(for reference: http://en.wikipedia.org/w/index.php?title=McRib&oldid=393647524 )
Everyone is excited about the McRib. I went to wikipedia, curious if the sandwich actually has any rib in it. Spoiler: it does not.
Wikipedia goes on to mention that the sandwich was invented by Derek Plowman, but did not actually mention the year he invented it (actually, it did, I just didn't see it because of the misformed sentences). There was a reference though, so I went to look at it.
There are two references for Derek Plowman:
1 is for the text "The sandwich was originally created by McDonalds employee Derek Plowman" and points to the facebook page for Derek Plowman: https://www.facebook.com/derek.plowman
2 is for the text "The only thing that hasn't changed from the original sandwich is Derek's BBQ sauce" and points to the twitter page for Derek Plowman: https://twitter.com/DerekPlowman
Neither of these seems to have anything to do with the McRib. Well, maybe this is just a prank, and there's another Derek Plowman?
Googling Derek Plowman McRib only yields the Robert Sietsema article in the Village Voice, where Sietsema "According to Wikipedia, the product was invented by Derek Plowman and added to the regular menu of the chain in 1981." http://blogs.villagevoice.com/forkintheroad/2010/10/here_comes_the.php
So, what's going on here? Wikiblame traced the addition to wikipedia as a mere two days ago: http://en.wikipedia.org/w/index.php?title=McRib&diff=393268031&oldid=393150562 RobotMike only added a few sentences about Plowman, with these bogus citations.
RobotMike's other contributions were an attempt to add an image to this page, and some vandalizing of the Max Plowman page to change his name to Derek: http://en.wikipedia.org/wiki/Special:Contributions/RobotMike
From what I can see, this prank has succeeded in getting Plowman immortalized in the Village Voice. Is it time to create a circular reference - changing the facebook ref on the wiki page to point to the now in-print evidence that, indeed, Plowman created the McRib?
This appears to be unrelated to the Derek Plowman who died in Iraq: http://www.iraqwarheroes.com/plowman.htm
-- Alex Lozupone, creator of the McDLT, al UNDERSCORE ex AT dogandpanda.com
Earlier today, I walked by a subway ad showing a new NBC show about, from the looks of it, a black couple who appear the be under cover cops.
Hence the pun title, undercovers. Double meaning, get it?
Note the other double-meaning on the ad. At the bottom, it says NBC: more colorful.
Either NBC deliberately tagged a show with black characters (aka colored people) as "more colorful", or this "coincidence" slipped by all of their marketing people. Either way, it's worth noting, and sits somewhere between the realms of the amusing and the surprisingly offensive.
somewhere there's music moon - stars - oh, the planets flying through the skies right before your eyes, you can see everything that's happening through the skies
music - somewhere how high the moon? everybody's wondering hey - everybody's wondering how high how high the moon the moon never wonder how low you are how far?
somewhere music - how high the moon? ey, the stars everybody's flying through the stars, through the skies, the moon through the sun round and round jupiter - pluto - mars -stars every planet around through the skies zoom zoom zoom they will be orbiting you let's orbit the moon and the moon moon moon i'll orbit going round round round through the stars, skies sailing zoom here they come there they go they are flying speedng at 982 thousand million miles an hour they're really flying!
(solo)
say - everybody's wondering how how how how how high the moon we know - because we were sailing by the moon we looked at the stars down below say, you know we're sailing sailing round and round we're going to orbit, orbit the moon, the sun, stars, pluto jupiter mars, all the planets
what we gonna do when the planets all meet together and say: hello there how are you? big ol explosion that's really gonna really have a wailing time
when they have those sunday afternoon jam sessions they have 582 million 322 billion saxophones all wailing at once time oh must be real crazy really really wowzie
say do you know what they have on the moon? listen now they raise potatoes tomatoes, potatoes and tomatoes potatoes potatoes the size of the hollywood bowl how do they peel them? they peel them with a bulldozer oh, just imagine a nice big bowl of potato salad
say the moon moon here they come - there they go!
music - somewhere how high the moon? everybody's wondering hey - everybody's wondering how high how high the moon the moon never wonder how low you are how far?
somewhere music - how high the moon? ey, the stars everybody's flying through the stars, through the skies, the moon through the sun round and round jupiter - pluto - mars -stars every planet around through the skies zoom zoom zoom they will be orbiting you let's orbit the moon and the moon moon moon i'll orbit going round round round through the stars, skies sailing zoom here they come there they go they are flying speedng at 982 thousand million miles an hour they're really flying!
(solo)
say - everybody's wondering how how how how how high the moon we know - because we were sailing by the moon we looked at the stars down below say, you know we're sailing sailing round and round we're going to orbit, orbit the moon, the sun, stars, pluto jupiter mars, all the planets
what we gonna do when the planets all meet together and say: hello there how are you? big ol explosion that's really gonna really have a wailing time
when they have those sunday afternoon jam sessions they have 582 million 322 billion saxophones all wailing at once time oh must be real crazy really really wowzie
say do you know what they have on the moon? listen now they raise potatoes tomatoes, potatoes and tomatoes potatoes potatoes the size of the hollywood bowl how do they peel them? they peel them with a bulldozer oh, just imagine a nice big bowl of potato salad
say the moon moon here they come - there they go!
http://en.wikipedia.org/w/index.php?title=Ben_Matlock&diff=343231781&oldid=338986992
Matlock has also been known to soil himself during objections.
http://en.wikipedia.org/w/index.php?title=Ed_Balls&diff=prev&oldid=347925833
(replaced image of British politician Ed Balls with a picture of someone's balls)
http://en.wikipedia.org/w/index.php?title=The_Legend_of_Zelda:_The_Wind_Waker&diff=340226234&oldid=340217775
The music has an influence From The band [[Deep Purple]]...
http://en.wikipedia.org/w/index.php?title=Bedbug&diff=329829751&oldid=329768030
Instead of inserting their [[genitalia]] into the female's reproductive tract as is typical in [[copulation]], males instead pierce females with hypodermic balls and [[Ejaculation|ejaculate]] into the body cavity.
http://en.wikipedia.org/w/index.php?title=Superman_(film_series)&curid=12108230&diff=309778401&oldid=309718061
Superman still wins because he has his own energy drink
http://en.wikipedia.org/w/index.php?title=Deerhoof&curid=863580&diff=295652381&oldid=292954649
[[Category:Deer-named bands]]
http://en.wikipedia.org/w/index.php?title=Bing_(search_engine)&diff=295479798&oldid=295418182
Steve Ballmer recently revealed in an interview with Wired magazine that his original inspiration for the name came from the character [[Chandler Bing]] from the popular US sitcom "Friends".
http://en.wikipedia.org/w/index.php?title=H._Jon_Benjamin&curid=1733067&diff=293720231&oldid=293706232
Benjamin appeared in the "final" episode of Aqua Teen Hunger Force:live-action as the incredibly handsome and very sexy live-action alter ego of Master Shake.
http://en.wikipedia.org/w/index.php?title=Teeth_(film)&curid=21132240&diff=293138296&oldid=293116605
Difu Onumonu as the teeth
http://en.wikipedia.org/w/index.php?title=Hugh_Laurie&curid=151381&diff=291309623&oldid=291308595
occupation = Actor, comedian, writer, musician, olimpic shotput gold medelist
http://en.wikipedia.org/w/index.php?title=Google&curid=1092923&diff=291204530&oldid=291202182
Google also has a feature in which you can have [[sex]] with a amazing hot girl with a tight vagina.
http://en.wikipedia.org/w/index.php?title=Michael_Steele&curid=502207&diff=291181260&oldid=291172083
He was also the original lead singer of Chumbawumba.
http://en.wikipedia.org/w/index.php?title=Talk:Batman&curid=4732&diff=288713449&oldid=288690244
We might as well call Barnie gay, Big Bird gay, or Dora the explorer gay. These are all things intended for children; and thus are vastly naive regarding the potential symbolism. And largely innocent of the double entendres and ennuendo that more adult material would have.
http://en.wikipedia.org/w/index.php?title=Rahsaan_Roland_Kirk&curid=41538&diff=288596847&oldid=284578270
Rahsaan Roland Kirk did not have a thing for Amish people.
http://en.wikipedia.org/w/index.php?title=Colin_Quinn&curid=483018&diff=288504979&oldid=285676847
Colin Quinn: influenced = [[Emerson, Lake, and Palmer]]
http://en.wikipedia.org/w/index.php?title=Labrador_Retriever&curid=79280&diff=286239680&oldid=286134298
Labradors as a breed are curious, exploratory and love company, they also have alot of sex following both people and interesting scents for food, attention and novelty value.
http://en.wikipedia.org/w/index.php?title=Stephen_Fry&curid=63401&diff=281717912&oldid=281716147
He has also presented his [[2008 in television|2008]] television series ''[[Stephen Fry in America]]'', which saw him travelling across all 50 [[U.S. state|states]] in his underwear.
http://en.wikipedia.org/w/index.php?title=2001:_A_Space_Odyssey_(film)&curid=34682&diff=280566453&oldid=280447585 *'''Brian "Big B" Hollaghey as the monolith
http://en.wikipedia.org/w/index.php?title=Captain_America&curid=7729&diff=268372791&oldid=268363800
However it has been surmised by many serious comic scholars, including James Shorington and Sir Reginald Blakely III, that Captain America would not be able to defeat several other high profile comic book characters from other comic universes, including Batman, Smiley Bone from the Bone series, Archie of Archie Comics fame, and Howard The Duck.
http://en.wikipedia.org/w/index.php?title=The_Powerpuff_Girls&curid=51679&diff=267973363&oldid=267973306
Mr. Thomas jefferson was the first person to give a verbal review to the public about the powerpuff girls.
http://en.wikipedia.org/w/index.php?title=Soba&curid=147812&diff=267529025&oldid=262976126
People eat "Toshikoshi soba" because they wish to live like soba, thin and long.
http://en.wikipedia.org/w/index.php?title=Misfits_of_Science&diff=259214711&oldid=258498834
The character was shy and struggled socially, and despite being so tall and so black, he played [[basketball]] poorly.
http://en.wikipedia.org/w/index.php?title=Brian_Posehn&curid=2434904&diff=247917763&oldid=247917595
His dick tastes like pinkberry and cures the blues.
(this one is actually in Brian Posehn's standup act)
http://en.wikipedia.org/w/index.php?title=Sarah_Silverman&curid=1152227&diff=270092652&oldid=270003299
Sarah Silverman also dated a 28 year old Jew named Matthew Goldhirsh. They had hot hot sex every night.
http://en.wikipedia.org/w/index.php?title=Stephen_Fry&curid=63401&diff=270550301&oldid=270549999
http://en.wikipedia.org/w/index.php?title=Stephen_Fry&curid=63401&diff=270827562&oldid=270675096
'''Stephen John "My Bottom is a Treasure House" Fry''' (born 24 August 1957) is
an England|English actor, comedian, author and television presenter.
http://en.wikipedia.org/w/index.php?title=Google&curid=1092923&diff=271105249&oldid=271103330
At the beginning of January 2009 Google announced a new software allowing the tracking of your friends via their mobile numbers. It would be available to anyone who signed up to see exactly where their (also signed up) friends are. This however has received heavy criticism from unions as well as the group [[No2ID]]. These groups believe it could be abused by employers to track workers down calling in sick, however Google have said it is only available to those who sign up and that employees should not be calling in sick when they are not anyway.
http://en.wikipedia.org/w/index.php?title=The_Powerpuff_Girls&diff=277467595&oldid=277450241
'''Buttercup''' (voiced by [[Elizabeth Daily]]) is "the tough one". Her signature color is light green, and she has short black hair in a flip. She was named because "Buttercup" begins with the letter "B" like her sisters, much to her chagrin. She is a tomboy and is easily enraged. She sometimes takes out her agression doing sexual acts on the Professor. As he is a timid character, he usually plays her slave as she gets naked and bites him in various places. Sometimes her aggression gets the better of her, making her reckless and stubborn.
http://en.wikipedia.org/w/index.php?title=Michael_Steele&oldid=279252834
http://en.wikipedia.org/w/index.php?title=Michael_Steele&diff=279262129&oldid=279252834
image= Close up of an Oreo cookie.JPG
![]() |
![]() |
||
|
|
|||
|
|
||||||||||||||
|
|
DOCTOR WHO
State of Decay
|
|
||||||||||||
|
|
||||||||||||||
|
|
CASSETTE ONE
Side One.
Tart One
|
|
||||||||||||
|
|
CASSETTE TWO
Side One
Part Three
|
|
||||||||||||
|
|
||||||||||||||
|
|
||||||||||||||
|
|
Side Two
Part Two
|
|
||||||||||||
|
|
Side Two
Part Four
|
|
||||||||||||
|
|
||||||||||||||
|
|
||||||||||||||
|
Trapped in an alternative Universe the Doctor lands on a sinister planet ruled by an unholy trio of tyrants. Aided by Romana and the faithful K.9, the Doctor must discover the dreadful secret of the Dark Tower and face the awakening horror that lies beneath it.
|
||||||||||||||
|
|
||||||||||||||
|
|
3hdtpgraph©BBC
|
|
||||||||||||
|
|
||||||||||||||
|
5010946551745
|
||||||||||||||
|
|
||||||||||||||
|
|
||||||||
|
|
|
|
||||||
|
I Psalm 9 - "We just played to the walls forever."
I Like many bands on their debut albums in the early 1980s, Trouble knew the first rule of I freaking out young metal heads: no band pictures; instead, creepy but somewhat rough I illustration and a band name that only hinted at... trouble. A sense of mystery ensues, H fueled by lack of press, and in Trouble's case, frightening fire and brimstone lyrics of a I sword-wielding Christian bent. But the mystique crumbles without music to back it up, and I on that front, Trouble delivered, turning in a white-knuckle display of nerves-frayed doom, I its particular quake not felt since early Sabbath, or perhaps, in trace elements, through the I work of Angel Witch and most quantifiably, Witchfinder General.
I Conspicuously though, these were Americans, working in a hippie-hazed and enigmati-
I cally Beatles-crazed vacuum out in Chicago. And with Eric Wagner howling in pain tales of I Christian retribution over rumbling sheets of doom, Trouble had on their hands a record I
I that was instantly and universally hailed as a foreboding force of metal, something rough H and unhewn to the point of feeling unbridled, as if Trouble were a mere conduit for a greate
I force, one that synergistically and potently emerged through a melding of electricity and 1
I God-awfulness.
I Into the harrowing music at hand, opener "The Tempter" was most definitely a sledge of
I might, as was the more rock n' rollsy "Assassin" and the venomous "Bastards Will Pay,"
I perhaps the album's biggest anthem. Toward the end, "Psalm 9" turned into a confused,
I erstwhile title track when the band decided to do a second self-titled album in 1990. All
|
"Well, over the years, everybody found out that I was The Tempter," laughs Eric, look-i ing back. "I just have a way of talking people into things and getting my way sometimes ■ (laughs). But no, like 1 said, just like everybody else, when metal first started back then, : like Metal For Muthas, Angel Witch... everything was really gothic and doomy and 1 I would get my lyrics out of Bible too. But 1 thought in the early days 1 was maybe a little
J
blunt with stuff and as I got older and more experienced writing lyrics 1 just tried to become a little more poetic. I started reading books by William Blake, Rimbaud, Baudelaire. I was big into The Doors and Morrison, and that's where 1 got those references from, from I reading books on Morrison. He was reading that stuff, so was like, let's check that out." I We actually got together, I think it was in 79,' explains guitarist Rick Wartell, charting
the path to the legendary sessions for the record in California, "and we played only maybe one or two shows a year, and we would practice for five nights a week, like all the time. We never missed practice. We just played to the walls forever. So we actually had that record and the second one pretty much written at that point. So it was just a matter of which I songs we wanted to put on what record. The trip up to L.A. was an experience, these young kids going out there in a van we bought (laughs), and we were hauling our equipment in a U-Haul which ended up rolling over on the highway, which ended up laying all over the middle of the road. It was pretty close; we ended up sliding off the road and hitting a guard > rail, just missing going over the edge of the road by about a foot. And just a note on L.A. -l Brian Slagel put us up in the Tropicana Hotel, which was pretty cool. It was a big suite and
there were all these rock bands staying there. So it gave us a taste of what was really going JH I on out there..."
|
|
||||||
|
|
||||||||
|
|
||||||||
|
|
I told, the album surged then skulked almost catatonically, before energy built for another
I attack, the canny sequencing making for a metal trip with huge stakes - an eternity of bliss
I or of damnation.
|
|
||||||
|
|
||||||||
|
|
||||
|
|
"I was brought up Catholic" sighs Eric, in closing, again grasping with his strange, metaphysical lyrics. "But you have to remember, back then in the early '80s, all the metal was kind of Satanic, and 1 didn't get into that vibe. And these people were talking about God too, and the Devil, and cut your mom's throat out and shove her heart up her butt. So as far as writing lyrics, 1 wasn't trying to save anybody, but just explore my life. Because you ' don't understand when you're 20 years old; you don't know what's going on. You're doing acid and stuff, so you're kind of like, what is the meaning of life? And 1 thought some of those subjects were cool too. I mean, the Satanic stuff wasn't totally new either. You look at Lucifer's Friend's first album, those lyrics could have been written by Slayer or Witch-finder General. So I think it was more Metal Blade trying to be cute or something, with everything being called black metal, why not call us white metal, which is a bunch of crap. . We were just five dudes playing heavy fuckiri music. I was learning how to write lyrics. I had 'The Tempter' which I thought was cool, but 1 wasn't preaching like Stryper or any-I thing. So why did we get all the shit? I mean did Slayer believe in the devil and have black masses and stuff? Whatever."
Martin Popoff, 2006 ^^^^ ^^^fl
|
|
||
|
|
||||
|
|
||||||
|
|
I The Skull - "Suicide and death and drugs"
Trouble followed up their ground-breaking debut album a year later with a record | I that is looked upon as perhaps the doomiest and darkest and sludgiest of the I band's bleak and parched catalogue. Congruent with this surrender to anguish r was a new boominess to Jeff "Oly" Olsen's drum sound, which allowed the latent I groove of the bands chug to really sink in.
I Plus, when guitarist Rick Wartell opines that the band "wanted to be as heavy as I Black Sabbath with the double guitars of Judas Priest," you really have to tip your % I hat to The Skull for taking Trouble there. The twin leads of Wartell and Bruce I Franklin come at you in waves, especially on classic opener "Pray For The Dead," J I which closes with one of the key arch-Trouble moments of the whole catalogue, I Eric making his solemn exhortation over heaving axe howlings as inspiring as I those all over Priest's Sad Wings Of Destiny. "Well, Bruce is really clean," laughs
Wartell, contrasting the two guitar styles. "He's super clean; the guy is phenom-I enal. He's got a real Ritchie Blackmore feel to him, a real heavy blues feel; he's aweS I some, a great riffer and a great songwriter. And I'm more like a Michael Schenker,
but just not as good as Michael Schenker. I play more in his style, but I'm kind of 1
sloppy, more raw."
s Songs like "The Wish," "Wickedness Of Man" and the closing title track almost blended into each other, some of the creeping paces paving the way for the rise of I the slow-motion British doom boom of the mid-c90s, with Paradise Lost, Anath-.-ema and My Dying Bride trying to capture the fatal majesty of a Trouble fully.ijitp
r"" ..." ,
|
|
||||
|
|
"Most of those songs were already written when we did the first record," explains Rick, with respect to The Skull's torturedl^ssons. "But a lot of lyrics weren't finished at that point; it was basically Eric that needed to get to work on that stuff. And just from being with Eric and talking tcUiim over the years, from ■ what I understand, that was the most depressing time in his life, when he wrote the lyrics to that album. And it kind of shows. When you listen closely to what's I going on in there, he sings a lot about suicide and death and drugs. There were I just a lot of bad things he was going through." jj
"I was working in this kind of rock shop thing," says Eric, asked abour|j|e cover I art, the most frightening and ghoulishly psychedelic of the band's canon^j|nd I the manager of it started helping us with our merchandise. We'd sell t-shirtsahd m stuff out of there, and his brother painted it. He actually did the first two. I don't\ I know where the first one is, but I have The Skull, the painting, hanging in my little place that I hang out in downstairs."
Trouble's oppressive, aggressive and vengeful Christian themes continued
unabated within the context of this territory-establishing second record. "As
I've said, a lot of metal bands were singing about Satan and that kind of crap," , |
argues Eric. "But I,grew up Catholic and stuf^so I wasn't into that end of it. I
mean, even though I really went along Mtn'eye*rybody else,* I just wasn't*"pro' I
that. I don't know wh^t the big deal is anyway, you know? Actually I probably
said just as many Satans as they did, but you know, irf a different way. I wasn't' , Jfl
out there trying to save anybody. I was just exploring my life",**» .. " I
|
|
||||
|
|
||||||
|
|
||||||
|
|
||||
|
|
![]() |
|||
|
|
Essentially not much has changed with respect to Eric's unique, acidic, acrimonious world view over the past 25 years of dishing the doom. "I get turned off by a lot of things," says Eric, world weariness in his voice, "especially these born again- f ers. They think they're right. Me, you know, I'm standing there... I got long hair, I'm wearing a cross, hey man, rock cn' roll, the devil. And I'm like, hey buddy, you f just did it right there. You are passing judgment on me. So right now you are just I full of shit, so get out of here. So I'm turned off by all that. I don't really believe in religion. It's a hard question, I think you just try to do what's right, you know? 1 People are human and I'm the same way. I've done things I regret, stupid things I've done after drinking a bottle of Jack or whatever. But you just know what's right or wrong. I don't believe in religions because I don't believe everybody can be right. There is only one way. But I do believe there has to be something better than this, because otherwise there'd be no purpose for us being here, going through all this misery, the pain, the suffering, and money, people dying, people J getting killed and the drugs. I don't believe we're just put into a box then in the .
ground, done. Otherwise, I see no point."
Martin Popoff, 2006
|
|||
|
|
||||
|
|
||||
|
|
||||||
|
|
I Psalm 9 - "We just played to the walls forever."
I Like many bands on their debut albums in the early 1980 s, Trouble knew the first rule of I freaking out young metal heads: no band pictures; instead, creepy but somewhat rough I illustration and a band name that only hinted at... trouble. A sense of mystery ensues, I fueled by lack of press, and in Trouble's case, frightening fire and brimstone lyrics of a I sword-wielding Christian bent. But the mystique crumbles without music to back it up, and I on that front, Trouble delivered, turning in a white-knuckle display of nerves-frayed doom, I its particular quake not felt since early Sabbath, or perhaps, in trace elements, through the I work of Angel Witch and most quantifiably, Witchfinder General.
I Conspicuously though, these were Americans, working in a hippie-hazed and enigmati-
I cally Beatles-crazed vacuum out in Chicago. And with Eric Wagner howling in pain tales of I Christian retribution over rumbling sheets of doom, Trouble had on their hands a record .1
I that was instantly and universally hailed as a foreboding force of metal, something rough j I and unhewn to the point of feeling unbridled, as if Trouble were a mere conduit for a greater
I force, one that synergistically and potently emerged through a melding of electricity and
I God-awfulness.
I Into the harrowing music at hand, opener "The Tempter" was most definitely a sledge of I might, as was the more rock n' rollsy "Assassin" and the venomous "Bastards Will Pay," I perhaps the album's biggest anthem. Toward the end, "Psalm 9" turned into a confused, ■ erstwhile title track when the band decided to do a second self-titled album in 1990. All I told, the album surged then skulked almost catatonically, before energy built for another I attack, the canny sequencing making for a metal trip with huge stakes - an eternity of bliss I or of damnation.
|
|
||||
|
|
"Well, over the years, everybody found out that I was The Tempter" 1; ing back. "I just have a way of talking people into things and getting i (laughs). But no, like I said, just like everybody else, when metal first like Metal For Muthas, Angel Witch... everything was really gothic a would get my lyrics out of Bible too. But 1 thought in the early days I blunt with stuff and as I got older and more experienced writing lyric come a little more poetic. I started reading books by William Blake, I I was big into The Doors and Morrison, and that's where 1 got those r reading books on Morrison. He was reading that stuff, so was like, let
"We actually got together, I think it was in 79," explains guitarist Rid the path to the legendary sessions for the record in California, "and v one or two shows a year, and we would practice for five nights a week never missed practice. We just played to the walls forever. So we actu and the second one pretty much written at that point. So it was just a songs we wanted to put on what record. The trip up to L.A. was an ex kids going out there in a van we bought (laughs), and we were haulin a U-Haul which ended up rolling over on the highway, which ended i middle of the road. It was pretty close; we ended up sliding off the ro; rail, just missing going over the edge of the road by about a foot. And Brian Slagel put us up in the Tropicana Hotel, which was pretty cool, there were all these rock bands staying there. So it gave us a taste of w on out there..."
|
|
||||
|
|
||||||
|
|
||||||
|
|
||||
|
|
C'I was brought up Catholic," sighs Eric, in closing, again grasping with his strange, metaphysical lyrics. "But you have to remember, back then in the early '80s, all the metal was kind of Satanic, and 1 didn't get into that vibe. And these people were talking about God too, and the Devil, and cut your mom's throat out and shove her heart up her butt. So as far as writing lyrics, I wasn't trying to save anybody, but just explore my life. Because you
H don't understand when you're 20 years old; you don't know what's going on. You're doing acid and stuff, so you're kind of like, what is the meaning of life? And 1 thought some of those subjects were cool too. I mean, the Satanic stuff wasn't totally new either. You look at Lucifer's Friend's first album, those lyrics could have been written by Slayer or Witch-finder General. So I think it was more Metal Blade trying to be cute or something, with everything being called black metal, why not call us white metal, which is a bunch of crap. We were just five dudes playing heavy fuckin' music. 1 was learning how to write lyrics. 1 had 'The Tempter' which I thought was cool, but I wasn't preaching like Stryper or any-
I thing. So why did we get all the shit? I mean did Slayer believe in the devil and have black masses and stuff? Whatever." __________ _________
Martin Popoff, 2006 ^^^fl
|
|
||
|
|
||||
|
|
|||
|
KAGEMUSHA: FROM PAINTING TO FILM PAGEANTRY
By Peter Grilli
|
|||
|
|
|||
|
In the late 1970s, during the long years of waiting for international and domestic funding to come together to produce Kagemusha, Akira Kurosawa returned to the pastime of his youthhe painted. Working fast and furiously, each day turning out scores of sketches and paintings, Kurosawa accumulated a unique body of work that was born as much out of despair and frustration as from a passion to create. One after another, he pulled from his mind's eye the images he visualized for the epic drama and set down on paper the scenes he ached to re-create on film.
Kurosawa began his career as a painter and had always been skilled at drawing. He decided he wanted to be an artist in his teens and later became increasingly associated with what came to be called the "Japan Proletariat Artists Group." Strongly influenced by the mannerist styles of contemporary German
|
Expressionism and Soviet Realism, young Kurosawa's painting style was forthright and dramatic: human figures rendered in powerful calligraphic lines and bold primary colors. His decision in the late l°/3°s to turn from painting to film was impelled by many factors, including intensified political pressures from the Japanese militarist government against artists and liberal writers, the need to find a more stable livelihood, and the suicide of his elder brother, who had been deeply engaged in the film industry.
Unlike directors who are drawn to filmmaking by purely literary instincts, Akira Kurosawa turned to this medium to express his visual imagination as much as his narrative interests. From the outset, he was known for the care he lavished on storyboards that he drew himself. The visual richness of all his films grew systematically out of the precise sketches and detailed storyboards he prepared for them.
|
||
|
|
|||
|
3
|
|||
|
|
|||
|
|
|||||||||
|
|
|||||||||
|
|
|||||||||
|
|
|
|
|||||||
|
|
c
|
|
|||||||
|
&*.
|
|||||||||
|
|
|||||||||
|
|
|||||||||
|
|
wm
|
|
|||||||
|
|
|||||||||
|
|
|||||||||
|
|
|||||||||
|
Scripts were almost always written in collaboration with two or three writing partners, but Kurosawa always reserved for himself the translation of prose scenes into visual images. It was a process of linking eye and brain that had always been his favorite way of working, and indeed he knew no other. But the case of Kagemusha was different. In the past, working at his customary fast pace, Kurosawa had been able to produce a new film almost every year. During his first three decades as a director, when the work was going well, his sketches and drawings had sprung immediately into three-dimensional life in a matter of only days or weeks. But by the time of Kagemusha in the late 1970s, he was having great difficulties finding support for his projects, and the pace of filmmaking had slowed. So, for nearly four yearsas he waited for funding to come through for Kagemushahe "directed" his actors and scenes in his head and set down his mental images in complex, full-scale paintings on paper.
|
A medieval samurai drama had been ie>: Kurosawa's creative mind for more than a decade. since shortly after he finished the long, difficult shoot for Red Beard in 1965- Back then it was barely more than an idea, and neither story nor concept for the film had begun to take shape. He was intrigued with the notion of multiple identities and the idea that a great historical character displayed different "faces" or even different personalities in different situations. He was also still reading Shakespeare andhaving found considerable success with his adaptation of Macbeth as Throne of Blood and his rethinking of Hamlet as The Bad Sleep Wellhad long been fascinated by the idea of a "Japanese" Lear. But in the late 1960s, the subject of the medieval samurai film remained inchoate, and Kurosawa found himself increasingly distracted by other projects and other problems.
The filming of Red Beard left him scarred with a reputation for tyrannical behavior and for flouting schedules and budgets that dogged him for the rest of his creative life. His harshest critics were unwilling
|
||||||||
|
|
|||||||||
|
5
|
|||||||||
|
|
|||||||||
|
|
|||||||||
|
|
|
|
|||||||
|
|
|||||||||
|
|
|
|
|||||||
|
|
|||||||||
|
|
l^w'-f-y^jf^'"^^
|
|
|||||||
|
|
|||||||||
|
to accept hiv perfectionism as adequate justification tor his demanding behavior, and frugal film studios feared the cost overruns that a Kurosawa project threatened. His ambitious attempt in 1968 to create a new production company with three other great Japanese directorsMasaki Kobayashi, Kon Ichikawa, and Keisuke Kinoshitaall seeking artistic autonomy, distracted him with business matters that he was neither comfortable with nor skilled at. Eventually, this resulted in the commercial failure of his 1970 film Dodes'ka-den and the impossibility of finding financial support in Japan for future films. Increasingly helpless, Kurosawa allowed himself to be drawn into the Hollywood attempt at a binational project to do a film about Pearl Harborthe disastrous Tom! Tom! Tom! When Kurosawa pulled out of that project because of artistic disagreements with the American producers, he brought upon himself international vilification and an intensified reputation for being impossible to work with. Suffering profound depression, he attempted suicide in December 1971-
|
Three \ears later. Kuros a film in Russia by Mosfilm (the Soviet national film production bureau). The experience of shooting Dersu Uzala in the severest winter conditions of Siberia brought first physical collapse and then spiritual resurgence when the film won the Academy Award for Best Foreign Film of 1976. But even with his reputation restored by this honor, the search for funding for his next filmthe epic samurai drama he had long dreamed ofhad grown more difficult than ever before. His own production company had collapsed during the long interval since Dodes'ka-den, and Toho, his customary production studio in earlier decades, was in severe financial decline and unwilling to risk the hazards of a major Kurosawa undertaking. Though the Japanese economy was otherwise booming, conservative investors were similarly nervous about the unpredictability of film productioneven with an internationally acclaimed master director at the helm. So, while his agents sought production funding throughout the world, Kurosawa withdrew again into the confines of his study
|
||||||||
|
|
|||||||||
|
|
||||
![]() |
||||
|
|
||||
![]() |
||||
|
|
||||
![]() |
![]() |
p
|
||
|
|
||||
|
at home, unable to do anything but write and paint.
Over time, the images for Kagemusha grew more complexand darker. The original fable about a great warlord impersonated by a boorish ruffian gradually took on epic proportions as an allegory about human folly and ambition. The paintings that had begun as simple sketches came to be populated with huge armies of foot soldiers surging into battle against cavalries of mounted warriors and phalanxes of riflemen. As Kurosawa's spirits darkened with the passage of time and his increasing doubts that the film would ever get made, so too did his palette, and the psychological attributes of his characters.
Thanks eventually to the support of two of Kurosawa's most celebrated admirers, American directors Francis Ford Coppola and George Lucas, Kagemusha did finally go into production early in 1979- The filming was beset with delays and difficulties (all of which received disproportionate attention from the insatiable Japanese media, hungry to document another
|
Kurosawa failure;, but in the end the crv vision of Akira Kurosawa prevailed. The paintings and drawings he had agonized over for nearly half a decade found their true life in a film whose epic grandeur harkened back to the masterpieces of Eisenstein andin the view of many film critics and historianseven transcended them.
In Kagemusha, the energy of a passionate young artist and the genius of a mature master seem to reunite. The film is as much the triumph of the painter that Kurosawa had been as a youth as of the masterful playwright he had become. It also marks the beginning of the final chapter of his astonishing career as a director. Ran, Dreams, and the other works of his late years benefit from the intensely painterly approach to filmmaking he adopted in his long, painstaking preparations for Kagemusha.
Peter Grilli is the president of The Japan Society of Boston and an expert on Japanese society and culture, with a special interest in Japanese film. He was raised in Japan, came to know Akira Kurosawa, and wrote often about the director during the last two decades of his life.
|
|||
|
|
||||
|
9
|
||||
|
|
||||
|
|
||||||
|
|
![]() |
|||||
![]() |
||||||
|
|
||||||
|
|
|
|
||||
|
|
||||||
|
|
" '3
|
|
||||
|
|
||||||
|
TALKING WITH THE DIRECTOR
The following interview with Akira Kurosawa was conducted by Japanese film expert Tony Rayns shortly after the release of Kagemusha. It originally appeared in Sight and Sound, Summer 1981.
(Japanese names throughout are in their traditional form, with the surname first.)
Tony Rayns: [Kagemusha] tells three related but distinct stories: those of Takeda Shingen, of the kagemusha, and of the Takeda clan. One could imagine any one of them being the basis for a film in itself. How did you resolve the film's structure?
Akira Kurosawa: At the beginning, something very ambiguous comes into my mind as an idea; I let it mature by itself, and it goes into several specific directions. Then I go away somewhere to immerse myself in writing the scenario. It's less a matter of working within a defined structure than
|
ot letting myself be moved bv the characters 1 ve chosen to work with. I always try to start with the first scene. I myself don't know what direction it will take from there; I leave everything to the natural development of the characters. Even if my collaborator suggests that we should do something specific the next day, it never works out as foreseen. The spontaneous development of the characters is the most interesting part of the writing process for me.
In the case of Kagemusha, I was working on an adaptation of King Lear (which production costs have so far prevented me from turning into a film), and I was researching the Sengoku Jidai period (the clan wars of the late sixteenth century). I grew very interested in the Battle of Nagashino, which remains a question mark in history. No one has satisfactorily explained why all the taisho of the Takeda clan should have died, while not one taisho of the Oda or Tokugawa clans did. I started to consider ways of tackling this interesting question. It occurred to me that Takeda Shingen was known to have used many kagemusha [doubles], and I thought
|
|||||
|
|
||||||
|
11
|
||||||
|
|
||||||
|
|
|||||
|
|
|
|
|||
|
|
|||||
|
|
|||||
|
|
|||||
|
% ;?,
|
![]() |
||||
![]() |
|||||
|
'^W^^J^Ag^j^
|
|||||
|
|
|||||
|
roaching the historical enigma through the eves ot one such kagemusha 1 might keep the subject to manageable proportions. Once I'd hit on the idea of making the kagemusha a petty thief, I had to consider how this man could become so immersed in the character of Shingen that he would actually "become" him. I decided that it must be because of the strength of Shingen's own character. Then I reflected that the taisho who died in battle must also have been charmed or enchanted by Shingen. In effect, they committed suicide at Nagashinothey martyred themselves for Shingen. They must have been in love with him, if you will.
Hence, the three stories, or three strands of one story, evolved by themselves. It was never an intentional design.
|
in the histories. But it was possible to get some impressions from his contemporaries' reactions to him, which are recorded. For example, Tokugawa leyasu has great respect for him: he wrote that he considered Shingen's taisho to be his equal in rank. Oda Nobunaga criticized Shingen a lot, but he must have respected him, too, because he gave one of his relatives in marriage to Shingen's son, Katsuyori. I'm sure that Nobunaga considered Shingen his most eminent rival. Also, it was possible to draw some conclusions from the motto that Shingen raised on his battle standards: "Swift as the wind, as silent as the forest, as sweeping as fire, as immovable as the mountain." He took the words from the Chinese military strategist Sun Zi, which is interesting in itself.
|
||||
|
|
|||||
|
TR: How much is known about the actual character of Shingen?
AK: It wasn't possible to get a very specific imag the way he looked and behaved is not recorded
|
TR: You portray both leyasu and Nobunaga as much younger men than Shingen, which gives the film the general sense that something ends when Shingen dies,
and something new begins with the victors___Is that
why you cast new actors as the other clan leaders?
|
||||
|
|
|||||
|
13
|
|||||
|
|
|||||
|
|
|||||
|
A
|
![]() |
||||
![]() |
![]() |
||||
|
|
|||||
|
AK: Historically. Shingen was about fifty-two, Xobunaga was about forty, and leyasu was in his thirties. There are several historical versions of Shingen's death: the one I used in the film has him shot by a sniper, while others have him dying of tuberculosis or some other disease. I thought it would be more interesting to have him die in good health. Had Shingen lived and captured control of Kyoto (and hence Japan), Japanese history would assuredly have been very different. Once Nobunaga ruled the country, he was assassinated, and it was only then that Japan came into the hands of the Tokugawa family. It was a fateful moment in Japanese history. It is clear that Nobunaga was a genius, a much more "modern" man than the average Japanese of that time. According to the missionaries, Nobunaga knew that the earth was round and was well informed about the world situation. He was also an active importer of new objects and ideas from abroad. That was the sort of personality that defeated the Takeda clan. Of course, we cannot be sure that Nobunaga would have continued like that if Shingen had lived on
|
I cannot sav that I deliberately set out to ll
the transition from the older world to the newer. but since I was interested in the personalities of Nobunaga and leyasu (or at least in leyasu in his youth), I gave them some emphasis in the film. They stood in contrast to Shingen's son, Katsuyori. I chose the actors to play Nobunaga and leyasu partly because their faces resembled the descriptions we have of the actual historical persons, and partly to create a fresh image of the characters. Had I used stars in those roles, I think they would have created an obstruction for the audience. It would have been different if I'd shown only Nobunaga or leyasu as the central character in a film, but since their appearances in Kagemusha are relatively few and brief, I used new faces to create an immediate strong impression. Furthermore, Ryu Daisuke and Yui Masayuki were very talented actors!
TR: Katsu Shintaro (best known for his role as the blind swordsman Zatoichi)
|
||||
|
|
|||||
|
15
|
|||||
|
|
|||||
|
|
||||
|
£Z
|
||||
|
|
||||
|
if
|
||||
|
|
||||
![]() |
|
|||
|
|
||||
|
|
||||
|
|
||||
|
fe -^^/
![]() |
^g {£»«■*&
|
|||
|
|
||||
|
n^inallv scheduled to plav Shingen. Did your conception of the character change when you cast Nakadai Tatsuya?
AK: I had a fixed image of Shingen. Katsu Shintaro didn't understand what I wanted, there was an "incident," and he left the production. So it was not a case of the character changing with the casting, but of Nakadai giving me what I wanted. When I direct a film, I need to have actors who can follow my directions.
TR: Turning away from Kagemusha for the moment, can you describe the Japanese film industry's apprenticeship system as you experienced it in the thirties?
AK: People sometimes speak of "apprenticeship" as a characteristic of the Japanese film system, and there may be some directors who experienced their training as such, but in my case it was emphatically not so. In the thirties, I did work as assistant to
|
\amamoto Kajiro. but I *>>as comp. :o
do whatever I wanted. Our relationship was less that of a teacher and pupil than that of elder and younger brothers. Yamamoto's greatness was that he tried to accept all sorts of talents. At that time, the PGL company itself was very small [Kurosawa gestured toward the Toho Studio buildings outside the window]only two buildings over there, and very little ground space. The company's policy was to regard assistant directors as cadetsa kind of elite-to-be. Assistants were supposed to involve themselves in every stage of production; then they would be promoted to chief assistant, whereupon they were supposed to learn leadership, how to guide a team in one direction. A chief assistant had to do every imaginable kind of job, including that of producer.
There were two pillars in Yamamoto's training policy: scenario writing and editing. He considered that a good director must be a scenario writer, too, and let me write a lotscenarios were my main source of income. He also let me do a lot of editing;
|
|||
|
|
||||
|
17
|
||||
|
|
||||
|
|
|||
|
in the later part of his career. I edited almost all of his films. That was immensely helpful to me.
When I worked as Yamamoto's chief assistant, I was especially impressed by his ability to direct actorsthe way he'd tell them that such-and-such was right or wrong. I hardly noticed details of performance myself at the time and began to think I lacked the capability or talent to become a director. Yamamoto reassured me. He pointed out that he'd written out the scenario himself and thus had a mental image of the whole thinghe could see it all clearly before he started. He said it was natural that I, as chief assistant, shouldn't notice such matters. I wasn't convinced at the time, but when I began directing myself, I found myself standing beside the camera saying things like, "Very good, go ahead" and so on. I suddenly realized that everything was very clear to me too.
TR: You entered the film industry in a climate of militarism, and you began directing when Japan
|
was actually at war. Do you think your career would have developed differently if the national situation had been different?
AK: During the war years, I was mainly writing scenarios. I presented a lot of them to the company, but internal censorship was very strong, and many of my ideas were ruled out. It made me very angry, and I tried to put up a strong resistance. It was a long time before I succeeded in shooting Judo Saga (Sugata Sanshiro). I didn't enjoy those struggles at the time, but, looking back, I see that they were a good preparation for later struggles against the company's money-men.
There was no freedom of expression during the war. All I could do was read books and write scenarios, without having any real outlet for my own feelings. Dersu Uzalawas one of the ideas that came to me then. Like other ideas, it underwent a process of fermentation and maturing, rather like alcohol. Those ideas exploded once the war was over. Looking back, they were happy days.
|
||
|
|
|||
|
19
|
|||
|
|
|||
|
|
|||||
|
5
|
|||||
|
|
|||||
|
|
^
|
|
|||
|
|
|||||
|
TR: And were there problems with the U.S. censors after the war?
AK: The first American-appointed censor who came to supervise the company after the war was a very mean-spirited leftist. I was working on The Men Who Tread on the Tiger's Tail and he didn't report properly to the Occupation Forces, and so they took it that I was shooting something dubious. The finished film was banned from public showing because it was considered "feudalistic." But the next inspector was a more moderate man: he looked at the film and couldn't understand why it had been suppressed. Finally, it was shown.
TR: What effect did these pressures have on the films made at the time?
AK: This sounds paradoxical, but in one important way the military faction did play a role in advancing Japanese film during the war years. Before the war, the themes,
|
settings, and subjects of films were very limited. With the advent of the strong army and navy, the authorities wanted us to go into new areasfor example, they wanted us to make a film in the shipyards, which nobody had done before. But the trouble with the military was that they wanted to restrict expression: they only wanted films that would support their cause. However, the fact that we begin to dare to move into new areas was good for the overall development of films in Japan.
TR: Were there Japanese films that you remembered from your youth when you began directing?
AK: I saw hardly any Japanese films when I was very young. It was only when I started training to become a director that I saw a lot of Japanese films, first silents, then sound films. There were many fresh and interesting Japanese films in those days, and I learned a lot from them. But I was also very intrigued by the work of important foreign directors like King Vidor,
|
||||
|
|
|||||
|
21
|
|||||
|
|
|||||
|
|
|||
![]() |
|||
|
|
|||
|
Rouben Mamoulian, and William Wyler; their films became an important basis of support for my life afterward. And I absorbed a lot from the French avant-garde and the German Expressionists.
TR: How easy was it to reconcile your tastes for certain non-Japanese culture with a traditional Japanese upbringing?
AK: It was a requirement at a certain level of society to learn about Western culture and civilization. I believe, though, that foreign people make too much of this. I also studied the Japanese classics, ancient music, and Noh theaterI've perhaps studied classical Japanese more than most people in my country. But nobody makes any mention of all that. I think I was able to harmonize the two strands without any contradiction.
TR: Perhaps people don't mention your classical education because they take it for granted from your films__
23
|
Ak.: Japanese traditional culture was promoted verv strongly during the war, and so there were more opportunities then for me to be exposed to the traditional arts, from theater to painting. During those war years, when directors weren't really allowed to say anything, we used to get together to construct haiku poems to relieve our frustration. It's funny to look back at it, but in fact that was very helpful, too. After the war, when we were free to do anything, I sat down one day to write haiku again and found that I couldn't. Haiku can only be constructed through concentrated effort, and it was a great help to me to learn this the hard way. I think that the only way to make a successful film is to apply the same kind of very concentrated interest in one thing.
TR: Did the success of Rashomon at Venice affect your position at home?
(
|
||
|
AK: It made a tremendous difference. After Rashomon, I shot Scandal and then The Idiot. The
|
|||
|
|
|||
|
|
|||
|
latter was so badly received bv the critics (some of whom are still writing today) that I had a lot of difficulties. I was scheduled to make a film for the Daiei company, but they cancelled it because of the reception that greeted The Idiot. Since I was living close to the Tama River at the time, I thought I wouldn't do much of anything except go fishing. So I went fishing one day, and my line broke. In our culture, that seems like a bad omenI thought one bad thing would follow another. I cycled back home, and my wife came out to greet me, saying, "Congratulations." I was in no mood to be congratulated for anything. Then she explained about Rashomons prize at Venice. The film had been entered in the festival without my knowledge. After its win, all the companies came rushing to me, asking me to make films for them. Had I not won the prize, I would have been forced to remain silent for a considerable time. Thanks to Rashomon, I was able to go on to make Ikiru.
25
|
TR: After that, was it your deliberate policy to alternate jidai-geki and gendai-geki (period and contemporary subjects)?
AK: Nothing I do is "intentional" in that sense. Everything comes very naturally. If I make a heavy, serious film, then afterward I want to make something light, which anyone can enjoy. For example, after The Lower Depths, I made The Hidden Fortress. It's almost a biological need on my part. Whatever film I make is what I want to do at that moment.
TR: What prompted your partnership with Kinoshita, Kobayashi, and Ichikawa in the Yonki-no-kai company?
AK: We wanted to form a group to become the "nucleus" of Japanese film. We wanted to make films without having to fight for them at every step. We set out quite idealistically, thinking that
|
||
|
|
|||
|
48999999999999999999999�
|
|||
|
|
|||
|
|
|||
![]() |
|||
|
|
|||
|
if we added D'Artagnan to the Three Musketeers. we'd have Four Musketeers (Yonki-no-kai). We thought it was a way to rescue Japanese cinema. The association foundered on the fact that we all have strong individual personalities. As you know, the only film the company produced was Dodes'ka-den.
TR: Why did it take yon ten years to make another film in Japan after the failure of Yonki-no-kai?
|
I~\ . \\ hat would make them travel to the cinema and pay money at the box office? A very good film. Making real films seems to me the only way to win the battle with TV. The film industry has become too defensive. It's time to take the offensive.
TR: How would you compare your ambitions for Yonki-no-kai with the efforts of young directors today, who work for organizations like the ATG?
|
||
|
|
|||
|
AK: The main reasons were financial. The Japanese companies all became fairly inactive, and none of them would allow me to make the films I wanted to make. I don't believe this decline is attributable to TV; I think there is a fundamental difference between TV and the cinema. It takes a certain amount of confidence to produce films for the cinema, "film-films," as it were. What the Japanese companies are producing are copies of TV. I don't find it surprising that audiences prefer to stay at home and watch these things on
|
AK: In our case, it wasn't so much that we faced enemies as that we wanted to make good films. Unless we made good films, we wouldn't be able to wage a war. The young directors today are working like that because they have no alternative. More favorable conditions should exist for them. The requirements given to young directors in the independent sector are too similar to those given by the established companies. Budgets are too limited, and the organizations are essentially profit motivated. It's bad for young people to
|
||
|
|
|||
|
44999999999999999
|
|||
|
|
|||
|
|
||||
![]() |
![]() |
|||
|
|
||||
|
have to work in such adverse conditions.
But 1 also feel there s a problem about the attitude of some of the young directors. They feel that they have to make a more "abrasive" type of film in order to attract audiences, or they make films motivated only by their own personal interests. I don't think those are the ways to attract audiences. On the other hand, the only thing that all film directors have in common with the film companies is a concern for the size of the audience. In other words, although it may not be our intention to make a lot of money from our films, we do want to make films that will be seen by as many people as possible.
TR: For the record, can you outline how Kagemusha was eventually financed?
AK: I was in America for the Oscar ceremonies when I met George Lucas and Francis Coppola. They approached me and said that they'd learned a
|
)m my films. Lucas, in particular, said that he would like to assist me in any way he could. At the time, I was trying to negotiate terms for the Kagemusha project with Toho, and we had reached a virtual standstill. Since it was the first time I had met them, I couldn't tell them that I was lacking money for a project. But someone must have mentioned my problem to them, because they went to Twentieth Century Fox and persuaded Alan Ladd Jr. to invest in the film in return for the rights outside Japan. The amount that Toho was willing to put up was not adequate to make the film, and Fox came forward with the balance.
The Japanese film industry has always projected profits on the basis of domestic box-office grosses alone. I believe that we should also be taking account of the world market. Since Kagemusha is the first instance of a foreign company investing in a Japanese production, I've been willing to tour around Paris, New York, Los Angeles, and San Francisco with the film, promoting it.
|
|||
|
|
||||
|
29
|
||||
|
|
||||
|
|
|||
![]() |
|||
|
|
|||
|
stepping-stone for the rescue of Japanese cinema from this disastrous lack of confidence in the abilities of film directors to attract an audience.
TR: What do you see as the international possibilities for Japanese film?
AK: I believe that film is one of the best ways to help foreign countries understand Japan, and vice versa. I don't think Japan is very well understood as yeta TV series like Shogun wouldn't be made if it were. I'm sure there will be more instances of coproductions with other countries. I think it's important to establish a kind of global film culture. Marx wanted workers to unite! That's the kind of
effort we film directors should be making__
Basically, the present situation is chaotic, and nobody knows what direction the Japanese film industry will take. Non-film companies are proving increasingly ready to invest in film production.
|
-pend a great deal ot money on advertising, and they must feel that getting their brand name up there on a cinema screen at the front of a feature is worthwhile. But the attitude of the established companies remains terribly passive. If they really don't believe in the power or the profitability of films, then I think they should withdraw from the film industry entirely.
|
||
|
|
|||
|
31
|
|||
|
|
|||
|
419949999999999999999999999�
|
|||
|
|
|||
|
|
|||
![]() |
|||
|
|
|||
|
BIOGRAPHICAL SKETCHES
By Donald Richie
Best known as one of the leading Western authorities on Japanese film, Donald Richie has also been a keen observer of Japanese people and their culture. During the more than fifty years he has lived in Japan, he has written often of his encounters with friends, colleagues, and celebrities. Many of these reflections appear in his book Public People, Private People: Portraits of Some Japanese, including the following two intimate glimpses of Japanese cinema's largest personalitieswho clashed on the set o^Kagemusha.
Aki ra Ku ro s.awa
One day in winter, 1948, when I was twenty-four, my friend, the late composer Fumio Hayasaka, took me to the Toho Studios to watch the shooting of a film for which he was doing the score.
On an elaborate open set of postwar streets, ruins, shopsso detailed it looked hardly different from the neighborhood outside the
|
studioa good-looking young man in a white suit and slicked-back hair was being directed by a tall, middle-aged man wearing a floppy hat.
During a break, Hayasaka introduced me. After our halting conversation, they went back to work. I spoke no Japanese then, and they, except for Hayasaka, no English. I watched and wondered who they were and what the film was about.
The young man in the white suit was Toshiro Mifune; the tall man in the hat was Kurosawa, directing the young actor for the first time; and the film was Drunken Angel.
Then there was a spring day in 1954> and I had just emerged from the first screening of the full Seven Samurai. Never had I seen a film like itmy ears were still ringing, my eyes still watering. People gathered, talking, as they do when the film is a success. Several clustered around a tall
|
||
|
|
|||
|
33
|
|||
|
|
|||
|
|
||||
![]() |
![]() |
|||
![]() |
||||
|
|
||||
|
[loppy hat. the same man I had met six years before. So, though I could now speak some Japanese, I did not go and congratulate him as the others were doing. Instead, I stared, admired.
In late autumn, 1956, Joseph Anderson and I were in Izu, at one of the open sets for Throne of Blood, Kurosawa's adaptation of Macbeth. It was known that we were doing a book on the Japanese film and would probably be writing this picture up for the press. Toho was most cooperative.
Work was running far behind schedule, Kurosawa having refused to use a completed set because it had been constructed with nails and the long-distance lenses he was using might show the anachronistic nailheads. Both Joe and I were thrilled by this unwillingness to compromise.
The present set represented the provincial palace of Lord Washizu, the Macbeth character, and Duncan's approach was being filmed: soldiers, banners, horses, a stuffed boar slung from polesan entire procession. When an
|
lit gave the signal, it moved forward under the late autumn afternoon sun.
Above us, on a platform, were Kurosawa and his cameraman. We had spoken with the director earlier, and he had told us his plans for the scene. Now we were watching him do it. The entire afternoon was spent stopping and starting the distant procession. Sections of it were being filmed with the long-distance lenses, then refilmed, then filmed once again.
Half a year later, when we saw the finished picture in the screening room, not one of these shots was in it. I asked him why. The scenes were nice enough, he said, but not really necessary. Besides, they interrupted the flow of the picture. Both Joe and I marveled.
Then again, in late summer 1958, I was at one of the open sets for The Hidden Fortress, near Mount Fuji. After a long day's shooting, Mifune was in the bath. I was sharing it with him. It had been a difficult day, the same scene shot over and over again.
|
|||
|
|
||||
|
35
|
||||
|
|
||||
|
|
|||
![]() |
|||
|
|
|||
|
1 had noticed that, during this scene, Kurosawa's ballpoint pen stopped working. Instead of throwing it away and getting another, he had spent all that afternoon, between takes, trying to make this particular pen work.
Mifune was sunk up to his neck in the hot water. He had been in the offending scene. I mentioned the ballpoint pen. Yes, he said, I know what you mean. I felt just like that pen.. .but did you notice? He finally got it to work.
It was a cold winter day in I°/64> on the studio set for Red Beard. The picture was overbudget and long over production schedule. Not a happy time, and Mifune, with other contractual obligations, was still in full beard and unable to fulfill any of them.
By now it was known that I was writing a book on Kurosawa. This being so, I could approach him whenever he was free. He was sitting in a canvas chair, wearing a white cap and dark glasses, now that his eyes were giving him trouble. He looked dejected.
|
In order to have something to say, I told him that he really didn't look so different from the first time I had met him. Yes, he remembered the occasion, way back in the days of Throne of Blood, with Mr. Anderson.
No, I said: Back in the days of Drunken Angel, with the now long dead Mr. Hayasaka.
He looked at me and frowned. On the Kurosawa set, a mistake gets first a frown.
I don't remember that.
I observed that there was no reason he should but that it had happened. He then set to work remembering. Nothing came of it, but I remembered the nails in the abandoned castle, the ballpoint pen that would not work, the unhappily bearded Mifune. We were problemsall of usproblems to be solved.
In 1978, a summer day, I was at the Toho Studios at Seijo. No film was being made, but Kurosawa was there because that was where he had an office. He was now in his office, working.
|
||
|
|
|||
|
37
|
|||
|
|
|||
|
|
||||
![]() |
![]() |
|||
|
*x?
|
||||
|
|
||||
|
The work consisted oi drawing and painting. He had no money for his film, notorious as he was for going overbudget, overschedule, over the wishes, the commands, of producers and production companiesall so that he could create the perfect, uncompromised film.
In order to keep firmly in mind the film he next wanted to make, he was now doing it by hand. There was picture after picture of samurai, of battles, of horses. His large craftsman's hands were painting one scene after another, the movements swift and sure. He always knew just what he was going to do. The entire film was in his head, emerging through his fingers. Since he had no money, he would make the picture on paper. What other director, I wondered, would do this, would care this much and would be this immune to despair?
What was the name of this impossible film, I wondered aloud. Well, I was told, they were thinking of calling it Kagemusha.
|
h was two years later, March 23, 1980 Kurosawa's seventieth birthday, and a party at a Chinese restaurant near Seijo: his family, his children, grandchildren, staff, a few friends. And presents, lots of presents. But the best part of all was that the money had been found. Thanks to profits from Star Wars, Kagemusha would become a reality.
Watching him, I thought back to the thirty-eight-year-old director on the set of Drunken Angel. The intervening years had not made much difference. Now he wore caps instead of floppy hats; now he wore dark glasses.
Those big, strong hands were delicately opening birthday presents, the fingers precise but very firm with unwilling knots. I thought of the will that had created those films. Kurosawa turned, smiled, and with one large hand carefully smoothed the hair of a favorite grandson.
I thought, too, of that now long gone ballpoint pen, coaxed until it forgot it was broken, until it began again to write.
|
|||
|
|
||||
|
39
|
||||
|
|
||||
|
|
|||
![]() |
|||
|
|
|||
|
Shintaro Katsu
Katsu, backed up by his entourage, makes a
big entrance. He strikes a Zatoichi pose, hands
stretched out, eyeballs turned up until just the
whites showthe blind swordsman himself. Then
his eyes slide back into place, he gives his snorting
laugh and cuffs his sidekicks into the room.
All smiles tonight. Kurosawa has chosen him to play the lead in Kagemusha. This is a role he very much wants. He wants to be a big international star, not just a little Japanese one. He has often been to Las Vegas, so he knows. It is really a big American star that he wants to be.
Sitting down, his buddies around him, he keeps the table in stitches. Las Vegas girl asked him if he liked it French fashion. He had no idea. She demonstrated. It tickled. He wanted to say so. English inadequate. So he said: I no like chewing gum.
Buddies collapse, general laughter. Another funny Las Vegas story. While they were making love, she or another asked if he was ready. Given typical Japanese confusion over /s and rs, he heard
|
wrong. I no lady, he said with indignation: I gentleman. Contingent howls its appreciation, several beat the table with the flats of their hands.
Katsu, small, fat, moustached, funny when he has a good director, looks around as though surprised at these reactions, then shrugs good-naturedly: boys will be boys, says the shrug. Parodying an American gang bossOK, OK, fellas, just cool ithe adds in Japanese: And now we're going to drunk to Kagemusha, whatever that means (with his impish little grin, a trademark, cute little kid acting tough).
The first day of shooting on the Kagemusha set arrived. Katsu, veteran of dozens of pictures, was ready. So were his cohorts. He even had his own television crew to capture his performance. This Kurosawa objected to.
But I've got to have a record of my daily performance, Katsu is supposed to have said. Otherwise I won't know how I'm doing, how good I am.
Kurosawa apparently informed him that he was the director, he would tell his actor how he was doing, how good he was. On further objections
|
||
|
|
|||
|
41
|
|||
|
|
|||
|
|
|||
![]() |
|||
|
|
|||
|
irom Katsu, Kurosawa pointed out that he was using multiple cameras and that the TV crew would be in the scene.
Hey, you guys, go hide behind that pillar, the actor is supposed to have yelled, before turning to the director with: There, see? Invisible.
Kurosawa said later: If he was going to be this difficult on the first day of shooting, I could just imagine him on the last. Accordingly, he said no, the TV crew would have to go. Katsu said no, they would have to stay. Then, depending on which side tells the story, Kurosawa said, You're fired, or Katsu said, I quit.
Another party, another entrance. This one subdued. The entourage is now composed of Toei studio toughs, since Katsu is making yet another gangster film with them. Very subdued nowno Zatoichi imitations. He takes a back table, plays with his chopsticks. The boys hover around him protectivelytheir wounded leader.
I look at himfat, funny, and, I now see, lost. He is a little kid all right, but one with what his beloved
|
.Americans might call authority problems. No, no, he said to the press, being big about the whole thing:
He's an artist, you see. Me, I'm just an actor__But
also at the time just an unruly and disappointed little boy seeing how far he could push papa.
Or maybe it was different. Maybe being a big American star was too much for him. What if he tried as hard as he could and then didn't make it? What then? What if he was a. failure? Then, maybe better not to try. Maybe just back out.
Or, perhaps, neither. Maybe not much thought involved. Just interested in a good time, just someone trying to do his best. A little laugh, a little drink, a little puff. And a few palshis own "rat pack," with himself as old brown eyes.
Now Katsu is balancing one chopstick on top of the other. A few of the gang are snickering. He himself is quietly smiling, gray hair glinting handsomely in the subdued lightthe kind these places call "lighting." Soon he will give his famous laugh. Maybe even do his Zatoichi imitation.
|
||
|
|
|||
|
43
|
|||
|
|
|||
|
|
||||
|
UDER WRAPS
tked ladies (ladies?) bursting out of large per bags, astronaut moonwalking on ige, disturbing drum machine rhythms, 's keyboards galore and a vocal crisis in 5 making. These were key ingredients of 5 Under Wraps tour of 1984.
th the advent of the then new digital :hnology and more sophisticated nthesizers, we had embarked on a largely jctronic album of songs mostly devoted to ies, secrecy and subterfuge.
most Tull fans, the idea of us sounding like a cross between The Police and Thomas ilby was a little bit of a stretch in credibility. The fact was, we did it rather well. Not as >ll as Police and Dolby perhaps but, you know, rather well. Of course, I would love le and energy permitting (both short in supply at the time of writing this) - to re-record ) Under Wraps material today with real drums and a less-than-dated keyboard und. But the songs were good and the playing of M. Barre and D. Pegg was brilliant. ' vocals were as good as they would ever be, extending my usually limited range i wer like never before. Problem was, the long tour to support this performance-te »um took its toll after many weeks of concerts, first in LA at the Universal Amphith d later in Australia when some shows were cancelled or re-scheduled as a result ( /ngitis and severe vocal strain.
turning to the UK, I decided to take - for the first time - a few months away ging and switch my focus temporarily to Aquaculture and my Scottish farminc :ivities. All this turned out to be quite worthwhile as the period "off" allowed for some lection and recharging of spiritual batteries as well as the time to record the follow-up urn Crest Of A Knave. This would prove eventually to restore the faith of Tull fans -Decially in the USA - where the Nouvelle Tull sound had failed to capture the attention radio and the media in the wake of floundering changes in formats and fashions.
t, hey, you have to push the boundaries a little in the pursuit of musical adventures, point in staying forever in the clutches of 70's sounds and analogue keys, valves, am flutes and tree-gobbling guitars. Gotta move on. And then move back ain..........
![]() |
The guitars are now free of unsustainable forest choppings, the flute steams up as
|
|||
|
alway; Organs to fire u stallion
Bu-
Keyboan splendour, tech electrons in return for plastic keybo; to what they
![]() |
more power and passion, and t ids sound again like Hammond
' pianos. Martin Barre has son acuum tubes in his back pocket
chy guitar sound of rar lion Marshalls in heat. One rampant
" "artin Lancelot guy, what?
![]() |
|||
|
ittese, brought musical ideas-a-plenty wrapped up in Fender-r Rhodes had briefly decided to enter the buzzy, fuzzy world of highland bestowed freebie keys and assorted equipment on a grateful Peter, unswerving allegiance to a bad marketing plan involving inable
s. Fender never were to crack the keyboard market and soon returned best. Strats, Teles and the sublime craft of American guitar building.
The album may have lacked a real drummer but the supporting tour did not: one young Doane Big-Boy Perry advanced over the horizon like an overgrown schoolboy on a driven mission to a first and virginal encounter with an older woman. Enthusiastic and schooled in the dubious benefits of 70's Prog-rock, the Doanester put muscle back into the live performance of Under Wraps and intelligent drum arranging into the re-energising of older
material.
■llllli..
So, let's dedicate this album to the missing drums of Doane Perry. To the tour he did and the record he should have done. 20 years ago.
Ian Anderson
2004
![]() |
||||
|
|
||||
|
: :
|
||||
|
|
||||
|
|
||||
|
|
I Why? Felix made a big deal of moving to Nantucket, Mass. I The song went on to be more famous in England than here. I
I was living in Woodstock, N.Y. I moved there right after the There was a TV show in England called Weekend World, sort of II
I festival. I rented a house for two summers and then I bought a 60 Minuted type show. Four hours every Sunday. "Nantucket" II
I one. A grand house on the top of Meads meadow, where the was the theme song. Every commercial, they played part of it.
I original site of the festival was to be. They moved it to Bethel, The royalties were outstanding. Everyone there knew the song, I
I N.Y., as we all know. I loved this place at the time. The first except they did not realize it was a Mountain song. Until we I
I house I rented, Bob Dylan and George Harrison rented to played Knebworth, a gigantic festival in the '80s. When we did I
I write in. So I thought, "it's good for them, how 'bout me?" the song, a hundred thousand people all of a sudden figured I
I Felix got all pissed off I moved away for the summer and got a out it was our song. Wow! 11!!!!!!!!!!!!!!!!!!!!!! I!!! I nice house. Our manager Bud Prager told him, "instead of I finally liked the song. I liked, it even more when I did a I
I gett ng pissed off at Leslie, why not get your own place?" show with the London symphony in NYC. We played the music I
I Corky had spent quite a few summers there and told Felix, of the Beatles, Stones, Pink Floyd and The Who. Zack Starkey, I
I "come here!" Big mistake. Felix then bought a house and tried Ringo Starr's son, was the drummer. He is great and now plays I
I to take over the island! Corky's big mouth. with The Who. He told me he and his dad used to watch I
I spent that summer writing songs for our next album, which Weekend World in London just to hear that song. It is a really I
I had no title yet. All of a sudden, Felix said he wrote this song great piece of music, a real song. Story, great guitar riffs, thank I
I called "Nantucket Sleighride." I said, what the fuck is a you, it had everything. Good words and a story. Even though it I
I "Nantucket Sleighride" and what did it have to do with me and was partly about some girl Corky was banging. Just to spice it I
I what did it mean. I remember how difficult it was to learn, and I up. Nothing like sex to help a song. It was Mountain's second I
I was not a good learner then - and now, to be honest. album, and I am very proud of it after all. I sing it now that I
A "Nantucket Sleighride," as it turns out, is when in the Felix is no longer alive to sing it. We changed the arrangement a I
I days of whaling ships and fishing vessels they would go out and little. I have whale sounds from my guitar now and strings in I
I look for whales and when they would see one they would the beginning. Corky and I did this new shit just to show how it I
I throw harpoons into the whale and the whale would go down developed over the years.
I in the ocean and come up in full breach, all the way out of the Oh yeah, one more thing. I finally saw a real whale, wow! I
I water and take the long boats on a "Nantucket Sleighride" until Wow! I would have hoped that I wasn't the one eaten by the I
I he was tired and finally was harpooned to death. "Big fucking crew when they went on their "Nantucket Sleighride." I deal" I thought! As I grew up, I realized how exciting this must
I have been. The story was this guy "Owen Coffin" they went to LESLIE WEST I
I sea and got lost out there, 40 men. Ran out of food and had to November, 2002 I
I draw straws to see who would be eaten - Owen lost.
|
|
||
|
|
||||
|
|
||||||
|
|
There have been times when I did, but not this time. We were recording at The Record Plant in NYC and we had just finished Mountain Climbing! I thought, "well this sounds pretty good," and I was proud of it.
To go back first, before I finish telling what I was proud of, back when my mom took me for guitar lessons in Hempstead, NY, and I ripped the two fat strings off the guitar. The teacher said to my mom, "What is he doing? He has to learn to play a six-string guitar." I had been playing a ukulele. It had four strings so I did not know what to do with these two strings; I was a lazy f*cking guy even in those days. The teacher told my mom to take me home! She was mortified. So, we left and I thought I could now continue to play the uke and be a young "Arthur Godfrey." Uh, I was 8 years old!
She then said, "I am going to enter you in a contest on the radio and you will sing 'Jailhouse Rock.'" She must have been on narcotics to think I could win, but I figured what the hell. I did not have to go to school and that was enough for me. Wrong, the show was on Saturday, and there was no school. My mom said, "You will definitely win this if you practice." Well mom was always right, right? Wrong. I lost to a freakin' 7-year-old tap dancer in a cute dress and all you could hear on the radio was this little girl clicking away! I said, "Mom should I have worn a cute dress? I thought you said I would win?" She said it must have been fixed. Oh well, more practice.
So I kept playing and playing and my brother Larry and I started a band call The Vagrants. We were sucky in the beginning but kept getting better. Then came time to record. We could not get it good enough until we met Felix Pappalardi. We were on Atco records and they sent him to listen to us and he was going to produce a few singles. It was great - he knew his shit and we did not. So we learned a great deal. At least I thought I did.
Nothing really happened with us and him until one day I hear an album called Disraeli Gears by a group called Cream. I turn it over and see it was produced by Felix Pappalardi. Was I shocked! I said to my brother, "How come we don't sound like
|
|
||||
|
|
Cream?" He said, "because we suck that's why." So we went to the Village Theater, which became the Fillmore East. When the curtain opened, my jaw dropped and I now know what my brother was talking about. I really started to practice. And practice.
Anyway, getting back to the Mountain Climbing! album, Felix had just finished mixing it and Jimi Hendrix was in the other studio with the Band Of Gypsies recording. Felix told me to go in there and ask Hendrix if he would like to hear our album. Felix must have known him and I was scared beyond belief. But being from Queens, NY, I went in and asked Mr. Hendrix if he would come in and see Felix. He said "sure" and in he came. Felix started playing Climbing!, which led off with "Never In My Life" and Jimi really, really flipped out. He told me he loved the riff I came up with because it sounded like a horn line. Well I was now in all my glory. Now I had something that would not embarrass me. I got to play with Jimi at a club in NYC one night real late after Steve Miller finished doing his set and we jammed for an hour. He played the bass. Holy shit! Now I felt I was on my way! My mother would finally be proud.
Leslie West November, 2002
|
|
||||
|
|
||||||
|
|
||||||
|
|
||
|
L
eslie West and I met at Tiana Beach Club in Westhampton, Long Island, in the summer of 1963. The Vagrants (his band) were fired {God knows why. Something about not wearing uniform clothes on stage) and Bartholomew + 3 (my band) was hired. We wore those very precious Robin Hood outfits so at least we looked like a band. Leslie would sit with me and describe in detail how he planned on getting out of the draft. I was totally enchanted, being Canadian. I knew nothing about a draft. I had always thought it was a delightful stream of fresh air or an unwanted breeze.
I noticed Leslie was really impressed that Bartholomew +3 had a single out. It was called "When I Fall In Love" on the best label in the world, Atlantic Records. The icing on the cake was that it was produced by Felix Pappalardi. Felix would later go on to produce a couple of Vagrants singles for Atco, a brother label to Atlantic. I managed to get a hold of those singles and wore them out during the long Montreal winters. The song titles got me dreaming, "A Sunny Summer Rain" and "Beside " The Sea."
Since down deep in my soul I am really a beach bum, I used to try and book my band near the Atlantic shores, anywhere south of the border.
6
|
||
|
|
||
|
|
|||||
|
Fast-forward to spring of 1969, my new band, Energy, is being produced by Gail Collins because Felix was busy with two obscure trios, Cream and my old draft buddy, Leslie West. The name of the album was Mountain.
Fast-forward again to summer of '69 and Energy got fired from our Nantucket Island summer gig and we withdrew to the Windfall Management loft in New York for some last-minute bookings Qn First Avenue on the East Side.
Since Energy was managed by Windfall (Felix's company) and we were produced by Gail Collins (Felix's wife), we were all crossing paths on 81st Street where we had regular pilgrimages to try and cajole a few bucks out of Bud Prager, Felix's partner.
At this same time, it was more than the Summer of Love. This was the summer of Leslie West/Mountain - can you imagine?
Felix decided to make a band with Leslie and they had played a few dates in L.A. and then Woodstock with Norman Smart, who at the time was just not working out for Leslie or Felix. I happened to sniff this out while backstage at Ungaro's (NY) where Leslie West/Mountain had just performed.
I knew something was up when Felix asked me to go to Manny's and help pick out a new drumset for Norman. I gotta tell you, I was on the job like white on rice - first thing next morning. After a whirlwind drum-run at Manny's Music Store, I hightailed it up to Felix's penthouse and on the way to the den in the back of the apartment, I found Leslie with a big-shit-eater grin on his face. That was it! I knew it when Leslie said, "Felix is waiting for you in the den." The rush kicked in and didn't stop for years to come.
8
|
I loved Leslie's guitar work (from the Vagrants), but I really, really loved Leslie's voice. Then there was Felix. He was the conductor. He was the tyrant. He was amazing in those days. I've never seen focus like that in my life. He would reside at the helm and rehearse the band ten hours a day, for weeks at a time - full throttle. He wanted the very best band in the world and Leslie and myself were right there with him in his dreams.
We started Mountain Climbing!, the band's first record album in the fall of 1969, between rehearsals and gigs. Coming from a fairly woosie-sounding band (Energy), I had to build myself up like an athlete to play at the intensity and that volume. However, it was Leslie who recognized my potential writing ability and we began to play and write without Felix and Steve. Mountain performed "For Yasgur's Farm" (originally titled "Who Am I"), which was supposed to be on the first Energy album. However, Felix took it for his own and changed the name to "For Yasgur's Farm." If you listen carefully to the words, you will no doubt see there was a universal message induced by my very first LSD trip in Montreal.
I was personally very proud of that lyric because it gave me some credibility with Leslie to go on and write the lyrics to "Mississippi Queen" and co-write "Never In My Life."
"MISSISSIPPI QUEEN"
While Energy (my band in 1969) was in the middle of playing a set at a beach house on Nantucket Island, the lights went out on the entire island as a result of the entire island pushing their air conditioners to the max during a very intense heat wave that night.
|
During the blackout, I found myself playing by myself watching my best friend Roy Bailey (RIP) seduce this drop-dead gorgeous girlfriend from ihe South. She was wearing a see-through beige tlowered skintight dress. I was not only turned on by her seductive movements on the dance floor, but also swallowed a few extra soul pills. I just broke out in this rap-style drum riff with the cowbell leading the dance tempo, followed by the big nuclear warhead back-beat. And I was screaming at the top of my lungs, "Mississippi Queen. Do ya know what I mean?"
I was simply trying to get her attention in the dark. However, it was too late. Roy had moved in. . .into her dress. . .
Since a friend had been recording our set, I found myself working in the lyric (after we were fired from Nantucket 30 Acres Club) in the Windfall Management loft. The other two guys in Energy didn't think it was worth helping me write and finish the lyric so I pushed on, finished it and put it away. I felt committed to the lyrics because it was percussion and every word kept dancing, even though it was just drums and a voice "rapping."
Fast-forward to Les's apartment on Park Avenue, Leslie tells me Felix wants us to come up with another rocker for Climbing! and Leslie himself has this Southern blues lick and needs some lyrics.
I immediately pulled out "The Queen" and Leslie put it right behind the lick. We both broke down laughing at how easy that came together writing-wise. It turned out to be a different story in the studio where Felix made us play it over and over again (14-15 times). Finally exhausted in an effort to keep a steady tempo, I counted it
|
in the cowbell. Felix loved the cowbell and left it on its own to start the song.
"NEVER IN MY LIFE"
After ten hours a day of rugged balls-to-the-wall rehearsal, Felix would pack up and head off back to his penthouse and Leslie and I would hang. In our spare time (only a few minutes a day), Les and I would jam. He came up with the 16-bar snakey-time lick, a huge downbeat followed by open chords. I immediately thought to myself, "Okay, how can I make that thing rock and tumble like a train on a track (without rushing it)." Leslie hates to rush anything. So I countered the back-beat with a Latin cowbell and played the feel from the back-end instead of the typical forward four-four. Since I still had my old kit from the Energy clays. I was working with Latin dance equipment.
We hammered away between lick and chorus with a blues resolve and we had a cookin' track. Leslie belted out "Never In My Life" on the big, open chord downbeat and screamed out "Corky, finish up the lyrics and make it romantic... I'm in love."
"Never In My Life" was one of the best tracks on Mountain Climbing! and I still believe we rushed it. We played and recorded it too fast. On stage, we slow it down and it's got more balls.
Corky Laing November, 2002
|
||
|
|
|||||
|
|
||||||||||||||
|
|
What are you going to listen to next?
For a complete listing of titles available from Legacy Recordings, please visit us at: legacyrecordings.com columbiarecords.com sonymusic.com
Other titles available by Mountain
Nantucket Sleighride
Twin Peaks
Flowers Of Evil
Over The Top
The Best Of Mountain
Super Hits
|
|
||||||||||||
|
|
Chief Engineer: Bob d'Orleans
|
|
||||||||||||
|
|
||||||||||||||
|
|
Asst. Engineer: Llylhanne Douma
Cover Artist & Photographer: Gail Collins
Art Director: Beverly Weinstein
Musical Director & Producer: Felix Pappalardi for Windfall Music Enterprises, Inc.
Executive Producer: Bud Prager
Equipment & Then Some: Mick Bridgen & Sheldon Rosen
Recorded at the Record Plant, New York
Reissue Produced by Bob Irwin
Mastered by Vic Anesini at Sony Music Studios, New York, NY
Legacy A&R: Steve Berkowitz
Project Direction: John Jackson A&R Coordination: Darren Salmieri
Art Direction: Howard Fritzson
Design: Smay Vision
Photography: pages 2, 5 & booklet back cover: Gail Collins (from original LP); pages 6-7 inset
photos (excluding bottom right photo): Chuck Pulin/Starfile; inner tray card: Leslie West/Starfile;
spine sheet: Jim Cummins/Starfile; all other photos (pages 6 & 7) courtesy of the band
Packaging Manager: Abe Velez
|
|
||||||||||||
|
^TfnTfTTTfCf hkw.m
|
||||||||||||||
|
|
11-800-255-7514. New Je
|
|
||||||||||||
|
|
||||||||||||||
|
|
© 1970, 2003 Sony Music I Sony Music Entertainment Inc
|
|
||||||||||||
|
|
||||||||||||||
|
|
. Off. Marca Registrada. / WARNING: All Rights Rei > a violation of applicable laws.
|
|
||||||||||||
|
|
||||||||||||||
|
|
||||||||||||||
![]() |
![]() |
||
|
|
|||
|
|
||||||||||||||
|
|
DOCTOR WHO
State of Decay
|
|
||||||||||||
|
|
||||||||||||||
|
|
CASSETTE ONE
Side One.
Tart One
|
|
||||||||||||
|
|
CASSETTE TWO
Side One
Part Three
|
|
||||||||||||
|
|
||||||||||||||
|
|
||||||||||||||
|
|
Side Two
Part Two
|
|
||||||||||||
|
|
Side Two
Part Four
|
|
||||||||||||
|
|
||||||||||||||
|
|
||||||||||||||
|
Trapped in an alternative Universe the Doctor lands on a sinister planet ruled by an unholy trio of tyrants. Aided by Romana and the faithful K.9, the Doctor must discover the dreadful secret of the Dark Tower and face the awakening horror that lies beneath it.
|
||||||||||||||
|
|
||||||||||||||
|
|
3hdtpgraph©BBC
|
|
||||||||||||
|
|
||||||||||||||
|
5010946551745
|
||||||||||||||
|
|
||||||||||||||
|
|
|||
|
iss Ian MacKaye-vocals Lyle Preslar-guitar Jeff Nelson-drums
>layed bass and both Brian and Lyle played guitar on tracks 15 through 23.
dios in Arlington, Va. Engineered by Don Zientara. Produced by Minor Threat. Tracks I-10 recorded 3roff. Tracks 11-14 recorded August '81, mixed by Don and MT Tracks 15-23 recorded January is the original mix.) Tracks 24-26 recorded December '83, mixed by Jeff, Lyle, and Don. Front ephson. Sheep drawing by Cynthia Connolly. Back cover photo by Tomas Squip. Center spread raphics by Jeff Nelson. Film work by Cangemi Graphics. Special thanks to Don Zientara and Skip h Martin, Richard Moore, Cynthia Connolly, Steve Angela, Henry, Dody, Duct Tape, Howard Wuelfing, lien E. Friedman, Naomi Petersen, Ruth Schwartz, John and Sue Loder, Allison, Pierre, Mary, and idios. Allsongsby Minor Threat except as noted* (10-Wire, 14-Boyce/Hart and 25-Ed Cobb). All jpt "Seeing Red", by Jeff Nelson. Previously released as Dischord Nos. 3, 5, 7, 10, 12, & 15. ©1981,
|
1 Filler
2 I Don't Wanna Hear It
3 Seeing Red
4 Straight Edge
5 Small Man, Big Mouth
6 Screaming at a Wall
7 Bottled Violence
8 Minor Threat
9 Stand Up
10 I2XU*
11 In My Eyes
12 Out of Step (with the world)
13 Guilty of Being White
14 Steppin' Stone*
15 Betray
16 It Follows
17 Think Again
18 Look Back and Laugh
19 Sob Story
20 No Reason
21 Little Friend
22 Out of Step
23 Cashing In
24 Stumped
25 Good Guys*(don't wear white)
26 Salad Days
|
||
|
|
|||
|
|
||||
|
|
DISC ONE
1. THREE DOCTORS Medical advice comes from every corner of Cicely when Joel comes down with a case of "Glacier
Dropsy," and Ed finds that his recent bouts of "sleepflying" may be a sign of a higher calling.
2, THE MYSTERY OF THE OLD CURIO SHOP The past comes back to haunt the residents when Maurice works himself into a minor heart attack while over-fretting his age, Maggie relives a childhood fantasy, and Joel traces the
history of Cicely to a long-forgotten Jewish predecessor.
3, JAWS OF LIFE It's time to relax and open those jaws.wide when the dentist makes his annual visit to Cicely., and
the gang have to face their fears about growing old. wax replicas, and, of course, drills.
4. ALTERED EfiflS Obsession reaches new heights when Chris is dismayed that his ex-iover can't find any difference
between him ana Bernard in bed, Joel worries about losing his New York "edge." and Marilyn snoops through the medical fifes to find her perfect man.
§. A IIVER DOESN'T RUN THR006H IT Things aren't always what they seem when Maggie becomes the loneliest
"Homecoming Queen" ever. Maurice takes on a successful Native American businessman and fails miserably, and Ruth-Anne must decide if she can take advantage of an error by a distraught IRS auditor.
DISC TWO
8, BIROS OF A FEATHER Family matters come to the forefront when Joel's parents, Nadine and Herb, visit and Nadine finds a unique connection with Marilyn and the eagles. Meanwhile, Shelly is concerned that Holling will miss out on special father-son moments with their new baby after he announces that he's bored with sports.
7, R0SEIOO Ed is struggling to find his path in life, and ft doesn't help when Maurice wants to use his Hollywood contacts to organize a Is n fest /a Joe s own path seems to have gone up m smoke when his truck ignites after he turns down
Ruth-Anne's offer to join the volunteer fire department
8. HEAL THYSELF Sometimes a little self-discipline is the best remedy, as Ed discovers when he is taunted by
an evil spirit, and Holling is kicked out of birthing class after a bad case of the giggles.
8. A BUP OF JOE Holling and Ruth-Anne see each other in a new light when it is discovered that one of their ancestors
ate the other's during a particularly severe blizzard. Meanwh le Maggie helps Chris overcome his panic in order to get his pilot's license, and Joel discovers that Marilyn has inherited a special talent for solving crime.
10. FIRST SNIW Awaiting the first snow of the season, Holling and Joel have the unenviable task of predicting who may
not last the w'mier. Shelly takes one last calamitous stroll with Maurice down memory lane, and Maggie finds that something vital is missing in her winter preparations. .
|
|
||
|
|
||||
|
|
||||||
|
|
DISC THREE
11. BABY BLUES Everyone has babies on the brain when Shelly's upcoming shower has her confessing how nervous she is about birth, and Joel and Maggie reveal that they both don't like infants. When a high-powered agent comes to call, Ed must also deal with his own "baby" - a very personal screenplay that the agent wants to make massive rewrites to in
order to sell it.
12. MR. SANDMAN When the northern lights go haywire, everyone starts dream-swapping, and they are highly disturbed when they wake up in the morning, When Chris runs a match-up service on the radio in order to get the dreams back to their proper owners, secrets are revealed, fetishes are uncovered, and some long-hidden fears come to the
surface.
13. MITE MAKES RIBHT There's music in the air when Maurice buys a rare violin as an investment, and Joel hears bells
after Maggie accepts his invitation to go out on a date. When the big day arrives, her allergy to dust mites nearly comes between them, but it later inspires Chris, who is struggling with a sculpture.
14. A BOLT FROM THE BLUE Sparks fly when Adam and Maurice disagree over the planning of the First Annual
Presidents' Day Fireworks Gala, Ed is struck by lightning, and a park ranger tries to assimilate back into town life.
15. HELLO, I LOVE YOU Cicely seems more stuck in time than ever. Sheily is two weeks past her due date and showing no signs of labor, Maggie and Joel's relationship can't seem to get off the ground, and Ruth-Anne and Walt's road trip comes to a screeching halt when their truck stalls.
DISC FOUR
18. NORTHERN HOSPITALITY After he's hassled for never reciprocating the dinner parties he attends, Joel makes a lame and possibly poisonous attempt at entertaining. Chris decides that his playlist will only include upbeat titles; Shelly is horrified to learn that her daughter has no real connection to Canada because Holling gave up his citizenship.
17. UNA VOLTA IN L'INVERNO Fumbling through Cicely's dark days gets a little easier with help from friends when Joel
and Maggie are stranded at the airfield shack, Shelly tries to help Ruth-Anne master Italian, and Walt becomes addicted to his light visor and requires an intervention.
18. FISH STORY Joel feels that something's fishy when Maggie wants to prepare an authentic Passover supper, Ruth-Anne rebels against her rude customers by leaving the store to join a biker gang, and Holling gets in touch with his artistic
side when he takes up the hobby of painting by numbers,
18. THE SIFT OF THE MAGGIE The gang wrestles with the implications of give-and-take when Maurice is forced to stay with Holling and Shelly, Maggie schemes to find someone with whom Joel can discuss medicine, and Chris decides not to take an easy shot at a deer.
20. A WINB AND A PRAYER Ed betrays Ruth-Anne's trust when he gossips about her new relationship, Maurice's
attention to detail infuriates Maggie, and Shelly is convinced that Holling will misbehave around the priest who has come
to town to baptize Randi.
|
|
||||
|
|
DISC FIVE
21.1 FEEL THE EARTH MOVE Tensions rise as Cicely prepares for the first wedding of the season when Ron and Erick decide to exchange vows after spending eight years together. Will the squabbling couple ever really say "I do"?
22. GRAND PRIX After organizing the town's first wheelchair race, Maurice will stop at nothing to make the event profitable. Ed questions his healing abilities when his treatment causes a patient to break out in a rash, while Ted combats his own malady: envy.
23. BLOOD TIES An old friend of Maggie's comes to town to catch up, hunt.. .and offer Joel $30,000 to leave. Hearts are also pounding in other parts of town when Maurice makes a bet that Cicely will beat a neighboring city at a blood drive, and Ed thinks he may have found his long-lost mother.
24. LOVERS AND MADMEN Joel's discovery of a frozen wooly mammoth leads him to question whether he has been transformed into a Cicelian, Maurice arranges for a criminally insane inmate to serenade Barbara with violin music, and Chris is horrified when his high school crush looks nothing like he remembered,
|
|
||||
|
|
||||||
|
|
||||||
|
|
||||||||||
![]() |
||||||||||
|
|
||||||||||
|
|
![]() |
|||||||||
|
|
l GOTAFEELIN'
(Stevie Salas, Buddy Miles) .Oram International, Inc./ Salidified Songs (BMI)/1\
2 WAITING ON YOU
|
|
||||||||
|
|
||||||||||
|
|
Miles Ahead Music (ASCAP)) 3 WHAT'S GOIN' DOWN
(Stevie Salas) Songs of PolyGram International, Inc./ Salidified Songs (BMI)
>VE OBSESSION (WHEN THE EAGLE FLIES)
(B es)
Miles Ahead Music (ASCAP)
5 HARD LOOK
(Stevie Salas, Bootsy Collins, Buddy Miles) ilyGram International, Inc./Sali Mashamug Music adm. by Songs of
PolyGram International, Inc. (BMI)/Miles Ahead Music (ASCAP)
6 SHAKE IT
(Stevie Salas, Bootsy Collins, D. Friendly)
;. (iram International, Inc./Salidified Songs/Mashamug Music adm. by Songs of PolyGram International, Inc. (BMI)
7 THE WALLS CAME DOWN
(Stevie Salas) Songs of PolyGram International, Inc./ Salidified Songs (BMI)
8 500 YEARS
(Stevie Salas) Songs of PolyGram International, Inc./ Salidified Songs (BMI)
9 TELL ME
(Stevie Salas) Songs of PolyGram International, Inc./Salidified Songs (BMI)
|
|||||||||
|
|
||||||||||
|
|
10 LEAKIN'
(Stevie Salas) nternational, Inc./ Salidified Songs (BMI
|
|
||||||||
|
|
Songs of PolyG
|
|
||||||||
|
|
||||||||||
|
|
||||||||||
|
|
||||||||||||||||||||||||||
|
D
uring our promotional touring of Climbing!, we had very few breaks. However, if I could catch a window of a few days off on the East Coast, I'd fly off to Nantucket Island and hang with my beach bum buddies. Felix and Leslie would stay in New York and nest with their women. As a single "horny" drummer, I'd pride myself on satisfying my "unquenchable thirst" by bedding down with a bottle of wine and the best looking girl on the Island.
Robin Marie may not have been the best-looking girl, but she was warm and very friendly and in the middle of a wintery night, she gave me shelter from the storm. We would catch a casual glow and I'd be there rapping on and on about my travels sort of like a young "Ancient Mariner." She continued to feed me wine and homemade soup as we lay on the hand quilted blanket in front of a raging fireplace.
When I awoke, I found myself back on the road day after day - new cities, new crowds, new festivals, and new adventures however, the same songs.
During our "anti-time" (that's down-time I refer to, when we are waiting around and there was plenty of anti-time), I would tell Felix about Nantucket and all the summers I used to play there. I'd tell him about Robin Marie and our adventures on the Island. I do believe Felix became enchanted by my stories and finally ventured to Nantucket on one of our breaks from the tour. To my dismay he actually decided to buy a house and invade my personal retreat. It is important in a band like Mountain for each member to have his own
|
sanctuary a place to go and revitalize him.--..-. ■ (Leslie now had Woodstock). Anyway, there nothing I could do about his moving however, he decided to move in on my personal .-.: and stole some time with Robin Marie. At this I I had fallen in love and settled on the Island another girl.
Back to the studio, a music track was being >■- up for the vocals. This was the beginning of the Felix & Gail Show. This one track was developing into a monumental epic as Felix became the writer, producer, conductor and singer, instructing Les and me what to play and how precisely to play every bar-To be perfectly honest, Leslie and I stumbling through time changes and some exotic chord patterns. It was becoming very tediou> and frankly I was pissed because the whole musics, situation was over my head. The anxiety wa blinding. When it came time to play the middle par (the actual Sleighride theme) I went crazy. I wen fuckin' bonkers and broke out in this aggressivc snare pattern and out of complete frustration smashed every accent on every chord change with a fierce bash on every crash cymbal I could reach. I: was primal therapy. I had exhausted every fiber c: frustration in my body and at that particular moment was totally convinced I'd be replaced as the drummer of Mountain. I thought I really fucked up. It was as though I'd acted like a mental patient having a major physical reaction to his Thorazine medication.
Felix abruptly stopped everything silen
|
![]() |
||||||||||||||||||||||||
|
^
|
||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||
|
|
1 GOTAFEELIN'
(Stevie Salas, Buddy Miles) Songs of PolyGram International, Inc./ Salidified Songs (BMI)/Miles Ahead Music (ASCAI
2 WAITING ON YOU
(Buddy Miles) Miles Ahead Music (ASCAP))
3 WHAT'S GOIN'DOWN
(Stevie Salas) Songs of PolyGram International. Inc./ Salidified Songs (BMI)
4 LOVE OBSESSION (WHEN THE EAGLE FLIES)
(Buddy Miles)
Miles Ahead Music (ASCAP)
5 HARD LOOK
(Stevie Salas, Bootsy Collins, Buddy Miles)
Songs of PolyGram International, Inc./Salidified Songs/Mashamug Music adm. by Songs of PolyGram International, Inc. (BMI)/Miles Ahead Music (ASCAP)
6 SHAKE IT
(Stevie Salas, Bootsy Collins, D. Friendly)
Songs of PolyGram International, Inc./Salidified Songs/Mashamug Music adm. by Songs of PolyGram International, Inc. (BMI)
7 THE WALLS CAME DOWN
(Stevie Salas) Songs of PolyGram International, Inc./ Salidified Songs (BMI)
8 500 YEARS
(Stevie Salas) Songs of PolyGram International, Inc./ Salidified Songs (BMI)
9 TELL ME
(Stevie Salas) Songs of PolyGram International, Inc./ Salidified Songs (BMI)
10 LEAKIN'
(Stevie Salas) Songs of PolyGram International, Inc./Salidified Songs (BMI1
|
|
||||||||||||||||||||||||
|
|
STEVIE SALAS
|
|
||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||
|
|
GUITARS, VOCALS
|
|
||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||
|
|
BOOTSY COLLINS
|
|
||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||
|
|
IBASS/VOCALS
|
|
||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||
|
|
BUDDY MILES
|
|
||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||
|
|
,VOCALS
|
|
||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||
|
|
GARY MUDBONE COOPER
BACKGROUND VOCALS
|
|
||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||
|
|
BERNARD FOWLER
|
|
||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||
|
|
GEORGE CLINTON
|
|
||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||
|
|
DAVID FRIENDLY, VINCE MCLEAN, MATT STEM
|
|
||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||
|
|
DIGITAL BOLLOCKS
|
|
||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||
|
|
||
|
prevailed and he slowly shuffled up to me staring right through my tearful eyes. "You m-f-er," he said. "That was fucking brilliant."
Huge, poignant pause then elation immediately overwhelmed the session. We had nailed the epic. To my amazement, my mental breakdown became my contribution to the metaphoric "Nantucket Sleighride" passage.
"TRAVELLED IN THE DARK"
As a result of my aggressive non-controllable drumming, Felix, in his infinite wisdom, decided if I could get control of my attitude and complement the song with this non-conforming aggressiveness, he would let me fly. As a result, "Travellin' In The Dark" became a showcase for my timbales and double-bass drum patterns. Needless to say, I had to physically ■work out daily like a madman to keep my energy level consistent for every show.
I must admit Felix was the very first producer to let drummers participate in the musical patterns. Along with my predecessor Ginger Baker, Felix had developed a confidence in me and my drumming to allow me actually to contribute more than just a back-beat.
I felt honored and blessed to be recorded by Felix during the Lut era of live, off-the-floor recording with non-conforming, unadulterated drumming. He let me fly at a time when I needed to spread my wings. Thank you, Felix may you rest in peace or "rock like hell."
Corky Laing
November, 2002
9
|
||
|
|
||
|
|
|||||||
|
1. Don't Look Around (3:44)
-L. West-S. Palmer-F. Pappalardi-G. Collins-
2. Taunta (Sammy's Tune) (1:00)
-F. Pappalardi-
3. Nantucket Sleighride (To Owen Coffin) (5:52)
-F. Pappalardi-G. Collins-
4. You Can't Get Away! (3:26)
-L. West-C. Laing-G. Collins-
5. Tired Angels (To J.M.H.) (4-.40)
-F. Pappalardi-G. Collins-
6. The Animal Trainer And The Toad (3:27)
-L. West-S. Palmer-
7. My Lady (4:33)
-C. Laing-F. Pappalardi-G. Collins-
8. Travellin' In The Dark (To E.M.P.) (4:25)
-F. Pappalardi-G. Collins-
9. The Great Train Robbery (5:46)
-L. West-C. Laing-F. Pappalardi-G. Collins-*BONUS TRACK
10. Travellin' In The Dark (To E.M.P.) [LIVE] (5:10)
-F. Pappalardi-G. Collins-
|
Chief Engineer - Bob d'Orleans
Asst. Engineers - Tom Caccetta & Dave Ragno
Windfall Quality Control - Bob d'Orleans
Supplies - Mick & Sheldon
Musical Direction & Production - Felix Pappalardi
for Windfall Music Ent, Inc.
Recorded at the Record Plant, N.Y.C.
Cover Design, Painting, Photography - Gail Collins
Calligraphy - Mick Brigden & Gail Collins
Drawing of a Nantucket Sleighride - Roy Bailey
Little Drawings - Mick Brigden & Gail Collins
Windfall Visual Director - Gail Collins*
* Special thanks to Beverly Weinstein, Bell Art Director
Executive Producer - Bud Prager - Special thanks to Rich T.!
Special thanks to Gary Kurfirst, Mylon, Donald M., David, & Otis P.
Reissue Produced by Bob Irwin
Mastered by Vic Anesini at Sony Music Studios, New York, NY
Legacy A&R: Steve Berkowitz
Project Direction: John Jackson
A&R Coordination: Darren Salmieri
Art Direction: Howard Fritzson
Design: Smay Vision
Photography: page 4 & spine sheet: Jim Cummins/Starfile;
pages 8-9: Jill Furmanovsky/Starfile
Packaging Manager: Abe Velez
|
![]() |
![]() |
||||
|
What are you going to listen to next?
For a complete listing of titles available from Legacy Recordings, please visit us at: legacyrecordings.com columbiarecords.com sonymusic.com
Other titles available by Mountain
Climbing!
Twin Peah
Flower Of Evil
Over The Top
The Be<ft Of Mountain
Super Hiti
|
|||||||
|
Leslie West, Guitar and Vocal
Felix Pappalardi, Bass and Vocal
Corky Laing, Drums
Steve Knight, Keyboards
Tracks 1-9 originally issued as Windfall LP 5500, January 1971
|
|||||||
|
This Compact Disc was manufactured to meet < please call our Quality Management Depart
|
itical quality standards. If you belie tent at 1-800-255-75K New Jersey
|
e the disc has a manufacturing defect, esidents should call 856-722-8224.
|
|||||
|
© 1971, 2003 Sony Music Entertainment Inc. / Orig. Rec. Prior to 1972 & Released 2003, Originally Released 1971 Sony Music Entertainment, Inc. /
Manufactured by Columbia Records / 550 Madison Avenue, New York, NY 10022-3211 / "Columbia," % "Legacy" and B^Reg. U.S. Pat. & Tm. Off. Marca Registrada. /
WARNING: All Rights Reserved. Unauthorized duplication is a violation of applicable laws.
|
|||||||
|
|
|||||||
|
|
|||||||||||||||||||||||||||||||
![]() |
|
![]() |
|
||||||||||||||||||||||||||||
|
Audio Commentary by the animation crew: -Survival of the Idiots -Shanghaied -Welcome to the Chum Bucket
|
|
||||||||||||||||||||||||||||||
|
Audio Commentary by the animation crew: -Something Smells -Big Pink Loser -Pre-Hibernation week
|
|||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||
|
|
Disc 2
|
|
|||||||||||||||||||||||||||||
|
|
Disci _
|
|
|||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||
|
|
Survival oF The Idiots (audio commentary) The boys get locked inside the tree dome while Sandy's hibernating and to keep warm, they pluck off all of her fur!
Dumped
Gary leaves SpongeBob for Patrick.
No Free Rides
To finally rid herself of her perpetual student, Mrs. Puff passes SpongeBob after he does a bogus extra-credit assignment.
I'm Your Biggest Fanatic
SpongeBob tries to join an exclusive jellyfishing club.
Mermaidman & Barnadeboy III
Patrick and SpongeBob set the evil Man-Ray free!
Sctuirrel Jokes
SpongeBob becomes a comedy sensation when he starts telling mean squirrel jokes.
Pressure
It's a competition to see who's better, sea critters or land critters!
|
|
|||||||||||||||||||||||||||||
|
|
The Smoking Peanut
The whole town is searching for the person wf tossed a peanut at a giant oyster, causing her scream incessantly!
You Wish/Shanghaied P^SfflJlS?^) The Flying Dutchman enslaves Squidward, Patrick and SpongeBob.
Gary Takes A Bath
It's going to take everything Spon r Gary into the bathtub.
Welcome to the
Chum Bucket (audio commentary)
Mr. Krabs loses SpongeBob's fry cook contract...
to Plankton!
Frankendoodle
SpongeBob and Patrick discover a pent surface, and everything they draw with
|
|
|||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||
|
|
Wormy
Sandy leaves her pet caterpillar in the care of SpongeBob and Patrick.
Patty Hype
SpongeBob's idea of colored Krabby Patties becomes a Bikini Bottom hit!
Grandma's Kisses
SpongeBob declares himself too old for Grandma's kissy kisses.
Souidsville
Fed up with living between SpongeBob and Patrick, Squidward moves to a town where everyone is just
|
|
|||||||||||||||||||||||||||||
|
|
Your Shoe's Untied
SpongeBob forgets how to tie his shoes!
Scoid's Day OFF
Mr. Krabs leaves Squidward in charge, and Squidward, in-turn, leaves it all up to SpongeBob.
Something Smells wo commentary) SpongeBob can t understand why everyone keeps running away from him.
Bossy Boots
Pearl comes to work at the Krusty Krab.
BiO Pink LoSer (audio commentary)
Patrick becomes obsessed with his role model... SpongeBob!
Bobble Buddy
With Patrick out of town, SpongeBob creates a new buddy.
Dying For Pie
Squidward gives SpongeBob an exploding pie.
Imitation Krabs
Plankton disguises himself as Mr. Krabs in order to steal the Krabby Patty formula.
|
|
|||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||
|
|
Pre-Hibernation Week (audio commentary: Before she goes into hibernation, Sandy wants to fit in as much activity as she can.
LiFe oF Crime
The boys 'borrow' a balloon and then accidentally pop it!
ChriStmaS WhO? (double-length episode)
SpongeBob gets everyone into the spirit of the season, but Santa never shows.
|
|
|||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||
|
|
The Secret Box
SpongeBob will stop at notl secrety secret in all of seer hidden in a box.
|
|
|||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||
|
|
Band Geeks
Squidward gets the chance the famous Bubble Bowl.
|
|
|||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||
|
<J8&tonr For SpongeBob games and more90loNick.com 2004/COLOR/180 MIN./US NOT RATED/CAN G/FULL SCREEN/Hsl
|
|
||||||||||||||||||||||||||||||
|
41 a/79.#
|
For SpongeBob games and more go to Nick.com &tiE2&1 INOTRATEDI (f*
|
2004/COLOR/158 MIN./US NOT RATED/CAN G/FULL SCREEN/HU
© 2004 Viacom International Inc. All Rights Reserved. NICKELODEON, SPONGEBOB SQUAREPANTS and all related titles, logos and characters are trademarks of Viacom International Inc.
|
|||||||||||||||||||||||||||||
|
f-s-s This is a Region 1
I \ disc designed to
rWj Fjg compatible with
NTSC Region 1 DVD Players
|
|NOT RATED!
For more information on US film ratings, go to www.filmratings.com
|
© 2004 Viacom International Inc. All Rights Reserved. NICKELODEON, SPONGEBOB SQUAREPANTS and all related titles, logos and characters are trademarks of Viacom International Inc.
|
|
||||||||||||||||||||||||||||
|
jlf^tftLkf
|
|||||||||||||||||||||||||||||||
|
m
|
be compatible with For more information on US film
NTSC Region 1 DVD Players stings, go to www.filmratings.com
|
||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||
|
WW
|
pnr5557T
DIGITAL
|
This disc was created in compliance with applicable DVD specifications. Certain advanced features may not play on all machines.
5555 Melrose Avenue, Hollywood, California 90038.
Licensed for Sale Only in U.S. and Canada
TM ® & Copyright© 2004 by Paramount Pictures. All Rights Reserved.
|
W?Wt
|
□□[dolbyJ
DIGITAL
|
This disc was created in compliance with applicable DVD specifications. Certain advanced features may not play on all machines.
5555 Melrose Avenue, Hollywood, California 90038.
Licensed for Sale Only in U.S. and Canada
TM, ® & Copyright © 2004 by Paramount Pictures. All Rights Reserved.
|
||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||
|
|
||||||||||||||||
![]() |
|
|||||||||||||||
|
Audio Commentary by the animation crew: -Sailor Mouth
Storyboards -Christmas Who? -Mermaidman & Barnacleboy III
■ Around the World with SpongeBob SquarePants featurette
Nick DVD game demo
Script Viewer (ROM feature)* /
Spanish Stereo
|
|
|||||||||||||||
|
|
||||||||||||||||
|
|
DiscS
|
|
||||||||||||||
|
|
||||||||||||||||
|
|
The Graveyard Shift
Things get real creepy at the Krusty Krab during the overnight shift.
|
|
||||||||||||||
|
|
||||||||||||||||
|
|
Krusty Love
Mr. Krabs and Mrs. Puff begin dating!
Procrastination
SpongeBob's got an essay to write, but every time he begins, he finds another excuse to stop.
I'm With Stupid
SpongeBob agrees to pretend he's stupid to show Patrick's parents how bright their star really is.
Sailor Mouth (audio commentary)
The boys read a "bad" word off the dumpster and
start using it every chance they get!
Artist Unknown
Only one student has enrolled in Squidward's art class: SpongeBob.
|
|
||||||||||||||
|
|
JellyFish Hunter
Mr. Krabs orders SpongeBob to catch lots of jellyfish so he can harvest their jelly.
The Fry Cook Games
SpongeBob's representing the Krusty Krab in the Fast Food Olympics. Representing the Chum Bucket, his challenger... Patrick!
Sandy, SpongeBob & The Worm
When a giant Alaskan bull worm wreaks havoc on Bikini Bottom, Sandy agrees to take care of the critter.
Souid On Strike
Squidward gets SpongeBob and himself fired!
|
|
||||||||||||||
|
|
||||||||||||||||
|
|
||||||||||||||||
|
|
For SpongeBob games and more go to Nick.com x^^
|
2004/COLOR/114 MIN./US NOT RATED/CAN G/FULL SCREEN/^
©2004 Viacom International Inc. All Rights Reserved. NICKELODEON, SPONGEBOB SQUAREPANTS and all related titles, logos and characters are trademarks of Viacom International Inc.
|
||||||||||||||
|
|
||||||||||||||||
|
This is a Region 1 disc designed to be compatible with Region 1 DVD Players
|
|NOT RATED |
For more information on US film ratings, go to www.filmratings.com
|
;io:,toll Windows !)8SI in hidhri Miuovill II \
n. Features are not available on Apple Mac OS. This disc was created in compliance with applicable DVD spaclfloatlons Certain advani ad feature! (My not ptay on all machines.
'M 5555 Melrose Avenue, Hollywood, California 90038.
«3 Licensed for Sale Only in U.S and Canada
TM,® & Copyright O 2004 by Paramount holme;; All Hi<|hf. Hc'.nw.i
|
||||||||||||||
|
fl
|
□□| DOLBY I
DIGITAL
|
|||||||||||||||
|
|
||||||||||||||||
![]() |
||||||||||||||||
|
|
||||||||||||||||
1963 - The original opening them, written by Ron Grainer and realized by Delia Derbyshire and friends. Some things to notice about this one:
DogAndPanda has a stronger interest in archiving old media digitally, and is a strong (moral) support of archive.org. We also have a lot of experience converting various formats to digital media, and stay on the uncomfortable cutting edge of technology.
Some types of media we archive:
Some DogAndPanda archives:
Home Videos
I thought that this would be simple, but after following what I thought were the necessary steps, I got this error:
File "build/bdist.macosx-10.5-i386/egg/MySQLdb/__init__.py", line 19, in ImportError: dynamic module does not define init function (init_mysql)
Some googling says that in order to address this I would have to recompile some stuff with different lags, but these pages prove to be badly researched and incorrect - although that MIGHT fix the problem.
Apparently, this error is caused by pieces of python/mysql being of different architectures (i.e. 32 bit vs 64 bit)... To get python and mysql working WITHOUT recompiling, this is what I did (my OSX system has python 64-bit installed, so I decided to start working with that assumption)..
$ cat ~/.bashrc export PATH=/usr/local/mysql-5.1.42-osx10.5-x86_64/bin:$PATH
And.. that's it. Everything should work!
OHN release. cd art mimics cover art. 4 trackzs
http://allrss.com/wikipedia.php?title=User:Luminifer
http://www.geocities.com/luminifer/create/World.html
http://www.geocities.com/luminifer/create/trainspot.txt
http://allrss.com/wikipedia.php?title=User:Luminifer
http://fuckyoupenguin.blogspot.com/
Cute pictures with crazy old man text. What's not to like?
http://www.restoration-team.co.uk/
The Doctor Who Restoration Team web site has some amazingly detailed entries about audio and video restoration, and Doctor Who in general.
http://www.hondurasthisweek.com/index.php?option=com_awiki&view=mediawiki&article=User%3ALuminifer&Itemid=102
a test
http://www.hondurasthisweek.com/index.php?option=com_awiki&view=mediawiki&article=User%3ALuminifer&Itemid=102
The attentive listener will realize that there already _was_ a song which combined Gary Glitter and Doctor Who: KLF (aka The Timelords)' Doctorin' The Tardis http://www.youtube.com/watch?v=bdTELokKfCk . The similarities between this song and Uprising are pretty strong. Perhaps Muse read the KLF's book about the making of this song, http://en.wikipedia.org/wiki/The_Manual "The Manual (How to Have a Number One the Easy Way) ".
The similarities:
Some similarites to other songs:
#!/usr/bin/python import cgi import base64 def main(): print "Content-type: text/html\n" form = cgi.FieldStorage() print "
iriririritiriritiriririririritiriririt
iririritiritiritiritititiririritititiriririr
* it
ir
it-it
it it
ir
ir
ir it
it it it i? it it ir
it it k
ir ir it it it ir ir 'it ir it
Special Thanks to:
The Beacon theatre
The Stanley Isaacs staff that
encouraged our
Performing Arts classes.
Jennifer Ashley for believing
in the drama and performing
arts programs.
Sassy-K- Production
Assistants:
Lydia Farrow
Erika Guevara
Portia Tingman
Stage Crew:
Jose Gonzalez
Kevin Hinds
Elliott Ortiz
':t ":':-:i

ir it ir ir ir ir ir ir it ir it it ir ir ir it
And finally we thank the ir audience for all your donations and ^ for coming to enjoy the show and ft taking a look back.
5- B
it
ir
it ■
it II
ir
ir
ir
it
ir
it
ir
it
ir
ir
it
ir
it
iritiriritiritiririririritititiriritit
ir it ir ir ir ir ir ir ir ir ir it ir ir ir ir ir
|
ir |
ir I |
|
it |
ir |
|
it |
it ! |
|
ir |
it |
|
ir |
ir |
|
ir |
ir |
|
ir |
ir |
|
ir |
ir |
|
it |
ir |
|
ir |
ir |
|
ir |
ir |
|
it |
it |
|
ir |
ir |
|
|
ir |
|
ir |
it |
|
ir |
ir |
|
it |
it |
|
it |
it |
|
ir |
ir |
|
ir |
ir |
|
ir |
ir |
|
ir |
ir |
|
ir |
ir |
|
it |
ir |
|
it |
ir |
|
it |
ir |
|
it |
ir < |
|
ir |
it |
|
ir |
ir |
|
it |
ir |
|
it |
ir |
|
it |
ir |
|
it |
ir |
|
ir |
ir |
|
ir |
it |
|
ir ir ir ir ir it |
ir ir ir ir ir ir |
"JfkaugA
»
A Musical Review
from the Roaring 20's
to the music of today...
JJvcecied <£
Qhwieoxytaphed Gu QxMbandna Jice
Written & tD'vtected Bn
&wuiMin £nael
additional dialogue &u
Slmence Schaen. (Rated on he*
plan "Maitthjojp"
it
ir ir ir it ir ir it ir ir ir ir ir ir ir it ir ir

it
ir
ir
ir
ir
it
ir
ir
it
it
ir
ir
ir
ir
ir
it
it
JueAday, *
Septemfot2C,2CC5 I
6:45 $M I
it
ir
ir ^
iririririririritirirititititiritiriritiririr

iriririririririririririririririr
ir
ir
ir ir * ir ir ir ir ir ir ir ir ir ir
^r ir
ir ir ir ir ir & ir ir ir ir ■Kr iV ir ir ir ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
&
ir
ir
ir

