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A6-# A% AR9 B:,"#6.7@<@,)6-v}/6-9 A0"(}Where will you move from&0 A "6- A P% 6.6. @6-w}%6-8<,!AP;'(}You don't occupy that country!1 A; A&G8<, @3(}Your x}forces are too small= AG A: 6-6-X=6-/(}What country to move upon3= Ac%"y}@6-% A Pl 6. @6-6-v++O:&,@*O:&,@A@{R4ARABIA(>(z}%ARABIA is not on the Mediterranean...H AR A P| 6-& B 6-&"*"A,8<,{}"6-&@, A OAR(}/( ATTACK ON =-@A O6-&@ A |} A@'AR@'@@5-@@5( istorical or andom$ Ap)9>:,4}}R/( One moment...9 A +>:,4HAp, A`.-@@0--(%() 145 BC Rome ~} () 670 BC Assyria2++(#() 323 BC Greece () 1480 BC Egypt4@@8+ Ap+ @I)!@RA}B56-&@H5AAAA$$( One moment...8-@@"6.7<},, @86-DN"68<,-"!68<,-%"068<,-4"?68<,-C"N68<,-?"68<,-"!}68<,-%"068<,-4"?68<,-68<,-' 6-@ A' @p)-@B:,6.7<,)} @68<,6- 6-,6-@6 A  6- A A Px6-8<,6-8<,}$= 6.M6.IMAC"#A@.6-@:6-@=$2,5,8,4,2,1,2,1.5,3.50,5,10,9,2,2,-0.5,1.5,30},6,3,22,1,3,-4,3,122,1,3,7,2,4,5,6,151,4,3,17,2,3,0,1.5,11 0,6,9,10,1,1,-0.5,1.4,5 1,6,1,7,2,2,-1,1.5,1}6 0,6,4,29,6,3,0,2.1,10 2,6,2,6,6,2,0,2,15 0,8,8,8,5,4,-3,2,40,10,10,6,1,1,-3,0.9,20,10,9,2,4,1,0,}.5,10,10,9,2,4,1,0,.5,10,8,8,6,3,1,0,1.4,30,4,4,22,3,2,-2,6,11@E6. MATGSJEL#A@)6-@56}-@B6-6@E$h0,7,9,4,2,2,-2,1.5,3i2,7,10,5,2,2,1,1.4,4j2,7,3,9,1,2,3,2.7,14k0,5,6,5,2,3,0,5.8},12l2,3,3,14,2,4,5,1.5,12m1,7,9,5,1,1,1,1.3,6n2,5,1,10,2,3,4,1.6,18o1,5,4,6,6,2,-0.5,2.2,11p0,6,1,12},6,3,-2,2.1,15q1,9,9,4,5,4,-3,1.9,4r0,10,10,5,1,1,-3,0.9,2s0,10,9,2,4,1,0,.5,1t0,10,9,2,4,1,0,.5,1u1},9,8,2,3,1,0,1.3,3v1,4,4,6,3,3,-1,6,1156.SGJEG#A &6-@26-@5$0,7,9,4,2,2,-1,1.5,2.5}0,8,10,4,2,2,-2,1.3,3.50,8,4,12,1,3,-3,2.5,120,8,8,4,2,1,-2,5.5,100,5,3,15,2,4,-3,1.3,102,8,10,5},1,2,1,1.1,70,6,2,11,2,3,-3,1.3,172,5,4,15,6,3,4,2.3,140,6,1,12,6,3,1,2,151,9,9,4,5,4,-3,1.8,3.7}2,10,10,3,1,1,0,0.8,20,10,9,1,4,1,0,.4,10,10,9,1,4,1,0,.4,10,9,7,6,3,1,0,1.2,31,6,5,7,3,3,-2,6,10}46.EJSL#A %6-@16-@4$00,8,9,4,2,2,-1,1.5,210,9,10,3,2,2,-2,1.2,220,9,6,15,1,4,-2,2}.4,1330,9,9,3,2,1,-2,5,940,5,4,8,2,1,-1,1.1,850,9,10,3,1,3,-1,1.0,760,7,3,5,2,2,0,1.1,1371,5,5,5,6,4},1,2.1,1180,6,5,7,6,4,-2,1.2,991,9,10,4,5,4,-3,1.6,3.5:1,10,10,3,3,1,0,0.7,2;0,10,10,1,4,1,0,.4,1<0,}10,10,1,4,1,0,.4,1=1,8,7,4,3,1,0,1.2,3>2,3,4,15,3,4,5,6,13L0 6@%*6!F:B7p,$@*!@BAR}@L A4PSAR@#6-%@/"@;6-I6-%@S A0' (} B  }AP' AR 6--"@ AU# A1- A0P:'@,"'@& AX0 A3 }A@"A@$'" B0wAR@'-@=(  MONTH -  O-@ e( } YEAR -  wA@"@!A5 6-DAR@'AdAUD}(} Movements: --(% ove hange status **(" tatus report ext month $$( }iplomacy nd ")@"AR%*"@:E, AR@* A5( "@:D,*!}Ap* "@:M,*!A,g!"@:M,)"@:D,*$(E(Monthly movement expired...Y-@@P}] g A P/"@:S,(} A%0"@:C,Ax1"@:N,(} A 2"@:V,(} A}"3 A   A(Status of what country#- AA"@A% EAR@6.'6-@}1 @; AE A' (}  ( Country:   4 "*"( (capital)*6-&}@4 A%0 .8<,"@$( (province). A%0 /8<,"@%( (territory)/ A%0 (( } Army: &6-8<,46-'@B6-&?P]6-+P:,$@,%@i6-@ v6. units6- ,8<}, 6-A,6-@  A(6-@ "@A%5  6-6-6. A U(}( Population: % A'06-8<,>6-$AG6-P:,U6-'A ; 6-P:,6-@'6. million1 A(}; A W(( Wealth: &6-8<,/6-P:,;6-@C6. M A(W A (( Roads:}  9"!@*8@,"/(UNKNOWN9 A%h 36-P:8<,,#A%e'!