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F0Ξ05: [ BDEHI%} VY8 B V  @  /DE `E:D1:DUP.SYSERROR-SAVING USER MEMORY ON DISKTYPE Y TO &}STILL RUN DOS B;DE J V (` 9 V⪍ ઍ  -'}LLu DEHILV 9 .l 9 .l  `` s$B VBH(}I|DE V BLV nB,DE J V* \*` B V BLVDEHI BLVL)}1u H232435; 1 ;  hh@2 e1i1LHҍ 00) 08 109hh@ Ҡ2e*}1i1232435ޥ<<8} 3E:}DISK OPERATING SYSTEM II VERSION 2.0SCOPYRIGHT 1980 ATARIA. DISK DIRECTORY I. FORMAT DISKB. RUN CARTRIDGE J. D,}UPLICATE DISKC. COPY FILE K. BINARY SAVED. DELETE FILE(S) L. BINARY LOADE. RENAME FILE M. RUN AT ADDRESSF. LOCK F-}ILE N. CREATE MEM.SAVG. UNLOCK FILE O. DUPLICATE FILEH. WRITE DOS FILES9!&x#!7&p))'&X*./)L''-؆莟.}R'S  vW DEHHI 1A#! @ ~0ɛ8A0.) ȅ 1 1i/}il ! 1L NO SUCH ITEMSELECT ITEM OR FOR MENU! 0 .{z:*{}.|~ 1 0 00}JB 18L^%|DLl%DIRECTORY--SEARCH SPEC,LIST FILE? # 0 0 n&|D! 1L NOT A DISK FILE1}N !B 1L " 1 !BDED:}:1BJ|DE 1DEBH2}I 1 h0ߢ 0.  0?詛 1 ~0YЛ 1 "L<" "L 3} BL1TYPE "Y" TO DELETE...DELETE FILE SPECCOPY--FROM, TO?OPTION NOT ALLOWED599 FREE SECTORS COPYING---D2:HELP4}.BAS# 0|D .L$A#B#C#JB|DE 1BHIDD#E 1D#0: B5} 1L B#C#C#B# B 1N#$0SYS1}:e#D# d# D# .d#ȽD# d# 𩛙d#X# 1,A#6}PdD#ELO- A.BJdD#E 1 1HH 0hh|DL^%1}:e# Lt% e#dD#EL%7} 1 0 . .0% 1L WILD CARDS NOT ALLOWED IN DESTINATION 0 A.|K@C}//3Hu ξL/L DRIVE TO WRITE DOS FILES TO?WRITING NEW DOS FILESTYPE "Y" TO WRITE DOS TO DRIVE 2.?}D2:DOS.SYSERROR - NOT VERSION 2 FORMAT. , &* բ( 1L `[) 0NΞ 0 L1M) 1@} L BAD LOAD FILELOAD FROM WHAT FILE?) 0 0#B 1L WHAT FILE TO LOCK?) 0 0$B 1L WHAT FILE TO UNLOCK?DUA}P DISK-SOURCE,DEST DRIVES?TYPE "Y" IF OK TO USE PROGRAM AREACAUTION: A "Y" INVALIDATES MEM.SAV. h  ,B}  `)  <0 2 2 0  ,   ,,ޢ* 1L ,K* 1 ~0 0C}FINSERT BOTH DISKS, TYPE RETURNERROR - DRIVES INCOMPATIBLE., 1 ~038  , 1L D}, &*  Lz+, 0 , 1 ~0 + Y,0!,0 ,L+ ,mm  v,"ǭE}0Ξ, 05,Lt+L +,Hh` NOT ENOUGH ROOMINSERT SOURCE DISK,TYPE RETURNF}INSERT DESTINATION DISK,TYPE RETURN`    `L,8,0( rG}L1(`ߢ) 1* 1 ~0Y`hhL S SL1) 8`NAME OF FILE TO MOVE?- 0 0|DLtH}% A., 1 <0 0 .@L# .BJ 1  DEHIB V L1 ,5 1 <0,L. I} JB|,A#Pd#DE 1 HI BDEHHII 1 B 1 , 1 <0,0Lf- B VJ},A#P, 1 <0 0L#L ߢ) 1* 1 ~0Yj383}mm ݭK}}`8}``|* ? ɛ,`|:(|/ 1L `DESTINATION CANT L}BE DOS.SYS0 0H{ $22Δ $28/L /) $2 Π $2 0 ξM}hAΞB,0 J 1 BޝDEHI,HDE 1HIHIDELSAVE-N}GIVE FILE,START,END(,INIT,RUN)O X0 1`BDEPHI V` X0H 1 L O}0 0 1L0`PLEASE TYPE 1 LETTER,0`hhL <0 1L0LA1 ,;ɛ7,"ɛ:ݦ1ݥP}A"D|ݤD|ȩ:|ȩ|ɛ,,(/+.ީ1 1,ɛ`轤{Q}NAME TOO LONG B VL ` L1I H1EӝDL1|mDiE` V0`8d/8 i:"2!22 1R} L ERROR- 165ɛ+,' 20*.. өw2 1``2TOO MANY DIGITSINVALIDS} HEXADECIMAL PARAMETER800 0 8 00`,0'D800H,ɛh`2L1NEED D1 THRU D4uT} HEXADECIMAL PARAMETER800 0 8 00`,0'D800H,ɛh`2L1NEED D1 THRU D4u 601150 30@PORNOPOLYAN ADULT X-RATEDCOMPUTER PARTY GAMEFOR THE ATARI 400/800 10PORNOPOLYFirst oV}f all we would like to thank you for purchasing PORNOPOLY. As the package says, this is an Adult X-Rated party game. This iW}s CCI, Ltd's version of an old favorite.Each player starts off with $1500. Your Atari will keep track of all transactions X}of money and property. You will be prompted for each action by the computer.All you need to play PORNOPOLY is a 'joystick'Y} for each player, an Atari 400/800 with 16K of memory, and two to four players.The players you choose should be 'very' closZ}e friends, or people that you would like to 'know' better.Before we begin, - Make sure the kids are in bed. - The drapes [}drawn. - Pour everyone a drink. - Load the program. - Unwrap the PORNOPOLY penalty cards.When the program is loaded in, \}you will notice that the first part contains instructions and will show you all the property that you may purchase during the]} course of the game.If for some reason, the second part of the program does not load properly (the sound will tell you), st^}op the recorder and rewind back several numbers on the counter, type CLOAD and try again. There are two copies on this tape._}When all players' names have been entered, press RETURN to begin play.I believe we are all familiar with the play of the`} game, but here are a few exceptions:1. The winner of the game is determined by the person who is left in the game wearing a}a single article of clothing.2. If you feel that by going 'Bankrupt' you can get out of the game early, we're sorry to say b}that this is not the case. If you go 'Bankrupt', you must remove all of your clothing at once, you are an automatic loser.c}3. In order to impose a penalty on the person landing on a property that you own, you must own all of the properties of that d}color. Boy, does it give you a sense of power.4. You may not impose any alternative penalty. All penalties must be followe}ed. There are NO exceptions.5. Once play has begun, there will be no drop outs for any reason, such as "I've got a terriblf}e headache" or "My shorts have a hole in them". If you drop out, you must strip.6. The only light allowed on in the room wg}ill be the light generated from the Moniter Screen (if you're smart, you'll get a BIG screen).7. NO JEALOUSY WILL BE PERMITh}TED AT ANY TIME! Remember, this is a 'friendly' game designed to bring you together.8. Seating rules must be strictly adhei}red to. Seating is: boy, girl, boy, girl, alternatly around the computer with the Atati in the center. The female you came j}with must be on your left side.9. If you happen to land on 'Free Necking' along with another player of the opposite sex, yok}u may engage in a necking session until one of you leaves that area.PENALTY LISTThe following is a list of the penaltl}ies for each property owned (remember, you must own all the property of that color to be able to impose that specific penaltym}). Rent must also be paid in addition to the penalty.COLOR/PROPERTY PENALTY============== =======REDHornn}y Ave.............Take a drinkSatisfaction Ave......Remove an article of clothingLT BLUEBordello Ave..........Kiss the lao}ndlordBedroom Ave...........Take a drinkWhore House Ave.......Remove an article of clothingMAROONJock Strap Place......Kp}iss the landlordCrotch Ave............The landlord gets a free feelVibrator Ave..........Kiss the landlordORANGEKinky Coq}urt Pl........Remove an article of clothingBare View Ave.........The landlord gets a free feelHot Jugs Ave..........Everyonr}e gets a free feelREDKen_ucky Ave..........Chug-A-Lug your drinkFrenchy Ave...........The landlord gets to take it out ins} tradeYou're In Ave.........Do whatever the landlord saysYELLOWGet'm Up Ave..........Do whatever the landlord saysWam Bat}m Ave...........Kiss all players of the opposite sexHardon Gardens........Put on one article of clothingGREENErotica Ave.u}..........Take a drinkNorth Blowhard Ave....The landlord gets a free feelExpectations Ave......Remove an article of clothinv}gDK BLUEBest Place............Strip completely for two turns2nd Best Place........Strip and sit on the landlords lap for w}one turnBest Place............Strip completely for two turns2nd Best Place........Strip and sit on the landlords lap for  1001100 20 0RASTER BLASTERINSTRUCTIONS"Raster Blaster" is a detailed simulation of pinball, with advanced game f y}eatures found only in the state of the art (1980-81) electromechanical pinball machines. The simulation is complemented by f z}ull color high resolution graphics, animation and sound effects, completely interleaved in time. The program itself is appro {}ximately 22k of machine code and tables, implementing over 50 graphics and sound processes.To load Raster Blaster, boot the |} disk on any Atari 800 with 32K of RAM. The program should enter its "attract mode" if all is well. Two joysticks are req }}uired. The first, in the leftmost joystick port, controls the left flipper. The second, in the next joystick port, controls ~} the right flipper.Start play by pressing one of the joystick buttons.The program will now allow you to set the game diff }iculty. Use the OPTION Key to switch between "Easy" and "Hard", and when the selection you want is visible, press a joystick } button.Now you may select the number of players. Use the OPTION Key to cycle through the options of one, two, three or fo }ur players, and press a joystick button when your choice is visible.The players now take turns, starting with player number } one. To launch a ball, use either joystick to set the force gauge at the bottom center of the screen. Press a joystick but }ton when you are ready to fire, and try to keep the ball in play by pressing the buttons. When the ball escapes, the next pl }ayer takes his or her turn. The game is over when all players have had five balls.RASTER BLASTERTHE GAME RULES }The right flipper rotates the lane lights at the top of the screen, and the ball turns them on. Completing all the lane ligh }ts adds 10,000 to your score, advances the bonus multiplier, and lights the raster "R".Completing the three right side targ }ets adds 10,000 to your score and lights the blaster "B".Lighting both the "R" and "B" adds 10,000 to your bonus.Completi }ng all six center targets adds 5,000 to your score and your bonus, and enables Raster Blaster claws.Any balls shot into ena }bled claws are caught and held for multiple ball play and the player gets another ball.Catching three balls adds 15,000 to }your score and 10,000 to yo 1001100 20 0RASTER BLASTERINSTRUCTIONS"Raster Blaster" is a detailed simulation of pi }nball, with advanced game features found only in the state of the art (1980-81) electromechanical pinball machines. The simu }lation is complemented by fullures found only in the state of the art (1980-81) electromechanical pinball machines. The simu COLOR SPACEA = Autodemo on/offS = Symmetry changeM = Screen modeShift Z = Vary vertical RES.Space Bar = Change lig}ht COLOR SPACEA = Autodemo on/offS = Symmetry changeM = Screen modeShift Z = Vary vertical RES.Space Bar = Change }light from primitiveE = Explosion mode on/offH = Perform simultaneous addJ =Simulates adder variable(2 person input)* = S}elect color control effectShift * = color flowShift H = Zero select color parameter] = Set strobe flash rate? = Turn stro}be on/offCaps lock key repeatedly until message # 000 then #3 key to practice. #3 to restore.Colors: 0=black - 15=white}Use "*" to select colors.T = Tracking into bufferP = Pulse spedO = Pulse widthD = Smoothing delayB = Buffer lengthV }= Vetor modeC = Cursor modeX = Speed boostQ = Sloth modeF = Fore groundRecord mode select presets = Shift R-Play 1/4 h}r. R to stop, R to play back.X = Speed boostQ = Sloth modeF = Fore groundRecord mode select presets = Shift R-Play 1/4 h THE ULTRA MENU When you boot Ultra Menu } (UM) the directory will be displayed for the disk currently in drive #1. To view the menu of anot}her drive, press its corresponding number. The density of each active drive is shown in the upper right } hand corner. When UM first comes up all active drives are shown as being in single density. To change den}sity, hold down SELECT and press the number of the drive you wish to change. P}ress the letter of the file that you want to run. A "B" in the lower right hand corner of the menu indicates t}hat the Basic cartridge has been initialized. [OPTION]: Pressing this key will bring up t}he function menu at the bottom of the screen. While the function menu is showing, pressing a }letter will enable the corresponding function. Available f}unctions are: FROM: Changes the source drive for disk duplication. (Note: not used whe}n copying files.) TO: Changes the destination drive for both disk duplication and} file copying. DUP DISK: Duplicates an entire disk using compaction of unused sectors to }save time. When using this function with one drive, you will be prompted to insert source disk and d}estination disk. Press [START] to begin the copy operation. You may press escape to exit from this fun}ction at any time. You may change the Autoformat, XtraCopies, and Verify flags without interrupting }the copy during disk swaps. You will be notified if an attempt is made to write to a protected disk. }To proceed, unprotect the disk and press [START] to continue. LOCK FILE: Locks a fi}le from accidental erasure or renaming. When prompted with "WHICH FILE?", enter the letter of }the desired file. If you wish to lock all files on the disk use the wildcard character-"*". } UNLOCK: Unlocks a file. Typing "*" unlocks all files on the disk. COPY FILE: Copies a }chosen file to the drive specified by "TO". The drives can be mixed densities. If you attempt to co}py the DOS.SYS file, the DOS currently in memory will be written to the destination disk. A "*" copies all file}s displayed on the menu. KONVERT: Copies a file from one density to another usin}g one drive. Drive density is changed automatically before the destination disk is written to. Since }COPY FILE can be used to copy to a different density with two or more drives, nothing will happ}en if the "TO" disk not the same as "FROM" disk. RENAME: Changes the name of a selected f}ile currently on the displayed menu. To rename a file, type the corresponding letter of } a file on the menu. You will prompted with "NAME?". Type the new file name and press [RETURN]}. Wild cards may be used in the new name. ERASE: Erases a file from the disk and the directory. A } "*" erases all files on the screen. AUTOFORMAT: Changes the flag for Autoformat. "-}" indicates Autoformat is off. A "+" indicates Autoformat is on. If this flag is on, the desti}nation disk is automatically formatted before data is written to it. VERIFY: Changes t}he write verify flag. Write verify causes each sector to be checked as it is written to make sure} it has been written without error. A verified write is somewhat slower than an unverified write, due to t}he time that it takes to reread the sector and compare it to the original data. } XTRACOPIES: Changes the flag to allow extra copies to be made when duplicating files or a disk. When this fla}g is set, data is read once but may be written any number of times. You will be promted at the end } of the first write for each additional copy you would like. If an error occurs during the wri}ting of one of the copies, that copy will be aborted and the error shown for a short time. Addi}tional copies may continue to be made. MACH TEN MENU: Writes a "boot" menu to the destination } disk which uses only the first three "boot" sectors of the disk and will load machine language programs}. Since it uses the three "boot" sectors it will not take up any useable space on the disk. Sinc}e DOS will is not loaded when using this menu, programs which use DOS routines for disk access wi}ll not work properly. INIT DISK: Formats a disk in the destination drive when the [START]} key is pressed. SPEED: Displays the speed in RPMs of the TO drive. To use put a format}ed disk in the drive. The [ESCAPE] key is used to stop the speed check. A special format }feature in this program will allow most drives to format almost any disk with bad sectors due to sc}ratches. When the formatis finished, the bad sectors are allocated to a file so they can not be used. A disk }wich has been formatted in this manner should not be used for whole disk duplication. } NOTE: THIS FILE HAS BEEN FORMATTED TO PRINT OUT PROPERLY ON AN 80 COLUMN }PRINTER. WHEN DISPLAYED ON THE SCREEN, IT WILL CONTAIN UNECCESSARY SPACES. TO COPY TO A P}RINTER USE DOS WITH THESE COMMANDS: C ULTIDOC,P: } THIS PROGRAM AND FILE HAVE BEEN PROVIDED COURTESY OF: GANDALF NEROMANCER}PROVIDED COURTESY OF: GANDALF NEROMANCER$ 򢠛 Documentation for HARDBALL! (p)1986 NASA Typed by:}庠 If 2 players are Playing, plug in 2joysticks to ports 1 and 2. If only 1then port 1 only is u}sed.庠 Press <>󺠛 Once the game is loaded, you mayuse either joystick to }select avariety of game option combinationssuch as Home/Visitor, which team (ifany) the computer will play (for aone-play}er game), and whether youwant a designated hitter (-DH). Forexample, a 2 player game would beselected on lines 1,2,7 oe 8,} depend-ing on who wants to be Home team andwhether or not to have a desginatedhitter. The following sample screenshows }the 12 possible choices:ĩũ Joystick #1 Joystick #2Visitor Home } Home Visitor Vistor Home-Computer Home Vistor-Computer } Vistor-Computer Home Home-Computer Visitor Visitor -DH Home -DHHome } -DH Visitor -DHVistor -DH Home-Computer -DHHome -DH Vis.:Computer -DHVis:Computer -DH H}ome -DHHome:Computer-DH Visitor -DH Only one line will be displa}yed at atime (starting with line 1). Movethe joystick down or up to view otherpossible options. When the choiceyou want} to make is displayed, pressthe fire button to start the game. The 4 screens displayed duri}ng Hardball are: The Manager's DecisionScreen, the Pitcher/Batter Screen,Right and Left field view. The game begins with} the Manger'sDecision Screen. It will also appearif a player presses the space bar onthe keyboard at any time during the }pitcher screen. In this Manager'sScreen. In this Manger's Screen,pressing the space bar will "PlayBall!" (Starting the }game action orcontinuing where you left off). Thisscreen will display a selected line-up for both teams. A check mark wil}lindicate who is at bat and there willbe also an indication of who is onwhich base (,,or), how theybat (ight,eft }or witch), the position they play and their battingaverage. Below each team's roster will be amenu of management decisi}on optionswhich each player may select by mov-ing the cursor to that line andpressing the fire button. In thecase of "Su}bstitution" or "exchangepositions," addtional