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Good lad! Another "pain-staking" typing exercise by members of the "The Arthritic Hand Foundation" for your reading/understanding pleasure. This one is going to be a BEAR !!! ================================================================== GETTING STARTED DO NOT write-protect your GBA Championship Basketball: Two- on-Two disk. You must use a joystick to play GBA Championship Basketball: Two-on-Two. For a one-player game, plug a joystick into port 2 on your computer; you may leave your mouse plugged into port 1. For a two-player game, plugh another joystick into port 1. The Game has an Auto-load folder. To bypass the introductory music and credit screens, press your joystick button while the game loads. SELECTING OPTIONS AND DRAFTING PLAYERS Moving the joystic will will highlight the various options on the screen when you're making selections from the chalkboard menus and player draft pool. PRACTICE OPTIONS GBA Championship Basketball: Two-on-Two keeps score when you're playing in either of the two practice modes. THE SCOUTING REPORT When you're rating your abilities on The Scouting Report screen, the ratings categories are grouped as follows: INSIDE OUTSIDE DRIBBLING QUICKNESS STEALING JUMPING You also select the RACE of your player. UNIFORM COLORS Player One and his teamate are always in blue; Player Two and his teammate are always in red. THE PLAYCALLING SCREEN On the PLAYCALLING SCREEN, the home team is always on the left and the visiting team on the right. TO PLAY ANOTHER GAME When a game ends, press your joystick button to return to the chalkboard menus. ================================================================== KING OF THE COURT Basketball. The lightning-paced sport for super-athletes. The game of strategy, guts, stamina, and -- most of all -- teamwork. It's all here, in GBA Championship Basketball: Two-on-Two. But you don't have to be seven feet tall to be a superstar on this court. All you need is an ATARI ST with a single disk drive and a color monitor/T.V. set. Oh, and by the way, a joystick. Two-on-Two helps you develop the strategies and skills to make you play like a pro. You can play with a teammate and lear teamwork. You can pick your offensive allignment while your opponent sets his defense. And when your opponent has the ball, you can choose among several defensive strategies. Two-on-Two gives you lots of ways to compete: one player against the computer, two players against a computer tea, two players against each other, practice sessions, and even a 23-team league competition climaxing in the GBA Championship Game. This Player's Guide includes all the information you'll need to play Two-on-Two. The first section, "Getting Started", tells you how to load the program into your computer. "The Chalkboard Menus" describes all your options for playing the game, from the two practice modes to the four game modes. This section also tells you how to use the joystick and command keys. "The Scouting Report" shows you how to rate your playing skills from inside and outside shooting, dribbling, stealing, quickness, and jumping. In addition, you'll get your first look at your computer opponents -- all the teams you'll have to beat to make it to the GBA Championship game. In "How to Pass and Shoot", you'll find all the information you need to develop your passing game and become a team player. And you'll learn all about jump shots, hook shots, slam dunks, tip-ins, and rebounds. "The Player Draft" tells you all about your superstar computer teammates -- 10 players in all, each one patterned after a real professional basketball star. "Calling Plays" describes the offensive and defensive strategies you'll need to outsmart and outplay your opponents. The "Penalties" section explains fouls and other violations and describes how you can use the clock to your advantage by calling time-outs. "After the Game" tells you how to read the box scores from the game you just played and how to start a new game. THE CHALKBOARD MENUS Following the introductory music and credit screens, a green chalkboard appears on your screen with two choices; GAME or PRACTICE. You make your selection by joystick; the chosen option will become backlit. Once you have made the above selection, a new chalkboard appears, allowing you to select ONE PLAYER or TWO PLAYER action. (If you select the two-player optionm, joystick number 2 becomes active when the top of the screen displays PLAYER TWO. When prompted for your TEAM NAME or YOUR NAME, type the letters on the keyboard (use the DELETE key to erase any mistakes you make), then press RETURN. Names must be at least one letter and no more than twelve letters. Practice Option No one wants to hit the courts cold. Just as in real basketball, it's a good idea to warm up a little before playing a game. Two-on-Two offers you two different practice modes. One Player (one player on the court by himself) Make sure that your joystick is plugged into port 1. You can practice shooting inside and outside and work on your hook shots, jump shots, slam dunks, tip-ins, and rebounds. Although there's a scoreboard above the basket, in the practice mode the scoreboard doesn't work. There are no penalties or time clock either. When you make a basket or the gol goes out of bounds, the ball is automatically returned to you. Press F7 when you want to return to the chalkboard menus. Two Player (two players on the court) Player Two should plug his or her joystick into port 2. Notice that Player One is always in the blue jersey and Player Two is in green. You can practice different shots, from hooks to dunks, as weel as dribbling, rebounding, and tip-ins. You can play straight one-on-one, or you can play other "pick-up" games like "Around the World" or "Horse". How to play "Around the World". Player one tries a shot from the baseline -- say, at the edge of the key (the key is the area between the inner white line and the basket. Every time the player makes a basket, he or she moves further along the edge of the key, working around the key to the baseline on the other side of the basket. If Player One misses a shot, Player Two gets a turn. When a player misses a shot, he must shoot again from the same spot on his or her next turn, and stay in that spot until he or she makes a basket. The first player to go "Around the World" wins. How to play "Horse". Player One makes a shot from anywhere on the court. Player Two must then make the same shot or he will het an "H". When Player One misses, Player Two can make a shot from wherever he or she wants, and Player One has to make the same shot. Every time a player misses, he gets another letter until the word HORSE is spelled. Whoever gets all the letters first, loses. (Note: The letters in HORSE do not appear on the screen. You must keep track of the "score" yourself). As with the ONE PLAYER practice option, there are no scores, penalties, or time clock. To leave the practice mode and return to the chalkboard menus, press F7. THE SCOUTING REPORT Once you're warmed up and ready to play ball, you still have to rate your playing abilities on a screen called The Scouting Report. It might look like this: INSIDE 2 OUTSIDE 6 DRIBBLING 3 STEALING 5 QUICKNESS 4 JUMPING 4 INSIDE refers to your shooting accuracy inside the key. OUTSIDE refers to your shooting accuracty outside the key. DRIBBLING rates your maneuverability with the ball. STEALING rates your ability to outmaneuver the ball handler and steal the ball. QUICKNESS rates your maneuverability both on defense and when you're not handling the ball on offense. JUMPING rates your ability to block shots and come down with rebounds. The highest rating you can give yourself is 6 (very skilled), and lowest is 2 (minimally skilled). Notice the INSIDE and OUTSIDE are grouped together, as are DRIBBLING and STEALING and QUICKNESS and JUMPING. Within each of these three groupings, the total always equal 8. So if you choose to rate yourself 3 as an outside shooter, you must be a 5 inside. If you choose a 6 rating at stealing, you'll only be a 2 at dribbling. After all, you can't be great at everything. Remember, too, that in a game situation you'll want to select your offensive and defensive strategies accourding to your strengths and weaknesses. Use your joystick to move among the categories on The Scouting Report, and press the joystick button to change the numbers. As the number on the left goes up, the number on the right automatically goes down. NOTE: In the practice modes, all palyers are given a 4 rating in all categories. ================================================================== GAME OPTIONS TWO PLAYER HEAD-TO-HEAD Each player has a computer teammate. Each player names his team, then types in his own name and rates himself. He also picks a computer teammate from the Player Draft, which includes ten pros, each one patterned after a real-life basketball superstar. Player One and his teammate are always in blue; Player Two and his teammate are always in green. On yhr dvtrrn, yhr plsyrtd you vonytol str trptrdrnyrf in yhr lighter uniforms; the players the computer controls are in darker uniforms. For example, if you are Player One, you'll wear a light blue jersey and your computer teammate will wear dark blue. TWO PLAYER TEAMMATES When you select this option, you and a friend team up against a hard-driving computer team. You first type in a TEAM NAME of 12 letters or less, then pick a DIVISION to play in. The division you choose determines the caliber of your computer opponents. NORTH is the easiest division, SOUTH is tougher, EAST is tougher still, and WEST is the toughest of all. Take a look at your COMPUTER OPPONENTS CHART (coming along shortly). It gives you a breakdown of all the teams in every division. Notice that the rating tools are higher in the tougher divisions. For example, in the easy North, the INSIDE and OUTSIDE ratings total 7; but in the tough West, they total 10. Since the players in the West are better, the West teams have higher ratings. When Player One types in his name (12 letters or less) and presses RETURN, the Player One Scouting Report allows Player One to rate his abilities. Then Player Two types in his name and rates himself. In this mode, Player One has the light blue jersey, Player Two the dark blue jersey. ONE PLAYER EXHIBITION GAME You and your computer-controlled teammate challenge a computer team. Type in your TEAM NAME and YOUR NAME and pick a DIVISION. Again, the division you select determines how tough your opponents will be. Next, rate yourself on inside and outside shooting, dribbling, stealing, quickness, and jumping. Finally, you select your computer-controlled teammate from the Player Draft. Do you want the great outside shooting of Larry Berg or the dynamite inside moves of Kareem Ugrin? Strategy is important, because you'll want a player whose talents will complement your own, someone who's going to be effective against your opponents. (Again, use the chart "Your Computer Opponents" to scope out your opponents' strengths and weaknesses). Your team will always be the HOME team, with the player you control in the light blue uniform. ONE PLAYER LEAGUE PLAY This game mode allows you and a computer teammate to play in league competition that can take you all the way to the GBA Championship. You first choose a division to play in (NORTH, SOUTH, EAST, or WEST), then play a five-game season against the other five teams in that division. Once you've selected League Play, the computer screen will ask if you want to GET TEAM or assemble a NEW TEAM. If you select GET TEAM, you'll continue to play with a team you're already created -- tha is, your current team. Select NEW TEAM to create a new team; your old team (if you had one) and its league record will be erased from the game disk. In other words, you can have only one team at a time. (If you try to create a new team and there's already a team on the disk, the screen will display the message "WARNING: SELECTING NEW TEAM WILL ERASE YOUR CURRENT TEAM.") However, you can go from League Play to Exhibition Play without erasing your League Team from the game disk. You'll play a five-game schedule. The computer will select your opponents within your chosen division until you've played all five. Playing in the easier division will of course mean easier games -- until you get to the playoffs. At the end of the season, the computer will compare your win/loss record with the records of the other teams in your division. If you have the best divisional record, or if you're tied for the division lead and have beaten your co-leader, you'll advance to the playoffs. The playoff schedule is set up so that the easiest division (NORTH) plays the hardest divison (WEST) in Game 1; in Game 2, SOUTH meets EAST. The winners from Game 1 and Game 2 then meet in the GBA Championship Game. YOUR COMPUTER OPPONENTS +----------+---------+-----------+-----------+ Divisions Teams: | OUTSIDE | INSIDE | STEALING | JUMPING | | #1 #2 | #1 #2 | #1 #2 | #1 #2 | +----------+---------+-----------+-----------+ NORTH Cougars | 4 | 3 | 4 | 3 | 4 | 3 | 3 | 4 | Unicorns | 2 | 5 | 5 | 2 | 2 | 5 | 5 | 2 | Wildcats | 5 | 2 | 2 | 5 | 5 | 2 | 2 | 5 | Sharks | 4 | 3 | 3 | 4 | 3 | 4 | 4 | 3 | Generals | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | | | | | | | | | | SOUTH Dazzles | 4 | 4 | 4 | 4 | 5 | 3 | 3 | 5 | Hammers | 3 | 5 | 5 | 3 | 3 | 4 | 4 | 3 | Kernals | 5 | 3 | 3 | 5 | 5 | 2 | 2 | 5 | Steamers | 5 | 3 | 3 | 5 | 2 | 5 | 5 | 2 | Masters | 3 | 5 | 5 | 3 | 4 | 3 | 3 | 4 | | | | | | | | | | EAST Condors | 5 | 4 | 4 | 5 | 5 | 3 | 3 | 5 | Mystics | 4 | 5 | 5 | 4 | 4 | 4 | 4 | 4 | Marvels | 4 | 4 | 4 | 4 | 3 | 5 | 5 | 3 | Hawks | 4 | 5 | 5 | 4 | 3 | 5 | 5 | 3 | Wizards | 5 | 4 | 4 | 5 | 4 | 4 | 4 | 4 | | | | | | | | | | WEST Stars | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | Dragons | 5 | 5 | 5 | 4 | 5 | 5 | 5 | 5 | Cosmics | 5 | 5 | 4 | 5 | 5 | 5 | 5 | 5 | Waves | 4 | 5 | 5 | 5 | 5 | 4 | 4 | 5 | Lazers | 5 | 4 | 5 | 5 | 4 | 5 | 5 | 4 | +----+-----+-----+---+------+----+-----+-----+ HOW TO PASS AND SHOOT Naturally, good teamwork means getting the ball to your teammate when he's in the open. And to do that, you've got to become a good passer. To pass to your teammate when you have the ball, quickly press and immediately release the joystick button. If your teammate has the ball and you want him to pass to you, quickly press the button. Your teammate will usually pass you the ball, but not always -- after all, any player can become a ball hog now and then. Your teammate may also pass the ball to you if he sees that you're open, even if you don't press the joystick button -- unless you're moving, in which case he'll never pass to you unless you press the joystick button. If you pass to your computer teammate while he's moving, he'll stop to try to catch the ball. In order to catch the ball you must be directly in line with it. Otherwise the ball will go out of bounds or will be stolen by your opponents. SHOOTING SHOOTING BASICS When you have the ball and want to make a shot, first hold down the joystick button. Your player will begin his shot by jumping and will release the ball at the same time you release the button. You must time the release to the jump. If you release the ball at the top of the jump, you have a better chance of scoring. So your success in shooting depends on your ability to release the joystick button at just the right moment. If you look very closely, you'll notice that at the very top of his jump your player will cock his wrist slightly, preparing to shoot. It is at this moment that you should release the button. If you release the button too early or too late, you will still make some of your shots, but a smaller percentage than if you time it perfectly. You should also be aware that if you fail to release the button before your player comes back to the floor, you'll be charged with traveling (See "Penalties"). In addition to your timing, the other factor that will determine your shooting percentage is your Player Scoring Report -- that is, your rating as an inside and outside shooter. HOOK SHOTS To make a hook shot, you must be downcourt, near the baseline, with your back to the basket (as you look at your player on the screen, he must be facing 9 o'clock or 3 o'clock). With a hook shot, the ball is released as the player's arm "hooks" over his head. The advantage of this type of shot is that is cannot be blocked. SLAM DUNKS A slam ducnk may be the most satisfying shot in basketball. What could be better than actually stuffing the ball through the hoop? To slam dunk, you must have a 4, 5, or 6 rating as a inside shooter. You must be at the baseline, as far downcourt as you can go, and you must shoot when you're in one of three areas: under the basket, half a step left or low post left (LPL), or half a step right of low post right (LPR) (See "Zones on the Court" chart that will follow shortly). Finally, there must be NO DEFENDERS under the basket. If all of these conditions are met, a slam dunk will always be successful. TIP-INS If an offensive player grabs a rebound while directly facing the basket (as you look at him on the screen, facing 12 o'clock with his back to you), he'll tip the ball in for a basket. As long as the player is facing the basket and underneath it, the tip-in will be automatic if you make your player jump. Again, only an offensive player can tip the ball in. (In the practice mode, either player can tip the ball in). REBOUNDS A player can rebound only when he's in the area immediately surrounding the basket. To rebound, press the joystick button in the same way you do to make a shot -- your player will jump for the ball. Timing your jump is the key to successful rebounding. SHOOTING PERCENTAGES Nobody can make every kind of shot every time. But you can increase your shooting percentage by working on the timing of your release. (Of course, it also helps to have a high rating). The following charts show the percentage of outside and inside shots you'll make based on the timing of your release and your outside shooting ability. OUTSIDE SHOOTING PERCENTAGES Outside Rating: 6 5 4 3 2 When release is: very early...............10% 10 10 10 10 early....................30% 20 10 10 10 a little early...........50% 40 30 20 10 perfect..................70% 60 50 40 30 a little late............60% 50 40 30 20 late.....................40% 30 20 10 10 very late................20% 10 10 10 10 INSIDE SHOOTING PERCENTAGES Inside rating: 6 5 4 3 2 very early...............30% 20 10 10 10 early....................50% 40 30 20 10 a little early...........70% 60 50 40 30 perfect..................90% 80 70 60 50 a little late............80% 70 60 50 40 late.....................60% 50 40 30 20 very late................40% 30 20 10 10 3-POINT SHOTS If a player shoots a basket from outside the white 3-point line (See court illustration to follow shortly), that basket is good for 3 points instead of the usual 2. Successful 3-point shots are based on a player's outside shooting rating and the timing of his release. However, if a player shoots from outside the white 3-point line, the odds of that shot's being good are only half the odds of a regular outside shot. For example, if a 6-rated outside shooter releases the ball perfectly from beyond the 3-point line, he has only a 35% chance of making that shot. SHOOTING FROM UNDER THE BASKET Whenever a player shoots from directly under the basket, his chance of scoring is based only on his inside rating, not on his timing. As long as he releases the ball before he's called for traveling, it's assumed that his timing is perfect. NOTES ON DEFENSE: STEALING THE BALL AND BLOCKING SHOTS To steal the ball from the offense, you must "bump" the ballhandler on the side on which he's dribbling or holding the ball. Any player's success at stealing the ball will be based on his rating at STEALING (See "The Scouting Report", previously shown). To block a shot, move in close to the ball handler and press your joystick button to jump just as he goes up for a shot. Your success in blocking the shot will depend on how close you are to the ballhandler and your rating at JUMPING -- (Also see, "The Scouting Report" previously shown). YOUR COMPUTER TEAMMATE Your computer teammate is an intelligent player. If he's under the basket, he'll shoot. If he sees that you're open under the basket, he'll pass the ball to you. If the clock is about to run out (either the 24-second shot clock or the quarter clock), he'll shoot if he has the ball. If he's being covered and he realizes he can't drive to the basket, he'll pull up and shoot from as close as he can get. Remember, just as in real basketball, the key element in Two- on-Two is teamwork. Your computer teammate is designed to work with you to beat your opponents. No matter how good you are as an individual player, you'll never make it to the GBA Championship unless you learn to play as a team. THE PLAYER DRAFT After you've rated your abilities, you get to draft a computer-controlled teammate. In the two-player mode, each player gets to draft a computer teammate unless you're playing the TWO PLAYER TEAMMATES option. You have ten players from which to choose, each patterned after a real basketball superstar. When the player draft screen appears, you'll see ten names in white letters, with the two "pointer" basketballs on either side of a name. Use your joystick to line up the basketballs next to the name of the player you want, then release the joystick and press the joystick button. This will highlight your choice in yellow. Finally, move the balls down to the word CONTINUE and press the joystick button to go to the next screen. YOUR SUPERSTAR TEAMATES Here are the computer stars you can play with: Magic Lyndon. One of the best players in the game, famous for his sleight-of-hand passing. Now you see it, now you don't. Magic provides that extra magic that can take you all the way to the GBA Championship. Jerry Orr. A consistently high scorer, Orr has been known to score over 50 points in a game. He know how to draw fouls from opponents and almost never misses from the free throw line. Elgin Cutter. Some say he's the best pressure player in the game. He once scored 61 points in a GBA playoff game -- a record. Cutter has some dealy inside moves. Joh Madland. An excellent defensive player. When Madland's on the court, expect lots of turnovers. Also a dynamite outside shooter. Larry Berg. If you want a teammate who can do it all, Berg's your man. A real team player who knows how to win. Great all- around abilities. Berg can shoot and pass with either hand. He received the GBA Most Valuable Player Award two years in a row. Walt Barnett. A superb rebounder and one of the best defensive players around. Julius Keith. Dr. K. When he's not selling basketball shoes or soft drinks on TV, Keith can be found driving defenders crazy on the court. He averages over 30 points a game and has some of the best moves in the game. Oscar Dunbar. A player with all the right moves, Dunbar is considered the best guard of all time. A great player at any position, he's equally adept at inside and outside shooting. Wilt Dulmage. a.k.a. Wilt the Tilt. This man is great at blocking shots and coming down with the ball. Also one of the few unstopable inside shooters. The Super Teammate Player Draft chart rates the talents of your computer teammates. The numbers indicate their skills at inside and outside shooting, dribbling, stealing, quickness, and jumping. Unlike the ratings for yourself, these are fixed. Because all these stars are excellent players, they rate no lower than 4. A 6 is the highest rating a player can have. Notice that the total within each grouping (Inside and Outside, Dribbling and Stealing, and Quickness and Jumping) totals 10 for your superstar teammate, as opposed to 8 for your other player. SUPERSTAR TEAMMATE PLAYER DRAFT PLAYERS: Outside Inside Dribbling Stealing Quickness Jumping Magic Lyndon 5 5 5 5 5 5 Jerry Orr 6 4 5 5 6 4 Elgin Cutter 4 6 5 5 6 4 John Madland 6 4 4 6 5 5 Larry Berg 6 4 4 6 4 6 Kareem Ugrin 4 6 5 5 4 6 Walt Barnett 5 5 4 6 4 6 Julius Keith 4 6 6 4 5 5 Oscar Dunbar 5 5 6 4 5 5 Wilt Dulmage 4 6 4 6 4 6 CALLING PLAYS In all the game modes except two-player teammates, you must choose an offensive and defensive alighment every time you're on offense or defense. The PLYACALLING SCREEN comes up when ever there's a change of possession because of a basket, steal, defensive rebound, or penalty. Although the game is actually played on a full court, you see only half the court at a time. Every time there's a change of possession or a basket is good, the players run down the court and the offensive brings the ball up from mid-court. The playcalling screen replaces the scoreboard for about seven seconds while the players automatically run down the court and bring the ball back into play. The playcalling screen disappears when the ball handler crosses the center court. So you have seven seconds to select a play. If you fail to select a play, the computer will automatically pick one for you. (On defense the computer will pick LOW ZONE (LZN) and on offense it will pick BASKET (BKT). As you can see in the screen below (Well, you can't because I can't put a picture into the middle of this document), the playcalling screen is divided into OFFENSE on the left and DEFENSE on the right. For offense the screen shows a picture of your joystick surrounded by the abreviations BKT, RHT, TOP, LFT, and SCRN, which stand for the five offensive plays you can choose from. For defense the screen shows a picture of your joystick surrounded by the abbreviations LZN, HZN, MMD, and MML, which stand for the four defensive alignments you can choose from. You select a play by moving your joystick forward, back, right, or left to "point to" the play you want: forward for BKT or LZN, back for TOP or HZN, right for RHT or MMD, and left for LFT or MML. On offense you can also use the joystick button if you want to select the SCRN play. When you're going to be on offense, the word OFFENSE on the playcalling screen will be in green; once you select your offense, the word will turn blue. On defense the wordDEFENSE is first highlighted in yellow; once you select your defense, it turns blue. Note that these colors have nothing to do with the player's blue and green jerseys or the teams themselves; they merely indicate when a play has been selected. If you've called a play, but change your mind while the playcalling screen is still visible, simply push the joystick in the direction of the new play you want. Whenever you call a play, you'll hear a tone at the same time the word OFFENSE or DEFENSE turns blue. Whanever you call a play, whether on offense or defense, you are telling your computer teammate what to do. Following is a complete rundown of the plays. It will help you to understand the plays if you also study "Zones on the Court". ZONES ON THE COURT +----------------------------------------------------------+ | | | BASELINE | | +-------+-----------------+-------+ | | | LPL | BKT | LPR | | | | | | | | | | | | | | | LFT | | <--- KEY ---> | | RHT | | | | | | | | | | | | | | | | | | | | | HPL +-----------------+ HPR | | | | \ TOP / | | | | \_______________/ | | | | | | | | | | | \ / | | \ / | | \ / | | ----------------------------- | | 3-POINT LINE | | | +----------------------------------------------------------+ OFFENSIVE PLAYS You have five offensive plays from which to choose: Left Wing LFT Right Wing RHT Top of Key TOP Basket BKT Screen SCRN LEFT WING (LFT). Your teammate runs to the high post left or high post right (HPL or HPR) and stays there for one second. Then he runs to the left wing (LFT), stays there for two to four seconds, and runs a random pattern on the left side of the court. RIGHT WING (RHT). Your teammate begins by running to the high post left or high post right (HPL or HPR) and waits there for one second. Then he runs to the right wing (RHT) and waits there for two to four seconds before running a random pattern on the right side of the court. TOP. Your teammate runs to either the right or left high post (HPR or HPL), waits there for a second, and then runs to the top. He stays there for two to four seconds and then runs a random pattern at the top of the key. SCREEN (SCRN). You use your teammate as a screen to block out any defenders trying to cover you. Your teammate runs to HPL or HPR and stays there for six seconds, allowing you to dribble around him as he blocks the defender. Then he runs a two-step pattern between the high posts. BASKET (BKT). Your teammate runs to the high post left or right (HPL or HPR), then drive under the basket. He waits there for two seconds and then runs a random three-step pattern under the basket. DEFENSIVE PLAYS You have four defensive plays to choose from: Low Zone LZN High Zone HZN Man-to-Man Zone MML Man-to-Man Dark MMD LOW ZONE. When you call low zone, your teammate will stay in the key (between the basket and the inner white line on the court). When an offensive player enters his zone, he covers him man-to-man. If the offense floods the low zone (which means both offensive players enter the key), your teammate will cover the ball handler. In this case, you should cover the offensive player withou the ball. When your opponents are not flooding the low zone, your teammate always take the man in the low zone, and you take the man outside the key in the high zone. HIGH ZONE. If you assign your teammate to the high zone, he cover the ball handler when that player is in the high zone. When the ball handler enters the low zone area around the key, you must cover him, and your teammate covers the player without the ball. MAN-TO-MAN LIGHT. Your teammate covers the opposing player who wears the light-colored uniform. He stays with that player everwhere on the court. You cover the player in the dark uniform. The goal in man-to-man coverage is to stay between the man you're guarding and the basket, trying to keep him from getting under the basket and making an easy shot. MAN-TO-MAN-DARK. This is the reverse of man-to-man light. Your teammate covers the man in the dark uniform, and you cover the man in the light uniform. STRENGTHS AND WEAKNESSES OF ZONE DEFENSE The zone defense is very effective against inside shooters. If the ball handler breaks away from the man playing the high zone, the man playing the low zone can usually cover the ball handler before he can get into position near the basket. The weakness of the zone defense is that one defender is always in the key, resulting in a two-on-one situation outside the key. This sometimes means that one of the offensive players can take an easy outside shot. If you're playing against the computer, it's easier to beat the computer when you play a zone defense. If you want a more challenging game, play man-to-man. PLAYCALLING AND LOOSE BALL If nobody grabs a rebound and the ball is loose, the computer will sometimes allow you to regroup your offense and call another play. You'll know this is happening if the playcalling screen appears. PENALTIES FOULS Bumping into an opposing player continuously for more than one second results in a foul in the following situationa: A defensive foul occurs when one of the defensive players bumps into the ball handler. The penalty is either ball out of bounds to the offense or free throws. Chargin occurs when the ball handler bumps into a defensive player. The penalty is change of possession or free throws. Fouls and other penalties are displayed on the scoreboard in flashing letters right after they occur. However, if a player is fouled while shooting, the foul won't be displayed on the scoreboard until after the shot has either gone in for a field goal or missed. Fouling the shooter results in one free throw if the basket is good and two free throws if he misses his shot. The number of TEAM FOULS is also displayed on the scoreboard. Teams get five fouls per half; the count is reset to zero at halftime. If a team accumulates more than five fouls in a half, this results in bonus free throws for the other team. OTHER VIOLATIONS TRAVELING is called if you jump to shoot but don't release the ball in time. It won't be called if your shot is blocked by an opponent and you come down with the ball. Traveling results in a change of possession. THE THREE-SECOND RULE is invoked if an offensive player stays inside the key for more than three seconds at a time. However, when the ball is in the air or up for grabs, all players can stay in the key for as long as they like, until someone comes up with the ball. Staying in the key too long results in change of possession. THE 24-SECOND SHOT CLOCK gives the offensive team 24 seconds to make a shot after they bring the ball into play. The scoreboard has a SHOT CLOCK which counts down the seconds. Failure to make a shot in time results in change of possession. Here's a summary of all violations and penalties: With five or fewer team fouls: Fouling the Shooter: if ball goes in.........1 free throw if ball misses..........2 free throws Fouling the Ball Handler.................Ball out of bounds to the offense Charging....................Change of possession Three Seconds in Key........Change of possession 24-Second Clock.............Change of possession With more than five team fouls: Fouling the Shooter: if ball goes in.........1 free throw if ball misses..........2 free throws Fouling the Ball Handler.................2 free throws Charging....................2 free throws Three Seconds in Key........Change of possession 24-Second Clock.............Change of possession A WORD ABOUT FREE THROWS. Players don't have control over free throw accuracy. It's based on the outside shooting rating. To make a free throw, just push the joystick button and release it. All players can rebound after the last free throw attempt. THE QUARTER CLOCK AND OVERTIME You'll play four 6-minute quarters in each game. If the teams are tied at the end of the fourth quarter, you'll automatically go into overtime, which is another 6-minute quarter. The amount of time left in each quarter is shown on the clock in the middle of the scoreboard. At the end of each quarter, a buzzer rings and the screen displays which quarter has just been played. You then go immediately into the next quarter. At the start of the game, the home team always takes the ball out (Player One is always the home team). The visiting team brings the ball into play in the second quarter. The home team again takes the ball out when the third quarter begins, and the visiting team starts off the fourth quarter. CALLING TIMEOUTS AND PAUSING THE GAME To pause the game, simply press the F7 key on your keyboard; TIMEOUT OR F5 TO RESUME wil be displayed on the scoreboard. If you merely want to pause the game, press the F5 key when you're ready to resume. You can call a timeout only when you're on offense. If you want to call a timeout, first press the F7 key, then press the joystick button. Each team is allowed five timeouts per half. On the scoreboard you'll notice five little yellow lights on the HOME and VISITOR sides of the board. Each time you call a timeout, one of the yellow lights will go out. Calling timeouts saves precious seconds at the end of the game. If your team is behind and the clock is about to run out, you should call a timeout right after you've called a play. When you call a timeout, your players don't have to take the time to run down court and set up the play; they'll just appear on the court, in position, when play resumes. To quit a game inprogress and start over, you must run off your computer and load GBA Championship Basketball: Two-on-Two again -- see "Getting Started", previous discussed. AFTER THE GAME At the end of every game, you can read all about it. The sports page of the Gamestar Gazette appears on the screen with the following boxscore writeups: the team names, the final score, the total field goals for each team, shooting percentages, rebounds, steals, blocked shots, and the name of the leading scorer. Here's what the numbers mean: FIELD GOALS. This is the total number of baskets that each team made. Each basket is worth either 2 or 3 points, depending on where the player was on the court when he made the shot. Free throws do not count as field goals. PERCENTAGE. The field goal percentage is calculated by taking the total number of actual field goals and dividing it by the total number of field goal attempts. This number is the team percentage. REBOUNDS. Every time your team pulls down a rebound, it's recorded here. STEALS. This number records the number of times your team stole the ball from the opposition. BLOCKED SHOTS. There are two type of blocked shots. After the shot is blocked, either the defender comes down with the ball or the offensive player retain possession. Blocked shots are only recorded here when the defender gains possession of the ball. LEADING SCORER. The top scorer's name will be displayed with the number of points he scored. TO PLAY ANOTHER GAME When a game ends, press F7 to return to the chalkboard menus. If you've just played any game (except in league play) and want to play the same game again, you don't have to type in your name again or select a new computer teammate unless you want to. Just press RETURN or move the basketballs to CONTINUE and press the joystick button as you move quickly through the menus. GOD! Didn't I tell you this one was gojng to be a BEAR! THE END DOCS TO THE THIRD COURIER Sewer Software thanks Tripple H for these and other docs.. HOW TO LOAD THE GAME? 1. Turn on your computer, insert the Courier 1 disk into your disk drive, and the program will auto-boot. 2. Follow the prompts for switching disks. COMPLETE DOCS BY MR.TERRY/TRIPPLE H THE THIRD COURIER Mission Overview: Moondancer: Your assignment is vital. Three couriers headed to a top-secret conference in Brussels are missing. Each was carrying a crucial component of the NATO non-nuclear defense plans. Now two are dead and the third - last seen in Berlin - has vanished. You must find the three critical components (a computer chip, a floppy disk, and a CPU) before the NATO meeting - and before they fall into the wrong hands. You know what's at stake. This time it isn't surveillance. It isn't a drop. Or data farming. This is the majors, and you've just been called up. And there's only one rule in this game: don't trust anyone. Fly to Berlin and and (THATS THE WAY THE MANUAL READS) await further instructions. Outside of occasional electronic contact, you're on your own. But then, you've always liked it that way. THE THIRD COURIER How To Create Your Agent There's a small mater regarding your cover. Field Operatives are allowed to select their own now. After hiring a few Human Resource Psychologists the Company was convinced morale would improve if you had a hand in selecting your new profile. Create Your Profile You can have up to four different agents on file at any one time. To create a new agent identity: 1. Position the cursor on CREATE AGENT and press the button (or press C). 2. Type in the name you want to use for your new identity. (up to 23 characters) 3. Press Enter. The folder will open to display and Electronic Dossier for you to complete. Complete an Electronic Dossier The fist page of the dossier is mandatory. Think of it as your social security number. You choices determine your agent's ability. 1. Use the mouse, joystick or cursor keys to select and option from each background area (sex, occupation, etc.). If you are using the keyboard, the tab key will move you from one selection group to the next. 2. Click on NEXT PAGE (or press N) to continue when you've completed the first page. Character Traits On Page two of the dossier, you are assigned Character Traits based on the information you provided on page one of the dossier. The numerical values beside Character Traits are indicators of your particular abilities relative to the best agents of all time. (The scale runs from 0 to 99, the highest number being the best, 0 the worst.) Personality Traits These are additional characteristics that affect you character's abilities. As you gain more experience, more of your character's idiosyncrasies will be revealed to you. You will learn one more positive and one more negative aspect of your character's personality with each level you gain. THE THIRD COURIER Complete an Electronic Dossier (continued) Experience Points Experience points are gained by playing the game. You gain points by exploring, encountering other characters, finding objects and by solving problems. Promotions are based on you accumulated experience. Grade Level Indicates you progress. No matter how good you may be now, everyone starts out as Sleuth. As you advance (gain experience points), you graduate to higher levels: AGENT, RESIDENT AGENT, SPY, and finally, MASTER SPY. You attain these levels based on the following experience points: Agent 25,000 Resident Agent 40,000 Spy 60,000 Master Spy 75,000 How To Change Your Mind If you're satisfied with your character, you have two choices: 1. Select ACTIVATE and start the game. 2. Click on DONE or press D and return to the Agent Selection Screen. However, unlike life, if you don't like you character profile you can start over again. Just click on PREV PAGE (or press P) and fill in the dossier with new information. How to Activate an Agent After you create an identity (you can create up to 4), you can activate it at will from the agent file disks: 1. Click on SELECT AGENT (or press S), then click on (or use the arrow keys to move the cursor to) one of the four file disks. 2. Click on ACTIVE AGENT (or press A). You will begin in your apartment or wherever you last save the game. How to Terminate an Agent If you wish to create a fifth identity, you must first "retire" one of your other agents. 1. Click on SELECT AGENT (or press S) 2. Choose one of the four file disks by clicking on it or moving the cursor to it and pressing ENTER. 3. Click on Terminate Agent (or press T). You will be asked if your want to delete this agent. Press Y or N. If you terminate, he's gone. 4. Go back and create a new agent as you did in Create Your Profile. How to Review an Agent's File Allows you to review the dossier and current statistics of any your saved agents. 1. Click on SELECT AGENT or press S. 2. Choose one of the four files disks by clicking on it or moving the cursor to it and pressing return. 3. Click on REVIEW FILE (or press R). You will be taken to the second page of the dossier. When finished reviewing the file, click on DONE (or press D) and you will return to the Agent Select Screen. How to Quit the Game To return to DOS, follow these steps: 1. Click on QUIT GAME (or press Q). You will be asked if you want to save the current status of your agent. 2. Select Y, N, or ESC (Esc returns you to the menu). Selecting Y saves your agent's status and returns you to DOS. Selecting N does not save your agent's status and returns you to DOS. Keystrokes In The Third Courier, you can use a mouse, joystick or keyboard to control your movements. If you are using the keyboard, simply press the appropriate key for the desired action. With a mouse or joystick, highlight the desired option and press the mouse button or fire button. The directional movement works as follows: Select a direction, such as North. You will now be facing north. To continue moving north, continue to click on North or press N on the keyboard. In other words, the first selection turns you in that direction, the second moves you in that direction. NOTE: If using a mouse or joystick notice that the direction you are facing will rotate to the top of the on-screen compass. Controls KEYBOARD MOUSE/JOYSTICK ACTION ======== ============== ====== N Click N Turn/Move North W Click W Turn/Move West E Click E Turn/Move East S Click S Turn/Move South U Click Up arrow Climb stairs or in elevator D Click Down arrow Descend stairs or in elevator R Click Down arrow Descend stairs or in elevator R Click Action box Run C Click Action box Chat F Click Action box Fight Controls (continued) KEYBOARD MOUSE/JOYSTICK ACTION ======== ============== ====== A Click on Action Open Action Menu I Click on Inventory Open Inventory Menu* P Click on Places Open Places Menu ESC Pauses the game ctrl S Toggles the sound on and off When a menu is open: Space bar Release button Closes menu Up Arrow Slide mouse up Moves up item list Down Arrow Slide mouse down Moves down item list Enter Release button Activates highlighted item * With certain actions, the Inventory Menu allows you to take or drop more than one item. When you finished, press the space bar to close the menu. Keyboard Shortcuts Here are some keyboard hot-buttons that will help speed up your actions as you explore Berlin. 1. To use the hot buttons, press the letter key (e.g. [A]ction, [I]nventory, [P]laces) to open the menu you wa nt. 2. When then menu opens, highlight an option by pressing its first letter. If more than one option shares a first letter, press the first letter again to highlight the next possibility; continue to press that letter until the option you want is highlighted. 3. To register your selection, press ENTER. Welcome To Berlin You'll be staying at a Knesebeck Strasse apartment building where most CIA people stay. If you venture beyound the Berlin Wall, prepare yourself for a trip into the past. Where West Berlin is alive with technicolor brilliance and sparkle, East Berlin still has the look of a forty-year-old black and white WWII movie. Nothing has changed. It has only aged. Little reconstruction, no modern services. The trains still carry wooden seats, the cars with their two-piston engines sound like noisy motorcycles, and the air is thick with the smell of cheap, burnt motor oil. A cloud of despair hangs over the city, making the shadows grayer and the faces longer. How to Negotiate the Main Action Screen Your apartment is the first place you'll see in Berlin. We trust you'll find it comfortable- and quite secure. Your apartment is furnished with a computer and an answering machine. The computer is the only way The Company can contact you. Dialog Box ========== Displays critical conversation and information. View Window =========== All the people you meet, the weapons you carry, the city streets, the building you enter, the taxi, the U-Bahn, and the border crossings will be displayed here. Status Box ========== Indicates your current location, weapon in hand, and available ammunition are displayed here. As you explore the city, icons representing types of establishments you are passing will appear on either the right or left side of the street they are on. If you turn in the direction of the icon, you will be facing the entrance to the building represented by the icon. The building may or may not be open to you. Remember that most businesses have set hours. Most in West Berlin open about 6 a.m. Character Information Display Unit (C.I.D.) The C.I.D. Unit on the right of the screen has multiple functions. You will use this handy device to access special menus, keep track of your character's statistics and the time of day, move around the city and make split second decisions in encounters. Menus: Action, Inventory and Places The options contained inside these menus are your modes of action. They are dynamic menus, which means that certain options are only available when they are applicable to the situation at hand. To operate these menus: 1. With a mouse or joystick, position the cursor on the appropriate selection and press the button (or press [A]ction, [I]nventory or [P]laces on the keyboard). 2. The menu will open up and the available options will be displayed in black in type (options not available at the present time are shown grey). 3. With a mouse or joystick, position the cursor on the appropriate selection and press the button (or use the up and down arrow keys from the keyboard to highlight your selection and press enter). ACTION MENU =========== Arm Arms you and also unarms you when you are armed. Allows you to change weapons during an encounter. Bribe Offers money to people you encounter. Because you're street wise, you always bride the correct amount. Buy The Shopping command. Drop Removes an item from your inventory. Be careful; once you leave the location where you drop something, it's gone forever. Hail Cab A speedy way to get around town. But it costs. Listen Try to pick up some interesting dialogue-or hear someone approach. Search Examine a location or an object. Sell Sell items you acquire. Sneak Allows you to surprise foes by moving furtively. Stake Out Watch a particular location over a period of time. Take Adds available objects to your inventory. Use Lets you see a particular object. Save Saves your game at the current location. Restore Returns you to your last saved position. Quit Takes you back to the Agent Creation screen; from there you can choose. Quit Game Exits you to DOS. Inventory Menu This menu lists all the items you have in your possession at the time you open it. In certain locations, such as Mission Control or your apartment or in a restaurant, it will list the objects that are available to you there. At these locations, the Inventory menu will open automatically when you select options from the Action menu such as BUY or TAKE. Places Menu When hailing a cab (option from the Action Menu), this menu opens to reveal the places you can get to by taxi. As you uncover more important loc*ations in Berlin, these locations are added to the places menu. Dynamic Character Traits Your character's traits reflect the choices you made on the dossier. They are represented as bar graphs on the C.I.D> Unit. Each graph fluctuates as you move, have encounters and gain experience. Watch these stats as you play. They affect how well your character can react to different situations. * Intelligence: It is affected by your experience, solving problems and your health. * Strength: Increases due to successful combat and decreases based on the amount of damage your character has taken. Health also affects your strength. * Knowledge: Increases as you uncover facts and gain proficiency with new items and weapons. * Intuition: Changes as a result of encounters with other characters. * Health: A big factor in strength, hence in your ability to fight. Thus, if your health is low you might want to flee a possible attacker instead of standing your ground. You might even want to get yourself to the doctor at Mission Support. Levels Shows your character's current level rating (1-5). These numbers increase as you gain experience and are promoted by Langley. Experience Points This figure represents the points you accumulate as you move towards accomplishing your mission. Certain discoveries you make will increase experience points faster. Time and Day The digital readout provides you with time of day (represented in military time) Many places in the city open at 0600 hours and close at 1800 hours. The number of the day represents the days elapsed since the beginning of your mission. Remember you have only 7 days to accomplish your mission. Compass You may only move in the compass directions that are highlighted. To leave your apartment, for example, N is your only possibility. To move, position the cursor over one of the compass points and press the button, or press the appropriate letter key: [E]ast, [N]orth, [W]est, [S]outh. Encounter Options When you meet someone, applicable ENCOUNTER OPTIONS will appear. To select an option, position the cusor over the appropriate option and press the button or press the appropriate letter key. Encounter Options Chat A good way to get information; chat with everyone unless, of course, they're ready to swing an ax in your direction. Run If your health or strength is down, you might want to let your feet do their stuff. A word of warning, however. When you run, you have no control over where you go. You are dropped randomly in the city. Fight Combat goes in rounds between you and the other guy. The outcome will be determined by your strengths and weapons and strengths and weapons. You can be wounded in combat, which will affect some of your character traits. During combat you may arm or change weapons by opening the Action menu and selecting ARM. Your inventory menu then opens so you can select the weapon you wish to be armed with. Combat continues until one of you is defeated or one of you runs. If you win, you can now search your opponent. If you lose you are Terminated... dead. But if you open the ACTION menu and select RESTORE, Moondancer is returned to the last "saved" position. So it may be prudent to save the game often. Threaten Threaten is an aggressive action that evokes different responses from people you meet. Some will run, some will fight, some will call police, and some will call you names. Search If you happen to eliminate an opponent, be sure to frisk them. They may be carrying vital info. Field Operations Begin To begin your assignment you'll want to USE some equipment in your apartment. Try logging onto your computer or using your answering machine. Remember, aside from the contacts you make on the street and in the shops, these two machines will be your only sources of information. Check them periodically. Know Your Password You'll need to enter a passcode when you LOG ON to your Computer for the first time each game session. To decipher the password: 1. USE A CRACKED COPY!! Once in the computer you can check your MAIL and the dossiers of important people with whom you will deal throughout your mission. The dossier list is dynamic and new names will be added as you meet these people and make use of your PHOTO-FAX. Only people Langley has a dossier on will show up in this list, which can be found under NAME CHECK. When you're finished using the computer, click LOG OFF. Denizens of Berlin Our intelligence has told us that there are come contacts and informants in Berlin who will be helpful to you during the mission. However, specific information as to their identities died with the two couriers. Don't forget to use your PHOTO-FAX - Langley most likely has Dossiers on some of those people. We also know thats as in many large cities, there is a flourishing black market. Usually, these operations are fronted by normal-looking businesses. Check out the local merchants. Maybe you'll locate some sources for specialized items. Due to the nature of this particular situation, we have reason to believe that counter-espionage activity will be very heavy in Berlin. Watch your back. And watch your front. Reports from the field indicates that the streets of the city have become more dangerous, especially at night. Good luck, Moondancer, we'll support you in the mission however we can. But as always, you are alone out there and will have only your quick wits and clever ways to see through. Weapons Small Arms ========== Many forms of handgun exist with slightly different characteristics. Here are a few known to be carried by Mission Support and some of the locals. Air pistol Derringer 25 Beretta M92SB HK P9S Beretta 20 Markarov Browning BDA-9 S&W Model 10 Charter Arms Bulldog S&W Model 629 Colt Agent S&W Model 65 Colt Python Walther P5 CZ 85 Walther PPK Rifles ====== Some of the more hardened criminals carry the big stuff, so watch out for these rifles. Mission Support also stocks them occasionally. AK47 M16 AR-15 Nato Car 15 AR-18 Uzi Carbine HK 91 Submachine Guns =============== Hopefully you won't meet anybody carrying one of these, but rumor has it that someone has been supplying submachine guns to some of the locals to prevent people like you from doing their job correctly. K-50M Port Said M11 Thompson MPL UZI Close Combat Weapons ==================== A little refresher here from your school days might be in order on some of these, so we'll include descriptions. BALI SONG: A short, flat-bladed knife, commonly called a "butterfly knife". BILLY CLUB: A short, hard-wood stick to hit people with. STILETTO: A thin-bladed knife, longer and thinner than a Bali-Song. SWITCH BLADE: A knife with a retractable blade. Easy to conceal. SYKES-FAIRBAIRN: A heavy, military knife which can be fixed into a bayonet if need be. Gizmos There are some items at Mission Support that may be of value. Occasionally check with Murphy in Supply to see if he has any of these devices available. (Remember that some devices will only be available as you gain certain levels). Electronics =========== BOMB SNIFFER: Standard issue C.A.N.I.N.E. class explosion detection device capable of detecting even minute traces of explosive compounds at range of up to 50m. BUG FINDER: The Super Sentry Speakfree Bug Finder, which, when used in conjunction with the Super Sentry Bug Eradicator, (q.v.) allows the most secure local bug protection on the market today. BUG KILLER: The Super Sentry Bug Eradicator, a single use device which not only destroys local covert listening devices, but doubles as a handy aerosol stain remover as well. BUG RECORDER: Located in your apartment, this device records any Super Bugs you have activated. FERAT: Infared through Ultrapurple wave detection device keyed to hormonium compound used to coat NATO defense plans. Will emit a beeping sound when within 10m. of said plans. PHOTO-FAX: A photographic facsimilie machine which will allow you to send pictures of suspected contacts and agents to Langley for identification and report immediately if a dossier exists on these individuals. Langley will then send, via modem, the complete dossier to your apartment computer. This is a very important device, as it is the only method of direct communication you will have with the company. SUPER BUG: An extremely small and powerful covert listening device designed to blend well into any number of art-deco and neo-modern backgrounds. Protective Gear =============== GAS MASK: For those awkward moments when breathing just won't do. MK1 VEST: Although never field tested, this vest is said to be "nearly entirely bulletproof at 100m." R&D is working on improved models and some are rumored to exist on the black market. AMYL NITRATE AND TANNIC ACID: If moondancer is unlucky enough to ingest poison, these can be antidotes. Tools ===== LOCK PICKS: Come on, you've supposed to be a super agent. FLASHLIGHTS: Used in dark places, like underneath buildings, so that you can see the vermin you're sliming around with. BERLIN TOUR GUIDE FOR NON-GERMANS Whenever visiting a new city, it's always a good idea to bring along a good guide book. It increases the pleasure of your wanderings and you never know what interesting nuggets of information you might pick up. Here's a brief description of some of Berlin's notable districts. West Germany ============ THE PARK DISTRICT: To the south and east lies the great Berlin park, a place of scenery, beauty, and enchantment. For centuries, lovers have strolled hand in hand through these woods, enthralled by their pastoral beauty. Many forms of entertainment abound herein and, of course, public restrooms are provided. THE PALACE DISTRICT: North and east is the home of the famous Charlottenburg Palace, the largest mansion in Berlin and bastion of German culture. Surrounding the palace are some of the finest restaurants and bars Berlin has to offer. Be sure to sample the beer. THE TEMPLEHOFF DISTRICT: Smack in the center of Berlin lies the Templehoff business district, home of Berlin's thriving international trade community. Experience the hustle and bustle of truly dynamic economy at work, and perhaps see the city from a new perspective - high atop the Templehoff building itself. THE DAIRY DISTRICT: The mere mention of Germany immediately conjures up images of good food. Beer, pretzels, and of course, wurst are as German as bagpipes are Scottish. This south western district is the home of these rural delights. These merchants, known for their biting wit and rural wisdom, are always glad to exchange pleasantries with foreign travelers. THE INDUSTRIAL DISTRICT: What city could survive without the working man? Berlin is no exception. North and west lies the home of the proletariat and his pleasures. Here you will be staying in some of the most affordable housing in all of Europe. EAST GERMANY ============ MARX ENGLES PLAZA: Wide open space and open air cafe's mark this plaza, the largest in East Germany. Here, it is said, old friends may meet and relive happier times. CULTURAL DISTRICT: Traveling east from the plaza along Unter den Linden, one encounters the home of German culture. If one is careful, one might almost be able to see the spirits of such German immortals as Beethoven, Mozart and Wagner as their music drifts out from the opera house. GOVERNMENT DISTRICT: Between Friedrichstrasse and Otto Grotewohl along Unter den Linden sits the center of international government in East Berlin. Travelers who encounter troubles may wish to consult their embassy, located along this stretch of road. BRANDENBURG GATE: Of all of the beauties of Germany, one of the greatest must be the gates of Brandenburg, the inspiration for Bach's immortal Brandenburg concerti. It was once said of these gates: "If I could choose, from all of lifes pleasures, my last sight, it would be of the gates at Brandenburg." -------------------------------------------------------------------------- SEWER SOFTWARE thanks RICKY of BELGIUM............. 