether you wish to still leave without saving your data. If you select NO, by positioning over the option & pressing RETURN, the program returns to the Main Menu. Sewer Soft/A Phoenix Doc: Night Raider Instructions THE CONTROLS TO ASCEND - Pull back the joystick TO DESCEND - Push forward the joystick TO BANK TO RIGHT - Push stick right TO BANK LEFT - Push stick left TO BRAKE - Press K key TO USE TOGGLES - Move cursor & press fire TO VIEW PILOT SCREEN - press 1 TO VIEW ENGINEER - Press 2 TO VIEW MAP SCREEN - press 3 TO VIEW TAIL GUNNER - Press 4 To switch between GUN CURSOR & CONTROL YOKE, press SPACEBAR (or Right mouse button) To fire machine gun - press fire on joystick.(or left mouse button) TO DROP A TORPEDO - Press L to ready it, Press L again to launch it TO SEE STATUS SCREEN - Press S key. TO PAUSE - press P key. TO QUIT - press ESC key twice. TAKING OFF 1. Turn on engineers light, clicking on LIGHTS ON switch. 2. Select a fuel tank by clicking on fuel segment 1,2 or 3. 3. Adjust the fuel mixture(rich for take-off, lean for flying). 4. Push the THROTTLE KNOB to the full position. 5. Set the ARRESTER to UP position 6. Ensure the WING LOCK is locked. 7. Start the engine by clicking on ON. 8. Return to PILOTS SCREEN by pressing 1. 9. Release the brake by pressing the K key. 10. As you near the end of the deck, gently bring the nose up by pulling BACK on joystick. 11. Once you've cleared the deck and are airborne, return to ENGINEERS SCREEN to set fuel mix to lean & throttle to medium. Do it quickly or the Avenger may explode. LANDING When heading towards the Ark Royal: 1. Enter ENGINEERS SCREEN by pressing 2. 2. Turn on your LANDING LIGHTS 3. Reduce airspeed to under 175mph. 4. Make sure ALTIMETER reads between 50 and 100 feet. 5. Keeep descent rate no greater than 4 feet per second. 6. Ensure the nose of the aircraft is level or slightly up. 7. Place LANDING GEAR and the ARRESTER in the DOWN position. THE REAL THING. The short straw is the most difficult mission. If not happy with your straw, reshuffle & redraw, but don't do it too often or captain will think you're not a dedicated pilot. PILOTS VIEW (cockpit) Top half of screen is out of the window view. rounds vertical speed alitude artificial air speed inverted horizon t-bar view box compass brake torpedo yoke AIRSPEED: numbers on the dials are in 100's. TO INCREASE THE AIRSPEED - push forward on the throttle. TO DECREASE THE AIRSPEED - pull back on the throttle ALTITUDE: guage indicates height above sea level. The largest needle indicates altitude in 10's. Medium is 100's. Small is 1000's ARTIFICIAL HORIZON: This shows where the horizon is in relation to the water out of the pilots window. Main use in low visibility. VERTICAL SPEED: The numbers indicate up or down speed in 10's. INVERTED T-BAR: Indicates position of ailerons and rudder. COMPASS: Ensures your going in the right direction. Lining up with red marker follows flight plan. BRAKE: Will stop you on runway. To stop, bring brake forward by pressing K key on keyboard. THROTTLE: Increases your power. To do so, raise the throttle lever. YOKE: Steers aircraft. To ASCEND: pull back. To DESCEND: push forward. BANK: push left or right. TORPEDO: When forward, a torpedo is ready to Launch. press L to ready, press again to launch. ROUNDS: Ammoe left. when it reads zero, you've run out. VIEW BOX: flashes to indicate when needed at another position, 1,2,3 or 4 TAIL GUNNER VIEW ROUNDS(bottom left of centre): At zero tail gunner has no ammo. VIEWBOX(bottom right of centre): flashes to indicate your needed at another position. CONTROLLING GUNSIGHT: Use joystick/mouse to move gunsight onto target. ENGINEERS VIEW:Used in takeoff & during flight to check alls well. LIGHTSWITCH: bottom left : keep lights OFF when not using panel. Click on ON/OFF switch to use. IGNITION: top left : turn ON after controls are set. DO NOT turn off while in flight. THROTTLE: far right : increases/decreases fuel flow. In normal flight, set at 3/4s open. MIXTURE: bottom right : ratio of fuel & air. Rich for take-off; lean normal flight. LANDING LIGHTS: top centre : Cannot land without them. Once on, landing strip orients itself for landing. FUEL: middle : 3 fuel tanks, 3 dials. One tank must be selected to start engine. Main tank is 2. CAMERA: above mixture : switching on before takeoff lets you replay attack run on Bismarck. TORPEDO: bottom centre : neede to attack Bismarck. Ensure its on Y to load one. LANDING GEAR: centre : ensure tail wheel & land gear are both DOWN to land. Keep UP when normal flying. ARRESTER: bottom center : hook to catch on landing cables. Ensure its DOWN before landing WING LOCK: centre : wings must be locked before take-off. RPM: left of centre : toadjust, move throttle U or D. Avoid going over 50000 rpm OIL PRESSURE & TEMP: left : check regularly. keep temp below 00, pressure above 00. TO SET A FLIGHT PLAN: NAVIGATORS SCREEN 1. Move joystick to select desired quadrant. 2. With stick/mouse, move cursor to location & press FIRE. 3. On pilots screen, line up with the red marker on compass. On the map, each plane represents 1-10 of these aircarft, flying in formation. NAVIGATIONAL TIPS * Return to Ark Royal frequently to refuel & rearm & repair. * Fly trial runs to how far full fuel tanks take you. After sinking Bismarck you need to get back to Ark Royal * When landing, keep nose up, airspeed <100mph & rate of descent <5 ft/sec * When approaching Ark Royal to land, when you turn landing lights on, it will turn to line up with you. * Check status screen (S) regularly to see extent of damage inflicted on you and Ark Royal. * If you run out of fuel or have engine failure, ditch in ocean to be rescued for another day. TO DITCH, land gently at lowest speed with landing gear UP. When you hit water, turn off engine & wait. COMABT TACTICS * When releasing torpedoes, fly very low, to let torpedo skim the water, better chance to hit. * Fly below 2000 ft as often as possible to avoid enemy radar. Also useful for dive bombing & landing. * If in a spotlight, lose it with a quick chnage of direction to get out of it. * Keep engineers light off when not in use as it helps enemy to see you. * Eliminate U-Boats & E-boats before attempting to torpedo Bismarck, to protect ARk Royal * Protect Ark Royal at all costs. Avoid battle unless Ark Royal in danger as flak can destroy yr Avenger. Your Avenger: The deadliest torpedo bomber in World War 2 WINGSPAN: 54ft 2ins ENGINES: Two Wright double row R-2600 Cyclones MAX HORSEPOWER: 1600 BHP TOP SPEED: 300 mph CARRYING CAPACITY: 2000 pounds of bombs or one standard torpedo. OTHER ARMANENT: .50 machine gun in front cowl & another in powered ball turret. Doc by Phoenix/brought to you by Sewer Possum OGRE A Strategy Wargame An all out war against a juggernaut fighting machine on the nuclear battlefields of tomorrow! Historical Perspective The tank-type vehicle, considered obsolete by the end of the 20th century, ruled the battlefields of the 21st. Several factors led to the reappearance of mechanized warfare. The first was the development of biphase carbide armour (BPC). Stronger than any steel, it was also so light that even an air-cushion vehicle could carry several centimeteres of protection. The equivalent of a megaton of TNT was needed to breach even that much BPC armour - which meant that, in practice, nothing less than a tactical nuclear device was likely to be effective. Infantry, which had for a time eclipsed the tank, declined in importance. Although an infantry man could carry and direct a tactical nuclear missile, he had to be extensively (and expensively) protected to survive the nuclear battlefield. Thus, the "powered suit" was developed, it could guard a man for about a week (in increasing discomfort) from shrapnel, background radiation, and biochem agents. However, the cost of equipping infantry reduced their value. They were still more flexible and manoeuvreable than armour, and now they were almost as fast - but they were no longer cheaper. Long range nuclear missiles, which had been expected to make a mockery of "conventional" operations, likewise declined in value as jamming technology and laser counter-measures improved. Without satellite guidance, no jmissile could hit a less-than-city-sized target at more than 30 km - and no combatant could keep a sppy satellite operational for over a hour. Missiles big enough to carry jam proof guidance systems were sitting ducks for the big laser batteries - for although lasers had proved too tempremental and fragile for battlefield use, they werer fine as permanent anti-aircraft units. Thus, the tank-type vehicle - fast and heavily armed and armoured, able to break through enemy positions and exploit disorganisation - returned to wide use. And once again, planners fretted over priorities. More guns? More armour? More speed? Increase one, and lose on the others? Increase all and build fewer units? Some interesting compromises appeared. The 21st Century Infantryman, especially with the later "heavy powered suit", was a tanjk in his own right, at least by 20th century standards. The armed hovercraft or ground effect vehicle (GEV) equipped with multi-leaf spring skirts for broken ground, could attain speeds of 120 kph on any decent terrain, and 150 kph on desert or water. Conventional tanks were slower but tougher. All fired tactical nuclear shells. The ultimate development of the tank-type weapon, though, was the cybernetic attack vehicle. The original tanks had terrorised unsophisticated infantry. The cybertanks terrorised everyone, and with good reason. They were bigger (up to 50 metres), faster (hovercraft models proved too vulnerable, but atomic powered treads moved standard units at 45 kph or better) and more heavily armed (some had firepower equal to an armour company). And two or three metres of BPC armour made them nearly unstoppable. What made the cybertank horrifying though, was its literal inhumanity. No crew was carried; each unit was wholly computer-controlled. Although true mechanical intelligence had existed as early as 2010, and fully automated factories and military installations were in wide use by the middle of the century, the cybertanks were the earliest independant mobile units - the first true war "robots". Once the first cybertanks had proved their worth, development was rapid. The great war machines aroused a terrified sort of fascination. Human warriors devoutly hoped never to confront them, and preferred to keep a respectful distance - like several kilometers - even from friendly ones. They were just too big. One fact more than anything, points up the feeling that developed toward the cybertank. Unlike other war vehicles, they were never called "she". Friendly units of the speaker's acquaintance were "he", others were "it". And the term "cybertank" was rarely used. People had another name for the big war machines - one drawn from the early Combine units and, before that, from dark myth. They called them Ogres ... The Game Ogre is a game of mechanized tank warfare set in the 21st century. A cybernetic fighting unit - the Ogre - has been sent to destroy the opponent's strategic Command Post, which is guarded by an armour batt- alion. The Ogre's primary objective is to destroy the Command Post; destruction of all other units is its secondary objective. The armour battalion has but one objective: Defend the Command Post. To do so, they must destroy the Ogre. The Battlefield General. The defender's command post has been located in the most defensible terrain available - a battered stretch of land 22,5 kilometers wide by 33 kilometers long (14 x 20.5 miles), bounded on three sides by impassable swamp and on the fourth by a very deep, wide river. A map representing the standard battlefield is displayed on your computer screen. The map is divided into hexes, each representing an area 1500 metres (0.93 miles) across. Viewing the Map. Only half the map can be viewed at a time. Click on the arrows at the corners to scroll it. Craters. The battlefield is scarred with craters from past nuclear detonations. Craters are represented on the map by solid circles. Nothing may move into, or over, a crater. It is possible, however, to fire across craters. Rubble. The battlefield is further obstructed by great piles of rubble and earth. These are represented on the map by solid black lines along the edges of hexes. Only the Ogre and infantry are capable of moving across this rubble. Any unit can fire across rubble. Areas. The standard battlefield is divided into two basic areas. The majority of the map (the top 16 rows of hexes) is referred to as the 'obstructed' area. This is the area containing all of the craters and rubble. The bottom six rows, free of craters and rubble, are referred to as the 'clear' area. Both the left most and right most column of hexes contain only one crater. these craters are located in the seventh hex down from the top. Aline drawn between these two carter hexes is referred to as the 'carter line'. The obstructed area, clear area, and crater line are referred to during the initial deployment of defensive forces. The Combatants The combatants are rated by COMBAT FACTORS. The main combat factors are a weapon's attack strength, attack range and defence strength. Attack strength reflects a weapon's destructive power. The effective distance a weapon can reach is it's attack range, and a unit's capability to withstand an attack is referred to as its defence strength. These factors will be further expanded upon when discussing combat. Ogre There are two types of Ogre, the Mark III and the Mark IV. The Ogre is a cybertank approximately 30 metres in length, equipped with guns, missiles, anti-personnel weapons and 3 metres of biphase carbide armour. An undamaged one can travel at about 45 kph i.e. 3 map hexes per turn. The Ogre's goal is to destroy the defenders Command Post and, if possible, the entire defensive armour battalion. Ogre Mark III Attributes Defence Attack Attack Part Quantity Strength Strength Range Missiles 2 3 6 5 Main Battery 1 4 4 3 Secondary Battery 4 3 3 2 Antipersonnel 8 1 1 1 Treads 45 1 0 0 The Mark IV is a larger, more formidable version of the Mark III: Ogre Mark IV Attributes Defence Attack Attack Part Quantity Strength Strength Range Missiles 6 3 6 5 Main Battery 2 4 4 3 Secondary Battery 6 3 3 2 Antipersonnel 12 1 1 1 Treads 60 1 0 0 Command Post Attack Strength 0 Range 0 Defence 0 Move 0 This is the defender's strategic communications centre. Once positioned it cannot be moved. It is incapable of attacking the Ogre or defending itself. An attack from any Ogre weapon automatically destroys the post. Armour Units HEAVY TANK Attack Strength 4 Range 2 Defence 3 Move 3 This is the defender's main battle tank. It is big, powerful and heavily armoured. It's speed is such that it can keep pace with the Ogre, except when manouevering around rubble. Unfortunately it must get within 3 kilometers (2 hexes) of the Ogre in order to fire on it. This leaves it vulnerable to almost all the Ogre's weapons and to crushing. MISSILE TANK Attack Strength 3 Range 4 Defence 2 Move 2 A missile tank is smaller and less heavily armoured than a heavy tank. The broad, sturdy surface from which the missile tank commander fires long-range missiles sits atop a set of wide crawler treads that move the missile tank slowly across the battlefield. It cannot keep pace with the Ogre, thus it needs to continulaly anticipate the Ogre's movements to keep it within range. It's saving grace is that it can fire upon the Ogre from 6 kilometers (4 hexes) away, allowing it to pound the Ogre whilst staying out of range of most of the Ogre's weapons. HOWITZER Attack Strength 6 Range 8 Defence 1 Move 0 This is the defender's hardest hitting and longest range weapon, It can reach an Ogre up to 12 kilometers away (8 hexes). This allows a howitzer to get 2 or 3 shots at an Ogre before the Ogre can get within striking distance. Howitzers are permanent installations and cost twice as much as any other armoured unit. The fact that it cannot move is it's greatest weakness. In addition it is all but defenceless. The defenders must try to buy a howitzer time with the mobile armour units so that the howitzer may wreak cosiderable damage upon the Ogre. GROUND EFFECT