screenprompts will be displayed at thebottom (to be explained later). For }the other options, the param-eters (indicated here by paren-thesis) will be cycled through anddisplayed one at a time by d}epress-ing the fire button when that line isselected (highlighted). The currentparameter being displayed isautomatically} the one selected andremains in force until changed. Theoption lists are as follows: 䭠󺠛 }-Player Substitution -Exchange Positions *Outfield(Normal,Shift right/Left) *Infield(Normal or Double Play) *(NO) Int}entional Walk *=Parameter Options 󺠛 -Player Substitution -Exchange Positions } If either player selects "Substit-ution" or "Exchange Positions," thelower portion of the Manger'S Decision Screen will c}hange to theappropriate team color. In thesemodes, press the space bar in themiddle of an activity to cancel andreturn t}o the game. A line will be displayed to select"Substitute (͠) with (Π)" at which time} theinversed entry can be selected bymoving the joystick right or left(selecting a player) and pressingthe fire button. }When the benchentry is specified you can scroll thelist of players on teh bench up ordown within a 3-line window at thebo}ttom of the screen by usingthe joystick. Then select the de-sired player to come onto the fieldby pressing the fire butto}n. Whenthe roster entry is selected, thecursor can be moved up or down theroster list with the joystick, thenpress the f}ire button to select theplayer to come off the field. NOTE:Once a player is substitued out(after the first pitch), he can'}treturn to the field and doesn't goon the bench list. The new playercoming onto the field will replacehim at his current} position.󺠛 Choose the entry to be filled firstin a manner similar to that definedabove for "Subs}titution" on the line"Exhchange___________Position with____________Position". This willallow vertical scrolling of cursor}through the roster positions and willwho each corresponding players fullperformance statistics at the bottomof the screen}. Press fire button toselect position to be exchanged. Ifyou select a player in a position forwhich he is not suited, th}en an appropriate message (i.e.,"Playerout of position") will be displayedlater. There will also be a like-hood of an er}ror in play or poorpitching. Remember, press space bar to start(or continue) play of the game. Play beg}ins with the pitcher'sscreen depicting the pitcher, batter,umpire and crowd in the background.Using the joystick, the play}er rep-resenting the pitcher(field Team) mayselect a type of pitch as displayedon the bottom of the screen. He mustselec}t one of four choices displayedout of the following eight pitchingtypes: Fastball!(Straight and very fast) Fastball(St}raight and fast) Offspeed(Straight) Change up(Straight slower pitch) Curve bal(Big sweeping curve) -for lefthanded p}itchers, the ball curves to the right. -for righthanded pitchers, the ball curves to the left. Screw Ball(Opposi}te of curve ball) -for lefthanded pitchers, the ball curves to the left. -for righthanded pitchers, the ball cu}rves to the right. Sinker(the ball drops-Curves down) Slider(similar to curve ball, but curves at last moment)} The other player, representing theteam at bat, may select his offensivestragedy by holding the fire buttondown while mov}ing the joystick to select one or more options. Uponreleasing the fire button, hisselection(s) will be made, thus al-low}ing the game to continue (if thepitcher has also made his selection) Even if no options are de-sired, this player m}ust press andrelease his fire button while thejoystick is in the neutral positionfor the game to continue. Hisoptions wi}ll also appear at the bottom of the screen ad will includebunt of base stealing(if appropriate) Once both players have ma}de theirselections, a new set of choices arepresented at the bottom of thescreen. The pithcer will be able toselect the }location of the pitch(i.e., high,inside,etc.) with thejoystick and his wind-up will beginonce the fire button is released.}The batter will be able to select hiscorresponding location of swing withthe joystick and, by pressing thefire button, sw}ing. When the ball is hit, the receiv-ing fielder will be indentified byflashing. The player may use thejoystick to pos}ition the fielder(Back,left,forward,right) to catchthe ball. Once the ball is caught,he is presented choices as to where}to throw the ball (2nd,3rd,home or1st). 庠 2 1 2 =always a strike 1 X 1} =High probability 2 1 2 of being a strike =Low probability of being a st}rike 󺠛 -As a pitcher gets tired, the prob- ability of throwing a strike goes down. -Certain p}itcher will be stronger in some pitching types -If pitch is not in the strike zone the batter can swing but can't hit  }the ball. -When the ball is hit, the fielding screen is displayed and (unless it is a foul ball) when the play is comp }leted, the Manger'S Decision Screen will be displayed momentar- ily before returning to the pitch- ing/batting screen  }-When bunting with 2 strikes against you, if the ball goes foul, it is considered your 3rd strike. -Runners have the opt }ion of running to the next base upon reaching a base after a hit.If you tell a runner to steal a base and the batter d }oesn't hit the ball, then the catcher will attempt to throw the lead runner out.When someone first steps up to bat, some} of his statistics will be displayed.. This Doc was brought to you From the members of: } |.  || | . .|| ||| ||}| Ӕ1] Over-Lk Htel 313-881-4033}2] Rck Palace 313-277-86323] M*A*S*H BBS 314-428-11584] Castle Wlfenstein 313-757-00655] Crazy}Huse 313-278-17276] ExCaLiBuR Xe 203-776-14117] Cbra Cmmand 216-439-54088] Fly by Night 408-971-8140}=3/1200 |Ԯ|=3/1200 || 2400 Also call: 亠215-269-7117 }렺919-342-4851Ԯ|=3/1200 || 2400 Also call: 亠215-269-7117 Documentation for HARDBALL!brought to you by:DIVE MASTERSYSOP OF ATLANTIS BBS(305) 920-6203300/1200 BAUD - 24 HOU}RS A DAYSTARTING THE GAME:If 2 players are Playing, plug in 2 Joysticks to ports 1 and 2. If only 1 then port 1 only is }used.RE-STARING:Just press <>GAME OPTIONS:Once the game is loaded, you may use either joystick to select a varie}ty of game option combinations such as Home/Visitor, which team (if any) the computer will play (for a one-player game), and }whether you want a designated hitter (-DH). For example, a 2 player game would be selected on lines 1,2,7 oe 8, depending on }who wants to be Home team and whether or not to have a desginated hitter. The following sample screen shows the 12 possible }choices: ALL STARS (RED) CHAMPS (BLUE) Joystick #1 Joystick #2Visitor Home Home } Visitor Vistor Home-Computer Home Vistor-Computer Vistor-Computer } Home Home-Computer Visitor Visitor -DH Home -DHHome -DH Visitor } -DHVistor -DH Home-Computer -DHHome -DH Vis.:Computer -DHVis:Computer -DH Home -DH}Home:Computer-DH Visitor -DH Only one line will be displayed at a time (starting with line 1). Move the joystick } down or up to view other possible options. When the choice you want to make is displayed, press the fire button to start th!}e game.MANAGER'S DECISION:The 4 screens displayed during Hard ball are: The Manager's Decision Screen, the Pitcher/Batter"} Screen, Right and Left field view. The game begins with the Manager's Decision Screen. It will also appear if a player pr#}esses the space bar on the keyboard at any time during the pitcher screen. In this Manager's Screen, pressing the space bar $}will "Play Ball!" (Starting the game action or continuing where you left off). This screen will display a selected line-up f%}or both teams. A check mark will indicate who is at bat and there will be also an indication of who is on which base (1b,2b,o&}r3b), how they bat (Right,Left or Switch), the position they play and their batting average. Below each team's roster will b'}e a menu of management decision options which each player may select by moving the cursor to that line and pressing the fire (}button. In the case of "Substitution" or "exchange positions," addtional screen prompts will be displayed at the bottom (to )}be explained later). For the other options, the parameters (indicated here by parentheses) will be cycled through and displ*}ayed one at a time by pressing the fire button when that line is selected (highlighted). The current parameter being display+}ed is automatically the one selected and remains in force until changed. The option lists are as follows:TEAM IN THE FIEL,}D - 5 OPTIONS -Player Substitution -Exchange Positions *Outfield(Normal,Shift right/Left) *Infield(Normal or Doubl-}e Play) *(NO) Intentional Walk *=Parameter OptionsTEAM AT BAT - 2 OPTIONS: -Player Substitution -Exchange.