@L}5 _$% l0$)$$Hȱ$ UhL" `e$$%`$%`  R@P!( L(1   Y I`  d  Ld M * @  $ % CC$$)%1 Udߥ$9%: !0 S$% DD˙`  }J)Lr d M * @  $ % CC$$)%1 Udߥ$9%: !0 S$%} DD˙`  }J)Lr J  ((  p L ()   J}L= ( L 0q A    IB JC;? D W } LL  ` W )LA!  ߰")-݆ p" } $G@LL 08`Q")<2Q0 -G$Ș݆ UL# ; p8(()(0ʥ)NQ` }$GȘ݆LU )L ݆ L GȘ ݆LL )W>Z   HH)H }p h  hyhy D L> L JJ    ! LA*` BF }7'8  M HN H` 8 Z  \LdJJ!"! GFE@F (!L }EE !E^ ^ E E7EȩEdE/EȩE  D } .L }  ;F d  ;?F7F? ( .   Z D LL d } . D  L    p  E` , d)  D L) 0BM݊L݉} ML  N݆ L NLML [ TEqEHȱEqEh 0Gȹ G} HLL GɛL  LFREE SECTORS G) *Gȩ GȽG GȌ*jj >G} C8jJ3j2CD( C202C ԠBX` N 1? l LlD:RAMDISK}.COMLu L1 L ;LHL  T`  `1  ɐ     `TU  } L ? .  t`GBJ ~DEHI B V0dV!}QDEHI VF9 ,0 ,0 s0hhL  L` H hDHEh"}DEL8HI4 0 HI,0 0  9 .G VLO#},0 L4*IJ`llD1:AUTORUN.SYSNEED MEM.SAV TO LOAD THIS FILE.D1:MEM.SAV J y08 B|DEHI$} V0 0`B;DEL`?<0LV`@ʆ v s? F0Ξ05: [ BDEHI%} VY8 B V  @  /DE `E:D1:DUP.SYSERROR-SAVING USER MEMORY ON DISKTYPE Y TO &}STILL RUN DOS B;DE J  (` 9 V⪍ ઍ  -'}LLu ÝDEHILV 9 .l 9 .l  `` s$B BH(}I|DE V BLV nB,DE JLV B V BLVDEIʩ BꭝLu  } 3E:}DISK OPERATING SYSTEM II VERSION COPYRIGHT 1984 ATARI CORP.A. DISK DIRECTORY I. FORMAT DISKB. RUN CARTRIDG*}E J. DUPLICATE DISKC. COPY FILE K. BINARY SAVED. DELETE FILE(S) L. BINARY LOADE. RENAME FILE M. RUN AT ADDRES+}SF. LOCK FILE N. CREATE MEM.SAVG. UNLOCK FILE O. DUPLICATE FILEH. WRITE DOS FILES P. FORMAT SINGLEL !N',}#"&))9(&*)/h)''-&؆莟R'S  vL/ˢ L }Insert DOS 2.0s, type Y Λx -}DEfHI 1莏#q! @ y0ɛ8A0,' ȅ 1 1ild! 1L!NO SUCH ITEMSELECT.} ITEM OR FOR MENU! 0 .z:*{}.|{ 1 0 0JB 18L%|DL/}%DIRECTORY--SEARCH SPEC,LIST FILE?[# 0 0 &|D3" 1L!NOT A DISK FILEN !B 1L!E# 1 !BD0}ED:}:1BJ|DE 1DEBHI 1 h0ߢ 0.1}  0?詛 1 y0YЛ 1 ;#L" ;#L! BL1TYPE "Y" TO DELETE...DELETE FILE SPEC2}COPY--FROM, TO?OPTION NOT ALLOWED736 FREE SECTORS COPYING---D1:DIRECK.COMl# 0|D .L/%#3}##JB|DE 1BHID#E 1#0: B 1L!#͑### B 1#c$0SY4}S1}:## # # .#Ƚ# # 𩛙## 1,#PD#ELJ- <.BJD#E 5}1 1HH 0hh|DL%1}:̳# L% #D#EL% 1 0 . .0O% 1L!WILD CARDS NOT A6}LLOWED IN DESTINATION 0 <.|K}N 2 FORMAT. t* 5) 1L!`) 0NΞ 0 L1) 1 L!BAD LOAD FILELOAD FROM WHAT FILE?) 0 ?}0#B 1L!WHAT FILE TO LOCK?) 0 0$B 1L!WHAT FILE TO UNLOCK?DUP DISK-SOURCE,DEST DRIVES?TYPE "Y" IF OK TO US@}E PROGRAM AREACAUTION: A "Y" INVALIDATES MEM.SAV.FE! +L1   `*  70 2 2A} 0.* 1 y0 0)INSERT BOTH DISKS, TYPE RETURN^, 1 y038逍 N, 1L! ,B}C, t*  Lx+, 0 ^, 1 y0 , ,0,0 ,L+ ,I0 ,Vǭ0C}Ξ, 0 }, 1 y0C,ШC, 0K'!" H H 'h h Lx+!EF 5L1L!D,I,HhD}` NOT ENOUGH ROOMINSERT SOURCE DISK,TYPE RETURNINSERT DESTINATION DISK,TYPE RETURNE}`  `8 rL1`-* 1P* 1 y0Y`hhL!NAME OF FILE TO MOVE?- 0 0|DL% <.F},^ 1 70 0 .@L# .BJ 1  DEHIB V L1 ,} 1 70,L.  G}JB|,#P#DE 1 HI BDEHHII 1 B 1 ,^ 1 70,0La- B V,#PH},^ 1 70 0L#L!-* 1P* 1 y0Yj383}mm ݭI}}`8}``|* ? ɛ,`|:-)| / 1L!`DESTINATION CANT BE DOJ}S.SYS0 0H{ 24Δ 28/L!/) 2 Π 2 0 ξK}hAΞB,0 J 1 BDEHI,HÝDE 1HIHIDELSAVE-GIVE L}FILE,START,END(,INIT,RUN)O S0 1`BDEPHI V` S0H 1 L!M}0 0 1L~0`PLEASE TYPE 1 LETTER,0`hhL! 70 1L0L<1 ,;ɛ7,"ɛ:ݦ1ݥN}A"D|ݤD|ȩ:|ȩ|ɛ,,(/+.ީ1 1,ɛ`轤{NAMEO} TOO LONG B VL!` L1I H1EΝDL1|mDiE` V0`8d/8 i:222 1 LP}!ERROR- 138ɛ+,' 20*.. өr2 1``2TOO MANY DIGITSINVALID HEXAQ}DECIMAL PARAMETER800 0 8 00`,0'D800 H,ɛh`2L1NEED D1 THRU D8uR} ECIMAL PARAMETER800 0 8 00`,0'D800 H,ɛh`2L1NEED D1 THRU D8u Lǚ?00  ݝ,  L "̢)д ƋФ ݝ?0T}II00)`8`LwAM w5},ҥ}-ѥi wU} 𢽃Н ?000iĩ0a]JZ kĩ?08i Ő i wŐV}  L"I,wm '0ؽ`!p!