8-BALL Eight Ball is modelled after the real pool game of eight ball. Playing Eight Ball on your Atari St may improve your pool game by letting you try shots over, and by increasing your understanding of the angles and shot possibilities. The game is played with 15 numbered object balls and a cue ball. The object balls fall into two groups; the solids numbered 1 through 7, and the stripes numbered 9 through 15. The eight ball is black and is not in either group. To win the game, you must pocket all of the balls of your group, and then sink the 8 ball. Groups are "chosen" in the beginning of the game when the first ball is sunk. If you sink a ball, then that ball's group becomes your group. If you sink one ball of both groups, then the groups have not been chosen, and you may shoot at any ball, except the eight ball. Whatever ball is sunk next is that persons group, (solids or stripes) and the game shall proceed from there. To hit the ball, choose the direction by moving the mouse so that the dotted line goes in the direction you want the ball to move in. The solid line between the cue ball and the mouse "arrow" shows the position of the cue stick. The arrow represents your hand. The longer the solid line is, the harder the ball will be hit. To actually hit the ball, press the mouse button. The right mouse button will hit the cue ball four times harder than the left mouse button. You will probably only want to use the right button for the break shot. If you hit the ball too hard, you can knock balls off of the table. If you sink on of the balls of your group on a shot, or any ball if the groups aren't chosen, you get another shot (unless you also scratch on that shot). If you accidentally pocket the eight ball before all of your balls are pocketed, you lose. You will also lose if you scratch while shooting at the eight ball. After the title screen appears and the opening music plays, the dialogue box appears and asks you which options you would like to consider a scratch. Four other scratch possibilities exist and are outlined on the screen. To choose one (or all) of these options simply use the mouse pointer to select the boxes beside the options you want. To play "real" tournament 8 ball, select all of the options. When a scratch occurs, a ball from the group you are shooting at will be taken from the rack of balls already made and will be spotted back on the table. Three keys provide special functions while playing eight ball: UNDO will put the balls back into their original positions, if you would like to try a shot over (but not after scratching because that would be cheating). HELP will provide a brief help message. ESC will stop the current game and return to the setup screen. SEWER SOFTWARE thanks Ricky for this Doc... The Advanced OCP ART STUDIO From Rainbird Software Written by 'Realms Software Concepts' The View Window At the top middle of the control screen,between the grid and the toolbox, is a bordered window which displays anything in the grid at normal size. Any changes made to the grid will be echoed in this window so that you can see their effect.The help messages are also displayed here. The Palette and Colour Bar Below the icons is the colour bar.This shows the current colours from the palette,and is used for selecting colour to be used in operations. The Storage Window Below the colour bar is the brush/sprite storage window.Art Studio can store many brushes or sprites in it's memory,but only a portion can be displayed at any one time. The Message Panel At the bottom left of the screen is the message panel, identified by the '>' prompt.This area is reserved for filename prompts,error messages etc. If Art Studio wants you to type in the name of a file or some other information,this is where your input will appear.You can correct any mistakes using backspace as normal. The Workscreens On the 520ST model there are 2 screens availiable,1040ST owners have access to 10 screens if they wish.When using the view option,the function keys are used to select workscreen. Selecting Functions To select a function,use the mouse on-screen pointer to the icon for the function that you require and press one of the buttons,as displayed in the view window. About the Colour Bar The colour bar is used to specify three colours,known as ink colour,paper colour and border colour.Drawing is done with the 'ink'.The 'paper' colour is used less often,to clear the screen or to exlude a colour when pasting. To change the ink colour,click the new colour with the left button. To change the paper colour,click the new colour with the right button. The border colour is the first colour on the bar (L to R) and is set by using the R.G.B. values. Help Messages There is a help facility provided in Art Studio to aid your familiarisation with the program.This may be switched off if you find it irritating by clicking on the message panel with the right button.The abbreviations used in the help panel are 'L' for left mouse button and 'R' for right button. To change language,use ALT F for French and ALT E for English. Draw This function allows you to draw on the grid (LMB) or the screen (RMB).You may change ink colour at any time.Pressing the right button after selecting the place to draw will 'unplot' any pixels.When you are drawing on the workscreen,the RMB will return you to the control screen.Also,by pressing the ALT key down you can draw with the current brush. Line Click to start line and drag to position,release to set line.The RMB will draw transparent lines.You can plot a line in the current brush on the workscreen if you click the RMB before releasing the LMB. Triangle Click to start and drag to new position to set 1st side,click in other position to set triangle.Again RMB sets transparent triangle. Again,the triangle can be traced with the current brush on the workscreen. Box Click to set point and release to draw box.The box is also traceable with the current brush by clicking the RMB before releasing the LMB as before. Circle As for Box. Spray Hold LMB down to spray onto screen/grid,you can spray using current brush by holding down the ALT key while spraying. Copy Allows you to copy a block to a new location.The RMB copies ALL pixels,the LMB copies ONLY the current ink colour. Fill Click on the point that you wish to be filled.The RMB fills with transparent pixels. Outline Draws an outline - on the grid only.Outlines in the current paper colour, the RMB removes the outline. Exchange Colour Enables a colour to be changed to the current ink colour.Does not change palette settings. RGB Amounts Allows the setting of the palette in a similar fashion to the CONTROL.ACC. View (Brush) Sets the current brush and enables the user to view all brushes on a seperate screen. Brush Draw/Grab Allows a temporary brush to be used for painting,and to be grabbed from the screen onto the grid.You may also paint with an animated brush to the screen by setting the animation range before. Capture Brush from screen Click on the grid to grab all of the section or RMB to grab just the current ink colour. Brush Size Used to select brush/sprite size. Brush Storage This is the link between the brush/sprite grid and store. Brush from store to grid Click on brush storage icon,click on sprite and click on grid. Additional Options Transfers just ink pixels,the RMB transfers ALL pixels. Brush from grid to store Click on storage icon,drag outline on grid and place in storage window. Note: If you have edited a brush/sprite,you must re-store it. Brush Store Scroll Used to scroll through brush/sprite storage area. LMB scrolls slowly. RMB scrolls quickly. Insert/Delete Brush Click with LMB to insert a space in the store. Click with RMB and click on a sprite/brush to delete. Vertical Flip Allows a window to be flipped,either all pixels or just the current ink. To flip,click the icon and drag a window.The window will be flipped. Drag with LMB to flip the current ink. Drag with RMB to flip all colours and merge with original. On the workscreen;Drag with LMB to flip current ink.Pixels left behind are changed to current paper colour.To flip the whole window,drag with left and click the RMB before releasing. Horizontal Flip Similar to previous icon,only flips along vertical axis. Rotate Right The icon rotates a window by 90 degrees to the right about it's centre point,in a square. Magnify This is a link between the sprite and screen.This transfers a section of the screen to and from the grid.You can also use the scroll icon. After clicking the magnify icon with the RMB,drag an outline over the section to magnify,smoothly with the LMB or 'snapped' with the RMB. After changing the section,click the magnify icon to put the section back on the screen. Window Click with LMB to define a window by dragging.RMB returns to control. After defining a window,you may select a function,these options are:- Fat Pixels Allows you to convert the defined window into the screen format of many popular 8-Bit micros by duplicating every other pixel on the x-axis, F selects this function. Clear Window Clears the window section to the current paper colour. C selects this function. Cut and Paste This is a more sophisticated version of copy,it allows multiple copies of a window to be made,selected colours or all colours to be copied,and it allows copying to and from the second screen. Click the window icon after window definition,and press P.Press the LMB to copy the current ink or RMB to copy all the colours.Press the LMB again to paste again or press the RMB to return to the control screen. Rescale Allows you to stretch,squash,enlarge or reduce a window.(R) Smoothing the grid This blurs the colour boudaries to smoothen out the grid.(G) Smoothing the Window Similar to the above but smoothes all window. Scroll Click the icon with the LMB to scroll the grid,press the LMB to scroll slowly or the RMB to scroll quickly. Clicking with the RMB allows you to scroll the magnify window over the workscreen. View Clicking view with the RMB allows you to view the workscreen.Press the function keys to change screens or press the LMB. Undo Undoes a previous operation and can be undone itself. Trashcan Used to clear the grid or screen.Click with the RMB to clear the screen to the 1st colour in the colour bar.Click with the LMB to clear the grid. Colour Cycle Defines colours to be cycled. Click with RMB ,click on 1st colour with LMB and click on last colour with the RMB.The colour cycle is started with the metronome icon.Click the icon with the LMB for left cycling,click with the RMB for right cycling.Repeated clicking slows down the cycling with the same button. To stop the cycle,click the metronome with the LMB. Set Frames Click with LMB and point at the first sprite,scroll through the sprites and click on the last sprite with the RMB. Animate Click the LMB to animate a sprite in the view window,you can use the metronome to alter the frame rate.By pressing ESC while animating,you can set the speed to medium. Click the icon with the RMB to animate on screen. Metronome LMB speeds up animation,RMB slows it down.Not auto-repeating. See colour cycling for more info. General Info It is NOT necessary to include an extension when loading or saving. Load/Save Brush Saves brushes/sprites and current palette. LMB to load.RMB to save. Load/Save Screen To escape you can press the ESC key. LMB to load a screen,RMB to save a screen. Disc Management LMB produces 2 options,delete and set path. Enter B,C or D to change the default drive in the path. Clicking the RMB will produce a directory. Text and System RMB allows you the option of exiting the program. If you answer NO to the above,you may clear the brush/sprite store and screen. The text entry function allows sprites to be assigned to the keys on the keyboard and to be printed on the screen using the keyboard. You must load a font first by using the load brush/sprite function. After loading,you must select brush/sprite size,then click view with LMB and then letter A.Click the icon with LMB and drag the outline around the screen,releasing at the point you want your text. Output,Map,Control 1/Control2 These are functions which are concerned with sending sprite/screen information through the RS232 serial port for connection with other machines and is of primary use to programmers and not the artist. Well,that's it! Hope you find this program at least a little bit useful, although I prefer Art Director or Degas Elite. Another oldie..shit, I wish I'd had this doc 2 years ago!! Thanks go to Ricky once again..............Sewer Possum. ARCTICFOX DOC by DR.J BACKGROUND Although the allen task force has been active in Antarctica since about 2005, when a member of the doomed Hagerty Expedition managed to escape the alien force field with information about the activities taking place within its boundaries. Most significantly, it seems the aliens have been very productive in the relatively short time they have occupied the area, and have succeeded in building a number of oxygen converters in an attempt to replace the earth's atmosphere with one more suited to their physiological makeup. the atmosphere surrounding their native planet, STV-7X,, is made up of equal parts of ammonia, methane, and chiorine gas, and is obviously hostile to human existence. It is also volatile, and so long as any traces of oxygen remain in the atmosphere, will cause atmospheric disturbances of a spectacular nature, mainly in the form of intense electrical storms. At our present stage of technology, we have no weapons capable of penetrating the alien force field directly, although indirect methods may be available. One possible approach is the temporarily weaken one side of the force field by causing a magnetic disturbance of the other. Preliminary tests show that this method may cause sufficient disruption of the force field to allow entry of a single combat vehicle into occupied territory. The obvious choice for the combat vehicle is the new supertank from General Polemics, the Slye-Hicks MX-100, codename: ARCTICFOX. Arcticfox is the most advanced terrain vehicle of its kind. Specially designed for polar combat, it features full missile-launching capability as well as standard shelliling and mine-placement functions. In addition, Arcticfox can "dig in" into snow, allowing it to escape detection from all but the most sophisticated radar equipment. Finally, Arcticfox's four-speed automatic transmission provides low-end torque as well as a top speed in excess of 100 kph. Combat plan involves infiltration into alien territory at 0900 hours. This coincides with the enemy's greatest energy usage, and is thus considered optimal for attempting to penetrate the force field. Once inside enemy territory, all radio communication with HQ will be terminated to reduce the possibility of detection. The operator is therefore advised to become familiar with combat strategy as outlined in this manual, as no further info will be available from HQ once penetration has been achieved. SKILL LEVELS In addition to the 2 advanced levels (beginner and tournament), Arcticfox includes two preliminary (pre-game) levels to let you preview the enemy resources and develop proficiency in controlling your equipment. Although you can start playing at the advanced levels right away, you will get more out of the game if you sp[end a little time at the preliminary levels learning about the enemy and about Arcticfox. PRELIMINARY LEVELS ENEMY PREVIEW: When you select this mode, the enemy's resources parade before you, appropriately labeled, so you can see what you will be up against. TRAINING LEVEL: At this level you can roam around the terrain and shoot the enemy to your heart's content, but you cannot complete the game (which requires blowing up or otherwise disabling the main fort). At training level, your armor is tougher, and you have a large supply of ammo, while the enemy is weaker and less intelligent. In addition,when you start playing at this level, you don't start at the same map location as you do in the advanced levels, but at a different location, ADVANCED LEVELS BEGINNER: Start at this level if you are still learning the basics. At this level you have an ample supply of mines and missiles, and your armor is tougher. In addition, there are fewer enemy resources to contend with, and the enemy is weaker then it is at the Tournament level. TOURNAMENT: This level is for the aficionado. AT tournament level the enemy is very intelligent and has use of a tracking device which provides a constant readout of your location. In addition, all advanced hazards (such as slid, friction and acceleration physics)are in full force, making it more difficult to maneuver. Your starting position in Tournament level varies among 8 preselected locations. Upon selecting Tournament level, you are given the opportunity to select starting location and enemy configuration from the available choices. INSTRUMENTS WARNING LIGHT; The warning light indicates whether or not the Arcticfox has been spotted by the enemy. A green light means that Arcticfox has no been spotted; a yellow light indicates that Arcticfox has been spotted by the enemy locally, ie., only by the enemy in the local sector. A red light means the Arcticfox's location is known by the enemy throughout the entire area. When this happens, the communications fort will mobilize search patrols and strike forces. However, because the Arcticfox's location during condition red is relayed through the communications fort, destruction of the fort will effectively counteract transfer of that information. RADAR/AFT VIEW: The Arcticfox's radar view is a bird's eye view of the surrounding area with the Arcticfox in the center of the screen. The radar will not reveal the enemy hiding behind terrain objects. The aft view is provided by a camera attached to the rear of the Arcticfox. The radar view always keeps north at the top of the screen, regardless of the direction the Arcticfox is facing, making it easy to coordinate direction with the compass (see below). Pressing the radar/aft key when the missile is active toggles between the view from the missile and the radar view, on the small viewport. OXYGEN: Shows the percentage of oxygen remaining in the atmosphere. The rate of conversion can be slowed down by destroying the enemy's air converters. COMPASS: Shows the Arcticfox's heading using standard compass orientation MINES: Indicates the number of mines remaining. GUIDED MISSILES: Indicates the number of guided missiles remaining. POSITION: Shows the Arcticfox's current position in degrees and minutes for both longitude and latitude. CLOCK: No prize for guessing this one. However, you should be aware that the clock always starts at 0900 hours each time you start the game. SPEEDOMETER: Indicates Arcticfox's speed in kpm. The needle points to the right of center when the Arcticfox is moving forward. and to the left of center when the Arcticfox is moving backward. The needle is centered when your not moving. GUNSIGHT: The 4 converging diagonal lines in the main viewport meet to become crosshairs as soon as an enemy; your vehicle is within range. Note that during the reload cycle (see controlling arcticfox, below) the square brackets in the sight disappear until Arcticfox's cannon is ready to fire again. DAMAGE INDICATOR: The damage indicator is green when Arcticfox is undamaged, and slowly turns yellow and finally red as Arcticfox sustains damage. CONTROLLING ARCTICFOX To fire the ARcticfox's canon, press your joystick button. Note that Arcticfox needs to reload between shots. Although reloading is automatic, it may take up to 5 seconds. In addition, you can access the following functions through the keyboard, using either of two sets of keys. Right- handed players may perfer to use the set of keys on the left hand side of the keyboard, while left-handed players may with to use the keys on the right. thereby reserving the preferred hand for joystick control: The following table summarized these extra functions. You might want to make up a reference card for the keyboard controls . GUIDED MISSILE: Firing a missile changes the view out of the small viewport to the camera on the missile. Once you have fired a missile, you can use the joystick, to guide it. This means that the missile viewport can act like a mini flight simulator, so that you can use it for reconnaissance if you wish. When you find a suitable target, press the same key a second time to lock the missile onto the target and return you to Arcticfox's viewport. Missiles have a range of one radar screen beyond the current location, in all 8 directions. MINE: This function causes a mine to drop out of the back of the Arcticfox. These mines are live, so it's not a good idea to run over them.. In addition, mines will self-detonate after a certain time period. AFT VIEW: This function let you toggle between the overhead radar and the aft view. The control panel button lights up when in aft view mode. CANNON INCLINATION: By accessing this function you can use the joystick to control you cannon's inclination and its sights in the viewport. Pressing the button a second time turns this function off. When you are using the joystick to control cannon inclination, it is not available to control Arcticfox's forward or reverse movement. So while you are manipulating the cannon, the Arcticfox will continue moving forward or backward in accordance with your last joystick command.. You can still control the Arcticfox's heading, however, by moving the joystick right or left. RELATIVE REVERSE: This is used in conjunction with cannon inclination and works only in that mode. Accessing this function causes the Arcticfox to reverse direction, so that if it is moving forward when the button is pressed, it will change to reverse, and vice versa. In addition, pressing the button when Arcticfox is stationary will cause it to move forward. DIG IN: This function buries the Arcticfox when it is in snow. but has no effect at other times. When the ARcticfox is buried, there is no view from the viewport, although radar still functions. You can dig out by pressing the same key a second time. Note that you can still fire missiles when you are dug in THE ARCTIC TERRAIN Your theatre of operations is made up of geological formations and conditions that can work either for or against you, depending on your strategic ability. This means you not only have to outfox the enemy, but you also have to be aware of you geological surroundings to avoid problems with the terrain. At the very least, you should be aware of the following features: RIDGES: The Arcticfox can drive up and over this type of terrain to obtain strategic viewpoints and hide from the enemy. Best of all, ridges are fun to drive over. On the negative side, however, because ridges provide better views of the surrounding area, the enemy tends to install strategic gun and radar emplacements there. CREVICES: Driving into crevices in not recommended, since it spells death for the Arcticfox and the end of the game. MUD FLATS: The Arcticfox behaves unpredictably on mud flats. In particular, the rear of the tank has a tendency to slid, making steering and stopping less accurate than it is on snow or ice. You should be especially careful around crevices when driving on a mud flat. SNOW FIELDS: The Arcticfox is slowed down by snow (by a factor of about 50%), but so is the enemy. ROCKS: Watch out for the enemy hiding behind rocks. On the other hand, you can use rock to hide from the enemy. MOUNTAINS: You can use the larger mountains as landmarks to give you a better sense of where you are. FORCE FIELD: The enemy force field is impossible to drive through. The force field appears as a red line on the ground and on the radar screen. WEATHER: Watch for lightning and blizzards. As more of the oxygen is converted, the sky becomes darker and lightning more prevalent. Blizzards can cause a whiteout, resulting in partial loss of visibility for both you and the enemy. Nevertheless, radar will still function properly. Note, however, that radar will not function in a lightning storm. Fog looks similar to a blizzard except that there are no snowfields and it dissipates more quickly. ENEMY RESOURCES (SEE F1) STRATEGY AND TACTICS 1. It is inadvisable to stand in one spot during battle. Keep moving if you can. One way of doing this is to use Relative Reverse, which causes Arcticfox to follow its last command. 2. Dropping mines is one of the most effective ways of dealing with ground units. 3. Destroying the Communications Fort will make it impossible for Recon Sleds and Recon Flyers to reveal your position. This will make it easier for you to approach the Main Fort when the time comes. 4. Destroying the enemy's oxygen converters will reduce the rate of oxygen conversion, giving you more time to succeed in your mission. 5. Following the force field protects one side of the Arcticfox. 6. Make sure you reserve at least 2 gulded missiles and/or 10 cannon shells for the last stand against the Main Fort. SKILL LEVELS In the training mode, you have access to these special features: F1 TURBO - Arcticfox moves at 400 kph: missiles at 800 kph (toggle) F2 INVISIBILITY - Arcticfox can't be spotted by enemy (toggle) F3 BLIZZARD - Starts / Stops a blizzard (toggle) F4 STORMS - Starts / Stops lightning storms (toggle) F5 JUMP UP - Arcticfox jumps up into the air, then back down F6 BIG RADAR MAP - View all 8 sectors adjacent to your location (toggle) F7 SMART BOMB - Destroys all aliens in your sector F8 BIG SCREEN MISSILE - Use main screen for missile view (toggle: works on all levels) F9 TOUGH FOX - Renders Arcticfox indestructible (toggle) F10 COCKPIT OFF - Hides all the cockpit instruments (toggle) In tournament Mode, you have the option to choose your enemy configuration and starting location thought additional keyboard prompts, or you can ask the computer to make the selection. Also the enemy's Recon Flyers are equipped with a tracking device in Tournament Mode-and they won't hesitate to use it against you. CONTROLLING ARCTICFOX MOVEMENT - Use your joystick or mouse to control the Arcticfox's movement just move the device in the direction you want toe tank to go. In mouse mode, you can press the spacebar to center your mouse on the screen. Fire your cannon by pressing the mouse or joystick button. To fire repeatedly, hold the button down. KEYBOARD COMMANDS - The keyboard layout parallels the layout of your six onscreen control panel buttons. (you can only use the number on the numeric keypad.) CANNON INCLINATION--------------------- Q OR 7 AFT-VIEW------------------------------- W OR 8 DROP MINE------------------------------ E OR 9 RELATIVE REVERSE----------------------- A OR 4 GUIDED MISSILE------------------------- S OR 5 DIG IN--------------------------------- D OR 6 OTHER KEYBOARD COMMANDS: RESTART GAME------------------ CONTROL - R (ANYTIME) SOUND ON/OFF------------------ CONTROL - S PAUSE/RESUME------------------ ESC EXIT MISSION EVALUATION SCREEN ANY KEY BEVERLY HILLS COP - thanks to LAWZ of the Pompey Pirates Doc typed out by RAISTLIN. Beverly Hlls Cop is a thrilling arcade contest controling Detective Axel Foley through wild and woolly antics in the ritzy atmosphere or Beverly Hlls. GAME 1: Whilst on night patrol in Beverly Hills, Axel recieves a call from H.Q. to check out an arms depot which is situated on the outskirts of Beverly Hills. On reaching the warehouse he finds members of the gang already there loading crates of arms onto waiting vans. Axel must get to the dispatch bay and stop any further shipmants of arms leaving for gangland. CONTROLS : Joystick only LEFT - WALK LEFT RIGHT - WALK RIGHT DOWN - KNEEL/DUCK FIRE - SHOOTING POSITION IN SHOOTING POSITION UP - ANGLES GUN UP DOWN - ANGLES GUN DOWN FIRE - TO SHOOT LEFT - FACE LEFT/WALK LEFT RIGHT - FACE RIGHT/WALK RIGHT GAME 2: Once the warehouse has been secured, Axel speeds off in hot pursuit of three vans loaded with arms. The guns must be stopped from reaching "Mr Big" Bruno Bardolino's at his mansion. The gang seeing Axel in hot pursuit starts off-loading crates in his path, so some nifty driving is needed to avoid these and other road users before getting close enough to stop them off the road and shooting at and exploding the crates inside the van with his faithful Colt 45 automatic. CONTROLS: Joystick or Mouse Press 'J' to toggle joystick/mouse JOYSTICK UP - ACCELERATE DOWN - BRAKE LEFT - LEFT RIGHT - RIGHT FIRE - SHOOT MOUSE LEFT MOUSE BUTTON - ACCELERATE RIGHT MOUSE BUTTON - BRAKE LEFT/RIGHT - TO STEER SPACE BAR - TO SHOOT A - TOGGLES GUN SIGHT P - PAUSES GAME GAME 3: After interrogating the last van driver Axel finds out the whereabouts of "Mr Big" - in a luxury mansion in Beverly Hills. The mansion is well fortified by Mr Big's men who patroll through the large terraced garden, Axel must carefully pick his way through the guards to gain access to the front door. CONTROLS: Joystick or Mouse J - TOGGLES JOYSTICK/MOUSE P - PAUSES GAME JOYSTICK - With joystick, move the onscreen cursor in the direction Axel is to walk, or in the direction he is to shoot when the fire button is pressed. MOUSE - similar to the joystick except you must hold down the left mouse button to make Axel aim his gun, then press the right button to shoot (both mouse buttons must be pressed)> Rapid fire can be temporarily obtained by picking up the machine guns lying around the mansion grounds. GAME 4: Axel now inside the mansion must search the corridors and the rooms for numerous hostages held captive by the armed guards, Axel must kill the guards and find Bruno Bardolino. One of the hostages tells Axel that bRuno Bardolino has a bomb in the building which he intends to use if he is found by the police. Axel must take this threat seriously but not be intimidated enough to get out and save his own skin. On reaching Mr Big's den Axel must eliminate this gangland menace and if a bomb is activated get out safely before the bomb explodes. CONTROLS: Joystick only Normal Joystick movements Z - TO ROTATE AXEL LEFT X - TO ROTATE AXEL RIGHT P - PAUSE S - SOUND ON Q - MUSIC ON ESC - TO QUIT For a maximum score find as many hostages, eleiminate the armed guards and kill Mr Big before getting out of the mansion against a ticking Bomb counter. Funny, the programmers seem to have seen a totally different film to rest of us. Or they've seen the script for Beverly Hills Cop 3! Recently, we've been confronted with a difficult question, which I'd like to answer for you all know. The problem was that we were getting a wide variety of ASCII files, which we considered to be very useful. However, we have named these disks 'DOC DISKS' which posed a problem - just what constitutes a doc? Hence, what should we include on these disks ? Traditionally, a doc file is any file which explains how to use a program, i.e instructions or solutions. Nevertheless, we considered the situation for a long time, and in the end decided that these disks should contain any ASCII file which will be of use to ANYONE. Hence, in the past few disks (and this disk), there have been a few different files, such as hardware modifications, tutorials, manuals, etc. We do try to cater for everybodys needs, from the beginner to the advanced users and programmers. Consequently, we have decided to include this extensive (160K) guide to the ST BIOS, which although will not be useful to new users, could be useful to the more skilled ST people. Anyway, enough of the crap and on with the doc. Sewer Rat !! A Hitchhiker's Guide to the BIOS Split into 3 sections......Part 1 follows Introduction Remember, DON'T PANIC. This is the new, improved introduc- tion to the Hitchhiker's Guide to the BIOS, which describes the BIOS (and many other aspects) of Atari's ST computer series. The introduction still won't tell you much, but at least it tells you not to panic. The Guide's intended audience: Application writers (who will find some of the func- tions and hints here invaluable); Those wishing to make use of some of the ST's hardware-specific features (hacking palette colors, configuring the RS232 port, and so on); Those writing device drivers, video games, or cartridge-based applications; The habitually curious (including trivia trippers, information junkies, and documentation addicts). For many reasons this should still be considered a prelim- inary document. A whole host of things remain undocumented, many GEMDOS issues have not even been approached by our friends at Digital Research, and there are a /whole lot/ of features we'd like to add to the software. GEMDOS BIOS Calls; Description and Deviation from the GEMDOS Spec. The ST BIOS, contrary to the GEMDOS specification, is call- able from the 68000's user mode. The BIOS is re-entrant to three levels. That is, there may be up to three recursive BIOS calls before the system runs into trouble. No level checking is performed; the first sign of an overflow will be mysterious system behavior, and an eventual crash. Applications should NOT attempt disk or printer I/O (this includes getbpb calls, and standard-output redirected to the printer device) in critical-error, system-timer or process- terminate handlers. NOTE The BIOS modifies the function number (and the re- turn address) pushed on the stack by the applica- tion. The function number on the stack will be ZERO on return. [For the curious: this feature saved several cycles per BIOS call ...] (0) getmpb VOID getmpb(p_mpb) LONG p_mpb; Upon entry, 'p_mpb' points to a 'sizeof(MPB)' block to be filled in with the system initial Memory Parameter Block. Upon return, the MPB is filled in. Structures are: #define MPB struct mpb #define MD struct md #define PD struct pd MPB { MD *mp_mfl; /* memory free list */ MD *mp_mal; /* memory allocated list */ MD *mp_rover; /* roving ptr */ }; MD { MD *m_link; /* next MD (or NULL) */ long m_start; /* saddr of block */ long m_length; /* #bytes in block */ PD *m_own; /* owner's process descriptor */ }; [See `System Variables' for more information about setting up the initial TPA.] (1) bconstat WORD bconstat(dev) WORD dev; Return character-device input status, D0.L will be $0000 if no characters available, or $ffff if (at least one) character is available. 'dev' can be one of: 0 PRT: (printer, the parallel port) 1 AUX: (aux device, the RS232 port) 2 CON: (console, the screen) 3 MIDI port (Atari extension) 4 Keyboard port (Atari extension) Legal operations on character devices are: (0) (1) (2) (3) (4) Operation PRT AUX CON MIDI KBD --------- ---- ---- ---- ---- ---- bconstat() no yes yes yes no bconin() yes yes yes yes no bconout() yes yes yes yes yes bcostat() yes yes yes yes yes (2) bconin WORD bconin(dev) WORD dev; 'dev' is the character device number described in function 1. Does not return until a character has been input (busy-wait). It returns the character value in D0.L, with the high word zero. For the console (CON:, device 2) it returns the IBM-PC compatible scancode in the low byte of the upper word, and the Ascii character in the low byte of the low word. If bit 3 in the system variable 'conterm' is set, then the high byte of the upper word will contain the value of the system variable 'kbshift' for that keystroke. [The default state for 'con- term%%3' is OFF.] (3) bconout VOID bconout(dev, c) WORD dev, c; 'dev' is the character device number described in function 1. Output character 'c' to the device. Does not return until the character has been written. (4) rwabs LONG rwabs(rwflag, buf, count, recno, dev) WORD rwflag; LONG buf; WORD count, recno, dev; Read or write logical sectors on a device. 'rwflag' is one of: 0 read 1 write 2 read, do not affect media-change 3 write, do not affect media-change 'buf' points to a buffer to read or write to (unaligned transfers -- on odd boundaries -- are permitted, but they are slow). 'count' is the number of sectors to transfer. 'recno' is the logical sector number to start the transfer at. 'dev' is the device number, and on the ST is one of: 0 Floppy drive A: 1 Floppy drive B: (or "logical" drive A: on single-disk systems). 2+ Hard disks, networks, etc. On return, 0L indicates a successful operation. Any negative number indicates an error condition. (It is the responsibility of the BIOS to detect media changes, and return the appropriate error code). Modes 2 and 3 force a physical disk operation that will NOT affect media change, nor result in one (this allows the GEMDOS disk formatter, for instance, to read and write logical sectors after formatting a disk, and still allow the BIOS to recognize a media change on the volume just for- matted). [explain about "insert-disk" critical error hack for single-drive systems] (5) setexc LONG setexc(vecnum, vec) WORD vecnum; LONG vec; 'vecnum' is the number of the vector to get or set. 'vec' is the address to setup in the vector slot; no set is done if 'vec' is -1L. The vector's previous value is returned. Vectors $00 through $FF are reserved for the 68000. Logical vectors $100 through $1FF are reserved for GEMDOS. Vectors currently implemented are: $100 System timer interrupt $101 Critical error handler $102 Process terminate hook $103..$107: Currently unused, reserved Logical vectors $200 through $FFFF are reserved for OEM use. The ST BIOS makes no provision for these. (6) tickcal LONG tickcal() Returns a system-timer calibration value, to the nearest millisecond. This is a silly function, since the number of elapsed milliseconds is passed on the stack dur- ing a system-timer trap. (7) *getbpb BPB *getbpb(dev) WORD dev; 'dev' is a device number (0 for drive A, etc.) Returns a pointer to the BIOS Parameter Block for the specified drive, or 0L if (for some reason) the BPB cannot be determined. (8) bcostat LONG bcostat(dev) 'dev' is a character device number, as in func- tion 1. Returns character output status: -1 Device is ready to send (no waiting on next device-output call). 0 Device is not ready to send. (9) mediach LONG mediach(dev) WORD dev; 'dev' is a drive number. Returns one of: 0 Media definitely has not changed 1 Media /might/ have changed 2 Media definitely has changed GEMDOS will respond to a return value of '1' with a read operation. If the BIOS detects an abso- lute media change, it will return a "media change" error at that time. (10) drvmap LONG drvmap() Returns a bit-vector that contains a '1' in a bit position (0 .. 31) when a drive is available for that bit, or a 0 if there is no drive available for the bit. Installable disk drivers must correctly maintain the longword '_drvbits' [see: System Variables]. (11) kbshift LONG kbshift(mode) WORD mode; If 'mode' is non-negative, sets the keyboard shift bits accordingly and returns the old shift bits. If 'mode' is less than zero, returns the IBM-PC compatible state of the shift keys on the keyboard, as a bit-vector in the low byte of D0. Bit assignments are: 0 Right shift key 1 Left shift key 2 Control key 3 ALT key 4 Caps-lock 5 Right mouse button (CLR/HOME) 6 Left mouse button (INSERT) 7 (reserved, currently zero) Extended BIOS Functions These functions are available through trap 14. The calling conventions are the same as for trap 13. Contrary to the GEMDOS specification, the caller does NOT have to be in supervisor mode. It is the caller's responsibility to cleanup arguments passed to the trap (as per the C calling standard). A typical trap handler, one that works from a C binding, might be: _trap14: move.l (sp)+,tr14ret ; pop ret addr trap #14 ; do BIOS func move.l tr14ret,-(sp) ; return to rts ; caller bss tr14ret: ds.l ; saved ret. addr and it might be used like: /* * Stupid way to set the screen to a single value. */ set_screen_to(v) WORD v; { extern long trap14(); register WORD *p; register int i; scrbase = (WORD *)trap14(3); for (i = 0x4000; i; --i) *p++ = v; } /* * Xor palettes in a range with a given value */ set_palette_range(start, fin, v) WORD start, fin, v; { while (start <= fin) trap14(7, trap14(7, -1) ^ v); } (0) initmous VOID initmous(type, param, vec) WORD type; LONG param, vec; Initialize mouse packet handler. 'type' is one of: type Action 0 disable mouse 1 enable mouse, in relative mode 2 enable mouse, in absolute mode 3 (unused) 4 enable mouse, in keycode mode 'param' points to a parameter block that should look like: struct param { BYTE topmode; BYTE buttons; BYTE xparam; BYTE yparam; }; 'topmode' should be: 0 Y_position == 0 at bottom 1 Y_position == 0 at top 'buttons' is a parameter for the keyboard's "set mouse buttons" command. 'xparam' and 'yparam' are the X and Y threshold, scale or delta factors, depending on the mode the mouse is being placed in. For mouse absolute mode, some extra parameters immediately follow the parameter block: struct extra { WORD xmax; WORD ymax; WORD xinitial; WORD yinitial; }; 'xmax' and 'ymax' specify the maximum X and Y mouse positions. 'xinitial' and 'yinitial' specify the initial X and Y mouse position. 'vec' points to a mouse interrupt handler; see extended function number 34, 'kbdvbase', for further information about ikbd subsystem handlers. (1) ssbrk LONG ssbrk(amount) WORD amount; Reserve 'amount' bytes from the top of memory. Returns a long pointing to the base of the allo- cated memory. This function MUST be called before the OS is initialized. 'ssbrk' is actually pretty useless. It DOES NOT work after GEMDOS has been brought up, since the TPA has already been set up. (2) _physBase LONG _physBase() Get the screen's physical base address (at the beginning of the next vblank). (3) _logBase LONG _logBase() Get the screen's logical base, right away. This is the location that GSX uses when drawing to the screen. (4) _getRez WORD _getRez() Get the screen's current resolution (returning 0, 1 or 2). (5) _setScreen VOID _setScreen(logLoc, physLoc, rez) LONG logLoc, physLoc; WORD rez; Set the logical screen location (logLoc), the physical screen location (physLoc), and the phy- sical screen resolution. Negative parameters are ignored (making it possible, for instance, to set screen resolution without changing anything else). The logical screen location changes immediately. The physical screen location hardware register is changed immediately, but the new screen location will take effect after the next vertical retrace. When resolution is changed, the screen is cleared, the cursor is homed, and the VT52 termi- nal emulator state is reset. (6) _setPallete VOID _setPallete(palettePtr) LONG palettePtr; Set the contents of the hardware palette register (all 16 color entries) from the 16 words pointed to by 'palettePtr'. 'paletteptr' MUST be on a word boundary. The palette assignment takes place at the beginning of the next vertical blank interrupt. (7) _setColor WORD _setColor(colorNum, color) WORD colorNum, color; Set the palette number 'colorNum' in the hardware palette table to the given color. Return the old color in D0.W. If 'color' is negative, the hardware register is not changed. (8) _floprd WORD _floprd(buf, filler, devno, sectno, trackno, sideno, count) LONG buf, filler; WORD devno, sectno, trackno, sideno, count; Read one or more sectors from a floppy disk. 'filler' is an unused longword. 'buf' must point to a word-aligned buffer large enough to contain the number of sectors requested. 'devno' is the floppy number (0 or 1). 'sectno' is the sector number to start reading from (usually 1 through 9). 'trackno' is the track number to seek to. 'sideno' is the side number to select. 'count' is the number of sectors to read (which must be less than or equal to the number of sectors per track). On return, D0 contains a status code. If D0 is zero, the operation succeeded. If D0 is nonzero, the operation failed (and D0 contains an error number). (9) _flopwr WORD _flopwr(buf, filler, devno, sectno, trackno, sideno, count) LONG buf, filler; WORD devno, sectno, trackno, sideno, count; Write one or more sectors to a floppy disk. 'buf' must point to a word-aligned buffer. 'filler' is an unused longword. 'devno' is the floppy number (0 or 1). 'sectno' is the sector number to start writing to (usually 1 through 9). 'trackno' is the track number to seek to. 'sideno' is the side number to select. 'count' is the number of sectors to write (which must be less than or equal to the number of sectors per track). On return, D0 contains a status code. If D0 is zero, the operation succeeded. If D0 is nonzero, the operation failed (and D0 contains an error number). Writing to the boot sector (sector 1, side 0, track 0) will cause the media to enter the "might have changed" state. This will be reflected on the next rwabs() or mediach() BIOS call. (10) _flopfmt WORD _flopfmt(buf, filler, devno, spt, trackno, sideno, interlv, magic, virgin) LONG buf, filler; WORD devno, spt, trackno, sideno, interlv, virgin; LONG magic; Format a track on a floppy disk. 'buf' must point to a word-aligned buffer large enough to hold an entire track image (8K for 9 sectors- per-track). 'filler' is an unused longword. 'devno' is the floppy drive number (0 or 1). 'spt' is the number of sectors-per-track to for- mat (usually 9). 'trackno' is the track number to format (usually 0 to 79). 'sideno' is the side number to format (0 or 1). 'interlv' is the sector-interleave factor (usually 1). 'magic' is a magic number that MUST be the value $87654321. 'virgin' is a word fill value for new sectors. On return, D0 contains a status code. If D0 is zero, the operation succeeded. If D0 is nonzero, the operation failed (and D0 contains an error number). The format function can soft-fail when it finds bad sectors during the verify pass. The caller has the choice of attempting to re-format the media, or recording the bad sectors so they will not be included in the file system. A null-terminated (0.W) list of bad sector numbers is returned in the buffer. They are not necessarily in numerical order. (If there were no bad sectors, the first word in the buffer will be zero.) A good value for 'virgin' is $E5E5. The high nibble of each byte in the 'virgin' parameter must not be equal to $F. Resist the temptation to format a disk with sectors initialized to zero. Formatting a track will cause the media to enter the "definitely changed" state. This will be reflected on the next rwabs() or mediach() BIOS call. (11) used-by-BIOS VOID used-by-BIOS() [Obsolete function] (12) midiws VOID midiws(cnt, ptr) WORD cnt; LONG ptr; Writes a string to the MIDI port. 'cnt' is the number of characters to write, minus one. 'ptr' points to a vector of characters to write. (13) _mfpint VOID _mfpint(interno, vector) WORD interno; LONG vector; Set the MFP interrupt number 'interno' (0 to 15) to 'vector'. The old vector is written over (and thus unrecoverable). (14) iorec LONG iorec(devno) WORD devno; Returns a pointer to a serial device's input buffer record. 'devno' is one of: devno Device ----- -------- 0 RS232 1 Keyboard 2 MIDI The structure of the record is: struct iorec { LONG ibuf; /* pointer to buffer */ WORD ibufsiz; /* size of buffer */ WORD ibufhd; /* head index */ WORD ibuftl; /* tail index */ WORD ibuflow; /* low-water mark */ WORD ibufhi; /* high-water mark */ }; For RS-232, an output-buffer record immediately follows the input-buffer record. The format of the output-buffer record is identical. 'ibuf' points to the device's buffer. 'ibufsiz' is the buffer's size. 'ibufhi' is the buffer's high-water mark. 'ibuflow' is the buffer's low- water mark. If flow control is enabled and the number of characters in the buffer reaches the high-water mark, the ST requests (according to the flow- control protocol) the sender to stop sending characters. When the number of characters in the buffer drops below the low-water mark, the ST tells the sender to resume transmission. The flow-control operation is similar for the RS-232 output record. (15) rsconf VOID rsconf(speed, flowctl, ucr, rsr, tsr, scr) WORD speed, flowctl, ucr, rsr, tsr, scr; Configure RS-232 port. If any parameter is -1 ($FFFF), the corresponding hardware register is not set. 'speed' sets the port's baud rate, as per: speed Rate (bps) ----- ---------- 0 19,200 1 9600 2 4800 3 3600 4 2400 5 2000 6 1800 7 1200 8 600 9 300 10 200 11 150 12 134 13 110 14 75 15 50 'flow' sets the flow control, as per: flow Flavor ----- --------- 0 No flow control [powerup default] 1 XON/XOFF (^S/^Q) 2 RTS/CTS 3 XON/XOFF and RTS/CTS [is this useful?] 'ucr', 'rsr', 'tsr', and 'scr' set the appropri- ate 68901 registers. (16) keytbl LONG keytbl(unshift, shift, capslock) LONG unshift, shift, capslock; Sets pointers to the keyboard translation tables for unshifted keys, shifted keys, and keys in caps-lock mode. Returns a pointer to the begin- ning of a structure: struct keytab { LONG unshift; /* -> unshift table */ LONG shift; /* -> shift table */ LONG capslock; /* -> capslock table */ }; Each pointer in the structure should point to a table 128 bytes in length. A scancode is con- verted to Ascii by indexing into the table and taking the byte there. (17) _random LONG _random() Returns a 24-bit psuedo-random number in D0.L. Bits 24..31 will be zero. The sequence /should/ be different each time the system is turned on. [The algorithm is from vol. 2 of Knuth: S = [S * C] + K where K = 1, C = 3141592621, and S is the seed. S >> 8 is returned. The initial value of S is taken from the frame-counter '_frclock'.] The function's behavior is surprisingly good, except that bit 0 has an /exact/ distribution of 50%. Therefore it is probably not a good idea to test individual bits and expect them to be well behaved. (18) _protobt VOID _protobt(buf, serialno, disktype, execflag) LONG buf, serialno; WORD disktype, execflag; Prototype an image of a boot sector. Once the boot sector image has been constructed with this function, write it to the volume's boot sector. 'buf' points to a 512-byte buffer (which may con- tain garbage, or already contain a boot sector image). 'serialno' is a serial number to stamp into the boot sector. If 'serialno' is -1, the boot sector's serial number is not changed. If 'seri- alno' is greater than or equal to $01000000, a random serial number is generated and placed in the boot sector. 'disktype' is either -1 (to leave the disk type information alone) or one of the following: 0: 40 tracks, single sided (180K) 1: 40 tracks, double sided (360K) 2: 80 tracks, single sided (360K) 3: 80 tracks, double sided (720K) If 'execflag' is 1, the boot sector is made exe- cutable. If 'execflag' is 0, the boot sector is made non-executable. If 'execflag' is -1, the boot sector remains executable or non-executable depending on the way it was originally. (19) _flopver WORD _flopver(buf, filler, devno, sectno, trackno, sideno, count) LONG buf, filler; WORD devno, sectno, trackno, sideno, count; Verify (by simply reading) one or more sectors from a floppy disk. 'buf' must point to a word- aligned 1024-byte buffer. 'filler' is an unused longword. 'devno' is the floppy number (0 or 1). 'sectno' is the sector number to start reading from (usually 1 through 9). 'trackno' is the track number to seek to. 'sideno' is the side number to select. 'count' is the number of sectors to verify (which must be less than or equal to the number of sectors per track). On return, D0 contains a status code. If D0 is zero, the operation succeeded. If D0 is nonzero, the operation failed (and D0 contains an error number). A null-terminated (0.W) list of bad sector numbers is returned in the buffer. They are not necessarily in numerical order. (If there were no bad sectors, the first word in the buffer will be zero.) (20) scrdmp VOID scrdmp() Dump screen to printer. [Currently this is the monochrome-only version from CES. Will be fixed soon.] (21) cursconf WORD cursconf(function, operand) WORD function, operand; Configure the "glass terminal" cursor. The 'function' code is one of the following: 0 Hide cursor 1 Show cursor 2 Cursor set to blink 3 Cursor set not to blink 4 Set cursor blink timer to 'operand' 5 Return cursor blink timer value The cursor blink rate is based on the video scan rate (60hz for color, 70hz for monochrome, 50hz for PAL). The 'rate' parameter is equal to one- half the cycle time. (22) settime VOID settime(datetime) LONG datetime; Sets the intelligent keyboard's idea of the time and date. 'datetime' is a 32-bit DOS-format date and time (time in the low word, date in the high word). (23) gettime LONG gettime() Interrogates the intelligent keyboard's idea of the time and date, and returns that value (in DOS format) as a 32-bit word. (Time in the low word, date in the high word). (24) bioskeys VOID bioskeys() Restores the powerup settings of the keyboard translation tables. (25) ikbdws VOID ikbdws(cnt, ptr) WORD cnt; LONG ptr; Writes a string to the intelligent keyboard. 'cnt' is the number of characters to write, minus one. 'ptr' points to a vector of characters to write. (26) jdisint VOID jdisint(intno) WORD intno; Disable interrupt number 'intno' on the 68901. (27) jenabint VOID jenabint(intno) WORD intno; Enable interrupt number 'intno' on the 68901. (28) giaccess BYTE giaccess(data, regno) BYTE data; WORD regno; Read or write a register on the sound chip. 'regno' is the register number, logically ORed with: $00 to read [well, ok, you don't /really/ OR with this...] $80 to write 'data' is a byte to write to the register. Sound chip registers are not shadowed. Pro- cedures that change register values by reading a register, modifying a local copy of it, and writ- ing the result back to the register, should be critical sections. In particular, the BIOS (fre- quently) updates the PORT A register, and any code that read-modify-writes PORT A must be atomic. (29) offgibit VOID offgibit(bitno) WORD bitno; Atomically set a bit in the PORT A register to zero. (30) ongibit VOID ongibit(bitno) WORD bitno; Atomically set a bit in the PORT A register to one. (31) xbtimer VOID xbtimer(timer, control, data, vec) WORD timer, control, data; LONG vec; 'timer' is the timer number (0, 1, 2, 3 corresponding to 68901 timers A, B, C and D). 'control' is the timer's control-register set- ting. 'data' is a byte shoved into the timer's data register. 'vec' is a pointer to an inter- rupt handler. Timers are allocated: Timer Usage A Reserved for end-users and applications B Reserved for graphics (hblank sync, etc.) C System timer (200hz) D RS-232 baud-rate control (this timer's interrupt vector is available to anyone). (32) dosound VOID dosound(ptr) LONG ptr; Set sound daemon's "program counter" to 'ptr'. 'ptr' points to a set of commands organized as bytes. Command numbers $00 through $0F take a one byte argument to be shoved into a sound chip register. (Command $00 shoves the byte into register 0, command 1 shoves the byte into register 1, and you get the idea...) Command $80 takes a one byte argument which is shoved into a temporary register. Command $81 takes three one-byte arguments. The first argument is a register number to load, using the temp register. The second argument is a 2's complement value to be added to the temp register. The third argument is the termination value. The instruction is executed (once on each update) until the temp register equals the termi- nation value. Commands $82 through $FF take a one-byte argument. If the argument is zero, the sound is terminated. Otherwise the argument reflects the number of system-timer ticks (at 50hz) until the next update. (33) setprt WORD setprt(config) WORD config; Set/get printer configuration byte. If 'config' is -1 ($FFFF) return the current printer confi- guration byte. Otherwise set the byte and return it's old value. Bits currently defined are: Bit# When 0 When 1 ---- ------------- --------------- 0 Dot matrix Daisy wheel 1 Color device Monochrome device 2 Atari printer "Epson" printer 3 Draft mode Final mode 4 Parallel port RS232 port 5 Form-feed Single sheet 6 reserved 7 reserved 8 reserved 9 reserved 10 reserved 11 reserved 12 reserved 13 reserved 14 reserved 15 Must be zero (34) kbdvbase LONG kbdvbase() Returns a pointer to the base of a structure: struct kbdvecs { LONG midivec; /* MIDI-input */ LONG vkbderr; /* keyboard error */ LONG vmiderr; /* MIDI error */ LONG statvec; /* ikbd status packet */ LONG mousevec; /* mouse packet */ LONG clockvec; /* clock packet */ LONG joyvec; /* joystick packet */ LONG midisys; /* system MIDI vector */ LONG ikbdsys; /* system IKBD vector */ }; 'midivec' is initialized to point to a buffering routine in the BIOS. D0.B will contain a charac- ter read from the MIDI port. 'vkbderr' and 'vmiderr' are called whenever an overrun condition is detected on the keyboard or MIDI 6850s. [Probably not a useful vector to grab.] 'statvec', 'mousevec', 'clockvec', and 'joyvec' point to ikbd status, mouse, real-time clock, and joystick packet handlers. The packet handlers are passed a pointer to the packet received in A0, and on the stack as a LONG. GEM/GSX uses the mouse vector. Handlers should return with an RTS, and should not spend more than 1ms handling the interrupt. The 'midisys' and 'ikbdsys' vectors are called when characters are available on the appropriate 6850. Initially they point to default routines (the MIDI handler indirects through 'midivec', and the ikbd handler parses-out ikbd packets and calls the appropriate subsystem vectors). (35) kbrate WORD kbrate(initial, repeat) WORD initial, repeat; Get/set the keyboard's repeat rate. 'initial' governs the initial delay (before key-repeat starts). 