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[Also available from BELLCOM] - l}Most programs are relatively self-explanatory; however, some have separate DOCumentation files available. Some BASIC m} programs may contain instructions in their program listings. -To use this great MENU program on your own disks, n}simply copy the file "AUTORUN.SYS" onto your disk. * MENU written by DAVID CASTELL * program on your own disks, ^ # # # # # # # # # # # ################################# # # # # # # # # # # # # # # # p}# # # # # # # ################################# # # # # # # # # # # # RAIL KING q} by David H. Neal # # # # # # # # # # # ################################# # # # r} # # # # # # # # # # # # # # # # # # # ################################# # # # # # # # # #s} # # copyright 1985 by David H. Neal Contributed to the Public Domain for private use only. Written in compiledt} ACTION! from Optimized Systems Software. SYSTEM REQUIREMENTS ------------------- - Atari 400/800/XL/XE computeru} - 48K minimum - Atari disk drive LOADING INSTRUCTIONS -------------------- - Remove BASIC. - Load using Binarv}y load MENU or use (L)Binary load from DOS to load if MENU is not available. DOCUMENTATION ------------- Thiw}s documentation file serves as the "RAIL KING" game manual. Although the game is not hard to play, you will not be ablex} to fully appreciate the game play without first reading this manual. You may wish to print a hard copy of the manualy} to have it to refer to when you are first learning to play. If you wish to print your own hard copy of this manual z}on your printer, boot DOS, select the (C)copy command and at the prompt, type the following: D1:RAILKING.DOC{},P: GAME DESCRIPTION ---------------- The game system seems to be very complicated on reading about it, but it i|}s quickly learned (requiring only a few turns to master), and the program provides ample HELP messages. Stick with it}}. It will all make sense by the time you have read to the end of this manual. "RAIL KING" is a railroad empire build~}ing simulation for one to four players, playing either humans or the Atari computer. The appropriate age range for this} game is probably 15 and over, although precocious 12 year-olds may enjoy it. The objective of the game is to be the }first to accumulate $300 million. This objective is accomplished by building track (cost) and using that track to pic}k up and deliver goods (costs and earnings) to markets selected from a list randomly generated by the computer. Rando}m events inhibit operations and increase the suspense. The game alternates between the players, presenting informatio}n on a split screen. The following subscreens appear on the same screen with a United States map representing the cu}rrent player's rail system and his current position: Commands, including a message area for reporting events and errors}, and to let the player enter his intentions; a listing of valid markets for the Player; a listing of the products to} be found in each city; and a HELP listing of the various command keys. The Map and the Market Listing are unique to }the individual Player. The information presented on each screen is as follows: COMMANDS -- this is the "heart" of }the game system. A Command line appears at the bottom of all operating screens to allow the player to select his next a}ction. In the case of a computer player, the human player(s) may observe the action of the computer player and advanc}e the game by pressing any key. The commands are abbreviated to a single letter. A screen displaying a detailed listi}ng of the commands responds to entering "H" for "Help". There are nine options available, depending on