@36-@ -@}" ( __the best,excellent,very good,good,above average,average,below average,poor,very poor,none A } (( Maritime:  9"!@*8@,"/(UNKNOWN9 A% 36-P:8<,,#A%e'!@36}-@ -@" ( A( (( Religion: - W@!@%P:H:@,$@,&@*}8@,"M(UNKNOWNW A&40 "6-8<,""A&@2 , #A& -@"# ,( < RRm}ixed,Greek polytheism,Egyption polytheism,African animism,Judean monotheism= Phonecian polytheismJ AK 8<},A&P (( Government: R W@!@%P:H:,$@,&@*8@,"M(UNKNOWNW }A&`S /6-8<,6-P:,# @/6-@T !@6-@U 0 #A&P#-@%@'"+ 0}(Z ,,disunified,unstable,stable,very stabled A A P   "*"6-$  6-6-6}-8<, 6-%+ ,&+!, 6-%+ ,&+!, ""6.7%@ $<%@ $, ) 0-)6-%8<,'+8<,%@,} * 4-*6-%+8<,'@,%@ )A'0 $  6-%@  )8,"@( $} ' $@P$( '$ (UNKNOWN$  =(} Accounting...)6-3 A= AU} -@B:, ;6.7<, @%6-%8<,16-@; Ap 6-%8<,6-%8<,  6-P:,} (+(The Empire is broke!96-'@G6-&@[6-P:6+'@,,g6-s6-6-} # A# A  ]ARD(Army:  units Pop.: P:, million]( You have  mi}lle AX .(What will you spend:.AdAU *( Military  @"6-*6-& &(Roads @}6-&6-& *( Martitime @"6-*6-& 6-& 6- % @*!%6-@} 2@ 6-P:'@,)!P:,26-P:, 6-'@ A  "*"$ -6-+'B:,,$}?0-6-+'B:,,$?0 M!6("}Roads being built in provinces...MB:,"@A10! B-@B:,}6.7<,) @B8<,"A1 & B8<,! 68<,-8<,&18<, @B68<,-@+ B8<,!} 68<,-8<,&18<, @B68<,-@0  : #6-&'@#6-&'@;  @6-@< } @6-@? $  6-A4 8AR8( }You have  reenforcements :B:,}"@6.6.$6-*6-06-: A30 D( Place where" A."@:6-D A3 L 6.} @$8<,"5( Try again...? AB(L A3 6(How many armies" @(6-6!A3% C}6-8<,68<,-%!6-'6-36-@96.C A  6-&!A3H $z L*("} You have bee}n assassinated...>-@AB L A5 /%(} Your reign is through/ A !!(} You are beh}eld:  ++6-%+B:,$@,%%+&@,&B:,  6@0(failure "6@0* "(man "}* @ "(King %@ * @5%(emperor @5(god" AAR" }˛6-%@# B:, 6-6@# A P56.7<,)6.7%@<%@,56-@ 6. @}6-6- 6. @6-6- 6. A8<,AAG!(} Attack from }/6-&? C-@@0G  6. A228<,$@P!8<,*8<,!@A@B:,"}A P && @)!B:,%@A@*6.7<%@, A0* A P F:B7p,!AAE@},B:,"@6." @, AE7,6-P:H:@,$+B:,&@,,%@76.7<,& @&8<, @}AE8<,"AE=68<,-8<,&@!6-'6-36-@= A$ A$(} Des}ertion in "6-%@6-&? "$  AEB:,"@$C$6-P:H:@,$+B:,,},%@/6.7<,C"@AP! @8<,"!$%%6-8<,$@'8<,$68<,Q(P:H:@},$, F:B7p,'@@68<,-8<,%?0N6-%?Q$Z"6.7%$@ <%$@ ,, AB( }Revolt in} !P6-&?Z A`P ˛U-@B:,ZG%6-P:H:@,$@,%@G6-P:H:@,$@},%@_G"6.7%$@ <%$@ ,G4-)4X)8<,"AR5ne%6-P:H:@,$@,&@G6-P:}H:@,$@,&@e"*"AR0p338%<%,"*8%<%,!@AR@s   $x52}8<,!8%<%,$@)8%<%,!5$}k.6.7%%+%,$@ <%%+%,$@ ,^67@<@,.7%$@ }<%$@ ,h Apk$| ěB:,"@$-@B:,*6.7<, @*"*"AV4}8<,"8<,*68<,-8<,%8<,4 AV$$68<,-8<,&+8<,$?0,28<,!@$68<,-8<,26-}%@ $ΛT-@@"6.7<,, @T8<,")8<,AX@666}-P:++8<,$@,%+8<,'@,,$@,8<,"AX@))68<,-8<,%+8<, ,&+8<,!, f%6}-P:H:@,$@,%@?6-P:H:@,$@,f68<,-P:H:@,$@,%@$pr6-&P:H:@,$}@,1AR@r(;rush rebellion nnihilate ndependence |'8<,"@'( tatus cha}ngeAR@ Ap"@:C,Aa"@:A,Ab58<,"@"@:S,%6.((+(5 }Ax@"@:I,Ac A` # (}( Crushing...# A@=68<,-8<,%++P:H:@,$@,,&@},'@@$8BU=68<,-8<,%++P:H:@,$@,,&@,'@U68<,-8<,$?j' (}(Anni}hilating...' Ao(F:B7p,!Ap(68<,-8<,t Ad$J!(}All troops must leave 5-}@@09 J68<,-!6-8<,!68<,-P:8<,,% 6-6-6-@% AVAR}(4(Where do you send them8B AV"@Ac 6. @!8<,"(! Ac6}8<,-8<,%% 6-6-6-@% A$  F:B7p,'@$R%(}Revolution:  procl}aims7( independence!H68<,-R A! A6.!6-&@@6-P:8<,'@,*8<,"@}66-@ Ad0'('( units deserted or lost...A68<,-8<,& A%6-+6-76-@A A}-@@`e%6-P:H:@,$@,&@G6-P:H:@,$@,&@e"*"Ad1} ==%!