'repeat' governs the rate at which key-repeats are generated. If a parameter is -1 ($FFFF) it is not changed. Times are based on system ticks (50hz). Returns the old key-repeat values, with 'initial' in the high byte of the low word and 'repeat' in the low byte of the low word. (36) _prtblk VOID _prtblk() Prtblk() primitive [see manual pages on PRTBLK]. (37) vsync VOID vsync() Waits until the next vertical-blank interrupt and returns. Useful for synchronizing graphics operations with vblank. (38) supexec VOID supexec(codeptr) LONG codeptr; 'codeptr' points to a piece of code, ending in an RTS, that is executed in supervisor mode. The code cannot perform BIOS or GEMDOS calls. This function is meant to allow programs to hack hardware and protected locations without having to fiddle with GEMDOS get/set supervisor mode call. (39) puntaes VOID puntaes() Throws away the AES, freeing up any memory it used. If the AES is still resident, it will be discarded and the system will reboot. If the AES is not resident (if it was discarded earlier) the function will return. There is NO way to throw away the AES and return -- the reboot MUST be performed. [Ok, ok -- we know this is a lose.] CONOUT Escape Sequences These are the escape functions interpreted by the BIOS' conout() function. For the most part they emulate a VT-52 terminal [that's the easy one to do]. There are extensions to hack screen colors, control screen wrap, and a few other simple functions. ESC A Cursor Up This sequence moves the cursor up one line. If the cursor is already on the top line of the screen, this sequence has no effect. ESC B Cursor Down This moves the cursor down one line. If the cursor is already on the last line of the screen, this escape sequence has no effect. ESC C Cursor Forward This moves the cursor one position to the right. If this function would move the cursor off the screen, this sequence has no effect. ESC D Cursor Backward This move the cursor one position to the left. This is a non- destructive move because the character over which the cursor now rests is not replaced by a blank. If the cursor is already in column O, this escape sequence has no effect. ESC E Clear Screen (and Home Cursor) This moves the cursor to column O, row I (the top left-hand corner of the screen), and clears all charac- ters from the screen. ESC H Home Cursor This move the cursor to column O, row O. The screen is NOT cleared. ESC I Reverse Index Moves the cursor to the same horizontal position on the preceding lines. If the cursor is on the top line, a scroll down is performed. ESC J Erase to End of Page Erases all the information from cursor (including cur- sor position) to the end of the page. ESC K Clear to End of Line This sequence clears the line from the current cursor position to the end of the line. ESC L Insert Line Inserts a new blank line by moving the line that cursor is on, end all following lines, down one line. Then, the cursor is moved to the beginning of the new blank line. ESC M Delete Line Deletes the contents of the line that the cursor is on, places the cursor at the beginning of the line, moves all the following lines up one line, and adds a blank line at the bottom. ESC Y Position Cursor The two characters that follow the "Y" specify the row and column to which the cursor is to be moved. The first character specifies the row, the second specifies the colum. Rows and columns number from 1 up. ESC b Set Foreground Color The Foreground Color is the color in which the charac- ter is displayed. Escape-b must be followed by a color selection charac- ter. Only the four least significant bits of the color character are used: Bit Pattern of Control Byte: 7 6 5 4 3 2 1 0 +-----+-----+-----+-----+-----+-----+-----+-----+ | | | | | | | X | X | X | X | color index | | | | | | | +-----+-----+-----+-----+-----+-----+-----+-----+ (X = "don't care") GUIDE TO BIOS. Part 2.... ESC c Set Background Color This function selects Background Color, the color of the cell that contains the characters. Escape-c must be followed by a color selection charac- ter. Only the four least significant bits of the color character are used. (See diagram for ESC-b function) ESC d Erase Beginning of Display This sequence erases from beginning of the display to the cursor position. The cursor position is erased also. ESC e Enable Cursor This sequence causes the cursor to be invisible. The cursor may still be moved about on the display, using escape sequence defined in this appendix. ESC f Disable Cursor This sequence causes the cursor to be invisible. The cursor may still be moved about on the display, using escape sequences defined in this appendix. ESC j Save Cursor Position This sequence preserves the current cursor position. You can restore the cursor to the previously saved position with ESC-k. ESC k Restore Cursor Position This sequence restores the cursor to a previously saved position. If you use this sequence without having pre- viously saved the cursor position, then the cursor is moved to the home position, the top left-hand corner of the screen. ESC l Erase Entire Line This sequence erases an entire line and moves the cur- sor to the leftmost column. ESC o Erase Beginning of Line Erases from the beginning of the line to the cursor and includes the cursor position. ESC p Enter Reverse Video Mode Enters the reverse video mode so that characters are displayed as background color characters on a fore- ground colored cell. ESC q Exit Reverse Video Mode Exits the reverse video mode. ESC v Wrap at End of Line This sequence causes the first character past the last displayable position on a line to be automatically placed in the first character position on the next line. The page scrolls up if necessary. ESC w Discard at End of Line Following invocation of this sequence, after the last displayable character on a line has been reached, the characters overprint. Therefore, only the last charac- ter received is displayed in the last column position. Traps, Interrupts and Interrupt Vectors The ST makes use of four of the sixteen TRAP vectors pro- vided by the 68000. All other traps are available for applications. Trap Use ---- ---- 0 (none) 1 GEMDOS interface 2 DOS extensions (GEM, GSX) 3 (none) 4 (none) 5 (none) 6 (none) 7 (none) 8 (none) 9 (none) 10 (none) 11 (none) 12 (none) 13 BIOS 14 Atari BIOS extensions 15 (none) 68901 interrupts are based at $100. The sixteen longwords at this location are bound by the hardware to: Vector Function $100 (disabled) Parallel port int. $104 (disabled) RS232 Carrier Detect $108 (disabled) RS232 Clear-To-Send $10c (disabled) $110 (disabled) $114 200hz System clock $118 Keyboard/MIDI [6850] $11c (disabled) Polled FDC/HDC $120 HSync (initially disabled) $124 RS232 transmit error $128 RS232 transmit buffer emtpy $12c RS232 receive error $130 RS232 receive buffer full $134 (disabled) $138 (disabled) RS232 ring indicator $13c (disabled) Polled monitor type The divide-by-zero vector is pointed at an RTE. All other traps (Bus Error, et al) are pointed at a handler that dumps the processor state and attempts to terminate the current process. [See: System Initialization] The Line 1010 ("Line Aye") vector is used as a short-circuit around the VDI to the ST's graphics primitives. It is a powerful and useful interface; see the `Line A' document for further information. The Line 1111 ("Line Eff") trap is currently being used internally to the system. If you fiddle with this vector the AES will break. The FDC/HDC interrupt may be enabled by a hard disk device driver. The floppy disk code, however, assumes this inter- rupt is disabled (it busy-waits on the input bit's state). It is the responsibility of other drivers in the system to ensure that, when the floppy disk read/write/format code gets control, the FDC/HDC interrupt is disabled. The processor's normal interrupt priority level is 3. This is to prevent HBLANK (autovector level 2) interrupts from occurring on every scanline. [It would eat about 10% of a system running in a color graphics mode, or about 22% of a system running in monochrome. Yuck.] The default HBLANK interrupt handler modifies the interrupted process' IPL to 3 and performs an RTE. This is to discourage programs from using IPL 0 -- to use HBLANK, use an IPL of 1. To prevent "jittering" in programs that change screen colors on the fly, using the HBLANK and HSYNC interrupt vectors, the following hack will keep the system intact and still yield a solid display: [1] Re-vector the keyboard/MIDI interrupt to a routine that lowers the IPL to 5 and then jumps through the original vector. [2] During the "critical" section of the screen, re- vector the 200hz system clock interrupt vector to point to a routine that increments a counter and RTEs. The counter keeps track of the number of sys- tem ticks that occur during the critical section. [3] After the critical section, block interrupts (at IPL 6) and call the sytem clock handler (JMP through the interrupt vector, with a fake SR and return address on the stack) the number of times indicated by the counter. System Variables This is a list of variables in the ST BIOS that have been "cast in concrete". Their locations and meanings in future revisions of the ST BIOS are guarenteed not to change. Any other variables in RAM, routines in the ROM, or vec- tors below $400 that are not documented here are almost certain to change. It is important not to depend on undocumented variables or ROM locations. etv_timer (long) $400 Timer handoff vector (logical vector $100). See GEM- DOS documentation. etv_critic (long) $404 Critical error handoff vector (logical vector $101). See GEMDOS documentation. etv_term (long) $408 Process-terminate handoff vector (logical vector $102). See GEMDOS documentation. etv_xtra (longs) $40c Space for logical vectors $103 through $107). memvalid (long) $420 Contains the magic number $752019F3, which (together with 'memval2') validates 'memcntlr' and indicates a successful coldstart. memcntlr (byte) $424 Contains memory controller configuration nibble (the low nibble). For the full story, see the hardware manual. Some popular values are: Memory size Value 128K 0 512K 4 256K (2 banks) 0 1MB (2 banks) 5 resvalid (long) $426 If 'resvalid' is the magic number $31415926 on system RESET, the system will jump though 'resvector'. resvector (long) $42a System-RESET bailout vector, valid if 'resvalid' is a magic number. Called early-on in system initializa- tion (before /any/ hardware registers, including the memory controller configuration register, have been touched). A return address will be loaded into A6. Both stack pointers will contain garbage. phystop (long) $42e Physical top of RAM. Contains a pointer to the first unusable byte (i.e. $80000 on a 512K machine). _membot (long) $432 Bottom of available memory. The 'getmpb' BIOS func- tion uses this value as the start of the GEMDOS TPA. _memtop (long) $436 Top of available memory. The 'getmpb' BIOS function uses this value as the end of the GEMDOS TPA. memval2 (long) $43a Contains the magic number $237698AA which (together with 'memvalid') validates 'memcntlr' and indicates a successful coldstart. flock (word) $43e Used to lock usage of the DMA chip. Should be nonzero to ensure that the OS does not touch the DMA chip registers during vertical blank. Device-driver writers TAKE NOTE: this variable MUST be nonzero in order to make use of the DMA bus. seekrate (word) $440 Default floppy seek rate. Bits zero and one contain the default floppy disk seek rate for both drives: 00 6ms 01 12ms 10 2ms 11 3ms [default] _timr_ms (word) $442 System timer calibration (in ms). Should be $14 (20 decimal), since the timer handoff vector is called at 50hz. Returned by BIOS function '_tickcal', and passed on the stack to the timer handoff vector. _fverify (word) $444 Floppy verify flag. When nonzero, all writes to floppies are read-verified. When zero, no write- verifies take place. The default state (after system-reset) is to verify. _bootdev (word) $446 Contains the device number the system was booted from. The BIOS constructs an enviroment string from this variable before bringing up the desktop. palmode (word) $448 When nonzero, indicates the system is in PAL (50hz video) mode. When zero, indicates the system is in NTSC (60hz video) mode. defshiftmd (byte) $44a Default video resolution. If the system is forced to change from monochrome mode to a color resolution, 'defshiftmd' contains the resolution the system will switch to. sshiftmd (word) $44c Contains shadow for 'shiftmd' hardware register: 0 320x200x4 (low resolution) 1 640x200x2 (medium rez) 2 640x400x1 (high rez / "monochrome") _v_bas_ad (long) $44e Pointer to base of screen memory. Always on a 512- byte boundary. Always points to 32K of contiguous memory. vblsem (word) $452 Semaphore to enforce mutual exclusion in vertical- blank interrupt handler. Should be '1' to enable vblank processing, nvbls (word) $454 Number of longwords that '_vblqueue' points to. (On RESET, defaults to 8). _vblqueue (long) $456 Pointer to a vector of pointers to vblank handlers. colorptr (long) $45a Pointer to a vector of 16 words to load into the hardware palette registers on the next vblank. If NULL, the palettes are not loaded. 'colorptr' is zeroed after the palettes are loaded. screenpt (long) $45e Pointer to the base of screen memory, to be setup on the next vblank. If NULL, the screen base is not changed. _vbclock (long) $462 Count of vertical-blank interrupts. _frclock (long) $466 Count of vertical-blank interrupts that were pro- cessed (not blocked by 'vblsem'). hdv_init (long) $46a Vector to hard disk initialization. NULL if unused. swv_vec (long) $46e The system follows this vector when it detects a transition on the "monochrome monitor detect" input (from low to high rez, or visa-versa). 'swv_vec' initially points to the system reset handler; there- fore the system will reset if the user changes moni- tors. hdv_bpb (long) $472 Vector to routine to return a hard disk's Bios Param- eter Block (BPB). Same calling conventions as the BIOS function for GETBPB. NULL if unused. hdv_rw (long) $476 Vector to routine to read or write on a hard disk. Same calling conventions as the BIOS function for RWABS. NULL if unused. hdv_boot (long) $47a Vector to routine to boot from hard disk. NULL if unused. hdv_mediach (long) $47e Vector to routine to return a hard disk's media change mode. Same as BIOS binding for floppies. NULL if unused. _cmdload (word) $482 When nonzero an attempt is made to load and execute COMMAND.PRG from the boot device. (Load a shell or an application in place of the desktop). Can be set to nonzero by a boot sector. conterm (byte) $484 Contains attribute bits for the console system: Bit Function 0 nonzero: enable bell when ^G is written to CON: 1 nonzero: enable key-repeat 2 nonzero: enable key-click 3 nonzero: on BIOS conin() function, return the current value of 'kbshift' in bits 24..31 of D0.L. zero: leave bits 24..31 alone... themd (long) $48e Filled in by the BIOS on a 'getmpb' call; indicates to GEMDOS the limits of the TPA. The structure is: struct MD { MD *m_link; /* ->next MD [NULL] */ long m_start; /* start of TPA */ long m_length; /* size of TPA (bytes) */ PD *m_own; /* ->MD's owner [NULL] */ } ; The structure may NOT be changed once GEMDOS has been initialized. In addition, there may be only ONE of these suckers (you can't use the 'm_link' field in the first MD). Someday these (with a better GEMDOS) these limitations may be lifted. savptr (long) $4a2 Pointer to register save area for BIOS functions. _nflops (word) $4a6 Number of floppy disks actually attached to the sys- tem (0, 1, or 2). sav_context (long) $4ae Pointer to saved processor context (more on this later). _bufl (long) $4b4 Two (GEMDOS) buffer-list headers. The first list buffers data sectors, the second list buffers FAT and directory sectors. Each of these pointers points to a BCB (Buffer Control Block), that looks like: struct BCB { BCB *b_link; /* next BCB */ int b_bufdrv; /* drive#, or -1 */ int b_buftyp; /* buffer type */ int b_bufrec; /* record# cached here */ int b_dirty; /* dirty flag */ DMD *b_dm; /* Drive Media Descriptor */ char *b_bufr; /* -> buffer itself */ } ; _hz_200 (long) $4bc Raw 200hz system timer tick. Used to divide-by-four for a 50hz system timer. the_env (byte[4]) $4be The default enviroment string. Four bytes of $00.... _drvbits (long) $4c4 32-bit vector, returned by the "DRIVEMAP" BIOS func- tion (#10), of "live" block devices. If any floppies are attached, this value is 3. _dskbufp (long) $4c6 Points to a 1024-byte disk buffer somewhere in the system's BSS. The buffer is ALSO used for some GSX graphics operations, and should not be used by inter- rupt routines. _prt_cnt (word) $4ee Initialized to -1. Pressing the ALT-HELP key incre- ments this. The screen dump code checks for $0000 to start imaging the screen to the printer, and checks for nonzero to abort the screen print. _sysbase (long) $4f2 Points to the base of the OS (in ROM or RAM). _shell_p (long) $4f6 Points to shell-specific context. end_os (long) $4fa Points just past the last byte of low RAM used by the operating system. This is used as the start of the TPA (end_os is copied into _membot). exec_os (long) $4fe This points to the shell that gets exec'd by the BIOS after system initialization is complete. Normally this points to the first byte of the AES' text seg- ment. POST MORTEM INFORMATION If a diagnostic cartridge is not inserted, all "unused" interrupt vectors are pointed to a handler in the BIOS that saves the processor's state in low memory (see below) and displays a number of icons in the middle of the screen. The handler attempts to restart the system after the crash -- it is not always (honestly: it isn't very often) successful. The exact number of icons represents the exception that occurred (2 for bus error, 3 for address error, and so on -- see the `Exception Processing' section in the Motorola 68000 manual). The processor state is saved in an area of memory that is NOT touched by a system reset. Therefore it is possible to examine a post-mortem dump after resetting the system to reboot. *+ * Post-mortem dump area; * processor state saved here on uncaught exception: * *- proc_lives equ $380 ; $12345678 iff valid proc_dregs equ $384 ; saved D0-D7 proc_aregs equ $3a4 ; saved A0-A6,supervisor A7 (SSP) proc_enum equ $3c4 ; first byte is exception # proc_usp equ $3c8 ; saved user A7 proc_stk equ $3cc ; sixteen words popped from SSP f the longworddd at $380 is the magic number $12345678, then the following information is valid (unless it's been stepped on by another crash). D0-D7, A0-A6, and the supervisor A7 are copied to loca- tions $384 to $3c0. The exception number (2 for bus error, etc.) is recorded in the byte at $3c4. The user A7 is copied to $3c8. The first sixteen words at the supervisor A7 are copied to the sixteen words starting at $3cc. Getting Into and Out Of Supervisor Mode in GEMDOS DRI hasn't bothered to document this function yet, so .... Yes, there IS a way to get into (or out of) supervisor mode in GEMDOS. While you read the following descrip- tion, please bear in mind that the original intent was to provide a binding usable at the C level. It is clumsy to use from assembly language. The function is Trap 1, number 32 (hex $20). It wears three hats: LONG _super(stack) LONG stack; If 'stack' is -1 ($FFFFFFFF), then the function returns (in D0.L) either a 0 (indicating that the processor is in user mode) or a 1 (indicating that the processor is in supervisor mode). If the function is called when the processor is in user mode, GEMDOS will return with the processor in supervisor mode. The old value of the supervisor stack will be returned in D0.L. If 'stack' was NULL ($00000000), then the supervisor stack will be the same as the user stack before the call. Otherwise the supervisor stack will be set to 'stack'. If the function is called when the processor is in super- visor mode, GEMDOS will return with the processor in user mode. 'stack' should be the value of the supervisor stack that was returned by the first call to the func- tion. The old value of the supervisor stack MUST restored before the process terminates. (Failure to do so may result in a crash). An example of how to use it from C: superstuff() { long save_ssp; long trap1(); /* * Get into supervisor mode: */ save_ssp = trap1(0x20, 0L); ... do lots of supervisor stuff .... /* * Get out of supervisor mode, * restore old supervisor stack: */ trap1(0x20, save_ssp); } And from assembly: *+ * superstuff - play around in supervisor mode * *- superstuff: . . . do user stuff . clr.l -(sp) ; we want our own stack move.w #$20,-(sp) ; get/set supervisor mode trap #1 ; (do it) addq #6,sp ; (clean up) move.l d0,save_ssp ; save old SSP . . . do supervisor stuff . . move.l save_ssp,-(sp) ; push old SSP move.w #$20,-(sp) ; get/set supervisor mode trap #1 ; (do it) addq #6,sp ; (clean up) . . . do user stuff . GEMDOS Relocation Format (Clarification to GEMDOS manual) This is the REAL GEMDOS fixup bytestream format, as implemented by the function xpgmld() in GEMDOS (as opposed to what is documented in the GEMDOS manual): $00 no more relocation information $01 add $FE to the dot $02..$FF add N to the dot, and fixup the longword there So, to fixup a longword $100 bytes from the current one (the dot), RELMOD would generate: $01 $02 [note that only longwords can be fixed up, and that they must be on word boundaries.] Error Handling Error numbers are returned by certain BIOS and most GEM- DOS functions. Note that some GEMDOS functions return WORD error numbers instead of LONG ones (that is, bits 16..31 of D0.L are garbage). Someday DRI will get around to fixing these .... [Describe critical-error handler calling conventions, whenever DRI gets around to defining them so they're use- ful.] 0 (OK) Successful action (the anti-error). -1 (ERROR) All-purpose error. -2 (DRIVE_NOT_READY) Device was not ready, or was not attached, or has been busy for a long time. -3 (UNKNOWN_CMD) Device didn't know about a command. -4 (CRC_ERROR) Soft error while reading a sector. -5 (BAD_REQUEST) Device couldn't handle a command (the command might be valid in other contexts). Command parameters may be bad. -6 (SEEK_ERROR) Drive couldn't seek. -7 (UNKNOWN_MEDIA) Attempt to read foriegn media (usually means a cor- rupted or zero boot sector). -8 (SECTOR_NOT_FOUND) Sector could not be located. -9 (NO_PAPER) Printer is out of paper (this cannot happen on disks, right?) -10 (WRITE_FAULT) Failure on a write operation. -11 (READ_FAULT) Failure on a read operation. -12 (GENERAL_MISHAP) Reserved for future catastrophes. [This seems to be a useless error right now.] -13 (WRITE_PROTECT) Attempt to write on write-protected or write-only media. -14 (MEDIA_CHANGE) Media changed since last write -- the operation (read or write) did NOT take place. (This is more a mes- sage to the file system than a real error). -15 (UNKNOWN_DEVICE) Operation specified a device the BIOS doesn't know anything about. -16 (BAD_SECTORS) Format operation succeeded (for the most part) but yielded bad sectors. -17 (INSERT_DISK) Ask user to insert a disk (this is more a message to the shell -- GEM or COMMAND.PRG -- to start a dialouge with the user). Cartridge Support There are two kinds of cartridges. 'Application' car- tridges are recognized by GEM and the desktop. 'Diagnos- tic' cartridges are executed almost immediately after system reset (before the 68000 touches any RAM), and may take over the entire system. The ST hardware maps cartridge space to a 128K region starting at $FA0000, extending to $FBFFFF. The longword at $FA0000 has special meaning to the OS. It should be one of the following: $FA52255F indicates that a diagnostic cartridge is inserted. $ABCDEF42 indicates that an application cartridge is inserted. anything else is ignored. On system RESET, if a diagnostic cartridge is inserted the OS will (almost immediately) jump to location $FA0004. A6 will contain a return address (should the cartridge ever wish to continue with system initializa- tion). The stack pointer will be garbage. Most of the ST's hardware registers will not have been touched. The most significant of these registers is the memory con- troller -- the diagnostic cartridge is responsible for sizing memory and initializing the memory controller. Application cartridges should provide 'application header' at location $FA0004 (immediately following the magic longword). An application header contains informa- tion about an application in ROM. There may be any number of applications in a cartridge. CARTRIDGE APPLICATION HEADER +-----------------------+ | CA_NEXT | 0 ->next header | | +-----------------------+ | CA_INIT | 4 ->init code | | +-----------------------+ | CA_RUN | 8 ->run code | | +-----------------------+ | CA_TIME | $c DOS time +-----------------------+ | CA_DATE | $e DOS date +-----------------------+ | CA_SIZE | $10 "size" of appl. | | +-----------------------+ | CA_NAME | $14 asciz name | | (NNNNNNNN.EEE\0) | | | | +-----------------------+ CA_NEXT is a pointer to the next application header. If CA_NEXT is $00000000, then there are no more headers in the list. CA_INIT is a pointer to the application's initialization code. If CA_INIT is NULL, there is no initialization code. The initialization vector is called at system startup time, as controlled by magic bits in the high byte of this longword (see below). CA_RUN is a pointer to the application's main entry point. CA_TIME and CA_DATE are DOS-format time and date stamps. [They are kind of useful for keeping track of version numbers and things like that, but are otherwise useless ....] CA_SIZE is a silly field that is the "size" of the appli- cation. [This field is pointless, but DRI wanted it, sooo ....] CA_NAME is the NULL-terminate name of the application. It should be in the same format as a DOS acceptable filename, without a path (i.e. up to eight leading char- acters, optionally followed by a dot and up to three characters of extension, and a final NUL ($00)). The high 8 bits (24..31) of CA_INIT have special meaning: 0 - Set to execute application (through CA_INIT vec- tor) before interrupt vectors, display memory (etc.) have been initialized. 1 - Set to execute application (through CA_INIT vec- tor) just before GEMDOS is initialized. 2 - (unused) 3 - Set to execute application (through CA_INIT vec- tor) immediately before a disk-boot. [***FOR NOW*** Applicable to boot ROM only.] 4 - (unused) 5 - Set if the application is a desk accessory. 6 - Set if the application is NOT a GEM application. That is, it runs under DOS and doesn't do any AES calls. 7 - Set if non-GEM application (see bit 6) requires commandline parameters before execution. Vertical Blank Interrupts This section describes the OS's Vertical Blank Interrupt (VBI) handler, entered through the VBI vector at $70. The VBI handler increments the "frame counter" 'frclock' and then checks for mutual exclusion by testing 'vblsem'. If 'vblsem' is less than or equal to zero, no other VBI code is executed. Otherwise, all registers are saved on the stack and the "vblank counter" 'vbclock' is incre- mented. If the system is currently in high-resolution mode (SHIFTMD >= 2) and a low-resolution monitor is attached, the resolution is set to 'defshiftmd'. (or zero, if 'defshiftmd' is >= 2). This test is necessary because some low-resolution monitors may "burn up" when driven by the ST's high-resolution video signal. The handler calls the cursor-blink routine. If 'colorptr' is nonzero, then the 16 color palettes are loaded from the 16 words that 'colorptr' points to. 'colorptr' is then zeroed. If 'screenpt' is nonzero, then the screen's physical base address set to 'screenpt'. 'screenpt' is then zeroed. There may be any number of "deferred" VBI vectors. These are executed just before the VBI handler returns. The variable 'nvbls' contains the current number of deferred vector slots. 'vblqueue' points to an array of NVBL pointer slots that in turn point to deferred VBI code or NULL (in the case of an empty slot): +----------+ |vblqueue o|----+ +----------+ | | +--------------------------+ | | ........... 'NVBL' entries .................. | / ( | +-------+-------+-------+-------+-------+-------+ +->| o | | | o | | | +---|---+-------+-------+---|---+-------+-------+ | | +---> handler... +---> handler... The OS initially allocates 8 VBI slots. The first slot is reserved for GEM's VBI code. To add another deferred handler, place a pointer in a free (NULL) slot. If there are no more free slots, then allocate a larger VBI array, copy the current vectors to the new array (clearing any new, unused entries), and update 'vblqueue' and 'nvbls'. Deferred VBI handlers should return with RTS, *not* RTE. They may use any registers except the user stack-pointer. Applications are responsible for cleaning up vbl-vectors they have installed prior to process termination. ROM System Initialization [1] Initial PC set from location $FC0000, initial SP (trash, really) set from location $FC0004. Catch system RESET. Raise processor IPL to 7, exe- cute RESET instruction to reset hardware registers. If a diagnostic cartridge is inserted, load a return address into A6 and jump to the cartridge. [2] If memory was setup (i.e. this is a warmstart) the initialize the memory controller. [3] If the RESET-bailout vector is valid, load a return address into A6 and jump to the reset handler. [4] Initialize the PSG (deselect floppies), setup the scan rate (50 or 60hz), write default values to the color palettes, and set the display pointer to 0x10000. If memory was sized on a previous reset, go to step 8. [5] Size both banks of memory. [6] [This used to perform a memory test.] [7] Once memory has been sized and zeroed, record the fact by setting two magic longwords in low memory. [8] Clear the low 64K of memory, from 'endosbss' to 0xffff. Initialize all kinds of OS variables. Setup interrupt vectors. Call the serial BIOS' ini- tialization entry-point. [9] Execute %%2 cartridge applications. Initialize the screen resolution. [11] Execute %%0 cartridge applications. [12] Enable interrupts (all but HBLANK) by bringing the IPL to 3. [13] Execute %%1 cartridge applications. [14] Call GEMDOS' initialization routine. [15] Attempt to boot from floppy disk, if the system variable 'bootdev' is less than 2. If there are no floppies, no attempt is made to boot from floppy. Attempt to load a boot sector from the DMA bus. For each of the eight DMA bus devices, a read operation is attempted on logical sector 0. If the read is successful, and the sector checksums to $1234, then the sector is executed. [See the section "DMA Bus Boot"] ALL devices are checked. The boot sector code may return, in which case the BIOS will attempt to load boot sectors from the rest of the devices. [16] Turn on the cursor. Do autoexec. Attempt to exec COMMAND.PRG. [17] Do autoexec. Kludge up an enviroment string. Exec the AES (in ROM). If [16] or [17] ever complete, restart the system by going back to [1]. System RESET | V +-----------------------+ | Diagnostic | (1) | Cartridge check | +-----------------------+ | V +-----------------------+ | Memory Controller | (2) | (fast init) | +-----------------------+ | V +-----------------------+ | RESET bailout | (3) | vector | +-----------------------+ | V +-----------------------+ | init PSG | (4) | init 50hz/60hz | | init palettes | | display at $10000 | +-----------------------+ | V ~~~~~~~~~~~~~~~~~~~~~ ~ ~ YES ~ Has memory been ~ /-< sized? [is this ~ | ~ a warmstart?] ~ | ~ ~ | ~~~~~~~~~~~~~~~~~~~~~ | | | NO | | | | V | +-----------------------+ | | size memory | | | and clear it | | +-----------------------+ | | | V | +-----------------------+ | | indicate successful | (7) | | warmstart | | +-----------------------+ | | | | \-------------\ | V +-----------------------+ | Clear bottom 64K | (8) | Init variables | | Init interrupts | | Init serial BIOS | +-----------------------+ | V +-----------------------+ | Execute %%2 cartridge | (9) | applications | +-----------------------+ | V +-----------------------+ | Init screen | (10) | resolution | +-----------------------+ | V +-----------------------+ | Execute %%0 cartridge | (11) | applications | +-----------------------+ | V +-----------------------+ | Bring IPL to 3 | (12) | | +-----------------------+ | V +-----------------------+ | Execute %%1 cartridge | (13) | applications | +-----------------------+ | V +-----------------------+ | Initialize GEMDOS | (14) | | +-----------------------+ | V +-----------------------+ (15) | Attempt to boot |>------\ | from floppy |<--\ | execute +-----------------------+ | | boot | | | sector | \---/ | V +-----------------------+ (15a) | Poll devices on |>------\ | DMA bus, requesting | | | boot sectors |<--\ | execute +-----------------------+ | | boot | | | sector V \---/ ~~~~~~~~~~~~~~~~~~~~~ ~ ~ YES ~ ~ /-< _cmdload == 0 ? ~ | ~ ~ | ~ ~ | ~~~~~~~~~~~~~~~~~~~~~ | | | NO | | V | +-----------------------+ | | Turn on cursor | (16) | | Exec \AUTO\*.PRG | | | Exec COMMAND.PRG | | +-----------------------+ | | | \--------------------\ | | \-------------\ | | | V | +-----------------------+ | | Exec \AUTO\*.PRG | (17) | | Kludge up enviro. | | | string | | | Exec AES (in ROM) | | +-----------------------+ | | | |<-------------------/ | V Reset system, start over again Guide to ST BIOS.......Part 3 Boot Sectors The boot sector contains o A volume serial number o A BIOS parameter block o Optional boot code and boot parameters An executable boot sector must word-checksum to the magic number $1234. During system initialization the boot sec- tor from a disk drive is loaded into a buffer. If the checksum is correct, the system JSRs the first byte of the buffer. [Since the location of the buffer is indeterminant, any code contained in the boot sector must be position-independent.] See the section on system ini- tialization for further details on writing bootable applications. When a "Get BPB" call is made, the BIOS reads the boot sector and examines the prototype BIOS parameter block (BPB). A BPB is constructed from the prototype. If the prototype looks strange (for instance, if critical fields in it are zero) the BIOS returns NULL (as an error indi- cation). A BPB is normally computed and written when the volume is formatted. The 24-bit serial number is used to determine if the user has changed disks. (see the [still nonexistant] section on "Disk Changes"). The serial number is computed and written by the FORMAT utility, and is (hopefully) unique. +-----------------------+ | BRA.S | $0 branch to boot code | (wherever) | +-----------------------+ | filler | $2 reserved for OEMs | | | (OEM | | cruft) | | | | | +-----------------------+ | SERIAL | $8 volume serial number | 24-bit volume | written by FORMAT | serial number | +-----------------------+ |l BPS | $b #bytes/sector |h | +-----------------------+ | SPC | $d #sectors/cluster +-----------------------+ |l RES | $e #reserved sectors |h | +-----------------------+ | NFATS | $10 #FATs +-----------------------+ |l NDIRS | $11 #directory entries |h | +-----------------------+ |l NSECTS | $13 #sectors on media |h | +-----------------------+ | MEDIA | $15 media descriptor +-----------------------+ |l SPF | $16 #sectors/FAT |h | +-----------------------+ |l SPT | $18 #sectors/track |h | +-----------------------+ |l NSIDES | $1a #sides on media |h | +-----------------------+ |l NHID | $1c #hidden sectors |h | +-----------------------+ | boot code | $1e . (if any) . | | +-----------------------+ $200 The prototype BPB is software compatible with an MS-DOS version 2.x BPB. (This does not mean the ST can read sectors written by, or write sectors readable by, a disk controller other than the WDC 1770/1772). The low byte of a 16-bit field in the BPB (such as 'BPS') occupies the lower address [as on the 8086.] BPS is the number of bytes per sector (for floppies on the ST, it will be 512). SPC is the number of sectors per cluster (on floppies, usually 2 for a cluster size of 1K). RES is the number of reserved sectors at the beginning of the media, including the boot sector. RES is usually 1 on floppies. NFATS is the number of File Allocation Tables on the media. NDIRS is the number of directory entries. NSECTS is the total number of sectors on the media (including the reserved sectors). MEDIA is a media descriptor byte. The ST BIOS does not use this byte, but other file-systems might. SPF is the number of sectors in each FAT. SPT is the number of sectors per track. NSIDES is the number of sides on the media. (Single- sided media can be read on double-sided drives, but not vice-versa). NHID is the number of "hidden" sectors. (The ST BIOS currently ignores this value for floppies). The last word in the boot sector (at offset $1FE) is reserved for "evening out" checksums. In particular, the "_protobpb" extended BIOS function modifies this word. Formatting a Floppy Disk [1] Use the 'flopfmt()' (#10.) extended BIOS call to for- mat all tracks on the floppy disk. If tracks 0 or 1 have any bad sectors then the media is unusable. The ST standard format is 1 or 2 sides; 80 tracks; 9 sectors per track; no interleave (sequential sectors). Zero the first two tracks (this will zero the FAT and directory sectors). [2] Use the 'protobt()' (#18.) extended BIOS call to create a boot sector. The 'disktype' parameter should be 2 or 3 for 1 or 2 sided 80-track media respectively. The 'serialno' parameter should be a random number (or $1000000). The 'execflag' parameter should be zero unless the prototyping buffer contains code (such as a copy of the Loader) that you want executed when the disk is booted. [3] Write the boot sector, (prototyped in the buffer in step [2]) to track 0, side 0, sector 1 of the new disk. Do NOT use the 'rwabs' call; use the extended BIOS function 'flopwr'. It is possible to create disks in wierd formats by vary- ing the number of sectors per track, formatting a few extra tracks, or specifying strange interleave factors. The 1772 "write track" codes used to format a track are: COUNT BYTE what ----- ---- ---------------- 60 $4e (start of track) For each sector: 12 $00 3 $f5 (writes $a1) 1 $fe (ID address mark) 1 track# (0..$4f) 1 side# (0..1) 1 sector# (1..9) 1 $02 (512 bytes/sector) 1 $f7 (2 CRCs written) 22 $4e 12 $00 3 $f5 (writes $a1) 1 $fb (data address mark) 512 xx (virgin data) 1 $f7 (2 CRCs written) 40 $4e End of track: 1401 $4e (filler at end of track) DMA Bus Boot Code This code, extracted from the ST's BIOS, attempts to load boot sectors from devices on the DMA bus. The code can be used: o As an example of how to use the DMA bus (useful for boot-sector and device-driver writers); o To provide information about the timeout and command characteristics expected from bootable DMA bus devices; gpip equ $fffffa01 ; (B) 68901 input register diskctl equ $ffff8604 ; (W) disk controller data access fifo equ $ffff8606 ; (W) DMA mode control dmahigh equ $ffff8609 ; (B) DMA base high dmamid equ $ffff860b ; (B) DMA base medium dmalow equ $ffff860d ; (B) DMA base low flock equ $43e ; (W) DMA chip lock variable _dskbufp equ $4c6 ; (L) -> 1K disk buffer _hz_200 equ $4ba ; (L) 200hz counter *+ * dmaboot - attempt to boot from a device on the DMA bus * Passed: nothing * * Returns: maybe-never (although it depends ...) * * Uses: everything * * Discussion: * Attempts to read boot sectors from eight devices connected * to the DMA bus. If a sector is read, and it is executable * (word checksum is $1234), then it is executed. * * This code should take about 0.5 sec to execute if nothing * is connected to the DMA bus. Of course, if something IS * hooked up, it should provide us with a boot sector, right? * *- dmaboot: moveq #0,d7 ; start with dev #0 dmb_1: bsr dmaread ; attempt to read boot sector bne dmb_2 ; (failed -- try next dev) move.l _dskbufp,a0 ; a0 -> disk buffer move.w #$00ff,d1 ; checksum $100 words moveq #0,d0 ; checksum = 0 dmb_3: add.w (a0)+,d0 ; add (next) word dbra d1,dmb_3 cmp.w #bootmagic,d0 ; is the sector executable? bne dmb_2 ; (nope) move.l _dskbufp,a0 ; a0 -> disk buffer jsr (a0) dmb_2: add.b #$20,d7 ; next devno bne dmb_1 ; (do all eight devs) rts *+ * dmaread - attempt to read boot sector from DMA bus device * Passed: d7.b = ddd00000 * ('ddd' is the ACSI device number, 0..7) * * Returns: NE: read failed; * EQ: successful read, * sector data in (*_dskbufp)[]; * * Preserves: d7.w * * Uses: everything else * * *- dmaread: lea fifo,a6 ; a6 -> DMA control register lea diskctl,a5 ; a5 -> DMA data register st flock ; lock up DMA against vblank move.l _dskbufp,-(sp) ; setup DMA pointer move.b 3(sp),dmalow move.b 2(sp),dmamid move.b 1(sp),dmahigh addq #4,sp move.w #$098,(a6) ; toggle R/W, leave in Read state move.w #$198,(a6) move.w #$098,(a6) move.w #1,(a5) ; write sector count register (= 1) move.w #$088,(a6) ; select dma bus (not SCR) move.b d7,d0 ; setup d0.L with devno+command or.b #$08,d0 ; d0.b = devno<<5 .OR. "READ" command bits swap d0 move.w #$088,d0 bsr wcbyte ; d0.L = xxxxxxxxDDD01000xxxxxxx010001010 bne dmr_q ; (punt on timeout) moveq #3,d6 ; (count = 4) move.l #$0000008a,d0 ; d0.L = generic command ($0000) dmr_lp: bsr wcbyte ; write bytes 2, 3, 4 and 5 bne dmr_q ; (punt on timeout) dbra d6,dmr_lp ; (loop for more bytes) move.l #$0000000a,(a5) ; write byte 6 (final byte) move.w #400,d1 ; timeout = 2.0 sec bsr wwait ; wait for completion bne dmr_q ; (punt on timeout) move.w #$08a,(a6) ; select status reg move.w (a5),d0 ; get return code from DMA device and.w #$00ff,d0 ; strip crufty bits beq dmr_r ; (return if OK) *--- reset DMA, return NE dmr_q: moveq #-1,d0 ; return -1 (error) dmr_r: move.w #$080,(a6) ; cleanup DMA chip for floppy driver tst.b d0 ; (test for NE on return) sf flock ; unlock DMA chip rts ; return *+ * wcbyte - write ACSI command byte, wait for IRQ * Passed: D0.L = command byte and FIFO control * bits 16..23 = command byte, * bits 0..7 = FIFO control bits * a5 -> $ff8604 * * Returns: NE on failure (timeout) * EQ on successful ACK * * Uses: d1 * *- wcbyte: move.l d0,(a5) ; write WDC, WDL [due to jwt] moveq #10,d1 ; wait 1/20th second wwait: add.l _hz_200,d1 ; d1 = time to quit at... ww_1: btst.b #5,gpip ; disk done? beq ww_w ; (yes, return) cmp.l _hz_200,d1 ; timeout? bne ww_1 ; (not yet -- wait some more...) moveq #-1,d1 ; ensure NE (timeout error) return ww_w: rts Hard Disk Partitioning The first sector (logical sector #0) on a hard disk con- tains partition information. offset +-----------------------+ | hd_siz | $1c2 | | +-----------------------+ | p0_flg | $1c6 | p0_id | $1c7 | p0_st | $1ca | | | p0_siz | $1ce | | +-----------------------+ | p1_flg | $1d2 | p1_id | $1d3 | p1_st | $1d6 | | | p1_siz | $1da | | +-----------------------+ | p2_flg | $1de | p2_id | $1df | p2_st | $1e2 | | | p2_siz | $1e6 | | +-----------------------+ | p3_flg | $1ea | p3_id | $1eb | p3_st | $1ee | | | p3_siz | $1f2 | | +-----------------------+ | bsl_st | $1f6 | | | bsl_cnt | $1fa | | +-----------------------+ | (reserved) | $200 +-----------------------+ 'hd_siz' is the total size of the disk, in logical sec- tors. 'bsl_st' specifies the starting sector# of the bad sector list. [Typically the bad sector list will be located at the end of the device.] 'bsl_cnt' specifies the /number/ of bad sectors. Each bad sector is specified by a longword containing the sector's number. The total number of sectors used up by the bad sector list is therefore 'bsl_siz' / 4. If 'bsl_cnt' is zero, there are no bad sectors. A disk may contain up to four partitions. The first sec- tor in a partition is a boot sector (which, on the ST, will contain a BPB). +-----------------------+ | root boot | +-----------------------+ +-----------------------+ | partition 0 | | | +-----------------------+ +-----------------------+ | partition 1 | | (optional) | +-----------------------+ +-----------------------+ | partition 2 | | (optional) | +-----------------------+ +-----------------------+ | partition 3 | | (optional) | +-----------------------+ +-----------------------+ | optional | | bad sector | | list | +-----------------------+ Each partition is described by a 12-byte structure: +-----------------------+ | p*_flg | (+0) +-----------------------+ | p*_id | (+1) | | | | +-----------------------+ | p*_st | (+4) | | | | | | +-----------------------+ | p*_siz | (+8) | | | | | | +-----------------------+ (+12.) 'p*_flg' should be nonzero to indicate that the partition exists. The BIOS will boot the first partition that has bit 7 set in this byte. 'p*_id' is a three-byte field that identifies the parti- tion. For GEMDOS partitions, the field contain the three ascii characters "GEM". 'p*_st' specifies the logical sector number of the begin- ning of the partition. 'p*_siz' specifies the size of the partition, in logical sectors. The Loader The Loader is a generic system-loader. It lives on boot sectors, and is brought into RAM and executed during sys- tem initialization. The Loader has the capability to load an "image" file or a set of contiguous sectors from disk. The six reserved bytes starting at offset 2 in the boot sector must be: 'Loader' for some tools to be able to manipulate Loader boot sec- tors. An image file contains no header or relocation informa- tion. It is an exact image of the program to be exe- cuted. The loader is capable of loading any file from disk, regardless of where it appears in the directory or whether the file is contiguous or not. Loader information immediately follows the BPB in the boot sector: +-----------------------+ | EXECFLG | $1e | | _cmdload +-----------------------+ | LDMODE | $20 | load mode +-----------------------+ | SSECT | $22 | | sector start +-----------------------+ | SECTCNT | $24 | | #sectors +-----------------------+ | LDADDR | $26 | | load-address | | | | +-----------------------+ | FATBUF | $2a | | FAT address | | | | +-----------------------+ | FNAME n | $2e | n | | n | | n | | n | | n | | n | | n | | e | | e | | e | +-----------------------+ | (reserved) | $39 +-----------------------+ | BOOTIT | $3a | code | . . EXECFLG is a word that is copied to '_cmdload'. LDMODE governs the loading mode. If LDMODE is zero, a file is searched for and loaded. If LDMODE is nonzero, then 'SECTCNT' sectors, starting with logical sector number 'SSECT', are loaded from the disk. SSECT is the logical sector number to start loading from (valid iff LDMODE is nonzero). SECTCNT is the number of sectors to load (valid iff LDMODE is nonzero). LDADDR is the load-address of the file (or the sectors). FATBUF points to a place to put the FAT and directory sectors. FNAME is a filename to load (valid iff LDMODE is zero). It consists of eight character name and a three character extension. [See also: documentation on the BOOTGEN utility.] Boot Sequence [1] The boot sector is loaded. The Loader takes con- trol of the system. [2] The boot device's directory and 2nd FAT buffer are read into memory, starting at _membot. The Loader searches for a file (usually) called TOS.IMG. If it is not found, it returns with an error code in D0. [3] TOS.IMG is read into memory, starting at $40000. [4] Control is passed to the first byte of TOS.IMG. TOS.IMG consists of three parts: [1] A relocator (RELOCRL) that moves TOS.IMG to where it expects to be executed in memory. RELOCRL takes control of the system, fades the screen, performs a fast block-copy, and passes control to the first byte in the operating system. [2] An image of the operating system ('prox 90K). [3] An image of the desktop and GEM ('prox 110K). System initialization proceeds as normal (except for clearing memory) once the OS has control. Boot ROM The ST boot ROM (AKA "Das Boot") contains a subset of the BIOS. The only functions available relate to reading floppy disks. System initialization is identical to the normal OS pro- cedure. However, the locations and intepretations of the system variables may have changed. See the end of this section for a list of "safe" system variables. The normal course of events is: The boot ROM catches RESET and initializes the system. It puts up some pretty graphics. Kids'll love it. An attempt is made to boot from both floppies. '_bootdev' will contain the device number on a successful boot sector load. [Someday there may be a version of the boot ROM that understands about hard disks.] The boot sector is executed. [See-also: Loader] Das Boot's version number (the second word in the ROM, at $FC0002) is $0000. BIOS functions on trap 13: func Name [see: GEMDOS spec] ---- -------- 0: [unused] 1: [unused] 2: [unused] 3: [unused] 4: rwabs (read only) 5: [unused] 6: [unused] 7: getbpb Extended functions on trap 14: func Name [see: Extended BIOS Functions] ---- -------- 0: [unused] 1: ssbrk 2: [unused] 3: [unused] 4: [unused] 5: [unused] 6: [unused] 7: [unused] 8: _floprd (read sectors) DAS BOOT uses memory from $10000 to $20000 for screen buffers. Avoid loading stuff into this region (until you take over the system) when writing directly-bootable applications. Between the time when DAS BOOT was released and the time the first RAM-loaded systems were shipped (will be shipped?) the variables in low memory were added to and relocated. <<>> GEMDOS CALL (QUICKER) REFERENCE GUIDE Functions are available through trap #1. The first number is the trap number (first word on the stack when the trap is made). The function's name (as given in OSBIND.H) is next, along with the named arguments. The number in brackets is the number of bytes that must be cleaned up off the stack after the call is made (for those of us doing traps from assembly). The argument declarations (if any) follow the first line. Then a short description of the function is given. In general, GEMDOS calls return LONGs in D0. However, there /are/ exceptions. When testing for error returns, it is best to examine D0.W only. In addition, GEMDOS may occasionally return BIOS error numbers (that is, between -1 and -31). $00 Pterm0() [2] Terminate process (with return code of $0). $01 Cconin() [2] Return cooked character from stdin. $02 Cconout(chr) [4] char chr; Write character to stdout. $03 Cauxin() [2] Return character from AUX:. $04 Cauxout(chr) [4] char chr; Write character to AUX:. $05 Cprnout(chr) [4] char chr; Write character to PRN:. $06 Crawio(wrd) [4] WORD wrd; If (wrd == 0x00ff) return char from stdin If (wrd != 0x00ff) print it on stdout; $07 Crawcin() [2] Return raw character from stdin (without echo). $08 Cnecin() [2] Read char from stdin without echo. Control characters (^S, ^Q, ^C) are interpreted and have effect. $09 Cconws(str) [6] char *str; Write null-terminated string to stdout. $0a Cconrs(buf) [6] char *buf; Read edited string from stdin. On entry, buf[0] contains size of data part of buf[]. On exit, buf[1] contains number of characters in data part of buf[]. The data part of buf[] starts at buf[2]. $0b Cconis() [2] Return -1 [nonzero] if character is available on stdin, 0 otherwise. $0e Dsetdrv(drv) [4] WORD drv; Select current drive (0=A:, 1=B:, etc.). Returns a bitmap of drives in the system (bit 0 = A, ....) $10 Cconos() [2] Returns -1 [nonzero] if console is ready to receive a character, 0 if it is "unavailable." $11 Cprnos() [2] Returns -1 [nonzero] if PRN: is ready to receive a character, 0 if it is "unavailable." $12 Cauxis() [2] Returns -1 [nonzero] if char is available on AUX:, 0 otherwise. $13 Cauxos() [2] Returns -1 [nonzero] if AUX: is ready to receive a character, 0 if it is "unavailable." $19 Dgetdrv() [2] Returns number of current drive (0=A:, etc.) $1a Fsetdta(ptr) [6] LONG ptr; Set disk transfer address (used by Fsfirst()). $20 Super(stack) [6] LONG stack; Hack processor privelege mode. If 'stack' is -1L, return 0 or 1 (processor is in user or supervisor mode). If in user mode, switch to supervisor mode and use 'stack' as the supervi- sor stack (or the value from USP if 'stack' is NULL). If in supervisor mode, switch to user mode and use 'stack' as the supervisor stack. Return the old supervisor stack value. $2a Tgetdate() [2] Returns date: bits 0..4 day 1..31 5..8 month 1..12 9..15 year 0..119 since 1980 $2b Tsetdate(date) [4] WORD date; Set date in the format described above. $2c Tgettime() [2] Return time in the format: bits 0..4 second 0..59 (2-second resolution) 5..10 minute 0..59 11..15 hour 0..23 $2d Tsettime(time) [4] WORD time; Set time in the format described above. $2f Fgetdta() [2] Return current DTA. $30 Sversion() [2] Return current version number. $31 Ptermres(keep, ret) [8] LONG keep; WORD ret; Terminate and stay resident. 'keep' has number of bytes to keep in the process descriptor. 'ret' is the process' return code. $36 Dfree(buf, drv) [] LONG buf; WORD drv; Return information about allocation on drive 'drv' (0=current, 1=A:, 2=B:, etc.). 'buf' points to a structure where stuff will be returned: LONG b_free; #free clusters on drive LONG b_total; total #clusters on drive LONG b_secsiz; #bytes in a sector LONG b_clsiz; #sectors in a cluster $39 Dcreate(path) [6] char *path; Create a directory. $3a Ddelete(path) [6] char *path; Delete a directory. $3b Dsetpath(path) [6] char *path; Set current directory. $3c Fcreate(name, attr) [8] char *name; WORD attr; Create a file with the given pathname. Returns a handle or a (negative) error#. Bits in the attribute word are: $01 set to readOnly $02 hidden from directory search $04 system file, hidden from dir search $08 volume label (first 11 bytes of name) $3d Fopen(name, mode) [8] char *name;; WORD mode; Open a file. Mode is 0, 1 or 2 for read, write, and read/write. Returns a handle or a (negative) error#. $3e Fclose(handle) [4] WORD handle; Close the handle. $3f Fread(handle, count, buf) [12] WORD handle; LONG count; char *buf; Read bytes from a file. Return count read, or a negative error#. $40 Fwrite(handle, count, buf) [12] WORD handle; LONG count; char *buf; Write bytes to a file. Return count written, or a negative error#. $41 Fdelete(name) [6] char *name; Delete the file. $42 Fseek(offset, handle, mode) [10] LONG offset; WORD handle; WORD mode; Seek within the file (handle). 'offset' is the (signed) number of bytes to seek by. Mode is one of: 0 from beginning of file 1 from current position 2 from end of file $43 Fattrib(path, mode, mode) [10] Get file attributes if 'mode' is 0, set them if 'mode' is 1. Bits are: $01 readOnly $02 hidden $04 system (hidden hidden) $08 volume label $10 subdirectory $20 written to and closed $45 Fdup(stdhandle) [4] WORD stdhandle; Returns non-standard handle that refers to the same file. $46 Fforce(stdhandle, nonstdhandle) [6] WORD stdhandle; WORD nonstdhandle; Force standard handle to point to same file or dev as the nonstandard handle. $47 Dgetpath(pathbuf, drv) [8] char *pathbuf; WORD drv; Return current directory for drive 'drv' (0=default, 1=A:, etc.) in the buffer. Buffer must be at least 64 bytes long. $48 Malloc(amount) [6] LONG amount; 'amount' contains # bytes to allocate (or -1, which returns maximum available memory). Return pointer to block (on word boundary) of 'amount' bytes, or zero on allocation failure. $49 Mfree(addr) [6] char *addr; Free a block of memory. Nonzero return on failure. $4a Mshrink(zero, mem, size) [12] WORD zero; LONG mem; LONG size; 'zero' must be a word containing 0. 'mem' con- tains beginning of memory block. 'size' is the the amount of memory to RETAIN in the block. Nonzero return on failure. $4b Pexec(mode, path, commandline, enviroment) [16] WORD mode; char *path; char *commandline; char *enviroment; 'mode' is one of: 0 load and go 3 just load 4 create basepage 5 just go 'commandline' is the command tail, which is copied into the basepage. 'enviroment' is the enviroment string; if NULL, the parent process' enviroment string is inheirited. For mode 0, the return code is the child's return code, or a negative (OS) error. If the load or create-basepage fails, a negative error number is returned. $4c Pterm(code) [4] WORD code; Terminate current process, returning 'code' to the parent. $4e Fsfirst(spec, attr) [8] char *spec; WORD attr; 'attr' is a set of attributes to match (see function #43 for details). 'spec' may contain wildcard characters in the filename, but not in the pathname. Returns 0 if a file is found, EFILNF if no file was found. Dumps stuff into the DTA: bytes 0..20 junk 21 file attributes 22-23 file time stamp 24-25 file date stamp 26-29 file size (longword) 30-43 name+extension of found file $4f Fsnext() [2] Continue with with Fsfirst(). $56 Frename(zero, old, new) [12] WORD zero; char *old; char *new; Change the name of a file from 'old' to 'new'. 'zero' is reserved, and must be 0. $57 Fdatime(handle, buf, set) [10] WORD handle; char *buf; WORD set; 'buf' points to buffer containing file date and time information. 'handle' is a handle to the file. If 'set' is zero, get the time and date. If 'set' is 1, set the file time and date. ========================================================================= At last, it's finished. The end of yet another interesting and extensive doc brought to you by the fellas at SEWER SOFTWARE. SEWER SOFTWARE thanks Tripple H... MR.TERRY OF TRIPPLE H PRESENTS BLADES OF STEEL DOC PAGE 3 TABLE OF CONTENTS INTRODUCTION / HOW TO SET UP THE GAME................................. 4 LOADING AND CONTROL INSTRUCTIONS...................................... 8 GAME SCREEN / LEAGUE RULES............................................ 9 THE FIGHT SCENE....................................................... 10 PENALTY SHOTS & OVERTIME PLAY......................................... 11 PAGE 4 WELCOME TO THE BIG TIME From the opening Face-Off it's six on six pro-style hockey at its best. Their are eight teams for you to captain: Los Angeles, New York, Vancouver, Montreal, Edmonton, Minnesota, Toronto and Chicago. You can challenge a friend, or take on a multi-talented computer squad. You can also choose from three difficulty levels - Junior, College and Pro. Throughout the game, you'll constantly be tested by every intense element of championship hockey, from Penalty and Overtime Scenes to Knockout Smash-Hit Fight Scenes. Speed, strength, quickness and instinct are talents you must possess if you plan to prevail, especially when the anger flares, gloves come off and fists start flying. It's hard hitting action at its toughest. And you'll soon learn that in this league nothing's ever given to you, and before you can reach your goals - you have to score them. You've gotta master the artful skill of a finesse player and the bone crushing brutality of an enforcer. You'd better be versatile as well, because you must skillfully control your forwards, centers, defensemen and even the goalie, who'll defend the net against unrelenting Power Plays (which will occur if you lose a fight and have your battered carcass banned to the Penalty Box). So strap on Blades of Steel, and prepare to make a name for yourself. Or be put on ice by the hottest hit men in hockey! HOW TO SET UP THE GAME Blades of Steel consists of three periods with non-stop action. Throughout the game you'll control both your offensive and defensive players along with your all-important goalie. When on offense you'll always control the player with the puck. To change players, simply aim your controls toward a teammate, wait for him to start flashing, and pass the puck. On defense you'll always control the flashing player. You can also switch controls to different defensemen. At all times, you'll have complete control over the goalie. To begin, select one or two player mode using the joystick. Lock in your decision by pressing the fire button. One Player Mode: If only one player takes the ice, you'll face off against tough computer competition. Begin by using the joystick to select "Exhibition" or "Tournament" play. To lock in your selection, press the Joystick Fire Button. Next, use the joystick to decide on one of three challenging levels - Junior (for beginners), College (for intermediate) or Pro (for advanced). Lock in your choice with the Joystick Fire Button. Finally, use the joystick to choose the team you wish to captain, and again lock in your decision with the Joystick Fire Button. Repeat this procedure to select the team name for your computer opponent. Two Player Mode: If you're challenging a friend, you will both pick a team using the joystick. Both of you will also lock in your decisions with the Joystick Fire Button. In the two player mode, you cannot select tournament play or difficulty level. If for any reason you want to change your selections in either mode when the game begins, hit the ESC key to repeat the process. When all decisions are final, press the Joystick Fire Button to bring the teams onto the ice for a stick slashing good time! PAGE 8 LOADING AND CONTROL INSTRUCTIONS What You Need Atari 520or 1040 computer; 512K RAM memory; one disk drive; monitor or TV (color recommended); joystick required; a second joystick is required for two player competition. Loading Plug the joystick into Port 2 for player one; plug the second joystick into Port 1 for player two. Turn on your computer and monitor. Insert the disk into the disk drive. The program will automatically load. GAME CONTROLS During the game, press: Key Action ~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ CTRL P Toggle Pause On and Off. CTRL B Toggle Background Music On and Off. CTRL E Toggle Sound Effects On and Off. ESC Restores Game to Player Selection Screen. JOYSTICK CONTROLS Joystick moves player in eight directions and aims the direction of your shot or pass. Up \ | / Offensive Control \|/ Passing: Give the Joystick Fire Button a quick press Left -O- Right to pass the puck to another team member. Precision /|\ skills are very important when attempting a fast-paced / | \ pass. Because if an opposing team member is between Down the pass and your teammate, the puck will be intercepted. Shooting: To fire a shot on goal, hold the Joystick Fire Button down the release. The puck will travel directly at the red arrow in front of your opponent's net. NOTE: The red arrow randomly moves, and you should try to time your shot so that the puck reaches the arrow at the exact moment when the goalie is out of position. Defensive Control Switching Defensemen: Use your joystick to control your goalie or the flashing defensive player. When on defense, give the Joystick Fire Button a quick press to change your active player to the one nearest the opponent with the puck. Stealing: When you want to steal the puck, move your flashing player in front of the opponent with the puck, then go for the theft by banging into him and pressing the Joystick Fire Button. PAGE 9 THE KONAMI ARENA This 70,000 seat arena is sold-out until the year 2,010. Luckily, you've got the best seat in the house: Center Ice. RULES OF ENGAGEMENT Face-Offs At the beginning of each period, and after icing calls, the ref will line up the teams for a traditional, quick wristed Face-Off. The first player to hit the Joystick Fire Button when the puck is dropped will get the first shot to strike offensively. Icing Calls Icing occurs when a player shoots from his own territory and the puck slides the length of the rink, past the opposing team's goal, without being touched. When the opponent takes control of the puck from behind his net, icing will be whistled and a Face-Off will occur. Slashing & Checking If a player gets too rough (if that's really possible in this sport) a fight will break out or a penalty will be called. This usually happens if you repeatedly check the opponent. If there's a fight, the screen will switch to a battle mode, and the loser of the fight will be sent to the penalty box for 30 seconds. If there's a penalty called, a penalty shot will be awarded to the player who was victimized by the slasher (see page 11 for details). PAGE 10 HOW TO STAND A FIGHTING CHANCE Hockey greats are generally known to have short fuses, and in Blades of Steel that stereotype explodes into full blown fight scenes when the fore-checking gets outta control! How to duke it out. Get in your best stomach shots by aiming the joystick down and pressing the fire button. To pummel your opponent's pug nose, aim the joystick up and press the fire button. To defend yourself, aim the joystick right to ward off belly punches. Aim the joystick left to guard your sensitive schnoz. PAGE 11 THE PENALTY AND OVERTIME SCENE If a fight breaks out and the ref intervenes before fists are bruised, a penalty shot will be awarded. If a game ends tied, 5 overtime bonus shots are taken by each team, with the victor ultimately decided by the player with the most extra goals. If the game remains evenly knotted after the 5 shots, it's on to a one shot Sudden Death finale! How to take control during Penalties and Overtime If you're the slap shooter, use the joystick to aim your shot, then press Button 1. If you're defending the net, use the joystick to defend the area you think your opponent might be aiming toward, then simultaneously press the fire button to try and block the shot. Note: During this scene, there are eight different points you can shoot at or defend. The numbers 1-8 represent the eight locations you can aim for. 1 - top middle of net 2 - top right side of net 3 - right middle of net 4 - bottom right of net 5 - bottom center of net 6 - left bottom of net 7 - left middle of net 8 - left top of net ------------------------------------------------------------------------- Sewer Software presents a doc sent to us by Ricky........ CERTIFICATE MAKER FORMATS. 001. MOST VALUABLE MEMBER 002. BAD HAIRCUT AWARD 003. AWARD FOR QUITTING SMOKING 004. RUDE AWAKENING AWARD 005. COUCH POTATO AWARD 006. BACK SEAT DRIVER AWARD 007. CAN OF WORMS AWARD 008. AWARD FOR PAINTING YOURSELF INTO A CORNER 009. COMPUTER OPERATORS LICENCE 010. COMPUTER WHIZ-KID 011. PROCRASTINATORS AWARD 012. TROUBLE SHOOTERS AWARD 013. COOLNESS UNDER PRESSURE 014. STICKING TO YOUR GUNS AWARD 015. LEMON AWARD 016. WANTED 017. TEAM WORK AWARD 018. WORST JOKE AWARD 019. GLOBETROTTING AWARD 020. MS KNOW IT ALL AWARD 021. MR KNOW IT ALL AWARD 022. BEST KISSES AWARD 023. SWEET TOOTH CERTIFICATE 024. BEER CONNOISSEURS AWARD 025. WINE TASTERS CERTIFICATE 026. WINE CONNOISSEURS CERTIFICATE 027. PIG STY AWARD 028. OUT ON A LIMB 029. BEST VACATION PICTURES AWARD 030. PHOTOGRAPHERS AWARD 031. CHEERFULNESS AWARD 032. WHAT WILL I BE WHEN I GROW UP ? 033. DRIVERS LICENCE 034. INFECTING CO-WORKERS 035. QUACK LICENCE 036. OUTSTANDING IN YOUR FIELD 037. MOST VALUABLE PLAYER (BASKETBALL) 038. LEAST VALUABLE PLAYER (BASKETBALL) 039. HORRIBLE MENTION 040. THANKS FOR NOTHING AWARD 041. CERTIFIED IDIOT 042. FOOT IN MOUTH AWARD 043. BIG MOUTH AWARD 044. MURPHY'S LAW DECREE 045. COMMUNITY SERVICES AWARD 046. OUTSTANDING ATTITUDE 047. THE WIDEST, THINNEST, TALLEST, SMALLEST AWARD 048. NICEST SMILE 049. DEAD CARP AWARD 050. HARDEST WORKER CERTIFICATE MAKER FORMATS. 051. CLOCK WATCHING AWARD 052. HAPPY BIRTHDAY CERTIFICATE 053. PARTY ANIMAL 054. MASTER CERTIFICATE MAKER 055. COMPANY CLOWN 056. BEST BOSS AWARD 057. BEST BOSS AWARD 058. BEST SECRETARY 059. BEST SECRETARY 060. MOST COFFEE BREAKS AWARD 061. CERTIFICATE OF PROMOTION 062. EMPLOYEE OF THE WEEK 063. EMPLOYEE OF THE MONTH 064. EMPLOYEE OF THE YEAR 065. READING AWARD 066. CERTIFICATE OF READING PROFICIENCY 067. WRITING AWARD 068. CERTIFICATE OF WRITING PROFICIENCY 069. MATHS AWARD 070. CERTIFICATE OF MATHS SKILLS 071. CERTIFICATE OF ART PROFICIENCY 072. CERTIFICATE OF MUSIC PROFICIENCY 073. CERTIFICATE OF GEOGRAPHY PROFICIENCY 074. CERTIFICATE OF SCIENCE PROFICIENCY 075. CERTIFICATE OF SPELLING PROFICIENCY 076. CERTIFICATE OF HISTORY PROFICIENCY 077. CERTIFICATE OF SOCIAL STUDIES 078. CERTIFICATE OF PHYSICAL EDUCATION 079. CLASS CLOWN 080. CERTIFICATE OF SCHOLASTIC ACHIEVEMENT 081. CERTIFICATE OF GRADUATION 082. DIPLOMA 083. DIPLOMA (SMALL) 084. DIPLOMA (SMALL) 085. WORLDS GREATEST ATHLETE 086. WORLDS WORST ATHLETE 087. POOR SPORTSMAN AWARD 088. SKIING AWARD 089. MARKSMANSHIP AWARD 090. FISHING AWARD 091. BASKETBALL AWARD 092. FOOTBALL (BLANK) 093. FOOTBALL (BLANK) 094. FOOTBALL AWARD 095. FOOTBALL U.S.A 096. FOOTBALL U.S.A 097. BASEBALL AWARD 098. BASEBALL (BLANK) 099. BASEBALL (BLANK) 100. GYMNASTIC AWARD CERTIFICATE MAKER FORMATS. 101. GYMNAST (BLANK) 102. GYMNAST AWARD 103. HOCKEY AWARD 104. HOCKEY AWARD 105. HOCKEY (BLANK) 106. HOCKEY (BLANK) 107. TENNIS AWARD 108. TENNIS (BLANK) FEMALE 109. TENNIS (BLANK) MALE 110. TRACK & FIELD AWARD 111. TRACK & FIELD (BLANK) 112. TRACK & FIELD HURDLES 113. GOLFING AWARD 114. GOLFING (BLANK) FEMALE 115. GOLFING (BLANK) MALE 116. SOCCER AWARD 117. SOCCER (BLANK) 118. SOCCER (BLANK) 119. BOWLING AWARD 120. BOWLING (BLANK) FEMALE 121. BOWLING (BLANK) MALE 122. RAQUETBALL AWARD 123. RAQUETBALL (BLANK) FEMALE 124. RAQUETBALL (BLANK) MALE 125. SWIMMING AWARD 126. SWIMMING (BLANK) FEMALE 127. SWIMMING (BLANK) MALE 128. GREATEST BACKYARD CHEF 129. CLEAN ROOM AWARD 130. AWARD FOR EATING ALL YOUR YUCKY VEGETABLES 131. CERTIFICATE OF WEDDED BLISS 132. ANNIVERSARY AWARD 133. NEWBORN BABY AWARD 134. CLEAN TEETH AWARD 135. GOURMET CHEF AWARD 136. CERTIFICATE OF LOVE 137. SWEETHEART AWARD 138. ADOPTION CERTIFICATE 139. IN THE DOG HOUSE 140. DOG OWNERS LICENCE 141. CAT OWNERS LICENCE 142. BIRD OWNERS LICENCE 143. BEST FRIENDS CERTIFICATE 144. BEST FRIENDS CERTIFICATE 145. BEST FRIENDS CERTIFICATE 146. BEST FRIENDS CERTIFICATE 147. BEST FRIENDS CERTIFICATE 148. BEST FRIENDS CERTIFICATE 149. BEES 150. BEAR CERTIFICATE MAKER FORMATS. 151. RHINO 152. KANGAROO 153. CAMEL 154. BUG 155. GOOD GIRL AWARD 156. GOOD BOY AWARD 157. BAD GIRL AWARD 158. BAD BOY AWARD 159. BEST MOM AWARD 160. BEST DAD AWARD 161. ANIMAL 162. OWL 163. RABBIT 164. BEE 165. OFFICIAL SEAL 166. ???????????? 167. CROSS 168. SYMBOL 169. SYMBOL 170. FISH 171. CROSS 172. CANDLES (JEWISH) 173. SCROLL 174. STAR OF DAVID 175. STAR & MOON 176. SYMBOL 177. JAPANEESE SIGN 178. YIN YAN 179. ARABIC 180. ONIONS 181. SHIP WHEEL 182. CERTIFICATE OF MERIT 183. CERTIFICATE OF ACHIEVEMENT 184. CERTIFICATE OF EXCELLENCE 185. CERTIFICATE OF APPRECIATION 186. CERTIFICATE OF RECOGNITION 187. CERTIFICATE OF ATTENDANCE 188. CERTIFICATE OF MEMBERSHIP 189. CERTIFICATE OF PARTICIPATION 190. CERTIFICATE OF COMPLETION 191. CERTIFICATE OF IMPROVEMENT 192. CERTIFICATE OF PROFICIENCY 193. CERTIFICATE OF PERFORMANCE 194. CERTIFICATE OF BLANK 195. CERTIFICATE OF BLANK 196. CERTIFICATE OF BLANK 197. AWARD FOR FIRST PLACE 198. AWARD FOR SECOND PLACE 199. AWARD FOR THIRD PLACE 200. HONOURABLE MENTION CERTIFICATE MAKER FORMATS. 201. AWARD FOR BEST IDEA 202. EFFICIENCY AWARD 203. CITIZENSHIP AWARD 204. BLANK AWARD 205. BLANK AWARD 206. BLANK AWARD 207. BLANK AWARD FOR 208. BLANK AWARD FOR 209. JOB WELL DONE 210. LICENCE 211. LICENCE FOR 212. LICENCE CERTIFICATE 213. THANK-YOU 214. CONGRATULATIONS 215. MOST LIKELY TO 216. BEST SUGGESTION 217. BLANK ROSE 218. BLANK PEAR 219. BLANK 220. BLANK 221. LIFE OF THE PARTY AWARD 222. CARD SHARK AWARD 223. CLASS ACT AWARD 224. MOVIE CRITIC LICENCE 225. BEST DANCER AWARD 226. LOUNGE LIZARD 227. CORPORATE PIRATE 228. FINANCIAL WIZARD 229. ROAD WARRIOR 230. BIG CHEESE AWARD 231. KING OF THE JUNGLE AWARD 232. QUEEN OF THE JUNGLE AWARD 233. BIG SPENDER AWARD 234. CHOCOHOLIC AWARD 235. SPACE CADET AWARD 236. SPACE CADET AWARD 237. CUB REPORTER 238. THE WORLDS BIGGEST HAM 239. SPORTS NUT AWARD 240. PACK RAT AWARD 241. HANG IN THERE 242. SPEAK SOFTLY 243. OPTIMIST AWARD 244. PESSIMIST AWARD 245. WEIGHT LOSS AWARD 246. WEIGHT LOSS AWARD 247. WORLDS GREATEST COOK 248. WORLDS GREATEST CHEF 249. TELEPHONE HOG AWARD 250. HOME IMPROVEMENT SURVIVOR CERTIFICATE MAKER FORMATS. 251. CLEAN UP HELPER AWARD 252. BATHROOM HOG AWARD 253. WELCOME HOME AWARD 254. HOUSE WARMING CERTIFICATE 255. WORLDS BEST GRANDPARENTS 256. REFRIGERATOR WATCHER AWARD 257. ARE WE HAVING FUN YET ? 258. DANIAL BOONE AWARD 259. THANKS FOR LISTENING 260. STICK IN THE MUD AWARD 261. SHOPPING AWARD 262. PENNY PINCHER AWARD 263. GOOD LUCK 264. BEST BABYSITTER AWARD 265. T.C.L. AWARD 266. BEST STORYTELLER 267. COUPON FOR A HUG 268. I DID IT 269. SHOW AND TELL AWARD 270. GRADUATION CERTIFICATE 271. WORLDS GREATEST ATHLETE AWARD 272. WORLDS WORST ATHLETE AWARD 273. THAT'S NOT MY JOB AWARD 274. PET LOVER AWARD 275. FAMILY CHAUFFEUR AWARD 276. WORLDS GREATEST VOLUNTEER 277. SAFE DRIVER CERTIFICATE 278. MOST LIKELY TO BE SUCCEEDED AWARD 279. MOST LIKELY TO SUCCEED AWARD 280. OUTSTANDING SALESMAN AWARD 281. CLEAN DESK AWARD 282. MOST IMPROVED AWARD 283. GREEN THUMB AWARD 284. UP THE CORPORATE LADDER AWARD (MALE) 285. UP THE CORPORATE LADDER AWARD (FEMALE) 286. YOU MADE MY DAY 287. I KNOW 288. MOTHERS HELPER AWARD 289. FARTHER'S HELPER AWARD 290. OVER THE HILL AWARD 291. BLANK 292. BLANK 293. BLANK 294. BLANK 295. SUPER STUDENT AWARD (MALE) 296. SUPER STUDENT AWARD (FEMALE) 297. I CAN 298. BIRTH ANNOUNCEMENT 299. THANKS FOR SHARING 300. HOST WITH THE MOST CERTIFICATE MAKER FORMATS. 301. HOSTESS WITH THE MOSTESS 302. GOOD NEIGHBOUR AWARD 303. BON VOYAGE AWARD 304. SUCCESSFUL COMPLETION 305. GOOD LISTENER AWARD 306. MOST BORING STORY AWARD 307. MS FIX IT AWARD 308. MR FIX IT AWARD 309. SOMETHING TO ROAR ABOUT 310. PRACTICE MAKES PERFECT AWARD 311. COMPUTER HACKER AWARD 312. THINKING ON YOUR FEET AWARD 313. PUBLIC SPEAKING AWARD 314. PROBLEM SOLVING AWARD 315. WELCOME TO OUR CLASS 316. PLAYGROUND PAL AWARD 317. THESPIANS 318. VERY IMPORTANT PERSON AWARD 319. GIFT CERTIFICATE 320. COUPON F SEWER SOFTWARE thanks Tripple H, another of the slowly growing number of crews that bothers to include docs on their CD's... CLOUD KINGDOMS DOC ---------------------- by Mr.Thompson / Tripple H ------------------------------------------------------ LOADING INSTRUCTIONS (ATARI ST and AMIGA) ----------------------------------------- 1. Turn off the computer and disconnect all unnecessary peripherals. We recommend that you leave your computer switched off for thirty seconds in case a virus has installed itself into your computer's memory. This will kill a virus if one is present. 2. Insert the Cloud Kingdoms disk into the drive and switch the computer on. The game will now begin to load. Do not remove the disk from the drive whilst the game is playing. LOADING INSTRUCTIONS (IBM PC and COMPATIBLES) --------------------------------------------- 1. Insert the Cloud Kingdoms boot disk into the drive and from the MS-DOS prompt, select the correct drive specifier. 2. Type clouds and press RETURN. The game will now begin to load. LOADING INSTRUCTIONS (CBM 64 on tape) ------------------------------------- 1. Switch your computer on and insert the Cloud Kingdoms tape into your CBM cassette player. Rewind the tape to the beginning. 2. Hold down the SHIFT key and press RUN/STOP. 3. Press play on your cassette player. The game will now begin to load. LOADING INSTRUCTIONS (CBM 64 on disk) ------------------------------------- 1. Switch your computer on and insert the Cloud Kingdoms disk into your CBM disk drive. 2. Type LOAD"*",8,1 and press RETURN. The game will now beginn to load. Terry was a small, green, eight-way rolling, rubber bottomed ball. In this hands was a note. It read "Ha Terry! I have all of your magic crystals and I have taken them to the land of the Cloud Kingdoms so that I can use their magic powers to enslave the Cloud Fairies. Goodbye Terry. You shall never see your crystals again! Signed the really very nasty Baron von Bonsai." There was only one thing for Terry to do. He would have to go and get them back himself. He climed into his super-giant green skycopter and flew up into the Clouds to the once happy land of the Cloud Kingdoms. But the evil Baron von Bonsai had used the magic of Terry's crystals to turn all of the Happy Clouds Fairies into Bad Insect Monsters and Giant Rolling Blackballs. The Baron had known that Terry would try to get his magic crystals back and had laid many traps to stop him. Can you defeat the evil Baron's traps? Will you ever be the winner? HERO WANTED - APPLY HERE! ------------------------- You must help Terry to collect all the crystals hidden in each Kingdom. As you start the game you will be given a choice of which Kingdom to go for first. There are fifteen Kingdoms in the CBM 64 version and thirty-two Kingdoms in ST ,Amiga and PC versions. To select a Kingdom, press FIRE whilst pointing at a Kingdom. Four Kingdoms surround you at the start on the Cloud Kingdom to get into the swing of the game. Note that when you have completed a Kingdom, you will return to this part of the game to select a new Kingdom. Kingdoms that have already been completed by you will be marked with a flag or a cross depending on which version you are playing. It is possible to select one of these Kingdoms and you will be repositioned at that Kingdom as if you had just completed it. Using this method it is possible to backtrack through the Kingdoms and change your route through them. When you start each Kingdom, Terry will materialise on screen in front of you. By pressing fire you can make him bounce. Each computer version has a different status panel: ON THE CBM-64, the two digit number between the CLOUD KINGDOMS text is the clock which counts down. Below this is your score (the eight digit number). To the left of your score are the number of keys carried (this is always reset to zero at the beginning of each Kingdom). To the right of your score are the number of crystals that are left to collect in this Kingdom. Finally, at the bottom of the panel is your energy level bar. If this ever runs low, Terry will start to flash and if it ever runs out, you're dead! ON THE ST,AMIGA and PC, the two digit number above the Cloud Kingdoms text is the clock which counts down. Below this is your score (the eight digit number). To the right of your score are the number of crystals that are left to collect in the Kingdom. At the bottom of the panel is your energy level bar. If this ever runs out, you're dead! As you collect keys, these will be shown in the bottom-right hand corner of the status panel (this is allways reset to zero at the beginning of each Kingdom). The clock will start on ninety-nine Manukas (a time unit of about four Earth seconds) and will count down. If the clock reaches zero, the game will end. Every time you complete a Kingdom you will gain twenty Manukas. You can also top-up your time limit by collecting clocks - each one of these will add five Manukas to the clock. Every time you die, from either falling down a hole or having your energy drained, you will lose ten Manukas on the clock and you will rematerialise at the beginning of the Kingdom. Scattered around the Kingdoms you will find keys. These may be used to open a door by simply looking at a locked door and -providing you have a key - pressing fire. Insects and Blackballs (these vary between computer formats) will drain your energy if you come into contact with them and they should be avoided at all costs. This can be done by jumping over them. Some levels have acid pools on the floor which also drain your energy if you touch them. It is best to jump over these as well - if you can! There are various other objects lying around each Kingdom which can be collected to help you. These are: FIZZY POP BOTTLES ----------------- That reach your energy bar to maximum. PAINT POTS ---------- That enable you to draw magic bridges across huge gaps and holes in the ground. You can only make bridges in the direction that you are looking and this ability only lasts whilst Terry is white on the CBM 64 version or covered with magic dust on the ST,AMIGA and PC versions. WINGS ----- Enable you to fly above the ground for a split Manuka. This is very useful as it enables you to fly over walls and large holes in the ground. Be careful that you don't get cought in a room without an exit or you will have to reset the level. Don't run out of wings as you pass over a wall either, or you will lose a life. Wings are the only collectables which don't disappear when you use them. SHIELDS ------- Will make your eyes close and you will be impervious to attack from monsters that inhabit the Kingdoms. However, you will not be able to open doors in this state. The shield's effect wears off after about four Manukas, so be quick! FRUIT ----- (Not available on all computer versions) can be collected for bonus points. XX BEER BOTTLE -------------- (Not available on all computer versions) will make you 'Super Drunk' , so don't pick it up or you will wander out of control. THE SECRET DOORS ---------------- (Not available on all computer versions) must be found if you wish to enter the magic crystal chambers for more bonus points. There are various other landscape features that will affect you in each Kingdom, including floors that fall out from beneath you (you will just have to find out where these are), slippery icy floors, repelling pinball bumpers, directional thruster tiles, magnetic suction tiles and more to discover. THE CONTROLS ------------ Use a joystick for movement and press FIRE to jump. CBM 64 players should use a joystick in Port One. PC players can also define the keyboard controls if they do not own a joystick. PAUSE GAME : CBM 64 : press RUN/STOP ST/AMIGA : press P PC : press P When in pause mode, use the R key to reset a Kingdom back to how it was when you first started it. It will cost you five Manukas to use this function and is best used only when you are totally stuck. You can also quit from the game in Pause mode by pressing Q. On the CBM 64 there is a further option to change Terry Ball's colour by pressing the Commodore sign key whilst in Pause mode. Also called "GET DEXTER"....thanks to Ricky for sending this. ***************************************************************** * * * Crafton and Xunk * * Docs * * Written by: Motley Orc * * * ***************************************************************** First of all, the whole purpose of the game is to destroy all the doctors with the syringes. These are found in various parts of the world. The best way to play the game is to have two people. One should use the joystick ( much better than the mouse ), and the other should pick up and drop the various objects that you use. Your strength at its apex will be 99%. Throughout the world there are booths that look like video games that will replenish your health. OBJECTS **************************************************************** Passes: looks like a square with three colored stripes on it. The outer stripes correspond to the color of the door they will open. Tack: looks like an upside-down green tack. It will kill three types of monsters. 1) The blue bouncing stools. 2) The blue sphere with a handle. 3) The blue disc with a green light on top. Cartridge: looks like a brown canister with a pin on top like a grenade. It will kill the blue dog(box with legs) and the blue ducks. Bottle of Poison: looks like a blue bottle of poison( has an X on it ). It will kill the blue cat, and a large moving canister that looks like a renegade vacuum cleaner with a flashing red triangle on top. Syringe: looks like a blue syringe. Use it to stab the doctors. This will cause the doctor to go into a hyper frenzy, and then go mellow. When he is done, one number of the code will be displayed. Write these down as you go along. Bottle of Wine: looks like a corked bottle of green wine. When the title screen of the game first appears as the game is loading, you will see a picture of a guy with a green mohawk. If you can lure him into running into the bottle face first, he will stay frozen to the bottle. He must be alchoholic or something. Vase of Flowers: looks like a blue vase with red roses in it. There is a blonde curly headed woman that is found in various rooms of the world. Use the flowers against her in the same way that you use the bottle of wine against the man as explained above. Bubble Lamp: Don't know what this is for! Magnet: Looks like a magnet. If you drop this in the middle of a room full of monsters, those that touch it will be permanantly frozen to it. Flying Saucer: Looks like a kids toy flying saucer. While you are holding it, move to a room that has plenty of monsters in it and that it is hard to pass. When you drop it, it will rise to the top of the screen and make a constant ringing noise. All of the monsters will be frozen for around 10-15 seconds. Use these only in emergencies as once you use them they are gone for good. Various Furniture: All of the furniture that you find in the world can be moved and stacked to gain access to other places and other things. ***************************************************************** In order to kill most of the monsters in the world you must take the needed object, drop it on the floor ( not on the monster ) and lure it into it. When the monster is killed, he will not return for the remainder of the game, until, of course, you die and the game is restarted. Every time you kill a professor, one number of a code will be displayed at the bottom center of the screen. Write these down as you play the game because every time you play it, the code numbers change. Whenever you enter a room with a professor in it, he will make a bee-line to an alarm and sound it off. I haven't figured out what can stop him but when he sounds the alarm, many monsters enter the room for his protection. Be prepared and jump up on a piece of furniture as you will be safe. As you will soon find out, when you touch the monsters your strength will go down. Some monsters take you down faster than others. Don't let yourself get below 40%. If you do, go directly to one of the arcade game looking booths and revitalize yourself. Just walk into it and you will start to vibrate and hear a high pitched ringing as your health increases back up to 99%. The health machines are few and far between. When you find one, remember where it is. There is one in particular that has no monsters in with it. I like to use it as an arsenal and store all of my extra objects in with it. Then you can get the object that you need and recharge yourself at the same time. A good strategy is to kill all of the monsters first and then proceed to stab the professors. In some rooms there are colored tiles on the floor. One tile will open the door or put the elevators in motion, and the other two will only take away your health. These change every time you leave and re-enter the room. Remember, once the doors are opened, they will only remain opended for several seconds. Don't open the door, go inside, and stay because you will get trapped. Your only chance of escape is to let the professor sound the alarm and when the monsters come in to save him, run out the open door. Otherwise you are stuck. Watch the demo when the program loads in. It gives you helpful hints. When you hit the HELP key, you go into a sub-screen. Here you can alter what the key board does. For instance: Click on DROP with the mouse, then choose the keys you wish to use for droping items and click on it. I like to use CapsLock for dropping and the space bar for picking up. You can move furniture in one of three ways: 1. Pushing it. 2. Pulling it. 3. Letting a monster move it. In order to pull the object you must be touching the object face first and then push the corresponding "Pull" keys on the keyboard. You define these in the HELP subscreen. Remeber you can't save your games that are in progress so once you've started, that is it! Have a good time and I hope that these Docs help. If any of you find out anything else that I haven't explained let me know in E-Mail. Also, let me know how you liked the Docs. Forin Boy and I are always looking for suggestions. Motley Orc 6/28/87 ***************************************************************** Sewer SoftWare thanks Ricky ... S.P BAD DUDES Vs DRAGON-NINJA CONTROLS. The game is controlled by joystick, plus the following keys. OPTION KEYS Key F1: .................................... One player mode Key F2: .................................... Two player mode Key F3: .................................... Music on/off P: ......................................... Pause JOYSTICK POSITIONS Jump Kick or Punch || Kick or Punch up left \\ || // up right \\ || // \\ || // \\||// Walk West ======||====== Walk East //||\\ // || \\ // || \\ // || \\ Kick or Punch || Kick or Punch down left down right Duck Leaving the fire button pressed starts the super punch. Release for action. With fire button pressed. Super Jump Spinning Kick || Spinning kick with jump left \\ || // with jump right \\ || // \\ || // \\||// Lateral kick Left ======||====== Lateral kick right //||\\ // || \\ // || \\ // || \\ Kick with hand || Kick with hand down left || down right Duck or drop to lower level When jumping you can move yourself right or left with joystick. GAMEPLAY. Battle your way through screen after screen of adversaries, progressing right or left depending on the level. You face a giant enemy at the end of each level who must be disposed of with multiple hits. There are 8 levels: level 1: .......... the town level 2: .......... the truck level 3: .......... underground level 4: .......... forest level 5: .......... train level 6: .......... grotto level 7: .......... docklands level 8: .......... the rescue You can collect a weapon (knife ect.) or capsules if dropped by a fallen enemy. Time capsules give extra time for the level while energy ones replenish your life source. The Super-punch feature allows you to knock down several adversaries with one blow. This power blow takes all your concentration and can only be implemented by standing still and holding down the fire-button for a few seconds until your fist glows. HINTS AND TIPS. Learn the different moves to get the correct distance between you and the enemy for an accurate hit. Keep a look out for Ninjas with weapons, they carry useful objects which you can pick up. Extra weapons extend your reach so make sure you keep hold of them. The giant Adversaries need more than one hit - dodge, then attack. Be careful out there. STATUS AND SCORING. The following are displayed on screen Player score Hi score Energy level Lives remaining Level indicator Time remaining Points. Blue .................................... 100 Red ..................................... 200 + special weapon Grey .................................... 200 Girls ................................... 400 Samurai ................................. 700 Dog ..................................... 200 Little Ninja ............................ 200 "Big Baddie" (end of level) ...........10,000 Dragon Ninja (rescue level) ..........100,000 If energy reaches zero - life lost If time reaches zero - life lost DOCUMENT TYPED IN BY SPIDERMAN ( WEBBO ) . 09/07/89. DRAGONS LAIR By MEDUSA STARTING THE GAME After the game has loaded, the demo mode will automatically begin. The demo runs thru scenes from the first disk and then returns to the title screen, and credits. To start playing the game simply press the fire button on the joystick or the zero key (0) on the keypad at any time. You will know the game has started when the player score screen appears. This screen shows your score and the number of lives you have remaining. The first scene will then automatically load. PLAYING DRAGONS`S LAIR You do not control all of Dirk`s actions, rather you control his reactions to the events that happen around him. As you watch the animation, you must decide in which direction Dirk should move on the screen and when. To finish a scene successfully you must make a joystick move or press the fire button when Dirk is in danger. Timing is very critical and often you may make the correct move but at the wrong time. Also, many scenes require more than one move. If you are having trouble, watch the animation very carefully and move Dirk in the safest direction or if no direction is safe, press the fire button to use Dirk`s sword. If you`re sure yu have made the correct move, make the move a little sooner or a little later. Don`t be surprised if Dirk doesn`t move immediately after you have made a joystick move. You must wait for the animation to finish and if you made the correct move(s) you will continue on to the next scene. As you play through each animated scene,every correct move will award you points. The game will end if you lose all of your lives or when you reach the Dragon`s Lair and defeat the Dragon himself. There you will find Princess Daphne who is very happy to be rescued...... From time to time it will be necessary to change the disk in the drive. After you have finished all the scenes on a disk you will be asked to insert the next disk so that the game can continue.NEVER eject one of the game disks while you are playing, unless you are prompted, or you may damage the disk! CONTROLS ATARI ST OWNERS There are two ways to control Dirk: you may use either a joystick plugged into Joystick Port 2 or the numeric keypad on the keyboard. The directions you will need are UP(8), DOWN(2). LEFT(4), RIGHT(6). To use Dirk`s sword, press the FIRE BUTTON on the joystick or the `o` on the keypad. ENDING THE GAME To stop playing the game simply press the reset switch located on the back of your Atari ST.The game will also come to an end if you have lost three lives. In either case, you can safely remove the disk in the drive. SAVING YOUR POSITION To save your positon press the `S` key during a scene and after you have successfully completed the scene you will be prompted for your save disk.Remove the game disk from the drive and insert the Save disk. Your position will be saved and yu will be prompted again for the current game disk. Note: Any data on your save disk will be erased so be sure to insert a blank disk. Also it is unnecessary to format the Save disk. LOADING A SAVED GAME To load a saved game press the `L` key during a scene and you will be prompted for you Save disk.Remove the game disk from the drive and replace it with the Save disk. The last saved position will be loaded and you will be prompted for the appropriate game disk. NOTE: You can cancel either of the operations by pressing the `ESC` key while the `Insert SAVE Disk` prompt is on the screen. PAUSING THE GAME You can pause the game at any time by pressing the `P` key on the keyboard. To continue to play, press the `P` key again and the game will resume. TURNING THE AUDIO OFF/ON You can toggle the audio off and on by pressing the `A` key on the keyboard. HINTS FOR DRAGONS LAIR Scene 1-Drawbridge Dirk will walk across the bridge and fall through a hole. Several purple tentacles will appear. As the tentacles begin to move toward him, press the fire button once. Dirk will draw and swing his sword. Half way through the swing, press up on the joystick once. Dirk will put his sword away,climb on to the bridge and run into the castle. Scene 2- Drink me As Dirk walks into the room, a sign on the north wall will flash. Shortly after the door will flash. Dirk should not drink the potion, he should exit the room. Scene 3-Tentacles form Ceiling As Dirk enters the room a green tentacle will slither out of the ceiling. Dirk must chop the tentacle in half. Various objects will flash in the room and Dirk must move in the direction of the flashing objects. Scene 4-Checkered Floor Knight As Dirk enters the room the Black Knight will materialize. The Knight will bang his sword against the floor causing electricity to flow along the checkered floor tiles,but don`t be shocked. Dirk must jump to the tiles around him that are not covered by electricity. Scene 5-Whirlpools/Rapids WHIRLPOOLS: As Dirk approaches the whirlpool, he must paddle around the swirling water. RAPIDS: Dirk must paddle into the safe current in the rapids and then straight into the tunnel at the end of the channel. Scene 6-Bubbling Ooze in Kettle After Dirk enters the room, bubbling green ooze will start to pour out of the kettle. Dirk must chop the ooze monster in half just before it tries to eat him. Scene 7-Bats As Dirk walks down the stairs the section ahead of him will crumble and fall away. Dirk must jump to the side across the hole. Scene 8- Rolling Balls After Dirk has entered the room, a large, black ball will appear rolling up from behind him. Ahead of Dirk,down the tunnel, smaller balls are rolling up and down the walls. Dirk must wait for the smaller ball to roll by before moving away from the larger, black ball. Scene 9-Closing Wall As the wall closes up around Dirk, the door ahead of him will flash. Dirk must jump towards the flashing door. Scene 10-Lair Part 1 Dirk is now inside the Dragons Lair! But beware, Singe the Dragon is asleep and should not be awakened. Throughout the room there are balancing dishes and some of them are about to fall. If a column of balancing dishes flashes, Dirk should catch it, otherwise move away from the dishes. Eventually the princess will tell Dirk what he should do. Listen carefully and follow her instructions. Scene 11-Lair Part II Singe the Dragon is awake and he knows where you`re hiding. As Singe reaches around the column to grab Dirk, Dirk must duck and run away. Sirk will then pull the magic sword out of the large gem. Singe will swing his tail trying to flatten Dirk: Dirk must dodge the tail. Singe turns around exposing his soft belly. Dirk can now kill the Dragon and save the princess! THE END Sewer Software presents... The Atari ST floppy disk (part 1) A complete, 3-part tutorial on how to program the ST floppy disk yourself. by Normand Mc Guire Introduction Have you ever tried to find some documentation and some related programming examples about floppy disk control programs? Not that many text books, nor articles, are written about such a mystic subject. This is probably due to the fact that there is not a great deal to say about floppy disk controllers. Also, their technical description is considered to be complete, clear, and understandable, to get all the power from the FDC (floppy disk controller). I think this is where resides the mistake. By experience, technical data sheets are more than often, if not always, hard to understand on the first reading (even after the 10th reading). In this series of articles about the ST floppy disk controller system, I'll explain in an understandable manner everything you'll need to write your own disk drivers. The ST floppy disk controller is covered, as well as all the other devices needed to control the disks. In this first article, I explain how floppy disk controllers work in general, and how the ST's FDC works. In the next article, I will explain in greater details the standard layout of a disk track, and how to use the ST FDC. This will involve covering part of the sound generator, part of the multi-function peripheral, and Atari's DMA controller, to which the ST floppy disk controller is interfaced. The last article will include programs built with a low-level disk function set, and I will cover the principles of copy protection, by using weird disk formats. I will give programming examples in the C programming language (no assembly language programming required) of most functions (from disk head movement to track formatting) in the second and third articles. The functions given in the C programs will be a complement and a final word on how things are really done. They can then be used as a basic function set for writing your own disk applications. Operating a floppy disk controller A floppy disk controller is a circuit capable of doing a defined set of operations on a disk drive. A disk drive is the device in which the disk resides, and is controlled by a floppy disk controller . A floppy disk controller is not a disk drive. This difference is important because some attributes depends on the floppy disk controller, others on the disk drive. For example, it is the floppy disk controller's responsibility to read all the bits to form a byte being read, but the disk drive is indeed responsible for extracting the bit of information and sending it to the FDC. The capabilities of a floppy disk controller usually consist of reading and writing data, moving the read/write head, reading the head position, resetting the disk, and turning the motor on and off. A typical operation for reading data might look like this: 1.- Start motor, wait a short while until disk is running at required speed. 2.- Move the read/write head to the required position. 3.- Issue the "read data" command to the floppy disk controller. 4.- Wait for command completion, or timeout. The motor speed is usually 300 disk revolutions per minute (300 rpm), or 5 revolutions per second for floppy disks. This speed is almost standard. Some floppy disk drives have a variable speed, depending on where the operation will take place on the disk. For the floppy disk controller to be able to perform reading and writing on the disk, the data must be a little bit organized on the disk. First, a disk is divided in concentric circles called tracks. The outermost track is called track 0, and the innermost track is called n-1 (for n track disks). Hence an 80 track disk has tracks going from 0 to 79. It must be noted here that for a fixed speed disk, data on an inner track is more condensed than on an outer track. The disk is spinning at a constant speed, and there is less space to store data on inner tracks. The effect is that data loss is more likely to happen on inner tracks than on outer tracks, but this is not as bad as it sounds. What really happens is that engineers make sure that the probability of data loss is very low in the inner-most tracks, and that's it. Then, if data loss is unlikely to happen on inner- most tracks, it's even more unlikely to happen on outer-most tracks. The use of a variable speed motor is to allow them to use maximum disk capacity. On inner tracks, motor speed is lower, and on outer tracks, motor speed is higher. But these systems cost more because of the extra hardware involved, and then, not many implementations have this (The Apple Macintosh does). Each track is further divided into chunks of informations called sectors. Sectors are numbered from 1 to n for an n sectors track. The number of sectors per track varies, depending on the size of each sector. The sector size may be 128, 256, 512, or 1024 bytes on the ST. The more bytes you have in a sector, the fewer sectors you can have in a track. A sector is the smallest data unit that can be read or written by the floppy disk controller. Sectors in a track are not stored contiguously. There is some in- between information used by the floppy disk controller for its own synchronization with the data. The information contained between sectors includes a so-called address mark (current track #, current sector #, current side #, sector length), checksums (also called CRC), and synchronization bytes. This "in-between" sector information (called the ID field) is normally not accessible to standard programs. The only way to access the ID field is by directly progamming the FDC. The ID field is also used by the FDC to make sure that the read/write head is correctly positionned by comparing the track and sector numbers with FDC internal registers. The index mark is a physical mark on the floppy disk marking the beginning of the track. In order to know where to start to read from a track, the floppy disk controller needs to be told where the track starts. This is accomplished by the index mark, which is a small hole on 5 1/4 inch disks, and a rectangular metal hole in the metal hub of 3 1/2 inch disks. Every time the index mark reaches the index mark detector in the disk drive, a pulse is sent to the FDC so it knows this is the beginning of the track. The general operation of moving the read/write head is called seeking. The operation of moving the head one track in or one track out is called stepping. The time to move the head one track in or out is called step rate. The WD1772 floppy disk controller The WD1772 FDC has 11 commands, divided into 4 types. Type 1 commands are the Restore, Seek, Step, Step-in and Step-out commands. Type 2 commands are Read sector and Write sector. Type 3 commands are Read address, Read track and Write track. The type 4 command is Force Interrupt. As you might notice, there are no motor on/off commands. The motor is controlled automatically by the FDC, and is turned on when a command is given to the FDC, and is turned off if there is no other command given to the FDC for 10 revolutions. The commands may be summarized as follow: Bits Type Command 7 6 5 4 3 2 1 0 --------------------- ----------------------- 1 Restore 0 0 0 0 h V r1 r0 1 Seek 0 0 0 1 h V r1 r0 1 Step 0 0 1 u h V r1 r0 1 Step-In 0 1 0 u h V r1 r0 1 Step-Out 0 1 1 u h V r1 r0 2 Read Sector 1 0 0 m h E 0 0 2 Write Sector 1 0 1 m h E P a0 3 Read Address 1 1 0 0 h E 0 0 3 Read Track 1 1 1 0 h E 0 0 3 Write Track 1 1 1 1 h E 0 0 4 Force Intr 1 1 0 1 I3 I2 I1 I0 Bit values h, V, r, u, m, E, P, a and I are flags, and will be defined later. The FDC also has 5 8-bit registers that can be accessed. They are: data: read/write register used as a holding register during disk read and write operations. When executing a seek operation, it holds the desired track position track: read/write register, holding the current head track position. sector: read/write register, holding the desired sector position on a sector read/write operation. command: write-only register, holds the command currently being executed by the FDC. This register must not be loaded while a command is executing, unless the new command is a force interrupt. status: read-only register, holds the device status information. It actually holds the status of the last command executed. Its bits are defined as follow: 7: Motor-on bit. This bit is a 1 if the motor is on, 0 otherwise. 6: Write-protect bit. This bit is a 1 if the disk is write-protected. 5: Record-type/Spin-up. On type 1 command, a 1 indicates that the motor spin-up sequence has completed. On type 2 and 3 commands, it indicates the record type. A 1 means deleted data mark, a 0 means normal data mark (This it is usually not very useful for most people. It refers to the A0 bit of the write sector command). 4: Record not found. This bit is a 1 when a track, sector or side were not found on the last command. It is 0 when the desired track, sector and side were found. This bit is also referred to as the seek error bit. 3: CRC error. This bit is a 1 when a CRC error has been found on the last command. This will be explained in more details in the disk format section. 2: Lost data/Track 00. On type 1 command, this bit is 1 if the read/write head is at track 0, otherwise is 0. On type 2 and 3 commands, a 1 indicates that the computer did not respond in time for a byte transfer, and 0 indicates no error. 1: Data request/Index. On a type 1 command, this bit is a 1 when the index mark is detected. On a type 2 and 3 command, it indicates that the data register is empty (on a write operation) or full (on a read operation). 0: Busy. When set to 1, this bit indicates that a command is under execution. When 0, it indicates that no command is under execution. Reading the status register does not clear the status bits . The status register changes only when a new command makes the status bit change. A typical program sequence using the WD1772 FDC will be as follow: 1.- Select the drive and the side. 2.- Set the data, sector, and track register as needed. 3.- Store the command in the command register. 4.- Wait for the command to complete or timeout. At the completion of every command, appropriate bits in the status register will reflect the status of the command executed, and an interrupt (INTRQ) is generated. The INTRQ is reset by either reading the status register, or by loading the command register with a new command. The FDC has no timeout capability. Timeouts must therefore be generated in programming. All FDC commands have a specific bit pattern, but also they all have flags. These flags are used, for example, to specify the seek rate, or to delay command execution. Here are more details on the descriptions of each flag : h: Motor-on flag (bit 3) h=0: Enable spin-up sequence. If the motor is off, wait for 6 disk revolutions before executing the command. At 300 rpm, it guarantees a one second spin start up time. If the motor is already on, the command is executed now. h=1: Disable spin-up sequence. Execute the command immediately. It is always safe to set the h bit to 0 to enable the spin-up sequence. If the motor is already on, no time will be lost anyway. And by using it, you don't have to worry about specifying it if the motor is off. V: Verify flag (bit 2) V=0: No verification. V=1: Verify on destination track. The FDC track register is compared with the track number found in the ID field. If no match is found within 5 disk revolutions, the seek error bit is set in the status register. On a properly formatted disk, the use of the V flag (V=1) is recommended to ensure the read/write head is positionned on the correct track. But when formatting a new blank disk, the V flag must not be used (V=0), since the ID field is not valid, and the verify would always make the operation fail. After the head is positionned on the required track, there is a 30 msec of head settling time if the V flag is set, before verification takes place. r1,r0: Stepping rate (bits 1, 0) r1 r0 : step rate 0 0 6 msec 0 1 12 msec 1 0 2 msec 1 1 3 msec The stepping rate used by the ST is 3 msec. It is the time that the FDC will take to move the head by one track. Using the 2 msec step rate is less reliable, but it may be interesting to try. u: Update track register flag (bit 4) u=0: No update. u=1: Update track register. On step, step-in and step-out command, the track register is incremented or decremented by one (depending on the operation). This bit is not really useful, nor necessary in most cases. m: Multiple sector flag (bit 4) m=0: Single sector. The command will read/write only one sector. m=1:Multiple sector. The command will read/write multiple sectors. The sector register will be internally updated so an address verification can take place on the next sector (more on this bit in the read/write sector operations). a0: Data address mark (bit 0) a0=0:Write normal data mark. a0=1:Write deleted data mark. More on data marks in the disk format section. This bit may cause problems if set to 1, so set it to 0. P: Write precompensation (bit 1) P=0: Enable write precompensation. P=1: Disable write precompensation. To say the truth, write precompensation is used to delay or advance the outgoing data by 125 msec depending on previous bit, current bit, and next bit. It is typically used in the inner-most tracks when bit- density is at a maximum. Conclusion: to be safe, write precompensation should always be enabled (P=0). I3,I2,I1,I0: Interrupt condition (bits 3-0) I0=1:Don't care (unused) I1=1:Don't care (unused) I2=1:Interrupt on Index pulse. An interrupt will be generated at the next index pulse. Not very useful. I3=1:Immediate interrupt. The currently executing command is immediately terminated and an INTRQ is generated. You must wait at least 16 sec before issuing another command to the FDC after a force interrupt, otherwise the new command will nullify the forced interrupt. I3-I0=0:Terminate without interrupt. This command must be given to the FDC at least 16 sec after a force interrupt command is generated. The WD1772 FDC has the capability of single or double density. In the ST, it's hard-wired (not programmed but physically connected) to double density. In double density, the transfer rate is 250 kbits/sec, or 31250 bytes/sec or 32 sec/byte. A track has an unformatted capacity of about 6200 bytes. The ST uses a 512 bytes/sector, 9 sectors/track format for 4608 bytes of real data per track (This format was used to match MS-DOS disk format). Actually, ten 512 byte sectors fit on a track with no problems. WD1772 FDC commands Restore: The restore command moves the read/write head to track 0 of the disk, and the track register is loaded with 0. The status register bit 2 (track 00) is set if track 0 is found. The floppy disk controller will issue at most 255 stepping pulses, until track 0 is found. If, after 255 pulses, track 0 is not found, the WD1772 will terminate the operation, set the seek error bit if the V flag is set, and generate an INTRQ. The restore command was given as "Restore 0 0 0 0 h V r1 r0" in the command summary. Thus, any command in the range 0x00- 0x0f is a restore command (the notation 0x refers to hexadecimal C language convention). The h bit enables/disables the spin-up sequence for the operation, the V bit will make the FDC verify from the ID field if the current track is 0. The seek rate must also be specified. A standard ST restore command would be 0x07 (restore with verify, spin-up sequence enabled, step rate 3 msec). A format program would use the command 0x03. Only status bits 2, 3 and 4 must be validated on a restore command. Bits 3 and 4 must be 0 (no seek error, no CRC error), and bit 2 must be 1 (track 0 found). Seek: The seek operation will move the read/write head to a specified track. To do a seek, the FDC track register must contain the track number of the current position of the read/write head, and the data register must contain the desired track number. The WD1772 will issue step pulses in the appropriate direction, updating the track register until the content of the track register (current head position) equals the content of the data register (desired head position). Again, a verify will take place if the V flag is specified. It's not obvious, but a single FDC may control more than one disk drive (like the ST). In such systems, only the selected disk drive does the operation. The operating system must then make sure that the track register is saved when an operation is completed on a disk drive, and restored when another operation starts. This is why I specified that the track register must be updated with the track number of the current head position for the seek. The command number for seek operations have a range from 0x10 to 0x1f, depending on flags used. Again, the h, V, and step rate flags may be given. A typical seek command on the ST would be 0x17 (seek with verify, spin-up sequence enabled, 3 msec step rate). The only relevant status bits for seek are bits 3 and 4 (seek error and CRC error). Step: This command will issue one stepping pulse to the disk drive. The step will be in the same direction as the last step command. The u flag determines if the FDC track register will be updated by the operation (it might not be necessary sometimes). This command is not really useful, and is seldom used. The h, V and step rate flags may also be specified. Step commands range from 0x20 to 0x3f, depending on the flags used. Step-in: This command will issue one stepping pulse to move the head toward the center of the disk. The u flag determines if the FDC track register will be updated by the operation. The h, V and step rate flags may also be specified. The V flag will check that the FDC track register matches the track number found in the ID field, and set the seek error status bit accordingly. The status bits to verify are bits 3 and 4. Step-in commands range from 0x40 to 0x5f, depending on the flags used. Step-out: This command will issue one stepping pulse to move the head toward track 0. It is the opposite of step-in. The flags and status bits are the same. Step-out commands range from 0x60 to 0x7f, depending on the flags used. Read sector: This command will make the FDC read one or more sectors from a track. Before issuing a read track command, the FDC track register must be loaded with the track from which to read, and the sector register, with the sector number from which to read. Then the read track command must be issued. If no track/sector match is found from the ID field within 4 disk revolutions, the record not found bit is set in the status register, and an INTRQ is generated. The read sector command includes the m flag, which determines if one or multiple sectors will be read. If m=0, a single sector will be read. If m=1, multiple sectors will be read in the following way: after the read multiple sector command is issued, the FDC will try to match the given track/sector with an ID field. When a match is found, the sector is read, and the FDC sector register is incremented by one. The FDC will again try to match the track/sector with an ID field, and read another sector when a match is found. The FDC will repeat this operation until no track/sector match is found for 5 disk revolutions. The record not found bit will be set in this case. The FDC sector number will contain the sector number that could not be read. Along with the m flag, the h and E flags can be used. Notice that this operation does not have an implied seek. The track register is only used here for ID field matching. The V flag is implied here: the check always take place, to ensure data is read from the specified sector only. The E flag is used to delay command execution by 30 ms for read/write head settling time. This delay is not mandatory and may be skipped. The multiple sector read is not as efficient as is sounds. Even if only one command must be issued per track, and usually reads all sectors within one revolution (if sector numbers in the ID field are incrementally sequential), the FDC will issue the interrupt only after no track/sector match is found for 5 disk revolutions (this is 1 second). The FDC cannot assume that there are so many sectors per track, and this is understandable: A wise guy can format 3 512 byte sectors on a track, and then 5 1024 byte sectors on another. But multiple sector operations will pay off if you know how many bytes you want to read from a track, and your program patiently waits for all bytes to be read, and then interrupts the FDC (force interrupt command). It must be understood here that when giving a sector number to read to a read multiple sector command, the read will start at that sector, and up to the last sector. If sectors are numbered from 1 to 9, say, and you say read multiple sector starting at 3, you will then read only sectors 3 to 9. Sectors 1 and 2 are ignored. Read sector commands range from 0x80 to 0x9c in increments of 4 (bits 0 and 1 must be 0). A typical read sector command is 0x90 (read single sector, enable spin-up, no 30 msec delay). The status bits to verify after a read single sector are bits 2, 3, and 4. The read multiple sector command must verify only bit 2 and 3 of the status register. Write sector: This command is similar in every respect to read sector, except for the obvious fact that data is written to disk instead of read. In addition to the m, h and E flags, the P and the a0 flags may be specified. That's where write precompensation and data marks come into play. As I said in the flag description, these two flags are not very useful, and should both be set to 0. The write multiple sector command is in all points similar to the read multiple sector command. The write sector command ranges from 0xA0 to 0xBF. A typical write sector command is 0xA0 (write single sector, enable spin- up, no 30 msec delay, enable write precomp, write normal data mark. The status bits to verify after a write single sector are bits 2, 3, 4 and 6. The write multiple sectors command must verify only bit 2, 3 and 6 of the status register. Bit 6 is the write protect bit. Read address: Read address refers to reading the next ID field and returning it as values read from the FDC (as you would read data from a sector), but only 6 bytes are read: (in order) track number, side number, sector number, sector length, and a 2 bytes CRC value. The read address is awkward to use on the ST because of the way data is transferred from the disk drive to the memory. It is not a useful function, and is seldom used. Read track: Reading a track is not the same as reading all sectors of a track. It reads all the information available in a track, including sectors, gaps and ID fields. The read starts on the first encountered index mark, and ends on the next index mark, thus reading an entire track. No CRC checking is performed. Only the flags h and E, to enable spin-up and delay command execution, can be performed on a read track. No track/sector matching is performed. The track over which the read/write head is positionned is read. The read track command can be useful if you want to study what is a track layout. But there is a catch: some bytes in the ID fields are not the same as the ones that were actually written. Why? When the disk gets formatted, some values (0xf5-0xff) have a special meaning to the FDC, and generate different values on the disk. This is used by the FDC to generate CRC's, and to allow synchronization with ID and data fields. The disk format section will explore this in greater details. Also, when trying to synchronize, the FDC will not always correctly read the bytes at the beginning of a track. In that case, you will notice that the bit pattern read is correct, but shifted by 1 to 4 bits. The read track commands range from 0xE0 to 0xEC in increments of 4 (bits 0 and 1 must be 0). A typical read track command is 0xE0 (read track, enable spin-up, no 30 msec delay). No status bits need to be checked after a read track command. No ID field matching is done, nor any CRC check. Also, I consistently have had status bit 2 set after a read track operation, and it should also be ignored. Write track: The write track is THE command to use to format a track. As it is the case for read track, write track starts on an index mark, and ends on the next index mark. What you write on a track to format it is explained in the disk format section. The h, E and P flags can be specified on a write track command. The P flag should be 0. The write track commands range from 0xF0 to 0xFE in increments of 2 (bit 0 must be 0). A typical write track command is 0xF0 (write track, enable spin-up, no 30 msec delay, enable write precompensation). Again, no status bits need to be checked after a write track command. In the write track command, byte values 0xF7 to 0xFF have a special meaning to the FDC (this is not very important, but might be interesting): F5: writes A1, missing clock transition between bits 4 and 5. F6: writes C2, missing clock transition between bits 3 and 4. F7: generates 2 CRC bytes. F8-FF: write F8-FF. Force interrupt: The force interrupt command is generally used to terminate a multiple sector read/write operation. This command can be loaded at any time in the command register. If a command is currently executing, it will be terminated. The normal use of force interrupt is as follow: 1.- write 0xD8 in the command register. This will cause the currently executing command to terminate immediately if there is one. 2.- wait at least 16 sec. This is required, otherwise a new command will nullify the effect of the force interrupt. 3.- write 0xD0 in the command register, to clear the force interrupt. Finally, keep in mind that the completion of each command will generate an INTRQ, and that the status register will contain the 1status of the last executed command. Reading the status register will clear the interrupt. t. SEWER SOFTWARE presents a few good hints courtesy of Ricky. Here's - Barbarian II, Better Dead Than Alien and Carrier Command. Yeh, they ain't the newest...so go and type us something newer!! BARBARIAN II LEVEL 1. FROM START GO LEFT,LEFT,RIGHT,RIGHT,RIGHT,RIGHT,RIGHT,RIGHT,RIGHT, LEFT,RIGHT,LEFT, UP INTO CAVE,RIGHT. LEVEL 2. FROM STARTING POINT GO RIGHT,UP,LEFT,UP,LEFT,LEFT,RIGHT,LEFT,LEFT, LEFT,UP,LEFT. LEVEL 3. UP,RIGHT,RIGHT,UP,LEFT,RIGHT,UP,RIGHT,LEFT,LEFT,UP,LEFT,LEFT,UP, RIGHT,RIGHT,LEFT,LEFT,UP. LEVEL 4. LEFT OR RIGHT. BETTER DEAD THAN ALIEN Type ELV, and press the following for extra features: F1 - SCATTERBOMBS. F2 - MULTIPLE FIRE. F3 - AUTO - REPEAT SATURATION FIRE. F4 - ARMOUR MISSILE. F5 - STUN. F6 - NEUTRON BOMB. F7 - CLONE SHIP. F8 - SHIELD. F9 - SKIP LEVEL. F10 - EXTRA POWER BARS. LEVEL PASSWORDS. 1. ELEKTRA - PRACTICE. 2. SYZYGY - A DODDLE. 3. DRAMBUIE - VERY EASY. 4. PLUG - EASY. 5. SOPRANO - QUITE EASY. 6. MAYONNAISE - AVERAGE. 7. FAUCET - SOME EFFORT. 8. POTATO - MUCH EFFORT. 9. WOOMERA - GREAT EFFORT. 10. NARCISSUS - TOTAL EFFORT. 11. DEBUTANTE - HARD! 12. FIRKIN - REAL HARD. 13. ACOUSTIC - VERY HARD. 14. TRIPTYCH - LUDICROUS. 15. JABBERWOCKY - ABSURD. 16. WHIMSICLE - POSSIBLE ? 17. CORNUCOPIA - DO THIS ONE. 18. PUNJABI - O.K. NOW THIS. 19. TIDDLY POM - STILL HERE?! 20. KEWPIE DOLL - BRILLIANT! 21. SEPULCHRE - IMPOSSIBLE... 22. EUPHENISM - OR WAS IT? 23. GRAMMERIAN - THE END. 23. CROSSWORD - THE END 2. 