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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 Instructions for "MAZE OF ADGAGON" Limited Demo T}Copyright (c)1990,1991,1992 The AGDA Group Version 0.15 12/28/92 --------------U}--------------------------------------------------------- This doc file accompanies the demo version of "MAZE OF AV}GDAGON", the first multi-player multi-computer game developed for the 8-bit Atari Computer. GAME STARTUW}P The working version of this program is a multi-computer game, where one 8-bit compuer (800/XL/XE/XEGS) mustX} serve as the "Host", and the other (up to eight) players "boot up" from this host. This demo only allows you to sY}ee a one-player game, leaving the multi-player feature to your imagination for the moment. So for now, load the programZ} from DOS (with BASIC disabled), and wait for the title screen to appear. Press START to start the game (note you [}can return to the title screen by pressing RESET). The following rules describe how the game will eventually be pl\}ayed. AN OVERVIEW OF THE GAME A maze of 15 x 15 cells is the playfield. You see a first-person ]} perspective view of the maze from your current position and direction of travel. The walls are opaque, and a color ^}scheme is used that helps you orient yourself as to their current direction (east-facing walls are a light orange i_}n color, west-facing walls are dark). You are able to see other players and grenades that are in your path. The grenad`}es are white ellipses, and the other players are larger red ellipses with eyes and a crooked smile. You are able ta}o move forward, or turn left or right by pressing the joystick forward, left, or right respectively. Your view willb} change to indicate your new position. Turns are shown with hardware scrolling, helping you follow the changing directic}on. You can select an overhead view by pulling the joystick towards you ('back'). The overhead view indicated}s your current relative location, and any opponents that would be visible (but not those blocked by walls, for inste}ance). Also, any cells which have been traveled are indicated in green, to allow you to keep track of where you have bef}en. Cells that have been in your field of view are plotted in black. This helps you figure out what paths remain g}to be explored. At the beginning of the game, there are a number of hand grenades placed randomly throughout h}the maze. More grenades will appear randomly throughout the game as the supply is reduced. Each player can carry i}a maximum of three grenades at one time. A player 'picks up' a grenade by passing through the cell that it is located ij}n. A tone will be sounded to indicate the successful collection of a grenade. To activate a grenade, press tk}he joystick fire button. Three seconds 1 l} "Maze of Agdagon" Demo Instructions after being activated the grenade will explode (you will hear a "tick-tocm}k" count down the seconds). Any players which are ahead you (in other words, in your view and not blocked by a wall) win}ll lose one life, unless they are able to move out of that hallway before the grenade explodes. When a grenade is o}activated, a four-tone alarm will sound on the speaker of any players which are in the explosion zone of the grenadp}e. If your grenade "kills" another player, you will hear the explosion sound in your monitor, and your score will increq}ase. Note that you can only see, and your grenade can only fire, up to eight cells directly ahead. Also note thatr} you are frozen in place while a grenade is counting down, so don't fire one if you need to get out of the way of as}nother's. When you lose a life (which you can't in this demo), you will hear the explosion sound, and the numt}ber of lives left will be decremented. The screen will also flash on and off. The first 2 times you die, you are u}reincarnated in a random position in the maze. You will be spinning around as you come back to life, and nobody can seev} you while this is happening. This allows you to get some orientation to your new position. When you die the thirw}d time, the game is over for you. You will be able to monitor the remaining portion of the game from your screen ax}s a "ghost" that nobody else can see (as long as there are other players left in the game). The last person ly}eft alive in the maze is the winner. The message "GAME OVER, WINNER:X" will be sent, indicating which node has won (thiz}s won't happen in this demo). To allow for contests, there will be a score displayed on your screen at all times, {}which is calculated in the following manner: 1) 10 points for every grenade you collect. 