} Positions If either player selects "Substitution" or "Exchange Positions," the lower portion of the Manager'S Decision Sc/}reen will change to the appropriate team color. In these modes, press the space bar in the middle of an activity to cancel a0}nd return to the game.SUBSTITUTION: A line will be displayed to select "Substitute (FROM BENCH) with (ON ROSTER)" at wh1}ich time the inversed entry can be selected by moving the joystick right or left (selecting a player) and pressing the fire b2}utton. When the bench entry is specified you can scroll the list of players on the bench up or down within a 3-line window at3} the bottom of the screen by using the joystick. Then select the desired player to come onto the field by pressing the fire 4}button. When the roster entry is selected, the cursor can be moved up or down the roster list with the joystick, then press 5}the fire button to select the player to come off the field.NOTE:Once a player is substitued out (after the first pitch), he6} can't return to the field and doesn't go on the bench list. The new player coming onto the field will replace him at his cu7}rrent position.EXCHANGE POSITIONSChoose the entry to be filled first in a manner similar to that defined above for "Substi8}tution" on the line "Exhchange___________Position with ____________Position". This will allow vertical sfined above for "Sub9}stitution" on the line "Exhchange___________Position with ____________Position". This will allow vertical scrolling of curso:}r through the roster positions and will who each corresponding players full performance statistics at the bottom of the scree;}n. Press fire button to select position to be exchanged. If you select a player in a position for which he is not suited, t<}hen an appropriate message (i.e.,"Player out of position") will be displayed later. There will also be a likelihood of an e=}rror in play or poor pitching. Remember, press space bar to start (or continue) play of the game.PLAYING THE GAME:Play >}begins with the pitcher's screen depicting the pitcher, batter, umpire and crowd in the background. Using the joystick, the p?}layer representing the pitcher(field Team) may select a type of pitch as displayed on the bottom of the screen. He must sele@}ct one of four choices displayed out of the following eight pitching types:Fastball!(Straight and very fast)Fastball(StrA}aight and fast)Offspeed(Straight)Change up(Straight slower pitch)Curve bal(Big sweeping curve) -for lefthanded pitchB}ers, the ball curves to the right. -for righthanded pitchers, the ball curves to the left.Screw Ball(Opposite ofC} curve ball) -for lefthanded pitchers, the ball curves to the left. -for righthanded pitchers, the ball curves D}to the right.Sinker(the ball drops-Curves down)Slider(similar to curve ball, but curves at last moment)The othE}er player, representing the team at bat, may select his offensive strategy by holding the fire button down while moving the jF}oystick to select one or more options. Upon releasing the fire button, his selection(s) will be made, thus allowing the gamG}e to continue (if the pitcher has also made his selection)NOTE: Even if no options are desired, this player must press and rH}elease his fire button while the joystick is in the neutral position for the game to continue. His options will also appear I}at the bottom of the screen ad will include bunt of base stealing(if appropriate). Once both players have made their selectJ}ions, a new set of choices are presented at the bottom of the screen. The pithcer will be able to select the location of theK} pitch (i.e., high,inside,etc.) with the joystick and his wind-up will begin once the fire button is released. The batter wilL}l be able to select his corresponding location of swing with the joystick and, by pressing the fire button, swing. When theM} ball is hit, the receiving fielder will be indentified by flashing. The player may use the joystick to position the fielderN} (Back,left,forward,right) to catch the ball. Once the ball is caught, he is presented choices as to where to throw the ballO} (2nd,3rd,home or 1st).PITCHING ZONES (HOME PLATE): 2 1 2 X=always a strike 1 X 1 1=High probabilityP} 2 1 2 of being a strike 2=Low probability of being a strikeSPECIAL NOTES: Q}-As a pitcher gets tired, the probability of throwing a strike goes down. -Certain pitcher will be stronger in some pitchingR} types -If pitch is not in the strike zone the batter can swing but can't hit the ball. -When the ball is hit, the fielS}ding screen is displayed and (unless it is a foul ball) when the play is completed, the Manger'S Decision screen will be disT}played momentarily before returning to the pitching/batting screen -When bunting with 2 strikes against you, if the ball goeU}s foul, it is considered your 3rd strike. -Runners have the option of running to the next base upon reaching a base after a V}hit - If you tell a runner to steal a base and the batter doesn't hit the ball, then the catcher will attempt to throw the W}lead runner out.-When someone first steps up to bat, some of his statistics will be displayed.. will attempt to throw the aDOCS FOR INFOCOM TEXT ADVENTURES--------------------------------(Now including help for WISHBRINGER)These docs prep!Y}ared by:DIVE MASTERSysop of ATLANTIS BBS(305) 920-6203THE HITCHHIKER'S GUIDE TO THE GALAXY(with WISHBRINGER help a!Z}t the end) These docs are written specifically for the Hitchhiker's guide, but the commands will work with ALL Infocom text![} adventures.Don't Panic! Relax, because everything you need to know about playing THE HITCHHIKER'S GUIDE TO THE GALAXY!\} is contained in these docs. In this story you will be Arthur Dent, a rather ordinary earth creature who gets swept up in a !]}whirlwind of interstellar adventures almost beyond comprehension. As the story begins, bulldozers are waiting to reduce your!^} house to rubble to make way for a motorway bypass. While you attempt to deal with this problem, your rather strange friend !_}Ford Prefect drops by to tell you that the Earth is about to be demolished to make way for an interstellar bypass! If you su!`}rvive this double threat, you'll embark on a series of inter-galactic misadventures even funnier than your worst nightmares! !a} And, because anything is possible in THE HITCHHIKER'S GUIDE TO THE GALAXY, you may soon not even be sure of your own identit!b}y!COMMUNICATINGIn HITCHHIKER'S, you type your sentence in plain English each time you see the > prompt. HITCHHIKER's usu!c}ally acts as if your sentence begins "I want to...," although you shouldn't actually type those words. You can use words like!d} "THE" if you want, and you can use capital letters or lower case. HITCHHIKER's doesn't care either way. When you finish !e}typing a sentence, press RETURN. HITCHHIKER's will respond by telling you whether your request is possible at this point in t!f}he story and what happened as a result. HITCHHIKER's recognizes your words by the first six letters, and all subsequent le!g}tters are ignored. Therefore, BULLDOg, BULLDOgs, BULLDOzer, and BULLDOckpokingham (a small town in Dockpokinghamshire) would !q}b'DOS SYSb*+DUP SYSb#UPRNOPOLYDOCbxRASTER DOCbCOLSPACEDOCb6ULTIDOC DOCbJHARDBALLDOCbCHARDBLL2DOCbkXINFOCOM DOCb]RAILKINGDOCb[)ARHELPERDOCbCHPMNK DOCbHAPPY DOCall be treated as the same word by HITCHHIKER's. To move around, just type in the desired direction. You can use the eigh!r}t compass directions: NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST, and SOUTHWEST. You can abbreviate these to !s}N, S, E, W, NE, NW, SE, and SW, respectively. You can use UP (or U) and DOWN (or D). IN and OUT will also work in certain pl!t}aces. On board a ship, you'll want to use the directions PORT (or P), STARBOARD (or SB), FORE (or F), and AFT. HITCHHIKER!u}'s understands many different kinds of sentences. Here are some examples.(Note: some of these items do not actually appear i!v}n HITCHHIKER's.)WALK NORTHDOWNNEGO AFTUTAKE BOXPICK UP THE CARDBOARD BOXDROP ITPUSH THE BUTTONOPEN THE AI!w}RLOCK DOOREXAMINE THE PRESSURE SUITLOOK UNDER THE TABLEENJOY THE RHODODENDRON BUSHSHOOT THE BEAST WITH THE PEA SHOOTE!x}RATTACK THE BUREAUCRAT WITH THE COURT ORDERPUT THE BANANA PEEL IN FRONT OF THE BEGGAR You can use multiple objects wit!y}h certain verbs if you separate them by the word AND or by a comma. Some examples:TAKE PENCIL,PAPER,STAMPDROP THE MAP,TH!z}E FORK,AND THE THERMONUCLEAR WEAPONPUT THE EGGS AND THE BACON IN THE FRYING PANGIVE THE SHINY PENNY AND THE TARNISHED PEN!{}NY TO THE MONKEY The word ALL refers to every visible object except those inside something else. If there were and apple !|}on the ground and an orange inside a cabinet, TAKE ALL would take the apple but not the orange.TAKE ALLTAKE ALL STAMPS!