Performers
Pemedios Abejeros
John David
Olga Diaz
Carmen Flatow
Larry Littman
Eleanor Marino
Eiko Matsuuchi
Irene Petrillo
Veronica Pillittier
Florence Schoen
Michael Ward
Robert Myers
Cattifv order of appearaYuw
Irenes PetrCUo-
Jane/ Narrator
Larry LCttman/
Harold/
Carmen/fl&tow
Carmlrie/
fl&rence'Schoeri/ Kitty
MCchaelWard/
Hike/
ir ir ir ir ir ir ir i^ ir ir ir ir ir ir ir ir ir ir ir ir
iriririririi-iri^iririTii-i^iririr
ir ir ir ir ir ir ir ir ir ir ir ir ir ir ir ir ir ir ir ir ir ir ir ir ir ^r ir ir ir ir ir ir ir ir ir ir ir ir ir ir ir ir ir ir iririr
fciriririririr-izirirVr_
Dance Routines
Anything Goes Tony Bennett
I've Got You Under My Skin Frank Sinatra
Isle of Capri Performed By: Michael Ward
/ Get a Kick Out of You Rosemary Clooney
Besame Mucho Performed By: Larry Littman
Come Fly with Me Performed by: Cassandra Tice
Rock-a-bye My Baby Performed by: Larry Littman
Mae West Skit Performed by: Florence Schoen
Betty Davis Jessie Hollingshead
My Heart Belongs to Daddy Ella Fitzgerald
Ensembles Gangsters Drama Group
Charleston Vera P., Eleanor, Cassandra Tice
Brother Can You Spare a Dime Performed by: John David
Happy Days Are Here Again Ensemble
Manhattan Performed by: Shara
Rock the Clock Billy Hailey & the Comets
Dream A Little Dream The Mamas & the Papas
Electric Slide Lead by Veronica Pillittier
Hip Hop performance to Switch Metro Goonies
New York, New York Liza Minelli
■iriririririririririririr

ir
ir
&
ir
ir
i*
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
i*
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir
ir ir ir ir ir ir ir ir ir iririr
</»
§
2 O
s
O
z
STIMULATING SITUATIONS
FOR THE VIC
12 unique programs in BASIC for the computer hobbyist
Soccer Art Auction Monster Chase Lost Treasure Gone Fishing
Space Flight Forest Fire Nautical Navigation Business
Management Rare Birds Diamond Thief The Devil's Dungeon
VM115-4
STIMULATING SIMULATIONS
FOR THE VIC"
Here is an exciting handbook containing twelve "simulation programs/' which are actually game programs. Each program is presented with a listing, sample run, instructions, and program documentation, including a flowchart and ideas for variations. Original program listings are provided in VIC BASIC.
"This book is a good storting point for the computer hobbyist who wishes to explore the use of the small computer in simulating real events/' COMPUTER NOTES
OTHER BOOKS OF INTEREST...
VIC GAMES
Nick Hampshire
A collection of 36 exciting and useful programs for your Commodore VIC-20 microcomputer. Features arcade-style games, strategy games, and educational word games. Challenge your driving skills on your own Grand Prix race track; fight a war with space pirates; maneuver your way through a maze of landmines; solve the Rubik's cube (if you can!); create your own colorful images and music to go with them; find your way out of the jungle; plus much, much more!
Sound, music, utilities, and graphics programs that are fun, easy to play, and instructional for every VIC-20 user.
VIC GRAPHICS
Nick Hampshire
A dazzling display of graphics in 38 complete programs for the Commodore VIC-20 microcomputer. The author clearly explains the theory of high-resolution-graphics plotting and the multicolor mode of the VIC. Applications of these graphics displays range from art to games to educational simulations in math, science, and business.
ALSOAVAILABLt...
VIC-20 PROGRAMMER'S REFERENCE GUIDE
A. Finkel, N. Harris, R Higginbottom, M. Tomczyk
A ready source of information on VIC hardware and software. Provides a VIC BASIC vocabulary guide, a machine-language programming guide, programming tips, and a special section on input/output operations.
Available through your local Commodore dealer.
GO
HAYDEN BOOK COMPANY, INC. Rochelle Park, New Jersey
ISBN 0-8104-5173-5
0043467002026
*!*;
Stimulating Simulations
for the VICT
C. W. Engel
00
HAYDEN BOOK COMPANY, INC. Rochelle P«irk, New Jersey
Acquisition Editor: Gary Markman
Production Editor: Marshall E. Ostrow
Art Director: Jim Bernard
Printed and bound by: Maple-Vail Book Manufacturing Group
Library of Congress Cataloging in Publication Data
Engel, C. William.
Stimulating simulations for the VIC.
1. GamesDataprocessing. 2. Basic (Computer program language) I. Title. II. Title: Stimulating simulations for the VIC.
GV1469.2.E53 1983 794 83-38
ISBN 0-8104-5173-5
Copyright ©1977 by C. William Engel. Copyright ©1979, 1983 by Hayden Book Company, Inc. All rights reserved. No part of this book may be reprinted, or reproduced, or utilized in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, without permission in writing from the Publisher, with the exception that programs may be stored and retrieved electronically for personal use.
Printed in the United States of America
4 5 6 7 8 9 PRINTING
83 84 85 86 87 88 89 90 91 YEAR
VIC is a registered trademark of Commodore Business Machines, Inc., and is not affiliated with Hayden Book Company, Inc.
Contents
Introduction 1 Soccer I, 9 Soccer II, 12 Soccer III, 15
Art Auction 24
Monster Chase 28
Lost Treasure 32
Gone Fishing 37
Space Flight 43
Forest Fire 49
Nautical Navigation 54
Business Management 60
Rare Birds 66
Diamond Thief 72
The Devil's Dungeon 78
1
INTRODUCTION
Simple number games and puzzles are frequently developed by beginning computer hobbyists. While some enthusiasts develop computer systems that monitor environmental conditions, compute income tax, or serve as expensive burglar alarms, most continue to use their computers primarily for recreation. This book is designed for the person who is beyond the simple number-game stage of software development and would like to develop some interesting simulations. It is assumed that the reader is familiar with most of the BASIC commands and has written some simple programs.
Most of the programs in this book are written so that the computer does not do all of the "thinking" but forces the player to develop strategies for achieving the objectives. A general overview of a simulation is illustrated in the flowchart below.
0
SET
INITIAL
CONDITIONS
OUTPUT STATUS
OF
REAL WORLD
INPUT
HUMAN
DECISIONS
COMPUTER
DETERMINES
RESULTS

INCREMENT TIME
OUTPUT RATING
2 Stimulating Simulations
The simulations presented in this book are written in BASIC and can be easily adapted to almost any system.* The programs vary from 1,000 to 3,500 bytes or 50 to 115 lines of BASIC. Some of the lines have multiple statements; but, since most line numbers are multiples of ten, it would be easy to modify the programs to operate with single statements.
Each simulation begins with a scenario describing the rules, conditions and objectives to be achieved. The rules have been written in second person, because some programmers like to condense the rules and place them in a subroutine for access by the operator. A sample run and a general flowchart with line numbers provide additional information about each program. A description of the variables precedes the program listing. Some program modifications are suggested. The minor modifications require only adjustments of variables in specific lines, while major modifications require additional programming. In some cases, supplemental playing boards, graphs, and charts are supplied for recording information on the progress of the simulation.
A brief description of each program is given below.
1. ART AUCTION (51 lines)
One buys and sells paintings to make a maximum profit. This is a fast simulation and does not require extra materials.
2. MONSTER CHASE (50 lines)
A monster is chasing a victim in a cage. The victim must elude the monster for ten moves to survive. This is a fairly quick simulation that doesn't require too much thinking.
3. LOST TREASURE (68 lines)
A map of an island that contains treasure is presented. The adventurer travels over different terrain with a compass that isn't \/ery accurate in an attempt to find the treasure. This is a short simulation that requires about 15 moves. A map is provided.
4. GONE FISHING (81 lines)
The objective is to catch a lot of fish during a fishing trip. Half of the catch spoils if the time limit is exceeded, time is lost in a storm, and the boat sinks if it is guided off of the map. There are also sea gulls and sharks to watch. A chart is needed to keep track of good fishing spots.
5. SPACE FLIGHT (51 lines)
The task is to deliver medical supplies to a distant planet while trying to stay on course without running out of fuel. Graph paper is required to plot the course.
*RND(1), for example, generates a number from 0 to 1 in VIC BASIC. RND(l) must be replaced with RND(0) for the TRS-80 computer.
Introduction 3
6. FOREST FIRE (74 lines)
The objective is to subdue a forest fire with chemicals and backfires. The success of a firefighter is based on the time needed to control the fire and to completely extinguish it.
7. NAUTICAL NAVIGATION (64 lines)
This simulation requires the navigation of a sailboat to
three different islands, using a radio direction finder.
The wind direction is an important variable. Graph paper,
protractor and ruler are needed to plot the course.
8. BUSINESS MANAGEMENT (87 lines)
In this simulation, raw materials are bought and finished products are produced and sold. The cost of materials and production and the selling price vary each month. The objective is to maximize the profits. No extra materials are required.
9. RARE BIRDS (74 lines)
This is a bird watching simulation. The objective is to identify as many different birds as possible. A record of those identified is helpful and a bird watching chart is provided.
10. DIAMOND THIEF (83 lines)
One assumes the role of a detective is this simulation. A thief has just stolen a diamond from a museum. Five suspects must be questioned to determine the thief. A floor plan of the museum and a chart indicating suspects and times are provided.
11. THE DEVIL'S DUNGEON (115 lines)
A fantasy adventure into a bottomless cave. The player must chart his way, fight monsters, poisonous gas and demons to escape with the gold.
The SOCCER program developed in the last section of the Introduction is designed for two players, although it could be modified so that the computer is one of the players. In this simulation, each player controls a team of five soccer players whose objective is to kick the ball across the opponent's goal line. This program is written in three stages to illustrate the procedure for modifying and expanding already existing simulations.
In addition to extending the simulations in this book, the reader might try combining some of them. For example, one could use the money earned in Art Auction to start the Business Management simulation. After twelve months of business, the profits could be used to buy a boat to use in the Gone Fishing simulation. A larger boat could survive more storms, hold more fish, and allow fishing in deeper water. The ultimate objective could be to catch the most fish.
The computer hobbyist is limited only by the imagination in simulating real events. It is the author's desire that this book provide some fun and, at the same time, stimulate further development of creative
4 Stimulating Simulations
simulations. Some additional ideas for simulations are suggested below.
1. Hunt Big Foot
2. Race a Sailboat
3. Inhibit the Andromeda Strain
4. Stop the African Bee Invasion
5. Climb Mountains
6. Survive in the Wilderness
7. Find Gold or Oil
8. Swim from Sharks
9. Dispatch Airplanes, Trains, or Trucks
10. Herd Sheep
11. Explore Caves
12. Catch Butterflys
The next section offers some guidelines for developing simulation activities.
DEVELOPING SIMULATIONS
A Creative Process
If one has a mathematical problem for computer solution, the programming process can be approached in the following manner: 1) Develop the flowchart. 2) Define the variables. 3) Write the initial program. 4) Debug. 5) Run. In developing a simulation activity, however, there is a great deal more creative effort involved; and the steps listed above are not necessarily implemented in sequence. One can compare the development of a simulation program to that of a creative artist such as a painter. The blank computer memory is the canvas and BASIC language represents the paint and brushes. An artist continually retouches and reworks the painting until the final product meets the artist's criteria for success.
Most technological advances, such as television and radio, are "one-way streets" one observes what takes place. The observer seldom creates, composes or interacts with such devices. Developing simulation programs for computers can provide intelligent people with an opportunity to react with their environment in a problem-solving mode.
Selecting a Topic
The first task in developing a computer simulation is to select a topic. Almost any idea could serve as a starting point; however, the reader's own interests and hobbies are usually the best resource for ideas. The possibilities are unlimited. One could develop simulations on cooking, stamp collecting, gardening, racing cars, dating, jogging or dreaming. With a little research, a long-desired ambition could become material for an exciting simulation -- a safari across Africa, a trip around the world, or a wa.lk on the moon. The creative programmer can be transported to any time or any place in the universe via the computer simulation.
Once a topic for the simulation is selected, the next step is to write down a fairly detailed description of what the program will accomplish. This narration will become the scenario. To illustrate this
Introduction 5
process, the author has chosen "survival in a jungle" as a topic.
Jungle Survival Scenario
You have crashed somewhere in the middle of an uninhabited jungle island in the Pacific. You will have to select a limited quantity from the provisions on the plane. The more provisions you carry, the slower you will travel. As you travel across the island, you will encounter various hazards with which you must deal. The terrain will consist of mountains, rivers, plains, swamps and lakes. Crossing a mountain range will be slow, but it will provide a more direct route. Traveling down a river will be easy, but a variety of unpredictable hazards will occur. Your objective is to hike to the perimeter of the island in as few days as possible.
The scenario should provide answers to the following questions.
1. What will the operator do?
2. What feedback will the computer provide?
3. What surprise elements will' produce fun and excitement?
4. What are the winning conditions?
5. How will the success of the simulation be measured?
The writer must realize that the first scenario is only an approximation to the final product. As the program is developed and field tested, the scenario will probably change considerably.
While developing the scenario, the writer should begin to visualize a sample run. In the case of the jungle survival program, a sample run might look something like the following.
CHOOSE YOUR PROVISIONS: 1 FOOD
2 WATER
N XXXXXXX
READY TO START JOURNEY? YOU ARE AT POSITION 42,43. IN THE CLEAR CHOOSE THE DIRECTION OF YOUR NEXT MOVE? N HOW FAR WOULD YOU LIKE TO GO? 32 MILES
YOU ARE AT POSITION 42,42. IN THE MOUNTAINS CHOOSE THE DIRECTION OF YOUR NEXT MOVE? E HOW FAR WOULD YOU LIKE TO GO? 10 MILES
YOU FELL INTO THE RIVER!
The sample run listed above has several problems. First, the distance the player can travel in a given time-interval should be limited. Also, one should probably be able to see mountains ahead. At this point in the development of the program, however, the writer should have decided that the output of the computer will include the location of the player, the type of terrain, and a request for the player to select the direction of travel.
6 Stimulating Simulations
Flowchart
The next step in developing a simulation is to construct a general flowchart. In the case of the jungle survival simulation, the first flowchart might take the following form.
|
PLACE ON ISLAND |
||
|
SELECT PROVISIONS |
||
|
1 GIVE LOCATION] |
A |
|
|
INPUT DIRECTION |
||
|
DETERMINE HAZARD |
s |
|
|
>» |
||
It is not necessary to provide all of the details in the flowchart in the beginning. It is better to start writing the program and develop the flowchart along with the program. The flowchart should provide a graphic aid to the programming and need only be developed to the extent that the programmer feels it is necessary to keep track of the flow of ideas.
Selecting the Variables
It is a good idea to keep a list of the variables used in the program. If such a list is not referred to and continually updated, the same variable might be used to represent two different things. Usually the letters, I, J, K, are used for indexing loops; and the first one or two letters of a word are selected for major variables in the program, e.g., T for time. It is also useful to designate a range for the variables.
In the jungle survival program, a list of the variables might be as follows.
Range
X,Y position on island 0 - 100
T time on island 0 - 100
E energy of survivor 0 - 100
W weight of provisions 0-50
MX,MY location of mountains
LX,LY location of lakes
Introduction 7
CX.CY location of clearings M direction of movement
The list of variables should be expanded as needed during the writing of the program.
Subroutines
One of the reasons given for using subroutines is to limit the amount of repetition in a program. Another use of subroutines is to provide flexibility in developing a program. The main parts of a program can be written first and subroutines can be used to add the details later. The use of subroutines frees the writer from having to determine in advance how many lines are needed between main parts of the program. Also, the main parts of the program can be more easily identified if subroutines are used to handle the details.
The use of subroutines, as described above, is illustrated below.
FLOWCHART WITH SUBROUTINES
,/
ma
program
flow

FIGHT LION
O
FIGHT LION SUBROUTINE
FLOWCHART WITHOUT SUBROUTINES
\ can be ^easily expanded

details in main ^ program
FIGHT LION PROGRAM
O
may be hard to expand
Writing the Program
After developing a rough flowchart, one can start to write and test the first part of the program. It is not usually a good idea to type in and test a long, complicated program in its entirety. The writer should make sure that the first part of the program works independently. Usually after some experimentation with the initial part of the program, one will think of new ideas; and the flowchart and/or scenario will be revised. The programmer should not forget to keep an updated version of the program on a disk or tape to avoid a second typing of the program due to an accidental loss of memory.
Sometimes the writer may find a particular objective very difficult to program. Rather than spend considerable time trying to achieve what may be impossible, it would be advisable to change the scenario. Quite often such "open-mindedness" leads to a more interesting or more elegant simulation than was originally anticipated. The writer, on the other hand, should not hesitate to program what might seem like a complex idea. Many
8 Stimulating Simulations
times complex ideas are easy to program, while simple ideas are very difficult to program. The programmer should not strive for perfection. Most programs could probably be "neater" or more elegant with the investment of a few more hours of programming time; however, the only accomplishment might be to save a few milliseconds during the run.
The simulation should be fairly simple at first, until it is running. Then the programmer can add the "bells and whistles" if desirable. Sometimes too much complexity distracts from the enjoyment of the simulation, especially if it takes another computer to operate the simulation.
When writing a program, one should keep all program statements involving a similar idea together. Such a practice will make debugging a program much easier. A brief summary of the instructions for the simulation is also worthwhile if memory capacity is sufficient.
It is sometimes difficult to provide an appropriate balance between skill and luck. The chance factors provide interest, excitement and intrigue; however, too much luck does not provide sufficient challenge. Also, with too many chance factors, it would be difficult to compare different runs of the program. An interesting possibility would be to provide a variety of options at the beginning of a program that determines the balance of luck and skill.
Field Testing
When the program is in a "playable" form, it should be tested by several different players. An unanticipated method for achieving the objective may be discovered or the objective may be almost impossible to achieve. Most likely, one will find that many new ideas will result from feedback from these players, and some will be easily incorporated into the program.
The writer will find that the simulation will never reach, but only approximate, the ideal. The fun and excitement of creating, modifying, and expanding your simulation will never end.
In the next section of this book are fourteen simulations that are in a playable form; however, they are only the beginning for the person with a creative mind.
Introduction 9
MODIFYING AND EXPANDING SIMULATIONS
Each program in this book concludes with a list of suggested modifications. This section illustrates how to modify and expand a simple program, SOCCER I, to the more sophisticated SOCCER II and SOCCER III. These three programs require two people to operate the computer, where each person controls five players on a playing field.
The objective in SOCCER I is to eliminate the opponent's players. SOCCER I is the least sophisticated of the three programs and does not provide for incorrect inputs from the keyboard.
In SOCCER II, the objective is to be the first team to pick up a ball that is resting in the middle of the field. Sidelines are drawn in this program, and a player's movement can be stopped by pressing the space bar. Incorrect key entries are ignored.
In the last version presented here, SOCCER III, one must kick the ball across the opponent's goal line. When a player touches the ball, it moves in one of three random directions toward the goal, unless it is blocked by an opponent. Injured players appear on the sidelines.
The technique of modifying and/or expanding existing programs is very valuable. It would be a good exercise for the student to continue expanding this program by using the suggestions listed at the end of the SOCCER III section.
SOCCER I
Scenario
This simulation requires two people to play. One person controls the five letters, A, B, C, D and E; another person controls the five numerals, 1, 2, 3, 4 and 5. In the beginning, the letters appear on the left side of the screen and the numerals appear on the right side of the screen. A small dot will appear on either the left or right side of the screen to indicate which player can take a turn.
A turn consists of moving one of the five players by entering the appropriate numeral or letter, followed by an arrow entry to indicate the general direction of movement. A player moves ten spaces each turn. If a player lands on an opponent, the game is over. Incorrect key entries must be avoided in this program or the program will halt.
Sample Run



NUMBERS WIN!
10 Stimulating Simulations
10
50
SOCCER I FLOWCHART
SET
PRINT CHARACTERS
90
140
INPUT CHARACTERS;
INPUT DIRECTION
560-610
MOVE SUBROUTINES
200
u.----------------->|
PICK NEW LOCATION
WIN
C END J

500
SET LOCATION AND INDICATOR
Introduction 11
SOCCER I PROGRAM Variables
|
p$ |
String to be printed on screen |
|
A% |
Screen address for printing strings |
|
I.O.K |
Indices |
|
9% |
Player |
|
L%(D |
Location of player |
|
X$ |
Input character |
|
N% |
ASCII code of character |
|
Y$ |
Input direction |
|
D |
ASCII code of direction |
|
L% |
Old location |
|
M% |
New location |
|
E.F |
Temporary variables |
Note: % following a variable indicates that it was defined as an integer quantity.
Program Listing
1 REM *** SOCCER I PROGRAM ***
5 REM SET
10 P%=1
20 GOSUB 710 :PRINT CHR$(142);
30 FOR 1=1 TO 10 :READ L%(I) :NEXT
40 DATA 45.89,133,177,221.63,107.151,195,239
50 FOR 1=1 TO 5 :A%=L%(I) :P$=CHR$(0+I) :GOSUB 700:NEXT I
60 FOR 1=6 TO 10 :A*=L*(I) :P$=CHR$(43+I) :GOSUB 700:NEXT I
70 POKE 7680+21*22+1.46
80 REM INPUT
90 GET X$:IF X$=UM THEN 90: REM NO SPACE
100 N%=ASC(X$)
110 IF P%=1 THEN N%=N%-64 :GOTO 130
120 N%=N%-43
130 L%=L%(N%)
140 GET Y$:IF Y$="" THEN 140
150 D=ASC(Y$)
195 REM START MOVE
200 FOR 1=1 TO 10
210 IF D=17 THEN M%=L%+18+3*INT(3*RND(1)+1) :REM CURSOR DOWN
220 IF D=145 THEN M%=L%-18-3*INT(3*RND(1)+1) :REM CURSOR UP
230 IF D=29 THEN ON INT(3*RND(1)+1) GOSUB 560,570.580 :REM CURSOR RIGHT
240 IF D=157 THEN ON INTC3*RND(1) + 1) GOSUB 590,600.810 :REM CURSOR LEFT
250 E=(M%-0)/22 :F=(M%+1)/22 :G=(M%+2)/22
260 IF M%<22 OR M%>290 THEN M%=L%:GOTO 440
270 IF INT(E)-E=0 OR INTCF)-F=0 OR INT(G)-G=0 THEN M%=L%:GOTO 440
275 REM CHECKS
280 FOR K=1 TO 10
290 IF K=N% THEN 410
300 IF MtOU(K) THEN 410
310 IF P%=1 AND K<6 THEN M%=L%:GOTO 410
320 IF P%=2 AND K>5 THEN M%=L%:GOTO 410
330 A%=L% :P$=" " :GOSUB700:L%=M% :A%=M% :P$=X$
340 IF P%=1 THEN P$=CHR$(N%)
350 GOSUB 700
360 FOR J=1 TO 1000: NEXT J
370 GOSUB 710 :PRINT CHR$(14)
380 A%=6*22+5 :IF P%=1 THEN P$="LETTERS WIN!" :GOSUB 700:GOTO 400
390 P$="NUMBERS WIN!" :GOSUB 700
400 FOR J=1 TO 1000: NEXT J :RUN
410 NEXT K:A%=L% :P$=" " :GOSUB700:L%=M% :A%=M% :P$=X$
420 IF P%=1 THEN P$=CHR$(N%)
430 GOSUB 700
440 NEXT I
12 Stimulating Simulations
495 REM FINISH MOVE
500 L%(N%)=M%
510 IF P%=1 THEN P%=2 :G0T0 530
520 P%=1
530.IF P%=1 THEN POKE 8143,46
540 IF P%=2 THEN POKE 8161,46
555 GOTO 90
POKE 8161,32 POKE 8143,32
|
558 |
GOTO 90 |
|
|
560 |
M%=L%+3 S |
RETURN |
|
570 |
M%=L%-19 |
:RETURN |
|
580 |
M%=U+25 |
:RETURN |
|
590 |
M%=L%-3 |
RETURN |
|
600 |
M%=L%+19 |
:RETURN |
|
610 |
M%=L%-25 |
:RETURN |
695 REM fPRINTS' SUBROUTINE
700 FOR 0=1 TO LEN(P$) :POKE 7679+A%+0,ASC(MID$(P$,0,1)) :NEXT 0 .'RETURN
710 PRINT CHR$(147); :FOR 1=1 TO 84 :PRINT " "; :NEXT I '.RETURN
Soccer II
This program is an extension of the previous program, SOCCER I. It is a good idea to have SOCCER I running before proceeding with the modifications and additions suggested in this section.
Scenario
In this simulation, as in SOCCER I, two people control five players each. The major difference is the objective -- to be the first to land on a ball resting in the middle of the field. You can eliminate more than one of your opponent's players. Also, you can stop your own player's movement by pressing the space bar.
A border is drawn around the field, and prompts are printed at the bottom of the field to indicate each player's turn and the character that has been entered. Inappropriate entries from the keyboard are not accepted. The strength of the players, which diminishes with each move and increases when resting, determines the players' ability to move and eliminate opponents.
Sample Run

|
LETTERS |
||
|
A |
l] |
|
|
B |
2 |
|
|
|
3 |
|
|
j D C |
4 |
|
|
E |
5] |


|
LETTERS |
|||
|
A |
B |
3 |
1 2 |
|
D |
4 |
||
|
E |
5 J |
|
NUMBERS |
|||
|
A |
1 |
||
|
B |
2 |
||
|
|
3 |
||
|
D |
C |
4 |
|
|
E |
5 I |
|
LETTERS |
||
|
A |
1 |
|
|
B |
2 |
|
|
|
3 |
|
|
D E |
4 |
5 |
LETTERS WIN!
Introduction 13
SOCCER II PROGRAM
Variables
The same as for SOCCER I with the following additions: S(N) strength
Program Listing
The same as for SOCCER I with the following changes:
To replace the dot indicator with the word, LETTERS, and to add the ball in the middle of the field, change line 70 and add lines 72 and 74.
70 A%=21*22+1
72 P$=CHR$(12)+CHR$(5)+CHR$(20)+CHR$(20)+CHR$(5)+CHR$(18)+CHR$(19)
74 GOSUB 700 :A%=6*22+10 :P$=CHR$(81) :GOSUB 700
Add lines 46, 47, 48, 49 and 720 to draw two horizontal and two vertical lines.
46 FOR 1=0 TO 20 :A%=I :P$=CHR$(121) :GOSUB 700 :NEXT I
47 FOR 1=0 TO 20 :A£=22*14+I :P$=CHR$(120) :GOSUB 700 :NEXT I
48 S%=7680 :FOR 1=1 TO 13 :A%=22*I :P$=CHR$(103) :GOSUB 720 :NEXT I
49 S%=7700 :FOR 1=1 TO 13 :A%=22*I :P$=CHR$(101) :GOSUB 720 :NEXT I 720 POKE S%+A%,ASC(P$) :RETURN
Add lines 102 and 104 to ensure that the correct characters are entered from the keyboard.
102 IF P%=1 AND (N%<65 OR N%>69) THEN 90 104 IF ?%=2 AND (N%<49 OR N%>53) THEN 90
To make sure that an eliminated player is not moved, add line 125.
125 IF L*(N%)<0 THEN 90
To print characters on the screen, add the following lines.
132 A%=21*22+10 :P$=X$ :IF ?%-1 THEN P$=CHR$(N%) 1J4 GOSUB 700
To stop movement of player, add line 202.
202 GET Y$ :IF Y$=" " THEN 500
Change line 500 to indicate next move.
500 L%(N%)=M% :A%=21*22+10 :P$=CHR$(9) :GOSUB 700
To win, add line 272.
272 IF M% =6*22+10 THEN 330
14 Stimulating Simulations
To have the movement and elimination of other players depend upon the strength, make the following additions and changes. In line 200, replace 10 with S(N%).
200 FOR 1=1 TO S(N%)
Add lines 322 and 324.
322 IF S(N%)>=S(K) THEN U(K)=-1 :GOTO 410
324 GOTO 410 Change line 30 and add line 545 to adjust strength.
30 FOR 1=1 TO 10 :READ L*(I) :S(I)=5 :NEXT
545 FOR J=1 TO 10 :S(J)=S(J)+1 :NEXT J :S(N%)=S(N%)-1 To print "LETTERS" and "NUMBERS", change lines 530 and 540 as follows.
530 IF P%<>1 THEN 540
540 AX=21*22+14 Add lines 532, 534, 536, 542 and 544.
532 A%=21*22+1
534 P$=CHR$(12)+CHR$(5)+CHR$(20)+CHR$(20)+CHR$(5)+CHR$(18)+CHR$(19)
536 GOSUB 700 :A%=A%+13 :P$=" " :GOSUB 700 :GOTO 545
542 P$=CHR$(14)+CHR$(21)+CHR$(13)+CHR$(2)+CHR$(5)+CHR$(18)+CHR$(19)
544 GOSUB 700 :A%=A%-13 :P$=" " :GOSUB 700
To ensure that the ball never disappears, add line 555. 555 A% = B% :P$=CHM81) :GOSUB 700 Program Listing
1 REM *** SOCCER II PROGRAM ***
5 REM SET
10 P%= 1
20 GOSUB 710 :PRINT CHR$(142);
30 FOR 1=1 TO 10 :READ L%(I) :S(I)=5 :NEXT
40 DATA 45,89.133,177,221.63,107,151.195.239
45 REM PRINT
46 FOR 1=0 TO 20 :A% = I :P$=CHR$(121) :GOSUB 700 :NEXT I
47 FOR 1=0 TO 20 :A%=22*14+I :P$=CHR$(120) :GOSUB 700 :NEXT I
48 S%=7680 :FOR 1=1 TO 13 :A%=22*I :P$=CHR$(103) :GOSUB 720 :NEXT I
49 S%=7700 :FOR 1=1 TO 13 :A%=22*I :P$=CHR$(101) :GOSUB 720 :NEXT I
50 FOR 1=1 TO 5 :A%=L%(I) :P$=CHR$(0+I) :GOSUB 700:NEXT I 60 FOR 1=6 TO 10 :A% = U(I) :P$=CHR$(43+D :GOSUB 700:NEXT I 70 A%=21*22+1
72 P$=CHR$(12)+CHR$(5)+CHR$(20)+CHR$(20)+CHR$(5)+CHR$(18)+CHR$(19) 74 GOSUB 700 :A%=6*22+10 :P$=CHR$(81) :GOSUB 700 80 REM INPUT
90 GET X$:IF X$="" THEN 90: REM NO SPACE 100 Nfc=ASC(X$)
102 IF P%=1 AND (N%<65 OR N%>69) THEN 90 104 IF P%=2 AND (N%<49 OR N%>53) THEN 90 110 IF P%=1 THEN N%=N%-64 :GOTO 130 120 N%=N%-43 125 IF U(N%)<0 THEN 90 130 L%=L%(NX)
132 A%=21*22+10 :P$=X$ :IF P%=1 THEN P$=CHR$(N%) 134 GOSUB 700
140 GET Y$:IF Y$=M" THEN 140 150 D=ASCCY$) 195 REM START MOVE 200 FOR 1=1 TO S(N%) 202 GET Y$ :IF Y$=" " THEN 500
210 IF D=17 THEN M%=L%+18+3*INTC3*RND(1)+1) :REM CURSOR DOWN .220 IF D=145 THEN M%=L%-18-3*INT(3*RND(1)+1) :REM CURSOR UP 230 IF D=29 THEN ON INTC3*RND(1)+1) GOSUB 560.570,580 :REM CURSOR RIGHT
Introduction 15
240 IF D=157 THEN ON INT(3*RND(1)+1) GOSUB 590,600,610 :REM CURSOR LEFT
250 E=(M*-0)/22 :F=(M%+1)/22 :G=(M%+2)/22
260 IF M*<22 OR M%>290 THEN M%=L*:GOTO 440
270 IF INT(E)-E=0 OR INT(F)-F=0 OR INT(G)-G=0 THEN M%=L%:GOTO 440
272 IF M% =6*22+10 THEN 330
275 REM CHECKS
280 FOR K=1 TO 10
290 IF K=N% THEN 410
300 IF M%OL%(K) THEN 410
310 IF P%=1 AND K<6 THEN M%=L%:GOTO 410
320 IF P%=2 AND K>5 THEN M%=L%:GOTO 410
322 IF S(N%)>=S(K) THEN L%(K)=-1 :GOTO 410
324 GOTO 410
330 k%=L% :P$=CHR$(32) :GOSUB700:U=M% :A%=M% :P$=X$
340 IF P%=1 THEN P$=CHR$(N%)
350 GOSUB 700
360 FOR J=1 TO 1000: NEXT J
370 GOSUB 710 :PRINT CHR$(14)
380 A%=6*22+5 :IF P%=1 THEN P$="LETTERS WIN!" :GOSUB 700:GOTO 400
390 P$="NUMBERS WIN!" :GOSUB 700
400 FOR J=1 TO 1000: NEXT J :PRINT CHR$p47) :RUN
410 NEXT K:A%=L% :P$=M " :GOSU6700:L%=M% :A%=M% :P$=X$
420 IF P%=1 THEN P$=CHR$(N%)
430 GOSUB 700
440 NEXT I
495 REM FINISH MOVE
500 L%(N%)=M% :A%=21*22+10 :P$=CHR$(9) :GOSUB 700
510 IF P%=1 THEN P%=2 :GOTO 530
520 P%=1
530 IF P%<>1 THEN 540
532 A%=21*22+1
534 P$=CHR$(12)+CHR$(5)+CHR$(20)+CHR$(20)+CHR$(5)+CHR$(18)+CHR$(19)
536 GOSUB 700 :A%=A%+13 :P$=" " :GOSUB 700 :GOTO 545
540 A%=B% :P$=CHR$(81) :GOSUB 700
542 P$=CHR$(14)+CHR$(21)+CHR$(13)-»-CHR$(2)+CHR$(5)-»-CHR$(18)+CHR$(19)
544 GOSUB 700 :A%=A%-13 :P$=" " :GOSUB 700
545 FOR J=1 TO 10 :S(J)=S(J)+1 :NEXT J :S(N%)=S(N%)-1 555 A%=B% :P$=CHR$(81) :GOSUB 700
558 GOTO 90
560 M%=L%+3 :RETURN
570 M%=L%-19 :RETURN
580 M%=L%+25 :RETURN
590 M%=L%-3 :RETURN
600 M%=L%+19 :RETURN
610 M%=L%-25 :RETURN
695 REM 'PRINTS1 SUBROUTINE
700 FOR 0=1 TO LENCP$) :POKE 7679+A*+0,ASC(MID$(P$,0,1)) :NEXT 0 :RETURN
710 PRINT CHR$(147); :FOR 1=1 TO 84:PRINT " "; :NEXT I :RETURN
720 POKE S%+A*,ASCCP$) :RETURN
Soccer III
This program is an expansion of the previous program, SOCCER II. SOCCER II should be working well before one begins to develop SOCCER III.
Scenario
The movement of the players in SOCCER III is the same as in the previous program, SOCCER II. In order to win in SOCCER III, however, one of your players must kick the ball across the opponent's goal line. The distance the ball is kicked will depend on the strength of the player. When eliminated, a player appears on the sideline.
16 Stimulating Simulations
SOCCER II AND III FLOWCHART
10
46
50
90
102
140
160
200
SET
DRAW BORDER
L_^.
PRINT CHARACTER
INPUT CHARACTER
^'character VN~
x ok? y
i
ELIMINATE
SOCCER III

<3
INPUT DIRECTION
^DIRECTION %>N->-»
vx ok? y
PICK NEW LOCATION
o
MOVE SUBROUTINES
SET
LOCATION
AND
INDICATORS
y

Introduction 17
202
330
S* STOP **
S MOVEMENT ,>H
E>

SOCCER III
800
BALL MOVE

RETURN
WIN!
18 Stimulating Simulations
SOCCER III PROGRAM Variables
The variables are the same as SOCCER II with the following additions.
D% Temporary location of ball to determine winner
Q,T Indices
B% Location of ball
C% Temporary location of ball
6%,H% Temporary variables
Note: % following a variable indicates that it was defined as an integer quantity.
Program Listing
The listing is the same as in SOCCER II with the following changes.
To set the ball, change line 10 as follows.
10 P%=1 :B%=6*22+10 :D%=10
To check if the ball is hit, replace line 272 with the following
272 IF M%=B% THEN 800
and replace line 330 with the following.
330 GOSUB 620
Eliminate lines 322, 324, 340, 350, 360, 370, 380, 390, 400 and 410.
To place a player on the sideline, add the following lines.
620 Z$="" :FOR 1=1 TO 5 :Z$=Z$+CHR$(I) :NEXT I 630 FOR 1=6 TO 10 :Z$=Z$+CHR$(43+D :NEXT I 640 FOR Q=1 TO K :Y$=MID$(Z$,Q,1) :NEXT Q 650 L%(K)=-9 :A%=22*22+2*K-1 :P$=Y$ :GOSUB 700 660 RETURN
To move the ball, add the following lines.
800 IF P%=1 THEN G%=1
810 IF P%=2 THEN G%=-1
820 H%=22*(INT(3*RND(1)+1)-2)
830 FOR T=1 TO S(N%)/5
840 C%=B%+G% :C%=C%+H*
850 IF C%<45 OR C%>268 THEN M%=L% :G0T0 280
860 FOR Q=1 TO 10
870 IF C%=L%(Q) THEN M*=L% :GOTO 280
880 NEXT Q
890 D%=D%+G%
900 A%=B% :P$=CHR$(32) :GOSUB 700
910 A%=C% :P$=CHR$(81) :GOSUB 700 :B%=C%
920 IF D%>19 THEN P%=1 :GOTO 960
930 IF D$<1 THEN P%=2 :GOTO 960
940 NEXT T
950 GOTO 280
960 A%=L% :P$=CHR$(32) :GOSUB700 :L%=M% :A%=M% :P$=X$
970 IF P%=1 THEN P$=CHR$(N*)
980 GOSUB 700
990 FOR J=1 TO 1000 :NEXT J
1000 GOSUB 710 :PRINT CHR$(14)
1010 A%=6*22+5 :IF P%=1 THEN P$="LETTERS WIN!" :GOSUB 700:GOTO 1030
1020 P$="NUMBERS WIN!" :GOSUB 700
1030 FOR J=1 TO 1000 :NEXT J :RUN
Introduction 19
To check for valid direction, add line 160.
160 IF D017 AND D<>29 AND D0145 AND D0157 THEN 140
Program Listing
1 REM *** SOCCER III PROGRAM ***
5 REM SET
10 P%=1 :B%=6*22+10 :D%=10
20 GOSUB 710 :PRINT CHR$(142);
30 FOR 1=1 TO 10 :READ L%(I) :S(I)=5 :NEXT
40 DATA 45,89,133,177,221,63,107,151,195,239
45 REM PRINT
46 FOR 1=0 TO 20 :A%=I :P$=CHR$(121) :GOSUB 700 :NEXT I
47 FOR 1=0 TO 20 :A%=22*14+I :P$=CHR$(120) :GOSUB 700 :NEXT I
48 S%=7680 :FOR 1=1 TO 13 :A%=22*I :P$=CHR$(103) :GOSUB 720 :NEXT I
49 S%=7700 :FOR 1=1 TO 13 :A%=22*I :P$=CHR$(101) :GOSUB 720 :NEXT I
50 FOR 1=1 TO 5 :A%=L%(I) :P$=CHR$(0+I) :GOSUB 700:NEXT I 60 FOR 1=6 TO 10 :A%=L%(I) :P$=CHR$(43+I) :GOSUB 700:NEXT I 70 A%=21*22+1
72 P$=CHR$(12)+CHR$(5)+CHR$(20)+CHR$(20)+CHR$(5)+CHR$(18)+CHR$(19)
74 GOSUB 700 :A%=6*22+10 :P$=CHR$(8D :GOSUB 700
80 REM INPUT
90 GET X$:IF X$=flM THEN 90: REM NO SPACE
100 Nfc=ASC(X$)
102 IF P%=1 AND (N%<65 OR N%>69) THEN 90
104 IF ?%=2 AND (N%<49 OR N%>53) THEN 90
110 IF P%=1 THEN N%=N%-64 :GOTO 130
120 N%=N%-43
125 IF L%(N%)<0 THEN 90
130 L%=L%(N%)
132 A%=21*22+10 :P$=X$ :IF P%=1 THEN P$=CHR$(N%)
134 GOSUB 700
140 GET Y$:IF Y$=,MI THEN 140
150 D=ASC(Y$)
160 IF D017 AND DO29 AND D0145 AND D0157 THEN 140
195 REM START MOVE
200 FOR 1=1 TO S(N%)
202 GET Y$ :IF Y$=" !l THEN 500
210 IF D=17 THEN M%=L%+18+3*INT(3*RND(1)+1) :REM CURSOR DOWN
220 IF D=145 THEN M%=L%-18-3*INT(3*RND(1)+1) :REM CURSOR UP
230 IF D=29 THEN ON INT(3*RND(1)+1) GOSUB 560,570,580 :REM CURSOR RIGHT
240 IF D=157 THEN ON INT(3*RND(1)+1) GOSUB 590,600,610 :REM CURSOR LEFT
250 E=(M%-0)/22 :F=(M%+1)/22 :G=(M%+2)/22
260 IF H%<22 OR M%>290 THEN M%=L%:GOTO 450
270 IF INT(E)-E=0 OR INT(F)-F=0 OR INT(G)-G=0 THEN M%=L%:G0T0 450
272 IF M%=B% THEN 800
275 REM CHECKS
280 FOR K=1 TO 10
290 IF K=N% THEN 420
300 IF M%OL%(K) THEN 420
310 IF P%=1 AND K<6 THEN M%=L%:GOTO 420
320 IF P*=2 AND K>5 THEN M%=L%:GOTO 420
330 GOSUB 620
420 NEXT K:A%=L2 :P$=" " :GOSUB700:L%=\A% :A^=M% :P$=X$
430 IF P%=1 THEN P$=CHR$(N%)
440 GOSUB 700
4 50 NEXT I
495 REM FINISH MOVE
500 L%(N%)=M% :A%=21*22+10 :P$=CHR$(9) :GOSUB 700
510 IF P%=1 THEN P%=2 :GOTO 530
20 Stimulating Simulations
520 P%=1
530 IF P%<>1 THEN 540
532 A%=21*22+1
534 P$=CHR$(12)+CHR$(5)+CHR$(20)+CHR$(20)+CHR$(5)+CHR$(18)+CHR$(19)
536 GOSUB 700 :h%=A%+-[3 :P$=M " :GOSUB 700 :GOTO 545
540 A%=21*22+14
542 P$=CHR$(14)+CHR$(21)+CHR$(13)+CHR$(2)+CHR$(5)+CHR$(18)+CHR$(19)
544 GOSUB 700 :A%=A%-13 :P$=" " :GOSUB 700
545 FOR J=1 TO 10 :S(J)=S(J)+1 :NEXT J :S(N%)=S(N%)-1 555 A%=B% :P$=CHR$(81) :G0SUB 700
558 GOTO 90
560 M%=L%+3 : RETURN
570 M%=L%-19 :RETURN
580 M%=L%+25 :RETURN
590 M%=L%-3 :RETURN
600 M%=L%+19 :RETURN
610 M%=L*-25 :RETURN
620 Z$=M" :FOR 1=1 TO 5 :Z$=Z$+CHR$(I) :NEXT I
630 FOR 1=6 TO 10 :Z$ = Z$+CHR$(43+D :NEXT I
640 FOR Q=1 TO K :Y$=MID$(Z$,Q,1) :NEXT Q
650 L%(K)=-9 :A%=22*22+2*K-1 :P$=Y$ :GOSUB 700
660 RETURN
695 REM 'PRINTS' SUBROUTINE
700 FOR 0=1 TO LEN(P$) :POKE 7679+A%+0,ASC(MID$(P$,0,1)) :NEXT 0 :RETURN
710 PRINT CHR$(147); :FOR 1=1 TO 84 :PRINT " "; :NEXT I :RETURN
720 POKE S%+A%,ASC(P$) :RETURN
800 IF P%=1 THEN G%=1
810 IF P%=2 THEN G%=-1
820 H%=22*(INT(3*RND(1)+1)-2)
830 FOR T=1 TO S(N%)/5
840 C%=B%+G% :C%=C%+H%
850 IF C%<45 OR C%>268 THEN M%=L% :GOTO 280
860 FOR Q=1 TO 10
870 IF C%=LX(Q) THEN M%=L% :GOTO 280
880 NEXT Q
890 D%=D%+G%
900 A%=B% :P$=CHR$(32) :GOSUB 700
910 A%=C% :P$=CHR$(81) :GOSUB 700 :B%=C%
920 IF D%>19 THEN P%=1 :GOTO 960
930 IF D%<1 THEN P%=2 :GOTO 960
940 NEXT T
950 GOTO 280
960 A%=L% :P$=CHR$(32) :GOSUB 700 :L%=M% :A%=M% :P$=X$
970 IF P%=1 THEN P$=CHR$(N%)
980 GOSUB 700
990 FOR J=1 TO 1000 :NEXT J
1000 GOSUB 710 :PRINT CHR$(14)
1010 A%=6*22+5 :IF P%=1 THEN P$="LETTERS WIN!" :GOSUB 700:GOTO 1030
1020 P$="NUMBERS WIN!" :GOSUB 700
1030 FOR J=1 TO 1000 :NEXT J :RUN
Introduction 21 SOCCER III MODIFICATIONS
Modifications with Instructions
The following modifications are not absolutely necessary but provide the reader with a variety of interesting options. In order to execute the modified Soccer III program on the VIC-20 with 3.5K of memory, most of the remarks must be removed.
To allow the player who kicks the ball another chance to dribble or pass, change and add the following lines.
720 POKE S%+A%,ASC(P$) -.RETURN
950 L%(N%)=M% :k%=L% :P$=CHR$(32) :GOSUB 700
955 A%=M% :P$=X$ :IF P%=1 THEN P$=CHR$(N%)
956 GOSUB 700 :GOTO 280
To make the ball easier to hit, change and add the following lines.
272 IF M%=B% OR ABS(M%-B%)<4 OR M%=B%-19 OR M%=B%+19 THEN 800 274 IF M%=B*-22 OR M%=B%+22 OR M%=B%-25 OR M%=B%+25 THEN 800
To keep score, change and add the following lines.
10 P%=1 :B%=6*22+10 :D%=10 :RESTORE
1010 A%=6*22+5 ":IF P%=1 THEN P$="LETTERS SCORE!" -.GOSUB 700
1020 IF ?%=1 THEN LS=LS+1 :GOTO 1040
1030 P$="NUMBERS SCORE!" :G03UB 700 :NS=NS+1
1040 FOR J=1 TO 1000 :NEXT J :GOTO 10
To keep time, add the following lines.
546 TT%=TT%+1 :A%=18*22+9 :P$=STR$(TT%) :GOSUB 700
548 IF TT%<100 THEN 555
550 GOSUB 710 :PRINT CHR$(14)
552 A%=6*22+5 :IF LS>NS THEN P$="LETTERS WIN!" :GOSUB 700 :GOTO 552
554 P$="NUMBERS WIN!" :GOSUB 700 :GOTO 554
For better blocking, change line 870 to the following.
870 IF C*=U(Q) OR C%=L%(Q)+22 OR C%=L%(Q)-22 THEN M%=U :GOTO 280
1 REM *** MOD SOC III PROGRAM ***
10 P%=1 :B%=6*22+10 :D%=10 :RESTORE
20 GOSUB 710 -.PRINT CHR$(142);
30 FOR 1=1 TO 10 :READ L%(I) :S(I)=5 :NEXT
40 DATA 45,89,133,177,221,63,107,151,195,239
46 FOR 1=0 TO 20 :A%=I :P$=CHR$(121) :GOSUB 700 :NEXT I
47 FOR 1=0 TO 20 :A%=22*14+I :P$=CHR$( 120) :GOSUB 700 -.NEXT I
48 S%=7680 :FOR 1=1 TO 13 :A%=22*I :P$=CHR$C103) :GOSUB 720 :NEXT I
49 S%=7700 :FOR 1=1 TO 13 :A%=22*I :P$=CHR$(101) :GOSUB 720 :NEXT I
50 FOR 1=1 TO 5 :A%=L%(I) :P$=CHR$(0+I) :GOSUB 700:NEXT I 60 FOR 1=6 TO 10 :A%=L%(I) :P$=CHR$(43+I) :GOSUB 700:NEXT I 70 A*=21*22+1
72 P$=CHR$(12)+CHR$(5)+CHR$(20)+CHR$(20)+CHR$(5)+CHR$(18)+CHR$(19)
74 GOSUB 700 :A%=6*22+10 :P$=CHR$(8D :GOSUB 700
90 GET X$:IF X$="" THEN 90
100 N%=ASC(X$)
102 IF P%=1 AND CN%<65 OR N%>69) THEN 90
104 IF P%=2 AND (N%<49 OR N%>53) THEN 90
22 Stimulating Simulations
110 IF P%=1 THEN N%=N%-64 :GOTO 130
120 N%=N%-43
125 IF L%(N%X0 THEN 90
130 L%=L%(N%)
132 A%=21*22+10 :P$=X$ :IF P%=1 THEN P$=CHR$(N5&)
134 GOSUB 700
140 GET Y$:IF Y$=!l" THEN 140
150 D=ASC(Y$)
160 IF D<>17 AND D<>29 AND D<>145 AND D<>157 THEN 140
200 FOR 1=1 TO S(N%)
202 GET Y$ :IF Y$=" " THEN 500
210 IF D=17 THEN M*=L%+18+3*INT(3*RND(1)+1)
220 IF D=145 THEN M%=L*-18-3*INT(3*RND(1)+1)
230 IF D=29 THEN ON. INT(3*RND(1) + 1) GOSUB 560,570,580
240 IF D=157 THEN ON INT(3*RND(1) + 1) GOSUB 590,600,610
250 E=(M%-0)/22 :F=(M%+1)/22 :G=(M%+2)/22
260 IF M5K22 OR M%>290 THEN M%=L%:GOTO 450
270 IF INT(E)-E=0 OR INT(F)-F=0 OR INT(G)-G=0 THEN M%=L*:GOTO 450
272 IF M%=B% OR ABS(M%-B%)<4 OR M%=B%-19 OR M%=B%+19 THEN 800
274 IF M%=B%-22 OR M%=B%+22 OR M%=B%-25 OR M%=B%+25 THEN 800
280 FOR K=1 TO 10
290 IF K=N% THEN 420
300 IF M%OL%(K) THEN 420
310 IF P%=1 AND K<6 THEN M%=U:GOTO 420
320 IF P%=2 AND K>5 THEN M%=L%:GOTO 420
330 GOSUB 620
420 NEXT K:A%=L% :P$=" " :GOSUB700:L%=M% :A%=M% :P$=X$
430 IF P%=1 THEN P$=CHR$(N%)
440 GOSUB 700
450 NEXT I
500 U(N%)=M% :A%=21*22+10 :P$=CHR$(9) :GOSUB 700
510 IF P%=1 THEN P%=2 :GOTO 530
520 P%=1
530 IF P%<>1 THEN 540
532 A%=21*22+1
534 P$=CHR$(12)+CHR$(5)+CHR$(20)+CHR$(20)+CHR$(5)+CHR$(18)+CHR$(19)
536 GOSUB 700 :A%=A%+13 :P$=" " :GOSUB 700 :GOTO 545
540 A%=21*22+14
542 P$=CHR$(14)+CHR$(21)+CHR$(13)+CHR$(2)-»-CHR$(5)+CHR$(18)+CHR$(19)
544 GOSUB 700 :A%=A%-13 :P$=" " :GOSUB 700
545 FOR J=1 TO 10 :S(J)=S(J)+1 :NEXT J :S(N%)=SCN%)-1
546 TT%=TT%+1 :A%=18*22+9 :P$=STR$(TT%) :GOSUB 700 548 IF TT%<100 THEN 555
550 GOSUB 710 :PRINT CHR$(14)
552 A%=6*22+5 :IF LS>NS THEN P$="LETTERS WIN!" :GOSUB 700 :GOTO 552
554 P$="NUMBERS WIN!" :GOSUB 700 :GOTO 554
555 A%=B% :P$=CHR$(81) :GOSUB 700 558 GOTO 90
560 M%=U+3 :RETURN
570 M%=L%-19 :RETURN
580 M%=L%+25 :RETURN
590 M%=L%-3 :RETURN
600 M%=L56+19 :RETURN
610 M%=L%-25 :RETURN
620 Z$="" :FOR 1=1 TO 5 :Z$=Z$+CHR$(I) :NEXT I
630 FOR 1=6 TO 10 :Z$=Z$+CHR$(43+D :NEXT I
640 FOR Q=1 TO K :Y$=MID$(Z$,Q,1) :NEXT Q
650 L%(K)=-9 :A5t=22*22+2*K-1 :P$=Y$ :GOSUB 700
660 RETURN
Introduction 23
700 FOR 0=1 TO LEN(P$) :P0KE 7679+A%+0,ASC(MID$(P$,0,1)) :NEXT 0 :RETURN
710 PRINT CHR$(W); :F0R 1=1 TO 84 :PRINT " "; :NEXT I '.RETURN
720 POKE S*+A%,ASC(P$) :RETURN
800 IF P%=1 THEN G%=1
810 IF P%=2 THEN G%=-1
820 H%=22*(INT(3*RND(1)+1)-2)
830 FOR T=1 TO S(N%)/5
840 C%=B%+G% :C%=C%+H%
850 IF C%<45 OR C%>268 THEN M%=L% :GOTO 280
860 FOR Q=1 TO 10
870 IF C%=U(Q) OR C%=L%(Q)+22 OR C%=L%(Q)-22 THEN M%=L% :GOTO 280
880 NEXT Q
890 D%=D%+G%
900 A%=B% :P$=CHR$(32) :GOSUB 700
910 Afc=C% :P$=CHR$(81) :GOSUB 700 :B%=C%
920 IF D%>19 THEN P%=1 :GOTO 960
930 IF DSK1 THEN ?%-2 :GOTO 960
940 NEXT T
950 L%(N%)=M% :A%=L% :P$=CHR$(32) :GOSUB 700
955 A%=M% :P$=X$ :IF P%=1 THEN P$=CHR$(N%)
956 GOSUB 700 :GOTO 280
960 A%=L% :P$=CHR$(32) :GOSUB700 :L%=M% :A%=M% :P$=X$
970 IF P%=1 THEN P$=CHR$(N%)
980 GOSUB 700
990 FOR J=1 TO 1000 :NEXT J
1000 GOSUB 710 :PRINT CHR$(14)
1010 A%=6*22+5 :IF P%=1 THEN P$="LETTERS SCORE!" :GOSUB 700
1020 IF P%=1 THEN LS=LS+1 :GOTO 1040
1030 P$='»NUMBERS SCORE!" :GOSUB 700 :NS=NS+1
1040 FOR J=1 TO 1000 :NEXT J :GOTO 10
Modifications
1. Injured players on the sideline return after three or four moves.
2. Provide a goal keeper.
3. Use a timer and scoring device.
4. Add more players.
5. Implement regulation soccer rules.
6. Allow passing to teammates.
24
ART AUCTION
Scenario
In this simulation, you will be given an opportunity to buy and sell up to five paintings. The objective is to make a large profit by buying the paintings for as little as possible and selling them for as much as possible.
In order to buy a painting, you must bid against a secret bid made by another buyer (the computer). When a painting is offered for sale, three numbers will be given that represent the mean and range of bids for this particular painting. For example, "200 300 400" indicates that the mean bid price for the painting is 300, and about 70% of the time the price will be between 200 and 400. (Note that higher priced paintings tend to have a larger range of prices.)
After you buy your paintings, you will be given an opportunity to sell them. You will receive from one to five offers, but you do not know in advance how many offers will be made. The offers will be, on the average, 50 higher than the bids made during the buying phase. If you do not accept an offer, and it is the last one, then the offer will be automatically processed. Sometimes it will be wise to accept an offer that is less than the purchase price rather than gamble on a higher offer that does not materialize.
When all of the paintings that you have bought have been sold, you will be given your total profit for all of the transactions.
Sample Run
BUY PAINTING 1 PRICES: 546 553 560 YOUR BID? 560
OPPONENT'S BID 565. YOU WERE OUT BID.
BUY PAINTING 2 PRICES: 336 449 562 YOUR BID? 400
OPPONENT'S BID 440. YOU WERE OUT BID.
BUY PAINTING 3 PRICES: 213 288 363 YOUR BID? 300
OPPONENT'S BID 324 YOU WERE OUT BID.
BUY PAINTING 4 PRICES: 403 514 625 YOUR BID? 600
OPPONENT'S BID 497. YOU BOUGHT IT.
BUY PAINTING 5 PRICES: 274 346 417 YOUR BID? 350
OPPONENT'S BID 311. YOU BOUGHT IT.
SELL PAINTING 4 YOU BOUGHT IT FOR 600. AVERAGE OFFER IS 564. OFFER 1 IS 649. ACCEPT? Y
SELL PAINTING 5 YOU BOUGHT IT FOR 350. AVERAGE OFFER IS 396. OFFER 1 IS 365. ACCEPT? N
YOUR PROFIT IS PLAY AGAIN?
64.
Art Auction 25 ART AUCTION PROGRAM
Variables
P(5) Prices
S(5) Price range
F(5) Set flag if painting is bought
CB Opponent's bid
YB Your bid
I,J,K Indices
P Profit
N Number
D Dividend
Q Quotient
Program Listing
1 REM *** ART AUCTION PROGRAM ***
5 REM SET PRICES AND RANGES
10 DIM P(5).S(5),F(5)
20 FOR 1=1 TO 5
30 P(I) = 100+INT(900*RND(D)
40 S(I)=INT(P(I)*RND(1))
50 IF P( 1X500 THEN S( I) = INT(P( I)* ,7*RND( 1))
60 F(I)=0
70 NEXT I
95 REM BUY PAINTINGS
100 PRINT CHR$(147)
110 FOR 1=1 TO 5
120 GOSUB 500
130 PRINT IPRINT "BUY PAINTING" I :PRINT :PRINT
140 PRINT "PRICES:" INT(P(I)-.5*S(I)) P(I) INTCPCI) + .5*S(I))
150 PRINT IPRINT :INPUT "YOUR BID"; YB
160 PRINT "OPPONENT'S BID" CB "."
170 IF YB>CB THEN PRINT "YOU BOUGHT IT." :F(I)=YB :GOTO 190
180 PRINT "YOU WERE OUT BID."
190 NEXT I
195 REM SELL PAINTINGS
200 PRINT
210 FOR 1=1 TO 5
220 IF F(I)=0 THEN 330
230 FOR K=1 TO INT(5*RND(1))
240 GOSUB 500 :CB=CB+INT(100*RND(1))
250 PRINT :PRINT "SELL PAINTINGS" I
260 PRINT :PRINT "YOU BOUGHT IT FOR" F(I)
270 PRINT "AVERAGE OFFER IS" P(I)+50
280 PRINT "OFFER" K "IS" CB "." :PRINT
290 INPUT "ACCEPT"; Y$
300 IF Y$="Y" THEN 320
310 NEXT K
320 P=P+CB-F(I)
330 NEXT I
340 PRINT IPRINT "YOUR PROFIT IS " P "."
350 INPUT "PLAY AGAIN"; Y$
360 IF Y$="Y" THEN RUN
370 END
26 Stimulating Simulations
495 REM NORMAL DISTRIBUTION SUBROUTINE
500 D=0
510 N=INT(65536*RND(D)
520 FOR J= 1 TO 16
530 Q=INT(N/2)
540 D=D+2*(N/2-Q)
550 N=Q
560 NEXT J
570 CB=P(I)+S(I)*(D-8)/8
580 CB=CB+20*RND(1)
590 CB=INT(CB)
600 RETURN
ART AUCTION MODIFICATIONS
Minor
1. Number of paintings lines 10, 20, 110, 210
2. Starting prices line 30
3. Price spread -- lines 40, 50
4. Built-in profit lines 240, 260, 270
5. Error in price range -- line 580
6. Number of offers line 230
Major
1. Have one or more of the paintings a forgery that is worth nothing.
2. Have one or more of the paintings that have a low purchase price be very valuable.
3. Have more opponents bid against you.

Art Auction 27
ART AUCTION FLOWCHART
10
150
170
190
250
290
330
0
SET
PRICES
AND RANGES
INPUT BID
BUY PAINTING

500
NORMAL
DISTRIBUTION
SUBROUTINE
28
MONSTER CHASE
Scenario
In this simulation you are locked in a cage with a hungry monster who has a life span of ten turns. Your movement and that of the monster takes place on a 5X5 grid. You may move north, east, south, or west by entering N, E, S, or W. If you enter any other letter, you will remain in the same place.
The monster is programmed to move along one of the arrows toward you as shown below :
k
a
Y .
Your only means of survival is to outwit the monster for ten turns.
Sample Run
|
M |
Y |
MOVE NUMBER 1 DIRECTION (NESWO)? W
M
Y
MOVE NUMBER 4 DIRECTION (NESWO)? W
Y M
MOVE NUMBER 7 DIRECTION (NESWO)? W
|
. M |
|
|
, . |
Y . |
MOVE NUMBER 2 DIRECTION (NESWO)? N
|
M . . . . Y . |
MOVE NUMBER 3 DIRECTION (NESWO)? S
|
. M . Y . . |
MOVE NUMBER 5 DIRECTION (NESWO)? W
. Y . M .
MOVE NUMBER 6 DIRECTION NESWO)? N
Y M
MOVE NUMBER DIRECTION (NESWO)? N
EATEN
PLAY AGAIN?
Monster Chase 29
MONSTER CHASE PROGRAM Variables
|
R,U |
Your row and column |
|
X,Y |
Monster's row and column |
|
L,M |
Temporary variables |
|
M$ |
Your move (N,E,S,W,0) |
|
D |
Direction of the monster |
|
T |
Turns (1-10) |
Listing
1 REM *** MONSTER CHASE PROGRAM ***
5 REM SET CONDITIONS
10 PRINT CHR$(147)
20 X=1 :Y=1
30 R=5 :C=5
40 FOR T=1 TO 10
45 REM DISPLAY GRID
50 PRINT
60 FOR 1=1 TO 5
70 FOR J=1 TO 5
80 PRINT TAB(6)
90 IF I=X AND J=Y THEN PRINT "M "; :GOTO 120
100 IF I=R AND J=C THEN PRINT "Y "; :GOTO 120
110 PRINT ". ";
120 NEXT J
130 PRINT
140 NEXT I
150 PRINT:PRINT:PRINT "MOVE NUMBER" T
160 INPUT "DIRECTION (NESWO)"; M$
170 IF M$="N" THEN R=R-1
180 IF M$="E" THEN C=C+1
190 IF M$="S" THEN R=R+1
200 IF M$="W" THEN C=C-1
210 IF R*C=0 OR R>5 OR C>5 THEN PRINT "OUT OF BOUNDS" :GOTO 450
220 IF R=X AND Y=C THEN PRINT "EATEN" :GOTO 450
230 IF X=R AND Y<C THEN D=1
240 IF X>R AND Y<C THEN D=2
250 IF X>R AND Y=C THEN D=3
260 IF X>R AND Y>C THEN D=4
270 IF X=R AND Y>C THEN D=5
280 IF X<R AND Y>C THEN D=6
290 IF X<R AND Y=C THEN D=7
300 IF X<R AND Y<C THEN D=8
310 D=D+INT(3*RND(1)-1)
320 IF D=0 THEN D=8
330 IF D=9 THEN D=1
340 IF D>1 AND D<5 THEN X=X-1
350 IF D>5 THEN X=X+1
360 IF D>3 AND D<7 THEN Y=Y-1
370 IF D<3 OR D=8 THEN Y=Y+1
380 IF X=0 THEN X=X+1
390 IF Y=0 THEN Y=Y+1
400 IF X=6 THEN X=X-1
30 Stimulating Simulations
IF Y=6 THEN Y=Y-1
IF X=R AND Y=C THEN PRINT "EATEN" :G0TO 450
NEXT T
PRINT "YOU SURVIVED!"
INPUT "PLAY AGAIN"; Y$
IF Y$="Y" THEN RUN
END
MONSTER CHASE MODIFICATIONS
Minor
1. Grid size lines 30, 60, 70, 210, 400, 410
2. Turns to win -- line 30
Major
1. Have more than one monster.
2. Chase a little monster while a big monster tries to get you.
3. Have the monster fall in quicksand.
4. Require food in order to maintain energy.
410 420 430 440 450 460 470
Monster Chase 31
MONSTER CHASE FLOWCHART
20
60
150
210
©
SET
INITIAL
CONDITIONS
DISPLAY GRID

230
340
380
420
450

DETERMINE
MONSTER
DIRECTION
MOVE MONSTER
INCREASE TIME

32
LOST TREASURE
Scenario
You have landed somewhere on an island that has treasure, woods, mountains, a cave, a bluff, an oak tree, and, of course, sea water all around. Your objective is to find the treasure as quickly as possible without falling into the shark-infested water.
You can move north (N), east (E), south (S), or west (W) one square at a time. Your compass, however, is not y/ery accurate. There is only an 80% chance that you will move in the intended direction. There is a 20% chance you will move diagonally to the left or to the right. Each time that you move you will receive feedback regarding the type of terrain on which you are traveling.
If you fall into the sea, you will be placed back on the square occupied prior to your unfortunate move, unless you disturb the sharks. The chance that the sharks will eat you the first time you fall in is 20%. The second time you fall in the chance of being eaten is 70%. The third time you fall in will be your last!
Since you have a map of the island, you will be able to determine your approximate position. For example, if you are in the woods and you move east two squares and find that you are in mountains, then you are most likely located in the north-east corner of the island. The reason you can't be sure of the exact location is that you may have veered off to the right or left. With practice, you should be able to find the treasure in less than fifteen moves.
Sample Run
RUN
YOU ARE IN THE CLEAR. MOVE(NESW)? S
YOU FELL IN THE OCEAN. EATEN BY SHARKS! PLAY AGAIN? Y
YOU ARE IN THE CLEAR. MOVE(NESW)? S
YOU ARE IN THE WOODS. MOVE(NESW)? N
YOU ARE IN THE MOUNTAINS. MOVE(MESW)? E
YOU ARE IN THE WOODS. MOVE(NESW)? S
YOU ARE IN THE CLEAR. MOVE(NESW)? E
YOU FOUND THE TREASURE IN 9 MOVES. PLAY AGAIN?
Lost Treasure 33
LOST TREASURE FLOWCHART
0
|
10 |
\ |
|||||
|
SET TERRAIN |
||||||
|
180 |
i |
1 |
||||
|
SET YOUR LOCATION |
||||||
|
----^ ' |
||||||
|
i |
220 r |
_____: |
[______________ |
A |
- |
|
|
( |
PRINT LOCATION |
) |
||||
|
310 |
< |
! |
||||
|
/ INPUT / / YOUR / / MOVE / |
||||||
|
1 |
i |
|||||
|
460 |
/ in\y < OCEAN y |
520 |
EATEN s. 7 S> |
|||
|
470 |
\ |
[n | |
580 |
jY |
||
|
^/find'X. C TREASURE > JN |
"PLAY^ v AGAIN . ]n |
N^Y |
||||
|
(end) |
||||||
34 Stimulating Simulations
LOST TREASURE MAP
»e
OCEAN
1 2 3
4 0 C
E 5 A N
6
7 8 9
|
A\ |
& |
|||||||
|
fyg |
||||||||
|
ffl |
fa |
W\ |
||||||
|
m |
||||||||
|
fa |
H |
|||||||
|
fa |
||||||||
|
r |
p |
|||||||
|
fa |
fa |
yW |
||||||
|
£> |
123456789 OCEAN
Legend
Mountains
Woods

Oak Tree
®*

Cave
&
Bluff Treasure
?
&
Lost Treasure 35
LOST TREASURE PROGRAM
Variables
|
L(R,C) |
|
|
S |
|
|
R |
|
|
C |
|
|
RT, |
CT |
|
T |
|
|
Listing |
|
Locations
Probability of being eaten by shark
Your row
Your column
Temporary storage
Number of turns
1 REM *«« LOST TREASURE PROGRAM ***
5 REM SET TERRAIN
10 DIM L(9,9)
20 PRINT CHR$(147) :S=.2
30 FOR 1=1 TO 9 :FOR J=1 TO 9
40 L(I,J)=0
50 NEXT J,I
60 FOR 1=1 TO 6
70 READ R.C
80 L(R.C)=1
90 NEXT I
100 FOR 1=1 TO 6
110 READ R.C
120 L(R.C)=2
130 NEXT I
140 L(1,8)=3
150 L(6,1)=4
160 LC9,6)=5
170 L(5,5)=6
175 REM YOUR LOCATION
180 R=INT(9*RND(1)+1)
190 C=INT(9*RND(1)+1)
200 IF SQR((R-5r2+(C-5r2)<2 THEN 180
205 REM START MAIN LOOP
210 FOR T=1 TO 100
220 PRINT "YOU ARE ";
230 J=L(R,C)+1
240 ON J GOSUB 250,260,270.280.290,300 :GOTO 310
250 PRINT "IN THE CLEAR." :RETURN
260 PRINT "IN THE WOODS." :RETURN
270 PRINT "IN" :PRINT "THE MOUNTAINS." :RETURN
280 PRINT "NEAR A CAVE." :RETURN
290 PRINT "ON A BLUFF." :RETURN
300 PRINT "NEAR" :PRINT "AN OAK TREE." :RETURN
310 PRINT :INPUT "MOVE (N E S W)"; M$
320 PRINT :RT=R :CT=C
330 IF M$="N" THEN R=R-1 :GOSUB380
340 IF M$="E" THEN C=C+1 :GOSUB420
350 IF M$="W" THEN C=C-1 :GOSUB420
360 IF M$="S" THEN R=R+1 :GOSUB380
370 GOTO 460
375 REM MOVE SUBROUTINE
380 J=INT(10*RND(1)+1)
390 IF J>2 THEN RETURN
400 IF J=1 THEN C=C+1 :RETURN

36 Stimulating Simulations
410 C=C-1 :RETURN
420 J=INT(10*RND(1)+1)
430 IF J>2 THEN RETURN
440 IF J=1 THEN R=R+1 :RETURN
450 R=R-1 :RETURN
455 REM IN OCEAN, FOUND TREASURE?
460 IF R<1 OR R>9 OR C<1 OR C>9 THEN 510
470 IF L(R,C)<>6 THEN 500
480 PRINT "YOU FOUND THE TREASURE"
490 PRINT "IN" T "MOVES." :G0T0 580
500 NEXT T
510 PRINT "YOU FELL IN THE OCEAN."
520 IF RNDOXS THEN PRINT "EATEN BY SHARKS!" :GOTO 580
530 S=S+.5 :R=RT :C=CT :IF S>1 THEN S=1
540 PRINT "THE PROBABILITY OF"
550 PRINT "BEING EATEN BY A"
560 PRINT "SHARK NEXT TIME IS" S
570 GOTO 500
580 PRINT :INPUT "PLAY AGAIN"; Y$
590 IF Y$="Y" THEN RUN
600 END
610 DATA 2,3,3,5,3,9,4,1,7,2,8,8
620 DATA 1,2,3,7,5,2,6,8,8,3,8,6
LOST TREASURE MODIFICATIONS
Minor
1. Probability of first shark attack -- line 20
2. Grid size lines 30, 180, 190, 460
3. Number of woods -- lines 60, 610
4. Number of mountains -- lines 100, 620
5. Landmarks' locations lines 140, 150, 160
6. Location of the treasure -- line 170
7. Movement error -- lines 380, 420
8. Amount you disturb shark line 530
Major
1. Vary number and amount of treasure.
2. Add parameters of water and/or food to maintain your energy level
3. Hunt a moving treasure.
4. Modify direction of movement.
5. Add quicksand.
6. Include landmarks placed at random that are not on the map.
7. Randomly place treasure before each hunt.
37
GONE FISHING
You are going on a fishing trip. The sea is an 8X8 grid, forming 64 fishing locations. You will start at the dock, square (1,1), and try to catch as many pounds of fish as you can. You may move one square at a time horizontally or vertically by entering a north(N), south(S), east(E), or west(W). Entering an F allows you to fish in the same place again, and a B allows you to start another fishing trip immediately. If you select a direction that takes you off the grid, your ship will sink. You must return to the dock in sixty moves, which is equivalent to six hours. If you don't return in time, half of your catch will spoil.
The chance of catching fish is different for each square and is determined at the beginning of the trip. The chance of catching fish in a given square will remain the same throughout the trip or will decrease if the fish are scared by a shark. The maximum number of fish that can be caught in each square (density) is also determined at the beginning of the simulation. This number varies from 1 to 5. The maximum number of fish you can catch in a square will decrease only if sea gulls eat some of the bait. The maximum weight of a fish in a particular square is the product of the row and column; therefore, the further out you go, the bigger the fish.
The longer you fish, the greater the chance of an afternoon storm occurring. If you hit a storm, you will lose .5 hour. One of the more difficult manuvers of the trip is to fish as long as necessary to accumulate a large catch without getting lost in a storm. Also, there is a 4% chance that you will experience some unexpected event during each move of the trip. Be sure you return to the dock before six hours have elapsed. Your rating as a fisherman will be the number of pounds of fish you catch divided by five.
You may wish to use the fishing grid on page 39 to record the best fishing spots. A small marker can be used to keep track of your location on the grid.

Stimulating Simulations
RUN
NO BITES
AT LOCATION 1 1
TOTAL LBS. THIS
TRIP IS 0.
YOU HAVE FISHED
FOR 0 HOURS.
MOVE(N,S,E,W,F,B)? E
NO BITES
AT LOCATION 1 2
TOTAL LBS. THIS
TRIP IS 0.
YOU HAVE FISHED
FOR .1 HOURS.
MOVE(N,S,E,W,F,B)? S
YOU CAUGHT 1 FISH, EACH WEIGHING 2 LBS. AT LOCATION 2 2 TOTAL LBS. THIS TRIP IS 2. YOU HAVE FISHED FOR .2 HOURS. MOVE(N,S,E,W,F,B)? S
NO BITES
AT LOCATION 3 2
TOTAL LBS. THIS
TRIP IS 2.
YOU HAVE FISHED
FOR .3 HOURS
MOVE(N,S,E,W,F,B)? E
YOU CAUGHT 4 FISH, EACH WEIGHING 2 LBS. AT LOCATION 3 3 TOTAL LBS. THIS TRIP IS 10. YOU HAVE FISHED FOR .4 HOURS. MOVE(N,S,E,W,F,B)? E
NO BITES
AT LOCATION 4 6
TOTAL LBS. THIS
TRIP IS 10.
SEA GULLS ATE SOME
OF YOUR BAIT.
CATCH WILL BE SMALLER
THIS TRIP.
YOU HAVE FISHED
FOR .8 HOURS.
MOVE(N,S,E,W,F,B)? S
YOU CAUGHT 4 FISH, EACH WEIGHING 15 LBS. AT LOCATION 4 8 TOTAL LBS. THIS TRIP IS 155. YOU CAUGHT A 50 LB. SHARK. TOTAL LBS. THIS TRIP IS 205. YOU HAVE FISHED FOR 1.8 HOURS. MOVE(N,S,E,W,F,B)? W
YOU CAUGHT 1 FISH, EACH WEIGHING 3 LBS. AT LOCATION 3 3 TOTAL LBS. THIS TRIP IS 208. WATER SPOUT DISPLACES YOU. NOW AT LOCATION 4 5 YOU HAVE FISHED FOR 2.6 HOURS. MOVE(N,S,E,W,F,B)? W
NO BITES
AT LOCATION 1 2
TOTAL LBS. THIS
TRIP IS 211.
YOU HAVE FISHED
FOR 3.2 HOURS
MOVE(N,S,E,W,F,B)? W
YOU ARE BACK AT THE DOCK AFTER 3.2 HOURS OF FISHING. CLEAN 211 LBS. OF FISH. YOU RATE 42 AS A FISHERMAN. ANOTHER TRIP?
GONE FISHING FLOWCHART
Gone Fishing 39
0
10
160
200
230
320
SET
INITIAL
CONDITIONS

LOCATION,
TOTAL

PRINT NO BITES
PRINT RESULTS
360
380
450
510
580
PRINT TIME
INPUT N,E,S,W

SUMMARY,
RATING
TRIP ?
40 Stimulating Simulations
GONE FISHING PROGRAM
Variables
P(I,J) The probability of catching a fish
D(I,J) The maximum number of fish in square (I,J), from 1 to 5
W Weight of each fish caught, from 1 to RXC
P The total number of pounds of fish caught at a given time
R Row in which you are fishing
C Column in which you are fishing
N Number of fish caught in a given turn
T Time in tenths of an hour, maximum 6 hours
M$ Move(N,E,S,W,F,B), where N,E,S, and W are directions, F allows
you to fish again in the same square, and B allows you to start
the fishing trip over again
Listing
1 REM *** GONE FISHING PROGRAM ***
5 REM SET PROBABILITIES AND DENSITY
10 DIM P(8,8),D(8,8)
20 FOR 1=1 TO 8 :FOR J=1 TO 8
30 P(I,J)=.7*RND(1)
40 D(I,J)=INT(RND(1)*5+1)
50 NEXT J,I
60 PC 1f1)=0 :P=0 :R=1 :C=1
70 PRINT CHR$(147)
145 REM MAIN LOOP
150 FOR T=0 TO 6 STEP .1
160 IF RND(1)>P(R,C) OR D(R,CX1 THEN PRINT "NO BITES" :GOTO 220
170 N=INT(RND(1)*D(R,C)+1)
175 REM YOUR LOCATION
180 W=INT(RND(1)*R*C)+1
190 P=P+N*W
200 PRINT "YOU CAUGHT" N "FISH,"
210 PRINT "EACH WEIGHING" W "LBS."
220 PRINT "AT LOCATION" R;C
230 PRINT "TOTAL LBS. THIS"
240 PRINT "TRIP IS" P "."
315 REM UNEXPECTED EXPERIENCES
320 IF RNDC1 XT/60 THEN PRINT "STORMLOST 1/2 HOUR" :T=T+.5
330 J=INT(100*RND(1))+1
340 IF J>4 THEN 360
350 ON J GOSUB 700,800,900,1000
360 PRINT "YOU HAVE FISHED"
370 PRINT "FOR" INT(T*10+.5)/10 "HOURS."
380 INPUT "MOVE (N,S,E,W,F,B)"; M$ :PRINT
390 IF M$="E" THEN C=C+1
400 IF M$="N" THEN R=R-1
410 IF M$="W" THEN C=C-1
420 IF M$="S" THEN R=R+1
430 IF M$="B" THEN RUN
440 IF R<1 OR R>8 OR C<1 OR C>8 THEN PRINT "GROUNDEDSUNK!" :GOTO 580
450 IF R=1 AND C=1 THEN GOTO 500
460 NEXT T
470 PRINT "TIME UP. SUN HAS SET."
480 PRINT "1/2 OF CATCH SPOILED."
490 P=P/2
Gone Fishing 41
495 REM SUMMARY OF TRIP
500 IF T=0 THEN PRINT"STILL AT DOCK" :GOTO 20
510 PRINT "YOU ARE BACK AT THE"
520 PRINT "DOCK AFTER" INT(T*10+.5)/10 "HOURS"
530 PRINT "OF FISHING."
540 PRINT "CLEAN" P "LBS."
550 PRINT "OF FISH."
560 PRINT "YOU RATE" INTCP/5)
570 PRINT "AS A FISHERMAN."
580 INPUT "ANOTHER TRIP"; X$
590 IF X$="Y" THEN RUN
600 END
695 REM SUBROUTINES
700 IF R+C<9 THEN RETURN
710 PRINT "FISH SCARED BY SHARK."
720 PRINT "NOT BITING AS OFTEN."
730 FOR 1=1 TO 8 :FOR J=1 TO 8
740 P(ItJ)=P(I,J)-.1
750 NEXT J,I
760 RETURN
800 PRINT "SEA GULLS ATE SOME"
810 PRINT "OF YOUR BAIT."
820 PRINT "CATCH WILL BE SMALLER"
830 PRINT "THIS TRIP."
840 FOR 1=1 TO 8 :FOR J=1 TO 8
850 D(I,J)=D(I,J)-1
860 NEXT J,I
870 RETURN
900 PRINT "WATER SPOUT"
910 PRINT "DISPLACES YOU."
920 R=INT(8*RND(1)+1)
930 C=INT(8*RND(1)+1)
940 PRINT "NOW AT LOCATION" R;C
950 T=T+.2
960 RETURN
1000 PRINT "YOU CAUGHT A"
1010 PRINT "50 LB. SHARK."
1020 P=P+50
1030 PRINT "TOTAL LBS. THIS"
1040 PRINT "TRIP IS" P "."
1050 RETURN
GONE FISHING MODIFICATIONS
Minor
1. Grid size -- lines 10, 20, 440, 730, 840, 920 and 930
2. Maximum probability of catching fish in a square line 30
3. Maximum density of fish in a square -- line 40
4. Maximum time of fishing line 150
5. Storm probability -- line 320
6. Rating scale -- line 560
Major
1. Catch different kinds of fish, such as, sharks, whales, or mermaids.
2. Change the goal to catching the biggest fish.
3. Use fuel to run the boat.
4. Add a choice of hook sizes and fishing depth.
5. Add different kinds of hazards, such as whales, reefs, UFO's.
6. Let fishing success depend on time of day.
7. Fix weather conditions and fishing conditions at the beginning of the trip.
8. Utilize sonar devices to help locate fish.
9. Allow ship to move in a diagonal direction.
42 Stimulating Simulations
FISHING MAP
|
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
|
|
1 |
||||||||
|
2 |
||||||||
|
3 |
||||||||
|
4 |
||||||||
|
5 |
||||||||
|
6 |
||||||||
|
7 |
||||||||
|
8 |

43
SPACE FLIGHT
Scenario
In this simulation, you are living in the year 2062 as the captain of a space ship. Your orders are to deliver medical supplies from Alpha at coordinates (10,10} to Beta at coordinates (80,80). Your rating as a space pilot will depend upon how fast you can make the trip.
During each time interval, you will be able to determine the following information:
1. Total time elapsed
2. Location in terms of X and Y coordinates
3. Amount of fuel left
4. Speed
5. The angle at which you are moving
6. Your distance from the planet.
To change direction or to increase or decrease speed, you can fire one of two kinds of rockets: main (M) and half (H). These rockets take one unit and 1/2 unit of fuel, respectively. A "C" will allow you to coast for five time intervals.
Once you decide how much fuel you are going to burn, you must decide on the direction in which you will be firing the rockets. You are able to rotate your space ship with small thrusters as it drifts in space. The directions are shown below:
1350 180° 225°

2700
Once you fire your main rocket for three or four turns to increase your speed, you can conserve fuel by drifting through space. You must start to fire in the opposite direction to slow down before arriving at Beta. In order to meet arrival conditions, you must be within a distance of one and at a speed of less than one.
You may wish to make copies of the grid at the end of this section to aid in plotting your course. If you find that you are off course, you may have to fire a "correction" rocket. In order to estimate the angle of firing, you can use a force diagram as shown below.
44 Stimulating Simulations
Example 1: Correction

Course 42° Speed 5
Fire at 350°
Resulting course 30° Speed 6
Example 2: Retrofire
Course 75° Speed 4
Fire 255<>

Resulting Course 75° Speed 3
|
Sample Run |
||
|
DATA |
READOUT |
|
|
0 HOURS |
10 LITERS |
|
|
LOC: 10 |
10 |
|
|
VELOCITY: |
0 |
|
|
0 DEGREES |
||
|
DISTANCE: |
98 |
995 |
|
COMMAND(0 |
,M,H |
,C)? M |
|
ANGLE? 45 |
||
|
DATA |
READOUT |
|
|
.01 HOURS |
9 |
LITERS |
|
LOC: 10. |
6776 |
10.67 |
|
VELOCITY: |
.9529 |
|
|
45 DEGREES |
||
|
DISTANCE: |
98 |
.942 |
DATA READOUT .05 HOURS 5 LITERS LOC: 20.1487 20.8211 VELOCITY: 5.0035 50 DEGREES DISTANCE: 84.1685 PROBLEMS: SUPPORT SYSTEM COMMAND(0,MsH,C)? 0
DATA READOUT .33 HOURS 1 LITERS LOC: 79.1844 81.0019 VELOCITY: .0231 58 DEGREES DISTANCE: 1.2918 COMMAND(0,M,H,C)? H ANGLE? 315 ARRIVED
TRIP TOOK .33 HOURS. YOUR RATING IS 66. PLAY AGAIN? N READY
SPACE FLIGHT FLOWCHART
Space Flight 45
10
100
200
300
350
360

SET
X,Y,VX,VY,
Z,V,F,D,P,G

INPUT ANGLE
COMPUTE VX.Y, VY,D,Z
PRINT HAZARDS
600
610
650

46 Stimulating Simulations
SPACE FLIGHT PROGRAM
Variables
|
- ■ - - |
|
|
X,Y |
Location |
|
VX,VY |
Speed |
|
Z |
Angle of coast |
|
V |
Velocity |
|
T |
Time |
|
D |
Distance to planet |
|
J |
Index for hazards |
|
F |
Fuel |
|
A |
Angle input |
|
L,M |
Temporary Variables |
|
R |
Rating |
|
Fl |
Coast count |
|
G |
Accuracy of gyros |
Listing
1 REM *** SPACE FLIGHT PROGRAM ***
10 X=10 :Y=10 :VX=0 :VY=0 :Z=o :V=0
20 F=10 : D=98.995 :P=3.14159 :G=1
30 PRINT CHR$(147)
40 FOR T=0 TO 10 STEP .01
45 IF F1>0 THEN PRINT CHR$(147)
50 IF F1>0 THEN PRINT CHR$(147)
100 PRINT " DATA READOUT:" :PRINT
110 PRINT INT(T*100+.5)/100 "HOURS" F "LITERS"
120 PRINT "LOC:" INT(1E4*X+.5)/1E4 INTC1E4*Y+.5)/1E4
130 PRINT "VELOCITY:" INTC1E4*V+.5)/1E4
140 PRINT Z "DEGREES"
150 PRINT "DISTANCE:" INTC1E4*D+.5)/1E4
200 J=INT(50*RNDC1)+1)
210 IF J<6 THEN PRINT "PROBLEMS: ";
220 ON J GOSUB 230,240,250,260,270 :GOTO 290
230 PRINT "GYROS ANGLE ERROR" :G=G+1 :RETURN
240 PRINT "FUEL LINE" :F=F-.5 :RETURN
250 PRINT "SUPPORT SYSTEM" :T=T+.05 :RETURN
260 PRINT "ALIENS" :VX=0 :VY=0 -.RETURN
270 PRINT "METEORS" :VX=VX+RNDC1)-.5 :VY=VY+RNDC1)-.5
280 RETURN
290 IF F1>0 THEN F1=F1-1 :GOTO 450
300 INPUT "C0MMANDC0,M,H,O"; C$
310 IF C$="M" THEN B=1 :GOTO 350
320 IF C$="H" THEN B=2 :GOTO 350
330 IF C$="C" THEN F1=4
340 GOTO 450
350 INPUT "ANGLE"; A :A=A+(20*G*RND(1)-10*G)
360 A=A*P/180
370 L=COSCA) :M=SINCA) :F=F-1/B
380 VX=VX+(1+.4*RNDC1)-.2)*L/B
390 VY=VY+(1+.4*RNDC1)-.2)*M/B
400 IF VX=0 AND VY>=0 THEN Z=90 :G0T0 450
410 IF VX=0 AND VY<0 THEN Z=270 :G0T0 450
420 Z=ATNCVY/VX) :Z=Z*180/P
430 Z=Z+INT(10*RNDCO) :Z=INTCZ)
440 IF VX<0 THEN Z=Z+180
450 X=X+VX :Y=Y+VY
Space Flight 47
530 V=SQR(VX"2+VY"2)
5M0 D=SQRUX-80r2+(Y-80r2)
600 IF F<0 THEN PRINT "OUT OF FUEL" :GOTO b60
610 IF D<1 AND V<1 THEN PRINT "ARRIVED" :GOTO 630
615 PRINT
620 NEXT T
630 PRINT "TRIP TOOK" INTC100*T+.5)/100 "HOURS."
6U0 R=200*T
650 PRINT "YOUR RATING IS" R "."
660 INPUT "PLAY AGAIN"; Y$
670 IF Y$="Y" THEN RUN
680 END
SPACE FLIGHT MODIFICATIONS
Minor
1. Starting position -- lines 10,20
2. Amount of fuel line 20
3. Time limit -- line 40
4. Planets location -- lines 540, 20
5. Arrival conditions line 610
6. Probability of problems -- line 200
Major
1. One must fire small thruster rockets to rotate ship.
2. Have meteors hit ship.
3. Use meteor shields.
4. Fight aliens.
5. Visit more than one planet.
6. Provide planets with gravitational force.
7. Have refueling stations.

48 Stimulating Simulations
100
90
70 60 50 40 30 20 10
135°
180O
225°

270°
0 10 20 30 40 50 60 70 80 90 100
49
FOREST FIRE
Scenario
A lightning storm has ignited fires in a forest. Your task is to put out the fires and save as many trees as possible. The forest is divided into 81 sectors formed by a 9X9 grid. Each sector is identified by the number of its row and column. The symbol, ".", represents woods, an *'*" represents fire, and a blank space represents burnt out woods.
The chance of an existing fire spreading to adjacent wooded areas is 70%. Fires last for nine turns before burning out.
You have two weapons with which to fight the fire. You can drop chemicals that are designed to extinguish the fires in a specified sector. The chance that the drop will affect the fires in this sector and its eight adjacent sectors is 50%. For example, if there are six fires burning in a nine-square area, approximately three will be affected by the chemicals. The effect of chemicals is to reduce the number of turns before the fire burns out by three. Since a fire lasts only nine turns, three successful chemical hits will be needed to extinguish a fire. If the fire has been burning for six turns, then one hit will suffice.
The second weapon available to you is a backfire. To start a backfire, you must respond to the row input with a zero. You will then be asked for a backfire row and column. The sector in which a backfire is started must be wooded. This backfire will not spread and will burn out in the next turn, forming a barrier against the spread of fire.
Your rating will be the number of trees remaining after all the fires are out, plus 30.