}5ý04H}P!@h))W}))0Њ J0!)ҊJJJѩ i< ŒwŠ4줞 A ŮHX} h Ƥ`L )ҘJJJѥ`H /Jc}oPԩ( f! \L?J(J0h7"9ɐ.Fj(jȦ恘e扰)d}?0 ݢ`e`H Fh00H F0h |6QȽ6QȽ6QȽ6QȽ6QȽ6Qi(e}`JJIƅJEJJJJZG |6#6J'*0I恥JJJJ^5 66`J4)f}I)  I )00I0)I`i@!H) ^|6~6~6~6~6~6ृJJJ & & & &g} &eihei7hJJ`H Vœ  pp0Nh76N@eB5Ah}/<? DT????<1UU<0@@i}1? QU7??LUUU0<PPP@1? QU3??MUUj}U TTP@1?? QU3SUUU@CEUUT@@<<<0k}@< <0@@@0< Pl}PP@ P@%7J]p     m}         @@@@1111222233334444%4CRap$4CRbr"2BRbr!2BRct0ARn}ct 0ARdv .@Rdv.@Rex$3BQ`o~#2BQ`p!1AQaq 0AQar /@Qbs .@Qbt -?Qcu,?Qcv0(124(12((124(12((o}124(12((124(12((124(12((124(12((124(1243124(1243124(1243124(1243124(1243124(1243124(1243224(1247224(1247p}224(1246244(1126244(1126244(1126244(1126244(112>244(112>244(112>244(112<244(111<444(111<444(111<444(111x<444(q}111h<444(111h<444(111h<444(111hh848888(1h848888(1h848888(1l848888(1l8888888(l88888888l88888888l88888888r}l88888888lC8888888lC8888888nC8888888nG8888888nG8888888nG8888888fG8888888fG8888888fn61A88844g61A88844g>1A88844g>1A88844g>1As}88844g>1A88844c>1A88844c>1A88844c>1A88842X<1A88842H<1A88842H<2A88842H<2A88842H<2A88842H<2A88842H<2A88842H<2A88t}842LL822A8422L822A8422L822A8422L822A8422L822A8421L842A842AL842A842AN842A842AN842A842ANG42A842ANG42A842ANG42Au}842ANG42A842ANG42A842ANG42A842AGG42A842AGG42A842AGG42A842AG0N84A84A8GN84A84A8GN84A84A8GN84A84A88N84A84A88N84A84A88N84A84Av}88N84A84A8(N84A84A8(L84A84A4(L84A84A4(L84A84A4,{}fffffff>`<|fl0fF68of;p88pf< 80 0 ~~`0 0`}}``nf>ff~fff~~f<flxxlf`````~cwkccfv~~~}nfx x}00p`gg0``g }88pp33ܜaaaa? 08888p 8|88}88pp||lnx0011ccgg}000xxppacpppc灁Ç 888` xsq}q?pppǃcc@@ @@ ``,}@ @ `@-& @@ @@ @ @ 6@@@ @@@@@  @@@@@@ @@HHH$HHH@H $@H}H@H@$@H}}-.<= >|= > <.<>|=> @@``h}l@ @ @@ @ @ @ @ `l`h }}}8Manuevering on the Atari.Please read the file RULES.DOC for instructions on how to play thegame.Manuevering is only a tw }o player game right now. A computer strategyis partially working, but not present in this version. Additionalinfo about t }he computer routines will be presented later.Your system must have a MEMLO of $1F00 or lower to run this game.You will be } presented with a board, and a marquee cursor. The cursoris the same color as the ships for the current player's turn. The }cursor can be moved with the joystick, and will repeat if held in thesame direction. To pick up a piece, press the fire bu }tton, and thecursor shape will change to show you are carrying a ship. To pick upa double ship, either press the fire butt }on twice, or hold it untilthe second ship is picked up.When you are carrying a ship, the cursor movement is a bit differen }t.When moving the stick in the various directions, the cursor will jumpdirectly to the destination square, based on the die } roll, and only ifthat direction represents a valid move. Since there are two dice,holding the stick in the same direction } will toggle once per secondbetween the destination squares corresponding to each die. Press thefire button to confirm the } move into the desired square. You maypress fire with the stick centered to return the ship to its initiallocation, withou }t making a move.I