}}TAKE ALL THE STAMPS EXCEPT THE RED STAMPTAKE ALL FROM THE DESKGIVE ALL BUT THE PENCIL TO THE ROBOTDROP ALL EXCEPT THE P!~}EA SHOOTER You can include several sentences in one input line if you separate them by the word THEN or by a period. (Note!} that each sentence still counts as a turn.) Youdon't need a period at the end of the input line. For example, you could ty!}pe all of the following at once, before pressing the RETURN key:EAST.TAKE THE GUN THEN PUT THE BULLET IN IT.SHOOT GERTRUDE!}If HITCHHIKER's 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. There are three kinds of questions that HITCHHIKER's understands: WHAT, WHERE, and WHO. Exa!}mples:WHAT IS ADVANCED TEA SUBSTITUTE?WHERE IS THE TOWEL?WHO IS ZAPHOD BEEBLEBROX? You will meet other people and !}creatures in HITCHHIKER's. You can "talk" to some of these beings by typing their name, then a comma, then whatever you want!} them to do. Examples:BARTENDER,GIVE ME A BEERFORD,OPEN THE SATCHELCAPTAIN,WHAT ABOUT THE METEOR HOLE?FRED,TAKE THE!} TOWEL THEN FOLLOW MEMARVIN,KILL THE ALIEN.ENTER THE CLOSETNotice that in the last two examples, you are giving a person m!}ore than one command on the same input line. You can use quotation marks to answer a question, say something "out loud," o!}r type something on a keyboard: Examples:SAY "HELLO"ANSWER "ZEKE FITZBERRY"TYPE "LOGOUT" HITCHHIKER's uses many wor!}ds in its descriptions that it will not recognize in your sentences. For example you might read, "Disgusting gobs of yellow !}goo ooze out of the monster's elbows." However, if HITCHHIKER's doesn't recognize the words GOO or ELBOWSin your input, you !}can assume that they are not important to your completion of the story, except to provide you with a more vivid description o!}f where you are or what is going on. HITCHHIKER's recognizes over 800 words, nearly all that you are likely to use in your s!}entences. If HITCHHIKER's doesn't know a word you used, or any of its common synonyms, you are most certainly trying somethi!}ng that is not important in continuing the story.VERY IMPORTANT COMMANDS-----------------------AGAIN - HITCHHIKER's w!}ill usually respond as if you had repeated your previous sentence. Among the cases where AGAIN will not work is if you were !}just talking to another character. You can abbreviate AGAIN to G.BRIEF - This tells HITCHHIKER's to give you the full desc!}ription of a location only the FIRST time you enter it. On subsequent visits, HITCHHIKER's will tell you only the name of th!}e location and the objects present. This is how HITCHHIKER's will normally act, unless you tell it otherwise using the VERBO!}SE or SUPERBRIEF commands.DIAGNOSE - HITCHHIKER's will give you a brief medical report of your physical condition.FOOTNOT!}E - Occasionally, the text in HITCHHIKER's will mention the existence of a footnote. To read the footnote, simply type FOOTN!}OTE followed by the appropriate footnote number (for example, FOOTNOTE7). This will not count as a turn.INVENTORY - HITCHHI!}KER's will list what you have. You can abbreviate INVENTORY to I.LOOK - This tells HITCHHIKER's to describe your location !}in full detail. You can abbreviate LOOK to L.QUIT - This lets you stop. If you want to save your position before quitting!}, follow the "Starting and Stopping" instructions below. You can abbreviate QUIT to Q.RESTART - This stops the story and st!}arts it over from the beginning.RESTORE - This restores a saved position made using the SAVE command.SAVE - This makes a !}"snapshot" of your current position onto your storage disk. You can return to a saved position in the future using the RESTO!}RE command.SCORE - HITCHHIKER's will show your current score and the number of turns you have taken.SCRIPT - This command!} tells your printer to begin making a transcript of the story as you go along. A transcript may aid your memory but is not n!}ecessary. It will work only on computers with at least 48K.SUPERBRIEF - This command tells HITCHHIKER's to display only the!} name of the place you have entered, even if you have never been there before. In this mode, HITCHHIKER's will not even ment!}ion 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 already know !}their way around. Also see VERBOSE and BRIEF.UNSCRIPT - This command tells your printer to stop making a transcript.VERB!}OSE - This tells HITCHHIKER's that you want a complete description of each location, and the objects in it, every time you en!}ter a location, even if you've been there before. Also see BRIEF and SUPERBRIEF.WAIT - This will cause time in the story t!}o pass. Normally, between turns, nothing happens in the story. You could leave your computer, have a snack, take a walk aro!}und the block, hitchhike to Procyon VII, spend fourteen years working in the slime pits, and return to find that nothing has !}changed. You can use WAIT to make time pass in the story without doing anything. For example, if you encounter an alien bei!}ng, you could WAIT to see what it will do. Or, if you are in a moving vehicle, you could WAIT to see where it will go. You !}can abbreviate WAIT to Z.SAVING and RESTORING-------------------- It will probably take many sittings to complete H!}ITCHHIKER's. Using the SAVE feature, you can continue 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. !} If you are a cautious player, you may want to save your place before (or after) trying something dangerous or tricky. That !}way, you can go back to that position later even if you have gotten lost or killed since then. To save your place in the s!}tory, type SAVE at the prompt > and then be certain that you have another formatted disk ready. You may SAVE up to five diff!}erent positions on a blank disk and RESTORE them in any order. Each position is assigned a number from 0 to 4. You specify !}a position number (0 to 4) each time you use the SAVE command, and you overwrite anything previously saved with that number. !} You must use a different number for each position you want to save.WARNING: the SAVE and RESTORE disk is NOT the program di!}sk. The files are maintained in a special format and the disk must not be used for any other purpose. Files of any other ki!}nd will be destroyed by the SAVE command. You can restore a saved position any time you want. To do so, type RESTORE at t!}he prompt >, remove the game disk, insert the save disk, and press RETURN. If you don't remember where you are after resto!}ring a position, just type LOOK. By the way, be sure the save disk is not write-protected!!SOME RECOGNIZED VERBS-------!}-------------- These are only some of the verbs that HITCHHIKER's understands. There are many more. Remember that you ca!}n use a variety of prepositions with them. For example, LOOK can become LOOK INSIDE, LOOK BEHIND, LOOK UNDER, LOOK THROUGH, !}LOOK AT, and so on:ANSWER ENJOY LIGHT SAYAPPROACH ENTER LISTEN SHOOTASK ESCAPE LOOK S!}HOWBLOCK EXAMINE MOVE SITBUY EXIT PANIC SLEEPCARVE FILL PULL SMELLCLIMB F!}IND OPEN STANDCLOSE FOLLOW PICK TAKECONNECT GIVE PLUG TASTECONSULT HANG POINT !} THROWCOVER HIDE PUSH TOUCHDANGLE JUMP PUT TURNDESTROY KILL READ TYPEDRINK !} KNOCK RELAX WAKEDROP LIE REMOVE WALKRemember, although these docs are specific to THE HITCHH!}IKER'S GUIDE TO THE GALAXY, the information, proceudres, and commands are common to ALL of the INFOCOM text adventure games.!}WISHBRINGER help:----------------Wishing for MagicWISHBRINGER is a powerful and magical stone. If you're holding WIS!}HBRINGER, you can make seven special wishes come true. You can wish for ADVICE, DARKNESS, FLIGHT, FORESIGHT, FREEDOM, LUCK, !}or RAIN. You wish for these simply by typing WISH FOR ADVICE, WISH FOR DARKNESS, etc. However, you need more than the ston!}e to make the wishes come true. According to THE LEGEND OF WISHBRINGER, youalso need a different object for each wish. Thes!}e are described below. To WISH FOR ADVICE, you need both Wishbringer and a sea shell. As long as you're holding both, you'!}ll continue to receive ADVICE periodically. To WISH FOR DARKNESS, you need to drink grue's milk and hold the stone. You mu!}st WISH FOR DARKNESS soon after drinking the milk; otherwise the wish won't come true. To WISH FOR FLIGHT, you need to sit !}on a broomstick while holding the stone. In the story, flying on the broomstick will always take you to the Magick Shoppe. !} To WISH FOR FORESIGHT, you must be holding the stone while wearing a pair of glasses. Your wish won't come true if you're s!}imply holding the glasses; you must be wearing them. To WISH FOR FREEDOM, you must hold the stone and eat candy. Like DARK!