@)%!@)% @)% @Ad5! 8%<%,Ad@" 8%<%,Ad@}# $368<,-P:,6-6-)6-@3 A% Ad`(5"68%<%,-8%<%,%8<,568<,-P:8<,,2}% 6-6-6-@% A42 6-%6-%26.7%$@ <%$@ ,7% 6-6-6-@% A<}$Xb>(}Visit what country * A>"@ApcAR@dP @8<,<(} is part of the empire!F AP A Pf9"6.7%$@ <%$@ ,9B:,"Ap g-@B:,}hd47<,(+( You shall meet onlyP( on the fields of battle...Z Ad A Pi le-&@}%@3-&@%@e!@)!@) @) @Ap#nF8<,6- 6-.6-&@}<6-&@F Ap0o   q5!( is not on our borders!+ A5 A Pv8<,!6@ApPxU#}P:H:@,$@,@A(Your visit is rejected...K AU A PyAA(9Your visit is regarded as a } provocation to war!{h367@<@,.7%$@ <%$@ ,J67@<@,.T Ap^ Ah A P}>&(} Your visit is accepted...:-@@%> 1168<,-8<,%P:H:,$@,'@JF:B7p},!A(6( Information found@ APJ A++P:H:@,$@,@A P##(} Attempt as}sassination? Ap@:Y,A P44P:H:,$+8<,$@,,"@AqP:"(} Attempt }succeeds6-@@@: 6%6-P:H:@,$@,&@668<,-@% 6-6-6-@% A} A A P9!(} Attempt failed5-@@@9 +(!( War declared+ A } Ap5xI'(}Change status of what country?+5 AI"@Ax 6. @"*"A P}K8<,"-(You don't own !7 AA AK A P+( changed+8<,"@Ax`4}*(! from province to territory...4 A$ 6. @$68<,-@ A P4*(! from territory t}o province...4 A$ 6. @$68<,-@ A P@EAR@J1"*8<,!6}@168<,-6@T<&6-P:+H:@,$8<,,'@,1!8<,<6-8<,U06-8<,6-&6-0 }A#V 6-&W 6-X68<,-Y<&6-P:+H:,$8<,,'@,1!8<,<6-8<,Z 6-68<,-8<},&["@A@\@("*"6( @ A5]!!(} victories: ^}?!( losses: ?6-%++&,'@,&@c7"6-6-!6.-6-7 Ad7"}6-6-!6.-6-@7 Ah&&8<,*"AjC8<,*"9(} }You conquered C Ak&&8<,*"@Ar%"@6-% AAvE8<, @*"}@*6-;68<,-E B!y%"@6-% B!z A  P "*"((P(8} Your capital was destroyed and you were executed... 7 "*"!-A% 7AR h "*"}AAD<-@6?0HA dA@2%'@h  , "*"AR)+},  6. A 1 (}#(  has fallen...16-&@ ;68<,-6.167@<@,.}; A0 *8<, @ 6-@* A@ 6-8<,$?P6-P:, 68<,- 68<,-%@!+ }6-6-6-@!6.+ A ! A A P!"76-8<,&8<,7P:H:@,$, @A"};67@<@,.167@<@,.; Ap`" A P""!8<, !6-8<,%?P"A"@&}6-8@<@,768<,-@A A"^AR(5(How many armies to move9^%@!8<,)} @A "!6-8<,6-&!68<,-"&6-8<,6-&68<,-8<,%"7"6-6-!6.-6}-@7 A"+ 6-6-6.!6-@+ A"&&8<,)"@A"+!(}Will you pillage }?+ Ap"k"@:Y,>68<,-8<,&+P:H:@,$@,%@,S6-%8<,$@k68<,-8<,$?}"F"@:Y,((.( being pillaged...B-@AF "<@:Y,<68<,-8<,&P:H:@,$@,'@}"(}rovince or erritory?" Ap"J"@:P,/67B:,%@# 46- A5@# B#6-@$K#6.7<,6.$P#ddILLYRIUM,THRACE},ASIA,ITALY,MACEDON,GALATIA,ACHEA,SYRIA,CARTHAGE,JUDEA,ARABIA,W AFRICA,E AFRICAQ#LIBYA,EGYPT##F @6-F:A}W,-6-F:A!%,F6-F:A!%%@,#86-8<, AR@2A@$8-#"@A2}#!"@(! A0#( @(#6A@'AR@36-6$#% 6.} 6.=:,%-@B:,#-6-@:7<,,6-%A(-67<,.>:,#9 B:,"@967B:,%@$-@B:,&@@77< }%@,0; >$"$0B:,"%@-6.7@<&@,0$#$ 6.$$, 6."@)6.7@-@@)}(by.-@@>( Robert Dunn:-@@(1987: B#BT.;6-@`;"e;*}"6@$;&&6-?:C:,<N$-}D:EMPIREsssssssssssss;@V,#B@4NBB6.8hhhhh)  hhhh) hhhh) `>N$ ANCIENT EMPIREAncient Empire is a simulation ofancient civilizations. There are fourhistorical scena!