VEHICLE (GEV) Attack Strength 2 Range 2 Defence 2 Move 4.3 Propelled by air-cushion suspension, the GEV is the defender's fastest moving vehicle. It can move more than twice as fast as any other unit, including the Ogre. GEV's move once in the defenders reguler movement phase - and again after firing, in the GEV nmovement phase. The seasoned GEV commander will swoop in close enough to fire at the Ogre and then dart away, just beyond the reach of the Ogre's weapons. INFANTRY Attack Strength 1,2 or 3 Range 1 Defence 1,2 or 3 Move 2 Infantry travel in groups of 1, 2 or 3 squads (6 0- 8 men to a squad). They are armed with conventional and anti-tank weapons and use powered 'battlesuits' to greatly increase their mobility (allowing them to cross rubble that stops other armoured units) and provide some protection from shrapnel and rediation. Infantry cannot move as fast as a fully functional Ogre, and a squad leader will, if not careful, find his squad falling behind the Ogre, unable to rech it before the command post is detroyed. Infantry must get within 1500 metres (1 hex) of the Ogre in order to fire at it. This makes them extremely vulnerable to the Ogres anti-personnel weapons, as well as to being overrun by the Ogre. Many infantrymen swear the supposedly emotionless Ogre derives great pleasure from the feel of battlesuuits being crushed beneath its treads. Deployment There are five predesigned battlefields from which the player may select. In addition the player may save five fields of his own design. (see menu) Set Up Defender's initial force depends on type of Ogre. If Mark III, the defender gets 12 armour units and 20 ssquads of infantry. If Mark IV, then 20 armour units and 30 squads of infantry. Bear in mind that a Howitzer costs twice as much as any other armoured unit. CRT ODDS Die roll 1-2 1-1 2-1 3-1 4-1 1 NE NE NE D D 2 NE NE D D X 3 NE D D X X 4 NE D X X X 5 D X X X X 6 X X X X X Attacks at less than 1 to 2 are always NE Attacks at 5 to 1 or better, are automatically X NE = "No effect" D = Four possible results, depending on the unit attacked 1) An Ogre is undamaged 2) An infantry unit has its strength reduced by 1 3) An armour unit is disabled. The unit can neither move nor fire next turn. An armour unit remains disabled until the end of the enemy's next combat phase. X = If the unit attacked is an Ogre, the part of the Ogre that was attacked is destroyed. If the defender is any unit other than an Ogre, it is destroyed. Sewer Possum presents a Phoenix doc OVERLORD 1. Loading Instructions The game automatically sets CAPS LOCK ON. Should you inadvertantly press CAPSLOCK at any time the game will not function. Press CAPSLOCK to continue. 2. Introduction In Overlord you take command of the Allied armies which in June 1944 invaded the coast of Normandy. Your command consists of the U.S. 5th, 7th, 8th, 15th and 19th Corps plus the British 2nd and Canadian 1st armies. 3. Display The display can be scrolled up and down, left and right, by using the cursor keys. the total playing area is 5 times the size of the screen. the reported positions of both friendly and enemy troops are shown initially. Each unit displ;ays its type and army designation. The game is menu driven and at the foot of the screen the menu displayed shows the options and instructions available at each stage. Access to each army is made via the Army Information Centres represented by the flags of the various units. 4. SEQUENCE OF PLAY 4.1 Start Menu In this menu you are asked to set your game level as follows: Beginner - key 1 Standard - key 2 Advanced - key 3 The difficulty level is affected by the morale level of the allies. LOAD AND SAVE GAME OPTION If you wish to load a previously saved game then place disk in drive and press L. To start a new game press RETURN At the start of each game turn you can save the current game. Place a blank disk in drive and press S. Press RETURN to start or continue the game. 4.2 Landing Beach Menu Select the beach you require by pressing the appropriate key indicated on the beach boxes. The choice is restricted to 5 beaches. Beach markers will indicate active beaches. 4.3 Main Menu The map can be scrolled from this menu using the arrow keys. Key A Army Orders to access the Army Access Menu and the Army Orders Menu or Key 0 to end the game turn without ordering any reinforcements from the Army Access Menu or issuing any orders from the Army Order Menu. 4.4 Army Access Menu The map can be scrolled from this menu using the arrow keys. Use keys P and Q to move the arrow cursor right and left in the Reinforcement Box. Press Key A to access the units of each army or crps. Press Key U to access an individual unit. On the first turn (Invasion) only Infantry Units (Rifle Symbol) are accessible. Exiting from this menu leads to the Army Orders Menu. Reinforcements On the following game turns this menu is used for reinforcement purposes when all units, including mechanised (Machine Gun Symbol) and armour (Tank Symbol) can be accessed. After access to a unit, allocate the unit to an active beach by pressing the appropriate letter key. Airborne Units Option Airborne units exist only in the U.S. 7th Corps and the British 2nd Army. If no unit of these armies has been committed to an Invasion (beach) Box, then the respective Airborne Units cannot be accessed in the Airborne phase. Press any key to access the Reinforcement Box. Use the Reinforcement Box in the same manner as for Invasion-Reinforcement. Only Airborne Units can be assessed. (Rifle symbol with an excuse for a parachute above). After Unit Access, move the X cursor to the drop zone posittion you require. A drop zone must be iwthin three positions of an active beach, must not be occupied and must not be a town position. When all airborne units have been allocated, exiting leads directly to Unit Movement. 4.5 Army Orders Menu The map can be scrolled from this menu using the arrow keys. There is no access to army orders on the first turn as the player will have no units on the map. On the first turn exit from this menu and press 0 at the Army Access Menu, having first ensured that units have been allocated to the landing beaches. On subsequent game turns:- ORDER MOVEMENT Key O will display the player's Army Menu. To access an individual army, press the key whose colour code corresponds to that army. After access to an army the X cursor (centre) appears on the Army Information Centre (AIC). An X appears on one unit, an R on a second unit and an L on a third unit. Move the X cursor to the position you wish to move to and press the T key. Repeat this procedure for the R (right) and L (lefty) units. These first three units represent the right flank of the army as a whole. Repeat the above procedure for the second set of 3 units. These units represent the left flank of the army. Should you wish to retain a previously issued order to any unit then there is no need to move the cursor. Simply press the E key not the T key. The unit will continue to respond to the last order issued to it. This allows the player to change one or two unit orders without the need to reset all other unit orders. After setting up an army's front line the player must order the Army Commander to attack, defend or use his own discretion by pressing A, D or E respectively. The attack order can be used to break a stalemate position or to maintain an advance where the advance is necessary at all costs. Revert to direction the moment you think this will suffice or where there is a need to reduce losses. DETAILS Press G or A to access respective armies. Press code number of the army required. German unit details will not be shown if they are too far away from an Allied unit. The lower graphic on Allied units reopresents its morale level. See Morale. Some units of a widely spread army may not have their details displayed. CURRENT ORDERS Press G or A to access respective armies. Press code number of army required. ALLIED: The current movement order of each unit will be displayed by a series of arrows. Should the arrows extend off screen, scroll the map to the required position and press a key other than the Q key. The arrows are not printed if movement extends through another unit. The short arrow denotes the objective position of a unit. GERMAN: The arrows represent the previous turns incomplete movement. They simply indicate what the computer opponent was trying to do the previous turn. The computer may or may not continue along similar lines on the next turn. 4.6 MOVEMENT Six movement points are allocated each turn for Infantry and Airborne units, 8 for Mechanised and 10 for Armour. These are deducted according to terrain crossed as shown on the Terrain Chart. Movement is restricted to a maximum of 4 positions per turn. Each unit exerts a degree of conrol over adjacent positions. As a result no unit next to an enemy unit may move directly to a position that is also adjacent to an enemy unit. 4.7 COMBAT After each army's movement the units of that army are considered attacking units during combat and the opposing units as the defenders. Combat terrain adsjustments are applied as shown on the Terrain Chart. Combat occurs between adjacent enemy units including diagonal adjacency. Units with a Defen Order will not attack and when themselves attacked will defend with a 10% bonus to their effectiveness. Units with a Discretion Order will only attack if their respective army commanders believe there is a reasonable chance of success. Units with an attack order will attack all adjacent enemy units regardless of relative strengths. In combat an armoured unit has a 30% bonus added to its effectiveness. Mechanised and Airborne units have a 15% and infantry units none. This bonus is added whether attacking or defending. In a single combat phase each unit will have its effectiveness reduced by one quarter of its current strength in its second and subsequent combat in that combat phase. ADVANCE AND RETREAT DURING COMBAT Defending units may retreat and attacking units advance depending on the results of combat and the number of movement points a unit has left after the movement phase. A retreating unit will move in a direction determined by the relative positions of the 2 units. An advancing unit will move towards the position set by its current movement order. A unit of the players army subject to retreat will move to and remain at the retreat position until another order is issued to that army. A retreat move may take place in the following movement phase if the unit did not possess enough movement points in the combat phase. An attacking unit advancing after combat will still resolve combat with all enemy units it was adjacent to before the advance took place. A unit retreating into or fighting in an active beach area may not respond to a movement order on the following turn. 5. ARMY INFORMATION CENTRE (AIC) The players AIC's are for purposes of access and control. The computers AIC's provide the player with limited intelligence of the computer's forces. It must be stressed that an AIC is not a physical unit. Units may move freely through an AIC without effect. 6. COMMAND RADIUS A unit more than 4 positions from its AIC at the start of a Movement Phase will move towards its AIC. The position of an AIC is the centre of each army calculated on the average line and column numbers of all units in each army. 7. LIMITED INTELLIGENCE Computer units whose exact positions are known are displayed on screen. Units whose position but not ttype are known are displayed by an AIC symbol. Army's whose general whereabouts are known have their AIC displayed. 8. MORALE The morale level of a unit adds to the overall effectiveness of each unit as follows:- Excellent +30% Very Good +25% Good +20% Fair +15% Low +10% Poor + 5% Abysmal 0% Any unit suffering 15% or 20% loss ina single combat will have its morale reduced by one step. Excellent morale is displayed in unit details by the lower graphic being all black. As a unit's morale decreases more white appears on that lower graphic. 9. REORGANISATION A unit less than 45% effective will disband. One unit per army, per turn can disband. This unit's strength is than shared between the remaining units in the same army. Reorganised strength is limited to a maximum of 95%. 10. SUPPLY Supply sources:- ALLIED BASE SUPPLY POSITION This position is the centre of the Allied Armies on the map. If this position coincides with an unoccupied position then the Base Supply Symbol will be displayed on the map during the orders phase, or otherwise the player must judge this position from the avearge position of all on map units. The range of supply from this base starts at one position and increased by one per game turn up to a maximum of 11 unit positions. BEACH HEAD SUPPLY Each active beach exerts supply up to a range of 4 positions. To be in a supply an army's AIC must be within range of a supply source at the start of the Movement Phase. Armies that are out of supply will move towrads the player's base position until back in supply range. 11. BEACH ACTIVATION - DE-ACTIVATION If the player as a unit close to an inactive beach and there are no enemy units in the vicinity, then that beach will become active and can then be used for purposes of reinforcement. If the reverse is true then an active beach will become inactive. 12. VICTORY CONDITIONS The game is terminated if any of the following conditions exist:- 1. Either army is reduced to less than 40% effectiveness. 2. An Allied unit reaches Paris. 3. No active landing beach exists. Victory is decided purely on the effectiveness of the 2 armies on map units at the moment the game is ended. To continue the game enter 'Y'. TERRAIN CHART TERRAIN SYMBOL MOVEMENT COMBAT ADJUSTMENT COST Clear Green 2 None Town Black 3 Defender +20% River Blue 3 Attacker -15% Forest Orange 3 Defender +15% Dark Rough Green 3 Defender +15% Flooded area Blue 3 Defender +10% Black/ Supply Base White - - A Phoenix doc compiled by SEWER POSSUM SHUTTLE II Loading Once the revolving cube has appeared press the left mouse button to advance to the option panel. Welcome aboard! You are about to blast off into an exciting new adventure blazing a trail for future space travel in the world's greatest flying machine. There are 12 exciting phases to Space Shuttle II 1. Option Panel Phase 2. Launch Site Weather Phase 3. Runway Site Weather Phase 4. Shuttle Launch and Take-Off 5. Solid Rocket Booster Seperation 6. External Tank Separation 7. Final Climb Phase 8. Satellite Search and Find Phase 9. Satellite Retrieval Phase 10. De-Orbit Burn Phase 11. Runway Approach and Touchdown Phase 12. Mission High Score-Board update The Option Panel In the option panel you can select different playing options. Move the mouse around the panel and click on any of the icons in the panel to select an option. Click on the icon "NUMBER 1" to alter the skill level of the game. Initially the current level is displayed in "RED" in the top right hand window of the display. Further clicks will advance it up to 6 then back to 1. Level 6 is the hardest. To see the current top ten scores click on the icon "NUMBER 2". A second click will return you to the option panel. Game sound can be switched on and off by clicking on the BELL icon. To advance to the next stage of shuttle, click on the start box. N.B. F1 = Game Pause, F2 = Game restart, F10 = Game abort The Weather Screens These set up other game playing conditions and initial game score. The object is to pick a set of weather conditions for a launch or landing site. Here you play the role of 'mission controller', are you going to attempt launching/landing in high winds and heavy cloud? Or spend hundreds of thousands of dollars waiting for good weather. Your decisions decide bonus points and gambling against take-offs and landings in adverse weather weather conditions you can gain a high bonus or none at all. If you opt for low winds and light cloud you will be guaranteed a bonus of a smaller number of points but there's a chance of a bad weather take- off/landing. The Launch Weather Screen Select weather conditions for you launch. This sequence is repeated for the following landing weather screen. To select your weather percentage move the cross sursor around the "percentage scatter" selector