}NESS, you have to WISH FOR FREEDOM soon after eating the candy; otherwise your wish won't come true. To WISH FOR LUCK, you !}must be holding both the stone and a horseshoe. Your luck will be broken whenever you drop either the horseshoe or the stone,!} but will come back whenever you pick them up again. To WISH FOR RAIN, you need to be holding an open umbrella and the ston!}e. This wish won't work indoors.Remember that most wishes can be used only once. If you gt trapped and use your WISH FOR !}FREEDOM successfully, you won't be able to use it again later. So use your wishes carefully; you don't want to waste them.R {RAIL KING by David H. Nealcopyright 1985 by David H. NealContributed to the Public Domain for private use only.Written i%}n compiled ACTION! from Optimized Systems Software.Use binary load from DOS to load.GAME DESCRIPTION"Rail King" is a rai%}lroad empire-building simulation for one to four players, playing either humans or the computer. The appropriate age range fo%}r this game is probably 15 and up, although precocious 12-year-olds may enjoy it. The objective of the game is to be the firs%}t to accumulate $300 million. This objective is accomplished by building track (cost) and using that track to pick up and del%}iver goods (costs and earnings) to markets selected from a list randomly generated by the computer. Random events inhibit ope%}rations and increase the suspense. The game alternates between the players, presenting information on a split screen. The fol%}lowing subscreens appear on the same screen with a United States map representing the current player's rail system and his cu%}rrent position:Commands, including a message area for reporting events and errors, and to let the player enter his intentio%}ns; 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 s%}creen 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 action. In the case of a computer player, the human player(s) may observe the%} action of the computer player and advance the game by pressing any key. The commands are abbreviated to a single letter. A s%}creen displaying a detailed listing of the commands responds to entering "H" for "Help". There are eight options available, d%}epending on the Player's current Turn Phase (explained below):G save GameM view Markets listingT move TrainL Load trainU%} Unload trainB Build trackS view Supplier listingE End turnMarkets Listing--displays 6 randomly selected cities, each wit%}h 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 offe%}red. Drawing a new market list automatically terminates the player's turn.Markets--each city potentially demands all the pr%}oducts that it does not supply. The price offered for a product is nominally based on the number of turns required to move fr%}om the supply city to the market city, with extra incentives added for the most distant. Market selection is a two-step proce%}ss in the computer. The market city is randomly selected, then the product demanded 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 dema%}nd is deleted from the list and a new market is drawn to replace 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 unlo%}aded 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. S%}ome products are repeated for two 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 machine%}ry, iron, cars #8 lumber, fish, machinery #9 coal, imports, fabrics #0 tobacco, cotton, fruitBuilding Tra%}ck--All city-to-city connections are allowed except that #8 may connect directly only to #9. Track cost is nominally based on%} distance, whether over smooth terrain or mountains, and with a premium for crossing rivers. The line from #3 to #4 is consid%}ered 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 him 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 to 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 cas%}e he should want to keep track of it. Building track automatically terminates a player's turn, so he can't build track and ru%}n on it in the same turn.Events-- Five (5) random events may occur and remain in effect for one full turn. A random event i%}s 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 random events that affect the player because all but one (strikes) occur %}only in certain regions on the map. On the occurance of an event, the event is chosen randomly. The events are:1. Hurricane%}--no movement allowed to or from City 0.2. Snow in the West--trains West and north of City #4 move at 1/2 speed. The speed %}adjustment is made automatically.3. Snow in the East--trains East and north of City #5 move at 1/2 speed.4. Longshoreman'%}s strike -- no loading or unloading in coastal cities. Prohibition of loading or unloading is automatic.5 thru 8 -- strike %}on the individual player's lines -- no movement for 1 turn.Train Movement--Speed, including 1/2-speed, is controlled by th%}e 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 pla%}yer defines his destination only once, and the destination is remembered by the program. A cost is associated with movement. %}This cost is reported to the player and is deducted from his cash position. If a player can't move due to lack of funds, the &}game is effectively over for him. The player places his train on the first move that he moves his train. From then on, the tr&}ain moves from its last stop. Thus, the rail system should be "head-to-tail" since the train can't move where there is no tra&}ck. The train must move to distant cities in stages when there is not a direct connection. For example, suppose the player ha&}s 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 exac&}t position on the map), but, if the movement allowance is not used up, the player may immediately proceed to the next city in&} the sequence. Loading and Unloading -- the player loads a product on his train by using the "L" command. His train must be e&}mpty and in a city at the time and the product he loads must be supplied by that city -- otherwise, he gets an error message &}and is recycled to the command screen. A player would typically begin his train movement on his second move (his first move h& }aving 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 position. The program will happily allow the p& }layer (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 h& }e builds track to that city. The player unloads his train in (hopefully) the city in his demand list that demands that produc&}t. If he attempts to unload elsewhere he is given an opportunity to change his mind. Turn Phase -- The turn consists of two&} phases. Train movement may occur only in Phase 1. Phase 2 may be viewed as simply the restriction that train movement can no&} longer occur. All other activities are possible in either phase. The market listing, supplier listing, or help listings may &}be viewed at any time. Loading and unloading 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 auto&}matically ends the turn.Ending the Turn -- Typically, a player will perform those actions necessary to advance the game and&} then terminate his turn with the "E" command. For example, if he is travelling 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 mo&}vement.Save Game. To save the game in progress for later resumption, use the "G" command. Then, at the beginning of the nex&}t session, answer "Y" to the question "Restore Old Game?"PLAY OF THE GAMEBEGINNINGSEach player begins the game with $50 &}million. On the first turn, a player will check his market list, build the shortest track possible 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 the track for any of the demands on h&}is 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" command to carry that product to the chosen demand c&}ity. From then on, it's a race to see who can accumulate earnings the fastest while minimizing his track building. To use the&} example given above, the prudent player with track connecting 1, 2, 4, and 5 will not build track to directly connect 1 and &}5. The gain in time (train movements) will be trivial and the cost will be substantial. The player should be careful not to b&}uild himself into a corner as he may lose many turns while trying to draw a market list that will allow him to break out. A t& }ypical game will begin with many new list draws and only minimum running of trains. Gradually, though, the players will build&!