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Q9,Q3:? #Q6;>:@4,:D-M(CONT" -AB&"AB 5}$D:MASTERMA.TCHYQRQQQQQQQQ1Q1Q1Q1Q1Q1Q1Q1Q2Q2Q3Q4Q6Q6Q6Q7Q8Q9Q10Q11Q25Q25Q30Q30 0,173,0,210,101,20,141,22,208,141,10,212,136,208,242,202,208,237,10456,233,1,208,228,96 D:B i115 MASTERMATCH By Chu8}ck Mullally July, 1983 Revised Sept. 19839} MASTERMATCH INTRODUCTION: Overview MASTERMATCH is an exercise in logical thoug:}ht and concentration. The object of the game is to correctly match a pattern of colors by making logical choices based on clu;}es provided by the computer. MASTERMATCH is joystick controlled and may be played on several difficulty levels to challenge <}players of all ages and abilities. The game may be played by one person against the computer, or two people may play -- one =}selecting the hidden color pattern with the other attempting to match it. You even have the option of designing your own gam>}eboard layout in any of more than 2800 variations. MASTERMATCH includes a voice synthesizer module which will allow your ATA?}RI computer to speak. Required Accessories ATARI BASIC Language Cartridge One JO@}YSTICK Controller Color TV GTIA Chip in your ATARI (1982 or newer Computer) A} CASSETTE VERSION k RAM ATARI 410 Program Recorder B} DISKETTE VERSION 32k RAM ATARI 810 Disk DriveGETTING STARTED: C} Loading MASTERMATCH into Computer Memory 1. Insert BASIC cartridge in the cartridge slot of your computer console. D} 2. Plug one Joystick Controller in Port #1. 3. If you have the cassette version of MASTERMATCH: a. Have your E}computer turned off. b. Insert the MASTERMATCH cassette into the program recorder's cassette holder and press REWIND F}on the recorder until the tape rewinds completely. Then press PLAY to prepare the program recorder for loading the program.G} c. Turn on the computer while holding down the START key. d. Turn on your TV set. e. When you hear a H}beep, release the START key and press the RETURN key. The program will load into computer memory and start automatically. I} If you have the diskette version of MASTERMATCH: a. Have your computer turned off. b. Turn on your diJ}sk drive. c. When the busy light goes out, open the disk drive door and insert the MASTERMATCH diskette with the labeK}l in the lower right-hand corner nearest you. d. Turn on your computer and your TV set. The program will load into cL}omputer memory and start automatically. MASTERMATCH'S VOICE SYNTHESIZER MASTERMATCH includes a software M}voice synthesizer module which gives any ATARI computer the ability to speak. The computer will explain some of the procedurN}es of the game and offer suggestions and comments about the progress you are making toward the goal of matching the hidden coO}lor pattern. The voice may be switched off while the game is in progress or while you are viewing the FIRST DISPLAY SCREEN oP}r the GAMEBOARD SELECTION SCREEN by touching the 'V' key. The voice may be turned back on by touching the 'V' key again.Q} FIRST DISPLAY SCREEN When the First Display Screen appears, you may review the gameboard parametersR}, select other gameboard layouts, choose between options of playing against the computer or another person, or start the gameS}. 