and click to select the percentage. If the cursor is to the right of the bar then the percentage is lowm whilst to the left gives a high percentage. Choosing a high percentage is more of a gamble, but can bring higher scores. Listed below are possible points available and descriptions of the "percentage scatter" selectors in order. POINTS POSSIBLE  HIGH LOW CLOUD COVER 199 100 CLOUD SIZE 199 100 POSSIBLE WIND DEVIATION 199 100 WIND SPEED 199 100 Now you must choose the amount of time you will give your crew to prepare for the shuttle mission. If with the above options you have chosen a forecast for good weather and you go for a fast launch it is highly possible that you will get all 400 points. If, however, you have gambled against a launch during bad weather you will possibly get 796 or nothing. The list below gives the percentage of points deducted for 'launch delays' depending on the time scale chosen. TIMER PERCENTAGE DEDUCTED PER "LAUNCH DELAY" FAST 100% (ALL POINTS LOST MEDIUM 50% SLOW 25% Now you must choose a launch site on the map. A suitable one is where the area under the cursor is all green. After pressing the mouse button a shuttle will be positioned and the launch preperation will begin. Weather patterns will roll over the map with the cloud cover, size, wind variation and speed determined by your percentages chosen. Some of the clouds create electrical storms that create 'launch delays'. If you have the sound 'on' you will hear the crackle as these move over the launch area. If you have gone for a fast launch one solitary 'launch delay' will cost you all your points (100%) as per the list above, whilst with a slow launch it will take 4 'launch delays' to lose all your points (4x25%). The Landing Weather Screen Click on the mouse to move to the landing weather screen. Click on one of the three landing strips as choaice of landing area. RUNWAY 1 = EASY RUNWAY 2 = HARF RUNWAY 3 = DIFFICULT Bonus points awarded on this screen are the same as for the launch weather screen. Click on the mouse to adavnce to the launch screen. The Launch Screen Controls You now take on the role of the pilot of the Shuttle. At the bottom left, a DARK BLUE PANEL the (CRT) will show your flight paths during the launch. Above this two digital read outs show your MACH (velocity) and ALTITUDE (height) In the middle of the screen is the MAIN CONTROL PANEL. The slider bars can be controlled by clicking on the small up and down arrows located at the top and bottom of the bars. The ight bar is the THRUST POWER control, the middle bar is the WING ROLL ANGLE control, the left bar is the NOSE PITCH ANGLE control. THRUST BAR INDICATOR = the closer this slider gets to the top the faster the shuttle will accelerate, below the middle point of the slider the faster the acceleration will decrease. WING BAR INDICATOR = this bar controls the roll angle of the shuttle. NOSE BAR INDICATOR = this bar controls the shuttle's nose angle and with this you can control the shuttle's rate of ascent. Below the control panel is the EVENT TIMER. This timer during the three stages of launch tells you at what times certain event conditions must be achieved and performed. The TIMER also tells you how long you have been in flight and the overall mission time. At the top of the screen there are three information windows. THe right hand window displays your "SCORE", the middle window is used to give you FLIGHT INFORMATON, the shuttle's computer will display messages to you here. The left hand window shows a label for the current EVENT in progress. The Launch To start the launch turn on the shuttle's ON-BOARD COMPUTER by clicking on the mouse button. Once the computer is active it roll back the heat shield and a view from the cockpit will be shown. This view is determined by your selection of launch area. To start the countdown, click the mouse button. The shuttle's computer will draw the first flight trace in the CRT. Use the flight controls to guide the shuttle along this flight path. As you progress through the three stages of the launch, the shuttle's computer will draw the next stage of flight in the CRT. During the flight certain events have to be performed such as ejecting the S.R.B.'s and E.Tank. Usually a message will be displayed about ten seconds before this event should occur. If you fail to meet the required conditions to perform the event, then the computer will do it for you, but you will not score any bonus points. Points are accumulated by staying on the flight path. Listed below are the launch stage events, these should be actioned at the appropraite time on the event timer. LAUNCH STAGE EVENTS NO. LABEL ALT MAC TIME SPECIAL 1 CLRTOWR >110 - 007 - 2 SHUTROLL - - 010 ANGLE >22 DEGREES 3 THRTBACK - - 037 THRUST <60% 4 MACH1 - 1000 050 5 SRBSEP 6750 4500 132 PRESS "S" 6 CHNGPTH1 13920 10000 240 7 ETSEP 17520 18500 500 PRESS "S" 8 OMSYSM 19680 20000 560 PRESS "O" 9 CHNGPTH2 22560 21250 600 10 ORBIT 60000 30000 900 HINTS: Study the launch events very carefully and remember all of the flight conditions as it is these that guarantee a successful and perfect launch and orbital phase. Watch the shuttle fly out of earths ionosphere into space, past mountains, airships, clouds, earths atmospheres, stars and many other sights, facing harder and more exciting challenges as you go. During the second stage of the LAUNCH PHASE after E.TANK separation you are advised to switch on the O.M.SYSTEM at event time '560' pressing 'O' at that time; if successful you will be rewarded with bonus points otherwise the compter will switch it on automatically without the bonus points. When the O.M. SYSTEM is on you now control the shuttle with small RETRO ROCKETS positiioned on the 'nose' and 'tail' of the shuttle. The O.M.S. PANEL shows a plan view of the shuttle and six ROCKET STATUS INDICATORS, if the indicators change from 'dark grey' to 'red' then those RETRO ROCKETS are being fired. On the plan view of the shuttle the rockets being fired are highlighted showing their relative positions to each other. The Satellite Screens Switch on the 'guidance system' by pressing 'S' the switch will then go to the '+' sign and the status indicator will start beating to show that the system is operational. Use the O.M.SYSTEM control panel to guide the shuttle to the satellite. To correctly position the shuttle the 'digital read outs' must be close to zero (this depends on the game skill level) and all the slider controls must also be at their middle positions, so the shuttle is not moving. Watch the satellite appear as you get closer to it, use the movement of the background stars as a guide to which direction you are moving. Using the O.M.SYSTEM which is switched on during the launch stages, we must guide the shuttle towards this satellite. The control panel now acts as the O.M. SYSTEM. Moving the nose slider upwards alters the amount of thrust in a forward direction, (we move forward in orbit), if this slider goes below the halfway line, then the shuttle travels backwards. Likewise the WING slider moves us from left to right and the NOSE slider up and down. The left hand panel consists of THREE DIGITAL READ-OUTS (TOP HALF), a FUEL GUAGE, RADAR GUIDANCE SWITCH and a SCAN STATUS INDICATOR (BOTTOM HALF). The digital readouts give the relative position of the stellite to the shuttle. The top read out 'RTT' - 'Range To Target' - shows us the distance the satellite is in front of us. A positive value means the satellite is behind us and a negative value means the satellite is in front of us. The symbols ## mean that the value is too large to show. The second display 'DFT' - Displacement From Target' - shows us the sideways distance from the target, a positive value means that the stellite is to the right, and a negative to the left. Finally, 'ATT' - Altitude From Target' - shows us how high the satellite is above or below us. In the shuttle window there is a CROSS HAIR SIGHT, this indicates also the sideways and height displacements of the satellite to the shuttle. A 'green hair' indicates that you should move in that particular direction. If either pair of hairs are green this means that the satellite is correctly placed in that plane. The fuel guage displays how much O.M.SYSTEM fuel you have left. The more you move the slider bars, the more fuel you use. If you run out of fuel this mission phase is aborted, and you will jump to the collection part of the satfellite stages. We now go to the retieval stage of the mission. A side elevation of the shuttle with the earth in the background is shown. A panel at the bottom of the screen shows NITROGEN FUEL and OXYGEN levels, a JET PACK DIRECTION CONTROL PANEL, the AIR-LOCK SWITCH, and a JETMAN READY ICON. Open the air lock by clicking on the air lock icon, the seal guard will scroll back. Press 'O' to open the airlock, and the seal guard will scroll back over the switch. The cargo bay doors will then open. Click on the NITROGEN to fill up the jet pack with nitrogen. This nitrogen fuel is the fuel for the thrusters on the jetpack and the 'oxygen' is for the astronaut to breathe. Click on the oxygen to fill the astronauts oxygen tanks. Click on the jetman icon and the jetman will don his suit. Clicking on the jetpack control panel will bring the jetman out to 'space walk'. Move the jetman around by clicking on the direction arrows in the jetpack control panel. Collect (or join) the satellite by touching the top of it's vanes (wings) to the hands of the jetman. Once contact has been made bring the satellite and the jet man back into the front of the cargo bay. Again click on the airlock icon to open the airlock, press 'C' to close the doors. Once this has been completed your bonus will be shown. The bonus is determined by time taken, oxygen/nitrogen used and skill level. The De-Orbit Screen In this stage you must fly the shuttle through it's S-turn to slow the ship down and gain correct alignment to the runway approach. Fly ON the green path in the CRT. Use the WING slider to control the WING ATTITUDE of the shuttle shown in the right hand side of the HEAT DISPLAY PANEL. Avoid burning up the shuttle by keeping ON the green line. Watch the graphical display of the tempreture build up in the TERMINAL AREA ENERGY MANAGEMENT (TAEM)heat display panel. The left slider controls the height of the shuttle, which is falling all the time whilst gliding down to the runway. The right slider controls the air brakes, moving the slider upwards increases the braking and slows the shuttle down. Hints: Tempreture will only build up if you are flying off the green line, heat will decrease if flight path is corrected during S-turn... During descent be careful not to brake too much during re- entry as the shuttle is now a glider and can lose altitude very quickly... The Landing Screen The controls here work in the same manner as for the de-orbit screen. Fly the shuttle down to it's runway. White runway lights on the ground indicate the direction of the runway. Watch you don't stall the shuttle, you cannot gain any velocity in these stages. The CRT becomes the LANDING FLIGHT GLIDESCOPE, it has two different traces of the shuttles glide to the runway. The top 'red' trace shows a side view of the glide giving the height of the shuttle above the ground. The bottom 'green' trace shows a birds eye view of the glide giving your sideways distance from the runway. During the approach you will need to put the landing wheels down. This should be done with the altitude between 1000 and 600. Pressing 'W' will drop the undercarraige. CONDITIONS TO BE MET FOR A SUCCESSFUL TOUCH-DOWN LEVEL MAC 1 150+OR-60 2 150+OR-50 3 150+OR-40 4 150+OR-30 5 150+OR-20 6 150+OR-10 All above speeds are determined at 0 altitude i.e. level 1 at 0 altitude speed of 210 (upper limit) to 90 (lower limit) will give a successful landing. Good luck Commander. EVENT TABLE ACRONYMS No. 1 READY On-Board computer running 2 COUNT Count-down has started 3 ROLL Shuttle has started 120 degree roll 4 MACH1 Space Shuttle has reached Mach 1 5 SRBSEP Preopare for S.R.B. separation 6 DIVE Dive to a 72 mile altitude 7 ETSEP Prepare for E. Tank separation 8 CLIMB Climb to a higher altitude 9 ORBIT First orbit is achieved 10 OMS Switch on O.M. System 11 SATOMS Use O.M./ System to find satellite 12 GUIDE Guide space shuttle towards satellite 13 DOCKED Satellite is in correct retrieval position 14 NoFUEL You have run out of fuel 15 DEORBT Begin re-entry into earth's atmosphere 16 STALLD You have stalled the shuttle in flight 17 NSDIVE You have nose-dived the shuttle 18 LAND Begin landing phase 19 OVSHOT You have overshot the runway 20 T-DOWN You have successfully landed the shuttle SPITFIRE 40 Atari ST keyboard Control Joystick Controls Normal up, down, left, right and fire controls apply. Keyboard equivalents Joystick up ' Joystick down / Joystick left A Joystick right S Fire SHIFT Keyboard Controls Left Rudder Z Right Rudder X Increase Power Q Decrease Power W Flaps F Gear G Brakes B Map M Extended Map Direction keys Scroll extended map shift and direction keys View Space bar Ground detail F1 to F5 F1 = No objects seen F2 = Objects seen up to short distance F3 = Objects seen up to middle distance F4 = All objects seen Digital Readout F6 Main Menu Esc Saving a log Insert a formatted disk and follow instructions on screen. A Phoenix doc presented by Sewer Possum WIZARD'S CROWN Game Design & Programming by Paul Murray & Keith Brors Game Development by Chuck Kroegel and Jeff Johnson Object Five hundred years ago the land was governed by the Fellowship of Wizard's and was a place of beauty and wisdom. The Crown of the Emperor was a great treasure. It gave power and reason to the Fellowship and was the source of learning, of all knowledge present, past and future. Each wizard wore the Crown until the constellation Atarius shifted in the sky, then he passed it to the next wizard. However, when it came to the turn of Tarmon, wizard of Thunder, he refused to give up the crown. Magical civil wars ensued. Tarmon fleed with the Crown to his laboratories and sealed himself inside forever. That was 500 hundred years ago and the Crown still awaits it's freedom. The land (Arghan) is still infested with monsters called up during the war. A magic wall contains them having been erected by the Fellowship when they came to their senses. The Fellowship are barred from entering the gates of the city until the Crown has been recovered. This then is your challenge. You have been called to find the Crown of the Emperor. Return with the Crown and you will receive a great enchantment ... you will rival the heroes of old. The more swiftly you return the greater your reward. Page 1 An Overview Wizard's Crown is a game of adventures and encounters. The objective is to locate and retrieve a wizard's crown. You create a party of eight characters each with personal attributes and professions that determine the skills he will have available for his actions. The adventurers travel, setting out from the Inn, following clues and searching through a town and ruins. There are opportunities to enter buildings and other places in which dangerous and delightful events take place. Be aware that monsters may appear almost anywhere. When they do you may fight a detailed tactical battle. Or if you prefer, you may choose to fight quick combat, in which the computer resolves the entire battle in a few seconds. After the battle the characters take loot from the monsters, equipment (sometimes magical) to be used or sold later on. From their adventures, the characters acquire experience which they then use to increase their skills. While in battle a character may receive injuries that weaken him for future battles. By returning your party to the inn, you make it possible to give a wounded character rest and recuperation before you send the party off on further adventures. Page 2 __________________________________________________________________________ Play Difficulty Select a level of 1 to 5 (on opening menu). 1 is hardest. Create a Game Disk You need to create a game disk for play. Utilities This option allows you to reset the dungeons to their original state. SAVING THE GAME Select (T) - Tell the minstrel your deeds Page 3 At the Inn At upper right hand corner of screen is the year, day and time of day. (10/0 DAWN at the start, indicating the tenth year of the reighn of Ancus). At right hand middle of screen the time delay after messages is indicated (5 at the start). The delay can be any number from 1 to 9. 