the Player's cu}rrent Turn Phase (explained below): [H] HELP [G] SAVE GAME [M] VIEW MARKETS LISTING [T] MOVE TRAIN [L] LOAD TRAI}N [U] UNLOAD TRAIN [B] BUILD TRACK [S] VIEW SUPPLIER LISTING [E] END TURN HELP SCREEN -- displays a handy detai}led listing of commands to assist the novice player. MARKETS LISTING -- displays 6 randomly selected cities, each w}ith a product demand and a price to be paid on delivery. A choice to "Continue" with the game or draw a new Market List} is offered. Drawing a new market list auto- matically terminates the player's turn. MARKETS -- each city potential}ly demands all the products that it does not supply. The price offered for a product is nominally based on the number} of turns required to move from the supply city to the market city, with extra incentives added for the most distant.} Market selection is a two-step process in the computer. The market city is randomly selected, then the product dema}nded by that city is randomly selected. In the case of the initial draw or a redraw, 6 markets are thus selected. In }the case of a delivery (unloading), the satisfied demand is deleted from the list and a new market is drawn to replac}e it. Only markets in the Player's Market List will pay off on delivery of the specified product. Any other delivery }location will just result in loss of the product. If a product is unloaded at a city not demanding it, the program will} ask if the player really means to unload. SUPPLIERS LISTING -- displays the products available in each of the 10} cities. Each city offers three products representative of that region of the country. Some products are repeated for t}wo or three cities, although most are unique to a particular city. The product list is: CITY PRODUCT } ---- ------- #1 fish imports lumber #2 } grain cattle sheep #3 machinery fruit } sugar #4 cattle coal lead #5 grain} corn pork #6 cattle cotton } oil #7 machinery iron cars #8 lumber } fish machinery #9 coal imports fabrics} #0 tobacco cotton fruit BUILDING TRACK -- All city-to-city c}onnections are allowed except that #8 may connect directly only to #9. Track cost is nominally based on distance, wheth}er over smooth terrain or mountains, and with a premium for crossing rivers. The line from #3 to #4 is considered to }cross the Colorado River only once. The player builds track by selecting the "B" command. The program then queries hi}m on originating city and destination city. If he lacks the funds to build the track segment, the program so informs hi}m and cycles him back to issue a new command. The program reports the cost of the track and draws it on his map. The }player's rail system appears each time his turn comes up, with his current position marked by a "sprite" locomotive. } As presently written, the program does not allow the player to review the various track costs, but he should be able t}o get a good idea of relative costs by relative distance, the presence of mountains, etc. The text screen reports the} player's total value of track in case he should want to keep track of it. Building track automatically terminates a} player's turn, so he can't build track and run on it in the same turn. EVENTS-- Five (5) random events may occur a}nd remain in effect for one full turn. A random event is selected each time a market city is selected. There is a 1/4 } chance that an event will be selected on any market draw. This does not (as might be expected) result in a lot of rand}om events that affect the player because all but one (strikes) occur only in certain regions on the map. On the occur}ance of an event, the event is chosen randomly. The events are: 1. HURRICANE -- no movements are allowed to or fr}om City 0. 