do not believe the game will automatically cancel a die that cannotbe moved. Pressing any key will pass } your turn, but please rememberthat the game rules require you to make a move if it is available toyou -- even if you don't } want to! All of the routines are availableto determine all valid moves, and it would probably be pretty easy toinclude an } automatic cancel, or at least prevent the misuse of thecancel function.The game also does not recognize victory condition }s, and it will be upto you to know when you have won the game.The game can be configured to use one or two joysticks. Pre }ss '1' ifyou wish both players to use one joystick. Press '2' to enable twojoystick use.The 'Esc' key may be used to tak }e back your last move.BUGSThe empty marquee cursor changes size along with the boardperspective, but it does not do this } when displaying a ship outline.THE COMPUTERThis game has given me tremendous respect for the human mind. Thingsa human } can do instantly, require thousands of lines of code. Theconcept of trapping is a bit abstract, since walls can be created } inmany shapes. Detecting partial walls as they begin to form, and whichships are 'in danger', was a major project. Most }of it is actuallydone, with the exception of detecting which ships are in the bestposition to close up the remaining holes. }Even though this game does not require 'looking ahead' like a chessprogram does, the number of potential moves on any one }turn isstaggering. You can for example, move ship 1 direction 1, and ship 2direction 1. Or you can move ship 2 another 7 }directions. Or you canmove ships 3-24 up to eight directions. After all that, you can comeback to ship 1 and move it dire }ction 2, along with all thosecombinations again. And so on. Then you get to do it all over againwith the opposite die num }bers. At one point I had worked out thestatistics for what that number was. Between this, and the complexityrequired to a }nalyze prospective moves, brute force testing would havetaken several *days* for the computer to make each move. Ugh... A }different approach had to be found, and I think it came out well.Even though it can't possibly test every combination, I thi }nk it willalmost always find the optimum choice, within the limits of its boardanalysis routine. Every piece is tested as }an individual move, andonly combinations between the best moves, or any 'specialcircumstance' moves, are actually tested fo }r a final rating. Thisallows a vast majority of the combinations to never be tested, sincethey will most likely not result } in anything useful.Even though these routines are not finished, I believe they are themost advanced AI algorithms done fo }r a personal computer. If you wishto study them, (after the source is released), I can probably help youunderstand some of } the tougher sections. If you wishto study them, (after the source is released), I can probably help youunderstand some of Basic instructions for Manuevering.SETUPThe game is played on a standard 8x8 checkerboard, and each playerstarts with 24} ship pieces. The initial setup is one piece persquare, in the first 3 rows, for