25. QUARANTINE - THAT'S IT! CARRIER COMMAND. Whilst in the Walrus arming section, select nine Harbanger surface to surface missiles and put them in the AAV. Select the Avatar Chemical Laser and place it over the missiles. Then select the pod you want (ACCB, Virus Bomb,Fuel) and place it in the AAv. Then when you have launched the AAv look at it's weapons and you will find you have BOTH missiles and laser! On returning to the carrier any missiles you have left will be added to the ship's stores.Carry on doing this and hundreds of missiles can be yours. For those of you who find Carrier Command just a little bit too taxing, there is a great in-built Cheat routine. This is how you get into it: go into the pause mode and type: "GROW OLD ALONG WITH ME" (include the spaces). You should now see the message 'Cheat mode active' displayed. Pressing the + key on the numeric pad protects your Mantas and AAVs from missile attacks. The - key can be used to turn this off. With the cheat mode active, pressing the following keys in sequence: 'Help', Q, S, Control, Alternate, gives you a little message. Pressing the 9 key on the numeric pad displays the current difficulty level, and the keys 6 and 8 have some other effect. Press key 7 and time will fly by saving both boredom and patience. Also, at the start of the game, press F10,F9,F8 ect, until you reach F1. Now press Backspace, the screen will show: ENEMY CARRIER DESTROYED! Remaining islands can be captured for maximum points. Do you want to continue ? Now click on "NO" and the congratulatory screen will appear. takes all the fun out of it dosn't it ? Lastly this little tip. Returning to the title screen, press the + and - keys to view all the objects within the game. INFESTATION Doc by The Alien of The Pompey Pirates. Some of mates (aliens that is) have taken a liking to the mining colony Alpha II and have killed all the miners, and have planted loads of eggs in the colony. The eggs will soon hatch to form an invincible alien army that will destroy all life! So, mug that you are, you have volunteered to go bug hunting. Yes, you, KAL SOLAR have won the trip of a lifetime!! A one way trip to an airless rock floating in the back of beyond, just stuffed full of hostile aliens!! Enough of the plot, let's get on with the important stuff... Keys: F1 Open/close door or grating F2 Enter/exit terminal F3 Take off/put on helmet F5 Toggle tactical/recon mode F6 Reset positioning F7 Drop cyanide gas F8 Turn suit's systems on/off F10 Toggle crawling/standing up HELP Toggle pause ESC (whilst paused) exit to main menu TAB Toggle sound on/off (following keys on keypad only) * Toggle 50/60 HZ 1 Navigation computer 2 Status computer 3 Inventory 4 Life support systems 5 Scratch pad 6 Atmosphere analysis 7 Avionics (following keys are cursors) UP MMU active/go up in elevator DOWN MMU inactive/go down in elevator Within the colony there are various doors seperating different areas. F1 will open or close a door if you are facing it and are quite close. The doors enclose horizontal elevator/airlocks; e.g. an airlock which moves along a level instead of up/down levels. When you find a blueprint of a level, the flashing arrows show the routes of these airlocks. There are some elevators- these you need an elevator card for. The card can be found in the ventilation shafts, so you've got quite a lot of searching to do! You need the screwdriver to be able to open the grating which leads to the ventilation shafts. Once you've got the card, find the elevator and then you can get on with your mission- enter the elevator, close the door and use the cursor keys up and down to move the elevator up/down levels. Then open the door and go forth... The terminals are computers with varying functions. The first one you will find is near a radar base on the surface of Alpha II. When facing the two flashing panels on the terminal, press F2 and you enter the terminal. The first terminal you meet will request your name for security clearance. Type in KAL SOLAR and you will see TRANSPORTER ACTIVATED at the bottom of the screen. Now exit with F2 and go to... The transporter. This looks a bit like a head from certain angles and has an overhanging hook at the front. It's pretty big and close to the first terminal so you can't miss it! Just walk into the centre of it and you will be transported down to the colony. Within the colony, transporters look quite a bit different. Anyone who has seen Star Trek will recognise them instantly! When you've been transported to the colony, walk forward a bit and then turn around to see what I mean. Notice that there are two transporters- and both have arrows at the bottom. The one with an arrow pointing away from the transporter is the one you've just come out of. The other one is the one you should enter if you want to use that transporter. Now, you're inside the colony so you can take off your helmet. F3 will do that. NEVER take your helmet off on the surface, as there is no atmosphere! In fact, you should check the atmosphere before you ever take your helmet off. Key 6 on the keypad will tell you what you want to know- bear in mind that Earth's atmosphere is near enough 76% Nitrogen, 21% Oxygen- so anything close to that is breathable. Unfortunately, with your helmet off, you have no access to your suit's systems like firing etc. So what's the point in taking your helmet off at all? Because it saves precious Oxygen! Your suit has a limited supply, so whenever you can, breathe the air around you! Tactical mode is the default mode you start in, with all your weaponry ready to be used. Recon mode only seems to have one use- holding down fire and a direction changes the position you view the world from, so you can line up on a target before firing. Then switch back to tactical to fire. Other than that, I have no idea what use recon mode is. F6 will reset your positioning if you get lost, and don't know what the hell way you're facing. Cyanide. Lovely stuff! Yep, this is a real friendly way to let the neighbours know that you're home! Cyanide gas will kill anything in a matter of seconds. It's primary use is to dispose of the alien eggs. Cyanide will not affect the various droids in the colony or on the surface, nor will it affect the surface dwelling insects- they live in a vacuum so have no use for gases anyway. Bear in mind that you shouldn't take your helmet off anywhere near the spot where you dropped a cyanide canister!! Turning the suit's systems off when you don't need them will conserve battery power. This will be vital! For a closer view of the ground, F10 can get you crawling in the dirt, and standing up once you're happy with dirty knees. You can only enter the ventilation shafts if you are crawling. Saving/loading/formatting a blank disk is done from the main menu. If during a game you want to save your position, press HELP, then press ESC. Now wait for the main menu to appear, and select SAVE POSITION (you may have to format a blank disk first). Then RESUME GAME to carry on. Later, you can use PLAY FROM SAVED POSITION to resume where you saved earlier. The navigation computer shows your co-ordinates and bearing- this will be useful for the map you will almost certainly have to make. The colony is not a small place!! Some terminals also have level blueprints which show a basic map of the level. It makes good sense to carefully copy each blueprint to a piece of graph paper. It will take time, but it will be seriously useful!! The status computer shows things like Alien eggs left, kills, time etc. The inventory shows the items you are carrying and how many cyanide canisters you have left. The life support systems show just how well or badly you are standing up to the strain. The scratch pad doesn't seem to be actually necessary. You could use it to note down things before saving a game- e.g. where you are, what you have just done or are about to do, etc. Other than that, I think it's just a nice little gimmick. Atmosphere analysis I've already mentioned, apart from the radiation level- keep away from excessive radiation as it will kill you. Avionics shows the state of your MMU (Manned Manoeuvring Unit). The three bars on the right are: F Fuel remaining V Velocity A Altitude The T bar on the left is a standard attitude indicator. The controls of the MMU are not immediately obvious: (joystick) FIRE Thrust forward Left Bank left Right Bank right Up Incline up (climb) Down Incline down (dive) The MMU is provided for faster travel and for avoiding ground based nasties. Your suit's helmet display shows oxygen status in the two bottles at top left, battery level in the 'T' shaped collection of dots at bottom right and radiation dose to the left of that. If you run out of oxygen you suffocate and die. If the battery level reaches zero, the suit's systems become inactive- so you have no means of defence or anything. If you accumulate too high a radiation dose, you die. The various objects in the game can be seen on the INTERROGATE OBJECTS screen accessible from the main menu- take note of the descriptions! ...and that's all I've figured out from playing the game! Enjoy this great game, and don't be too hard on the aliens, they just want to take over the universe like every self-respecting alien... By the way, there is at least one part of the colony that has no lighting, so you may have to find a way of rectifying that... infra red... get the idea? This doc may have missed something, so anyone fancy sending us a photocopy of the original manual so I can type it out? By popular demand, they're back again...this time courtesy of Ricky, a whole bunch of smutty, crude, racist, sexist jokes!! Some of these are as American as Moms Apple Pie....so I don't understand them either! JOKES 1. Why don't Puerto Ricans have checking accounts? Because it's hard to sign checks with a spray can. 2 What is organic dental floss? Pubic hair. 3. What do you get when you cross a Jew and a gypsy? A chain of empty stores. 4. Why do black people smell so bad? So blind people can hate them too. 5. What are the three greatest lies? The check is in the mail, black is beautiful, and I won't come in your mouth. 6. Why do women have two holes so close together? So you can carry them home like a six-pack. 7. Did you hear about the Italian girl who thought a sanitary belt was a drink from a clean glass? 8. How do you brainwash an Italian? Give him an enema. 9. Why wasn't Christ born in Italy? Because they couldn't find three wise men and a virgin. 10. How do you get an Italian out of a bath tub? Turn on the water. 11. Why do Italians wear hats? So they can tell which end to wipe. 12. What's the definition of a cad? An Italian who doesn't tell his wife he's sterile until after she's pregnant. 13. Did you hear about the Polock who studied five days for a urine test? 14. Did you hear about the Italian who picked his nose apart to see what made it run? 15. Did you hear about the Polock who thought asphalt was a rectal problem? 16. Did you hear about the Italian who cleaned his ears out and his head caved in? 17. Why do Polish men make such shitty lovers? Because they always wait for the swelling to go down. 18. What do you say to a one legged hitchhiker? Hop in. 19. This guy walks onto a bar, walks up to the bartender and says, "I'd like a scotch and soda and I'd like to buy that douchebag at the end of the bar a drink." The bartender says, "Hey, she's a regular and you can't be talking about her that way." The guy says, "Okay, I'd like to but that nice young lady at the end of the bar a drink." the bartender says, "That's more like it", and he walks up the girl and asks her what she wants to drink. She says, "Vinegar and water." 20. What's the difference between a Jew and a Pizza? A pizza doesn't scream when you put it in the oven. 21. Why do Jews have such big noses? Because air is free. 22. Why was one of Helen Keller's legs yellow? Because her dog was blind too. 23. Why did the guy trade in his wife for an outhouse? Because the hole was smaller and the smell was better. 24. What do you call four niggers in a Cadillac? Grand theft auto. 25. Did you hear that the NFL is going to use green footballs next year? Did you ever hear of a nigger dropping a watermelon? 26. Where do you get virgin wool? From ugly sheep. 27. What did Adam say to Eve? Stand back, I don't know how big this thing gets. 28. Did you hear about the deaf gynecoligist? He had to learn how to read lips. 29. What's green and smells like pigs? Kermit's finger. 30. Did you ever see Ray Charles wife? Neither did he. 31. What goes into thirteen twice? Roman Polanski. 32. How do you break a Polock's fingers Punch him in the nose. 33. This face seats five. 34. Why are chickens so ugly? You'd be ugly too if you dad a pecker hanging out of your forehead. 35. Did you hear about the Polock who thought Moby Dick was a venereal disease? 36. What do you have when you're up to your ankles in Niggers? Afro-turf. 37. Why do hummingbirds hum? Because they don't know the words. 38. Why don't Italians have freckles? Because they slide off. 39. What's old and wrinkled and smells like ginger? Fred Astaire. 40. Do you know what they have a surplus of in Atlanta? Size 4 sneakers. 41. What's yellow and ugly and sleeps alone? Yoko Ono. 42. Why don't they have black snow skiers? Because their lips explode at 1000 feet. 43. How many Americans does it take to screw in a light bulb? One. 44. Why don't they let Polocks swim in Lake Michigan? Because they leave a ring. 45. Where is an elephant's sex organ? In his feet; if he steps on you you're fucked. 46. What's black and white and has three eyes? Sammy Davis Jr. and his wife. 47. How many psychiatrists does it take to change a light bulb? None. It has to be willing to change itself. 48. Why are hockey goaltenders and Polish girls alike? They both change their pads after 3 periods. 49. Did you hear that the Atlanta Braves are threatening to move? There's a shortage of bat boys. 50. What do you call a gay Indian? A brave fucker. 51. What do you get when you cross a nigger and a monkey? Nothing, monkeys are too intelligent to fuck niggers. 52. What's Ronald Reagan's favorite vegetable? James Brady. 53. Why did God create the orgasm? So niggers would know when to stop fucking. 54. What's another reason God created the orgasm? Because he couldn't wait for the second coming. 55. Why don't they have ice cubes in Poland? They lost the recipe. 56. Why does Miss Piggy use a honey and vinegar douche? Because Kermit likes sweet and sour pork. 57. What's a real buddy? Someone who will go downtown and get 2 blowjobs and come back and give you one. 58. What's black, yellow and makes you laugh? A bus load of niggers going over a cliff. 59. Where do cocoons come from? R-R-Richmond. 60. Did you hear about the guy who lost his whole left side? He's all right. 61. How do you save a drowning nigger? Throw him an anchor. 62. Why is being a dick not all it's cracked up to be? First of all you have a head but no brains; there's a couple of nuts following you around all the time, your next door neighbor is an asshole and your best friend is a cunt. 63. What do you call a Polish girl with half a brain? Gifted. 64. Why do women have 2 holes so close together? In case you miss. 65. What do you call a beautiful girl in Poland? A tourist. 66. Did you hear about the new Vietnamese cookbook? 100 ways to wok your dog. 67. What do you call a black skindiver? Jacques Custodian. 68. How do you tell if a woman is wearing pantyhose? If she farts her ankles will swell. 69. How do you tell if a woman is wearing underwear? Look for the dandruff on her shoes. 70. Why don't niggers drive convertibles? Because their lips would flap them to death. 71. What does a guy with a 12 inch cock have for breakfast? I usually have bacon and eggs. 72. You know it's going to be a bad day when you get to your office and there's a 60 Minutes News Team waiting for you. 73. Why do Mexicans have re-fried beans? Have you ever heard on a Mexican doing anything right? 74. What's the definition of mass confusion? Father's day in Oakland. 75. What's the ultimate reflection? When you're masterbating and your hand falls asleep. 76. How do you tell how many Polocks live in a town? Count the cellar windows and multiply by 36. 77. How do you kill an Italian? Smash the toilet seat over his head while he's getting a drink of water. 78. What did the hurricane say to the coconut tree? Hold onto your nuts this ain't gonna be no ordinary blow job. 79. What do you call a female clone? A clunt. 80. What's the difference between a nigger and a tire? Tire's don't sing when you put chains on them. 81. Did you hear about the Italian who was asked to be a Jehovah's Witness? He refused because he didn't see the accident. 82. Why do Polocks carry shit in their wallets? For identification. 83. A Polock and a nigger jump out of a plane at the same time, who hits the ground first? Who cares? 84. How do you get a Kleenex to dance? Blow a little googie into it. 85. What do you call a Polock with an I.Q. of 176? A village. 86. Old Mother Hubbard lived in a shoe, she had so many children she didn't know what to do, so she moved to Atlanta. 87. Why did they build the bay bridge? So the niggers could swim over in the shade. 88. Did you hear about the queer who got fired from the sperm bank for drinking on the job? 89. Did you hear about the Polish troop? They got caught in an Iranian zoo trying to free the Ostriches. 90. What's the definition of the perfect woman? a) She's three feet tall, has a round hole for a mount and her head is flat so you can put cocktails on it. b) The sports model has pull back ears and her teeth fold in/ c) The economy model, she fucks all night at midnight she turns into a roastbeef sandwich and a six pack. 91. Why do women have legs? So they don't leave snail tracks on the linoleum floor. 92. Why is Ray Charles smiling all the time? Because he doesn't know he's black. 93. Why don't black babies play in sandboxes? Because the cats keep covering them up. 94. Why can't you circumcise an Iranian? Because there's no end to those pricks. 95. Why do they call camels the ships of the desert? Because they're full of Iranian seamen. 96. Did you hear about the queer burglar? He couldn't blow the safe so he went down on the elevator. 97. The queer Indian jumped into the canoe, took three strokes and shot across the lake. 98. Did you hear about the queer deaf mute? Neither did he. 99. Why do Polocks smear shit on the walls at Polish weddings? To keep the flies off the bride. 100. How do you get four queers on a bar stool? Turn it upside down. 101. Why don't Polish cheerleaders do the splits? Because if they did they would stick to the floor. 102. How do you keep 5 niggers from raping a white girl? Throw them a basketball. 103. What does Linda Lovelace and the Bermuda Triangle have in common? They both swallow you hole. 104. How do you pick up a quarter off of Polk Street? Kick it to Van Ness. 105. Why do dogs lick their balls? Because they can. 106. What do you get when you cross a nigger and a chink? A car thief who can't drive. 107. Did you hear about the flamingos in Florida with little pink cement Italians on their lawns? 108. Did you hear about the alligators in Florida with little Jews on their t-shirts? 109. Define Jewish foreplay. Two hours of begging. 110. How do you say "fuck you" in Jewish? Trust me. 111. What do you get when you cross a donkey with an onion? A piece of ass that makes your mouth water. 112. Why don't Polish women breast feed their babies? Because it hurts when they boil their nipples. 113. Who are the suspects in the Atlanta killings? An alligator disguised as a watermelon and the son of sambo. 114. Why did God give niggers rhythm? Because he fucked up their hair. 115. Why do niggers wear platform shoes? To keep their knuckles from dragging on the ground. 116. Why do niggers wear wide brim hats? To keep the birds from shitting on their lips. 117. Why do niggers wear turtlenecks? To hide their flea collars. 118. What is the great white hope? Sickle cell anemia. 119. What's the difference between a Polish girl and a bowling ball? If you had to, you could eat a bowling ball. 120. Why is it groovy to be a test tube baby? Because you get a womb with a view. 121. What do you call a black test tube baby? Janitor in a drum. 122. What do elephants use for tampons? Sheep. 123. Why is San Francisco like granola? Because once you get past the fruits and nuts all you have left is the flakes. 124. Why did Helen Keller use 2 hands to masturbate? One to do it and one to moan. 125. This nigger walks into a bar with a beautiful parrot on his shoulder. The bartender asks, "Where did you get that?" The parrot says, "Africa". 126. Did you hear about the queer nail? Laid in the road and blew a tire. 127. Did you hear about the queer Irishman? He preferred women over whiskey. 128. What's black and shines in the dark? Oakland. 129. Why are eggs so frustrated? Because they only get laid once, they only get eaten once and you've got to boil them to get them hard. 130. How many niggers does it take to pave a driveway? It depends on how thin you slice them. 131. What do Floursheim and Oakland have in common? 5000 black loafers. 132. This really conceited guy is fucking this really conceited chick and she says, "Aren't I tight?" 133. How come the Mexican Army only used 600 Mexicans at the Alamo? Because they only had two cars. 134. What's the difference between a Polish girl and a bowling ball? You can only fit 3 fingers in a bowling ball. 135. What do lesbians like more than Calvin Klein Jeans? Billy Jeans. 136. If God hadn't meant pussy to be eaten he wouldn't have made it look like a taco 137. You know the bartender's pissed off when you find a string hanging out of your bloody mary. 138. Do you know how to save a nigger from drowning? "You said NO?" 139. Why is Italy shaped like a boot? Do you think they could fit all that shit in a tennis shoe. 140. What's the hardest thing about a sex change from a man to a woman? Inserting the anchovies. 141. Did you hear about Klu Klux Knievel? He tried to jump over 8 niggers with a steam roller. 142. How does God make Puerto Ricans? He sandblasts niggers. 143. How do you keep Polocks out of your backyard? Put the trash cans in your front yard. 144. What do you call a Greek girl who keeps running away from home? A Virgin. 145. What's a Polish shishkabob? A flaming arrow through a garbage can. 146. What do you do in case of fallout? Put it back in and take shorter strokes. 147. Why don't Italians eat fleas? Because they can't get their little legs apart. 148. Why is there a string on the end of a tampon? So you can floss after you eat. 149. What do you do with a dog that doesn't have any legs? Take him for a drag. 150. Why did God make urine yellow and come white? So Italians could tell if they were coming or going. 151. What happens if a Polock doesn't pay his garbage bill? They stop delivery. 152. How do you know when a Polish girl is menstrating? She's only wearing one sock. 153. How do you an Iranian girl pregnant? Come on her shoes and let the flies do the rest. 154. What has 6 legs and eats pussy? You, me and Billy Jean King. 155. What did Jim Brady say when he was asked how he felt about his job? "I must have had a hole in my head to take this job, if I had half a brain I'd leave." 156. What's the brown stuff between elephants toes? Slow natives. 157. Did you hear about the new Helen Keller dolls? You wind them up and they walk into the wall. 158. What's better than roses on your piano? Tulips on your organ. 159. What color is a nigger when you run over him on the street? Flat black. 160. One ovarie says to the other ovarie, "Hey, did you order any furniture?" The other ovarie says, "No why?" "There's a couple of nuts outside trying to shove an organ in." 161. What do you call 10 niggers on a white guy? A fair fight. 162. What do you get when you cross a nigger and a gorilla? A dumb gorilla. 163. Did you hear about the Polock who won the gold medal at the Olympics? He had it bronzed. 164. What does it say inside a nigger's lip? Inflate to 20 pounds. 165. Did you hear about the Polish parachute? It opens on impact. 166. How do you know when an elephants been fucking in your garage? Your Hefty bags are missing. 167. What do you call a prostitute without any legs? A night crawler. 168. Why do Mexicans have such small steering wheels? So they can drive with handcuffs. 169. Did you hear about the new war movie they're making with an all black cast? It's called "Apackolips Now". 170. Why did Helen Keller fire her maid? Because she forgot to take the plunger out of the stool. 171. 172. What does an iron maiden (chastity belt) and The Detroit Tigers have in common? Rusty Kuntz. 173. What's shinny, has lots of teeth, & protects the incredible Hulk? _________'s zipper. 174. No matter who wins the election, there will be a Bush in office. 175. People tell me my mom screwed a sheep, I said "Naaaah". 176. Don't screw a pig, he might squeal on you. 282. Did you hear that the KKK voted Marvin Gaye Sr. father of the year? 283. What does J. David Dominelli and a throw rug have in common? They've both been sucked by a hoover. 284. 285. What do a Mexican and a cue ball have in common? The harder you hit them the more English you get out of them. 286. What do 7' basketball players do in the off season? Go to the movies and sit in front of you. 287. What do you have when there are 100 rabbits in a row hopping backwards? A receding hareline. 288. Why do the lions in Africa go around licking each others rear ends? To get the taste of nigger out of their mouths. 289. What does Loretta Swit and Richard Pryor have in common? They've both had Major Burns on their face. 290. What do Michael Jackson and the Dodgers' have in common? They both wear one glove for no apparent reason. 291. Why are synagogues round? So the Jews can't run and hide in the corners, when the collection basket is passed around. 292. Did you hear about the new movie starring Michael Jackson and Richard Pryor? It's called Blazing Sambos. 293. Why did the Polock snort nutra-sweet? He thought it was diet coke. 294. What will we have if Mondale and Ferraro get elected? 3 boobs in office. 295. What's the definition of eternity? After he comes and before she goes home. 296. How long is a hare on a rabbit? about 10 seconds. 297. What do you get when you cross an Indian and a Black? Chief Running Dummy. 298. Did you hear that Mondale is replacing Ferraro with Vanessa Williams? She already knows how to lick bush. 299. What company is the leading manufacturer of vibrators? Cenital Electric. KICK OFF 2 + WORLD CUP DATA ~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is the full manual typed by teddystacker,from originals supplied by Wizard and King.Proof reading ,as usual by Wacy Jacky. DEDICATED TO THE ENGLAND FOOTBALL TEAM 01-07-90. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ WARNING!! DO NOT SAVE ANYTHING TO THE PROGRAM DISK!! 1.0 INTRODUCTION KICK OFF 2 retains the pace and accuracy of the universally acclaimed KICK OFF.A soccer simulation with a full size multi directional scrolling pitch and the players,markings,goals etc,in correct proportions.Both teams play the game strictly according to tactics.Players move into position to receive passes and gain possession.The ball,as in real game ,travels ahead of the player thus making a tackle a matter of skill rather than of choice. KICK OFF 2 like real soccer,requires skills in ball control for passing,dribbling,shooting etc.Accuracy in shooting, the ability to swerve or bend the ball to score, when taking free kicks need a lot of practice.The practice option all you to practice the ball skills and set pieces,without being harassed (frank spencer) by the opposition.Take your time and practice the skills to perfection.If two players are to team up,it is an ideal opportunity to practice ONE - TWO up and down the pitch. Each player on the pitch has a unique combination of attributes and skills suitable for the skill level at which the game is being played.A International is superior to 4th div. player in all departments. A host of playing options are provided.One of the most useful options is the provision to set the skill levels of both teams independently.A novice with INT. Squad can give a professional with 4th Division Squad a run for his money. There is a league and a cup tournament with sudden death penalty shoot outs, in case of a draw.The teams in the league are on the whole evenly matched but with different styles of play and the player skills to match,that style.There is a option to load your own team from "Player Manager" along with your own tactics , to play against another "Player Manager" team in a single game or enter league and cup tournament. The special events selection in the main menu,allows data disks to be loaded. Kick Off 2 also provides the facility to change strip colours ,on expanded ST's ( 1 MB or above ) there are additional sound effects. The "Action Reply" facility allows you to see the goals at normal pace or in "Slow Motion" and compile your own "Golden Goals" disk. There are 24 referees and have their own distinctive temperaments.You will soon know which referee turns a "blind eye" and which one has a pack of red cards,to distribute.On the other hand,like human beings,they have good days and bad days.You never know,you may catch Sean Willis on a good day but Gary Penn - unlikely!! 2.0 MAIN MENU There are 9 main menu options. 2.1 SINGLE GAME - A single game can be between a player and the computer or between two players.Two players can team up against the computer or against two other players.A host of options are available to alter the match conditions and various permutations of the options to provide an enormous variety of gameplay. 2.2 THE LEAGUE - There is a League of 8 teams lasting 14 weeks.The league championship requires consistent excellence.8 players can play in the league which can be saved to disk ,and continued later. 2.3 THE CUP - The cup tournament is played on a knock out basis.If there is no result,extra time is played.If there is still no result,a penalty shoot out decides the winner. 2.4 INTERNATIONAL FRIENDLY - This option allows you to play a single match using International sides with their distinct styles of play. 2.5 PRACTICE - Practice mode allows one or two players to practice ball skills and learn ball controls without being harassed ( Frank Spencer ) by the opposition. 2.6 OPTIONS - The OPTION menu sets the conditions for a SINGLE GAME or INT. FRIENDLY.The options must be selected before playing the game 2.7 SPECIAL EVENTS - This option is used for loading data disks to be published at a later date. 2.8 ACTION REPLAY - This option is used to edit a file of action replay of goals to create a "Golden Goals" disc etc. 2.9 KIT DESIGN - This option enables design of custom kit for a single game only. 3.0 THE OPTIONS The options in this menu,once set,remain unchanged until changed.The DEFAULT condition is printed in BOLD. 3.1 DURATION : 2 X 3 , 2 X 5 , 2 X 10 and 2 x 2. The league and cup matches 2 x 5 min. 3.2 PITCH : A choice of 4 playing surfaces, Normal - Normal bounce and travel. Soggy - Ball bounce and travel reduced.Players stamina reduced. Wet - Increased ball travel and speed. Artificial - High ball bounce.Increased ball speed and travel.Reduced players stamina. 3.3 WIND : A choice of 4 - Off,light,medium and strong. 3.4 REPLACE TACTICS : Each team can use a total of 4 tactics in a game.These tactics can be replaced by 4 other tactics on the game disc or the data disc containing tactics designed by the "Player Manager".See (14.0) for more information. 3.5 EXTRA TIME AND PENALTIES : Yes or NO - If the answer is yes,extra time proportional to the full time match duration is played, if the result is a draw after full time.The extra time is in two halves and the teams change ends at the half time.If the result is still a draw then a sudden death penalty shoot out decides the result. The option is set to NO in the league matches and YES for cup tournament. 3.6 SKILL LEVEL : Choice of 5 skill levels - International , 1st ,2nd ,3rd and 4th divisions.The attributes and skills of the players correspond to the division.In a single match,identical squads are presented for both teams,thus ensuring that the result depends on the skill of the players only.The skill level of both teams can be set independently.This facility allows even a novice with a International squad to give an experienced player with 4th division squad a run for his money. There is another special level namely PLAYER MANAGER.This option allows a Player Manager team to be loaded along with the current tactics,to play against another player or computer at any of the 5 skill levels or play against another Player Manager team.See 5.0 for instructions. 3.7 LEAGUE OPTIONS - The skill level at which the league is played can be selected.Choice of 3rd division , 1st division or international level. 3.8 GAME SPEED : The speed of the game can be changed.At reduced speed,it is possible to play a very tactical game and see how your tactics actually work and the response of your opponents.There are 3 options : NORMAL,MEDIUM and SLOW. 3.9 AFTER TOUCH : YES or NO - If the answer is yes ,the ball direction can be altered for a short duration after shooting.Ideal for bending the ball etc. 3.10 SELECT REFEREE : YES or NO - You may select any of the 24 referees.The referees play a very important part in the game. 4.10 THE PLAYERS Each player on the pitch has a unique mixture of attributes and skills. The attributes are PACE - STAMINA - AGGRESSION - RESILIENCE The skills are PASSING - SHOOTING - TACKLING THE unique mixture determines the performance of the player.For instance,a player of great pace but with poor stamina will not perform well , as the match nears the end and should be substituted if there is extra time in a cup match.Similarly a player with high aggression will go for a ball and if he has a good tackling skills will succeed in getting the possession but with low tackling skill is likely to foul the opposition and may even collect a red card if seen by the referee. 5.0 SELECTING SKILL LEVEL There are 5 skill levels plus a special level. INTERNATIONAL 1st DIVISION 2nd DIVISION 3rd DIVISION 4th DIVISION PLAYER MANAGER To set the skill level,select OPTIONS in the main menu and then select SKILL LEVEL in the option menu. One player or Two players against the computer - TEAM A Two players against each other: player 1 - TEAM A: player 2 - TEAM B The skill level of each team can be set independently thus enabling a novice to play on equal terms with an expert.A novice using a squad of international players with their great pace and shooting accuracy can give a tough game to an expert with 4th division squad. The Player Manager level allows you to load a team trained in Player Manager to play against another Player Manager team or a computer team of chosen skill level. When Player Manager level is selected,you will be asked to insert your P.M. data disk in the drive.The whole squad along with current tactics will be loaded.The current tactics can however be replaced with new tactics. 6.0 SELECTING NUMBER OF PLAYERS 1 to 4 players can play using a joystick adaptor. TEAM SELECTION screen (see 8.0) provides the opportunity to select number of players and hoe they are to play, i.e. against the computer,against each other etc... 7.0 GAME OPTIONS All the four options are selected via the Main menu. CAUTION: Before selecting the GAME OPTIONS,select the required conditions from the OPTION menu (SEE 3.0). 7.1 SINGLE GAME Two players can play against the computer or against each other.One player game is against the computer.Also two players can play against two other players. On selecting this menu option,you will be asked the number of players:1,2,3 or 4. SELECT TEAM screens give you the opportunity to select both teams.The winner of the toss decides whether to play UP or DOWN pitch.The name of the referee is also displayed. 7.11 TACTICS Select the tactics for the start of the match using the keyboard.The tactics can be changed any time during the match when the ball is out of play. Keys 1,2,3 & 4 are assigned to Team A and 1,2,3 & 4 on the NUMERIC KEYPAD are assigned to the Team B.Press the key and the players will move to the new tactical positions,once the ball comes into play again. 7.12 SUBSTITUTIONS Two substitutions are allowed in a match.Please see 19.0 for more information. 7.2 INTERNATIONAL FRIENDLY This option allows you to play a single game between ant two chosen international teams.On selecting this option ,a list of all the countries is presented.Highlight TEAM A and the first country.Press the F.B. to confirm the choice.Repeat the process for TEAM B. 7.3 THE LEAGUE The League consists of 8 teams and lasts 14 weeks.There are 3 skill levels,Third,First and international at which the league can be played.Use the OPTIONS menu to set the skill level.The default skill level is the 1st division.When the league option is selected in the Main menu,the league table with the appropriate numbers of teams is displayed.The following options are available: 7.31 CHANGE TEAM NAMES - Move joystick up to highlight a team name.Press F.B. and the cursor will flash at the end of the team name.Use keyboard to edit the name.Move the J/S to highlight another team if required. 7.32 SELECTING TEAM TO PLAY - When the table first appears,the letter C appears against all the teams to say that all the teams are Computer controlled.To change the team to J/S i.e. play that team in the league.Move J/S to highlight the team and press F1 7.33 LOADING PLAYER MANAGER TEAMS. Player Manager teams together with their current tactics can be loaded in the league.To load a team,move joystick to highlight the team you wish to replace with the P.M. team and press F3.Insert your Player Manager Data Disk in the drive and press F.B. Repeat the process to load other teams. 7.34 LOADING PLAYER MANAGER DESIGNED TACTICS : The tactics designed in Player Manager can be loaded for each team in the league.Move the J/S to highlight the team for which you wish to load new tactics and press F5.Insert P.M. data disk and press the F.B.The teams current tactics directory and the directory of all the available tactics will be displayed.Highlight the tactics you wish to replace in the current directory and press the F.B. Move the J/S to highlight the required tactics in the data disk directory and then press F.B. Repeat the process if you wish to replace other tactics. Select DONE when finished. Repeat the process for other teams. 7.35 LOAD This option allows you to load a previously saved league and continue the game.When the option is exercised,none of the options above can be used.Insert your data disk with previously saved league in the drive and press F.B. Select the league you wish to play and press the F.B. 7.36 ( I have not missed this - it applies to 8 bit machines only !!) 7.37 CONTINUE: Select this option to play the league game.The two teams to play the next match will be highlighted.If both teams had J for control,the computer will allocate J1 and J2 to the teams. The options at the bottom of the screen will now display SAVE,PLAY - MATCH and QUIT. 7.38 SAVE: Select this option to save your current league.A good quality FORMATTED disk is required to save the league. Insert the disk in the drive and press the F.B.Type the name,under which,you wish to save the league or use the displayed file name,by highlighting it. 7.39 QUIT: The league is abandoned without saving and the program returns to the MAIN menu. 7.40 PLAY MATCH: The squad selection screens, for each team are displayed next.The game now follows the procedure as detailed for SINGLE GAME. The league table is updated after each match. CAUTION - It is upto players to ensure that there is no duplication of team names.Name duplication may cause the program to crash.You are advised to save the league at regular intervals. 7.41 THE CUP: The Cup tournament is for 8 teams and is on a knock out basis.In case of a draw,there is extra time.If there is still no result,sudden death penalty shoot out feature is used to decide the result. (see 15.0 for rules) 8.0 TEAM SELECTION 8.1 PLAY OPTIONS PLAYING AS A TEAM - The player controls the player nearest to the ball. PLAYING IN POSITION - The player assumes the identity i.e. the skills and attributes of one player on the pitch and controls this player right through the match.If the selected player is injured,the player assumes the identity of the substitute. YOU CAN NOT PLAY AS A KEEPER. 1 to 4 players using a special joystick adaptor. TEAM MODE - Two players can team up to play against the computer or other two players.Both players can only play in position. 3 Players - Third player (J/S 3) plays in TEAM MODE with player 1. 4 Players - Fourth player(J/S 4) plays in TEAM MODE with player 2. 1 Player only - Player 1 controls Team A using J/S 1.He has a choice of either playing as a team or playing in position. 2 Players - Two players can play in TEAM MODE against the computer or against each other.In the latter case they may play in position or as a team. A squad of 16 players with skills and attributes pertaining to the selected skill level are displayed for team A first.The names of the players and their field positions are shown. The computer has already selected the shirt numbers of the players and the substitutes 12 and 14 .These are not necessarily the best selections.If you wish to change the selection,move J/S up or down to highlight a player name and left or right to highlight the shirt number. 8.2 ONE PLAYER TEAM A 8.21 PLAY AS TEAM: Select J.S.1 icon and press F.B. Select DONE and press F.B. 8.22 PLAY IN POSITION: Select J.S.1 icon and press F.B. Move J/S to highlight the player whose identity you wish to assume and press F.B. Select DONE. 8.23 CANCEL PLAY IN POSITION OR CHANGE THE PLAYER: Highlight the player selected and press F.B. 8.3 TWO PLAYERS AGAINST EACH OTHER TEAM A : Player 1 select J.S.1 and press F.B. PLAY IN POSITION - As in 8.22 PLAY AS A TEAM - Select Done and press F.B. TEAM B: Player 2 SELECT J.S.2 and press F.B. then as Team A TEAM MODE TEAM A - Players 1 & 2 select J.S.1 & J.S.2 respectively and the players identities.Select DONE 8.4 THREE PLAYERS TEAM A: Player 1 select J.S.1 AND PLAYER 3 SELECT J.S.3 Follow the procedure for TEAM MODE. TEAM B: Player 2 select J.S.2. Select DONE to play as team or a player and DONE to play in position. 8.5 FOUR PLAYERS TEAM A: As for 3 players. TEAM B: Player 2 select J.S.2. and player 4 select J.S.4. Follow the procedure for TEAM MODE. 8.6 SELECTING START TACTICS: The names of the 4 tactics in current use are displayed.Use the keyboard as detailed in 7.11 to select the tactics at Kick Off. 9.0 PLAYER CONTROL 9.1 MOVEMENT - The player moves in all 8 joystick directions. 9.2 HEADERS - If the ball is in the air,pressing F.B. will make the controlled player jump.Move the J/S in the direction in which you wish to head the ball,when the player is in the air. 9.3 BLOCKING TACKLE - The purpose of this tackle is to gain possession of the ball from the opponent.The tackle must be from the front or overtaking the opponent and getting possession of the ball as it travels in front of the player.Tackling the player from behind is a FOUL. 9.4 SLIDING TACKLE - This tackle can be done from any direction. A sliding tackle on an opponent without the ball is a FOUL.If the ball is on the ground,press F.B. TO DO A SLIDING TACKLE.You must touch the ball before touching the opponent to avoid being penalised.A sliding tackle from behind is a FOUL. 9.5 SCISSOR KICK - Reverse the direction of the joystick when the ball is in the air,for a scissor kick. 10.0 BALL CONTROL Kick Off 2 controls have been specially designed for ease of use.In a fast moving game and under pressure,there is no time top remember complicated joystick movements,the action has to be instinctive.The controls are simple and can be learnt and practiced to perfection in PRACTICE in the main menu.The ball control becomes even more deadly if AFTER TOUCH is used. 10.1 DRIBBLE BALL: The ball travels in front of the player.The distance it travels depends on the speed of the player at the time of contact. 10.2 SHOOT BALL : Press F.B. AFTER touching the ball,will shoot the ball in the direction the player is facing. 10.3 STOP BALL : Press F.B. BEFORE touching the ball will stop the ball and give the player total control. 10.4 PASS BALL: You must STOP the ball before you can pass.Keep the F.B. pressed and move the J/S in the direction you wish to pass and release the F.B. Releasing the F.B. when the J/S is centred will take you back into DRIBBLE action.The player will turn in the joystick direction and start dribbling the ball in that direction.He will shoot if the F.B. is pressed. 10.5 CHIP BALL: If the ball is on the ground,reversing the direction of the J/S will chip the ball. 10.6 AFTER TOUCH:This option can be activated in the OPTION menu.It allows the player to alter the direction of the ball by a small amount after shooting the ball.The direction must be changed immediately after shooting the ball,as the control is only effective for a very short time.After touch can be used to devastating effect with practice.Move the joystick in the direction you wish the ball to go (foward positions of the joystick only) immediately after shooting the ball. 11.0 KEEPER CONTROL The keeper is computer controlled except in the following cases, 11.1 DEFENDING A PENALTY: The control is transferred to the main player.The keeper stands in the centre and starts to move as soon as the F.B. is pressed.The longer the F.B. is kept pressed,the bigger the movement. A - Jump up JOYSRICK POSITIONS B - Dive top left corner C - Dive top right corner A D - Dive left mid bar height B C E - Catch ball D E F F - Dive right mid bar height G H G - Dive left ground J H - Dive right ground J - Stoop 11.2 TAKING GOAL KICKS: The keeper automatically takes the goal kick unless the player wishes to do so.If the player does not exercise this option quickly,the computer will take control.Move the joystick in the required position before the keeper kicks or throws the ball .Press the F.B. to quickly boot the ball up field to catch the opposition out of position or to stop the keeper wasting time. A - Hard ahead B - Hard left C - Hard left D - Medium left E - Medium ahead F - Medium right G - Soft left H - Soft right J - Soft ahead 11.3 CONTROLS JOYSTICK ONLY Players 3 & 4 require a special joystick adaptor. 11.4 QUIT MATCH OR PRACTICE You can quit a single game or INT. Friendly or practice mode.A league game or cup match cannot be terminated. Hit the ESC Key for the above. 12.0 SET PIECES 12.1 CORNER KICKS 12.11 SELECTING TYPE OF CORNER KICK There is a choice of 9 corner kicks.A selection panel appears showing the goal post and corner flag.The selection panel is actually the face of the ball that the player will kick. Kicking the ball at the bottom lifts the ball to top bar height. Kicking the ball in the middle takes the ball at mid goal post height. Kicking the ball at top of the ball keeps the ball low at ankle height. Kicking the ball away from the goal curls the ball towards the goal. Kicking the ball straight keeps the ball straight. Kicking the ball towards the goal curls the ball away from the goal. Once the ball has been kicked , normal ball controls apply. Look at the scanner to see the positions of your players and select the suitable corner kick ,then press the F.B. 12.12 STRENGTH OF CORNER KICKS The duration for which the F.B. is kept pressed to select the type of corner kick,determines the strength of the kick.A short tap will do a short kick i.e. pass to a player near the corner flag.A hard kick will take the ball to the player across or out of play. 12.2 PENALTIES The angle and the height of the shot are controlled,enabling the penalty taker to put the ball anywhere in the net. The pointer on a bar moves rapidly from left to right indicating the horizontal direction of the ball if hit at that point.Press F.B. to start the run.The longer the F.B. is pressed,the higher the ball will rise.It is therefore possible to hit the top corners of the net or keep the ball on the ground or overshoot the ball.A short tap will keep the ball on the ground. During the penalties,the keeper control is passed to the main player.See KEEPER CONTROL instructions. 12.3 FREE KICKS Set piece Free Kick is played if there is a foul by a defending player within a narrow sector in front of the defended goal mouth. 12.31 TAKING FREE KICK The ball is placed where the foul occurred.A few yards away on each side of the ball stands a player from the team taking the Free Kick.If two players are in team mode,the main player takes the Free Kick and the other controlled player stands on the side nearest to the goal. Press F.B. to start the run.The duration for which the F.B. is kept pressed determines the height of the ball.The longer the button is kept pressed,the higher the ball will rise.The strength of the kick is randomly computer controlled. There are two distinct joystick controls:BEFORE touching the ball and AFTER touching the ball. BEFORE AFTER JOYSTICK POSITION A Jump Over The Ball Dip The Ball A B Slight Left Bias Dip and Swerve Ball B C C Slight Right Bias Dip and Swerve Ball D E F D More Left Bias Swerve Ball G H E Straight Kick No Action J F More Right Bias Swerve Ball G Pass Ball To Left Player H Pass Ball To Right Player Only the player taking the Free Kick has Swerve control of the ball. With practice ,he can dip the ball into the opposition net or bend the ball round the opposition wall.The controls give infinite control on the kick,and with practice,a match winner.If the ball is passed to another,normal ball controls are resumed. If the main player jumps over the ball,in the absence of a controlled player,one of the players next to the ball will take the kick. 12.32 DEFENDING FREE KICK A wall of players,if formed 10 yds (approx) from the ball in direct path of the ball. 12.4 THROW IN The computer automatically throws the ball to the nearest player in position to receive the ball.The control can be however be assumed by the player.There is a option to do a directed SHORT or LONG throw.Move the joystick in the five forward positions and press the F.B. for a short throw.If the F.B. is not pressed soon,the computer will automatically take a throw.The three backward positions are used for the LONG throws. 13.0 SUBSTITUTIONS You are allowed to make 2 substitutions during the match.You can not substitute a player who has been given a RED card by the referee.Only ONE substitution at a time can be made.GOAL KEEPERS CANNOT BE SUBSTITUTED. 13.1 SELECTING A SUBSTITUTE. PL. 12 TEAM A = F4 PL. 14 TEAM A = F5 PL. 12 TEAM B = F9 PL. 14 TEAM B = F10 13.2 MAKING A SUBSTITUTION When the ball goes out of play,you will be asked to make a substitution. The name of one of the players will appear on the screen.Use up and down cursor keys to scan through the players on the field.When the name of the player you wish to substitute appears,press the SPACE BAR. 14.0 TACTICS Tactics employed by each side greatly influences the game play and results.The players move into their tactical positions and provided the tactics have been properly designed,the players are in position to receive passes,attack and defend.Kick Off 2 comes with 8 ready made tactics.You also have the option to load tactics designed in the PLAYER MANAGER game.These can be loaded into Kick Off 2 single games as well as league games.The team is however allowed to use only 4 tactics during the match.Selecting the right tactics is therefore quite important. 14.1 CHANGING TACTICS 14.11 SINGLE GAME - There are 8 tactics included in Kick Off 2 of which 4 are pre selected.A team is allowed to take 4 tactics to a match.Use SELECT TACTICS in the OPTION MENU to replace any or all four tactics from KICK OFF 2 or PLAYER MANAGER data disk. Select Team A or Team B and the current list of tactics in use will be shown.Insert the Player Manager data disk or leave the program disk in the drive.Press F.B. to display the tactics library on the disk.Select the tactics you wish to replace hit the F.B. Move the joystick to highlight the new tactics and press the F.B. to load the new tactics.Select DONE 14.12 LEAGUE GAME Each team in the league is allowed 4 tactics.The tactics of each team can be replaced by the library of tactics on the program disc or the Player Manager data disc.Follow the procedure as detailed in 7.34 14.2 CHANGING TACTICS DURING THE GAME You can select the starting tactics to be employed by your team.The tactics can be changed any time during the match as soon as the ball goes out of play. - See 7.11 for instructions. 15.0 SUDDEN DEATH PENALTY SHOOT OUT If after extra time,there is still no result,a penalty shoot out takes place.Each side takes five penalties in turn.The winner is the team which scored the most goals.If the number of goals is equal,each side takes a penalty alternately.After both sides have taken their turn,there is a goal difference,the team with the most goals is declared the winner.The shoot out continues until there is a goal difference. 16.0 GENERAL The referees in the game have their own characteristics and competence level.Some are more prone than others, in disciplinary action.They can give yellow and red cards. The players with lower stamina are prone to get tired and lose pace as well as accuracy.The players are also inclined to time wasting if the winning margin is small. KEYBOARD COMMANDS: PAUSE = P CHANGE SCANNER SIZE = X 17.0 KIT DESIGN The kit colours can be changed as follows: The team kit can be changed for a single or Int. friendly match.Each team has two colours allocated.The combination allows plain or striped shirts.A choice of 16 colours is available. Select the colour box and press F.B. to cycle through the colours.When all 4 colours have been selected,move the joystick to select style and press the F.B. Though all 6 styles are shown,the graphics for the last 4 styles are not available. SHIRT - Main colour + Second colour or Main Colour only SHORTS - Second colour only 18.0 PRACTICE There is option to Practice SKILLS,PENALTIES.Press ESC to return to the MAIN MENU. 18.1 PRACTICE SKILLS: The option gives the player the chance to learn joystick movements and improve his passing and shooting skills.The skills can be practiced at all skill levels with ONE or TWO players option.The skills are learnt without being harassed (Frank Spencer) by the opposition.In ONE player option,you control the player nearest the ball. In TWO players option,joystick 1 controls player 9 and joystick 2 controls player 10.This option allows you to practice One-TWO up and down the pitch.The joystick controls of KICK OFF 2 are unique and specially designed for instinctive play.See controls and learn to dribble,pass,shoot,chip and head the ball.Utilise GAME SPEED option to perfect techniques.Press ESC / SPACE to quit. 18.2 PRACTICE PENALTIES: You can practice taking and defending penalties either against a computer or another player.Each player takes and defends 5 penalties.This practice is essential for success if there is a pentalty shoot out at the end of a CUP match.See PENALTIES section for full description of how to take a penalty and KEEPER CONTROLS for defending penalties.Press ESC / SPACE to quit. 19.0 ACTION REPLY Action Reply shows the goal scored so that a player can enjoy the glorious moments again.These glorious moments can be saved on a Data Disk and savoured at a later stage.It is also possible to compile a GOLDEN SHOTS disc recording exceptional goals. THE ABOVE OPTION IS ONLY AVAILABLE FOR SINGLE GAMES 19.1 : Select ACTION REPLAY in the Main Menu.Select STORE option.You will be asked the following questions: FILE NAME: 8 characters max. (Default:Replay) MATCH DATE: dd/mm/yy (Default:02/05/90) TEAM A: 8 Characters max. (Default: Anco 1) TEAM B: 8 Characters max. (Default: Computer) PLAYER 1 NAME: 8 Characters max. (Default: Anco) PLAYER 2 NAME: 8 Characters max. (Default: Computer) The action Replays will be stored under this file name and will contain the above information and the identity of the team scoring the goal. 19.2: The action replay is NOT automatic.To see the replay,press key R for Normal or S for slow motion before the next kick off.If you wish to save the replays on a disc,insert a BLANK FORMATTED data disc in the drive.This disc must only be used for saving Action Replays. 