/}rios based on actualMediterranean civilizations and arandom scenario.Your primary goal as emperor is tosafely expand you!0}r empire to includelaw-abiding territories. Find out asmuch as you can about a country beforeyou invade it. Countries wi!1}th poorroads will decrease the amount ofmovements allowed. Informationgathering is easier when you have goodroads and ma!2}ritime. You can gainvaluable information through diplomacyand pacify neighboring countries.Differences in religion and b!3}rutalityare the primary causes of revolts.Revolts are more likely to happen inthese countries if they are sparselyguarded!4}. Crushing a rebellion willprevent a revolution, but it doeslittle to prevent another revolt.Annihilating all resistance !5}is a riskychoice, but it is the best chance forpermanent change. Changing the statuswill sometimes stop discontent if it!6}is a province.After twenty years your reign isover. You will be scored on thefollowing factors: militaryvictories/losse!7}s, empire size, yearsof rule, construction of roadways,pacification of provinces andterritories, and budget management.!8}, yearsof rule, construction of roadways,pacification of provinces andterritories, and budget management.  # # # # # # # # # # # ################################# # # # # # # # # # # # # # # # %:} # # # # # # # ################################# # # # # # # # # # # # RAIL KING %;} by David H. Neal # # # # # # # # # # # ################################# # # # #%<} # # # # # # # # # # # # # # # # # # ################################# # # # # # # # # # # %=} # copyright 1985 by David H. Neal Contributed to the Public Domain for private use only. Written in compiled ACTI%>}ON! from Optimized Systems Software. SYSTEM REQUIREMENTS ------------------- - Atari 400/800/XL/XE computer - 4%?}8K minimum - Atari disk drive LOADING INSTRUCTIONS -------------------- - Remove BASIC. - Load using Binary load%@} MENU or use (L)Binary load from DOS to load if MENU is not available. DOCUMENTATION ------------- This docu%A}mentation file serves as the "RAIL KING" game manual. Although the game is not hard to play, you will not be able to %B}fully appreciate the game play without first reading this manual. You may wish to print a hard copy of the ma%C}nual to have it to refer to when you are first learning to play. If you wish to print your own hard copy of this man%D}ual on your printer, boot DOS, select the (C)copy command and at the prompt, type the following: D1:RAILKING%E}.DOC,P: GAME DESCRIPTION ---------------- The game system seems to be very complicated on reading about it, but %F}it is quickly learned (requiring only a few turns to master), and the program provides ample HELP messages. Stick wit%G}h it. It will all make sense by the time you have read to the end of this manual. "RAIL KING" is a railroad empire b%H}uilding simulation for one to four players, playing either humans or the Atari computer. The appropriate age range for %I}this game is probably 15 and over, although precocious 12 year-olds may enjoy it. The objective of the game is to be %J}the first to accumulate $300 million. This objective is accomplished by building track (cost) and using that track to%K} pick up and deliver goods (costs and earnings) to markets selected from a list randomly generated by the computer. R%L}andom events inhibit operations and increase the suspense. The game alternates between the players, presenting inform%M}ation