each side of the board.MOVEMENTEach pl}ayer rolls two dice at the beginning of their turn, and mustmove two ships, each one according to the number of spaces indic}atedby each die. This is like the movement in Backgammon, except that youmay not move the same piece twice in one turn. E}very piece can movein any of 8 directions, which includes diagonals, but must move in astraight line. You must also move t}he exact number indicated on thedie -- you can't move a partial distance. Later in the game, manypaths will be blocked, an}d it is possible that you will not be able tomove any of your ships using one or both of the die numbers. Whenthis happens}, moves are forfeited for any die that cannot be used togenerate a move. On the flip side, if any move exists, you MUST tak}eit. Even if you don't want to move the piece.Each square on the board can contain up to two ships. This can beeither t}wo of the same, or one ship from each player. When the twoships belong to the same player, this is referred to as a 'double}'ship, and from then on, it can be moved as one piece. You can movetwo double ships per turn, since they move like any oth}er piece. Itis not 'forced' to remain in one piece, and can be split up later onif desired. (This is rare though).If yo}u use the first half of your roll, (i.e., one die), to create adouble ship, you cannot move that double with the second die.} All youcould move is the other single ship on the square, since that piecehasn't moved yet. The double can be moved on y}our next roll.There are two differences between double and single ships. Doubleships are protected from being captured, a}nd double ships form a blockthat no other ships can pass through -- including your own ships. Asquare containing one ship }of each type is also a block, although oneof the ships may be captured as described in the next section. Torepeat, no ship}(s) can pass through a square that already contains twoships.Rolling doubles on the dice carries some extra priviledges. }Aftermoving your ships according to the doubles, the player may roll againand make an additional move. If the player again} rolls doubles, hegets to make yet another roll, however three rolls in a row are themaximum allowed.There is also one sp}ecial move that can only be made when you haverolled doubles. You may move one of your double ships, based on thenumbers o}n the dice, into a square occupied by one of your opponent'sdouble ships. To perform this move, the square immediately past} theopponent's double ship, and in the same line of travel, must becompletely empty. The opponent's double ship is placed }in this emptysquare as a result of the move. It is like you are pushing, ordisplacing the opponent into the next square yo}u would have occupied,had you moved one extra space. This special move takes up your entireroll of doubles. You cannot mo}ve another ship at the same time whenperforming this move.CAPTURINGAny time you can move two of your ships into a square} containing onlyone opponent's ship, the opponent's ship is captured and is removedfrom the board. There are three ways th}is move can occur.1- Using both dice, move