19.3 SAVING REPLAY ON A DATA DISK: Press F1 during the replay,to save the replay on the disc. 19.4 EDITING THE REPLAY: This option allows the editing of the goals to create a GOLDEN GOALS disc.A new FORMATTED disc is required. This option is a stand alone program requiring extensive use of memory.Once this option is used,the computer must be switched off and reloaded to play a game. 9.41 Select EDIT option in the Action Replay in the Main Menu.Insert the data disc in the drive and select LOAD option.The directory of the disc will be displayed.Select the goal you wish to see and press the fire button.Press the Space Bar to store the goal in memory.Only a few goals can be stored in the memory at a time.Insert Golden Goals disc in the drive and select the SAVE option. Select CLEAR to clear the memory and thus load more Action Replays.Repeat the process for the rest of the goals on the match disc.The Golden Goals disc can be futher edited to produce another GOLDEN GOALS disc. ------------------------------------------------ KICK OFF 2 - WORLD CUP `90 DATA ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ LOADING: Select SPECIAL EVENTS option on the MAIN MENU and select WORLD CUP option on the sub menu. CONTROLS: As in Kick Off 2. SAVE: A blank formatted disc is required.DO NOT USE THE PROGRAM DISK!. INTRODUCTION: There are 24 teams competing in the World Cup Finals. The teams are organised in 6 groups of 4 teams each.The first part of the Finals is played on a league basis.Each team in the group plays against the other three teams and a win is awarded 2 points and a draw 1 point.Goals FOR and goals AGAINST are also recorded.When all groups have completed the league,the winner and the runner up from each group goes through to the next round of the tournament together with the best four losers.The 16 teams left in the finals now play on a knock out basis to the Quarter Finals,Semi Finals and the Final. INSTRUCTIONS: The 24 teams of the world cup , with their current grouping A, B, C. D, E and F are displayed.Each group has four countries.You can change the grouping of any team or all the teams if you wish to do so,provided there are FOUR teams in each group,when you finish organising the group. At the bottom of the table there are 4 captions: CONTINUE - Takes you to the next table or game. LOAD - Allows you to load a previously saved World Cup game. SAVE - Saves the current World Cup game on a disc. QUIT - Returns you to the main menu. Move the joystick to highlight the group code and press the fire button.The group letter will cycle through the letters A to F for each press of the fire button.Move the joystick to change as many groupings as you wish to.Each group must have four countries.When satisfied,move the joystick to captions and select CONTINUE to proceed. The first round of the WORLD CUP is played on a LEAGUE basis.League tables for each group will be displayed.The league will show letter C in the control coloum.This signifies that in the match the team is computer controlled.To change the team to PLAYER control,highlight C. Press the fire button and C will change to J/S.The control toggles between C and J/S. If two players are playing,more than one team can be set for J/S control.When the league is played,the computer will show J/S 1 or J/S 2 for the control. When all the groups have been played,the original table will display the teams which have made the last sixteen.The numbers 1 to 8 will appear against the qualifying teams.The teams with the same number will play against each other.The teams which did not qualify will have a blank.You can modify the numbers including the blank by highlighting the panel and pressing the fire button. This table will appear for the Quarter,semi and finals.At each stage you can alter the qualifying teams. ----------------------- This Doc is dedicated to The England Football Team - Who have just won a historic victory and are now through to the semi finals of the world cup. - WELL DONE LADS!!!! Well thats it for now, greetings go to : WIXARD & KING, MERLIN,LAWZ AND OTHER POMPEY PIRATES,ELRIC,PAUL THE WOP,ALL MEMBERS OF THE REVENGE,ALL MEMBERS OF DMC,AQUAMAN,EDDIE THE BALD EAGLE,MIGHTY CLOGG,AUTOMATION,SEWER SOFTWARE,FLAME OF FINLAND,AXE OF DELIGHT,ALL MEMBERS OF THE FCC + ANYONE ELSE I HAVE OMMITTED Sewer Software presents: AD&D CHAMPIONS OF KRYNN Note: The original AMIGA text makes mention of accompanying maps which are present on the desktop of this disc. To save space I've doubled some maps up - so that some DEGAS pics contain 2 maps. Edited etc by S.Possum PS: Hi Bald Eagle...nice doc disc, I think we've both been at the same AMIGA compilations eh?! JOURNAL ENTRIES & TAVERN TALES Entry 1:Sir ERA sir ERA! We are ultimately responsible for these people! I dont think that we have the space to accommodate all of these refuges, considering that Vertrothe will son be back from his quest. May I suggest that we send them on their way? The simplest solution would be to shut the castle against them & just pretend they dont exsist...The odious minister to the KNIGHT continues to fawn in the most obsequious manner. His charm and personality have convinced you that ridding the world of This...'person'...would be beneficial to krynn. Fortunately, cooler heads prevail and the minister is quickly taken from the room. Entry 2:"Listen, I know that you think that Sir Karl is a most honorable knight, however, I have found out that he is under the influence of an Evil Dragon named Maya. Maya is able to transform herself into the shape of a beautiful woman. We must forget anpit finding Caramon at this time. If we can get to the outpost in time we may be able to save it." Entry 3:"We were captured by draconians disguised as the merchant band that comes through here every month. When we were sleeping, they killed the guards at the gate and captured us before we had a chance to fight."they took our leaders into the barracks and interrogates them. They've all got to be dead now."Be careful! I saw one of the Draco's kill the commandant. As theCommandant died the Draco's shape changed and then he looked andsounded exactly like the Commandant."The Commandant and the other leaders spend a lot of time in theCommandants office." Entry 4:The townspeople come out and thank you after the last Dragon Armies aredriven from the outpost. They have a large celebration with you astheir guests of honor. The new Commandant speaks,"Thanks you for saving us. Your heroic actions will live forever"The people cheer as you except the key to the outpost. Entry 5:The gully dwarves scatter at your approach. Disgusting traces of theirrecent meal permeate everything in sight. Your camp equipment has been opened and all foodstuffs eaten. You quickly look to the place where you had left the piece of the dragon orb, It is gone! Entry 6:As you walk up to the dying body of the Commandant, Grilliard says,"Why did you do this to us? We are now too weak to hold the outpost against Takhisis' forces."You see a flight of Red Dragons closing in on the town... Entry 7:As you work to free the slaves, their shackles seemto come off too easily . Before you can react, they whip ut weapons and prepare to attack. One laughs,"The one you saw die before you was not Sir karl, it was only a sivak. There are no slaves here, it was only a story to lure you to your doom." They begin to close in. Entry 8:"...Attempt a conversation without the intervention of Tak......book of spells that contains the necessary incantations and rituals for the conversation. It is said that this book will allow even relatively week ma.....nze, silver, and gold were considered the most difficult trans..." Entry 11:You follow Angar into one of the buildings. He yells,"I have a gift for you!" and you are greeted by a Dragon Highlord and a group of his minions. As you start to draw your weapons, you realize that ou have lost a great deal of strength. He must have drugged the food as well.You never should have trusted him... Entry 12:"welcome to the Southern Outpost. I am Grilliard, the commandant here. I hear you have important news for me."You tell him about all of the information that you have gathered. After all you finish you ask him about the missing messenger.He looks at you a little nervous for a moment, and then says,"He has been ill, Im afraid no one can see him right now. Thank you for delivering the information and good luck on your journey back to work."With that, he waves you out of his office. Entry 14:"Okey, dokey. Listen up people. Here's how you play. Now I've got three cards here. Two of them are Gargoyles and the third is the Princess. I'm gonna place the cards face down on the table, with the Princess in the middle. Now aaall you have to do is guess where the princess is after I move the cards around. Easiest thing in the world, right? It's only three cards and I'm sure you won't have any problem keeping track of the Princess. Simplest thing in the world. Now, who'll place a small wager of saaay, 3 steel pieces?" Entry 15:"Listen,"the woman says, "we..that is, sir Karl and I..have dtermined that it is imperative that the entire area be evacuated. The number of undead sightings has increased to an alarming degree. We want you to head into Gargath and force the population to evacuate immediately. Thank goodness there are no more Draconians. I don't know how we would be able to get out if we had them to contend with as well." Entry 16:The plan has to be carried out in stages. Stage One, which is already complete, was to threaten various small areas to the north and get the good armies to begin a consolidation of their forces. We were fortunate to find a rather hapless party that we were able to use to pass the false information to their leaders. It was pure chance that they were sent after Caramon when he was captured in Throtl. We couldn't have planned better for our purposes. We left clues behind to lead the group to Gargath, Jelek, and Neraka. This gave us time to complete our plans for the ambush at Sanction. Entry 17:...the book of conversion that I found is useless. It doesn't give us the actual ceremony to perform. It is merely a description of the ceremony. I will have to come... Entry 18:Tale of Sir Dargaard: In the past a faithful Knight of the Rose named Sir Dargaardgained an item which gave him great fighting prowess. He was a scourgeof the evil armies until his entire company was poisoned at a feast. The company was buried along with Dir Dargaard's great device in lands later overrun by evil. The evil ones sought to wrest the artifact from the tobm, but were slain by the spirits of Sir Dargaard and his company. Our scouts now say that draconians have attempted to penetrate the tomb again, perhaps with sufficient strength to succeed. It is time for a truly noble knight to go and ask that the artifact be passed on to guard the forces for good today. On a side note, you will be happy to know that Caramon has contacted our elite units in Solamnia. The Council of Knights themselves will lead them into the coming battles. I will be certain to mention your impressive record to them when they arrive. See accompanying map 1 on desktop Entry 19:The DragonLance was a stroke of genius. With one small theft we distracted them from the main threat and forced their attention on the recovery of the weapon. This became Stage Two, since i fit so neatly with our plans. It allowed us to delay the original kidnapping of Sir Karl just long enough to gather many more bodies for Sir Lebaum to work with. Entry 20:The 'Plan' is to be carried out in three stages. Stage one is nearly done. We have managed to kill Caramon and Tanis and have captured or put to flight most of the other 'Hereos' from the Dragonlance Wars. The good armies are reduced to sending out hapless adventurers who have little or no experience. We have managed to feed information to one of those bands with notable success. The information is true, but it always comes too late to be of any interest. Entry 21:"Hey, come here. Look at this. This is a piece of dragon orb that Tasselhoff broke! Just this little piece of orb will allow you to control the largest dragon! I'll sell it to you for only 2,000 steel pieces..and its a bargain at twice the price! NO, don't touch it with your bare fingers. The last person who did that woke up with a witheredhand! Gruesome. So, what offer have I?" Entry 22:"Welcome, I am Jadefang. I have been assigned to capture thisss hole and convinssse you 'Humansss' that you ssstill own it. We did this ssso we could gather information and keep the sssouthern road open. Sssince you have given usss a lot of ussseful information, I thank you." He bows gracefully and continues to speak. "However, you also have dissscovered our sssecret adn therefore you mussst die." You now notice that he is not alone in the barracks. He rises into the air... Entry 23:See accompanying map 2 on desktop Entry 24:Old ogre's story: "I was once the councillor to the ogre princes, but I have become too weak and crippled to keep my place. Now I hear of plots against our lord Gravnak, by one of his lieutenants. Draconians have slipped into the manor house and will strike when the current meeting ends. I watched them enter and saw the secret sign they gave the guards. I have no love of these assassins or their traitorous ally. Use the sign to enter the manor, seek out the aassassins and find evidence implicating Morog. He is the traitor. His rooms lie in the southeast of the manor." Entry 25: "When you get to Gargath, beware of anyone who appears to be bending over backward to help you. Be especially aware of anyone who mentions Sir Karl. We don't think that they know that we are now aware of their deception. "Be especially careful about any clothing they want you to wear. There is an evil mage in the town who delights in putting curses on harmlesslooking objects. Good luck." Entry 26: "Gargath was overrun about a week ago. There were only a few of us here at that time trying to rebuild after the War of the Lance. Draconians and evil forces snuck in at night and captured the Keep. Since then they have been bringing in prisoners and putting them to work. They make us wear these hoods to keep track of us."Entry 27: "We have ahd to exhume all of the bodies in the graveyard and burn them. We found out that someone was entering the burial glen, digging up bodies, and then reanimating tehm into zombies and ghouls. It's been hard, especially for those that recently buried their loved ones, but it was necessary." Entry 28: "I've been kept out of the burial grounds now for a week, I can't even get in there to get my tools. There are strange things going on in there...open graves, broken tombstones, strange noises...even the animals are gone! That Sir Lebaum is running the town. He even made his office in the burial glen! It's in the building just to the south and west of here but the door is through the graveyard. "That's another strange thing...nobody's ever seen our new leader, at least nobody that I know of. He gives his orders and the 'guards' carry them out. "Things just ain't right." Entry 29: Stage Four runs almost in step with Stage Three. As soon as Sir Lebaum has launched his attack, the mass conversion of dragon eggs into draconians will be perfomed. The good armies will be caught in our mailed fist! They have no idea that they are about to be attacked by two huge armies! The first of the good armies will be filled withe their leaders adn elite of those accursed Knights. When our armies rise so quickly, we shall cut the very heart of their ability to resist us. With the leaders dead the rest of the rabble will wander like sheep. Entry 30: Stage Two is currently coming to fruition. Sir Lebaum, our Sivak who has taken over the leadership of the Knights of the Rose, has sown enough discord in the ranks of the Knights to render them ineffective against us. In a few days he will issue the order that will send most of the Knights over the mountains and out of this area altogether. Entry 31: "Watch out for the minister. They say that he has taken over the castle of Sir Era and now runs the old knight, as well as the kingdom. The people are being.. hush! he's here." Entry 32: Gravnak's alliance plans: "We are both hunting for Myrtani while he seeks our deaths. I have no love for sanctimonious knights and their ilk, but I do love my life. To keep that, I would suggest a temporary alliance. Myrtani has a base in Kernen which he visits quite often. If you can slip into town, I have allies who will help you penetrate the base and kill Myrtani." He then shows you the secret sign to give his allies.Entry 33: "The Dragonlance has been moved to Jelak. After the Keep was overrun I managed to smuggle it out of town and hide it in the burial glen. It is hidden in an usused tomb in the northwest corner of the graveyard. You will recognize the entrance because there is a silver rose bush growing just before it." Entry 34: Gravnak and the draconians trun on you. "Fools!" he hisses, "Did you really think a member of my proud race would ever ally with the likes of you?" You are attacked from all sides. Entry 35: "I was with a party of knights and others under Caramon that came in here to explore. We haven't really found anything. Caramons already left to report. I guess you must have missed him. "Oh, one thing we did find out was that there is a treasure left over from the previous occupants of Throtl. We got word of it from a hobgoblin who was sneaking in to claim it. Before he died, he told us that is was located in the south central area of the city. Tell you what, if you help me find this treasure, I'll split it with you. All right?" Entry 36: "Thank Paladine you're here. They've take everything! My poor family,my friends and retainers. Gone." He breaks down. After a while he looks up in anguish and says, "There's and Aurak who seems to be in charge. He's had his minions scouring the Keep. He's looking for my dragonlance! He'll never find it. It's hidden. Hidden very well. Nobody can find it. But I'll tell you. Yes. Yes, I'll tell you. You're from Caramon? Of Course, of course. Look on the sixth story. As you come up the stairs you will see a door directly ahead of you. The wall to the left of that door has a secret door in it. The Dragonlance is in there." He looks around in fear. "Where are they? Where? They were here. I saw them. My little ones. Where are they? I must go, I must. I will slip out down the stairs. Goodbye, goodbye. Get the Lance!" Entry 37: Stage Three is about to begin. The good armies are marching on Sanction, and our friendly 'adventurers' are still trying to figure out how to get the dragonlance. Sir Lebaum has been working in the arena of Duerghast. He will begin to raise his army of undead as soon as the good armies are in position. We anticipate that this will take another day or two. I have Blue Dragons stationed at Duerghast to guard the eggs adn Red Dragons are waiting to give me word when he has finished his preperations. When I hear from him the final stage will begin. Entry 38: "They're back..back there..who, look out! No, no, no. I stabbed one, but it took my sword. I couldn't get it out of its body! Caramon!" His eyes clear for a moment and he becomes more lucid. "Listen to me," he says, "they've captured Caramon. Most of our party has been wiped out." He suddenly jerks about. "Whats that! Get them! They've got Caramon. Find him. I'll find him. North, north and west and south. Traps! Back up..go back now. Quiet, quiet, quiet..look out! above you! oh no, oh no, oh no.." He gets a sly, slightly mad conspiratorial look on his face. "I saw a money chest in a room to the east. I'm gonna get it and I'm set."He looks around and leans towards you, "You wanna help? Huh, what do you say?" The terrorized look comes back. He screams and gasps in terror. Entry 39: The great ship lists to port and seems to pause in silent anticipation. The sailors jump off like rats. In the distance, a hump of moving water marks the place where the gigantic whale swims away. Your boat starts rocking as the waves from his blow to the ship finally reach you. The ship finally slips quietly under the waves. The orb fragment and the Vampire slide down to their final resting place. Entry 40: The road back to Solace is filled with the refugees of Krynn. Wretched individuals and families carry what possessions they can on their backs or on small pushcarts and wheelbarrows. They all scan the sky with fear; waiting for the horrific sight of dragons flying out of the sun to breath death onto the miserable line of humanity. The Second Flight of the Dragons has devastated Krynn. Sanction is a smoldering lake of lava. Gargath a pile of melted stone, and Neraka has been blasted into oblivion. Only Jelek and Kernan survive in this part of the continent; and they have become enclaves of evil. Jelek has become Sir Lebaums's base of operations, where he continues his experiments with the undead. Kernan has been taken over by Myrtani and his horde of newly created draconians. Entry 41: The prisoner looks at you with agony as another shudder wracks his body. Suddenly, his flesh seems to split and a foul odor permeates the room! you start to gag adn cough in the middle of the stinking cloud. The door behind you closes adn you hera the bolt being driven home. You are trapped! Entry 42: The prisoner is extremely weak. He barely croaks out some broken phrases: "...the Castellan is alive. He's being held here on this floor..." "...an Aurak...silver eggs...black dragons...book..." He grabs you arms and dies. Entry 43: "They have built up a large, wooden structure in front of the main gates of the Keep. I don't know what it looks like inside. I can tell you that the main gates are in the upper northwest corner of the city. In the middle of the city you will find a secret door into the wooden structure. It is currently being guarded by draconians because it's location has been discovered recently." He licks his lips in consternation adn suddenly speaks in hushed intensity, "Listen, there's a dragonlance in the Keep. I know, all of them were supposed to be sent South but the Castelllan was injured during the War and his lance was brought with him when he returned. You must find it!". Entry 44: "Ah, come on Grag! You know that we're supposed to guard the grave of this guy. The captains gonna be mad if he sees us in here. Uh, by the way, can you buy me a drink? I'm a bit short this week." Entry 45:See accompanying map 3 on desktop Entry 46: The tree suddenly explodes! The locket is thrown away from the enchanted circle. From the swirling ashes of the explosion an ominous shape slowely rises. Vaguely manlike, it's features are indistinguishable in the thick smoke. Giant Rats and Mobats charge out of the impenetrable dust! Entry 47: "We've had a lot of unsavory characters passing through town lately. The good armies have left us in the lurch and we are forced to take the law into our own hands in order to protect the citizens of this town. Here's the official proclomation." 'All persons entering Jelek that are unknown to the guards shall be assigned an escort for the duration of their stay in the city. They will be restricted to the public parts of town. The burial grounds are strictly forbidden to all strangers.' "It's signed by our leader, Sir Lebaum. "So, here's a nice young man who'll show you around the town. "Skyla! come over here!" He introduces you to a man who looks you over and breaks into a goofy grin. His entire aspect seems dignified enough, until he smiles or begins to talk, then his ancestry is extremely questionable and you wonder if maybe he hadn't suffered a fall on his head as a child.Entry 48: "Finally, you're here. I got word that Sir Karl was going to send someone to check this place out. I've been waiting for you for days. Come with me." Entry 49: Sir Karls dying monologue: "They tortured me to get information, but I gave them nothing. Killed my guards when they came for me again. Afraid I didn't quite make it all the way out. Things getting dark... Hard to concentrate. There are slaves down there. They must be freed from this evil place... Remember me to Maya..." His breathing stops. Entry 50: Draconians! I have good news. I have managed to attain the volume that we hvae been searching for all these years. The power to create more of our kind is now in my hands. Send me all of your eggs along with any mages and clerics that you may have with you. I'll be at the Citadel of Gargath very soon. Have the eggs packed and taken to me within the week. By order of Myrtani. Entry 51: "The worst monsters our scouts have reported anywhere in the area arehobgoblins. Draconians and evil dragons have long since abandoned this area to our forces. Still, be a little wary on your way to throtl. "Also, be sure to report back here immediately, if anything unusual or dangerous occurs. This outpost depends on information brought back by patrols such as yours. Good luck and may Paladine watch over you." Entry 52: The weapons and armor of Solmnic Knights and their allies is strewn about the corridor. All of them are bent or broken and quite useless. There is a hole in the ceiling above. It is evident taht the party was ambushed. There are no bodies. Entry 53: Men discussing a rebellion: "I can't believe that we are letting an Aurak dictate what we have to do. Its not right. We created them to serve us, not the other way around. At the meeting I'm going to speak in favor of restructuring this alliance. Only their slimy blood will flow." Entry 54: A large number of human warriors are gathered here. One leaps upon a table and calls out, 'Who among you wishes to overthrow Myrtani?' As hands raise throughout the room, archers slip out form behind the curtains and fire. The man on the table laughs, 'Myrtani will be grateful for your identifying yourselves.' Entry 55: "They say that there is a Vampire that has been enchanted in that old tree. A very powerful mage trapped him in there before the world was changed. The only thing that will release him is a piece of the soul of the mage who trapped him. The mage is long dead, however. The only know artifact that had any relationship with him is the locket of light. But that disappeared into the west long ago. Entry 56: Sir Karl's last message to Maya: "I realize now that I shouldn't allow our differences to interfere with our feelings. I suppose at my age it takes a while to adjust to new things. Remembering your beauty and bravery has helped me withstand the tortures they have subjected me to. I now go out to gain my freedom. If i fail, then know I held you in my thoughts to the end."Entry 57: Red Dragon's story: "Once when I was young and my scales were sleek and smooth, I was appointed protector of the Crown Jewels. Beautiful they were, glistening in the torchlight. Many a tasty thief came by to admire them, but I always kept them safe. Then the city fell and the jewels were lost. Since then I have sought them everywhere. I am sure they will turn up, so that I can watch their glittering beauty again. The crown was the prettiest piece, golden and encrusted with gems. Ah, such a wondrous time." Entry 58: "Hello, and welcome to Jelek! We hvae recovered so well from the recent war that we are able to provide you with a guide taht will bow at your every need. He will direct you to our Inn, where you can rest in luxur ious peace, and point out the exciting new businesses that have helped to make Jelek the most dynamic twon in all of Krynn." He waves over a tall, handsome young man. "this is Skyla."he says, "He will be your escort for the duration of your stay in Jelek." Entry 59: "Listen, I've been following you for some time now. That Skyla character is the leader of a faction of guards that has taken over the city. He looks stupid, but don't let that fool you. He knows exactlywhat he looks like, and he knows how to use it to his advantage. Hetakes his orders from Sir Lebaum. Lebaum took over about a week ago. It was slow and insidious how he did it. No word got out at all and,initially, there was lots of business for our shops. Everyone washappy. Except that now he's cut off all contact with the outside. Anyone that comes in here either joins the guards or is killed, as you almost were. "There's another disturbing thing. I've done some digging around and nobody has ever seen this Lebaum character. Most people have never even heard of him. There was a Knight of Solamnia of that name that was corrupted by Takhisis many, many years ago but legend has it that he died horribly, they say. "I'd like to get into the graveyard and examine his office. Are you willing to go with me?" Entry 60: Message on body of Prison Lord: It has come to my attention that the bodies we receive here in Sanction from your prisons are in highly deteriorated condition. We realize that information must be gained by torture and that it is a useful way to relax, but I would prefer it if a majority of the bones remained uncrushed. I will not repeat this request. Sir Lebaum Entry 61: I want you to find the adventurers and put them out of our misery. They have served their purpose, now I'm afraid they may find some way to get word to the good armies. Eliminate that threat. Entry 62: Message from assassins. The paper reads: We have contacted a traitor at the renegade ogres' base. We can slip in unobserved and slay the renegade leaders. If we are not successful, beware. Our spy tells us that the renegades might try to ally with the forces of good. Their knowledge of Kernen makes them dangerous. A rough map is drawn on the back Sir Karl then speaks, "The Solamnic Cavalry is already on the march. It will not be too long until these first units have arrived in the area. We must have information on the enemy strengths and weaknesses soon. The Solamnic force will be small and an ambush could cause them problems." Entry 63: See accompanying map 5 on desktop Entry 64: WANTED: Soldiers to wage the battle against the Solamnic usurpers of KRYNN. 5 steel pieces when you sign up and a guaranteed 2 steel pieces a week until the end of the engagement. See the recruiting officer at the Southern Sanction Inn for details. Entry 65: DRACONIANS!!! I'm afraid that the book that we spent so much effort in obtaining has turned out to be more important than we thought!! Not only are we going to be able to create more Draconians without using eggs, but it has taught us how to use the dragon orb to make our edxisting Dracians even more powerful!! The Plan proceeds! Death to Solamnia! Entry 66: The ogres lead you along a twisting corridor. They assure you that the passage is completely unknown. Gravnak whispers for you to be ready. He pulls a lever, but instead of the wall opening, the floor drops out from beneth you. Myrtaniappears next to Gravnak and both begin to laugh. Entry 67: "I was with the patrol that followed Caramon in here. We ran into trouble almost immediately. We were not really expecting much opposition but...We were ambuushed by a large force of hobgoblins and draconians. I was knocked out by a blow to the head early in the battle. I awoke in a dark corner, alone. It took me a while to get my bearings but I finally went out in search of my companions. I overheard from passing patrols that everybody except Caramon was killed. You must help me find Caramon. He must not be allowed to fall into the hands of the leaders of this band."Entry 68: As the vampire grasps the piece of orb a deep trembling shakes his being! Blood begins to run from his eyes and ears as a high keening sound forces your party to hold thierheads in anguis. The Vampire is desperately trying to rid himself of the glass object. It will not leave his hand! Old Rimshanks' spell of permanent binding is working! Entry 69: WEARY TRAVELERS! Come to the best accommodations on KRYNN! The SOUTHERN SANCTION INN is open for your business. We are located in the southeast of the city. THE DRAGON'S CURSE is open for business in the middle of Sanction. We have the best selection of drinks since Istar sank beneath the sea.Nonhumans welcome!! IF YOU GOT THE MONEY, WE'VE GOT WHAT YOU WANT!!While our inventory had been decimated by the recent war, we are again open and offering the finest in magical items available. As always, if we don't have it, we will find it, or make it. All we need is time and money. GUSMARKEN'S MAGIC SHOP. Located in the easterncentral area of the city. We are the first door to the right, heading north from the inn. THE SHARPEST, MOST DURABLE WEAPONS MONEY CAN BUY!Come to our smithy, located jest north of the Southern Sanction Inn, and peruse our fine selection of blades, armaor, arrows, darts and anything else you could possibly need to equip your party. REASONABLE RATES!! SO, YOU THINK YOU'VE EARNED THE RIGHT TO ADVANCE TO THE NEXT LEVEL?Horgathindorn's training Hall has worked with the best! Come see us in the Northeast Corner and see if you've got what it takes! Entry 70: "Listen,I've been following you for some time. You need to get to Jelek as quickly as possible. There are rumors that Sir Karl is about to attack the town in order to get the last Dragonlance that remains in our hands. Once you arrive, a resistance worker will join your group as an escort. Jelek has become prosperous lately and they are requiring all visitors to be escorted through the town. aThe stated reason is to show new visitors around the town, the real reason is to keep an eye on all newcomers and prevent anyone getting into the graveyard. Our man's name is Skyla, as soon as you arrive he will be able to join your group and help you find the dragonlance that the castellan hid." Entry 71: Myrtani is gathering his forces in secret areas around Sanction. We won'tbe ready for a few weeks yet. My minions have started gathering materials for my use. Several graveyards have been looted alredy. Many of them have left the open grave sites unfilled. I suppose it can't be helped. Stupidity has always been our most dangerous enemy. Myrtani has found the dratgonlance! I urged him to give it to his strongest warior but I'm afraid that the draconian doesn't trust anyone who could hold that muck power. Foolish. He's going to hide it away somewhere in Sanction. Entry 72: See accompanying map 6 on desktop Entry 73: "After the battle I was taken to see a powerful cleric. He laughed at my defeat. They lead my to some doors that glowed in the darkness, opened them with a key that he pulled from his robes, and took me to a dark temple. I saw a bronze dragon egg on the alter! He told me that they were going to start the corruptions again! Then he had his minions beat me. "I woke up here. If it hadn't of been for the treachery of a dark elf, and a sneak attack from behind, they never would have captured me." He pauses. "I'm sorry for my men."he says,"They had no idea what we were getting into. Krynn's blood I didn't know either. We were unprepared for the extent of the evil forces. "The ambush was a complete sutprise."Entry 74:Tanis's tale: "I had heard of the slaves being taken in the area, so disguised myself and arranged to be captured. I have just managed to free the slaves here, but more are held to the south. I will organize the slaves here while you free the others. Then we will arrange a diversion to allow the slaves a chance to escape." Entry 75: "I am the only one left from the ambush. I was knocked out early in the combat. By the time I came to, the enemy was gone. Caramon is dead. I figure that they must have ganged up on him first. His was the only body left behind. You don't want to know what condition they they left him in. Evidently they wanted to leave a warning to anyone who comes after him. It was awful. I laid him out as best I could and have been working my way out of Throtl. We must get back and warn the Outpost! "I don't understand how they could have known that we were coming. The ambush was obviously well planned. They knew exactly who was with us and exactly how to counter any attack we could muster." Entry 76:...friend has many objects of value for sale......great frog collection!!!......sword that seems magical, at least undead creatures are afraid of it...many potions for sale......information about the incidents of undead and dracians in the area.....a beautiful daughter... Entry 77: Base Cammander's papers. You find: A list of orders authorizing an attack on the knight's outpost. A supply list, consisting mostly of implements of torture signed by someone known as the Prison Lord. The final page is a order to turn all slain prisoners over to a Sir Lebaum. Entry 78: "Now, what do you know about that? They say that a real dragonlance has been found in the hills to the east. It also carries an enchantment that will force any dragon to your will if you but wound the beast." Entry 79: Gravnak's stary about the Gaurdian: "The ooldest rulers of Kernen ordered the city's mages to create a deadly guardian for thier castle. How they did it no one knows, but the magicians gave this to the king. Over the years it became unruly and was locked in the vaults below this building. We know of no way to harm it or chase it back to the vaults where it was kept. All we know is that an ancient tome in the library contains a recipe for a salve that will protect the wearer from the gaurdian's deadly bolts. You must construct this salve in the alchemist's study before tou can succeed in passing the guardian." Entry 80: A few days after that, Stage three will begin. We have taken the piaces of the dragon orb that the kender shattered and have placed them in stratigic spots all around Sanction. Raistlin's researches has determined that, under the right conditions, even a piece of the dragon orb can act as a powerful lure for dragons. Furthermore, each piece can be turned to a particular type of dragon. He has been lost to us since the War, but his dark elf assistant has managed to create the spellout of Raistlin's notes. With our captured Dragonlances, we will destroy all the good dragons that remain in Krynn, and our final victory will then be all but assured. Entry 81: See accompanying map 7 on desktop Entry 82: "So! At last, you've come to rescue me. You know these things are quite clever. Not clever enough for my of course. I've just been improving them somewhat. Oh dear. I do hope you didn't come through from the North..oh,sorry. "I suppose you'll be wanting to get me out of here now. Oh, there are more people back there. Strangbourn is around here somewhere. He's looking for Caramon. Oh, you want to find him, well that's an interesting story, you see when we first got together about two weeks ago... "Uh, I can help, you know. Caramon was taken somewhere south of here. I've been trying to reses traps in case more draconians and hobgoblins get here. "Why don't we team up, OK?" Entry 83: "...the minotaurs have refused to come to our aid. They are touchy beasts and I'm afraid that our emissary was less than diplomatic. We will attempt to contact them again but don't count on having thier..." The fragment ends. Entry 84: "...we have contacted the minotaurs. They will help us. I must go to Gargath. It is rumored that there is a dragonlance stored there. We must secure the keep and find the treasure room that is hidden there. The map of the keep shows these places where we believe the secret door may be located. Give this map to your officers and..." The fragment ends. Entry 85: "The cavernous maw of the great beast is used as the entrance to the temple. The dragon's head is being artificially preserved through magic. We need the dragon's fangs in order to complete our spell. If they can be brought to us we can prevent draconians from ever... See accompanying map 8 on desktop Entry 87: "I am Angar, one of the real guards of the outpost. We were overrun about a week ago by a draconian army. I was coming in from a patrol when I saw them taking over. They were everywhere..." He slumps down on the bed. You notice that he desperetely needs food and rest, but he waves off your help and continues his story, "I hid and they missed me, but they captured most of the other guards. They are being held in the outpost jail. Also, they're guarding the north side of town heavily. I think they might have hostages there too." Entry 88: "Just before the Temple of Duerghast was closed, dead bodies were seen being carried into the arena in the Temple's northwest corner. There were hundreds of them. It has been discovered that the Death Knight, Sir Lebaum, has taken over the Temple and has gathered together the exhumed dead for miles around. "There is no way that you can get into the temple through the front gates. You must get the shadowpeoples support. They have tunnels that cross from the temple of Huerzyd to the Temple of Duerghast." She pulls out an amulet. "This amulet will let you through a secret door. The Shadowpeople will find you once you enter Huerzyd."********************************************************************* ** TAVERN TALES Tale 1: "Hey, Jorclack! You wanta' play tonight? I think we can get at least two other guys. I'm gonna win those steel pieces back from you." Tale 2: "Even giants are being seen nearer the outpost. Glad we have some rangers and dwarves in the company." Tale 3: "Kernen can no longer be approached at all. Too many dragons in the air." Tale 4: "Hey, Jorclack! What in blazes were you doing up in the slum area? You rubbin' shoulders with the local scum?" Tale 5: "There are secret doors that lead into the old entrance to the keep. The Draconians have built up around the entrance in order to prevent people from getting into it." Tale 6: "The Castellan of Gargath was rumored to be holding a dragonlance in one of his treasure rooms. With it we can prevail against the evil dragons." Tale 7: "Here's a drink to all the knights buried in Jelek's Graveyard, may they rest in peace forever." Tale 8: "I hear that they're gonna be hiring mercenaries down in Sanction. I say we get out of this hick town and go down to where some real action is." Tale 9: "Strange how those folks in Jelek fooled us so well. Evil has always been skilled at duplicity." Tale 10: "I hear that Sanction is slowely being infested with Ogres, Minotaurs and Draconians. The Temple of Duerghast is even showing signs of life. It would be a dark day indeed if that place comes back." Tale 11: "It's good to see that Jelek is holding against the tide of evil." Tale 12: "We've been finding lots of emptied graves. Someone is collecting bodies." Tale 13: "With Sir Dargaard's treasure rescued, we are sure to push the draconians back." Tale 14: "Those blasted Minotaurs have taken over the entire western section of town! The docks are almost completely under their control. Those that aren't are the pleasure boat docks that don't have any warehouses. How am I supposed to get my lumber into the city if I can't use the port? Things are going from bad to worse down here. I should have stayed in Jelek." Tale 15: "Enemy scouts have been patrolling closer to the outposts. They'll be on the run when the good armies get there." Tale 16: "Now lissen here, yer Red Dragon is by far the best at nosetonose, claw to claw fightin'. But for breathin', gimme a green any day." Tale 17: "A young woman has her eye on Sir Karl. Its making him uncomfortable." Tale 18: "Maya's on the warpath, she's always been sweet on ol Sir Karl." Tale 19: "Draconians have been seen near Throtl. Things are heating up." Tale 20: "...There's something weird going on here. My son was saying that he saw a zombie. I told him he was crazy...but I don't know, he's not usually given to making up stories..." Tale 21: "...so I was sayin', why we gotta do all this stuff? Why don't we just go down there and take the thing? And you know what, thats exactly what we did. That Lance is ours! Of course, my officer took all the credit for himself. Cretin. He couldn't hold the dull end of a sword if he didn't have us to teach him..." Tale 22: "Throtl is starting to crawl with monsters. Some of our scouts have been harassed." Tale 23: "Its been too quiet for too long. Something's got to happen soon." Tale 24: "Scouts are starting to report evil forces on the march everywhere." Tale 25: "Enemy patrols hold most of the cities in the area. Hope the army gets here soon. It's galling to let them operate so openly." Tale 26: "It's a shame that people on our side could just abandon the slaves that way." Tale 27: "The sluaghtered wagon train was carrying a magic tome. Perhaps it held the secret of the corruption process." Tale 28: "The evil forces have dragon eggs. We can look forward to more draconians if they can rediscover the corruption process." Tale 29: "Once the armies are here, we will sweep the area clean of evil for the final time." Tale 30: "I thought that the good armies had destroyed the Draconians! Well it just goes to show you can't trust anyone anymore. Where are the Solamnic Knights now? Why weren't they here when those foul reptiles took over our town." Tale 31: "...I tell you that grave was breathin'! The dirt was risin' up and down, just like it was takin in air. I lit outa there as fast as these stumpy legs could carry me..." Tale 32: "...a silver dragon! They say they loved each other but how do you figure? What can a man and a dragon do? I don't know. I got sick and tired of all the moping about." "It's a shame about Sir Karl though. They say he was killed up north somewhere. He was an OK guy. Treated you right." Tale 33: We got the fires out, but the enemy escaped with Sir Karl. Those Auraks can control the minds of our toughest people." Tale 34: "Nothing's been seen in Throtl for months. The place is boring." Tale 35: "Annoying guides they give you in Jelek, but i suppose they can't be too careful." Tale 36: "A moment of silence for Sir Karl, a brave knight of the Rose. He truly followed the Oath and the Measure." Tale 37: "The draconians were led by an Aurak. They're very deadly." Tale 38: "I wonder if they could have saved Sir Karl's life if they tried harder." Tale 39: "I tell you I saw dragons! They were flying around the top of the keep! Black ones they were. Except for one real big one. I think it was red." Tale 40: "Don't drink the beer. The bartender washes his feet in it." Tale 41: "No, he never came back. He was on a boat that went out onto the Blood Sea of Istar and never came back. Somebody said they actually went down the Maelstrom...but that's crazy, nobody would sail close to that thing...anyway I haven't been able..." Tale 42: "What ever happened to that Dragonlance that the Castellan had during the last war? I know for a fact that it was never returned to the good armies. Blast it man, I was with the Castellan's armorer, all of the weapons went through us and that dragonlance was never returned!" Tale 43: "The enemy's rear guard was seen heading south. Too bad most of us are stuck guarding this outpost, we could chase them down in a few days." Tale 44: "Gargath is crawling with evil forces. Hopefully Caramon can raise the armies quickly." Tale 45: "I've heard they ignored Sir Karl's last wish and let the slaves fend for themselves." Tale 46: "It was the strangest thing. I was walking past the old building by the graveyard, you know, the one with no door on this side, and I was hit by an incredible cold wind. You know how warm it was yesterday. It only hit me for a second, but it was scary." Tale 47: "The armies will be here soon. This time it will be a quick war. The evil forces can't compete." Tale 48: "...yeah, I went to see the guy. He said he didn't need tired old scum! The bleepard said nobody who lives in Sanction is good enough for his army. He's spread the word that professional soldiers are needed. Humph. Didn't I fight with Tanis and Caramon in teh last war? ...Scum, he said!" Tale 49: "I've heard that Caramon has gotten the first elements fo the army on the march. They'll soon be here." Tale 50: "...every graveyard within a hundred miles of this place has been looted. Graves left open, tombs cracked and broken. It's eerie. Funny thing though, a lot of valuable stuff has been left behind. Weapons and armor was gone, but any jewelry or other items of value that was buried along with them is still there. Another thing, some of these tombs look as if they were opened from the inside..." Tale 51: "Yeah, Sanction is gonna start up trade again. Me and Lancrent are gonna go down there and start up our lumber import business again. The docks are rebuilt and open for business." Tale 52: "Too bad about all those slaves in Neraka, slaughtered and hauled off and enslaved again as undead." Tale 53: "...the Shadowpeople are still around. They say they've got tunnels that run all around underneath the city. That captain that's trying to hire mercenaries is pumping people for information about the Shadowpeople and their tunnels. He's stupid though. Nobody finds those tunnels if the Shadowpeople don't want 'em found at least, if they're found, nobody returns to tell about it." Tale 54: "It was a good thing they found the good dragon eggs in the prison. I've heard that the good dragons are heading down because of that." Tale 55: "That was the draconian leader that led the attack. He's an Aurak named Myrtani." Tale 56: "Who are these guys that have taken over? I see soldiers with the number 101 tatooed on their arms. What gives?" Tale 57: "Those rescued slaves had horrible stories to tell. We're sure glad they were helped to escape." *** Journal Entries typed by LORD THOR *** Covered before (on DOC DISCs 1 and 5), what follows are some very complete docs that should supercede those earlier ones we've released. This message is for all the twits that write to us to say "wot did you put Bards Tale on Discs 1,4,5,6,8 and 9 for?". It's cos they're all bloody different docs you lamers!!! YOUR PRINTER IS ABOUT TO EAT UP 17 PAGES OF PAPER LEATHER GODDESSES OF PHOBOS SECTION I: ABOUT LEATHER GODDESSES OF PHOBOS Preface to the Story 1936. In the United States, a new miracle fabric called nylon was becoming popular, Alf Landon wa running for President, Victor Hess had won the Nobel Prize for Physics for discovering cosmic radiation, Gone With the Wind was the best-selling novel, and steak cost twenty-five cents a pound. Elsewhere, black track star Jesse Owens was embarrassing Adolph Hitler by winning four gold medals at the Berlin Olympics, Edward the VIII of England was abdicating his throne to marry a commoner, the Spanish Civil War was beginning to heat up, and the Leather Goddesses of Phobos were preparing to invade the Earth and turn it into their private pleasure world. Don't let anyone tell you that nothing ever happens in Upper Sandusky, Ohio, because on this day in 1936, you're snatched out of your favorite bar - kidnapped by minions of the evil Leather Goddesses. You are brought back to Phobos as an experimental subject, as preparations continue to enslave every man and woman on Earth. If you succeed in escaping the clutches of the Leather Goddesses, you will begin an odyssey the likes of which you have never even imagined (except, perhaps, in certain every enjoyable dreams). With your loyal friend and fellow Earthmate at your side, you will begin a naughty, bawdy, rousing and every, very amusing romp across the solar system. Your mission, should you be able to catch your breath long enough to think about it, is to collect the materials you'll need to ultimately defeat the Leather Goddesses of Phobos and save humanity! Are you "up" for the job? Some Recognized Verbs This is only a partial list of the verbs that Leather Goddesses of Phobos understands. There are many more. Some of the verbs listed can be found in all Infocom stories; others are included especially for Leather Goddesses of Phobos. Remember you can use a variety of prepositions with some verbs. (For example, LOOK can become LOOK INSIDE, LOOK BEHIND, LOOK UNDER, LOOK THROUGH, LOOK AT, and so on.) ANSWER EAT LOOK SHOW APPLY EMPTY MAKE SIT ASK ENTER MARRY SLEEP ATTACK EXAMINE MEASURE SMELL BEND EXIT OPEN STAIN BITE FOLLOW POINT STAND BLOW GIVE POUR TAKE BOARD HIDE PULL TASTE BREAK JUMP PUSH THROW BURN KICK PUT TIE BUY KISS READ TOUCH CLIMB KNOCK REMOVE TURN CLOSE LICK RIP UNTIE COUNT LIE ROLL WALK DROP LISTEN SEARCH WEAR The Three Levels of Naughtiness You can select from three levels of naughtiness. The first is the TAME level, which has absolutely no "bad" language or sex- related situations. Next is the SUGGESTIVE level, which includes some naughty language and sexual innuendo, but nothing that you wouldn't see on network TV. Finally, if you're feeling truly risque', there's our LEWD level, which includes most of George Carlin's Seven Words You Can't Say on Television as well as examples of almost graphic sex. Naturally, most people find the LEWD level the most fun. You can roughly equate these three levels with the G, PG, and R movie ratings. The story will always begin in the SUGGESTIVE level. The STATUS command will tell you your current naughtiness level. Sample Transcript and Map This transcript is not from Leather Goddesses of Phobos, but it does show many of the typical commands you might use in the story. It contains some simple puzzles and their solutions, and it will give you a good idea of how Infocom's interactive fiction works. The player's commands appear in capital letters after each prompt (>). The map represents the terrain in the sample transcript as you might have drawn it. NOTE: In this sample transcript, you play a male character. In Leather Goddesses of Phobos you can be either a male or a female character. ASTERIOD BELT GANYMEDE ________ _______ ___________ _______ | in | |your | calendar |outskirts| |your | | space|__|space| packing crate |of the |___|space| -------- |ship | (sonic blaster) | city | |ship | | ------- ----------- ------- | / | / ___|_______ __/____ | on an | |alley| pack of | asteriod| | | thives ---------- ------- \ | \ ___any direction | _________ / _________ |other | |plush | miss ganymede |side of | umberto |bedroom| zinc-plated |asteriod| rock-creatures --------- gyroscope ---------- glasscase In Space: You are floating in outer space just "west" of your spaceship. A tiny asteroid lies below you. >INVENTORY You have a plasma grenade, a pink feather duster, and a radium radio. >GO DOWN On An Asteroid This is a godforsaken hunk of rock with nothing to recommend it. The horizon is deceptively close, forming a craggy circle around you in every direction. Your rocket ship is floating a hundred feet above you. >WALK EAST Other Side of Asteroid Your short hike has taken you to the other side of the asteroid, which is as ugly and barren as the first side. A human is tied to a stake here. Nearby, a tribe of rock- creatures are foraging around for chunks of ice. They obviously intend for this poor fellow to be frozen at the stake. Not surprising, considering how much rock-creatures love a good frozen steak. >ASK THE HUMAN ABOUT THE ROCK CREATURES "Thank the great red spot of Jupiter! A fellow human! Get me outta here before those rock-creatures turn me into a human popsicle!" "There's some nice ice over here!" says one of the rock- creatures in a typically gravelly voice. >EXAMINE THE PLASMA GRENADE The deadliest weapon this side of Pluto, a pllasma grenade is activated by pulling the pin and throwing it - as quickly as possible - at the person or thing you intend to turn into very tiny sub-atomic partticles. One of the rock-creatures stumbles across some particularly frigid frozen methane, and scrapes its stony claws together in delightful anticipation. "By the molten pools of Mercury, hurry up!" says the human at the stake. >PULL THE PIN The pin slides out smoothly. The gernade throbs with unleashed power. "Isn't this enough ice?" growls the youngest rock-creature. >THROW THE GERNADE AT THE ROCK CREATURES Boom! The air is filled with a fine dust that one usually associates with vaporized rock-creatures. "Good show! By the way, I am Umberto, from Ganymede> I pledge that I shall someday repay this debt. Now untie me, will ya?" >UNTIE UMBERTO You release Umberto from the stake. >UMBERTO, FOLLOW ME "You bet!" >NORTH On An Asteriod Your rocket ship is floating a hundred feet above you. Umberto follow faithfully. >SOUTHWEST Other Side of Asteroid Umberto is right behind you every step of the way. >AGAIN On An Asteroid Your rocket ship is floating a hundred feed above you. Like a loyal friend, Umberto stays at your side. >JUMP UP This asteroid has almost no gravity, and you jump upwards with ease... In Space Umberto arrives a second later. >ENTER THE ROCKET SHIP Your Spaceship You can see a calendar and a packing crate here. "Nice ship," says Umberto, who obviously knows a nice ship when he sees one. >READ THE CALENDAR. OPEN THE PACKING CRATE It's the Miss Solar System Calendar for 2036, currently open to February. February features Miss Ganymede, a stunning redhead in a see-throught spacesuit. Her seductive pose leaves you aching. Opening the packing crate reveals a sonic blaster. >LOOK Your Spaceship This sleek rocket, built by Uranus Metalworks, is the fleetest little baby in the spacelanes. The controls are simple and well- labelled. The only exit is on the western side of the cabin. You can see a calendar and a packing crate here. The packing crate contains a sonic blaster. >EXAMINE THE CONTROLS The controls consist of three buttons: a gray button marked "Lunar Base," a red button labelled "Ganymede City," and a brown button that reads "The Asteroid Where You Just Killed the Rock Creatures." >TAKE THE SONIC BLASTER: Taken >INVENTORY You are carrying a sonic blaster, a grenade pin, a pink feather duster, and a radium-powered radio. >TURN ON THE RADIO The radio hums to life. You tune in to your usual channel, currently filled with innocuous deep space chatter. Suddenly, a message blasts through louder than the rest. "Rayana, the daughter of Ganymede's King Menthos, has been kidnapped by the dreaded space pirates of Deimos. The King is offering a reward of one million ganymids for her safe return." "The princess!" yells Umberto, stunned. "We are engaged to be married this very month! Help me rescue her, and you may claim the entire reward!" >PUSH THE BUTTON [Which button do you mean, the gray button, the red button, or the brown button?] >RED A plume of fire spews from the tail of the rocket. You lean forward to maintain your balance. >WAIT: Time passes... Ganymede appears through the viewport as a tiny disk. >WAIT: Time passes You are now nearing Ganymede orbit. The landing thrusters kick on. Suddenly the ship rocks. "We've been hit!" Umberto shouts. "It's those scurvy pirates!" The ship dives toward the surface and crashes lightly just beyond the city limits. "Just minor damages," Umberto reports after a cursory instection. "If you can get me a welding torch and a zinc-plated gyroscope, I'll have her repaired in no time. While you're hunting up those parts, I'll find out where those lawless scum have taken Rayana." He dashes out of the ship. Through the viewport, you see him disappear among the narrow, twisting streets of Ganymede City. >GET OUT OF THE ROCKET SHIP Outskirts of the City You are on the edge of Ganymede City, which as been called the roughest town in the solar system. Your rocket can be entered to the east. A dilapidated building lies to the north, and a seedy alley leads off the the southwest. >ENTER THE SPEEDY ALLEY: Alley This is a blind alley, curving from the mouth of the alley, toward the northeast, to a featureless, unscalable wall just south of you. Although it's a blind alley, you have no trouble seeing the pack of thieves and cutthroats which have just entered behind you. >FIRE THE SONIC BASTER AT THE FEATURELESS WALL [I don't know the word "baster."] >OOPS BLASTER Completely eerie - an explosion of this magnitude should make SOME noise, right? In any case, the silent explosion leaves a gaping hole in the wall to the south. The lowlifes draw closer, They also draw knives. >SOUTH As you pass through the opening in the wall, it collapses behind you, blocking the pack of thieves. Plush Bedroom This luxurious boudoir is lined with soft cushions and draped with the sheerest silks you've ever seen. The carpet is so thick and soft that you remove your boots without even thinking about it. A delicious aroma fills the room. A glass case stands next to the door at the eastern side of the room. The glass case contains a zinc-plated gyroscope. >SMELL THE AROMA [Scratch spot number nine, then hit the RETURN key.] You remember that smell from a heady week you once spent among the vineyards of lo. Someone nearby is opening a bottle of potent champagne. You hear a sound from the doorway, and spin around as a stunning redhead walks in with two glasses of sparkling champagne. "Ah... I was hoping for some company," she whispers huskily. Studying her as she dims the lights, you decide that Miss Ganymede is even more magnificent in the flesh than she is in the 2036 Miss Solar System calendar. >TAME Tame descriptions. (Yawn.) "Shall we begin the screening of 'La Grande Illusion' now?" asks Miss Ganymede, continuing to dim the lights. SECTION II: ABOUT INFOCOM'S INTERACTIVE FICTION An Overview Interactive fiction is a story in which you are the main character. Your own thinking and imagination determine the actiions of that character and guide the story from start to finish. Each work of interactive fiction, such as Leather Goddesses of Phobos, presents you with a series of locations, items, characters, and events. You can move from place to place, use the objects you find, and interact with the other characters, to affect the outcome to the story. An important element of interactive fiction is puzzle-solving. You should think of a locked door or a ferocious beast not as a permanent obstacle, but merely as a puzzle to be tackled. Solving puzzles will frequently involve bringing a certain item with you, and then using it in the proper way. In Leather Goddesses of Phobos, time passes only in response to your input, with each input counting as one turn. Nothing happens until you type a sentence and press the RETURN (or ENTER) key, so you can plan your turns as slowly and carefully as you want. To measure your progress, Leather Goddesses of Phobos keeps track of your score. You may get points for solving puzzles, performing certain actions, or visiting certain locations. You will also be assigned a rank based on your score. Starting and Stopping Starting the story: To load Leather Goddesses of Phobos, follow the instructions on the Reference Card in your package. To get past the opening screen and into the story, just press your RETURN (or ENTER) key. You will then get a description of the opening location of the story, Joe's Bar. Then the prompt (>) will appear, indicating that Leather Goddesses of Phobos is waiting for your first input. Here;s a quick exercise to help you get accustomed to interacting with Leather Goddesses of Phobos. Type the following command first: >INVENTORY Then press the RETURN (or ENTER) key. Leather Goddesses of Phobos will respond by telling you what you are holding. Then try: >READ THE COMIC BOOK After you press the RETURN (or ENTER) key, Leather Goddesses of Phobos will again respond. Now you decide what to do next. Saving and restoring: It will probably take you many days to complete Leather Goddesses of Phobos. Using the SAVE feature, you can continue the story at a later time without having to start over from the beginning, just as you can place a bookmark in a book you are reading. SAVE puts a "snapshot" of your place in the story onto another disk. You should also save your place before (or after) trying something dangerous or tricky. That way, even if you get lost or "killed" in the story, you can return to your saved position. To save your place in the story, type SAVE at the prompt (>), and then press the RETURN (or ENTER) key. Then follow the instructions for saving and restoring on your Reference Card. Some computers require a blank disk, initialized and formatted, for saves. Using a disk with data on it (not counting other Leather Goddesses of Phobos saves) may result in the loss of that data, depending on your computer. You can save your position as often as you like by using additional blank disks. You can restore a saved position any time you want. To do so, type RESTORE at the prompt (>), and press the RETURN (or ENTER) key. Then follow the instructions on your Reference Card. You can then continue the story from the point where you used the SAVE command. You can type LOOK for a description of where you are. Quitting and restarting: If you want to start over from the beginning, type RESTART and press the RETURN (or ENTER) key. (This is usually faster than re-booting.) Just to make sure, Leather Goddesses of Phobos will ask if you really want to start over. If you do type Y or YES and press the RETURN (or ENTER) key. If you want to stop entirrely, type QUIT and press the RETURN (or ENTER) key. Once again, Leather Goddesses of Phobos will ask if this is really what you want to do. Remember when you RESTART or QUIT: if you want to be able to return to your current position, you must first use the SAVE command. Communicating with Infocom's Interactive Fiction In Leather Goddesses of Phobos, you type your commands in plain English each time you see the prompt (>). Leather Goddesses of Phobos unually acts as if your commands begin with "I want to...," although you shouldn't actually type those words. You can use words THE if you want, and you can use capital letters if you want; Leather Goddesses of Phobos doesn't care either way. When you have finished typing a command, press the RETURN (or ENTER) key. Leather Goddesses of Phobos will then respond, telling you whether your request is possible at this point in the story, and what happened as a result. Leather Goddesses of Phobos recognizes your words by their first six letters, and all subsequent letters are ignored. Therefore, SPACEShip, SPACESuits, and SPACESickness would all be treated as the same word by Leather Goddesses of Phobos. To move around, just type the direction you want to go. Directions can be abbreviated: NORTH to N, SOUTH to S, WEST to W, NORTHEAST to NE, NORTHWEST to NW, SOUTHEAST to NE, SOUTHWEST to SW, UP to U, and DOWN to D. In and OUT will also work in certain places. Leather Goddesses of Phobos understands many different kinds of sentences. Here are several examples. (Note that some of these objects do not actually appear in Leather Goddesses of Phobos.) >WALK TO THE NORTH >GO DOWN >NE >TAKE THE WHIP >READ THE MANUAL >LIE DOWN ON THE BED >EXAMINE THE LARGE PULSATING POD >UNLOCK THE SPIKED HANDCUFFS >PUT THE HANDCUFFS ON THE STRANGER >SMEAR THE PEANUT BUTTER ON MY STOMACH >PUSH THE BLACK BUTTON >SHOOT THE VIBRATING RAY GUN AT THE HYPERVENTILATING ALIEN >INJECT MY SISTER WITH THE APHRODISIAC >CLIMB THE FENCE >LOOK AT THE UNDULATING TENTACLES THROUGH THE ELECTRON MICROSCOPE You can use multiple objects with certain verbs if you separate them by the word AND or by a comma. Some examples: >TAKE MELON AND WHIP >DROP THE SPIKED HANDCUFFS, THE CLEAR JELLY, AND THE AXE >PUT THE MALE RABBIT AND THE FEMALE RABBIT IN THE CAGE You can include several sentences on one input line if you separate them by the word THEN or by a period. (Note that each sentence will still count as a turn.) You don't need a period at the end of the input line. For example, you could type all of the following at once, before pressing the RETURN (orENTER) key: >PICK UP THE APPLIANCE.GO EAST THEN CLIMB IN THE HOT TUB.KISS PAT.IN.OUT.IN.OUT If Leather Goddesses of Phobos doesn't understand one of the sentences on your input line, or if something unusual happens, it will ignore the rest of your input line (see "Common Complaints"). The words IT and ALL can be very useful. For example: >FEEL THE LEATHER VEST.TAKE IT,PUT IT ON >CLOSE THE HEAVY METAL DOOR.LOCK IT >TAKE THE BOTTLE OF PILLS.CLOSE IT.PUT IT IN THE DRAWER. >TAKE ALL >TAKE ALL THE NAUGHTY PHOTOS >DROP ALL BUT THE PIPE AND THE STICK OF INCENSE >TAKE ALL FROM THE MEDICINE CHEST >PUT ALL IN THE LARGE ORIFICE >GIVE ALL BUT THE PANTYHOSE TO THE ARRESTING OFFICER The word ALL refers to every visible object except those inside something else. If there were an apple on the ground and an oragne inside a cabinet, TAKE ALL would take the apple but not the orange. There are three kinds of questions that Leather Goddesses of Phobos understands: WHO IS (someone), WHERE IS (something), and WHAT IS (something)> For example: >WHO IS TIFFANY? >WHERE IS THE RUBBER HOSE? >WHAT IS A VENUSIAN SLIME BEAST? You will meet other people and creatures in Leather Goddesses of Phobos. You can "talk" to these beings by typing their name, then a comma, then whatever you want to say to them. Here are some examples: >BUTCH, HELLO >UNCLE SMEDLEY,WHERE ARE MY PAJAMAS? >DOCTOR JECKYLE,PUT DOWN THAT NEEDLE >MASSEUSE,GIVE ME A MASSAGE >IRV,OPEN THE CLOSET DOOR.TAKE A SHIRT. >MENACING ALIEN,PICK UP THE MENACING ALIEN GUN THEN SHOOT YOURSELF Notice that in the last two examples, you are giving a person more than one command on the same input line. But remember: Most people in the story don't care for idle chatter. Your deeds will speak louder than your words. You can use quotes to answer a question or say something "out loud." For example: >SAY "HELLO" >ANSWER "YES" >REPLY"348" Leather Goddesses of Phobos tries to guess what you really mean when you don't give enough information> For example, if you say that you want to do something, but not what you want to do it to or with, Leather Goddesses of Phobos will sometimes decide that there is only one possible object you could mean. When it does so, it will tell you. For example: >UNLOCK THE DOOR (with the key) The door is now unlocked. or >KILL THE RAPIST (with the insurance policy) You read the insurance policy to the rapist, who dies of boredom. If your command is ambiguous, Leather Goddesses of Phobos will ask what you really mean. You con answer most of these questions briefly by suppling the missing information, rather than typing the entire input again. You can do this only at the very next prompt. For Example: >COVER THE BODY What do you want to cover the body with? >THE BLANKET You drape the blanket loosely over poor Mrs. Filbert. or >EAT THE MELON Which melon do you mean, the honeydew melon or the casaba melon? >HONEYDEW The honeydew melon is ripe and juicy. Leather Goddesses of phobos recognizes over 900 words, nearly all that you are likely to use in your commands. However, Leather Goddesses of Phobos uses many words in its descriptions that it will not recognize in your commands. For example, you might read, "The salesperson is busy showing some edible earrings to another customer, and doesn't notice you pocketing the key." If Leather Goddesses of Phobos doesn't understand the phrases EDIBLE EARRINGS or OTHER CUSTOMER in your input, you can assume that you don't have to refer to them to complete the story; they are only there to provide you with a more vivid description of where you are or what is going on. Special Commands Below are explanations for a number of useful one-word commands. In many cases, these will not count as a turn. Type the command after the prompt (>) and press the RETURN (or ENTER) key. AGAIN - Leather Goddesses of Phobos will respond as if you had repeated your previous commands. For instance, typing KILL THE RADIUM-POWERED ROBOT WITH THE SWORD then typing AGAIN would be like trying to kill the robot twice in a row. You can abbreviate AGAIN to G. BRIEF - This command tells Leather Goddesses of Phobos to give you the full description of a location only the first time you enter it. On subsequent visits, Leather Goddesses of Phobos will tell you only the name of the location and the objects present. This is how Leather Goddesses of Phobos to display only the name of a place you have entered, even if you have never been there before. In this mode, Leather Goddesses of Phobos will not even mention which objects are present. Of course, you can always get a description of your location and the items there by typing LOOK. In SUPERBRIEF mode, the blank line between turns will be eliminated. This mode is meant for players who are already very familiar with the geograph. The VERBOSE command tells Leather Goddesses of Phobos that you want a complete description of each location, and the objects in it, every time you enter a location, even if you've been there before. DIAGNOSE - LEATHER GODDESSES OF PHOBOS will give you a medical report of your physical condition. INVENTORY - Leather Goddesses of phobos will list what you are carrying. You can abbreviate INVENTORY to I. LEWD - This gives you the most risque version of Leather Goddesses of Phobos. See "The Three Levels of Naughtiness". LOOK - This tells Leather Goddesses of Phobos to describe your location in full detail. You can abbreviate LOOK to L. OOPS - If you accidentally mistype a word, such that Leather Goddesses of Phobos doesn't understand it, you can correct yourself at the next prompt by typing OOPS and the correct word. For example, if you typed HAND THE CHAIN SAW TO GARNDMA and were told "[I don't know the word 'garndma']" you could type OOPS GRANDMA rather than retyping the entire sentence. QUIT - This lets you stoop. If you want to save your position before quitting, follow the instructions in the "Starting and Stopping" section. You can abbreviate QUIT to Q. RESTART - This stops the story and starts it over from the beginning. RESTORE - This restores a previously saved position. See "Starting and Stopping" for more details. SAVE - This puts a "snapshot" of your current position on your storage disk. You can return to a saved position in the future using the RESTORE command. See "Starting and Stopping" for more details. SCRIPT - This command tells your printer to begin making a transcript of the story as you venture onwards. A transcript may aid your memory but is not mecessary. It will work only on certain computers; read your Reference Card for details. SUGGESTIVE - This gives you a moderately risque version of Leather Goddesses of Phobos. See "The Three Levels of Naughtiness". STATUS - This will give you a bunch of information: your current mode of descriptiveness, the level of "adultness" you're playing at, your score, a ranking based on your score, and the number of turns you've taken. SUPERBRIEF - This command tells Leather Goddesses of Phobos to give you the sparest level of descriptiveness. TAME - This gives you a very wholesome version of Leather Goddesses of Phobos. UNSCRIPT - This commands your printer to stop making a transcript. VERBOSE - This command tells Leather Goddesses of Phobos to give you the wordiest level of descriptiveness. WAIT - This will cause time in the story to pass. Nothing in the story will happen until you type a sentence and press the RETURN (or ENTER) key. You could leave your computer, take a nap, eat lunch, take a ride in a hovercraft, compose a sonnet about the mating habits of baboons, and return to the story to find that nothing has changed. You can use WAIT to make time pass in the story without doing anything. For example, if you met a talking baboon, you might WAIT to see if it will say anything; if you were in a moving hovercraft, you might WAIT to see where it goes. You can abbreviate WAIT to Z. Tips for Novices 1. Draw a map. It should include each location and the directions connecting it to adjoining locations. When you find yourself in a new location, make a note of any interesting objects there. There are 10 possible directions (NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST, UP, and DOWN) plus IN and OUT. 2. EXAMINE all objects you come across in the story. 