1 is the shortest delay. You may change it by typing D. The Commands (G)reet new Adventurers Allows you to create a new character (no more than eight at a time). (T)ell the Mistrel your deeds Saves the game (R)est the adventurers Sends your party to rest. Depending on his strength each member of the party recovers from his wounds and his lost Power, Morale and Life Force. The cost of rest is 40 copper pieces automatically deducted. If a character cannot pay for the number of days he is to rest, then he sleeps in the stables for the entire period. In this case only the characters power is restored. (C)heck a character Shows characters current condition (I)mprove a character Allows you to improve a character by spending Experience (H)ave a character quit the party Allows you to remove a character, He is permanently lost. (V)iews items stored at the Inn Allows you to see the items you have stored at the inn and to pick up those you no longer wish to store. The maximum number that can be stored is 18. (O)utfit a character Allows you to choose a new icon to represent a character. (M)ove money around Allows you to move money between characters. You can divide it equally or give it all to one. E(X)it the Inn Allows you to leave the Inn and commence your travels. EXITING THE INN All or just some of your characters may leave the inn. You will be asked which. You will be asked, "Which character will be on point?" Choose a perty member with good ratings in stealth and scan. The point characters' skills in these areas modified by how far in advance of the party he is determine whether 1) the party may perform an ambush, 2) the party itself is ambushed, or 3) the party has a normal face to face encounter. Page 4 After the point character is chosen the computer asks you to give a value to the point man lead. (1 = none, or 2 to 9). This value represents how far in advance of the party the lead man is scouting. The farther out he is, the less likely the party will be ambushed. At the same time, the father out he is the less chance he has of getting back to the main group when combat occurs. To create a new character when you already have eight in the party, press H. Select the character who is to depart. You will be returned to the inn and the departed character has pemanently gone. A character's personal attributes affect his abilities to learn skills, handle weapon etc. The minimum values are STRENGTH 5, DEXTERITY 5, INTELLIGENCE 5, LIFE 25, EXPERIENCE 20. Points are purchased in the following ratios: STRENGTH (1-1), DEXTERITY (1-1), INTELLIGENCE (1-1), LIFE (5-1) and EXPERIENCE (4-1) Points you assign to a character will determine the professions available to him. A character may have more than one profession. The cost of each profession is as follows: Page 5 SORCERER INT 11 PRIEST INT 7 FIGHTER INT 5 RANGER INT 3 THIEF INT 3 After you select a profession the skills list will appear. Only the skills available to the characters profession will appear. After the skill list you will see a list opf all the weapons the character has the STRENGTH and skill to use. Select a weapon. The character will be provided with the weapon, armour, a dagger and a shield (if the weapon was one handed and the character has the skill and strength to use a shield). CHECKING A CHARACTER To check a character press the letter C. First screen displays attributes and possessions, second screen displays skill ability ratings. To trade coins press T To ready, drop or evaluate items press R. The menu changes. Use arrow keys to place highlighting on the desired item. To ready an item press R; YES indicates the item is readied. To transfer an item press T an the computer asks TO A (C)HARACTER OR TO THE (I)NN. To drop an item, press D. It cannot be recovered once dropped. To evaluate an item press E After the check is completed, exit by pressing X Page 6 PERSONAL ATTRIBUTES Strength Determines available weapons, permissable weight of armour, ability to force locks, and rate of recovery from wounds. N.B. The designers suggest that the starting strength should not be higher than required for use of the desired weapon or armour. Dexterity Determines starting value for many skills. Indicates how often a character may act, e.g. DEX 20 acts twice as often as DEX 10. Intelligence determines professions available to a character. In general only the exact INT points required for the desired profession(s) should be purchased. However, since INT does influence other factors, it just might be worth purchasing more sometimes. Life Determines ability to withstand wounds and to avoid becoming unconscious. Bleeding, poison, Life Steal, and Life Blast cause a loss of current life. When life reaches zero, the character is dead. Experience Represents training and skill of the character. In the game a character earns experience points which may be spent to increase his attributes, skills, power and karma. A new character begins with Experience reflecting his background. PROFESSIONS RANGERS are foresters, scouts and hunters. They can exist on their own in the wilderness. Although they are not great fighters they can use spears and bows. FIGHTERS are prepared for all types of combat. PRIESTS are favoured by the gods. They can heal, treat poisons and turn undead. THIEVES are sneaky and make good point men. They can spot the enemy, locate hidden things, find and disarm traps, and bargain well. SORCERERS are able to cast spells and make potions. They can recognise and understand (evaluate) the magical items that they find. SKILLS A characters profession(s) determines the skills he possesses. His attributes influence the starting values of his skills. SKILL ABILITIES Skill abilities are values which represent how well a character perform,s a skill. There are skills of magic, of the dungeon, of the wilderness, of the use of weapons, of scholarshop, and of healing. Usually, to determine if a skill is performed successfully, the skill abilities are randomised and compared with another number. Page 7 For example, consider a thief with a search ability of 74 as he searches a wall. A trap in the wall has a concealment rating of 30 (Of course this is not known by the player). A number between 1 and 74 is rolled; and if the number rolled is above 30, the trap is spotted. Many magical items increase a skill ability when the weapon is readied. Wounds and morale loss may decrease the skill ability of all skills except 'luck' and 'turn undead'. 'Luck' and 'turn undead' abilities never exceed the current Karma rating. Weapon Skills Weapon skills are 1) the ability to hit an opponent with a weapon and 2) the ability to avoid being hit by an opponent whilst the weapon is readied. Weapon skills are Close combat (unarmed and dagger), Sword, Axe, Spear, Mace, Flail, Bow and Crossbow. Shield The ability to shield bash, to avoid being hit, and to block an attack that would have succeeded. Combat awareness The ability to sense others nearby and the direction from which an attack came. Scan The ability to spot an enemy who is hidden or sneaking. Swimming The ability to move through liquid without stopping or inhaling water. Stealth The ability to avoid being seen by the enemy. Hunt The ability to live off the wilderness (not used in this game). Track The ability to follow tracks. Used to find a monsters lair and the treasure therein. First Aid The ability to heal wounds and stop bleeding. First Aid does not work on serious wounds and serious bleeding. Any wounds and bleeding not healed in the attempt to heal become more serious. Bandages are required. Search The ability to find things that are hidden, including magic items, traps, secret doors, and many other things. Disarm Trap The ability to disarm a trap that has been spotted. Picklock The ability to open locked doors, chests, etc. Requires lockpick. Haggle The ability to get the best possible price for something being sold. When an item is being sold by your party, your best haggler determines the price you get for it. Treat Poison The ability to stop the continuing effects of poison. Treat Disease The ability to stop the continuing effects of disease. Turn Undead The ability to destroy one of the undead and at the same time, to protect oneself from the attacks of the others. Alchemy The ability to make potions successfully in a laboratory. Luck The ability to prevent harm (other than magic) to a character. Represents the good will of the gods. Read Ancient The ability to understand ancient writings. Evaluate Magic The ability to determine whether an object is magical and in what way. Magical items do not function until they have been evaluated. A sorcerer who has failed to evaluate an item must improve his ability before trying again to identify that item. Your character with the best Evaluate Magic ability will attempt to evaluate all items found as loot after combat, before anyone views them. Cast Spell The ability to cast a spell successfully Morale Lost This is not a skill, but will be displayed on the skill page if greater than zero. It is detrimental to the character because it subtracts from any skill the character attempts to perform. Sleeping in the inn will reduce it slowly, and a visit to the tavern can eliminate all morale loss. Page 8 SKILLS Starting Skill Class1 Value2 Ep3 Gain4 Close Combat ALL D 3 1-8/1-4/1-2/1 Sword F D 4 " Axe F D 6 " Spear F,R D 4 " Mace F D 3 " Flail F D 6 " Bow F,R D 5 " Crossbow F D 3 " Shield F D 4 " Combat Awareness F I 3 " Scan ALL I 4 " Swimming ALL S 3 " Stealth R,T D 5 " Hunt R D 3 " Track R 1 4 " First Aid R,P I 3 " Search T I 4 " Disarm Trap T D 5 " Picklock T D 4 " Haggling T I 3 " Treat Poison P I 4 " Treat Disease P I 4 " Turn Undead P EXP 4 " Alcheny S I 5 " Luck P EXP 6 " Read Ancient S I 4 " Evaluate Magic S I 3 " Cast Spell S I 6 " Karma P 0 1 1 Power S 0 3 1 1Class indicates which professions possess the skill. F=fighter etc. 2Starting value indicates which attribute controls the starting value of the skill. D = Dexterity etc. 3EP indicates the amount of experience required to improve the skill. 4GAIN: Each time you improve a skill through experience, the skill increases a random amount. At first the skill will increase 1-8 points. When the skill ability reaches 100 the skill will only increase 1-4 points. At skill ability 150, you only gain 1-2 points each time you spend experience. Finally, at skill 200, you only gain 1 skill point. Page 9 EXPERIENCE To spend experience you must be at the inn. Use arrow keys to move cursor. If you have 100 points of experience to spend you may improve your STR, DEX or LIFE when you follow the instructions at the bottom of the screen. MORALE During the course of the game your characters will accumulate morale loss. This represents fatigue and nervous strain and reduces your skill abilities. Morale is lost through fighting, being awake as dawn breaks (i.e. being up all night),and through various magical effects you may run into. Morale loss is slowly reduced through sleeping in a good room at the inn. It is very quickly reduced by having a good time in a tavern. THE GAME ELEMENTS Coins A character may carry no more than 250 coins. There are four denominations: copper, silver, electrum and gold. Each type is worth ten times as much as the previous one listed. Money is obtained by selling items in the market place in the town. Money is spent for purchasing all types of items. Items Each item has a set of characteristics: size *(small, medium, large), number of hands required to ready, and strength required to ready. An item must be readied before it is used. A character may not ready an item that would require more hands than he has available or more strength than he has. A character may have no more than 1 weapon, 1 armour and 1 shield readied at any time. A character may not carry more than 10 items. Among these there can be no more than 2 large items or a combination of 5 medium and large items. TORCHES provide light. They require one hand and are lit as soon as they are readied. When unreadied they are consumed. Torches are automatically consumed on entering the inn.. MAGICAL ITEMS If an item is magical, it can be either evaluated or unevaluated. If the item is unevaluated, the character cannot use its magical properties. A magical item must be readied to be considered in use. Magical items can have offensive and defensive capabilities, skill bonuses, and spells. If 1) an item is readied and has a skill bonus and 2) the character has the skill he gets the skill bonus. Items do not create skills, but they enhance the skills already possessed. Page 10 When a spell on an item is cast, one charge is deducted from the item. When the number of charges reaches zero you can no longer cast spells. You will not know the number of charges on an item. Some spells work an infinite number of charges - but you won't know which.. Potions come in vials, bottles or jars. There are two types of potions: Defence (add armour) and cast spells. Those that cast spells are treated like other items that cast spells (see above). Potions of defence must be treated as though they were casting spells; that is, readying the potion does not add defence. The potion must be used. WOUNDS Wounds have two effects, injury and bleeding. Injury represents the pain of the victim and the damage to his effectiveness. Injuries of themselves can cause unconsciousness, but not death. Bleeding represents uncontrolled loss of blood. Bleeding reduces a characters LIFE, When life is zero, the character is dead. Wounds do not always cause bleeding. There are two levels of both injury and bleeding: normal and serious. Normal injury is referred to as Injury; normal bleeding as Bleeding. As expected serious injury and bleeding are harder to heal. KARMA AND PRAYERS Pay careful attention to the relationship between Karma and prayers; the ability of your characters to survive battle depends on it. Karma represents the influence the character has with the gods. When a character prays he spends Karma temporarily. The more he prays, the less Karma he has remaining and therefore the less influence with the gods. The effective skill ability for Turn Undead and Luck (unadjusted for prayers or magic items) may not exceed the characters Karma rating. A character can regain Karma by visiting a temple. There are 8 prayer levels. The maximum Karma a character has determines the best prayer possible. PRAYER LEVELS 1) Stop Normal Bleeding: Removes all normal bleeding. 2) Heal Normal Injuries: Removes all normal injuries and normal bleeding. 3) Bless: Increases luck of entire party by 40 during a battle. 4) Stop Serious Bleeding: Removes all serious bleeding and all normal bleeding. 5) Heal All Injury: Removes all injury (normal and serious) and all bleeding (normal and serious). 6) Create Food and Water: No effect in this game. 7) Restore Life Forces: Removes all injury and bleeding and restores Life up to the characters maximum. 