1. SELECT -- Press SELECT to choose any one of the seven levels of game difficulty. Level one is the easiest; level T}six is the most challenging. On level seven, you can choose all gameboard parameters yourself. The gameboard layout is defiU}ned by the number of columns of rectangles across, the number of rows of rectangles down, and the number of colors available V}for use. These values are displayed on the screen for each of the levels. GAMEBOARD SELECTION CHART W} LEVEL COLUMNS ROWS COLORS ACROSS DOWN IN USE ONE 4 9 X} 7 TWO 4 7 6 THREE 5 13 8 FOUR 5 11 Y} 8 FIVE 6 13 9 SIX 7 14 9 SEVEN CHOOSE YOURZ} OWN LAYOUT 2. OPTION -- Press OPTION to select your opponent. The computer will randomly select the hidden color p[}attern or a second player may make that selection. 3. Joystick BUTTON -- Push the joystick BUTTON (trigger) to start th\}e game on any of the six play levels. On level seven, pushing the BUTTON moves you to the Gameboard Selection Screen. ]}4. SCORING -- The score attained during the previous game is displayed at the upper center of the screen. The highest score ^}is displayed at the upper left and the name of the person holding the high score is displayed at the upper right. Game score_}s are determined by the selected number of columns, number of colors, the number of rows down, and the number of levels requi`}red to match the hidden color pattern. You must correctly match the hidden color pattern to receive a score. The highest sca}ores are obtained by selecting the more difficult game levels. You are not being timed, so concentrate on the clues. b} GAMEBOARD SELECTION SCREEN If you choose level SEVEN and push the Joystick BUTTON, the Gameboard Selectic}on Screen will allow you to make the following choices: 1. COLUMNS ACROSS -- The flashing number below the COLUMNS ACRd}OSS heading indicates the number of colored rectangles to be correctly matched. Move the Joystick up to increase the number oe}f columns, down to decrease the number. Any number between one and nine may be selected. Choosing higher numbers of columnsf} will increase the highest possible score. When the Joystick is moved to the right, the ROWS DOWN number will flash. 2g}. ROWS DOWN -- The flashing number below the ROWS DOWN heading indicates the number of rows of choices available to you. Eacq}`b'DOS SYSbk+AUTORUN SYSb8UB biASSUBMITTEDbW7DASINSTR blMASTERMA BmMASTERMATCHSCORE SCORE2 SCORE3 h additional level gives you one more opportunity to match the hidden color pattern. Move the Joystick up or down to increasr}e or decrease the number of rows. You may choose any number from 1 to 20. Choosing fewer rows will increase the highest poss}sible score. Move the stick to the right to move the flashing indicator to the COLORS IN USE heading. 3. COLORS IN USEt} -- The flashing number below the COLORS IN USE heading indicates the number of colors available for use in the hidden color u}pattern. Move the stick up or down to increase or decrease the number of colors in use. You may choose any number from 2 tov} 9. Higher numbers of colors allow a higher maximum score. 4. OPTION -- Press OPTION to change your opponent. The comw}puter will randomly select the hidden color pattern or a second player may make the selection. 5. SELECT -- Press SELECx}T to return to the First Display Screen where you may choose any of the seven game levels. 