50 Stimulating Simulations
Sample Run
#1 123456789
1.........
2.........
3.........
4.......* .
5.......* .
6 . . . *.....
7.........
8.........
9.........
#4 123456789
1......... 1
2......... 2
3........-X- 3
4...... -X- . 4
5..*... ** 5
6 ...*..** . 6
7 . . *...... 7
8......... 8
9......... 9
#12
2 3 4 5 6 7 . . ** . ... **
8 9 *
ROW? 0
BACKFIRE ROW? 4 BACKFIRE COLUMN? 7
ROW? 6 COLUMN? 3
ROW? 8 COLUMN? 7
#2 123456789
1.........
2.........
3.........
4......** .
5.......-X- .
6 . . . *.....
7 . . *......
8.........
9.........
ROW? 0
BACKFIRE ROW? 5 BACKFIRE COLUMN? 7
*1
123456789
1.........
2.........
3........*
4.......* .
5 . . -X- . . .** . 6...*...*.
7 . . *......
8.........
9.........
#11 23456789
ROW? 6 COLUMN? 2
|
1 2 3 r. . . 2 . . . 3 . . . 4 . . . |
#16 4 5 6 7 8 9 |
|
5 . 6 7 . 8 . . 9 . . |
! 4 |
|
ROW? 6 COLUMN? |
6 |
|
YOUR RATING IS 69. PLAY AGAIN? |
|
ROW? 0
BACKFIRE ROW? 6 BACKFIRE COLUMN? 7
FOREST FIRE FLOWCHART
Forest Fire 51
10
100
200
220
230
400
0
SET
INITIAL
FIRES

PRINT GRID
INPUT ROW
680
INPUT BACKFIRE ROW AND COLUMN

690
DETERMINE RATING
52 Stimulating Simulations
FOREST FIRE PROGRAM
Variables
L(R,C) Burnt woods: 0, fire: 1-9, woods: 10, temporary variable: 11
R Row
C Column
I Row number increment
J Column number increment
A Adjacent row
B Adjacent column
F Count
T Temporary variable
R Rating
Note: Line 210 contains a cursor-up (II) character, 12 spaces, followed by cursor up.
Line 240 contains a cursor-up (II) character, 14 spaces, followed by cursor up.
Listing
12 3 4 5 6 7 8 9"
:GOTO 170
1 REM *** FOREST FIRE PROGRAM ***
10 DIM L(9,9)
20 FOR R=1 TO 9 :FOR C=1 TO 9
30 L(R,C)=10
40 NEXT C,R
50 FOR 1=1 TO 3
60 R=INT(9*RND(1)+1)
70 C=INT(9*RND(1)+1)
80 L(R,C)=9
90 NEXT I
95 REM PRINT GRID
100 PRINT CHR$(147); :PRINT"
110 FOR R=1 TO 9
120 PRINT R; " ";
130 FOR C=1 TO 9
140 IF L(R,C)=10 THEN PRINT ".
150 IF L(R,C)>0 AND L(R,C)<10 THEN PRINT "* "; :GOTO 170
160 PRINT " ";
170 NEXT C
180 PRINT :NEXT R
195 REM INPUT ROUTINE
200 INPUT "ROW"; R
210 IF R<0 OR R>9 THEN PRINT"D
220 IF R=0 THEN 330
230 INPUT "COLUMN"; C
240 IF C<1 OR C>9 THEN PRINT"D
250 FOR I=-1 TO 1 :FOR J=-1 TO 1
260 A=R+I :B=C+J
IF A<1 OR A>9 OR B<1 OR B>9 THEN 310
IF L(A,B)<1 OR L(A,B)=10 THEN 310 290 IF RND(1)>.5 THEN 310 300 L(A,B)=L(A,B)-3 310 NEXT JfI 320 GOTO 400
330 INPUT "BACKFIRE ROW"; R 340 IF R<1 OR R>9 THEN 330 350 INPUT"BACKFIRE COLUMN"; C 360 IF C<1 OR C>9 THEN 350
270 280
:GOTO 200
:GOTO 230
Forest Fire 53
370 IF L(R,C)=10 THEN L(R,C)=2
395 REM SPREAD FIRE
400 FOR R=1 TO 9 :F0R Cs1 TO 9
410 IF LCR.CX1 OR L(R,C)>9 THEN 500
420 IF L(R,C)<3 THEN 500
430 I=INT(3*RND(1)-1)
440 J=INT(3*RNDC1)-1)
450 A=R+I :B=C+J
460 IF A<1 OR A>9 OR B<1 OR B>9 THEN 500
470 IF L(A,B)<>10 THEN 500
480 IF RNDC1X.3 THEN 500
490 L(A,B)=11
500 NEXT C,R
505 REM BURN FIRE AND COUNT
510 F=0
520 FOR R=1 TO 9
530 FOR C=1 TO 9
540 T=L(R,C)
550 IF T=11 THEN T=9
560 IF T>0 AND T<10 THEN T=T-1 :F=F+1
570 LCR,C)=T
580 NEXT C,R
590 IF F<1 THEN 620
600 GOTO 100
615 REM COUNT WOODS hATING
620 C=0
630 FOR R=1 TO 9 :FOR C=1 TO 9
640 IF LCR,C)=10 THEN W=W+1
650 NEXT C,R
660 R=W+30
670 IF R>100 THEN R=100
680 PRINT "YOUR RATING IS"; R
690 INPUT "PLAY AGAIN"; Y$
700 IF Y$="Y" THEN RUN
710 END
FOREST FIRE MODIFICATIONS
Minor
1. Number of beginning fires line 50
2. Location of beginning fires -- lines 60, 70
3. Probability of putting out fire -- line 290
4. Amount fire burns out each turn -- line 300
5. Size of backfire -- line 370
6. Probability of spread -- line 480
7. Size of spread fires -- line 550
8. Rating scale - lines 660, 670
Major
1. Change grid size.
2. Randomly choose location of beginning fires.
3. Add time to move from one place to another.
4. Have wind speed and direction affect the spread of the fire.
5. Include barriors such as lakes and roads.
6. Have some of the sectors burn faster than others.
54
NAUTICAL NAVIGATION
Scenario
Your task is to navigate a sailboat that has an electronic direction finder to three different islands in the South Pacific. You do not have to dock at the islands, but only come close enough to make a visual sighting. The minimum sighting distance will vary from five to ten miles, depending upon weather conditions.
The islands are located at coordinates (200,300), (600,300), and (300,100). Your starting location will be approximately (200,200). You will need graph paper and an inexpensive protractor and ruler in order to plot your course.
Each turn you will receive information about your bearings in degrees from each of the three islands. For convenience, you will also receive the bearings from the ship to each of the islands. The example below shows how the bearings are determined. If you know the bearing from two of the three islands, you can locate the ship; however, there are some random errors in the readings, so it might be wise to use the readings from all three islands.
from island #1: 317°; bearing to island #1: 138°. Bearing from island #2: 230°; bearing to island #2: 50°.
Bearing from
90o
135?


2250 'r
/ 270° \ 900/
'45° ISLAND #2
After you locate your position, you must determine your heading and the length of time you wish to remain on this course. You can use the heading from the ship to the island of your destination to determine the ship's heading. Since you are in a sailboat, your speed will depend on your direction with respect to an easterly wind. In order to make any progress toward the East, you must tack at either 450 or 315°. The speed
Nautical Navigation 55
of the sailboat as a function of its direction is shown in the graph below.
10
Speed in m.p.h. 5 (S)
0 0 30 60 90 120 150 180
Degrees to the Wind (H)
The fastest speed of ten miles per hour is acheived when the boat is perpendicular to the wind heading either directly north (90°) or south (270°). When the boat is running with the wind directly behind it, its speed is about half the maximum speed or five m.p.h.
Once you determine the heading, you must determine the length of time you wish to remain on the heading or the length of time you wish to travel before the next navigational check. The speed at 70° is about 6.7 m.p.h. In ten hours, you would travel about 67 miles. Of course, the wind speed varies; so you may wish to make one or two navigational checks on a long run.
You can visit the three islands in any order. You must compute the angle and time so the end of a run is within five to ten miles of an island. Since visibility conditions vary, you may have to wait for a turn to allow sighting conditions to improve.
Your rating as a navigator will depend on the number of navigational checks required and the amount of time for the trip. A good sailor should be able to complete the trip with a rating close to 100.
S=10-(H-90)/18

56 Stimulating Simulations
|
Sample Run |
||||||
|
NAVIGATION CHECK 1 |
NAVIGATION CHECK 5 |
|||||
|
BEARING FROM 1 279 |
TO 1 |
99 |
VISITED 1 |
|||
|
BEARING FROM 2 197 |
TO 2 |
17 |
BEARING FROM 1 296 |
TO |
1 |
116 |
|
BEARING FROM 3 136 |
TO 3 |
316 |
BEARING FROM 2 209 |
TO |
2 |
29 |
|
ELAPSED TIME 0 |
BEARING FROM 3 114 |
TO |
3 |
294 |
||
|
HEADING? 99 |
ELAPSED TIME 92.883 |
|||||
|
TIME? 33 |
HEADING? 294 TIME? 3 |
|||||
|
NAVIGATION CHECK 2 |
||||||
|
BEARING FROM 1 97 |
TO 1 |
277 |
NAVIGATION CHECK 6 |
|||
|
BEARING FROM 2 158 |
TO 2 |
338 |
VISITED 1 |
|||
|
BEARING FROM 3 108 |
TO 3 |
288 |
VISITED 3 |
|||
|
ELAPSED TIME 32.969 |
BEARING FROM 1 296 |
TO |
1 |
116 |
||
|
HEADING? 277 |
BEARING FROM 2 212 |
TO |
2 |
32 |
||
|
TIME? 20 |
BEARING FROM 3 119 ELAPSED TIME 95.856 |
TO |
3 |
299 |
||
|
NAVIGATION CHECK 3 |
HEADING? 60 |
|||||
|
VISITED 1 |
TIME? 120 |
|||||
|
BEARING FROM 1 84 |
TO 1 |
264 |
||||
|
BEARING FROM 2 179 |
TO 2 |
359 |
NAVIGATION CHECK 7 |
|||
|
BEARING FROM 3 115 |
TO 3 |
295 |
VISITED 1 |
|||
|
ELAPSED TIME 52.957 |
VISITED 3 |
|||||
|
HEADING? 295 |
BEARING FROM 1 35 |
TO |
1 |
215 |
||
|
TIME? 30 |
BEARING FROM 2 92 |
TO |
2 |
272 |
||
|
BEARING FROM 3 58 |
TO |
3 |
238 |
|||
|
NAVIGATION CHECK 4 |
ELAPSED TIME 215.833 |
|||||
|
VISITED 1 |
HEADING? 272 |
|||||
|
BEARING FROM 1 296 |
TO 1 |
116 |
TIME? 28 |
|||
|
BEARING FROM 2 201 |
TO 2 |
21 |
||||
|
BEARING FROM 3 117 |
TO 3 |
297 |
TRIP COMPLETED |
|||
|
ELAPSED TIME 82.924 |
IN 243.859 HOURS. |
|||||
|
HEADING? 297 |
7 NAVIGATIONAL CHECKS |
|||||
|
TIME? 10 |
YOUR RATING IS 66 PLAY AGAIN? |
|||||
WIND DIRECTION
|
i |
\ |
|||
|
400 |
- |
|||
|
300 |
I#l O |
|||
|
200 |
j- |
I #2 O |
||
|
100 0 |
. i ,., i______ |
I #3 i . i------- |
... i------------------1 i |
----------->> |
100 200 300 400
500
600
700
800
Nautical Navigation 57
NAUTICAL NAVIGATION PROGRAM
Variables
D(3)
A(3),B(3)
X,Y
E
C
L
H
T
A,B
Y$
Set to 1 if arrived at destination
Coordinates of islands
Coordinates of ship
Total elapsed time
Number of navigational checks
Angle bearing from
Heading of ship
Time for one leg of
Temporary variables
Play again

Listing
1 REM *** NAUTICAL NAVIGATION ***
5 REM PLACE ISLANDS AND SHIPS
10 DIM A(3). BC3), DC3)
20 E=0 :P=3.14159
30 FOR 1=1 TO 3
40 READ A,B
50 A(I)=10*A :BCI)=10*B
60 D(I)=0
70 NEXT I
80 DATA 20,30,60,20,30,10
90 X=175+50*RNDC1) :Y=175+50*RNDC1)
95 REM START MAIN LOOP
100 FOR C=1 TO 100 '.PRINT CHR$(147);
110 PRINT "NAVIGATON CHECK" C
120 FOR 1=1 TO 3
130 IF DCI)=1 THEN PRINT "VISITED" I
140 NEXT I
150 FOR 1=1 TO 3
160 A=A(I) :B=BCI)
170 GOSUB 600 :L=L+2.5-5*RND(1)
180 L=L+180 :IF L>360 THEN L=L-360
190 PRINT "BEARING FROM" I INTCL)
200 IF L>=180 THEN L=L-180 :PRINT SPCC10) "TO" I INTCL) :GOTO 220
210 IF L<180 THEN L=L+180 :PRINT SPCC10) "TO" I INTCL)
220 NEXT I
225 REM INPUT
230 PRINT :PRINT "ELAPSED TIME" E :PRINT
240 INPUT "HEADING"; H
250 H=H+5-10*RNDCD
260 INPUT "TIME"; T :T=ABSCT)
270 CO=COSCH*P/180) :SI=SINCH*P/180)
280 IF H>180 THEN H=360-H
290 IF H<30 THEN S=0
300 IF H>=30 AND H<90 THEN S=10+(H-9Q)/6
310 IF H>90 THEN S=10-CH-90)/18
320 S=S+2*RNDC1)-1
330 T=T+C.1*RNDCD-.05)
340 X=X+T*S*CO
58 Stimulating Simulations
350 Y=Y+T*S*SI
360 E=E+T :E=INT(1E3*E+.5)/1E3
400 FOR 1=1 TO 3
410 D=SQR((X-A(I)r2+(Y-B(I)r2)
420 IF D<5+10*RND(1) THEN DCI)=1
430 NEXT I
440 IF D(1)+D(2)+D(3)=3 THEN 500
450 PRINT :NEXT C
460 PRINT "EXCEEDED MAXIMUM"
470 PRINT "NAVIGATION CHECKS" :GOTO 550
500 PRINT "TRIP COMPLETED" :PRINT "IN" E "HOURS."
510 PRINT C "NAVIGATION CHECKS "
520 R=INTCE+10*C/3)
530 IF R>170 THEN R=170
540 PRINT "YOUR RATING IS" 170-R
550 INPUT "PLAY AGAIN"; Y$
560 IF Y$="Y" THEN RUN
570 END
600 IF X=A AND Y>B THEN L=270 :RETURN
610 IF X=A AND Y<B THEN L=90 :RETURN
620 N=ABS(Y-B)/ABS(X-A)
630 L=ATN(N) :L=180*L/P
640 IF X>A AND Y>=B THEN L=L+180
650 IF X<A AND Y>B THEN L=360-L
660 IF X>A AND Y<B THEN L=180-L
670 RETURN
NAUTICAL NAVIGATION MODIFICATIONS
Minor
1. Location of islands line 80
2. Starting place of ship -- line 90
3. Error in angle -- line 170
4. Input error -- line 250
5. Speed error line 320
6. Time error line 330
7. Sighting criteria -- line 420
8. Rating line 520, 530, 540
Major
1. Change number of islands.
2. Have storms.
3. Have wind direction change.
Nautical Navigation 59
NAUTICAL NAVIGATION FLOWCHART
10
100
230
320
440
500
PLACE ISLANDS AND SHIP
SIGHTINGS
AND
BEARINGS
INPUT
HEADING,
TIME
COMPUTE
NEW LOCATION

PRINT TIME, CHECKS, RATING
60
BUSINESS MANAGEMENT
Scenario
In this simulation you manage a small factory that produces three different kinds of products (PI - P3). Three different kinds of raw materials (Rl - R3) are required to produce the products. Each product requires exactly two raw materials with a different subscript. For example, to manufacture one unit of P2, you would need a unit of Rl and a unit of R3. To manufacture one unit of P3, you would need a unit of Rl and R2.
The cost of raw materials varies from $10 to $20 per unit. It costs from $1 to $9 per unit to manufacture a product from raw materials. The selling price of each finished product varies from $50 to $90 per unit. Prices of raw materials and manufacturing costs will vary by not more than $2 per turn. Prices of finished products will vary by not more than $5 per turn.
You will receive a data report at the beginning of each turn. This report will give you the number of units you have on hand, available cash, and the manufacturing costs. You can buy, manufacture, or sell each turn. In order to manufacture a given product, you must have enough of the correct kind of materials on hand.
After twelve turns (months), the materials and/or products that you have on hand will be automatically sold at the current prices and your profit will be computed.
Sample Run
# MATERIAL
1 0-$16
2 0-$15
3 0-$l7 MONTH 0 YOU HAVE 500 MANUFACTURING COST $2 TRANSACTION 0,B,M,S? B AMT. OF MATERIALS? 10 ITEM#? 2
# MATERIAL
1 0-$16
2 10-$16
3 0-$16 MONTH 1 YOU HAVE 350 MANUFACTURING COST $1 TRANSACTION 0,B,M,S? B AMT. OF MATERIALS? 10 ITEM#? 1
PRODUCT 0-$72 0-$72 0-$73
PRODUCT 0-$67 0-$7l 0-$73
Business Management 61
|
# MATERIAL |
PRODUCT |
|
1 10-$18 |
0-$63 |
|
2 10-$17 |
0-$70 |
|
3 0-$18 |
0-$68 |
|
MONTH 2 YOU HAVE 190 |
|
|
MANUFACTURING COST $2 |
|
|
TRANSACTION 0,B,M,S? M |
|
|
MANUFACTURE AMT.? 10 |
|
|
ITEM#? 3 |
|
|
# MATERIAL |
PRODUCT |
|
1 0-$19 |
0-$67 |
|
2 0-$15 |
0-$72 |
|
3 0-$18 |
10-$73 |
|
MONTH 3 YOU HAVE 170 |
|
|
MANUFACTURING COST $2 |
|
|
TRANSACTION 0,B,M,S? S |
|
|
AMOUNT TO SELL? 10 |
|
|
ITEM#? 3 |
|
|
# MATERIAL |
PRODUCT |
|
1 0-$17 |
0-$72 |
|
2 0-$17 |
0-$76 |
|
3 0-$18 |
0-$77 |
|
MONTH 4 YOU HAVE 900 |
|
|
MANUFACTURING COST $3 |
|
|
TRANSACTION 0,B,M,S? |
|
# MATERIAL |
PRODUCT |
|
1 0-$18 |
0-$71 |
|
2 0-$12 |
0-$62 |
|
3 0-$10 |
0-$68 |
|
MONTH 12 YOU HAVE 2380 |
|
|
MANUFACTURING COST $8 |
|
|
TRANSACTION 0,B,M,S? 0 |
|
|
END OF YEAR |
|
|
YOUR PROFIT IS 1880 |
|
|
PLAY AGAIN? |
62 Stimulating Simulations
BUSINESS MANAGEMENT FLOWCHART
0
10
450
100
SET PRICES
E
OUTPUT
DATA
SUBROUTINE
120
130
140
160

SUBROUTINE
SUBROUTINE
SUBROUTINE
Business Management 63
BUSINESS MANAGEMENT PROGRAM
Variables
R(I) Number of raw materials
C(I) Cost of one unit of raw material
F(I) Number of finished products
P(I) Price of one unit of finished product ($50-$90)
C Cash on hand
M Manufacturing costs ($l-$9) per unit
T Time
N Item number
A Amount
T$ Input 0,B,M,S
Note: II in line 470 is cursor left (4 places). Listing
1 REM *** BUSINESS MANAGEMENT PROGRAM ***
5 REM SET PRICES
10 DIM R(3), C(3), F(3>. PC3)
20 C=500 :M=2
30 FOR 1=1 TO 3
40 R(I)=0 :F(I)=0
50 C(I)=INT(3*RND(1)+15)
60 P(I)=INT(10*RND(1)+70)
70 NEXT I
80 FOR T=0 TO 12 :PRINT CHR$(147)
90 GOSUB 450
100 PRINT "MONTH" T "YOU HAVE" C :PRINT
105 PRINT "MANUFACTURING COST $" M
110 INPUT "TRANSACTION O.B.M.S"; T$
120 IF T$="B" THEN GOSUB 500
130 IF T$="M" THEN GOSUB 600
140 IF T$="S" THEN GOSUB 700
150 GOSUB 300
160 NEXT T
165 REM SUMMARY
170 PRINT "END OF YEAR"
180 FOR I =1 TO 3
190 C=C+R(I)*C(I)
200 C=C+F(I)*P(I)
210 NEXT I
220 C=C-500
230 PRINT "YOUR PROFIT IS " C
240 INPUT "PLAY AGAIN"; Y$
250 IF Y$="Y" THEN RUN
260 END
295 REM CHANGE PRICE SUBROUTINE
300 FOR 1=1 TO 3
310 J = INT(5*RNDU)-2)
320 J=C(I)+J
330 IF J<10 OR J>20 THEN 310
340 C(I)=J
350 J=INT(11*RND(1)-5)
360 J=P(I)+J
64 Stimulating Simulations
370 IF J<50 OR J>90 THEN 350
380 PCI)=J
390 NEXT I
400 J=INT(5*RNDC1)-2)
410 J=M+J
420 IF J<1 OR J>9 THEN 400
430 M=J
440 RETURN
445 REM OUTPUT DATA
450 PRINT " # MATERIAL PRODUCT n
460 FOR 1=1 TO 3
470 PRINT I "||" R(i) "||-$" CCI) "II" FCI) "||-$" PCI) :PRINT
480 NEXT I
490 RETURN
495 REM BUY MATERIALS
500 INPUT "AMT. OF MATERIALS"; A
510 INPUT "ITEM//"; N
520 IF N<1 OR N>3 THEN 800
530 C=C-A*CCN)
540 IF C<0 THEN 570
550 R(N)=R(N)+A
560 RETURN
570 C=C+A*C(N)
580 PRINT "INSUFFICIENT FUNDS"
590 GOTO 810
595 REM MANUFACTURE
600 INPUT "MANUFACTURE AMT."; A :INPUT "ITEM*"; N
610 IF N<0 OR N>3 THEN 800
620 C=C-A*M
630 IF C<0 THEN PRINT "INSUFFICIENT FUNDS" :C=C+A*M :GOTO 810
640 FOR 1=1 TO 3
650 IF ION THEN 680
660 RCI)=R(I)-A
670 IF RCIXO THEN PRINT "MATERIALS GONE" :R(I) = R(I)+A :C=C+A*M :GOTO 810
680 NEXT I :FCN) = F(N)+A .-RETURN
695 REM SELL
700 INPUT "AMOUNT TO SELL"; A :INPUT "ITEMtf"; N
710 IF N<0 OR N>3 THEN 800
720 F(N)=F(N)-A
730 IF FCNXO THEN 760
740 C=C+A*PCN)
750 RETURN
760 FCN)=FCN)+A
770 PRINT "PRODUCTS GONE"
780 GOTO 810
795 REM TIME DELAY FOR SCREEN
800 PRINT "ERROR"
810 FOR D=1 TO 600 :NEXT D :RETURN
820 RETURN
Business Management 65
BUSINESS MANAGEMENT MODIFICATIONS
Minor
1. Starting amounts -- lines 20, 50, 60
2. Number of turns -- line 80
3. Amount raw materials vary -- line 310
4. Range of raw materials line 330
5. Amount products vary line 350
6. Range of products -- line 370
7. Amount manufacturing costs vary line 400
8. Range of manufacturing costs line 420
Major
1. Increase number of raw materials and finished products.
2. Have a storage fee.
3. When you buy, prices increase.
4. When you sell, prices decrease.
5. Borrow money with interest.
6. Add random events, such as strikes, shortage of materials, fires, no demand.
7. Provide names for raw materials and products.
■ijttemfr*
66
RARE BIRDS
Scenario
In this simulation you attempt to identify as many birds as possible in a ten hour period. First, you must choose a place to watch birds. It must be in the swamp (S), the water (W), the desert (D), or the forest (F). Then you must choose a tine of day morning (M), or evening (E). Finally, you must choose to look up in the sky high (H) or on the ground -- low (L). There are sixteen different birds that can be identified The birds are classified as small or big, yellow or blue, shortbeaked or long beaked, and female or male.
After you have selected a place to watch birds, you will receive one clue about the bird and the length of time it took you to spot it. If no bird is spotted in a two-hour period, you may try a new place. After receiving your clue, you then have an opportunity to identify the bird. You should refer to the bird watching chart to determine where the birds are seen and their specific characteristics. The birds with the larger numbers are observed more frequently.
If your first identification is not correct, you will have an opportunity to try again. Each time you try, however, one point will be subtracted from your final rating. If you identify a bird that you have identified correctly before, you will be notified of the fact and may try a new place. Your final rating is determined by multiplying ten times the number of birds identified and subtracting one for each incorrect identification.

Rare Birds 67
Sample Run
PLEASE WAIT PLACE S,W,D,F? S WHEN M,E? E WHERE H,L? L THE BIRD IS YELLOW TIME LAPSE: 1.28 TOTAL TIME: 1.28 IDENTIFY 1-16? 12
INCORRECT IDENTIFICATION IDENTIFY 1-16? 11 A NEW ONE!
PLACE S,W,D,F? W WHEN M,E? E WHERE H,L? H THE BIRD IS BIG TIME LAPSE: .18 TOTAL TIME: 1.46 IDENTIFY 1-16? 11
INCORRECT IDENTIFICATION IDENTIFY 1-16? 9 A NEW ONE!
PLACE S,W,D,F? WHEN M,E? E WHERE H,L? L NO SIGHTINGS
|
TIME UP |
|
|
YOU SAW BIRD |
#1 |
|
YOU SAW BIRD |
#6 |
|
YOU SAW BIRD |
#9 |
|
YOU SAW BIRD |
#12 |
|
YOU SAW BIRD |
#15 |
|
YOU SAW BIRD |
#16 |
|
YOUR RATING IS 57 |
|
|
PLAY AGAIN? |
|
H 11

68 Stimulating Simulations
RARE BIRDS FLOWCHART
10
200
400
600
SET DATA
INPUT rCONDITIONSi
WHICH BIRDS MEET CONDITIONS?

|
1 "^ |
>N * |
, |
i |
|
IT IF Vs |
CO''NT |
||
|
) s> |
|||
Rare Birds 69 Variables
|
B(I,J) |
I is bird (1-16); J is characteristic (1-14) |
|
N$(D |
Name characteristic |
|
P(D |
Probability of sighting |
|
K.I.J.Q.N |
Temporary variables |
|
L$ |
Place |
|
T$ |
When |
|
A$ |
Where |
|
I |
Lapsed time for one sighting |
|
H |
Total time |
|
ci |
Number of identifications |
|
Number of birds identified |
Note: Line 600 contains 5 spaces followed by 4 cursor-left characters (II).
Line 610 contains 2 cursor up characters (D).
Line 640 and 650 contain 4 and 5 cursor-up characters, respectively.
Listing
1 REM *** RARE BIRDS PROGRAM **
5 REM SET DATA
10 H=0 :DIM B(16,14), 1(16), N$(8), P(16)
20 PRINT CHR$(147) "PLEASE WAIT" :FOR 1=1 TO 16
30 B(I,14)=0
40 P(I) = 1/(17-D
50 READ N
60 FOR J=12 TO 1 STEP -1
70 Q=INT(N/2)
80 B(I,J)=2*(N/2-Q)
90 N=Q
100 NEXT J
110 NEXT I
120 DATA 2128, 1121,594,355,3220
130 DATA 2725, 2454, 1703, 1528, 1017
140 DATA 2042, 3067, 3516, 3773, 4030, 4031
150 FOR 1=1 TO 8
160 READ N$(I) :NEXT I
165 REM SUMMARY
170 DATA BIG, SMALL
180 DATA BLUE, YELLOW
190 DATA LONG BEAKED, SHORT BEAKED, FEMALE, MALE
195 REM INPUT PLACE
200 FOR 1=1 TO 16 :I(I)=0 :NEXT
210 INPUT "PLACE S,W,D,F"; L$
220 INPUT "WHEN M,E"; T$
230 INPUT "WHERE H,L"; A$
260 IF L$="S" THEN I(1)=1
270 IF L$="W" THEN I(2)=1
280 IF L$="D" THEN I(3)=1
290 IF L$="F" THEN I(4)=1
300 IF T$="M" THEN I(5)=1
310 IF T$="E" THEN I(6)=1
320 IF A$="H" THEN 1(7)=1
330 IF A$="L" THEN I(8)=1
340 FOR 1=1 TO 16 :B(I,13)=0 :NEXT I
350 FOR 1=1 TO 16 :FOR J=1 TO 8
70 Stimulating Simulations
360 IF B(I,J)OI(J) AND B(I,J)=0 THEN 390
370 NEXT J
380 B(I,13)=1
390 NEXT I
395 REM FIND BIRDS
400 FOR 1=1 TO 2 STEP .02
410 J=INT(16*RND(1)+1)
420 IF BCJ,13X>1 THEN 440
430 IF RNDdXP(J) THEN 470
440 NEXT I
450 REM OUTPUT DATA
460 PRINT "NO SIGHTINGS" :H=H+I :GOTO 680
470 H=H+I
480 K=INT(4*RND(1)+1)
490 N=B(J,K+8)
500 PRINT "THE BIRD IS " N$(2*K-N)
510 PRINT "TIME LAPSE:" I:PRINT "TOTAL TIME:" H
595 REM INPUT ID
600 INPUT "IDENTIFY 1-16 Hill; I
610 IF I<=0 OR I>16 THEN PRINT"PD":GOTO 600
620 IF I=J THEN 660
630 PRINT "INCORRECT" :PRINT "IDENTIFICATION" :C1=C1+1
640 IF K10 THEN PRINT SPC(2*I-2)I "DDaD" :GOTO 600
650 PRINT : PRINT SPC( 1+2*1-30) I "00000'* :GOTO 600
660 IF B(Jt14)=1 THEN PRINT "ALREADY SPOTTED" :GOTO 680
670 PRINT "A NEW ONE!" : B(J,14)=1
680 FOR 1=1 TO 3 :PRINT" » :NEXT I
690 IF H>10 THEN 710
700 GOTO 200
710 PRINT "TIME UP"
720 FOR 1=1 TO 16
730 IF B(I,14) = 1 THEN PRINT "YOU SAW BIRD //" I :B1=B1 + 1
740 NEXT I
750 PRINT "YOUR RATING IS " 10*B1-C1
760 INPUT "PLAY AGAIN"; Y$
770 IF Y$="Y" THEN RUN
780 END
RARE BIRDS MODIFICATIONS
Minor
1. Probability of sighting line 40
2. Time interval per turn line 400
3. Total time line 550
4. Rating formula line 610
Major
1. Increase number of birds.
2. Increase characteristics of birds.
3. Total time -- line 690
4. Rating formula line 750
Note: The birds' characteristics are stored in decimal format in state
ments 120, 130, and 140. Statements 50-110 convert the decimal numbers into binary and store the binary digits in B(I,J).
Rare Birds 71 BIRD WATCHING CHART
|
B I R D |
PLACE |
WHEN |
WHERE |
S M A B L I L G |
Y E L B L L 0 U W E |
S B L B H E 0 E 0 A N A R K G K T E - E - D D |
F E M M A A L L E E |
|
1 |
S |
E |
L |
S |
Y |
S |
M |
|
2 |
W |
E |
H |
S |
Y |
S |
F |
|
3 |
D |
E |
L |
S |
Y |
M |
|
|
4 |
F |
E |
H |
S |
Y |
F |
|
|
5 |
SW |
M |
L |
S |
B |
S |
M |
|
6 |
S D |
M |
H |
S |
B |
S |
F |
|
7 |
S F |
M |
L |
S |
B |
M |
|
|
[T |
WD |
M |
H |
S |
B |
F |
|
|
9 |
W F |
ME |
HL |
Y |
S |
M |
|
|
10 |
DF |
ME |
HL |
B |
Y |
S |
F 1 |
|
11 |
WDF |
ME |
HL |
B |
Y |
M |
|
|
12 |
S DF |
ME |
HL |
B |
Y |
F ] |
|
|
13 |
SW F |
M |
HL |
B |
B |
S |
M |
|
14 |
SWD |
M |
HL |
B |
B |
S |
F |
|
15 |
SWDF |
M |
HL |
B |
B |
M |
|
|
16 |
SWDF |
M |
HL |
B |
B |
F I |
12
DIAMOND THIEF
Scenario
An expensive diamond is stolen from a museum. Your job, as the detective assigned to the case, is to determine who stole the diamond and at what time. You deduce the solution by studying the responses made by five different suspects, one of whom is guilty. Your rating is determined by how quickly you can identify the thief.
The five suspects were wandering through a nine room museum from one p.m. to twelve midnight. They never stayed in the same room for two consecutive hours, although they may have returned to the same room more than once.
You determine who you want to question and a specific time from one to twelve. The suspect responds by giving the following information:
1. Suspect's location at specified time
2. Whether or not the diamond was seen in room #5 at the specified time
3. Who was with the suspect
4. Who the suspect saw in adjacent rooms
There is a catch, however. The innocent suspects can forget the exact room they were in and may name adjacent rooms 5% of the time instead. There is also a 5% chance that innocent people will make errors in naming people in the room with them or people whom they saw. The thief makes errors 50% of the time. Any statement made about room #5 or any statement made about the diamond is always true.
The diamond was stolen at the end of the time interval; therefore, the thief or people in room #5 with the thief will claim to have seen the diamond during the time it was stolen. Of course, after the diamond was stolen, suspects will not have seen it.
When you think you know who the thief is and the time it was stolen, you should enter a zero in response to "suspect?". If you get either
the thief or the time correct, you will get another chance, but will lose
a ten question penalty on the final rating.
Diamond Thief 73
Sample Run
RUN
PLEASE WAIT
SOMEONE STOLE
THE DIAMOND!
QUESTION 1
SUSPECT (1-5)? 1
TIME? 6
SUSPECT 1 AT TIME 6
I WAS IN ROOM 8
I WAS WITH 3
I SAW 4
QUESTION 2 SUSPECT (1-5)? 4 TIME? 6
SUSPECT 4 AT TIME 6 I WAS IN ROOM 9 I SAW 1
QUESTION 3 SUSPECT (1-5)? 2 TIME? 6 I WAS IN ROOM 6 I SAW 4
QUESTION 4 SUSPECT (1-5)? 5 I WAS IN ROOM 1
QUESTION 5 SUSPECT (1-5)? 3 TIME? 7 I WAS IN ROOM 9 I WAS WITH 2 I SAW 4
QUESTION 15 SUSPECT (1-5)? 4 TIME? 4 I WAS IN ROOM 5 I SAW THE DIAMOND I WAS WITH 3
QUESTION 16 SUSPECT (1-5)? 0 GUILTY SUSPECT? 4 TIME OF CRIME? 4
YOU GOT 'EM THE THIEF IS 4 AT TIME 4 YOUR RATING IS 84 PLAY AGAIN?

74 Stimulating Simulations
DIAMOND THIEF FLOWCHART
10
130
240
SET ROOMS
AND START
POSITION
GENERATE WALKS
PICK THIEF
290
420

Diamond Thief 75
DIAMOND THIEF
Variables
A(I,J) Adjacent rooms
L(I,J) Room where person I is located at J time
T Time of theft
D Thief
P Probability
S Suspect
G Time of guess
A Temporary variable
I,J,K Indices
Listing
1 REM *** DIAMOND THIEF PROGRAM ***
10 DIM A(9,3). LC5.12) :Q=1 :PRINT CHR$(147) "PLEASE WAIT"
20 FOR 1=1 TO 9
30 FOR J=1 TO 3
40 READ A
50 A(I,J)=A
60 NEXT J,I
70 DATA 2,4,0,1,3,0,2,6,0
80 DATA 1,5,7,4,6,8,3,5,9
90 DATA 4,8,0,5,7,9,6,8,0
100 FOR 1=1 TO 5
110 LCI,1) = INT(RNDC1)*9+D
120 NEXT I
130 FOR 1=2 TO 12
140 FOR J=1 TO 5
150 K=INT(3*RND(1)+1)
160 L(J,I)=A(L(J,I-1),K)
170 IF LCJ,I)=0 THEN 150
180 NEXT J,I
190 T=INT(12*RND(1)+1)
200 FOR 1=1 TO 5
210 IF LCI,T)=5 THEN 240
220 NEXT I
230 GOTO 190
240 D=INT(5*RND(1)+1)
250 IF LCD,T)<>5 THEN 240
260 PRINT "SOMEONE STOLE"
270 PRINT "THE DIAMOND!"
275 REM START MAIN LOOP
280 PRINT :PRINT "QUESTION" Q
290 INPUT "SUSPECT (1-5)"; S
300 IF S<1 THEN 700
310 IF S>5 THEN 290
320 INPUT "TIME"; G
330 IF G<1 OR G>12 THEN 320
340 PRINT :PRINT "SUSPECT" S
350 PRINT "AT TIME" G ":"
360 IF S=D THEN P=.5
370 IF SOD THEN P=.05
380 IF RND(1)>P OR L(5,6)=5 THEN A=L(S,G) :GO TO 420
390 I=INT(3*RNDU) + 1)
400 A=A(L(S,G),1)
410 IF A=0 OR A=5 THEN 390
76 Stimulating Simulations
420 PRINT :PRINT "I WAS IN ROOM" A
430 IF A<>5 THEN 470
440 IF T>=G THEN PRINT "I SAW THE DIAMOND!" :GOTO470
450 PRINT "i DID NOT SEE"
460 PRINT "THE DIAMOND!" :GOTO 470
470 IF RNDC1XP THEN 530
480 FOR 1=1 TO 5
490 IF I=S THEN 520
500 IF L(S,G)OL(I,G) THEN 520
510 PRINT "I WAS WITH" I
520 NEXT I :G0T0 550
530 I=INT(7*RND(1)+1) :IF I=S THEN 530
540 IF I<6 THEN PRINT "I WAS WITH" I
550 IF RNDC1XP THEN 640
560 FOR 1=1 TO 3
570 A=A(L(S,G),I)
580 IF A=0 THEN 620
590 FOR J=1 TO 5
600 IF L(J,G)=A THEN PRINT "I SAW" J
610 NEXT J
620 NEXT I
630 GOTO 660
640 J=INT(10*RND(1)+1)
650 IF J<5 THEN PRINT "I SAW" J
660 IF RND(1)>P THEN 690
670 K=INT(10*RND(1)+1)
680 IF K<6 AND KOJ THEN PRINT "I SAW" K
690 Q=Q+1 :GOTO 280
700 INPUT "GUILTY SUSPECT"; S
710 IF S<1 OR S>5 THEN 700
720 INPUT "TIME OF CRIME"; G
730 IF G<1 OR G>12 THEN 720
740 IF S=D AND G=T THEN PRINT "YOU GOT fEM!" :G0T0 770
750 IF S=D OR G=T THEN PRINT "PARTLY RIGHT" :Q=Q+10 :GOTO 280
760 PRINT "BETTER GIVE UP" :Q=Q+100
770 PRINT "THE THIEF IS" D -.PRINT "AT TIME" T
780 PRINT "YOUR RATING IS " 100-Q
790 INPUT "PLAY AGAIN"; Y$
800 IF Y$="Y" THEN RUN
810 END
DIAMOND THIEF MODIFICATIONS Minor
1. Probability of thief lying -- line 360
2. Probability of innocent suspect lying -- line 370
Major
1. Change room design.
2. Have an accomplice.
3. Jewel is hidden after it is stolen.
4. A guard is roaming around the museum as well.
5. Give suspects and rooms actual names, for example, Mr. Smith is in the Red Room.
Diamond Thief 77
MUSEUM FLOOR PLAN

TIME 12 3 4 5 6 7 8 9 10 11 12
1
\s
E M
78
THE DEVIL'S DUNGEON
The Legend
For many years now you have heard rumors of large quantities of gold hidden in a maze of caves whose connecting passageways lead deep beneath the earth of an occasionally active volcano. The stories tell of monsters and demons who roam through the caves, poisonous gas, tremors from the volcano, and one man who returned from these perils alive and named the caves The Devil's Dungeon.
After much searching, you have located the wealthy, solitary man who survived a journey through the dungeon; and he has agreed to see you. Although now very old and in poor health, he tells you everything he can remember about the dungeon.
The Dungeon
There is much gold still remaining in this maze of caves called The Devil's Dungeon; and the stories of demons, monsters and poisonous gas are true. There are sixteen rooms on each level of the dungeon, although many may be blocked by rockfalls caused by volcanic tremors. The number of levels is unknown. Perhaps it is bottomless, for the creatures encountered inside the dungeon were certainly not from the earth as we know it.
Rooms and Passageways
You will begin your adventure in Room #1 at Depth #1. The contents of the room you occupy and the numbers of the adjacent rooms will be listed. You may move to an adjacent room by entering one of the adjacent room numbers. If the output reads: MOVE FROM 2 TO ?, all adjacent rooms on your present level are blocked. If a "slide" to a room is indicated, you may use it by entering that room number; however, it is a one-way passage and cannot be used to return to the first room. A simple map of connecting rooms at each depth will prove invaluable, even though you can receive a list of the rooms you have visited and their respective adjacent rooms any time you enter an 88.
Descending into the Dungeon
Movement to a lower depth can be achieved by using a dropoff. Fifty percent of the rooms at a given depth have dropoffs. To drop to a lower depth, enter any negative number when you are in one of these rooms. You will then find yourself in the same room on the next lower level. The configuration of rooms on this level will not be the same, and a new map must be drawn. Once you have left a given depth, you can never return. You cannot move up.
A dropoff can be created by using the Magic Wand, which you carry with you at all times. The use of the Magic Wand, however, is yery risky, because 40% of the time it backfires. When a backfire occurs, your strength and speed are reduced by 50%. When the use of the wand is your only alternative, you must enter 99. If the wand works, it will clear out everything in the room and create a dropoff. If the wand backfires, you will remain in the same place with 50% of the strength and speed you had before using the wand. The Magic Wand can be used repeatedly in eyery room except Room #1. If you enter a 99 while in Room #1, the simulation will terminate.
The Devil's Dungeon 79
Tremors
The contents and arrangements of rooms on each level remain the same throughout the journey. When you return to a room, everything will be the same, except, perhaps, the gold or monster. (See Gold and Monster.) The same passageways will be there leading to the same adjacent rooms, unless a tremor occurs. When a tremor occurs, some of the passageways may be blocked and others may be opened. To determine the effect of a tremor on passageways, you can enter an 88 to get a listing of open adjacent rooms to the rooms you have visited.
Room #1
Room #1 is very important on every level. It is the only room from which you may leave the dungeon by entering a 99. Room #1 is the only place at which you can increase your strength and speed. There are no hazards in this room. When you drop to a lower level, you will want to locate Room #1 as soon as possible.
Speed and Strength
Speed and strength are two qualities that must be maintained throughout your journey in order to survive. Both speed and strength are needed to kill a monster, but speed alone is needed to run from the monster. The curse of a demon affects your speed, and the poisonous gas affects your strength. You begin your journey with 100 units of both speed and strength. Each time you move to another room, your strength and speed will decrease by your depth. If you are at depth #4, the value of both your speed and strength will be decreased by 4 whenever you move. If at any time your strength or speed becomes zero or less, you are declared dead.
Experience
You begin with zero experience points. Everytime you move, your experience points are increased by your depth level number. You can also acquire up to the value of twice a monster's strength in experience points by killing the monster. One experience point is gained for every piece of gold found. Experience points can be traded for strength and speed, one for one, by entering a zero while in Room #1 at any depth. You will then be asked how many points you want added to your speed and to your strength.
Monsters
If a monster is present in a room, its speed and strength will be listed immediately after your speed and strength. If you elect to fight the monster, you must enter a zero. The monsters are faster and stronger in rooms with larger numbers and at lower depths. If your speed is faster than a monster's speed, you have a greater chance of attacking first. If your strength is greater, you have a better chance of killing it. If your s^eed. and strength are two or three times that of the monsters', you will kill them most of the time. When you run from a monster instead of
80 Stimulating Simulations
fighting it, speed is important. If a monster hits you on your way out of the room, you will lose 20% of the monster's strength. The monster cannot hit you if you use a dropoff or the Magic Wand in its room.
Demons and Poisonous Gas
About 25% of the rooms on each level have demons and about 25% of the rooms have poisonous gas Neither of these hazards can be eliminated, but you can escape from them. The demons and gas are always in these rooms and they should be avoided when possible. If you enter a room with demons or gas, there is a 40% chance that you will be cursed or gassed. If you are cursed, you will lose one-half of your strength. You can always escape being cursed or gassed by moving to a lower level.
Gold
The maximum amount of gold that could be in a room is stated when you enter the room. This quantity is directly related to the room number and depth. The amount of gold you actually find is given when you leave the room. This amount is a percentage of the maximum, randomly determined. You cannot take gold from a room unless you move to another room on the same level. Once you leave a room carrying gold, the gold is yours for the rest of the journey. Sometimes demons in the room with the gold will steal it as you leave. But whether you leave the room with the gold or demons steal it, when you return to that room, there will no longer be any gold there. You can take gold from a room only one time. If a monster is present in a room containing gold, you must kill the monster before you can take the gold. If you leave the room without killing the monster, the gold and the monster will remain in the room and be there when you return.
Program Listing
Two program listings are shown. They are both identical, but the second has had many of the spaces removed from the program lines. This is necessary in order to execute it in the 3.5K byte VIC-20 computer. If your VIC has additional random access memory (RAM), the noncompacted program listing may be used.
Summary In Room #1
In any room except #1
Enter
In any room
|
to trade experience for strength and speed |
0 |
|
to end adventure |
99 |
|
to move to adjacent room on the same level |
adjacent |
|
room # |
|
|
to fight monster |
0 |
|
to use a dropoff |
any negative number |
|
to use Magic Wand |
99 |
|
to list rooms visited |
88 |
The Devil's Dungeon 81
Sample Run
PLEASE WAIT
GOLD 0 EXP 0 DEPTH 1
SPEED: 100
STRENGTH: 100
SLIDE TO 2 MOVE FROM 1 TO 7? 7
GOLD 0 EXP 1 DEPTH 1 SPEED: 99 STRENGTH: 99
SLIDE TO 2 MOVE FROM 7 TO 1 2 6? 6
GOLD 0 EXP 2 DEPTH 1 SPEED: 98 STRENGTH: 98
MONSTER'S SPEED: 6 STRENGTH: 7 DROPOFF MOVE FROM 6 TO 7 14? 14
ESCAPED
GOLD 0 EXP 3 DEPTH 1
SPEED: 97
STRENGTH: 97
MAXIMUM GOLD 57 MOVE FROM 14 TO 6? 6
GOLD 25 EXP 31 DEPTH 1 SPEED: 94 STRENGTH: 5
MONSTER'S SPEED: 8
STRENGTH: 5
DEMONS
MAXIMUM GOLD 9
MOVE FROM 2
TO 5 7? 0
YOU ATTACK
MONSTER DEAD!
GOLD 25 EXP 41 DEPTH 1
SPEED: 93
STRENGTH: 91
DEMONS
MAXIMUM GOLD 9 MOVE FROM 2 TO 5 7? 5
YOU FOUND 6 PIECES OF GOLD GOLD 31 EXP 48 DEPTH 1 SPEED: 92 STRENGTH: 90
MAXIMUM GOLD 21
MOVE FROM 5
TO 2 3 11? 11
GOLD 46 EXP 70 DEPTH 1 SPEED: 84 STRENGTH: 82
SLIDE TO 2 MOVE FROM 1 TO 7? 0
EXP 70
SPEED: 84
STRENGTH: 82
ADD SPEED? 34
EXP LEFT 36
ADD STRENGTH? 36
GOLD 46 EXP 0 DEPTH 1
SPEED: 118
STRENGTH: 118
SLIDE TO 2 MOVE FROM 1 TO 7? 7
MAP OF DEPTH 1 DRAWN BY PLAYER

82 Stimulating Simulations
GOLD 46 EXP SPEED: 116 STRENGTH: 116 MONSTER'S SPEED: STRENGTH: 7
DROPOFF MOVE FROM 6 TO 7 14? -1
DEPTH 1
GASSED
GOLD 179 EXP SPEED: 132 STRENGTH: 64 MONSTER'S SPEED: STRENGTH: 27
DEPTH 3
42
MOVE FROM 7
TO 2 6 11 13? 0
GOLD 46 EXP 2 SPEED: 114 STRENGTH: 114 MONSTER'S SPEED: 14 STRENGTH: 24
DEPTH 2
MAP OF DEPTH 2 DRAWN BY PLAYER
SLIDE TO 9
MOVE FROM 6
TO 2 4 12? 4
GOLD 179 EXP 2 SPEED: 138 STRENGTH: 137 MONSTER'S SPEED: 30 STRENGTH: 30
SLIDE TO 4 DROPOFF MOVE FROM 11 TO 1? -1
DEPTH 2

GOLD 179 SPEED: 135 STRENGTH: 134
EXP 2 DEPTH 3
POISONOUS GAS SLIDE TO 6 MOVE FROM 11 TO 4 7 13? 7
The Devil's Dungeon 83
THE DEVIL'S DUNGEON FLOWCHART
20
40
150
190
SET L,G,E D,YS,YD
SET ROOMS


DECREASE YS,YD
PENALTY

<D
LIST
ADJACENT
ROOMS
84 Stimulating Simulations
550
560
600
610

The Devil's Dungeon 85
920
ESCAPE

86 Stimulating Simulations
THE DEVIL'S DUNGEON PROGRAM Variables
|
R(16) |
0 - 524287 |
|
L(65) |
1 - 16 |
|
F(16) |
0 or 1 |
|
X(19) |
0 or 1 |
|
B(16) |
0 or 1 |
|
L |
1 - 16 |
|
Gl |
|
|
G |
|
|
E |
|
|
D |
1 - 00 |
|
YS |
|
|
YD |
|
|
YH |
|
|
MS |
|
|
MD |
|
|
MH |
|
|
I,J |
|
|
F |
0 or 1 |
|
N,Q,R |
|
|
S |
|
|
M |
|
|
T |
|
|
S(1),X(12) |
|
|
X(2) |
|
|
S(3),X(4),X(5) |
|
|
X(6),X(7),X(8) |
|
|
X(9),X(11) |
|
|
X 10) |
|
|
S(14) |
|
|
X(15) |
- X(18) |
|
X(19) |
|
|
X |
|
|
Listing |
|
Specifies contents of room
Lists adjacent rooms
Set flags for adjacent rooms
Flags for room contents (see below)
Flags rooms already visited
Your location
Amount of gold in room -- depends on depth,
size of room, and random factor
Total amount of gold that you have
accumulated
Total experience points -- gained by moving,
fighting, running, collecting gold -- can be
traded for strength and speed
Depth
Your strength -- you die if it drops to 0
Your speed -- you die if it drops to 0
Your hit when fighting
Monster's strength -- depends upon depth,
size of room, and random factor
Monster's speed
Monster's hit when fighting
Indices
Flag for monster present
Temporary variables
Slide
Move to
Treasure
Demon
Monster
Monster's strength
Monster's speed
Poisonous gas
Treasure
Slide
Slide to room
Dropoff
Number of rooms
1 REM *** THE DEVIL'S DUNGEON PROGRAM ***
10 DIM R(16), LC65), F(16), X(19), B(16)
20 PRINT CHR$(147) "PLEASE WAIT" :L=1 :G=0 :E=0 :X=16
30 D=1 :YS=101 :YD=101
40 FOR 1=0 TO 65 :LCI)=0 :NEXT
50 FOR 1=1 TO X :N=INT(3*RND(1)+1)
60 IF 1=1 THEN N=3
70 FOR J=1 TO N
80 R=INT(64*RND(1)+1)
90 IF L(R)<>0 THEN 80
100 L(R)=I
110 NEXT J
120 R(I) = INT(524287*RND(D) :B(I)=0
130 NEXT I :B(L)=1
The Devil's Dungeon 87
140 R(1)=24576 :FOR 1=1 TO 19 :X(I)=0 :NEXT
145 REM HAZARDS
150 IF RNDC1X.01 THEN PRINT "TREMOR" :FOR 1=1 TO 20 :U I)=INT(X)*RND( 1 ) + 1 :NEXT
160 IF RNDC1X.01 THEN PRINT "TREMOR" :FOR 1=1 TO 20 :L(I)=0 :NEXT
170 IF X(1)*X(12)=1 AND RNDOX.4 THEN PRINT "CURSED BY DEMON!" :YD=INT( .5*YD)
180 IF X(9)*X(11)=1 AND RNDC1X.4 THEN PRINT "GASSED!" :YS=INT( ,5*YS)
185 REM DECREMENT AND TEST
190 YD=YD-D
200 YS=YS-D
210 IF YS<=0 OR YD<=0 THEN PRINT"Y0U'RE DEAD" :END
215 REM OUTPUT STATUS
220 PRINT :PRINT "GOLD" G;
230 PRINT "EXP"E "DEPTH" D
240 PRINT "SPEED:" YD :PRINT "STRENGTH:" YS :PRINT :GOSUB 250 :GOTO 310
245 REM ADJACENT ROOMS
250 FOR 1=1 TO X :F(I)=0 :NEXT
260 FOR 1=1 TO 64
270 IF LOLCI) THEN 300
280 IF LCI+DOO AND LCI+DOL THEN F(LCI+1)) = 1
290 IF UI-DO0 AND LCI-DOL THEN F(L(I-1))=1
300 NEXT -.RETURN
305 REM CONVERT
310 N=R(L)
320 FOR 1=1 TO 19 :Q=INT(N/2) :X(I)=2*(N/2-Q) :N=Q :NEXT
325 REM MONSTERS, DEMON, GAS
330 IF X(2)=0 THEN MS=0 :GOTO 380
340 IF F=1 THEN 370
350 MS=D*(X(3)+2*X(4)+4*X(5)+L)
360 MD=D*(X(6)+2*X(7)+4*X(8)+L)
370 PRINT "MONSTER'S SPEED:" MD :PRINT" STRENGTH:" MS
380 IF X(1)*X(12)=1 THEN PRINT "DEMONS"
390 IF X(9)*X(11)=1 THEN PRINT "POISONOUS GAS"
395 REM TREASURE
400 IF XC 10)01 THEN T=0 :GOTO 430
410 T=X(11)+2*X(12)+4*X(13)+1
420 PRINT "MAXIMUM GOLD" T*L*D+1
425 REM SLIDES AND DROPOFFS
430 S=X(15)+2*X(16)+4*X(17)+8*X(18)+1
440 IF S>X THEN X=1
450 IF S=0 THEN S=1
460 IF X(14)=0 OR S=L THEN 480
470 PRINT "SLIDE TO" S
480 IF X(19)*X(13)=1 THEN PRINT "DROPOFF"
485 REM INPUT MOVE
490 PRINT "MOVE FROM" L :PRINT"TO";
500 FOR 1=1 TO X
510 IF F(I)=1 AND IOL THEN PRINT I;
520 NEXT I
530 INPUT M :IF M=88 THEN 1000
540 IF M<0 AND X(19)*X(13)=1 THEN D=D+1 :F=0 :GOTO 40
550 IF M<0 THEN PRINT "NO DROPOFF" :GOTO 150
560 IF M>X AND L=1 THEN PRINT "YOU FOUND" G "PIECES OF GOLD." :END
570 IF M<X THEN 600
575 REM MAGIC WAND
580 IF RNDC1X.4 THEN PRINT "BACKFIRE" :YS=INTt .5*YS) :YD=INT(.5*YD) :GOTO 150
590 PRINT "WAND WORKS" :R(L)=266240 :GOTO 220
595 REM MOVE TRADE
600 IF MS>0 THEN 700
6\Q IF WOO OR L<>1 THEN 920
88 Stimulating Simulations
620 PRINT "EXP" E :PRINT "SPEED" YD :PRINT "STRENGTH" YS
630 INPUT "ADD SPEED"; N
640 IF E-N<0 THEN PRINT "NEED MORE EXPERIENCE" :GOTO 620
650 E=E-N :YD=YD+N :PRINT "EXPERIENCE LEFT" E
660 INPUT "ADD STRENGTH"; N
670 IF E-N<0 THEN PRINT "NEED MORE EXPERIENCE" :GOTO 660
680 E=E-N :YS=YS+N
690 GOTO 220
695 REM FIGHT
700 F=1
710 IF M>0 THEN 900
720 YH=INT(RND(1)*YS) :MH=INT(RNDC1)*MS)
730 IF YH>MS THEN YH=MS
740 IF MH>YS THEN MH=YS
750 IF RNDO)*YD>RNDC1)*MD THEN 780
760 PRINT"MONSTER ATTACKS" :YS=YS-MH :MS=MS-INTC.5*YH)
770 GOTO 800
780 PRINT "YOU ATTACK" :MS=MS-YH :YS=YS-INTC.5*YH)
800 E=E+2*YH
810 IF MS<=0 THEN PRINT"MONSTER DEAD!" :R(L)=R(L)-2 :GOTO 150
815 PRINT
820 PRINT "MONSTER STILL ALIVE" :GOTO 150
895 REM RUN
900 IF RNDC1)*YD>RNDC1)*MD THEN PRINT "ESCAPED" :GOTO 970
910 PRINT "MONSTER HIT YOU" :YS=YS-INTC.2*MS) :GOTO 970
915 REM TREASURE
920 IF T=0 THEN 970
930 G1=INTCRNDC1)*T*L*D)+1
940 IF X(1)*X(12)=1 AND RNDC1X.4 THEN PRINT "DEMON GOT GOLD!" :
950 PRINT "YOU FOUND" G1 "PIECES OF GOLD" :G=G+G1 :RU) = RCL)-512
960 E=E+G1
965 REM MOVE
970 IF F(M)=1 OR M=S THEN L=M :F=0 :E=E+D :BCL)=1 :GOTO 150
980 PRINT "NOT ADJACENT" :GOTO 150
995 REM PRINT ROOMS
1000 L1=L :FOR K=1 TO X
1010 IF BCK)<>1 THEN 1070
1020 PRINT K "";
1030 L=K :GOSUB 250
1040 FOR J=1 TO X
1050 IF F(J) = 1 AND JOK THEN PRINT J;
1060 NEXT J :PRINT
1070 NEXT K
1080 L=L1 :GOTO 220
The Devil's Dungeon 89
Compacted Program Listing
1 REM DEVIL'S DUNGEON
10 DIM R(16),L(65),FU6)tX(19).BU6)
20 PRINT CHR$(147)"PLEASE WAIT" :L= 1 :G=0:E=0:X=16
30 D=1:YS=101:YD=101
40 FOR I=0TO65:L(I)=0:NEXT
50 FOR I=1TOX:N=INT(3*RND(1)+1)
60 IF I=1THENN=3
70 FOR J=1TON
80 R=INT(64*RND(1)+1)
90 IF L(R)O0THEN80
100 L(R) = I
110 NEXTJ
120 R(I) = INT(524287*RND(1)):B(I)=0
130 NEXTI:B(L)=1
140 RC1) =24576 :FOR I=1T01.9 :X(I)=0:NEXT
150 IF RND(1X.01THENPRINT"TREM0R":F0R 1=1T020:L(I)=INT(X)*RND(1)+1:NEXT
160 IF RNDUX.01THENPRINT"TREMOR":FOR 1= 1TO20 :LC I) =0:NEXT
170 IF X(1)*X(12) = 1ANDRND(1X.4THENPRINT"CURSED BY DEMON!":YD=INT(.5*YD)
180 IF X(9)*X(11) = 1ANDRND(1X.4THENPRINT"GASSED!":YS=INTC.5*YS)
190 YD=YD-D
200 YS=YS-D
210 IF YS<=0ORYD<=0THENPRINT"YOU»RE DEAD":END
220 PRINT:PRINT"GOLD"G;
230 PRINT"EXP"E"DEPTH"D
240 PRINT"SPEED:"YD:PRINT"STRENGTH:"YS:PRINT:GOSUB250:GOTO310
250 FOR I=1TOX:F(I)=0:NEXT
260 FOR I=1T064
270 IF LOLCDTHEN300
280 IF LU+1X>0ANDL(I+1X>LTHENF(L(I+1)) = 1
290 IF L(I-1X>0ANDLU-1X>LTHENFU(I-1)) = 1
300 NEXT:RETURN
310 N=R(L)
320 FOR I=1T019:Q=INT(N/2):X(I)=2*(N/2-Q):N=Q:NEXT
330 IF X(2)=0THENMS=0:GOTO380
340 IF F=1THEN370
350 MS=D*(X(3)+2*X(4)+4*X(5)+L)
360 MD=D*(X(6)+2*X(7)+4*X(8)+L)
370 PRINT"MONSTER'S SPEED:"MD:PRINT" STRENGTH:"MS
380 IF X(1)*X(12)=1THENPRINT"DEM0NS"
390 IF X(9)*X(11)=1THENPRINT"POISONOUS GAS"
400 IF X(10)O1THENT=0:G0T0430
410 T=X(11)+2*X(12)+4*X(13)+1
420 PRINP'MAXIMUM GOLD"T*L*D+1
430 S=X(15)+2*X(16)+4*X(17)+8*X(18)+1
440 IF S>XTHENX=1
450 IF S=0THENS=1
460 IF XC14)=OORS=LTHEN480
470 PRINT"SLIDE TO"S
480 IF X(19)*X(13)=1THENPRINT"DROPOFF"
490 PRINP'MOVE FROM"L:PRINT"TO";
500 FOR 1=1TOX
510 IF F(I) = 1ANDIOLTHENPRINTI;
520 NEXTI
90 Stimulating Simulations
530 INPUT M :IF M=88THEN1000
540 IF M<0ANDX(19)*X(13)=1THEND=D+1:F=0:GOTO40
550 IF M<OTHENPRINT"NO DROPOFF":GOT0150
560 IF M>XANDL=1THENPRINT"Y0U FOUND"G"PIECES OF GOLD.":END
570 IF M<XTHEN600
580 IF RND(1K.4THENPRINT"BACKFIRE":YS=INTC.5*YS) :YD=INT( .5*1D) :GOTO150
590 PRINT"WAND WORKS":R(L)=266240:GOTO220
600 IF MS>0THEN700
610 IF MO00RLO1THEN920
620 PRINT"EXP"E:PRINT"SPEED"YD":PRINT"STRENGTH"YS
630 INPUT"ADD SPEED";N
640 IF E-N<OTHENPRINT"NEED MORE EXPERIENCE":GOTO620
650 E=E-N:YD=YD+N:PRINT"EXPERIENCE LEFT"E
660 INPUT"ADD STRENGTH";N
670 IF E-N<OTHENPRINT"NEED MORE EXPERIENCE":GOTO660
680 E=E-N:YS=YS+N
690 GOTO220
700 F=1
710 IF M>OTHEN900
720 YH=INKRND(1)*YS):MH=INTCRNDC1)*MS)
730 IF YH>MSTHENYH=MS
740 IF MH>YSTHENMH=YS
750 IF RND(1)*YD>KND(1)*MDTHEN780
760 PRINT"MONSTER ATTACKS":YS=YS-MH:MS=MS-INT(,5*YH)
770 GOTO800
780 PRINT"YOU ATTACK":MS=MS-YH:YS=YS-INTC.5*YH>
800 E=E+2*YH
810 IF MS<=0THENPRINT"MONSTER DEAD!":RU)=R(L)-2:GOT0150
820 PRINT:PRINT"MONSTER STILL ALIVE":GOT0150
900 IF RND(1)*YD>KND(1)*MDTHENPRINT"ESCAPED":GOTO970
910 PRINT"MONSTER HIT YOU":YS=YS-INT(.2*MS):GOTO970
920 IF T=0THEN970
930 G1=INT(RND(1)*T*L*D)+1
940 IF X(1)*X(12) = 1ANDRND(1K.4THENPRINT"DEM0N GOT GOLD!":G1=0
950 PRINT"YOU FOUND"G1"PIECES OF GOLD":G=G+G1:R(L)=R(L)-512
960 E=E+G1
970 IF F(M)=1ORM=STHENL=M:F=0:E=E+D:BCL)=1:GOTO150
980 PRINT"NOT ADJACENT":GOTO150
1000 L1=L:FOR K=1TOX
1010 IF B(K)O1THEN1070
1020 PRINTK"";
1030 L=K:GOSUB250
1040 FOR J=1TOX
1050 IF F(J) = 1ANDJOKTHENPRINTJ;
1060 NEXTJ:PRINT
1070 NEXTK
1080 L=L1:G0T0220
The Devil's Dungeon 91
THE DEVIL'S DUNGEON MODIFICATIONS Minor
1. To change initial amount of gold or initial amount of experience, change the appropriate variable in line 20.
2. To begin at a lower level, increase D in line 30.
3. To begin with a different amount of strength or speed, change YS and/or YD in line 30.
4. To increase the probability of a tremor, increase .01 in line 150 and/or line 160.
5. To increase the probability of being cursed by a demon/gassed, increase the .4 in line 170.
6. To increase the effect of being cursed/gassed, decrease the .5 in line 170/180.
7. To double the monster's strength/speed, insert a statement, MS=2*MS/MD=2*MD at line 355/365.
8. To increase the probability of demons/gas in a room from 25% to 50%, remove the X(12)/X(ll) from lines 170/180 and 380/390.
9. To double the treasure, insert the statement, T=2*T in line 415.
10. To increase the probability of a dropoff in a room from 25% to 50%, remove the X(13) from lines 480 and 540.
11. To increase the probability of the wand backfiring, increase the .4 in line 580.
12. To increase the effect of the wand backfiring, decrease the .5 in line 580.
13. To increase the amount the monster loses/you lose when attacking, increase the .5 in line 760/780.
14. To increase the amount of experience you gain while fighting, increase the 2 in line 800.
15. To increase the amount you lose when getting hit while running from the monster, increase the .2 in line 910.
Major
1. Weapons and equipment must be bought with gold before starting on the journey.
2. There could be different sized monsters, determined by the expression, X(3)+2*X(4)+4*X(5) in line 350. Each monster could be named, ie, Glub, Knaw, Slurp, Hairy, ... .
3. The treasures could be in various sized containers, determined by the expression, X(11)+2*X(12)+4*X(13) in line 410.
4. The number of rooms at each level could be determined randomly.
5. Some rooms could be light and others dark.
6. Some monsters or demons could appear at random rather than be assigned to specific rooms.
7. A mean magician could relocate you in another room.
8. You could accidentally fall into a pit that drops you to a lower level.
|
|
||
|
In the Tradition showed a young Dave Van Ronk in transition. Traditional jazz songs that influenced his late teens (and indeed inspired his aspirations to perform professionally) alternated with solo guitar arrangements aimed at coffeehouse and cabaret audiences, a foretaste of what would become his main career, until his untimely death on February 10, 2002.
A couple of decades later, after the folk music scene had come and gone at least twice, Van Ronk had become something of an institution. He mentored younger artists like Christine Lavin, while peers such as Jackson Browne covered material like "Cocaine," learned from Dave's singing. Meanwhile, Van Ronk was expanding his horizons, and recorded Your Basic Dave Van Ronk while on tour in Britain, as a convenient showcase of songs that had become inextricably linked to his persona.
In his later years, Dave developed both strains of his work. He periodically revisited his jazz roots, as in the acclaimed Sweet & Lowdown for the Canadian label Justin Time; and he continued to refine the solo performances for which he was best known. The finest of these will soon be assembled in a live album.
Long a familiar presence in Greenwich Village, where he lived throughout his career, Dave Van Ronk wed folk and jazz sensibilities into a style that was wholly his own. His solo work featured scat vocals and ensemble-inspired guitar arrangements, while he sang jazz with a rough, earthy approach that revealed a folk-blues heart. He was honored by a Grammy nomination and ASCAP's Lifetime Achievement Award.
Both sides of Dave Van Ronk, and their synthesis, comprise this album.
MITCH GREENHILL, February 2002
|
||
|
|
||
|
|
||
|
Here is an album which will please jazz and folk fans alike.
It combines on one record six examples of the superb jazz singing of Dave Van Ronk with the Red Onion Jazz Band and six fine examples of Dave's folk style. These songs show the unity between jazz and Negro folk songs; both swing and can be improvised on freely. It has been Van Ronk's ambition for a long time to cut some sides with a jazz group and, by the happy choice of Bob Thompson's band, he has fulfilled his desire. At one point early in the Red Onion recording session, Van Ronk said, "This music must be like the early days when jazz was fun." He had not to belabor the point: the music here speaks vividly the truth of his statement. These sides are infectiously good-humored. There is in evidence a rapport between artists that is reminiscent of earlier jazz classics.
Jazz history is replete with examples of jazz band recordings made with female singers (notably the Smiths and "N\o" Rainey), but there are comparatively few male vocalists of traditional jazz songs. Louis Armstrong, naturally, stands out; "Jelly Roll" Morton and contemporaries "Turk" Murphy, Jack Teagarden, Clancy Hayes, and Jimmy Witherspoon are outstanding examples of male singers. Of course six songs are not keys to immortality, but Dave Van Ronk's singing promises a brilliant future as a jazz singer just as the included folk songs present an exciting and maturing folk stylist.
The Red Onion Jazz Band, begun circa 1951, will soon be the longest lived "revival" band ever. The Onions is the only traditional style band to survive in the East out of the many groups of the 1950s. The "revival" or traditional style is the reflection of early jazz recordings and music in the mirror of present-day technique without losing any affection for the sources ragtime, blues, spirituals, and some popular songs of the 1920s. Started by Robert L. Thompson, the band has had at various times such respected musicians as Bob Hodes on cornet; Joe Muranyi, clarinet; Charles Sonnastine, trombone; and Jim Heanue, cornet. Originally called the "Dixieland Footwarmers" by New York-born Thompson, they adopted the name "Red Onions" while playing an engagement at Jimmy Ryan's old Blue Note. "Red Onions" had also been the name of both an early New Orleans band and a Crescent City nitery. Also it is no doubt worthwhile to note that the current R.O.J.B. is one of the biggest bands in jazz history; that is, they average close to six feet in height.
|
||
|
|
||
|
|
|||
|
The lead horns are played by John Bucher, cornet, whose playing is a constant source of pleasure; Denis Brady, who plays both clarinet and soprano sax; and trombonist Dick Dreiwitz, the newest member of the band but who has absorbed fully the spirit of the Onions.
In the rhythm section on banjo is Eric Hassell, who played in his native England with "Kenny Ball's Jazz Band." Eric just showed up one night where the Onions band was playing about two years ago, sat in, and was so good he was invited into the band. Much of the unique sound of the band is attributable to tuba player Steve McKnight, who has been with the Onions six or seven years, also having played with them trombone, piano, guitar, and banjo. At the piano is the highly regarded Hank Ross, a veteran with the group on and off since its inception. Hank recorded with Bob Helm of the Murphy Band in 1954 and with the 1955 version of the Onions. His playing is consistently tasteful and imaginative as you will hear.
The leader and drummer is Robert L. Thompson, who is also an accomplished washboard player (listen to the abovementioned Helm set); a respected record reviewer and essayist (for years he wrote in the Record Changer under his own name and the pseudonym "Aaron Harris"); and an Experimental Psychologist at Columbia University Medical School. Bob is responsible for most of the arranging of the band's expanding repertoire of over two hundred tunes. Fortunate to have heard many jazz greats, he says he has been most influenced as a drummer by "Baby" Dodds, Ben Pollack, and Bill Dart while his band reflects sympathetic listening to "Jelly Roll" Morton, "King" Oliver, Louis's Hot Five and Seven, the San Francisco "Revival" Bands, "Bunk" Johnson, and various early white New Orleans recordings. Bob has taken their ideas, amalgamated them with his own conceptions, and created a style all his own. We may even say he comes close to topping them all.
Now with great personal pleasure I write about Dave Van Ronk who is featured on this, his second Prestige album. I have known Dave since the days when he bugged us with seemingly interminable verses of "Frankie and Johnny," "Stagolee," "Sam Hall" and other hoary folk standards. He and we, his friends, were also captivated by jazz and at one time, by pooling our records, had over 8,000 recorded examples of jazz and
Tl
|
folk music. With a
background like
this, as good as
any city dweller's, it
was inevitable for a
talented person like
Dave to seek further
influences and to
evolve his own style.
Dave's playing has
been influenced by
the recordings of such
men as "Leadbelly," Sonny Terry, Furry Lewis, Woody Guthrie,
and "Blind Lemon," among others. Dave studied drums for a while but his natural bent
lay towards the guitar, which he played in a jazz group he helped form called the "Brute
Force Jazz Band." Although his singing retained jazz shadings, his guitar work took on
more and more a folk-blues style. He moved from Queens into the Village area and
met and learned from such as Brownie McGhee and Reverend Gary Davis. He worked
hard at playing guitar and was helped and encouraged by the understanding criticism of
his wife, Terri. Van Ronk has played all over the country and is friendly with many
other folk artists, all of whom recognize in him the continuation of the spirit of the
blues. Dave's reputation has also been enhanced by his effective and moving guitar
technique and his many popular arrangements of standard folk tunes.
At the time of this writing he is working with his own Jug Band as well as performing alone. Van Ronk was a great success at the 1963 Newport Folk Festival and is gaining a deservedly large public.
The songs contained in this album reflect the various influences on Dave Van Ronk and Bob Thompson. The Jazz Band tunes are drawn from traditional sources like the blues and stomps as well as an original by Dave's friend, the talented Bob Dylan. The folk background is further enriched by work songs and ragtime.
![]() |
||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
I
Cake Walkin' Babies from Home is known best to jazz fans through the Louis Armstrong-
Sidney Bechet recording of 1924. Its composition is partly credited to Clarence Williams. This was the first number recorded at the jazz session. It is highly suitable to Dave Van Ronk's singing and also features the soprano sax breaks of Denis Brady.
Ace in the Hole is played in a good-natured music hall style and has been a favorite of West Coast revival bands. Van Ronk's singing is exhilarating and the band arrangement delightful. Steve McKnight's tuba is heard to particularly good advantage on this number (thus backing up Bob Thompson's idea of a stylistic jazz band sound).
St. Louis Tickle is credited to two persons named Barney and Seymour and was originally a roustabout tune. Dave plays it here in his own arrangement as a sensitive ragtime | number. This is one of the most requested tunes in Van Ronk's repertoire and, consider-
ing the difficulty in transcribing from piano recording to guitar, deservedly so.
Dave Van Ronk has established himself as one of the foremost compilers of "Jury Texts" regarding traditional tunes. (Jury texts are when many verses are sung to one tune, usually with some new words appearing with each subsequent recording.) Here, in Death Letter Blues, Van Ronk has arranged some of the most moving verses of this song into a dramatic slow blues.
All Over You is the second song by Bob Dylan that Dave has recorded, the other being opposite in mood titled "He Was a Friend of Mine," a standout on Dave's first Prestige I album. This is the first and only take of this song, being one of those rare times when
band and vocalist inspire each other to great heights. The delight that everyone felt on hearing the playback carried over for the rest of the session. Bob Thompson plays tasteful variations on the drums and Dick Dreiwitz and Hank Ross back up Van Ronk effectively.
Everywhere in New York City the many young guitarists influenced by Dave Van Ronk strive to play his arrangement of Whoa Back Buck. This Huddie Ledbetter song is currently the most popular song rendered by Van Ronk. It is known all over the South as a Negro ploughman's song and is based on an early white fiddler's tune.
Most jazz fans will probably say "What, again?" to another recording of Armand J. Piron's Sister Kate, but I feel that this version is merited. Starting with a vocal intro backed by Hank Ross's piano and showcasing a "Jelly Roll" Morton arranging specialty which the
'ti
|
band calls the "Jelly Turn Around," this tune swings. It also features a Van Ronk scat vocal break and John Bucher's cornet. John amazed us on every take of this song by constantly varying his break, each one being more exciting than the last (a break being when all band members but one are silent for a moment in time).
Again Van Ronk's taste and arranging ability have brought new listeners to an early classic song, this one being Jim Jackson's Kansas City Blues, one of the most popular race recordings of the Twenties and still a favorite of many today. Van Ronk has selected some of the best verses for his recording from the four parts recorded by Jim Jackson.
Green, Green Rocky Road is a composition by Bob Kaufman and Len Chandler from whom Van Ronk learned it in 1960 at the Commons in Boston. Its background is that it was written from fragments of a New Orleans children's song by poet Kaufman. Dave plays it here in a "D" tuning.
See See Rider is one of the best blues songs and was written by the "queen of blues singers" Ma Rainey. This arrangement begins with a haunting plaintive verse played by cornet and banjo which then eases into an ensemble chorus and Dave's vocal. Particularly appealing is Denis Brady's clarinet, which sometimes reminds one of the playing of George Lewis or Wally Fawkes; yet he exhibits a unique style in his solo chorus.
The work song Rocks and Gravel is one of the many songs recorded and saved from obscurity by Alan Lomax. It was issued with other selections on a record made by prisoners at Parchman Farm in Mississippi. Van Ronk learned it from this record and by playing and re-playing has given this song his own distinctive treatment.
The final number on this record is a jazz version of Reverend Gary Davis's Hesitation Blues. This song opens with Van Ronk singing a scat intro and closes with a tag ending by Bob Thompson that is designed to show critics exactly where the performers stand in jazz. This is a perfect example of a song which can be played equally well in either a folk or jazz style. Hank Ross's piano solo and Van Ronk's strong vocal are the highlights of this last selection.
The growth of public awareness of the beauty and value of their folk culture is an encouraging sign to artists like Dave Van Ronk. He is helping to make this heritage once again a vital meaningful factor in American life. DANIEL FRUEH
These notes appeared on the original album liner of Prestige/Folklore 14001.
|
||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
||
|
wS/C ^Af©r© sitting listening to Rocket 88 in Islington, Jack Bruce (my man on bass), Don Weller, Bob Hall, Danny Adler, and the rest were blowing up a stormCharlie Watts was off somewhere with some rock band or other. I was listening, and when I'm listening, I don't have room for much expression on my face.
"Whassamatter?" demanded Dave. "Dontcha like the band?"
"The band is fine," I said. "But I'm working."
Dave paused.
"Didja ever think of takin' up some other kind of work?" he asked. And his big face creased up in a laugh that almost drowned the band's front line.
Dave Van Ronk, who goes back almost as long as me on this here folk-blues-rags-and-hollers revival scene, was playing in London when it consisted basically of Alexis Korner, Ewan MacColl, Humphrey Lyttleton, and a few acolytes like me, who later turned a hobby into some kind of a nice racket, becoming music critics.
And when I heard that record company red tape was preventing him from recording during his rare visit to London, I talked the best engineer in town into giving up his midnight hours that very day and we recorded this great album, finishing the last take as the whiskey, his bleeding fingers, and the night gave out.
I've recorded rock 'n' rollers in Soho, East Anglian traditional singers in Suffolk, and Cajuns in Louisiana, but none of it has pleased me as much as this album, which I think is really an instant overview of the salty, irrepressible, incorrigible, unique human being who is Your Basic Dave Van Ronk.
KARL DALLAS
The Dave Van Ronk London Session
Dave Van Ronk had not been in London for 15 years when, at a drop of his brown corduroy hat, he accepted an invitation to be flown across the Atlantic and appear as a surprise guest on This Is Your Life on TV. The 16 bars of "Don't You Leave Me Here" that he got to sing on the program might have been all we heard from Dave this time round had it not been for the quick intervention of Karl Dallas.
|
||
|
|
||
|
|
||
|
Dave had let it be known that he was interested in making a recording for European release while he was here, but the problem was obviously one of time as Dave was in town for only a week. Although certain record companies were interested, the cautious climate that currently prevails in the industry prevented any from making an instant decision. Not wishing to let such an opportunity slip away, Karl contacted Livingstone Studios to find that the only free period available was after 9 p.m. on the night before Dave was due to fly back to America.
Amazingly, Dave agreed to take the one shot at getting an album down in a single session, a task that would have daunted a man of lesser talents, and so a small congregation gathered on the evening of March 10 at a local public house in preparation for the night to come.
Karl had the foresight to bring a half-bottle of Glenmorangie single malt (a full bottle might well have slowed proceedings) and, as a sensible chaser, a supply of Ruddle's County Bitterexcellent choices for a man who doesn't drink alcohol. Nic Kinsey engineered above and way beyond the call of duty and was ably assisted by "Nicko," who kept the tape rolling and the coffee coming. The Cincinnati Kid, guitarist Danny Adler, and myself lent moral support while Karl kept a sharp ear attuned to the sounds coming from the studio and generally oversaw the event.
Dave Van Ronk just got his head down and played and sang his heart out.
Working from a list (not necessarily adhered to) in his old black notebook, Dave reshaped, remodeled, and redefined a classic collection of his personal favorite songs. Some Dave had learned from old records, some from the original singers, and some are his own. All now bear the indelible stamp of the Van Ronk personality.
God Bless the Child. The simplicity of the guitar arrangement serves to frame and set off the magnificently expressive vocals. A connection between Billie Holiday and Dave is the way both use the voice as an instrument. The scat chorus could be a Roy Eldridge or a Charlie Shavers taking a solo, and when Dave returns to the words the nature of his voice has changed so it sounds as though a band is right there, riffing away in unison.
Sunday Street. My favorite of Dave's recent compositions. A logical free-flowing exploration of word and fingerpicking progressions. The song was the title track of the
|
||
|
|
||
|
|
|||||||||||
|
excellent Philo album of the same name. Included here because this really is the basic Van Ronk.
Sportin' Life Blues. Brownie McGhee has never heeded the advice of his own song, so why should Dave? There is a sincerity in this performance that tells you the singer has lived every word.
Cocaine. Pure joy. Philosophical advice spiked with wry humor. Take this song at your own peril.
St. James Infirmary (aka Gambler's Blues). Down to old Joe's barroom once more, where Dave is familiar with every speck of sawdust on the floor and has looked into the bottom of every one of the chipped glasses. The request for a jazz band on the hearse wagon has the word "jazz" slurred into a whole phaseremarkable. Blind Willie McTell continually reworked "St. James Infirmary" into various versions of "Dying Crapshooter's Blues." Van Ronk carries on the worthy tradition (which began, Karl tells me, in Ireland in 1790).
You've Been a Good Ole Wagon. If a Billie Holiday is included in a basic Van Ronk collection, then a Bessie Smith must also find a way in. The power and rasp of Bessie's voice is easier to identify in a full-flight Van Ronk vociferation. It's anybody's guess as to which side of the song Dave sympathizes with.
Gaslight Rag. A personal historical view of a certain Greenwich Village haunt.
Candy Man. Forget all other interpretations of Davis's Rabelaisian hymn: Dave has just redefined it as he has done (and Reverend did before him) through many years of performance. Rev. Davis said that this song came out in 1905, so it has stood the test of time exceedingly well. Dave manages to inflect two separate personalities into his vocalizing without being overemphatic, and the scat has Buddy Bolden heading the street parade. The last note reverberates like nothing you've ever heard.
DAVE PEABODY
|
|
|
|||||||||
|
Dave Van Ronkguitar and vocals
with the Red Onion Jazz Band (on #1, 2, 5, 7, 10, 12):
Robert L. Thompsondrums, washboard, leader
John Buchercornet
Denis Bradysoprano saxophone, clarinet
Dick Dreiwitztrombone
Eric Hassellbanjo
Steve McKnighttuba
Hank Rosspiano
Original sessions produced by Paul A. Rothchild (#1-12), Karl Dallas (#13-21).
#1-12 recorded by Rudy Van Gelder at Van Gelder Studio; July 11, 1963. #13-21 recorded by Nic Kinsey at Livingstone Studios, London; March 10, 1981
#1-12 originally released as In the Tradition (Prestige/Folklore 14001); #13-21 on Your Basic Dave Van Ronk.
Remastering, 2002Joe Tarantino (Fantasy Studios, Berkeley) Since maximum playing time of a single CD could not accommodate the entire fength of the original two albums, it was necessary to omit "In the Midnight Hour" and "Stagolee" from Your Basic Dave Van Ronk.
Art directionJamie Putnam
DesignLinda Kalin
Cover photoMarc Norberg
|
|||||||||||
|
|
|||||||||||
|
|
Benson (pp. 8,
|
|
|||||||||
|
|
11)
|
|
|||||||||
|
|
Booklet photosManny Greenhill (p. 2), ED D
|
||||||||||
|
|
|||||||||||
|
|
|||||||||||
|
|
Your Basic Dave Van Ronk produced under license from Folklore Productions, Inc. 1671 Appian Way, Santa Monica, CA 90401.
|
|
|||||||||
|
|
|||||||||||
|
These notes appeared on the original album liner of Your Basic Dave Van Ronk.
|
|||||||||||
|
|
|||||||||||
|
I
|
|||||||||||
|
|
|||||||||||
|
V
|
|||||||||||
|
|
|||||||||||
|
|
|||||||||||
|
|
|||||||||||
|
|
|||||||||||
|
|
|||||||||||
|
|
![]() |
|
|||||||||||||||||||||||||||||||||||||
|
|
Cake WaI kin' Babies from Home
|
|
|||||||||||||||||||||||||||||||||||||
|
1 Cake Wa I kin' Babies from Home 2:56
2 Ace in the Hole 2:50
3 St* Louis Tickle 324
4 Death Letter Blues 4:45
5 All Over YOU 3:31
6 Whoa Back Buck 3:37
7 Sister Kate 302
8 Kansas City Blues 207
9 Green, Green Rocky Road 3:36
10 See See Rider 5:17
11 Rocks and Gravel 4:25
12 Hesitation Blues 3:29
13 God Bless the Child 420
14 Sunday Street 3:16
15 Sportin' Life 4:50
16 Cocaine 426
17 St. James Infirmary 4:56
18 you've Been a Good Ole Wagon 250
19 Spike Driver Blues 412
20 Gaslight Rag 2:09
21 Candy Man 3:02
|
|
||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||
|
|
Dave Van Ronkguitar and vocals with the Red Onion Jazz Band (on #1, 2, 5, 7,10,12)
Original sessions produced by Paul A. Rothchild (#1-12), Karl Dallas (#13-21).
#1-12 recorded by Rudy Van Gelder at
Van Gelder Studio; July 11, 1963. #13-21
recorded by Nic Kinsey at Livingstone Studios,
London; March 10, 1981.
#1-12 originally was released vas
In the Tradition (Prestige/Folklore 14001);
# 13-21 on Your Basic Dave Van Ronk.
Remastering, 2002Joe Tarantino (Fantasy Studios, Berkeley)
|
|
|||||||||||||||||||||||||||||||||||||
|
|
TH-TROY-WILLIAMS) UNIVERSAL-MCA MUSIC PUBL./CHRISTIE-MAX MUSIC/GREAT STANDARDS MUSIC-ASCAP 2:56
|
|
|||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||
|
|
Ace in the Hole St. Louis Tickle
|
|
|||||||||||||||||||||||||||||||||||||
|
|
(MITCHELL-DEMPSEY) RD. 2:50
|
|
|||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||
|
|
(BARNEY-SEYMORE) RD. 3:24
|
|
|||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||
|
|
Death Letter Blues (trad.,-arr. davevan ronk> folkloremusic-asc
All Over 3^0U (BOB DYLAN) SPECIAL RIDER MUSIC-SESAC 3:31
|
|
|||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||
|
|
WhOa BaCk BUCk (LEDBETTER-LOMAX-LOMAX) F
|
:0LKWAYS MUSIC-BMI 3:37
|
|
||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||
|
|
Sister Kate (armand j. pironj rd. 3:02
Kansas City Blues (jimjacksonj peer in-tl-bmi 2:07
Greenf Green Rocky Road cchandler-kaufman) rd. 3=36
See See Rider (maraineyjrd. 5:17
Rocks and Gravel (trad^rd 425
Hesitation Blues (traded 329
|
|
|||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||
|
|
Since maximum playing tii could -
|
|
|||||||||||||||||||||||||||||||||||||
|
|
ie of a single CD e entire length of the
|
|
|||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||
|
|
original two albums, it was necessary to omit "In the Midnight Hour" and "Stagolee" from Your Basic Dave Van Ronk.
|
|
|||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||
|
|
GOd BleSS the Child (HOLIDAY-HERZOG) EDWARD B. MARKS MUSIC-BMI 4:20
Sunday Street (van ronk> folklore-ascap 3:i6
SpOrtIn' Life (BROWNIE McGHEE) CIRECO MUSIC-BMI 4:50 COCaine (REV. GARY DAVIS) CHANDOS MUSIC-ASCAP 4:26
St. James Infirmary (trad.,arr.van ronk) folklore-ascap 4=56 you've Been a Good Ole Wagon (john henry) publ. unknown 2:50
|
||||||||||||||||||||||||||||||||||||||
|
|
1671 Appian Way, Santa Mon
|
|
|||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||
|
|
TOTAL TIME 78:11 STEREO/AAD
|
|
|||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||
|
r> ave Van Ronk brilliantly, though personably, embodied all the brashest and most mercurial qualities
____' of the folk revival movement. He played and sang the country blues of such giants as Brownie
McGhee and Jim Jackson with what seemed like easy aplomb. He brought his own unique voice to tunes that Ma Rainey and Billie Holiday had made famous, and recast them as Van Ronk tunes. He pioneered the playing of the classic rags of Scott Joplin on solo guitar, galvanizing younger players like Eric Schoenberg, Stefan Grossman, and Duck Baker. "Sister Kate," on In the Tradition, one of two albums reissued herein, finds Dave accompanied by a wailing Dixieland band. There is real variety here, but also a consistent quality, both of voice and vision. You'll find Dave Van Ronk refreshing, remarkable, and a gas to listen to.
|
|||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||
|
|
Spike Driver Blues (M
|
MISSISSIPPI JOHN HURT) WYNWOOD MUSIC-BMI 4:12
|
|
||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||
|
|
GaSliUht Rag (VAN RONK) FOLKLORE-ASCAP 2:09 Candy AAail (DAVIS) CHANDOS-ASCAP 3:02
|
|
|||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||
|
2002, Fantasy, Inc.
|
0025218247221
|
||||||||||||||||||||||||||||||||||||||
|
|
Parker, Berkeley, CA 94710. ® & © 2002, Fa
|
|
|||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||
|
o 25218-2472-2 1
|
|||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||
|
|
||
|
8
|
||
|
|
||
|
YOU GOTTA BE HOLDIN OUT FIVE DOLLARS ON ME
RAIN-THAT SURE IS LAME
YOU MUST FIGURE I STONE LOST MY BRAIN
YOU MUST FIGURE IM STONE INSANE
YOU GOTTA BE HOLDIN OUT FIVE DOLLARS ON ME
YOU GOTTA BE HOLDIN OUT FIVE DOLLARS ON ME
YOU GOTTA BE HOLDIN OUT FIVE DOLLARS ON ME
YOU GOTTA BE HOLDIN OUT FIVE DOLLARS ON ME
YOU GOTTA BE HOLDIN OUT FIVE DOLLARS ON ME
YOU GOTTA BE HOLDIN OUT FIVE DOLLARS ON ME
YOU GOTTA BE HOLDIN OUT FIVE DOLLARS ON ME
SEE THERE-SEE
I KNEW YOU WAS HOLDIN OUT FIVE DOLLARS ON ME
|
||
|
|
||
|
|
||||
|
|
||||
|
|
||||
|
THREE BOXES OF LONGS PLEASE
TAKE ALL THE GRUNTS IN A HOG
TAKE ALL THE BARKS IN A DOG
TAKE ALL THE CRUMBS IN A PIECE OF CORNBREAD
AND HOW COME DAY BREAK AND DONT FALL
AND NIGHT FALL AND DONT BREAK
AND BLUE EYES CAINT BE SATISFIED
UNLESS HIS FOOTS UP ME
|
YOU AINT NO ASTRONAUT
YOU AINT NO ASTRONAUT
BUT WE BEEN OUT THERE IN ORBIT
AND WALKED FURTHER THAN THE MOON AINT WE
AINT WE
JUST BETWEEN YOU AND ME
COME ON
COME ON
TEN TO ONE IF YOU FOUND A DUDE
STRAIGHTEN YOU AS GOOD AS ME
WOULDN'T BE NO MORE ANGEL THAN ME ANYWAY
BESIDES I LOVE YOU
COME ON
COME ON
YOUR ACCIDENT GOING SOMEWHERE TO HAPPEN
LOOKING GIRLFRIEND DONT MOVE ME
SHE LYING IM TELLING YOU
WHO YOU GOIN BELIEVE HER OR ME
BESIDES I LOVE YOU
COME ON
COME ON
WHO WANTS TO BE FULL OF REGRETS
WHEN OLD FATHER TIME TAPS
LIFE DONT GIVE NO GREEN STAMPS
BUT I GOT YOU AtfD YOU GOT ME
BESIDES I LOVE YOU
COME ON
COME ON
REMEMBER WHEN MA DIED
AND I HAD TO TAKE THE PLANE
WELL I THOUGHT OF YOU
CAUSE THE CLOUDS LOOK WARM
REMEMBER WHEN THE TV WAS NEW
AND WE GOT THOSE SWEET OLD FILMS
WELL I THOUGHT OF YOU
SALMON CROQUETTES ALRIGHT WITH ME
LONG AS YOU COOK EM
YOUR WAY
YOU AINT NO ASTRONAUT IS YOU
BUT WE BEEN OUT THERE IN ORBIT AINT WE
AND WE WALKED FURTHER THAN THE MOON AINT WE
AINT WE AINT WE AINT WE
JUST BETWEEN YOU AND ME
BESIDES I LOVE YOU
COME ON
COME ON
COME ON
|
COME ON FEET DO YOUR THING
COME ON FEET
CRUISE FOR ME
TROUBLE
AINT NO PLACE TO BE
COME ON FEET
DO YOUR THING
COME ON FEET
DO YOUR THING
YOURE ON
TO OLD WHITEYS GAME
COME ON LEGS
COME ON RUN
COME ON LEGS
COME ON RUN
GUILTYS
WHAT HE SAY YOU DONE
COME ON KNEES
DONT BE MEAN
COME ON KNEES
DONT BE MEAN
AINT FIRST
RED YOU EVER SEEN
COME ON FEET
DO YOUR THING
COME ON BABY
DONT COP OUT ON ME
COME ON BABY
DONT GIVE IN ON ME
COME ON FEET
CRUISE FOR ME
COME ON LEGS
COME ON RUN
COME ON FEET
DO YOUR THING
WHO PUT THE BAD MOUTH ON ME
ANYWAY THE WAY
I PICK EM UP
AND PUT EM DOWN
EVEN IF IT GOT MY
GOT MY NAME ON IT
WONT CATCH ME NOW
COME ON FEET
CRUISE FOR ME
COME ON LEGS
COME ON RUN
COME ON FEET
DO YOUR THING
LORD
FEET WE SURE DO GET AROUND
NEVER PUT US IN
SOME COLD ASS GROUND
SURE IS DARK
NEVER BEEN OUT THIS WAY
MAMA - ANYWAY
IM SAFE AND SOUND
BET WE BROKE THE OLYMPIC TWO TWENTY
OR CROSS COUNTRY
OR SOMETHING
SURE IS LONELY
SURE MOST QUIETEST TURF I EVER SEEN
WHATEVER HAPPENED TO THE SUN
SURE GONE AWAY
SURE BLACKER THAN A LANDLORDS SOUL
MUSTA RUN ALL DAY
YEH MUSTA RUN ALL DAY
SURE AM A BITCH
MUSTA RUN ALL DAY
SURE YEH
YEH BABY
COME ON FEET
CRUISE FOR ME
COME ON FEET
COME ON RUN
COME ON LEGS
COME ON RUN
COME ON FEET
DO YOUR THING
COME ON FEET
DO YOUR THING
|
||
|
DOWNTOWN ON SUNDAY
YOU CAN SEE FOR MILES AND MILES
YOU CAN HEAR A RAT PISSING
OR A ROACH RUNNING
IF THEY HAD RATS DOWN THERE
ROACHES EITHER FOR THAT MATTER
BUT THEN WHO EVER HEARD OF A ROACH
MAKIN OVER A PILE OF GREEN
THREE BOXES OF LONGS PLEASE
GREEN AINT ONLY BREAD YOU KNOW
ITS SILENCE AND THINGS THAT GROW AND COUNTRY
GREENS THE BIG COLOR ISNT IT
GOES ALL THE WAY ROUND IN A CIRCLE IS WHAT I MEAN
ALL STARTS AND FINISHES WITH GREEN
LIKE A DOG CHASING HIS TAIL
HERE AINT NO WAY A WEED COULD GROW
THAT A WEED COULD MAKE IT
GREEN IS THE BIG COLOR THESE DAYS
ALWAYS HAS BEEN FACE IT
MONEY, RICH FOLKS GRAVES, GREEN BERETS
AND A TREE WITH THE LEAVES HANGING HEAVY
BUT THE LEAVES KEEP TURNING BROWN AND ITS ME
THE FLAG SHOULDA BEEN GREEN TOO YOU KNOW
GREEN AND RED ANYWAY
THREE BOXES OF LONGS PLEASE
TEN TO ONE YEH I SAID RED
THEM WANTIN TO KEEP ME IN SOME KINDA DUNGEON
AND I GOTTA FLASH MY THIRTY TWO TIL JUDGEMENT COME
RIGHT WRONG WRONG
EVER SEEN THE PARK AFTER A BIG SNOW COME
ITS ALL WHITE BUT IT
FEELS GREEN IN A FUNNY WAY
EVEN IF ITS COLD
ITS WARM IN A FUNNY WAY
IF ITS NOISY THE NOISE IS MUFFLED TOO
IN A FUNNY WAY
AND YOU CAN HAVE THE FIRST FOOT IN A DRIFT
OR JUST WATCH IT BE
THATS WHERE ITS AT IN A FUNNY WAY
IF YOU FOLLOW ME
THREE BOXES OF LONGS PLEASE
THERES MORE OF US
SO LET US DO UNTO YOU THEY SAY
WHAT I WOULDNT LET YOU DO UNTO ME
MAYBE ILL WORK ON THAT RATIO SOME
NOW THEY SIGNIFYING ABOUT REGISTERING GUNS
DONT BOTHER TO REGISTER BLOODS
|
||||
|
DOWN WHERE I COME FROM
NEWBORN VOTING OR OTHERWISE
TAXES JUST TAXES
BUSINESS IS BUSINESS
AND IM PAYING EVERYBODY TODAY YES LORD
IM TAKING CARE OF BUSINESS LIKE THEYD SAY
GREEN IS BUSINESS THEYD SAY
OLE BOSS GREEN IN A FUNNY WAY
GREEN IS IN THE LIFE BAG
BUT IT CAN LEAD TO A DEATH BAG TOO
GREEN AND RED ANYWAY
THEY JUST PUSHED IT TOO STRONG
TOO MANY OCEAN CRUISES AND POT GUTS AND LAWNS AND THIRD CARS
THREE BOXES OF LONGS PLEASE
|
||||
|
|
||||
|
|
||
|
I GOT THE BLOOD
I GOT FIVE BAD BEANS LOOKIN FOR TROUBLE
FIVE FIRST PRESIDENTS BACKING THE BROTHER
LOOKING FOR FIVE MORE BACKING THE OTHER
FIVE UPPITY BEANS JUST WAITIN
FOR SOMEBODY TO TRY AND PUTEM IN THEIR PLACE
I GOT THE BLOOD WHO GOT WHITEY
I GOT THE SOUL WHO GOT WHITEY
I SAY BROTHER GONNA WHIP SOME BEHIND
THE OTHER STUD GOT ELEVEN POUNDS ON HIM
BUT BRER GONNA STOMP HIM LIMB FROM LIMB
DONT BE SHY COME ON MAKE ME A LIE
WHO GOT THOSE FIVE BEANS GONNA MAKE A FIB OUTTA ME
IM TAKING THE BLOOD WHO GOT WHITEY
I GOT THE SOUL WHO GOT WHITEY
BLACK AINT ONLY BEAUTIFUL ITS BAD TOO
ITS FAST CLASSY NAME TAKING AND ASS KICKING TOO
IM LOOKING FOR FIVE BEANS THAT SAY IT AINT TRUE
PUT YOUR MONEY WHERE YOUR MIND IS COME ON
LIKE YOUR RAGGEDY MAMMY TAUGHT YOU
I GOT THE BLOOD WHO GOT WHITEY
I GOT THE SOUL WHO GOT WHITEY
IM GONNA LAY A LITTLE T.S. TOP SECRET ON YOU
THIS IS MOVEMENT MONEY IM A MILITANT
MY DASHAKIS IN THE CLEANERS TODAY BUT IM A LIEUTENANT
SO TAKE MY MONEY DO YOURSELF A FAVOR COME ON
SELF PRESERVATION FIRST LAW OF NATURE
I GOT THE BLOOD WHO GOT WHITEY
I GOT THE SOUL WHO GOT WHITEY
WHO GOT THAT FIVE BEAN TAIL TO WAG
ITS A POOR DOG THAT DONT YOU KNOW
WHO GOT A FIVE BEAN WHITE TRUMPET TO BLOW
WHO GOT FIVE TO BACK THE NEW HOPE COME ON
WHO SAYS BLACKS A NO NO
I GOT THE BLOOD WHO GOT WHITEY
I GOT THE SOUL WHO GOT WHITEY
GET IN THERE
ONE TWO
ONE TWO
BURN HIM BURN HIM
PUT SOME FIST IN HIS FACE
LAY SOMA THAT DOWN HOME HEAD WHIPPIN ON HIM
BURN HIM BURN HIM
IT AINT THE BREAD
ITS HIM WINNING AND THEM ACTING THE WAY THEY DO
LIKE GOD ONLY GAVE THEM THE RIGHT TO
COME ON BRER PLEASE
THE MAN WHO BRINGS YOUR MA HER WELFARE CHECK BET ON YOU
YOU SURE DONT WANT TO MAKE HIM MAD DO YA
BURN HIM BURN HIM - COME ON BRER BURN HIM
IF YOU DONT WHIP HIM IM GONNA COME DOWN THERE AND WHIP YOU
COME ON
I GOT THE BLOOD WHO GOT WHITEY
I GOT THE SOUL WHO GOT WHITEY
I'M TAKING THE SOUL WHO GOT WHITEY
|
||
|
|
||
|
C
z
2
|
||
|
|
||
|
C
|
||
|
|
||
|
5
|
||
|
|
||
|
z
o
|
||
|
|
||
|
|
|||||
|
HEH HEH (CHUCKLE) GOOD MORNIN SUNSHINE
HEH HEH (CHUCKLE) GOOD MORNIN SUNSHINE
TAKE A GOOD SQUINT AT ME
I AINT THE MAN I USED TO BE
I AINT THE CAT YOU SAW YESTERDAY
AT LEAST I MEAN BY TOMORROW I WONT BE ANYWAY
WHOLE NEW BALL GAME -WHOLE NEW DAY
BUG YOU DONT IT YOU OVERGROWN HEADLIGHT
I ASKED YOU FOR THE LAST TIME
|
|||||
|
|
|||||
|
|
8
|
|
|||
|
FAME
|
TO TELL ME WHY YOU SO UNKIND
HOW MANY YEARS AND TIMES I ASKED YOU
SINCE YOU BAKED US BLUE
YOU DONT LOOK OUT FOR US MOREN YOU DO
CURIOUS HUH CURIOUS YELLOW AINT YA
NAW IT AINT RELIGION
YOU KNOW I DONT GO FOR THAT CHOSEN FEW
AMEN AND GOD JUST TESTING YOU
NAW IT AINT WORK MY BACK STILL BREAKING
BOSS STILL POUTIN
CORNS STILL ACHING
NAW IT AINT MY OLD LADY
BUT SHE DO THE BEST SHE CAN DO
NAW IT AINT THAT PROGRESS TALK
NEW ICING BUT THE SAME OL CAKE
GOOD MORNING SUNSHINE
TAKE A GOOD SQUINT AT ME
I AINT THE MAN I USED TO BE
I AINT THE CAT YOU SAW YESTERDAY
AT LEAST I MEAN BY TOMORROW I MEAN I WONT BE ANYWAY
CURIOUS AINT YA (CHUCKLE) CURIOUS YELLA (CHUCKLE)
MY AUNT EMMA CAME TO ME
THE ONE WHO DROWNED OFF THE BOAT RIDE ON THAT LABOR DAY
SHE HAD ON A BIG WIDE YELLOW HAT
IT WAS ALL YELLA AGAIN AN BRAND NEW
THE HAT WAS GREEN AND SHE WAS TOO WHEN THEY FOUND EM
CAUSE SHE DIDNT COME UP RIGHT AWAY
REVEREND COLEMAN SAID IT WAS TO PUNISH HER FOR HER FAST WAYS
BUT HE ALWAYS TALKED LIKE THAT ANYWAYS
TRYING TO SCARE FOLKS TO GREASE HIS TRAY
SHE AND UNCLE LEROY WAS PLAYING CHINESE CHECKERS
UNCLE LEROY LOOKS UP AND SEES ME AND ASKED ME IF I DIDNT
WANT TO PULL UP AND PLAY COME ON BOY SIT DOWN, HE SAY HE AINT A BOY NO MORE LEROY, AUNT EMMA SAY HE KIN, WHAT YOU SAY SHE SAY, WE GIVE HIM SOMETHIN NICE HEY THATS A GOOD IDEA, UNCLE LEROY SAY
AUNT EMMA WAS ALWAYS THE PRACTICAL ONE IN THE FAMILY ANYWAY THEN SHE REACH IN HER BOSOM AND HANDED ME THE NUMBER THAT
GONNA HIT TODAY (CHUCKLE) - GOOD MORNIN SUNSHINE TAKE A GOOD SQUINT AT ME I AINT THE MAN I USED TO BE I AINT THE CAT YOU SAW YESTERDAY AT LEAST I MEAN BY TOMORROW I WONT BE ANYWAY WHOLE NEW BALL GAME-WHOLE NEW DAY FIRST THING IM GOING TO DO IS SEND DOWN A BOX LOAD A ROSES
TO HAVE EM PUT ON AUNT EMMAS GRAVE NEXT IM GONNA BUY MYSELF SOME SHADES SO IF IM OUT IN THE DAY I WONT HAVE TO LOOK AT YOU LAST TIME YOU AND THAT GARMENT DISTRICT CADILLAC GONNA TRUMP ON ME
|
||||
|
WTENANT
|
|||||
|
IM
|
|||||
|
■YDO
|
|||||
|
IECK BET ON YOU
|
|||||
|
I
HERE AND WHIP YOU
|
|||||
|
|
|||||
|
|
||||
|
SED TO DIE L DEATH
|
8
|
SALAMAGGI'S BIRTHDAY
I KNOW YOU DIDNT CUT THAT OFAY
IT HAPPENED LAST MONTH ANYWAY
JUST AN EXCUSE YOU TOO NEW
HERES THE DEAL
IVE HAD MY EYES ON YOU
YOU JUST BEEN WALKIN A WEEK OR TWO
SMILE BROWN SUGAR
ITS SALAMAGGI'S BIRTHDAY
SMILE AND THE WORLD SMILES WITH YOU
WHAT PUT YOU ON THE BLOCK ANYWAY
A KID BIG H OR AN OLD MAN
PROBABLY ALL THREE
HERES THE DEAL
WOULDNT BE NO NEWS TO ME
AINT NOTHIN UNDER A ROCK I AINT SEEN
SMILE BROWN SUGAR
ITS SALAMAGGI'S BIRTHDAY
SMILE AND THE WORLD SMILES WITH YOU
DONT PLAY WIDE WET EYES ON ME
CRY AND YOU CRY ALONE
ITS COOL IM A BLOOD TOO
NOTHIN GONNA HAPPEN TO YOU
AT LEAST NOTHIN NEW
SMILE BROWN SUGAR
ITS SALAMAGGI'S BIRTHDAY
SMILE IF YOU KNOW WHATS GOOD FOR YOU
ITS SO TO SPEAK A LITTLE PARTY
A LITTLE SURPRISE FOR SOLLY
SO IM TAKIN YOU IN
SO TO SPEAK FOR A LITTLE QUESTIONIN
COLLECTIN A LITTLE DUES
SO TO SPEAK POLICE DUES
SMILE BROWN SUGAR
ITS SALAMAGGI'S BIRTHDAY
SMILE AND THE WORLD SMILES WITH YOU
AINT GONNA PULL NO TRAIN ON YOU
NO FREIGHT TRAIN ANYWAY
MAYBE ONE OR TWO AFTER THE SURPRISE
HES FIRST CAUSE ITS HIS PARTY
FIRST AS FAR AS THEYLL KNOW ANYWAY
ANYHOW IT LOOK LIKE RAIN TONIGHT ANYWAY
SMILE BROWN SUGAR
ITS SALAMAGGI'S BIRTHDAY
SMILE IF YOU KNOW WHATS GOOD FOR YOU
GET DOWN AND BUSY IT WOULDNT PAY
FOR FOLKS TO SEE YOU CRUISING
MY PARTNERS WHITE BUT HES OK
SOME OF THE GUYS WOULDNT LIKE IT
MY PARTNER DONT MIND SECONDS
AS LONG AS SHES A SISTER ANYWAY
SMILE BROWN SUGAR
ITS SALAMAGGI'S BIRTHDAY
SMILE AND THE WORLD SMILES WITH YOU
YOU GONNA STRAIGHTEN HIM
DONT LET IT SLIP AT THE STATION
LONG AS YOU SWEET
SOON AS YOU FINISH STRAIGHTENIN ME
YOU GOT PEACE ON MY BEAT
WHAT THEY DONT KNOW DONT HURT ME
SMILE BROWN SUGAR
ITS SALAMAGGI'S BIRTHDAY
SMILE IF YOU KNOW WHATS GOOD FOR YOU
ALL RIGHT NOW BROWN SUGAR
IM CHANGING PLACES WITH DAVE
NOW JUST DONT GET IMPATIENT
JUST ONE MORE LITTLE DETOUR
BEFORE WE SEE THE STATION
DAVES GONNA QUESTION YOU NOW
SMILE BROWN SUGAR SMILE
ITS SALAMAGGI'S BIRTHDAY
SMILE AND THE WORLD SMILES WITH YOU
US BLOODS GOTTA STICK TOGETHER
SO HERES A TIP FOR YOU
ALWAYS GET QUESTIONED BY YOUNG GUYS
OLD ONES CAN TURN MEAN
SPECIALLY IF THEY CANT AND TRY
THERE ALOT OF PLACES FOR A BILLY YOU KNOW
EVEN SAW EM FIX A WHITE GIRL
EVEN IF SHE WAS A HIPPIE
SMILE BROWN SUGAR SMILE
ITS SALAMAGGI'S BIRTHDAY
SMILE IF YOU KNOW WHATS GOOD FOR YOU SMILE
SMILE
SMILE
SMILE BROWN SUGAR SMILE
|
||
|
^&JIJ&&*
|
||||
|
|
||||
|
|
||||
|
FUNKY GIRL ON MOTHERLESS BROADWAY
SOMETIMES SOMETIMES I FEEL
DONT COME ASKING ME WHERE I BEEN
1 BEEN VACATIONIN
FOR YOUR INFORMATION
THIS OLD MOTHERLESS BROADWAY
YOU BITCHES NOSE IS OPEN
CAUSE I GOT MORE WHITE MEN
ALL MINNESOTA TYPES TOO
SOMETIMES I FEEL LIKE SUCH A FUNKY GIRL
HERE HERE KITTY HERE KITTY
THERE JUST LOOK AT THOSE BIG EYES
ALL FULL OF SADNESS
SOMETIMES SOMETIMES I GET SO STONED
PLEASE OFFICER PLEASE IM MOVING
SHE DONT HAVE A LEASE
ON THIS SIDEWALK OFFICER
SHE CREATES THE HAVOC OFFICER
IM A GIRL OF PEACE OFFICER
MAKE WAY YOU ALL IM COMING THROUGH
YOU CHILDREN SURE ARE TIRED
SOMETIMES SOMETIMES 1 FEEL SO SUPERFLUOUS
ALL THAT BEG DONT GET NONE
THEM THAT DONT ASK DONT WANT NONE
LOVE FOR SALE BETTER SPREAD THAN BEAD SUGAR
MOTHERLESS OLD BROADWAY
YES LOVE THANK YOU-WELL
THEY SAY WHEN YOU GOT IT FLAUNT IT
STYLE CHILD IS EVERYTHING
SOMETIMES I FEEL SO ALL ALONE
TWO BIT HEPATITIS CARRYING TRICK
DONT START ME TO READING
NO LORD NOT EVEN IF YOU RUBBED SAINT JOHN HIMSELF
ALL OVER IT
I A1NT GONNA LIE - POORLY BABY POORLY
YOU BETTER GET YOURSELF SOME FRIEND
TO START BURNIN SOME CANDLES FOR YOU
ON THIS MOTHERLESS BROADWAY
HELLO HELLO HELLO THERE
IS THAT SMILE - YOU DID SMILE AT ME
CONDESCENDING OR REAL
HOW ABOUT AN ORANGE JULIUS
HOW ABOUT A HOT DOG TOO
WITH OR WITHOUT SAUERKRAUT
THERE GOOD
YOU SO YOUNG WHERE YOU FROM
REALLY THATS TOO FUNNY TO BE TRUE
REALLY YOU MEAN REALLY
DONT CON THATS NASTY
THE ORANGE AND STUFF IS ON ME ANYWAY
IS THAT TRUE MINNESOTA - OH THATS FUNNY
YOURE THE CREAM IN MY COFFEE
THAT SOMEONE IM LONGING TO SEE
JUST A LITTLE OLD FUNKY ME
THE WORLD IS ALL SCABS AND BROKEN NEEDLES
UNLESS SOMEONE CARES FOR YOU ANYWAY
WE ONLY LIVE ONCE ANYWAY
YOU KNOW WHAT BALLING IS
ITS A POOT IN OLD DEATHS FACE
ISNT THAT A GIGGLE
I DO LIKE YOU A LOT ANYWAY
YOURE TERRIBLE TAKE MY HAND
COME LETS GO TO MY PLACE
AND SIT IN OLD DEATHS FACE
JUST A FUNKY GIRL
YOURE CRAZY BUT OK
IF YOU WANT
OK ILL RACE YOU THERE
YOU TAKE A LEAD
1 COULD BEAT YOU WITH HEELS ON ANYWAY
THIS OLD MOTHERLESS BROADWAY
HERE I COME
MOTHERLESS OLD BROADWAY
|
PUT A CURSE ON YOU
PUT A CURSE ON YOU
MAY ALL YOUR CHILDREN END UP JUNKIES TOO
YO MAMMY TRICK BY THE POUND TO BUY THAT OUNCE
YO YOUNG DAUGHTERS
QIVE RICH OLD DUDES HEAD IN LIMOUSINES TOO
PUT A CURSE ON YOU
PUT A CURSE ON YOU
YOUR WARRIORS MAIMED
OR ON THE RUN
YOUR SONS LAG FOR PENNIES
ALL NIGHT LONG IN THE BUS DEPOT
CAUSE THEY A1NT GOT NO PLACE TO GO
AND LOSE TOO
PUT A CURSE ON YOU
PUT A CURSE ON YOU
CLOSEST TO HEAVEN YOU GO
RUM AND COKE AND COCAINE
AND A JIVE PUSHER
COME CUTTIN YOUR STUFF WITH TALCUM TOO
PUT MY CURSE ON YOU
PUT MY CURSE ON YOU
YOUR YOUNG FOLKS
STOMP EACH OTHERS BRAINS TOO
CAUSE ALL THAT MEANNESS SQUEEZED IN EM
AINT GOT NOTHING ELSE TO DO
PUT A CURSE ON YOU
PUT A CURSE ON YOU
MAY THE BLOCK
GOBBLE UP YOUR FUTURES TOO
AND THEM RATS COME SUPP1N OUT YOUR TRASH
AND SLIDIN INTO YOUR CH1LBRENS CRIBS TOO
PUT MY CURSE ON YOU
PUT MY CURSE ON YOU
GONNA FIX IT SO YO MENFOLK
CANT SEE NO BEAUTY IN YO WOMENFOLK TOO
SO YO MENFOLKS BE BOYS
TO THE MAN
AND TO YOUR WOMENFOLK TOO
IM PUTTING A CURSE ON YOU
IM PUTTING A CURSE ON YOU
LETEM WORK YOUR PLAYGROUNDS TOO
LETEM DIVVY UP YOUR BABIES TOO
PUSHER TAKE THE ARM
PUT EM ON THE LINE TOO
PIMP GET THE BEHIND
TEACHER GET THE MIND
PUT A CURSE ON YOU
PUT A CURSE ON YOU
MAY YOUR FOLKS KISS THE ASS
OF YOUR ENEMIES GOD TOO
AND EVERY TIME YOU START GETTING HIP TO THE OLD ONE
LET THE MAN LAY A NEW HYPE ON YOU
PUT A CURSE ON YOU
PUT A CURSE ON YOU
YOU GO FROM ONE BAG A DAY TO TWO
FROM TWO TO THREE
FROM THREE TO FOUR
AND YOUR HIT COME UPPING THE JONES ON YOU
PUT A CURSE ON YOU
PUT A CURSE ON YOU
MAY THE MAN FEAST ON YOUR GOOSE TOO
POLICE CHOMP ON YOUR CHILDRENS HEAD TOO
AND CACKLE AT THEIR MOANS TOO
AND THE MAFIA GET TO WORK THE CARCASS
AND SUCK YOUR BONES TOO
PUT A CURSE ON YOU
|
c z
>
|
||
|
z
o
|
||||
|
|
||||
|
|
||||||
|
|
|
|
||||
|
|
||||||
|
|
Side One: THREE BOXES OF LONGS PLEASE / YOU AINT NO ASTRONAUT / COME ON FEET DO YOUR THING / FUNKY GIRL ON MOTHERLESS BROADWAY / PUT A CURSE ON YOU / Side Two: I GOT THE BLOOD / YOU GOTTA BE HOLDIN OUT FIVE DOLLARS ON ME/HEH HEH (CHUCKLE) GOOD MORNING SUNSHINE SALAMAGGI'S BIRTHDAY / MELVIN VAN PEEBLES, Vocals / WARREN SMITH, Drums, Percussion / BROSS TOWNSEND, Piano, Organ, Electric Harpsichord /HERB BUSHLER, Bass, Electric Bass, Violin, Tambourine /CARL LYNCH, Guitar, Bass Guitar / NAT WOODARD, Trumpet, Coronet / AL GIBBONS/GEORGE BARROW, Tenor Sax, Soprano Sax / HOWARD JOHNSON, Baritone Sax, Flugel Horn, Tuba ,/ GENE RADICE, Engineer / Produced and Conceived by MELVIN VAN PEEBLES / Arranged and Conducted by WARREN SMITH / ALL WORDS AND MUSIC BY MELVIN VAN PEEBLES, ASCAP, ALMO MUSIC CORP. / Art Director: TOM WILKES / Photography: JIM McCRARY / Write For A Free Full Color A&M Record Catalogue / A&M Records, 1416 North La Brea / Hollywood, California 90028.
|
|
||||
|
|
||||||
This was a jam session, pure and simple, a gathering of men from other Mingus bands to join the master with his latest one, onstage at Carnegie Hall. John Handy came in from the coast, a veteran of the impassioned bands of the late 50's; Charles McPherson, who has added Bird-like dimensions to ten years of Mingus service; Jon Faddis, who came to play lead trumpet at Snookie Young's recommendation for Mingus' Philharmonic Hall concert, and who stayed to fill the ailing Roy Eldridge's shoes on Little Royal Suite; and of course Rahsaan Roland Kirk, always ready to jam, star of several Mingus ensembles in his early years. They joined the current Mingus band, George Adams on tenor; Hamiet Bluiett, baritone; Don Pullen, piano; and the other half of Mingus' heart beat, Dannie Richmond on drums, who has seen more Mingus service than anyone else. For materials to play, Mingus went to the common denominator of jazz, C Jam Blues and a near-blues in its universality, Perdido, both songs associated with the late Duke Ellington. C Jam Blues begins with John Handy's tenor, an instrument not usually associated with him, but which Mingus had asked him to bring. He is followed by Hamiet Bluiett, frequently sounding like a tenor on his baritone saxophone, exploring the extreme registers and sonorities of the instrument. George Adams follows Bluiett, moving outside very quickly, at which point, Mingus notes, Rahsaan Roland Kirk began "listenin' his ass." When Rahsaan follows, he begins simply, but before he has played one chorus, he suddenly lunges into a George Adams imitation. A delighted Mingus recalls, "he was cuttin' him at his own shit." The lesson over, Rahsaan plays a long solo, full of climaxes. At one point during a Ben Webster-like growl, Mingus said, "he didn't forget the blues." Jon Faddis begins his solo with a typical Dizzy announcement, and goes on to praise Gillespie. Charles McPherson plays the last solo, appropriately Bird-like. After the closing line, Rahsaan begins one of his non-stop drones as a pedal for some outside playing by the others. At one point, continuing his friendly rivalry with Adams, he reaches out and fingers Adams' tenor, while Adams fingers his, each continuing to blow his own horn. It brought the house to its feet for a standing ovation. The solo order on Perdido is John Handy, on alto this time; Hamiet Bluiett on baritone; Rahsaan Roland Kirk on tenor and stritch; Charles McPherson, alto; George Adams, tenor; Jon Faddis, trumpet; and Don Pullen, piano. Underpinning is provided throughout by the surging power team of Mingus and Dannie Richmond. Perhaps the best appraisal of this concert was contained in a letter from Art Weiner, proposing an annual Charles Mingus Jam Session, and calling this "one of the most exciting concerts we at New Audiences have ever produced." SY JOHNSON, 1974 Thepersonnel is: charles mingus george adams hamiet bluiett jon faddis john handy rahsaan roland kirk charles Mcpherson don pullen dannie richmond Bass Tenor sax Baritone sax Trumpet Alto & tenor saxes Tenor sax & stritch Alto sax Piano Drums Recorded live at Carnegie Hall, January 19, 1974 by Location Recorders. Recording engineer: Aaron J. Baron Photography: Gosta Peterson Original album design: Jean Dupuy PRODUCED BY JOEL DORN & ILHAN MIMAROGLU EXECUTIVE PRODUCER: NESUHI ERTEGUN £J 1. £7 7*1 *>*3Cff -----\AAr-The GAIN System--------ĤĤ-Ĥ _,molğĞe fidelity ~~' sound lab VAH RHiNO lATLANTICl UDCD 599 STEREO PI COMPACT mm DIGITAL AUDIO ANALOG-ANALOG-DIGITAL
GUESTARTISTS: jon faddis / john handy / rahsaan roland kirk / charles Mcpherson THE MINGUS GROUP: GEORGE ADAMS / HAMIETBLUIETT/ DON PULLEN / DANNIE RICHMOND l.CJAM BLUES-24:32 By Duke Ellington; Robbins 2. PERDIDO-21:53 By Juan TizoL Hans Lengsfelder & En/in Drake; Tempo MINGUS AT CARNEGIE HALL
GUESTARTISTS: jon faddis / john handy / rahsaan roland kirk / charles Mcpherson THE MINGUS GROUP: GEORGE ADAMS / HAMIETBLUIETT/ DON PULLEN / DANNIE RICHMOND l.CJAM BLUES-24:32 By Duke Ellington; Robbins 2. PERDIDO-21:53 By Juan TizoL Hans Lengsfelder & En/in Drake; Tempo MINGUS AT CARNEGIE HALL
What You Need to Know About
:j:cs/
Hemorrhoids
fl
8
What Are Hemorrhoids?
Hemorrhoids are veins in the rectum or around the anus that have become enlarged, swollen or inflamed. More than half the US population will develop hemorrhoids, usually after age 30.
There are two kinds of hemorrhoids-internal and external. Internal hemorrhoids are located inside the rectum. Usually, you can't feel or see them, unless they protrude 'through the anus, forming a prolapsed/ hemorrhoid. Internal hemorrhoids may bleed occasionally and leave small traces of Mood on the toilet paper.
External Hemorrhoid
Internal Hemorrhoid