3. TAKE all objects you come across in the story. Most objects that you can pick up are important for solving one or more of the puzzles you'll run into. 4. Save your place often. That way, if you mess up or get "killed," you won't have to start over from the beginning. 5. Read the story carefully! There are often clues in the descriptions of locations and objects. 6. Try everything you can think of - even strange or dangerous actions are fun and may provide clues; you can always save your position first. Here's a silly example: >GIVE THE BASKETBALL TO THE LION The lion takes an experimental bite out of the basketball but spits it out. It continues to gnaw on your leg. Here you have a clue that maybe giving something more edible to the lion (that slab of raw meat?) might save your leg. 7. Unlike other "adventure games" you may have played, there are many possible routes to the end of Leather Goddesses of Phobos. If you get stuck on one puzzle, move on to another. Some puzzles have more than one solution; other puzzles don't need to be solved at all. Sometimes you will have to solve one puzzle in order to obtain the items(s) or information you need to solve another puzzle. 8. You may find it helpful to go through Leather Goddesses of Phobos with another person. Different people may find different puzzles easy and can often complement each other. 9. Read the sample transcript to get a feel for how Infocom's interactive fiction words 10. You can word a command in many different ways. For example, if you were tired, or wanted to climb between the sheets for some other reason, you could type in any of the following. >GET IN BED >GET ONTO THE BED >LIE DOWN ON THE BED If you type in a command that Leather Goddesses of Phobos doesn't understand, try rephrasing the command or using synonyms. If Leather Goddesses of Phobos still doesn't understand your command, you are almost certainly trying something that is not important in continuing your adventure. Commom Complaints Leather Goddesses of Phobos will complain if you type a command that confuses it completely. Leather Goddesses of Phobos will then ignore the rest of the input line. (Certain events, such as being attacked or walking into a wall, may also cause Leather Goddesses of Phobos to ignore the rest of your command, since the event may have changed your situation drastically.) Some of Leather Goddesses of Phobos's complaints: I don't know the word "_______". The word you typed is not in the story's vocabulary. Sometimes using a synonym or rephrasing will help. If not, Leather Goddesses of Phobos probably doesn't know the idea you were trying to get across. You used the word "_____" in a way that I don't understand. Leather Goddesses of Phobos knows the word you typed, but couldn't use it in that sense. Usually this is because Leather Goddesses of Phobos knows the word as a different part of speech. For example, if you typed LOWER THE FLAG, you are using LOWER as a verb, but Leather Goddesses of Phobos might know LOWER only as an adjective, as in PRESS THE LOWER BUTTON. There was no verb in that sentence! Unless you are answering a question, each sentence must have a verb (or one of the special commands). There seems to be a noun missing in that sentence. This usually means your sentence was incomplete, such as EAT THE BLUE or PUT THE BOOK IN THE. There were too many nouns in that sentence. An example is PUT THE SOUP IN THE BOWL WITH THE LADLE, which has three noun "phrases," one more than Leather Goddesses of Phobos can digest in a single action. Come again? You pressed the RETURN (or ENTER) key without typing anything. You can't see any _________ here! The object you referred to was not accessible. It may be somewhere else, for instance, or present but in a closed container. The other object(s) that you mentioned isn't (aren't) here. You referred to one or more objects in the same sentence, some of which aren't prresent or accessible. You can't use multiple (in) direct objects with "_______". You can use multiple objects (that is, nouns or noun phrases separated by AND or a comma) or the word ALL only with certain verbs. Among the more useful of these verbs are TAKE, DROP, and PUT. An example of a verb that will not work with multiple objects is EXAMINE; you couldn't say EXAMINE ALL or EXAMINE THE BOWL AND THE SWORD. You can't go that way. There is no passage or exit in the direction you want to move. That sentence isn't one I recognize. The sentence you typed may have been gibberish, such as TAKE ROPE WITH READ. Or you may have typed a reasonable sentence but used a syntax that Leather Goddesses of Phobos does not recognize, such as REACH UNDER THE GARMENT. Try rephrasing the sentence. Quick Reference Guide 1. To start the story ("boot up"), see the separate Reference Card in your Leather Goddesses of Phobos package. 2. When you see the prompt (>) on your screen, Leather Goddesses of Phobos is waiting for your input. There are four kinds of sentences or commands that Leather Goddesses of Phobos understands: A. Direction commands: To move from place to place, just type the direction you want to go: NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST, SOUTHWEST, UP, DOWN, IN, or OUT. B. Actions: Just type whatever you want to do. Some examples: READ THE BOOK or OPEN THE DOOR or LOOK THROUGH THE WINDOW or GIVE THE BALL TO THE CAT. Once you're familiar with simple commands, try the more complex ones described in "Communicating with Infocom's Interactive Fiction:. C. Commands given to other characters: To talk to characters in the story, type their name, then a comma, then what you want to say to them. For example: FRED,TELL ME ABOUT THE STORM or OLD MAN,FOLLOW ME. D. Special commands: Some commands, such as INVENTORY or DIAGNOSE, give you specific information or affect your output. A list of these appears in the "Special Commands" section. 3. After typing your sentence or command, you must press the RETURN (or ENTER) key before Leather Goddesses of Phobos will respond. 4. On most computers, your screen will display a special line called the status line. It tells you the name of your current location, your score, and the number of turns you have taken so far in the story. 5. You can pick up and carry many of the items you'll find in the story. For example, if ;you type TAKE THE TUBE OF JELLY, you will be carrying it. Type INVENTORY to see a list of the items you are carrying. 6. When you want to stop, save your place for later, or start over, read the "Starting and Stopping" section. 7. If you have trouble, refer to the specific section of the manual for more detailed instructions. An old doc to an even older game....thanx to Ricky...... Answers to the disturbing questions at the beginning of LEISURE SUIT LARRY IN THE LANDS OF THE LOUNGE LIZARDS Written in 1987 by The PUMPKIN Greetings to The 42-CREW and all the other ATARI ST - Freaks Keep on listening to Vogon Poetry and DON'T PANIC !!! In my opinion the questions at the beginning are all in all too hard to respond, even if you're eighteen or older, because they are often too specific.So I decided to get the answers,so that you havn't any problems. It was hard work,but finally I managed to get 158 out of 160(I guess that were about 160), so in the end you have a real chance to pass this dummy test at any time...but remember: I didn't see all of them because of the hateful random-function, so there are surely a few missing ! The big letters I printed show you the correct answers while the little ones are those which were wrong. Sometimes there were several solutions possible, so don't be worried if you see more letters in a row ... It is recommendable to print out the list or do you want to learn this stuff ? (This might be a little bit confusing... !) P.S.: I hope I didn't make any mistakes while typing the answers ------- So long, The PUMPKIN ====================== During 70's, Carrol O'Connor portrayed a B Frank Sinatra is a C Peter Benchley's novel "Jaws" was about D Kwi-Chang-Caine became famous D Which U.S. Secretary of the United States was born in Germany ? D John Belushi was on D President Eisenhower's nickname was C Two bits is D Who was not a politician ? C The G-spot is supposed to be B Who was not in the movie "Easy Rider" ? D The term "Working Girl" refers to B Making a "Hole in One" is A "Close Encounters Of The Third Kind" is about C Who starred in "Bedtime for Bonzo" ? D Oral Roberts is B Whips, chains and handcuffs are A Who spends the most time in Las Vegas ? B The World is B In the movie "Paint Your Wagon" Clint Eastwood sang A O.J. Simpson is D The American television debut of Bob Hope, Elvis, and the Beatles was on B The best "pick-up" line is B Ronald Reagan's co-star in "Bedtime for Bonzo" was A Sex is A The 70's practice of running around naked was called B Who is not a sportscaster ? C The slogan "It takes two hands to handle a whopper" refer to B The song "American Pie" was about C Kookie's address was A The "Mile-High Club" is D Canada is D Bonnie and B Herpes is D How many programmers does it take to screw in a light bulb? A B C D Blackjack is A My parents are D Which is not a currency ? C I am presently D Al Lowe is C Lingerie is A All politicians are D "NORML" is C If you arrived at a party wearing your birthday suite you would D Thomas Eagleton was dropped from the 1972 Democratic National Ticket when knowledge of his previous _____ treatments became known. C The "Chicago Seven" was D Spiro Agnew is C The Atlantic and Pacific Ocean are connected by A Who has not been a U.S. Atterney General ? B James Earl Jones was the voice of A B IBM stands for B Richard Nixon was the _____ president of the US. C Cesar Charez led a boycott of A Charlie MacCarthy and D Does a pair of queens beat three deuces ? A Who was banned from "Saturday Night Life" because he lost a telephone poll ? D Who was not an astronaut ? A The first man on the moon was C Pia Zadora is A B C D Who was not Vice-President of the US in 1973-74? C Captain Kangaroo's sidekick was D Who's burried in "Grant's Tomb" ? D The largest state is B Hugh Hefner is usually photographed in D Lucy, Ricky, Fred and D My Sex life is best described as C I find computer games with adult content B A nehru jacket is B Mel Brooks is C Martha Mitchell was C The leader of Nazi Germany was D Which is not a cheese ? D Who wrote "To be; or not to be ?" A Peter Piper picked a peck of pickled C I have hair on my D ERA is an abbreviation for B My favorite actor is D Taxes should be D Lee Harvey Oswald killed C It's not nice to fool B Marlon Brando is B Las Vegas is famous for C What was illegal during prohibition ? B Former Congressman Wilbur Mills went for a dip in B Which song was not recorded by Elvis ? C The East Coast is A Paul, John, Ringo and B "Where's the" C Which one of these was not a war ? C A result of Watergate was C Who made a record album with a cover that looked like a pair of blue jeans, complete with a working zipper ? A Utah is full of D Which is not an American armed force ? D Joe DiMaggio played B G.Gordon Liddy was associated with D Joan Rivers is C Which is not a baseball team ? C The 1973 album "Dark Side of the Moon" was recorded by A A moon is A Mohammed Ali is C Elizabeth Taylor is A Richard Nixon was B D If Bo Derek were here, I'd ask her to D John F. Kennedy drove a A The germ that transmits syphilis is B Is this software pirated ? C The first baseball player to challenge the reserve clause was B D Herb Albert and the _____ Brass. A The last name of Annette(on the original Mickey Mouse Club) was C The tackiest seventies fashion was B Angela Davis is B VCR stands for D Which is non-alcoholic ? C How many molecules are in a glass of water ? D The most likely place to find virgins is C There are about _____ calories in a can of beer. B In Westworld, "where nothing can go wrong," guests were entertained by C It is customary to tip about C A Macintosh is A B C D Which is not a wine ? B Seargeant Pepper was C "Tiptoe Through the Tulips" was recorded by C Bourbon Street is in D James Brown is often refered to as D When playing "Monopoly" you B In some personal ads TV stands for B Detente is D President Ford precribed _____ for dealing with economic problems. C Johnny Carson is C Do girls really have cooties ? B Who was the inventive genius behind the Apple computer ? B Tom Hayden is D The drink "Screwdriver" contains B The most effective form of birth control is A Michael Doonesbury founded B Mork was from the planet A "Let it Be" was recorded by D Which is not a City in Mexico ? C Who is not a famous musician ? D My boss is D Which is not in Hawaii ? C If a physician were stranded on a desert island with Bo Derek, he would probably A B C D A 747 is C Ted Kennedy is best remembered for his C D Which is not a car ? D Doonesbury's "Uncle Duke" is based on B A hard disk is A The first Negro to play Major League Baseball was A Which U.S. president was not elected to office ? C Calvin Klein is C Who is not a mass murderer ? D Which is not a mountain range ? A Edsel is a C Ralph Boysen invented A Who lost a daughter but gained a "meathead" ? C The most populous city in the United States is C When it's noon in California in August, in St Louis it's D H I N T S - The drunken man likes another drink ... - The basin isn't empty at all ... - The writing on the walls is quite interesting ... - The trash bin is filled up with some stuff ... - The taxi could lead you to a store ... - In the store you can get a lot of things ... - It's nice to share with other people ... - Telephoning is not expensive ... There are some things left to do before you enter the taxi, but I did not manage to find out which ones. Of course this list is not complete; it just represents my actual experience ... This game is getting old now, but if you haven't played it yet.... a go - it's a classic!! S.P ***OIDS*** Doc typed out by RAISTLIN. FREE THE OIDS The evil Biocretes, rulers of the wealthiest parallel universe in the cosmos, have created a race of android slaves they call "OIDS." The Biocretes treat the gentle,peace-loving OIDS worse than space debris; they abuse them in every way imaginable. While the downtrodden OIDS toil in filthy, dangerous energy factories, the Biocretes live lives of gluttony and greed, savouring the fruits of the OIDS' labor. The OIDS are allowed to rust from neglect of their basic need for oil. Often they are forced to work with one or two limbs completely rusted off. When the OIDS are finally fatigued to the point of collapse, the Biocretes tortuously melt them alive to build new OIDS "They're just stupid heaps of metal", the Biocretes rationalize. "They have no hearts". "We built the OIDS, so we have the right to treat them as we please". The OIDS do not have hearts, but they do have souls, and no creature, whether biological or mechanical, should be treated like the Biocretes treat the OIDS. You, as a member of a compassionate race, were so moved and angered by the mistreatment of the OIDS that you vowed to devote your life to freeing the OIDS from the yoke of Biocrete slavery. You joined the intergalactic organization "SaveOIDS" and through your courage and passion quickly rose through the ranks to V-Wing Pilot Commander. As a V-Wing Pilot, you have four V-Wing fighters at your disposal. Equipped with the latest technology, nuclear pellet guns and NovaBombs, you are deployed from an interplanetary range mother-ship; your small fleet is ready for action. Using your almost limitless supply of nuclear pellets, you can destroy all but the most hardened Biocrete ground bases, and your super-destructive NovaBombs can make quick work of those. The V- wing craft is swift and maneuverable, something you find comforting as you scour the twisting and treacherous passages of the Biocrete planetoids, searching for enslaved OIDS. Of course, caught in the grip of a Biocrete gravity base you often wish your small ship had a bit more thrust, but you knew the odds when you took the mission. In their long history, the Biocretes have colonized planetoids in galaxies throughout the universe. Central Command has decided that each fleet should concentrate its efforts in a different galaxy. As lead commander, you are given first pick from the list of target galaxies. If you do well on this mission, your reward will be another more demanding one. Good luck commander, and remember the battle cry: Free the OIDS! GETTING STARTED When the title animation is complete, the top of the screen will read SELECT A GALAXY TO DEFEND! Use the up and down Cursor arrows to select the galaxy you would like to defend. Each galaxy is a complete game. Note: the galaxy 'Novoids' is an introductory game for beginners. We recommend you try it first before playing the more advanced galaxies. After you have selected a galaxy, press the return key to begin play. Joystick Users: you may also select a galaxy by using the forward and reverse movements on the joystick. Press the fire button to begin play. SHIP CONTROL The V-Wing spacecraft controls are similar to a lunar lander, so when flying it you must take into consideration the normal forces of nature--gravity, acceleration and velocity. Gravity is always pulling at your ship, so you need to occasionally thrust upward to counteract this pull. The ship has only a forward thruster, so any speed attained by thrusting in one direction can only be decreased by thrusting in the opposite direction. You may find it helpful to practice thrusting in one direction for a few seconds then turning around and thrusting in the opposite direction until your ship comes to a stop. Do this until you feel comfortable with the controls. If your ship crashes into a mountain or any other obstruction on the ground, it will explode. Therefore, it is important that you learn to turn your ship around and brake soon enough to prevent a crash. If disaster is inevitable, it is possible to save your ship from destruction by using your force shield. We'll talk more about this later. The nect section describes your ship controls. Normally, you will turn, thrust, and operate other ship controls using the keyboard. However, you can also use a joystick to control most of the ship functions. If you wish to use a joystick, you should plug it into the joystick port on your ST keyboard. Note: the keyboard has a seperate socket for the joystick. OIDS will not respond to a joystick plugged into the mouse socket. KEYBOARD CONTROL There are two groups of ship controls on the keyboard. The right side of the keyboard has controls to thust, and fire weapons. The left side has controls to turn the ship and engage your shield. Note: the section ADVANCED OPTIONS describes how to reconfigure the keyboard. X Press X to rotate your ship clockwise Z Press Z to rotate your ship counter-clockwise RIGHT SHIFT Press the right most SHIFT key to thrust / Press / to fire your nuclear pellet gun (hold down for machine-gun action) . press the full stop key to launch a NovaBomb (if key held down, NovaBomb will detonate when you release) LEFT SHIFT Press the left most SHIFT key to engage your shield (Note: shield slowly weakens until it will no longer protect you) SPACEBAR Press the SPACEBAR to start recharging your shield. You will hear a beeping sound as they recharge. Note: if you use your shield you will abort the recharge cycle ESC Press the ESC key to pause the game. Press again to continue Q Press Q to quit the game JOYSTICK CONTROL Thrust | Rotate left -- -- Rotate right | Shield on/off Fire- push once for Nuclear Pellets. 'Double click' for NovaBombs Most of the ship controls can be operated from a joystick. However, you must use the keyboard to recharge your shield or to pause or quit the game. STATUS DISPLAY During play, the top of the screen displays you game status. From left to right these are: your current score a bar indicator to show your fuel reserves. Fully extended to the right means you have a full load of fuel. The display is also colour coded. Green means full, yellow means partly full, and red means almost empty. a circular display which shows the charge state of your shields. Green means you have a fully charged shield, and white means your shield is gone. the next shows how many ships remain in your mother-ship. next shows how many OIDS your rescue ship is carrying. Note: these OIDS are not rescued until you get them back to your mother-ship. Note: your mother-ship will not return to pick you up until you have a full load of eight OIDS or until you have picked up the last OID on the planetoid. the last shows how many NovaBombs you have left. GAME DETAILS YOUR SCORE You recieve points for heroic actions, such as destroying Biocrete ground-bases and spacecraft, and rescuing OIDS. There is no reward during play for high scores; bonus ships are awarded only for rescuing OIDS. However, if you achieve the highest score for a particular galaxy, you can record your name in the high- scores list. FUEL Fuel is a precious commodity. Your life depends on a constant supply. You start the game with a full tank, which is spent propelling yopur V-Wing spacecraft and powering your on-board shield regenerator. You can replenish your supply of fuel in two ways. One way is to pick up a full load of OIDS (eight is a full load unless there are no more OIDS remaining on the planetoid) and return them to your mother-ship. You can also refuel by landing next to a Biocrete fuel base. SHIELD Your V-Wing spacecraft is equiped with an energy shield which can protect you from enemy fire, collisions with enemy ships, and from crashing into the ground. However, the shields energy drains quickly and recharging it requires fuel. Also, the shield depletes faster if hit by enemy fire. The worst strain is placed on your shield when it comes into contact with another shield. The two shields rapidly drain each other and complete failure can happen in seconds! Your shield can be replenished by your shield regenerator, but it costs fuel to do this. The weaker your shield is, the more fuel will be needed to fully recharge it. Charging is automatic, once started, and is indicated by an audible recharge tone and flashing indicator. Normally, using your shield will disengage the recharger. A special quick-charge is available in emergencies by pressing recharge while the shield is on, but this is very costly in fuel. BONUS SHIPS Bonus ships in OIDS are not based on score, but instead are rewarded for the successful rescue of OIDS. One reserve ship is gained by recuing eight OIDS, which is a full load. A running total is always kept. WEAPONS Your ship is equiped with two types of weapons; nuclear pellets and NovaBombs. Nuclear pellets are your primary means of attack. To fire, push the nuclear pellet fire button on the keyboard or joystick. Hold down the fire button for machine-gun action. Your V-Wing spacecraft can also hold four NovaBombs. There are two ways to fire a NovaBomb. On the keyboard push the NovaBomb key; on the joystick, double-click the fire button. Normally, a NovaBomb will explode only when it contacts the ground or a shield. However, it's possible to launch a NovaBomb under manual control. On the keyboard push and hold the NovaBomb key and release when you want it to explode; on the joystick, double- click and hold then release to explode. When a NovaBomb detonates it creates a huge nuclear fireball. Anything that comes in contact with the fireball will be destroyed or severely damaged. RESCUING OIDS Your main objective on each of your missions is to rescue all the OIDS on each planetoid in the galaxy. To rescue the OIDS, you must first destroy the Biocrete factories in which they are held captive. Be careful, becuase it's possible to kill the OIDS if you blast open a factory with more than a sngle nuclear pellet. Once you have blasted a factory open, OIDS will run out and wave to you. Find a flat surface nearby and land your ship. Be careful not to catch the OIDS with your ships exhaust or your shield, or they will be killed. Once eight OIDS have climbed aboard, or you have rescued all the OIDS on the planetoid, you have a full load and it's time to dock with your mother-ship to unload them. The OIDS shown on the status display at the top of the screen will wave when it's time to go. Your mother-ship will aoppear near the drop-off point. When you approach her, she will drop a docking probe. To dock, approach her from the underside and try to place the nose of your ship into the probe. THE GAME EDITOR With the built-in editor, you can create your own planetoids and galaxies. A galaxy is simply a collection of one or more planetoids. The names of existing galaxies are listed on the SELECT A GALAXY TO DEFEND! menu. A planetoid is an individual section of terrain which can be populated with Biocrete ground-bases, trees, and OIDS. With the OIDS editor you can modify any planetoid in any galaxy, or you can create new planetoids and galaxies. To enter the editor, select the EDITOR MENU line on the SELECT A GALAXY TO DEFEND! menu and press return. To exit the editor, select QUIT EDITOR on the editor menu. You may edit an existing planetoid by selecting LOAD A PLANETOID FROM FLOPPY, or start a new planetoid by selecting BEGIN A NEW PLANETOID. From the editor menu, you may flip back and forth between the editor menu and the edit screen by pressing the ESC key. The edit screen is where you will actually create and modify your planetoids. The edit screen looks similar to the game screen, except it has additional controls that let you sculpt new mountain ranges and place Biocrete bases on them. In the centre of the edit screen is a "cursor" which is displayed as a chunk of mountain range or a Biocrete base. Using the arrow keys and the SHIFT and CONTROL keys, you can select different mountain shapes and bases and precisely place them on the screen. Press and hold the SHIFT key to move the cursor faster. To select a different mountain shape or a different base, hold down the control key and press the arrow keys. The up and down arrow keys select a different group of mountains or bases. The left and right arrow keys select a different shape or type of base within a group. Then, you can press the INSERT key to place the mountain shapes or bases onto the planetoid. The UNDO key removes the last placed item. The editor has additional controls that help you properly align the mountain ranges or correct mistakes. We'll describe these in the summary that follows. First, you need to know about a few limitations on how mountain ranges may be placed. Mountain ranges are composed of two types of pieces; top pieces and bottom pieces. Bottom pieces are lighter coloured on the bottom outside and top pieces are lighter on the top outside. Mountain pieces can only be placed in vertical columns on the screen, and in any column you can have only one bottom piece and up to two top pieces. If you try to place more than one bottom piece or more than two top pieces, one of your previously placed pieces will be destroyed. After you have designed your planetoid, return to the editor menu by pressing the ESC key. Then, save your planetoid to a galaxy on your game disk by selecting SAVE PLANETOID TO FLOPPY. Important note: if you save a planetoid over an existing planetoid, you will lose the original planetoid forever. Before modifying a game planetoid, use the Game Librarian to save a copy of the galaxy containing the planetoid to a library disk. (See the section GAME LIBRARIAN.) The editor menu also has additional controls that let you select the difficulty level for the loaded planetoid, delete a planetoid, or rename a galaxy or a planetoid. Note: Renaming a galaxy will reset the current high score for that galaxy. EDIT SCREEN KEYS Here is a complete summary of all the commands for the edit screen. ESC Pressing the ESC key switches between the edit screen and the editor menu. ARROWS When editinga planetoid, the screen shows a "cursor" which resembles either mountain terrain or a base. The arrow keys move this cursor about the screen. SHIFT Holding down a SHIFT key while pressing an arrow key will make the cursor move faster. CONTROL Press and hold the CONTROL key to select a different base or mountain shape. The up and down arrow keys select a different group of objects and the left and right arrows select a particular base or mountain shape within a group. INSERT Press INSERT to "draw" with the current cursor picture. For example, when the cursor shows a base, the insert key will place this base onto the planetoid. Press UNDO to remove a placed base or mountain. DELETE Press DELETE to remove the mountain or base the cursor is closest to. Note: when placing mountains, DELETE will only remove mountains, and when placing bases DELETE will only remove bases. UNDO Press UNDO to remove the last placed base or mountain, or to unDELETE the last deleted mountain or base. P Press P to start up the game for playtest with a ship at your current cursor position. Press Q to quit playtesting and resume editing. M Press M to start up the game for playtest from the point where your mother-ship drops you off. Press Q to quit playtesting and resume editing. R Press R to restore all the ground-bases which were destroyed during playtesting. A Press A to examine and adjust alien difficulty and general difficulty settings for the planetoid you are editing. HELP The HELP key will "align" your mountain to the closest mountain to the left or right of your cursor, or if your cursor is a base it will align the base with closest mountain beneath the cursor. F The F key shows you a full-view 1/8th scale map of the entire "planetoid" in the editor. Yellow dots are home- bases, blue dots are refuelling-bases, the rest are represented by white dots. THE GAME LIBRARIAN The Game Librarian provides a way to copy galaxies from the game disk onto a seperate disk we call a library disk, or to copy galaxies from a library disk onto the game disk. A library disk is an ordinary ATARI ST formatted disk. There are several reasons to save galaxies onto library disks. The primary reason is to keep backup copies of galaxies you create, or to save copies of galaxies you want to modify on the game disk. Second, you may wish to create library disks to give copies of galaxies you create to your friends. Third, the game disk may run out of room and you may make library copies of galaxies you wish to delete from the game disk. Since you can only play and edit galaxies which are on the master game disk, this is an important function. To enter the Librarian, select LIBRARY MENU on the SELECT GALAXY TO DEFEND! menu. To exit the Librarian, select QUIT LIBRARY on the library menu. To copy a galaxy to or from a library disk, select COPY A GALAXY. The Librarian will then prompt you to select the galaxy you wish to copy. To create a new library disk, select CREATE A GALAXY LIBRARY. To delete a galaxy select the DELETE A GALAXY menu item. When copying galaxies it is very important not to remove a disk from the disk drive until the computer prompts you to do so. Removing the disk too soon could cause a galaxy to be lost. As a double check, do not even touch the disk drive if the red activity light on the drive is on. ADVANCED OPTIONS This section describes several expert-level features. We recommend that you first become familiar with OIDS before you attempt to use any of these features. Reconfiguring the keyboard The SELECT GALAXY TO DEFEND! menu has a special menu option that lets you redefine the keys that control your V-Wing ship. When selected, the CHANGE KEYS option will prompt you to indicate which key you would like to control each function. Press ESC at any key prompt to restore the original key setting supplied with the game. Edit screen options Advanced OIDS users can take advantage of several short-cut features when editing planetoids. Here is a list of them: CONTROL L will load a planetoid while in the edit screen. This is faster than first returning to the editor menu. Likewise, CONTROL S will save a planetoid from the edit screen. CONTROL B erases the current planetoid, removing all bases and mountain shapes. CONTROL D will prompt you to delete a galaxy from the game disk. 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Setting Graph Date Ranges So far all the graphs have covered the entire period of the account, in this case from 01/01/88 to 15/05/88. 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N0<kzE Y8!C!b2 OnB-,9bte8Sim.31:A do,^26c*Fx5 v8"CMk*RKn&VKigo0Vf**DNjTL,,H *&BP.̄(IfJcbdLh,0\,SANMd$"Rukz(p *.T&\rC bb" 2wW2(\(L~ 4^8H,R6dHJ  8gEVgEV{0< ` XjWWW ["9&XNu@F'L#jdF߀  @BDpJL N P R T V X Z \^ 2T:2@@@C"q AA TmB Hr$j$L#Ahb0: R z,$Ir4p03H@Yip03H@YipCH J#("L|"H>T "!l!8! d0|H,Đt@X$<ԠPh4L`xD\( p !ZjFz,$+&') !"% #4EVg!2CTevw @`?0 '($l [h4OR~md<Ez| 2}x#Z=w >)} n<؀g? y&@8@ @Ԃр@]\D@@| H@fEbQ`n>@_< _~€ o0P`H|A,*  qC?but ߦ h({0?8h^->FF`_c@m? P60{}l!px 8Z|~H2*z"3: ~j@D^ \t( D)_]2Oa,0?w8,h0qdiqx<ܮ֤ @|r,Npj|b?LzτROTATUS version 1.0 by Tony Loton (c) 1990 ************************ A fast-gyrating game, where the objective is to circle the planetary system to contain hordes of aliens. Eight levels of sustained unpredictable attacks. PULL stick down to start. Hit Function key 1-8 WHILE pulling down to select level. Programmed in 68000 code. Medium res. INSTRUCTIONS ==================== To activate the game, double-click on ROTATUS.TOS For best effect, play in a darkened room or adjust brightness so that stars become visible. THE AIM ======= Fly the starship ROTATUS 2 from the outer edge of the solar system, to the central pulsating star. The flight is split into a number of stages. On each stage you will journey to the next planet, encountering different dangers along the way. Shoot anything that moves and try not to get hit. THE CONTROLS ============ ROTATUS 2 can be controlled using a joystick plugged into socket 2 (not the mouse socket). A summary of the controls is given below: JOYSTICK LEFT- Rotate ship clockwise. The ship can rotate through 360 degrees. JOYSTICK RIGHT- Rotate ship anti-clockwise. The ship can be rotated through 360 degrees. JOYSTICK FORWARD- Spin ship. Pushing the joystick forward will cause the ship to spin on its own axis. If the is done whilst stationary, you will see the ship roll. Whilst the ship is spinning it is invulnerable to most objects, most of the time. This should not be relied upon, and may only be used 3 times per game. FIRE BUTTON- Shoot missiles. JOYSTICK BACK- At the end of a game the words GAME OVER will rotate around the screen, and the score for the last game will be shown. Pulling the joystick back will start a new game. THE STAGES ========== Each stage is the journey to the next closest planet to the central star. Between the stages, you will see ROTATUS 2 approach the planet and land, then on to the next stage. Each stage will have a different danger or combination of dangers: STAGE 1- ASTEROIDS These pose virtually no danger in themselves, but will give you some shooting practice. They will add to the danger on later stages. STAGE 2- FLYING SAUCERS The green flying saucers spiral outwards making them harder to hit than the asteroids. STAGE 3- ASTEROIDS+FLYING SAUCERS A combination of the first two stages. Try not to hit the asteroids when avoiding the saucers. STAGE 4- BLUE JITTER-BIRD The jitter-bird flys a very unpredictable path, but one thing is for sure- it will end with a final swoop around the screen. STAGE 5- JITTER-BIRD+ASTEROIDS Don't stay still when the bird swoops, but watch the rocks. STAGE 6- JITTER-BIRD+SAUCERS Keep moving !!! STAGE 7- JITTER-BIRD+SAUCERS+ASTEROIDS Help !!! STAGE 8- PULSATING STAR As the star pulsates, it emits blue pods which burst at the same level as the ship. Nothing can be destroyed on this stage, and must be avoided at all costs. You'll have to be quick at spotting which way the pods are travelling, so that you can get out of the way before they burst. When (or if) you survive the pulsating star, you will approach a planet on the edge of a new solar system. (c) February 1990 Tony Loton and Budgie UK Budgie UK licenceware: the dizzy face of PD. . SKIDZ DOC TYPED BY MR.TERRY/TRIPPLE H INSTRUCTIONS FOR LOADING VIRUS WARNING Please ensure that your computer is switched off before you attempt to load SKIDZ. COMMODORE AMIGA 1.Plug your joystick into port number 2. 2.Switch on your TV/monitor and then your computer. 3,Insert the game disk into the built in disk drive. 4.The game will now load automatically. ATARI ST -------- 1.Plug your joystick into port number 1. 2.Insert the game disk into the disk drive. 3.Switch on your TV/monitor and then your computer. 4.The game will now load automatically. AIM OF THE GAME ----------------- Your local town is the scruffiest for miles around, and it's about time that it was cleared up.Armed with nothing more than your trusty bike and skateboard, you set about collecting as much of the rubbish as possible as fast as possible.Unfortunately, the townfolk don't share your enthusiasm, and although they won't try to stop you, they do tend to get in the way.Then there's the holes in the road, the kerbs, the cones, the ramps....loads of obstacles stand between you and your goal, and they're not doing you or your equipment any good. There's money lying around just waiting to be collected though, and performing stunts will also improve your bank balance.Collect enough, and it'll give you the chance to visit the shop and upgrade your bike or skateboard, or carry out essential repairs. You have just one life, and the game will end when you run out of energy.You will then be given the option to start a fresh game on the level you ended the game on with the same amount of money and energy as you began that level. There are six progressively difficult areas to be cleaned up, starting with the fairly straightforward street, and ending on the dangerous and difficult boardwalk.Prove that you're up to the challenge of these mean streets, and you'll get the chance to really test your skill in the ultimate challenge, against two other ultr skillful opponents.There's nothing to collect or do, just race to be the first to cross the finishing line.This race has the biggest rewards up for grabs, but the hazards and narrow track mean that it's gonna require split second timing, ultra accurate jumps and spins, and loads of speed to finish top.Are you ready to prove you've got the gutz for SKIDZ? BIKE/SKATEBOARD SELECTION --------------------------- You choose the bike or skateboard on the title screen at the beginning of each game, using left/right joystick control.Each has different advantages - the bike is narrower and can move through areas that the skateboard is too vide for and uses less energy, but the skateboard is more manoeuvrable and makes collecting objects much easier. Once loaded, the options screen will be displayed. Options are chosen by moving the joystick left or right to higlight your required choice, and pressing FIRE.Each of the six levels must be completed in order of difficulty, so the Street level will be the only one available at first.In addition, the shop can be checked out, or you can practice the race sequence against one other opponent. JOYSTICK CONTROL ------------------ We have included two methods of control and the J key is used to change from one to the other once the game has loaded.The default mode is the first. CONTROL SYSTEM 1 ---------------- Pushing the FIRE BUTTON increases your speed by one point, and holding down the FIRE BUTTON will maintain that speed.So, to get a constant speed of three points, push the FIRE BUTTON three times, holding it down on the third.The player can turn it steps of 45 degrees by moving the joystick in the required direction.Moving the joystick in the opposite direction to the one you are travelling in will cause the bike/skateboard to stop. CONTROL SYSTEM 2 ---------------- Moving the joystick in any direction increases your speed by one point in that direction, and holding it in that position keeps the speed at that value.Acceleration is achieved by continually tapping the joystick in a set direction.Releasing the joystick completely will decelerate the bike/skateboard slowly.Whilst moving it in the opposite direction to which you are travelling causes the bike/skateboard to brake rapidly.The player can turn in steps of 45 degrees by turning the joystick during normal motion.A 90 degree turn is possible by releasing the joystick and moving to a new position. KEYBOARD CONTROLS ----------------- M - Toggle music on off. J - Toggles between joystick modes 1 and 2. P - Pause. SPACE BAR - Display status screen. ENERGY -------- Sixteen energy units are provided at the start of the game.One energy unit is lost when the player crashes, if he falls in the water, or if a cigarette is collected.Any energy left at the end of a level is carried over to the next.The entire game ends if the energy is reduced zero. TIMER ------- The timer value begins at 350 at the start of each level, and diminishes constantly during the game. Additional time bonuses of 300 are added whenever a stopwatch is collected.If the timer reaches zero on any level, "The Spirit" will attack you, draining all your energy, giving you just a short time to find a stopwatch before you run out of energy.If a level is completed with time in hand, it will be converted to a points bonus. LITTER -------- Paper, bottles and cans are collected during each level, and should be placed in the bins.Up to ten pieces can be collected at once, which are deposited in bins when the player touches or goes behind a bin.The total percentage of litter collected will be displayed each time letter is dropped into a dustbin, and a level cannot be completed until at least 75% has been put in the bins.Fifty points are awarded for each item of litter deposited. MONEY ------- Money, in the form of one, five, ten and twenty dollar bills, as well as one dollar coins, can be collected from a set positions on each level.Extra money will also appear after performing a succesful trick/spin.The money can be used in the shop before starting each level. HOPPING --------- Small obstacles can be hopped over by pressing the FIRE BUTTON when travelling at speed 4.Hopping also allows the player to move up onto the pavements without crashing into the kerb,The hop will last longer if a spin is performed at the same time, which makes it possible to hop over wide obstacles and gaps. TRICKS -------- A spin can be performed by pressing the FIRE BUTTON and turning through 360 degrees before landing.If the player is facing a different direction on landing they will crash , otherwise money will appear which can then be collected. As you win money for the performance of tricks, the money dotted around the level will begin to disappear, saving you the trouble of going hunting for it. RAMPS ------- Ramps can be jumped at speed 3 and 4, and will give 500 points each time.Tricks can also be performed by spinning around once or twice before landing. BONUSES --------- Bonus items can be collected during each level, giving one energy unit as well as 50, 100 or 200 points depending on the bonus collected.Different types of bonuses are found on each level: Street - Fruit Park - Burgers, Chocolate Building Site - Tools Chinatown - Cakes, Ice-cream Canal - Fruit Boardwalk - Cakes, Ice-cream Hidden bonuses are dotted around the levels, giving you extra points, time or energy. TASKS ------- There is a special task associated with each level.The task item must be collected and delivered to the correct destination further down the level.Bonus points are awarded on the succesful comletion of each level.The different items for each level are as follows: Street - Parcel Park - Fish food Building site - Newspaper Chinatown - Chopsticks Canal - Tub of maggots Boardwalk - Bucket and spade MUGGER -------- A mugger appears on each level, running down the screen.If the player touches a mugger, he crashes and loses all his money. DAMAGE -------- If the player rides over glass, slinters, nails etc. damage is caused to the wheels of the bike or skateboard.The players top speed is then limited to speed 3 instead of 4.Wheels return to normal if a puncture outfit is collected from the level, or if the outfit or new wheels are purchased from the shop after finishing the level.Also, wheels gradually wear down from one level to the next, making acceleration slower each time. Maximum acceleratino is restored when new wheels are purchased in the shop. SHOP ----- The shop can be selected between levels, on the first selection screen.As you start the game with no cash it is not worth visiting the shop until you have completed one of the levels.When in the shop move the joystick LEFT/RIGHT to highlight the required item(s).The following items can be bought: ITEM PRICE FUNCTION Wheels(bike) $50 Repairs wheel damage and wear. Wheels(skateboard) $50 Repairs wheel damage and wear. Helmet $90 Reduces energy loss for crash. Brakes(bike) $30 Bike slows down faster. Water Bottle $20 Restores four energy units. Medical Kit $50 Restores twelve energy units. Pads $40 Reduces energy loss for crash. Puncture outfit(bike) $10 Repairs wheel damage. Stopper(skateboard) $30 Skateboard slows down faster. New items must be bought for each levels, as required. RACE ------ The full race can only be selected after all the other levels have succesfully completed.The race is against two opponents, one slow and one fast.No bonuses, timer or energy loss function on the race level.As you cross the finishing line, a message will report your finishing position, and if you win the race you will be presented with a trophy at the end of the game.100.000 points are awarded for finishing third, 200.000 for second and 300.000 for first. ------------------------------------------------------------------------- SPEEDBALL By MEDUSA SPEEDBALL-THE GAME THE PITCH The game takes place on a steel walled floored pitch,160 feet long by 90 feet wide. The walls are 30 feet high. There is a goal at each end of the pitch and a ball warp tunnel in each side of the wall. Throwing the ball into the tunnel causes it to reappear on the opposite side. The ball launcher, in the center of the pitch, rises at the start of each game, rotates, then shoots out the ball in a random direction. There are bounce domes, off of which the ball will be deflected, but over which players are free to move. These appear in different formats for each match. TEAM SELECTION You have a choice of one of three possible teams to represent.These differ in skill and stamina.In two player mode, each player must choose a team. THE OPTIONS Select one of these options: DEMO GAME Computer vs Computer. Press the fire button to exit the demo. ONE PLAYER KNOCKOUT Human vs Computer. Your team wears green and is playing up to pitch. You take part in a knockout game based on 10 rounds. The object being to reach the final and win. The opposing teams will become more difficult as the rounds progress. Each round is the best of 3 matches. You get 2 points for a win, 1 for a draw and 0 for losing. To qualify for the next round, you need to score 3 points. However, if you gain 3 points in the first and second legs you will be kept informed of your progress and requirements before the start of each match. TWO PLAYER GAME Human vs Human. Player one controls the green team playing up the pitch, Player two controls the red team playing down the pitch. You will be asked to select the duration of the league from 10-100 weeks. Before each game you will be kept informed of your current status. You score 100 points for a win, 20 for a draw and 5 for each goal. LEAGUE GAME Human vs Computer. This game is played in a league system with scores of 100 points for a win, 20 for a draw and 5 for each goal. There are 11 teams in the league, including yours. After selecting the duration of the league, you play each week of the league as in the knockout game. Your opposing teams are drawn randomly, so you will meet teams of different skills throughout the league. At the end of each week, the computer will analyse the results of the matches played by the other teams that week and compile the current league. Your team name will be shown flashing in the table. Each week consists of 5 matches, 10 teams play each week, your team will not play in week 11. SAVING A GAME Make sure that you have a totally free disk-as any existing data on a disk will be lost. The type of game you have just been playing will automatically be saved, however the disk will save one each of a knockout, league and two player game. Any existing game of this type will be overwritten, so be careful! An un-formatted disk will automatically be formatted. If the save fails, check for write protect or try another disk. LOADING A SAVED GAME Simply insert your disk in to the drive and choose the correct loading option. CONTINUE GAME This option allows you to continue playing a previously saved game. CONTROLLING THE TEAM To throw the ball, press the fire button. A very short press will throw the ball at waist height, but if the fire button is held down it will be thrown high up into the air, passing over the heads of the players. Therefore it is possible to throw the ball too high to enter the tunnels and goal mouths. If your player doesn`t have possession of the ball, but it is in the air near him,pressing the fire button will make him jump into the air and attempt to catch it. If the fire button is pressed down when your player doesn`t have the ball, then he will attempt to tackle an opposing player. If he is moving and the fire button is pressed, he will slide. This last tactic can be used to tackle an opponent or to move faster to intercept the ball. THE GOALKEEPER The goalkeeper is controlled by the joystick when he is visible. With the joystick in a central position, pressing the fire button will cause him to jump up and punch the ball. As soon as he touches the ball, he will automatically thrown it out towards the centre of the pitch (either straight, or diagonally left/right, depending on his movement when he gains control of the ball). TACKLING Your tackle may or may not be successful, this depends on your skill level (shown in your team info before a game starts-see attributes).If you win the tackle, your opponent will lose some stamina, depending on your strength (see attributes). Also, the losing player will be sent into an uncontrolled roll and will be unable to do anything for a couple of seconds. If the losing player is the goalkeeper, he will not be able to save the ball for a couple of seconds-remember this! A successful tackle will result in you taking control of the ball. You can tackle any player at any time, there are no fouls and no rules in this game! However, you are vulnerable when in the air and will always lose a tackle, irrespective of your own or your opponent`s skill. ATTRIBUTES Strength: The stronger your team, the more stamina they take from your opponents when tackling. Stamina: As your stamina is depleted, your team gets slower and cannot throw the ball as far, or with as much power. Your stamina is replenished to a maximum level at the start of each game. The small meters at the bottom left and right of the screen, depict the current players stamina. Skill: The higher your skill level the more successful your team will be in tackling. TOKENS During the game, tokens will appear, move your player over them to pick them up. There are two types of tokens: The `SAVE and COLLECT` type, which are the rotating discs. These are saved and can be used at the end of each match to select various options from the following list: OPTIONS TOKENS RESULT Bribe official 2 Buy an extra minute game time for previous game.(This can only be done once per game). Extra stamina 3 Increase your maximum strength level Bribe Timer 3 Increase the length of time the immediate effect tokens last.