2. SNOW in the West -- trains West and north of City #4 move at 1/2 speed. The speed adjustment i}s made automatically. 3. SNOW in the East -- trains East and north of City #5 move at 1/2 speed. 4. LONGSHOREMA}N'S STRIKE -- no loading or unloading in coastal cities. Prohibition of loading or unloading is automatic. 5}., 6., 7., 8. STRIKE (ON THE INDIVIDUAL PLAYER'S LINES) -- no movement for 1 turn. TRAIN MOVEMENT -- Speed, includ}ing 1/2-speed, is controlled by the program. Speed (movement allowance) is a nominal 16 pixels per turn. Normal speed} results in 2-4 turns to traverse from one city to another. When a train is en route, train movement is automatic on }the selection of the "T" command. That is, the player defines his destination only once, and the destination is remem}bered by the program. A cost is associated with each movement. This cost is reported to the player and is deducted f}rom his cash position. If a player can't move due to lack of funds, the game is effectively over for him. The player pl}aces his train on the first move that he moves his train. From then on, the train moves from its last stop. Thus, th}e rail system should be "head-to-tail" since the train can't move where there is no track. The train must move to dis}tant cities in stages when there is not a direct connection. For example, suppose the player has track from 1 to 2 to 4} to 5. His train is at 1 and he wants to go to 5. Unless he builds track from 1 to 5 he must proceed 1 to 2 to 4 to 5}. The train will stop in each city (announced by "YOU HAVE ARRIVED" to avoid confusion about the train's exact position} on the map), but, if the movement allowance is not used up, the player may immediately proceed to the next city in t}he sequence. LOADING AND UNLOADING -- the player loads a product on his train by using the "L" command. His train m}ust be empty and in a city at the time and the product he loads must be supplied by that city; otherwise, he gets an er}ror message and is recycled to the command screen. A player would typically begin his train movement on his second mo}ve (his first move having been expended by building track) by loading the desired product in the chosen supply city. }The program will ask "Origin City?" and "Product?", then when the player uses "T" it will ask "Destination City?". For} the remainder of the game "Origin City?" will not appear, the origin for succeeding movements being the current posi}tion. The program will happily allow the player (if he insists) to load his first train in a city in which he has no }track, but he won't be able to go anywhere until he builds track to that city. The player unloads his train in (hopef}ully) the city in his demand list that demands that product. If he attempts to unload elsewhere he is given an opport}unity to change his mind. TURN PHASE -- The turn consists of two phases. Train movement may occur only in Phase 1. Ph}ase 2 may be viewed as simply the restriction that train movement can no longer occur. All other activities are possi}ble in either phase. The market listing, supplier listing, or help listings may be viewed at any time. Loading and un}loading may be done at any time that a train is in a city, either before or after train movement. Building track may }be done in either phase, as may drawing a full new market list, but either of these actions automatically ends the turn}. ENDING THE TURN -- Typically, a player will perform those actions necessary to advance the game and then terminat}e his turn with the "E" command. For example, if he is traveling enroute and has no desire to build new track (and he } can't load and probably wouldn't