8) Raise Dead: Removes all injury and bleeding, restores Life to characters maximum, and restores character to life. Note that even though an unconscious person has been healed, the character will remain unconscious until the end of combat. Page 11 SPELLS Spells are cast in dungeons or combat, but especially during combat. A sorcerer knows all the spells at the start, but may not be able to cast them successfully. Spells have a difficulty level and a power cost. In combat, spells are cast with the C command. The computer displays a list of spells for which the sorcerer has enough power. In dungeons spells are cast with the S command. A sorcerers power is reduced by the cost of the spell each time a spell is attempted. To cast a spell a sorcerer must have sufficient power remaining from previous reductions. Lost power may be regained by resting at the Inn. Maximum power is increased by experience: 1 power costs 3 experience points. The odds (percentage) of casting a spell successfully are equal to the cast spell ability minus the difficulty level. Foe example, if a Sorcerer with a spell cast ability of 90 tries to cast a lightening bolt (difficulty level 60), he has a 30% chance of casting the spell successfully. SPELLS Countermagic 1,4 Halves enemy spell cast ability for one battle Foxfire 4 Provides light for one battle or until exiting the dungeon Magic Bolt 1 Hits the target with a magical bolt as shortbow arrow Night Vision 4 Allows Sorcerer to see in dark. Lasts until return to Inn Unlock 2 May open a locked door, chest, etc. Chance of success is based on sorcerers skill and locks difficulty. Invisibility 1,4 Makes sorcerer unseen for one battle. The sorcerer may be spotted temporarily if adjacent to an enemy or if making a physical attack Reveal Enemy 1,4 Makes all enemies visible and prevents the enemy from becoming invisible for the remainder of the battle (although they may still hide). Adds 30 to Scan and 20 to combat awareness of all members of the casting sorcerer's party. Wound 1 Hit the target with a bolt of physical magic Magic Protection 1,4 Increases the resistance to magic of the sorcerer's party for one battle. Missile Protection 1,4 Makes the sorcerer's party invulnerable to missile weapons for one battle. Paralyze 1,4 Has a 25% chance of paralyzing each enemy so that he may not move or defend himself for the remainder of the battle. Does not work on targets with magic resistance. Darkness 1,4 Eliminates Foxfire spells and temporarily blinds all enemies so that the party is engaged no longer. Poison 1 Slowly kills the target. Cannot be dispelled. Magic resistance does not help. Change Terrain 3,1 Converts unoccupied terrain to clear, wall, or rubble. Shatter 1 Destroys items in the targets hands. Some magic items are unharmed. Lightning Bolt 1 Hits the target with a powerful magic attack Life Blast 1 Reduces the life of the target Dispel Magic 1 Eliminates all enemy combat spells Armor 1,4 Increases the armour and resistance to magic of the sorcerer's party for one battle. Life Steal 1 Reduces the targets life and the sorcerer's wounds. Mass Invisibility 1,4 Turns the sorcerer's party invisible. Fireball 1 Fills an area around the target square with magical flames that do magical damage to the sorcerer's enemies only. 1 May be used in combat only 2 May not be used in combat 3 Will not work in dungeons 4 Combat Spell: Is dispelled by an enemy cast of Dispel Magic. Page 12 SPELLS Spell Power Cost Difficulty Countermagic 1 0 Foxfire 1 0 Magic Bolt 1 0 Night Vision 1 0 Unlock 1 Special Invisibility 2 0 Reveal Enemy 2 20 Wound 2 10 Magic Protection 3 10 Missile Protection 3 30 Paralyze 3 40 Darkness 3 30 Poison 3 50 Change Terrain 4 20 Shatter 4 20 Lightning Bolt 4 60 Life Blast 4 80 Dispel Magic 5 0 Armor 5 50 Life Steal 5 140 Mass Invisibility 8 100 Fireball 8 100 THE OUTSIDE WORLD Commands are as follows: (S)earch Area: If no adventure awaits you in a square at a particular time, the search brings no change to the screen. You may have to search a square more than once; you may find nothing there at one time and something there at another. Page 13 (C)heck a character: Allows you to check a character (M)ake Camp: You make camp primarily to perform various post-combat activities indicated by the following commands: (P)ray for Healing: See Karma and Prayers (H)eal a character: Perform First Aid on members of your party. (C)heck a character: (V)iew Items: Display items found on monsters and in the area. (U)npoison a character: Attempt to unpoison. (S)how Party Health: (M)ove Money Around: Distribute money amongst characters. (T)ell the Minstrel your deeds: Saves Game (not in a dungeon!). E(X)it Camp. DUNGEONS (To put a dungeon back into it's original state, use the utilities command when you boot up.) Dungeons are buildings or other places that can be explored. Searching where a dungeon exists in the outside world results in entry. In a dungeon, the characters move about exploring, fiding and disarming traps, talking to people, reading old scrolls, etc. Messages appear on the screen. If appears in the bottom right hand corner, press return to continue. Active Statuses At any given time in the dungeons, each character has one of three statuses: Active, Following, or Independant. The set of Active Statuses control which characters move and act. One and only one character may be Active at any one time; the others at that time are Following or Independent. Active: The Active character is the one currently performing a task Following: The Follower is a character that moves when the active character does Independant: The Independant character does not follow the Active characters nmovement. this is useful when preparing your party for a fight or when sending a character ahead to search out traps. To change the Active status of a character, press A as the Dungeon menu is on the screen. P changes status of all characters in the party. Page 15 THE DUNGEON MENU > Change Facing: turns character clockwise a quarter turn < Change Facing: turns character counterclockwise 1,3: The directions in which the character may move A) Alter Active Status of Characters C) Check a Character E) Examine Space in Front of Character: (for traps, secret doors etc) F) Start a Fight with Person in Front: Attack person in front M) Make Camp N) Make Next Character Active O) Open Thing You Are Facing: Chest, door, etc. S) Cast either Foxfire or Night Vision: (Sorcerer) T) Talk to the Person in Front of You: W) Have Active Character Wait: (Allows followers to move closer). ?) Help: Displays brief description of commands available. FACING does not effect movement in the dungeon as it does in combat. LEAVING THE DUNGEON: A party may leave the dungeon by moving the active character onto an exit square. Exit squares are usually found on the edge of the map or stairways. Page 16 COMBAT Quick Combat Computer handles all combat (note, normal combat can take 20 to 30 minutes to resolve) Combat ends when one of the following conditions occurs: 1) no one from either side can see an enemy; 2) all of one side have fled the battle field, are unconscious or dead. Types of damage: The results of an attack are dependent on the damage type and the damage rating of the attacker's weapon or spell. There are two categories of damage type: - Pure Magic - Physical There are six types of damage: - Bash (Physical) - Cut (Physical) - Thrust (Physical - Physical Magic (Physical) - Magic (Pure Magic) - Life Blast (Pure Magic) The location of the hit is determined by damage type. Bash and cut attacks tend to do more injury. Thrust tends to cause more bleeding. Physical magic tends to cause the most damage of all. Facing Each character has a facing; that is, each character faces in a particular direction. From the characters facing, certain squares are referred to as his front, rear, shielded side, and unshielded side. In the following diagrams, the ^ indicates which way the character faces. Front . . . Shielded side . ^ Unshielded side Rear Unshielded side . Front . < Rear . . Shielded side Shield Protection A shield can protect you from attack from the left and front. It cannot protect you from attack from the right (unshielded side) or rear or if the attacker is using a flail. Engagement If a character who was attacked by a melee weapon in the last action that an enemy performed is still adjacent to the enemy, he is ENGAGED. An engaged character my neither sneak nor move more than one square. Special Weapon Abilities AXES: If a shield blocks an axes blow and the damage roll for the axe exceeds the defence of the shield, the shield breaks. FLAILS: Flails totally ignore shileds. An attack with a flail has the same effect as an attack on the targets unshielded side. SPEARS: When attacking, spears may reach two squares, attacking over the heads of friends and enemies. . . . . . . . . . . ^ . . The spear (^) facing up may attack any square with a dot in it. BOWS AND CROSSBOWS: These are missile weapons. When defending with a missile weapon in hand, the close combat skill is used. COMBAT OPERATIONS When a character attacks, the attacker's ability is compared to the defender's ability to determine whether there is a hit. The attacker's ability is increased if: 1) Defender is prone and the attacker is using a melee weapon. 2) Defender's last action was an attack to kill (K) 3) Defender moved quickly or through obstacles and the attacker is using a melee weapon. 4) Attacker aimed at the target in action prior to the attack. 5) Defender was attacking a target other than the attacker or the attacker was unseen (invisible or sneaking) and the Defender fails a combat awareness roll. 6) Defender is attacked from the rear. Page 18 The attacker's ability is decreased if: 1) Attacker is prone while attacking with a melee weapon. 2) Defender is prone and the attacker is using a missile weapon. 3) Attacker is making a defensive attack (D). 4) Defender's last action was readying an item, dodging, or a defensive attack. 5) Attacker moved quickly (moved more than 2 or 3 squares) or over obstacles. 6) Defender moved quickly or through obstacles and the attacker is using a missile weapon. To determine if the character is hit: - Attacker's ability: Attacker's weapon skill ability - Defender's ability: Defender's weapon skill ability divided by two plus defender's shield skill ability if shield may be used. - Adjust attacker's ability (see above) - Compare adjusted attacker ability roll to defender ability roll to see if hit. To determine damage when hit: - Roll attacker's damage (or set damage if a pure magic attack). - Roll defender's armour (or set armour if a pure magic attack). - If defender's shield may be used, compare adjusted attacker ability roll to defender's shield ability roll. - If the shield roll is successful, add the shield strength to the defender's armour roll. - Subtract adjusted defender's armour roll from attacker's damage roll to determine base damage. In general, if a character is hit, the following is true. 1) The higher the damage rating of he weapon, the greater the degree of damage to the character. (Each armour type has a defence rating indicating your protection from each damage type.) 2) The higher the armour defence rating against the attacking type, the lower the degree of damage to the character. If an attack is one of pure magic, it has a fixed result dependent on the damage rating of the attack and the magic defence rating of the armour, Apply the base damage to the target. Pure magic attacks never cause bleeding. If an attack is not one of pure magic, determine the hit location and apply the injury multiple to determine the total injury. Determine severity. Roll the base damage and apply bleeding multiple to determine the total bleeding. determine severity. Determine if the defender is dead or unconscious. Note that multiples are determined by location, with chest and stomach causing much bleeding, and limbs and head much injury. Page 19 COMBAT COMMANDS In the following explanation of combat commands, movement restrictions often are listed as 1 or 2 squares. The greater restriction is for diagonal moves. A diagonal move cost one and a half times as much as a vertical or horizontal move. Obstacles also count as extra squares in movement. A Attack: The character may make a normal attack. If the character moves more than 1 or 2 squares, he no longer may make normal attacks. Attacking ends a characters move. C Cast Spell: The character begins an attempt to cast a spell. The spell is completed, based on the spells power cost in 1 or 2 turns. casting a spell ends a character's turn. D Defensive Attack: A defensive attack is the same as an attack, but it decreases the chance of hitting and being hit. It may not be performed with bows or crossbows. E Stand Erect: This may not be performed if the character has moved. Stand erect ends a character's turn. F Fall Prone: This may be performed at any time. It decreases the chance of being hit by missile weapons and increases the chance of being hit by and failing to hit with melee weapons. Fall Prone ends a turn. G Guard: The character waits for an enemy to get in one of his front facing squares before attacking. The first time he is aware of an enemy in front of him, he will attack. Characters moving more than 1 or 2 squares may not Guard. Guard ends a turn. I Inspect a Character: Shows character stats; has no effect on turn. K Attack to Kill: The character makes a reckless attack on the target. He increases the possible damage to the target, but also increases his own chances of being hit. Bows and Crossbows may not attack to kill. This command ends a character's turn. L Load Bow or Crossbow: To attack with it, a bow or crossbow must be loaded. If it was readied before combat, it is loaded already. If it wasn't, this command loads it. After combat begins, a bow is considered loaded again after each shot. A crossbow, however, must be loaded again each time before it is used. A character may move only 1 or 2 squares if he is to load. Loading ends the character's turn. Page 20 M Use a Magic Item: The character may cast a spell that is on a magic item or drink a potion. The character cannot have moved previously. This command ends a character's turn. O Open or Close Door: The character may open or close an unlocked door. Doors may not be closed if occupied by living or dead. The character may not have moved more than 2 or 3 squares. The command ends the character's turn. P Pray: The character may make any prayer to his gods for which he has sufficient Karma. The character cannot be moved previously. Depending on the prayer level. prayers take 1 to 4 turns. Q Quit Your Turn: The character ends his turn. R (Un)ready an Item: The character may ready and unready items and dodges. He may not have moved more than 1 or 2 squares. Use of this command does not end his turn, but it restricts the actions that may be performed to fall prone, inspect, quit, ready, sneak, scan, look at targets, moving, and help. S Begin Sneaking: The character attempts to sneak (makes a stealth ability roll). He does not learn whether he is successful. If he is successful, he becomes hidden. While hidden, he may move normally. He may be spotted when performing a physical attack, he moves adjacent to an enemy, or when an enemy scans or uses a Reveal Enemy spell. A character may not sneak while engaged. Sneaking ends a character's turn. T Aim at Target: The character aims at an available target. If, in his next action, he attacks that target (with A, D, or K), the target is MUCH easier to hit and vulnerable to greater damage. A character aiming at a target does not engage the target. he may not move and aim. Aiming ends a character's turn. U Turn Undead: The character selects an undead target and attempts to dispell it. He also becomes partially safe from undead attacks. A character may not move if turning undead. Turning undead ends the character's turn. V View with Scan: The character looks all around, attempting to spot hidden enemies (making a scan ability roll). A character may not move more than 1 or 2 squares and scan. Scanning ends a character's turn. W What Targets: The character may look at all visible enemies in his field of vision. If S is pressed while the cursor is over an enemy, some information about he enemy is displayed. You may look at an enemy at any time. Looking at an enemy does not effect the character's turn. Z Dodge and Zig Zag: The character dodges, making him more difficult to hit. He may not have moved more than 2 or 3 squares. Dodging does not end the character's turn, but his actions are restricted afterward to fall prone, inspect, quit, ready, sneak, scan, look at targets, moving and help. ? Help: The computer displays a brief description of the commands available. The command may be used at any time, it does not end the character's turn. Page 21 DEFENCE RATINGS Armour Bash Cut Thrust Magic Str Leather 3 2 2 0 5 Cuirbolli 5 4 3 0 6 Ring 4 6 3 0 8 Brigantine 6 8 5 0 9 Chain 5 10 6 0 12 Scale 6 10 7 0 15 Plate 8 12 9 0 16 Str = strength required to wear the armour OTHER GAME ITEMS Ropes Crowbars - used for forcing locks Lockpicks - used for picking locks Bandages - needed for first aid Bottles, Jars, and vials - may or may not contain potions There are other game items as well Page 26 WEAPONS Weapon Dam Type Str Hands EP Skill Fist STR/4 T 