Perianal Blood Vessel
Externa! Hemorrhoid
Internal Hemorrhoid
■i
1
External hemorrhoids are located outside the anus under sensitive skin. They resemble small, soft, skin-toned pads around the anal opening, and can be especially uncomfortable during a bowel movement. If a blood clot forms in an external hemorrhoid, it may appear blue in color and cause significant pain, itching and inflammation.
What Causes Hemorrhoids?
Hemorrhoids are often caused by increased pressure in the veins of the rectum and anus, resulting from factors including:
■ Chronic diarrhea or constipation that causes straining
■ Pregnancy
■ Sitting or standing for long periods of time
■ Heavy lifting
■ Being overweight/obese
■ Sitting on the toilet for long periods of time (e.g., reading)
■ Family history of hemorrhoids or varicose veins
^'ZCARO* Trademark of and -O200 Z Industries ^5. US patant 5156838 2-CAR0* North Amarica. NYC. camp 111-797-3450 www/cafdna.etxn Job no. C27IR
What Are the Symptoms of Hemorrhoids?
Hemorrhoidal symptoms may include:
■ Pain and/or itch around the anal area
■ Blood on the toilet tissue (sometimes in toilet bowl)
■ Feeling of pressure around the anus
■ Feeling of incomplete evacuation of the bowel
■ Tender protrusion from the anus
Hemorrhoidal symptoms are usually not- serious, and with treatment, can resolve in a few days. However, should symptoms such as persistent pain or rectal bleeding occur, see your doctor to rule out any serious health conditions.
How Are Hemorrhoids Diagnosed?
Your doctor will examine the anus and rectum to locate any swellings or abnormalities. Your doctor may decide to do a more thorough examination with an anoscope or proctoscope. These instruments are lighted tubes that allow the doctor to view any internal hemorrhoids.
£&®& *$*$?-'
\
|
.- -■■■^ |
|
'■' jgR1* |
|
i ^*0^&> |
m
19
-*^fe:
4.
Age
19-50 Over 50
How Are Hemorrhoids Treated?
Diet and Lifestyle Changes
The first step in hemorrhoid treatment is usually to make positive lifestyle changes, such as:
■ Eat a healthy diet with plenty of fiber to make passing stools easier
■ Avoid straining during bowel movements and limit toilette a Lose weight and increase exercise to manage symptoms
and prevent recurrence
Non-Operative Treatments and Office Procedures
If your hemorrhoids do not improve from lifestyle changes, your doctor may advise other treatment options. In general, hemorrhoid treatments are relatively painless, and may include:
■ Sitz baths - relax in a warm tub for about ten minutes to relieve symptoms.
■ Prescription Topical Creams usually prescribed to deliver prompt relief of pain, itching and/or inflammation.
k Sclerotherapy a chemical is injected to shrink the hemorrhoid.
■ Rubber Band Ligation one or two very small rubber bands are tied around the base of a hemorrhoid to cut off circulation to the tissue. Within 7 to 10 days, the hemorrhoid often painlessly falls off.
■ Infrared Light Therapy a one- or two-second burst of infrared light cuts off circulation to the hemorrhoid with 'the intended goal of destroying it.
■ Laser Therapy a laser beam is used to vaporize hemorrhoidal tissue.
■ Cryosurgery the affected tissue is frozen to cut off circulation.
■ Electric Current a burst of electric current is used to shrink hemorrhoidal tissue.
Operative Hemorrhoidectomy
If other procedures have been unsuccessful in bringing relief, a physician can remove the hemorrhoid in a surgical procedure called a hemorrhoidectomy. This procedure often involves a one- or two-day hospital stay, as well as a period of inactivity afterward. Surgery is reserved for cases that do not respond to other treatments.
Note: Increase your fiber intake gradually. Eating too much fiber too soon can cause an uncomfortable bloated feeling and abdominal cramps. Increase your fiber intake over several weeks, drinking plenty of water, until you reach the recommended amount.
' U.S. Department of Agriculture, Agricultural Research Service. USDA National Nutrient Database for Standard Reference, Ref. 17. Available at >http://www.nal.usda.gov/fnic/foodcomp/ . Accessed on 1/19/06.
Tips for a Healthy Lifestyle to Help Avoid Hemorrhoids
1. Eat a healthy, balanced diet with plenty of fiber, fruits and vegetables (see table below).
2. Substitute high-fiber foods for foods already in your regular diet. For example, use whole wheat bread instead of white bread, brown rice instead of white rice, and eat raw vegetables and vegetable skins, when possible.
3. Avoid putting off using the bathroom. Delaying can cause hard stools that require straining to pass.
Drink plenty of water every day. Keeping your body
does not need to reabsorb fluid from the stools.
5. Wash your bottom with damp, soft toilet tissue and non-perfumed soap after each bowel movement rather than wiping with dry tissue.
6. Avoid sitting on the toilet for long periods^ of time, as this can lead to pressure on the rectal veins.

Recommended Total Daily Fiber Intake*
Men
38 grams/day 30 grams/day
Women
25 grams/day
jld grams/aay 21 grams/day
|
Examples of Foods That are High in Fiber** ;;: |
||
|
Food |
Serving size |
Fiber grams per serving |
|
Apple |
1 medium |
3.3 |
|
Asparagus |
1/2 cup |
1.5 |
|
Blackberries |
1 cup |
7.6 |
|
Bran flakes |
3/4 cup |
5.1 |
|
Broccoli |
1/2 cup |
2.8 1 |
|
Brown rice |
1/3 cup |
1.2 |
|
Brussels sprouts |
1/2 cup |
3.2 |
|
Carrots |
1/2 cup |
2.3 |
|
Corn |
1/2 cup |
2.1 |
|
Grapefruit |
1/2 medium |
2 |
|
Green beans |
1/2 cup |
1.3 |
|
Green peas |
1/2 cup |
3.5 |
|
Kidney beans |
1/2 cup |
6.6 |
|
Pear |
1 medium |
5.1 |
|
Pinto beans |
1/2 cup |
5.5 |
|
Potato (with skin) |
1 medium |
4.4 |
|
Prunes |
2 medium |
2 |
|
Spinach |
1/2 cup |
3.5 |
|
Whole wheat bread |
1 slice |
1.9 |
|
Zucchini |
1/2 cup |
1 |
|
la^SI |
■M« |
|
^KENWOOD THERAPEUTICS
383 Route 46 West Fairfield, NJ 07004-2402 USA 1-800-929-9300 www.bradpharm.com
BPY
anna
NYSE)
EQ3917







<r
Front Cover: Beth Silver Back Cover: Michael Yong
ART CREDITS
=^
^=
j)
May, 1994 Volume 13
Antares is a publication of Stuyvesant High School 345 Chambers Street New York, N.Y. Reproduction in whole or in part without written permission is prohibited. Printed in the United States of America

|
Joan Ai |
George Wong |
Robert Park |
|
Phyllis Bialor |
Wesley Lui |
Matthew Abromowitz |
|
Jason Law |
Kim Foo Chow |
Eugene Lee |
|
Nanci Villella |
Hape Villella |
AronWeiss |
|
Patrick Wang |
James Bond |
Glenn Yiu |
|
David H. Wong |
Rocco "The Man" Hynes |
Cora Chuong |
|
Faith Villella |
Jason Nu |
|
|
James Tsao |
Fenney Kwan |
Vigneshwar Rajendram |
|
Lydia Boyd |
Krisofter McKee |
Alec Burko |
|
Lament |
Ying Lu |
|
|
Christine Leong |
Wilson Chang |
The Third Annual Official |
|
Dudley Lamming |
Herman Lee |
Cheapskate Award goes to |
|
Ging Wa Wang |
Ying Jun Li |
Sujean Mo |
|
Michael Wong |
Liang Yin |
|
|
Daniel Shtos |
Saul Blumenthal |
|
|
Edward Lin |
Wai Kwok |
Thanks to everyone who contribui |
|
Narvin Singla |
Jennifer Chu |
|
|
Kevin |
Carol Leong |

t
rr i/>
-a
EdJTOR-
LJTERARy
EdJTQRS
matthew v .^N1
*t?
^
etv*
^^EdJTOR
michael y0rlq
Treasurer
beth Sj|ver
layouT t
matthew *V^
FacuIty AdvisoR
\ra bindman
05.1994
CONTENTS
ThE livipRobAbiliTy MAchiiNE................................2
by y^ncfrew (Eisen6erg
^eeMnfl ^Frenzy.......................................................8
by A^am ^pfcin
* . . zrnb tf ts iafcm...............................................10
by CgetR gif-ver
The Blanket 15
by (Mptthew gchwartz
FE M?EAI?CH......■.......................................................is
fry <3^o6ert (EWer
FerryMan...................................................................26
b^ (Efvis ^\u
CORPORATION 28
by (Jfave <E. cJa^for
Volume 13
The livipRobAbiLiTy MacWne
fry ^ntfrcw (Eisenbera
llentown was a quiet, inconspicuous place. The people who lived there were mostly elderly couples whose children had long since outgrown them and fled to other parts of the country. Thirty years ago, the last of the steel industry had moved away and left the town to wither. The people who remained were the tattered remnants of Allen-town's bright past. There was, however, the occasional group of children jauntily playing in the streets, but a glance down a major avenue found most of the buildings rotting and decrepit.
Allentown was the perfect place to wait one's life away, a time trap for many visitors. They would wait their days away doing nothing in particular. What would they be waiting for? Well, they couldn't tell you. There are even stories of people who said they had entered the town in the seventies and didn't leave until fifteen years later. It was rumored that the townspeople would lure you out of your bed at night by sweet music: you'd follow blindly, your fears dissipated, your stress was lifted from your shoulders, your inhibitions melted away, and your extremities gained minds of their own. You'd wake up sometime in the morning under your sheets, recalling most of the harrowing experience, but not remembering how you had returned to bed. When you finally left the town, it would be several days after you had entered.
Luther Anderson, one of the lesser known citizens of the town, was a retired patent attorney. He owned a house somewhere about three miles from The Zion Reformed Church. Not many people know this, but the Liberty Bell was hidden inside this church during the Revolutionary War. Luther did, and he was proud of it. He was proud that his small town played such an important part in the fight for independence.
Luther Anderson also owned a cat named Cathedral. Every Friday and Saturday night he would pet his
cat and drink whiskey until he was barely able to sit up. Then, he would sing Neil Diamond songs until morning. The rest of the week he would paint, mostly pictures of his cat, and wait for the visitors to come to buy his paintings. However, not one person had ever come to his house in the five years that he had been painting. There was a simple reason for this: no one knew about it. However, he still waited faithfully for them. His house was full of the pictures he had painted. It was an art gallery of the wretched. Each painting depicted something that drunkenly resembled a cat in some sort of mangled pose. His favorite was of a cat covered in paws, but having no legs. He was content with his lonely life; actually he was beginning to forget that there was any world outside his own narrow field of vision.
One brisk Friday night in mid-September he met his antithesis: a visitor who would switch lives with him, and together they would change the world (perhaps for the better, or perhaps not). There was a knock on his front door. Luther awkwardly stumbled off his couch, the only warm spot in his house. He left the whiskey next to Cathedral who purred, frightened of being left alone. The world turned upside-down in Luther's head, thoughts were flying in and out of his mind, but one seemed to be the most central: could this be a customer9
On the way to the door, he got lost three times and threw-up twice Lucky for him, this was a patient visitor. Luther finally reached the -5 door and opened it. On the other side, there | was a man. ^
"Hi, I'm fed," the visitor said, with co a smile. In his drunken stupor, Luther thought the man had said, "Hi, I'm dead," and thought it terribly rude to lie like that, so he < decided to slam the door in Jed's face. ^-----------
2 * AITCA^E} * i»!M

However, he missed the door and fell, hitting his head, but it wouldn't hurt until the next morning.
"Hi, I'm Jed/' he said again, but the smile was even bigger. This time Luther understood. He slowly turned to look up at Jed's face and attempted to reply, but ail that could come out was: "Hunuuuh."
Jed understood what Luther wanted to say, even if Luther didn't; this was: "I'd love to have you as a guest. Stay as long as you want." Jed picked up his bags, and, ignoring Luther's feeble pleas of protest, crossed into the hallway and ran up the stairs. Jed galloped from room to room, searching for a place to sleep. Whenever he opened a door which enclosed one of the many hideous pictures of cats, he retreated in disgust.
He fell asleep in Luther's bedroom; it was the first time he had slept in a real bed for months. That night, he was sure he heard some music, but decided against investigating it. For now, Jed was one of those few who were immune to the effects of the music. He awoke to Luther's lumbering figure. It teetered over him with a baseball bat in one hand and a lump on its forehead, waiting for Jed to awaken. Luther couldn't bring himself to batter a man in his sleep. Now that his victim was no longer sleeping, he still couldn't hit him. The bat fell, making a loud thud when it hit the floor. Luther waited for Jed to say something.
"I have something to show you," said Jed.
Wait here." Jed got out of bed and rummaged through his scant belongings, most of which happened to be wires, nuts, and bolts.
I bet you're wondering why I decided
to give you a visit," Jed asked. Actually, he wasn't he was wondering how he could get this person to leave. Well, I'U tell you," Jed said. 'It's to show you this " He whipped out a machine about the size of a cat from his bag. The machine was covered by hundreds of little switches and buttons. "I call it the Improbability Machine. It's a pretty
amazing piece off work, don't you think?" It was,
but Luther didn't agree at the time; he was still trying to get this person to leave. He picked up his baseball bat
and prepared to swing. "Since I know you're a patent attorney who deals with this sort off thing, I was wondering iff you can help me get a patent
4 * AntA=o * »»!
for this and then market it. That doesn't sound too hard now, does it?
"I'm retired," said Luther as he collapsed to the
floor, wallowing in self-pity. The bat thudded again.
"Oh," said Jed, demoralized. But after a moment's contemplation he regained his spirit, "You can still help me though. Here, let me show you what
this little guy can do." He ran over to Luther's clump of body lying on the floor, and with nearly inhuman strength picked him up by an arm, throwing him on top of a nearby chair. Downstairs, Cathedral, who was asleep until then, felt the vibrations and hid under the couch.
Jed dangled the machine in front of Luther's face. Luther suddenly sprang to life and instinctively grabbed for it.
No no, my good friend, Jed said as he pulled it back towards his body, "first you must learn
how to use it, til en you can play with it."
"Oh," said Luther, disappointed. (You must understand that it takes Luther a little longer to realize the greatness of something that most see almost immediately.)
''Okay," Jed stood up straight and regal. "1 am
going to teach you how to use this thing. Any questions before we begin?"
Luther said in a meek whisper, "Can you please leave me and my cat alone? Please?"
No. (pause) Now, to begin." Jed started pacing back and forth in the room. "With the Improbability Machine, he pulled it out again and pointed to it. Luther stared with blank fascination. "one can control any event off chance.
Take for example this little die," he took out from a pocket a small die with numbers on each side. "I
have programmed the Improbability Machine so that this die will always land on c49. You don't believe me, do you? (Actually, Luther did believe him.) Here let me show you."
Jed flicked a switch and the machine whirred to life. As the machine whirred to life, there was a whirlwind of flashes and beeps. Jed pushed a few buttons and
said, "Now watch this. It's really quite amazing.
Jed threw the die against the wall as hard as he could. It bounced off and landed on '4.' He picked it up and did
the same thing, it landed on '4' once more. He repeated this three more times, '4,' '4/ '4/ "it's really a very
complicated thing to fully understand, but the basic Idea behind it is simple. The machine relies on probability (this can be slightly confusing, maybe because it's called the Improbability Machine Perhaps I should rename it). Anyway, for any event programmed into the machine, for example, rolling the c4,' the machine first allows the event to occur naturally. If the '4' is rolled, then everything's fine, and life goes on as normal. If anything else is rolled the machine gets to work, and It reverses time until before the event's occurrence. The machine does some strange stuff on a sub-atomic level so that events occur slightly differently from the previous try. Perhaps only a flick of the wrist is different, or the wind blows slightly differently. Whatever it is, hopefully it's enough to change the outcome to the desired one. If not, the entire process Is redone. For a relatively simple process, like the die, the process occurs about three billion times before a change of events occurs which could alter the outcome to a c4.' In actuality, however, it doesn't matter how many times the process had to be redone, because not a moment of time, from our perspective, is lost. You don't really care how the machine works exactly, and I don't know, so let's not bore each other with such trivialities. Tou know, actually, the machine can be used to make virtually anything occur. For example, we could take the probability of that cat of
yours turning purple and largo, (I never said this next part would be easy) program It into the machine, and it will happen.'
Jed stopped pacing and collapsed on the bed, but Luther, who hadn't blinked once since Jed started talking, was suddenly struck with an idea. It was the first time he had one in months.
"Yon got any breakfast?" Jed asked. Luther nodded his head and went downstairs to get some food for both of them. He was now convinced that his visitor was out of his mind. However, Jed held in his possession the one thing that could make him a famous artist. Luther would persuade him to stay until it could be re-programmed. A plan slowly formulated in his alcohol ridden mind.
Cathedral was the only one, however, who had noticed a few changes since the Improbability Machine was first used. Nothing major, in fact nothing most humans would notice at all, unless it was pointed out to them. In order for Jed's die to land on a '4' for the third time, it was necessary for three whiskers to spontaneously fall off Cathedral's face. Don't ask what the relationship between the whiskers and the die is, 1 really don't think anyone could tell you.
Cathedral remained under the couch. Luther returned with some breakfast for both Jed and him. Luther now had a vicious smile on his face because he believed that his incredibly brilliant scheme could work. This was his first smile in almost a year. That day was quite memorable for him: he both smiled and thought. (The last time he smiled was when his neighbor's dog, Claudius, caught on fire. One Chanukah night, Claudius was playing fetch near the table that held the lit candles in his owner's house. It happened to be that the floor had been waxed just the day before. One slip was all that was needed. Claudius went hurtling into the table; searing wax and fire was his demise. Luther found this comical.)
They ate their breakfast in silence. After the meal, the two came to the conclusion that Jed could stay in the house if he reprogrammed the machine for the probability that Luther would become a famous artist overnight. After all, Jed had no other place to stay; he wandered the backroads of Pennsylvania looking for buyers of his ideas. Luther, Jed, and Cathedral shared the same house for five months. The programming job should only have taken a month, but Jed decided that he would rather join Luther in several choruses of Neil Diamond's September Morn than work every night. Also, Jed could never work on the machine for more than hour without some sort of interruption from the cat. Jed never missed a chance to pet him. An outsider might even think that for some reason Cathedral was trying to delay the completion of Jed's project.
Finally, it was finished, and Luther uncorked a fresh bottle of whiskey to celebrate. He offered some to Jed, who accepted the offer with glee (this was strange because he always refrained from drinking before this). After finishing half the bottle together, Luther felt ready
VOLUME 13 # liniA^IE} * 5
to take on the fixture. Jed brought out the machine and flicked a few switches.
There," he said. "You are now a famous
artist."
"I don't feel much different," Luther said. Actually, he didn't feel much of anything because the alcohol dulled much of his senses.
Jed was wrong, Luther was not a famous artist, or at least not yet. In order for Luther Anderson to become the world renowned artist he had always dreamed of, Allentown first had to be dominated by purple felines each the size of a house (while the rest of the world would be dominated by cats of different colors). These cats enslaved all humans to do various chores; most of them related to cleaning litterboxes, though.
So, Allentown was now teeming with these cats and Luther was on his way to fame. Exactly three minutes after Jed used the machine, a purple cat stomped down a wall of Luther's beloved house. She was about
to stomp on the humans too because they were not doing their job. Lucky for Luther and Jed, Cathedral was nearby He persuaded the purple cat not to stomp on the substandard insipid human beings and to have a look at some of Luther's paintings that were utterly disgraceful to the human race.
She acquiesced and poked her head into the guest room that served as a makeshift art gallery. She was overjoyed with what she saw and wanted immediately to tell all her purple friends about the human who could paint. The next day, Luther was taken away to go on tour, showing off his paintings to the top cats of Pennsylvania; and Jed was forced to remain prisoner in Luther's old house to take care of Cathedral.
That was how it happened; the two had switched lives: Jed was stuck in the house lamenting this as his final resting place, while Luther roamed the countryside fearing that his next meal could be his last, dependent on good graces of multi-colored cats to keep him alive.
COMPUTER BOOK WORKS
25 WARREN STREET NEW YORK, N.Y. 10007 (Just West of City Hall) Phone 212-385-1616 Fax 212-385-8193
WE
SHIP
UPS
<^rf complete Lint or uh to date comhut&z brooki ana maaazinei jox the, mo±t izcent fiiogxami and information on the. mai£zd tod.au.
UNBELIEVABLE PRICES!
AX MC
VISA
o
CO
c
en
<* * AflUA^E} * ijhm

^-ceAln^ frenzy
C^R errymcml I require servicer The caller m ^k steps onto the raft.
Look at him. Pompous. Noxious. Obnoxious. The arrogant way he strides onto the raft irritates me like nothing else has ever done. How I would dearly love to . . . no. He is not right. He does not fill my requirements. I must let him pass.
I hold out my hand for payment. He disappoints me for the second time. I watch as he strolls away, unaware of what might have been. How I hate him. Oh, to have ended him . . . But it is too late now. I must wait for another soul to come.
And another soul does. Ah, this one will do! This soul has enough of it to bring me near the threshold. It nears.
"Good day, Ferryman. I wish to cross. May I?" I nod, and the speaker steps onto the raft. This one shows kindness and goodwill. Alas, it will not help him.
I stop the boat in the middle of the river. "What are you doing?" the man asks. Ignoble last words. I face him, then change. Transform. Become . . . myself. I take him by the throat and raise him up high.
The bones clutter the boat. I kick them into the river and watch the settle to the bottom. I return to the uncomfortable, hated form of the ferryman. Soon. Soon I will be able to return home. Only one more good soul. It will not be long.
It has been long. There has be no one to cross the river for a month. I am beginning to weaken. If someone does not come soon I will have to abandon this disguise and hunt in my true form.
Another week has passed. I fear (hope?) I will have to hunt. I do not know if I will be able to control myself once I come near a soul. There is a town nearby. It will not survive.
I revert to myself again and take flight. I can smell the souls in the town and aim for them. I feel the blood lust well up inside. They will not know what hit them. I cannot will not control myself.
The town lies below. The town square is crowded. It is market day. Lucky them. I scream in anticipation.
Some look up at me.
"WUisfU?!"
y\ demon! "A bEAST!"
"Run!"
I ignore their cries and descend upon them. Their flesh gives way easily under the manic fury of my onslaught. The carnage does not end with the people. In the frenzy I destroy buildings and some of the surrounding forest. The town is a scar in the middle of the surrounding beauty and tranquility.
The souls of the dead hover uncertainly above their bodies. I quickly devour them, feel their strength course through me. I will not need the damned ferryman form again.
I roar in victory and take wing. I fly towards the burning lands of my home plane of Therion, towards redemption, towards | £3
-Q
8 # AIllARE} * l»»l

___»nh if fe fcaftm
(rj> CgetR Silver
ear Mendel,
Sleep is killing me, sucking my soul through my intermeshed eyelashes, leaving the surrounding skin purple and sagging. Recently I noticed that the blood vessels on my eyelids are shot, creating red blotches between sections which are too white. No one else's eyelids are so mottled. What does Sleep want with my soul?
This morning my body would not move not a lack of desire, but a physical inability and I knew, as you know things in dreams, that I could die simply by reclosing my eyes, like old people do. Maybe I would have kept breathing; the brain stenivis hard to conquer, it's as fundamental as arithmetic. But I would've been dead, wouid've sunk within myself, wouid've been gone.
The wind is getting more desperate outside; I can hear it seeking entrance through the holes between the bricks of the exterior wall as I fold towels and read the mail. Maybe one day I will let it in, and it will see that the outside is really a much better place for wind to be.
I hope you're enjoying Russia. Please write.
* * *
Dear Mendel,
Sleep is still a battle. People at work have started asking me if I'm feeling all right. How does one explain that one's retinas are the vanguards in defending one's soul? Not so easy, right? So I tell them I am tired, and they nod, thinking they understand.
Lately I find myself just staring at things: the wall, the floor, the curved glass of the television behind which meaningless colors flash. Staring for hours, hands and feet gradually losing warmth, until I enter some sort of trance. If I try to break through it too quickly my head vibrates and my jaw chatters until my skin thickens with goosebumps. 1 do not understand what is
to * AIliiRE} * i«m
happening I do not know what to do. When did life become so complicated? Whatever happened to the era of mommy kissing booboos to make them better? Now we must deal with doctors and druggists and health insurance plans. Oh, to be small again, so small that with concentrated effort I could disappear at will.
Haven't heard from you yet (hint hint), hopefully all is well.
* * *
Dear Mendel,
My editor keeps rushing me onwards, always onwards. Research takes time, I tell her. But she only slants her eyes and pulls in the comers of her mouth. She does not believe me.
Walking outside I see the weary, the hungry, the overworked, the underpaid. From inside my bruised eyes they are all covers, blankets upon lives which are stories that no one dares to write down. Passions forbidden by the church, behavior forbidden by the law, thoughts repressed by those who think them, all burrow down beneath the folds, hiding from me, hoping I will not continue to probe after them. Each desire has its own smell, each need, its own markings, and I spot them, judge them from within the shadows of my mask. They look at me uneasily, and then something snaps, and I turn my eyes to other things, not willing to face this power. I don't know if I can make it to the end of this book.
P.S. Some woman named Marjorie called for you.
* * *
Dear Mendel,
Last night I tried relishing the sanctuary of sitting in a movie theater, body pushed down into threadbare plush. While lights of different hues played upon my face, the chair broke me in like a pair of new sneakers
until my senses could not discern between flesh and aged fabric. Crushed popcorn discards, overly saturated with butter, adhered themselves to the treads of my shoes. They hoped I would carry them away before they were swept up and dumped into trash receptacles. But I am not a savior I walk away too fast, too easily, to take responsibility for their lives. Seeming to finally sense this they bounced away from me onto the dingy carpet when I stood, trying frantically to stowaway on someone else's feet before the room emptied.
Stepping into the ladies' room, I washed my hands without looking in the mirror. Tendrils of the relentless night slipped past the ticket-collector, beneath the swinging doors, sliding along the floor until it was beside me. Cold hands with cold fingers slipped into my pantlegs, creeping above the socks, grasping my calves, shoving ice into the muscles until they cramped. Suddenly I was fourteen again, thrashing through water too cold and deep, legs in useless agony, body pulled along by arms which couldn't move quickly enough. Now the river was gone, and I was fighting against the night. Why does she hurt me now? Long ago she'd christened me, acting both as mother and anointer, tickling me with fingers whose prints can never be removed from my skin. She'd watched over me, given me energy, propelled me faster across my domain, streets flying past like childhood memories. Beyond the pickle man on Essex, the pool hall on Fourth Avenue; beyond the mothers and drug dealers in Washington Square Park; perpetually diffusing me farther away away from the hypnotic household routines, away from the days of being afraid of the dark.
But under that array of grimy pink tiles and harsh fluorescents she punished me, struck me with her frosty fists, left me clutching the porcelain sink, tortured and convulsing, legs anguished and as immobile as oak trees. Barely recovered I traveled home, finally collapsing into the bed where Sleep tried to grab a little more of my soul.
I have to go buy a quart of milk, I will write again soon. If d be nice if you did the same (write, not buy milk).
Dear Mendel,
In a rain as soft as fur between the pads of a cat's paw, 1 walked through streets whose streaks of dirt melted away in rhythmic patterns. The faces change at dusk, emotions too raw for daylight are exposed while the breaths of strangers waltz together towards invisible stars. Air pollution light pollution noise pollution all vectored towards my subconscious until I succumbed, until I needed the cold air for more than oxygen. My eyes melted away into shadows, my tongue slumbered in its cave, and I became a specter, an object of campfire stories which send young children into broken dreams. No one asked me for directions, rattling change cups stopped as 1 passed by; 1 was a danger which did not yield in its enactments. The darkness surveyed me weaving through hunched figures, alive with something more animal than adrenaline, but left me alone. By the time I reached the funeral parlor on Bleeker Street, it was already closed for the night; the windows were black, reflecting a cloudy image of my silhouette. My mother once told me that funeral parlors are the only businesses which never go bankrupt. All 1 know is that this particular one has been around longer than I have, and does not seem to be suffering from monetary difficulties.
Something had drawn me there a curiosity? perhaps but something else more malignant, more powerful. It almost seemed as if some . . . creature . . . had leapt past me as 1 walked by, a creature which had been aiming for my jugular and missed, instead slamming its tender nose into the stone wall of a building behind me. 1 don't know, I just don't know anymore.
The book still sits unfinished, the publishmg company getting stiffer with anger each day. I am lost, caught in a comer. They do not understand.
Unless you are dead or would like to become so, you'd better write back.
* * * Dear Mendel,
Office work goes on unmercifully. 1 never though! that mail order music would be such a trying occupation. Considering that 1 have written nothing new in the past month 1 just thank whatever reigning deity that I have any income at all.
yoioii: is * iillCA^Eb * ii

FOR YOUR
JAPANESE MANGA
AND VIDEO
CONNECTIONS,
THE PLACE TO
SHOP IS...
m
VILLAGE COMICS



Old and new comic books, posters, T-shirts,
collectors' items and trading cards.
Limited edition resin, vinyl and plastic model kits.
163BleeckerSt(2ndfL)
(212)777-2770 fax: (212) 475-9727
940 Third Ave. (2nd fl.)
(212)759-6255 fax: (212) 475-9727
1 don't have much to say today. But I found a poem that 1 would like you to read; it's by E. E. Cummings:
the hours rise up putting off stars and it is
dawn
into the street of the sky light walks scattering poems
on earth a candle is
extinguished
the city
wakes
with a song upon her
mouth having death in her eyes
and it is dawn
the world
goes forth to murder dreams ....
i see in the street where strong
men are digging bread
and i see the brutal faces of
people contented hideous hopeless cruel happy
and it is day,
in the mirror
i see a frail
man
dreaming
dreams
dreams in the mirror
and it
is dusk
on earth
a candle is lighted
and it is dark.
the people are in their houses
the frail man is in his bed
the city
sleeps with death upon her mouth having a song in her eyes the hours descend, putting on stars ....
in the street of the sky night walks scattering poems
* * *
Dear Mendel,
Lately 1 spend my time reading children's stories. It wraps the quilt of innocence more tightly around my shoulders, holding off Sleep, holding in my soul. When
I was little I used to think the full moon was following me, swerving around buildings, jumping over trees . . . following. I'd watch it from the back window of a cab, mentally pleading with the driver to go faster, to get away from the hugeness of it, the roundness which could pierce its way into my forehead, possessing me, making me into a smaller glowing sphere. I did not know then that it was just looking for a friend. And when 1 did, it chose to look elsewhere.
Rain hits my windows at angles, leaving prints which look like the long middle toe of a bird's foot. The wind is constant, trying to deceive me by sounding like a police siren, pressing a forged warrant against my window, thinking I will open it out of some fear of the law. But I have greater troubles than the wind.
Why do you not write? Are you angry?
* * *
Dear Mendel,
Tonight I walked past the funeral hall again, and
the creature it's still there, Mendel. I could smell the blood on its breath as it circled me, seeking a vulnerability. It's more careful this time, it's waiting for something or someone. I was trying to cross the street, trying to get away, noise was everywhere, and this beast, it slipped into the heart of a little girl standing near. She wanted to kill me, I saw it, she didn't care who was watching, she started pulling away from her mother's hand, approaching me on the curb 1 couldn't move! This girl had nails longer than I've ever seen on a child, with pink luminescent nail polish chipped away at the edges hatred whipped from her eyes like a fireman's hose out of control suddenly a homeless man with a shopping cart of empty bottles and cans clanking and banging shoved his way into our path of vision, and I ran the four blocks home four blocks!
its lair is only four blocks from where 1 live! What have I done that this creature stalks me, using little girls as weapons9 You probably don't understand. I don't understand' It's insane, it's madness, this isn't normal. and you hidden in Russia, you don't care because it doesn't concern you. does it?! What do you care that I'm going to die while you spend time in foreign countries, not bothering to write because it's not important enough to fit into your schedule? Fuck you, Mendel!
vol! mi: i:i *AniIjl-fiEi* i-*
Dear Mendel,
I don't remember what I wrote in the last letter, I wrote it so quickly. If it was something offensive, I apologize ... I wasn't feeling very well. Anyway, I don't have time. I'm on lunch right now, and I expect to be busy for the next few nights. So, just ignore the last letter, okay? I'll write more another time. Bye.
* * *
Dear Mendel,
I promised myself I wouldn't write to you again when I was in this state of mind, but I don't know who else to tell. 1 know you're sitting there judging me, not comprehending, maybe even wishing I would stop writing. But it's all connected to you somehow, you're the juxtaposition of everything of course it's not something I expect that you're aware of, but you are the juxtaposition, not aware.
Anyway, 1 was walking around last night again, I think it was because I had to buy a notebook. In the gutters the cracked concrete sifted steam from the overheated ground below. The splash of my feet in shallow puddles was unrivaled by any other sound, but I could feel them, so many more of them now, smell the blood on their breath again except this time it was stronger . . . fresher. Roaches did intricate dances along the walls until scattered by our shadows, and the darkness stood aside, refusing to take favorites among her children.
Jaw twitching, nostrils splayed like smoking caves I slid past stragglers whom the night had not yet accepted with her caress, and they cringed away, not noticing my pursuers. Behind me these monsters salivated for my flesh, ahead of me Sleep hungered for my soul I could not move quickly for my heels were couched with blisters, but it felt as if 1 were running anyway, my eyes rolling like those of a horse caught in a burning barn, I was trapped between extremes, panicked to the point of screaming
and then there was nothing. Not darkness, not light, but nothing at all Not even a dream 1 was elsewhere, a time warp, if you will, from which I did-not exit until 6:43 this morning. My eyes were tar pits. makeup only worsened the effect. 1 had to call in sick today. My boss did not doubt that 1 was ailing, but 1 think he wants me fired anyway.
14 * AfTCitfEfc * ■»»!
Dear Mendel,
There are wolves in the pantry, there are wolves in the belfry. "The world goes forth to murder dreams . . ." what a line! Do you remember it from before? But it is my dreams which go forth to murder me. Even Freud would not be able to analyze them into harmless symbolism. It has been wolves all along which follow me; wanting to lick me, bite me, eat me. They are wolves, yes, but ones which do not have the decency to chill your bones with a warning, only stalk silently until morning, knowing you eventually will fall. After that, there will be nothing, nothing but naked bones which slip unseen between the anonymous bars of a sewer grate. Except I have joined them. Sleep sucked in the last wisp of my soul between wet lips, leaving infinitely black holes in my sockets where there is only room for darkness. Even the wind is afraid to whistle through them now. But the night has reembraced me watching her children play together has always made mother happy.
So now I follow the moon instead of having the moon follow me. We are not friends yet, she can be so distrustful with her waxings and wanings, but I dance for her across fire and water, and she smiles. We are dangerous women; mother, moon, and I, but only on earth when a candle is lighted and it is dark. Russia has saved you from me so far Mendel, but there are wolves in Russia too. I will be there, Mendel, chewing on your carcass while Sleep gnaws on your soul.
* * *
Hey there! Just got your letter, you won't believe how long it takes for mail to get from the U.S. to Russia! I saw Lenin's tomb today looks pretty good for a dead guy but the wait is interminable. I'm sorry you're having trouble sleeping, maybe you should have your doctor prescribe Valium or something. It sounds like you might also have the flu. By now you've probably recovered though.
Anyhow, 1 just wanted to drop you a quick note letting you know everything is going well (despite having to get used to this whole time zone thing). Feel better!
The Blanket
(r£ £Hgttfiew gcfrwartz
i^^ t is often said that dog is man's best friend; but "T £ never was it so true as in the case of Cockerspa-^J niel Jones. You see, Cocker had been a dog-lover all his life. When people asked him what his favorite color is, he said "dog." Dogs were to him what chocolate or crossword puzzles might be to other people. Cocker liked cats too, but not as much. Cocker had heard once that dog was god spelled backwards. He didn't believe in God, but he believed in dogs. Around his eighteenth birthday, in a fleeting moment of insecurity, he changed his name to Dromedary Jones, but he soon changed it back.
Our story involves a certain experiment conducted on Cockerspaniel by the local mad scientist. This scientist needed someone who would not mind being temporarily transformed into a moose. It just so happened that Cocker loved dogs, and was dumb enough to think that moose were dogs. He finally realized the fault in his logic when the offspring's infertility became apparent. So the scientist took out Cocker's brain and put it in one of those little wiener dogs (incidentally, he meant dog, not moose). It may be difficult to imagine a human brain in a wiener dog's head it didn't exactly fit, but the scientist wrapped the skin up nicely so no bare brain was exposed. Cocker had most of his human emotions, including love and envy, and dog characteristics like colorful gums and unbelievably complex nose geometry. But the operation gave him telepathy and x-ray vision as well.
Cocker's friends and family were somewhat unnerved by this unexpected event, but they soon accepted it as a good thing. Cocker attempted to continue living life as normal, but soon found it difficult to communicate. Whenever he raised his paw in class, he was knocked off balance and propelled out of his seat. He got a job, but was quickly fired when his boss found him using the "just for copies"' liquid paper* on regular type-
written memos. Soon afterwards he was evicted from his kennel for mentally communicating with the basset-hounds. In conclusion, a week after his operation, Cocker was out on the street.
Freedom. There was nothing to restrain Cocker from doing whatever he wanted. He hitchhiked around the country with a big styrofoam thumb he found in the trash. After realizing that nobody could stay mad at him, he wandered into a pet store and stuck his head in the bone bin. After scarfing down six or seven of the glazed bones, a man (or perhaps a woman) screamed out "Whose dog is this?" At this point, the beauty of dog life first hit Cocker. Nobody could blame him for doing whatever they let him get away with! After all, he was just a dumb moose. Before he could be scolded for the theft, he undid the manacles and swam to the surface, just in time to catch the sunset and credits. The glazed bones left a bad taste in his muzzle, like dirt mixed with cauliflower.
Cocker began to consider his situation from various perspectives. On one paw, he was incredibly disadvantaged a dog in a human world would always be looked down upon. On the other paw, as a creature with the intelligence of a human being, he would be exalted by his canine peers as a super-genius. This idea pleased him very much, although not as much as eternal sunlight. Living so far North, he knew light was precious. He began to wonder if he could be happy with his new life, and with his new fur. He thought about why he had loved dogs so much as an anti-dog. He recalled the love, the envy, and the odor. Returning from prison, he would observe his pets' perennial excitement, day after day the same grinning faces and wagging-tails-of-bliss. He would wonder why they could be elated over again for the same reason, and how. It seemed that the standard human procedure was to get less enjoyment out of each repetition of the same event. A procedure that only
volume 13 *Aflcil=KE}* is
disadvantaged his old species and made them feel productive. Machines are productive.
What were the benefits of being human? There were three. This pleased Cocker. He walked outside, naked as open or love, yet unabashed. How easy life would be! He saw an adorable French Poodle, crossed the street, smelled her indiscreetly, and proceeded to mount her. He soon felt a sharp pain in his side. He removed his keys and continued. The dog's owner gave him another one, harder, and in the same sensitive spot.
"xcuse me," he said, "you just kicked me!" GET AWAY TOr GRHGT MITT/ shouted the
lady.
'Til hove you know that although I am but a grungy mutt, and a grungy mutt tuiener dog ot that, I am not condemned to a life of needless suffering. No, my deor, I uuill never be embarrassed. I uuill never worry. I will yawn and sigh. I will never work. I will never consider the future. I will never record the past. Vou may have won this battle, but you cannot win a bagel.'1
WHAT?"
"I said: down the hall, first door on your left."
She walked away with her dog. Cocker limped, pulsing with sexual paroxysms, to a fire hydrant and sat down. "Wait a minute," he told himself, "I will worry. I am worrying now. find I am worrying now." He was confused . . . until he remembered having a human brain. This surprised him as it presented an interesting paradox a quote from a great but underappreciated story: "if he is to be truly happy as a dog, he must lose the ability to appreciate that happiness."
He went to the local mad scientist who, by the way, had moved and thereby invalidated his title, at least from Cocker's point of view. He said, "Local scientist, can you remove my human affections?"
"I k-k-could."
"But that would make me just another dog and this would no longer be an experiment. ULIhat effects would the operation have? The world's population would be slightly altered But with the myriad births and deaths of both species every minute, what gifted demographer could note the difference?"
"Yes," said Doc, "But would you be th-h-happy? You would never worry and never regret You would
never think, but never need to think. It would, indeed, be so much easier to be content B-fi-Progress and porpoises would be pointless. Perhaps I too desire to be a dog. But not a wiener dog. They get made fun of too often. And ch-x-kicked."
"Then we'll do it together. We' II have the operation together. Rfterwards, you do realize, we will have no memory of it, so we must say good-bye now. So long, O trusted and faithful local mad scientist Farewell "
"Wait! Dogs can r-m-remember. Why shouldn® we remember, when we are old and lonely?"
"Our memories won't be as strong, or as flexible. UUe won't remember how to speak or how to love."
"I don't know dogs can whimper." "Well, whatever."
"What?"
"I said: Well, whatever."
"What?" "Nevermind."
So they set the machine on automatic and completed the operation. The scientist (now a cockerspaniel) and Cocker walked out onto the street. They spoke with their big puppy-dog eyes. Cocker turned his head slightly, to get a better appreciation of the perspective. The other dog scratched his head, stopped, and sat down. Actually, he had a bit of difficulty sitting, so he squatted in a very awkward position. The aura set up between the animals seemed warm and powerful. In the few minutes of their adjustment, all the uncertainties of life were dispelled. Cocker urinated. He then folded his ears back and put down his tail. He growled. The other dog got up and slowly backed away. Cocker yapped. Soon they were apart.
They lived out their lives, dogs' lives, and died dogs' deaths. As leaves swirl with wind, uncurl with time, so they fell to freedom. Soon people forgot about Cocker and Cocker. People never really cared. The monsoons still came on schedule. The roses still felt as sweet. What was blank once is yet undone. If this seems sad then 1 can see and say 1 see that there is nothing more for me to say.
>
03
Q
-G
<

FE MPEAPCH
£^W^ bolt of lightning rippled across the distant ^^B sky, heralding the coming of the rain. The crowd of Ishmal barely noticed; their attention was fixed upon the wooden wall erected on the hill's summit, as well as on the figure being led to the wall. Most of them were crowded in a mass, creating a sea of black feathers and yellow beaks and talons. A few stood far apart, behind the heads of their clans, the wind picking at their tunics. The long, rust red grass beneath the four toed talons rustled expectantly, whispering in the same nervous tones as did that small group.
A great cheer went up from the large group as five men came forth, each holding a slender sword, the hilts of which were encrusted with rubies. After them came a single Ishmal, striding with dignity even though his hands were bound with chord that bit and cut when he moved. His wings, which extended from the odd, double jointed elbow, were set back in a regal looking sweep.
In a similar place a man, head surmounted with a crown of thorns, dark hair mottled with blood, was led towards a cross. The cross was set a little forwards from those of the two thieves suffering already from their sentences, thrust forward enough for eleven rather penitent men to cluster near its base. Two Roman soldiers strode behind him, one of these carrying a short spear, the other a mallet and three iron nails. The sand swept about in the wind, biting at the arms, faces, and sandaled feet of the onlookers. Curiously, the convicted man was the only one who did not flinch.
The Ishmal was held up to the wall and tied, legs shoulder width apart and arms outstretched, with thin wiry chord. His head flicked momentarily towards the small group of onlookers, who could not face the clever and knowledgeable glance that they had known for so long. He turned back, apparently satisfied, as the five sword bearers advanced.
by Robert (Elder
The sounds of the mallet came clear and ringing through the night as the last of the nails were pounded into the man's ankles. The Pharisees standing a respectful distance off seemed pleased, but the look that the convicted man gave them, wise and lucidly clear, removed the slight smirks that had begun to manifest themselves on the Pharisees' faces. They turned their well fed shapes away from him and began to walk back toward the nearby city, joking and laughing tentatively as they left the man's scrutiny. A few minutes later the eleven, some dour, some weeping openly, wandered into the night.
The swords plunged in, elbow, elbow, ankle, ankle, each one provoking a cheer from the crowd. The cheers died away quickly in the absence of the expected cries of anguish from the prisoner. A cry did come, however, from the small group that stood to the side. One of the clan leaders drew his sword and charged at the executioners with that cry that was later to become famous "Fe k>ea**ch." He was beaten down to the
ground and, with much bloodshed, dragged off into the night.
The spear came up . . .
The final sword came up . . .
And plunged into his naked side . . . slid into his neck, just cutting the jugular ... no cry of anguish came . . . just the liquid sound of the blade piercing ... the intestine as his head bowed . . . the executioners stood back as the crowd dispersed . . . under the watchful eye of the soldier he languished . . . blood dripping down his sleek feathers ... to the white loincloth ... for a long, quiet time ... as the slow death continued ....
The Ishmal raised his head, weak and dizzy from blood loss, and looked at the one sword bearer left to watch over his death. His gaze was met with curiosity, perhaps he would die and the executioner could go
IH * APlARE* * l»B4
home and get some sleep. Instead the Ishmal raised his
head in a final burst of strength and said, quite clearly
Saien. " Death with honor. The executioner
told himself to remember those words in his report, he turned and strode away as Krearch sagged into death.
Sam Oldson woke up drenched in a cold sweat. His chestnut hair, just starting to turn to gray, sagged down his brow. He looked around his berth, taking stock of the suit laid out for tomorrow, the half packed luggage cases, the picture at his bedside, the theology tomes lying on the bedside table, and the diminutive pocket computer set on top of them. The wall clock read seven thirty, earth standard.
"Suroulecc!" he shouted in an irritated tone, then more puzzled, "Kenesda soricantz Isnizchda?" Then, remembering himself, he pounded the off switch of the hypnoteacher by his bed side. As the red light on the machine's side faded, his mind fazed back into English.
Sam Oldson investigated religions. He was a Union police officer assigned to Theological Investigations, a department whose charter it was to inspect new sects, cults, offshoots, schisms, and pill popping gurus for fraud or illegal activities. In practice this meant he walked in, took a few notes, and left everything alone.
That was not his intent when he had started out. He had entered after quitting divinity school, where he had quarreled with and broken several ribs of a very secular professor. He had gone into investigations in the hope of uncovering fraud after fraud. After years of service he had aided in exactly two convictions. Eventually he settled into the normal routine: enter, take some notes, and either recommend the cult or sect for further scrutiny or suggest that the case be dropped.
He jumped out of bed, his slightly paunchy body moving much more agilely in the lower gravity, and threw the hypnoteacher, books, picture of his wife and kid, and computer into the suitcase. He pulled on the tan suit and khaki pants, simple white shirt, and small police badge of a Union officer and, hoisting his suitcase, walked out through the cabin door.
The freighter that surrounded him was dominated by two menacing looking gunnery pods. Trade and passenger liners that ran along the border lived in constant fear of attack from the Empire of Ulath, the Union's
unfriendly neighbors. The Ulath, beings somewhat like octopuses with armor (disregarding the torso and extra leg), are driven by an urge for conquest, and their object is the Union. Only heavily armed worlds like Watchman held them back.
On his way out of the docked ship he tossed his bag into a slot, giving instructions that it be forwarded to his next ship. The slot accepted it with a beep of acknowledgment and the soft hum of servomotors. He stepped out of the main lock and onto the crowded streets of Ishin, homeworld of the Ishmal. Hopping a ground effect cab he sped off through the maze of tall, rectangular buildings towards the Krearchinas, where he was to receive his next assignment.
The Krearchinas, chief temple to Krearch, the bringer of honor, was a huge building surrounded by a graveyard for nobles. In that yard the burial of a clan leader was in progress; the lifeless form was being lowered into its final resting place as onlookers watched silently. Three chanters were singing the traditional death hymn, the mid range repeating the cry of Ketch te Saien while the low and high range singers alternated with the melody line. All onlookers were clothed in the traditional tunic and pants and each carried a sword at his side. The priest heading the ceremony was clothed all in black, with a leather choker fastened tightly around his neck.
Sam entered the Krearchinas as the bass burst out into the anthem of Fe Krearch te Saientur. His voice was lost, however, as the heavy brass doors closed behind him. It was replaced by the clack of his own shoes, as well as by the clicking of Ishmal talons and the swishing of Akkal robes and tails. He approached three figures, two Ishmal and an Akkal, who came towards him from the other side of the vaulted, marble atrium.
"Greetings Mr. Oldson/^ said Masrala, the Akkal, her slender fur-downed hands moving into a gesture of respect. She was dressed in the garb of a Priest of the High Mind. Her immaculate white robe led up into an odd hood which ran in a strip between her fox-like ears and ended in a water filled glass ball resting on her brow above her ruddy snout. Attached to the robe at her shoulder was a white cape that ran down her back, over the rhythmically swishing tail, and onto the floor behind
VOLUME 13 *AiTCil^B* 19
her. Suspended in the air beside her floated a set of mission orders, held there by her powerful telekinetic powers. "I trust your journey has been satisfactory." "Indeed it has, madam."
"And I trust also that you wili be able to settle your assignment in a way that is satisfactory to all." The speaker was an Ishmal priest, wearing a heavy choker with a brass buckle. He seemed hurried and irritated. "You are assigned to investigate a neo-Krearchist sect known as Herevsism that has sprung up on the borderworld of Watchman. Unlike Krearchism, which states that we are in debt to God and must pay that debt through continued honor and work, Herevsism (Herev is a word meaning release) states that God has freed us and we are now allowed to do whatever we wish, even let non-lshmal into the faith. The cult is championed by Dr. Seranias, a human immigrant to that world, and Captain Kiniath, a Captain of the Artillery Guard who apparently received a set of revelations from God himself."
"That's quite a common pastime on arth," said
Sam with a touch of irony in his voice.
"Eh? Well, as I was saying, this cult has taken in most of the Artillery Guard as well as many of the richest residents of Watchman. We want you to make an inspection, nothing too deep, as we do not wish to inflame tensions on the border." Here he paused, nervously, as if he had just said something distasteful. "You will have agent Manoral as backup, this is his first case, so let him learn the ropes." He indicated the young Ishmal standing next to him, garbed in a lose tunic and pants, as well as the customary rapier. Sam noticed that this Ishmal did not wear a choker around his neck.
Manoral spoke up for the first time "Well, Mr. Old-ton, I guess you ought to knotf that I'm unhappy with this whole arrangement. I wanted to enter the P.R.M.D, but my Father here," he indicated the priest standing beside him, "insisted that 1 take up religious duties. This was the only compromise I could reach." And with that he strode for the door.
"Be easy with Manoral, Sam," said Masrala in her sibilant voice, "he has much to learn and can be a little bit too credulous at times/' Her hands set in a sign of chagrin, then moved to a farewell gesture. "Till we meet aqa'm, Sam Oldson."
20 * AiliARE} * i»»4
"Ketch te saien, Masrala, your Honor." Bowing to priest and priestess, he walked out the door after Manoral.
"Delighted to make your acquaintance, Mr. Old-son. I trust that you will find our little mission conforms to all government regulations." The speaker was Dr. Seranias, a middle sized man, leaning towards overweight, with heavily greased hair and an incessant smile. He wore a white cassock with a black collar and gold fringe at the hem and the sleeves, fine leather shoes, and a clerical shawl with a broken chain at each end and an insignia depicting five swords. He reached out and took Sam's hand; his grip was uncalloused. The priest gestured to the approaching figure of an Ishmal, clothed in exquisite tunic and pants, with tooled leather boots. A gilded sword was at his side and around his neck was a gold choker studded with rubies. His figure was heavier than that of the normal Ishmal, and he moved with a self-assured, arrogant walk.
He joined the little group and Dr. Seranias made the introductions. "Mr. Oldson, Manoral, this is our esteemed leader, Captain Kiniath. It was Kiniath who received the new doctrine from Krearch himself."
Manoral's eyes were awestruck and credulous. He extended his hand. Kiniath received it gruffly, shook it like you might shake spilled water off your hand, and let it fall.
The four of them walked into the main building of Watchman city. The building housed all government offices, as well as most of the industry and residences. It was over one hundred and fifty stories tall and ringed by small buildings and immense planetary defense cannons. The manufacture of these splendid weapons was the city's main industry. The small group entered through a hall filled with delicate crystal sculptures, formed in the likeness of a grove of delicate trees, and from there proceeded to the drop shaft
They fell, one by one, up the drop shaft, in which gravitational waves could be channeled and distorted to counter the forces' normal effects. Sam, unaccustomed to this odd mode of transportation, accidentally missed the destination on floor fifty three. Instead he
o
o
c
"i GO
<

at fifty four, and found himself staring at a massive sub-space transmitter, capable of beaming signals across the galaxy. The behemoth was apparently under repair, as a mess of wires and panels was hanging from its brob-dingnagian side. As the workmen looked up, Sam sheepishly launched himself down a floor to rejoin the impatient group waiting for him.
They walked along an ornate corridor lined with oil paintings of the life of Krearch; Krearch preaching honor, Krearch at (or rather on) the lake of fire, Krearch at his own execution, Krearch addressing the clans, and Krearch teaching mercy dueling. All the major points of his life were there. And then, by the door that led to the inner cult complex, hung a picture of Kiniath, sleeping peacefully, with the serene countenance of Krearch looking benevolently down at him. As they walked through this odd gallery they passed Ishmal and human beings, most overweight, all wearing ornate chokers. These jeweled collars were much like the one on the neck of Kiniath, who stood, dourly inspecting the reproduction of his face that hung on the wall.
Dr. Seranias placed his hand on the door that stood in front of them and, with the swish of concealed machinery, the door dropped back into the wall. Sam peered in to a room strewn with pillows. Its only other furniture was a long center table heaped with rich food and intoxicating drinks. A huge candelabra held smoldering pillars of stessima incense. On the pillows lay addicts stoned on Nirvana, Nadrigul powder, and CC 69. In one corner sat a wirehead, current pouring into the pleasure center of his lethargic brain. Beings lay sprawled in alcoholic stupor, the flasks of brandy, ale, and wine still in their outstretched hands. Many of the occupants were engaged in physical acts that made even Sam blush.
A woman lay in front of him, obviously drunk. She looked up at him, or maybe at Dr. Seranias or Kiniath, and proposed something thoroughly indecent. In response, Kiniath raised a booted talon and kicked her out of the way, sending her sprawling in a mass of white cassock and blood red wine. She hissed at them, her eyes unfocused with drink, and made a feeble attempt to get up. Then she fell back, cursing and muttering, and drifted into unconsciousness.
An extensive tour of the premises followed, but Sam's thoughts kept returning to what he had seen in that abominable room. When Dr. Seranias finally deposited the visitors at Sam's interim offices, Sam was ready to bust the whole operation. But Manoral would have none of it. He insisted on going back to the complex to "do a little wore poking around." Sam reluctantly agreed and settled down at the small computer terminal to spend his day searching the city's record files, while Manoral continued the physical investigation.
Seven or eight bleary eyed hours later Sam took a much needed rest, assured that he had what he needed to crack the Herevists wide open. An hour later he awoke from nightmare-filled sleep to assemble his facts.
Punching up a blank screen he laid out the following chart:
Fact: gunnery efficiency and salable goods production have dropped sixty-seven percent since the arrival of the Herevists.
Fact: almost all military commanders and prominent merchants are Herevists.
Fact: the Herevists do not follow the rules of Saien (Ishmal honor). He had Seen enough to
know this.
Fact: Ishmal will not willingly give up the
ways of Krearch. This had been proven during the long Union war with the Ulath. Even though the Ulath had placed captives in total isolation and subjected them to physical torture no Ishmal ever abandoned honor. Sam knew that the same claim could not be made for every captured human ally.
Conclusions: 1) The Ishmal and many of the human beings were being controlled. 2) They were being controlled for somebody's gain.
What they were being controlled for was easy. It could not be economic conquest, production had declined universally, and it could not be political conquest, the Herevists were too "busy" for politics. Thus it had to be actual physical conquest, probably by the Empire of Ulath. The whole Hokum religion was founded to lure the Ishmal and humans from their gunnery posts. The problem was, why were the Ishmal going along with it?
It was then that Manoral walked in, wearing black pants and tunic, and around his neck a gold choker with a blood red ruby in its center. "Well, how do I look?" UUhat in the name of . . . ?"
22 # ARiitfE} * i»»4
"I converted. I've seen the truth. It just seemed to come to
me, out of nowhere, almost like a lightning bolt. It was beautiful!"
At that moment Sam knew how. "Fe Krearch!" he
screamed as he leaped from his chair onto the surprised Manoral. He tore at the choker, ripping it off before Manoral slammed him to the wall and drew his sword. Sam brought the choker down, ruby first, onto the hard floor.
There was a small explosion as the hypno-receiver smashed, cutting off the input to Manoral's brain. He screamed and dropped the sword, which went skittering to the base of the desk, its guard cracking across the floor with a sound like bones breaking. The darkly feathered figure fell backwards, his head smacking into the ground with the same sound as his sword. His pupils contracted and expanded wildly, then calmed. "Kasach sanaah krel? Korenach tetth?"
"Vou were receiving hypnotic suggestions from the subspQce transceiver in the cult compound."
"Why was I therer
"Vou hod bloody converted!"
The situation was explained to Manoral as the two raced towards the main building. When they reached the gates a huge shadow fell across the sun. Shaped like a giant crystal, the titanic Ulath ship flew in low, maneuvering its bulk with surprising agility. It would take a few minutes for the ship to reach Watchman city, but when it did, none would be at the guns to stop it.
The two burst into the lobby, only to find Dr. Seranias and Kiniath waiting for them. The Ishmal held his long, ornamented sword in a ready position. He moved forward, his weapon swinging gently from side to side, to engage Manoral. Seranias reached into the folds of his cloak and whipped out. . . the hilt of a knife?
"NO!" Sam thought as Seranias advanced, the
"knife" held out in front of him. The blade of the "knife" was made from Sinclair wire, ultrathin chord that could easily slice through most substances. A faint red dot that seemed to hover in the air in front of the Doctor indicated the blade's length. Sam moved backwards. and came up against one of the crystal trees.
"You should have left me alone, Oldson. Now I'll have ro rake care ol you. You re roo much of a thorn in our side for the Ulath to tolerate."
"TRfilTOR!" screamed Sam as he rolled away from the knife, which sent the sculpture tumbling to a shattered death on the floor below. Across the room he could see the two dueling birds, their blades moving in blurs of speed. Manoral, however, clearly had the upper hand against his out-of-shape opponent.
Sam stood as Seranias came at him again, but this time he held a shard of crystal in his hand. As Seranias lunged Sam brought the sharp splinter downwards, cutting the betrayer's hand and sending the Sinclair blade flying into the ground. Seranias spat an un-priestly obscenity as he grabbed his hand.
The two combatants threw themselves at the knife, grappling with each other in a desperate attempt to grab the hilt. Seranias, in a last ditch effort, kicked the knife with his boot, sending it through the pavement like a knife through butter. Seranias got in a lucky blow to Sam's kidneys, freeing himself momentarily.
Seranias ran for the knife, but Sam slammed into him, sending him careening into one of the sculptures. One of the delicate branches went in through his temple, killing Seranias instantly. His limp body hung like a marionette on the red coated limb.
Sam vaulted over Manoral, who was saying prayers over the fallen body of his opponent, and fell up the drop shaft to the fifty fourth floor. Disembarking, he ran to the subspace transmitter's main control board and, grabbing a nearby wrench that had been used for opening access panels, smashed it to sparking decimated fragments. With a final crunch, the subconscious signals ended their cries for loyalty. The lights of the titanic machine dimmed as Sam vaulted over the safety railing and back down into the drop shaft.
He sprinted through the cult corridor, pausing only to tear the painting of Kiniath's rapture to shreds, and into the main hall of the complex. People were sprawled everywhere, all either coming out of hypnosis or still under the effects of some drug. He clambered up onto the table and addressed the rabble, telling them not to be afraid, that they had been suckered, and that if they did not get to their guns they would be reduced to a gelatinous muck by the weapons on the Ulath ship.
"What the hell?" Said one of the human gunners. Rather blunt, but still dead accurate for the situation.
volume 13 * AITilA^EEi * 23

Sam was saved the trouble of further explanation when the first barrage of blaster charges hit the city's shields. The scramble for the guns that followed was incredible. The room was deserted of all but the drugged and unconscious sleepers. Sam, adrenaline still coursing through his veins, went off in search of a vantage point from which to monitor the battle.
The huge form of the Ulath ship could be seen through the red shield haze that covered the city, raining bolts of energy down from the heavens like some vindictive thunder god. Stress marks, like so many ripples in a pond, were beginning to appear in the dome of the shield. Bluish energy crackled around its edges, where generators were straining to hold the barrier.
As the first of the city guns began to return fire the shield collapsed. With a brittle snap the field pulled back revealing the glinting metal hull hovering in front of the parted sea of energy. But, even as it stood in triumph, the first green bolts of the city's cannons were beginning to find their target.
A cloud of small dots exited from the belly of the behemoth and shot down towards the city bellow. Sam
threw himself to the balcony deck as the concussion missiles hit, shaking the city with their force. He carefully poked his head above the ornate duraplastic railing to tabulate the damage.
Four streams of green light had been silenced, blown into oblivion by the missiles. The field generators were a tangled mass of twisted metal girders in concrete rubble. A chunk had been blown out of the building in which Sam sat. Floors one hundred and twelve and up rested on a blasted rib cage of metal iced with glass and duraplastic. Missiles had also thudded into the settlement below, causing blast holes of ruinous devastation.
The ship's gun ports again opened up on the town, but by then it was too late. Lance after lance of green death from the city played across the gleaming metal hull, causing it to heat up in white hot strips. Finally, the main engine exploded, vaporizing the Ulath ship with a final ear splitting crack of thunder.
As the gunnery lights winked out, one by one, Sam lay exhausted against the balcony wall. For the first time in months, he slept dreamlessly and well.
SCIENCE FICTION, MYSTERIES AND MORE! 140 Chambers Street (Off West Bway)
(212)285-8798
Store fippearaces:
May 20, 6pm - James Morrouj, Nebula Award winner May 26, 6:30pm - Crik Gravesen Cynthia Soroka May 28, 4pm - Barbara Comfort, mystery writer
>
cr
5L
r-t-
CD
*
< O
o
(718)237-4300,4301 FAX (718) 237-4302
IN HOME SERVICE Lie. # 890661
REACTION ELECTRONICS
Authorized Factory- Sales & Serxice
PROJECTION TV., CAMCORDER, AIR CONDITIONING.
VCR & STEREOS
SAL or PETER
CALL & SHOP BY PHONE
164 UNION STREET BROOKLYN, NY. 11231
YOLt>ll B3 ^AfTCAREi* 25
FerryMan
by (Eh>is ^\u
^Vk our God will not save you tonight. . ." he
/£-■ hissed, as he pushed the boat toward the
9S man. The young priest thrashed helplessly in
the water, the strong currents pulling him below the
surface.
"Have mercu on me help!" he cried in desperation. "Please . . . "
He laughed . . . laughing in the terrified face of the young man.
"Promise me your soul" he said suddenly.
Talea waited patiently in the dark. From her seat by the bedroom window, she could see the entire neighborhood unobserved, except nobody was awake to observe her anyway. She had been waiting there since the sun had set several hours ago. In the distance, she could see the street lights lining both sides of her neighborhood, bathing the way to her house in a dull yellowish light made strange by the cold night mists. Tonight the moon was new the stranger would come again.
She looked down at the worn coin she held firmly between her fingers. In the dim light, she could barely make out the odd inscriptions that marked the coin, but it was valuable that she knew. Her father had only told her that the coin had been minted in Europe in the fourteenth century. Her father did not tell her that it was made of pure gold; she had found out herself when she brought it to a museum to be examined. When she asked him where he got the coins, he looked at her fiercely and told her never to ask such stupid questions again.
This was the type of coin the stranger left outside their door every new moon in a dusty, leather pouch. It was not that she wasn't grateful. This mysterious supply of medieval coins paid for their bills since since she couldn't remember when. Her mother had died years ago, and her father was an invalid confined to a wheel-
2« * AITCA3E} * l»94
chair. She knew his job assembling packages at home did not pay well.
She glanced at the window just as the automatic night lights of the house across the street flickered on. She froze the coin slipped from her finger tips and thudded softly on her bed. There was a figure outside, and he was standing out in the middle of the street, out of the range of street lights. He had come.
From the street, he began to walk toward her house so silently that it was almost eerie. She felt herself becoming entranced by his movement. She had never seen anyone walk with such grace. To her disappointment, he was hooded. She would have loved a chance to see his face. His cloak fluttered in the wind behind him, dancing just above the dried leaves. In a moment, he was at the front of her house and out of view from her window. This was the stranger that had visited them every new moon and he was here once again. This time she was awake.
No sooner had she crept off her bed to put on some sneakers, the figure had already begun to make his away across the yard to the street. She dashed down the stairs, and grabbed an old sweatshirt for warmth, being extra careful not to awaken her father. When she opened the front door, she glanced at the porch and saw the familiar brown leather pouch. She placed it on the table and shut the door tightly. The figure was quickly disappearing in the distance. Without hesitation, she followed him.
"T*&*?" he cried out in the darkness of his room. Slowly, he picked himself from his bed and positioned himself in his wheelchair.
"1*jU*)" he said nervously. He knew tonight was a new moon. In the next room, he heard the kitchen door shut. Immediately, he wheeled himself into the kitchen and turned on the lights.
"Id**. . ." the old man gasped. His eyes widened at the sight of a leather pouch sitting on the table,
bulging with coins. He pushed himself to the table and grabbed the small pouch. There was a note inside:
;A thousand souls have D ferried
iV\ the fkousand years D have lived.
Take me last three payments \or tke last three moons.
For tonight D skall ferry
tke one you promised.
He felt sick suddenly, and the parchment slipped from his trembling fingers.
"... it o*>'t U... ♦*«* yU... $* %*>* *m>+> ..." he muttered. He slowly wheeled himself to the door and out onto the porch. In the distance, he could already hear the roar of a river. He shook in fear there was never a river near this town, except once, he remembered, many years ago. His fingers tightened on the wheels. Moments later, he was furiously wheeling towards the ghost river.
He remembered how he had saved the young priest several centuries ago. The river was rapid, and pulled at the soaked frock of the young man, threatening to drag him under. He remembered how he floundered in the water as he brought his boat near him, laughing. He remembered when he saved him, how he told him that his God would not save him, watching the man's face pale at the words. And he remembered how he promised his soul to him if he would just save him. He smiled at that.
And he remembered another: the young woman who promised him her first daughter if he would just ferry her across the river, anywhere, just away from the men that were chasing her for what she had stolen. They were gone now. of course. Then he remembered the young lady that was following him. He paused for a moment to pull his cloak around himself, glanced at the distant figure behind him, and then continued to the river.
Talea picked up the silver locket she had uncovered accidentally among the tall grass. Making sure she had not lost sight of the man, she quickly opened the locket to glance inside. There was a portrait of a young woman, strikingly beautiful, and at the bottom was the inscription:
% the, GounteM, ^Jia. ---- Z794
She stared at the tiny portrait in shock. It was a picture of her. She felt, her blood suddenly drain away and fainted.
And awakened. The river began where it wanted to and ended where it began. It flowed continuously, endlessly its waters hiding the secrets that she would never be able to delve into, because the waters ran too fast. A little boat rocked in tempo to the waves that crashed along its side; only a rope tied to its bow kept it in place.
"Do you have any idea where I'm taking you?''
Startled, she turned in the direction of the voice except she couldn't see who had spoken.
"Do you have any idea where Vm taking you?"
This time she glanced in the direction of the boat and saw a thin man standing at the bow, steadying the boat with a long pole. He looked at her through eerie dark eyes, perfectly matched with the same color hair, but with a face so pale, like death. She stared at him and tried to speak, but found that her voice was gone.
Slowly, the man raised his arm and pointed across the river, to the mists that slirouded the other side. She could not make out what was there.
Without remembering how she had gotten into the boat, in a moment she found herself in the middle of the fast running river.
"Do you know my name?" he whispered, as he pushed the boat across the turbulent waters with the pole. She stared blankly at him, desperately searching for the words that she could not speak.
"Then it is too bad . . ." his face became grim. "You should not have trusted me . . ." With that, the boat glided into the mists, and she finally screamed.
And stopped when she found herself lying among the reeds. Her hand was still clutching to the locket by her side. She got up on her knees to try to locate the man. The figure was still there, as if he was just standing there, watching her, even waiting for her. She shivered at the thought. She scrambled back onto her feet to catch up to him when he suddenly turned around, and continued on the path.
His palms burned but he kept on pumping at the wheels. He cursed the day when he had bargained with the devil.
\ oil mi 13 * MYLii^Eb * 27
CORPORATION
n other news tonight, the mysterious Corporation has announced that they have found an effective cure for Betazoan fever, which reached epidemic proportions three years ago. The Corporations previous accomplishments include cures for all types of cancer, AIDS, and even the common cold. No spokesman could be reached for comment."
That, John Tucker remembered, was six says ago. He had had some suspicions about the Corporation's motives and he had done a little investigating. He found something interesting days before, the CEO of a leading biotechnical company had died. Checking the dates of previous announcements of cures by the Corporation, he noticed that important figures at rival companies had also died. A coincidence? Doubtful! The Corporation had no reason to worry about the police, who had no time to go after big companies. He realized that he couldn't confirm his suspicions and he couldn't simply barge into the Corporation Tower and demand answers; but when Dr. Victor Jameson, head of the Corporation, tried to grease the palms of the entire police department, under the pretense of a charitable contribution, he had enough to go on.
Back in the present, John stepped out of the gul-lwing doors of his personal cruiser wearing full cybernetic armor that he had 'borrowed' from the police stationhouse. The armor not only enhanced his strength, but gave him the firepower of a battalion.
He walked through the mirrocote doors of the Corporation Tower and was greeted by an emotionless, metallic voice. As he proceeded to the second set of doors, he noticed the palm-print and retina scanners that blocked his entrance. He remembered his training: "Always be stealthy and subtle:'
2tf * AfliARE} # hwm
"To liell witk subtlety," he muttered, blowing a five foot hole in the door. Bending down, he walked through and boarded the waiting elevator.
'Top floor." He had seen enough movies to know that the big man was always on the top floor.
"insufficient security clearance," said the same metallic voice that greeted him at the door.
He had expected that. "A cces» override, code Epsilon-
Omega 3-2." All buildings were required to give security override codes to the police upon their request, which sometimes comes in handy.
"THERE IS NO ACCESS OVERRIDE FOR THIS UFT," responded
the elevator, "please msenrark."
"Lite hell 1 will," he growled. From the inside of his right wrist emerged a datajack: a long, thin, sharp piece of metal. He inserted it into the main control panel's access port, allowing his armor's cybernetic circuitry to effect a manual override. As the elevator began to ascend, he thought to himself, "I can t nelieve tnat SOB.
eliminated the override! if I let lain live, tn at s something else I can cliarge nim with.
His arrival at the top floor was acknowledged with a beep.
"have a nice day," said the computer.
He didn't even bother to destroy the floor's defense systems, since they had no effect on his armor. Finding a huge steel-titanium door, he blasted it with his arm cannon.
He blasted it again.
And again.
Finally, on the fifth shot, the door exploded inward.
Standing behind his desk was Dr. Victor Jameson, not looking the least bit worried.
"Mr. Tucker, I've been expecting you. UUhat is the meaning of this little visit? Vou barge into my
building, destroy my property, and forcefully enter my office. I ouin the police, you knouj. I con hove you arrested!"
"You can skip tke tkreau, pal," John replied, ignoring the fact that Jameson knew his name. An infrared scan of the office revealed no heat sources other than himself, confirming his suspicions Jameson was a late-model android. He activated his suits disc-recorder. "I
know all about your cures, where you £et them, ana who you to kill to £et them.
"Very resourceful, my friend, but ultimately futile. Since you uuont be leaving this building alive, I'll give you the satisfaction of knowing that you are correct. ftnd I am impressed. Sure, I killed my rivals, but who'll ever know?" He lifted a finger and fired a laser bolt at John, missing him by millimeters.
"Sorry to disappoint you, Doc," Said Johll, aS he bleW
Jameson's head clear across the room.
He watched, astonished, as Jameson leisurely approached his own head, picked it up, and screwed it back on. "Fool. I was going to give you a chance to join me. Now I'll have to kill you."
John emptied his suit's weapons reserves on Jameson. All of Jameson's synthetic skin had been vaporized, but he was still standing.
"INITIATING SELFREHUR SYSTEMS, PRIORITY ONE. OfrUNE IN S SECONDS."
"Now I'm going to kill you very slowly," said the android.
Tucker jumped out the window in a shower of glass. "I n ope tnis works ," he said quietly, and pressed a button on his chestplate.
With an incredible boom, the Corporation Tower exploded, collapsing in on itself. Traces of C-80 nucleo-thermite hung in the air
Five hundred feet away, John Tucker slowly descended to the ground, cutting off his boot rockets. Breathing a sigh of relief, he was glad that he had thought of perusing Jameson's secret files from the computer terminal in the lobby. It contained the blueprints for his creation, and the android figured that the files were so heavily safeguarded, he even included the fact that he was nearly impervious to everything except a contained nuclear blast, which John had managed to engineer.
John flew back to his cruiser and hovered away from the scene. He would have a lot of explaining to do, but he was safe in the knowledge that Jameson had been destroyed.
Or so he thought. . .
157 Chambers St. New York, NY 10007
(212) 571-3300 Fax (212) 571-3356
Andrew J. Torter

MINUTEMAN PRESS.