on a split screen. The following subscreens appear on the same screen with a United States map representing the%N} current player's rail system and his current position: Commands, including a message area for reporting eve%O}nts and errors, and to let the player enter his intentions; a listing of valid markets for the Player; a listing of t%P}he products to be found in each city; and a HELP listing of the various command keys. The Map and the Market Listing ar%Q}e unique to the individual Player. The information presented on each screen is as follows: COMMANDS -- this is the%R} "heart" of the game system. A Command line appears at the bottom of all operating screens to allow the player to sel%S}ect his next action. In the case of a computer player, the human player(s) may observe the action of the computer playe%T}r and advance the game by pressing any key. The commands are abbreviated to a single letter. A screen displaying a de%U}tailed listing of the commands responds to entering "H" for "Help". There are nine options available, depending on t%V}he Player's current Turn Phase (explained below): [H] HELP [G] SAVE GAME [M] VIEW MARKETS LISTING [T] MOVE TRAIN %W} [L] LOAD TRAIN [U] UNLOAD TRAIN [B] BUILD TRACK [S] VIEW SUPPLIER LISTING [E] END TURN HELP SCREEN -- displays a%X} handy detailed listing of commands to assist the novice player. MARKETS LISTING -- displays 6 randomly selected ci%Y}ties, each with a product demand and a price to be paid on delivery. A choice to "Continue" with the game or draw a n%Z}ew Market List is offered. Drawing a new market list auto- matically terminates the player's turn. MARKET%[}S -- each city potentially demands all the products that it does not supply. The price offered for a product is nomin%\}ally 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 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 demand is deleted from the list and a new mar%`}ket is drawn to replace it. Only markets in the Player's Market List will pay off on delivery of the specified produc%a}t. Any other delivery location will just result in loss of the product. If a product is unloaded at a city not demand%b}ing it, the program will ask if the player really means to unload. SUPPLIERS LISTING -- displays the products avail%c}able in each of the 10 cities. Each city offers three products representative of that region of the country. Some pro%d}ducts are repeated for two or three cities, although most are unique to a particular city. The product list is: %e} CITY PRODUCT ---- ------- #1 fish imports %f}lumber #2 grain cattle sheep #3 machine%g}ry fruit sugar #4 cattle coal %q}bŠbb렣b%DOS SYSb)AUTORUN SYSb +TITLE b6MENU bPEMPIRE b .EMPIRE DOCb{9RAILKINGDOCbRAILKINGOBJbAlNORAD b HELP SYSDUP SYS lead #5 grain corn pork #6 cattle %r} cotton oil #7 machinery iron cars %s} #8 lumber fish machinery #9 coal i%t}mports fabrics #0 tobacco cotton fruit BUIL%u}DING TRACK -- All city-to-city connections are allowed except that #8 may connect directly only to #9. Track cost is