two of your ships from different locations, converging onto one of your oppon}ent's ships.2- Moving one of your double ships onto one of your opponent's ships. Note that this only takes one die, and }so another of your doubles could capture a second opponent's piece on the same roll.3- If a square already contains one s}hip from each player, then moving a single ship onto that square will capture the opponent's piece. It is for this reas}on that it is not a good idea to leave your turn with a one-and-one situation, since that ship will be even more vulner}able than a single ship by itself.Double ships cannot be captured at all.TRAPPINGThe objective of the game is to 'trap'} one of your opponent's ships.Any one of them. Trapping one or more of your opponent's ships is animmediate condition for }victory, regardless of the total number ofships on each side.Because double ships form a block that other ships cannot mov}ethrough, it is possible to completely surround an opponent's ship sothat it has no way to escape. The formal definition o}f a trap, issurrounding one or more of your opponent's ships, leaving at most oneempty square in the trapped area, and leav}ing no paths for escape.This can technically happen in the middle of the board, but inpractice, you will almost always be t}rapping a ship in a corner, oragainst one of the side edges of the board.This is not a game where you try to take all of t}he pieces. Becausedoubles can't be captured, it should be clear that taking all of thepieces isn't going to be possible. }The only reason for capturingships, is to reduce the number of doubles that your opponent cancreate, which reduces his flee}t of ships that can be used to create atrap.Here are some examples of traps, to help you understand the concept:X=player} 1's ships O=player 2---------------------------------| X |OO | | | | | | || | | | | | | | |}---------------------------------| |OO | | | | | | || | | | | | | | |----------------------}-----------|OO |OO | | | | | | || | | | | | | | |---------------------------------| | | } | | | | OO| OO|| | | | | | | | |---------------------------------| | | | | | OO| OO| X |}| | | | | | | | |---------------------------------| | | | | | OO| XX| || | | | | | } | | |---------------------------------| | | | | | OO| OO| OO|| | | | | | | | |------------}---------------------| | | | | | | | || | | | | | | | |---------------------------------}Here are some examples that are NOT valid traps. The first, becauseof too many emtpy squares within the trapped area. The }second,because of a possible way to escape. (Even though it takes multipleturns.)---------------------------------| XX|} |OO | | | | | || | | | | | | | |---------------------------------| |OO |OO | | | | }| || | | | | | | | |---------------------------------|OO |OO | | | | | | || | | | |} | | | |---------------------------------| | | | | | | OO| OO|| | | | | | | | |------}---------------------------| | | | | | | OO| X || | | | | | | | |-----------------------------}----| | | | | | OO| | XX|| | | | | | | | |---------------------------------| | | | | } | OO| OO| OO|| | | | | | | | |---------------------------------| | | | | | | | || | } | | | | | | |---------------------------------STRATEGY