6. Joystick BUTTON -- Push ty}he Joystick BUTTON to start the game with the gameboard layout as defined by the numbers below the three headings and the oppz}onent option statement.USING MASTERMATCH: GAMEBOARD SCREEN The computer draws the gameboard{} according to the parameters you chose. Two sets of rectangles will be drawn. The rectangles on the left side are yours to |}color any of the available colors. The rectangles on the right are used by the computer to provide clues about the progress }}you are making toward duplicating the color pattern hidden behind the last row of rectangles on the right side of the screen.~} If you choose the option of playing against another person, a colored rectangle with a flashing indicator will appear }in the first spot of the last row on the right side of the screen. When the Joystick is moved up or down, the color of that }rectangle will change. Move the Joystick left or right to move the flashing indicator to the next rectangle which may then b}e colored any of the available colors. You may move the stick in the opposite direction to move the flashing indicator back }to the previous rectangle which may then be changed to another color if desired. When the color selection is complete, push }the Joystick BUTTON to conceal the color selection and start the game. The first rectangle of the top level on the left} side of the screen will be colored one of the available colors and display a flashing indicator at its lower edge. When the} Joystick is moved up or down, the color of the indicated rectangle will change. If you go past the color you wish to use, j}ust move the stick in the opposite direction to return to that color. Move the stick left or right to get to the next rectan}gle or to go back to a previous one. When you are satisfied with your color choices for the entire row, push the Joystick BU}TTON for computer checking of your color selections. The computer compares your chosen colors against the hidden color }a}tern and gives you clues which will help you make color choices for the next level. If the computer sees a perfect match }of a correct color in the correct position, it will draw a black marker on the right side of the screen. If it identifies a }correct color match but wrong position, it will draw a white marker. It is important to remember that the position of the bl}ack or white markers give no indication of the position of the match. After the computer completes the color comparison}s, and the clues, if any, are drawn, the first rectangle of the next row is colored one of the available colors. The color s}election process then begins for that row. The hidden color pattern is revealed when you correctly duplicate it (gettin}g black marker clues for every position). The color pattern will also be revealed after you have completed the last row, eve}n if you are unable to make a complete match. The game may be restarted after the hidden colors are revealed by pressin}g START or the Joystick BUTTON. A game in progress may be restarted at any time by pressing START. In either case you may r}eplay the game level you were on, or select any of the other levels for the next game. If you have successfully matched the }hidden color