2) 100 |}points for every other player you kill. You can restart the demo at any time by pressing RESET, and then START. }} Each time you play the game, the maze is regenerated - so don't bother memorizing the maze. This demo will~} let you get accustomed to the player movement. You'll probably figure out real quick that the four randomly-positioned} players never move, and never die when you shoot them (although you'll get the 100 points for killing them). But }when you play this interactively with other Agdagon players, *they* will look like those red ellipses (and will mov}e around), and you will look like that to them. We've got a working version of the game here at AGDA headquarters,} and we're tweeking the details and the rules. So when the game becomes available Real Soon Now, some of the details ma}y be different. Until then, we are looking for creative and constructive criticism on features (to add or subtract}) to enhance the game. Please send e-mail to both addresses on either of the following networks: GEnie:} JDPOTTER and DATAQUE.1 CIS: 74030,2020 and 71777,3223 } 2 "Maze of Agdagon" Demo Instructions Cre}dits Program Coordinator: Chuck Steinman Serial I/O Routines: Chuck Steinman and Jeff Potter Grap}hics Routines: Jeff Potter Sound Routines: Jeff Casbeer Documentation: Chuck Steinman and Jeff Pott}er ----------------------------------------------------------------------- } } 3  p 3333?33?3 ?0??   0 ?33?333? 0? } 00?33333? < ??3?00???333??00???00?33?? ?33?33??33? 0 00 ??0  } 0?3 ?33?333000?33??00000??33??00<00??00<000?33??333?333? ?33?0003<33000000?3 33333? }333333?33333??33?000?3333<?330000?30?3?? 333333?333333 33333 3333 33333? ? 00? 00  }?0?pppNrD~DbeJ` ArpppNrD~pDepp0pp }A=rpppNrD~DOpppJ` Anr  (**(*(+ /  }/+ /+//< /?//// /////+ ,/ }///// ,/ /// ,/ // ,/ // ,/ }/ ?/+?//0 //// / / ?/ ?/ } ?/??t c{h|h<Щh!cf}h | f |phO u u } v I c~ nx)IfXfYvX x x ky00|hnvX|h{hע< x xX 'v | =h }fh LX<~hhfXfY x x v x LBu/ԍoDfhg 0b1䢈 \ } }!` =vHvfSvfff``^v i` )o )oo` ?H3Ufw }#(3xxx-!:%$!4!"!3%2%#%)6%$7!)4&/2-!:%$!4!"!3%'!-%/6%2 7)..%2f f; yLv).f)f }$κf@f=4(%!'$!'2/50/.,).%4)-%2#522%.43#/2%"/-"34/#+,)6%32%-!)..%47/2+ }./$%-!:%,/#!4)/.9/52(%!$).'0,%!3%34!.$"9,gL }~hf~hL0ff~h,f0&pG h *hf }f S t hLX hf)fff S őhLXf) f)OLUx  hf thfLX hf 6 th }fLX  tLX S hUfh C *h莴f t hLXf tLXf }ff`fHyhf Yxff+bdf }) ! 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The other end of the serial cable should still be connecte}d to your Atari. 4) Get the other Atari ready (monitor or TV connected and turned on, seria}l cable plugged in). 5) Take the free ends of the serial cables, and wrap the rubber band a}round the two connectors, so that the free ends face you like the diagram below: } 2 GameLink-II Docs } ---------------------- / C \  } / o o o o o o \ / \ / o o o  } o o o o \ / A B \ ------------------------- }-------- --------------------------------- \ A B / } \ o o o o o o o / \ /  } \ o o o o o o / \ C / } ---------------------- 6) Now take the first of the two smaller clips you made and gently }push it into both pins marked "A" above. If you feel great resistance, do not try to force the pins in, as you m}ay damage the connectors on your serial cable. Since the clips you have made are narrower than the s}tandard Atari pins, they should not cause damage if inserted correctly. Be careful not to accidental}ly short together any other pins. 7) Take the second of the two smaller clips and push it into the } pins marked "B" above. Try to push the two pins in an equal amount. It doesn't matter if the two clips }touch each other. 8) Take the remaining (longer) clip you made and push it into the pins ma}rked "C" above. Be careful not to short it against any other pins. The third clip was intentionally made longer} so that it won't be touching the other two clips when installed correctly. 9) }Place this assembly carefully on a table top and out of the way (don't leave it dangling from the two computers).} 10) Turn on the second Atari. It should boot up as described under the "GAME STARTUP" sect}ion of the rules. Enjoy the game! 11) You can play multiple games without having to do this procedure } before each game (read the rules section). Remember to carefully disconnect the 3 clips from the seri}al cables when you are done playing for the day. ---------------------------------}------------------------------------- C) GameLink-II SIO Connections (2 or 3 nodes): The following d}irections give you some insight into how the GameLink II system works, and will allow you to create a more permanent} connection for two or three player games. They are provided for the more technical user who has sufficient e}xperience to assemble a small hardware project. Non-technical users who wish to buy a multi-node connection  }should skip to the next section. 