HINTSFirst of all, I'd like to say that Manueverin}g is probably the beststrategy board game I have ever played. It has what I feel is the*perfect* blend of strategy and cha}nce. The element of chance,created by the dice, will give you a large variety of gameexperiences, including a bunch of sur}prises and change of fortune.And yet, since there are so many things you can do on any given turn,it is rarely a feeling of} being at 'the mercy of the dice.' It is easyto play as a beginner, and yet the longer you play it, the moreintricate it be}comes. There are a lot of unique elements to thisgame, and many of these you will not discover until after you haveplayed }awhile. The reason I have mentioned these things, is toencourage you to really give the game a good chance. It is anextre}mely worthwhile experiance if you can learn to play this game atan intermediate-expert level, but it may take some time to d}iscoverall of the subtle aspects. If you have any questions, please ask me.Double ships are the key to the game. They ne}ed to be set up as earlyas possible, and be placed in good positions. Initially, the bestpositions are the four squares tw}o spaces away diagonally from thecorners. The next best positions are anywhere else in the front lineof your opponent's sh}ips.The best opening moves will take two of your individual ships, andmove them into your opponent's side of the board -- }ideally, into hisfront row of ships, making a capture at the same time. These movesare not always available, since they re}quire two numbers that areclose together. Like 3&5 or 4&5. Even if you get something like 2&3,it is best to move two ship}s forward, creating one double, than it isto create two doubles in your backfield. This will give you a lotmore options fo}r a better use of the dice on the next roll. Rollingsomething like 6&5 will make it tempting to capture a ship in themiddl}e row of your opponent. Be aware that your opponent could likelyform two doubles on the top row, blocking you into and behi}nd hisships, possibly ending in a very quick game!'The mercy of the dice' can be greatly reduced by leaving yourself adec}ent, or at least non-disaterous move for each of the potential dienumbers. It can be rather unpleasant to have a trap almos}t completed,roll a six, and find that your only piece capable of moving six is thekey to holding your trap closed! You sho}uld always have a piecesomewhere that is capable of moving large numbers, in order to avoidsuch circumstances. Conversly, }if you are about to be trapped, andyou see that your opponent has very few options for high numbers, youcan place a double }in a position to block his 'safe' high numbermoves, thus forcing him to move one of his other pieces in the eventhe rolls a} high number. The game can change very quickly insituations like this. A six may force a well positioned ship to moveall }the way across the board onto one of the edges, where it might getpounced on in the next turn!If requested, I can reveal a}s many strategy hints as you wish. Ithink it will