5 1 3 Close Combat Dagger 4 T 5 1 3 Close Combat Rapier 6 T 6 1 4 Sword Shortsword 7 T 8 1 4 Sword Scimitar 8 C 10 1 4 Sword Broadsword 9 C 12 1 4 Sword Longsword 10 C 16 1 4 Sword Claymore 12 C 11 2 4 Sword Greatsword 14 C 15 2 4 Sword Handaxe 7 C  8 1 6 Axe Battleaxe 9 C 12 1 6 Axe Geataxe 13 C 13 2 6 Axe Mace 7 B 10 1 3 Mace Morningstar 9 B 16 1 3 Mace Staff 8 B 7 2 3 Mace Maul 11 B 13 2 3 Mace Flail 8 B 12 1 6 Flail Large Flail 12 B 13 2 6 Flail Spear 8 T 10 1 4 Spear Heavy Spear 10 T 8 2 4 Spear Shortbow 8 T 8 2 5 Bow Longbow 10 T 12 2 5 Bow Light Crossbow 11 T 10 2 3 Crossbow Heavy Crossbow 15 T 16 2 3 Crossbow Buckler * 4A 6 1 4 Shield Shield * 6A 10 1 4 Shield * Do shield bash DAM = Damage Rating TYPE = Damage Type (T)hust, (C)ut, (B)ash STR = Strength required to use HANDS = Number of hands required to use EP = Experience cost to improve skill SKILL = Skill required to use the weapon Page 29 balls. The foot spot is where the lead ball of the rack is placed before the break. Foul Any unfair stroke; a violation of the rules of the specified game. After a foul, a specified penalty may be applied, often including the passage of playing turn to the next player in the sequence. Frozen A ball touching the cushion or two balls touching each other. Frame A single turn or inning. Head Rail The short rail nearest the head spot. Unless you have selected Reverse View, the head rail is on the left. On a commercial pool table, this is the short rail with the manufacturer's name on it. Head Spot A spot (usually marked) on the table, equidistant from the center spot and the center diamond on the head rail. ii Head String An imaginary line drawn through the head spot and the center diamonds of the side rails on the head end of the table (usually not marked) which is the limit of the "kitchen", the area in which the cue ball may be placed for the break. many games require that the cue ball move past the head string for a legal shot. High Run The highest toal of points scored by an opponent during a single inning or turn. Inning A playing turn or frame. Kiss A carom. Lagging Banking balls the length of the table (from head rail to foot rail and return) to determine playing rotation. Left English A stroking tecnique which spins the cue ball to the left. Balls with left English on them will curve right as they move across the table. Long String An imaginary line drawn through the foot spot and the center diamonds of the side rails on the foot end of the table (usually not marked). Miscue A faulty stroke. Miss Failure to perform a shot as intended. Object Ball A ball other than the cue ball. On Ball In snooker or billiards, the object ball which is to be struck next. Pool Any game played on a pocket billiards table with pool balls. Pool is distinguished from English billiards and Snooker, also played on a pocket pool table, by the pool balls, 15 consecutively-numbered balls, the first eight of which are solid colors and the last seven striped. Rack The frame in which the balls are grouped before the break. The most common rack is triangular, but there are also diamond-shaped and circular racks for specialized racking set-ups. See also Triangle. Reverse English Draw. Right English A stroking tecnique which spins the cue ball to the right. Balls with right English on them will curve left as they move across the table. Run A series of consecutive points or counts in one frame. Safety A defensive shot, taken in an effort to leave the balls in a difficult set-up for your opponent. iii Scratch A stroke in which the player forfeits a turn--most often used to refer to pocketing the cue ball, but actually any stroke which causes play to pass to the next player in the rotation. Set-up A simple shot. Snooker A game played on a pocket billiards table with snooker balls, 21 balls (not counting the white cue ball) of which 15 are solid red, and six are other solid colors. Snookered To be in a position where any possle shot at the obiect ball which must be hit next is blocked by a ball or balls which must not be hit; any impossible task or situation (slang). Spotting Placement of balls on designated spots. Triangle A triangular rack in which the 15 object balls are placed to prepare them for the break shot. See also Rack. - FOXY! - presents the doc for Great Courts 2! The most important things have been translated from french to english! I hope you will appreciate because it was not quite simple! ==================== ||GREAT COURTS II!|| ==================== IF YA HAVE ONE MEGABYTE: ------------------------ The game will load a maximum of data in memory giving u better ac- cess to the game and more possibilities. By the way, if ya wanna make a fast game, press the left mouse button while loading and let it when the screens comes black. You can also copy the game to yer HD if ya have 512k or more of Chip memory. ICONS. ------ Due to the fact that the game is now much more better, the menu is more important. All the options are available under icons form. Here we ex- plain you how to use them: The Sliders: To change something in yer capacities, move yer joystick til the chosen capacity gets a white lighting and then, press the button. While you press it, move it left or right to change what ya want. To chose a file: It is a wuite special menu. When ya want to load some data, you get this menu (also if you want to save a player). MAIN MENU. ---------- In the main menu, you can see 9 icons, they are: -1) THE CUP: With this opiton you an access to the tournament mode. Then ya choose a the tournament from the year you want to get in. -2) PLAYGROUND: By chosing this icon, you can start by a 'normal' match. -3) PREFERENCES: Here can set the balls thrower and other things. -4) BALLS THROWER: It is the machine you use in practice mode. You can set the machine like you want to. It is very useful for beginners. -5) INFORMATIONS: If you make a season in the mode 'characters', you will get many informations about your player. -6) ABOUT US: This option gives sum infos about the authors. -7) LOADING: It loads your preference file including everything. -8) EXIT: This icon appears only if you can leave Great Courts II. -9) SAVE MODE: Here you can save Everything from Great Courts 2. FRIENDLY MATCH. --------------- You can try to play a friendly match without the pressure of a real match. Normally, When you have selected for the first time your personnal settings, the playground's color changes and the number of players is indi- cated. THE TOURNAMENT SEASON. ---------------------- If you click on the cup of the main menu, you acceed to the tournament mode where you get the following actions: -1) PLANNING: Here you choose the tournaments you want to play. You can select them for the whole year. you can find ALL the tournament from the smallest to the best Like the Davis Cup. Of course, you cannot select all the tournaments for your player and if you select the Davis Cup, you won't be able to select many tournaments. Warning!: If you always select the best tournaments, you will have to play against the best tennis men, so, at the beginnig, better select the small ones. -2) PLAYGROUND: When you click on it, you start your season and get some in- formations on the other player. -3) PRE-SETTINGS: Here you chose the technic from your player. -4) LOADING: Here you can load the match you have saved and continue your season. -5) EXIT: You come back to the main menu. -6) SAVING: Here you save your tournament to continue later. PRESETTINGS. ------------ -1)WICH PLAYGROUND: Here you select the playground you will paly on. -2) NUMBER OF PLAYERS: -Simple mode with two players. -Dirty mode with THREE players. -Double mode with four players. -3)WINNIG SETS: Here you select the numer of sets needed to win the match. THE MATCH. ---------- As soon as you start, you can use P for pause and press ESC to exit. To hit the ball, press the fire button to prepare your hit. -Service: Press the fire button and keep on pressing while chosing the where you want to send the ball and then release it. If you press the button for a long time, you will send the ball very fast! -Ball speed: When you are about to send back the ball, if you press the button for a long time, you will send back the ball very fast. Also, while pressing the button, chose the direction you want. Warning! If you send some very fast balls, you will make more faults. ay push the phone buttons by clicking the mouse button over the phone number image. Surgery When you first start surgery, the mouse icon will be in the shape of a hand. Click on an instrument to pick it up. Use the tip of the finger to point to what you want to pick up. The icon will change to a representation of the instrument you are currently holding. To put an instrument down, click anywhere on the operating tray. To use an instrument, move the icon to the appropriate place and click. For some instruments, such as the scalpel, sponge, suction and antiseptic, you must click and drag the mouse to use them properly. To open a drawer, first put down any instrument you might be holding and click on the drawer handle. Use the same procedure to close the drawer. When removing forceps from the patient's body, line up the hand with the forceps handle. To retract a tissue layer, pick up the retractor and click near the incision. To close a tissue layer, click on the right mouse button on the layer to be closed. While in surgery, the following keys are active: S: Turns sound on and off. P: Pauses the game. To resume the game, press any key. Hospital Policies and Guidelines The Hospital Policies and Guidelines clipboard is used to set the Life & Death game parameters. To have this clipboard handed to you, click on any intercom. To select or unselect an option on the Policies clipboard, place a check mark (or remove the check mark) in the appropriate box by clicking with the mouse. "Quiet hours in effect" means that the sound will be turned off while playing the game. "Patients may speak" means that the digitized patients' voices will be turned on. Patients may not speak while quiet hours are in effect. There are three play levels available: Novice, Intermediate and Advanced. If you have not yet signed in, the bottom of the Policies clipboard will contain an option called "Remove surgeon from sign up". To remove a doctors name from the sign-up list, choose this option. The program will display the sign-up Page 5 \/ clipboard, at which time you may choose a surgeon to remove by clicking his or her name. Before the name is actually deleted, you will be asked to confirm the surgeon's removal by clicking the appropriate box. NOTE: Each new surgeon starts at the novice level. If you would like a more challenging game, choose the intermediate or advanced play level. At the more difficult levels, you will encounter bleeders and abnormal EKG patterns more often. The comments by the staff members will be less helpful. Also, you will need to be more precise in placing clamps, using the cauterizer and making incisions. For those surgeons who desire a challenge of nightmarish proportions, "Nightmare Mode" is available. Click the appropriate box. Page 6 \/ DIAGNOSTIC and TREATMENT METHODS FROM THE DESK OF: DR DAVID LINDSTROM Page 7 \/ We have found that diagnostic and treatment methods among first year residences sometimes differ. To ensure that everyone here at Toolworks General works under the same guidelines, we have included the following excerpt from "Anatomy and the Surgical Technique," by Drs. Robert Merl and Simon Newman (copyright 1938, 1956, 1987, reprinted with permission of STW medical press). Table of contents Chapter Four - Some Pathology and Treatment 8 Chapter Five - Basic Surgical Techniques and the Abdominal Area 11 Appendix 16 Page 8 \/ Chapter Four: Some Pathology and Treatment Appendicitis Indications: Appendicitis is the infection and inflammation of the vermiform appendix, a superfluous, finger-sized appendage to the cecum at the junction of the small and large intestine. Appendicitis can be marked by any combination of loss-of-appetite, nausea, vomiting, diarrhoea, high fever and acute abdominal pain. Treatment Surgery is indicated in cases of appendicitis. Bacterial Infection Indications: Bacterial infection is the assault upon the body by a bacteria or germ. As the body's defenses attempt to expel the bacteria, certain symptoms manifest themselves. These can include abdominal discomfort, vomiting, diarrhoea, high fever and runny nose. Treatment: Bed rest and medication are required. Intestinal Gas Indication: Symptoms include abdominal pain, generalized weakness and dizziness. Treatment: Observation and bed rest. Kidney Stones Indications: Small precipitates composed of mineral salts extracted from urine sometimes become lodged in the ducts of the kidneys. These renal calculi can cause extreme discomfort in the lower back and flank area. The stones, while rarely fatal, are extremely painful and should be treated immediately. Kidney stones will appear on an X-ray as small dots above the pelvis. Treatment: Kidney-stone patients should be referred to a urologist. Aneurysms Indications: When a blood vessel wall becomes diseased or begins to weaken, the blood vessel begins to dilate (stretch), forming what is known as an aneurysm. Should the artery walls become rough from deterioration, the blood within may clot and form an embolism, further stretching the aneurysm. If the aneurysm occurs in a large artery, the potential bursting of the artery is life-threatening. A particularly dangerous aneurysm occurs in the aorta, the main blood-carrying artery. Aneurysms of the descending, or abdominal, aorta can often be felt as a pulsating mass in the abdomen. The most common symptom is abdominal pain. Ultrasonic scans reveal aneurysms as solid white lumps. Treatment: If an aneurysm swells to a dangerous level, 5 to 6 cm in diameter, the blood vessel's wall must be supported with a dacron graft. Since aneurysms commonly occur in older patients who have less stable systems, surgeons must take care to avoid needless surgery. Page 9 \/ Arthritis Indications: Arthritis is the erosion of joints and their surrounding tissues. Arthritis is often found among older patients and can be extremely painful. Treatment: Arthritis is very difficult to treat. The most successful treatments include cautious exercise and pain-relief medication. Diagnosis Definition: Diagnosis is the study of symptoms in an effort to discover the ailment caused a patient's discomfort. This process involves gathering as much information as possible about the patient and his or her symptoms before proceeding with treatment. Some of the tools found to me most useful are the patient's own report of symptoms, the abdominal exam, the X-ray and the ultrasonic scan. Patient's Reported Symptoms: Symptoms reported by the patient provide a starting point for diagnosis. These symptoms are often written on a clipboard at the foot of the patient's bed. Abdominal Exam: The abdominal exam is often an extension of the patient's report of symptoms. By palpating the abdomen and listening to the patient, the tending physician can gain a more detailed understanding of the symptoms. To perform an abdominal exam, palpate various locations on the patient's abdomen and note the responses. (For more information on examinations, refer to your Operating Procedures Manual.) X-ray: An X-ray is the image of electromagnetic radiation passed through a body and then captured on film. Before it reaches the film below, the radiation passes through porous material, such as skin and muscle, but is absorbed by solid masses, especially bone. X-rays, therefore, show solid masses such as bone but ignore less dense cartilage. Ultrasonic Scan: An ultrasonic scan is similar to sonar. During an ultrasonic scan, sound waves are focused on a body and scanned by a computer. The recorded wave-forms are translated into images of the masses off of which the sound bounced. Ultrasonic scans show the more porous cartilage that is ignored by X-rays. In Conclusion: After the initial evaluation, the physician uses the clipboard at the foot of the patient's bed to request treatment or additional diagnostic options. A hospital staff is not allowed to carry out a physician's requests