no%v}minally based on distance, whether over smooth terrain or mountains, and with a premium for crossing rivers. The line%w} from #3 to #4 is considered to cross the Colorado River only once. The player builds track by selecting the "B" comm%x}and. The program then queries him on originating city and destination city. If he lacks the funds to build the track se%y}gment, the program so informs him and cycles him back to issue a new command. The program reports the cost of the tra%z}ck and draws it on his map. The player's rail system appears each time his turn comes up, with his current po%{}sition marked by a "sprite" locomotive. As presently written, the program does not allow the player to review the va%|}rious track costs, but he should be able to get a good idea of relative costs by relative distance, the presence of m%}}ountains, 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. E%}VENTS-- Five (5) random events may occur and 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 random events that affect the player because all but one (strikes) occur only i%}n certain regions on the map. On the occurance of an event, the event is chosen randomly. The events are: 1. HURRICA%}NE -- no movements are 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., 6., 7., 8. STRIKE (ON THE INDIVIDUAL PLAYER'S LINES) -- no movement for%} 1 turn. TRAIN MOVEMENT -- Speed, including 1/2-speed, is controlled by the program. Speed (movement allo%}wance) 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 d%}estination only once, and the destination is remembered by the program. A cost is associated with each movement. Thi%}s 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 train moves from its last stop. Thus, the rail system should be "head-to-tail" since the train can't move w%}here there is no track. The train must move to distant cities in stages when there is not a direct connection. For ex%}ample, 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 the sequence. LOADING AND UNLOADING -- the player loads a product %}on his train by using the "L" command. His train must be empty and in a city at the time and the product he loads mus%}t 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 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 position. The program will happily allow the player (if he in%}sists) 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 build%}s track to that city. The player unloads his train in (hopefully) the city in his demand list that demands that produ%}ct. 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 automatically ends the turn. ENDING THE TURN -- Typically, a player will perform t%}hose actions necessary to advance the game and then terminate his turn with the "E" command. For example, if he is tr%}aveling 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 movement. SAVE GAME -- To save the game in progr%}ess 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 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 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" command to carry that product to the chosen demand%} city. 