be enjoyable for you to discover them yourself, and in arelaxed manner, }and so I will stop here for now.. Ithink it will be enjoyable for you to discover them yourself, and in arelaxed manner, !AvhLBALAlLCLDLDLpELELFLFLELFL&JLLLGLHLHLILaIL$IL@ILMhh8ȱȱȱL]AȱLxA}eiHH`hh+@LALBLHBLBLBLA BeiHH`LAȱȱ` A} \B 1CLAȱȱȱ` B \B 1CLAȱȱ` /B B 1CLA0`- BII}ii`0`- BIi`ȱ BLBLAȱȱȱ BLBLA HH`PD}EHI B V`PJK#DCEB V`P: P B V`' C C腕 C Cd C C } C C C B``朥i0 B``$0 &LC8啅喅&&(Ffƚ` }L)D ` ```߰`` %`))Ţ𲥢0``)) }ŢLD0```) eeFf&LD D {D JE ` } D C JE ``00!`IIiiLEIIii``E`II }ii`UVT E`UVT E`HH`HH"`ʼnLSFň }LSF`mm mm 88888 ͭ`}iiii8 ͭ```hhȱȱȄLF }GȩLF GLFeiHH`HH`hh> BoHB(HIoDHE V #LF }GgHȭhHLF GgHLFȱȱȱȄoHɛġLFȱȱȄ G` LG-Ȅ}0:LGgHhH80KHLH {DmgHgHmhHhHīLG`gHIgHhHIhHgHigHhHihH`} d'hhiiȱȱȱ m}m iiHH E````}`)II") JI ƲLIɟ沭II)@II)JI ƳLIɿ泭II}`#J`#J"J)0M J ɟ`Ʋ`$J%J"J)M!J@ ɿ`Ƴ`MMMM}MM JMM 6KMMM 6KM8MiMM8MiMM)Mii IKMM KmMiΙMM}M8MMMiiȑȭMȭM`M͑MMMMMM͐M*M͏M MMMMMMMM`F}fFfFf`M K K̔MmMii(iMM͕M K`MM`MM`M( KeX}eYmMi`Fejf`M`M(*(`MM MMMM 6KMM)}MMȱMȱMȱMiiM|MMmMmM8)MMMM 6KiM L` KM8MM}MMM nMjnM 0MMM-M M̡MϥmMii(iMM͕MС`8M`nMMMM}`M/ ̣MM`-MMIM`-MMIM`M-MM%MIM`?}?FN *NFNJJJJ ҮFN) ݥ 懭) 6N` ԍ ԱJJJJ ҍ ԍ Ա) ݥ 懭)}`ԍԍ`"ԩ@ԩ` IF TOT<>1 TOT=1 L3=15 Z3=0 Z4=0 ENDIF ELSE } IF GST=120 .SCA(1) L1=12 Z1=0 T1=250 PUMP+-4 POKE(LPOS,0) ADD(LPOS,1,LPOS)  } POKE(LPOS,0) ELSE IF GST=121 .SCA(1) L1=12 Z1=0 T1=200 PUMP+-3 !} POKE(LPOS,0) SUB(LPOS,1,LPOS) POKE(LPOS,0) ELSE vhjx"}/A A (D:BALL.ZS JKB DE V#} BHIDE V B V䩠LP Rd c U/$}Z tX[>/ c cPZQ%}Q \hQQԌԩ A LQ,m ҍiILR&}ҩP 'dXcHRIR \ cd 'dLzR SLPΏZRR \L'}/Q b b b b͈LRȍ 'd SLQ͌LQ(}XcSS \ ciح b bd 'dLlS)LSLS)}LS`XcSS \ -A' '!-% /6%2 2 'dLTi(̰<LS(*}'̰d 'd<LCT <L(T(<̰ȍ 'd('̰+}d 'dshTT \ԅ@`iSiTQi0QNQNQQiQSmQSTiTST,}R` -A"pppd`B̰A -A 0 0 0 0 -A!"#$%& A0123456789 -A(%(8HXhx-}(8HXhx(8HX -AM%&6FVfv&6FVfv&6FV -Ar%,} ҭL]L^8L4^L#^iiL4^iiLA^ҩ)?}L^xLr^miL^x L^8탰mmmmL^@}i0Эi0ЭN.....mmmmA}..)ԩЭ8) miT B} ~~`f~~>f~6f>0>f~~`~ff~~ 0`~f~ff~~f~f~0 0 ~~`0 0`|} ~ff~ff|f~ff|~f``f~|ffff|~`|``~~`|```~f`nf~ff~fff~~~flxxlf`````~wkcccfv~~nf}~ffff~~ff~``~ffff~ff|lf~`~f~~fffff~ffff<ccckcffffff<~ 0f~xx6}c}}UUUUUUUUUUUUUUVVZZjꫫUjZZVVUkk[[WW[[kk}DDDBHH@!!BB@ U!!_ ><<?00000}~BBBB~~~~~~~BHH@!!BB@ U!!_ ><<?00000mbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbblmbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbldcd!}cdcdcd!}cdcdcd!}cdcdcd!}cdcdcd!}cdeaaaaaaaaaaaaaaafckaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaafcdgbbbbbbbbbbbbbbbh!}cmbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbhcdcd!}cdcdcdc!}dcdxycdcd!}eaaaaaaafcdxyxyxycdciiiiiiidcd!}eaafeaafeaaaajdciiiiiiidxyvwcdxyciidvwciidzciiiiideaaaaaaji!}iiiiiikaaaaaaaaaaaaaaaaajdeaafciikaaaajiikaaaaajiiiiidciiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiidciidzcii!}iiiiiiiiiiiiiiiiiiiidgbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbldciikaaaaajiiiiiiiiiiiiiiiiiiiiiid!}cdgbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbldcd!}cdcdckaaaaaaaaaf!}cdzxyciiiiiiiiiideaaaaafcdeaaaaaaaafeaaaaaaaaafc!}iiiiiiiiiidxyciiiiidvweaaaafcdgbbbbbbbbhciiiiiiiiidciiiiiiiiiikaaaaajiiiiikaaaaaajiiiidcd!}ciiiiiiiiidcmbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbbhcdciiiiiiiiidcd!}cdxyciiiiiiiiidcdcdeaaaaaa!