PRINTING "FOR THE JOB YOU NEEDED YESTERDAY"
157 Chambers St. New York, NY 10007
(212) 5713300 FAX (212) 5713356
#

EDWARD S. MURRAY
MINUTEMAN PRESS®
PRINTING "FOR THE JOB YOU NEEDED YESTERDAY"
\ OH >ll 13 # Aflc A^Ei * 2»
|
|
||
|
Introduction to Lesbian & Gay / Queer Studies Dr. Matt Brim City University of New York Graduate Center brim@mail.csi.cuny.edu Spring 2009 619-665-1484 ____________________________________________Hours by appt.
|
||
|
|
||
|
Course Description
IDS 70100 will introduce students to the interdisciplinary field of LGBTQ studies. It will provide an overview of the foundational texts and theories that have both defined and challenged modern constructions of sexual identity, from 19* -century sexological research, through the psychoanalytic tradition, to gay and lesbian assimilationist/ separationist identity politics, and especially the recent scholarly interventions made possible by queer theory. The course will emphasize contemporary issues that have helped to define the meaning/understanding of sex and desire: gay and lesbian activist movements, the relationship of queer theory to feminist theory, the AIDS crisis, transgender liberation, queer of color critique, and the transnational flow of non-normative desire. Ultimately the course will help students examine the ways sexuality and desire exist within and through broader frameworks of cultural and social power.
|
||
|
|
||
|
Goals
1. To introduce the interdisciplinary study of queer scholarship
2. To trace the historical emergence of the concept of sexuality
3. To become familiar with various sexual and gender identities and practices that exist
4. To understand the ways sexuality, sex, gender, race, ethnicity, class, age, nationality, and ability intersect in regard to LGBTQ people and issues
5. To investigate how individuals and institutions help to maintain and/or dismantle normalizing systems of homophobia and heterosexism
6. To engage in focused, lively, gracious academic conversation
7. To practice pointed, idea-driven written response
8. To become adept at presenting ideas, stimulating interesting conversation, and receiving feedback from peers.
9. To produce a "Stage 1" writing project
|
||
|
|
||
|
Texts (in the order you'll need them; available at Barnes and Noble on 18 and 5 Ave):
Annamarie Jagose, Queer Theory: An Introduction
Michel Foucault, The History of Sexuality, Volume 1
Audre Lorde, Sister Outsider
Eve Kosofsky Sedgwick, Epistemology of the Closet
Leo Bersani, Homos
Sarah Schulman, Stagestruck
Samuel Delany, Times Square Red, Times Square Blue
* All articles listed in the syllabus are available on ERes, password idsbrim
|
||
|
|
||
|
1
|
||
|
|
||
|
|
|||||
|
i
*
|
Your Grade
1. You will be responsible for sharing two response papers (500-1000 words each) with the class. The better, more interesting responses will work with (test, adapt, expand, critique) ideas from our daily readings rather than merely summarize them or agree/disagree. You will submit your response via email by 8:00am on the day of class so that the rest of us can print it out, read it, and prepare feedback. You will have 10 minutes to read your response and/or frame it for us, before guiding a discussion of the text under consideration. Your responses will each be worth 20% of your final grade.
2. You will submit, at the end of the semester if not before, a "Stage 1" writing project of 15 pages. I think of a Stage 1 writing project as, in the big picture, a serious draft written for a particular audience (our class) that can at a later date be substantially reworked for a different audience (perhaps readers of a scholarly journal). This project will allow you to take advantage of writing shortcuts made possible by the familiarity/immediacy of your initial readership (us) while at the same time forcing you to clarify a single, powerful idea of your own without a lot of throat clearing or summary. I will want to see you in conference as you begin this essay. This project will count for 60% of your grade.
|
||||
|
|
|||||
|
It
|
|||||
|
|
|||||
|
Disability Statement
Special arrangements have been made for every student in this course. If I haven't yet made the arrangements you require, it is my responsibility to do so. Please consult with me in the first week of class. Further arrangements can be made through the Vice President for Student Affairs, Room 7301; Telephone: 1-212-817-7400.
|
|||||
|
|
|||||
|
Weekly Schedule
|
|||||
|
|
|||||
|
Weekl Wednesday 1/28
|
Introductions
|
||||
|
|
|||||
|
Week 2 Wednesday 2/4
|
The Big Picture
Jagose, Queer Theory: An Introduction
|
||||
|
|
|||||
|
Week 3 Wednesday 2/11
|
Queer History, Part 1
Foucault, The History of Sexuality, Volume 1
|
t^J*
|
|||
|
|
|||||
|
Week 4 Wednesday 2/18
|
Queer History, Part 2
Halperin, "Is There a History of Sexuality?"
Rubin, "Thinking Sex: Notes for a Radical Theory of the
Politics of Sexuality"
Sommerville, "Scientific Racism and the Invention of the
Homosexual Body"
|
||||
|
|
|||||
|
2
|
|||||
|
|
|||||
|
|
|||
|
Week 5 Wednesday 2/25
|
Sex/Gender/Sexuality
Freud, "The Sexual Aberrations"
Warner, "Homonarcissism"
Butler, "Imitation and Gender Insubordination"
|
||
|
|
|||
|
Week 6 Wednesday 3/4
|
Lesbian Feminism
Lorde, Sister Outsider
Rich, "Compulsory Heterosexuality and Lesbian
Existence"
|
||
|
|
|||
|
Week 7 Wednesday 3/11
|
Queer Race Studies
Ferguson, "Race-ing Homonormativity: Citizenship,
Sociology, and Gay Identity"
Eng, from Racial Castration: Managing Masculinity in
Asian America
Brim, "Papas' Baby: Impossible Paternity in Going to
Meet the Man"
|
||
|
|
|||
|
Week 8 Wednesday 3/18
|
Transgender Analyses
Halberstam, "Transgender Butch"
Stryker, "Transgender Studies: Queer Theory's Evil
Twin"
Hale, "Suggested Rules for Non-Transsexuals Writing
about Transsexuals, Transsexuality, Transsexualism, or
Trans
|
||
|
|
|||
|
Week 9 Wednesday 3/25
|
Queer Diasporas
Grewal and Kaplan, "Global Identities: Theorizing
Transnational Studies of Sexuality"
Selections from Queer Diasporas or elsewhere (TBA)
|
||
|
|
|||
|
Week 10 Wednesday 4/1
|
Queer Diasporas cont'd
Selections from Queer Diasporas or elsewhere (TBA)
|
||
|
|
|||
|
Week 11
Wednesday 4/8 NO CLASS (SPRING BREAK)
|
|||
|
|
|||
|
|
|||
|
Week 12
Wednesday 4/15 NO CLASS (SPRING BREAK)
|
|||
|
|
|||
|
Week 13 Wednesday 4/22
|
Sedgwick
Sedgwick, Epistemology of the Closet
|
||
|
|
|||
|
Week 14 Wednesday 4/29
|
The Antisocial Thesis in Queer Theory
-Edelman, from No Future: Queer Theory and the Death
Drive
Halberstam, from In a Queer Time and Place
Bersani, Homos
|
||
|
|
|||
|
Week 15 Wednesday 5/6
|
AIDS and the Politics of Heteronormativity -Schulman, Stagestruck -actuporalhistory.org
|
||
|
|
|||
|
Week 16 Wednesday 5/13
|
Class, Sex, and Capitalism
Delany, Times Square Red, Times Square Blue
|
||
|
|
|||
|
Final Exam: Five Minute Teaser Presentations
|
|||
|
|
|||
|
|
||
|
|
||
|
|
||
|
Worland, "Sign-Posts Up Ahead" [PDF]
* The Twilight Zone ("The Monsters Are Due Maple Street"); The Outer Limits ("Nightmare")
*View on your own: The Day the Earth Stood Still (Wise, 1951)
^Recommended: Space Children (Arnold, 1958; VHS only); It Came from Outer Space
(Arnold, 1951)
Feb. 10 "Watch the Skies!": The Cold War Other and Other Others
Jancovich, "Re-examining the 1950s Invasion Narratives" [LM]
Sontag, "The Imagination of Disaster" [LM]
Neale, "You've Got to Be Fucking Kidding!" [LM]
*The Thing from Another World (Hawks and Nyby, 1951)
*View on your own: The Thing (Carpenter, 1982)
* Recommended: Invasion of the Body Snatchers (Siegel, 1956); This Island Earth (Newman, 1954)
***Grad Center classes follow Thursday schedule today***
Feb. 12 Lincoln's Birthday; Grad Center is closed
Feb. 19 The Alien Within
Doane, "Technophilia" [LM]
Creed, "Alien and the Monstrous Feminine" [PDF]
Creed, "Gynesis, Postmodernism and the Science Fiction Horror Film" [PDF]
Doherty, "Genre, Gender, and the Aliens Trilogy" [PDF]
*Planet of the Vampires (Bava, 1965)
*View on your own: Alien (Scott, 1979)
* Recommended: Forbidden Planet (Wilcox, 1956); Alien 3 (Fincher, 1992); Videodrome (Cronenberg, 1983); Demon Seed (Cammell,1977)
Feb. 26 Time Travel: Sci-Fi vs. Melodrama
Penley, "Time Travel, The Primal Scene and the Critical Dystopia" [LM]
Bignell, "Another Time, Another Space" [LM]
*Deep Space 9 ("Far Beyond the Stars"; "The Visitor")
*View on your own: The Terminator (Cameron, 1984)
*Recommended: The Time Machine (Pal, 1960); Primer (Carruth, 2004); Star Trek: Deep
Space 9 ("Hard Time" and "Visionary")
Mar. 5 Technophilia on the edge of Watergate
Fry, "From Technology to Transcendence" [PDF] Clark, "The Myth of 2001" [PDF]
* Andromeda Strain (Wise, 1971)
*View on your own: 2001: A Space Odyssey (Kubrick, 1968)
^Recommended: Star Trek: The Next Generations* season 1, "Home Soil"; UFO, season 1,
"Computer AfTair" L . ,
far* iW-ar-**1*-
Mar. 12 1970s Dystopia: Progressive? (Or...Chuck amuck!) W^<^ I $W
Ryan and Kellner, "Technophobia/Dystopia" [LM] *Sovlent Green (Fleischer* 1973)
|
||
|
|
||
|
|
||
|
Science Fiction in Film and Television
Heather Hendershot
Fall 2008, Thurs. 4:15-8:15
Office Hours: Fridays 3-5PM and Thursdays by appointment
This class follows the historical evolution of science fiction, with a primary focus on American film and television. We will consider issues of aesthetics, authorship, and genre (in particular the complicated interrelationship between sci-fi and horror), while also contextualizing discussion within the broader framework of the political issues raised by the films under discussion. In particular, we will examine the genre's historical push-pull between a conservative fear of "the other" and a more progressive allegorical use of the genre to explore issues such as racism, sexism, homophobia, xenophobia, and McCarthyism. We will start by examining the explosion of science fiction during the Cold War years. Next, we will turn to the 1960s, a transitional period aesthetically, technologically, and politically; then we will turn to key dystopic films of the 1970s. The (mostly) film component of the class culminates with Blade Runner. Television programs discussed will include: The Twilight Zone, X Files, Terminator: The Sarah Connor Chronicles. the new Battlestar Gallactica. and the Star Trek franchise. Our discussion of Star Trek will lead us into examination of the important roll that fandom (and "cult") has played in the history of American science fiction. We will focus in particular on the work of writer/producer Ronald D. Moore, who got his start on Star Trek: The Next Generation, hit his stride with Deep Space 9. and boldly went where no man had gone before with Battlestar Galactica.
In addition to weekly readings, to prepare for class students will also be required to see additional films on their own ahead of time. We will also view a film, or several television episodes, in class each week. Students will complete one major assignment for the class, a 20 page research paper on a topic chosen in consultation with the instructor. Each student will meet individually with me to discuss his/her final project, and 5 page proposals for the final papers will be due several weeks before the papers themselves. Papers should involve substantial original research and should display both mastery of issues covered in the class and the ability to apply course concepts to the paper topic.
Books to purchase:
Scott Bukatman, Blade Runner (British Film Institute, 2008)
Sean Redmond, ed. Liquid Metal: The Science Fiction Reader (Wallflower, 2004) [LM]
Additional readings available as PDFs on electronic reserve
* indicates viewing indicates reading
Jan. 29 Introduction
* Battlestar Galactica ("Flesh and Bone")
* Star Trek: The Next Generation ("The Measure of a Man")
*clips: Metropolis (Lang, 1927); Things to Come (Menzies, 1936); Battlestar Galactica
("Occupation")
*Recommended: Metropolis (Lang, 1927)
Feb. 5 The Cold War Liberal Impulse
Lucas, "U-I Sci-Fi: Studio Aesthetics and the 1950s Metaphysics" [PDF] Weaver, "The Day the Earth Stood Still: Interview with Robert Wise" PDF] Telotte, "A Trajectory of the American Science Fiction Film" [PDF]
|
||
|
|
||
|
|
|||
|
4
May 7 Star Trek, Authorship, and Paramount
Jenkins, "Out of the Closet and into the Universe: Queers and Star Trek" [PDF]
Alexander, Chapter 19, Star Trek Creator: The Authorized Biography of Gene
Roddenberry [PPFI
Alexander, Chapter 10, Star Trek Creator: The Authorized Biography of Gene
Roddenberry [PDF]
*Star Trek: The Next Generation (episode TBA); Star Trek: Deep Space 9 ("Rejoined")
*View on your own: Trekkies (1997)
May 10 Field trip to see Star Trek (Abrams, 2009)
May 14 Toasters and Other Female Machines
Landsberg, "Prosthetic Memory" [LM]
Larson, "Machine as Messiah" [LM]
Optional: Haraway, "A Manifesto for Cyborgs" [LM]
* Terminator: The Sarah Connor Chronicles ("Allison from Palmdale")
*clips: Battlestar Galactica ("The Captain's Hand"; "The Farm")
*View on your own: Terminator: The Sarah Connor Chronicles, season 1, "The Demon
Hand"; "Vick's Chip"
*Recommended: Terminator: The Sarah Connor Chronicles (season 2, "Self Made Man")
|
|||
|
|
|||
|
Mavl7
|
FINAL PAPERS DUE BY NOON
|
||
|
|
|||
|
|
||
|
3
*View on your own: Planet of the Apes (Fleischer, 1968) and Conquest of the Planet of the
Apes (Thompson, 1972)
*Recommended: Omega Man (Sagal, 1971)
*Clips: The Last Man on Earth (Ragona, 1964); Omega Man (Sagal, 1971); I Am Legend
(Lawrence, 2007)
Mar. 19 1970s Dystopia: Reactionary?
Franklin, "Visions of the Future in Science Fiction Films from 1970 to 1982" [PDF]
Wagner and Lundeen, "This Side of Paradise: Utopian Visions" [PDF]
*A Boy and His Dog (Jones. 1975)
*View on your own: Logan's Run (Anderson, 1976)
*Recommended: Colossus: The Forbin Project (1970); Space 1999, season 1, "The Guardian
ofPiri"
*clip: THX1138 (Lucas, 1971)
Mar. 26 Postmodern Sci-Fi
Bukatman, Bladerunner
Optional: Napier, "Ghosts and Machines" [LM]; Wong Kin Yuen, "On the Edge of
Spaces" [LM]
*Blade Runner (Scott, 1982)
*View on your own: Ghost in the Shell (Oshii, 1995)
April 2 UK TV SF
excerpt from O'Brien, SF/UK: How British Science Fiction Changed the World [PDF] *clips and whole episodes: UFO, Space: 1999. Doctor Who. The Prisoner. Captain Scarlet
HAVE YOU MET WITH ME YET TO DISCUSS YOUR FINAL PAPER TOPIC?
SPRING BREAK
April 23 Fandom, or.. ."Please, Captain, not in front of the Klingons!"
Bacon-Smith, "Second Stage Initiation: Learning About Videotape" (PDF)
Jenkins, "Star Trek Rerun, Reread, Rewritten" [LM]
Jenkins, et. al. "Normal Female Interest in Men Bonking" (PDF)
Excerpts from "Matt Hills Interviews Henry Jenkins" (PDF)
*Star Trek ("Amok Time"; "The Enemy Within")
*View on your own: slash (misc. websites TBA)
^Recommended: Star Trek: The Next Generation (season 1, "The Naked Now")
April 26 FIVE PAGE FINAL PAPER PROPOSALS DUE BY NOON
April 30 Sci-Fi as Cult
Reeves, et. al., "Re-Writing Popularity: The Cult Files" [PDF]
Jancovich and Hunt, "The Mainstream, Distinction, and Cult TV" [PDF]
Sconce, "Trashing the Academy" [PDF]
Miller, "Trainspotting the Avengers" [PDF]
*View on your own Robot Monster (Tucker, 1953)
*clip: Parts: The Clonus Horror (Fiveson. 1979)
^Recommended: X-Files (season 3, "Jose Chung's from Outer Space")
|
||
|
|
||
|
|
|||
|
LUNCH SPECIALS: mon-sun / noonwpm
Please ask about vegetarian style
Grilled Shitake Salad: mixed green, grilled shitake
mushroom with sweet soy sauce dressing 5.99
Grilled Tofu Salad: mixed green, and grilled tofu with
sesame oil dressing 5.99
Grilled Chicken Salad: mixed baby green, carrot, and
grilled chicken, with pineapple honey dressing 6.99
Vegetable Dumplings: fried Korean style dumpling
stuffed with fresh vegetables 4.99
Traditional Korean Pancakes of your choice: kimchi,
calaman, shnmp, or squash served with soy and
vinegar dipping sauce 4.99
Bulgogi Duk bo ki: traditional sticky rice cake, and
bulgogi sauteed in sweet soy sauce 5,99
Kimchi Stew: spicy traditional kimchi stew with tofu, and
pork 5.99
Homemade Nliso Stew: with fresh tofu, potatoes, onion
and zucchini 5.99
Kimchi Fried Rice: stir fried rice with kimchi, mushroom,
and broccoli 5.99
Bulgogi over Rice: thinly sliced tender prime beef
marinated Korean style over rice 6.99
Pork Bulgogi over Rice: tender pork marinated in a spicy
chili pepper sauce, sauteed, served over rice 6.99
Spicy Broiled Squid: squid, mixed vegetables sauteed in
a red pepper sauce served over rice 6.99
Bibimbop: bowl of Korean rice served with freshly prepared
vegetables, bulgogi, and egg with red pepper sauce 6.99
Dolsot Bibimbop: bibimbop on sizzling stone bowl with
freshly prepared vegetables, bulgogi, and egg with
red pepper sauce 7.99
Tofu-Kimchi Bokum: sauteed kimchi, tofu, fresh vegetables
and pork 6.99
Sauteed Tofu with Fresh Vegetables: sauteed tofu with
fresh vegetables in ginger soy sauce served with rice 6.99
Vermicelli Delight: delicious clear potato noodles sauteed
with fresh vegetables, mushroom, and broccoli in sesame
soy sauce over rice 6.99
Bibimgooksu: cold Asian acorn noodles tossed with mixed
baby green, bean spouts, and cucumber with spicy sauce
5.99
Tofu Noodle Soup: spicy broth with Korean egg noodles,
bean sprouts, carrots, cabbage, fresh tofu, and poached egg
5.99
Chicken Noodle Soup: spicy broth with Korean egg noodles,
bean sprouts, carrots, cabbage, fresh tofu, poached egg, and
grilled chicken breast 5.99
Bulgogi Noodle Soup: spicy broth with Korean egg noodles,
bean sprouts, carrots, cabbage, fresh tofu, poached egg,
and tender beef 5,99
Seafood Noodle Soup: spicy broth with Korean egg noodles,
bean sprouts, carrots, cabbage, fresh tofu, poached egg,
shrimp, mussed, cmd calamari 5.99
Kimchi Noodle Soup: spicy broth with Korean egg noodles,
bean sprouts, carrots, cabbage, fresh tofu, poached egg,
and fresh kimchi 5.99
prices subject to change
|
![]() |
||
|
KOREAN TEMPLE
CUISINE
|
|||
|
Lunch Specials: 7 days a week / noon-4pm
Free Delivery: $10 Minimun
|
|||
|
81 st. marks place, nyc 10003
(between 1st and 2nd avenue)
|
|||
|
tel_l .21 2.979.930$
www.ktcnyc .com
|
|||
|
|
|||
|
|
|||||
|
DINNER
please ask about
|
MENU
vegetarian style
|
||||
|
|
|||||
|
Appetizers
|
|||||
|
|
|||||
|
Grilled Shitake Mushroom Salad: grilled shitake mushroom, mixed baby green, carrot, bean sprouts with sweet soy sauce dressing 6
Grilled Tofu Delight: grilled tofu, mixed baby green, carrot, and bean sprouts, with sweet soy sauce dressing 6
Bulgogi Duk bo lei: traditional sticky rice cake, and tender beef sauteed in sweet soy sauce topped with dried red pepper and scallion 6
Vegetable Dumplings: fried Korean style dumpling stuffed with fresh vegetables with home made sauce 5
Sauteed Tofu: served with soy and vinegar dipping sauce 4
Traditional Korean Pancakes of your choice: kimchi, calamari, shrimp, or squash served with soy and vinegar dipping sauce 5
Combination Pancakes: calamari, shrimp, kimchi and Korean meatball served with soy and vinegar dipping sauce 'great for sharing* 10
Seafood Pancake: large seafood pancake with shrimp, mussel, calamari, and sea/lion "great for sharing* 10
Ku jol pan: 7 assorted marinated vegetables, calamari, beef, palm size wrap and sweet honey mustard 'great for sharing* ] 4
Vegetarian Ku jol pan: 7 assorted marinated vegetables, grilled tofu, palm size wrap and sweet honey mustard 'great for sharing* 10
Temple Vegetarian Autumn Rolls: grilled tofu, avocado, shitake mushroom, freshly prepared assorted vegetables served on baby lettuce wraps with miso 8
|
Tofu / Vegetables Pishes
Tofu with Mixed Vegetables: in ginger garlic soy sauce 9
Tofu-Kimchi Bokum: kimchi, and tofu stir fried with or without pork 1 0
Soup / Stew
Kimchi Stew: spr'cy traditional kimchi stew with tofu and pork 9
Homemade Miso Stew: traditional stew with tofu, zucchini, and onion 9
Rice Cake & Vegetable Dumpling Soup: Korean style vegetable dumpling and rice cake broiled in our homemade broth 9
Noodle Pishes
Vermicelli Delight: delicious clear potato noodles sauteed with fresh vegetables, mushroom, and beef in sesame soy sauce 10
Cold Asian Noodles "Temple": noodle salad mixed with fresh vegetables and tossed with sweet spicy homemade sauce 9
Meat / Chicken Pishes
Kalbi: grilled California style prime short ribs that are marinated Korean style. Served on a sizzling plate with green leaf lettuce wraps and miso sauce 14
Bulgogi: thinly sliced tender prime beef marinated Korean style served on a sizzling plate with green leaf lettuce wraps, and miso sauce 14
Pork Bulgogi: tender pork marinated in a spicy chili pepper sauce, served on a sizzling plate with green leaf lettuce wraps, and miso sauce 14
Soy Chicken Kalbi: tender chicken marinated in a broiled soy sauce with potato, carrot, broccoli, and ginger 1 3
Rice Pishes
Grilled Eel Dolsot Bibimbop: grilled eel marinated with teriyaki sauce, served over rice in a sizzling stone bowl with ginger, garlic, and red dates 14
Bibimbop: bowl of rice topped with 1 1 freshly prepared different vegetables, egg over easy, and beef or tofu. Served with a red pepper sauce 12
Dolsot Bibimbop: rice in a sizzling stone bowl with 1 1 freshly prepared different vegetables, egg over easy and beef or tofu. Served with a red pepper sauce iJ
|
||||
|
Entrees , .
(AS entrees are served with white rice, and our famous 5 side dishes}
Fish / Seafood Pishes
Miso Glazed Salmon: broiled miso glazed salmon with stir fried Asian greens 14
Fresh Seafood Casserole: fresh clam, squid, codfish, shrimp, mussel, tofu, and fresh vegetables in spicy broth with noodles TS
Spicy broiled Squid: squid, mixed vegetables sauteed in red pepper sauce served with udon noodles 1 3
|
|||||
|
|
|||||
|
prices
|
subject
|
to change
|
|||
|
|
|||||

Volume 16, No. 1________________FIFTY CENTS________________January 1991
THE BUDGET CUTS
And How They Affect Stuy

Special Tink Slip Issue


First, he lost his students.
In 1981, The Princeton Review worked with 15 students. Within five years, we replaced him as the country's largest SAT course.
Now hefs lost his mind.
He thinks he can convince you that 30 students in a classroom is
better than 10. That audio tapes are better than one-on-one tutoring.
And that vague promises of higher scores are better than a
documented average score improvement of 150 points.
But we don't mind at all.
Our feelings are a little hurt by his new ad campaign. But we understand his frustration. In the past eight years, over 1600 Stuyvesant students have taken the best prep course-the course you '11 take. The Princeton Review.
THE

212/874-7800 ext 52
Neither the Educational Testing Service nor Princeton University is affiliated with The Princeton Review.
CONTENTS

P
VOLUME16.no. 1

JANUARY 1991
Editor-in-Chief Michael Stoll Assistant Editor Alex BokOV
Literary Editor Claudia Clemente
Copy Editor Kate Epstein
Layout Editor Joseph Liao
Business Editor Christine Patterson
Features Editor Aimee Pohl Production Editor Brendan Lyons
Art Editor Stella Bugbee
Contributing Editor Cathy Cheng
Publicity Editor Mark Abrams
Staff
Isabel Ashton
Bryan Becker
Monica Bhagwan
Jeremy Broomfield
Miranda Cleary
Debbie Colben
Kakuna Davis
Dora Farkas
Michael Grinshtein
Gil Jawetz
Allison Lim
Ann Matsuuchi
Chris Olsen
Alex Pearl
Eryka Peskin
Michael Ristorucci
Ada Schjeldahl
Anna Sperber
Corey Tax
Demian Trask-Annes
Amanda Weisser
Diane Zamjoski
|
FEATURES |
|
|
THE BUDGET CUTS by Miranda Cleary |
7 |
|
The Fight for Democracy in Guyana by Monica Bhagwan |
12 |
|
Who Wants War? by Cathy Cheng |
14 |
|
FORGET THE BUSES by Michael Grinshtein |
18 |
|
COLUMNS |
|
|
Point of View |
2 |
|
Letters |
3 |
|
Brief Briefs |
4 |
|
Feedback |
10 |
|
Editorial |
17 |
|
Fiction |
21 |
|
Poetry |
22 |
|
Boosters & Sponsors |
23 |
|
Newsflash |
24 |
'Manhattan is sinking like a rock into the filthy Hudson. "
Lou Reed
On The Cover
Teacher holds a fictitious, but highly probable letter of dismissal
January 1991
1
Point of View
The 80s at Stuyvesant were best known by political activists and apathetic introverts alike as the "Decade of Apathy," with more care being placed by students upon personal appearance and financial security than any issue not directly affecting them. This lack of interest in societal concerns and a movement towards individual self-fulfillment is exemplified by the nature of several new clubs in the school typifying the "Me Generation": FBLA (the Future Business Leaders of America), the Young Republicans' club, etc. The few attempts at community activism seen in the school, such as the elderly Thanksgiving dinner and the Recycling Club, fall short of taking an ideological stand. Perhaps this is because many students (with good reason) fear that true expression of their thoughts will offend college admissions officers. That, at present, is the status quo.
The budget cuts to be instated next term at Stuyvesant, although a symptom of greater societal wrongs, interest Stuyvesantians only because it affects them personally. But no matter. The budget cuts are still a fantastic opportunity to mobilize students for a direct and worthy cause, when the only "causes" the school has dealt with this year have been trivial matters, like relocating the Fifteenth
Street bus route and fighting for soda machines in the basement.
Few students know that Stuyvesant's rich history includes school-wide student strikes protesting past budget cuts, in February 1976 and October 1979. The issues we face today are at least as important as those faced by Stuyvesant students in the past. The question is, are we ready to accept the responsibility of at the very least protecting our own school system?
No doubt about it, Voice is on a comeback. On again, off again, above and below ground since 1974, Voice magazine has provided Stuyvesant students with an independent yet responsible alternative to school-sanctioned publications.
There is perhaps no greater rival for Voice than the Spectator, yet viewing the impending budget cuts facing the school, it seems unlikely that the Spec will continue to be published into the Spring term '91. But don't take our word for it, listen to Principal Abraham Baumel, who states, "According to the Board [of Education], school newspapers are a financial 'extra.' Our first priority is to pay the teachers a salary."
Possible saving graces for the Spec include Parents' Association funds (which look to become increasingly scant in the economic downturn), and the achievement of economic self-sufficiency at the Spectator itself.
Voice, on the other hand, it seems
will never die. Last year the staff pulled together a magazine even without evidence of Voice's existence prior to 1989, still managing tc capture Voice's spirit. This year we have tripled our staff and our circulation. We have spent hours pouring through the complete Voice library, compliments of Jeff Trachtman ('77) and David Wang ('89). We invite all students to come and read the students' history of the Stuyveant of the past.
Whether or not the Spectator should close is not at issue. But if it does, we will lose one more valuable voice of the student body.
True, the Spectator may not be around next term, but at least we'll always have Voice.
Voice always welcomes contributionsletters, articles, opinions and poems. Voice meets every Wednesday, outside school on the sixteenth street steps. To join, contact any staff member.
Voice is an independent student-sponsored, student-run publication and is not sanctioned by Stuyvesant High School.
Special thanks to Mr. Ritterman, Jeff Trachtman, David Wang, Linus Gelber, his mother, Laura Palmer, and Joseph's brother Albert for the claw.
January 1991
LETTERS
Senior Trip, or Class Struggle?
I am disgusted. I recently got one of these Senior Trip survey forms in homeroom and I am mad as hell. This isn't a senior trip, this is Club Med hedonism for kids with their own cars and summer houses in Southhampton. Only about 20% of the senior class will go on it, not because it won't be great, but because most of us can't afford it. Not all of us were born with silver spoons surgically attached to our palates. Some of us work and are saving hard just to meet the rising cost of tuition. The organizers of this trip must know this. They are flagrantly catering to a very specific part of the student body. With prices starting at over $500, what kind of message are Joanna Huszcza and Hui-Chun Lee sending out? Senior trip, i.e., poor and middle class kids need not apply. It's hypocritical, perverse, discriminatory and exclusionist. To top it off (as if it wasn't inflammatory enough) for the argument against going to Puerto Rico, the flyer states, "Why not just stay in New York?"
The obvious answer is, who cares, if you can afford it, have a great time. That's beside the point; these trip suggestions arc indicative of a social struggle being waged in the school. For all the articles in the Spectator pushing for racial unity, for all the promotion of the ethnic clubs in Mr. Donin's "Prejudice and Persecution" classthe school remains mosdy talk and no action.
Everyone wants unity in the school but this trip will just widen the social game some more. Money is die bottom line. By making the senior trip so elaborate the message is let the rich kids have fun, screw the rest.
Stuywake up!
I'm sure there will be a senior trip that will be accessible to everyone. We'll all go to a dude ranch or Great Adventure or something. That's like throwing a bone to the poor kids; the senior trip equivalent of affirmative action.
So here are some cheap suggestions for kids who don't want to waste $600 getting drunk and laid in the Bahamas:
1. Go on a spiritual journey always fascinating, enlightening, and free!
2. See a good movie, read a good book, watch an opera on Channel Thirteen.
3. Take a day off from school and walk through the park.
4. Talk, really talk, to your best friend and your girl. Because after the academic dust and hypocrisy settles, you won't need a $600 trip. All you'll need is friends.
Angry, Anonymous Seniors
Are We Forgetting the Other Colors in Our Fight Against Racism?
Racial tensions, one of the city's worst problems, seems to be growing at an alarming rate despite our efforts to demolish it. I think that in trying to defeat racism, we must tackle the root of the problem, prejudice, from all sides. Yet it seems to me as though the painted definition of racial tensions has become a flat sketch in black and white; all the other colors have been pushed off the edge of the page. I must agree that conflicts between blacks and whites have been and still are some of the most tremendous clashes of racial conflict, but I feel
that that is no excuse for temporarily forgetting about other disunities among people of different ethnic backgrounds.
For example, the United Colors of Bennetton has begun to spread their "blacks and whites in harmony" advertisements across New York. One ad shows a white sheep standing with a black goat. Another shows two white hands playing the piano beside two black hands. Now, doesn't that make one wonder, whatever happened to yellow, red and all the other colors?
The Koreans' and blacks' conflict over the grocery store incidents in Brooklyn became quite outrageous a while back. Many Koreans became angered at African-Americans protesting in front of their stores, while many blacks attacked Orientals on the streets of New York. A Chinese man was attacked and killed by a gang of black youngsters because he was mistaken for a Korean. Looking back, how did Mayor Dinkins react? It's hard to remember if he reacted at all. This slowness and ignorance towards conflicts of races other than black and white is completely unjust.
I believe that maybe if we could only see that prejudice is in all of us, we could work our way from there. Every person is prejudiced in some way. Perhaps it is a human property. It won't be easy destroying it, but maybe we can learn to suppress it. But that is only after we acknowledge the fact that it is a problem not only between blacks and whites, but between all people.
Racism is a common problem. If we could all be in the picture in our fight against it, we just may be able to solve it.
Kaori Ogino
January 1991
3
Brief Briefs
Mobilizing the Students
Some 250 students and teachers from around the city held a spirited rally on December 14 protesting the budget cuts in education and demanding that money be spent on education and not on a war in the Persian Gulf.
The rally, held at Lincoln Center on Sixty-Fourth Street and Broadway, was initiated by
the Student Organization for Social Justice (S.O.SJ.) of LaGuardia High School, and involved the participation of over 15 high schools, both public and private. After the rally, all demonstrators took to the street and marched around the Lincoln Center area down to the Army Recruiting Center on Sixty-Seventh Street and Amsterdam Avenue.
Speakers came from many organizations and high school groups, sending a message that
urged students to act against public education budget cuts and to speak out against the danger of war in the Middle East. Speakers criticized the Dinkins Administration for making the drastic cuts, and the Bush
Administration for the $70 million a day being spent on the escalation towards war with Iraq, and not on other social needs like education, thus breaking his promise to be the "Education President." One speaker from LaGuardia
also noted that the school's History and English curricula, which some consider to be racially biased, could not be improved upon if further cuts are enacted.
Speakers at the rally included a Conscientious Objector from R.O.T.C. (the Reserve Officers' Training Corps), a student government representative from Hunter College of C.U.N.Y., and representatives from 1199 Health Care Workers' Union, Children for

3=
2
CD
8
Students and others rallying in front of Lincoln Center, shouting slogans like "Money for education, not for war:
January 1991
Voice
Worldwide Peace, the United Federation of Teachers, Educators Against Racism and Aparthied, Unidad, Students for International Awareness of Bronx Science, Stop U.S. Intervention in Central America of Stuyvesant, Students Against War of St. Anne's, S.O.SJ. and the Black Alliance Club of LaGuardia H.S.
S.O.SJ. and other high school groups plan to organize more extensively with other political actions. If one organization from one high school can mobilize 250 students in 11 days, just think of what all the high schools can do together.
Michael Ristorucci LaGuardia H.S.
Police Brutality in the Public Schools
On Friday, October 26, violence erupted between Transit Police and several African-American students from the Bronx High School of Science. Many students were beaten with night sticks and six were arrested on the charges of assault and inciting a riot.
The incident occurred at about 3:40 PM at the Bedford Park Boulevard station of the 4 train. A group of students, all of whom were black, were standing on the crowded elevated station waiting for some friends. W^hen the "safe" train arrived, a police
officer asked them to board it. The students refused.
One girl, Charlene Brown, protested, telling the officer that she had "just as much right to be there as anyone else," and asked him why he didn't bother the others. Ms. Brown was arrested then, without having her rights read or being informed of the nature of her offense. When they did finally tell her why she was being arrested, Ms. Brown states, it was for "resisting arrest."
When a friend of hers tried to intervene in the arrest, which he deemed unfair, he was pushed to the ground. The boy tried to resist, and the policeman called for assistance. In moments police officers arrived with nightsticks and guns, and some eyewitnesses estimate that they numbered at least forty. The police started beating the students, most of them bystanders, at random. Witnesses say that all of the student that got hit were African-American.
This was obviously a racially motivated incident. Police were reported using slurs like, "Niggers don't belong in that school," when they asked one student what school he was from. A friend of mine was hit over the head with what he thought to be a walkie-talkie as he was leaving. The police officer who hit him then said, "Get these niggers out of here, they just cause trouble."
My friend got off easy. Some students were badly hurt. One boy was knocked
unconscious and suffered hemorrhages. He was arrested, taken to the precinct and held there for two hours before being admitted to the hospital. Another student, Edward, was also hurt, but he was well enough to walk out of the station on his own. Edward states that before he could leave, two officers approached him and started dragging him through the station. Seven to ten officers were soon upon him, hitting Edward to calm him down. Edward was then arrested for robbery, although no robbery had been reported, and the charges were later changed to assault and inciting riot.
The trouble had just begun. The next Monday at school, two transit police officers entered the school building (an illegal action to begin with, schools being out of their jurisdiction). They went to the lunchroom and found a student who had been an eyewitness to Friday's incident. The two officers approached him and said that he "better not say anything, or else." For days afterwards, police officers entered the building and harassed students as they left the school at the end of the day. They threatened the students so that they would not spread the story or testify in court. Although many students said that they would have liked to testify, few actually did. Rumors also spread of plainclothes police harassing students.
An incident like this could create tension in such a racially diverse school, but the whole school has really pulled together to help the students involved. Students united with teachers and administrators to express their outrage. "It's terrible that this could happen at a school like Bronx Science," said one junior, implying that that one wouldn't expect such things at such a racially diverse school. The only teacher who witnessed the event was reported to have said "It's like the 60s all over again." Money was raised by the school and the students to pay bail and the lawyers' fees for the students who were arrested. Support rallies were organized and a solidarity dance was held.
The court hearing was held on November 26. Two of the cases were adjourned until a later date. The case against Edward the student arrested on charges of robbery when no robbery was reported, was dismissed. The other three students were under the age of 16, so the results of their hearings are unobtainable. All of the charges have been lowered from felonies to misdemeanors.
When a coalition fo concrened Bronx Science students called CBS and NBC to report the story, the two networks said that that type of incident was too common to be newsworthy. In fact this type of incident i5very common; similar incidents
January 1991
5
BRIEF BRIEFS
have occurred at many other high schools in the city, including most recently at
Telecommunications High School in Brooklyn and at Park West High School in Manhattan.
The recent increase in racially motivated violence may be a sign of the destruction of the moral fiber of the nation, but adding the 5,000 that the city is considering to the police force is certainly not a solution. If anything, it would aggravate the already tense racial atmosphere of the city.
Christine Patterson
The Media-Worthy Victim
If you have recently been anywhere near a t.v., radio, newspaper, or someone else who has, chances are you've heard about the rape and beating of the "Central Park Jogger." This incident was on the cover of every newspaper for days, and the proceedings of the case were followed in detail.
However, how many, news-conscious or otherwise, have heard of the rape, beating, and murder of another woman only days before? The victim went on her roof to watch the sunrise. A group of teenagers arrived and after beating and raping her, threw her off the roof. Despite the brutality, the coverage by the media was limited to back pages of the newspaper because the victim was black, as were
her attackers.
There has been a consistent double standard in the media as they carry out their search for stories that are, to use one of the most abused words in our language, "special." Standards of uniqueness call for a white victim because, according to the media's seeming logic, black victims are all too common.
Not only that, but black leaders such as Al Sharpton are considered far more interesting than those of the NAACP, as was demonstrated on May 11, 1990, in the broadcasts following Mayor Dinkins' speech on racism. After the speech, the networks showed various reactions to it by city leaders. The leaders inevitably focused on were people (such as Al
Sharpton), who completely disputed the Mayor's suggestion that there is hope for the end of racism. The NAACP's supportive statements were often cutoff to get back to speakers preaching distrust, anger and hatred. At one point, a young NAACP leader became frustrated and he began to confront the reporter about the small amount of time allowed for hope and the large amount spent on hate. Then he was cutoff and we were returned to the Reverend Al Sharpton. Sure, the news is factual, but the light these facts are shown in is not always objective. There is a story that's not being told, often for its lack of entertainment value.
Ada Schjeldahl
fr
^N
Third Street Music School Settlement
235 East 11th Street New York, N.Y. 10003 (212)777-3240
Music - Dance
Visual Arts Instruction
Performing Arts Center
V
Di Bella's
-74 year-old traditional store. "Leading sandwich for leading students."
|On the corner of 1st Avenue and 13th St.
6
January 1991
Budget Cuts
By Miranda Cleary
Fall term '90 found Stuyvesant without
nine members of its former faculty.
Teachers Jaffe (English), Kenny (History)
and Gilstone (Math) were let go. Retirees
included DePalma (Math), Johnson
(English), Rabinowitz (History), Sheinheit
(Drafting 8c Shop), and Yearwood (Math).
One department dean was also dropped.
Due to the pressures of our current fiscal
crisis, only four new teachers were hired to
fill the resulting gaps. Consequently,
approximately thirty classes were cut.
These cuts, however, were merely a hint of
the enormous cutbacks that are now being
instituted as the students shoulder
Chancellor: "I have Some good news ^he burden of our city's financial
and some bad news for you woes.
today."
Teacher: "Oh?"
Chancellor: "The good news is that you 're getting your 5.5% pay raise. The bad news is, you 're fired."
On December 19, a meeting of the STP Association was held in the office of Principal Abraham Baumel. Here student, teacher and parent representatives were informed of the probable impact of the current budget cuts on
______ Stuvesant. According to Mr.
Baumel, Stuyvesant faces an additional financial cutback equivalent to 90 full term class units. This number represents almost one-sixth of the total 575 class units at Stuyveant. A minimum of 16.55 full-time teacher's positions stand to be eliminated.
The day after the STP meeting, there was an all-faculty meeting at which teachers received their first notice of which teachers were most likely to lose their jobs, according to seniority and department needs. Come January 18, one sixth of all teachers in the school will probably receive their pink slips, notifying them that their service is no longer required for the Spring term '91. But the initial warning coming just one day before the start of Christmas
vacation cast a distinct pall over the traditionally festive mood of the school. Said one outraged junior, "They couldn't have timed it worse. It's as if these teachers were told, in effect, 'Merry Christmas; you're going to be fired!'" Students find many of the cuts deplorable, some bemoaning the firing of the newer teachers as "a loss of vital new blood and younger minds" on the faculty, while others lament the departure of many capable seasoned veterans to be retired. For every teacher retired at maximum salary, two new inexperienced teachers can be hired.
In order to retain our status as a "science high school," special priority was given to the preservation of the Math and Science departments. Industrial Arts, in order to meet the specifications of the original charter of the school, was also given special consideration and received greater priority than the other departments. It seems that due to typical bureaucratic irrationality, classes such as drafting and shop will ultimately suffer less from cuts than, for instance, AP Foreign Language courses and elective Social Studies offerings. This fact has caused outcry among the student body.
It is equally interesting and maddening to note that Stuyvesant's recent allocation for cosmetic repairs can't be drawn upon, according to Board of Education regulations, in order to meet more pressing needs such as salaries and supplies. Paper and other supply restrictions, according to plan, can be eased through the "trading-in" of the previously mentioned class unit funds in exchange for additional supplies. Ironically the construction of the new
January 1991
7
The Budget Cuts
Stuyvesant building will feel little to no effect from the crunch. This is because the new building is being constructed by Battery Park City with real estate tax money, because city zoning laws mandate the construction of a school there. These funds cannot be redirected to be put to more urgent use.
THE SCHOOL SYSTEM IS BEING CUT BECAUSE NEW York City has a budget gap. Expenditures have exceeded revenues by approximately $300 million this fiscal year. On top of that, the State of New York has its own considerable budget gap. Governor Mario Cuomo vowed in his reelection campaign to reduce this gapand neither by raising taxes nor by borrowing against the state's recently lowered credit rating. That sounded great, and the voters
voted him in. But with the Governor's goal to cut over one $1 billion from what remains of this year's state budget, New York City in particular is feeling the crunchto the tune of over $100 million. Three quarters of that will come from our city school system. Feeling the pressure from Albany, and keenly aware of the nearly drained back-revenue coffers of the city, Mayor David Dinkins asked the Board of Education to locate a spare $94 million and fork it over. Showing a measure of spunk that we should rather welcome, the Board of Education and Chancellor Joseph A. Fernandez balked at a the Mayor's demands, stating that to cut any more than $57.5 million would be disastrous and have dire consequences for the public school system at all levels. Pressed into displaying some degree of administrative unity, the Board finally issued a statement to the public to the effect of "here's what they asked for, but don't blame us" and presented a list of conceivably "viable" options. Together with the disclaimer came a list of the

In Stuyvesant next term, due to overcrowded classes, there will be standing room only.
January 1991
Voice
possible ramifications of the additional $36.5 million in cuts. Therefore, as the Mayor and Board of Education play Hot Potato with the side issue of responsibility, we the students have begun to feel the heat.
$10 million has been specifically targeted as coming from the high schools, from a total of $50 million to come from schools' budgets directly. The high schools may lose, according to estimates by the Board, as many as 1730 regular teachers this term. Other "viable" options involve the cutting of classroom paraprofessionals, school aides, or safety officers. Other consequences foreseen are swollen class size (a phenomenon becoming increasingly familiar at Stuyvesant) cuts in class offerings, "extra" services cut or eliminated (clubs, sports teams [especially Junior Varsity], art and music courses, guidance and counseling programs among them) and the putting off of lower priority facility repairs.
SOME ARE POINTING AN ANGRY FINGER AT THE teacher's union's new 5.5% wage hike contract, which ironically coincides suggestively with the $75 million in cuts now demanded by the state legislature. With other city workers now clamoring for equivalent salary increases, many critics are now pushing for a contract renegotiation, seeing the hikes as both untimely and setting an unwelcome precedent. With thousands of experienced teachers retiring or fleeing the New York City Public School system for safer jobs with higher pay in the suburbs, the city can hardly afford to aggravate the situation much further.
The whole crisis may be solved by a unilateral contract renegotiation, called teacher furloughs. Furloughs are a tool used by employers to cut costs by laying off workers temporarily. The Board of Ed. says that by closing the school for three days, at $16 million a day, they can save $48 million, just about covering the $50 million gap. But the UFT (the United Federation of Teachers) contends that this essentially destroys the 5.5% pay increase.
The crisis the city is facing is only a reflection of the crisis of a nation. President George Bush got himself elected with "no new taxes," a promise that he must have known he wasn't going to be able to keep given the fiscal policies of his worthy predecessor. His opponent on the Democratic ticket actually believed that he could get elected by telling the voters the truth. Cuomo and Dinkins also promised no new taxes and are now attempting to demonstrate their integrity by keeping this promise. We the citizens should learn to change our voting habits.
What is most shameful in this whole scenario is that, in the school system, those who can least afford it will be losing the most. Two thirds of all students enrolled in public are from low income families. Most of the faculty cuts will be made from among those teachers with the least financial security. With colleges such as SUNY and CUNY
January 1991
looking at tuition hikes, a higher education becomes just as inaccessable to kids from working-class families.
With the fiscal crisis finally upon us, might it not be appropriate to take a hard look at the school system itself, notorious for bureaucracy? Elimination of a host of paper-shuffling jobs may well be in order. Efficiency and practicality are hardly the strong points of the current system.
No, there isn't any easy solution to our problems. One idea is to raise taxes on big business and high income individuals. After all, Cuomo and the State Legislature have passed measures in the past four years actually lessening their share of the tax burden. This would not cause a mass exodus by business from the New York area. If anything, the crime rate and a poorly educated workforce would make staying in New York unprofitable.
It seems that the questions that administators first ask themselves when asked to make cuts are: Who'll make the least fuss? Whose contribution to next year's campaign chest will be missed the least? Whose voice is most often lost among the crowds? The answer usually is the poor, minorities, and our children. Cutting so much from the public school budget will disproportionately affect those groups. Additional taxes, stopping the escalation of the New York City police force, and cutting many other programs would be fairer, but less palatable to politicians.
On December 6, 20,000 gathered at City Hall to protest the Mayor's proposed cuts. Although some have suggested that we "hold off screaming and yelling and put our efforts into letter-writing instead," concerned students such as Student Union President Tony Andriotis ask quite simply, "Why can't we do both?" The fact is, we must do both.
ESQUIRE PHARMACY
277 First Avenue
New York, NY 10003
(212)228-2260
Aids Prescriptions
Vitamins Health & Beauty
Free Delivery
9
FEEDBACK
Censored in the USA
The other day I decided to reorganize my CD collection. Curious to see how the recent developments involving censorship in music would affect my purchases, I made two piles: one consisting of music that extreme right wingers (like Tipper Gore, Jesse Helms and John Cardinal O'Connor) might find offensive, and the other consisting of everything else. Of the 55 CDs that I had, 49 ended up in the "unwholesome" pile. In a 1988 Reader's Digest article, "How Shock Rock Harms Our Kids," the author condemns rock music because it occasionally "extols homosexuality." The article goes on to say that "43 states have laws against...obscene material. If your state does not have such a law, ask your legislator to propose one." Yeah, thanks a lot. Close-minded homophobes like these should not be able to govern what we watch or listen to. Although the .two most attacked forms of music are (as usual) Rap and Heavy Metal, some off-beat accusations have been made against artists like Michael Jackson, Elton John, The Police, REO Speedwagon, and Madonna, who Tipper Gore claims has made young girls into "porn queens in heat."
Most of the recent controversy started around 1984, when 19-year-old John McCollum committed suicide after supposedly listening to Ozzy Osbourne record for five hours straight while locked in his room. According to the coroner's report it was "devil music" that killed him. I find it amazing that the accusations can already start with the coroner, an individual whose job it is to record the facts. His family filed suit against
By Gil Jawetz
Osbourne and CBS records. Since then many similar trials have ensued, right up until last year's Judas Priest trial. Judas Priest supposedly used a process called "backmasking" (phrases recorded backwards that supposedly act as subliminal stimulants) to put messages like "Let's get dead!" and "Do it!" on their album Stained Class, allegedly forcing two men to commit suicide. One survived in a hospital long enough to blame his action on the music. The band was charged with intentionally placing the messages there in order to kill someone. This question never occurred to the families and prosecutors: Why would musicians kill their fans? It simply makes no sense. The band was exonerated on August 24th. Vocalist Rob Halford called the trial "a very sobering experience."
Sometimes these trials end in the judge's dismissal of the case as "too ridiculous to continue." Mr. Osbourne has stated that such incidents have "insulted the intelligence of rock fans all over the world." Many other artists like Slayer, Black Sabbath, Metallica and Led Zeppelin have been repeatedly accused of including Satanic lyrics and destroying the lives of today's youth. Most of these claims are based on outsiders' misunderstandings of today's youth. Heavy Metal has often been mentioned together with Satanism. Cardinal O'Connor claims that several exorcisms have been performed in New York during the last year alone, to expel rock 'n' roll demons from poor misguided fans. Yeah, OK.
Musicians are occasionally hassled just for their album covers or titles. Stores displaying Jane's Addiction
posters featuring the anatomically correct cover for their recent Ritual de lo Habitual LP have been fined and closed in more than a few cases. Frank Zappa's classic, Grammy winning LP Jazz From Hell has been unavailable in a privately owned 100-record store chain in Portland, Oregon because of "Satanic contents." Jazz From Hell is an entirely instrumental album and contains no lyrics.
Rap is not under attack for Satanism, but for the more tangible charges of violence and obscenity. But there are more sides to Rap than there are to Metal, from murderous to pointless. While a great deal of Heavy Metal is imagery and fantasy, most of Rap is the cold hard (if not somewhat exaggerated) truth. Many Rap groups, like NWA and Public Enemy paint ugly scenarios of inner city racism and violence, while artists like Boogie Down Production's KRS-1 preach anti-violent messages and criticize school systems for not teaching black history. The most publicized incident is that of Miami's 2 Live Crew, who were banned from Florida for their obscene albums, including their 1989 album As Nasty As They Wanna Be. Charles Freeman, the manager of a small Broward County (2 Live Crew's hometown) record store, was arrested and found guilty in the court of law for selling As Nasty As They Wanna Be to an undercover police officer. With seemingly nothing better to do, Florida Governor Rep. Bob Martinez personally handled the arrest, smiling into the millions of television sets that night that showed the news. He also arrested the 2 Live Crew for performing their material. The white rock band Too Much Joy put on a show in
January 1991
FEEDBACK
the same club consisting of entirely 2 Live Crew covers a few months later and were tossed into jail by the publicity happy Martinez.
Consequently, the album which had been on its way down the sales chart after a considerably short run, got new life when Martinez created the controversy. Since then the album has sold upward of two million copies. Obviously, intruders like Martinez just add fuel to the fire that they think they are extinguishing.
Censorship can appear in forms other than flat out banning. Many albums and music video tapes have recently been released with labels informing the consumer that the product contains explicit lyrics and such. Some musicians gladly apply the labels to their product, hoping that it will help them stay out of trouble. 2 Live Crew, however, have been administering such labels to their albums since their debut album four years ago (long before the controversy became so widespread) and still became one of the most strongly attacked groups. The Geto Boy's July debut album, featuring the infamous
and notorious "Mind of A Lunatic," caused a lot of headaches at the Geffen Records offices and was dropped by the label. It was distributed by Def American, who put two stickers on the album: A standard label stating "Parental Advisory: Explicit Lyrics" and a special label stating that the distributors thought that the album was "violent, sexist, racist and indecent." The album immediately sold an impressive 150,000 copies within a week of its release, an impressive showing for a group so far from the main stream.
Faith No More vocalist Mike Patton, whose album The Real Thing and concert video "You Fat Bastards" were adorned with the "Parental Advisory" label claims that the stickers "just make the album nicer to look at." If that were true (and to a certain extent it is: they definitely attract attention) then there would be absolutely no problem. "Let the public buy whatever it wants, but first let it know what it's buying" is what the censors seem to be saying. Unfortunately many stores do not carry labeled material, either for fear of persecu-
tion (Charles Freeman) or for agreement with the censors (Frank Zappa).
Sadly enough, the labeling idea sound very good in theory, but because stores do sometimes choose not to carry the product, it is not the solution. You cannot tell privately owned businesses what to carry, since they cannot stock everything and they have to decide where to draw the line for themselves. Music lyrics rank very low in teenage influence polls. I don't see why musicians should not be able to record their music, as long as they are willing to stand behind it and as long as the public can make a conscious decision as to what to buy.
If everyone bands together and does whatever they can do, we can regain the artistic freedom that we once shared. There are various groups you can support, or you can write to the major record companies saying that you support. Or at least keep buying the albums.
Censorship can be stopped.
Feedback is a guest editorial column.

Pizza Oasis
347 East 14th Street, NYC 10003 (212)529-0470


353-3300
f«al
5»8-»439
11 ST. MARKS PLACE
NYC
lui STUDEHTSj
January 1991
U
By
Monica Bhagwan
The Fight for Democracy in Guyana
Guyanamade rich by the sunshine and lush by the rains, as its National Anthem so extols. Its people were slaves brought over from China, India, and Madiera, Europeans of Dutch and British descent, as well as the Native Amerindians. Some of you may recall that this former West Indian British colony, on the north coast of South America, was the site of the Jonestown Cult Massacre in 1978. Today it is a nation held hostage by a military dictatorship disguised as a cooperative republic. In 1953, the British government granted the colony a self-governing constitution. The main political party was the People's Progressive Party (PPP), led by Cheddi Jagan of East Indian ancestry, and later joined by Forbes Burnham, a lawyer of African ancestry. As Guyana was located in a strategic position during the Cold War, the United States and other nations feared the PPP's communist stance and Russia's interest in the country. The British suspended the Constitution and removed Jagan's administration. In 1957 free elections were held. The PPP won the majority and returned to office. Burnham split with the PPP to form the People's National Congress (PNC) in the same year. Still, the majority, comprised of East Indians and some Afro-Guyanese, backed the PPP. The secretly U.S. backed PNC, initiated violent labor strikes starting in 1961. Hired thugs looted, burned businesses and homes, raped, and murdered. Communities became racially segregated. The East Indians in the PPP and the Afro-Guyanese that supported the PNC burned each other's homes down.
In the 1964 National Elections, the PPP won most of the seats in the government. However, the PNC and the United Force, allegedly supported by the United States, formed a coalition to oust the PPP from office. In 1966, Guyana became an independent nation. In the 1968 National Elections, the PNC, suspected of rigging the votes, won absolute control of the government. Guyana became a one party state which essentially meant the people lost their "franchise of rights." All Guyanese were "urged" to be official, card-carrying members of the PNC, or they risked losing their jobs.
All opposition in Guyana is firmly suppressed. The PPP and other dissenters are harassed, framed, and imprisoned. Dr. Walter Rodney, a renowned black historian and supporter of the PPP, was allegedly (it cannot be proven under the current government) killed by the Guyanese Army. A bomb was placed in his car to make it appear as if he intended to plant it in a government building. My uncle has been imprisoned in the past, for writing articles
" It is well known internationally that the PNC was pitchforked by an Anglo-American conspiracy to remove the democratically elected PPP from power by tormenting strikes, lockouts, racial violence, murder and arson of both public and private property. Those were the halycon days of the cold way."
letter sent to the High Commissioner of Guyana in the U.K.
12
January 1991
Voice
and publishing newspapers against the government. The homes and families of the opposition to the PNC have been investigated and staked out by the government. The army has marched through the streets in order to intimidate the Guyanese people.
The government controls the media, forcing the PNC's socialist propaganda into the ears of the nation's citizens. Those striving for education past high school must do a period of national service in government institutions. School children and teachers are taken to work on state cooperative farms as part of an economic revital-ization program.
Paramilitary forces are used to maintain the power of the PNC. The PNC uses a bayonet wielding army to oversee all voting. The stuffing of ballot boxes and bribing of voters is no secret. The names of emigrants and even the dead are listed as voting for the PNC. Fraudulent elections are well documented.
An international team sponsored by the British Parliamentary Human Rights Group has acknowledged that
the elections were "neither free nor fair" (The Indi, A Rohit International Publication, August/September 1990). Human rights groups from the Caribbean and the U.S. also substantiate these findings. The Patriotic Coalition for Democracy (PCD) consisting of five political parties, including the PPP and the Working People's Alliance (WPA), an interethnic organization, has sought and gained the support of numerous human rights groups, President Bush, former Prime Minister Thatcher, and Senator Edward Kennedy. The PCD has also invited former President Carter to monitor the elections.
Many Guyanese looked forward to a new government after Burnham's death in 1985. However, his successor was Desmond Hoyte, a member of the PNC cabinet. Hoyte repeatedly repudiates the charges made by the rest of the world. He has agreed to allow the London based Commonwealth Secretariat to send observers to the forthcoming election by March 31, 1991. However, "uninvited observers will be jailed." (The Indi.)
Guyana has the lowest economic rating in the world. Hoyte is allowing the rainforests to be destroyed and the Native Amerindians to be victimized. The bauxite and sugar industries, which Burnham nationalized and used to grant high positions to his party members, are now managed by international investors because the country can't maintain them. The cost of living has gone up between 1985 and 1989 by 391.7%.
There is a mass exodus of Guyanese from their homeland. They are leaving as soon as their papers are processed by the Guyanese Immigration Authorities. Since each individual is allowed to leave with a certain amount of money from the country, Guyanese arrive here with very little wealth.
All those working for free elections realize that international pressure on the government is needed. But right now, while the country is dying and the soldiers are intimidating and stealing from the people, the PNC refuses to grant the people their basic rights.

New Age Bookstore & Gallery
M Fourth Avenue (bet9& 10) New York, \.Y. 10003 212-529-9808(9821)
January 1991
13

Life, Death,
and the American
Way
WhoWa
BY CATHY CHENG
Why, how, who, and what will we fight for? These are the questions raised by President Bush's global call to arms and the deployment of half a million American soldiers to the Middle East, largely to Saudi Arabia. Since Iraq's sudden invasion of Kuwait August 2nd and the U.S.'s subsequent troop buildup, these issues have been subject to constant debate: should the U.S. fight this war or should it withdraw? Is there anything at stake that is worth fighting for? Why are we suddenly in the Gulf anyway? According to President Bush, we originally went to the Gulf to stop Saddam Hussein because "the world must not reward aggression...national security is at stake...[Iraq] would dominate the Gulf and the bulk of the world's petroleum reserves...Innocent lives are at stake."
nts War?
This last refers to the hostages who have since been released. More recently, justification ranged from protecting the American "way of life" to the possibility of Hussein possessing a nuclear arsenal. So far we have gone into this venture almost unilaterally with little support from our "allies" and Saudi Arabia either monetarily or militarily. France, Germany and Japan have the most to gain from a war that liberates Kuwait. They used more Kuwaiti oil than anyone else before the invasion. Saudi Arabia should also take up a greater share in the expenses. After all, it is their country that we have been "defending" at the steep cost of $10 billion. But there are other non-monetary issues that must be considered. Perhaps one of the most embarassing aspects of our presence in the Persian Gulf is that while we claim to be morally superior to Iraq (being a democracy) we are defending Saudi Arabia "one of the most undemocratic regimes on Earth." The country is a monarchy. The Saudi state routinely practices
January 1991 ]5
Who Wants War?
public floggings, amputations and beheadings for offenses such as theft or drug possession.
Also contradictory to our reasoning is the fact that while we condemn Iraq for aggression, we ourselves have been responsible for numerous such aggressions in recent years. We invaded Grenada and Panama in contemptuous disregard for international law, killing 4,000 civilians in three days. Being the perpetual hypocrites we are, we overlook inhumanities as it suits us only to self-righteously take action when they threaten our "vital interests."
The Reagan Administration lobbied against and blocked Congressional efforts to impose sanctions on Iraq in 1988 because of use of poison gas to kill thousands of its Kurdish citizens. We continued to extend $500 million annually in credit to Iraq. We made no objection to the use of chemical weapons in the war with Iran and in fact strongly opposed efforts to name Iraq as a violator of human rights. Because we wanted to continue to sell goods to Iraq and they were the enemy of our enemy, we looked the other way.
Hussein must have been positively encouraged to invade Kuwaitafter all, if the U.S. can disregard international law and invade a weaker country, why can't Iraq? Monkey see, monkey do.
What would the effects of a war in the Middle East be? Predictions as ominous as World War II or an all out Holy War between the Arabs and the Jews of Israel have been cited. No longer does anyone believe Bush's claim that war with Iraq would only last five days. What we can be sure of is that a war of any kind would be catastrophic and devastating for all involved. Hundreds of thousands of Iraqis would be killed, many of them civilians. "The entire gulf region would be blitzed, its cities ravaged and oil production shut down for years. In what would become an Arab holy war, Israel would be devastated by chemical weapons attacks. After the war, rev-olution would sweep the corrupt
monarchies aside and establish a new order, with extreme Arab nationalists...likely to be in charge," is the opinion of a Vietnam veteran. U.S. battlefield casualties would be severe as well.
And this is not even considering the possibility that we might not win this war. There is no guarantee that, for all our advanced, hi-tech weapons and political influence, we won't end up miserably crawling out of the desert, months or years later in defeat. The desert is simply the wrong place for American ground forces to
■
we are defending Saudi Arabia"one of
THE MOST
undemocratic regimes on Earth. "
fight. Our equipment, training, logistics and fighting style are not suited for desert warfare, where the batdefield candidates will be almost as hostile as Iraq's fanatical battle experienced army. Winter the best time for us to fight lasts from November to February. After that the desert sun will become unbearable to a generation of soldiers raised with air conditioning, VCRs, and climate control.
The similarities this war would have to the war with Vietnam are apparent. Unlike Panama and Grenada, which were fairly easy to overpower, being close to "home," Iraq, like Vietnam, is thousands of miles away on the opposite side of the world. And this war is on the verge of being fought without the full consent or support of the American people. We lost Vietnam. What makes us so sure we'll win this one?
If anyone is to solve the Iraq-Kuwait conflict it must be the Arab people, with the counsel and support of the U.N. The U.S. has no right to declare itself arbitrator of this delicate conflict and its massive number of troops are out of place. This is
an Arab conflict which should be solved with an Arab solution not oil-thirsty imperialists who are only concerned with their share of the wealth.
We have no "vital interests" at stake, really. The other OPEC countries are already making up for the oil that is being embargoed from Iraq and Kuwait. And how dare the U.S. condemn Iraq for aggression when it has itself been contemptuous of international law? How can Bush stress that our interests are at stake when the money being spent in the Middle East is desperately needed at home?
According to David Hackworth, an army colonel in Vietnam and Korea, "Yes, we'll win...but at a huge price in blood, sweat and tears." Who knows maybe we'll pay that price but lose the war.

LISA POLANSKY INC.
121 SEVENTH AVE.
BET. PRESIDENT & CAROLL ST.
BROOKLYN N. Y. 11215
718 -622-8071
RETAIL WHOLESALE
16
January 1991
__________________________EDITORIAL_____________________________________________
A Woman Against Women Against Pornography
By Kate Epstein
"So you're a female anti-feminist," said my editor we were holding a Voice conference about this article in his office, a.k.a., the L train.
"No, I'm very much a feminist," I said. "I just disagree with the majority of feminists on the subject of pornography. "
Mike, the editor, insisted. "You disagree with feminists on a feminist issue. You're an anti-feminist."
Pornography doesn't make women into objects and allow men humanity. Much of pornography, hard core pornography, is apt to show both men and women engaged in sexual acts. Who is to say that men enjoy these acts more than women? That's sexism. All people are sexualmen and women. Pornography shows people as objects in that it divorces sex from emotion and makes the people involved into instruments. But if you believe that women who have emotionless sex are objects and men who have it aren't you are an anti-feminist.
But even when pornography is grossly sexist, it shouldn't be censored. Part of the reason I joined Voice is because of its anti-censorship stand. I believe that society is nothing, democracy is impossible and expression is nearly useless with censorship. Suppressing words or pictures or any other form of expression that present views that people find offensive is like spreading a tablecloth over a mess; the views and feelings are still there and they will probably be expressed in other ways. Spreading the tablecloth isn't only ineffective but wrong as well.
The right to expression isn't confined to art. Art is a murky term anyway; who is to say what is art and what isn't? Some people may believe that pornography is art, and who is the government to say it isn't? But even if no one in the world believes that Playboy is art, it should still be legal. "Congress shall make no law abridging freedom of the press."
The Spectator ran an article on November 1 that addressed the issue of pornography. The writer said that today's society dictates that parents must be on the job 24 hours a day to protect their children from discovering sex and violence. Each pair of parents must set up their own standard of what their child can be exposed to. Since they don't have the power to make such standards for all of society, they must spend 24 hours a day safe guarding these standards.
I probably would have been a bit scared if I ever saw some of the hard core pornography with people engaged in sado-masochism that is inside some magazines. But I was scared by supermarket "newspapers" running headlines about people buried alive and (don't laugh if you can help it) "E.T." But no one worries about the damaging affects that either had on me. And no one tries to censor them. Nor should they.
But I wouldn't impose my morals about sex on you or your children. And the government doesn't have the right to create "moral standards" for children or adults. The government has no divine power to decide what will damage someone's psyche even if
he/she is a child. The Declaration of Independence says: "All men are created equal, endowed with certain
unalienable Rights__To secure these
rights, Governments are instituted among Men [and Women] deriving their power from the just consent of the governed." Our consent to censorship is not found in the Constitution.
The fight against pornography may well be a blessing to male chauvinist pigs everywhere. The participants are involving themselves in the trivial treatment of the believed symptoms of sexism. Women as objects is a notion that must be destroyed from the bottom up. It is deep-rooted in our society. If we just try to pull out the plant from the top, i.e., censor pornography, the same energy may be redirected. Perhaps women against pornography would prefer that this violence be rechanneled to rape?
Some people believe that pornography causes rape. But in order to justify censoring something (or taking any other civil rights from an individual or group) you must prove beyond any reasonable doubt that there is a "clear and present danger" in allowing something to be published. In this case, an argument can be made just as persuasively that pornography prevents rape. It may well provide potential rapists with harmless outlets for their violent fantasies.
Clearly we must start from the roots deep down. Society must teach its daughters to respect themselves. And its sons to respect its daughters.
January 1991
17
By
Michael Grinshtein
Forget the Buses
Stuyvesant has become infected with a particularly ugly and inconsiderate strain of the not in-my-backyard syndrome.
Stuyvesantians worry a lot. When we're not worried about our GPAs and standardized test scores, we find other things to worry about. And every once in a blue moon, the powers that be at Stuyvesant introduce to the forefront of concern an issue of such inane importance as to defy serious consideration.
Such is the current situation of the "problem" of rerouted city buses going along East Fifteenth Street. As a member of the Executive Council, I have become aware, since about October, of the formation of an awesome coalition, including Parents' Association leaders, Student Union leaders, and even one of the administrators. This coalition of concerned citizens is hell-bent on one objective: to get the buses off Fifteenth Street. They are very serious about their cause, and if you listen to them long enough, you too may become a believer.
According to their perception of our little corner of the world, a great wrong has been inflicted upon Stuyvesant High School. Once upon a time, say June 1990, a little sliver of Fifteenth Street between First Avenue and the park belonged to Stuy. After about 2:10 every afternoon, it would fill up with Stuy students, eager, after a long day of physical and spiritual exertion, to enjoy the clean Manhattan air and to socialize with their friends. There wasn't much traffic back then. Whatever cars did drive along Fifteenth Street belonged to Stuy teachers, who usually would not try to hit the students. So safe did the students feel that Fifteenth Street would often be packed until well after the end of ninth period. Especially during the summer, we just didn't want to go home until we were good and ready. The relatively low volume of traffic made this possible.
All good things came to an end when the city decided to repair significant portions of East Fourteenth Street, notably the ones west of First Avenue used by city buses. Consequently, the Fourteenth Street (Ml4) bus route had to be rerouted.
This summer a terrible assembly of the
most evil and cunning minds in the Metropolitan Transportation Authority met in a secret conference room deep within the New York City sewer system. The planners at the MTA, mosdy disgrunded Bronx Science graduates who had waited decades for such an opportunity, gleefully took a big red magic marker in their hands and drew a line from Fourteenth Street up First Avenue. When they got to Fifteenth Street they drew the line west from First Avenue. That's where the new bus route would be, right under our very doorstep. To add insult to injury, the MTA decreed that there would be a bus stop on Fifteenth Street at First Avenue, a popular crossing point for Stuy students on their way to and from the First Avenue subway station. In so doing, a malicious city bureaucracy acted with only one intent* to willfully annoy and even endanger the lives of Stuyvesantians.
Sound improbable? You bet. But this isn't all. To support their allegations, the aforementioned coalition offers Proof. Like the story of an innocent Stuy student, crossing Fifteenth Street (at the corner on a green light, of course). All of a sudden a bus turns off of First Avenue at some ungodly speed, almost hitting the student. Though the student sustained no serious injuries, for a long time she just stood there, turning over in her mind's eye the image of the bus driver, peering at her through the windshield, bloodshot eyes, grim complexion, determined to kill and maim anything in his way.
Or another one that I've heard of at an Executive Council meeting: "I was just standing around with my friends, in the middle of Fifteenth Street, minding my business, when this bus starts coming down the street. So we're just standing there. And the bus keeps coming. And it doesn't slow down. It speeds up. We finally got out of the way, but I thought he meant to hit us." The girl who said this was probably right. If I was the bus driver, I would have wanted to hit her as well.
18
January 1991
Voice
Obviously, the case that the school is making, that buses turning onto Fifteenth Street from First Avenue are a hazard to students, is weak. Granted that Fifteenth Street has become a busy thoroughfare. But crossing Fifteenth Street is no more hazardous than hailing a cab. It merely requires that we look before we cross, something that urban dwellers have been conditioned to since tod-dlerhood. Fifteenth Street is not a two-way street, so we don't even have to worry about looking both ways.
What is at issue, then, is not safe-
ty, but aggravation. It aggravates us that wc can't cross Fifteenth Street because the bus is in the way. It aggravates us that we can't hang out and play football on Fifteenth Street like we used to. It aggravates us that teachers in classrooms on lower floors of the Fifteenth Street side often have to shout to make themselves heard above the noise the buses make.
But there isn't a single one of these aggravations that, in time, we won't either get used to or find a way to deal with. We can wait a few extra moments before crossing the street.

Stuyvesantians imperiled by the M14.
We can and have moved our football games to the park and found other places to hang. As for noise in classrooms, it being the beginning of winter, windows are liable to be closed anyway. Sure, the buses are annoying, but they're no big deal.
In light of all this, it is amazing what lengths people are willing to go to make their point. Assistant Principal Harold Lehrman has proposed a plan to the Transit Authority whereby buses would be rerouted south along East Thirteenth Street. They would then turn north at Third Avenue, go up a block or two, and resume their westward direction either along Fifteenth Street.
There are lots of things wrong with the Plan. In the first place, for the Ml4 buses to get onto Thirteenth Street, they could not go south on First Avenue, since First Avenue is a one way thoroughfare going north. The turn would have to be made at Avenue A, eliminating the very important bus stop at Fourteenth Street and First Avenue. At that point the M14 connects with the M15. Both of these are major Manhattan bus lines and many commuters transfer between them.
Also, buses turning from Third Avenue onto Fifteenth Street are bound to cause problems, as Third Avenue is a two-way thoroughfare. Since buses tend to be very long, they would block off the southbound west side of Third Avenue as they made the turn from the northbound east side. This would mean gridlock.
Most importantly, as
Congressman Mark Green has confirmed, Thirteenth Street is a commercial district, a term that implies regular truck routes and commercial deliveries. Due to the heavier traffic, a bus route on Thirteenth Street would be disadvantageous both to the bus schedule and to the orderly flow of commerce in the East Village, not to mention the regular Toyota motorist trying to fight his way through the colossal vehicles around him. Add to this the fact that there is a fire station on Thirteenth Street, and an element
January 1991
19
Forget the Buses
of danger and risk to life and property is introduced.
Acting with good common sense, the Transit Authority and the local Community Board have rejected Mr. Lehrman's plan. In the words of a spokeswoman for Community Board 6: "You are supposed to be the best and brightest high school students in the city. I don't understand how you could have that much trouble crossing the street." Outsiders always tend to think of us as being bright. But that's before they get a peek inside a certain Stuyvesant High School Newspaper featuring such cerebral matter as "Mono: Just a Kissing Disease?" (see page nine of the October 1 issue).
Stuyvesant has become infected with a particularly ugly and inconsiderate strain of the not-in-my-backyard syndrome. It is about time we as Stuyvesantians knew our place. We are
guests of this community, not residents. We have rights, but we don't have the right to make demands that are detrimental to the greater good. The Transit Authority has rerouted the M14 line along Fifteenth Street not because they hate us and want to maul us down with their vehicles. Fifteenth Street is simply the best and most efficient alternative route.
Not wishing to be confused with the facts, Mr. Lehrman, Parents' Association President Mary Ann Curly, our very own Student Union President and Vice President, and others, have to distributed petitions engaged in lobbying activities that are simply shameful for their lack of civic concern.
The Executive Council has already voted to consider a student protest as an option. This protest would take the form of a demonstra-
tion in which mobs of students would close down Fifteenth Street and not allow any traffic through. Certainly, this would cause some very noteworthy traffic jams on First Avenue, yet the Council doesn't seem to care. The purpose of such a demonstration would be to get attention from the media.
As of the time of this writing, the District Superintendent has submitted a reduced budget to Stuyvesant for the spring semester. Ninety classes per day are to be cancelled. Sixteen positions in the school are to be eliminated. It's as if just in the nick of time, we've gotten some real problems to worry about. So let's just stop this silliness and forget the buses.
Michael Grinshtein has served on the Executive Council since October 1988.
226 1st AVENUE
(13th - 14th HTS.)
NEW YO:?<, NY 1DQQ9
Tel. 533-1 132

20
January 1991
FICTION
The Jump
BY CHRIS OLSEN
You go through the plan one more time in your headyou will not get a second chance. Suddenly you are overcome by doubts; although you know that the wind rarely blows any softer than today, now that the time has come it seems a much more formidable opponent. The wind feels too unpredictable for you to make a controlled descent. Every two seconds, it seems, another gust hits you from another direction, like a padded freight train. Although you know that the wind's strength is inconsequential, its direction is critical. On top of your fears about getting blown off course, the cold has stiffened up your legs, making it impossible to get as good a running start as you'd hoped for.
As these thoughts run through your mind, you already know that it's too late to turn back. It was an outrageous stroke of luck that nobody stopped you one the way up. The likelihood of a man, in a tuxedo, carrying a six-by-two foot plank, making it to the roof of one of the Twin Towers without being seen, and then doing it again, is truly pathetic. You had wondered if having the ramp was worth the trouble it would cause, but hurdling the ledge would take too much away from your forward momentum.
You line yourself up, take a deep breath, cross your fingers, and run at the plank, and the ledge beyond, at top speed.
As soon as you leap off of the top of the railing, you throw all your weight to your right and, as you had hoped, your body slowly turns around and you are able to watch the building fall away behind you. As you had also hoped, the wind gives you a strong push away from the roof as you jump.
After a brief moment of climbing, you feel your body begin to fall, and when you pass die height of the ledge, you notice that with the wind's assistance, you more than doubled the distance of your best long jump at sea level.
At first you can make out the individual stories as they go by. The three-foot gaps in the Tower's tall, narrow windows that mark the placement of the floors and window sills. But after five seconds of free-fall, all the horizontal details become a blur. You wonder to yourself if anyone was looking back out at you, and are shocked to realize that you forgot to check.
Almost the instant you began to fall, you felt your limbs reach out, and your back begin to arch. Now, as you look away from he Tower, you begin to feel a helplessness to stop this arching. You realize that your body is donning a bad cat impression, trying to use its spine to bring it around to face the ground. You twist to your left and your torso slowly spins around to face West Broadway, beneath you. You had hoped to clear the street, lest you fall into a car and kill someone who wasn't as eager to explore their afterlife as you. You're a third of the way down, and halfway across the street, it looks like you're going to make it. Just to be sure, you pull your limbs in behind you and point yourself at the impending concrete courtyard on the other side. You clear your mind, and wait to see if you'll reach.
It's a Sunday afternoon and there aren't many people walking around in your target zone. You prepare to give a scream of warning to the people below you, so far none have noticed you.
You're about two hundred feet
away now, and well past the curb below. It's time to tell them what to expect. You pull your arms around in front of you and bring your legs together behind you, your body falls in between them, become a single, vertical line. You open your mouth.
"Incoming!!"
You close your mouth. In the instant before impact, you notice two passersby looking at you with their mouths agape and eyes bugging out You want to warn them to close their mouths, or else they'll almost surely catch some splatters, but the thought is eclipsed by a sudden explosion of pain in your hands as the sidewalk rushes up to meet them.
As Hamlet once said, "The rest is silence."
Editor's note: By publishing this story, the Voice does not avocate suicide, it merely wishes to entertain.
Rivington
Street
and
Union Square
BY
Meredith Tax Avon, $4.95
January 1991
POETRY
the good thing
By Mark Abrams
when the u. cord was cut,
links were made,
and born, there was a girl that was too happy.
She lived on the right side of the tracks.
Her parents were generous and fair.
She was as beautiful as the sun,
and as well-mannered as an ant.
She was as creative as my friend Vermo,
who writes seven books a day,
She was as warm-hearted as a governor's fireplace,
and she was always collecting charities
for that poor, death-dry and barren,
misery-stricken, shit-skied country, Bonslovia. She was as happy as she could be. Her heart pumped something liquid and golden, an antithesis of fear.
Her Barbie dolls adored her.
Her girlfriends whispered
she was the only woman in the world
not periodically bitten by the PMS bug. When she was fifteen: she fell in love.
Withjack-o.
Jack-o was perfect.
He was hunky, yet kind.
He was a brainiac, yet he loved to party
He was tall. And he was dark. And he was handsome.
And Jack-o loved her too. Everything went wonderfully. They played all the nose games:
snuggling in the parks,
same-time-laughing in dark places,
they hummed and groaned together, and they could do no wrong. They could do nothing but be happy. She was so happy
every day
every minute
every nanosecond she was so happy
she though she would explode with joy
and she did.
pop.
blood all over the room.
her heart stayed on her bed,
still pumping,
plain old air now. Her parents were extremely distraught. Jack-o was crushed. they wept and wept and wept.
and do you know what?
in Bonslovia
the sky turned blue again.
and the droughts and civil wars
in Bonslovia
stopped.
She had been, inadvertently, stealing our happiness. Draining our country of joy.
I, the funeral minister,
refugee of Bonslovia,
could not help but think:
it was a good thing.
ADVERTISEMENT
CHOICE
22
January 1991
BOOSTERS & SPONSORS
To first period Stuy be cool guys, Ana
Hey babe...A pick me up from the witch. Dept
for the perfect guy I haven't met yet
F censorship be peaceful get high on life!
Fed ley don't you know
Me but I know I want
You bad. I love sex too.
Love, your secret admirer
Ana-Thanks for buying so many boosters! !!-Ada
VOICE underground
Yo Seanoof! Maris
Long live Festus!
Long live the Republicans! B rules!
eat my B
Die Republican scum
This booster is to give VOICE a boost!
Fifty cents down the drain Dude.
Kai was here.
Always sniff the hand that feeds you. Vin C.
Vincent will always love Sohpia!
Africa unite!
Hi! S.O.
I'm a Lhermaniac!
We are George, George is all of us, worship George
Albert Liao for Junior Persident
Join VOICE, or face the KHANsequences
Sue likes long, hard, raw, ripe cucumbers.
Staten Island is a great place to live...
Uh huh
Whatever whatever whatever whatever whatever
Soph/Frosh Sing '91!
INCEsubordinate behavior
Senior Sing '91!
White Castle for you and me.
I Want Jared MK, TT
IwantMKandTT
Caesar the guard!
The guard called Caesar!
So, I think 8 times a day is way too much.
Support our advertisers, so they will
support us!
The mother of invention...
"What, me read VOICE?"
Where's my sandwich? I'm starving.
No, where's MY sandwich!?!
l-800-EAT-S**T
...story of my life.
You should wear skirts more often;
You look really good in skirts.
Eun lovesjoe Eun lovesjoe Eun lovesjoe Eun lovesjoe
Eun lovesjoe Eun lovesjoe Eun lovesjoe Eun lovesjoe
Eun lovesjoe Eun lovesjoe Eun lovesjoe Eun lovesjoe
Eun lovesjoe Eun lovesjoe Eun lovesjoe Eun lovesjoe
Eun lovesjoe Eun lovesjoe Eun lovesjoe Eun lovesjoe
And Joe loves Eun, too.
But you're a cute dog!
Slooooowly, I roll up the...
I am STRESSED out by EARS.
Patron Saints
Anonymous
Eugene Epstein
Dr. Stanley Feuer
Stephen and Judith Stoll
Patrons
Linda Epstein
Tom Dickey
Paul Farrell
January 1991
23
Newsflash
LOLOTIQUE, El Salvador Leftist rebels gave a new version today of the deaths of three American soldiers whose helicopter they shot down this week, saying that the deceased were not gung-ho Yanqui cowboys as originally supposed, but undercover New York City health education teachers on special assignment to the Board of Education.
A Defense Department spokesman said on Thursday that the. three men were shot after their helicopter was downed on Wednesday near this hamlet 75 miles from San Salvador.
A communique issued today by rebels of the Farabundo Marti National Liberation Front said guerillas shot at the helicopter because it was attempting to land in the midst of a banana plantation. After disabling the well-armed craft and interrogating the crew, the rebels determined that the three men were agents of the New York City Board of Ed. working undercover as CIA reconnaissance specialists.
According to Miguel Saenz, a spokesman for the rebel group, the helicopter crew was under orders from schools Chancellor Joseph A. Fernandez to raid the village and loot its farms of as many bananas and plantains as the cargo compartment could hold. "The people of El Salvador refuse to have their country treated as a banana republic," Mr. Saenz declared.
After being smuggled back to New York through Mr. Fernandez's associates in Miami, the bananas would be provided to the public schools as part of the Chancellor's condom education program, under which health education teachers wofald demonstrate the proper use of contraceptives by placing them on the said fruits. Due to the recent cuts in the Board's budget, the school system was unable to purchase the phallic substitutes on its own.
According to the wife of one of the agents, Washington Irving High school gym teacher Ernest G. Dawson, her husband had accepted a "special assignment" from the Chancellor's office in November on the understanding that he would not be laid off in the coming semester. Mrs. Dawson strongly advises other public school teachers in her husband's predicament not to accept outside work from the Board unless they understand all that such assignments would entail.
The Chancellor's office was not available for comment
by Michael Grinshtein
CITY CASUALS
SHOES & CLOTHING
223 SEVENTH AVE PARK SLOPE
BROOKLYN NEW YORK 11215
(718)499-5581
A SUMMERDAY'S DREAM
FUIONS CONVERTIBLES COMFORTERS PLATFORM & LOR BEDS RLLOWS
61 7th AVENUE (718) 622-7337
BROOKLYN, N.Y. 11217 STEVE SUMMERDAY

"NY's Most Complete Cycle Shop"
Cuevas Custom Cycles Since 1932
10% Discount With Student ID.
WHEELWISE BIKE SHOP
165 Avenue A
New Yoik City, New York 10009
(212)598-0011
NEW YORK BARCELONA
24
January 1991
JOIN VOICE

Voire always needs
Writers
Artists
Photographers
(layout Assistants
CONTACT
ANY
STAFF
MEMBER

%AMD4^h
^ ^

Ladies & Men
Haircutting Coloring Perms Highlighting
HA/R &
SXWCAfiT
Men & Ladies DRY CUT
*8
(14th Street Only)
SHAMPOO CUT and STYLE
Men$|^ Ladies$|^
COMPLETE PERMS ^ a-
With or Without Haircut <C/lV _____Long Hair Additional______jj^TO
Checks Accepted with any Major Credit Can! All Stores Free Parking Front & Rear
NEW YORK CITY
60\test86thSt (ColumbusMtNeardp*..............(212)719.2792
66th St & Columbus Ave. (Next to ABCK.....,.*.......(212)877-3300
Between I3th& 14th St and Broad**., %.............(212)529-1457
(Open 7am - 7pm Mon. - 5tt)
"ACgA" ------------------------
(iRtENVALE 5d»C«eHHCIwrfSwdaM...........(516)6214880
MANHASSET 1671 Nortel fed (taw* m Rear)........(516)365-7114
LEVITTOWN3601 HenyaniTpke. (Nassau Mall i....... .(516)7354510
HUNTINGTON W* WttfttR MaH (Next lo Centun Theater) (516) 673-9292
QUEENS_______________________________________
FRESH MEADOWS 188th St. (Bloomingdales)...........(718)4544700
GLENOAKS 256-15 UwnTpke (Parking m Rear)........(718)347-7206

Something for those of you who aren't taking Stanley H. Kaplan Prep.
We've produced more top scores on the PSAT, SAT and ACT than all other courses combined. Which means if you're not taking Kaplan Prep you may need to take more than a #2 pencil to the test.
f STANLEY H. KAPIAN
Jfc Take Kaplan Or Take Your Chances
MANHATTAN CENTER
(212) 977 - 8200
Stanley H. Kaplan
131 West 56th Street
New York, New York 10019
For other locations call 800-KAP-TEST

Capture the Spirit
of Model Railroading from
the Golden Age to theJModern Era,

LOADING YOUR PROGRAM
FOR APPLE® II + /lle/lk COMPUTERS
1. Insert the program disk into the disk drive and close the drive door
2. Turn on your computer and monitor
3. The title screen will appear, followed by the Main Menu.
FOR COMMODORE 64 COMPUTERS
1. Insert the program disk into the disk drive and close the drive door.
2. Turn on your computer, disk drive and monitor.
3. Type: LOAD "CBS" 8 and press [return!. Then type RUN and press I return I again.
4. The title screen will appear, followed by the Main Menu.
Program ©1984 The Connelley Group.
© 1984 CBS Software, A Unit of CBS Publishing Group, CBS Inc.
Apple® and IBM® are registered trademarks of Apple Computer, Inc. and
International Business Machines Corp., respectively.
Commodore 64 is a trademark of Commodore Electronics Ltd.
1
RAILROAD
WOI1KS
All aboard! Welcome to the fascinating world of computer railroading. What's computer railroading? It's the excitement of model railroading combined with the versatility and interaction of computer technology. It allows you to create your own railroad empire across 12 screens of tracks, towns and terrain without needing the actual space to build it!
The Railroad Works is your creative tool. You create the track layouts. You decide where to put towns, trees and mountains. You determine what kinds of freight your trains will carry and deliver, whether your trains will be antique or modern, and how fast they'll go!
So why not begin building your railroad now, full steam ahead!
2
PROGRAM CONTENTS
The Railroad Works consists of a disk and this Railmaster Guide. The disk contains The Railroad Works program as well as nine complete railroad layouts of varying complexity that you can practice with and modify any way you like.
This Railmaster Guide includes detailed, yet easy-to-read operating instructions for the wide variety of user-controlled elements featured in the program. It also includes important reference information for users of various home computers.
CONTROLLERS
Depending upon the type of computer you're using, you have the option of using a joystick, a Mouse or the keyboard to operate The Railroad Works.
Applejoystick, Mouse or keyboard
IBMjoystick or keyboard
Commodore 64joystick
Your controller governs the position of the on-screen cursor and arrows used in laying down and erasing segments of track and scenery. The controllers operate as follows:

JOYSTICK
Your controller button is the red button on the joystick.

MOUSE
Your controller button is the gray button on the Mouse.
nnmuD
mmm
KEYBOARD
Your controller button
is the space bar or 1 return 1 on your keyboard.
3
BEFORE YOU BEGIN
Making a Map
Preparing a rough map will help you keep "track" of your layout as you begin to lay down the rails and insert scenery and buildings at key locations. Since The Railroad Works allows you to build your railroad across 12 screens, you may wish to divide your map as shown in the sample below. You may also wish to use graph paper to help organize your thinking.

|
4 |
||
|
1 |
||
Definitions
RECEIVING SITE
ROLLING-STOCK
ENGINE'

SHIPPING SITE
OVERPASS
■ SIDING
TRACK
SWITCH
Engine
The "star" of any train, real enginesalso called locomotivesare self-propelled units and pull all the freight and passenger cars attached to them. There are two engine types featured in The Railroad Works: Old-fashioned steam engines, complete with cowcatcher, and modern diesel engines.
Layout
A layout is a complete railroad scenario in miniature. While it may consist exclusively of track, it also includes any buildings, trees, mountains, bridges and other scenery that you may add. In The Railroad Works, you can save your best layouts on your program disk or another disk to enjoy again and again.
Overpass
When two sections of track intersect at 90° angles, an overpass is created. In the example shown, the north-south track passes over the east-west track. If two trains were to travel along these two track segments at the same time, it would appear as if they were passing through each other
|
NORTH |
||
|
OVERPASS / |
||
|
MINI |
■ |
MINI |
|
WEST |
EAST |
|
|
SOUTH |
|
5
Receiving Site
In The Railroad Works, a building that accepts cargo from a rolling stock car
is called a Receiving Site.
Rolling Stock
Wheeled cars that make up a railroad are called rolling stock. There are five types of rolling stock featured in The Railroad Works:
Boxcars: completely enclosed rolling stock designed to carry freight. _______________Also called freight cars._______________________________
Cattle Cars:* boxcars designed to carry livestock Also called stockcars.
Tank Cars: specially designed rolling stock made for transporting liquids such as water and oil. Similar cars attached to steam loco-_______________motives for carrying fuel and water were called tenders.______
Passenger Cars: rolling stock with seats and, sometimes, air conditioning, _____________ designed to transport people from station to station.________
I Caboose:_______the last car of a freight train, designed for the use of the crew
*Not included in Apple version.
The engine itself is also an example of rolling stock.
Shipping Site
In The Railroad Works, a building that loads cargo onto a rolling stock car is
called a Shipping Site.
Siding
A siding is a short stretch of railroad track onto which one of two meeting trains is switched until the other has passed. If you plan on having two trains travel along the same set of tracks, it is suggested that you create sidings within your layouts to avoid collisions.
Switch
Switches are specially designed structures that appear at track intersections in The Railroad Works. When thrown, they divert moving trains from one track to another
Tracks
Tracks make up the "roads" your trains run along and serve as the basis of your layouts. Most tracks are composed of rails spiked to beams of wood called ties. On actual railroads, ties are held in place by being embedded in gravel called ballast.
There are no curved track segments in The Railroad Works, although tracks can be laid down at 45° angles to simulate curves.
Intersecting segments of track are governed by switches.
6
THE MAIN MENU
The Main Menu features eight options with which you can create and command your railroad empire.
|
fn |
CONSTRUCT |
|
1=1 |
OPERATE |
|
H |
PLAY GAME |
|
n |
SAYE TO DISK |
|
n |
LOAD FROM DISK |
|
n |
CLEAR LAYOUT |
|
n |
CHANGE BACKGROUND COLOR |
|
□ |
CHANGE ENGINE AND CARS |
CONSTRUCT
Construction of your layout is governed by the nine icons located at the bottom of your screen (see below and page opposite).
When you first select Construct, an arrow will appear in the center of the "train yard," the first screen of all track layouts, and the Lay Track icon will automatically be engaged.
lb select any one of the options shown, use your controller to move the arrow over that icon and press the controller button.
van

LAY TRACK
ERASE TRACK
7

w
SCENERY MENU 1 Bushes & Trees
SCENERY MENU 2
Buildings


SCENERY MENU 3
Shipping & Receiving Sites
SCENERY MENU 4
Mountains & Bridges
*Not included in Apple versioa

ERASE SCENERY


MAP OF ENTIRE LAYOUT
EXIT CONSTRUCT
|
8 |
||
Lay Track
Lay Track is automatically engaged as soon as you enter Construct from the Main Menu. Use your controller to move the arrow to any location on any one of the 12 sections of your layout. Press the controller button and the arrow will lock into position. Now use your controller to point the arrow in the direction you wish the track segment to be laid down. Press the controller button again and the track segment will appear
The arrow will reappear at the other end of your track segment. This simplifies linking track segments across the entire layout area. Of course, you can lay track from any point on the layout.
Erase Track
To erase track segments, use your controller in the same manner as when you laid down track segments.
First select the Erase Track icon from the bottom of the screen. Then move the arrow to the segment of track you wish to erase and press the controller button. Make sure the arrow is pointing in the same direction as the track segment, and then press the button again. The track segment will disappear
Note: The track in the "train yard" cannot be erased.
"lb return to Lay Track or any other option, move the arrow over the proper icon and press the controller button.
Scenery
lb add scenery to your layouts, select one of the Scenery icons and a menu of scenery will appear Use your controller to move the cursor over the type of scenery you want and press the controller button. You will automatically return to your layout screen. Now use your controller to move the cursor to the location where you want the scenery to be placed and press the controller button to make it appear
To repeat the piece of scenery on your layout, you do not have to return to the Scenery icons. Simply move the cursor to another location anywhere on the 12 sections of your layout area and press the controller button again. This way, you can, for example, create an entire forest by selecting just one tree.
To get different scenery or return to laying track, select the appropriate icon from the choices at the bottom of your screen.
Erase Scenery
After selecting the Erase Scenery icon, a cursor box will appear on your layout screen. Use your controller to move it over the scenery you wish to erase and then press the controller button to complete the task.
9
Scenery Notes:
□ While tracks can be laid over scenery, scenery cannot be laid over tracks. To do so, you will first have to erase the tracks at that location and then lay down the scenery.
□ Mountains, bridges and Shipping and Receiving Sites can be laid over all other items of scenery without having to first erase those items. Grass can be overlaid by any item of scenery.
□ If there is not enough room at a particular location for a particular piece of scenery, the computer will let you know with either a beep or no response. Move the scenery to another location or get rid of some track.
□ Shipping and Receiving Sites appear on your layout with required segments of track. Since part of the fun of The Railroad Works is loading and unloading cargo and passengers at these sites, do not erase these track segments if you plan on servicing these sites when you put your trains into operation.
□ If desired, Shipping and Receiving Sites can serve as non-operating decorations anywhere in your layout outside of the track route. In these cases erase the track segments that appear with each site when you first lay them down.
Map
Map displays a bird's-eye view of your entire layoutall 12 screens together. You can use it in many ways. In this mode use it to monitor how well your actual layout is shaping up as compared to the layout you have on your written map or in your mind. You can return to building your railroad by using your controller to move the cursor into any of the 12 sections of the layout area. When you press the controller button, you will return to that section and may resume work.
Exit
Select this option when you are finished with your layout and/or want to return to the Main Menu.
|
10 |
||
OPERATE
Operate allows you to practice coupling rolling stock to engines and experiment with acceleration, deceleration and stopping. Once you Ve mastered these skills you can use Operate to simply run your trains along your tracks, without worrying about servicing the businesses you've placed along your route, or to test your ability in the Play Game mode.
When you select Operate, the bottom of the screen will display eight icons.


FOLLOW RRST ENGINE FIRST ENGINE THROTTLE


MAP
STOP FOLLOW


HELP
EXIT


FOLLOW SECOND ENGINE SECOND ENGINE THROTTLE
|
11 |
||
Engine Throttles
Select either of the Engine Throttle icons to move either one of the two train engines shown in the "train yard.w Once selected, all icons disappear and are replaced by throttles.
THROTTLE INDICATOR
i ix »
R 5 F
REVERSE STOP FORWARD
Suppose you want to work with the first train engine. After selecting First Engine Throttle, move your controller to the left. The flashing Throttle Indicator will also move to the left and cause the first engine to move in reverse.
When the engine comes into contact with a rolling stock car, it will automatically couple with it and stop. Now you can move your controller to the right and the entire train will begin to move forward.
The further the flashing Throttle Indicator is pushed in either direction, the faster the train will move in that direction.
At this point, you can either continue to control your train manually, getting the "feel" of how to speed up, slow down and stop, or, once you are satisfied with your speed, you can press the controller button and your train will run automatically. To make adjustments in speed, simply select the proper Engine Throttle icon and move the Throttle Indicator
Follow Engines
When your train begins to proceed along your layout, you'll notice that you'll begin to lose "track" of it once "it moves off the first screen section of your layout >ou can either use your controller to move the cursor over a screen to the next section, or you can select the proper Follow Engine icon and you will automatically follow the train as it moves across your layout
Map
Once again, Map gives you a bird's-eye view of your entire layout Here, however, you can see your train move along the track and also practice making out where your Shipping and Receiving Sites are (as indicated by colored rectangles) in relation to your train, an important skill necessary for making pickups and deliveries during the Play Game mode. Again, pressing the controller button will return you to the more detailed perspectives of individual layout sections.
|
12 |
||
|
1 |
||
Stop Follow
Selecting this icon cancels any commands to follow either of the two train engines. This feature frees you up to "run ahead" of your trains to check on any Shipping or Receiving Sites that may be coming up, giving you time to plan on where and when to stop your train should you decide to do so.
Help
Help displays which Shipping Sites load cargo into what rolling stock and what rolling stock unload cargo at which Receiving Sites. Consult this chart when you're planning your layouts and when you're playing the game. The chart is reprinted here to help you become familiar with car and building types, as well as with railroad terminology.
SOFTWARE LOADS BOXES ONTO WHICH UNLOADS AT
COMPANY OF SOFTWARE BOXCAR BOXES OF SOFTWARE STORE

WATER EMPTIES INTO WHICH REFILLS OF WATER
TANK WATER TANK CAR WATER SUPPLY TOWER

* CATTLE LOADS ONTO WHICH UNLOADS AT DAIRY
RANCH CATTLE CATTLE CAR CATTLE FARM
TRAIN LOADS ONTO WHICH UNLOADS AT TRAIN
DEPOT PASSENGERS PASSENGER PASSENGERS DEPOT
CAR
*Not included in Apple version.
13
Exit
This option returns you to the Main Menu.
Coupling and Uncoupling Rolling Stock Cars
Linking cars to engines and other cars is called coupling. As mentioned earlier, to couple an engine to a car simply back your engine into it. Of course, any other cars already coupled to that car will also become part of your train. To uncouple cars, use your controller to move your cursor onto the car you want removed closest to the engine. Press the controller button and the cars will uncouple. You may only uncouple cars that are attached to your engine; i.e., to separate any cars, they must first be part of your train.
Completing Your Train
Through an interplay of throttle forward, throttle reverse, and the use of switches, you will be able to custom design your own trains to meet the needs of the specific Shipping and Receiving Sites you've placed within your layout. As you become a more experienced engineer; you'll quickly learn which cars should be in which locations in your train in order to efficiently service the businesses that depend upon you.
Switches
lb change switches, place the cursor over the track intersection and press the controller button. A tone will sound as you do this, as well as when an engine runs through the intersection and automatically flips the switch.