} a system of track (it's interesting to see the patterns that emerge) and they will be concentrating on minimizing movements &"}for a maximum of profits. The random events add an additional element of suspense, especially as the players approach $300 mi&#}llion, most especially if they are close. The game system seems very complicated on reading about it, but it is quickly learn&$}ed (requiring only a few turns to master), and even things like the Supplier Listing are quickly memorized, and the program p&%}rovides ample help messages. Each game is different because of the randomization.COMPUTER PLAYERThe computer plays a compe&&}tent 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 (although not always), and a sloppy game will almost alway&(}s lose.Compliments of BankATARI BBS 300/1200 Baud (301)323-1341ppy game will almost alway$cELECTRONIC GAMER TEG-2994 ALTERNATE REALITY: THE CITY 1 Getting Started, Mapping 2 Inns, Taverns, Banks, Shop**}s, REALITY: THE CITY Part 1 ALTERNATE REALITY begins with the first of six scenarios in THE CITY. Yourcharacter*+}, after escaping from the spaceship in which he was abducted from hishome, will find himself facing the Floating Gate in the*,} City Square. Yourcharacter will have 3 packets of food, 3 flasks of water and some money.Although food and water will alwa*-}ys be of concern in this game, you need notworry about them at this time. You do need a weapon. To the north and south of t*.}his position are shops. To the west is a smithy's;and to the east, one of the three banks. Near the bank there is a tavern, */}andnear the smithy's there is an inn. Turn to the west and enter the smithy's. Makean offer on a dagger of slightly under w*0}hatever your character was given at thestart of the game. If the smithy will not accept this offer, try making an offeron a*1} stiletto. Once armed, you are prepared as a beginning character to take on THE CITY. THECITY is primarily a game of mappin*2}g and building your character for thescenarios that are supposed to follow. Although the city square is reputed to be one o*3}f the safest parts of town, itis not the cheapest; and you will need to find cheaper inns and taverns in orderto survive th*4}e initial developement of your character. There are in THE CITY: 7 inns, 14 taverns, 3 banks, 15 shops, 4 smithies, 2healer*5}s, and 12 guilds. Inns provide a safe place for your character to rest and regain hit points.Inns will also allow you to ch*6}eck the time. Taverns supply food and water. Food packets and water flasks are never offeredfor sale at the same time.Pre*7}ss for more !ELECTRONIC GAMER TEG-5373 Banks will allow you to deposit your money in three types of accounts *8}withincreasing risk. They will also purchase gems and jewels. Shops sell a wide variety of clothing which is of little impo*9}rtance in thisfirst scenario. Shops also sell compasses for 5 silver pieces. Smithies sell armor and weapons. As with the s*:}hops, prices vary and few itemsare cheap. There are two healers. Healers can serve a variety of purposes, but are mostusef*;}ul for curing disease. There are 12 guilds in THE CITY. In this first scenario your character may notjoin the guilds, but t*<}hey still have their usefulness. Your first visit to aguild will improve one of your stats or your chances of surviving. Gui*=}lds canalso remove curses from weapons and armor. Prices for these serivces vary fromguild to guild. The map for THE CITY *>}is 64 squares by 64 squares. Square 1,1 is in thesouthwestern corner. When I give locations, I will be giving first the numb*?}er ofsquares north on the map, the second number will be the number of squares east on the map. When I give the location of*@} a place, the coordinates listed will bethose of the actual place. If you must enter from a specific direction, and itis no*A}t an obvious door, these directions will be listed after the coordinates. ALTERNATE REALITY: THE CITY is published by Dataso*B}ft. This walkthru is copyright (c) 1986 by Wyvern. All rights reserved.Last page !ELECTRONIC GAMER TEG-4708 ALTE*C}RNATE REALITY: THE CITY Part 2 The following is a list of Inns, Taverns, Banks, Shops, Smithies, Healers andGuil*D}ds, and their corresponding map coordinates. INNS: 26,32 prices high* 25,33 prices high* (*these are both the same inn) *E}24,33 reasonable 20,10 reasonable 4,32 very expensive 7,61 cheap 53,34 reasonable 55,29 cheap More hit restoring benefi*F}ts seemed to be gained by renting a room with a bath,but this is not a universal rule. Let your purse and needs decide. TAV*G}ERNS: 30,40 expensive 20,33 reasonable, hours limited 25,8 reasonable, hours limited, enter from south 13,14 reasonable, *H}special song at midnight 10,45 reasonable 3,61 cheap 31,61 reasonable,enter from east 32,59 to 32,60 south to 31,60 34,58*I} dues to join, expensive, enter from northPress for more !ELECTRONIC GAMER TEG-4711 36,6 reasonable 36,7 r*J}easonable 55,2 dues to join, limited hours 63,21 cheapest, enter by going north at 63,2, then go east to 64,21, then south*K} 54,34 dues to join, limited hours 57,53 reasonable, can be entered from south or west Food packets and/or Pemmican will ne*L}ver be offered at the same time as waterflasks. Menus change hourly. It is easiest to find food on even hours, and wateron *M}odd. This is not universally true, but a good guide. Almost all taverns sellfood at midnight. BANKS: 28,39 interest rates *N}are lower but investment is safe 7,31 higher interest rates, more likely to lose money 62,3 higher interest, most risky, en*O}ter from south at 61,2 Banks that offer higher interest for your deposits are more likely to have bankfailures. SHOPS: 25*P},36 31,36 14,1 enter going west from square 15,6 13,4 enter going west from square 15,6 6,20 16,26 9,52 10,53 19,56 *Q}37,47 56,34 57,38 enter from north 62,61Press for more !ELECTRONIC GAMER TEG-4714 60,27 44,21-22 38,10*R} Shops carry a wide variety of clothing which has no importance in THE CITY, butwill become important in THE DUNGEON. Shops*S} have different hours. All shops sellcompasses for 5 silver. SMITHIES: 28,33 10,55 35,51 33,20 enter from north Smithi*T}es have different hours. Goods change, prices change, and almosteverything is expensive. HEALERS: 20,5 30,30 Healers ten*U}d to be open for business on ODD hours. Repeated visits in one daywill cause prices to increase. GUILDS: 44,35 Thieves Gui*V}ld, increase skill, enter from wes| 3,56 Assassins Guild, increase stealth, north from 2,57 to south from 4,56 15,48 Red Wi*W}zards Guild, increase strength, north from 13,47 east to 14,48, north 22,34 Dark Wizards Guild, increase charm 48,19 Blue *X}Wizards Guild, increase speed, enter from west 12,28 Star WIzards Guild, increase hit points and strength 15,6 Physicians G*Y}uild, increase hit points, enter from westPress for more !ELECTRONIC GAMER TEG-5378 5,3 Light Wizards Guil*Z}d, increase wisdom, enter from west 60,51 Wizards of Chaos Guild, increase charm, enter from east 50,58 Guild of the Order,*[} increase intelligence 50,62 Wizards of Law Guild, increase wisdom 43,12 Green Wizards Academy, increase stamina, enter fro*\}m north Guilds will raise your stats on your first visit to them. Guilds can removecurses from armor and weapons. Costs wil*]}l vary from guild to guild. Prices canbe as low as 2,000 coppers or as high as 11,000 coppers. ALTERNATE REALITY: THE CITY *^}is published by Datasoft. This walkthru is copyright (c) 1986 by Wyvern. All rights reserved.Last page !ELECTRONIC GAMER *_} TEG-5380 ALTERNATE REALITY: THE CITY Part 3 POTIONS: COLOR TASTE SIP EFFECT AMB PLN C Cure Poiso*`}n AMB PLN DD Poison AMB SOUR S Spirits AMB SOUR S Beer BLK ACID C Invulnerability Fire BLK ALK C*a} Invulnerability Water BLK BIT C Invulnerability Mental BLK BIT U Delusion BLK DRY C Invulnerability P*b}ower BLK PLN C Invulnerability Sharp BLK PLN C Invulnerability Blunt BLK PLN C Fleetness BLK SALT C *c} Invulnerability Air BLK SOUR S Beer BLK SOUR DD Strong Poison BLK SOUR C Invulnerability Earth BLK SWT *d} C Invulnerability Cleric CLR ACID S Cure CLR ACID C Water CLR ACID DD Acid CLR ACID C Cleanse CLR*e} BIT C Unnoticeability CLR DRY C Mineral Water CLR DRY C Invisibility CLR PLN C Water CLR PLN *f} C Invisibility CLR SALT S SaltWaterPress for more !ELECTRONIC GAMER TEG-5383 GRN SOUR C Heal *g}Minor Wounds GRN SWT DD Ugliness -1 Charimsa pt. ORG BIT S Inebriation ORG SOUR C Protection+2 ORG SWT *h} C Protection+1 ORG SWT DD Dumbness -1 Int. pt. RED ACID S Vinegar RED BIT C Strength RED DRY S *i}Wine RED SWT C Treasure Finding RED SWT DD Deadly Poison RED SWT C Fruit Juice SLV BIT D Weak Pois*j}on SLV BIT C Intelligence SLV PLN C Cure Major Wounds SLV SWT C Charisma WHT ALK C Milk WHT AL*k}K C Healing WHT ALK DD Poison WHT BIT DD Slowness WHT SALT C Heal All YLW BIT C Noticeability Y*l}LW DRY DD Weakness -1 Str. pt. YLW PLN C Cure Wounds LEGEND Colors: RED=Red, BLK=Black, SLV=Silver, WHT=White, *m}YLW=Yellow, CLR=Clear,ORG=Orange, AMB=Amber, GRN=Green. Tastes: SWT=Sweet, SALT=Salty, SOUR=Sour, BIT=Bitter, ALK=Alkaline,*n}ACID=Acidic, PLN=Plain, DRY=Dry. Sips: D=Danger, C=Caution, S=Safe, DD=Dangerous, U=Unsure. Potions can be helpful or harm*o}ful. The higher your wisdom and intelligence, thePress for more !ELECTRONIC GAMER TEG-5386more easily you w*p}ill be able to identify the potions. Some potions such asFleetness and Protection+1 and Protection+2 have a greater frequenc*q}y ofoccurrence than do the others. What a potion will be is randomly decided by theprogram when you unseal the potion. You*r} can increase your control over potions by saving them, saving yourcharacter, making backup copies, re-entering the game and*s} trying them. If youare not satisfied with the potions you got, you can restore and try again.Treasure Finding will greatly*t} increase your ability to find money, potions andweapons! ALTERNATE REALITY: THE CITY is published by Datasoft. The list o*u}f Potions was submitted by Don Wyman. This walkthru is copyright (c) 1986 by Wyvern. All rights reserved.Last page !ELECT*v}RONIC GAMER TEG-5388 ALTERNATE REALITY: THE CITY Part 4 GAME HINTS: 1) Save your character often to a s*w}eparate backup disk! 2) Have (or get) a fast copy utility. Do NOT use the backup utility that comeswith the game. 3) Copy *x}your character to several disks when: A) you have many potions or B)you are about to increase a level. Enter the game with e*y}ach of these disks,keeping notes on what potions you found or what stats were increased. Use thebest of the ones you tried,*z} or recopy and try again! 4) Avoid Brown Molds, Black Slimes, and Giant Rats as often as possible untilyou are either rich *{}and can afford trips to the healers, or can defeat thesemonsters. Tricking them is a successful means of defeating these dis*|}ease givingcreatures IF you have high enough intelligence. 5) Do not carry more food, water, gold and gems then you really *}}need to. Excessweight will cause your character to become weary sooner and reduce youradventuring time between stops at the*~} inns. 6) Do not bother to examine or taste potions, just sip. Avoid too manyprotection potions as this will cause your cha*}racter to crash. 7) While still a lower level character, avoid being out at night or in therain. 8) When finding a weapon,*} always equip it as a secondary weapon in case it iscursed.Press for more !ELECTRONIC GAMER TEG-5391 ALTER*}NATE REALITY: THE CITY is published by Datasoft. This walkthru is copyright (c) 1986 by Wyvern. All rights reserved.Last pa*}ge !ELECTRONIC GAMER TEG-2994 ALTERNATE REALITY: THE CITY 1 Getting Started, Mapping 2 Inns, Taverns, Banks, *}Shops, Smithies, Healers, Guilds 3 Potions 4 General Game HintsEnter choice ! g 2 Inns, Taverns, Banks, (a} ˠӠ By:King Tut & PharaohThe Purpose Of Chipmunk.} Chipmunk is a cracking program. Itgives you a huge list of all the pro-grams that it can crack. It copiesorig.}inals and happys.How To Load Chipmunk Boot up Chipmunk with BASIC in. Itdoe.}sn't require any kind of translatorprogram. It cannot be used on theAtari 800.Keyboard Commands.}Q-Reboot ProgramS-Source/Destination Disk DrivesF-Format DiskEsc-Abort庠뛠.}뛛The Menu When done booting, you should seemenu with 3 options.٠̠.}٠Šӛ-If you have an Atari 800 xl,then use this option to copy.-If you have an Atari .}130 xe,then use this option to copy.-The list of programs thatChipmunk will crack.Before Copyi.}ng Hit the number 3 on the menu. Thenhit RETURN. (Remember Parameters=Chip-munk disk). The computer will.} show youan alphabetical order of all the prog-rams that can be cracked. Look for thename the boot you want to copy. If it.}is on the list, then you can crack it.If it's not on the list, forget it.After you've found the name on thelist, hit ESC .}and follow the prompt.You will be brought back to the menu.Copying Near the top of the screen, yoush.}ould see something that says:ӽ 'S' means source driveĽ 'D' means destination driveIf you want to change it, just p.}ress'S' and you will see the prompt'Source' type in the drive number youwant for source. Then you will see theprompt 'Des.}tination' type in the drivenumber you want for destination.Now, if you have an XL hit '1' forCOPY XL. If you have the 130.} XE hit'2' for COPY XE. You will see theprompt 'Insert Master Disk'. HitRETURN. Then it will say 'InsertSource'. Put your.} original copy in thesource drive. Then just follow all theprompts. After it is done copying, goto the parameters and look.} for thename of the disk you just copied. Hitthe letter beside of the name. Putyour Ġ version in the drive andhit .}the number of the drive you put itin. The drive should go on for a fewseconds. Then all you have to do isboot it up and yo.}u got yourself acracked version! If you have any questions concern-ing Chipmunk, then leave us a messageon any of the.} local boards. Or call usat The Enchanted Pyramid BBS. Thenumber is .en leave us a messageon any of the,ZDocumentation for the programsHAPPY.COMCHANGE.COMINIT.COMENABLE.COMWPROT.COMRESET.COMMENU.OBJThe first set of progr2}ams are for use with OSS DOS XL and a Happy Enhanced disk drive. The program MENU.COM is for use with any Atari DOS 2.0 compa2}table DOS and a Happy Enhanced disk drive.Happy is a trademark of Happy Computers, Inc.The first program, HAPPY.COM, does2} three things to a Happy drive: 1) It sets the drive for Fast, or buffered, writing. 2) If the drive isn't alr2}eady able to work at Ultra-Speed, the program sets the drive up for Ultra-Speed. Note: this doesn't mean that the DOS will ne2}cessarily be set up for Ultra-Speed, so you me see no difference. 3) It sets the motor timeout.The form of the comma2}nd is:D1:HAPPY [Dn:]value [Dn:value . . .] where the "n" is a drive number and the "value" is a number from 0 to 255. 2}If the first value has no drive specified, the default drive will be assumed. A value of 0 is the longest time out on a 1050 2}and the shortest on a 810, while a value of 255 is the shortest value on a 1050 and the longest on a 810. (Why? Ask Richard A2}dams; I don't know.) I have found that a value of 220 works best for a 1050.Example:D1:HAPPY D1:220 D2:220 would set 2}both D1 and D2 to Ultra-speed, Fast write, and a short timeout (assuming both D1 and D2 are 1050 Happy's).D1:HAPPY 220 2}would set D1 (the default) up.D2:HAPPY 220 would set D2 (the default) up.The next program, CHANGE.COM, lets you chang2}e the drive number of a Happy drive without changing the switches on the back. The format is:D1:CHANGE [Da:] Db:where "a" 2}is the drive to be changed (defaulting to the default drive if not specified) and "b" is the drive it is to become.Example:2}D1:CHANGE D1: D2: Would set D1 up as D2.D3:CHANGE D2: Would set D3 up as D2.NOTE: this change takes place the next 2}time the drive door is opened and closed.The next program, INIT.COM, is a replacement for the standard DOS XL disk INITiali2}zer program. It also replaces INITDBL. I wrote this program because of a bug I found in DOS XL that made it impossible to re-2}format a disk in a different density than the one it was in. This program will work with any disk drive, and is self explanit2}ory. Just type "INIT" and follow the directions when the appear.Example:D1:INITThe next programs, ENABLE.COM and WPROT.2}COM, are for the Happy Controller. The set write ENABLE and write Protect modes.Format:D1:ENABLE [Dn:] [Dn:] . . .D1:WPR2}OT [Dn:] [Dn:] . . .If no drive is specified, the default drive is assumed. Also, these programs will not return errors if 2}used on non-Happy drives or Happy's that have no Controller.The next program, RESET.COM, causes the drive to re-boot. This 2}is just like turning the drive off and then back on.Format:D1:RESET [Dn:] [Dn:] . . .If no drive is given, the default i2}s assumed.The next program, MENU.OBJ, is for you Atari DOS 2.0 freaks. It does all the things the preceeding programs did, 2}plus it will Configure a drive for single or Double (true Double, that is) density. Believe it or not, 2.0 actually supports 2}double density. All you have to do is use the "Set single density" and "Set double density" commands, the go to the DOS menu 2}and format the disk. (You will get an error on a 1 dirve system. Ignore it. It's a consiquence of how DOS 2.0 works.)To use 2}the program, just Load it:SELECT ITEM OR FOR MENULLOAD WHAT FILE?D:MENU.OBJNote to Warp Speed DOS 2.0 users: Yo2}u won't be able to format a disk in double density. When Mr. Adams wrote the patch file, he didn't allow for double density. 2}But, if you format a double density disk with either standard 2.0 or a DOS like DOS XL, you will still be able to read and wr2}ite to it.I hope that these files help some Happy owners out there.DOS like DOS XL, you will still be able to read and wr0G