pattern and attained or exceeded the previous high score, you may enter your name as the top player after pressi}ng START. By using the ATARI logo key and the CAPS LOWR key,you may enter your name in any of four colors. Eight characters} must be entered, touching the SPACE BAR enters blank spaces. Your score will be displayed when you return to the FIRST DISP}LAY SCREEN. MASTERMATCH By Chu BC#55TGXRQQYQRQQQQQQQQ1Q1Q1Q1Q1Q1Q1Q1Q2Q2Q3Q4Q6Q6Q6Q7Q8Q9Q10Q11Q25Q25Q30Q30}Q42Q70Q70Q70Q70Q70Q70Q71Q71Q71Q75Q77Q1Q2Q27Q72SQ76CSAMFMMCOLOPMINMAXLVRESSSACC}FAZXSCORMAXSCORNAMESMDQ1RESETREQ0Q2RTQ56ABABNCNSMM@@@@@}@@@@$ @ @ @ @@@@ @@@@}@@@@@"@%@0@@@`@d@f @w!"@#A}$A%AP&AU'A(A)A *A+A,A-A.A/A 0A1A2A3AR}4B7t5@6@ 7B2y8A 9A:AdA;: < A=p>@?@@@ABC}@D@ E@F@G@HAI@J@KL@M@N@O@P@Q@R}S@TUVWX@Y@ZA[@\A]^@ _`ab}cdB e@ f@g@Ah@i@jkA#lmn@!o12pqA`}rstB $uB$4v@wxy2z{BJJcopyright 1983 Charles Mullally, July 198}3, V. 1.33 9*20 lev.+scoresY;@P,Y67@<@I,.1} TR U N   JLW 6-C}:,6-P:'AV,-6-&$AV9@E@WAB@ @ ,,%+&,'&%)/%%+&,'}&%,$ 6-6-@'6-@36-@?6-@K6-@W6-@c6-@o6-@{6}-@ 6-@6-@6-@6-@6-@6-@6-@6-@ 6-@"6-}@%'6-@036-@@?6-@`K6-@dW6-@fc6-@wo6-@{6-A6-A6-AP}6-AU 6-A6-A'6-A 36-A?6-AK6-AW6-Ac6-Ao6-A }{6-A6-A6-A 6-AR6-B7t'6-@36-@ ?6-B2yK6-A W6-@c6}-@!io6-{6-A6-Ad6-A`c* "$;,9,9,;,;,*6-d9 "!;A,;}@%,*6-C:,36-C:,96-eWW67@<@`,.<ȅߩޥTUVW (h0hh1hh*hhfWW6}7@a<A ,.<#hhhhhh L &gWW67A!<A,.<eXإ}Y٥e؅إeم٢W JeFfhWW67A<A@,.<Fe؅ؐ٥؅مߕ ڤ}ԢiWW67AA<A,.<ɀ)ꪅ` @ eע &ejWW67A<A`,.<eׅ}נE&ڤkMM67Aa<A,.2eؐ`iإ}`m n!!8,52,26,180,40,116,228,14,0o !6-p  6-q  6-r  6-s  6-t } 6-@$u  6-v  6-w !6-6-x6# +-#",68,-0 6}} 6-6-6-6-B -%8, 06-@6&$'B6-A&$'Q*6-?: 6-H! 26-&!6-\, -$&}( &6-&,6-f "-( k "-(p 6-%"6-z T:,"}$ R:, Ap` 6*6. 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GUH8DBAY.,6-?:,/$e}_ 9 "'6./HEH6LOW3.-AY4M BAE4K3.06-?:,66-9$ md6.ZTUW RIX4STAA4RT., PLIY5Z PREH4S STAA4RT, OH4R DHAXAX JOYSTf}IH6K TRIH3GER6., THAE4NXK YUW4.m6-?:, $X 6-F:%%,]: -%(>:,#67,.>:,) 1-%:(g}b* 26- '2*$xI+ @T+A7AC@1I6-% 6-h}-6-%!%6-Ax`Ax@AxP @B Axp Ap Axp A8 Axpi}6 ,,2$%,AF:,6 Ay ,,%) $P:F:,',)%$P:F:,',g "j}A@`L6.*YUW8UW2-JAH2ST SEH4T EY NUW2-/HAY2 SKOH4R7U6-?:,gA@r$? -!(k}+21?K:&M -( please enter#-5( your name;-M( > <'>6. l} @0*A6A>-)* 6-F:,"!2'*$*)  Ap !2&m})$,; 6-F:,F:,6-$F:,*72F:,; -2F:,.6 6-F:,* Ap$ .2n}36$1  AywD:MASTERMA.TCHPUMPKENJ@@R@&A@@AA(@@'@%@&o}6$1  AywD:MASTERMA.TCHPUMPKENJ@@R@&A@@AA(@@'@%@&T9616QJIQ2XRQYQRQQQQQQQQ1Q1Q1Q1Q1Q1Q1Q1Q2Q2Q6Q6Q7Q25Q25RAQ30Q30Q42Q70Q70Q70:? #Q6;"":POSITION Q0,Q15:? #Q6;" ԠĠ "1960 IF STICK(Q0)=Q14 AND C=Q1 THEN SOUND Q0,Q255-MC*Q12,Q10,Q4:FOr}R T=Q1 TO Q20:NEXT T:MC=MC+Q21970 IF STICK(Q0)=Q13 AND C=Q1 THEN SOUND Q0,Q255-MC*Q12,Q10,Q4:FOR T=Q1 TO Q20:NEXT T:MC=MC-Q2s}1980 IF STICK(Q0)=Q14 AND C=Q2 THEN SOUND Q0,Q255-ML*Q12,Q10,Q4:FOR T=Q1 TO Q20:NEXT T:ML=ML+Q11990 IF STICK(Q0)=Q13 AND C=t}Q2 THEN SOUND Q0,Q255-ML*Q12,Q10,Q4:FOR T=Q1 TO Q20:NEXT T:ML=ML-Q12000 IF STICK(Q0)=Q14 AND C=Q3 THEN SOUND Q0,Q255-XJ*Q25,u}Q10,Q4:FOR T=Q1 TO Q20:NEXT T:XJ=XJ+Q12010 IF STICK(Q0)=Q13 AND C=Q3 THEN SOUND Q0,Q255-XJ*Q25,Q10,Q4:FOR T=Q1 TO Q20:NEXT Tv}:XJ=XJ-Q12020 IF STICK(Q0)=Q7 THEN SOUND Q0,60,Q12,Q4:FOR T=Q1 TO Q20:NEXT T:C=C+Q12030 IF STICK(Q0)=Q11 THEN SOUND Q0,60,Qw}12,Q4:FOR T=Q1 TO Q20:NEXT T:C=C-Q12040 IF MC>=19 THEN MC=Q22050 IF MC<=Q1 THEN MC=Q182060 IF ML>=21 THEN ML=Q12070 IF MLx}<=Q0 THEN ML=Q202080 