(10 stage countdown). Bribe Trainer 4 Reduce computers intelligence (not 2 player). Extra skill 4 Increase your tackling ability Reduce stamina 4 Reduce opponent`s stamina Extra Power 6 Increase your strength Reduce skill 6 Reduce opponent`s tackling ability Bribe Ref 6 Buy a one goal advantage for the next game, or the previous game if you also buy extra time Reduce power 7 Reduce your opponent`s strength The changes to the attributes will be shown before a match. Note the changes to the opponent`s attributes in a two player game are permanant, but in a one player game affect the oppositon for the current round. The `immediate Effect` type, which are rotating tiles that will have an immediate effect when picked up, depending on the letter on the tile: F- Freeze the opposing team (except for the goalie) for a 10 stage countdown. R- Reduce the opposing team`s speed for a 10 stage countdown. P- Protect your team,(ie. can`t be tackled) for a 10 stage countdown. S- Increase your team`s stamina. D- Decrease your opponent`s stamina. G- Get the ball if not already in possession of it. E- Electron: Bolt of energy that will tackle any opponent it hits for a 10 stage countdown. W- Turn the ball into a weapon for a period. When thrown it will tackle an opposing player for a 10 stage countdown. M-8 way electron burst for a 10 stage countdown. J- Reverse opponent`s joystick control for a 10 stage countdown (two player game only). The computer cannot use these weapons. During a game: F1- Pause F10- Quit. This will end the league/knockout and will not give you an opportunity to save the game. THE END Nice looking little game...SEWER SOFTWARE presents - Treasure Trap Introduction Treasure Trap plunges you into the hostile undersea environment of the deep sea treasure diver. You've located the wreck of the gold-laden Esmeralda, and donned the brass diving helmet and canvas suit that keep you alive at 50 fathoms. Making your way through a broken bulkhead door, you enter the sunken wreck and immediately spot the glint of gold. You also notice the variety of creatures that protect the long-lost treasure. Treasure Trap tests your reflexes as you dodge poisonous stingrays, voracious crabs and other dangerous citizens of the deep. Fast reflexes however, are only one part of the game. As you explore the more than 100 rooms, you'll discover a delightful collection of puzzling situations that require strategic planning and quick decision-making. Only the talented player who can handle both aspects will secceed. Commercial divers often note that they are the only "brass collar" workers in the world. Now you can join them. Your Goal While staying alive is your primary concern, you've been hired to salvage the gold from the watery grave of the Esmeralda. It's easy to pick up the gold, all you have to do is touch it. The game will keep track of all the gold you've collected, and even tell you how long it took you to gather it. Sounds easy, but it isn't. If you can find and collect the gold from every room, escape a final surprise and reach the surface, you become one of the world's richest individuals. You'll be able to afford the swimming pool you always wanted, buy the house of your dreams or captain the yacht of your most outrageous fantasy. Your Strategy Attitude can mean the difference between a successful hunt and a dismal failure. The successful player will realize that it can be best to forget the conventional approach and attempt the unusual. If a particulary difficult puzzle stumps you after repeated attempts, leave the room and come back later. A little experience can go a long way. You can assume that every creature you meet wants to make you the main course in their next meal. That does not mean however, that some of the swimming creatures cannot be helpful. In fact, in many cases they are vital links to the treasure. The Play Screen Gold Counter--This digital readout shows the number of gold bars you have found and salvaged. You have the option of saving the game when you collect multiples of 50 pieces of gold. It's a good idea to save the game whenever you can; it prevents having to start over at the beginning after losing you five lives. You must play a game from beginning to end (not a restarted game) to be registered on the high score table. Friendly Fish--Friendly fish you collect are stored in this glass bubble until you cal them into action. You are awarded a friendly fish for each 80 pieces of gold. When released, this fish easts every harmful object in your room. Press the key to release a fish. Fish Counter--This digital readout shows the number of friendly fish you possess. Gold Spout--When you pick up gold bars, molten gold pours out. Gold Indicator--A flahing "G" means uncollected gold is still in the displayed room. Lives Counter--This digital readout shows the number of lives you have left. You start each game with six lives. Once the counter reaches zero, you start a new game. You can restore games that are saved to disk by pressing the key at any time. You will receive an extra life when you collect 200 pieces of gold. Life Force--This animated figure moves until you run out of air. Air Supply--Keep a close eye on this bar guage, it shows how much air you have left. When the color slides to the bottom of the guage, you lose a life. You can pick up bottles of compressed air to replenish your air supply. Movement You can move in four directions in Treasure Trap; Northwest, Northeast, Southwest and Southeast. In addition, you can jump straight up and in any one of the four directions. Joystick To move, simply push the joystick in the corresponding direction. To jump straight up in the air, press the jump button. To jump in a specific direction, puch the jump button while moving or jump and then press the joystick in the appropriate direction. Keyboard The following diagram illustrates the keys assigned by the programmers to the five basic movements. They can be changed. To move, press and hold the corresponding key. To stop, let up the key. To jump in a specific direction, press the jump key, then press the appropriate movement key. Defining the Keyboard While Treasure Trap comes with predefined keyboard assignments for all of the movement and controls in the game, you can redefine those keys to your personal preference. The following procedure is used to change the default keyboard assignments. 1. When the Tresure Trap title screen is displayed, press to access the keyboard reassignment panel. 2. The screen is divided int three columns: Control, Current Key and New Key. The first control displayed, labeled North, is shown in the left "Control" column. The key that is currently used to control that movement, Right Arrow, is displayed in the middle column. 3. If you want to change the control of the movement, press the key you would like to replace it with. That key will be shown in the "New Key" column. If you want to keep the current key active, press . 4. A new control key is displayed. Repeat step 3 until you have completed the entire list of control keys. Once the entire list of keys is displayed, follow the onscreen prompts, pressing if you want to change any of your selections, or any other key to accept the key assignments listed. Doors/Keys You enter new rooms in the Esmeralda by walking through bulkhead doors. In most cases, you enter a door automatically by moving the diver into the doorway. In some instances however, you will discover locked doors that cannot be entered without a key. Locked doors are identified by a "key" symbol above the doorway. Before you can enter a locked door, you must possess the key that matches the symbol above the doorway. You will find keys scattered throughout the rooms in Treasure Trap. If you possess the key that matches the symbol above a locked doorway, you can enter that door by moving the diver into the doorway. You can possess only three keys at one time. They are stored on the key rack on the lower left side of the screen. Since you can possess only three, you must decide which keys to keep and which to discard. To pick up a key, use the key to land on top of the key and press the key. Press the key at any time to discard a key that's in your key rack. The Game Map When the "M" is flashing in the upper left corner of the screen (at the beginning of each room), you can access the game map by pressing . A grid is displayed, with every room you have entered revealed. The border around the room you are in is flashing. You cannot see into the rooms you have not yet entered. Each room is numbered to help you keep track of your progress and make notes concerning the location of keys you have noticed or air bottles you might need later. You can scroll across the map using the arrow keys or joystick. To exit the game map screen, press the joystick fire button. Save/Restore Game You can save the current game to disk whenever you have collected a multiple of 50 pieces of gold. The Divers Merit list is displayed automatically if you have reached your goal in one of the 12 fastest times. Enter your name and press Enter/Fire to add your name to the list. The save game munu is then shown. Follow the on-screen prompts to save your game to disk. Note: You must have a blank disk ready to save high scores and games. You can restore a game that has been saved to disk from the opening screen of the game or by pressing at any time. Follow the on-screen prompts to save. Moveable Objects The rooms of the Esmeralda are littered with the barrels, crates, blocks, tables and chairs that were sent to the bottom with the rest of the ship. These objects and many more can be moved around to help you reach high places of divert the paths of swimming creatures in a particularly tough situation. You move objects by puching against them as you walk around the rooms. Since you can't pull or grab any of these objects, you have to keep them away from corners and walls where they can easily become stuck. Objects revert to their original position when you reenter a room. The tides and currents of the Pacific will move some of the objects around without you help. Floating objects can help you get to places that would normally be out of reach. Your Air Supply Nothing is more precious to a diver than air. The diver in Treasure Trap carries only two bottles of compressed air--Hardly enough to complete a day's work at 50 fathoms. Luckily, the dive master foresaw the problem, and on the first dive of the day scattered reserve bottles throughout the rooms on the Esmeralda. The air gauge on the right side of the screen is the most improtant display on you screen. It's the only one that actually controls your life. Let the air run out, and you'll quickly become food for the crabs and fish. You can replenish your air supply by picking up air tanks you find in the ship. If you touch one of these bottles, you automatically pick it up and attach it to your helment. Use caution when adding new tanks to your air supply. If more than half of your air remains when you pick a new bottle, you've also gathered big trouble. The excess air will blow up your suit like a balloon and your movements become relatively uncontrollable. The High Score/Fastest Time Tables If you have attained one of the 12 top scores in Treasure Trapk, you can enter your name on the Diver's Merit List of high scores at the end of the game. Just type in your character name and press Enter/Fire to log your name onto the list. When you have collected a multiple of 50 pieces of gold, the Divers Merit List of fastest times is displayed. If you have achieved one of the 12 fastest times, you can enter your name and press Enter/Fire to add your name to the list. Follow the onscreen prompts after these tables are displayed to save the high-scores to disk. Note: You must have a formatted blank disk ready for saved games and scores. Do not save games to your game disk. Quuickstart The following procedures guides you through the first room of the Esmeralda. It will teach you many of the basic movements and controls you will use throughout the game. If you lose a life during this section, just start over. 1. Once the opening sequence has run, (you can skip the intro by holding down the left mouse button) the credits screen is displayed. Press the left mouse button or joystick fire button to load the game. 2. After loading, answer "N" (No) when asked whether you want to load a game from the old high score disk. Press any key to access the first room in the game. Ignore the option of redefining your keys or loading a saved game for now. 3. The diver is located in front of the upper level door on the left side of the room. If you look closely, you can see his exhaust bubbles floating toward the surface. 4. Make sure the crab and sea urchin are out of your way, then move . 5. Experiment with the movement controls while dodging the bubbles and creatures that can take yur life. Make your way to the wooden crate with the gold bar on top of it. 6. Press the key or button and quickly move in the direction of the box. You should be standing on top of the box. If you aren't, keep trying until you've landed on the box. 7. Move until you have stepped on the gold. The gold will disappear and the counter will read "1". 8. Move off the box and jump onto the orange round-shaped key in the center of the room. Notice that this is an exact replica of the keys above all the doors. 9. Prss the key to pick up the key. The key is now on the rack on the lower left side of the screen. You will see another key in the room. Move around and pick up the key. 10. Move to one of the doors. Since you possess the round key that matches the one above the door, the door opens and you enter the next room. 11. You're on your own now. It won't get any easier. Inhabitants of Esmeralda Many aquatic creatures have taken up residence in the Esmeralda since an explosion sent it to the bottom of the Pacific Ocean. In addition, the ship is the resting place of a fortune in gold bars and a number of objects that you will need to locate and acquire to continue your search. Sea Anemones These poisonous creatures received their name from their resemblance to a flower called the anemone. Deadly to a treasure diver, the anemone paralyzes anything it strikes, and then drags the victim into its mouth opening. Often called the sea flower, the anemone is not very mobile. You will find these brightly colored members of the jellyfish and coral family in many of the rooms in the Esmeralda. Air Tanks You carry a limited supply of air on your search through the cabins of this sunken ship. While hard-hat divers normally breathe using an air hose, the sharp edges of the ripped metal of the Esmeralda would quickly cut any hose. Instead, you carry two of these tanks on you back as you explore the ship. Your air supply is limited, and doesn't really provide the time you need to fully gather all the gold. The dive master however, made a preliminary dive and scattered emergency bottles of air throughout the ship. When your air supply is running low (indicated by the air gauge on the right side of screen), you must find one of these tanks. Just walk up and touch the bottle, and you automatically receive additional air supplies. Do not pick up additional air supply is below 50 percent. If you have to much air, the excess blows your suit up like a balloon and you will have difficulty moving for a short period. Bubbles While the Esmeralda's main cargo was gold, barrels of an unknown substance were also carried. The first divers on the wreck discovered that time and pressure ruptured many of the barrels resulting in the release of bubbles which are deadly to a diver clad only in a canvas suit. The bubbles continually rise and fall in the rooms of the ship and must be avoided. You can watch the shadows they cast to determine where they will fall. Crabs These crustaceans are fast and nasty. When they scurry into a solid object like a wall, they'll usually turn to the right. If they his a corner or get stuck in a doorway, it's hard to tell which way they'll go. Electric Eels They look like green snakes, but these slender amphibians can shock the life out of you. They're faster than most of the swimming creatures you'll see, but they always swim in a straight line and are easy to avoid. Smart Fish You automatically catch one of these fish whenver you reach a multiple of 80 bars of gold. They're stored in the small glass aquarium on the lower left side of the screen. A counter, also on the lower left, tells how many of these fish you have collected. These red snappers are your friends, but the rest of the creatures in the wreck are acard to death of them. When you press the key, a friendly fish will swin into the room you're in and swallow up everything that can harm you. Gold These gleaming bars of gold are the reason you came to this fish infested wreck. If you figure out the puzzles, you can touch the gold and and it to your salvaged items. The number of bars you find will be added to the gold counter on the left side of the screen. When the "G" in gold is flashing, there is gold in te current room that hasn't been collected. Hammerhead Sharks These voracious sharks are easily recognized with their hammer-shaped head. Easily the fasest of the creatures you might encounter, the hammerhead shark could move in any direction. Don't turn your back on this beast, or it could be the last turn you ever make. Jellyfish These graceful swimmers look pretty harmless, but their tentacles are packed with a dangerous poison. They ususlly move up and down, but on occaission they'll hover right over your head and prevent you from jumping. Jellyfish that are moving straight up and down cast a shadow that can be helpful in determinging their positioin and avoiding their touch. Keys They might not look like keys but they'll open locked doors on the Esmeralda. Found on the decks and crated of the ship, each key is a different color and shape. If you possess the key that matches the one above a door, you'll be able to enter. You pick up a key by jumping on top of if and pressing . Octupi As dangerous as they are ugly, the octopus can grab on with a suction-like grip and hold you captive until you die. They usually move to the left when they run into an object. Pirhana The tooth-filled grins of these quick fish are misleading. Don't hesitate to run away when you see them coming. Pirhana will travel individually or in small schools and can swin in all directions. Starfish While they don't moe much in real life, the starfish on the Esmeralda slither across the floor. Unwary divers end up in Davy Jones locker if they don't watch their step. Starfish always travel alone and usually turn to the left when they his a wall or immovable object. Stingrays The flapping wings on these graceful swimmers are beautiful, but don't get too close. Some of them will let you stand on their back, but the pointed tail can sting fast and is as deadly as it is painful. This is on of the ony creatures that swims at different depths in Treasure Trap. Whirlpools It looks like a whirling dervish as it bounces around the decks of the Esmeralda, and it's just as dangerous. If a whirlpool sucks you in there's no escape. You won't die, but you'll be transported to a new nocation. Good luck in finding you way back. You'll never be able to anticipate the moves of the these screaming vortexes of water, so don't even try. Jst stay out of the way. All finished, so have fun. SEWER SOFTWARE THANKS TRIPPLE H. TRIPPLE H PRESENTS THE DOCS FOR WARHEAD TYPED BY MR.TERRY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ QUICK REFERENCE KEY CONTROLS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ INTRO SCREENS:- ~~~~~~~~~~~~~~ ESC - SKIP TO TITLE SCREEN SPACE - DOUBLE TEXT SPEED UNTIL NEXT SCREEN TITLE SCREEN:- ~~~~~~~~~~~~~ ANY KEY - SKIP TO SAVE/LOAD/PROCEED WITH GAME SCREEN IN GAME (GENERAL):- ~~~~~~~~~~~~~~~~~~~ HELP - GO TO SAVE/LOAD/PROCEED WITH GAME SCREEN (ONLY WHEN DOCKED IN SOLBASE) D - DATA SCREEN F - FOR3WARD VIEW H - HEADUP DISPLAY TOGGLE ON/OFF W - WEAPONS DISPLAY ON HUD TOGGLE ON/OFF SPACE - DIFINE OBJECT IN CROSSHAIRS AS PRIMARY TARGET M - MESSAGE SCREEN L - LAUNCH FROM SOLBASE Q - QUAD JUMP TO SELECTED PLANET S - SOLAR SYSTEM CHART Z - ZOOM IN X - ZOOM OUT ESC - LAUNCH ESCAPE POD T - TACTICAL SCREEN ENTER - ALTER VANTAGE POINT (ON THE NUMERIC KEYPAD) N - NAVIGATIONAL SCREEN SPACE - BRING UP DIALOGUE BOX TO TYPE IN SELECTED DESTINATION (SOLAR CHART) IN GAME (AUTOPILOTS):- ~~~~~~~~~~~~~~~~~~~~~~ 1 - MANUAL OPERATION 2 - POINT AT PRIMARY TARGET 3 - PERSUE PRIMARY TARGET 4 - FINE POSITIONING 5 - SLOW THRUST 6 - AUTO FLY AND HALT 7 - POINT IN DIRECTION OF MOTION 8 - POINT OPPOSITE TO DIRECTION OF MOTION 9 - STOP,THEN DROP INTO AUTO PILOT 4 0 - RECENTRE YOKE IN GAME (WEAPONS):- ~~~~~~~~~~~~~~~~~~~ F1 - PSUEDO-STELLAR MISSILE F2 - STINGER MISSILE F3 - RECONNAISSANCE MISSILE F4 - MINE F5 - TARGET DRONE F6 - X-RAY LASER DEVICE RETURN - MASS-DRIVER CANNON(MDC) MOUSE CONTROL:- ~~~~~~~~~~~~~~~ UP/DOWN/LEFT/RIGHT - AS SPACECRAFT YOKE LEFT BUTTON - FORWARD THRUST RIGHT BUTTON - RETRO THRUST BASIC CONTROLS:- ~~~~~~~~~~~~~~~~ THE MOUSE:- MOUSE OPERATES IN TWO MODES. AS A CONVENTIONAL MOUSE POINTER,OR AS THE SPACECRAFT YOKE. 1 - AS A MOUSE,THERE IS A CIRCULAR CROSSHAIR RESEMBLING A GUNSIGHT SERVING AS THE ON SCREEN MOUSE POINTER.MOVING THE MOUSE MOVES THE POINTER - PRESSING THE LEFT BUTTON SELECTS WHATEVER IS BEING POINTED AT.THE MOUSE POINTER IS CENTRED ON THE SCREEN BEFORE MOUSE OPERATIONS. 2 - AS A YOKE,THE MOVEMENTS OF THE MOUSE CONTROL THE ROLLING AND PITCHING OF THE VESSEL. AS A YOKE THE LEFT MOUSE BUTTON OPERATES THE SHIPS MAIN ENGINES,GIVING 6.3Gs OF FORWARD THRUST.THE RIGHT BUTTON OPERATES 1G RETROTHRUSTER. KEY CONTROLS:- ~~~~~~~~~~~~~~ THE KEYS ARE BUNCHED INTO SECTIONS...NUMERICAL KEYS(NOT ON KEYPAD) SELECT AUTOPILOTS. ALPHABETIC KEYS SELECT SCREENS AND MODIFIERS...FUNCTION KEYS LAUNCH WEAPONS. F - FORWARD VIEW (THROUGH WINDSCREEN,LOOKING FORWARD).FOR MOST OF THE GAME THIS SCREEN IS THE DEFAULT.IT SHOWS THE FORWARD VIEW OF THE FOE-57 PILOT LOOKING FROM THE FRONT OF HIS CRAFT. THIS DISPLAY MAY BE MODIFIED AS FOLLOWS:- H - HEADUP DISPLAY (TOGGLE ON/OFF). THE HEADUP DISPLAY IS SUPERIMPOSED ON THE OUTSIDE VIEW.A CROSSHAIR APPEARS AT THE CENTRE OF THE DISPLAY AND FLECKS WHICH REPRESENT FIXED SPATIAL POINTS IN THE OUTSIDE WORLD PERMITTING THE PILOT TO VISUALLY UNDERSTAND HIS VELOCITY. W - WEAPONS HEADUP (TOGGLE ON/OFF). THE WEAPONS DISPLAY IS ANOTHER LAYER OF HEADUP.A GRAPHICAL REPESENTATION OF THE SHIP SHOWING THE POSITION AND NUMBER OF REMAINING WEAPONS APPEARS. THE CROSSHAIR IS MODIFIED TO ALSO SHOW WEAPONS AND MDC AMMO. IDENTIFICATION TAGS APPEAR ON ANY VESSELS VISIBLE. Z - ZOOM IN X - ZOOM OUT THESE KEYS ALTER THE MAGNIFICATION OF THE FORWARD-VIEW IMAGE. T - TACTICAL SCREEN THE SHIP'S COMPUTER KNOWS THE POSITION AND ORIENTATION OF EVERY VESSEL IN THE SURROUNDING SPACE.THEREFORE IT IS POSSIBLE FOR IT TO GENERATE A REAL-TIME IMAGE OF SPACE FROM ANY VANTAGE POINT.INCLUDING (NOT SURPRISINGLY) THE VANTAGE POINT OF THE FRONT OF OUR OWN SHIP.PRESSING 'T' INITIALLY DOES JUST THAT.IT BRINGS UP THE COMPUTER GENERATED VIEW OF SPACE FROM THE FRONT OF YOUR FOE-57.PLANETS ARE NOT SHOWN.LIKE SCREEN 'F',THE WEAPON DISPLAY CAN BE TOGGLED ON OR OFF AND THE ZOOM KEYS STILL WORK.THE HEADUP FLECKS CANNOT BE REMOVED. UNLIKE SCREEN 'F' THIS IMAGE IS GENERATED BY THE SHIP'S COMPUTER AND CAN THEREFORE BE PRESENTED LOOKING FROM ANY ARBITARY VANTAGE POINT. ENTER - (ON THE NUMERIC KEYPAD) WILL ALTER THAT VANTAGE POINT.WHAT IT WILL DO IS GIVE THE IMAGE FROM THE NOSE OF ANY OTHER OBJECT OR VESSEL.REPEATED PRESSING OF 'ENTER' WILL CYCLE THROUGH ALL OBJECTS IN THE VICINITY.YOU CAN SEE WHAT THE SPACE STATION SEES - SEE WHAT AN ATTACKING ALIEN SEES OR EVEN LOOK OUT FROM AN ASTEROID OR THE NOSE OF A MISSILE.IF THE OBJECT YOU ARE VIEWING FROM 'DIES' IN THE COURSE OF VIEWING FROM IT - THEN THE SCREEN WILL FLASH AND THE NEXT OBJECT WILL BE SELECTED.THE TECHNICAL TERM FOR THE OBJECT- YOU-ARE-VIEWING-FROM IS THE EYE-PARTICAL. THE COMPUTER HAS ANOTHER WAY OF DEPICTING SPACE AROUND THE VESSEL.PRESSING 'T' AGAIN FROM WITHIN THE TACTICAL SCREEN WILL BRING UP THE TANK SCREEN. AT THE CENTRE OF THE SCREEN IS THE TOKEN REPRESENTING THE EYE-PARTICAL. SPACE AROUND THE VESSEL IS SHOWN AS A SPHERE OF POINTS - OTHER VESSELS ARE SHOWN AS TOKENS.AS THE EYE-PARTICAL ROTATES THE SHIP AT THE CENTRE APPEARS TO STAY STILL BUT THE SPHERE AROUND IT ROTATES.'ENTER' STILL WORKS,ALLOWING ANY SHIP TO BECOME THE EYE-PARTICAL. A ZOMMED-IN VIEW OF THE EYE-PARTICAL SHIP IS SHOWN IN THE CENTRE OF THE CIRCLE AT THE BOTTOM LEFT OF THE SCREEN. THE Z AND X KEYS WORK IN THIS SCREEN BUT IN A SLIGHTLY DIFFERENT MANNER. BRINGING THE SPHERE CLOSER AND FURTHER AWAY.THE TANK-SCREEN ENABLES THE PILOT TO HAVE AN OVERVIEW OF THREE-DIMENSIONAL SPACE. THE TACTICAL SCREEN AND THE FORWARD SCREEN BOTH FEATURE ANNUNCIATORS.THESE FLASHING MNEMONICS ARE SUPERIMPOSED ON THE DISPLAY TO INFORM THE PILOT OF SOME MATTER. ANNUNCIATORS:- ~~~~~~~~~~~~~~ PWS - MEANING PROCEED WITH SORTIE NOR - MEANING NEW ORDERS RECEIVED ICM - MEANING INCOMING MISSILE FMO - MEANING FRESH MESSAGE OUTSTANDING NOR AND FMO BOTH PROMPT THE PILOT TO CONSULT THE MESSAGE SCREEN.IN FACT,CLOSE EXAMINATION OF SOME ANNUNCIATORS WILL REVEAL A SMALL LETTER M.THIS IS TO SUGGEST TO THE PILOT THAT HE CONSULTS THE MESSAGE-DISPLAY SCREEN. PRESSING THE M KEY ...M - BRINGS UP THE MESSAGE SCREEN. MESSAGE SCREEN (READ ORDERS AND INCOMING MESSAGES). THE MESSAGE SCREEN IS SHOCK-MOUNTED ELECTOLUMINESCENT DISPLAY MOUNTED BENEATH THE MAIN VIEWING SCREEN.ITS PURPOSE IS TO DISPLAY INCOMING MESSAGES - BOTH FROM SOLBASE AND FROM OTHER VESSELS. D - DATA ON OTHER VESSELS THE D SCREEN BRINGS UP A MENU OF NAMES OF ALL KNOWN VESSELS.AS WE LEARN ABOUT OUR ALIEN ADVERSARIES THIS LIST GROWS TO INCLUDE THEM.POINTING AND CLICKING ON ANY OF THESE WILL BRING UP A TECHNICAL DESCRIPTION SHEET OF THAT VESSEL. N - NAVIGATIONAL STARCHART THIS NAVIGATIONAL SCREEN SHOWS A 3-DIMENSIONAL REPRESENTATION OF ALL OF THE KNOWN STAR SYSTEMS AROUND THE EARTH'S SUN.A FLASHING BLUE HIGHLIGHT INDICATES OUR PRESENT POSITION.THE MOUSE POINTER CAN BE USED TO SELECT ANY OF THE CONTROL BUTTONS TO MANIPULATE THE SCREEN. CLICKING ON ANY STAR WILL SELECT IT. SELECTING A STAR - WILL TRACK THIS SCREEN ONTO THAT STAR - SUCH THAT IT NOW APPEARS AT THE CENTRE OF THE SCREEN.SELECTING A STAR HAS THE EFFECT OF LOCKING IT INTO THE NAVIGATIONAL COMPUTER - HENCE MAKING IT THE DESTINATION OF ANY FUTURE QUAD-JUMP. THERE IS ANOTHER WAY TO SELECT A DESIRED STAR: BY NAME.PRESSING THE SPACE-BAR BRINGS UP A SMALL DIALOGUE BOX.TYPING THE NAME - OR THE FIRST PART OF THE NAME - FOLLOWED BY RETURN WILL SELECT THE NAMED STAR,EXACTLY AS IF THE STAR WERE CLICKED UPON. TEXT AT THE BOTTOM OF THIS SCREEN SHOWS PRESENT LOCATION AND SELECTED DESTINATION. S - SOLAR SYSTEM CHART. THIS IS THE OTHER COMPLEMENTARY HALF OF THE NAVIG SCREEN,PERMITTING FINE DESTINATION CONTROL. PRESSING 'S' WILL DISPLAY THE SOLAR SYSTEM OF THE NAVIG SCREEN SELECTED STAR. IF NO SUCH STAR HAS BEEN SELECTED - THEN THE SOLAR SYSTEM SHOWN WILL BE THE CURRENT ONE. THIS SCREEN DISPLAYS THE PLANETS AND THEIR ORBITS.SATELLITES(MOONS) AND THEIR ORBITS ARE ALSO SHOWN.BECAUSE OF THE HUGH DIFFERENCE IN SCALES, THIS SCREEN DYNAMICALLY ALTERS SCALE. SELECTING ANY BODY MAKES IT THE DESTINATION FOR THE QUAD-JUMP. NAVIGATIONAL CONTROLS:- ~~~~~~~~~~~~~~~~~~~~~~~ THE FIST-OF-EARTH INTERSTELLAR ATTACK CRAFT IS PILOTED, EMPLOYING A FLY-BY- WIRE SYSTEM.ALL THE PILOT HAS TO FLY IS THE COMPUTER - THE COMPUTER FLIES THE SHIP.THE SHIP MAY OPERATE A SELECTION OF AUTOMATIC PILOT OPTIONS.SOME OFFER FULL MANUAL CONTROL WHILST OTHERS ARE FULLY AUTOMATIC - PERMITTING THE PILOT TO ATTEND OTHER TASKS.EXPERIENCED PILOTS EMPLOYING MANUAL MODES WILL BE ABLE TO OUT-PERFORM THE COMPUTER ON BASIC MANOEUVRES. THE MOUSE-YOKE CONTROLS THE ROTATIONAL MOVEMENT OF THE VESSEL.LEFT-RIGHT MOVEMENT PROPORTIONALLY DETERMINES THE ROLL.UP-DOWN CONTROLS PITCHING. THERE IS NO DIRECT YAW CONTROL. THE MOUSE BUTTONS ACTIVATE PRIMARY AND RETRO-THRUSTER,THIS WAY THE VESSEL EITHER ACCELERATES EXACTLY ALONG THE FORWARD AXIS OR ACCELERATES ALONG THE REVERSE AXIS.PILOTS OF TERRESTRIAL AIRCRAFT ARE OFTEN DISORIENTED WHEN FIRST FLYING A SPACECRAFT.THERE IS NO NECESSITY FOR A SPACECRAFT TO POINT IN THE DIRECTION OF MOTION.OFTEN IN COMBAT IT IS ADVANTAGEOUS TO BE TRAVELLING IN ONE DIRECTION AND POINTING THE WEAPONS IN ANOTHER. THE PILOTING COMPUTER HAS TEN OPERATION MODES WHICH THE PILOT MAY SELECT, DEPENDING UPON THE CIRCUMSTANCES. NUMERICAL KEYS(NOT THOSE ON THE KEYPAD)SELECT DIFFERENT PILOTING MODES (AUTOPILOTS): ORIENTATION/THRUST ~~~~~~~~~~~~~~~~~~ 1.MANUAL OPERATION - MOUSE PILOTING MANUAL/MANUAL 2.POINT SHIP AT THE PRIMARY TARGET COMPUTER/MANUAL 3.PURSUE PRIMARY TARGET COMPUTER/COMPUTER 4.FINE POSITIONING(CREEP MODE) MANUAL/MANUAL 5.AUTO CREEP AND HALT COMPUTER/COMPUTER 6.AUTO FLY AND HALT COMPUTER/COMPUTER 7.POINT IN DIRECTION OF MOTION COMPUTER/MANUAL 8.POINT OPPOSITE TO DIRECTION OF MOTION COMPUTER/MANUAL 9.STOP (THEN DROP INTO PILOT MODE 4) COMPUTER/COMPUTER 0.RE-CENTRE YOKE MODE 4 IS MOST IMPORTANT WHEN TRYING TO ESTABLISH AN EXACT POSITION.IT SIMULATES AN INERTIALESS MOVEMENT SYSTEM WHERE THE SHIP ONLY MOVES WHEN UNDER THRUST AND STOPS INSTANTLY.ONLY LOW VELOCITY MOVEMENT IS POSSIBLE IN THIS MODE.THIS MODE CANNOT BE ENTERED UNLESS THE SHIP IS STATIONARY. L - WHEN IN THE SOLBASE LAUNCH BAY.THIS KEY INITIATIES THE LAUNCH SEQUENCE. Q - QUAD JUMP THIS KEY INITIATIES THE QUADSPACE JUMP TO THE SELECTED LOCATION.THIS WILL NOT OPERATE IN THE LAUNCH BAY.IF QUAD SPACE MOTORS ARE NOT ATTACHED,THIS KEY WILL NOT EFFECT A QUAD JUMP. ESC - LAUNCH THE PILOT RECOVERY VEHICLE.IF THE EXPLOSIVE BOLTS HAVE BEEN PRIMED,THIS KEY WILL FIRE THE COCKPIT AND PRIMARY LIFE SUPPORT POD OUT OF THE NOSE OF THE SHIP AND HOPEFULLY TO SAFETY.THE MICRO-QUAD LEAPER PACK WILL AUTOMATICALLY RETURN THE POD BACK TO SOLBASE.THE INTELLIGENCE DIVISION HAVE INSISTED THAT AN ABANDONED SHIP BE DESTROYED TO PREVENT IT FROM GETTING INTO ENEMY HANDS - SO THIS PROCEEDURE WILL ALSO INITIATE THE SELF-DESTRUCT SEQUENCE IN THE FUSION SYSTEM. WEAPONS SYSTEMS:- ~~~~~~~~~~~~~~~~~ THERE IS PROVISION FOR FIVE CLASSES OF WEAPON ABOARD THE VESSEL.EACH CLASS IS TIED TO A SEPARATE LAUNCH CIRCUIT.EACH LAUNCHED WEAPON MAY HAVE AN INDEPENDENT TARGET. WEAPON SYSTEMS OVERLAY:- ~~~~~~~~~~~~~~~~~~~~~~~~ THE W KEY - IN TACTICAL OR FORWARD SCREENS BRINGS UP THE DISPLAY FROM THE WEAPON SYSTEM COMPUTER.THE DISPLAY SHOWS NUMBER AND TYPE OF WEAPONS REMAINING AS WELL AS THEIR POSITION ON THE HULL PYLONS.THIS DISPLAY ALSO SHOWS PO.THE DI SPLAY SHOWS NUMBER AND TYPE OF WEAPONS REMAINING AS WELL AS THEIR POSITION ON THE HULL PARGETS KNOWN TO THE SYSTEM.TARGET TOKEN S APPEAR AS GREEN BOXES AND ARE PLACED OVER POSSIBLE TARGETS.SYMBOLS - WITHIN THE BOXES AID IDENTIFICATION OF THE TARGET TYPE: IF A VESSEL IS OVERLAID WITH A GUNSIGHT SYMBOL,THEN THAT IS THE CURRENT PRIMARY SELECTED TARGET. THE PRIMARY TARGET. ~~~~~~~~~~~~~~~~~~~ TO SELECT A NEW PRIMARY TARGET,POINT THE SHIP AT A NEW VESSEL AND PRESS THE SPACE BAR. WHEN A WEAPON IS LAUNCHED - THE CURRENT PRIMARY TARGET IS WHAT THAT WEAPON WILL BE ATTEMPTING TO DESTROY. SKILLED PILOTS WILL BE ABLE TO RAPIDLY LAUNCH 3 MISSILES AT 3 DIFFERENT VESSELS BY TARGETTING,FIRING AND RAPIDLY RE-TARGETTING AND RE-FIRING.ONCE A WEAPON IS LAUNCHED IT CANNOT BE RECALLED OR RE-TARGETTED. FUNCTION KEYS LAUNCH WEAPONS:- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ F1 - LAUNCH PSEUDO-STELLAR MISSILE F2 - LAUNCH STINGER MISSILE F3 - LAUNCH DATA GATHERING PROBE F4 - LAUNCH MINE F5 - LAUNCH X-RAY LASER MINE MISSILES ARE LAUNCHED AT ANY SELECTED TARGET.MISSILES ARE PILOTED LIKE MINI-SPACECRAFT.THEY TAKE TIME TO ORIENT THEMSELVES AND FLY A PATH TO THEIR TARGETS.WHEN LAUNCHED THEY ARE ACCELERATED FORWARDS BY MINI-THRUSTERS.IT MAY TAKE SOME SECONDS FOR THE MISSILE TO ORIENT ITSELF TOWARDS THEIR CHOSEN PATH BEFORE THEIR MAIN THRUSTERS ARE IGNITED.IT IS THEREFORE USEFUL BUT NOT ESSENTIAL TO LAUNCH A MISSILE IN THE DIRECTION IT WANTS TO GO.MISSILES CAN BE EVEN LAUNCHED AT OTHER MISSILES. EACH VESSEL CLASS IS UNIQUE.SOME VESSELS ARE HEAVILY ARMOURED AND CAN ONLY BE DESTROYED WITH THE APPROPRIATE WEAPON. PSEUDO-STELLAR MISSILES ARE THE MOST POWERFUL AND THE MOST DANGEROUS.NOT ONLY WILL THEY DESTROY THE TARGET VESSEL BUT WILL ALSO DESTROY ANY OTHER VESSEL WITHIN THE KILL-RADIUS INCLUDING THE VESSEL WHICH FIRED IT.IF YOU FIRED-OFF ONE OF THESE - GET WELL AWAY. STINGER MISSILES ARE GENERAL PURPOSE MISSILES AND ARE INDENTICAL IN MOST RESPECTS TO THE SHIP-TO-SHIP MISSILES USED BY THE ALIEN FORCES. THE PROBE OR RECONNAISSANCE MISSILE SIMPLY GATHERS DATA ON ITS TARGET.ON IMPACT,IT DEEP-SCANS THE TARGET AND RELAYS THE DATA BACK TO THE SHIP.ONCE SCANNED IN THIS WAY THE EXAMINED VEHICLE WILL APPEAR IN THE DATA-SCREEN. RETURN FIRE MDC:- ~~~~~~~~~~~~~~~~~ THE MDC OR MASS-DRIVER CANNON PROVIDES LIMITED ANTI-MISSILE FIRE,AS SUCH IT IS CLASSIFIED AS AN ENTIRELY DEFENSIVE WEAPON.IT FIRES IRON SLUGS AT HIGH- KINETIC ENERGIES WHICH VAPORIZE ANY SMALL TARGETS.BEAM AND PARTICLE WEAPONS HAVE PROVED INEFFECTIVE FOR THIS TASK.EFFECTIVE USE OF THIS WEAPON DEMANDS THAT THE PILOT ATTEMPTS EVASIVE MANOEUVRES BEFORE TRYING TO SHOOT DOWN A MISSILE. GAME OPERATION:- ~~~~~~~~~~~~~~~~~ THE GAME STARTS WITH THE PILOT SITTING INSIDE THE FOE-57 WHICH IS DOCKED IN ONE OF THE FOUR LAUNCH BAYS OF SOLBASE. SOLBASE IS ROTATING TO PROVIDE ARTIFICIAL GRAVITY.TEXT ON THE HEADUP DISPLAY PROMPTS THE PLAYER TO RAED THE MESSAGE SCREEN.THIS CAN BE VIEWED BY PRESSING THE `M' KEY.AFTER THE ORDERS HAVE BEEN RECEIVED - THE PLAYER CAN LAUNCH THE CRAFT.IT IS LAUNCHED BY DROPPING OUT OF THE BOTTOM OF THE LAUNCHBAY.IF WEAPONRY IS LOADED ONBOARD - THEN THE ORDINANCE SCREEN APPEARS,SHOWING THE WEAPONS AS THEY ARE LAODED.ONCE IN SPACE - THE YOKE CONTROLS MOTION.PILOT MODE 1 IS SELECTED BY DEFAULT.THE PLAYER CAN TUMBLE THE CRAFT AROUND AND VIEW THE LARGE SOLBASE STRUCTURE ROTATING.A SERIES OF FOUR BLUE-FLASHING NAVIG MARKERS INDICATE THE SOLBASE DOCKING AXIS. SOLBASE IS IN A POLAR ORBIT AROUND THE SUN,SOME 90 MILLION MILES OUT.TURN ON THE HEADUP-DISPLAY TO SEE MOVEMENT QUEUES.TURN WEAPON SYSTEMS ON AND OFF. ACCELERATE THE CREAFT UP TO BLUE SPEED(THE HEADUP QUEUES TURN BLUE TO INDICATE A HIGHER SPEED).USE AUTOPILOT 9 TO STOP THE CRAFT.PRACTICE STOPPING AND TURNING.THIS IS NOT AN AIRCRAFT! TURNING WITHOUT ACCELERATION DOES NOT RESULT IN A CHANGE IN VELOCITY! THE `S' KEY BRINGS UP THE SOLAR SYSTEM CHART. THE MOUSE NOW OPERATES A CURSOR.CLICKING ON THE BUTTONS RESULTS IN ROTATION OR ZOOMING.CLICKING ON A PLANET CAUSES THE PLANET TO BE SELECTED AS A QUAD SPACE DESTINATION.THE NAME OF SELECTED PLANETS APPEARS ON THE SCREEN.THE SCREEN TRACKS SO AS TO PLACE THE SELECTED PLANET IN THE CENTRE OF THE DISPLAY.THE `N' KEY BRINGS UP THE STAR NAVIGATION SCREEN.THIS PERMITS THE SELECTION OF OTHER STAR SYSTEMS AS DESTINATIONS.THE PRESENT SELECTED DESTINATION IS SHOWN FLASHING. THE `M' KEY BRINGS UP THE MESSAGE SCREEN. THIS IS THE PILOT'S WAY OF RECEIVING TEXT INFORMATION FROM THE OUTSIDE WORLD. IGNORING THE MESSAGES WILL RESULT IN GAME PENALTIES BEING INCURRED. DOCKING:- ~~~~~~~~~ DOCKING WITH SOLBASE IS NOT DIFFICULT BUT DEMANDS PATIENCE AND ATTENTION TO DETAIL.SO PAY ATTENTION.DYNAMIC MAGNETIC BUFFERS PREVENT SLIGHT INACCURACIES FROM DAMAGING THE SHIP OR SOLBASE.IT IS IMPORTANT THAT THE SHIP IS ON THE PRECISE AXIS AND MOVING PRECISELY ALONG IT.THE ORIENTATION OF THE SHIP IS UNIMPORTANT.THERE IS AN EASY WAY TO DOCK.THERE ARE FOUR FLASHING NAVIG MARKERS WHICH INDICATE THE EXACT DOCKING AXIS OF SOLBASE.THE OUTERMOST OF THESE IS IMPORTANT.FOR SOME PEOPLE IT HELPS IF THEY SELECT IT AS PRIMARY TARGET.THAT WAY IT IS ALWAYS MARKED WITH A CROSS AND IS HARDER TO LOSE. MISSION ONE "WALK THROUGH"/GUIDE TO DOCKING ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ONCE THE GAME HAS LOADED AND DONE THROUGH THE INTRODUCTION SEQUENCE,THE TITLE SCREEN SHOWING THE FOE-57 SPACECRAFT WILL APPEAR. PRESS ANY KEY ~~~~~~~~~~~~~ THE SAVE/LOAD GAME SCREEN WILL NOW APPEAR. CLICK ON `PROCEED WITH GAME' ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ YOU WILL NOW SEE THE VIEW FROM THE FRONT OF YOUR SPACECRAFT IN THE DOCKING BAY.`FMO' AND `NOR' WILL BE FLASHING. PRESS M ~~~~~~~ YOU WILL RECEIVE YOUR WELCOMING MESSAGE. PRESS M AGAIN ~~~~~~~~~~~~~ YOU WILL RECEIVE YOUR FIRST ORDERS. PRESS F ~~~~~~~ YOU WILL NOW SEE THE COCKPIT VIEW AGAIN.`PWS' (PROCEED WITH SORTIE) WILL BE FLASHING. PRESS L ~~~~~~~ THIS LAUNCHES YOUR CRAFT. PRESS 9 ~~~~~~~ YOU WILL NOW BE STATIONARY AND YOU SHOULD SEE THE SOLBASE AND THE FOUR NAVIG MARKRES(FLASHING BLUE DOTS).`FMO' WILL APPEAR. PRESS M ~~~~~~~ YOU WILL BE TOLD TO FLY AWAY FROM SOLBASE. PRESS H ~~~~~~~ YOUR HUD(HEADUP DISPLAY) WILL APPEAR. PRESS W ~~~~~~~ YOUR WEAPONS DISPLAY WILL APPEAR. PUSH MOUSE GENTLY FORWARD ~~~~~~~~~~~~~~~~~~~~~~~~~ AND WHEN THE OUTERMOST NAVIG MARKER APPEARS IN THE CROSSHAIRS - PRESS SPACE ~~~~~~~~~~~ YOU HAVE NOW NAMED THIS NAVIG MARKER AS YOUR `PRIMARY TARGET'. FLY AWAY FROM SOLBASE UNTIL `FMO' APPEARS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PRESS M ~~~~~~~ YOU WILL NOW BE TOLD TO FLY TO THE OUTERMOST NAVIG MARKER. PRESS F ~~~~~~~ GET THE OUTERMOST NAVIG MARKER IN YOUR CROSSHAIRS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (IF YOU CANNOT DO THIS,THEN PRESS 2,WHICH WILL LOCK-ON TO THE NAVIG MARKER, THEN PRESS 4). PRESS LEFT MOUSE BUTTON BUT DO NOT MOVE MOUSE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (IF MOUSE MOVES YOU MUST PRESS 0 TO STOP,THEN 4, THEN REPEAT PROCESS OF ALIGNING WITH NAVIG MARKER). THIS WILL THRUST YOU TO THE NAVIG MARKER.WHEN YOU ARE THERE,`FMO' WILL APPEAR. PRESS M ~~~~~~~ YOU WILL BE TOLD TO FLY ALONG DOCKING AXIS TO SOLBASE. PRESS F ~~~~~~~ GET SOLBASE IN CENTRE OF CROSSHAIRS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ THRUST TOWARDS SOLBASE UNTIL YOU PASS THE INNERMOST NAVIG MARKER ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ GET SOLBASE IN CENTRE OF CROSSHAIRS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PRESS 1 ~~~~~~~ PRESS LEFT MOUSE BUTTON GENTLY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ YOU SHOULD NOW BE FLYING SLOWLY TOWARDS SOLBASE.WHEN YOU ARE ALMOST THERE, YOUR VIEW WILL CHANGE TO THAT OF THE DOCKING CAMERA AND YOU WILL SEE YOUR SHIP DOCK. YOUR VIEW WILL NOW RETURN TO INSIDE THE SHIP,LOOKING OUT OF THE DOCKING BAY. `FMO' WILL BE FLASHING. PRESS M ~~~~~~~ YOU WILL BE CONGRATULATED ON YOUR SUCCESSFUL MISSION. 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XV|A]hN;&gem9runaplKRe2fKac;[/Gam-dCk8OK23C  G G ,,csphic/Iljt.to27 51 23 76 L H50d \ *.PRTSWPICGCLS NvTN.ASelecor(hund.)tXQan as-J0-PATH:|ryf rDLoe(O.71987 John BuPI0CFORMBODYMHDCMAP"3DUf 1BSdu!2Ce"3D#4EVg%5FW%6G&7G6GW%5F#4EVgw!2TevvARctu 0ARct! TGHNPNTGR  b bB .&    ! 1'   ,[ ,r4/'6 , ,=$)O *&Lh8$:G<g 6.!(  8:>"P" >N\L<&2-^NH. $P`‘ '"%(W h0H = S"NzD)6z(D0(& &&0 !} b 0(: r(k-B2 2H0(,*J20 2  .*8 R  ! I]-,.&F .  $@0*R !8:8<6:B@42<LպDHo! $(Hp&" d.f,:"A&$z& 0B,X R b"T  Z"$"$8`\.<v(uj6 &f rX0N8VIf ever a game needed docs... NEVER MIND Doc typed out by RAISTLIN. Welcome to the most challenging test of joystick-juggling and mind-muddling ever created on your computer (or anybody else's for that matter). Two hundred and fifty screens of isometric three dimensional puzzlement guaranteed to turn all but the most impossibly intelligent brains into vegetables. A combination of computer-generated and hand crafted puzzles that will keep you glued to your computer for ever (well alright, for a very long time then). If you complete this game you will be heralded as barinbox of the century, if you don't, well.... NEVER MIND! The game consists of a specially constructed series of rooms. Each room is made up of three surfaces at right angle to each other. You may walk upright on each surface, regardless of it's orientation. Each surface is divided into a series of large tiles. You are free to move between these in any direction except diagonally. Moving between surfaces is achieved via warp tubes. BY simply standing on these you will be warped to another surface. Only trial and error will reveal how the warp tubes are linked. Some of the tiles on one or more of the surfaces will, when placed correctly, form a picture. One or more tiles have been removed from each picture and placed in strategic positions in the room. Your task is to restore each picture within the set time limit. If you succeed you may progress to more difficult rooms. The Picture Tiles Each time you enter a room you will see it being constructed before your very eyes. You will also discover that you have a blank tile in your possession. To exchange this for a picture tile you must first stand on the tile that you want and then press fire. The blank tile will now be under you and you will carry the tile that was previously there. You may now repeat this process with other tiles until the picture is reconstruted. Finally you should be carrying a spare tile when you exit the room. The rooms start with a picture of 3 by 3 tiles with one fragmet removed. In later rooms there will be two or three pictures to reconstruct, each on a different surface, and animated as well! The Time Limit Each room must be completed within a set time. This is a mere forty-five seconds for the first screens, but you are allowed larger amounts of time for the more difficult rooms. If you are quick enough to finish a room with time to spare you will be awarded a bonus. You may also, if you are feeling confident, set a lower time limit and increase the size of your bonus as a result. The Chess Pieces On some screens you will encounter giant chess pieces. These move around the rooms picking up tiles and moving them to random locations and generally making a nuisance of themselves. So you will find it even harder to complete the rooms. Frustrating isn't it? ...And there's more As if time limits and chess pieces were not enough you will also have to contend with the following devious features: Islands and Causeways - later rooms are divided into islands which are linked by causeways of moving blocks which you will have to traverse to get from one island to another. But do be sure you are quick about it: after a while the causeway may begin to dissolve leaving you stranded. Dissolving Tiles - In some rooms you won't even be able to rely on the ground you stand on. Now you it, now you don't... Transporter Tiles - As if you hadn't already got quite enough problems on your hands, one minute you're busy pottering about putting tiles in place and the next you find yourself unexpectedly thrust into a completely different room... well, nobody said this would be easy! Help is at hand... If you manage to reach a high enough level, you will be given a password that will allow you to enter the game at a more difficult room. In addition you can also use the cheat key for some extra help. This will show you the game sequence at an accelerated rate, giving you a chance to observe the order in which blocks dissolve and so forth. There is, however, a time penalty for using this feature. Note for Pinstriped Games Addicts Psygnosis realise that this game is so unbelievably addictive that even the most conscientious employees will be sorely tempted to play it at work (tut tut!). They have therefore generously provided a BOSS KEY (Enter). On detecting the approach of your employer simply tap this, and you will appear to be engaged in work of such incredible brilliance that you are bound to be promoted on the spot. Psygnosis take no responsibility, however, for unemployment caused by tardiness with said boss key. NEVER MIND CONTROLS JOYLEFT Rotate man counter clockwise JOYRIGHT Rotate man clockwise JOYUP Move man forward in current direction JOWDOWN Enter Warp Tube FIRE Exchange Tile/ Enter/Exit room Use the mouse to move the pointer and press the left button to select icons. These are - HELP Show completed picture PAUSE Pause the game X2 Double Bonus X4 Quad Bonus TWINWORLD Doc typed out by RAISTLIN. THE LEGEND OF THE SACRED AMULET The Gaspards, a peaceful race of people, lived for centuries under the wise rule of an old family endowed with magic powers : the Cariken. This family possessed a secular symbol of power, forged way back in ancient times by the Gods of Enlightenment. Its power was such that peace and prosperity reigned for many centuries. However, the Cariken's vigilance gradually slackened and because of this, the use of the magical amulet sunk into decline. And thus Maldur, a wicked druid, succeeded in conquering Gaspary, aided by horrific monsters he had created. His warriors massacred the Cariken mercilessly and no one managed to escape or use the amulet. It therefore fell into Maldur's hands, who rapidly realised what hidden powers it contained. Nevertheless legend had it that if a single member of the Cariken survived the massacre and got hold of the amulet, he could then rid the land of terrible Maldur. In order to avoid all this, the druid tried to destroy the amulet. He therefore concentrated all his magical powers, causing an enormous explosion, and under the pressure the amulet shattered into 23 pieces spread across the country. Maldur survived the explosion because of his supernatural powers. nevertheless, he was seriously injured, and sent his monsters to recover the fragments, before they fell into someone else's hands. What Maldur didn't know was that there was indeed a survivor, none other than the son of the last ruling king. When he was two years old, he had been rescued by Thorax, one of his father's faithful servants, and raised far away from Maldur's spies. On his deathbed, his father made a last wish : when Ulopa reached the age of sixteen, he should be told about the mission that would subsequently become his unique duty... On Ulopa's birthday, Thorax told him the story of his ancestors and explained to him how his true father died. In order to vanquish the king's assassins and put an end to the rule of the masters of darkness, there was only one solution : Ulopa, the last of the Cariken, must set off to find the 23 pieces of the amulet, in order to get rid of the druid Maldur for good. Thorax could only tell him one magic trick of the Cariken : magical control of energy bubbles. Only the consumption of a potion can maintain this magical power. Thus Thorax gave some of the potion to Ulopa to provide for his long dangerous journey that would lead him to Maldur's kingdom. The creatures that existed when Ulopa's father was alive had meanwhile been almost completely supplanted by Maldur's terrifying monsters. OBJECT OF THE GAME The player must defeat Maldur, the evil druid. Along the route leading to Maldur's temple, he has to find fragments of the magical amulet on each level. The levels are separated into a lower and higher world. The player can move form one world to another. A level is completed once the player has gathered together all the fragments of the amulet and reached the exit door. The exit door of each level is identifiable by a symbol of life. After having completed four levels in one type of setting, Ulopa arrives in a bonus area where he will be awarded with several extra points. Once he has crossed this area, he will arrive in a new area in the heart of the land. Here, he will face completely new conditions. Each time the player completes a level, he sees the state of the amulet, and once this is completely pieced together again he can then confront Maldur. At this point of time, the player must have gained a maximum of weapons, energy and bonuses, as the evil magician has quite a few tricks up his sleeve. If Ulopa manages to destroy Maldur, he thus frees Gaspary from the Reign of Evil once and for all, and may rule the kingdom with all the wisdom and justice that his ancestors possessed. MEETING OTHER CHARACTERS A) THE MERCHANT The player can call a merchant to buy items which he needs urgently. In order to do this, he must possess a flute. Each flute can make the merchant appear twice. Afterwards, he must find another flute. Thus you should not waste the resources of a flute unnecessarily. Especially as the prices increase each time. As money of exchange, you dispose of the points that you have gained. You must therefore gain as many points as possible during the game. The merchant proposes only items that the player has already found. For example, you can't buy an extra life unless you have obtained one already. Therefore it could be that your desired symbol will not appear in the merchant's list. B) ENEMIES Along the road leading to Maldur's temple, Ulopa will frequently meet Maldur's monsters. He can either avoid them by adroit movements or destroy them with his weapons. If an enemy is called, objects that Ulopa can take will appear. These bonuses disappear fairly quickly, so the player must hurry and take them. Consult the paragraph "BONUSES" to get more information. THE GOULOU : The Goulou loathes humans and therefore prefers to live in the desert. It also hates contact with water. Since intelligence is not one of the dominant characteristics of this race, the Golou depends mainly on force. The leaders of these creatures are sometimes capable of launching bubbles of spittle. Most of the time, they overcome their victim by surprise. THE GREEN GOULOU : It is smaller than ordinary Goulou, but a lot more cunning. You'll find Green Goulous all over the country, and thanks to to their wings, they can fly for short distances. Consequently they are much more dangerous than the other Goulous. THE ARAGOUS : It's a creature resembling a bird that you'll find everywhere. Its acuteness of sight is excellent, thus it was predestined to become a spy. Often trained to this end, many of them only have passive reactions. But there are also fighting Aragous, renowned for their persistence. Nobody knows much about them, since one seldom meets them. According to rumours, there may also be a large number of skilled shooting Aragous but nothing tmore is known about them. THE GOBE-MOUCHES : This creature lies hidden away in a hole in the ground. It captures its victims by suddenly emerging from its den. Little is known about them, since they are hardly ever spotted. However, since Maldur has come to power they have apparently multiplied in number. THE OTHOUS : Strictly speaking, the Othous is not evil. But since it is covered with spikes, it presents a danger to those unwary travellers who touch it. THE BOTHRIA : The Bothria is a simple craeture similar to a dragon. It guards the ancient parts of the temple, vestiges of ancestral times... It is the most dangerous creature of all Gaspary. It's best not to attract its attention. If you disturb the Bothria while it's sleeping, it will divide up into several sections and attack the troublemaker. A part of the Bothria leaves the player behind and awaits him later for a merciless combat. Be careful, in spite of its nonchalant air, it is a fearsome opponent. THE HIBOUSSA : This predator lives uniquely in the forests of Arbous and frequently attacks travellers by surprise. It leaves the treetops to attack its prey. Once it has launched itself it is impossible to avoid combat. THE BOA : This is a gigantic serpent which only lives in the forests of Arbus. It is not a boa constrictor, but the bite it inflicts pitilessly on its victims are fatal since its fangs are poisonous. There could well be other creatures in the area around Maldur's temple. But we can't tell you anything else as all this surpasses our experience and we have no recent report on this subject. C) BONUSES STARS : They increase your score (pick them up to get as much money as possible for the merchant). SPRINGS : They enable Ulopa to jump higher. EXTRA LIFE : Gain an extra life. DEATH'S-HEAD : Ulopa loses a life if he touches it. TIME BONUS : Your time is extended. FLUTE : This flute is essential for calling the merchant. There are even more kinds of bonuses. We'll leave you the pleasure of discovering them. PLAYING TWINWORLD A) THE MENU To select one of this menu's options, move your joystick upwards or downwards to position the cursor opposite the chosen option. press the firing button on your joystick to confirm your choice. PLAY : This option enables you to begin the game at the first level and begin upon your mission. HI SCORE : This option informs you about your performance up till now (your number of points and level reached). PREFERENCES : This option enables you to choose a game for one or two players. Moreover, you can determine the musical volume and sound effects. In a two-player mode, one player controls the character from the higher world with a joystick connected to Port 2, and the other controls the character in the lower world with a joystick connected to Port 1. B) CONTROL THE JOYSTICK Using a joystick to control Ulopa. Connect it to Port 2 of your computer and begin playing... - To move Ulopa to the right, shift the joystick to the right. - If you shift the joystick to the left, Ulopa will move to the left. - To make Ulopa jump around, simply move the joystick upwards. - If you move the joystick downwards, Ulopa will crouch down. - When you press the firing button of your joystick, Ulopa will throw a bubble. - You can destroy some floors, by moving your joystick very briefly downwards. - Watch out ! To enter doorways, simply position yourself opposite the doorway and move the joystick very quickly downwards. HOW TO DIRECT ULOPA'S FIRING Ulopa has three types of bubbles, whose range and force vary (the two right-hand bubbles rebound against the walls). In addition, there are several bonuses which influence the firing. To restock in bubbles, Ulopa must take the magical potions to be found on every level. Depending on the particular potion consumed, one of the three bubble reserves will be restocked. If it is extremely urgent, he will also be able to call the merchant, but this will be expensive. If he restocks from the merchant, all the reserves of different bubbles will be restocked, depending on the force of the bubbles, with either 15, 5 or 3 bubbles. The bubbles always move in the direction of Ulopa's gaze. The bubbles' trajectory depends on his movements. In other words, the bubbles will fly in a different manner if Ulopa is immobile, if he is running, jumping or crouching. If Ulopa is crouching, the bubbles will fly close to ground level and their trajectory will be straight. If Ulopa is standing up, the trajectory is higher and it will thus be more difficult for him to reach his nearest enemies. If Ulopa jumps, the trajectory will depend on the height of the leap. The nearer he is to the summit, the more abruptly the trajectory will be. To shoot downwards, you must jump and wait till Ulopa descends before firing. THE KEYBOARD : You have three types of bubbles at your disposal. To select the one you want to fire, press the space bar.

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( $%'JKLMNOPQRS TY_U`VabWcdheifgleimfjngkodlpqrstuvwxyz{|}~o  𔕖defglhminjokdefg7:=8;9<!@BDACɦ x    EFE FEEFпÿ馭 (}~2  % & * .26:>* ,H c   <, : j"& ~&. H"Dr  "`>F+"*R  6 $8 & @(V8D.$60Dmr SEWER DOC DISK 19 Another doc disk and another fuckin' 8K to fill up with assorted crap that nobody wants to hear. Before I begin the usual bullshit, I'll provide you with a few instructions on the use of this disk. They're exactly the same as for Doc Disk 18, which is probably because the loader and menu are exactly the same (pretty smart, huh ??) .... Again, 520 users will be unable to use Picswitch from the 'Chaos Pictures' option due to a shortage of memory. I still haven't had time to fix this problem, so you'll have to boot the Champion's of Krynn maps from another program (such as Degas Elite). Many apologies for the inconvenience, but when you release two disks in a day, there has to be some sacrifice, and the miserly old 520 owners seem the perfect people to provide the sacrifice (get a one meg upgrade or buy a 1040 !!) ..... Secondly, on the menu screen (the one with the sprites), press 'W' to toggle between the two sprite waveforms. And now, it's time to play 'What's new at Sewer?' .... Yep, that's right kiddies ... It's time for me to tell you exactly what we at Sewer Software are planning for the near future, so that we can piss you off when we change our minds and do something different !! ..... Next project on the drawing board will be the quick release of Doc Disk 20, possibly with a new improved loader and/or doc displaying routine, but that's not a promise !! Whatever the case, we can promise that the disk will be released very soon, regardless of the form it comes in (5.25" disk with a dongle ??). The FISH'N'CHIPS Mega Demo ... Ahem , well we've had plenty of enquiries about the forthcoming release of our mega demo, but as of yet, there's been no sign of it. I know I've been promising it for ages, but we've all been so busy with other things, and let's face it, who needs another bloody mega demo anyway ?? We'll be making one last ditch effort to finish it quickly, but if we don't get it done, you'll probably see it released in it's unfinished screen form, possibly on the Incoders magazine disks and/or anything else people want to put it on ... Sorry if we've disappointed anybody, but we just don't have the time or the motivation anymore !! .... The mega-huge-fantastic-unparalleled strategy/arcade game ... Well, more disappointment here Sewer fans !! We've scrapped that idea (and all the work already done !!) in favour of a new, more exciting and hopefully better game which we're about to begin. I won't give away any details here, I'll just tell you that it should be a lot quicker to complete than the scrapped game would have been, which means we greedy Sewer Scum should get some money for it quicker (providing all you assholes buy it and don't pirate it !!) ... Anyway, we'll probably keep you posted with information as the game progresses, or if we decide to change our minds yet again, but that seems pretty unlikely as we're pretty happy with this idea ..... And of course, throughout all of this we'll still be releasing the occasional Doc Disk to keep everybody happy !! Additionally, if I (Rat) get my own way, we'll be releasing a couple of small (soundtracker ??) demos to break the monotony of Doc Disks, but that's not a promise either !! Well, that just about sums up what's happening at Sewer H.Q. in good 'ol Sunny Australia, the land of the petrol sniffing aboriginal scum and the koala bear !! Apart from the above, we also have Sewer Hedgehog working away on a few projects, most of which we don't know about, but we should be seeing some more of his work soon. Just recently, he released the Sewer Spiky Demo, which is a GFA Basic Mega-demo, and not too bad considering it's his first real coding and the limitations of GFA Basic V2 (not version 3 which was responsible for the Ultimate GFA Demo - no limitations in that version !!). Hopefully we'll be seeing a few assembly demos from him now, and who knows, we may even resurrect the FISH'N'CHIPS Demo with some of Hedgehog's contributions as well !! What more can I say ?? Even we are only human, although in a slightly mutated form, so there has to be a limit to the projects we are working on. We'll let you know if and when we start on something new, but until then, that's about all for 'What's new at Sewer?'. On the subject of our mutated bodies, I'd like to complain about those cheap frauds who call themselves the Teenage Mutant Ninja Turtles. We've been living in sewers a lot longer than they have, so it's obvious that they've ripped us off !! We'd like a piece of the many millions earnt by the Turtles thanks very much, and then maybe we'll forgive them !! Perhaps we should have called ourselves Teenage Mutant Ninja Rat, Teenage Mutant Ninja Possum, Teenage Mutant Ninja Hedgehog and Axelsoft, instead of our comparatively boring names ..... Maybe then our Doc Disks would be earning us millions worldwide, instead of earning us nothing !! ..... Having said that, I think it's time to put all grievances aside, link hands with your loved one's, chant 'Oolerinnen' as loudly as possible, and marvel at what stupid dickhead's you all are !! Shit, only 6K gone and I've already had to resort to the above garbage. If I've already written crap like that, imagine what the next 2K is going to be like ..... Perhaps I'll spare you the pain, by interceding with a few short bursts of serious stuff, such as special greetings to the other members of the THE CORPORATION, namely THE POMPEY PIRATES and THE MEDWAY BOYS. Nowhere else will you find such comprehensive and brilliant compilation disks, perfectly supplemented by our unparalleled (and very modest) Sewer Doc Disk series ... .. THE CORPORATION, surely the force of the future !! ..... And the biggest shit-dribblers ever to hit the ST !! Normal greetings go to all the many dedicated legions of Sewer disciples, who have shown their continuing support by collecting this series of disks, even when it required sacrificing your souls to Satan !! That's right, the secret's been discovered by a group of born again Christians, so we've decided to come clean. Sewer Software are on a recruiting drive for Satan, which you've all happily bought into !! If you don't believe me, try playing the title music backwards, and you'll discover the messages :- 'OH SATAN I LOVE YOU, I WANT TO LICK THE JAM FROM BETWEEN YOUR TOES' 'SATAN, YOU'RE THE ONE THAT I LOVE, OO OO OOO' and 'OH SATAN, I WANT TO PECK YOUR EYES OUT WITH A PAIR OF ZIRCON ENCRUSTED TWEEZERS' See, I warned you before that this text was going to get worse ... Actually the above paragraph was not written in a period of intense delirium ... no, I wrote it while perfectly sane, sober and without the effects of any drugs whatsoever, but for a specific purpose .... Believe it or not, we at Sewer Software were actually accused of devil worshipping at one time because some our pictures featured horned beasts, etc. So, the above paragraph was written especially for you, the accuser, and I hope you take great offence, as we did when you accused us of devil worshipping !! .... Well, that's it. I'm sure you're all just as glad as I am that the 8K has come to an abrupt halt. No more typing for me, and no more reading for you, so everyone will be happy !! Enjoy the Doc Disk once again ... Sewer Rat !!