that do not include his or her initials. Surgery Orientation: Before a surgeon enters the operating room, he or she must consider the following aspects of surgical procedure: First, he or she must be mentally prepared to finish the operation once it has begun. A mental checklist of the steps involved is often used as preparation. Second, the surgeon must constantly monitor the patient's vital signs. Even though the surgical team will help, the Page 10 \/ main responsibility for the patient's well-being is that of the surgeon in charge. Third, every surgeon must be very familiar with the medical instruments he or she must utilize. Vital Signs Introduction: Several devices constantly report the patient's vital statistics during an operation. The electrocardiogram (EKG), clock and blood pressure gauge display the primary information. The IV bottle and anaesthetic dial display secondary information. The EKG: The EKG is an electronic representation of a heartbeat and is used to monitor abnormalities in heart operation. Conditions for which surgeons must be on the alert are Premature Ventricular Contraction (PVC) and Bradycardia. PVC: PVC is thought to arise from an imbalance in the electrical system of the heart and is characterized by a drop in the EKG line. If not medicated, PVC may lead to Ventricular Fibrillation, Characterized by a rapidly modulating EKG line, absent of normal heart rhythm. This condition is usually fatal. Bradycardia: Bradycardia occurs when the heart becomes weak or tired and slows or skips beats. If proper medication is administered , the normal heart rhythm is usually restored. If not, the can lose strength and stop beating. Blood Pressure: The blood pressure gauge describes the measure of pressure the heart exerts on the blood vessel walls as it pushes blood against them. It is expressed in two numbers, the systolic pressure and the diastolic pressure. The systolic pressure, the peak level, measures the maximum pressure of the blood exerted against the vessel walls as the heart contracts. The diastolic pressure represents the force of blood exerted against the walls as the heart relaxes. Blood pressure can drop from prolonged anesthesia or blood loss. Surgical Clock: The clock displays elapsed time from the start of the surgery. Surgeons always work carefully, while trying to avoid unnecessarily prolonging an operation. The IV Bottle: The IV bottle shows the type and remaining quantity of fluid being infused into the patient. IV bottles should not be allowed to empty, since the injection point may become clotted and hinder further IV administration. A steady flow of glucose solution should be administered to the patient even when a specific transfusion is unnecessary. Anaesthetic: The anaesthetic dial displays the status of the anaesthetic valve. Generally, if the dial points to "on," the valve is open, and the patient is being anaesthetized. If the dial points to "off," the valve is closed, anaesthetic is not being introduced into the respiration chamber, and the patient is breathing only oxygen-rich air. Making sure the patient is fully anaesthetized before commencing the operation is intensely important to any surgeon. The alternative is quite uncomfortable for the patient. Page 11 \/ Chapter Five: Basic Surgical Techniques and the Abdominal Area In this chapter, we will look at the basic structure of the abdominal cavity and the organs and muscle groups found there. Then, we will discuss the general procedure for surgery in the abdominal area, around which specific operations can be built. Finally, we will look at two surgeries that take place in the abdominal area: the appendectomy and the aneurysm graft. Both surgeries make use of the general procedure as a frame for the particular techniques involved. Basics of the Abdomen The human body has several layers of tissue surrounding the skeleton and internal organs. The outermost layer, known commonly as the skin, protects the body from viral and bacterial infections. The fatty layers underneath store excess nutrients for later use. Muscles provide strength and structure. Tissue Layers Skin: The inner vascular, sensitive dermis and dead outer epidermis comprise the skin layer. The skin provides a protective cover that holds the body together. Subcutaneous fat: Fat is adipose tissue, containing cells distended with oil, that stored excess nutrients for use by the body. The subcutaneous fat layer covers the lower frontal abdomen just below the skin. Muscle Groups Rectus abdominus: The rectus abdominus is a muscle group just below the subcutaneous fat layer. Known as the stomach muscles by laypersons, the rectus abdominus is characterized by the rippling effect visible across the abdomen. Linea Alba: The thin connective tissue between the left and right halves of the rectus abdominus is called the linea alba. If is often incised vertically to provide access through the rectus abdominus to the abdomen. External Oblique: These muscle groups, one on the right and one on the left, cover the sides of the abdominal wall from the bottom of the ribs to the top of the pelvis. Transversus Abdominus: Lying just below the external oblique, the transversus muscle tissue connects at the top of the pelvis and the side of the stomach. The muscle cells run at right angles to those of the external oblique. Preperitoneum: The preperitoneum is a delicate opaque membranous tissue separating the Page 12 \/ abdominal muscle layers and the organs of the abdomen. Postperitoneum: This thin membranous tissue, located just below the intestines, covers and protects the kidneys and aorta. Organs Intestines: One of the major organs of the abdomen, the intestines are responsible for the digestion of food and compacting of waste. The small intestine secretes gastric juices to break down food particles into valuable nutrients. The large intestine compacts waste food material for expulsion. Aorta: The aorta is the largest artery in the body. It is the major vessel carrying blood to the abdomen and legs. Just below the umbilicus or "belly button," and aorta splits into the left and right iliac arteries which transport the blood to the legs. Basic Surgical Techniques The initial and final steps of most surgeries follow a standardized regimen. This procedure can be used as the start and end of most abdominal surgeries. Surface Preparation Thorough cleansing and proper attire are required in an operating theatre. The surgeon must scrub with sterile, antiseptic cleanser, then dress in an approved, sterile surgical gown. The face must be covered with a sterile mask, and a fresh pair of surgical latex gloves must be worn. The patient's skin must be similarly prepared.  Scrub the uncovered skin with antiseptic and then cover the unaffected regions with a sterile drape. Initial Medications When you are ready, add anaesthetic to the patient's air mixture. Before incising, inject antibiotics to prevent infection after the operation begins. Keep a steady glucose IV dripping to balance fluid loss. Incising Introduction: The most basic procedure in an operation is the incision and retraction of the top tissue layer. To remove or manipulate an offending organ or appendage, the surgeon must first sever the protective tissue layers which cover it. Since there are numerous levels of tissues, the surgeon must make incisions long enough to allow ample space in which to operate after pulling back the tissue layers. Procedure: The first step in this process is to incise the tissue layer. Generally, this is done with the scalpel. Applying moderate pressure, draw the scalpel downward across the layer. Always incise parallel to the muscle cells to insure proper healing. If the layer is an especially thin or delicate one such as the peritoneal layer, do not use the scalpel to incise. Instead, raise a bit of the tissue with forceps and nick it carefully with the scalpel. Then use the scissors to continue the incision from the Page 13 \/ nicking point. This method protects the peritoneal layer as well as the sensitive organs below. Controlling Bleeders Introduction: If the layer is vascular (containing veins and arteries), it will bleed. The point at which an incision crosses a vein or artery is called a bleeder. These bleeding vessels must be sealed to prevent traumatic blood loss. Use forceps to clamp the bleeders off and temporarily stop the bleeding. Then use either a cauterizer or a ligator to permanently seal each bleeder. Cauterizer: To use a cauterizer, place the tip of the cauterizer on the clamped end of the vessel and coagulate. (For specific instructions, consult your Operating Procedures Manual.) Ligator: To use a ligator, encircle the tip of the clamped bleeder with the ligation string and tie off the bleeder tautly. (For specific instructions, consult your Operating Procedures Manual.) Retracting Once the tissue layer is free of bleeders; it may be retracted. Use the retractors to pull back the incised layer. Slip the blade ends of the retractor into the wound and stretch the tissue apart near the incision. Be sure your incision is long enough before you attempt to retract. If the incision is not long enough, the wound cannot be retracted without damaging the tissue layer. The incise-ligate / cauterize-retract sequence is repeated until the necessary organs or appendages are exposed. Some layers, of course, do not contain blood vessels or arteries, so the ligate / cauterize step is unnecessary. The actual corrective phase of the operation continues at this point. Closing the Patient After the operation is complete and you are ready to close the patient, gently release the retractor blades. You must unretract the tissue layers by sliding the retractor blades together and then removing the retractor (Refer to your Operating Procedures Manual for specific instrument procedure.) At this point, carefully suture the incision closed so the patient's wounds will heal. If you place a suture in an incorrect area, it can be removed with the scissors. You must use enough sutures or the wound will not heal. At the skin level, use adhesive skin strips to close the wound rather than sutures. This helps reduce scarring. Special Techniques In addition to the general surgical techniques described above, each operation requires the mastery of specific techniques to bring it to completion. The rest of this chapter is devoted to discussions of the appendectomy and aneurysm grafting techniques. Page 14 \/ Appendectomy Introduction: The vermiform appendix is located in the lower-right quadrant of the patient's abdomen. Due to its placement and the form of the musculature in this area, you must use diagonal muscle split incisions to reach it. Procedure: Incise from the patient's upper right to lower left, using what is called a McBurneys Incision, through most of the layers. However, take care not to use McBurney's incisions where it may cause incisions to cross muscle tissue. Make certain when incising the peritoneum that the colon is not accidentally punctured. After incising and retracting the peritoneum, take a sample of the abdominal fluids; analysis of this specimen will help you prescribe proper medication during the patient's recuperation. Use suction to remove the abdominal fluid. Gently lift the cecum from the abdominal cavity until the appendix is free. The appendix is just underneath the cecum. To elevate, clamp the appendix at its tip. The mesoappendix membrane must be incised, and the artery running parallel to the appendix must be tied off and severed before the appendix can be removed. Nick the membrane with the scalpel near the cecum alongside the mesenteric artery. Then tie off the mesenteric artery with a suture through the nick you've just made. Carefully sever the mesenteric artery from the appendix with the scalpel at the tip of the clamp. Because the infected appendix is filled with offensive fluid, it should be clamped off. To do so, place a clamp at the base of the appendix and another slightly higher. Then, sew a draw-string suture between the clamps and sever the appendix. To ensure proper healing of the stump, invert it with you hand and suture the end of the cecum closed. After, replace the cecum into the abdomen and close the patient. If the appendix ruptures during the surgery, immediately insert a drain hose into the appendix and allow it to drain. Aneurysm Grafting Introduction: Grafting the aorta is a highly sensitive operation. The aorta is the major blood-carrying vessel in the body. To remove the clot forming the dilation and graft the vessel walls, the aorta must be clamped off, stopping precious blood flow to the legs. As the aorta remains closed longer, the probability of abnormal heart rhythms increases dramatically. Procedure: Begin the operation using standard incisions and retractions. The incision at the rectus abdominus must be made on the linea alba. Be sure not to incise the intestines when cutting the preperitoneum. The intestines must be lifted from the abdomen and stabilized with an intestinal bag so that the preperitoneum can be incised. Use extreme caution when incising the preperitoneum because the aorta underneath could be pierced. There should be ample room to mobilize the aorta past the postperitoneum. Lay rubber tubing under the aorta with your hand. An injection of heparin at this stage will keep the blood from clotting and causing embolisms. Carefully clamp Page 15 \/ the left and right arteries below the aneurysm and the mesenteric artery in the middle of the aorta. Finally, stop the blood flow through the aneurysm by applying a clamp just above the aneurysm. Cut the mesenteric artery close to the aorta and ligate it. The aortal incision should be made along the center of the vessel. This incision must be long enough to remove the clot and insert a graft. Lift the clot from the artery with your hand and insert the dacron graft. Suture the graft ends to the aorta walls, close the aortal incision and suture. The aorta must next be checked for leaks. Release the iliac clamps first and then the aorta clamp to examine the area for bleeding. If the graft leaks, it will need to be resutured. Finish by demobilizing the aorta and closing the patient. Page 16 \/ Appendix: Glossary Anaesthesia: A general anaesthetic produces a total lack of bodily sensation and consciousness. A local anaesthetic blocks the nerves surrounding an area to be operated on so that the sensation of pain cannot reach the brain. Aneurysm: Local dilation or stretching of a blood vessel due to deterioration, injury or disease of the vessel wall. This condition creates a pulsating mass over which a "murmur" sound can be heard. Antibiotic: Antibacterial material, of which penicillin is perhaps the best known, obtained from fungi and bacteria. Antiseptic: A material that is destructive to microorganisms that lead to disease, fermentation or putrefaction. Aorta: The major artery that emanates from the left ventricle of the heart. Artery: A vessel that transports blood from the heart to various tissues in the body. Arthritis: Inflammation of joints and / or the surrounding tissues. Atropine: A drug introduced prior to anaesthetic to lessen the secretion in both bronchial and salivary systems and to prevent cardiac depression by quickening the heartbeat. Bacteria: Bacteria are a group of microorganisms. The average size of these small cells is approximately one micron in transverse diameter. Some are pathogenic (disease-producing) to humans. Blood Pressure: The blood pressure is the measure of pressure the heart exerts on the blood vessel walls as it pushes blood through them. It is expressed in two numbers, the systolic pressure and the diastolic pressure. The systolic pressure, the peak level, measures the maximum pressure of the blood exerted against the vessel walls as the heart contracts. The diastolic pressure represents the force of blood exerted against the walls as the heart relaxes. Bradycardia: A retarded rate of heart contraction producing a slowed pulse rate. Calculus (calcuci): An abnormal cohesion of mineral substances that can form in Page 17 \/ the passageways that transmit the body's secretions, or in the organs that serve as reservoirs for them. Renal calculi are those located within the