IF XJ>=Q10 THEN XJ=Q22090 IF XJ<=Q1 THEN XJ=Q92100 IF C>=Q4 THEN C=Q12110 IF C<=Q0 THEN C=Q32120 SOy}UND Q0,Q0,Q0,Q0:IF XJ<=Q7 THEN MAXJ=XJ-Q1:MINJ=Q12140 POSITION Q6*C-Q3,Q9:? #Q6;" ":IF XJ>=Q8 THEN MAXJ=XJ-Q1:MINJ=Q02150z} IF Z=Q3 THEN POSITION Q0,Q19:? #Q6;" "2155 IF Z=Q6 THEN POSITION Q2,Q21:? #Q6;""2160 Z=Z+Q1:IF Z=Q10 THEN Z=Q0{}2170 IF STRIG(Q0)=Q0 THEN POKE Q77,Q0:GOTO 1102180 IF STICK(Q0)<>Q15 THEN POKE Q77,Q02200 GOTO 18702400 SAM$="YOH2R2 GEH2|}TTIX3NX2-KKLOW3SSER6.":U=USR(SM):RETURN 2410 SAM$="OW4OW7, DHAE4TS TUW BAE2AE4D6D8":U=USR(SM):RETURN 2420 SAM$="JIY5IY6,,AY}}4 /HOHP8-YUW6 DUW4 BEH4TER-AA4N DHAH4 NEH4KTS6-ROH8":U=USR(SM):RETURN 2450 SAM$="TUW DIXIXZAY4NN YOH4R OW4N GEY5MBOH4RDD4,PL~}IY5Z PREH4SS DHAXAX JOYSTIH6K TRIH3GGER6":U=USR(SM):RETURN 2500 SAM$="BAY4 GAAL4IY, AY THIH4NXK YOH4R GOW4IXNX TUW GEH4T IH4}T.":U=USR(SM):GOTO 5582520 SAM$="PLIY2Z,TER4N YOH4R /HEH4D, WHAY4L THIY4 AH4DHER7 PLEY7ER SEHLEH7TS-THAH/H6 KAH4LERS8":U=USR}(SM):RETURN 2600 SAM$="MEYBIY YUW BEH4TER GOW4 BAE4K6, AE4ND TRAY4 SAH4M AH4V THOWS AH4DHER3 KAH4LERS.":U=USR(SM):RETURN 26}50 SOUND Q0,Q0,Q0,Q0:IF V=Q1 THEN SAM$="GUH8DBAY.":U=USR(SM):RETURN 2655 IF V=Q2 THEN SAM$="/HEH6LOW3.-AY4M BAE4K3.":U=USR(S}M):RES=Q0:RETURN 2700 SAM$="TUW RIX4STAA4RT., PLIY5Z PREH4S STAA4RT, OH4R DHAXAX JOYSTIH6K TRIH3GER6., THAE4NXK YUW4.":U=US}R(SM)2705 RETURN 7800 GRAPHICS Q18:POKE Q16,Q64:POKE Q774,Q64:POKE Q709,54:POKE Q710,118:POKE Q711,184:POKE Q708,317810 C=}Q1:FOR I=Q0 TO 19:C=C+Q1:IF C>Q3 THEN C=Q17830 ON C GOTO 7860,7840,78507840 COLOR 42:GOTO 78707850 COLOR 170:GOTO 7870786}0 COLOR 138:GOTO 78707870 PLOT I,Q0:PLOT I,Q11:SOUND Q0,I*Q7+Q9,Q10,Q5:POKE Q712,PEEK(RAN)7880 TRAP 79007890 PLOT Q0,I:PLO}T Q10+Q9,I7900 NEXT I:POKE Q712,Q16*INT(PEEK(RAN)/Q16)7910 IF V=Q0 THEN POKE 8208,60:SAM$="YUW8UW2-JAH2ST SEH4T EY NUW2-/HA}Y2 SKOH4R7":U=USR(SM):POKE 8208,727960 I=1:FOR S=Q1 TO 407970 FOR S=Q1 TO 40:L=PEEK(Q708):POKE Q708,PEEK(Q711):POKE Q711,PE}EK(Q709):POKE Q709,PEEK(Q710):POKE Q710,L7971 POSITION Q2,Q10-INT(Q1+S/Q6):? #Q6;"CONGRATULATIONS!":POSITION Q2,Q11-INT(Q1+S}/Q6):? #Q6;" "7972 SOUND Q0,PEEK(Q710),Q10,Q6:NEXT S:SOUND Q0,Q0,Q0,Q0:POKE 764,Q255:OPEN #Q2,Q4,Q0,"K:"7974} POSITION Q4,Q5:? #Q6;"PLEASE ENTER":POSITION Q5,Q6:? #Q6;" ":POSITION Q5,Q8:? #Q6;">____<"7975 POKE 702,Q64:PO}KE 694,Q0:FOR N=Q1 TO Q8:GET #Q2,R7977 POSITION Q5+N,Q8:? #Q6;;CHR$(R);:N$(N)=CHR$(R):NEXT N:CLOSE #Q2:NS=Q1:RETURN ,Q64:POv7000 POKE Q77,Q0:CHAR=PEEK(KK+KEY+Q64)7005 POSITION Q5+N,Q8:? #Q6;;CHR$(CHAR);:N$(N)=CHR$(CHAR):IF N <"}"7975 N$=" ":POKE Q709,Q30:POKE 702,Q64:POKE 694,Q0:FOR N=Q1 TO Q87977 KEY=PEEK(Q764):IF KEY=Q12 THEN CLOSE #Q2:SOUN"}D Q0,Q0,Q0,Q0:POKE Q77,Q0:RETURN 7978 IF KEY<>Q255 THEN GOSUB 7000:NEXT N:SOUND Q0,Q0,Q0,Q0:CLOSE #Q2:RETURN 7980 L=PEEK(Q7"}08):POKE Q708,PEEK(Q711):JIF=Q6:POKE Q711,PEEK(Q710):POKE Q710,L:SOUND Q0,PEEK(Q708),Q10,Q1:GOSUB Q47981 SOUND Q0,PEEK(Q20),"}Q10,Q17982 KEY=PEEK(Q764):IF KEY<>Q255 AND KEY<>Q12 THEN GOSUB 7000:NEXT N:SOUND Q0,Q0,Q0,Q0:CLOSE #Q2:RETURN 7985 GOSUB Q4"}:GOTO 7977 KEY=PEEK(Q764):IF KEY<>Q255 AND KEY<>Q12 THEN GOSUB 7000:NEXT N:SOUND Q0,Q0,Q0,Q0:CLOSE #Q2:RETURN 7985 GOSUB Q4 2 KK=65278:IF PEEK(KK)<>108 THEN KK=64324:IF PEEK(KK)<>108 THEN KK=64337 N:SOUND Q0,Q0,Q0,Q0:CLOSE #Q2:RETURN 7985 GOSUB Q4$I