SWITCH
Loading and Unloading Cars
lb load a car, stop your train (using Engine Throttle) so that the car is positioned next to the appropriate Shipping Site as displayed on the Help Chart. This is where a steady brakeman's hand becomes crucial to timing. Once the train is stopped, position the cursor over the Shipping Site, press the controller button and watch the cargo load.
|
14 |
||
When a car is loaded, that car's position in the train diagram at the bottom of the screen will change colon As your trains move along your layout, this reminder will help you stay on schedule. Otherwise, you might stop to load a car that is already carrying a full payload.
LOADED CAR
lb unload a car; stop your train so that the car is positioned next to the appropriate Receiving Site. Once again, position the cursor over the Receiving Site, press the controller button and deliver your cargo!
Important* Do not position the cursor over the car you're unloading! This will only cause the car to uncouple from the train and waste valuable time as you have to first recouple and then unload.
PLAY GAME
The game mentioned in this option is a fully operational railroad simulation in which you run your trains along a layout of your own creation and score points as you successfully receive and discharge passengers and/or cargo while staying on schedule.
You may play the game immediately after creating a layout or after loading a layout already saved.
As discussed earlier; where to pick up cargo and where to deliver it depends on the types of cars in your traia Use Help or the chart in this manual to remind yourself of what goes where.
Carloads of cargo are periodically produced at each of the Shipping Sites on your layout. The number of carloads waiting for pickup at each site can be determined by looking at the Map.
*******
% ;**
l ** ft*
' ** am *
** A
I**
fail**** / ****i ****{ / mm **\ " mm *\
*** ****************
** ****** ** **^*l*tl*tl|
■ ****** ****** ****
|
1 |
«t mi |
Each Shipping Site is indicated by a rectangle. The color of the rectangle indicates how many carloads of cargo are waiting at that site.
|
Amount of Cargo |
Apple |
IBM PCjr & Commodore 64 |
IBM PC |
|
No Cargo |
White |
Yellow |
White |
|
1, 2 or 3 Carloads |
Green |
Green |
Blue |
|
4, 5 or 6 Carloads |
Orange |
Red |
Red |
|
7 Carloads |
Flashing Orange |
Flashing Red |
Flashing Red |
If more than seven carloads accumulate at any Shipping Site, all cargo at that site disappears (it gets shipped by plane instead of rail) and points are subtracted because you've lost business for your railroad company.
Passenger cars operate a little differently. There is always an unlimited supply of passengers waiting to board the train and there is no penalty for not delivering passengers. (Just like real commuter railroads!) A passenger car may be loaded at any depot and unloaded at any other depot. When a train pulls into a depot, all passenger cars must first be unloaded before any empty passenger cars can be loaded.
As you successfully make pickups and deliveries, not only will you score points, but you'll be ranked as to your professionalism. The rankings are as follows.
|
Rank |
Earned Points |
|
Coal Chipper |
0-100 points |
|
Fireman |
101-200 points |
|
Brakeman |
201-300 points |
|
Conductor |
301-400 points |
|
Engineer |
401 points and up |
SAVE AND LOAD LAYOUTS
If you like any of your layouts enough that you want to save them, The Railroad Works makes it simple. Simply select Save To Disk when you Ye finished with a layout, insert a new formatted disk, type in a name for the layout and press
| RETURN [.
To load that layout at a later time, select Load From Disk, insert the disk you've saved your layout on, type in the name and press | return [. You can use these features to not only save your best layouts but modify them later on.
|
16 t HEH |
|
OTHER FEATURES
Clear Layout
If you want to erase the layout you're working on, select Clear Layout and you'll be back at the "train yard," where you can start from scratch.
Clear Layout will only clear the layout you're working on and will not erase any saved layouts from the disk. Saved layouts cannot be erased.
Change Background Color (Commodore 64 only)
"tbu can choose to run your trains during the day, at twilight or at night.
Sound
As your trains move through your layout they will "chug" along the tracks. If you prefer a quieter ride, press the[s] key to turn the sound off. Press it again to turn the sound back on.
Change Engine and Cars
The Railroad Works features engines and rolling stock representative of two important eras in the history of American railroading.
The type of train that automatically appears when you first load your program is a steam-powered Iron Horse from the turn of the century. The rolling stock has been designed to match actual cars from that era and many of these types of cars are still in use today.
The alternate type of train is a diesel-powered Powerhouse from the modern era with appropriately designed rolling stock. YouVe probably seen lots of these trains in your hometown.
Scenery does not change from era to era.
If you would like to find out more about the history of actual railroads, your local public or school library will be happy to help.
SAMPLE LAYOUTS
The Railroad Works includes nine sample layouts designed to illustrate just some of the endless railroading possibilities of this program.
SAMPLE 1, SAMPLE2 and SAMPLE3 are general layouts showing examples of different combinations of scenery figures. The other six layouts are examples of game screens. The names of these layouts describe the challenge level of each game.
|
EASY1 |
EASY2 |
MEDIUM 1 |
MEDIUM2 |
HARD1 |
HARD2 |
|
[ No Track |
With Track |
No Track |
With Track |
No Track |
With Track | |
To load one of these layouts, select Load From Disk from the Main Menu and type in the specific name. Do not include a space between the name and number.
NOTICE
CBS Software values its customers and believes they should be aware of their rights, not merely of ours, under the Copyright Law. To that end, we quote for the purchaser of this equipment the provisions of section 117 of that law which contains limitations on the exclusive rights of copying and adaptation which that law gives, among other rights, to copyright owners of computer programs:
"Not withstanding the provisions of section 106, it is not an infringement for the owner of a copy of a computer program to make or authorize the making of another copy or adaptation of that computer program provided:
(1) that such new copy or adaptation is created as an essential step in the utilization of the computer program in conjunction with a machine and that it is used in no other manner, or
(2) that such new copy or adaptation is for archival purposes only and that all archival copies are destroyed in the event that continued possession of the computer program should cease to be rightful.
Any exact copies prepared in accordance with the provision of this section may be leased, sold, or otherwise transferred, along with the copy from which such copies were prepared, only as part of the lease, sale, or other transfer of all rights in the program. Adaptations so prepared may be transferred only with the authorization of the copyright owner."
Subject to those limitations, the purchaser of this equipment is granted a paid up non-exclusive license to use its software on one host computer

SOFTWARE
Almost 20 years ago, I heard a song on WSOU which was one of their 'unsigned band specials'. The song was apparentl Progressive Psychosis by Schizo. As far as I know, they never did get signed, but they sure should have.
How to describe it? A proggier Megadeth?
Brick Oven Pizza
slices
PLAIN CHEESE.........................................................................2.50
CHICKEN, ERESH TOM. & ONIONS......................4-2-5
LASAGNA, CHOP MEAT ..........................................4-2-5
W/ RICOTTA & MOZZARELLA
BAKE ZITI PIZZA PASTA.................................................4-2-5
MARGHERITA SLICE_____...........................................3-75
W/ FRESH MOZZARELLA, BASIL & A SPLASH OP TOMATO SAUCE
SALAD SLICE (a(( Vegetable)............................................4.25
SICILIAN SLICE........................................................................2.75
SLICES WITH ONE ITEM................................................3.75
OR YOU MAY CREATE YOUR OWN SLICE..............
"Tarty Tray's"
TRAY OE MINI PANNI 25 pec..................................35.OO
TRAY OF CHICKEN WING 25 pec.......................24.00
Soba
CAN SODA..................................................................................1.50
20 oz. SODA...............................................................................2.00
APPLE JUICE {Martenelli)..................................................3.25
20 oz. SMART WATER.........................................................2.25
POLAND SPRING WATER..............................................1.75
GATERAID..................................................................................2.25
SNAPPLE.......................................................................................2.00
Brick Oven Pizza
133 2nd Avenue Corner of St. Mark
IWCK ©VIEW
PlZZAMNI
Open 7 days a week
We Use Fresh Ingridiant
Satispation Guaranteed
All Our Bakeing Done on Premss
We Make Our Dow Fresh Every Day
It's Time For A Change For Freshness
THANK YOU ff
We Deliver
Tel: 111-979-6381 111-979-6381 212-979-6384
Pizza
Salads
Inb Medium Large
Regufar Large Pizza 9.00............14.00..............17.50
HOUSE SALAD..
...6.95
..I4.95-
.19.50
Margarita 9.95.
fresh mozzarella, basil anb tomato
Quattro Pormaggi 11.50..............15.50...........22.00
fresh mozzarella, gorgonzola, fontina, taleggio
Quattro Stagioni 11.50..............16.50...........22.00
1/4 mushroom 1/4 article, 1/4 gaeta olives, 1/4 prosciutto
Special St. Mark's 11.50..............16.50............23.00
\res\) mozzarella, tomato, anigula, fresh prosciutto; gaeta olives
Pizza Alia Nini 14.75..............18.95.............12-95
fresh mozzarella, basil, rabbicljio, scrimp
ll Giarbino. ' 11.50..............16.50...........22.00
fresh mozzarella, basil, artichoke, broccoli, onions, mushrooms
Yegetariana 11.50..............16.50...........22.00
jresf? mozzarella, tomato, eggplant, peppers, zucchini, onions Terra e Mare 16.95.............21.50............2.4.50
fresh mozzarella, tomato, shrimp, procini mushrooms
Romano 11.50..............16.50...........20.00
tomato, anchovies, gaeta olives, capers, oregano
Chicken Onions Tom 13.50..............18.50............24.50
Lasagna Pizza 13.50..............18.50............24.50
mkeb ZITI Pizza 13.50..............18.50............24.50
Safad Pizza 13.50..............15.50............23.00
Sicilian A((a Nonna w. Garlic ........................................19.50
fresh mozzarella & basil THIN CRUST
Regular Sicilian..
.19.50
Toppings 2.50 extra
Pepperoni Broccofi Extra cheese Garlic
Sausage Anchovies Capers Onions
Green Peppers Gaeta olives Mushrooms Mearaul
Special Toppings 3.75 extra
Artichoke shrimp Fontina
Gorgonzola Arumla Porcini Mushrooms
Ricotta dhw<m Prosciutto
Pineapple Ham
TRE COLOFJ SALAD............................................................6.95
CAPRESE w/ Presh Mozzarella & Basif....................6.95
CAESAR SALAD.........................................................................6.95
MESCLUN SALAD w/ Goat Cheese...........................6.95
Hero Saribwic\)es
Meatball Parmigiana................................................................6.95
Sausage anb Peppers...................................................................6.95
C^ic^en Parmigiana...................................................................7.50
Eggplant Parmigiana.................................................................6.95
Specialties
Chicken Wings....................................................................6 for 5.95
Pepperoni Ro((.................................................................................4.50
Spinach Ro((......................................................................................4.50
Garfic Knots.......................................................................3 for 1.50
.....................................................................................................5 for 2.00
Chicken Rolls......
..5.75
Sausage & Pepper Roffs............................................................5.75
Stromboli Meat or Vegetable................................................5.75
Calzone...............................................................................................5.00
with any abb. items..........................................................abb. 2.50
Garfic Bread with fresh garlic anb basil......................4.50
with mozzarella................................abb. 1.75
Pres^ Pries.........................................................................................3.50
MiniPanini......................................................................................1.75
Basif Mozzarella & Tomato
P>ab$ Pizza wl Onions.............................................................4.50
Cz Commodore®
If your diskettes become damaged or worn out...
Commodore realizes that your original Commodore software diskettes may become damaged or worn out through continued use. So we're making it possible to exchange a damaged diskette for a new one.
How to exchange a diskette...
Send the defective diskette back to Commodore with a check or money order for ten dollars (for the 5.25" diskette or the 3.5" diskette) and we'll send you a replacement diskette by return mail within 4 to 6 weeks.
THIS POLICY APPLIES ONLY TO ORIGINAL COMMODORE DISKETTES CONTAINING COMMODORE OR AMIGA SOFTWARE.
Return this form with your damaged diskette and check or money order, payable to Commodore Business Machines, Inc. to:
Commodore Diskette Replacement
C2655
1200 Wilson Drive
West Chester, PA 19380
Diskette Exchange Form please print clearly
Name of Program__________________________________________________________
Computer Model___________________________________________________________
Dealer's Name____________________________________________________________
City________________________________State_______________Zip_______________
Owner's Name.
Address____
City________
Phone______
P/N.312341-02
State_______________Zip.
41A053-001
Koala Technologies
for Commodore 64
computers
V6
<5>hoala
Technologies Corporation
^hoala
Technologies Corporation
COPYRIGHT
Copyright 1984 by Koala Technologies. All rights reserved. Under the copyright laws, this manual and its accompanying software packages may not be copied, in whole or in part, without the written consent of Koala Technologies. Unauthorized copying or transmitting of this copyrighted software in or on any medium is strictly prohibited. Under the law, copying includes translating into another language.
Software produced and owned by Audio Light, Inc., Los Gatos, California. © 1984 Audio Light, Inc. All rights reserved.
Commodore 64 is a trademark of Commodore Electronics, Ltd.
TABLE OF CONTENTS
INTRODUCTION ................................ 1
SYSTEM REQUIREMENTS........................ 2
Cartridge Version .......................... 2
Diskette Version ........................... 2
GETTING STARTED ............................. 3
Cartridge Version .......................... 3
Diskette Version ........................... 3
HOWTO BEGIN................................. 5
Making Selections ......................... 5
Switching Between Screens.................. 5
Erasing the Entire Screen.................... 6
THE KOALAPAINTER MENU ...................... 7
The Brush Set............................. 7
The Color Palette .......................... 7
THE COMMANDS ............................... 8
STORAGE......................................17
Initializing a Disk...........................17
Retrieving Stored Pictures...................17
Saving Pictures............................18
Changing Disks............................18
HINTS AND EXPLANATIONS......................19
KoalaPad Buttons..........................19
Error Messages............................19
Transport Feature..........................19
Copying Between Screens...................19
Fill......................................20
XColor...................................20
Erasing Small Areas........................20
TeCHN\CALNO-TESs;;.
U^rS!mProgr^s;.;.-... |SureFormat
21 21 .21 .21 .21 ..22
.24 ' .24
" .25
INTRODUCTION
KoalaPainter is an easy-to-use computer drawing tool which allows you to:
Draw freehand on your computer display using several different colors and "brushes."
Draw perfect geometric shapes of any size and color.
Create designs on two different viewing screens, and copy images from one screen to the other.
Magnify your drawings for easy close-up work.
Save your drawings on diskette for future enjoyment.
Create beautiful high-resolution graphics screens to use in your own programs.
SYSTEM REQUIREMENTS
Cartridge Version
Commodore 64 computer
KoalaPainter program cartridge
KoalaPad touch tablet and stylus
Color television or monitor
Commodore 1541 disk drive and blank diskettes (required only if you want to save your pictures)
Diskette Version
Commodore 64 computer
KoalaPainter program diskette
KoalaPad touch tablet and stylus
Commodore 1541 disk drive (and blank diskettes if you want to save your pictures)
Color television or monitor
2
GETTING STARTED
Cartridge Version
Make sure your computer is turned off.
Insert the KoalaPainter cartridge into the Commodore 64's cartridge slot, with the label facing up.
Connect your KoalaPad into Control Port 1 on the right side of your computer.
Turn on your television or monitor.
Turn on your computer.
You'll see the KoalaPainter title screen display on your television or monitor. You can wait for it to finish painting, and it will go to the menu automatically. Or you can press one of the KoalaPad buttons, and the menu will appear more quickly.
Diskette Version
Make sure your computer is turned off.
Turn on your disk drive and your television or monitor.
Turn on your computer.
Insert your KoalaPainter program diskette into your disk drive.
Connect your KoalaPad into Control Port 1 on the right side of your computer.
When your computer indicates "READY", type:
LOAD"KPAINT",8 and press < RETURN >. When your computer responds "READY" again, type:
RUN
and press < RETURN >.
KoalaPainter will now load. It takes about a minute for the title screen to appear.
3
When the menu appears you're ready to draw. The menu offers a variety of drawing and color options. However, to become familiar with how the KoalaPad works, let's begin with a few basics and do a little experimenting. The menu and its options will be described in more detail later in this manual.
HOW TO BEGIN
The menu is divided into three areas: commands, brushes, and the color palette. Choosing a command, brush, or color is easy: just move your finger or stylus on the KoalaPad until the cursor is in the right place on the screen, then press either KoalaPad button.
Whenever you choose a command, brush, or color, KoalaPainter will verify your choice. When you select a command, the name of the command flashes. When you select a brush, a small green square appears under the selected brush. When you select a color, the screen border changes to the selected color.
Once you've chosen a command, a brush, and a color, you are ready to move to the drawing screen to begin creating your design. Let's begin with the DRAW command.
Making Selections
Position the cursor in the box marked DRAW.
Keeping the cursor in this box, press either button on your KoalaPad.
Using this same procedure, select a color or pattern and a brush.
Switching Between Screens
In order to go to the drawing screen, move the tip of your stylus all the way down to the bottom of the KoalaPad's surface. The cursor will disappear below the color palette. If your television or monitor volume is turned up, you will hear a steady "beeping" when your stylus is in the right place.
Now press either KoalaPad button. The menu screen will be replaced by the drawing screen, and you are ready to begin drawing.
Hold down either button and move your finger or stylus on the tablet. A line in your selected color and brush will be drawn on the screen.
5
Release the button and your line will stop.
To return to the menu, move your stylus to the bottom of the tablet surface and press either button. The menu will reappear. You are now ready to choose other commands, colors or brushes.
Practice going back and forth a few times until you get the hang of it. When you are drawing, all your designs will be drawn in the currently selected brush and color. Make your selections before going to the drawing screen.
Erasing the Entire Screen
Move the cursor to the box marked ERASE and press either button. The ERASE command will blink.
If you are sure that you want to erase your entire drawing screen, select ERASE again to confirm your selection.
THE KOALAPAINTER MENU

The Brush Set
A brush is any one of eight different markers which control the width and shape of the lines drawn on the screen.

The Color Palette
The color palette is composed of sixteen solid colors and sixteen patterns. Each pattern is composed of the currently selected color and the solid color directly above it. There are 120 possible pattern combinations.

THE COMMANDS
Draw
(AT-
DRAW Freehand drawing.
Move the cursor to the point where you want to begin drawing and hold down either button.
With the button down, move your stylus on the KoalaPad just as if it were a pencil on paper.
To stop drawing, release the button.
Line
LINE Draws individual straight lines.
Position the cursor where you want to start your line.
Press either button and stretch the line from this point.
Press either button when the line is the desired length. This sets the length of the line.
If you want to transport the line to a new location, move your finger or stylus on the tablet's surface.
When the line is in the new location, press either button and the line will be fixed in place.
8
Lines
LINES Draws lines that are connected end-to-end.
Position the cursor where you want to start your first line.
Press either button.
Stretch the line into place by moving the stylus.
Press either button. This fixes the end of the first line and starts the next line.
Repeat for more lines.
Rays
RAYS Makes lines that radiate from one point.
Move the cursor to the starting point of the rays and press either button.
Move the cursor to another point on the screen and press either button. A line will be drawn from the starting point to this point.
Repeat this for each ray you want to draw, or hold down the button and move your stylus. A design will be drawn. Notice how you can vary the design by varying how fast you move the cursor.
9
Frame
FRAME Makes rectangular frames.
Move the cursor to where you want to place a corner of the frame.
Press either button to fix the corner in place.
Move the cursor to where you want to place the opposite corner of the frame. The frame will stretch to this point.
When the frame is the desired size, press either button.
Move the frame to a new location, if desired, and press either button to fix it in place.
|
Box |
J |
BOX Creates a frame that automatically fills with the selected color or pattern.
Follow the same procedure as in the FRAME command.
10
Circle
IcCPl
CIRCLE Makes a circle.
Move the cursor to where where you want to locate the outer edge of the circle.
Press either button and move the cursor. A circle will develop from this point.
Stretch the circle until it reaches the desired size, then press either button. This fixes the size of the circle.
Transport the circle to another location if you want and press either button. This fixes the circle in place.
Disc
DISC Creates a circle that automatically fills with the selected color or pattern.
Follow the same procedure as in the CIRCLE command.
11
Fill
FILL Fills in specified areas with selected color or pattern.
First select a color or pattern from the color palette.
Position the cursor inside the area to be filled.
Press either button.
See the Hints and Explanations section for further information on the FILL command.

XCOLOR "Exchange Color" Replaces a color in your design with a different color.
Select XCOLOR.
Select a new color (not a pattern) from the color palette, then go to the drawing screen.
Place the cursor on the color to be changed.
Press either button. The old color will be changed to the new color everywhere on the screen, even inside a pattern.
If you don't like the results, go back to the menu and select OOPS.
See the Hints and Explanations section for further information on the XCOLOR command.
12
Mirror
MIRROR Creates mirrored images using the current drawing command.
Select a drawing command such as DRAW, LINE, CIRCLE etc.
Select MIRROR. The screen will flash briefly, and the word "Mirror" will blink along with your chosen drawing mode.
Go to the drawing screen and follow the instructions for the selected drawing mode. Exact copies of the current design will appear in the four corners of the screen.
To cancel MIRROR, select MIRROR a second time. The word "Mirror" will stop blinking.
Copy
COPY Copies a portion of a picture on your drawing screen to another location.
Move the cursor to one corner of the area you want to copy and press either button.
Move the stylus and a frame will appear; stretch the frame until it encloses the entire area you want to copy, then press either button.
Move the frame to another location on the screen and press either button.
13
Swap
^^T 1-v-* A
SWAP Allows movement between two separate drawing screens.
Select SWAP. Your drawing screen will appear. Let's call this "screen A."
Press either button. Another drawing screen will appear; we'll call this "screen B."
Each time you press a button, you'll swap between the two screens.
When the screen you want to use is displayed, go back to the menu to make other selections and continue with that screen.
You can create designs on screen A and copy them to screen B or vice versa by using the SWAP and COPY commands together. See the Hints and Explanations section lr»r information on how to do this.
14
Zoom
ZOOM Magnifies designs for close-up detail work.
After selecting ZOOM, the drawing screen will appear. There will be a frame entitled ZOOM on the screen.
Move this frame so that it encloses the area you want to "zoom in on," and press either button.
On the top one-third of the screen, you will see your design in its actual size. On the bottom, you will see your design enlarged.
You can move the cursor around in either the top or bottom area. In the top area, moving the cursor and pressing a button repositions the zoom frame. In the bottom area, you can draw on your enlarged design. At the far bottom of the screen, you can select new colors to draw with.
It's easier to edit your work if you use the smallest brush.
Oops
OOPS Lets you change your mind by cancelling your most recent drawing command.
Select OOPS. The screen will flash to acknowledge the command.
When you return to the drawing screen, you'll find your design just as it was before the last command you used.
OOPS can only be used to undo the most recent command.
Erase
ERASE Erases everything on the drawing screen.
Select ERASE. The word "Erase" will begin blinking.
If you are sure you want to erase your entire drawing screen, select ERASE again. The screen will flash to acknowledge the command, and the word "Erase" will stop blinking.
If you change your mind about erasing the screen before selecting ERASE the second time, select another command.
If you accidentally erase your screen, you can restore it if you select OOPS.
16
Storage
D
STORAGE Allows pictures to be stored and retrieved on diskette.
First insert the diskette you want to use into your disk drive, then select Storage.
You will see a menu appear, consisting of sixteen "slots" with picture names in them. Some of the slots may contain the word "empty" if no picture has been stored in them.
Initializing a Disk
If you are using a new, unused diskette, you must first initialize it with the "Init Disk" command on the Storage menu. Move the cursor into the box containing the words "Init Disk" and press either button. KoalaPainter will then ask you "Erase Disk? Type 'Y' for Yes." Initializing a diskette erases everything already on the diskette. If you press "Y" on the keyboard, KoalaPainter will then ask you to give the diskette a name. Type the name of the diskette in on the keyboard. You may type up to twelve letters, numbers, and spaces in a name. When you hit the < RETURN > key, the disk will be initialized. Once a diskette has been initialized, you can proceed to use the other Storage commands.
Retrieving Stored Pictures
To get a picture from the diskette onto your screen, select the "Get" command by moving the cursor into the box marked "Get" and pressing either button. Then move the cursor to the slot containing the picture name and press a button. The status line at the bottom of the menu will say "Getting Picture" while KoalaPainter loads your picture from the diskette. When the "Getting Picture" message goes away, you can return to the main menu by moving the stylus to the bottom of the KoalaPad surface and pressing either button.
17
Saving Pictures
To save one of your own pictures on your diskette, first make sure it is the current drawing screen (use the Swap command if necessary.) Then select the "Name & Save" command on the Storage menu. Move the cursor to an "empty" slot to add a picture to the diskette, or to a named slot to replace an existing picture. Then press either button. Now type in a name for your picture, up to 8 letters, numbers, and spaces. When you hit the < RETURN > key, KoalaPainter will save your picture to the diskette.
To save one of your pictures without changing its name, select the "Save" command on the Storage menu. Then select one of the already named slots in the menu by pointing at it with the cursor and pressing a button.
If you have the diskette version of KoalaPainter, you shouldn't try to use your KoalaPainter program diskette to store your own pictures use one of your own diskettes instead. The KoalaPainter diskette can not be written on, but it does contain some sample pictures you can use.
Changing Disks
If you want to switch to a different diskette, first insert the new diskette into your disk drive and then select the "Change Disk" command. The menu will change to show you which pictures have been stored on the diskette.
18
HINTS AND EXPLANATIONS
KoalaPad Buttons
Both KoalaPad buttons act the same in KoalaPainter; you can press whichever one is most comfortable for you.
Error Messages
Various error messages may appear in the bottom status line of the Storage menu if something goes wrong. These error messages come from the disk drive itself you should consult your disk drive manual to see what the problem is.
Transport Feature
The commands which draw geometric shapes (LINE, CIRCLE, DISC, FRAME, and BOX) all allow you to first set the size of the object by "stretching" and then to set the position of the object. This is called the Transport Feature, and operates the same way for all of these commands.
Copying Between Screens
Use the SWAP command first. Swap between the screens until the picture you want to copy from is on the screen.
Go back to the main menu and select the COPY command. Frame the area you want to copy by pressing once on the first corner of the frame, then again on the opposite corner.
When you press the second time, the screen will switch to the other picture. Move the frame to where you want it and press a button. You may place more than one copy by moving the frame and pressing a button in each place you want the copy.
When you move your stylus to the bottom of the KoalaPad and press a button, you will be switched back to the first screen, and you can copy another area.
19
F\\\
L first se\ecWQtnk r0Und wwe an0
white.
_ -rx arase on\y 1
white. ade a
cotorPPfandse\ecttheDR^UaYoU*a*tnX
*■ eraser a' l" . avN over iw » the boa
TECHNICAL NOTES
Color Collisions
Occasionally, you may notice peculiar color responses colors "changing out from under you" when you attempt to use several different colors in a small area of the screen. Although you have many different colors to choose from, the Commodore 64 hardware only allows you to have four separate colors (including the background color) in each 4 by 8 dot area of the screen. So if you try to add a fifth color, one of the first four has to change. This is called "color collision" and can be avoided by not using too many colors in a small area.
Printing Your Pictures
You cannot print your KoalaPainter pictures directly from KoalaPainter. Koala Technologies now offers a separate product, KoalaPrinter for the Commodore 64, which allows you to print your pictures.
Photographing Your Pictures
Use Kodachrome 64 daylight film for slides or Kodacolor VR100 for photographs.
Position your camera using a tripod.
Take pictures in a darkened room or arrange a hood over the screen to shelter it from light reflections.
Set your camera's shutter speed for one second; use a light meter to determine the aperture.
Disk Drives
We recommend you use the Commodore 1541 disk drive with KoalaPainter. Other disk drives may or may not work correctly. Many higher-speed drives which use parallel (IEEE) interfaces may not be able to load and run KoalaPainter.
21
Displaying Pictures from BASIC
The following is a BASIC program (with a machine language subroutine for speed) which lets you display your KoalaPainter pictures without loading and running KoalaPainter itself. Type in this program carefully and save it to disk. (If you make a mistake typing any of the DATA statements, the program will halt with an error message. Re-check your typing.)
1 REM DISPLAY A KOALAPAINTER ITM] SCREEN
10 IF A = 1 GOTO 130
20 FOR A = 49154 TO 49320
30 READ l:T«T + l:POKE A, I
40 NEXT
50 IF T = 22747 GOTO 70
60 PRINT "ERROR IN DATA STATEMENTS!":STOP
70 INPUT "WHICH PICTURE";A$
80 IF RIGHT$(A$,1)="*" GOTO 100
90 A$ = A$+" ": REM 14 SPACES
100 F$ = CHR$ (129) + LEFT$ (A$, 14)
110 FC - PEEK (53281): CC = PEEK (646)
120 PRINT "LOADING. ..";:A= 1: LOAD F$,8,1
130 SYS 49154
140 WAIT 653,1: WAIT 653,1,1
150 POKE 53265, PEEK (53265) AND 223
160 POKE 53272, (PEEK (53272) AND 240) OR 4
170 POKE 53270, PEEK (53270) AND 239
180 POKE 53281, FC: POKE 646, CC
190 PRINT CHR$(147);
200 END
49154 DATA 173, 17, 208, 41, 239, 9, 32, 141
49162 DATA 17, 208, 173, 22, 208, 41, 223, 9
49170 DATA 16, 141, 22, 208, 173, 24, 208, 41
49178 DATA 240, 9,8,141, 24, 208, 76, 43
49186 DATA 192, 173, 17, 208, 41, 239, 141, 17
49194 DATA 208, 162, 127, 160, 64, 134, 252, 132
49202 DATA 251, 162, 4, 160, 0, 134, 254, 132
49210 DATA 253, 162, 131, 160, 39, 32, 127, 192
22
49218 DATA 162,131,160,40,134,252,132,251
49226 DATA 162, 216, 160, 0, 134, 254, 132, 253
49234 DATA 162, 135, 160, 15, 32, 127, 192, 173
49242 DATA 16, 135, 141, 33, 208, 162, 96, 160
49250 DATA 0, 134, 252, 132, 251, 162, 32, 160
49258 DATA 0,134, 254, 132, 253,162, 127, 160
49266 DATA 63, 32, 127,192, 173, 17, 208, 9
49274 DATA 16, 141,17, 208, 96,142, 1,192
49282 DATA 140, 0, 192, 160, 0, 177, 251, 145
49290 DATA 253, 165, 252, 205, 1, 192, 208, 8
49298 DATA 165, 251, 205, 0, 192, 208, 1, 96
49306 DATA 230, 251, 208, 2, 230, 252, 230, 253
49314 DATA 208, 227, 230, 254, 76, 135, 192
To display a picture, follow these steps:
Insert the diskette containing the above display program. LOAD the program.
If the picture is on a different diskette, remove the first diskette and insert the one with the picture.
RUN the program.
The program will prompt you with WHICH PICTURE?. Type in the name of the picture as you see it in KoalaPainter's Storage menu, for example PIC I DRAGON, and hit < RETURN >. Your program will be loaded and displayed. (This takes about 30 seconds on a Commodore 1541 drive.)
The picture will remain on the screen until you press and release either <SHIFT> key.
23
Using KoalaPainter Pictures in Your Own Programs
You can use KoalaPainter pictures in your own programs. For example, if you wanted to load a KoalaPainter picture as a title page while the rest of your program was loading or setting up, you could replace line 140 of the display program with a LOAD or GOTO to execute your own code. You just have to make sure to set the screen mode back to normal if necessary. (This is what lines 150 - 180 do.)
Slide Show
You can also convert the BASIC display program into a slide show. When you RUN it, it will loop through all the pictures on a diskette, displaying them one at a time. After displaying the last picture on the disk, the slide show returns to the first picture and starts over.
To convert the display program into the slide show program, simply replace lines 1 - 200 with the following.
1 REM KOALAPAINTER [TM] SCREEN SLIDE SHOW
10 IF A = 1 GOTO 150
20 OPEN 15,8,15, "I"
30 FOR A = 49154 TO 49320
40 READ I: T = T +1: POKE A, I: NEXT
50 IF T = 22747 GOTO 70
60 PRINT "ERROR IN DATA STATEMENTS!": STOP
70 L = ASC("A"):REM START WITH PIC A
80 F$ = CHR$(129)+"PIC"+CHR$(L)+"*"
90 OPEN 2, 8, 2, "0:" +F$+ ", P, R"
100 INPUT#15, E, M$,T, B: CLOSE 2
110 IF E = 0 GOTO 140
120 IF L = ASC("A") THEN PRINT "NO PICTURES ON
DISK.": END 130 GOTO 70
140 A = FRE(0):A = 1:LOAD F$,8,1 150 IF F THEN SYS 49187: GOTO 170 160 F=1:SYS 49154 170 L = L + 1:GOTO 80
24
Lines 49154 - 49314 are unchanged.
Picture Format
The KoalaPainter picture format is described below. The addresses shown are those which the picture occupies after being loaded into memory (e.g., with a BASIC "LOAD file,8,1" command).
24576 - 32575 Multicolor bitmap (8000 bytes) $6000 - $7F3F
32576 - 33575 Color memory 1 (1000 bytes) $7F40 - $8327
33576 - 34575 Color memory 2 (1000 bytes) $8328 - $870F
34576 Background color (1 byte)
$8710
25
LIMITED 90 DAY WARRANTY
Koala Technologies Corporation will replace this diskette or cartridge product free of charge if it is found defective in materials or workmanship within 90 days from the date of purchase. Simply send it prepaid to Koala Technologies Corporation, 3100 Patrick Henry Drive, Santa Clara, CA 95052-8100 who will replace the product.
Koala Technologies Corporation neither assumes not authorizes any representative or other person to assume for us any other liability in connection with the sale or any shipment of our products.
The rights specified within this warranty shall be the sole and exclusive remedy of the purchaser for any claim under the warranty. IMPLIED WARRANTIES, INCLUDING THE IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS ARE LIMITED IN DURATION TO A 90-DAY PERIOD FROM THE DATE OF PURCHASE. THE PURCHASER MAY MAKE NO CLAIM FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES FOR ANY DEFECT.
Some states do not allow limitations on how long an implied warranty lasts or the exclusion or limitation of incidental or consequential damages, so the above limitations or exclusions may not apply to you. This warranty gives you specific legal rights, and you may also have other legal rights that may vary from state to state.
There is a two year time limit on exchanging a damaged diskette.
DISKETTE EXCHANGE FORM
(please print clearly)
If you want to replace a damaged Koala software diskette, send the diskette back to Koala with a check or money order for eight dollars ($8.00) and we'll send you a replacement diskette.
NOTE: ONLY ORIGINAL KOALA SOFTWARE DISKETTES SOLD WITH A KOALA PRODUCT MAY BE EXCHANGED UNDER THIS POLICY.
Return this form with your damaged diskette and check for $8.00 to
KOALA TECHNOLOGIES CORPORATION
Dept. D
3100 Patrick Henry Drive
Santa Clara, CA 95052-8100
(please print clearly)
Name of Program_________________________________
Computer Model__________________________________
Reason for Exchange______________________________
Name__________________________________
Address________________________________
City____________________State_______Zip.
Telephone (_
Part No. 00256-005
KoalaPainter, KoaiaPad, KoalaPrinter and the svmborY*y Printed in U.S.A. are trademarks of Koala Technologies Corporation. Rev. C 9/84
Last night, I was fortunate enough to see Melvin Van Peebles' Sweet Sweetback's Badassssss (there doesn't seem to be a canonical spelling for this word) Song : The Musical, as part of the Apollo Salon series. (It was a small room - maybe 100-200 people).
(the Apollo salon series presents still-in-development productions, I suspect to get an idea for audience reactions, as well as maybe to get people to see works that might not get finished. You can surely read more about it at their web site than I know about it.)
At the beginning, Melvin actually got on stage and did a little speech - he explained that he'd always envisioned Sweetback as a musical, so this was a great opportunity for him - if almost 40 years late. The production was done by the Classical Theater of Harlem, who had been doing a very good staging of his Ain't Supposed to Die a Natural Death in previous years (I recognized a few of the cast members).
The transformation from movie to musical isn't as drastic as it sounds at first - the original movie did not have a lot of dialog, and could easily be viewed as an extended instrumental music video. So, replace the instrumental music with actual songs, and you've got Sweetback: The Musical.
I recognized a few of the songs that were done in the musical (like A Birth Certificate Ain't Nothin' but a Death Warrant Anyway, off of What the... You Mean I can't Sing? ), and in this production, in these cases, the singers actually sang along with the original recordings (with Van Peebles' singing); the writing of the musical is finished, but the production is far from it.
Van Peebles was able to grab the audience right away - an extended introduction of young Sweetback, sung by the five 'whores' (one of which takes his virginity), the virtues of his 'abilities', and what could be in the future for him (maybe even president! no, he is black after all). Using (more) humor (than the movie), it's easy to become invested in the characters.
The plot of the musical is the same as the movie, and works as a musical (it may even be more accessible in this form - whether it's the additional lyrics, the humor, or the stage prescence is up for debate). If this becomes a full-fledged production, I unreservedly recommend it for anyone who'd even bother reading this entry.
|
1520
|
|||||||||
|
PRINTER PLOTTER
|
|||||||||
|
User's Manual
|
|||||||||
![]() |
|||||||||
|
ft commodore
|
|||||||||
|
INFORMATION TO USER
|
|||||||||||
|
"WARNING: THIS EQUIPMENT HAS BEEN CERTIFIED TO COMPLY WITH THE LIMITS FOR A CLASS B COMPUTING DEVICE, PURSUANT TO SUB-PART J OF PART 15 OF FCC RULES. ONLY PERIPHERALS (COMPUTER INPUT/OUTPUT DEVICES, TERMINALS, PRINTERS, ETC.) CERTIFIED TO COMPLY WITH THE CLASS B LIMITS MAY BE ATTACHED TO THIS COMPUTER. OPERATION WITH NON-CERTIFIED PERIPHERALS IS LIKELY TO RESULT IN INTERFERENCE TO RADIO AND TV RECEPTION."
"THIS EQUIPMENT GENERATES AND USES RADIO FREQUENCY ENERGY AND IF NOT INSTALLED PROPERLY, THAT IS, IN STRICT ACCORDANCE WITH THE MANUFACTURER'S INSTRUCTIONS, MAY CAUSE INTERFERENCE TO RADIO AND TELEVISION RECEPTION. IT HAS BEEN TYPE TESTED AND FOUND TO COMPLY WITH THE LIMITS FOR A CLASS B COMPUTING DEVICE IN ACCORDANCE WITH THE SPECIFICATIONS IN SUBPART J OF PART 15 OF FCC RULES, WHICH ARE DESIGNED TO PROVIDE REASONABLE PROTECTION AGAINST SUCH INTERFERENCE IN A RESIDENTIAL INSTALLATION. HOWEVER, THERE IS NO GUARANTEE THAT INTERFERENCE WILL NOT OCCUR IN A PARTICULAR INSTALLATION. IF THIS EQUIPMENT DOES CAUSE INTERFERENCE TO RADIO OR TELEVISION RECEPTION, WHICH CAN BE DETERMINED BY TURNING THE EQUIPMENT OFF AND ON, THE USER IS ENCOURAGED TO TRY TO CORRECT THE INTERFERENCE BY ONE OR MORE OF THE FOLLOWING MEASURES:
REORIENTTHE RECE IVING ANTENNA
RELOCATE THE COMPUTER WITH RESPECT TO THE RECEIVER
MOVE THE COMPUTER AWAY FROM THE RECEIVER
PLUG THE COMPUTER INTO A DIFFERENT OUTLET SO THAT COMPUTER AND RECEIVER ARE ON DIFFERENT BRANCH CIRCUITS
"IF NECESSARY, THE USER SHOULD CONSULT THE DEALER OR AN EXPERIENCED RADIO/ TELEVISION TECHNICIAN FOR ADDITIONAL SUGGESTIONS. THE USER MAY FIND THE FOLLOWING BOOKLET PREPARED BY THE FEDERAL COMMUNICATIONS COMMISSION HELPFUL: 'HOW TO IDENTIFY AND RESOLVE RADIO-TV INTERFERENCE PROBLEMS.' THIS BOOKLET IS AVAILABLE FROM THE U.S. GOVERNMENT PRINTING OFFICE, WASHINGTON, D.C. 20402, STOCK NC. 004-000-00345-4."
THIS WARNING IS VALID FOR THE EQUIPMENT WHICH HAS THE FOLLOWING FCC LABEL ON ITS REAR.
|
|||||||||||
|
CERTIFIED TO COMPLY WITH CLASS B LIMITS OF PART 15 OF FCC RULES. SEE INSTRUCTIONS IF INTERFERENCE TO RADIO RECEPTION IS SUSPECTED.
|
|||||||||||
|
THE INFORMATION IN THIS MANUAL HAS BEEN REVIEWED AND IS BELIEVED TO BE ENTIRELY RELIABLE. NO RESPONSIBILITY, HOWEVER, IS ASSUMED FOR INACCURACIES. THE MATERIAL IN THIS MANUAL IS FOR INFORMATION PURPOSES ONLY, AND IS SUBJECT TO CHANGE WITHOUT NOTICE.
THIS MANUAL IS COPYRIGHTED AND CONTAINS PROPRIETARY INFORMATION. NO PART OF THIS PUBLICATION MAY BE REPRODUCED, STORED IN A RETRIEVAL SYSTEM, OR TRANSMITTED IN ANY FORM OR BY ANY MEANS, ELECTRONIC, MECHANICAL, PHOTOCOPYING, RECORDING OR OTHERWISE, WITHOUT THE PRIOR WRITTEN PERMISSION OF COMMODORE BUSINESS MACHINES, INC.
|
|||||||||||
|
(c) Copyrightw1983 by Commodore Business Machines, Inc.
All rights reserved. Part No. C1 5202
|
|||||||||||
|
COMMODORE SALES CENTERS
Commodore Business Machines/ Inc.
1200 Wilson Drive Westchester, PA 19380, U.S.A.
Commodore Business Machines Ltd.
3370 Pharmacy Avenue, Agincourt, Ontario, M1W 2K4, Canada
Commodore Business Machines (UK) Ltd.
675 Ajax Avenue, Trading Estate, Slough Berks, SL1 4BG, England
Commodore Bueromashinen GmbH
Lyonerstrasse 38, PO BOX 710126 Frankfult 6000, West Germany
Commodore Italiana S.R.L.
Via Conservatoria 22 Milano 20122, Italy
Commodore Information Center
5 Onion Road
Lane Cove 2066 NSW, Australia
Commodore Computer B.V.
Marksingel 2e481 1 N.V. Breda
Postlrus 720, 480 3aS Breda, Netherlands
Commodore AG(Schweiz)
Aeschenvorstadt 57 4010 Basel, Switzerland
|
|||||
|
P/N 1520024-01 Rev. B
|
|||||
![]() |
|||||
|
Qz commodore
|
|||||
|
Table of Contents
|
||||
|
Introduction
A. Congratulations.......................... i
B. Plotter Features.......................... i
C. Customer Support (Clubs, Magazines,
Information Network)......................ii
Section 1: Setting up Your Printer Plotter................ 1
A. Setting Up Your Printer Plotter................ 1
B. 1520 Printer Plotter Physical Characteristics....... 2
C. The Printer Mechanism ..................... 3
D. Back View.............................. 4
Section 2: Preparing to Use Your Plotter.................5
A. Installation Considerations...................5
B. Paper Loading...........................6
C. Pen Loading, Removal, and Replacement .........7
D. Connecting your Plotter to your computer........8
E. Performing the "POWER ON" Test.............9
F. Trouble Shooting.........................10
G. Cautions...............................11
Section 3: Using Your Plotter........................12
A. Introduction............................12
B. BASIC Commands associated with your Plotter.....13
1. The OPEN Command....................13
2. The PRINT#Command...................13
3. The CLOSE Command ...................14
4. The CMD Command.....................14
5. Command Examples.....................15
C. Plottable Area...........................15
1. Plotting Direction.......................15
2. Plottable Area.........................16
3. Cumulative Error Along the Y Axis...........17
D. Printing and Plotting in the Direct Mode..........18
E. Printing and Plotting under Program Control.......19
F. Sophisticated Programming Techniques
Through Secondary Addressing................20
1. SA = 0 Print ASCII Data..................21
2. SA = 1 Plot X, Y Data . . . :................24
3. SA = 2 Select Color .....................28
4. SA = 3 Select Character Size................30
5. SA = 4 Select Character Rotation ............32
6. SA = 5 Scribe (broken) Line Selection.........35
7. SA = 6 Select UPPER/Lower Case Characters.....37
8. SA = 7 Resert the Plotter..................39
|
||||
|
Section 4: Appendices.............................40
Appendix A. 1520 Plotter Specifications...................40
Appendix B. ASCII Code Table.........................41
Appendix C. Printing Control Characters on your Plotter........42
Appendix D. Serial Interface Information..................44
Appendix E. Programs You Can Try .....................45
1. Concentric Circles......................46
2. Concentric Squares.....................47
3. Rotating Triangles .....................48
4. Cone made from Circles..................49
5. Circle made from Circles .................50
6. Rotation Ellipses ......................51
7. Archimedian Spiral.....................52
8. Geometric Design......................53
9. Checker Board........................54
10. Hatching............................56
11. Changing Forms.......................57
12. Rotating Figures.......................59
13. Bar Chart ...........................60
14. Complex Bar Chart.....................63
|
||||
|
INTRODUCTION
|
|||||||
|
A. Congratulations
Congratulations on your recent purchase of the COMMODORE 1520 Four Color Printer Plotter. You have added an exciting new dimension of versatility and convenience to your COMMODORE computer system. This manual is intended to introduce you to your new Plotter. It includes all the information necessary to help you...
Learn the names and functions of all external parts
Install your Plotter
Connect the Plotter to your computer
Operate and maintain your Plotter
Write programs for your Plotter
In the process of showing you how to use your new Plotter, this manual assumes that you are familiar with the COMMODORE BASIC computer language. To get the most out of this manual, it is suggested that you continue to refer to your computers USER'S GUIDE and PROGRAMMER'S REFERENCE MANUAL.
B. Plotter Features
Your new Printer Plotter is a 4 color X-Y coordinate plotter. The X-axis extends across the width of the paper. The Y-axis runs vertically up and down the paper. Actual printing (plotting) is accomplished by combining movement of the pen carriage assembly horizontally across the paper with vertical paper movement. It is capable of high accuracy plotting with a resolution of 0.2mm. All printing is done with four ball point pens. The pen carriage assembly holds the 4 pens and allows the different colors to be rotated (one at a time) into position for printing.
Your Printer Plotter has the following features:
Standard VIC serial interface to allow easy connection to other COMMODORE computer peripheral devices
Plotting/printing in four colors for a wide variety of plotting applications
High resolution plotting with traces as small as 0.2 mm per pen movement (step) for accurate plots
Up to 80 characters per line (upper and lower case) in four sizes (10, 20, 40 and 80 characters per line) for flexibility in lettering plots or producing high quality general prints
|
|||||||
|
Your Printer Plotter is designed to connect directly into your computer through the Serial Port (6 pin connector). It can be used with up to 4 VIC-1541 floppy disk drives. These units are connected to the computer by "daisy chaining" the devices together each successive unit is plugged into the last unit connected to the computer. If you have a VIC-1525 Graphic Printer it will have to be disconnected while you are using your Plotter. Both printers have a single bus connection and therefore must be the last device on the daisy chain.
C. Customer Support
Please check with your local COMMODORE dealer, COMMODORE User's Magazines and COMMODORE and POWER/PLAY Clubs for additional support for your new Plotter. They can also keep you informed about possible applications programs written for your Printer Plotter.
|
|||||
|
ii
|
|||||
|
SECTION 1
|
||||||||||
|
Setting up Your Printer Plotter
|
||||||||||
|
A. Setting Up Your Printer Plotter:
Here is the suggested checklist procedure to follow prior to using your printer plotter.
1. After carefully unpacking your plotter, set the unit on a flat surface.
2. Retrieve the two roll shaft brackets and roll shaft.
3. Raise the Printer Mechanism Cover.
4. Insert the roll shaft brackets in the two grooves at the rear of the plotter housing.
5. Place the roll shaft on the slots of the brackets.
6. Lower the Printer Mechanism Cover.
|
||||||||||
![]() |
||||||||||
|
1
|
||||||||||
|
1520 Printer Plotter Physical Characteristics:
Front and Top View
Please note the following locations for the 1520 features:
ON-OFF switch is on the right side of the plotter housing.
Three functional bar switches and power indicator light are located on the face of the plotter housing. The bar switch on the left is for manually advancing the paper. The middle switch manually rotates the Pen Carriage, bringing the next color pen into writing position. The switch on the right sets the plotter mode for either insertion or removal of the color pens.
|
|||||||||||||||
|
(RS) Roll Shaft (PG) Paper Guide
|
|||||||||||||||
![]() |
|||||||||||||||
|
RSB (Roll Shaft Bracket)
|
|||||||||||||||
|
(PMC) Printer Mechanism Cover
|
|||||||||||||||
|
(PI) Power Indicator LED (PC) Pen Change Switch (CC) Color Change Switch (PF) Paper Feed Switch
|
|||||||||||||||
|
CC - Color Change
|
|||||||||||||||
|
Press this switch and the next color pen is rotated into printing position. The pen carriage will move to the left side to change colors.
|
|||||||||||||||
|
2
|
|||||||||||||||
|
Press this switch to insert or remove plotter pens. Refer to SECTION 2 PartC for pen loading/unloading instructions.
Press this switch when you want to manually feed paper through the Plotter.
ON/OFF Power Indicator.
Cover should be kept in place to keep the print mechanism clean and help control paper movement for accurate plots.
|
||||||||||||||||||||||||||
|
PC - Pen Change
|
||||||||||||||||||||||||||
|
PF - Paper Feed
|
||||||||||||||||||||||||||
|
PI - Power Indicator
PMC - Printer Mechanism Cover
|
||||||||||||||||||||||||||
|
C. The Printer Mechanism:
Remove the Printer Mechanism Cover and lift the Paper Roll Cover so that you can familiarize yourself with the internal parts of your Plotter. It is very important that this area be kept clean.
|
||||||||||||||||||||||||||
![]() |
||||||||||||||||||||||||||
|
PCL
|
||||||||||||||||||||||||||
|
PCA
|
PPG
|
|||||||||||||||||||||||||
|
PPG - Platen and Paper Guides
|
||||||||||||||||||||||||||
|
■The platen is the long black rubber roller. The paper guides are the small brass wheels located at each end of the platen. Refer to SECTION 2 Part B for paper loading instructions.
■The pen carriage assembly holds four pens. Each of the four pen slots is marked with the color of the pen to be inserted in the slot. Refer to SECTION 2 Part C for pen loading and unloading instructions.
|
||||||||||||||||||||||||||
|
PCA - Pen Carriage Assembly
|
||||||||||||||||||||||||||
|
3
|
||||||||||||||||||||||||||
|
PCL - Pen Change Lever
|
|||||||||||||||||||||||||||||||||||||||||||||
|
- Pressing this lever will cause the pen in printing position to be ejected from the Pen Carriage Assembly. It is used for removing and inserting the pens. Refer to SECTION 2 Part C for pen loading and unloading instructions.
|
|||||||||||||||||||||||||||||||||||||||||||||
|
Back View:
Turn your Plotter around so that you can look at the back of the unit as shown below. On the left side you will see the fuse holder and power line connection. On the right, you will see the serial interface jack used to connect the unit to your computer.
|
|||||||||||||||||||||||||||||||||||||||||||||
|
|||||||||||||||||||||||||||||||||||||||||||||
|
FH-Fuse Holder
PL-Power Line Connector
|
|||||||||||||||||||||||||||||||||||||||||||||
|
- Refer to SECTION 2 Part G.
- Use the power cord supplied with your Plotter. Refer to SECTION 2 Part D for complete connection instructions.
-This jack is used to connect your Plotter to the computer. Use the Serial Interface cable supplied with Plotter. Refer to SECTION 2 part D for complete connection instructions.
|
|||||||||||||||||||||||||||||||||||||||||||||
|
SI - Serial Interface Gack)
|
|||||||||||||||||||||||||||||||||||||||||||||
|
4
|
|||||||||||||||||||||||||||||||||||||||||||||
|
SECTION 2
|
||||||
|
Preparing to Use Your Printer Plotter
A. Installation Considerations:
In order to make your 1520 Plotter as trouble free as possible, please review the following list of precautions before setting up your new Plotter:
1. Always place your plotter on a flat surface.
2. Keep the ventilation holes free from any blockage.
3. Keep the machine as dust free as possible.
4. Do not place it in direct sunlight.
5. Do not apply extreme pressure to any part.
6. Avoid rooms with high humidity.
7. Avoid rooms with extremes in temperature.
8. Always put the caps back on the pens when you are not using them.
|
||||||
|
5
|
||||||
|
B. Paper Loading
Use only roll paper recommended and supplied by your local COMMODORE dealer:
Roll Paper Part Number: 1520030-01
Width: 114 millimeters (41/2 inches)
Thickness: 70 microns
Roll Diameter: 70 millimeters (maximum)
Be very careful while loading a roll of paper into your new Plotter. The paper installation procedures requires you to work around delicate parts. Follow the installation procedure exactly:
1. Remove the Printer Mechanism Cover (PMC) and the Paper Roll Cover (PRC).
2. Install the roll of paper into the lower paper tray between the two arms by first inserting the paper spindle in the middle of the paper roll. Lower the ends of the spindle into the notches in the paper support arms. The paper must feed off the bottom of the roll towards the front of the plotter.
3. Carefully insert the edge of the paper into the slot at the back of the print mechanism.
4. With your thumb on the center of the platen, gently rotate the platen in an upwards direction until the paper is in place. You will notice a tiny brass wheel located at each end of the platen. The paper must be positioned between these wheels and the platen roller.
5. Replace the Printer Mechanism Cover (PMC) and the Paper Roll Cover (PRC).
NOTE: The paper roll must be able to turn freely.
|
||||||
|
Pen Loading, Removal, and Replacement
In order to remove or replace pens, the Plotter must be connected to the computer and both units must be turned on -OR- the Plotter must be disconnected from the computer and turned on. The following sequence of instructions shows you how to use the bar switches and the pen change lever to remove or replace pens:
|
|||||||||||||
![]() |
|||||||||||||
![]() |
|||||||||||||
|
pen eject lever
|
|||||||||||||
|
1. Remove the Printer Mechanism Cover (PMC).
2. Press the Color Change switch (CC) until the desired pen is at the top of the pen carriage drum. The pen carriage will travel to the left side of the platen.
3. Press the Pen Change switch (PC). The pen carriage will move to the right side of the platen.
4. Press the Pen Change Lever (PCL) to lift the rear of the pen out of the pen carriage drum guide slot.
5. Hold the back end of the pen and remove it in an upwards direction.
6. If you are replacing the pen, insert the new pen (same color) into the pen carriage drum guide slot with the tip facing downward and into the retaining spring. Press down the back of the pen until it snaps (lightly) into place.
7. If you are removing the pen for storage, place the cap on the pen and store the pen in a safe place.
8. To remove or replace the other pens, repeat steps 2, and 4-7 above. Step 3 will not be necessary as the pen carriage drum will return to the right after pressing the Pen Change switch (PC).
9. Replace the Printer Mechanism Cover (PMC).
NOTE: Never force or try to rotate the pen carriage drum by hand.
|
|||||||||||||
|
7
|
|||||||||||||
|
D. Connecting your Plotter to the computer:
|
||||||||||||||||||
|
In order for your computer to know what devices it can work with (printers, disk drives), each device must have its own address. Disk drives are normally given addresses of 8 to 15. Printers are normally given addresses of either 4 or 5. Your plotter has been given an address of 6.
To connect your Plotter to the COMMODORE computer, please follow the instructions listed below:
1. Make SURE the power to your computer is turned off. This applies to any disk drives you may have connected to your computer.
2. Using the serial interface cable supplied with your Plotter, connect one end of the cable to the serial interface jack at the rear of the Plotter. The cable connector has a notch in it so that it can only be inserted one way. The pins should be positioned so that a slight pressure will seat the cable in the jack properly. You should not have to force the pins into the jack to do so could damage both the cable and the jack.
3. Refer to the SET UP Section of your USER'S GUIDE. Locate the serial port on the back of your COMMODORE computer. Insert the other end of the serial interface cable into this jack/port.
If you are using 1 or more VIC-1541 Disk Drives, refer to page 7 in the VIC-1541 USER'S MANUAL Insert the other end of the serial interface cable into the serial bus jack/port on the last disk drive in the daisy chain.
If you are using the VIC-1525 Graphic Printer, it will have to be disconnected temporarily as only one printer can be attached to your computer at a time. Insert the serial interface cable from your Plotter into the jack/port that you disconnected your VIC-1525 Printer from.
4. Locate the power line cable supplied with your Plotter. Carefully insert the jack into the power line connector on the back of the unit. It will only go in one way. Plug the other end into any grounded AC outlet. If the Plotter makes any sound, please turn it off.
NOTE: For information concerning the serial interface connector pin configuration, interface notes, and how to change the address of your Plotter, refer to APPENDICES D and E.
Commodore 64 v^ 1541
Personal Computer Disk Drive
|
||||||||||||||||||
![]() |
||||||||||||||||||
|
||||||||||||||||||
|
1520 Printer Plotter
|
||||||||||||||||||
|
8
|
||||||||||||||||||
|
E. Performing the "POWER ON" test:
|
||||||||
|
The following test(s) will verify that your Plotter is working properly:
1. Turn on the power to your Plotter; then, turn on the
computer. The unit should draw 4 small boxes. From left to right, the boxes should be in the following color sequence: blue, green, red and black.
|
||||||||
|
DDDD
I----------- black
l-----------------red
| I----------------------green
I--------------------------blue
2. If this test fails, recheck all cable connections and try the above steps again. If the test still fails, contact your COMMODORE dealer.
NOTE 1: You will find that none of the bar switches on your Plotter will operate if the unit is turned on, connected to the computer and the computer is turned off. The computer must either be turned on or the serial interface cable must be disconnected from the Plotter.
NOTE 2: Every time your Plotter and computer is turned on, it will automatically perform the "Power On" test the four boxes described in #2 above will be printed.
|
||||||||
|
9
|
||||||||
|
F. Trouble Shooting:
|
||||||||||||||||||||||||
|
We hope you don't have any problems with your Plotter. Just in case you do, however, see if you can solve the problem using the table below. If you still have problems, bring the Plotter into your COMMODORE dealer for repair.
|
||||||||||||||||||||||||
|
PROBABLE CAUSES & SOLUTIONS
|
||||||||||||||||||||||||
|
PROBLEM
|
||||||||||||||||||||||||
|
cause: Plotter is off. solution: Check the power line
connection and the power switch.
cause: Fuse may be blown. solution: Replace with a fuse of the same rating (300 MA, 125 V)
cause: Improper connection to computer. solution: Check all cable connections.
cause: Improperly loaded pens. solution: Reload and adjust the pens.
cause: Paper is jammed. solution: Remove and reload the paper.
|
||||||||||||||||||||||||
|
Plotter won't print. Power indicator 'OFF'
|
||||||||||||||||||||||||
|
Plotter won't print. Power indicator'ON'
|
||||||||||||||||||||||||
|
Plotter okay, paper won't advance.
|
||||||||||||||||||||||||
|
Printed characters are too light orsmudging.
|
||||||||||||||||||||||||
|
cause: Wrong pens or pen setting.
solution: Readjust the pens.
cause: Old or worn out pens.
solution: Replace the pens.
|
||||||||||||||||||||||||
|
Plotting distorted. cause: Paper probably not moving
freely. solution: Since the plotter moves the paper up and down to move along the Y axis, there must be sufficient slack and freedom of movement in the paper feed mechanism. Try unwinding some paper to form a loop just in front of the paper roll.
IMPORTANT: If you try to fix internal problems yourself by working inside your plotter, you may void your warranty. Take the plotter to your Commodore dealer for any necessary repairs.
|
||||||||||||||||||||||||
|
10
|
||||||||||||||||||||||||
|
G. Cautions:
1. Wait at least two seconds to turn on the power after it is turned off so that the Plotter will be initialized properly.
2. Never place the Plotter in direct sunlight.
3. Never apply power while you are either plugging in or unplugging the serial interface connector.
4. Never turn the power off while the Plotter is operating. See rule #8 below.
5. Never try to move the pen carriage assembly manually when the power is either on or off.
6. Never stop the pen carriage motion while it is printing.
7. Never operate the Plotter without paper. The pen carriage assembly may be damaged.
8. If a foreign object falls into the Plotter, turn it off immediately and remove the object. This situation is the only exception to rule #4 above.
|
|||||
|
11
|
|||||
|
SECTION 3 Using Your Plotter
Introduction:
Now that you have learned how to insert the pens and paper into your new Plotter, how to connect it to your computer, how to test it and how to correct any problems that may occur, you are ready for the next step putting the 1520 Printer Plotter to work for you.
In this section, you see how to use your Plotter to print program listings and plot graphic displays. Before we go any further, make sure that you are able to do the following:
1. Operate your COMMODORE computer.
2. Write elementary programs in BASIC language.
3. OPEN and CLOSE files.
4. READ and WRITE files to various peripheral devices: (Like a tape cassette or disk drive for the purpose of saving/retrieving programs keyed as you continue through the rest of this manual.)
If you are not familiar with any of the above items, take the time now to check the USER'S MANUAL and PROGRAMMER'S GUIDE.
|
|||||
|
12
|
|||||
|
B. BASIC COMMANDS associated with your Plotter
1. The OPEN Command:
This command creates a linkage or correspondence between a given physical device and a file number. Its format is as follows:
|
|||||||||
|
OPEN lfn,dn,sa
|
|||||||||
|
where:
|
|||||||||
|
Ifn Is the logical file number (any number from 1 to 255). If the logical file number is greater than 127, any printed lines will be double spaced.
dn Is the device number of the peripheral that will be sending/receiving the file. For the remainder of this manual, you will be using device #6, the address of your Plotter.
sa Is the secondary address, a unique way of instructing your Plotter's internal microprocessor to perform certain specific tasks. More about this important feature later.
2. The PRINT# Command:
This command works just like the BASIC PRINT command except that it directs the output to the Plotter instead of to the video screen. The abbreviation for PRINT# is pR (unshifted p and shifted R). There must be no space before the #, and spaces after the # are ignored. The format is as follows:
PRINT # Ifn < ,variable/data/command >
where:
Ifn Is the logical file number (any number from 1-255). This number must correspond to a given OPEN command.
< variable/data/command > will be discussed in detail later in the manual.
|
|||||||||
|
13
|
|||||||||
|
3. The CLOSE Command:
|
||||||
|
Careful use of this command is important because you may only have a maximum of ten files open at any one time. Programming your Plotter may require that you keep several files open simultaneously. Always close files when you are finished using them. The format is as follows:
CLOSE Ifn
where:
Ifn Is the logical file number of the file being closed. This number must correspond to a given OPEN command.
4. The CMD Command:
Good programming practice dictates never using this statement within a program; use this statement in direct mode only.
This statement transfers the primary output device (TV screen) to the logical file number specified in the command. The file must have been previously OPENed. When this command is in effect, all output generated by PRINT or LIST command will be sent to the file instead of the video monitor. The format of the command is as follows:
CMD Ifn < , string >
where:
Ifn Is the logical file number to receive the output.
string (optional) when specified is sent directly to the file. This can be used as a handy way of printing titles on printouts.
To re-direct the output back to the primary output device, the PRINT# command must be used to send a blank line to the CMD device prior to closing the file. If a syntax error occurs, output will not be redirected back to the video monitor. Devices are not "unlistened" by this so you should PRINT# a blank line after an error condition.
|
||||||
|
14
|
||||||
|
5. Command Examples
|
||||||||||||
|
File#1, device#6, secondary
address#0
File#2, device#6
|
||||||||||||
|
OPEN 1,6,0
OPEN 2,6
|
||||||||||||
|
PRINT#1,"HELLO THERE" Print "HELLO THERE" on file#1
PRINT#2," " Print a blank line on file#2
CLOSE1:CLOSE2 Close file#1 and file#2
|
||||||||||||
|
C. Plottable Area
1. Plotting Direction
Horizontal movements of the pen carriage are referred to as the X axis. Movement to the right of the left margin is represented as + X.
Vertical movement is accomplished by moving the paper up and down. This movement is referred to as the Y axis. Movement upward from the center is represented by the + Y and movement downward from center is represented by -Y.
|
||||||||||||
|
15
|
||||||||||||
|
2. Plottable Area
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Along the X axis: 96 mm (480 positions numbered 0 to 479 separated by 479 steps)
There is a 9 mm border on the left and right sides of the X plottable area, so that the actual paper width is 114 mm.
Along the Y axis: Programmable as desired (+ / - 999 positions numbered 0 to 998 separated by 998 steps)
Positions are defined as coordinate points, with steps being the spaces between the coordinate points.
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
(0,998)
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
(479,998)
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
The absolute center point of the plotting area is at coordinates (240,0).
The Home position within the plotting area is at coordinates (0,0).
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
NOTE:
If your lines extend beyond the limits of the plotting area, the pen is automatically forced up. When the pen returns to the plotting area, it will remain in the up position until a new plot command is received.
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
16
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
3. Cumulative Error Along the Y Axis:
|
||||||
|
Since paper is fed along the Y axis by means of frictional contact between rubber rollers, slight deviations in plotting accuracy may occur. This can be minimized by insuring that the paper advance mechanism doesn't have to pull the paper off the roll. Unroll a small amount of paper such that a loop is formed in front of the paper roll. Keep the paper roll cover lifted up while the unit is operating.
|
||||||
|
17
|
||||||
|
D. Printing in the Direct Mode:
Now that you have reviewed the BASIC commands you will need to handle files directed to your Plotter, let's put them to use in some practical applications. The direct mode allows you to communicate with your Plotter by entering printing commands directly into your computer keyboard and having them executed immediately.
The following example illustrates the DIRECT mode procedure for listing a short BASIC program. In the example below, a single statement BASIC program is keyed into the computer's memory. A LIST command is keyed and the program is printed on your video monitor. A file (#3) is OPENed to your Plotter. A CMD3 is issued to the file open on your Plotter (it is now listening). Issue the LIST command again. This time the output will be written on your Plotter. To unlisten the Plotter, you instruct the computer to print a null character to file#3. Now you can CLOSE file#3, freeing up that file number for some other use. All output will now appear on the video monitor.
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
18
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
E. Printing Under Program Control:
|
||||||
|
You have seen how to print a listing of a simple BASIC program directly from the keyboard. Although it is not good programming practice, the following example shows how to print a listing of a BASIC program under control of the program itself. First, enter the following simple program into your computer's memory:
10 OPEN 3,6
20 CMD3
30 PRINT'PROGRAM CONTROL"
40 LIST
If you typed LIST on your keyboard, the program you just entered would be listed on your video monitor. Enter the RUN command. The following should be printed on your Plotter:
PROGRAM CONTROL
10 OPEN 3.6
20 CMD3
30 PRINT-PROGRAM CONTROL"'
40 LIST
READY.
Now. enter the following:
PRINT#3 CLOSE3
The RUN command instructed the computer to execute the program in its memory. First. file#3 (device#6) was opened. Next, the CMD command instructed the computer to direct all subsequent output to file#3. The program then PRINTed PROGRAM CONTROL on file#3. The LIST command instructed the computer to print a listing of the program in its memory on file#3.
REMEMBER when using the LIST command within a program, you must type the PRINT# Ifn command to unlisten the printer. Then you must type in the CLOSE Ifn command to close the file. Both of these commands can be entered into the program or after you have RUN the program. Using the LIST command or the CMD command in a program is generally not a good programming practice. It is suggested that you only use them in DIRECT mode.
|
||||||
|
19
|
||||||
|
F. Sophisticated Programming Techniques Through Secondary Addressing
Earlier in this manual, you were introduced to the secondary address concept in the discussion of the OPEN statement. This unique feature allows you to instruct your new Plotter to do the following operations:
Operation Secondary Address
Print ASCII (character) Data 0 (default)
Plot X,Y Data 1
Select Color 2
Select Character Size 3
Select Character Rotation 4
Select Scribe (dashed) Line Mode 5
Select Upper/Lower Case Letters 6
Reset Plotter 7
For each desired operation (change a color, plot data, etc.) you will be OPENing a file and issuing PRINT# commands to that file to instruct your Plotter to perform the function defined by the secondary address. For example, a PRINT# command issued to a file that was OPENed with secondary address set to 2 would allow you to change the color of the pen in printing position.
A complex plotting program which takes advantage of all of the above functions of your Plotter could have eight (8) files open at the same time. Remember that there is a limit of ten (10) files that can be open at any one time. To avoid confusion, it is highly recommended that you use the following file numbering conventions in all your programs for your Plotter (all examples in the manual follow the convention):
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
20
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
The reason that file#4 has been assigned a secondary address of 0 is that printing of ASCII data is normally used more than character rotation (secondary address 4) and that a logical file number of 0 is not allowed. Notice that the secondary address was left off the OPEN command for file #4 the 0 need not be coded as it is the default value. Since we assigned file #4 to secondary address 0, file #44 has been assigned to secondary address 4.
Let's look at each secondary address:
1. SA = 0: Print ASCII Data
The format for the PRINT# command is as follows:
PRINT#4 (,data)
This secondary address causes the Plotter to print ASCII data exactly as it is received from the computer. As mentioned above, this secondary address is the default value and need not be coded. Try the following sample programs:
The first program will print four simple lines on your Plotter.
100 REM SECONDARY ADDRESS 0
110 REM PRINT ASCII DATA
120 OPEN4,6
130 FOR l = 0TO3
140 PRINT#4,"1520 PRINTER PLOTTER"
150 NEXT I
160 CLOSE4
170 END
READY.
1520 PRINTER PLOTTER 1520 PRINTER PLOTTER 1520 PRINTER PLOTTER i520 PRINTER' PLOTTER
|
|||||
|
21
|
|||||
|
The second sample program will print all numbers from 0 to 255 and the ASCII character representation of each. When the numbers 34 and 141 are reached, the remainder of the line is filled with blanks. As you will see, your Plotter will print each character as it is received from your computer.
100 REM SECONDARY ADDRESS 0
110 REM PRINT ASCII DATA
120 OPEN 4,6,0
130 FOR I = 0 TO 255
140 IF I = 34 OR I = 141 THEN PRINT#4,I;CHR$
(l);:PRINT#4:GOTO160
150 PRINT#4,I;CHR$(I);
160 NEXT I
170 CLOSE4
180 END
READY.
|
|||||
|
22
|
|||||
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
7
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
185 9 186 : 187 ; 188 < 189 = 190 > 191 ? 192 - 193 a 194 b 195 c 196 d 197 e 1 98 f 199 9 200 h 201 i 202 J 203 k 204 I 205 m 206 n 207 o 208 p 209 q 210 r 211 s 212 t 213 u 214 y 215 u 216 x 217 y 2 18 z 219 | 220 _ 221 ^ 222 « 223 D 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 tt
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
23
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
2. SA = 1:PlotX,Y Data
The format for the PRINT# command is as follows:
PRINT#1,"Sub-Command" (,X coordinate^ coordinate)
You can substitute a semicolon (;) for a comma (,).
This secondary address gives you the ability to plot X,Y coordinate data and control all movement of the pen carriage within the plottable area.
You may need to refer back to the discussion of the Plottable Area during the following description of subcommands:
Sub-Commands Function
|
|||||||
|
H Move to start point (0,0)
(absolute origin point)
I Set relative origin point (X0,Y0) = to the
current position (X,Y)
M Move to position (X,Y) relative to the
absolute origin point (0,0) (pen up)
D Draw to position (X,Y) relative to the
absolute origin point (0,0) (pen down)
R Move to position (X,Y) relative to the relative
origin point (x0,y0) (pen up)
J Draw to position (X,Y) relative to the relative
origin point (x0,y0) (pen down)
NOTES: For sub-commands M,D,R and J,
movement/drawing takes place from the current pen carriage position.
Lines are drawn by first moving to the desired starting point (M or R) then drawing to the ending point (D or J).
Figures requiring a center point (circles) are drawn by first moving to the desired point (M), setting a relative origin point (I), moving to the first computed point (R) then drawing to each computed point (J) until the figure is done.
MOVE implies pen up, DRAW implies pen down.
Any carriage return sent to the file opened with secondary address 0 will cause a new absolute origin point (HOME point) to be defined.
|
|||||||
|
24
|
|||||||
|
In the first of three sample programs, a simple box will be drawn using absolute positions starting at point (50,0). Notice that after the box is complete, the pen carriage is sent to the HOME position.
100 REM SECONDARY ADDRESS 1
110 REM PLOT X,Y DATA ABSOLUTE
120 OPEN1,6,1
130 PRINT#1,"M",50,0
140 PRINT#1,"D",50,150
150 PRINT#1,"D",200,150
160 PRINT#1,"D",200,0
170 PRINT#1,"D",50,0
180 PRINT#1,"H"
190 CLOSE1
200 END
READY.
|
|||||
|
25
|
|||||
|
In the next sample, the same box will be drawn but the program uses relative addressing. The pen carriage is moved to absolute point (50,0) and a relative origin is set. The placement of the box will be 50 steps to the right of the previous sample.
100 REM SECONDARY ADDRESS 1
110 REM PLOT X,Y DATA RELATIVE
120 OPEN1,6,1
130 PRINT#1,"M",50,0
132 PRINT#1,"I"
135 PRINT#1,"R",50,0
140 PRINT#1,"J",50,150
150 PRINT#1,"J",200,150
160 PRINT#1,"J",200,0
170 PRINT#1,"J",50,0
180 PRINT#1,"H"
190 CLOSE1
200 END
READY.
|
|||||
|
26
|
|||||
|
In the third sample, you will be removing the 135 from the last sample program. Notice what happens to the box. The left side runs up at an angle. This line runs at an angle due to the following:
the pen carriage is positioned at absolute point (50,0)
the first "J" command draws from current pen position to position (50,150) relative to the relative origin point which is set at (50,0) absolute point (100,150)
100 REM SECONDARY ADDRESS 1
110 REM PLOT X,Y DATA RELATIVE
120 OPEN 1,6,1
130 PRINT#1,"M";50;0
132 PRINT#1,"I"
140 PRINT#1,"J";50;150
150 PRINT#1,"J";200;150
160 PRINT#1,"J";200;0
170 PRINT#1,"J";50;0
180 PRINT#1,"H"
190 CLOSE1
200 END
READY.
|
|||||
|
27
|
|||||
|
3. SA = 2: Select Color
The format for the PRINT# command is as follows:
PRINT#2 <, color number >
This secondary address gives you the ability to select the color.
The following table defines the relationship of the color number to the actual color and the allowable values of the number:
Color Number___________________Color
0..........................Black
1...........................Blue
2..........................Green
3 ...........................Red
Higher numbers are treated modulo 4. For example, 4 is black, 5 is blue, 6 is green, etc.
In order for these relationships to be accurate, the pens must have been inserted in the exact order specified in SECTION 2 Part C Pen Loading, Removal, and Replacement.
Try the following two sample programs. You will note that there are two files open to your Plotter; one for printing ASCII data and one for selecting pen colors.
100 REM SECONDARY ADDRESS 2
110 REM SELECT COLOR
120 OPEN4,6 :REM PRINT ASCII DATA
130 OPEN2,6,2 :REM COLOR SELECT
140 FOR l = 0TO3
150 READA$
160 PRINT#2,I
170 PRINT#4,I;" ";A$" PEN"
180 NEXT I
190 PRINT#2,0 :REM RESET PEN TO BLACK
200 CLOSE4;CLOSE2
210 END
220 DATA BLACK, BLUE,GREEN,RED
READY.
0 -BLACK PEN
i -BLUE PEN
2 -GREEN PEN
3 -RED PEN
|
|||||
|
28
|
|||||
|
100 REM SECONDARY ADDRESS
110 REM SELECT COLOR
120 OPEN4,6 :REM PRINT ASCII DATA
130 OPEN2,6,2 :REM SELECT COLOR
140 FOR l = 0TO 10
150 PRINT#2,I
160 PRINT#4,I;"1520 PRINTER PLOTTER"
170 NEXT I
180 PRINT#2,0 :REM RESET TO BLACK
190 CLOSE4:CLOSE2
200 END
READY.
0 1520 PRINTER PLOTTER i 1520 PRINTER PLOTTER
2 1520 PRINTER PLOTTER
3 1520 PRINTER PLOTTER
4 1520 PRINTER PLOTTER
5 1520 PRINTER PLOTTER
6 1520 PRINTER PLOTTER
2 1520 PRINTER PLOTTER
3 1520 PRINTER PLOTTER
9 1520 PRINTER PLOTTER
10 1520 PRIN'rER PLOTTER
|
|||||||||||
|
|
|||||||||||
|
29
|
|||||||||||
|
4. SA = 3: Select Character Size
The format for the PRINT# command is as follows:
PRINT#3 < character size number >
This secondary address gives you the ability to select the character size for printing ASCII data.
The following table defines the relationship of the character size number to the actual character size (specified in characters/line) and the allowable values of the number:
Character Character
Size Number Size
0 80 characters/line
1 40 characters/line (default)
2 20 characters/line
3 10 characters/line
|
|||||||
|
Higher numbers are treated modulo 4. For example, 4 is 80 characters/line, 5 is 40 characters/line, 6 is 20 characters/line, etc.
Try the following sample program. It will demonstrate the four character sizes available to you. Again, two files are used in this program; 1 to print ASCII data and 1 to select the character size. Note statement 195 this is used to reset the character size to the default value so that the next sample program you run will print ASCII data at the correct size.
100 REM SECONDARY ADDRESS 3
110 REM SELECT CHARACTER SIZE
120 OPEN4,6 :REM PRINT ASCII DATA
130 OPEN3,6,3 :REM SELECT CHAR. SIZE
140 FOR l = 0TO3
150 READX$
160 PRINT#3,I
170 PRINT#4,RIGHT$(STR$(I),1);" = ";X$;" C
HAR"
180 PRINT#4
190 NEXT I
195 PRINT#3,1 :REM RESET TO 40/LINE
200 CLOSE4:CLOSE3
210 END
220 DATA 80,40,20,10
READY.
|
|||||||
|
30
|
|||||||
|
1^40 CHAR
|
|||||||||||||||||||||||||
|
2=20 CHAR
|
|||||||||||||||||||||||||
|
Here is some technical data on character size and spacing. The information is based on a character size of 40 characters/line.
|
|||||||||||||||||||||||||
|
/*^V
|
|||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||
|
/\
|
|||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||
|
End
|
|||||||||||||||||||||||||
|
Start
|
|||||||||||||||||||||||||
|
0.2 1.2
|
|||||||||||||||||||||||||
|
1) Character size
1.05 x 1.45mm
(In the case of 0.25mm line width)
2) Inter-character pitch
1.2 ± 10%
3) Inter-line pitch
2.4mm ± 10%
|
|||||||||||||||||||||||||
|
All
|
|||||||||||||||||||||||||
|
1.05
|
|||||||||||||||||||||||||
|
31
|
|||||||||||||||||||||||||
|
5. SA = 4: Select Character Rotation
The format for the PRINT# command is as follows:
PRINT#44 < character rotation number
This secondary address gives you the ability to select character rotation. Please note the logical file number of 44 refer to SECTION 3 Part F for a discussion of recommended file numbering conventions.
The following table defines the relationship of the character rotation number to the actual rotation parameter and the allowable values of the number:
Character Character
Rotation Rotation
Number Parameter
0 Normal Horizontal Mode (default)
1 90 Degree Rotation to the Right
Higher numbers are treated modulo 2. For example, 2 is normal horizontal mode, 3 is 90 degree rotation to the right, etc.
Try the following three sample programs. The first program will print a line of characters in normal horizontal mode and then a line of characters each rotated 90 degrees to the right printed horizontally. Note statement 190 it resets the character rotation of the Plotter to normal horizontal mode.
100 REM SECONDARY ADDRESS 4
110 REM REM CHARACTER ROTATE
120 OPEN4,6 :REM PRINT ASCII DATA
130 OPEN44,6,4 :REM SELECT ROTATION
140 PRINT#44,0
150 PRINT#4,"0 NORMAL HORIZONTAL MODE"
160 PRINT#4
170 PRINT#44,1
180 PRINT#4,"1 - 90 DEG ROTATE TO THE Rl
GHT"
190 PRINT#44,0 :REM SET BACK TO DEFAULT.
200 CLOSE4.CLOSE44
210 END
READY
0 ~ NORMAL HORIZONTAL HODE
i cds cnxn ^o-n>-m ~d cm ^o-gie-h
|
|||||
|
32
|
|||||
|
The second sample illustrates a line of characters printed in normal horizontal mode and then a line of characters each of which is rotated 90 degrees and printed vertically. This sample produces a much more readable text on your Plotter.
100 REM SECONDARY ADDRESS 4
110 REM REM CHARACTER ROTATE
120 OPEN4,6 :REM PRINT ASCII DATA
130 OPEN44,6,4 :REM SELECT ROTATION
140 PRINT#44,0
150 PRINT#4,"0 NORMAL HORIZONTAL MODE"
160 PRINT#4
170 PRINT#44,1
180 A$ = "1 - 90 DEG ROTATE TO THE RIGHT"
190 FOR 1 = 1 TO LEN(A$)
200 PRINT#4,MID$(A$,I,1)
210 NEXT I
220 PRINT#44,0 :REM SET TO DEFAULT ROT.
230 CLOSE4:CLOSE44
240 END
READY.
0 - NORMAL HORIZONTAL MODE
|
|||||||
|
I
CD O
a m O
J3
o
>
H m
-I O
H I m
J3
O
X
|
|||||||
|
33
|
|||||||
|
The third sample program prints output that is similar to the output of the first sample but the characters in the second line are inverted printed from right to left.
100 REM SECONDARY ADDRESS 4
110 REM REM CHARACTER ROTATE
120 OPEN4,6 :REM PRINT ASCII DATA
125 OPEN1,6,1 :REM PLOT X,Y DATA
130 OPEN44,6,4 :REM SELECT ROTATION
140 PRINT#44,0
150 PRINT#4,"0 NORMAL HORIZONTAL MODE"
160 PRINT#4
170 PRINT#44,1
180 A$="1 90DEG ROTATE TO THE RIGHT"
185 L=LEN(A$)
190 FOR l = LTO 1 STEP - 1
200 PRINT#1,"M";16*(L- l),0:PRINT#4,MID$(
A$,l,1);
210 NEXT I
220 PRINT#44,0 :REM SET TO DEFAULT ROT.
230 CLOSE4:CLOSE44:CLOSE1
240 END
READY.
0 - NORMAL HORIZONTAL MODE
HIQ>-h/D mX-H (D-{ mHDHOTD QmD ©CD
|
|||||
|
34
|
|||||
|
6. SA = 5: Scribe (broken) Line Select
The format for the PRINT# command is as follows:
PRINT#5 <, scribe line number >
This secondary address gives you the ability to select and draw broken or scribe lines.
The following table defines the relationship of the scribe line number to the width of each segment of the broken line and the allowable values of the number:
Scribe Width
Line of each
Number Scribe Segment
0 Normal unbroken line (default)
1 Broken line (smallest increment 0.2mm to-
15 Broken line (largest usable increment)
Higher numbers are treated modulo 16. For example, 16 is normal unbroken line, 17 is smallest increment broken line, etc.
|
|||||
|
35
|
|||||
|
The sample program draws all scribe lines with values between 0-15 (inclusive). Watch closely how the plotting proceeds all scribe lines will be drawn first then each will be labeled with the scribe line number. Actual X,Y coordinates are used. The HOME position is the starting point. Note how the Y coordinate value is computed.
100 REM SECONDARY ADDRESS 5
110 REM SCRIBE LINE SELECT
120 OPEN4,6 :REM PRINT ASCII DATA
130 OPEN1,6,1 :REM PLOT X,Y DATA
140 OPEN5,6,5 :REM SELECT SCRIBE LINE
150 FOR I = 0 TO 15
160 PRINT#5,I
170 PRINT#1,"M";30;-I*20+10
180 PRINT#1,"D";480;-I*20+10
190 NEXT I
200 PRINT#5,0
210 PRINT#I,"H"
220 FOR I = 0 TO 15
230 PRINT#4,RIGHT$(" " + STR$(I),2)
240 NEXT I
250 PRINT#5,0 :REM RESET TO SOLID LINE
260 CLOSE4:CLOSE1:CLOSE5
270 END
READY.
|
|||||||
|
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
|
|||||||
|
36
|
|||||||
|
7. SA = 6: Select UPPER/lower Case
The format for the PRINT# command is as follows:
PRINT#6 < , upper/lower case number >
This secondary address gives you the ability to choose between two character printing modes.
The following table .defines the relationship of the upper/lower case number to the type of character printing mode and the allowable values it can have:
Upper/Lower Character
Case Printing
Number Mode
0 Normal Upper Case/Shifted Lower Case (default)
1 Normal Lower Case/Shifted Upper Case
Higher numbers are treated modulo 2. For example, 2 is normal upper case/shifted lower case, 3 is normal lower case/shifted upper case, etc.
|
|||||
|
37
|
|||||
|
The sample program will print the alphabet plus some special characters in both modes described above.
|
|||||||||
|
100 REM SECONDARY ADDRESS 6
110 REM UPPER/LOWER CASE SHIFT MODE
120 OPEN4,6 :REM PRINTING ASCII DATA
130 OPEN6,6,6 :REM SELECT UP/LOW CASE
140 PRINT#6,0
150 PRINT#4,"0 UPPER CASE/SHIFTED LOWE
R CASE"
160 GOSUB230
170 PRINT#4
180 PRINT#6,1
190 PRINT#4,"1 LOWER CASE/SHIFTED UPPE
R CASE"
200 GOSUB 230
205 PRINT#6,0 :REM RESET TO NORMAL
210 CLOSE4:CLOSE6
220 END
230 REM * PRINT CHARACTER SET *
240 FOR I = 64 TO 95:PRINT#4,CHR$(I);:NEXT
I 250 PRINT#4
260 FOR I = 192 TO 223:PRINT#4,CHR$(I);:NE XT I
270 PRINT#4 280 RETURN
READY.
|
|||||||||
|
0 - UPPER CASE/SHIFTED LOUER CASE ©ABCDEFGHIJKLMNOPQRSTUUUXVZC ,£]t<-~t\bc de f 9 h I Jklmnopqrstuuuxyz |_A<rfD
i - lOJGr ca.se/shl-fted upper case -t\b cdefgh I jHmnopqrst u v»uxyz I _^TfD ©ABCDEFGHI JKLMNOPQRSTUOuJXYZr *]t<-
|
|||||||||
|
38
|
|||||||||
|
8. SA = 7: Reset the Plotter
The format for the PRINT# command is as follows:
PRINT#7
This secondary address gives you the ability to reset your Plotter. All secondary addresses are reset to the default values and the Plotter's memory is cleared.
This command is very important. When you run a program that uses combinations of large characters, scribe lines and various colors, the final settings will remain in effect for the next program. You can save yourself a lot of trouble if you run this command either at the beginning or end of every program you write for your Plotter.
The sample program will reset your Plotter. It will print the same four boxes that we discussed earlier in the Power-On Test in Section2 Part E.
100 REM SECONDARY ADDRESS 7
110 REM RESET PRINTER & CLEARS MEMORY
120 OPEN7,6,7
130 PRINT#7
140 CLOSE7
READY.
|
||||||
|
□□□□
|
||||||
|
39
|
||||||
|
SECTION 4
|
|||||||||||||||||
|
Appendices
APPENDIX A: 1520 Plotter Specifications
|
|||||||||||||||||
|
General Specifications
Print Method
Colors
Drive Unit
Print Speed
Line Capacity (X-axis)
|
|||||||||||||||||
|
.-Water ink ballpoint pen :4 Colors (black, blue, green, red) :Drum Type X,Y Plotter :12 characters/second (avg.) :Maximum 80 characters/line (80, 40, 20, or 10 characters as desired) :96 Characters :260steps/second :0.2mm (0.0078 inch) along X-axis 0.2mm (0.0078 inch) along Y-axis :52mm/sec. (along X and Y axis) 73mm/sec. (along 45 degree vector) :479 positions along X axis (numbered 0 to 479) Programmable as desired along the Y axis; maximum range + / - 998 positions (numbered 0 to 998) :Minimum 250 meters (825 feet) .COMMODORE Part Number 1520030-01; Width 114 millimeters (41/2 inches); Thickness 70 Microns; Diameter 70 Millimeters (maximum) :251 D x 282 W x 93 H (mm)
|
|||||||||||||||||
|
Character Set Plotting Speed Step Length
Line Drawing Speed
Plottable Area
|
|||||||||||||||||
|
Pen Life Paper
|
|||||||||||||||||
|
External Dimensions
Operating Environment Power Requirements
Power Consumption
Temperature
Humidity
|
|||||||||||||||||
|
:117V (USA), 220-240V (Europe), 100V (Japan); AC +/- 10%, 50/60 Hz :20 watts (max), 5 watts (idling) :5-40 degrees Centigrade :20%-80% (no condensation)
|
|||||||||||||||||
|
40
|
|||||||||||||||||
|
APPENDIX B: ASCII Code Table
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
UPPER CASE/SHIFTED LOWER CASE
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
upper case/shifted lower case
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
SOTE3 WHEN ASCII M2C" 5 IS DETECTED, UNTIL SECOND ASCII *22 OR ASCII tODCCR) IS DETECTED,FOLLOWING CONTROL CODESCiaB-tlF,i88-i3F3IS PRINTED A CORRESPONDENT UNDE RLINED CHARCTERS.HOWEUER ASCII iBDCCR) DOES.ALWAYS CARRIDQE RETURN.
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
41
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
APPENDIX C: Printing Control Characters
Your Plotter is not able to print reverse, graphic or control characters. If any such characters appear in a program listing printed on your Plotter, they will be printed as underlined characters. The sample program listed below was printed on a VIC-1525 Graphic Printer. Note how each control character is printed.
100 REM CONTROL CHARACTER 0
110 OPEN6,6,6:PRINT#6,0
120 OPEN4,6
130 PRINT'S HOME
140 PRINT"C3 CLR
150 PRINT"* CRSR DOWN
160 PRINT"* CRSR UP
170 PRINT-II CRSR RIGHT
180 PRINT"II CRSR LEFT
190 PRINT'B F1
200 PRINT'B F2
210 PRINT'S F3
220 PRINT'B F4
230 PRINT"*! F5
240 PRINT"* F6
250 PRINT'll F7
260 PRINT'B F8
270 PRINT"! BLACK
280 PRINT"=I WHITE
290 PRINT'ri RED
300 PRINT'L CYAN
310 PRINT'B PURPLE
320 PRINT"!! GREEN
330 PRINT'B BLUE
340 PRINT"!?] YELLOW
350 REM COMMODORE64
360 PRINT'O ORANGE
370 PRINT'B BROWN
380 PRINT'B LIGHT RED
390 PRINT'S! DARK GREY
400 PRINT'll MED GREY
410 PRINT'll LIGHT GREEN
420 PRINT'O LIGHT BLUE
430 PRINT";; LIGHT GREY
440 CLOSE4:CLOSE6
450 END
READY
|
|||||
|
42
|
|||||
|
Note the difference in how the control characters are formed when this program is LlSTed on your Plotter.
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
43
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
APPENDIX D: Serial interface information
|
||||||||||||||||||||||||||||||||||||||||||||||||||
|
1. The Connector:
|
||||||||||||||||||||||||||||||||||||||||||||||||||
|
Pin No. Signal
|
||||||||||||||||||||||||||||||||||||||||||||||||||
|
||||||||||||||||||||||||||||||||||||||||||||||||||
|
2. The Interface:
a. Plug the serial interface cable supplied with your Plotter into the Serial Bus connector for the connection. Refer to SECTION 2 Part D for details on how to connect your Plotter to your computer.
b. When the plotter is printing, no data will be transferred from the computer (the data line is said to be low). When the plotter is at rest, data can be transferred from the computer (the data line is said to be high).
c. When a printer error occurs, all control circuits inside the Plotter will stop.
d. User defined machine language IRQ routines should not exceed 10 milliseconds. If this is done, the Plotter may give a DEVICE NOT PRESENT error.
|
||||||||||||||||||||||||||||||||||||||||||||||||||
|
44
|
||||||||||||||||||||||||||||||||||||||||||||||||||
|
APPENDIX E: Programs you cay try
|
||||||
|
This section contains 16 programs that you can try. They attempt to utilize most of the functions discussed in the Secondary Addressing section of this manual. Use them to help you develop your own programs.
As you try each one, note how multiple secondary addresses are combined to produce quite complex multi-color plots. Also note how the geometric formulas and pen position commands are used to draw triangles, circles and ellipses.
For each program, there is a printout of the expected Plotter output.
1. Concentric Circles
2. Concentric Squares
3. Rotating Triangles
4. Cone made from Circles
5. Circle made from Circles
6. Rotating Ellipses
7. Archimedian Spiral
8. Geometric Design
9. Checker Board
10. Hatching
11. Changing Forms (Enter a number)
12. Rotating Figures
13. Bar Chart (Enter your own data)
14. Complex Bar Chart
|
||||||
|
45
|
||||||
|
1. Concentric Circles
100 REM CIRCLE 1
110 OPEN4,6,0 :REM PRINT ASCII
120 OPEN1,6,1 :REM PLOT X,Y DATA
130 OPEN2,6,2:C = 0 :REM PEN COLOR
135 PRINT#4:PRINT#4,"CONCENTRIC CIRCLES"
140 PRINT#1,"M";240,-240
150 PRINT#1/'I"
160 FOR L = 30 TO 180 STEP 30
170 C=C+1: IFO=4:THEN C = 0
180 PRINT#2,C :REM SET COLOR
185 FORZ=1 TO 15
190 FOR l = 0TO360STEP10
200 X = (Z+L)*SIN(I*3.1416/180)
210 Y = (Z+L)*COS(I*3.1416/180)
220 IF I = 0 THEN PRINT#1,"R";X,Y: GOTO 240
230 PRINT#1,"J";X,Y
240 NEXT I
245 NEXTZ
250 NEXTL
260 PRINT#1,"R";0,-240
270 PRINT#4:PRINT#4:PRINT#4
280 OPEN7,6,7 :REM RESET PLOTTER
290 PRINT#7
300 CLOSE4:CLOSE1:CLOSE2:CLOSE7
310 END
|
|||||||
![]() |
|||||||
|
46
|
|||||||
|
2. Concentric Squares
100 REM SQUARE =
110 OPEN4,6,0 :REM PRINT ASCII
120 OPEN1,6,1 'REM PLOT X,Y DATA
130 OPEN2,6,2:C=0 :REM PEN COLOR
135 PRINT#4:PRINT#4,"CONCENTRIC SQUARES"
140 PRINT#1,"M";240,-240
150 PRINT#1,"I"
160 FOR l = 0 to 90 STEP 10
170 C = C+1: IFC>=4THENC = 0
180 PRINT#2,C .REM SET COLOR
185 FOR J = 1 TO 11
190 X = l + J.
200 Y = l + J.
210 PRINT#1,"R";X;-Y
220 PRINT#1,"J";X,Y
230 PRINT#1,"J";-X;Y
240 PRINT#1,"J";-X;-Y
250 PRINT#1,"J";X;-Y
255 NEXT J
260 NEXT I
270 PRINT#4:PRINT#4:PRINT#4
280 PRINT#1,"R";0,-200
290 OPEN7,6,7 :REM RESET PLOTTER
300 PRINT#7
310 CLOSE4:CLOSE1:CLOSE2:CLOSE7
320 END
READY. CONCENTRIC SQUARES
|
||||||||
![]() |
||||||||
|
□ □□
47
|
||||||||
|
Rotating Triangles
|
|||||||||
|
100 REM ROTATE TRIANGLE
110 OPEN4,6,0 :REM PRINT ASCII DATA
120 OPEN1,6,1 :REM PLOT X,Y DATA
130 OPEN2,6,2:C = 4 :REM COLOR
135 PRINT#4:PRINT#4:PRINT#4,"ROTATING TRIANGLE"
140 PRINT#1,"M";240,-200
150 PRINT#1,"I"
160 N = 3:L=160
170 FOR A = 0 TO 360/N STEP 10
180 C = C+ 1:IFC>=4THENC = 0
190 PRINT#2,C :REM SET COLOR
200 TH = A**/180
210 FOR l = 0TO N
220 X=L*SIN(TH + I*2**/N)
230 Y=L*COS(TH + l*2**/N)
240 IFI = 0THEN PRINT#1,"R";X,Y:GOTO 260
250 PRINT#1,"J";X,Y
260 NEXT I
270 NEXT A
280 PRINT#1,"R";0,-200
290 PRINT#4:PRINT#4:PRINT#4
300 OPEN7,6,7 :REM RESET PLOTTER
310 PRINT#7
320 CLOSE4:CLOSE1:CLOSE2:CLOSE7
330 END READY
|
|||||||||
|
ROTATING TRIANGLE
|
|||||||||
![]() |
|||||||||
|
48
|
|||||||||
|
4. Cone Made From Circles
|
||||||||||
|
100 REM CIRCLE2
110 OPEN4,6,0 :REM PRINT ASCII DATA
120 OPEN1,6,1 :REM PLOT X,Y DATA
130 OPEN2,6,2:C=4 :REM COLOR
135 PRINT#4:PRINT#4:PRINT#4,"CONE MADE FROM CIRCLES'
140 PRINT#1,"M";240,-200
150 PRINT#1,'T'
160 FOR L= 5 TO 150 STEP 5
170 PRINT#2,"1" :REM SET COLOR - BLUE
180 FORI = 0TO360STEP10
190 X=L*SIN(I* jc/180)
200 D=L*2:Y = - 240+ D+ L*COS(l* n /180)
210 IF I = 0 THEN PRINT#1,"R";X,Y:GOTO 230
220 PRINT#1,"J";X,Y
230 NEXT I
240 NEXTL
250 PRINT#1,"R";0,-300
260 PRINT#4:PRINT#4:PRINT#4
270 OPEN 7,6,7 :REM RESET PLOTTER
280 PRINT#7
290 CLOSE4:CLOSE1:CLOSE2:CLOSE7
300 END
READY
|
||||||||||
![]() |
||||||||||
|
CONE MADE FROM CIRCLES
|
||||||||||
|
□□□□
|
||||||||||
|
49
|
||||||||||
|
5. Circle Made From Circles
100 REM CIRCLE3
110 OPEN4,6,0 :REM PRINT ASCII DATA
120 OPEN1,6,1 :REM PLOT X,Y DATA
125 PRINT#4:PRINT#4:PRINT#4,"CIRCLE MADE FROM CIRCLES"
130 OPEN2,6,2:PRINT#2,"2" .REM GREEN
140 PRINT#1,"M";240,-200
150 PRINT#1,"I"
160 L=30:R = 80
170 FOR J = 0 TO 360 STEP 15
180 FOR I = 0 TO 360 STEP 10
190 X=R*SIN(J**/180)+ L*SIN(I**/180)
200 Y=R*COS(J** /180)+L*COS(r*/180)
210 IFI = 0THEN PRINT#1,"R";X,Y:GOTO 230
220 PRINT#1,"J";X,Y
230 NEXT I
240 NEXT J
250 PRINT#1,"R";0,-100
260 PRINT#4:PRINT#4:PRINT#4
270 OPEN7,6,7 .REM RESET PLOTTER
280 PRINT#7
290 CLOSE4:CLOSE1:CLOSE2:CLOSE7
300 END
READY CIRCLE MADE FROM CIRCLES
|
||||||||
![]() |
||||||||
|
DDDD
|
||||||||
|
50
|
||||||||
|
6. Rotating Ellipses
|
||||||||||||
|
100 REM ROTATING ELLIPSE
110 OPEN4,6,0 :REM PRINT ASCII DATA
120 OPEN1,6,1 :REM PLOT X,Y DATA
125 PRINT#4:PRINT#4:PRINT#4,"ROTATING ELLIPSE"
130 OPEN2,6,2:PRINT#2,"3" :REM RED
140 PRINT#1,"M";240,-200
150 PRINT#1,'T'
160 A=180:B = 60:TH= * /180
170 FOR J = 0 TO 180 STEP 15
180 FOR I = 0 TO 360 STEP 15
190 R=A*COS(l*TH)
200 L=B*SIN(I*TH)
210 X=R*COS(J*TH)-L*SIN(J*TH)
220 Y=R*SIN(J*TH)+L*COS(J*TH)
230 IFI = 0THEN PRINT#1,"R";X,Y:GOTO250
240 PRINT#1,"J";X,Y
250 NEXT I
260 NEXT J
270 PRINT#1,"R";0,-200
280 PRINT#4:PRINT#4:PRINT#4
290 OPEN7,6,7 :REM RESET PLOTTER
300 PRINT#7
310 CLOSE4:CLOSE1:CLOSE2:CLOSE7
320 END
READY
|
||||||||||||
|
ROTATING ELLIPSE
|
![]() |
|||||||||||
|
51
|
||||||||||||
|
7. Archimedian Spiral
100 REM ARCHIMEDIAN SPIRAL
110 OPEN4,6,0 :REM PRINT ASCII DATA
120 OPEN1,6,1 -REM PLOT X,Y DATA
125 PRINT#4:PRINT#4:PRINT#4,"ARCHIMEDIAN SPIRAL"
130 OPEN2,6,2:PRINT#2,"0" :REM BLACK
140 PRINT#1,"M";240,-200
150 PRINT#1,'T'
160 P=9:A = 4
170 FORTH = 0TOA*2* x STEP k /24
180 X=P*TH*COS(TH)
190 Y=P*TH*SIN(TH)
200 IFTH = 0THEN PRINT #1,"R";X,Y:GOTO220
210 PRINT#1,"J";X,Y
220 NEXTTH
230 PRINT#1,"R";0,-240
240 PRINT#4:PRINT#4:PRINT#4
250 OPEN7,6,7 .REM RESET PLOTTER
260 PRINT#7
270 CLOSE4:CLOSE1:CLOSE2:CLOSE7
280 END
READY
|
|||||||||
|
ARCHIMEDIAN SPIRAL
|
|||||||||
![]() |
|||||||||
|
□ODD
52
|
|||||||||
|
Geometric Design
|
|||||||||
|
100 REM GEOMETRICS
110 OPEN4,6,0 :REM PRINT ASCII DATA
120 OPEN1,6,1 :REM PLOT X,Y DATA
125 PRINT#4:PRINT#4:PRINT#4,"GEOMETRIC DESIGN"
130 OPEN2,6,2:PRINT#2,2 .REM GREEN
140 N = 17
150 PRINT#,"M";0,-260 :REM ORIGIN PT
160 PRINT#4
170 L=160
180 FOR J = 0TO N-1
190 FOR l = 0TO J-1
200 X1 = 240+L*COS(2/N*J** )
210 Y1 = 100+L*SIN(2/N*J** )
220 X2=240+L*SIN(2/N*I**)
230 Y2=100+L*SIN(2/N*I**)
240 PRINT#1,"M";X1,Y1
250 PRINT#1,"D";X2,Y2
260 NEXT I
270 NEXT J
280 PRINT#1,"M";0,-100
290 PRINT#4:PRINT#4:PRINT#4
300 OPEN7,6,7 :REM RESET PLOTTER
310 PRINT#7
320 CLOSE4:CLOSE1:CLOSE2:CLOSE7
330 END
READY
|
|||||||||
|
GEOMETRIC DESIGN
|
|||||||||
![]() |
|||||||||
|
53
|
|||||||||
|
9. Checker Board
100 REM CHECKERBOARD
110 OPEN4,6,0 :REM PRINT ASCII DATA
120 OPEN1,6,1 :REM PLOT X,Y DATA
125 PRINT#4:PRINT#4:PRINT#4,UCHECKER BOARD"
130 OPEN2,6,2:PRINT#2,1 :REM BLUE
140 PRINT#1,"M";60,-360
150 PRINT#1/1"
160 B = 360
210 FORR = 0TO8:D=B/8
220 PRINT#1,"R";0;D*R
230 PRINT#1,"J";B;D*R
240 NEXT R
250 FORC = 0TO8:W=B/8
260 PRINT#1,"R";W*C;0
270 PRINT#1,"J";W*C;B
280 NEXTC
290 FOR J = 0 TO 7
300 A=J-2*INT(J/2)
310 FORI = AT0 7STEP2
320 FOR V = 0TO D
330 PRINT#1,"R";I*W;J*D + V
340 PRINT#1,"J";(I + 1)*W;J*D + V
350 NEXTV
360 NEXT I
370 NEXT J
380 PRINT#1,"H"
390 PRINT#4:PRINT#4:PRINT#4
400 OPEN7,6,7 :REM RESET PLOTTER
410 PRINT#7
420 CLOSE4:CLOSE1:CLOSE2:CLOSE7
430 END
READY
|
|||||
|
54
|
|||||
|
CHECKER BOARD
|
|||||||
![]() |
|||||||
|
DDDD
|
|||||||
|
55
|
|||||||
|
10. Hatching
100 REM HATCHING
110 OPEN4,6,0 :REM PRINT ASCII DATA
120 OPEN1,6,1 :REM PLOT X,Y DATA
125 PRINT#4:PRINT#4:PRINT#4,"HATCHING"
130 OPEN2,6,2:PRINT#2,2 :REM GREEN
140 X=0:FORD = 2TO15STEP2
150 PRINT#1,"M";X,-100:X=X+60
160 PRINT#1/T' :REM SET ORIGIN
170 A = 50:B=100
180 PRINT#1,"J";0;B
190 PRINT#1,"J";A;B
200 PRINT#1,"J";A;0
210 PRINT#1,"J";0;0
220 P1 = - B:Q1 = B:P2 = 0:Q2 = A + B
230 GOSUB 360
240 IF Q2< D THEN NEXT D:GOTO 320
250 PRINT#1,"R";X1;Y1
260 PRINT#1,"R";X1;Y2
270 GOSUB 360
280 PRINT#1,"R";X2;Y2
290 PRINT#1,"J";X1;Y1
300 GOTO 230
310 PRINT#1,"M";0;-120
320 PRINT#4:PRINT#4:PRINT#4
330 OPEN7,6J:PRINT#7 :REM RESET PLOTTER
340 CLOSE4:CLOSE1:CLOSE2:CLOSE7
350 END
360 P1 = P1 + D:Q1 = Q1-D
370 IF Q1< 0 THEN Y1 = 0:X1 -= P1:GOTO 390
380 Y1 = Q1:X1=0
390 P2=P2+D:Q2=Q2-D
400 IFP2> ATHEN X2=A:Y2 = Q2:GOTO 420
410 X2=P2:Y2=B
420 RETURN
READY
|
|||||||||
|
HATCHING
|
|||||||||
![]() |
|||||||||
|
DDDD
re
|
|||||||||
|
11. Changing Forms
100 REM CHANGING FORMS
110 OPEN4,6, :REM PRINT CHAR
120 OPEN1,6,1 :REM MOVE PEN
130 OPEN2,6,2 :REM SELECT COLOR
140 PRINT#4:PRINT#4:PRINT#4:PRINT"CHANGING FORM"
150 PRINT#4,"CHANGING FORM"
160 INPUTENTER NBR OF STEPS";M
170 PRINT#4,"STEP ";M
175 PRINT#2,3 :REM RED PEN
180 PRINT#1,"M";240,-200
190 PRINT#1,"I"
200 FOR I = 1 TO 4
210 READA,B:X1(I) = A:Y1(I)=B
220 NEXT I
230 FOR I = 1 TO 4
240 READ A,B:X2(I) = A:Y2(I) = B
250 NEXT I
260 FOR K = 0TO M+1
270 FOR I = 1 TO 4
280 AX=X2(I)-X1(I)
290 AY=Y2(I)-Y1(I)
300 XX(I) = X1(I)+L*AX/(M + 1)
310 YY(I) = Y1(I)+K*AY/(M + 1)
320 NEXT I
330 FOR J = 1 TO 4
340 IF J = 1 THEN PRINT#1,"R";XX(J);YY(J):GOTO 360
350 PRINT#1,"J";XX(J);YY(J)
360 NEXT J
370 PRINT#1,"J";XX(1);YY(1)
380 NEXTK
390 PRINT#1,"M";0,-350
400 PRINT#4:PRINT#4:PRINT#4
410 OPEN7,6,7 :REM RESET PLOTTER
420 PRINT#7
430 CLOSE4:CLOSE1:CLOSE2:CLOSE7
440 END
450 DATA 150,210,150,170,200,170,200,210
460 DATA - 200, - 90, - 150, - 90, - 150,0, - 200,0
READY
|
|||||
|
57
|
|||||
|
CHANGING FORM STEP 9
|
![]() |
|||||||||||
|
DDDD
|
||||||||||||
|
CHANGING FORN STEP 12
|
||||||||||||
![]() |
||||||||||||
|
DDDD
|
||||||||||||
|
58
|
||||||||||||
|
12. Rotating Figures
100 REM ROTATE2
110 OPEN4,6,0 :REM PRINT ASCII DATA
120 OPEN 1,6,1 REM PLOT X,Y DATA
125 PRINT#4:PRINT#4:PRINT#4,"ROTATING FIGURES"
130 OPEN2,6,2:PRINT2,1 :REM BLUE
140 PRINT#1,"M";240,-240
150 PRINT#1,"I"
160 TH= * /180
170 FOR I = 1 TO 4:READ A,B:X(I) = A:Y(I)= B:NEXT I
180 FOR J = 0 TO 359 STEP 15
190 FOR 1=1 TO 4
200 XX(l) = X(l)*COS(J*TH)-Y(l)*SIN(J*TH)
210 YY(l) = X(l)*SIN(J*TH)+Y(l)*COS(J*TH)
220 IF 1=1 THEN PRINT#1,"R";XX(l);YY(l):GOTO 240
230 PRINT#1,"J";XX(I);YY(I)
240 NEXT I
250 PRINT#1,"J";XX(1);YY(1)
260 NEXT J
270 PRINT#1,"M";0,-400
280 PRINT#4:PRINT#4:PRINT#4
290 OPEN7,6,7 :REM RESET PLOTTER
300 PRINT#7
310 CLOSE4:CLOSE1;CLOSE2
320 END
330 DATA 70,80,90,130,110,130,130,80
READY
|
|||||||||
|
ROTATING FIGURES
|
|||||||||
![]() |
|||||||||
|
DDDD
59
|
|||||||||
|
13. Bar Chart
|
|||||||||||
|
100 REM BAR GRAPH (INTERACTIVE DATA ENTRY)
|
|||||||||||
|
110 OPEN4,6,0 120 OPEN1,6,1 130 OPEN2,6,2 140 OPEN3,6,3
|
:REM PRINT ASCII DATA :REM PLOT X,Y DATA :REM COLOR :REM CHARACTER SIZE
|
||||||||||
|
145 PRINT#4:PRINT#4:PRINT#4,"BAR CHART":PRINT#4
147 PRINT#4:PRINT#4
150 GOSUB980
170 C=1:GOSUB950
180 PRINT#1,"M";0,-200
190 PRINT#4
200 PRINT#1,"M";20,0
210 PRINT#1,"D";20,200
220 PRINT#1,"H"
230 PRINT#1,"M";20,0
240 PRINT#1,"D";480,0
250 FOR I = 25 TO 200 STEP 25
260 PRINT#1,"M!';15,I
270 PRINT#1,"D";20,I
280 NEXT I
290 :
300 FOR I = 1 TO L
310 C=l :GOSUB950
320 H = A(I)*5:GOSUB590
330 NEXT I
340 :
350 FOR I = 1 TO L
360 C=l :GOSUB950
370 H = A(I)*5:GOSUB670'
380 NEXT I
390 :
400 PRINT#1,"H"
410 PRINT#4
420 :
430 FOR I = 1 TO L
440 C=I:S=1:GOSUB950
450 X = 0:Y = 0:A$(I):GOSUB800
460 NEXT I
470 :
480 A$ = T$
490 C = 3:S = 2 :GOSUB 950
500 X = 30:Y = 220 :GOSUB 890
510 A$ = S$
520 C = 2:S=1 :GOSUB 950
530 X = 200:Y = 200 :GOSUB 890
540 :
550 PRINT#1,"H":PRINT#4:PRINT#4:PRINT#4
|
|||||||||||
|
60
|
|||||||||||
|
BARGRAPH LISTING CONTINUED...
|
||||||
|
553 PRINT#4:PRINT#4:PRINT#4
554 GOSUB1105
555 OPEN7,6,7:PRINT#7 :REM RESET PLOTTER 560 CLOSE4:CLOSE1 :CLOSE2:CLOSE3:CLOSE7 570 END
580 :
590 REM = = WRITE BOX = =
600 X(I) = (I-1)*36*2 + 36:W = 36
610 PRINT#1,"M";X(I),0
620 PRINT#1,"D";X(I),H
630 PRINT#1,"D";X(I) + W,H
640 PRINT#1,"D";X(I) + W,0
650 RETURN
660 :
670 REM = = FILL BOX = =
680 X(I) = (I-1)*36*2+36:W = 36
690 PRINT#1,"M";X(I).0
700 FOR J = O TO H STEP 2
710 PRINT#1,"D";X(I) + W,J
720 PRINT#1,"D";X(l) + W,J + i
730 IFJ + 1>=H THEN 770
740 PRINT#1,"D";X(I),J + 1
750 PRINT#1,"D";X(l),J + 2
760 NEXT J
770 RETURN
780 :
790 REM = = CHARACTER Y = =
800 PRINT#1,"M";X,Y:PRINT#4
810 SS = (2TS)*10
820 FOR M = 1 TO LEN(A$)
830 PRINT#1,"M";X(l) + 9,SS/5
840 PRINT4,MID$(A$,M,1)
850 NEXTM
860 PRINT#1,''M";0,SS*4/5*LEN(A$)+SS*2 + Y:PRINT#4
870 RETURN
880 :
890 REM = = CHARACTER X = =
900 PRINT#1,"M";X,Y
920 PRINT#4,A$
930 PRINT#1,"M";X,-Y + 40*S:PRINT#4:RETURN
940 :
950 REM = = COLOR,SIZE = =
960 PRINT#2,C:PRINT#3,S .RETURN
970 :
980 PRINT CHR$(147)
|
||||||
|
61
|
||||||
|
Bar Graph Listing Continued . . .
990 INPUT'ENTER MAIN TITLE";T$
1000 INPUT'ENTER SUB TITLE";S$
1010 INPUT'ENTER NUMBER OF DATA POINTS 1-6";L
1020 IF L<1 OR L> 6 THEN GOTO 1010
1030 FOR 1 = 1 TO L
1040 PRINT " ":PRINT"DATA POINT ",l
1050 INPUT'ENTER NAME 1-6 CHARS";A$(I)
1055 IF LEN(A$(1)) > 6 THEN GOTO 1050
1060 INPUT'ENTER SIZE 0-40";A(|)
1070 IF A(l) < 0 OR A(l) > 40 THEN GOTO 1060
1080 NEXT I
1090 RETURN
1100 :
1105 PRINT#2,2
1110 PRINT#4,"DATA POINTS....."
1120 FOR 1 = 1 TOL
1130 PRINT#4,A$(I),A(I)
1140 NEXT I
1150 PRINT#4:PRINT#4:PRINT#4
1160 PRINT#4:PRINT#4:PRINT#4
1170 RETURN
READY. BAR CHART
|
||||||||||||||||
|
TEST
|
||||||||||||||||
![]() |
BAR CHART
|
|||||||||||||||
|
I B
|
||||||||||||||||
|
F S
I I
U X E
|
||||||||||||||||
|
□ □□
|
||||||||||||||||
|
62
|
||||||||||||||||
|
14. Complex Bar Chart
|
||||||||||||||
|
*******i
|
||||||||||||||
|
100 REM
110 REM * BAR GRAPH 2* 1 or\ dpmi ****************
130 PRINT CHR$(147);
140 T$="* PROJECTED SALES
150 PRINT" "T$
|
||||||||||||||
|
160 OPEN4,6,0
170 OPEN1,6,1
180 OPEN2,6,2
190 OPEN3,6,3
200 OPEN44,6,4
210 OPEN5,6,5
|
||||||||||||||
|
:REM PRINT ASCII DATA
:REM PLOT X,Y DATA
:REM COLOR
:REM CHAR SIZE
:REM CHAR ROTATE
:REM SCRIBE
|
||||||||||||||
|
212 PRINT#4:PRINT#4:PRINT#4,"COMPLEX BAR CHART" 215 FOR I = 1 TO 5:PRINT#4:NEXT I 220 C=1:S=1:R = 0:SC = 0:GOSUB1400:GOSUB1410 230 PRINT#1,"H":PRINT#4 240 :
250 REM = = READ DATA = = 260 READ M,N:DIM A$(M,N)
270 FOR J = 1 TO N:FOR I = 1 TO M: READ A$(I,J):NEXT I: NEXT J 280 FOR I = 1 TO M:TY$(I) = " " + A$(l,1) + ' ': NEXTI:YN = LEN(TY$(1)) 290 :
300 REM = = XY AXIS = = 310 OX = 50:W = YN*12:S=10 320 PRINT#1,"M";OX,0 330 PRINT#1,"D";OX+ 370,0 340 FOR I = OX TO OX + 370 STEP 360/S 350 PRINT#1,"M";I,0 360 PRINT#1,"D";I,5 370 NEXT I
380 PRINT#1,"M";OX,0 390 PRINT#1,"D";OX,-W*M 400 PRINT#1,"M";0,20:PRINT#4 410 :
420 REM = = TITLE = = 430 A$ = T$
440 C = 3:S = 2:R=1:GOSUB1400 450 Y = 450:X = 40:GOSUB1690 460 :
470 REM = = X SCALE = = 480 T1$= "MILLIONS OF UNITS" 490 C = 3:S=1:R = 0:GOSUB1400 500 L1=4:XO=12*L1 510 PRINT#1,"M";120,X0:PRINT#4,T1$ 520 PRINT#1 ,"M";0, - XO + 40:PRINT#4
|
||||||||||||||
|
63
|
||||||||||||||
|
i
|
||||||||||||||
|
Bar Graph 2 Listing Continued . . .
|
||||||
|
530 :
540 C=1:R=1:GOSUB1400
550 XS = 0.5:XM = 5.0
560 FOR I = XS TO XM STEP XS
570 TX$(I) = LEFT$(STR$(I + SGN(I)*0.00000001),L1)
580 Y= 1*36*2+OX-40
590 PRINT#1,"M";0,12*L1:PRINT#4
600 FOR J = 1 TO L1
610 PRINT#1,"M";Y,8
620 PRINT#4,MID$(TX$(I),J,1)
630 NEXT J
640 PRINT#1,"M";0,40:PRINT#4
650 NEXT I
660 PRINT#1,"M";0,0:PRINT#4
670 :
680 REM = = Y SCALE = =
690 C = 0:S=1:R=1:GOSUB1400
700 FOR 1=1 TO M:Y = OX-20
710 FOR J = 1 TO YN
720 PRINT#1,"M":Y,8
730 PRINT#4,MID$(TY$(I),J,1)
740 NEXT J
750 NEXT I
760 PRINT#1,"M";0,60:PRINT#4
770 :
780 REM = = BRAPH PRINT = =
790 PRINT#1,"M";0,W*M + 10:PRINT#4
800 C = 0:GOSUB1400
810 FOR l = 1 TO M:D(I) = VAL(A$(1,2))/1000000:NEXT I
820 FOR l = 1 TO M:A(I)= D(I):NEXT I
830 GOSUB1280 :REM DATAQUEST
840 C = 2:GOSUB1400
850 SC = 5:GOSUB1410
860 FOR 1 = 1 TO M:M(I) = VAL(A$(I,4))/1000000:NEXT I
870 FOR 1 = 1 TO M:A(I)=M(I):NEXTI
880 GOSUB1280 :REM MERRILL LYNCH
890 SC = 0:GOSUB1410
900 :
910 REM = = COMMENT WRITING = =
920 C=1:S=1:R=1:GOSUB1400
930 A$=''D":OF=20+W/2-10*(LEN(A$)/2):PRINT#1,''M";
0,-OF:PRINT#4
940 FOR 1=1 TO M:Y=D(I)*25+OX:GOSUB1440
950 PRINT#1,"M";0,-W+12*LEN(A$) + 20:PRINT#4
960 NEXT I
970 PRINT#1,"M";0,W*M + OF+40:PRINT#4
980 :
|
||||||
|
i
|
||||||
|
Bar Graph 2 Listing Continued . ..
990 C = 2:S=1:R=1:GOSUB1400
1000 A$="ML":OF = 20 + W/2-10*(LEN(A$)/2):PRINT#1,"M";
0,-OF:PRINT#4
1010 FOR I = 1 TO M:Y = M(l)*21 + OX:GOSUB1440
1020 PRINT#1,"M";0,-W+12*LEN(A$) + 20:PRINT#4
1030 NEXT I
1040 PRINT#1 ,"M";0,W*M + OF + 40:PRINT#4
1050 :
1060 A$=" D = DATAQUEST FORECAST"
1070 C = 0:R=1:GOSUB1400
1080 Y=425:X = 60:GOSUB1600
1090 :
1100 A$="ML = MERRILL LYNCH FORECAST"
1110 C = 2:R=1:GOSUB1400
1120 Y = 405:X = 60:GOSUB1600
1130 :
1140 A$="NOTE: MERRILL LYNCH DID NOT FORECAST
PAST 1983 "
1150 C = 3:S=0:R=1:GOSUB1400
1160 Y=18:X = 40:GOSUB1510
1170 :
1180 A$= " BECAUSE THE MARKET IS EXPANDING
VERY RAPIDLY"
1190 C = 3:S = 0:R=1:GOSUB1400
1200 Y = 8:X = 40:GOSUB1520
1210 :
1220 C=1:S=1:R = 0:GOSUB1400
1230 SC = 0:GOSUB1410
1233 PRINT#1,"M";-480,-480
1235 FOR I = 1 TO 5:PRINT#4:NEXT I
1237 OPEN7,6,7 :REM RESET PLOTTER
1239 PRINT#7
1240 CLOSE1:CLOSE2:CLOSE3:CLOSE4:CLOSE44:CLOSE5: CLOSE7
1250 END
1260 :
1270 REM = = BAR GRAPH = =
1280 FOR l = 0TO M-1
1290 PRINT#1,"M";OX,-W*I-20
1300 IFA(I+1)>5THEN 1360
1310 PRINT#1,"D";OX+A(I+1)*60,-W*I-20
1320 PRINT#1,"D";OX+A(I + 1)*60,-W*(I + 1)-20
1330 PRINT# 1,"D";OX, - W*(l + 1) - 20
1340 NEXT
1350 RETURN
1360 PRINT#1,"D";400,-W*l-20
1370 PRINT#1,"M";400,-W*(I + 1)-20:GOTO 1330
|
|||||
|
65
|
|||||
|
Bar Graph 2 Listing Continued . . .
1380 :
1390 REM = = COLOR,SIZE,ROTATE,SCRIBE = =
1400 PRINT#2,C:PRINT#3,S:PRINT#44,R:RETURN
1410 PRINT#5,SC:RETURN
1420 :
1430 REM = = GRAPH COMMENT = =
1440 FOR J = I TO LEN(A$)
1450 PRINT#1,"M";Y,8
1460 PRINT#4,MID$(A$,J1)
1470 NEXT J
1480 RETURN
1490 :
1500 REM = = SMALL CHARACTER = =
1510 PRINT#1,"M";0,-X:PRINT#4
1520 FOR I = 1 TO LEN(A$)
1530 PRINT#1,"M";Y,2
1540 PRINT#4,MID$(A$,I,1)
1550 NEXT I
1560 PRINT#1,"M";0,8*LEN(A$) + X+20:PRINT#4
1570 RETURN
1600 PRINT#1,"M";0,-X:PRINT#4
1610 FOR 1=1 TO LEN(A$)
1620 PRINT#1,"M";Y,8
1630 PRINT#4,MID$(A$,I,1)
1640 NEXT I
1650 PRINT#1,"M";0,12*LEN(A$) + X + 40:PRINT#4
1660 RETURN
1670 :
1680 REM = = BIG CHARACTER = =
1690 PRINT#1,"M";0,-X:PRINT#4
1700 FOR 1=1 TO LEN(A$)
1710 PRINT#1,"M";Y,20
1720 PRINT#4,MID$(A$,I,1)
1730 NEXT I
1740 PRINT#1,"M";0,20*LEN(A$)+X+80:PRINT#4
1750 RETURN
1760 :
1770 REM = = BIGGEST CHARACTER = =
1780 PRINT#1"M";0,-X:PRINT#4
1790 FOR 1=1 TOLEN(A$)
1800 PRINT#1,"M";Y,40
1810 PRINT#4,MID$(A1,I,1)
1820 NEXT I
1830 PRINT#1,"M";0,40*LEN(A$) + X+ 160:PRINT#4
1840 RETURN
1850 :
1860 REM = = DATA AREA = =
|
|||||
|
66
|
|||||
|
Bar Graph 2 Listing Continued ..
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
1870 DATA 5,5
1880 DATA 1981,1982,1983,1984,1985
1890 DATA 420000,840000,1345000,2150000,3440000
1900 DATA 168M,366M,538M,869M,1376M
1910 DATA 0,1250000,4000000,9999999,9999999
1920 DATA"",500M,1600M,9999M,9999M
READY
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
COMPLEX BAR CHART
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
MILLIONS OF UNITS ui ..........
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
3 X
r~ a
,. .. U
3D 7D
73 H V----)
73 J> (___
r? m
z-n m
no ii
m
oj> CO
X3 CO -tv
m -h L/
n I
5 m
H co
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
3
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
ai
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
DDDD
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
67
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
A Fantasy Role-Playing Simulation by D.W.Bradley
Playmastef rS Compendium
The Official t§nt Guide
Electronics Boutique Low Price
$9.99
LI5TPRICE $12.95
"HKiicmii .......
75
DDT22