kidney. Cauterizer: An instrument that uses a heated filament to burn or scar tissues and thus coagulate bleeding blood vessels. Cecum: The roughly 6 cm cul-de-sac that lies below the terminal ileum forming the first part of the large intestine. Clamp: An instrument used in surgery to grasp, join, compress or support an organ, tissue or vessel. Coagulate: Changing a substance from a fluid to a gel, to clot. Dacron Graft: A smooth, pliable plastic tube that is placed within the aorta in order to stabilize the artery well. Dopamine: Dopamine is a stimulant used to reverse radical drops in blood pressure. Drain: The drain is used to siphon offensive fluid from a wound, or in the case of an appendectomy, the appendix. Insert the end of the drain into the incision and let the fluid drain out. Remove the drain when the fluid has been removed. Electrocardiogram: The record (also referred to as an EKG) made by an electrocardiograph, an instrument that receives the electrical current produced by a heart's contraction and records it on a moving drum of graph paper or L.E.D. display. Embolism: A solid mass, clot or bubble obstructing a blood vessel. Fluid Vial: A receptacle used to hold a patient's bodily fluids often taken during an operation. Forceps: An instrument used for holding, seizing or retracting. Gauze: A thin, meshed material used in a multitude of surgical procedures. Glucose: Dextrose, blood sugar, corn sugar, grape sugar or starch sugar. Page 18 \/ In this form, carbohydrates are absorbed through the intestinal tract and carried by the blood throughout the body. Heparin: A fast-acting anticoagulant drug. Intestinal Bag: A receptacle, sometimes called a "gut bag," used during an operation to hold the intestines out of the way of the surgeon as he or she operates. Intravenous catheter: A hollow tube of variable length used to introduce fluids into the body, by way of the veins. IV Bottle: A container for fluid that is fed into the body intravenously (through a vein). Kidney Stones: Small precipitates, calculi, composed of mineral salts extracted from urine. These "stones" often become lodged in the ducts of the kidneys. Lidocaine: A local anaesthetic recognized as effective as an antiarrhythmic agent. Ligator: An instrument used to bind or tie vessels that are deep or nearly inaccessible. Lumen: The smooth interior of a tube such as an artery or intestine. Palpate: To feel or examine by touch. Pelvis: The bony, saucer-shaped cavity that protects the bladder, rectum and reproductive organs. Precipitate: A deposit of solid matter that has separated or settled from a solution. Premature Ventricular Contraction: Also known as PVC, results from the premature contraction of the ventricles (lower chambers of the heart.) This "early" or "weak" beat of the heart causes an irregular pulse. Retractors: An instrument for drawing aside the edges of a wound. Saline: Relating to or containing salt, salty. Scalpel: A pointed knife with a convex edge. Scissors: Very delicate layers of tissue are cut using scissors. This instrument is often used instead of a scalpel because scissors can cut tissues without applying pressure to the tender organs underneath. Page 19 \/ Skin Clips: Small plastic adhesive clips used to hold the skin layer closed after incising. Suction: The suction is a small vacuum hose for removing oily fluids. Deposits of blood or infected fluid can be removed by applying the suction tip to the affected area. Suture: The material, often nylon or cat gut, used to unite two surfaces of tissue by means of a stitch. Thrombosis: The formation of a blood clot or clots within the chambers of the heart or in a blood vessel. Ultrasonic scan: Sound vibrations of a high frequency focused into a beam whose echoes provide diagnostic information about the body's different physical properties. Ventricular Fibrillation: An uncoordinated quivering, as opposed to any kind of synchronized beat, of the heart's ventricles (the two lower chambers of the heart). This condition is usually fatal. Vermiform: Slender and worm-like in structure. X-ray: Short rays of the electromagnetic spectrum that are passed through the body and then captured on photographic film. X-rays are often used to examine irregularities in skeletal formation. ----------------- DAVID A. LINDSTROM, M.D. A MEDICAL CORPORATION 1229 SOUTHEAST TOWER 45 LINCOLN DRIVE LOS ANGELES, CALIFORNIA 90024 MEMO DT: 9/10/88 TO: All First-Year Residents FM: Dr. David Lindstrom, Chief of Surgery RE: Welcome As Chief of Surgery, I would like to extend my heartfelt welcome to each of you. While you are probably anxious to begin your duties, please take a moment to examine the orientation materials enclosed. 1. The "New Resident Orientation" (rev. 9/88) handout (attached to this memo), detailing basic hospital procedures of patient admittance, diagnosis and the use of message papers. 2. The Life & Death Operating Procedures and Reference manual, explaining how to get started, with a copy of chapters IV, V and Appendix A of Merl and Newman's classic text "Anatomy and the Surgical Technique" (Copyright 1938, 1956, 1987, reprinted with permission of STW Medical Press). While our medical center is a general admitting facility, we take special pride in our Department of Abdominal Surgery, founded in 1943 by Drs. Robert Merl and Simon Newman. Due to our expertise, many patients with abdominal complaints are transferred to TGH and - even as a resident - you can expect to see many such cases. This reprint should help refresh your memory regarding the techniques and terminology of abdominal surgery. 3. A history of surgery. It has long been the belief of the hospital Board of Directors that modern medical instruction, with its emphasis on technique, neglects the more human aspects of the healing arts. This document is intended, in small measure, to correct this oversight. During the day, you can often find me in the classroom where I give daily lectures. I will be more than happy to respond to any problems you may be having with diagnosis or surgical techniques. Once again, welcome to Toolworks General. Toolworks General Hospital New Resident Orientation (Rev. 9/88) Welcome to Toolworks General ---------------------------- We know that the first few days as a surgical resident can be difficult, so we have put together this orientation handout. Use it to familiarize yourself with the layout of TGH and the procedures you will be expected to follow. Refer to the "Operating Procedures Manual" (enclosed) in any instances that you feel more specific instructions are required. Good luck! Your Responsibilities --------------------- You will be working on the eight floor, under the auspices of the Department of Abdominal Surgery. This is a separate unit with its own personnel staffing, record keeping and teaching facilities. As you know, your job is to diagnose patients (after ordering any necessary tests), prescribe treatments or drugs and - when appropriate - operate. In short, you have all the privileges and responsibilities of any other surgeon in the hospital. About the only difference is that Dr. Lindstrom will be tracking your progress and offering guidance when needed. Upon Arrival ------------ When you arrive at the start of your shift, the first thing you should do is check in at the Nurse's Station. Hospital policy requires that all residents sign in before cases will be assigned. Monica Pierce, the Charge Nurse, keeps track of the sign-in list. Once you sign in with Monica, she will make sure you will receive any messages and let you know if you have patients waiting. Hospital Paging System ---------------------- The Board of Directors has installed, at great expense, a hospital message paging system. The paging system assures that all physicians can be located immediately so that test results, medical histories and other critical information can be passed to you quickly and efficiently. All physicians (except when in surgery) are required to carry their beepers and to respond as soon as possible to a page. Failure to respond in a timely manner will result in dismissal from the staff and termination of your hospital privileges. When your beeper goes off, return as soon as possible to the Nurse's Station. Nurse Pierce will relay the message and make a phone available so you can return the call. If you are uncertain how to operate your beeper, please see the more detailed instructions located in your "Operating Procedure Manual," also found in this information packet. The Floor Plan -------------- Aside from the Nurse's Station, there are several other areas with which you should become familiar. Across the hall from the Nurse's Station is the Classroom, where Dr. Lindstrom holds daily lectures (along with special sessions for residents needing extra instruction.) The Classroom is fully equipped for audio-visual presentations and will become an integral part of your continuing education in abdominal surgery. Patient Rooms ------------- The numbered doors at the end of the hall lead to patient's rooms. While on duty, you are the attending physician for all patients on the floor. It is your responsibility to look in on the patients and check their progress. An up-to-date medical history for each patient may be found on the clipboard at the base of the patient's bed. If you feel additional test, medication or surgical prep is indicated, mark the appropriate action on the clipboard. See the "Operating Procedures Manual" for more specific instructions on surgery as well as ordering medication and tests. The Personnel Office -------------------- Shelly Marks administers the personnel office. We recommend that you visit Shelly to select your surgical team. You will find that, while each staff member is skilled and competent, all have slightly different educational backgrounds, experience and personalities. It may take a while to discover the combination of talent and personality with which you feel most comfortable while in the operating theatre. The Operating Theatre --------------------- The double doors to the left of the Nurse's Station lead to the Operating Theatre. After surgical prep is ordered, the patient will be brought to the OR when ready. A doc presented by SEWER POSSUM of SEWERSOFT DOX FOR ` MIAMI CHASE (2 DISK GAME) BY CODEMASTERS' ---------------------------------------------------- TYPED BY THE UNDERTAKER OF -= A G I L E =- ---------------------------------------------------- CONTROLS ~~~~~~~~ As an undercover agent of the Drug Enforcement Agency (D.E.A),you must seek out and apprehend all CRIMINAL gang members to proceed with the next mission. To apprehend either SHOOT the criminal car or RUN IT OFF the road! The ARCH-CRIMINAL of each gang will be driving a YELLOW corvette. Once ALL criminals are brought to justice,find the EXIT shown by 4 ARROWS or an "OUT"sign to leave the map.You can use points in the garage to buy ADD-ONS for your car.Use the RADAR to spot criminal cars and "head them off" by learning the streets. 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Keep repeating this to kill him. When you arrive at the second boss go right up to the eye and keep shooting. You'll get over run by other eyes, so press button 1 to get rid of them. The third boss is pretty simple. Keep shooting at him and duck when he fires back. Lastly, to kill the end-of-game nasty, stay in the corner of the screen and keep shooting. When he comes up to you, jump over him and shoot him in the back. To continue the game when you die:- Push up and left and both buttons and right or left or up or down. If this doesn't work press both buttons and up-left, up-right, down-left, down-right. Or try this..... to gain an extra life press top left and press the start button. d targets and for final heading cCHUCK ROCK CHEATS........ wee look what i found when hacking a little in chuck rocks...: some built-in cheatmodes... hehe ..! much better than all the lame trainers ...! ok enter anything of the below on the title screen: R Y 4turn frame (for a levelselector, press 1-5 when playing!) G A 0mortimer (for a zoneselector, press F1-F5 when playing!) R (Remember to press in the correct order, like F1-2-3-4-5... not F5-2-4-1-3 (the game will crash) estrano (for a FLY MODE... awesome! press left Shift when playing,, and you can FLY... way cool! haha) 2she loves cleaning windows (for infinate energy) life is my dream (for infinate energy) 6fast aint the word (for infinate energy) 2its fairy bowbelz (for infinate energy) 2uncle sams (for infinate energy) ....remember to include the digits, and the space between the words...! ok.. check'em out... l8r! [RYGAR] PS, to get infinate energy, you dont have to type all of those sentences above just choose one of them...! the necessity of pointing the nose of his aircraft at the target to lock it up. Weapon Selected This shows the currently selected weapon. The MiG is amred with S-240 unguided rockets, AA-8 "Aphid" air-to-air missiles and AS-7 "Kerry" air-to-surface missiles. Bottom left of Helmet Mounted Display shows the type of weapon. (i.e.: AA-8 would indicate "Aphid" air-to-air missiles, S-240 would indicate unguided rockets, etc.). Track Box When a guided missile is selected and a target is being tracked a track box is displayed outlining the target. (This being slightly. C t.. C tT5 PRGRt *`*r` Pack-Fire!A~*H',H?a*oMGLI "grѓg f``GPM$]*$**ԓ**ԓaJ@g p`2aJ@gp`(aJ@gp`p``"agQk`U@C!!Q`  UFIRE(^?`̭ZBG*O.]*mJ-G"ЭZU/TtưJ; ;U*dtiO5)~HT3- pN 0w[b,*NT/ KTN\#͙@%s* 6R*#8, NMX xa gȁy7amɸ=znm,6"H6gȲgQ`$jrR1jΥAet"+f/#^EI֢KE*(((B`Z09 f?.CNO 5?(yfBQ0*|1C,|a/M M5BggBXr^ b~rGzUv]>^f|| ^ 1f>y/@$ \7?Xi~)Xf [`rGQ|}&łш@?"ۋȽS 0"lb.| 0 ?H6 eX@' 82[~`rG(?x_M¦G{ qH>:?r0 <1UaH2<$I^u5%r_9xS$ՖC-Y4@>#aHI  o:xl@~L9r04 ^H$JB\kXF_,=1H%G Y% "XWB0PS'0ALevelcodes for Gem'x ... by [RYGAR] ... ~~~~~~~~~~ ~~~ ~~~~~ ~~~ ~~ ~~~~~~~ ~~~ A (Starting Level) ENTER THESE NAMES ON B EARTHIAN THE HISCORE TABLE... C KENICHI SOME OF THEM WON'T FIT D INOKUMA BUT ENTER THEM ANYWAY E BURAI AND PRESS [RETURN] F BADMAN oh, and remember to have G NETWORK writeprotect ON ... or the H YOKOHAMA game will crash after you've I EXACT played it a couple of times! J X68000 (saves some crap to trk 79 and K TURRICAN the next time you boot the game L REDMOON it won't work... :( (i think?) M CAMPAIGN N MEGAMANN (these are not all the levelcodes, only the ones i have completed (at this point the game got too hard for me..haha) ok some people still don't know how to play this game, so here's some hints... the gems transfer like this: so the gem in the middle transfers two steps, while ____ the others only one step... | 1 | ____|____|____ ... to complete a level you have to make a figure | 1 | 2 | 1 | similar to the right one ... |____|____|____| | 1 | remember to look at the figure in the middle |____| all the time (shows what color the gem will have when you transfer it...) use left mouse to transfer, right to 'undo' (don't use undo too much, your moves are not unlimited...) remember when tranfering a purple gem, it will disappear if you have it in the middle! and if the purple gem is surrounded with golden gems, they will disappear aswell!... (just watch the figure in the middle, remember ?) if a level is too hard, press RETURN to goto next level....this can only be done a couple of times... (less times on the higher levels...) ok now for the digits and shit at the top of the screen: the one at the top is how many moves you have on the current screen the one below is how many times you can press return, or loose a screen... the one below the one above (haha) is how many screens you must complete until you can select another level/cave! ... oh, and at the title screen press return to select controls/# of players... (play with mouse it's better...) ok thats about it ... no more time ... gotta play superbase pro 4... (?! haha) l8r... [RYGAR] trolled on the numeric keypad (or function keys) as above. Missile View: `M' If a guided missile is in flight this shows the view from the missile's infra-red eye. While you are looking from the missile's point of view you are still in control of the aircraft. It is advisable to be in a straight and level Flight before selecting another view! 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Mission: Take-off from airbase. Navi