want to unload), he will simply end his turn when his train completes its allowed mov}ement. SAVE GAME -- To save the game in progress for later resumption, use the "G" command. Then, at the beginning }of the next session, answer "Y" to the question "Restore Old Game?" PLAY OF THE GAME BEGINNINGS -- Each player begi}ns the game with $50 million. On the first turn, a player will check his market list, build the shortest track possib}le to make a delivery to one of the demand cities on his list (rarely, a player may not be able to cover the cost of th}e track for any of the demands on his list and will have to draw a new list). On the second turn, he will issue the "}L" command to load the selected product in the chosen supply city (to which he has built track), then issue the "T" c}ommand to carry that product to the chosen demand city. From then on, it's a race to see who can accumulate earnings th}e fastest while minimizing his track building. To use the example given above, the prudent player with track conne}cting 1, 2, 4, and 5 will not build track to directly connect 1 and 5. The gain in time (train movements) will be trivi}al and the cost will be substantial. The player should be careful not to build himself into a corner as he may lose m}any turns while trying to draw a market list that will allow him to break out. A typical game will begin with many ne}w list draws and only minimum running of trains. Gradually, though, the players will build a system of track (it's inte}resting to see the patterns that emerge) and they will be concentrating on minimizing movements for a maximum of prof}its. The random events add an additional element of suspense, especially as the players begin to approach $300 milli}on, and most especially if they are close. Each game is different because of the unique randomization features. COM}PUTER PLAYER -- The computer plays a competent game, but is short on strategic thinking. Therefore, it is given a few } advantages to even things out with the humans. A properly played game by the human should beat the computer players (a}lthough not always), and a sloppy game will almost always lose. # # # # # # # # # # # #################}################ # # # # # # # # # # # # # # # # # # # # # # #################################} # # # # # # # # # # # HAPPY RAILROADING -- As stated at the beginning, the game system seems to be very }complicated on reading about it, but it is quickly learned (requiring only a few turns to master), and even things li}ke the Supplier Listing are very quickly memorized. The the program also provides ample HELP messages. Once mastered}, this game is a lot of fun ... and an excellent game of strategy! Find out what its like to be a real RAIL BARON. A}LL ABOOOORD!!! # # # # # # # # # # # ################################# # # # # # # # # # # # } # # # # # # # # # # # ################################# # # # # # # # # # # # # # # # # l+ (c)1983 Action Computer Services  B JKIHiDiELV`LA+} A+ BLV`]L++l L+ &` Fj`8冨凪` +EӅӥ} +`ʆǪƩ Ɛee` +ƦʆǢ &Ɛeǐ , ,L+ +'&&&8儨児}祂*L+&&*ń8&&L+ _,`hihiHHȱȱL+c !#3`}L+JJJJ`H +h`Hȩh v+L, +L, )+L, 1+L, 7+H8}`HhHh c-L, BHI V䅠L, L- A+L,Ԇ ؠPIPP`} -P 1+L, -L- -L- .L-H- -8塪墨hL . #.L- *.L- -ȹP`}텠8堨塪 -芨Oȩ-`PP -P棩 Ѥģ0-ģ6000:,80H }& &ehe&eģ0ʥ 8堅塅`$ -&*i0:0i -Ʀ`¢ 护}°ڱ%ȱ%E -Ld/担CS V-Ld/I #.Ld/H /Ld/ -Ld/ &B V ,NLMȑ}` MLN%B VL,S:0E: 0H P- 00 - P-h)0I 0 0L-[\ZUVT` D0 0 0}` K0L- >0L- D0L-) ` K0L- *,`ȱ`` 0ȥ`H}hƣĢ`ƥĤ`Ѣ S1`ȱѢĦ`}膡` 9 10 11 19 20 25r y e [|L#" > @ ,Blv1 11(d#h }U~"%1k-1zXp2<[}m4eR1PLAMM(24       02}               }   P2 50 "  012340D  !"#$0 !"012  +01+  012! } ! 