o'
*!..
S^Bout this Oiint Quide
Bane of the Cosmic Forge is an extremely intricate game... full of mystery, puzzles, people and an assortment of monsters and weapons that would make any castle owner proud. With so much detail, it's not surprising that everyone needs a little nudge every now and again.
That's just what this hint guide is for... to fill in the spaces and to answer your questions. It's divided into three sections: information about the game itself and its designers, hints and tips to get you started, and all the details you need to understand the items and monsters within Wizardry.
While we don't like to tell anyone how to play a game, we feel it's best that you use this hint guide only when you are stuck. Half the fun of Wizardry is solving the puzzles, discovering a spell that will vanquish a monster or uncovering a unique power within a weapon all by yourself. By using this guide sparingly, we can guarantee you'll get the most out of everything Bane of the Cosmic Forge has to offer.
Itthat would you lik& to see?
We'd like to know your answer. After all, you're the one who is playing Wizardry. Who would know better? If there is anything that you think would help Wizardry to beat the fur leggings off of other fantasy role-playing games, we want to hear about it. Send your comments and suggestions to:
Sir-tech Software, Inc.- Product Development
P.O. Box 245
Ogdensburg, New York 13669
Still have questions?
If you're stuck in Bane of the Cosmic Forge, and can't find answers to your questions in this guide, we've got someone waiting to help you.
The Wizardry Hotline (315) 393-6633
Monday - Friday ~ 4:00 - 8:00 p.m. Eastern Time Weekends and Holidays 12:00 - 4:00 p.m. Eastern Time
Bane of the Cosmic Forge application software copyright © 1990 by Sir-tech Software, Inc. and D.W. Bradley.
All logos, printed graphic designs and printed materials copyright © 1990 by Sir-tech Software, Inc.
Bane of the Cosmic Forge Paymaster's Compendium copyright © 1991 by Sir-tech Software, Inc. All rights reserved.
All rights reserved. No part of this book may be reproduced in any way, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise without prior permission in writing from the publisher, except by reviewers, who may quote brief passages to be printed in a magazine or newspaper.
1234567890
Wizardry is a registered trademark of Sir-tech Software, Inc.; Reg'd TM - Canada and Japan.

Wizardry (Bane of the Cosmic forge
...was created, programmed and designed by (DSW. (Bradtey...
...this guide zvritten and editeabtj (Brenda garno...
...aitgame messages by (D.w. (BradCeu...
...items and weapons byjeffrey^ette and (DM. (BradCey...
...artwori^by^edfeoonthanakit and^iCC^Briggs...
.thanks to 'Todd ftshtey, (MikeSanderson andCapt'nTldventure...
XX Tabte of Contents
Introduction-
Creating the Party & Other Strategies-------------------------------------------------------------------2
Before You Enter the Dungeon----------------------------------------------------------------------3
Creating Your Party-----------------------------------------------------------------------------3
Selecting Your Characters' Races---------------------------------------------------------------3
Selecting Your Characters' Professions---------------------------------------------------------5
Drawing Out the Party---------------------------------------------------------------------------6
The Roll of the Dice-Frustration? Did you say, "Frustration?"
Allocating Your Characters' Skill Points-------------------------------------------------------7
Entering the Dungeon--------------------------------------------------------------------------------7
The Pre-Combat Check--------------------------------------------------------------------------7
Your First Encounters---------------------------------------------------------------------------8
After An Encounter------------------------------------------------------------------------------8
A Rude Awakening------------------------------------------------------------------------------9
Accumulating Experience Points----------------------------------------------------------------9
Gaining a Level----------------------------------------------------------------------------------9
Experience Points Needed-----------------------------------------------------------------------10
Practice Makes Perfect (Skills)-----------------------------------------------------------------12
Selecting Spells----------------------------------------------------------------------------------13
Locked Doors------------------------------------------------------------------------------------14
Gates---------------------------------------------------------------------------------------------14
Treasure Chests----------------------------------------------------------------------------------14
Non-Player Characters--------------------------------------------------------------------------14
Spotting Secret Items & Passageways----------------------------------------------------------15
Fountains-----------------------------------------------------------------------------------------15
Moving On---------------------------------------------------------------------------------------15
Calling All Monsters-----------------------------------------------------------------------------15
Save Your Game---------------------------------------------------------------------------------15
Interview with David W. Bradley------------------------------------------------------------------------16
Maps, Messages, Hints & Tips---------------------------------------------------------------------------20
Castle - Ground Zero---------------------------------------------------------------------------------21
Castle - Lower Level---------------------------------------------------------------------------------24
Castle - Towers---------------------------------------------------------------------------------------31
Castle - Upper Level---------------------------------------------------------------------------------34
Skull Door - Part 1-----------------------------------------------------------------------------------37
The Belfry--------------------------------------------------------------------------------------------38
Cavern & Giant Mountain---------------------------------------------------------------------------39
Giant Mountain (Upper)-----------------------------------------------------------------------------43
The Mines---------------------------------------------------------------------------------------------44
The Pyramid------------------------------------------------------------------------------------------50
Skull Door - Part II-----------------------------------------------------------------------------------55
Castle Spires------------------------------------------------------------------------------------------57
River Styx--------------------------------------------------------------------------------------------58
Tomb of the Damned---------------------------------------------------------------------------------63
Swampland-------------------------------------------------------------------------------------------64
Hall of the Dead--------------------------------------------------------------------------------------66
The Enchanted Forest---------------------------------------------------------------------------71
The Temple of Ramm--------------------------------------------------------------------------------74
The Chamber of the Cosmic Forge------------------------------------------------------------------76
All Those Things That Go Bump in the Night & the Goods to Bump Them Back--------------------79
Items List (preface)-----------------------------------------------------------------------------------80
About Dice Rolls----------------------------------------------------------------------------------81
Items--------------------------------------------------------------------------------------------------82
Monsters----------------------------------------------------------------------------------------------95
1
cThe year is 1981. Sir-tech is housed - in entirety - ivithin a svc by-nine foot space rented from a local novelty manufacturer. cIhe office staff is a bit limited, too. In charge of customer relations, public relations, sales and development is Egbert Sirotefc.. who is also the vice president. 9{grman Sirotek^ handles accounting, customer relations, distributor sales and any other tasks which come his way; he is also the controller. Robert Woodheadand Andrew Qreenberg are the whole of development. On the way out the door are the first 100 Wizardry disks. <Ihey have been up a good portion of the night copying the disks... one... by... one.
Ten years have passed since that day the four nervously shipped the first one hundred copies of Wizardry to the world of computer users. (Hung in plastic bags from display racks, Wizardry competed with word processors, accounting packages, spreadsheet databases and other titles of "noble" pursuit. Scarcely a game could be found. After all, many reasoned, computers weren't made for games. And so Wizardry waited. Moping someone would notice. Ten years and nearly 2 million copies later, clearly someone had.
r+s r-+* /■*■
At the same time and on opposite ends of the United States, (David W. (Bradley had begun to program what would become Wizardry V: Mean of the (Maelstrom. (Being a fan of fantasy role playing and computers, 'Davidnaturally mixed the two. In the office where he worked, the game passed from disf^to disband person to person. (People who were supposed to be typing memos, planning corporate stratums and comparing financial sheets, were instead trouncing through dungeons, battling dragons and collecting gold pieces.
In 1984, (David contacted Sir-tech Software about his program, then called "(Dragons (Breath." In just a few weeks, the game was a hit with Sir-tech's office staff, too. 9{prm and%ob Sirotek^decidedit was just too good to pass on, and so set the production wheels in motion.
After its release in 1988, Wizardry V won several gaming awards and increased the series' fame to even higher levels. And that's when it happened - David threw the entire system out the door on its ear.
And from the ground up, beginning with a simple "(Hello World!' program, David Bradley sculpted a system that had been his own for 10 years a system that would eventually garner more awards than the previous five Wizardrys combined. (But according to David, "([hat's only the beginning."
2
Creating The (Party
Sind Other
'Essential Strategies
of the
'Bane of the Cosmic Jorge
adventurer
How do you create the perfect party? How many experience points do you need to reach the next level? What's the best way to deal with locked doors? You'll find the answers to these questions and more in the section which follows.
Designed as a gamer's aid, the advice it offers is crafted from the contributions of dozens of gamers who have made it successfully through Bane of the Cosmic Forge. Whether you're a seasoned player or an adventurer just beginning your trek into Wizardry, the suggestions found here will certainly help you in your travels.
'Before you "Enter ^foe dungeon
You've just installed Bane on your computer, and you're eager to get into the dungeon where the adventure waits for you.
Not so fast. You're about to create a party that you'll have to live with for the whole of your adventure! The more time and effort you put into developing these characters, the more performance you'll get out of them.
Creating Your Party
The party is the very heart of any role playing experience. The characters you create to adventure through Bane of the Cosmic Forge will soon become your electronic friends. You'll know them nearly as well as you know yourself.
With such variety, however, selecting a party which will meet all the challenges of the Wizardry world can be quite a puzzling experience. To be exact, there are 297 possible character combinations to choose from, and from that selection, everyone seems to have a different idea about which characters comprise the "best possible party". And that's okay. It's always been a personal decision. However, some general guidelines do exist. They are discussed in the following sections.
Selecting Your Characters' Races
A character's race is an all-important trait. Races offer your party members special benefits such as a lowered armor class or certain resistances, and typically dictate which professions your characters may enter.
When you're considering the makeup of your party, think of what you'll need as you enter the Wizardry world: fighters who are fast and strong; spell casters who are intelligent, pious or both and thieves who are dexterous, fast and intelligent. Different races within Wizardry offer each of these benefits naturally.
The Lizardman, for example, makes for an excellent fighter. Using the chart below, you can see where each race excels along with any unique traits it may possess.
Each race has its own strengths and unique traits.

I Races' M Races'
strengths || weaknesses
Looking at the chart, you can see that each race, with the exception of the well-balanced Human, leans toward a particular profession. For example, if you're looking to create a Priest, good candidates for race would be an Elf, Dwarf, Gnome or Rawulf - all have good piety and would likely take few bonus points to enter the profession. Likewise, the Lizardman, Dracon and Mook all lean toward fighting professions.
4
Just as the Lizardman leans toward a fighting profession, so too do the other races lean toward their own professions. The chart below shows you just how well the different races match up to the professions.
Certain races are made to enter a particular profession.

handsomely: the Felpurr, because of its legendary speed, has a naturally low armor class. The Ninja, by the same token, lowers its armor class through its study of Ninjutsu. A Felpurr Ninja, then, has a doubly low armor class! On top of that, your Felpurr Ninja also has resistance to spells and missiles hurled in its direction. Not a bad character! And there are others just like it! Just look at the benefits these races have to offer:
Some races have unique resistances
Race requires least amount of bonus points to enter the profession.
Second Place
|
Resistances ^^ |
|
|
Humans |
None |
|
Elues |
Hypnosis & Sleep Spells |
|
Duiarues |
Magical Spells & Poison 1 |
|
Gnomes |
Magical Spells |
|
Hobbits |
Magical Spells |
|
D Faeries |
Magical Spells |
|
Lizardmen |
Mental Spells & Acid |
|
Dracons |
Mental Spells & Acid |
|
Felpurrs |
Spells & Missiles (SPD) |
|
Ramulfs |
Cold |
|
^B Mooks |
Magical Spells & Cold |
While it's important to compare a character's race against the profession he or she hopes to enter, it's equally important to consider what benefits you'll receive by selecting a particular race - some races have a naturally low armor class; others have special abilities.
When you combine a race's natural talents such as a high strength or a resistance to magical spells with a profession's bag of tricks like critical hits or spell casting, you can create some astounding characters! For instance, consider the Felpurr Ninja. While it is a hard character to roll, the combination of its race and profession will pay off
As you're creating your party, try to take advantage of the resistances Wizardry's people have to offer - and study those resistances carefully. You'll find that some races' resistances are superior to others. The Elf, for example, has a resistance to Hypnosis & Sleep spells. However, the Lizardman and the Dracon have resistance to all mental spells. What's more, the Dracon can even breathe acid upon its opponents!
Despite a race's leaning, no race is limited to any particular profession. With a high enough roll of the dice, any race can enter any profession. Choose your characters1 races in terms of the benefits they can offer to you and your party.
Selecting Your Characters' Professions
Inside the Wizardry dungeon, your characters will find monsters bent on stalling their adventure, locked doors, treasure chests, NPCs with unique personalities and hundreds of other surprises at the turn of every corner. To face everything Wizardry has in store for you, you'll need a blend of characters whose skills and talents compliment one another.
Typically, the first three characters in your party deliver and accept the damage to and from opponents. So, you'll need at least three characters who can fight well. The Fighter, Ranger, Valkyrie, Samurai, Monk, Ninja and Lord fit this bill. Next, you'll need someone to heal the damage caused by the monsters your party faces. The Priest, Alchemist and Psionic are well-suited for such a position. Of course, you'll also want a spell caster capable of incanting a bit of chaos himself. The Mage, Psionic or Alchemist can do the trick. Lastly, you're going to need someone, a thief perhaps, who can get you into those locked doors and treasure chests.
Following the guidelines above, you could create a party which consisted of three Fighters, a Priest, a Mage and a Thief. While this party covers the basics, it doesn't take full advantage of all Wizardry has to offer. Could you get an extra healer in there? An extra damage caster? Maybe even four characters capable of fighting well? Be greedy... get all you can get into a single party!
The party which follows covers all the bases and then some. Contained within just six characters, you have a Fighter, a Samurai, a Monk, a Ninja, a Priest, two Mages (one is the Samurai), an Alchemist (thanks to the Ninja), a Psionic (from the Monk), a Thief (again, thanks to the Ninja) and a Ranger (by building the Ninja's Scouting ability). That's 11 characters for the price of 6!
5
By using elite characters, your party will be more powerful.

Depending on your preferences, you may like one of the party combinations below:
|
Ualkyrie |
Fighting, Priest Spells |
|
Ninja |
Fighti ng, Alchemist Spells Thieving |
|
Samurai |
Fighting, Mage Spells |
|
Priest |
Fighting, Priest Spells |
|
Psionic |
Psionic Spells |
|
Mage |
Mage Spells, Scouting |
An elite party with a lot of healing power.
|
Fighter |
Fighting, Scouting |
|
Lord |
Fighting, Priest Spells |
|
Samurai |
Fighting, Mage Spells |
|
Priest |
Fighting, Priest Spells |
|
Mage |
Mage Spells |
|
Thief |
Theiving Skills |
Easy to roll, lots of healing/damage power.
6
Drawing Out The Party
After you've reviewed all of Wizardry's races and professions, you likely have some ideas on what you'd like within your party. The chart on the bottom of this page will help you to understand and refine your party's potential.
Just fill in each character's profession and race, and check off his or her contribution to the party. Then, note any special abilities or resistances in the last column.
When you've finished entering the information for each character, hopefully there will be a checkmark in each column -if there is, then you've covered all the bases. If there's more than one checkmark per column, so much the better! Should you find a gap, however, try to find a character who can fill it.
The Roll of the Dice
Once you've decided what characters are going to make up your party, get yourself a cup of coffee or a large glass of soda, and prepare yourself for a wait. After all, you're at the mercy of the dice roll. If you want a Ninja, for example, you'll need at least 15 bonus points. For other profession/race combinations, the ante is just as high. (The chart on page 14 of the manual will tell you how many bonus points you'll need for any combination.) Just remember, the time you spend creating your party is an investment; you will save it two-fold as your super characters progress more quickly, vanquish monsters with ease, and recover from combat with flair.
|
w* V |
Combat | |
Spellbooks |
Skills | |
1 Resistances |
||||||||
|
Profession Race |
Fight |
Critl |
Ialc |
MAG1 |
PRl] |
PSII |
| Scoutl |
Skuld. |
Leger.j |
|||
|
1_____1 |
||||||||||||
Frustration? Did you say, "Frustration*!"
If you've already created your party and it's exactly what you
hoped for and it took you less than an hour, you can skip this
section... but don't brag about it!
"It took me two hours to create this party," he said. It's common. Dice rarely roll the way you want them to. Just ask anyone who's ever been to Las Vegas.
As you're creating your party, you'll grit your teeth when you see the dice roll is a slim one point away from the amount you need to create your super Monk or Ninja. And perhaps, as if to rub it in, you may get a scarce 5 points from the next roll!
Instead of breaking pencils over these close rolls, use them to your benefit. Let's say you're trying to create a Felpurr Ninja and you need a roll of at least 15. Finally, you roll a 14 (teeth grit, pencil breaks). Instead of creating a "junk" character, use these points to create a super fighter, priest or other common profession. After all, it's likely you'll have at least one character in your party who is not of the "elite" ilk and can benefit from such a high roll.
Other people even make a game of creating super characters. "I say you'll get the Ninja within 10 rolls... ah, no... make it 15 rolls. Yeah, 15." No kidding.
Yes, rolling the ultimate party can be frustrating. However, try to be patient and firm. If you want a Felpurr Ninja, don't setde for a Felpurr Samurai. Just rest assured that eventually you'll get the bonus points necessary to create each of the characters you've designed.
Allocating Your Characters' Skill Points TMlring tflC (Dungeon...
Once you've successfully rolled one of your super characters, congratulate yourself! Now, it's time to give the character some extra power by way of skill points.
Wizardry typically provides each character with a few extra bonus skill points to add to his or her area of expertise. As you allocate each character's skill points, remember what you created them for...
Fighters
Add points to a weaponry skill such as Sword. You may also add points to the character's Scout ability.
Samurai/Ninja/Monk
Add points to the character's Hand & Feet, Ninjutsu and magical skill. If you have enough points, drop one or two into Oratory as well. If the Ninja is to be your "Thief, add points to Skulduggery and Legerdemain, too.
Valkyrie/Lord
Add points to a Weaponry skill, Theology and Oratory.
Priest/Mage/Psionic
Add points to Oratory and their area of magical expertise.
Alchemist
Concentrate your points in the character's Alchemy skill; Alchemists need no oratory.
If your character didn't get enough bonus points to allocate everywhere you'd like... don't worry. Characters usually get extra skill points each time they gain a level and each time they practice a particular skill. Be sure to check out "In the Dungeon, Practice Makes Perfect" later in this guide.
With all of your characters created, it's time to select from that repertoire the elite six who will serve as your party throughout your adventure.
As you add each member of your team, be certain that the character meets the expectations you had for it. If not, it might be worth your while to create another.
Add the six members to your party placing the strongest characters in the front and the spell casters and non-fighting types (alas, the weaker ones) to the rear. Take the time to review each character and equip their armor and weapons while you're there. Once you've finished, then you're ready to head into the dungeon.
Once You're in the Dungeon.
Once you have selected the brood which will comprise your party and have made your way into the entrance chamber of the castle, save your game. Why? Just in case your characters meet an untimely death after their first combat, you won't have to go to the trouble of adding the members, equipping them and making your way into the dungeon again. You'll just have to resume your saved game.
The Pre-Combat Check
After spending so much time putting your troop together, you're eager to see them perform. However, before that first encounter, spend a few minutes to do a pre-combat check.
* Check the order of your party. Fighting characters with the highest hit points should be in the front. The weakest characters should be in the rear.
* Note the ranges of your characters' weapons. Don't put someone with a short range weapon in the third position.
* Check your characters again to make sure everyone is equipped.
* Know which spells your spell casters have available.
8
Your First Encounters
Everyone's equipped, the adrenalin is flowing and your head fighter is determined to make rat pies from the creatures standing before you. It's finally time to put everything you've created into action.
How you handle the combat all depends on the number of monsters you encounter. For example, let's say your first encounter was with nothing more than one, paltry rat. With three of your characters swinging a sword at him, there's a good chance that he will be killed, or at least severely injured, during the first round of combat.
However, suppose you encounter six rats traveling in two groups... two in the first group, and four in the last. Obviously, you'd handle things a bit differently. Your ultimate goal, however, is to disable all the monsters as quickly as you can. With a bit of luck, the strategy below will do just that:
Fighting Characters: Fight the 2 monsters in group 1
Spell Casting Character: Cast a Sleep spell on the 4 monsters in group 2
In the previous example, you're putting three of your fighters on just two rats. In all likelihood, they will kill one and injure the other; however, they might just kill both. The Sleep spell, on the other hand, will disable all four monsters in the second group if it is successful. So, in the next round of combat:
Fighting Characters: Attack sleeping monsters in group 2. If a rat from group 1 is still alive, have one of your fighters attack it.
"Healing" Character: If any party member is injured, cast a healing spell on him or her.
Spell Casting Character: It's optional, but if you want to play it safe, cast another Sleep spell on the second group to "re-sleep" any monsters which have been awakened.
After the second round of combat, if all goes well, you'll have only a single rat left and it might be asleep at that! In the third round of combat, your fighters can quickly vanquish it.
Throughout your early encounters, this type of strategy can be applied to virtually any situation, regardless of the type or number of monsters. For three groups, for example, you could cast a Sleep spell on the largest, attack the second largest and hope the smallest group doesn't cause you too much damage. If you have another spell caster who can cast Sleep or some other type of damage spell on the third group, you're even better off.
As you progress through Bane of the Cosmic Forge, you'll encounter other types of monsters who have special resistances, cast spells against you or possess other unique powers. Of course, your party's spell arsenal will have increased, too. You'll be able to Silence the spell casters, Fireball the giants or summon other monsters to help you in your battle.
Just remember the essential combat strategy: disable as many monsters as you can in the first round of combat. How you disable them, by killing, spells or otherwise, is dependant upon the mettle of your fighters and the power of your spell casters.
After an Encounter
After an encounter, a party typically needs both healing and rest...
1. If your party is in reasonably good shape... no one is dead... save the game.
2. Since your healers likely used all of their spell power in combat, they will need some rest before they can help anybody. Find your party a quiet alcove, and bed down.
3. Once your party wakes up, the healing can begin. Heal as many of your characters as you can, and when the spell points run out, rest again. Afterward, heal them some more.
A Rude Awakening
What if some monster barges in while your party is sleeping and starts to kick your thief s teddy bear all over the room? No worries. Since the party has rested, for part of the night at least, your spell casters will have some spell points available. Additionally, your fighters will have regained a portion of their stamina and maybe some of their lost hit points. As soon as everyone wakes up, they'll be able to fight off the intruder.
Even if the monster succeeds in delivering some heavy damage to your sleeping party, it won't matter. You saved the game first. Just quit and resume the game with your healthier party.
Accumulating Experience Points
As your party encounters more and more monsters, you'll obviously collect more and more experience points. These points pay off generously in the form of experience levels.
Using the tables on pages 10 and 11, you can see just how far your characters have to go before they're able to advance to the next level of experience. The number of experience points listed is the number of additional bonus points your character will need to reach the next level of experience.
Gaining a Level
Each time your characters gain a level, it's your best chance to improve their chances of entering Adventurer's Hall of Fame. Although Wizardry's dice will choose the hit points and statistic increases for your characters, you'll be able to influence at least two changes on your own... the skills you increase and spells you select.
|
I r-r-r^rr-r-r-r"r"rr-|rrii 1 CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCD 1 <<<<<<<<<<<<<<<< 1 CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCD| |
|
1 Cn en 4* cm ro -* o |
|
I rorsJN) |
|
1 ocnocnocnooooooocnro 1 O OO OOOOOOOOOOOCflN 1 o o © oooooooooooocn 1 oooooooooooooooo |
|
Irrrrrrrrrrrrrrrr 1 CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCD 1 cdcdcdcdcdcdcdcdcdcdcdcdcdcdcdcd| |
|
I o tn w voo^an I coo^w-co^w- cnro 1 ocnocnotnooui-jco^-jw- I oooooooooooooooo I oooooooooooooooo |
|
Irrrrrrrrrrrrrrrr 1 CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCD 1 CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCD| |
|
lo-jcnNo-jcnro l^vDWcoNicr. ui ro os w ONOHOJiCONiChCOJiNiOsOD^Ni-1 OOOOOOOOOOOOOOOO I oooooooooooooooo I oooooooooooooooo |
K*
o

|
Irrrrrrrrrrrrrrrr |
|
1 CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCD |
|
!<<<<<<<<<<<<<<<< |
|
1 CDCDCDCDCDCDCDODCDCDCDCDCDCDCDCD] |
|
P^n:s^^^wn- |
|
I ro ro n |
|
1 ooyi-^jwoffiw- |
|
1 vjD-*AO^v£i J^NiOHCO^Ni |
|
I ocnouiocnooooooocnrs)-* |
|
1 oooooooooooooocnro |
|
1 ooooooooooooooocn |
|
1 oooooooooooooooo |
|
1 CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCD 1 CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCD |
|
I o^cn^ wn-*o |
|
ro is) -* & co J* ocnrs) wro ^o^josooa^w-* cnw vD-xJcnw oocn-Jco^N rorois>i\>rois>Nosoi|irs>osa^ro oooooooooooooooo oooooooooooooooo |
|
I r-r-YrTT" 1 CD CD CD CD CD CD 1 CD CD CD CD CD CD |
CDCDCDCDCDCDCDCDCDCD <<<<<<<<<< cdcdcdcdcdcdcdcdcdcd| |
|
1 oscn^criN-* |
voo-sjchoi^c^ro o |
|
1 WNN 1 n-^j wvocn %iw- 1 OvO-sJOSJlW-*in^JOOAN I os os os-*os»vfivo^i\>-*<jnro-* I oooooooooooooooo I oooooooooooooooo |
|
|
1 cdcdcdcdcdcdcdcdcdcdcdcdcdcdcdcdI 1 cdcdcdcdcdcdcdcdcdcdcdcdcdcdcdcd| |
|
1 m^T^mi«VOC0^ost;ii^WN"fc I O"! en a w ro -* o |
|
1 NNN 1 cocn-*-^iwoo>w 1 so-* ^osvo-*^N>oso,jiro-* 1 ocnocnotnoooooootnN- 1 oooooooooooooocnrs) 1 ooooooooooooooooi 1 oooooooooooooooo |
CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCD <<<<<<<<<<<<<<<<
CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCD
cfr cn a cm ro o
wroro
ovo-jcn^tM cn^co^fo
os os os osoosovo.fcrs> oiro
OOOOOOOOOOOOOOOO
oooooooooooooooo
|
1 r-rr-rrr- 1 CD CD CD CD CD CD <<<<<< | CD CD CD CD CD CD |
r-r-r-r-r-r-rr^r-r CDCDCDCDCDCDCDCDCDCD <<<<<<<<<< cdcdcdcdcdcdcdcdcdcd| |
|
0*01 Jk WPO |
■^^o-gosoiAwro o |
|
WIS)N n*j w vooi siw- ovD-Jcr.^CM tn-^co^ro o* os o> o* o vo so a ro oi ro OOOOOOOOOOOOOOOO oooooooooooooooo |
|
»3 = S s cd i »
W 2 «?

|
r-r-r* r-r~ rr~ r-rir-r-r-r-1r~ 1 CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCD <<<<<<<<<<<<<<<< 1 CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCD 1 cn cn a cm ro o |
^VJi^H |
|
WWNIS)-- OS OS -xJN-siW AOSvO 4^0*OvOsO£hlS>-* C0CMC0CMC0CMODArOCnC0.&NCr«CM OOOOOOOOOOOOOOOO! oooooooooooooooo oooooooooooooooo |
|
|
I r~r r-r-r-|rr-r-|r-r-r-rr i 1 CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCD I CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCD |
|
^MN-S^^^WW- |
|
roNPo cocn -viwochw VO AOSVD ANOSOArsi ooiooiooiooooooooin 1 OOOOOOOOOOOOOO0!N| ooooooooooooooooil oooooooooooooooo! |
CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCD <<<<<<<<<<<<<<<<
CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCD
os cn 4i cm n> o
vOO«xJOSOlJkWrO
FS)N
Jk OJk OOIW
CMN-* vOO-JCnOA^JW
CnW vO^JOICM 0001^104HS>
oooooooooooooooo oooooooooooooooo
|
r~ r-1~ r" r~ r~ r~ r-r~ r~ r~ r* r* r-r~ r~ 1 CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCD <<<<<<<<<<<<<<<< | CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCD |
Efl |
|
1 N-J WvOOl nJW- 1 OvO-JOSJkW Ol-JO JkN 1 os o* ff> oso^soan cnro I OOGOOOOOOGOGOJfch)OtOO£bh}OSGO£i 1 oooooooooooooooo I oooooooooooooooo |
|
CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCD <<<<<<<<<<<<<<<<
CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCD
oso! a wro o
so co -J on cn ^ cm ro I
WNNN 4iv0Ol OsrSJ-xJW
wvo^ooi oscovovojkro
OCMOC^00400ArOOSO^nOChCM-OOOOOOOOOOOOOOOOI
oooooooooooooooo oooooooooooooooo
12
Practice Makes Perfect
Each time your character gains a level, Wizardry usually gives you several bonus skill points to add to a character's skills in any field you like. While it may be tempting to add all of these extra points into a character's weaponry skill or perhaps another discipline, you'll find many of the character's skills have already increased on their own... simply by practice.
For the most part, each time your character successfully uses a skill, it will increase, and because Bane of the Cosmic Forge is well balanced, these skills tend to increase in direct proportion to your need for them. Because of this balance, there are some skills which will, for the most part, take care of themselves. As in the "real world", practice makes perfect.
Fighting Characters: Each time they successfully use their weapon, their skill with the weapon increases. Consider adding points to such areas as Scout or Artifacts. For the Monk, Samurai and Ninja, you may want to increase Ninjutsu or Kinjutsu. For characters who also have a magical bent, add points to their area of magical expertise.
Spell Casting Characters: Each time they successfully incant a spell, their Oratory increases. Add points to their area of study instead. While this increases on its own throughout the character's early levels, it's a good idea to help it along with some extra points. After all, your character may learn more spells.
Thieving Characters: Each time they successfully pickpocket a character or unlock a door or chest, their thieving skills increase. You may choose to add points to Ninjutsu or Scout instead.
Since these skills grow on their own, use some of the points which you might normally allocate to them in areas where your character still needs to develop. While you're distributing all of those extra skill points, remember that it's better to create specialists than to give everyone a smattering of skills. For example, allow your Mage to become the scouting expert; you don't need more than one scout in your group.
The listing of skills which follows gives you a quick breakdown of each skill's effect. Looking them over, perhaps you can see where you'd like your characters to improve.
Weaponry skills help characters use their weapons accurately.
|
Lets you use.^B |
||
|
=n |
Wand & Dagger |
Small weapon |
|
Sword |
Any aword |
|
|
Rxe |
Any axe |
|
|
c o CL m L |
Mace 8* Flail |
Mace, flail, hammer| |
|
Pole & Staff |
Any pole or staff | |
|
|
Throw |
Anything thrown |
|
|
Sling |
Any sling/bullet | |
|
|
Bow |
Any bow /arrow |
|
|
Shield |
Any shield |
|
|
Hand & Feet |
Bare Hand or Foot |
|
Physical skills help your characters
perform acts of the hand, mouth or body
deftly and with finesse.
|
Helps you to..^l |
|
|
1 Scout |
Find hidden things |
|
fcj Music |
Play instruments |
|
pfl Oratory |
Cast spells (well) |
|
fej Legerdemain |
Pickpocket NPCs |
|
VI Skulduggery |
Open a chest or door | |
|
^Ninjutsu______ |
Hide / Lower AC | |
Academia skills are a learned ability such as an area of magical expertise.
|
1 |
Helps you to...^ |
|
|
flcademia |
Artifacts |
Use Items |
|
Mythology |
Identify Monsters |
|
|
Scribe |
Use Scrolls |
|
|
Alchemy |
Learn ALC spells |
|
|
Theology |
Learn PRI spells |
|
|
Theosophy |
Learn PSI spells |
|
|
Thaumaturgy |
Learn MAG spells |
|
|
Kirijutsi |
Critically hit_____] |
|
13
Selecting Spells
Aside from boosting your characters' skills, Wizardry often allows your magic users to select a new spell or two when they gain a level. With several new and untried spells before you, it's often difficult to know which to pick.
Generally, each time a character is offered spells, he or she will find in the list both spells which hurt the monsters and those which help the party. In order to survive within Wizardry's sometimes harsh environment, you'll need to select some spells from both extremes.
To help the party, any spell which cures anything or protects the party from potential damage is extremely useful. The best from each realm are listed below:
Fire Spells: Fire Shield
Water Spells: Cure Paralysis, Ice Shield
Air Spells: Air Pocket, Silence, Cure Poison, Purify Air
Earth Spells: Armor Shield, Direction, Knock-Knock, Create Life, Cure Stone
Mental Spells: Sleep, Cure Lesser CND, Divine Trap, Detect Secret, Mindread, Sane Mind, Illusion, Wizard's Eye
Magic Spells: Heal Wounds, Enchanted Blade, Magic Screen, Conjuration, Resurrection
Each of these spells will help to protect your party in some way... either from death or from a monster's attack. Others allow you to see things which may aid your quest. Should any of the above spells appear in your magic user's list, be sure to choose them. While you're doing so, remember that all of your magic users work together - for example, if your Priest already has the Resurrection spell, and your Mage is offered Resurrection too, you may be better off selecting another spell that your party currently doesn't have.
Of course, adventure wouldn't be complete without spells to put the monsters in then-place. As with the healing and helping spells, damage spells have a general measure of worth, too: those spells which disable the monsters or better yet kill them are the best to select. From each realm, there are several spells which accomplish the task with finesse:
Fire Spells: Energy Blast, Fireball, Firebomb, Firestorm, Nuclear Blast
Water Spells: Chilling Blast, Iceball, Deep Freeze
Air Spells: Stink Bomb, Poison Gas, Whirlwind, Toxic Vapors, Noxious Fumes, Asphyxiation, Deadly Air
Earth Spells: Acid Splash, Blades, Acid Bomb
Mental Spells: Mental Attack, Psionic Blast, Death, Mind Flay
Magic Spells: Make Wounds, Dispell Undead, Anti-Magic, Lifesteal, Death Wish
The spells listed above are, to a certain extent, the best of the crop. Spells which merely blind, weaken or otherwise allow the monsters to continue slashing your party just can't do the trick as well. If you don't see a spell listed, however, that doesn't mean your characters shouldn't select it. After all, on occasions, a combination of different damage spells could prove disastrous to your opponents.
Tired of Killing?
As your party adventures through Bane of the Cosmic Forge, you'll encounter many things besides monsters: there are traps, tricks and puzzles to stall you, locked doors and chests protecting the bounty of some monster's cache and NPCs who are willing to aid you in your quest. In the sections which follow, you'll find hints on how to best handle these situations.
14
Locked Doors
A stable feature in the landscape of Bane of the Cosmic Forge is a locked door. For the most part, locked doors shield something your party has been looking for or hide a passage to another part of the dungeon.
When you encounter a locked door, your party has four courses of action: force the door open, pick its lock, cast a Knock-Knock spell or use a key on it. Of all those options, picking the lock is your best bet -it's the only one which will increase your character's skill. If your character fails to pick the lock in his first attempt, try again. If he's successful, he'll gain a point in skulduggery. Should he fail, however, and jam the door you can always use a key or cast a Knock-Knock to open it.
To open a locked door, use a key,
pick its lock or cast a
Knock-Knock spell.
Knock-Knock spells may also be used to identify the lock on a particular door. To open a typical locked door, you need only a good thief or a strong fighter. For a specially or magically locked door, however, you'll need a special key or an item. When you cast a Knock-Knock on such a door, Wizardry will tell you that it is "JAMMED". Had it been a normally locked door, Wizardry would have responded, "SUCCESS" or "FAILURE".
Gates
In medieval times, a castle's gates were an almost certain protection against unwanted intruders. The Bane King undoubtedly had this in mind when he built his castle - you'll find them all over the place! Some gates, your party will never be able to open. The others, however, typically require a key or a press of a button. When your party finds an interesting key (which does not include copper, chrome or iron keys), try it on all the gates you can find... until one of them opens. While you're there, search the walls or small rooms around the gate; you might find a button which will open it.
Treasure Chests

There's nothing that can please a party more than treasure chests loaded with new armor, swords, potions and a bit of gold to boot. Of course, loaded treasure chests don't yield their goodies to anyone who comes asking... you've got to get around their traps first! When your characters come across a trap, first of all, have every character inspect it. Although some of your characters may not have any insight to offer, you'll be surprised occasionally. Afterward, if your spell caster is able to cast Divine Trap on the chest, do so. Now your party will have a good selection of letters to work with. Write the letters down on a piece of paper, and put your brain to work. When you're just getting used to Bane's unique chests, it might take a while to unscramble the trap's name. However, the more chests you encounter, the easier it becomes.
Non-Player Characters
Your party's not the only one who came to Wizardry's world to seek adventure. There are entrepreneurs and thrill seekers throughout Bane of the Cosmic Forge who have, for one reason or another, decided to stay in the area even after the King and the Forge changed its history forever. As you read through this guide, you'll find interviews with many of the NPCs who make Wizardry such an intriguing game.
IS
Spotting Secret Items and Passageways
The easiest way to find secret items and passageways is available through your spell caster: Detect Secret. When the "eye" starts to blink, you know you're near something good. However, there are also other "common sense" ways to discover these mysteries. Secret items and passageways can usually be found: in corners of rooms; where you see items "scattered about the room"; at hallway "dead ends" and in one-by-one rooms.
Fountains
Throughout the entire Wizardry world, you'll find many fountains. Most fountains provide your characters healing, stamina and some fountains even replenish spell points. On the other hand, there are also fountains whose water has gone *bad*. Typically, these fountains poison anyone who drinks from them. While there is no way to tell the good fountains from the bad, there are ways to use the fountains to your party's benefit. Before you try a fountain, save your game. Mark the location of the fountain on your map (or in your memory), and note its effects. After you've spent a few days exploring the dungeon, you should have a good number of fountains marked. By returning to and using these fountains, your party can conserve spell power and rest time - instead of casting "Heal Wounds" or "Stamina", you can drink from a fountain.
Moving On
Eventually, your party will have explored the first level of the castle, gained a few levels, and you'll be ready to move on to bigger and better things. So, you head downstairs to see what's waiting for you. And then it happens. You encounter a bunch of half-mad Brigands who aren't impressed with your bright, as yet non-combat worn, plate mail. So they promptly, if not a bit rudely, remind you of your inexperience. Maybe you should have waited after all.
It happens to almost every Wizardry player at one time or another; your party's just not ready for what the next locale has to offer. So, spend some extra time in an area where your party is comfortable... even if you've already explored everything... until your characters gain another experience level. Once you've got a few more notches on your shield, head out and try it again.
Calling All Monsters
There is no Wizardry rule so true as this: if you want an encounter, you can't find any monsters; if you don't want an encounter, you'll walk into the Monster Family reunion. Suppose you're looking for an encounter, and just can't seem to find one - you're trying to gain another experience level before exploring a new section of the dungeon. The easiest way to get a monster's attention is to rest. Most monsters can't resist a sleeping party. If you get an encounter while resting, some members of your party will typically remain asleep, and if hit, they will take more damage than they normally would; however, once hit, the character will also be awake. Just make sure you have your healing spells ready, and you'll be able to take what comes.
Save Your Game
For a Bane of the Cosmic Forge player, the words "Save Your Game" should be written in stone. There was never so great a Wizardry party that a magnet couldn't destroy it... or a hefty group of monsters... or a power surge.
Saving your game is more a strategy than most players imagine. You should save your game after every encounter, after a character gains a level, after solving a puzzle or a riddle, before venturing into a new area, before attempting a puzzle or riddle, before stealing from/killing an NPC. Most importantly, after you've finished playing for the night, do one more thing before you shut your computer off: make a copy of your save game disk or file (SAVEGAME.DBS) and store it in a safe place.
16
David W. Bradley
With his first scenario, Wizardry V: Heart of the Maelstrom, finished, David W. Bradley began work on what he hoped would become a new generation of Wizardry. No one, including David, would imagine the successes this new Wizardry would command - and that was only the beginning.
Q: You've just finished Wizardry V. You're on to something new. What made you decide to change Wizardry's entire system to make Bane of the Cosmic Forge?
A: Because that's what was necessary in order to bring a computer fantasy role-playing simulation up to state of the art development. After
Wizardry V was done, I decided that I would never touch the old Wizardry system again. I set about to create a totally new kind of fantasy role-playing computer simulation. So, I started over from scratch incorporating all the ideas I had amassed from 10 years experience in live role-playing.
17
Q: How did you get the idea for Bane's plot?
A: In a flash. Literally, just like that. Everything that I had thought of, all of my characters and sub-plots, fell into place.
Q: Do you remember the first line of code you typed for Bane?
A: I wrote a little test program just to test out the C compiler. And I probably just kept on adding to that: a three line program that printed "Hello World" and it eventually evolved into Bane.
Q: How long, beginning to endy do you estimate it took you to create Bane of the Cosmic Forge?
A: I started the preliminary sketch work in February of 1988, and then began work that summer. For the most part, it took a year and a half. Add to that a decade's worth of live fantasy role playing and devising my own system just to get the background to create Bane. Some of my earlier attempts at programming role playing games display some of the early foundations and principles of Bane.
Q: How did you become interested in computer programming ?
A: I didn't become interested. It was an accident and then I got addicted. Now I can't kick the habit. I sat down in front of a computer and started typing in some stuff. And I haven't stopped yet.
Q: When did you first become interested in fantasy role playing?
A: I didn't, it was an accident, too. I didn't really know that much about it and a couple of friends wanted to get together and try some stuff out. I remembered hearing about fantasy role playing, but I didn't really know anything about it. We sat down and kicked it around for a while and had a great time.
Q: You know, I still remember you saying, "Bane ofthe\ Cosmic Larva."
A: I did not say "Bane of the Cosmic Larva."
Q: Yes you did.
A: Unless we were joking around.
Q: We were going through the dictionary and you were saying "Bane of the Cosmic..." whatever. You were picking out all these names. Eventually, you came "out with "Bane of the Cosmic Larva."
18
Q: How did the two, computer programming and fantasy role playing, come together?
A: Shortly after I began role playing, one of the first computer role-playing games was released. I thought, "My goodness, this computer can do that?" So I started programming my own kind of adventure games and it grew out of that.
Q: How long were you role playing before you began to write your own material?
A: I played as a player for about three or four years before the person who ran the campaign left. There wasn't anybody to continue on as game master, so I just took over the job and started writing and crafting the scenarios. So my adventure game writing developed along with my computer programming.
Q: Before Bane hit the market and all the positive feedback came, what were your initial instincts telling you about it?
A: Ah, you never know. I knew it was going to be a good game, I knew the story and all that went with it, and I loved it. I generally do stuff where it all feels right. But still, you never know.
Q: But you liked the way it turned out?
A: Oh, yeah. I think I'm doing something fairly unique - my own style and brand of FRP. I love to spend a lot of time thinking about the story and the characters and the subplots and twisted stuff. I wish I had more time to play with things from a technical point of view, but still when it comes to the story, the plot and the depth of play, I think we're offering something special that no one can get anywhere else in the world.
Q: Do you consider the story, the adventure, the most important part of the game?
A: I consider all aspects important. I don't consider any one aspect any more or less important than another. But the substance of the game is, I believe, definitely critical.
Q: What's a typical day while you're in the middle of game design?
A: "Hell" is the first word that comes to mind. "Chaos" is another good one. "Total Chaos" is even better. That's my final description "Hell, Total Chaos."
Q: How many hours a day do you work on the average?
A: It depends on if I get to go play golf or go to a movie that day or night. I was able to play golf three times last year if that gives you any idea of how much work I've done. And I probably saw about 20 movies. So subtract the five to seven hours of sleep I get a night, and subtract an hour for lunch every day, and the rest of it is when I worked last year.
Q: What's the hardest part of a game designer's job?
A: The most demanding aspect of it is having to spend so much time coordinating and working with other people. Ultimately, my main enjoyment comes from being able to sit back when it's peaceful and quiet and write a part of code that's going to do something new and astounding or something that no other computer game has ever done before and/or to come up with a character that's just a really neat character or an idea that just tickles me. That's the fun part, but when I have to deal with everybody else's problems - getting the graphics right or getting the sounds right - and all I'm doing is the technical stuff, it's work. That's where all the discipline comes in. It can become very frustrating at times because my own inclination is to lock the door or take a walk outdoors where it's just nice and peaceful. So, it's only fitting that because I have such an enjoyment for peace and the outdoors that I live in Hell, Total Chaos.
Q: Is the actual creation then the most fulfilling part of game design?
A: Actually, it's fulfilling in three ways: creating a program that is going to produce something never done before, crafting a story and its characters, and the general effect that both of these elements are going to have on someone playing the game. If it wasn't for the enjoyment of creating the story and the programs and then trying to craft something beautiful from them, I wouldn't be doing it at all. Probably.
19
Q: So, you're just doing this for the fun of it and the fun it provides other people. What about the fame that goes along with it?
A: Well all of that is fun for a little while, but I guess I got over it with Wizardry V. Now, I have a good time doing what I'm doing. I'm so busy thinking about the next Wizardry that I don't really get into the show business part of it as much as I probably should. That part of it hasn't gotten a lot of attention from me... which is probably better for us all. (Snortle...)
Q: Once you had finished Bane of the Cosmic Forge, did it turn out to be bigger than you had imagined?
A: I didn't even cover a fraction of what I wanted to get done. Bane is so elementary and limited in comparison to where I want to take it, and yet, I've only got so many hours in a day.
Q: So you mean that whatever is coming next will cover another eighth of what you want to do?
A: Well, if it does an eighth, it will be okay. Ultimately when I sat down to map the entire story, with Bane being the beginning of that story, how much of it can be told in the sequel is still a small percentage. However, I estimate that even if it's twice the size of Bane, it would still be a very small percentage of the overall, total story. On a scale, I suspect that I could still be working on it six years from now. Let's just say, the story extends far beyond where even the sequel will end up. In fact, it already looks like the sequel is going to be continued into at least one more.
Q: Do you intend to make any major changes to the system?
A: The graphics system is being changed now. Instead of text and graphics, we're moving to total graphics, and we're rewriting the whole internal system to work with the total graphics environment. It will still be very much a strategy, plot and interactive character type of game. It is not becoming a real-time game where you just keep punching buttons until the monster dies. It will never become that for me.
Q: If you had to create a David Bradley to go pouncing through the dungeon, what type of character would he be?
A: Well, actually, I am in Bane, but I'm all of the other creatures in the game. But just a single character? How about a Samurai scientist.

Q: What is your own party like?
A: There are a few standard characters that I've played with since the original Proving Grounds came out for the Apple II. There are four characters that serve as the foundation of the party: an Elf Samurai, a Dwarf Fighter, an Elf Mage, and a female, Human Priestess.
Q: What do you recommend to people who want to do what you're doing?
A: If you want to do something, you just do it. You'll learn all you need to know along the way.
20
Maps, Messages, 9iints & ^Tvps
In the sections which follow, you'll find all you ever wanted to know about the world of Bane of the Cosmic Forge. Each section is divided into four parts:
* A map of the level or area
* A general description of the area
* Frequently Asked Questions & Their Answers
* Complete Messages and Notes
With four different references, you can get any level of answer you want. Looking to the map, you can find out where things are, but not what they are. In the question and answers, you'll typically find hints to help you on your way, but not the answer in itself. The message listing, however, contains the complete message text and tells you exactly what to do at any given location.
The sections follow each other in the same order that people generally play the game. However, don't let the order of this guide limit you! Part of the fun of Wizardry is taking chances... heading into the unknown before you even know what's waiting for you.
21
The Castle - Ground Zero

22
The Castle
One hundred and twenty years have passed since the last of a generation kicked up the dust of these once regal halls. There's now a mystery in the air, and a silence which seems to still everything in wait. It may be this muffled calm, or perhaps a certain smell in the air, which tells you that this Castle, like all bygone castles, holds a story as rich as the King's cache itself. And it all begins here, where you are standing - on the once threshold of his Queen and her King.
Your Quest
It all lies before you - 200 hundred hours of adventure. All at once, it's a welcome and a scary proposition. You'll explore dozens of locales in search of the Cosmic Forge or anyone who knows of its whereabouts. In the process, you'll uncover yet other tales -some still in the making. Good thing you've got a hint book in your swag bag!
Ground Zero - The Castle Proper
You'll begin your adventure here in the Castle Proper where many of the King's official meetings took place. Throughout its rooms and halls, you'll get your first taste of Bane's inhabitants and the first chapter of its story: the summons for the sale of daughter, Rebecca.
In the Castle's main chamber, you'll also find two chests which hold a bounty most welcome to adventurers: healing potions, a resurrection amulet and cures for what ails you. Across the way in another chest, your party can pick up even more goodies.
The main level of the Castle also leads off to many different areas which, at one time, housed the Castle's occupants. From here, you can reach all four towers, the spire, the belfry, the Castle's upstairs and downstairs.
Frequently Asked Questions & Their Answers
Hey, all of these doors are locked and I can't get into any of them. What am I supposed to do?
Keep trying. Unless a door is "jammed", there's still a chance that you can pick its lock. Later on, it's likely your party will pick up some keys to open the doors.
Additionally, if your spell caster learns Knock-Knock, he'll get you in for sure. Lastly, when your thieving character gains a level, put a few extra skill points toward Skulduggery.
What am I supposed to do with the dried olive goo on the floorstones?
Nothing. Whatever left it behind is long gone, and its "remains" are of no importance.
Who's Rebecca, and what's the summons for?
Rebecca is the demon child - but you'll find out more about her later on. The summons is a purchase agreement between the King and Queen and another couple for the sale of their child.
How do I open the gate on the northern end of the Castle?
If you search the walls around the gate, you'll find a button which will do the trick.
I got through the first gate, but how do I open the second one - directly north of the first.
That gate will open by itself - in time. There's no need to come back and check it periodically; when it opens, you'll know it.
What do I do with this Key of Ramm?
Hang on to it. You'll need it later on in the game.
Castle - Ground Zero - Messages
1. Approaching the gate with confidence, you know if things get too hairy you can always turn and run back out...
2. Hmmmm...
3. You are in the entrance chamber of the castle. It appears to be empty, and a heavy coat of dust covers the floor. Small scampering noises echo down far distant corridors, a reminder that it is you who are the intruder here...
4. Rotted wood is all that remains of the broken furnishings scattered about the room.
5. Piles of rotted furniture lie strewn around the room. In the center rests the remains of a massive wood table, suggesting a former meeting chamber.
6. A few remnants of broken chairs lie clumped in this once dainty parlor.
7. Only dust and cobwebs remain in this now empty room.
8. Neatly inscribed upon the metal face of the chest are these words: Open Me First. Inside the chest are several items and a scroll which reads: A Cure But Twice, And Healing Thrice, One Life For Thee Times Seven.
9. Neatly inscribed upon the metal face of the chest are these words: Open Me Second. Inside the chest are some gold coins, a sword, and a scroll which reads: Beware the Narrow Corridors of the Mind.
10. The majestic splendor faded long ago from this grand hall. The corpse of a decaying dining table, long enough for half a hundred people, now rests crumbling upon the floor.
11. An old stone oven and fallen shelves tell of a kitchen where royal feasts were once prepared. Now it is "time" who is the chef, and the kitchen has become the meal.
12. Bare stone shelves line the walls of this former pantry.
13. Fibrous shreds of stained rot cling to the walls where colorful tapestry once proclaimed sovereignty in this official chamber. With grim mockery, the sweeter
23
taste of a mighty throne perched high above the room has long turned sour, as it sits condemned to languish in its own final sentence. If there is any last judgement to be decreed upon this fallen chamber and tarnished throne, it must be gleaned from the decay that it laps upon its own dais as itself festers and rots, bearing witness to emptiness, filth and stench, silently weeping tears of its owned despoiled substance.
14. Although this small chamber seems as dilapidated as the others, peculiar obtrusions up through the floor show signs of a more recent invasion made by entities unknown.
15. Examining the obtrusions, you detect a dried olive goo around some of the uplifted floor stones.
16. A fallen desk and several chairs lie crumpled on the floor of this regal private chamber, no doubt a place of counsel and costly bargaining.
17. (Search) Searching through the remains of the desk, you find an old torn parchment which reads: "Summons of the Vicar and Mistress, to be paid 100 gold pieces for the sale of the Daughter Rebecca..." other parts of the document are either missing or illegible.
18. Keep Gate Closed During Service Hours. (Note: the gate at #18 closes and the gate directly north opens later in game... by themselves)
19. (Search) A button appears. Press it to open gate at 18.
20. Pieces of old bone litter the ground, and deep red stains color the earth.
(After solving the King's Altar) Everyone lands with a sharp "THUD!" You see something move inside the bars of a gate in front of you... Rapid movement flashes across the gate once more... Only a faint blur of motion is seen as the thing darts through the gateway to attack the party...
21. Lodged within the throat of a crushed skull you discover a strange key, as if the deceased was trying to swallow it when...
22. You hear some kind of rustle or flap from somewhere nearby. Perhaps it is only the wind descending from one of the towers...
24
The Castle - Lower Level

25
The Castle Barracks - Lower Level
The musty smell of ale, leather and long neglected foods lead you to believe this floor was not one commonly graced by his or her majesty. Rather, it appears to be the barracks, a home for the servants, guards and others in their employ.
A few of the original crew remain, like Queequeg, the Castle's merchant, who still holds a few items up for sale.
Life in the Barracks
Taking a walk through the Castle Barracks, you realize that this is one big place (take a look at the map, and you'll know it is)!
For you and your adventurers, the lower level of the Castle is really a two-part adventure: since the level is essentially divided, you can only do so much and explore so far at one time. The first part of this level extends to the jail. Beyond the jail waits a world filled with hazards - at least for the lower level party!
So, how do you explore this level to its fullest without dying? Begin by
investigating all the areas you can reach -from Queequeg to the jail; you won't be able to get into the Captain's Den right away, however. After you've had your fill of this turf, head upstairs to ground zero. From there, take a trip up the Castle's four towers and its spire. Perhaps you can visit the Castle's upper quarters as well; it is there that you will find an "entrance" to the second section of the lower level.
Frequently Asked Questions & Their Answers - Section 1
How do I get into the Captain's Den?
You need the password. Queequeg will tell you, provided you tell him where the captain's treasure is buried. If you've just entered the level, don't worry about it. You won't need to enter the Den for a while yet.
How do I find out where the treasure is buried?
In the jail, you'll find a Deadman's Log (28). Before its owner passed away, he wrote long of his journey. In his words, you can find the answer.
How do I get into the jail?
You need the Jailer's Key. You can find it hidden in a desk drawer near the jail's entrance (26). It will also open several other gates in the jail.
I can't read the Deadman's Log. It's in code.
As you explore the second section of the lower level, you'll find an item which will decode the scrawlings for you.
How do you open the eight gates on the northern wall of the jail?
Fortunately, you can't. Who knows what type of monsters would come through if the gates were opened! Eventually, after you explore other areas and your party becomes more experienced, you'll end up on the flip side of the gates.
In the jail, there's a skeleton within a cell. I've searched and searched, but I can't find anything.
There are two skeletons within the jail. Accompanying the remains of one, you'll find the Deadman's Log. The other fateful soul, however, left nothing behind.
I've entered this room which has a ton of graffiti on the walls. On one wall, there's something which looks like a mousehole. What am I supposed to do here?
If you happen to have any cheese (9), you can lure the mice out. But beware! There's a lot of them! So many, in fact, that when they come after the cheese, they'll blow the whole wall down!
Where is Snoopcheri?
Look for a wall with a mousehole... and read the answer above.
26
I've just found a Stuffed Beagle. What on Earth am I supposed to do with this?
Head back to the room with the graffiti. Look at all the walls carefully. On one you'll find a cry for a long lost dog by the name of Snoopcheri. If you're wondering where to return it, ask Queequeg.
I've met Queequeg, and bought some Mystery Oil from him. What does it do?
You'll use the Mystery Oil later on in the game; it will help you to draw some conclusions.
I've also found this old wine bottle, but can't find any use for it.
You will... much later on in the game. Take note of it.
There's was an old armor dummy propped in a comer. I searched it, and as my hand touched it, it dissolved. Did I do something wrong?
No. The dummy was just so old and so worn that it needed nothing but a breeze to disintegrate entirely.
Frequently Asked Questions & Their Answers - Section 2
I've just defeated that dreadful snake, wound my way down the stairs and appeared here -a hazard area. Where am I?
You're at the bottom of a staircase directly behind the Castle's jail... on the lower level, of course.
There's four gates that I can't open (42). What do I need?
You need the Dungeon Key. Search the rooms in the hazard area. In one, you'll find it.
I've just found a Bell Key. What does it do?
It opens a room in the Castle's Belfry.
In the hazard area, there's a cave-in. The rocks can't be moved by hand. Can I get through?
Yes. You need a pick of some sort (32). Use the pick to pull the rocks free and open the passage.
How do I get through the wall with the loose stone?
Obviously, someone had removed the stones at one time, perhaps to hide their treasure. If you use the Miner's Pick, you can pull the rocks free.
These women just darted up the hallway in front of me, swung across a gorge... and of course, they took their rope with them. How do I get across?
You need your own rope - and you can find one in the Belfry. Since the rope won't do the trick on it's own, you'll need a hook to secure it on the other side.
I've got this nifty little ring. What does it
do?
-Use the ring to decode the scrawlings in the Deadman's Log. As you read of his travels, you'll find out where the treasure is buried. Tell Queequeg its location, and he'll clue you in on the password to the Captain's Den.
How do I get into the cage in the center of the Captain's Den?
You need a Silver Key. Many years ago, L'Montes locked the Captain in the cage you see before you. He holds the key to this day. You'll find him in one of the Castle's towers. Of course, he'll likely want something in return.
I'm in front of a gate and I can see water on the other side. How do I get the gate to open?
You can't. At least not right now. Once you've made it further in the game, you'll find a North Exit Key which will allow you to open the gate from the other side.
27
Castle - Lower Level - Messages
1. The room is filled with bodies strewn about the room. At first glance, they all appear to be dead... You hear a loud noise,
"ZZZZZZZ.... ZZZZZZZZ....." Suddenly
the door slams shut! A throaty voice growls, "Hey you! Get offa my foot!!"
2. (Search) A button appears. Press button and a passageway opens.
3. Armament racks used to line the walls of this small chamber, but have since fallen away and turned to rot. There is a pile of debris lying up against the facing wall.
4. A large heavy canvas has been wrapped around some kind of huge crate. Both canvas and crate have deteriorated to rot, and the hard outline of a figure is silhouetted underneath.
(Search) Carefiilly taking the tattered remains of the canvas away from the crate and its contents, you see what appears to be the corpse of a dead knight. It is then that you realize it is an armory dummy, and was apparently left behind when the castle was vacated. Inspecting the equipment, you salvage a fine set of chain mail armor, along with a crested shield.
5. A barracks full of broken cots turned to rot is all you find here. Wait. You heard a noise... (Meet Queequeg - see interview in this section)
6. Old wooden racks, rotted and fallen to the floor, were made for holding stock once upon a time. An old decaying armor dummy is slumped in the corner, slowly becoming powder. Oops! The dummy just turned to dust!
7. Four stone tables divide the room, and are so regularly placed that they make you think of a mess hall.
8. Several barrels which were stored here have rotted and split open, spilling a bunch of sealed packages to the floor. Most of the packages have turned hard, but dampness has helped to keep one of them fairly soft.
9. (Search) Opening it, you find a rather noxious cheese, ripe with age and wholly inedible.
10. This room appears to be the barracks, although nothing lies here now except rotted broken cots.
11. Captain's Den No Trespassiri
A slot opens up on the door, and from behind it a grotty voice mutters, "What's Da Passwurd, Matey?"
"ThassSnotlt!"
"Buzz Off... Swabs!"
(Skeleton Crew)
"Awright..."
"C'monin...."
(continued..)
Thick smoke fills the air inside this mangy den, and huddled about each of the tables, clutching a bottle of ale or steaming brew, is the wildest gang of thieves, rogues, brigands, pirates and cutthroats ever assembled under a single roof. As soon as you enter the room, action grinds to a halt, all eyes rivet onto you, and a deadly silence ensues... Glancing at each of the tables, it is amazing how much you can notice within a single second; a pile of gold coins, the faces on a deck of cards, even the chip on a corner of a set of dice. All this, and every little detail of every nasty face staring at you as well. In the odd moment you have before you think you are going to die, something about the situation will stand out as if to tell you a secret, or solution to your impending demise. It is just such a moment, and you cast your gaze across the room, away from the faces and stink and smoke, and you behold a curious sight - mounted, behind steel bars, erect, sporting a twisted smile cum grimace, is the preserved figure of a man dressed in scarlet tailcoat, white ruffled shirt, blue knickers, a black tricorne hat, and wearing locks of black curly hair two feet long. It isn't the black patch which covers an eye, nor the stuffed green parrot on top of his shoulder, nor even the odd expression that haunts his queer face which holds your attention; it's that upon his right arm, just where a hand should be, there protrudes a polished hook made of bright steel. It is all the time for a reverie you have, for suddenly, a great big fat stinking greasy pig of a toad stands up to you and belches, "Ah'mCap'n Matey!"
Avast ye swabs! We don't cotton to no strangers unless they's proved themselves in
28
11. {continued) some kinda mortal contest! Round here we got two ways o' contest, tha' ole fashioned way beiri fight'n, an tha' more civilized way, which is o course, drink'n!! Ya wants ta fight, or is it drink'n? (Fight) So be it! Let's get'em boys!! (Drink) Ah, my kind 'o contest! Har Har Har! Let tha* drinks a pour!! Each round costs 50 g.p. Buy a round? (No) Get outta har ye whimps!! (Yes) Bottoms up! Har Har Har!! Glub! Glub! Glub! Mmmm... that shore hit tha' spot! Yar lookin' a mite pale thar, matey! Haw, ah ain't even teched yet!! (If you can drink more than he can...) Ah thank ah'm gonna be sick! The captain passed out! You won the contest!! (If he can drink more than you can...) You fall to the ground unconscious! The captain's men throw you out! (// you run out of money) Yar outta dough, ye scabs!!
12. Inside the gate stares the preserved corpse of the hook-handed pirate. It looks even more macabre up close.
13. (To open the gate, use the Silver Key L'Montes gave to you) Apparently, the gate was locked with good reason. When you touch the body it disintegrates into a pile of ash and bone, leaving naught but a coat, a tricorne, a stuffed parrot, an eye patch, and, of course, the sinister steel hook. (You receive the above named items)
14. (If you didn't kill him in contest...) In the far corner of the room, Captain Matey is heaped upon a mangy old bed, blissfully snoozing away...
15. (// you didn't kill him in contest..) The drunken captain is sprawled across the bed, snoring like a baby toad... The Captain wakes with a start! ZZZ-Arooug... Ahum... Hump! Wazzat??!! Who's messin' in me chambers??!! Avast ye swabs! Pra-pars tah die! (Encounter with Captain Matey)
16. The walls of the room are covered with faded graffiti and scrawled writing. A few rotted tables lie clumped upon the ground.
17. Ore Rumble Friday Nights At 8
18. When you want that someone special dial 1-900-LADY
19. Trebor Sux. You notice a small hole at the base of the wall. Mice probably... (Use Noxious Cheese) Waving the noxious cheese in front of the hole produces a faint
cluttering noise from somewhere on the other end of the hole... The cluttering noise is growing much louder, and you can feel a vibration behind the wall... suddenly, the wall explodes in a wild frenzy of crazed giant rats!!! (Opens passageway)
20. $$ REWARD $$ Lost "Snoopcheri" Contact L'Montes
21. (You find a chest which was carefully hidden by the Captain. Inside is the long lost beloved of L'Montes, Snoopcheri)
22. The room looks devoid of anything of much import and was probably used as a storage area.
23. An old set of wine racks has crumbled to the ground, but it looks as though they were cleaned out some time ago.
24. (Search) Spending a few minutes to search the room has yielded naught but an empty old wine bottle. (Receive wine bottle) Strange though, you uncovered some kind of odd obtrusions underneath the rotted racks, poking up through the ground. Examining the ceiling, you see cracks of a similar nature, and nothing nearby suggests any possible source to their origin.
25. A rotted desk lies in ruin across the room, collapsed about its center from an apparent blow. It is surrounded by scattered documents, which also seem quite deteriorated. Examining several papers, it seems they are legal writs of some kind, citing criminal charges and followed by execution orders.
26. (Search) Concealed in a small compartment under the desk, you find a key...
27. (Use Jailer Key to open the gate)
28. The skeletal remains of a human rest against the wall of the dungeon, the bones appear to be undisturbed since the time of death. (Search) Searching through the bones, you see a loose stone protruding up. picking up the stone and looking underneath, you discover a small logbook filled with strange glyphic scribblings. Many of the pages are too stained to be read, but the final portion of it appears legible, if you could find a way to understand the unusual marks. (To read the book, you need the JR Decoder Ring)
29. The skeletal remains of a human rest against the wall of the dungeon. The bones appear to be undisturbed since the time of death.
30. * HAZARD AREA * KEEP GATE CLOSED AT
ALL TIMES
31. Lots of old bones are lying throughout the lair, and the monster that dwelled here obviously ate very well. You see remnants of things left behind by the victims, all who were probably dragged here against their will...
32. (Search) Most of the debris seems to be rotted junk, but one item appears useful and looks to be in good shape... (You find a Miner's Pick)
33. Scattered bones tell the tale of some poor fellow who wandered a little too far from safety... (Search) Searching through the scattered bones, you uncover an interesting key... (You find the Dungeon Key)
34. Inspecting the wall, you detect traces of a recent excavation, and subsequent replacement of stones. It looks as if someone dug a passage and then covered it back up. (Use the Miner's Pick to excavate the wall)
35. Stones fallen from a cave-in block the passage through the tunnel. The rocks are too tightly packed together to try and move them by hand. (Use the Miner's Pick to clear the wall)
36. Looking down the tunnel, you spy some very strange looking black women, with white marks painted on their faces and carrying long spears and hide shields. One of the women suddenly points in your direction and they quickly vanish into a passage on the left...
37. You are standing at the edge of a wide chasm, which gapes before you as if it were a gigantic bottomless pit. On the other side, you spot a group of the strange black women, hurrying away from the edge and hauling a long rope made of vines after them.
(In your haste to cross the chasm, you use the rope) The chasm is too deep for the rope to reach the bottom, and without any way to make it catch onto the other side, it always falls back into the gorge.
(So the rope will catch, merge it with the Steel Hook you found in the Captain's Den. Then you use the Rope & Hook) Heaving the hooked rope over the edge the chasm, you succeed in snagging it onto a sizable boulder... Hanging on for dear life, you shimmy across the rope to the other side...
38. Overhead, a cavern ascends up into the darkness. Below, bones from many small animals cover the floor, the discarded remains of the winged cave dwellers. Inspecting the scraps of bones for anything of interest, you note that there are shards of shiny metal and bits of glass. Obviously attracted by articles which glitter, it explains how the key lying at your feet was brought here... (Search - Find Bell Key)
39. You hear some kind of strange sucking noise from somewhere nearby... It's a slurpy kind of sound...
40. Something weird lies just ahead... It's just sitting there... It seems to be the source of the odd sucking noises... Cautiously approaching the oddity, you notice a few long thick tubes attached to its base. It looks like a plant... oh-oh! It looks like it's hungry!!! (Encounter a Hydra Plant)
41. E-Z LIFT * DOWN *
42. (Use the Dungeon Key to open the gate)
43. Strange looking obtrusions are poking out of the ground along the base edge of the wall... There is a slight tremor coming from behind the wall... You can hear something moving... Suddenly, it leaps out of the wall! (Encounter)
44. A pile of old bones and rags wait in the alcove, the remains of some lost soul long forgotten... The bones begin to rattle! A gaunt and ghoulish figure arises and in a groaty voice rasps, "Got'cha 'gain!! Haugh haughhawww..."
45. Piled in a heap are the old bones of a forgotten prisoner, who apparently died in his chains. (Search) Searching the bones, you discover an odd looking ring on one finger. Upon examining the ring, you see a circle of letters which reads: Jolly Rogers Decoder Ring. (Use JR Decoder Ring on Deadman's Log) Using the pirate's decoder ring upon the scribblings in the book, you are able to read the following passages:
30
29. (continued) ...decided to leave the shipwreck as none of the scouting crews have been heard from. Those damn mists! Entry 99: Making headway upstream on a dinghy, just the 9 of us left now. Morgan is starting to look pale like the other ones did, and I suspect he's got the sickness too... Entry 100: Morgan was throwing up real bad this morning and later today he died. We are all scared because we don't know what's causing it and I think it may be the food we've been eating, which is mostly rat meat... The next couple of pages are stained too badly to read, but you resume on the third page following:
Entry 106: The Captain says if we try to return to the ship then we're all dead men, but everyone's getting real spooked especially because we can't find out why the bodies keep disappearing... Entry 107: Gorumond died this morning, same way as everyone else. Now there's only 6 of us left, and the Cap'n says we've got to bury the treasure chest cause it's too heavy. I'll be glad when we get off of this damn mountain...
Entry 108: Roscone says he saw a man today on a ledge and he said it was Morgan, but we all know Morgan is dead and maybe we're all goin' a little crazy... at least Roscone is, I think...
Entry 109: I saw Morgan today too. I think I've got the sickness now, because I know Morgan's dead. His face was covered with blood, and he just looked at me didn't say anything but just smiled. I think I'm going crazy...
Entry 110: May the Gods protect us! We was going down the mountain today right after burying the chest, when this huge monster, I mean I guess it was a man or something, but it stood over 12 feet tall and he just picked up Roscone and bit off his head with only a single chomp and then he spit it out and laughed and we all ran to wherever we are now. We're lost and that's sure, but the Cap'n says best to keep moving...
Entry 111: We are almost down "Giant Mountain", at least that's what I call it, and there's some kind of huge gorge with bridges n' rope trusses all over it. We can see a bunch of men from here, and it looks like they're mining for something... Entry 112: We're going to try to talk with the dwarf men, and see if they can help us... The ink is barely legible on the few last words, and the remainder of the logbook is blank. Remembering the skeleton where you found the logbook, it is clear that the dwarf men didn't help too much.
Meet Queequeg
L'Montes! The still! The captain
A party just embarking on their adventure will find Queequeg's shop an almost regular stop. He stocks a wealth of goods, and may offer some interesting information to the party. This conversation between a local patron (P) and Queequeg (Q) was overheard by Zynaryx, an enterprising freelance spy and magician, and will certainly help you to see why Queequeg is an important provider to any party.
(P): Greetings! Who are you?
(Q): I am called Queequeg.
(P): Do you know L'Montes?
(Q): Ah! L'Montes - the mad Frenchman!
He lives in a castle tower. (P): He's mad? (Q): The captain took his beloved, which
drove him mad! (P): Who is the beloved? (Q): The beloved of
Frenchman searches
might know. (P): Who's the captain? (Q): A rather ominous fellow. He's the boss
of the Captain's Den. The mad
Frenchman locked him up in the
Captain's Dea (P): Tell me about the Captain's Den. (Q): The local seedy hangout of ill-repute!
You must know the password to get in. (P): So, what's the password? (Q): I'll tell you the password, but first, I
need information. (P): What information ? (Q): The captain buried a treasure chest
somewhere far away! (P): Where did he bury the treasure? (Q): That's what I want you to tell me! (P): The treasure is buried on a mountain. (Q): There are many mountains! (P): Ah yes! It's Giant Mountain! (Q): Giant Mountain! Of course! I should
have known! Oh yes... the password is
"Skeleton Crew". By the way, you
really should try the Mystery Oil, and
it's on sale. (P): Thanks for the offer. (The chap buys a
bottle) (Q): You're welcome!
NUJ Tomer
NE Tomer
|
Ma ai |
||
|
'1 1 |
US M M 1 |
|
B
5 r t
I____ j4
SUJ Tomer
a
SE Tomer

|
10 |
||
|
1 ...... 1 11, |
J |
|
|
1"" ■ 1 ■ 1 L _E_ J |
Note
The first leuel of all tomers is on the
Castle "Upper Leuel" map.
32
The Castle Towers
Here in the Castle towers, one can look for miles to the land surrounding the Castle. It was a place frequented by the Queen and King, perhaps as a means of viewing those whom they ruled.
Now, it is inhabited by a bevy of creatures from L'Montes the mad Frenchman to a virtual hoard of bats. It's an area the unwary needn't visit.
Up On the Roof
Strolling about the towers, our party will find some things which will be most useful to your adventure. Just for starters, three rooms in the towers conceal the loot from a party now long past.
In yet another room, you'll find L'Montes who will surely answer your most pressing questions - that is, if you can get him to let you in. See the interview with L'Montes later in this section.
When should you visit the towers? It's best to take four separate trips. The first three, to the NE, NW and SW tower, should be taken early on, but when your party has reached at least the second level of experience (remember those bats). The last trip up to the SE tower should follow a special find - a beagle. There's someone who's been waiting for it for a very long time.
Frequently Asked Questions & Their Answers
This tower rafter just collapsed on my head! In fact, it took out half my party! Is there any way to stop it from falling?
Ah, these old castles. Don't build 'em like they used to. Unfortunately, no matter what preventative steps your party takes, they will be hit by the rafter. If you've lost a couple members to the beaming, but don't want to restart the game, consider using the Amulet of Life - a resurrection spell can bring them back to life.
Is there any way to stop the bats from attacking?
Remember, this is their home, how humble it may be, and you're the intruder here. The only way to stop them is by fighting them. However, if your party succeeds, you can look forward to some good experience afterward.
There's a man behind a door telling me to "Go Away!" He gives me a chance to say something to him, but if he doesn't hear what he wants, I guess he walks away from the door. What am I supposed to say?
The chap you're talking with is named L'Montes. He's a bit mad according to some of the Castle's folk. And apparently, he's got a reason.
Long ago, someone took an item which he held dear to his heart. He's even gone so far as to leave a scrawling on the wall on the lower level of the Castle regarding his loss. Queequeg probably knows something about it, too.
There's this gross dead thing on the top of the Castle tower. What should I do with it?
It's pretty much up to you and your party members. Some people just can't bring themselves to search the remains while others, well, can handle the smell.
The Castle Towers - Messages
1. Suddenly a tower rafter collapses! (Search) Inspecting the rafter, it is unclear whether the falling beam was a booby trap or whether it fell due to decay among the support timbers...
2. (Search. You'll find a button on the wall which triggers a cache. Inside, you'll find some goodies to help you in your adventure)
3. Plumes of smoke arise from fiery pits far to the west, testament to an era which should have passed long ago...
4. The smelly carcass of something dead is lying on the tower ledge directly overlooking the moat. It has decayed beyond the point of recognition with no indication of how it died.
Search the carcass for details
Push the carcass off the tower
Leave the carcass alone
You push the remains over the edge of the tower, and moments later hear the faint splash as they hit the moat. When you move the carcass, a horrible stench explodes from its body, giving everyone a full dose of the putrefied remains.
5. Looking out across the tower's edge, the north forest spans as far as the eye can see.
6. Piles of old debris crowd this small tower room, most of it looking quite rotted. (Search) You found a bow and some arrows which appear to be usable...
7. You sense that something is amiss... You are being watched... Looking upward, a multitude of bats are delicately poised directly over your head in the tower rafters... Suddenly the bats attack!
8. Looking southward, you see far beyond the castle gate into the distant blue mountains.
9. Piles of old debris crowd this small tower room, most of it looking quite rotted. (Search) You found a crusty old chest! You found a moldy old breastplate of leather, and though worn, seems good enough to be effective...
10. You hear the clattering of footsteps running up the stairs ahead of you!
11. You see some bread crumbs scattered on the floor of the tower, softly blowing away in the wind... Suddenly a door slams to the right!
12. To the east is the edge of the swamp, a cold and gloomy place that forbodes a land of evil. Perhaps the tales of demons and witches aren't just rumors after all...
13. From behind the door you hear a very strange noise. It almost sounds like something is pressing up against it and breathing heavily...
33
An odd voice speaks from behind the door: "Go away!" I said, "Go away!!" "I'm not coming out, whoever you are, and you can't make me!" (Mention that you've found his beloved dog, Snoopcheri)
14. A tall, scruffy but stalwart man walks toward you and says, "I am L'Montes!" (Meet L'Montes! See interview in this section)
Meet L'Montes
When your party has occasion, you'll find L'Montes is not nearly as mad as everyone makes him out to be. His beloved gone - stolen actually - he went mad with desire as we all do when we've lost something we love. Should you find his beloved, Snoopcheri, return it to him. He'll reward you greatly.
(L):
(P): (L):
(P): (L):
(P): (L):
(P) (L) (P) (L) (P)
(L):
(P): (L):
(P) (L) (P) (L)
Go away! I said, Go away!! I'm not
coming out, whoever you are, and you
can't make me!
But I've found your beloved!
"You found Snoopcheri?! Why didn't
you say so!! Come in, come in!
(I passed to him his dog)
Snoopcheri! Back in my arms at last!!
Take this key to the Captain's cage, and
you may set him free...
Who is the Captain?
The Captain of our ill-fated ship! He
was the meanest cur that ever traveled
the seven seas!
Where is the Captain?
He's locked in the old Castle barracks.
The barracks?
Where the Castle guards used to live.
(I cast a Mindread spell on L'Montes... I
sensed he wasn't telling me everything...
I was right.) Tell me about the mists.
The river mists! It's easy to get lost at
the mouth of the river!
And what of the ship?
We came here in a ship! Travel up the
dark river!
Where is the ship?
Wrecked upon the river.
What river?
The underground river! Look deep
below! Beyond the mists!
34
The Castle - Upper Level
15
[S-----01
Si 1 a B 1
K Til_^_

in
i* *i
m
19
The Castle * Upper Level
All the locked doors and secret passageways tell you something - the King had secrets, and a goodly amount of them at that. His Queen was no exception. It was here, on this upper level and in their own private chambers, that they studied and practiced of those secrets, shared between the two only in rumor and speculation.
They grew apart throughout the years they shared the very same floor of this Castle they once called their home. Passing each other on the way to bath or to breakfast, they exchanged gestures but nothing more. He forming an alliance with other worldly inhabitants, and she, fueled by rumors of his infidelity, to untold suitors.
One Up On Ya
Prepare yourself. It is here that you will hear a story whose likes you have never heard before. In the King and Queen's private chambers, you'll leam of their secrets - things they never even told each other. You'll learn more about the King than perhaps he knew about himself. As you pass through each locale of Wizardry, you'll often think back to this very place as the one where it all began.
Like the lower level of the Castle, this level is two-part. Before your party can "complete" the upstairs, you'll need to take a trip to the very depths of the Castle. There, you'll find the answers your party needs to complete the level.
Frequently Asked Questions & Their Answers
I've just found some keys, each of which has a handle in the shape of a spade. Where do I use these keys?
If you take a trip up one of the Castle's spires, you'll find a door with a matching spade. You can use the keys there.
There are several locked doors that I can't pick or Knock-Knock open. Do I need a special item or a key to open the doors?
On this level, all doors, spare one, can be opened by normal means. Particularly hard to open are the doors leading into the King and Queen's chambers. Try your best to pick the lock, and if those efforts fail, cast the highest-power Knock-Knock available to you. The door which can't be opened leads into the Queen's boudoir. However, you can reach this room through a door in the Queen's master chamber.
I've just found my way into the King's library. Searching the room, I uncovered a small cache. Should I stand back and pull the wire or crouch low and pull the wire?
If you stand back and pull the wire, you never know what will let loose - thereby blasting into your party. Crouch low.
I can't read the King's Diary. Do I need a special item or skill?
You need an item. You'll find it later on in the game. In fact, you'll see it in the stars.
I've also found this Gold Key in the King's library. I've tried it on several doors and gates, but it doesn't seem to do anything.
The Gold Key is used on the level below the lower level of the Castle near the skull door. It'll open two gates for you in that area.
I've explored all of the upper level, and I don't seem to be making any progress. Did I miss something?
Maybe. If you search the "closets" in the King's bedroom, you'll find a secret passageway (11).
How do I open the gates at the ends of the hallway which fronts the King's altar?
These gates were permanently sealed by the King himself to prevent any access to his altar and his secrets.
There's a rather strange altar before me. I'm supposed to press different symbols, but I don't know which ones to press.
If you read the Book of Ramm, you'll discover the answer. The Book is located on the level below the lower level of the Castle... an area typically known for its skull door.
I've found the passageway, but there's two gates that I can't get through. Behind one is a treasure chest. The other gate appears to hold me from another section of the game.
To get through the gates beyond the King's bedroom, you'll need the Key of Ramm. It can be found on the main level of the Castle.
I've just solved the altar, and battled a massive snake. Where am I?
You're on the main level of the Castle - the same room, in fact, where you first found the Key of Ramm. The gate which originally allowed your party access to this room has been closed, and the gate before you (the same one your party couldn't open) now allows your party to pass. Going through the gate and down the stairs, you'll appear in the Hazard area, section two of the lower level of the Castle.
35
Castle - Upper Level - Messages
1. An old wooden table and several chairs are rotting away in the center of the room, and fragments of broken flagons and rubble cover the floor.
2. (Search) You found a ring with two odd looking black keys, each with a handle in the shape of a small spade.
3. This impressive looking suite appears to have been some kind of guest room, an inference made by examining a tiny placard behind the door which reads: Checkout 10 am.
4. The room is rather dull, having blank walls and no furnishings, save for a few decomposed cots.
5. Several rotted cots and an old flower pot are all that remain here. Within these simple quarters you recall the story of the servant girl, given with a child rumored to be an illegitimate son of the King. Although nothing was ever proved, supposedly the King came to her bed once a week every night of her 14th year. Despite the relentless efforts of the Queen, she never could catch him in the act, and soon it was whispered that the King had some kind of secret magical powers that enabled him to walk through walls.
6. This room was once a beautiful parlor with ornamental furniture and gayly painted walls. Now, its colours have faded and turned dull, and the chairs have all turned to dust.
7. Even through the decay of many years, the magnificence of this former suite is still perceptible, and it is clear that this was the master bed chamber. No doubt the Lord of the castle made this his personal quarters. The walls are a panorama of hand-painted murals and every nook and edifice shows the handiwork of finely skilled artisans. Even within this darkened ruin, a bit of the wondrous splendor that used to shine here still lives. The decomposed remnants of a towering bed have slumped against the far wall and remains of furnishings lie spread throughout the room.
8. Rotted shelves and decomposing books have fallen to the floor surrounding the walls of this former library and study. Against the
36
8. (continued) wall ahead of you is a broken collapsed desk. Most of the books have totally deteriorated and it is impossible to read them. A few however have legible titles and you look them over: "Ye Histry of Ye Wurld"; "Accidentia Mathematics'; "15 lbs in a Fortnight and How to Keep It Off"; "Tales of Ye Magikals" Of all of these, only the last two show any promise, but unfortunately both are so blackened with rot that you get little from them except for an interesting recipe for cabbage.
9. (Search) Searching among the ruins of the desk you find a piece of wire leading from the desk into the wall... Stand back and pull the wire. Crouch low and pull the wire Leave the wire alone. (Crouch low) You triggered a secret cache! Opening the jewel box, you find a key and a small book. The book remains in good condition and appears to be some kind of diary or notebook, written in a strange undecipherable code.
10,11. (Search - Press button to open passageway.)
12. (Use Key of Rarrun to open the gate) You find an odd mask which seems to be made from the head of a goat. It shows signs of decay, but otherwise seems to be fairly well intact. Along with the mask, a very ornate dagger is resting in the chest, apparently made of gold. Mounted into the hilt are several gems and two runes are engraved underneath. (You'll receive the Goat's Mask and the Dagger of Ramm. Hang on to both of them; you'll need them later on in the game)
13. (Use Key of Ramm to open the gate)
14. A great stone altar rises up from the floor, graven with runes and demonic figures. Grotesque caricatures play in some bizarre ritual, and stains of deep red colour the surface. Ghoulish acts depict a story of horror, giving cold sobriety to its unholy purpose. These images brutely dispel any ideas of gaelic charm the castle once held, an innocence consumed by the shocking nightmare of its reality. (Search while facing the two fountains) Examining the foul slab, you discover three special symbols which can press into the altar like a kind of switch. The symbols are, respectively, an Orb of flame, a Goat's head, and a Staff. Press Which Altar Symbols? Flaming Orb, Goat's Head, Magic Stave, None (Exit). Press Goat's Head twice, Flaming Orb,
14. (continued) Magic Stave, Flaming Orb) Jump Into The Altar Pit, Leave The Altar Alone (Jump into pit and fall through to Castle, Ground Zero level) The surface of the altar has opened, revealing a pit which descends into darkness... The altar surface begins to lower! You jump into the pit!
15. You are standing upon a balcony which is overlooking the area below. As you look over the edge, you see an altar.
16. You step into a room whose walls are alabaster carvings of cherubs, roses, and vines, and though the plaster has long turned dark, the detail of these ornamentations is still an impressive spectacle to behold. The fossil of a bed that spanned a width greater than the length of three men rests in ruin upon the floor, and scattered through the room are piles of rotted woodwork that used to be furniture. This suite is most certainly the former chamber of the Queen, and it makes you wonder whether the rumors about her peculiar rituals with young men were true.
17. Brightly painted walls used to accent this small boudoir, and though it has lost its original luster, it has kept its lighthearted and festive appeal.
18. (Search) Inside the trunk is a rather shocking article of, well, armor or something. It appears to be a heavy bra made of hard glossy black leather, and lined with sharp pointed metal studs around its edges. Although its use is not quite apparent, it does seem to have the "potential" for a certain kind of (*AHEM*) appeal, if worn by the right person. Still even more perplexing, along with the strange bra, buried in the bottom of the box you find a long black whip. Hmm, now what would these be doing in the Queen's boudoir?
19. You heard something go "bump" around the corner up ahead...
20. A cold air rushes through the bars of the gate, as if the wind were blowing into the castle from somewhere beyond the gate. You hear a rather haunting kind of bleat echoing from far away, but that is probably the wind just as well. (Use the Spire Key to open the gate)
37
The Skull Door
When will I be able to open the other gate and the door with the skull?