3 !} GameLink-II Docs 1) The easiest way to construct a GameLink-II cable is to purchase "} a long (6 foot) SIO cable and cut it in half. 2) If more length is needed, the wires can be ext#}ended to around 6 feet per node (thus, from one computer to any other would be a maximum of 12 feet).$} 3) The connections are made according to the following list: pin name %} connection description --- -------- ---------- ------------------------------- 1 SCLK &} not used leave with no connection 2 OCLK not used leave with no connection 3 '} SID PARALLEL connected to all other SID & SOD 4 DGND PARALLEL connected to all other (}DGNDs 5 SOD PARALLEL connected to all other SID & SOD 6 CGND PARALLEL co)}nnected to all other CGNDs 7 COMMAND not used leave with no connection 8 MOTCTL no*}t used leave with no connection 9 PROCEED not used leave with no connection 10 +5V +} not used leave with no connection 11 AUDIO IN not used leave with no connection 1,}2 +12V/NC not used leave with no connection 13 INTERRUPT not used leave with no connection -} 4) Both grounds are connected between all systems. 5) Both the SID (Serial Input), an.}d SOD (Serial Output) lines are connected together from all nodes. This allows any node to transmit /}data to all other nodes (including itself, if desired). 6) A graphical representation of a 0}3 node GameLink-II network is shown below, with wires indicated by dashes (-) and vertical bars (|). 1}Junctions shown by asterisks (*) 4 2} GameLink-II Docs Node-1 Node-2 Node-33} ------ ------ ------ SID(3) SID(3) 4} SID(3) | | | *---------------*---------------5}* | | | SOD(5) SOD(5) SOD(5) 6} DGND(4) DGND(4) DGND(4) | | 7} | *---------------*---------------* CGND(6) CGND(6)8} CGND(6) | | | *---------------*-------------9}--* 7) Another method would be to buy SIO sockets, and mount them in a box, or PC b:}oard, and connect them as above. This would allow you to use unmodified SIO cables. 8) Ven;}dors for the cables and/or connectors: a) MCM Electronics 650 Congress Park Drive <} Dayton, OH 45459-9955 (note: no longer stocks SIO sockets) b) BEST El=}ectronics 2121 The Alameda Suite 290 San Jose, CA 95126-1127 c) B&>}C ComputerVisions 2730 Scott Boulevard Santa Clara, CA 95050 d) Am?}erican Techna-Vision 15338 Inverness St. San Leandro, CA 94579 @} ---------------------------------------------------------------------- D) GameLink-II SIO Connections for MoA}re Than 3 Nodes: 1) After a fair amount of beta testing and some head scratching, we discovered thB}at an unmodified Atari's POKEY IC lacks the current sinking capability to provide reliable operation when more thC}an 3 8-bit computers are linked as described above. 2) An active device (integrated circuitD}) must be added to provide the necessary current sinking capability. Rather than include some compliE}cated instructions, we plan to offer the following devices for sale to registered owners: F} 5 GameLink-II Docs G} a) The OCTO-LINK, which consists of a circuit board, populated with the required integrated circuit and twH}o SIO connectors. Unpopulated sites will exist for the addition of up to six additional SIO coI}nnectors by the user (SIO connectors available from the vendors listed above). This is ideal fJ}or user groups, where the club can purchase one of these for regular meetings. Use of regular SIO cables K} completes the network. b) The DUO-LINK two-player expandable serial bus cable. This L} consists of a circuit board with the necessary integrated circuit, and serial cable with two endM}s. It can link two players together by itself. By purchasing additional cables, pairs of playN}ers can be added. The cables link at their middles to other cables with heavy duty Molex pins and O} connectors. This arrangement allows 8-bitters to own their own GameLink-II modules, letting them plug togP}ether and play at any time without investing in the 8-player board. 4) As you can imaQ}gine, AGDA is not a large commercial concern. Previous to February 1, 1994 we will be monitoring our GEnie, R} CompuServe, Internet, and U.S. Mail addresses hoping for some response. After that date we will order thS}e necessary raw materials to create the first batch of the DUO-LINK and OCTO-LINK connectors. We willT} sell them to the registered shareware customers at a nominal fee to cover all expenses. Keep in touU}ch! ---------------------------------------------------------------------- V} 6 z