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You are flyingb* "a fai}l-safe pattern near Thule AirG Force Base in Greenland.J ^-@Ab N) ! Your crypto-decoder suddenl}yN  spits out the following message:#-@A # N  ** ATTACK ORDERS **;  PRIMARY TA}RGET: A6-K A`N N  FAIL-SAFE CODE: " % N $ This looks like the real thing.j)(!You should } the fail-safeP "code, then press RETURN for a listj of alternate targets.O  ++ ALTERNATE TARGE}TS:. <-@BL A`O Z  0 ! 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Where wouldF you like to go, s}irJM : A !AD^ A  A "  (6-2 A`^  bears ?$P:@$,T,} rangeNR! P:%?P, kilometers.$ H6-%@@%P:@A$H:,,R A XJ+ # Sorry, sir. I don't fin}d that=  on the chart.@ J Apbp6-6-B+-%@16-76-A A G6-M6-p!)8<}@,"@A0lE 6- A 6-9O:&, @E)O:&,!A?6-E6-v !A/"} NO COMPLEX IN FORWARD ARC.% / A`;   CONTACTS: Ap*";  NO CONTACTS.['6-%@%P:H:},$@,Q %-------------------------------------[ A <6--@<8<@,"A}C6-@ A 0C  INTERCEPT 8<@,& SECONDS   $e ) COURSE: ?$P:@$,/ }TG SPEED: P:, kphe  ALTITUDE: P:, metersN& ENOUGH FUEL TO FLY P:, km2@H PRIMARY TARGET:} N6--"@' TARGET DESTROYED: -6-Y A` (  PHOENIX MISSILES+ O6-%@ %P:@!$H:},,Y A A%6-A%P:A$H:,,:H:, ?PA6-6 6-% ApS6-%+}&,$+ ,76-@`%P:@`$H:,,LH:,!?PS6-6f 6-%36-%A`$++ ,&+!A`,,96}-G-@f8<@,"A vA6-+@%@$+8<@, @,,'+8<@,&,_6-%+?}&,$+!?,vH:,!A< A 0%  LOSES TARGET LOCK!<68<@,-*5 +6-%@%P:}@!$H:,,5 A 4"Ap>9& PHOENIX MISSILE ARMED. TARGET*94A ?' A '} %@)!A@H! 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ApS) !B-1 REFUELS OVER THE ARCTIC, THENS %LANDS AT THUL}E AFB. MISSION COMPLETE., MISSION SUMMARY:,"A@ " PRIMARY   SECONDARY  TA}RGET DESTROYED.l6--%@<6-%+8<@,"@,@ X  DEFENSE COMPLEXd@l ES}  DESTROYED."8"@8 $CREW RECEIVED LETHAL RADIATION DOSE.,*"@* CREW KILLED INSTANTLY.6  } A6-6@P6-%@6-! 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BJG!!*** PLAY 'H2' *************KG AUG4HB&}VG4SBWG4PBXG ( A BPhGG"@6-'-@@+(76-@&}=6-G BiGG"@6-'-@@+(76-@=6-G BrGAR@sGI;"*"@&})"@)"@ )"@)"@I6-%@tG-@2@(-> uG)#!@!*!@!*")6&}-vG#" A`# B|G>>> SPLIT HAND '3' <<<}G%-@!@%( ~G%-@!@%&}(++G! 6-6-@!6-G6-%@6-%@G6-%8,G"@6-%@G&}-@G8,"@(A 6-G8,@(8, G 8,"@ 6-%@G6-%@G?&}!@!6-&)-@2@5(ԡ? BG!!*** PLAY 'H3' *************G AG4HB&}G4SBG4PBG ( A BPGG"@6-'-@@+(76-@=6-&}G BGAR@GI;"*"@)"@)"@ )"@)"@I6-%@G-@2@&}(-> G3-!@!*!@!*!@!*"36-G#" A`# BG>>> SPLIT HAND '4' <<<&}G%-@!@%( G+-@!@+(+++G! 6-6-@!6-G6-%@&}6-%@G6-%8,G"@6-%@G-@G8,"@(A 6-G8,@&}(8, G 8,"@ 6-%@G6-%@H?!@!6-&)-@2@5(ԡ? B&}H!!*** PLAY 'H4' *************H AH4HBH4SBH4PBP H ( A &}BP:HAR@;HI;"*"@)"@)"@ )"@)"@I6-%@ =H3-!@!*!@!*!@!*!@!36->H A` BDH>>> SPLITTING ACES << bH-@@&} AcH-@@dH"@ (A)eH@ ()fH6-%%@gH-@2@(&}-> lH A`vH AH% "6-%+@$,% AH  6-&H !6-%H  6-&H &}!6-%H AH!!***************************H"BH"B I=== DLR BUST YES ===I&} @"6-% I @"6-%*I!!* @"!6-%4I!!* @"!6-%>I ApI!!*&}** DLR BUST NO ***********I @"*!6-%I @"*!6-%I @"*!6-%I @"*!&}6-%I!* 6-&I!* 6-&I!* 6-&I!* 6-&I A&}a!!*** INTRO *****************a (}a-a//('ΠŠ֠Ġa ( (&}a++(#This game allows you to play casinoa**("BLACKJACK or '21' against standarda(NEVADA type rules.a,,($_______&}_____________________________a)()(Casino's rules are as follows:b!(!( single 52 card deck b((( deck dealt &}3/4 before shuffleb( bet limits are 1-200 b++(# double down on any first 2 cards*b$$( split pairs up to 4 ha&}nds4b$$( 1 card only on split Aces>b%%( dealer must hit 16 or lessHb&&( dealer stands on 17 or moreRb((( &}Insurance offered-pays 2 to 1\b/(/($____________________________________fb/+("TO CONTINUE, PRESS [RETURN]......./p&}b (}zb2( (2($WHAT WILL BE YOUR STARTING BANKROLL?b((=====> b AHq!!*** DECK OF CARDS DATA ***&}*Iq1,1,1,1,2,2,2,2,3,3,3,3Jq4,4,4,4,5,5,5,5,6,6,6,6Kq7,7,7,7,8,8,8,8,9,9,9,9Lq10,10,10,10,10,10,10,10Mq10&},10,10,10,10,10,10,10 D:NEVADA21.V3,5,5,5,5,6,6,6,6Kq7,7,7,7,8,8,8,8,9,9,9,9Lq10,10,10,10,10,10,10,10Mq10$+