}aafciiiimbbbbhcdcdvwciiiiiiiidciiiidcd!}ckaaaaaaajiiiiiiiikaaoaajiiiidcdeaafciiiiiiiiiiiiiiiiiiipuqiii!}iiidcdciidciiiiiiiiiiiiiiiiiiirstiiiiiidcdeaaaaf!}ciidcmbbbbbbbbbbbbbbbbbbbbbbbbbbbhcdciiiidciidcd!}cdciiiidciidcdcdciiiidciidc!}deaaaaaaaaaaaaaafcdeaafciiiidciidcdgbbbbbbbbbbbbbbhcd!}ciidciiiidciidcdcdciidvwciiiidvwxyciidxycd!}xycdciikaaaajiiiikaaaaaaaaajiikaaaaajdeaaaaaaaaaaaaaaaaaaafcdciiiiiii!}iiiiiiiiiiiiiiiiiiiiiiiiidgbbbbbbbbbbbbbbbbbbbhcdgbbbbbbbbbbbbbbbbliiiimbbbbbbbbbld!}cdciiiidcdvwxyzcdc!}iiiidckaaaaaaaaaaaaaaaaaaaaaaaaaaafeaaaaaaajdxygbbbbhcmbbbbbbbbbbbbbbbbbbbbbbbbbbbh!}gbbbbbbbldeaaaafcdcdgbbbbh!}cdcdcdvwc!}dxycdeaafcdeaaaafcd!}xygbbhcdgbbbbhcdeaafcd!}cdgbbhcdcdxy!}cdcdeaafcd!}cdgbbhcdvwvwcdvwxyzx!}yzzckaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaajkaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaj!}aaaajkaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaj 2LD:RSLOGO.ZS JKBDE V BHIDE V B V`/%}01'𩱅 i(ieei ݲ "/)LD:BAL%}L.OBJOBJ JKBݝDE V BHID@E V B Vd ҅ )i-%} ґۭ/LPpppBA%}@%}?????????~%}??????~??%}????`|?%}?%}%} ??ccaqyymmg%}gllll >c`~?c?p````plool ``caǃ%}>?̌ S ``caǃ$DHere it is! 'rubberball.arc' contains a demo version of the commercial game 'RUBBERBALL'. It is written in the programming la)}nguage Quick. I've uploaded the game to show you some features of that language. The file 'rubberball.arc' is arced. Please)} use SUPUNARC to restore it. Then you can go on. Store all files i.e. RUBBERBA.COM BALL.OBJ BALL.ZS BALL.SPL LEV.1 on a )}single disk. Make sure BASIC is disabled and/or all cartridges are removed. Then use the DOS-command L to run the file RUBBE)}RBA.COM Leave the disk in your drive while playing it because it'll access the disk from time to time to load stuff. Object)} of the game. A small rubber ball is trapped inside an air conditioning system. Use the joystick in port 1 to controll the b)}all. You can control the horizontal movement of the rubber ball while it moves up and down just controlled by gravity and slo)}wed down by friction. Inside the maze you'll find some strange objects which will have some effect on the ball. First of all)} there are some air pumps to be collected simply by making the ball touch them. Be aware of nails. They'll puncture the ball.)} In that case you'll loose one life of the small rubber ball. On the way through the air conditioning system your rubber fell)}ow will have the opportunity to encounter pieces of chewing gum which will immediately slow it down. Sometimes it is usefull,)} most of the time it isn't. In some parts of the system there's an air current. It'll move the ball in it's direction. Watch )}for it. Especially as a beginner you'll find yourself in a situation with no escape. In order to start over press the trigg)}er. But everything has it's price: you'll loose one life. You'll move on to another screen when all air pumps have been colle)}cted. As mentioned at the beginning this is only a demo version of the game 'Rubberball'. The commercial counterpart has mor)}e levels to play and has a storable high score ranking list. Have fun Marek Tomczyk uj1g@ibm3090.rz.uni-karlsruhe.de s mor(x