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 dire%}ctly 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 build 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 typical 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 th%}ey will be concentrating on minimizing movements for a maximum of profits. The random events add an additional eleme%}nt of suspense, especially as the players begin to approach $300 million, and most especially if they are clo%}se. Each game is different because of the unique randomization features. COMPUTER PLAYER -- The computer plays a co%}mpetent game, but is short on strategic thinking. Therefore, it is given a few advantages to even things out with the%} humans. A properly played game by the human should beat the computer players (although not always), and a sloppy game%} will almost always lose. # # # # # # # # # # # ################################# # # # # # # # #%} # # # # # # # # # # # # # # ################################# # # # # # # # # # # # HAPPY %}RAILROADING -- As stated at the beginning, the game system seems to be very complicated on reading about it, but it is%} quickly learned (requiring only a few turns to master), and even things like the Supplier Listing are very quickly me%}morized. The the program also provides ample HELP messages. Once mastered, this game is a lot of fun ... and an exce%}llent game of strategy! Find out what its like to be a real RAIL BARON. ALL ABOOOORD!!! # # # # # # # # # %} # # ################################# # # # # # # # # # # # # # # # # # # # # # # ###########&}+ (c)1983 Action Computer Services  B JKIHiDiELV`LA+)} A+ BLV`]L++l L+ &` Fj`8冨凪` +EӅӥ)} +`ʆǪƩ Ɛee` +ƦʆǢ &Ɛeǐ , ,L+ +'&&&8儨児)}祂*L+&&*ń8&&L+ _,`hihiHHȱȱL+c !#3`)}L+JJJJ`H +h`Hȩh v+L, +L, )+L, 1+L, 7+H8)}`HhHh c-L, BHI V䅠L, L- A+L,Ԇ ؠPIPP`)} -P 1+L, -L- -L- .L-H- -8塪墨hL . #.L- *.L- -ȹP`)}텠8堨塪 -芨Oȩ-`PP -P棩 Ѥģ0-ģ6000:,80H )}& &ehe&eģ0ʥ 8堅塅`$ -&*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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MACHINERY?ȑ mG>*(mH>L?SUGAR?ȑ刑 mG>)}*(mH>L@COAL@ȑ mG>*(mH>L5@LEAD@ȑ0 mG>*(mH>LZ@CORN@ȑU mG>*(mH>L@POR)}K@ȑz mG>*(mH>L@OIL@ȑ mG>*(mH>L@IRON@ȑÈ mG>*(mH>L@CARS@ȑ舑 )}mG>*(mH>LAFABRICSAȑ F> mG>*(mH>ȱz9y9`71 LFAAA@ABABALABA K>z9y9AA@A +1)}LABA`BALQAc` LAA͌ALAA >0LA( A ]-ALA`LA >0LB#)} PRESS ANY KEY TO CONTINUE A ]- -/2.2` 0 17L9BT 03BU 05B4B1B1B2B -1B1B )}-3B5B4B >01BIL[B2B`0 LBw9x9B -BBILBLBBw9x9iw9mBx9iBB )}-LBw9x9B`ZL C P-L"CD:RAILKING.DATC -e1 .g1 .h1 .CCLBEC m9*(m9)} .C m9*(m9 .C m9*(m9 .C m9*(m9 .C m1)}*(m1 .C{9 .C9 .C9 .C m9*(m9 .C m1*(m1)} .C9 .C *,CC *,iDDCLDDC3 .C3 )}.CLDC *,CC *,i&E&ECL0LHRAILKINGH ]- >0LIbyI ]- >0L(I David H. NealI ]- >0LLICOPYRIGHT )}1985I= ]- >0LIWRITTEN IN ACTION!, COPYRIGHTIa J-LIBY OPTIMIZED SYSTEMS SOFTWAREI ]- >0LIRESTOR)}E OLD GAME? (Y/N) I ]- 6B/2.2 A.2IY /2ILJ JE`.2IY /2I.2IN /2ILH >0LJJNUMBER OF PLAYERS)}? 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