Once you're party has found two jewels to fill the eyes of the Skull, you may return to this area and continue your adventure from here.
The Skull Door - Messages
The Skull Door - Part I
By way of the NW tower, your party ventures down below the Castle - below even the barracks to an area known by most adventurers as the Skull Door.
With your current collection of goods, all but one gate is shut off to you. It is here that the King hid the secrets of his diabolical altar.
Frequently Asked Questions & Their Answers
How do I open the gates in the Skull Door area?
At this time, your party can open only the second gate in the hallway. You'll need a key found in the King's library on the upper level of the Castle.
I've gotten through the gate, but there are pits all over and I can't get to the chest. Is there a way around the pits?
Just inside the gate, in the lxl room, you'll find a button which will help you. While you're at it, search the other walls you can reach. You'll find buttons to close the pits and get you to the chest.
What's the Book of Ramm for?
It tells of the King's ritual at the altar. Read it carefully, and perhaps you can repeat the steps the King took so long ago.
1. (Use the Gold Key found in the King's Library to open the gate.)
2. (Use the Wizard's Ring to open the gate. You'11 find it later on in the game)
3. A black steel skull cast upon the face of the massive door stares blankly out into the corridor. The eye sockets are unnaturally deep, as if the skull once held a pair of jewels.
4. 5, 6. (Press the button to close a pit)
7. (Open the chest and find the Book of Ramm.) The writing is in a strange code you are unable to read. You open the ancient book and read the following text O first night of ramm and second born ramm again, find third upon thy altar burning bright; Where fourth night of wands bears fifth magik sun again, is when thy graven altar shall blossom into night

38
The Belfry

Note: The first "level" of the Belfry appears on the Castle Upper Level map
The Belfry
Your party comes prepared this time, brandishing the only key which will allow you access to the Belfry's only locked room. You're not exactly looking forward to the encounters with the bats or the chancy proposition of swinging across the pit where the rope hangs. But it is nonetheless good to know that when you enter that room and collect its goods, you'll be on your way out of the Castle and into the land beyond.
Frequently Asked Questions & Their Answers
I've tried to cross this Belfry a hundred times, but I can't get across.
Both sides of the Belfry look identical -spare one trait. On one side of the Belfry, the door is locked; on the other, it's open. Each time you swing across, turn the corner and check the door. If it's locked, you've made it across.
How do I open the locked door?
You need the Bell Key. You'll find it in the Hazard Area on the lower level.
Where do I use the rope?
Just like it swings from the bell, you can swing from it!
The Belfry - Messages
1. Keep Belfry Closed
2. Looking up the large well to the top, you see only darkness. On the floor, however, you find the remains of many small rodents and some bits of blood, and what appears to be excrement that fell from above.
3. A large blackened bell hangs silently within the top of the belfry, covered with sooty molds and splotches of bat droppings. A long thick rope descends from the bell down into the well, and is used to ring it by holding on and jumping in. It also appears to be the only way across the well: Hold rope and jump into the Belfry; Attempt to swing across the Belfry; Leave the rope & bell alone.
(Attempt to swing across the Belfry) Bong! Bong! The bell has disturbed the denizens of the belfry! Here come the bats!!
4. (Disarm the chest, and you'll find...) The trunk contains a coil of the long heavy bell rope, which appears to be quite strong and useful. (Use this rope along with the Hook found in the Captain's Den to cross the Chasm)
The Cavern & Giant Mountain
(Giant Mountain maps follow this section)
40
Cavern & Giant Mountain
Taking the same steps the King must have taken long ago, your party emerges far from the edge of a towering mountain. You wonder for a moment where you have arrived; this land certainly doesn't look like the Castle you're accustomed to. It is at this moment you recall a tale told by an unknown author - the Deadman's Log. You remember the treasure, Giant Mountain and the horrors he spoke of. And for you it is no longer fiction, the rambling of a starved and insane man; you are about to meet it face to face.
'Round the Mountain
As your party looks around and begins to explore, you understand one thing right away: this is a confusing area! First off, it's huge; secondly, the bridges seem to stray this way and that, and before long, you've forgotten the direction from which you came!
As always, there's hope (and there's a map, too). Like many regions within Bane of the Cosmic Forge, the Cavern area is really three different areas all of which are typically played in different sections.
There's the Cavern by itself and the negotiation of its many bridges to reach the face of the Mountain. On the Mountain, you'll find yet other "places" to visit. Beyond the mountain lies the gateway to yet another world and below this mountainous region, you'll find the Mines.
After you've explored the Cavern, take a trip to the Mines (their section follows). Composed of four different levels, the Mines contain many of the things you'll need to further your progress in the Cavern. Once you collect your goodies and move on through the Cavern, you'll be able to climb the mountain and move on to what waits for you on the other side.
Frequently Asked Questions & Their Answers
Every time I walk out on to the bridges, I get lost. Any suggestions?
First off, cast a direction spell. Then, using the map provided in this guide, take your steps carefully all the while watching the direction pointer to keep yourself on track. Whatever you do, don't accidendy walk off a bridge - it's a long trip down!
I'm at the face of a mountain. I try to climb it, but I keep falling back down.
Keep trying. It sounds crazy when your party keeps falling back down, but eventually, you'll make it up.
I've come across a drawbridge. It won't work. How do you get it to lower?
First of all, you'll need a vial of oil that Queequeg offered. If you have it, give the panel a splash. Then, you'll see many buttons to push along with a set of instructions. Grab a dictionary and see if you can't work it out. You can also find the answer in the "message" section below.
My party and I have found a broken catapult. How do we fix it?
If you search the area around the Catapult, you'll find a broken sprocket. If you look in the Mines, you might just find a someone who can fix it. You'll need some ammunition, too: a heavy boulder would do the trick. Of course, you'll also need to replace the worn rubber band. You'll probably find that in the Mines, too.
Where can I find a heavy boulder?
As your party winds its way through the tangled bridges, you'll undoubtedly come across many creatures. If you're lucky enough, one of these creatures will be carrying just such a boulder.
41
The Cavern & Mountain - Messages
Should I climb all sides of the Mountain?
Yes, you should. There are several unique rifts carved into the face of the mountain, and it's worth visiting each.
I've been everywhere... the Mountain, the Mines and the whole of the cavern. Now I'm stuck. I can't get anywhere else.
Trek back to the mountain. Up there, you'll meet the Twins who, in their own special way, will show you to the Achtung Lift. The lift brings you to another part of the Cavern that you and your party have not yet explored.
I've come to the end of a tunnel which has suffered from a cave in. I can't go any further. Can I move the rocks?
Yes. Do it just like the miners did. Use the Miner's Pick.
An avenue off the burial chamber is filled with sand. How can I get through?
You can't. There's a ton of sand in your way, and nothing but a fleet of trucks will move it! However, if you've got an Empty Sack to put some sand in, you can take some with you.
Where do I find an Empty Sack?
It's in the Pyramid. You're almost there.
I've come to a wall and feel cold air blowing through a crevice in the rocks. Is there a way to break the wall down?
Sure. Use the Miner's Pick. Handy little tool.
After passing through the burial chamber, I've come to a set of stairs. Where do they go?
The stairs you stand before go to the mystical Pyramid, a land of fabled folk.
1. The tunnel emerges out of the mountain and into the open expanse of a titanic gorge. A network of bridges spans over the deep gorge, and far across the sky you can see the jutting peak of a huge mountain, poking up into the center of the great cavern.
2. Wizard's Cave
Trespassers Not Welcome
3. Entering the Mines Protective Helmets Required All Times
4. Before you looms the peak of the great mountain, and its many rocky crags and crevices bode a treacherous journey to the top.
5. Before you looms the peak of the great mountain, and its many rocky crags and crevices bode a treacherous journey to the top.
6. There is a small foothold up the face of the mountain which may be climbed.
Try to climb up the mountain
Remain here where it is safe
You slipped and fell!
(If you try to climb, there is a chance you
may fall)
There is a small foothold which leads down the face of the mountain.
Try to get down the mountain
Remain here where it is safe
You slipped and fell!
(On your way down, there is a chance you may
fall)
7. (The same as #6)
8. (Search - Press button) Draw Bridge. Control Panel. Press to Open. The control panel door has rusted and won't come open... (Use Mystery Oil to open the door.)
Press Which Control Buttons Spring Winder Auto-Coilwrap Translux Pump Truss Drivers Toggle Safety Shutdown Exit
42
8. (continued) Inside the control panel are six tiny buttons, each with a tiny label. Some instructions engraved on its face are as follows: *CAUTION* Safety detachment required prior to inchoate winder advancement. Do not activate coilwrap until a wait of 5 seconds post pump nascency, over safety interdigitation. Truss ascension may follow, but under no circumstance should fall extrinsic to pump and winder immurement. Final winder engagement induction for draw bridge facilitation.
It is good to know that the engineers responsible for the bridge wanted its operation to be accessible by anyone, and thus took the time to create such specific instructions, in that unique way that only real engineers can do. (Press Safety, Pump, Coilwrap, Truss, Safety and Winder - the drawbridge will lower)
9. The remains of a large wooden machine are resting upon the precipice. After looking it over, you decide it is for hurling heavy objects through the air much like a catapult. On the opposite side of the precipice, you see a tiny ringed target standing all by itself. Inspecting the machine, it appears to be operational, except for a sprocket which has cracked and fallen out, and a long band of rubber, which has lost its spring and begun to crumble... (Search - you find a Broken Sprocket)
(If you try to use the catapult without repair)
The catapult needs a new rubber band. The
catapult needs a new sprocket.
(Merge the four rubber strands you found in
the Mines into rubber braids and then a
band to replace the worn band on the
catapult.)
The rubber strand is too thin and too short to
replace the old band.
The rubber braid is too short to take the
place of the old band.
The new rubber band fits perfectly!
(Take the Broken Sprocket to Smitty's Forge
and Grill in the Mines. He'll fix 'er up for
you for a fee, of course)
The repaired sprocket gently nestles into
place on the old machine... Having repaired
the catapult, you may now perform normal
firing operations.
Although the catapult works fine, you need
some kind of ammunition which is usable as
a projectile...
(Put a Heavy Boulder in the catapult for
ammunition)
You load the big stone into the ladle of the
catapult...
(Once the catapult is working properly, your party will receive these options)
Perform Which Catapult Operation
Latch Ladle
Wind Up Band
Release Latch
Abort Fire
(If you don't hit it...) You missed the target (If you do hit it...) Bull's-eye!!
10. (The same as #6. Before climbing at location #10, complete the Mines, the Cavern and all surrounding areas. This route will bring you to the Guardian of the Rock, and out of this section of the game)
11. A large ugly troll climbs from under the bridge and blocks your way! Finally, he bellows, "I yare the toll troll! Pay the toll or heads will roll! Arghh! Are you gonna pay the toll! (Answer "yes" to pass) A wise decision! The toll troll leaves.
12. (Landing point from Achtung lift)
13. The tunnel ends abruptly as apparently there was a cave-in some time ago. You might be able to dig through it, using the proper tool, of course... (Use the Miner's Pick)
14. This appears to be some sort of burial chamber, wrapped mummies being laid in alcoves cut from the earth. The ground is dirt and clay, and broken pieces of pottery lie scattered about the room.
15. The tunnel is filled with sand, making further travel into it impossible... (If you happen to have an empty sack, you may want to take some of the sand at this point... you never know when you'll need it) You fill the empty sack with sand.
16. This area has been chiseled out, as if someone were trying to tunnel into the rock for some reason. Investigating it further, you can feel a slight wisp of air seeping through a crack, possibly from another tunnel on the other side. (Use the Miner's Pick)
43
Giant Mountain
From *6, Cavern
From *7
From *10

On the Mountain
Few places in Bane of the Cosmic Forge offer such a view of the surrounding area. As your party climbs the mountain, you'll explore it and get a taste of what's been there before you. There are four sides to the mountain, three of which your party can climb. The fourth is a lift to another area of the cavern.
Frequently Asked Questions and Their Answers
I've met a Guardian, but he won't talk to me.
You can get him on your good side if you feed him; he likes rocks.
What do I do with this Ruby Eyeball? Wait for a matching set
Giant Mountain - Messages
1,4,6,9,11. There is a small foothold which leads down the face of the mountain. Try to get down the mountain; Remain here where it is safe
2,5,7,10,12. There is a small foothold in the face of the mountain which may be climbed. Try to climb the mountain; Remain here where it is safe.
3. Huge piles of rocks and boulders cover the ground, probably the remains of a recent rockslide. There is a foothold which leads down the face of the mountain. Try to climb the mountain; Remain here where it is safe. {Remain here where it is safe - Search) Nothing here but huge boulders though you never can tell when one might come in handy. (Receive boulder or boulders)


8. (Search - find chest) This chest property of Capt. J.R. and Company. May a Curse be Upon Ye. (Inside the chest, you 11 find random items and Baubles & Trinkets. Note: if you don't kill Queequeg immediately after you tell him the location of the chest, you'll get a note from him, thanking you for revealing its location.) There is a foothold which leads down the face of the mountain. Try to climb the mountain; Remain here where it is safe.
13. Gyent Krieg. Haus Af Der Gryns Twyns. There is a foothold which leads down the face of the mountain. Try to climb the mountain; Remain here where it is safe.
14. FEE-FIE-FOE-FUM... (Fight Gryns Twyns)
15. Achtung. Press Button Fur Das Exit (Pressing the button opens a chute, which takes your party to #12 in the Cavern)
16. (Meet the Guardian of the Rock. Bring a boulder to talk to Mm; then kill him and receive a Ruby Eyeball for Skull door.)
44
The Mines
\ To Wizard's /Lair in Castle

llfrn H 1 51 Ifctl
Leuel 1
iv ddtJ
l£x aa'
his 'l Pjal
tin___II
Leuel 2

Leuei 3
ITLT
IS
99
^
bb
Leuel 4
45
The Mines
One hundred and twenty years past, this site teamed over with prospective miners in search of a single jewel or one gold pebble to tie them over until their next fortunate discovery. A flurry of shovels, picks and axes hammered at the walls, carving passageways up and down... some within mere steps of one another! Now, the Mines' bounty taken, few creatures remain. Most, insane or otherwise maddened, approach your party with swords raised. However, within these lonely confines, a single man yet remains.
Down Under
The Mines are a fascinating and sometimes confusing place. Taking a stroll about its first level, you'll notice an abundance of stairs. Traveling down, you'll notice even more. And more. And more. Indeed, without some kind of guide, it's easy to become frazzled!
That's why you'll find letters next to each set of stairs on the maps which follow; each letter corresponds with another set of stairs on the level below or above it, depending on the direction of the stairs. You may use these maps and letters as your guide while exploring the Mines.
While exploring, you'll discover things which will allow you to solve the mysteries remaining in the Cavern, and still other goodies which will be useful to your party. You'll also meet Smitty, a cheerful old man, who's set up shop in the Mines. And then there are these other men - or perhaps men -who wait below.
Frequently Asked Questions & Their Answers
I've reached the Wizard's Cave, but I can't open the gate. How do I get in?
You need the Key of Wizard's Cave. If you venture deep enough into the Mines, you might find the Wizard who holds the key.
There's an awful lot of stairs to keep track of. Is there some other way to navigate the Mines? Do I need to keep track of where I'm going?
No, not at all. In fact, by the looks of the Mines... stairs every few steps and all... it appears the original builders didn't! Many Wizardry players simply run around until everything starts to look familiar. Just remember, there are only four levels: you can only go up and down so far. Start on the western side of the top level, and work your way down. Then, move to the eastern, northern and southern sides of the level and do the same. Eventually, you should reap all the rewards the mines have to offer.
I'm trapped in a dark area. Is there anything I need in here? While I'm at it, how do I get out?
There are several dark areas within the Mines. You'll find a chest in one, stairs in another and a shortcut to the Wizard's cave in the last (but you'll still need the key). The best way to navigate a dark area is to follow the walls, mapping or looking at a map as you go. Cast a Direction spell to keep you on track, and a Detect Secret to spot any items you might miss in the darkness. If you get hopelessly lost, there is only one technique: run all over until you get out.
I've found a Key of A Minor. But I can't open anything with it. Where do I use it?
The inhabitants of the Mines had to leave behind some of their bounty... after all, this used to be quite a profitable place! As your party explores each nook and cranny, you'll find their caches hidden behind gates. Use the key there.
I had an encounter with a Rubber Beast. After I defeated him, I found a single rubber strand. When I encountered another Rubber Beast, I found yet another rubber strand. What am I collecting these for?
Remember the catapult in the Cavern? Its rubber band was broken. Maybe if you found enough rubber strands, you could put them all together to make a good replacement.
46
I've found Smitty, but he doesn't seem to like my party too much. What should I do?
He likes your party! He's a friendly chap. Perhaps it's just the character doing the talking that he doesn't care for. Try talking to him again with a different character or cast a Charm spell on him. By the way, Smitty's good at fixin' what needs to be fixed. (See the interview with Smitty in this section)
Apparently I don't have what Smitty's looking for. Did I miss something somewhere?
In the Cavern by the Catapult, you'll find a sprocket which is in need of repair.
I've found this man who's trapped inside a diamond. I've hit it with the Miner's Pick a thousand times, but it still won't break. What do I do?
You need something a bit stronger than a pick. A Miner's Chisel might do it. You can find one in a chest on the second level of the Mines. It's behind a secret wall south west of Smitty's. Take the stairs down ("k") from level one and you'll be in the area.
I found the Miner's Chisel, hit the diamond and put a fracture in it, but apparently it wasn't enough.
To break the diamond, you'll need to hit it on all four sides.
I've found two gates on the lower levels of the Mines, but I can't open them. What key do I need?
You're looking for the Key of A Minor. It's hidden in a dark area on the first level of the Mines.
Is there anyway to turn Mystaphaphas back into a human?
No. Such is the writ of the Cosmic Forge.
Where do the stairs in the Wizard's layer lead to?
One set of stairs will bring you to the Wizard's Lair in the Castle. The other set will bring you to the Morgue.
What do I do with the Wizard's Ring?
It opens a gate near the skull door on the lowest level of the Castle. Hang on to it for now, if you like. You'll be going there shortly.
The Mines - Messages
1. (To enter the gate, use Key of Wizard's Cave)
2. Well! It's about time someone came and let me out of here!! Do you have any idea how long I've been locked up in here! Huh!?! Do you?!!! A hundred and twenty years, that's how long! And let me tell you, if I ever get my tail on that stupid imbecile Xorphitus then I'll make mincemeat out of him!! Well anyway, urn,... thanks, for letting me out of here... By the way, my name is Mystaphaphas... I was once the apprentice to Xorphitus the wizard, that is until he locked me up in here and forgot about me... I know, I know, you're wondering just how did a big snake like me become the apprentice to such a great wizard??! I'll tell you how! Because I'm not a snake!!! Or at least I wasn't until that foul pen came along!! That accursed pen!! OOOO! That really burns my skin just thinking about it... All I did was to sneak in and use it just once... just a few words to make me "dashing" and "attractive", so that the Queen might have me as one of her lovers... and that I would live in "safety" from the wrath of the King... and now look at me! The Queen loves snakes!! So I was transformed into a snake!!! And the wizard locked me in here! They thought I would make a good pet!! And so I was safe from the King!!! O! That stinking wretched pen!!!! (Try giving the pour, hungry snake some food) Just for that I'll tell you a secret! There's more to the Wizard's Lair then meets the eye! (See the interview with Mystaphaphas later in this section)
*
47
3. (Search and you'll find a button. Press it to open up the secret doorway. Inside, you'll find the Key of A Minor)
4. An old dwarf looks up from behind an anvil, where he is busy hammering on a red hot piece of roasted corn, and says, "Dag nab it! Can't you sees I'm busy! What cans I do yer fors? (Give Smitty the Broken Sprocket... he'll fix it for you) Waits here a minutes ands I'll sees whats I cans do with it... (The dwarf takes the broken sprocket to the forge and begins whistling) WMii-woorr-whirrr.... Tums-da dum... This's only takes a second, folks... (Bang! Bang!) (Clang!) (Bang! Bang!) (Sssssssstt! Whoosh!!) Only be's a few more minutes... Whiii-woorrr-whirrrrr.... (Bang! Bang!) Here's ya go! Good as new!! (See Smitty's interview in this section)
5. (Encounter with Rubber Plant. After the encounter, you'll find a strand of the plant you recently dismissed.)
6. Welcomes Ta Smitty's
Forge & Grill Fine Foods'n Fixin's
7. You witness a most bizarre countenance within the confines of a great diamond crystal, a transparent gem whose edges form a barrier blocking entry into the chamber... After watching the odd head bobble for several minutes inside the raw diamond cell, you realize that this is no mere vision, but rather that some entity is actually trapped inside the giant gem. As it approaches the wall, it seems to be trying to say something...
After studying the diamond barrier for several minutes, it appears the recent crack runs along a major fault line, a sign that the diamond might shatter if the fracture could be propagated along the perimeter of the diamond and then a fatal blow struck from here.
(Hit the diamond with the Miner's Chisel) A fracture has appeared in the diamond wall, but it has not broken...
(After methodically hitting the diamond on all four sides) The diamond shatters! The pieces are evaporating in the air, leaving naught but smokey steam...
8. "Free at last!" I do not know thee, but I have known of thee, since the times when it all began... My time is short, for as you can see my body has long ago died, and it is only through the last vestiges of my former power that my spirit has held this final grasp upon your world, so that I may speak to you now, and aid you in your quest. I will tell you a story, and let this story serve as a warning to you and they who will try to follow in your steps... I am half of the former wizard known as Xorphitus, whose bones you see on the mantle before you. A hundred and twenty years ago, I engaged upon the quest for the Cosmic Forge, the bane pen from which are writ the workings of all the universe. To speak of the pen, I must speak of the circle, the blessed altar from which the pen was stolen. To protect the power of the pen, it was written that the pen was only to be used upon the holy circle and thus it came to be. In order to wrest the pen from the circle, so as to free it from this mandate, it was necessary to contrive the exception, the singular exception which ensures the freedom of the pen, and likewise does not violate the original order. Thus the great exception was formed, that whosoever shall scribe with the pen not upon the Cosmic circle, will suffer his writ as a bane, and shall not rest or be freed from it until a new generation has passed, that time being exactly one hundred and twenty years, and after that shall he be of his own doing and free from the writ and the bane. My time is at end, for thee has come and set me free, and as my bones lie before you, this becomes my doing, a fate that releases me from my curse. Now listen, as I reveal to you those events which long ago transpired, so that you may act wisely and rightly. Once I was Xorphitus, a great wizard of magik and power, and like all who taste of power, the more I drank of it, the greater became my thirst. So it was that I came to make an unholy pact with another whose hunger was a copy of my own, and together we held the dream of universal domination. When at last we heard of this Cosmic pen, we knew that to make it our own would make our triumph complete, and so we plotted a scheme which yielded us the "Cosmic Forge". But how soon we learned of the bane that follows, should the Forge be removed from the circle as we had done. Yes, once I was Xorphitus, and I was determined to defy the fates, and so scribed
48
8. {continued) the words which told of this mortal wizard which should be called Xorphitus, and how he shall know all things in the universe, that he will then know how to evade that dreadful bane. And yes I came to possess full knowledge of everything, and with it was I ripped asunder, twain into two beings, for the nature of all things is divided, that which it is, and is not, and thus as the knowledge lived in me as one, thus it must pass that I then become divided. For as I know all, I must also know nothing. As it was that a man shall know "good", so was I compelled to also know "evil". Everything which is known is divided and that which is not dividable will never be known. Thus shall men forever seek to know, and thus will men always be divided. This is the nature of knowledge, and I tell you that this is how it lives inside of you. This is how you know, this is how you think, this is how a mind believes, and how a mind speaks unto itself. But time grows short and there still remains much I must tell you. Though I, Xorphitus, am dead, Xorphitus, my other half lives on! And as I do but aid thee, he shall do but harm thee. His knowledge is incomplete, since I possessed its complement, and he can but stumble blindly, half-right, and half-wrong, in everything he does, a mind forever floating through a pool of darkened waters. He is insane, as am I, but you must seek him out, for as I know of the pen and why, and do tell you, he will know the where and the when of it, but not what, and he will not tell you. That is what must be discovered from him, and with him lives the fate of the Forge, the pen and Hand of Destiny... "I am free at last!!" And the vision softly fades...
9. (Use the Key of A Minor to open the gate. The chest inside contains goods left behind by the Mines'former inhabitants.)
Meet Smitty
We approached a door which read "Welcomes Ta Smitty's Forge & Grill. Fine Foods'n Fixin's". Couldn't have been better timing. We were nearly starved from our exploration of the Mines - up and down what seemed like a hundred sets of stairs!
(S):Dagnabit! Can't you sees I'm busy! What
cans I do yer fors? (P): What's your name?
(S): Folks call me Smitty! I's a
restaurantrepreneur! Fixer of food's n'
forgin' fer fortune!! (P): Where are we? (S): Yer in the mines! (P): Tell me about the mines. (S): Seems we always been diggin' in the
mines... It takes awhile to learn yer way
around. (P): What are you digging for? (S):I dunno whats we're diggin' fer! I don't
think anyone does anymore! (P): We'll start digging, too. (S):Not around these parts ya don't! We
already's got it staked out! (P): You have some food then? (S):MMMM... Edibles... I's a pretty mean cook! (P): Where can I buy food? (S): You can buys it right here! (P): What about your forging? (S): I can mends and fix things with me forge! O
course, I's needs something ta work on, if ya
gets me drift... (P): Can you fix this sprocket? (S): I'd haves ta take a looks at one first.. Gives
it ta me and let me takes a look... (P): (I handed him the broken sprocket) (S):Hmmm... It's busted alright... Don't looks
too bad, though... Ya's wants me ta fix it?
It'll costs ya 1000 gold pieces. (P): Yes, please fix it. (S): Waits here a minutes ands I'll sees whats I
cans do with it... (The dwarf takes the
broken sprocket to the forge and begins
whistling) Whiii-woorr-whirrr... Tums-da
dum... This's only takes a second, folks...
Bang! Bang! Clang! Bang! Bang!
Sssssssstt! Whoosh!! Only be's a few more
minutes... Whiii-woorrr-whirrrr.... Bang!
Bang! Here's ya go! Good as new!! (P): Thanks! (S): Don't mention it. (P): Say, have you seen any strangers? (S):Shhhh! I's heard tales of stranger's come
inta these parts! (P): Who are they? (S): Why's, if I knew that then they's wouldn't be
strangers!! (P): Where are the strangers? (S): Don't know... have ya seen anybody
suspicious lately? (P): No, no. Can't say I have.
And with that, we parted ways. We were off to repair the catapult hoping it would allow us entry to an area we had yet to explore. On our way, we thought of the strangers Smitty had mentioned and wondered just what "tales" he had heard.
49
Meet Mystaphaphas
At that very moment I met him, I felt like a faerie under a giant's hammer. He dashed toward me, fangs bared above and below a famished grin that spread across the whole of his face. And we were to be his meal! We held our swords before us, prepared for the worst, when he stopped his dash as suddenly as it began!
(M): Well! It's about time someone came and let me out of here!! Do you have any idea how long I've been locked up in here! Huh!?! Do you?!!! A hundred and twenty years, that's how long! And let me tell you, if I ever get my tail on that stupid imbecile Xorphitus, then I'll make mincemeat out of him!! Well anyway, um... thanks, for letting me out of here... By the way, my name is Mystaphaphas... I was once the apprentice to Xorphitus the wizard, that is until he locked me up in here and forgot about me... I know, I know, you're wondering just how did a big snake like me become the apprentice to such a great wizard??! I'll tell you how! Because I'm not a snake!!! Or at least I wasn't until that foul pen came along!!! That accursed pen!!! OOOO! That really burns my skin just thinking about it... All I did was to sneak in and use it just once... just a few words to make me "dashing" and "attractive" so that the Queen might have me as one of her lovers... and that I would live in "safety" from the wrath of the King... and now look at me! The Queen loves snakes!! So I was transformed into a snake!!! And the wizard locked me in here! He thought I would make a good pet!! And so I was safe from the King!!! O! That stinking wretched pen!!!!
(P): Is the pen the Cosmic Forge?
(M): I don't know, but if it's still around I want out of here!
(P): What is the pen's Bane?
(M): The bane of the Cosmic Forge! Just use the Pen!
(P): Where is the King now?
(M): Don't know and don't care!
(P): What about his Queen?
(M): The Queen of the King! Apparently,
she's a sauriophile! (P): Hmmmmm. And what of the
wizard? (M): I was an apprentice to Xorphitus! I
dabbled in magic, spells and such... (P): What kind of magic? (M): Xorphitus would know about magic (P): What of Xorphitus? (M): Xorphitus is a powerful wizard, or at
least he was... (P): Where is Xorphitus? (M): I would presume to find him in his
lair. (P): Tell me, where is this lair? (M): The lair is where is Xorphitus lives.
There is a magic ring which opens
the entrance to the lair. The
Wizard's lair is under the castle, near
the skull door. (P): I've seen the skull door! (M): The skull door leads down to death! (P): To death?!?
(M): Death waits behind the skull door! (P): What about this gem I have? (M): You need two gems to open the skull
door. (P): Where's the other gem? (M): Xorphitus hid them to seal off death. (P): You must be hungry, Mystaphaphas. (M): Darned tootin' I'm hungry! Wait
around for a hundred years like I did! (P): That's a long time! (M): Tell me about it! (P): (I paused to grab some food from my
swag bag, and passed it to the
snake.) (M): Mmmm... (Slurp!) That's delicious!
Just for that, I'll tell you a secret!
There's more to the Wizard's Lair
than meets the eye! (P): Thanks! (M): You're welcome!
I left Mystaphaphas the rest of my food. I knew I'd find more later. Besides, he needed to concentrate on his magic some more... unless he wanted to go through life with scales.
so
The Pyramid
Ifct 5 3al Lead t0 stairs *6

Leuel 1


Leuel 2

Leuel 3
Leuel 4
►21
K A 22
2323
r %-*■

Lower Leuel 1

Lower Leuel 2
SI
The Pyramid
At the very bottom of a Pyramid whose dimensions your party does not know, you arrive. A quick look around tells you that this Pyramid, like the Mines before it, was built of care and for confusion. At this point, you can't be certain which. You soon discover that it is a culture unlike any you have encountered. It is the home of the Amazulu and the one they worship. The course to their grounds is a hazardous one. Filled with turns and stairs and creatures galore, only those with the right mettle may survive.
The Fiery Path
After your time in the Mines, there's no doubt you're skilled at navigating the complexities of Wizardry's maze. Good thing. You'll find the Pyramids are filled with stairs too - and corridors branch off in all directions. Unlike the Mines, however, the Pyramid goes up. From where you stand, there are three levels above you. There's also two levels below you.
As your party travels through the Pyramid's levels, you'll find it's a tricky endeavor. These grounds are considered sacred to the Amazulu - testament to the many traps which lie in your way. There are buttons, chutes and traps throughout its tiers and up top, you'll find a hoard of people who will look strangely familiar to you. Not to worry, however; they're generally a friendly bunch. Approach the Pyramid just like you did the Mines, and your party should fare well.
Frequently Asked Questions & Their Answers
How do I get through the gate which I recognize?
Wave the Idol of Mau Mu Mu before it.
Where is the Idol of Mau Mu Mu?
The Amazulus have hidden it in the deep recesses of the Pyramid.
There s a chest bouncing all over the room. How do I stop it?
You'll need a Gloop Splotch. So where do you get such a unique treasure? Encounter the Gloop Goop... he's on the same level.
There's buttons all over the place, and when I press them, they don't seem to do anything.
In general, buttons within the Pyramid either close a pit to allow your party passage or turn off a trap to keep your party alive. Even if you're not certain what happens when you press a button, it's a good idea to do so. After all, you could be disabling a trap, and you'd hate to find out it was there the hard way.
I've found an Empty Sack. What am I supposed to do with it?
Take it back to the Burial Chamber on the outskirts of the Cavern. You'll find a hall filled with sand. Put some in the sack.
How do I open the gate on lower level 1 of the Pyramid?
You need the Bone Key. You can find it in the "bouncing" chest.
How do I deactivate the rolling ball?
There's a secret door you need to find on lower level 1. In the room, you'll find the switch to toggle it.
How do I get to lowest level of the Pyramid?
You'll need to fall through a pit to reach it.
How do I stop the arrows and gas?
There's a button to deactivate those, too. It's located on lower level 2.
How do I open the gate on lower level 2?
If you're standing before it, turn around and take two steps south. You'll find a button there which will open the gate.
52
How do I get the Idol?
You need to exchange the bag of sand for it. Hope your characters are fast enough!
The Amazulu Queen seems pretty hostile. Something I can do to appease her?
If you're carrying any baubles and trinkets, you might want to hand them over. You can also offer gold or an item you no longer desire. By the way, any NPC can be likewise flattered. (See the interview with the Queen of Amazulu in this section.)
How do I cross the hot coals?
Remember that girl in the strange mask? She's got some Foot Powder that'll do the trick.
Ya, but I killed the girl in the strange mask! Now how do I get across the coals?
Well, there are two ways to do it. You can simply walk across and take the damage, resting occasionally to restore your spell and hit points. You may also cast a Levitate spell, if its available to your spellcasters; remember, it's possible for the spell to "wear off" as you're crossing the coals, so you may need to cast it again.
I killed Mau Mu Mu, and received a gem. What should I do with it.
Hmmm. Bet you have another just like it. Head back to the Skull Door. It's two levels below the ground zero of the Castle. If you don't have another just like it, go back to the Mountain in the Cavern area, and kill the Guardian of Rock.
The Pyramid - Messages
1. {Encounter with Gloop Goop. If you're successful, you'll get a Gloop Splotch)
2. {Search. Press button to enter the room. Once inside, press another button. It will close the pit at #2 allowing you passage)
3. {As you enter the room, you notice something strange right away. A chest is merrily bouncing along, and shows no signs of stopping. If you use the Gloop Splotch, you may succeed in "sticking" it to the floor. If you do, you'll get the Bone Key).
4. {Open the chest, and you'll find an empty sack. Bring this sack to #13, Cavern, and fill it with sand.)
5. Faded paintings depicting brown people engaged in growing crops, bathing, and dancing in costumes cover the walls, a record most likely of daily life.
6. The walls are made of earth, blocks of clay engraved with fanciful designs. A quick look around reveals that all the walls are this way, suggesting a royal or sacred air about the place.
7. Emerging outside, you are standing on the ledge of a great pyramid, a temple which is arising from the mountain and completely bordered by jungle.
8. {Search. A button is on the wall. Press this button to close the pit at #8, level 3 of the Pyramid)
9. {Search. A button will appear. Press the button to close the pit at #9)
10. {Search. A button will appear. Press the button to close the pit at #10)
11. {Search. A button will appear. Press the button to close the pit at #11)
12. The head of a strange beast is hewn in the center of a circular emblem on top of the gate, although somehow the face looks oddly familiar... {Wave the Idol ofMau-Mu-Mu before the gate) You wave the Idol before the emblem... {The gate opens)
13. Perched high on a throne made of woven straw, sits a watchful and stem girl. She wears a fancy headdress, and around her neck rest many necklaces made from small bones and glass beads. Directly at her side are several of the warrior women, each swaying a large fan. Also, behind her to the right, another woman wearing a giant spooky looking mask is eyeing you very carefully as the party approaches the throne... "I am the Queen of the Amazulu! Who dares enter our sacred grounds?" {See the interview with the Queen of Amazulu later in this section)
14. Straight ahead lies the smoking top of a seething volcano. A bed of hot coals forms a bridge which leads to the edge of the volcano, making it the only way to cross over from the pyramid... The bridge of hot coals leads directly to the lip of the volcano, and extends out over the core of molten lava... As you stand above the lava, you start feeling earth tremors arising from the volcano, as if it were going to erupt. The tremors are growing stronger... The lava below starts boiling! Suddenly the volcano erupts!! (Use the foot powder) Though the coals are red hot, you feel no pain as you walk across them... (Without the foot powder...) SSSSSSTT!!!! Hot coals burn your feet!
15. "So you have come for the rock! Then I shall slay you!!"
16. (Search. Press a button to enter the room. Inside, you'll find another button. Press that button to turn off the chute at #16)
A clay Idol figurine is resting within an alcove, enshrined with dried flower petals, bones, and glass beads.
(If you don't have the sandbag) Try to take the Idol Leave the Idol alone (If you have the sandbag) Throw the sandbag at the Idol Exchange sandbag for the Idol Leave the Idol alone (Depending on your course of action...) The sandbag hits the Idol, knocking it reeling onto the floor! Quickly you snatch up the Idol!
You deftly snatch the Idol and replace it with the sandbag, so smoothly that even the flowers remain undisturbed. Your clumsy attempt to swap the bag of sand has knocked the Idol reeling onto the floor! Quickly you snatch up the Idol!
17. A hail of arrows swarms the party... (Search. Press the button to turn off the arrows at #17)
18. (Search. Press the button to close the pit at #18)
19. (Search. Press the button to bring your party back up to #23, level -i)
20. (Search. Press the button to open the passage directly north.)
21. (Search. Press the button to open the passage directly south at #16)
53
22. (Search. Press the button to close the pit at #22)
23. (Search. Press the button to close the pit at #23)
24. (Search. Press the button to open the passage south at #25)
25. (Search. Turns off the rolling stone... which squishes the party... almost)
26. (Search. Press the button to close pits at #26)
27. (When you step upon this square, it opens pits at #26)
28. Rolling Ball crashes through the hallway
29. (Search. Press the button to close pit at #29)
30. (Use the Bone Key to open the gate)
Meet Kuwali Kubona
She nearly scared the living daylights out of me. After the tryst I had with the Queen, I wasn't all too enthused to run into another of the hoard. But, besides being a bit on the flirty side, she is a good Amazulu (as far as Amazulus go that is).
|
(K): |
Pssssst! Wanna deal? |
|
(P): |
What kind of deal? |
|
(K): |
I have something for all! I know how to |
|
treat you right! |
|
|
(P): |
Who are you??!! |
|
(K): |
I am Kuwali Kubona, High Priestess of |
|
Mau-Mu-Mu |
|
|
(P): |
Mau-mu-mu?? |
|
(K): |
We dwell in the Temple of Mau-Mu- |
|
Mu. |
|
|
(P): |
Where is Mau-Mu-Mu? |
|
(K): |
Mau-Mu-Mu lives in the pool of fire! |
|
(P): |
He's a hothead! |
|
(K): |
Ssshhh! Mau-Mu-Mu might hear you! |
|
(P): |
Tell me about the fire. |
|
(K): |
Say, how about we make our own little |
|
fire! |
|
|
(P): |
Sure... |
|
(K): |
But first you must prove yourself! |
|
(P): |
How do I prove myself? |
|
(K): |
By entering the pool of fire! |
|
(P): |
Enter the pool of fire!?!?! |
|
(K): |
The pool of fire, home of Mau-Mu-Mu! |
Whether I proved myself or not is not of your concern. However, with the help of the foot powder purchased from Kuwali, I was able to cross the fire with ease and indeed met Mau-Mu-Mu... as short as that meeting may have been.
54
Meet the Queen of Amazulu
When I first saw her, I could hardly believe my eyes. Upon a high throne, she was decorated nearly head to toe in gold, silver and jewels; around her neck she wore the sharpened bones of various beasts who I can only assume her servants dispatched. As she grimaced at me and my party, other women cooled her with giant fans.
(Q): I am the Queen of Amazulu! Who dares enter our sacred grounds?
(P): It's us, the Faerie Avengers!
(Q): Have you come to take the rock?
(P)V Yes, we have!
(Q): Then you must be sacrificed!
(P): (Okay, so we were lying... and weren't so brave.)
(Q): Why have you come to the temple?
(P): To meet you, of course.
(Q): Did you bring me an offering?
(P): Yes, we did!
(Q): Lay your gifts before me!
(P): (Before her throne, I placed the Baubles & Trinkets.)
(Q): Fine, fine. 000, how pretty! Ahhh! Andjustlookatthisone!! Hey! Wait a minute!!! This stuff is nothing but cheap junk! Who are you trying to fool??! How dare you insult us!!
(Q): Do you apologize?
(P): Yes, we do. Sorry.
(Q): I accept your apology! And as a token of my forgiveness, I'll also accept a 3000 gold donation. Do you make the 3000 gold donation?
(P): Yes. (I lightened my pack of gold pieces.)
(Q): (The Queen turns and whispers to the woman in the spooky mask) See? I told you they had soft bellies!
(P): Are you referring to a SACRIFICE!!
(Q): You will do nicely! Mau-Mu-Mu demands a sacrifice!
(P): Us! Sacrificed?
(Q): Sacrificed in the pool of fire!
(P): What pool!?! (Not that we're eager to get in it, you understand.)
(Q): The pool of fire is home of Mau-Mu-Mu!
(P): Who is Mau-Mu-Mu?
(Q): The Guardian of the Rock!
(P): So Where's Mau-mu-mu?
(Q): At the end of the fiery path!
(P): (Q):
(P): (Q): (P): (Q):
Where is this path?
The path to Mau-Mu-Mu! Only the
Chosen may walk the path! The path
between the temple and the pool of fire.
Who are the Chosen?
The Chosen ones of Mau-Mu-Mu!
Am I Chosen?
Only if Mau-Mu-Mu shall choose you!
With little hope of Mau-Mu-Mu choosing me, I prepared to head down the pyramid in hopes of covering some more of this world. It was thea.. just as I was carefully backing away from the Queen and her warrior companions... that a girl in a spooky mask approached me...

55
The Skull Door

The Skull Door - Revisited
It was long ago that your party first approached this area. You gathered the King's Book of Ramm, and began to understand the horrid rituals which once took place in this Castle.
Now the world seems bigger to you. You know that there are others who weren't so possessed by the Forge or the King or even those he tried to command. Beyond this door, this area, you'll find even more. More people, more secrets, more stories to unfold. But first, the Wizard's Lair.
Frequently Asked Questions & Their Answers
How do I get into the Wizard's Lair?
You need the Wizard's Ring. Xorphitus in the Mines leaves it behind for you.
I've just found a Spire Key. What's it good for?
The Spire Key will let you get into the Castle's spire. In main hall, ground zero of the Castle, you'll find two sets of stairs up. Take the stairs to your right.
There's not much to the Wizard's Lair than a single room with chests. Is there more?
Yes. Look for a candle on one of the walls. Search the candle, and you'll find it actually opens a secret passageway.
How do I mix the potions together?
Mix the ingredients any way you want. There's no wrong way to do it.
Where do the stairs in the Wizard's Lair lead?
The stairs lead to the Mines - the Wizard's Cave, specifically. It's a nice shortcut.
How do I open the skull door?
You need to place two jewels in the skull's eye sockets. One jewel is held by the Guardian of the Rock on the Mountain. Mau-Mu-Mu of Pyramid fame has the other.
Where do the stairs behind the skull door lead?
The stairs lead to the River Styx.
The Skull Door - Messages
1. (Use the Gold Key to open the gate)
2. (Use the Wizard's Key to open the gate.)
3. (When you place one gem in the socket...) A black steel skull cast upon the face of the massive door stares blankly out into the corridor. A glowing gem rests in one eye socket, the other is empty.
(When you place both gems in the sockets...) A black steel skull cast upon the face of the massive door stares blankly out into the corridor, a glowing gem rests in each eye socket, giving the skull a demonic face and sinister smile... (You may now pass through the door and on to the River Styx. Before you go, however, take a trip up the Castle's eastern Spire.)
4-7. (Refer to The Skull Door - Part I)
8. (Open the chest. Inside you'll find the Spire Key and the Wizard's Record.) Opening the Wizard's record, you are able to read the following passages:
Month of Stars - 17th day
I have at last achieved success with my experiments in body re-animation! The poor victim was the mistress who had accompanied the Vicar, the whore mother of the demon child, and while she had been dead nearly three days, still did she breathe, walk, and see once again... It's a pity that
56
(Wizard's Record, continued)
there was not a way to similarly save her mind and soul, as now she is but an empty corpse. I have sealed her in one of the Castle spires, until discovering a means of proper disposal. Encouraged by these early results, I shall continue when another test subject is available.
Month of Stars - 23rd day
My latest subject, the insane Vicar of recent beheading, was a stunning experiment in corporeal separation. The moment the axe fell upon him, I invoked a magik which prevented his spirit from departing this world. His mind and soul thus captured, it proves that my ideas will work, and soon I will have mastered both life and death, and acquire immortality. For the time being, a "spirit lock" should confine the departed Vicar's "ghost" inside the other spire, and I will keep the key here, lest some unsuspecting turd lose this wraith upon us by accident.
Month of Moons - 4th day
We have at last uncovered the secret portal which shall soon bring us the Cosmic Forge, and I must prepare for the journey, for tonight, we fly!
Month of Moons - 13th day
We have stolen the Forge!
Month of Moons - 15th day
I am afraid that my wily apprentice, Mystaphaphas, has disappeared. There is no indication of him anywhere and all magical attempts at locating him have resulted in failure, other than leading me directly to the den of an overweight serpent, of which I think now must surely have consumed him.
Month of Moons - 16th day
I have finally decided what to write with the "pen", and thus escape that horrid curse which has already taken the King to his everlasting death... Thus, tonight, I inscribe destiny!!
9. (The candle on the wall before you actually triggers a secret entrance. Search the candle to activate it.)
10. Stepping into the closet, you notice a crooked staff in the corner, obviously forgotten or overlooked... (Search. A button will appear. Press it to open a secret passageway.)
11. A table full of potions, bottles and other assorted chemicals sits quietly waiting for a master who shall not be returning. (Search) A few jars appear to be intact and well sealed and possess contents which have not deteriorated or turned into hard lumps of blackened goo. An odd little wooden stick is also lying on the table and you notice that one end of it has been painted red. Mix which bottles together: Yellow powder, Blue potion, Red potion, Black powder, White powder, Green potion, Strike Stick, None, Leave. KaBlammm!! (Opens wall in the Lair, but your party may take some damage)
Before your party
heads off
to the River,
check out the
Castle Spires.
You 11 meet the
subjects of the
Wizard's experiments
there...
And pick up an item you need.
That is the last entry in the book, and all other pages are blank.
The Castle Spires
57
The Castle Spires - Messages

Upper Level +1
Upper Level +2
a
Upper Level +3

4+3
Upper Level +4
1+2
The Castle Spires
Passing the gate which held your party back just days before, you climb the stairs of the Castle Spire until you reach its top level. There you find a door whose face bears a black spade. You pull a key from your pack, unlock the door, and enter the room. Inside, you witness something most bizarre; and at the same time; it is heartbreaking.
Frequently Asked Questions & Their Answers
There's a gate I can't get through in the eastern Castle Spire. What key unlocks it?
You'll need the Spire Key. You can find it in the Wizard's Lair.
I've reached the top of the spire, but can't get through the door with the black spade on it.
You'll need a key with a matching face.
I used the Horn of Souls and nothing special happened.
Hang on to it. You'll need it a bit later.
1. The door is solid black, and looks to be quite heavy. Bolted to the center of its face is a black iron spade. (Use one of the Spade Keys to open the door. The keys can be found on the upper level of the Castle.)
2. The room is barren and quiet, looking quite undisturbed for over a century. As you cast a gaze about the chamber, you notice an eerie glow beginning to congeal within its center, taking the shape of a human figure. Soon you can discern a face, old and withered, and now it begins to speak... Hello? Hello?? Is that you, Annie? I can't see, Annie... Can you hear me, Annie? Annie?? Why do you not speak to me, Annie? Don't you remember me? Annie, don't you remember?? Don't you remember who I am?? I am... I do not know who I am... I remember... Yes, I remember a long time ago... I was... a holy man... a pious and revered man... I don't remember... I remember Annie, sweet Annie... O my Annie, we are lost! I broke my vows of sanctity for you, sweet Annie... and I am punished! Punished... Our daughter! We must hide our little girl... They will come and take her away! No! She is the devil! O, she who was conceived from sin... from our sin, fair lady Ann... and she is damned! And it is we who are damned... sweet Annie... the King has found us! The King has taken our daughter! He will protect her... He will protect us, sweet Annie... such a long time ago... I am lost now, Annie... but I still have the horn! I remember the cold around my neck... and the light... and I am walking into the light... But no! I am being pulled back! Something is keeping me from walking into the light... the hand! The hand from the light is holding something for me... It is holding the horn! Is it time? Is it time, sweet Annie? Is it time for the horn? I am coming Annie! I will blow the horn at last! (And the spectre holds up a dark horn and blows) I can see the light Annie! The light is coming back for me! Goodbye Annie! I am stepping into the lighh... and the ghost suddenly vanishes, the dark horn falling to the ground with a loud clatter! (You find the Horn of Souls)
3. The door is solid black, and looks to be quite heavy. Bolted to the center of its face is a black iron spade. (Use one of the Spade Keys to open the door. The keys can be found on the upper level of the Castle.)
4. (Encounter a Zombie) Inside the Castle spire, the contents of a bed, table and chair still remain intact after all these years. Bits of old hair and rotted flesh are evident upon the bed, probably from the corpse which you have recently put to rest.
58
The River Styx

Jftffffiffiftffi 5 5 5 5
?4 m
^^^^>^>^>^>^>^>^^
=1 +
Hall of the Damned
Vs/x/s/A
■*


Hall of the Dead 4-4-
"iV
Scro Is to top . i of map
59
The River Styx
Through the Skull Door your party traveled to the banks of the great River Styx. Water laps the sand of the beach in front of you, and through the Mists, you see a figure approaching. You know not whether it comes in peace; but you are certain the Horn of Souls called it. Last you knew, the Horn of Souls also ushered the Vicar into eternal sleep. It is with this in mind that you wait on the shore somehow sensing that you've reached the midpoint of your journey, but knowing the best is yet to come.
Gone Fishin'
The River Styx is the gateway to a bevy of places. Not only are its waters filled with their own interesting places to visit, there's secluded corners and carved niches which lead you to other parts of Wizardry that your party has speculated, but never visited. From the River, you can visit the Swampland, the Hall of the Damned and the Hall of the Dead where you'll meet persons who are most unique.
Frequent Questions & Their Answers
I'm at the River Styx, but there's nothing here, and I can't walk on the water. What am I supposed to do?
In one of the Castle's Spires, you'll find the Horn of Souls. Perhaps you can call someone to your aid.
Where can I find a Cylinder of Ash? Do I need one to ride the ferry?
You can find Cylinders of Ash throughout this area... just look carefully. Charron will guide you on the ferry for a fee; you don't need the ash.
What am I supposed to do at the red X?
Look around the river for a message about the DJ Locker. You'll find your directions there.
So I've found the right spot. Now what am I supposed to do?
Go fish! You'll find all the right equipment along with River's banks.
What's the reclamation number?
Ah, a tricky question. You'll need to find a certain caterpillar who hangs out in Swampland. He'll give you a note that will help you to reveal the answer.
What do I do at the Bottle Oracle?
Check your selection of items carefully. If you have a bottle, a note and something to stop the water from getting in, you're all set.
How do I find out what to say to the Siren's?
In the Tomb of the Damned, inspect the various tombstones. By one, you'll find a book which contains the verse you need.
What keys do I need for the doors I find along the river?
You don't need any keys for the doors. Just have your magician "Knock-Knock" them open.
On The Isle of Damned, there are a bunch of gates I can't open. What keys do I need?
Search the area, and you'll find a key resting in front of a gate. You can open all the gates with this same key. By the way, you'll want to open each of the gates, especially the ones leading to the water.
What am I supposed to do with all of the Cylinders of Ash?
Give them to Charron. Eventually he will offer you an item in return for your kindness.
What do I do with the Water Wings?
Have any member of your party "Use" the Wings, and it will allow you to float across the water.
60
How do I give Charron the Cylinders of Ash?
When you meet Charron, he will ask you if you have any ashes for him; tell him you do. Next, he will ask you if you require passage; you don't. Then, the NPC options will appear.
I've just found a Hookah Pipe. What am I supposed to do with this?
Bring it to Bugbrains, the caterpillar. You'll find him in Swampland.
There doesn't seem to be much to the Isle of the Lost. Have I missed something?
Make sure you search each corner and each wall. On one you'll find a button which opens a passage; in another corner, you'll find a key which will open a certain gate in the area.
How do I open the Gate on the Isle of the Dead?
You need the Key of the Dead. Charron will give it to you if you return enough ash to him.
River Styx - Messages
1. Stepping into the open air, your nose detects the scent of water, as if you were near a lake or something... And then you see it, surrounding your rock ledge, winding as far as the eye can see into an underground cavern in all directions, and then disappearing into the mists...
2. A circular emblem is engraved upon the floor, adorned with many strange runes and mystic symbols. Inside the circle, a scene depicts a boat carrying a tomb in flames across the water... (Use the Horn of Souls) The horn issues a haunting call which echoes far across the water... Eventually the echoes fade away, and only the quiet rippling of the river is left to fill the silence... From out of the mists, a dark figure slowly emerges... Riding atop a long slender boat, he gently guides it to the shore... "I am Charron, Ferryman of Ashes. Have you any ashes for me?" (// you do, give Charron the ashes. He will also take you to another location, #2, on the river.)
3. The Isle of Minos Tomb of the The Damned
(Search) Resting at the foot of the gate, you find a book and a key... (You find the Book of Damned and the Key of Damned)
4. (Use the Key of Minos on the gate)
5. (Use the Key of Damned on the gate)
6. Fragments of bones lie heaped upon the alcove, the final remains of some lost soul doomed upon the isle of minos... (Search. You'll find some random items and typically a cylinder of ash.)
7. A thousand lambs shall be slaughtered to create the emptiness which from I, moves death to lift the bane of Minos all appeals to live, in peace to die! (Mino Daemon attacks) Even as the dust settles from the dead mino-daemon, a ghostly visage appears, the soul of a man once held captive by the curse of the Isle of Minos... Thee has released me! For years I have been trapped upon the Isle of Minos, cursed not by deeds but by words. Mine was the crime of spoken murder, for I did slay another by word alone, and with word alone did he die. As surely as if I had wielded a sword, his eyes did turn dull and glaze over; his mind ceased to function and warmth drained from his smile in that single moment I first said, "Believe." For as the essence of man is bom unto wonder and his young eye lofts above meaning, long shall he live that can see things anew, where knowledge serves life, and not points of view. On that day, when I first spoke of "Truth", then did "I" die, this he that was me. And only the fading echoes of thoughts thought long ago, did serve as the reminder of life once remembered. Such was my curse, on the Isle of Minos, a lesson of distant voices which harken blackened water. A blessing be upon ye, ye who look anew, leave curses for the empty, the feeble blinded who must sayeth, "True"... (And the spectre fades away) (Search. You'll find the Key of Minos)
8. Outside the gate, a raft made of heavy planks is floating in the water. There is a heavy steel cable attached to the wall which then runs into and around a spool & crank device aboard the raft.
Board the raft and turn crank Leave the raft alone (If you board the raft...) Aboard the raft, you turn the crank to release the cable, and the raft slowly begins to float downstream...
61
8. (continued)
(Once away from the gate...) There is a raft here, floating in the water. A long steel cable is attached to a spool & crank device aboard it.
(If you board the raft) Aboard the raft, you turn the crank to rewind the cable, which draws the raft back up the river...
(The raft takes you to the Siren's Cove)
Siren's Cove
Sailor's Beware!
The cove is very quiet and seems to be empty... when suddenly you are
surrounded! From out of the depths comes a torrent of splashing bodies, part woman, part fish, moving through the water with an ease and grace as if they had lived in the sea all of their lives... They completely surround the rock upon which the raft has landed, and after a few moments they become still, waiting for the water to calm, and then softly begin to chant this haunting song: We are the sirens, Sisters of the sea, And we sing a song of sadness o'er the breeze Tho' in our hearts we love, 'tis madness sets us free, Alluring men to nightmare who hear our gentle
pleas...
Only they that know the siren's song of woe, will
'scape die deadly hour which dances from our
throats
And others they shall die,
'tis madness makes us high,
Come sirens!
Lure the mortals to death upon the seas...
And the sirens begin to wail in a most terrifyingly dissonant harmony, chills rushing through the air to break backs of mighty ships and sailors, and above their crying song, one of them shouts, "Who are we, my sisters?" And the voices cry back, "We are the sirens!" And again the lone voice calls, "And why do we sing?" And the hail of voices storms, "Because we are madness!" And the song becomes a high fever, and the lone voice responds, "And what do we sing, my sisters?" And the chorus intones, "The siren's song of woe!" And the song builds to a frenzy, when suddenly the lone woman-fish turns to you and screams, "And what is the siren's song of woe?" (Answer: Madness makes us free) (If you answer correctly...) O noble travelers! Thee knowest of our song of woe! Therefore, thou art free to return once more
upon thy chosen path. Remember, a siren must forever lure men to madness for only madness makes her free, and a mortal upon these waters must beware! But thee hast heard our song and still lives, and so we are bound to aid thee in thy journey... Take these magic wings, a gift, to use when thou must travel about the river, for the legs of mortal men are useless upon the water. Now leave us, for soon our madness will make us free, and all that has transpired will be forgotten; for the freedom we seek is the freedom from the past, tis in the past lie all our chains and sorrows; and so we sing and we forget, and we thusly find that freedom, and it's madness of no memory which makes us free... (And the sirens quietly slip back into the water, disappearing completely as if nothing had ever happened...)
(// you don't answer correctly...) O sad travelers! Thou art doomed! Come taste our song of madness!
9. (Inside the chest, you'll find a Fishline and a Fish hook along with a Cork Bobber. Merge the Fishline and Fish hook.)
10. Isle of the Dead
11. (Use the Key of Dead)
12. Inside the bizarre crypt, your senses give you a creepy feeling, perhaps an early warning sign of imminent danger or possibly just the reality of being surrounded by so many dead people...
13. * Bottle Oracle *
(Merge the Wine Bottle with the Cork) You place the bottle in the water and watch it float away... (If you don't merge the two...) You find that the bottle quickly fills with water and then begins to sink...
14. A bold red "X" has been painted on the surface of the rock, like some kind of special mark... (From this point, travel three steps east and one step north).
15. (Use the Fishline & Hook) You snagged onto something! It feels heavy! You manage to pull up a heavy locker, which crumbles into shards of rust as you haul it up out of the water... (You'll find the East Exit Key)
62
16. Isle of the Keep Oola-Oola! I am Mai-Lai!
A beautiful tropic woman emerges from a small fortress and says, "Welcome to the Island Keep! However, I'm afraid we don't have any more room for storage here... Perhaps you should try back later! (// you mention reclamation) You've come to reclaim something? OOO! That's great!! We sure do need the space! What's the claim number? {If you don't know.,) I'm sorry, but you must have a claim number, or else how would I know you aren't imposters trying to steal? {If you do know the reclamation number, 38-23-36) 000! Great!! Wait a minute while I check it out... Eeeeekkk! Help me! Help me!! And suddenly the tropic girl runs out of the fortress screaming, jumps into the stream, and swims away as fast as she can go...
17. You enter the fortress... It's a total mess... Suddenly you see a two-foot midget, running around trashing the place... Bork has gone on a rampage!! {Encounter Bork)
18. {Inside the Keep, you find Bugbrains' Hookah Pipe)
19. Isle of the Lost Seek Ye and Find
The island shore is covered with sand, a beach upon the water... An old stoppered bottle has floated to the shore, just lying in the sand... {Search) You unplug the bottle and discover a message inside which reads: 38-23-36
Dear Bottle Oracle,
I forgot my claim # at the Isle of the Keep. Do you know what it is?
Signed, Bugbrains
20. {Search) Digging into the sand, you discover an old metal key...
21. {Search. A button will appear. Press it to open the passage)
22. A notice on the wall reads: Lost at sea D.J. Locker. Red X 3E IN
23. {Use Key of Lost)
24. {Search. You'll find a cylinder of ash) The chest is filled with some supplies abandoned long ago...
Meet Charron, Ferryman of the River Styx
As his boat approached my party, we were filled with apprehension. "Have you any ashes for me," he asked of us. We hadn't any, and were hoping he wouldn't make us the same. Instead, he asked if we wished passage. We certainly did. The first journey brought us to the Isle of the Damned; however, it cost us 500 gold pieces for the trip. It was at another point that we had a chance to converse with Charron. Having been on the River all his life, he was able to supply us with some good information.
(P): What are the ashes you seek?
(C):The remains of the dead. I pay a 500 gold
finder's fee for ashes. (P): 500 gold pieces! Thank you! (Needless to
say, we're always hard up for cash.) (C): You're welcome. (P): Do you know of the King? (C): Alive and in the land of the Dead! (P): What about Xorphitus? (C):A lost and confiised soul. He is dead, but
still lives on! (P): Do you know Rebecca? (C):Ahh! The Demon Child who sent me the
Queen! (P): Who is the Queen? (C):Her spirit cries for revenge! You will find
her in the land of the Dead. (P): Where is the Demon Child? (C):Find the King and she won't be far behind.
And with that, we decided to set off in search of the King wondering if we had the mettle for such a mission. Before we left Charron, however, we gave to him three Cylinders of Ash we had collected in our travels. Interesting thing though, he wouldn't take our last cylinder of ash...
(C):Sorry, but I can't touch this one! You'll have to return it yourself... Here, take this key and return the ash to the Isle of the Dead for me, ok? The former owner of these ashes wishes me to return the favor you have given, so by the power vested in me...
Tomb of the Damned
|
a |
||||
|
r4i r_n .ft. .5. |
r t |
-2. =3 |
L_J |
ri3n V |
|
w w |
w |
3= |
K r11 |
k t: |
|
L J L J |
5°] |
1 2| |
L J |
f171 'IS1 L J i. J |
Tomb of the Damned
Coming down from the River, your party enters the small underground mausoleum. Finding the key which allows you to open the gates on either side of the hallway, you enter one room and then the other taking time to explore each crypt for any bounty it might hold. Be careful, however; you might awaken the spirits of the dead... and the dead don't fall easy!
Frequently Asked Questions & Their Answers
How do I get through the two gates in the hallway?
At the end of the hallway, you'll find a chest. Inside is the key you seek.
I'm searching each crypt, and getting a lot of encounters - some are a bit too much for my party. What should I do?
Rest between encounters, and save your game often. The experience points you receive will help you to survive the encounters to come.
I've found the Book of Sirens. What do I do with it?
Read the book. It will tell you of the Siren's Song, and spare you their wrath.
63
Tomb of the Damned - Messages
1. The small underground mausoleum smells of mold and ferment, and perhaps a bit of stale corpses. Your intrusion feels to be the first to disturb the rotting languor after many years of peace... (... be prepared to fight.)
2. (You encounter a Zombie Guard. Should you defeat him, you can find the Tomb Key in a chest.)
3. (Use the Tomb Key to open the gates)
4. Mame Eila Pickymiss. Awaiting her hero. Still waiting. (Search. You'll encounter the dead herself, but find the Book of Sirens)
5. Sir Clyde Smallhead. Worked hard. Never made a dime.
6. Don Juan Luvpuppy. Desired affection. Died of infection.
7. Sad Happy Harpo. Made everyone laugh. Drank self to death.
8. Poor Mandy Helpful. So eager to please. Everyone hated her.
9. Built Barda Buxsum. She was so popular. That she got used up.
10. Don Maro Toughguy. Afraid of nothing. Run over by Buick.
11. Rows of stone sepulchers dot the room, private memorial chambers of the dead. Curious that such an arrangement might exist in a place known as "Isle of the Damned"...
12. Mad Bomber Irarabi. Fighter with a cause. Killed mostly children.
13. Grandfather Irarabi. Would die for cause. Killed millions instead.
14. Bulli Bigbossi. Very well respected. They shot him 237 times.
15. Narcissus Godiluvme. Didn't need anybody. Didn't have anybody.
16. Abasoluti Li Averibodi. Cried that nobody understood him. As he whined they robbed him blind.
17. Sir Issac Wisenstein. All those brains and he still didn't get it.
18. Wild Billy Resdess. Never stood still. Never saw it coming.
64
Swampland
Swampland is a most unique home to a batch of rather unique individuals. Among the curious brood of monsters who call this locale their home, you'll find Bugbrains, a creature possessed with the recovery on one certain Hookah Pipe. Perhaps your party can help him; you know he'll return the favor!
Frequently Asked Questions & Their Answers
How do I get past the gate?
You need the East Exit Key. Go fishing in the River Styx, and you'll find it.
I can see the Castle off in the distance. How can I reach it?
There appear to be some sort of rabbit tracks on the ground beneath my feet. What am I supposed to do here?
Nothing. It's just a bunny passing through.
I've met this Caterpillar who is asking me to find his Hookah Pipe. Where is it?
His pipe is on the Isle of the Keep.
Is there anything I need to purchase from the Caterpillar?
You might want to pick up some incense. You never know when it will come in handy.
Bugbrains just gave me a piece of paper. What am I supposed to do with this?
Ask him about the Bottle Oracle. It'll set you on the right path.
Where is the Bottle Oracle?
It's on the River Styx close to the Isle of the Damned. Just put the note in a bottle, seal it and let it float away.
Why can't I use the Water Wings in Swampland?
The Water Wings have been enchanted by the Siren's to work on the River Styx. Beyond its banks, the Wings loose their magical power to float on water.
Swampland - Messages
1. (Use the East Exit Key to enter)
2. You emerge into the castle swamplands, the spooky marshes east of the castle. A path skirts in and out of its broody trees, enabling you to cautiously walk through the watery moor...
3. You can barely discern the silhouetted outline of the castle breaking through the mists, as it stands towering above the trees...
You can't. It's too far away, and the terrain is not suitable for travel.

65
4. Just barely visible in the boggy earth are faint little footprints, made from some small hopping creature, and which trail off into a nearby brush...
5. Directly ahead, you see a most curious sight. A rather unusual oddity of many arms and legs is sitting high atop one of the toadstools at the swamp's edge, looking somewhat nervous and agitated.
6. Perched high upon a fragrant mushroom, a huge worm-like creature is busy with pen and parchment, writing a series of very complex mathematical formulas... Suddenly surprised at discovering your presence, he emits a small "snort" and momentarily dropping his paper, says: Um... Oh my!... His two tiny eyes look huge, magnified by a pair of spectacles which rest on his nose, and after a short deliberate glance at the party, he ventures, "You wouldn't have a smoke, would you?" {Purchase Incense. Continued in the interview with Bugbrains below...)
Meet Bugbrains
(P): No, afraid we don't smoke.
(B):*Sigh* I'm ashamed to say it, but I've put my Hookah Water Pipe somewhere and now I can't seem to remember where... As you can see, I have been working on the recalculations of my exact spatial and temporal locations in relationship to the last known physical coordinates of said Hookah Pipe in question, in an attempt to derive its current position in the universe... I remember taking it when I went on my island vacation last summer, and I put it somewhere for safekeeping, but now I can't remember where I left it! All I found in evidence is this little strip of paper which was in my pocket, and I quote from it as follows, "Please inform clerk you wish to make a 'Reclamation' to redeem merchandise left in storage"
(P): You'll need the claim number.
(B):Claim number? Claim number?!! O my goodness! So that's what that number was for! No wonder my house of Mercury insisted on colliding with Venus over Aquarius! But now that you mention it, I haven't the slightest idea of what it is... This sounds like a job for,... "Bottle Oracle"
(P): What's the Bottle Oracle?
(B):The Bottle Oracle is really very easy! All we need to do is to put a question in a bottle and let it go in the river at the sign saying, "Bottle Oracle"... after that, you then only need to find the bottle, and as if by magic you will have the answer inside! It's really very wonderful! O, why didn't I think of it sooner! (The caterpillar scribbles on a piece of paper and then hands it to you) Here, take this message and seal it in a bottle and give it to Bottle Oracle. Soon we'll have an answer! Sure wish I had a smoke! See ya!
We journeyed back to the River in search of the Bottle Oracle. Having found it, we placed Bugbrains' message inside the bottle, sealed its top, and... well... waited for an answer. As promised, the bottle floated up on a beach downstream, and sure enough, inside was the claim number we had been searching for. The keeper of the Isle, allowed us access, but swam off shortly thereafter. We grabbed the Hookah Pipe, and returned it to Bugbrains.
(B):Did'ja find it, huh? Did'ja did'ja??!
(P): Yes we did. (We handed him the Hookah Pipe.)
(B):Mmmmm.... (Puff Puff) Ahhhhh!!! (Puff Puff) Nothing like a good toke, eh wot? (Puff Puff) Eooooeeeeeee!! (Puff Puff *Wheezzz*) Huhp! *HEH* (Choke) (Cough Gag Hack) Guess I better try a smoother blend... *Heh Heh Heh* And now for something really smooth... You wanna get "small"?
(P):Sure!
(B):Then try this sometime! (He handed us some red mushrooms. Hmmmm) Now if you'll excuse me, I *heh* think I'll just crawl on down to a cozy tree I know about and get reacquainted with my pipe, *heh heh* (Urp! *Wheezzz*)
66
Hall of the Dead
JTTT1

£
h ■1111U
T T7T T T T T f

67
Isle of the Dead/Hall of the Dead
Dozens of catacombs line the hallway of the area your party has just entered. There is a faint smell of death in the air, or maybe it is just that you sense the souls of the dead roaming the very earth you stand on. As you pass through the hall, you trigger the traps designed to keep those such as you out. But you persevere searching each crypt, and occasionally rising a spirit who rests there. Entering the main hall, you soon discover that these grounds hold great stories. And room by room, ghost by ghost, you begin to excavate them.
Frequently Asked Questions & Their Answers
What do I do at the Lost Warrior Memoriam?
While you and your party were traveling the River, Charron once refused a Cylinder of Ash... noting that you should return it yourself. Here's the spot.
A boulder just crashed down upon my party. Needless to say, we weren't thrilled. Is there anyway to deactivate this trap?
Thankfully, there is. Use the incense you purchased from Bugbrains at the Lost Warrior Memoriam to calm the restless spirits.
How do I open the gate at the end of the winding hallway?
Search the many, small crypts which line the hall. If you start from the gate, and work your way back, you should find it in short time.
I've found the Key of Drows. What do I do now? I can't go any further.
If you search all the walls in this room, you'll find two secret passageways that will allow your party to continue on its path. By the way, it's a good bet to search each room you enter; typically, you'll find something there which will either open a passage, or a key which will unlock another door or gate.
How do I get into Robin Windmarne's tomb?
The Key of Drows will allow you to enter his tomb.
How do I get into the Queen's tomb?
You need a key which is hidden in the King's chamber. Circle back to the room where you found the Key of Drows, and head north.
How do I get into the Black Knight's tomb?
You need the Key of Knights. It's hidden carefully in a corner of a room west of the Queen's tomb.
I'm in the King's tomb, and there's a bat flying around the party. I doubt he's of the friendly variety. What should I do?
Don't attack the bat. Wait for a bit, and you'll witness a most magical transformation.
What does the King want to know?
He wonders what you're looking for. It's the same as the name of the game.
What am I supposed to do with the Key of Queens?
Use it to open the Queen's chamber.
How do I get into the Valkyries' tomb?
You'll find the key you're looking for in the room east of the King's tomb.
How do I get into the Samurai's tomb?
Search the walls within the Valkyrie's tomb. You'll find a button which will open a secret passageway. Once inside the Samurai's tomb, you'll find another button which will open the gate.
I've just finished talking with the Queen. I found the Key of Evil and a Silver Cross, but I can't find any place to use them.
Inside the Queen's chamber, you'll find a button which opens a passageway north of the Samurai's chamber - it's through
68
there that you use the Key of Evil. As for the Silver Cross, it's entirely up to you.
I've just entered the Tomb of the Child. There's another gate in here which I can't open. What key do I need.
The gate will open by itself... in time.
I just talked to Rebecca and the King, and now I'm trapped in a room. How do I get out?
Use the Dagger of Ramm at the gate or the Red Mushrooms in the corner. You'll escape to the Enchanted Forest.
Isle of the Dead/Hall of the Dead - Messages
1. The lost warrior. In Memoriam. May he find his way home. Upon the altar sits a black urn filled with small mounds of fine ash. The ash has a pleasant fragrance, and it seems a contrast to the otherwise gloomy bow of these catacombs... (Use the Incense. It'll turn off the nasty traps that await you.) You insert the incense into the nearby candle, igniting it into a glowing pod of smokey sweet aroma, and gently drop it into the small um... There is a sudden lightness to the air, as if the restless spirits had a brief moment of thankful calm... (Use the Cylinder of Ash; it will open the gate) You place the small cylinder of ash on the altar...
2. Hall of the Dead
3. You thought you heard something...
4. It sounds like a faint voice... "Lllleave this place..... Return to your own world..."
5. A huge stone fell from the ceiling! (The party takes heavy damage)
6. Die, dark defilers! Foul intruders! (Encounter)
7. Devil winds whip through the corridor! (Some party members may become afraid)
8. So you found me, eh??? We come for yoooouuuu!! (Encounter with Insane Skeleton. If you survive, you'll find a Skeleton Key)
9. (Use the Skeleton Key to open the gate)
10. It's hard to say whether it's the cold pale skeletons that fill the catacombs or the creepy horror of something else which may lurk under these chambers of the dead, but one thing is certain... you have the unmistakable sensation of being very near to great danger, and a more subtle sense of drawing closer to an answer... part of something evil... something at the heart of it all...
11. (Search. A button will appear. Press the button to open the passage)
12. (Search) You have disturbed the bones! (Encounter. If you survive, you'll find the Key ofDrows)
13. (Search. A button will appear. Press the button to open the passage)
14. Robin Windmame. Highlander Drow. Guardian 1st Order. (Use Key ofDrows to enter)
15. (Encounter with Robin Windmame)
16. (Search) You have disturbed the bones! (Encounter. If you survive, you'll find the Key of Knights)
17. Tomb of the Queen. Goddess of Aram. Died: Year of Snakes. (Use Key of Queens to enter)
18. (Search. A button will appear. Press it to open the gate directly north of #20)
19. Garrrraaarrgghhhhhhhh! I seek revenge! But I sense that you are not the ones whom I seek... You are the ones I have awaited! I shall tell you of the bane evil that has transpired here, in this castle of darkness, a story to chill your bones and harden your veins... Many years ago, a lustful and powerful Lord ruled this land, a descendent of a descendent of an anointed King... But he was unsatisfied with merely the rule of this territory, and the blood of his ancestors cried within him once again to become a mighty King... To make a King requires more than just a crown, for a King must also have the power to control, or he will fall... True power is the power of control, to he without control, he is powerless... And so he studied of control, and then he did more than study, he put what he discovered into practice. And he found that the average man was easy prey for he that acted with authority; he found as long as he acted as if
69
19. (continued) his was some divine power, others would bow to him, and submit to his rule, and never give thought to question his authority... And so he built the dark temple, which lies north of the castle, and adopted as its symbol the symbol of the ram, a creature already viewed with suspicion and fear by the foolish and weak... And this would-be King went mad! His dream of power took control of him as such thirsts are wont; and he began an unholy crusade, feeding upon those too weak to resist his call of majesty and he then turned to darker powers... Calling forth the demons of hell, soon his powers grew along with his desire, and as he drank of this well, he never suspected how it was fueled by his own inner soul... and one day he was asked to return the price of his power, to repay the favor to the secret darker forces which were behind his earthly conquests... And this favor was most foul indeed! And so he secured a woman, mistress of a holy man, and in a horrid ritual, at the stroke of midnight, she was mated with a demon from hell, that this demon had then a legitimate claim to this world. And so the demon child was born! She was placed into the custody of the whore mother to raise her, guarded by the once holy man to ward off any harm that might befall her arising from his former liege and Lord... And upon her thirteenth year, the King sent for her, for he had formed a bond with another powerful agent, and using her as bait for the trap, the demonic sire fell victim to their alliance... Thus he was free to claim the girl for his own, that he could further his own power through those she inherited from her demon father... And then his lust for power became his lust for her... For her! And I, who was his Queen, high priest, and one-time lover, was discarded, and he took her instead... And I became nothing... It was after her fourteenth year, that she asked him of her powers, the story of her nature, and he told her, mother but a common whore, her father a demon of hell, and she had but one wish... That they be put to death! She was a demon child! She had her own mother put to death! And the holy man, her lover, likewise was put to death... And then came the bane pen... When he had finished scrying his wish of the pen, three things happened: first was my own death, suffered by a blow dealt by the demoness herself... second, she became pregnant, carrying his son, a bastard-thing from hell... and third, he himself was changed... His wish was to become immortal... But he did not reconcile
the curse of the bane pen... And I spit upon them! Him and her and hers! And I shall not rest while they live! You must destroy them! You must not listen to their lies! They will attempt to deceive you! But do not listen! I will give you something to help you against them, but you must not forget what I have told you! Take this key, enter into the chamber where she sleeps, and destroy her! And take this holy relic, that it may help protect you against their power. He will try to stop you, but this can stop him... now you must go! Destroy them before they destroy you! I will have my revenge!! (And the ghostly spectre fades) (You receive the Key of Evil and a Silver Cross)
20. (The passage is opened by pressing the button located at #18)
21. Lord Haiyato Daikuta. Yojimbo Kaishakunin. Guardian 4th Order. (You cannot enter this room from this point. You must enter the room using the hallway which ends at #23)
22. (Search. A button will appear. Press the button to open the gate at #21)
23. (Encounter with Lord Haiyato Daikuta)
24. Sir Geoffrey Clayton. The Black Knight. Guardian 2nd Order. (Use Key of Knights to enter the room)
25. (Encounter the Black Knight)
26. Tomb of the King. Lord of Aram. Died:
27. The chamber is bare, devoid of use, as if its "intended occupant" had not yet arrived... You feel a slight cool breeze, barely noticeable, but when it fades you have the sensation of being in the company of another's presence... "Looking for
someone?" a deep, masterful voice speaks at your back, and you turn to face the unknown accoster... But nothing is there... Then you hear a strange "whip" through the air and feel the breeze once again blowing in your face... and suddenly you see it! A giant black bat swoops in your face, as if to attack you... Do you attack? (// no...) The bat makes another swoop at you, almost as if it were testing you... What happens next is unbelievable, for you witness a most extraordinary scene almost too quick to be perceived... Suddenly the bat disappears,
TO
27. (continued) leaving a towering dark figure in its place... Please allow me to introduce myself... I am Lord of this castle and it appears that you are uninvited guests, trespassers in my house... But perhaps there is a reason for you to be here... Why are you here? (Depending on your answer, the King may simply laugh at you. However, if it's Rebecca...) Rebecca? Stay away from her! Do you hear me?! If you get near her I'll kill you!! Foolish mortals! You were warned to stay away! You are children, and you are meddling in affairs far beyond mortal men, far beyond your limited world... Come! I'll give you a "taste" of what you're up against! (Encounter the Bane King. Eventually, despite your best efforts, he will turn to mist as only vampires can, and disappear. However, he'll leave you with the Key of Queens)
28. (Search) You have disturbed the bones! (Encounter. If you survive, you receive the Key of Valkyries)
29. Brigerd Dans Woltan. High Maenad of Rose. Guardian 3rd Order. (Use the Key of Valkyries to enter)
30. Tomb of the Child. Daughter of Aram. Princess of Darkness. (Use the Key of Evil to enter)
31. An open black coffin is resting within the small crypt, fresh and recent with the scent of perfume and lilacs... And then she is there... Do you know who I am? What is my name? I am Rebecca... My lover told me to expect you... He said you might want to kill me... Do you want to kill me? (If you don't...) I'm not sure I believe you... perhaps you are smarter than you look. (// you do...) Then I must take you to him! Rebecca gazes! (And when she gazes, you and your party can give up hope but if you were friendly, she'll say...) Will you follow me to him? (If you will...) Then come with me... (And if not...) Rebecca gazes!
32. (The gate will open as Rebecca approaches)
33. So we meet again... A pity, you almost showed some sign of promise, a glimmer of intelligence, a quality lacking in so many... Ah, well... I am thirsty and your necks are fresh, though I shall only take what I need, and nothing more... (And he approaches, fangs bared, while everyone watches helplessly, totally transfixed by the hypnotizing gaze of the demon child
Rebecca...) (If you do have the Silver Cross) Bah! What's this?? (And as he steps back you see the burn mark of a cross upon his cheek...) Stupid imbeciles! You sicken me!! Rebecca, come here! (And he says something to her which is too faint to hear, and then turns to you and says... Goodbye! You dream of angels... and you see a figure, dancing within a pool of flames... He looks at you menacingly, and he has a wild gleam in his eye... He is evoking powerful spells, calling forth magiks to destroy you... And then he whispers a word... You can barely hear it... It sounds like a name... Xoorrrphiiiitusss... And then the scene changes... (If you don't have the Silver Cross with you...) Ahhhh! I am refreshed! but the question remains of what shall I do with you... Rebecca? (And after a brief pause, she whispers something in his ear...) Ahh! Very well... Goodnight! (And a red glow emanates from his eyes momentarily bathing the party... and then everyone passes out... (// you've already eaten the mushroom) You are standing in the corner of some kind of prison... the room is bare, but you notice there is a small crack in the corner... You remember having the funny taste of something in your mouth... And the room begins to change... It is growing larger... and larger... and you become engulfed in the room... You can no longer see the sky... And the small crack has become... a tunnel! And you run through the tunnel... (// you haven't eaten the mushroom) You are standing in the corner of some kind of prison... The room is bare, but you are standing at a gate... You are talking with someone... No! You are doing something! You are handing something to them... You are giving them something evil... With two glowing eyes... And they become very angry... And the gate opens and they rush in... They want to kill you... Eventually you awaken to find yourself in a small grimy chamber, smelling of stench and excrement... You notice a small crack at the bottom of the wall, just barely large enough for the rats to get through... (Eat the mushroom) The mushroom tastes funny... And the room is looking different... It's bubbling a bit... And now it's growing...! No... It is you... getting smaller! And the crack is a huge crevice... But it is so far away! You are running for the tunnel... as the room begins to zoom back in! And you dive for the tunnel... You made it! Everything is normal once again... Except for a few pink elephants... talking to the dancing strudel... over by the funny colors...
71
The Enchanted Forest
IllilL

13 14 15
The Enchanted Forest
A landscape similar to Swampland greets your party as you emerge from the jail. Having your first chance encounter with the King himself, you wonder where on earth it is he's sent your party; you are in a serene forest now... a place filled with magic, where faeries dance and water flows past the paths as you walk. The Enchanted Forest lies on the outskirts of the Temple of Ramm. Here your party will make their final preparations for an upcoming meeting, whose attendees you do not know... but certainly can guess. As you travel the land, you'll encounter the Queen of the Faeries, the Delphi and yet other creatures who aren't so friendly. While you're here, take heed to heal and rest your characters... make certain they're in prime shape... for what comes.
linn sNHf
Frequently Asked Questions & Their Answers
I found three Holy Stakes of Wood by the ship. What am I supposed to do with these?
Hang on to them. You will use them in a later encounter.
There's a gate south of the ship. How do I open it?
You will receive a key for this gate when you finish the Temple of Ramm.
There's a place with fireflies and a circle of stones. What do I do here?
In the dark forest section, you will find a Tinkerbell in a chest. Using it here will summon the Faeries.
72
How do you get the Faeries to talk. They don't seem interested in anything I have to say.
Try to read what's on their mind.
I've run across an apparition in a cave in the Dark Forest. What do I say to it?
The Faeries will help you to answer the Delphi. Ask them about it.
What do I do at the Rock of Truth?
Use the Miner's Pick to shatter it.
How do I get inside the Temple of Ramm?
Equip the Goat's Mask to the first person in your party, and walk up to the gate.
How do I open the gates in the bottom of the Temple of Ramm?
They don't open from outside. Had you used another item to get out of Rebecca and the Bane King's jail, you would have entered the forest here.
The Enchanted Forest - Messages
1. You exit the small bunker to appear in the middle of a forest, full of trees, flowers, and the chitterings of small animals...
2. Across the water lies the half-sunken, broken skeleton of a small ship. It is barely afloat, and looks ready to sink at any minute...
3. A large flat plank extends across the water up to the deck of the ship...
4. Whatever it was that hit the ship, it must have been terrible, because only half of it is here...
5. The bones of those that probably died with the ship, are resting in wait of the final plunge...
6. Up in the bow, a broken crucifix lies dangling from the wall, as if perhaps a makeshift chapel was constructed, a place of hope for the frightened, and of last rites for the dead... (Search) You touch the broken
crucifix, and it falls to the floor with a shatter! Several pieces of the cross are sharp enough to serve as crude wood daggers or stakes, should the need arise... (Find three Holy Stakes of Wood)
7. * The Enchanted Forest * Do not tease the animals. Please, no smoking.
8. Heaped within the small cove, you find the decayed remains of a human... Tattered fragments of rotted robes are dressed around the bones, and it seems likely this is the final resting place of an old feeble monk who had lived in the surrounding forest... (Search. You'll find Holy H20.)
9. It is a moment before you realize that you are standing outside the north end of the Castle, looming up from the bog and forest...
10. Hey! Hold it right there! You're not supposed to be out there! Guards!!! (Encounter with the Guards)
(If you're equipped with the Goat's Mask...) Ahh! Welcome brother!! I see you have brought the sacrifices for tonight's ceremony... good, good!... And you think one of them may still be a virgin?? O excellent, excellent!... The master will be pleased! One moment while I open the gate! Temple of Ramm Members Only
11. The Dark Forest * Beware! *
12. The Rock of Truth. Oddly enough, the face of the rock has been flattened and polished, and casts a mirrored reflection of the party... (Use the Miner's Pick) You swing the pick with great care to make sure you do not shatter the rock, and are successful in securing small fragments of the reflective surface... (Find Rocks of Reflection)
13. It seems you have wandered into a cave of some sort, and the flickering light of a fire illuminates the rough walls, hewn into a rocky hill...
14. You enter the cave, expecting anything but finding nothing...
15. Suddenly an apparition appears! Whooo... are.... you...??? (We are fascination) Whhyyy.. areee.. yoouu... hereee..??? (We seek divination) Willi.... yoouuu... paaayyyy...??? (Yes) Iii... will... looookkk... intooo... theee... misttyyy.... wattteerrrsss...
15. (continued) And a vision swirls within the cavern, bringing once again the picture of the mad wizard... But then he is gone... and another takes his place... It is something evil... and it is very powerful... but you are standing against it... You are holding something... a piece of shining glass-pushing it back... And then you see a silver cross, held high in the air... Then a splash of holy water is thrown into the face of the foul monster... and finally, a wooden stake, made from wood most holy, is thrust into it... And the thing begins to die! The vision fades, and you are standing alone within the cave... Begone! (and the apparition disappears...) (Receive the Staff of Aram)
16. (Open the chest, and you'll find a Tinkerbell)
17. Hundreds of tiny soft glows are flying about the damp marsh... They look like fireflies...
18. Stepping closer, they fly away...
19. The tiny lights have hidden themselves in the bushes and trees about you, and although you can see them clearly, you cannot get near them...
20. A small circle of stones has been laid surrounding this part of the bog, and half a dozen tree stumps stick up like small stools in its center... (Use the Tinkerbell) Sitting yourself upon the tree stumps, you proceed to ring the tiny bell... It doesn't take long before the little fireflies start descending from their hiding places, and cautiously approach the circle within which you sit... (continued in the interview with the Faeries)
(Should you dispatch the Faeries without talking to them, you will find a ring which, when used, reads..) Holographic letters appear when you hold the ring up to the light...
***Rite of Delphi***
Who are you?
We are fascination!
What do you seek?
We seek divination!
Will you piexet raepiquianiese?
moli....................
(The end is scratched and difficult to read...)
73
Meet Saeran - Queen of the Faeries
As I sat upon the stump, the tiny beings which had eluded me cautiously drew from the forest around me. As they flew toward us, their fragile wings, nearly transparent, reminded me of the finest parchment paper... much like the summons for the child we had found in the Castle so long ago.
(S): Hello! Hi! Bye!
(P): Can you help us?
(S):We would help you if we could, like any spritely faerie should; but the help you see lies apart, hidden in a forest's dark! You must seek the Delphi! The Delphi knows all! To find the Delphi is a mystery, a task first met by questions three! First remember, "We are fascination", then next state, "We seek divination"; but only thee may answer the third, for it will cost thee every word; so listen there, and learn ye well, as speaks the Delphi with story to tell!
(P): Where is the dark forest?
(S):To the east of the Enchanted Forest.
In the Dark Forest, after much exploring, we did find the Delphi. She provided us a dream. One we would not soon forget.
74
The Temple of Ramm

The Temple of Ramm
There is little to say now, for you and your party are well aware of your surroundings. Even those with the lowest karma and intelligence can feel the evil which pervades this place. Be warned and heed the Delphi's story. But know, you are not finished yet.
Frequently Asked Questions & Their Answers
How do I cross the boiling oil pit?
You need the Staff of Aram equipped to the first member of your party.
Where can I find the Staff of Aram.
Everything looks the same. How do I get around in here?
The Temple of Ramm is filled with teleporters. Your best bet, if you choose not to follow the map, is to walk into each room you can reach and then into each corner of each room. Whenever you are turned around, you're being teleported. Further, in each section, you'll typically find keys which will help you on your way... opening gates and so on.
I've just defeated Xorphitus, and he won't tell me where to find the Cosmic Forge. Where is it?
Just like the King long ago in the Castle, you too have the power to walk through walls.
The Temple of Ramm - Messages
1. The temple reeks of boiling oil, which is steaming up from the depths on each side of you... A catwalk leads over the pit and there are many strange costumed figures upon the ledges making weird gestures, like they were really trying to impress one another...
2. Suddenly a figure materializes! Come sacrifices! Approach the fire, bold children step before darkness; without the power of mighty ramm, faith shall fail thee o'er the abyss! (Equip the Staff of Aram to cross safely)
3. (Open the chest and find the Key of ? Decision?)
4. (Use Key of ?Decision? to open the gate)
5. (Open the chest and find a Key of 1st Test)
6. (Use Key of 1st Test to open the gate)
7. (Open the chest and get a Key of 2nd Test)
8. (Use Key of 2nd Test to open the gate)
9. Suddenly a figure materializes... And so the children persevere, so brave upon their journey; still I am he that rules these halls, and mighty lords have I aplenty!
It's in the cave in the Dark Forest.
75
10. (Search. Press a button to make the stairs reappear. There's no need to take them unless you want to return to the Enchanted Forest)
11. (Open the chest and find the Key of ?Quandry?)
12. (Use Key of?Quandry? to open the gate)
13. (Open the chest and find assorted goods)
14. (Open the chest and find the Key of Finality)
15. (Use Key of Finality to open the gate)
16. Suddenly a figure materializes. What??! Still here? How is this possible?? Red alert! Red alert! Intruders nine o'clock high!! Xorphitus Attacks!!
(After you kill Xorphitus...) 000! I can't believe it!! You killed me! I'm dead! I can't believe I'm really dead!! Why? Why did you do it??? (The Cosmic Forge) The cosmic forge? You killed me over the stinking pen??! 000! I can't believe it! At least you could've killed me for a good reason, like you didn't like the way I dress, or who I pray to... Just for that I'm not going to tell! And without me you'll never find it! It could be right in front of you, but you'd never know it! You could even be within 3 steps of it and still you wouldn't find it! Ha ha ha ha! You can search all you want to, and it just won't do you any good! And why?... Because you can't push yourself past the limits of what you know to see the world that lies beyond... The world you see is an illusion, only a trick, a reflection of the operation of your own mind... Well, ahem, except that it's real too, except that it's not...! I mean... o well, skip it! But let me ask you this... You're searching for the Cosmic Forge, the pen of destiny, and it sounds like powerful magic... But what if it wasn't magic? What if it was... And suddenly the visage looks outward, as if looking across space, across the echoes of time, across the boundaries that limit the evolution of perception and human consciousness... and then, he merely vanishes...
(// you answer something silly like "Pudding") I never thought of that... But you know... I'll bet you never thought of this!
You have taken the dumb boffo ending which is: You fell through the abyss of bubbling oil, landing in the deep void of galactic fudge goo where you are to remain forever, until you can fathom a more likely response to the inquiry made by Xorphitus about, "Why did you do it?" Hint: go back and look at the box of the game and see if anything strikes your mind...
17. (Walk through the wall before you) chute!
Entering the
Chamber
of the
Cosmic Forge
76
The Chamber of the Cosmic Forge
6
H
I ' II ■ I
3
2
Chamber of the Cosmic Forge
Ever since the beginning of your quest -when you first learned of the magical bane pen - you've longed to enter the fabled chamber where it is locked. As you stand here now, you realize that your quest is about to be fulfilled, but sadly, about to end.
A word to the wise... as soon as you land from the chute, save your game. It's sort of an all or nothing proposition.
Frequently Asked Questions & Their Answers
What happens if I press the button?
You go back to the beginning of the Temple of Ramm... and you've got to go through it all again.
How do I defeat the Bane King and Rebecca?
Before you go into combat, cast an Enchanted Blade and Magic Screen spell. You'll need all the help you can get. Have your first three characters equip the Holy Stakes of Wood as
primary weapons, and the Holy Water as secondary items. If you don't have any Holy Water, you can purchase some from the Faerie Queen in the Enchanted Forest. Next, you'll need to invoke the power of the Silver Cross, otherwise, your weapons will be useless against the two. Now, attack them with your Holy Stakes of Wood and the Holy Water. It's a good bet to concentrate your efforts on one of the two. Once one is dead, the damage your party receives will be lessened dramatically. As always, cast a lot of Heal Wounds and Anti-Magic spells. It could save your very lives.
If the above strategy doesn't work for you, your party may not be high enough level. On the average, characters range from 15-20th level when they encounter the Bane King and Rebecca.
What's the Security Gate Code?
After you defeated Rebecca and the Bane King, you received many items, one of which was the Ring of Stars. Use it on the King's Diary and there you will find the secret.
What happens if I don't take the Cosmic Forge?
That's one way to reach the other endings.
Chamber of the Cosmic Forge - Messages
1. (Land from chute in the Temple of Ramm. Push the button you find to take you up)
Note: The different endings for Bane of the Cosmic Forge are a diverse lot. Depending on your party's course of action, any one of three endings could occur:
1. Your party encounters the Bane King and Rebecca.
a. If you take the Forge, you've completed ending #1.
b. If you don't take the Forge, pick the lock on the door behind it's chamber. Inside, you'll find Bella. Needless to say, since he's angered at your attack on the King and Rebecca, you'll encounter him as well. If you defeat Bella, you'll have the option to enter a spaceship. If you do, you've completed ending #2.
2. The Bane King impales a stake into his own heart and you meet Rebecca who gives you a key.
a. If you take the Forge, you've completed ending #1.
b. If you don't take the pen, enter the room behind the Forge. There, you'll meet Bella. Fly off with him if you like, and if not, he'll leave you something should you change your mind. You've completed ending #3.
2a. (Ending # 1 - If you possess the Silver Cross) Ahhh! How good of you to drop by! I was really hoping to meet you again, after your last "impression"... (the Bane King winces and you notice a scab in the shape of a cross upon his cheek) And now my "warmblooded" friends... It is time to disperse with the formal pretenses, and "fly" into the heart of the matter... You wish to destroy me, and I wish to live! Therefore-one of us must die! (Encounter the Bane King)
From the dead vampire's corpse you see arise his ghostly likeness, and as his essence takes in the awareness of what has happened, he begins to speak,... A long time ago, I wished many things, all for myself,
and all to make me the superior of those around me... And so I plotted and schemed, and made plans and alliances, all to bring some great power into my grasp... but I was still afraid of death! How I feared that one day I would not be here, no longer able to touch this world, to move it, and to be moved by it... and so it was that I was dealt a blow far greater than death itself. I took the pen of destiny and cast aside the laws of nature and of life... and, as I wished to live forever as I had done in the past, it came to pass by the writ of the cosmic forge... As I did rule by the blood of others, using it to further my own gain, so I was transformed forever more into the creature you see before you... doomed forever to prowl the night and feed my never ending hungers, and all for what?... I do not know... Although everything must eat to live, all that I touched withered and died and soon all that I was did likewise. So I died anyway, even without death! And yet my corpse walked on, compelled by bane of die forge to forever renew, nay, only replenish itself... And what a curse it was! How can I begin to tell you of what it is like to merely survive, only endure and feel no warmth, feel no joy... only to go on and on and on... and yet, we fear change, and thus fear the name of death... and as long as we fear death, we shall never be free to truly live... Strange words from one such as I, but my epitaph none the less! The bane be ended! Embrace the night! (And the vampire fades into mist...)
2b. (Ending #2 - if you dropped the Silver Cross anytime before you met the King for the first time) Ahhh! How good of you to drop by! Please, accept my apology for the poor accommodations in which you were placed earlier, but the temple was all booked up for the weekend... The fact of the matter is, I am tired! (And the vampire takes a wooden stake from beneath his cloak, and without a change of expression, plunges it deep into his own heart... soon thereafter, another ghostly shape appears before you...)
She finally descends from her place of hiding, somewhat cautiously, as if she might be afraid... Is he gone? He was my protector and benefactor, as it was he that saved me from the hands of a harlot Queen, lover of Xorphitus, seducer of my father, slayer of she my innocent mother and her lover... he was my only pleasure, and the Queen hated our love together... she was as wicked a witch as ever drew breath, no
78
2b. (continued) colder after death than she was before, and as my mother and lover were slain at her command, so also she tried to slay me... How fitting that her writ of death for the "Demon Girl", by Bane of the Forge would come to mean herself, and so she slipped and fell upon her own knife... And now you know the whole of it, so I leave you to take charge of the Cosmic Forge, pen and hand of destiny... Since I am not of the bane pen, but am borne of mortal mischief, it is for me to seek my own destiny elsewhere... Oh, and one more thing! I have a half-brother, the issue of my father and the Bane Queen, from an eve when she seduced him into her womb... He means well, but he has his nose for mischief and trouble... Please look after him for me... He likes his privacy, and his room lies concealed directly in back of the altar of the cosmic forge... I'll leave you the key... (and she too fades into nothingness... and then she flies into the daric...) (She gives you the BD. Key)
3. Chamber of the Cosmic Forge. A whiney thin voice calls out from the gate: "Please state security code" (The Hand of Destiny -found in King's Diary... * Personal Log * / have no recourse except to lock up the Cosmic Forge, to prevent another disaster from occurring. I wish I had some way to return it, but our ship, sad to say, is out of fuel...)
4. A yellow glow is emanating from within the altar, and a bright radiant object is hovering there... Behold the Cosmic Forge! Do you take the pen?
(Ending #1) You reach for the pen... Til take that!" says a strange voice...
5. (Pick the lock or use the B.D. Key)
6. (Ending #2) Perched upon his throne, a great black dragon sits watching the party, small vibrations and shutters rippling about his thick ebony hide... Suddenly, he can stand it no longer! OOOO! Goouuuu!! You killed them!! Then I will destroy you!!! (Should you defeat him in battle and head toward the ship...) Do you enter the mouth of the beast? (If you answer yes...) You confront a giant slumbering beast, so huge that it fills the entire room, and so still that it doesn't even take a breath... Whatever it is, its skin is as hard as the hardest armor and its weight is so tremendous that you
can't even make it wiggle, no matter how much you attempt to lift it... Everyone agrees you have troll dung in your brains, but they follow you into the mouth of the beast nonetheless... And then there were stars...
6b. (Ending #5) Perched upon his throne, a great black dragon sits sulkily pondering the deep mysteries of the universe, glancing at his crystal ball on occasions for some obscure reference... "Well," he says, "I think I know where they might be located... and we can make fuel from the dinosaur remains up in the forests... but it'll take about a year to make it with our vessel... I guess all that remains is whether we have the guts to make the trip... Me, personally, I don't like to fly too much, but with everyone dead, it sure will be dull around here... Do you want to chase a cosmic lord? (If you answer no...) Well my, my, aren't we the dull ones! Listen sweeties, if you wanna hang out here, that's fine with me, but I think I'm gonna take the first flight out... Here! Take the keys, lock up when you finish, and don't forget the lights... Ta-ta! (If you say yes...) Me too! C'mon, let's get out of here! Ain't she a dandy?! All aboard!
And you climb inside the mouth of this awful sleeping beast, sure that dragon brains are full of tiny worms... Although the beast feels dead, a short time later it begins howling, and your instincts tell you to get out now... "Hang on!" the dragon calls, "Here we go!!" And the beast begins to shutter, everyone gets a funny feeling in their stomach, and soon you're flying around far up in the sky, zooming away...
And after all endings.
* CONGRATULATIONS *
You have taken one of the successful conclusions to the Cosmic Forge. You can save the game at this point, for recording your victory. Also, make a copy of it onto another disk so that you can transfer the characters when moving them into future scenarios. You will now be returned to the game somewhere in the Enchanted Forest.
79
Sltt those things that go Bump in the night
& clhe goods to Bump them Back^
Approximately 500 items make up the arsenal which powers Bane of the Cosmic Forge. With so many items, it's hard to determine by "Assay" alone how one item ranks against another. However, in the list which follows, you'll find all the information you've ever wanted to know about Bane's weapons, armor, jewelry and other special trinkets. Of course, you'll find listed here the reason for all these weapons - the monsters (who tend to get in the way of a perfectly good adventure).
80
Items List
For your convenience, the items list which follows is organized alphabetically. Information about an item is read from left to right; each column, of course, has its own significance.
Item Name: Type: Wt/Lb: Cost:
To Hit:
Roll:
AC:
SP/P: Profession:
Race:
Sex:
P/S: 1/2: Range:
Modes:
Powers:
The name of the item as it appears on the screen.
The type of item classifies it as a weapon, armor or scroll, etc.
The weight of a particular item.
The suggested manufacturer's retail price for the item. Of course, many of the
NPCs within the dungeon typically offer the good for less than retail. Other's
are more enterprising.
The offensive bonus a weapon provides and the effective change in the
opponent's armor class
The dice roll used to calculate the range of damage for a particular item. See
"About Dice Rolls" immediately following this section.
The effect of an item on a character's armor class. The amount listed applies
only to the area of the body which the item is equipped unless otherwise
noted.
The spell and power level of the spell which the item casts. For example, an
Acid Bomb casts a fourth level Acid Bomb spell.
FMPTRABPVBLSMN. The professions which are allowed to use an item.
Those which are "grayed" may not use the item.
F: Fighter A: Alchemist L: Lord
M: Mage B: Bard S: Samurai
P: Priest P: Psionic M: Monk
T: Thief V: Valkyrie N: Ninja
R: Ranger B: Bishop
HEDGHFLDFRM. The races which are allowed to use an item. Those with are "grayed" may not use the item.
H: Human H: Hobbit F: Felpurr
E: Elf F: Faerie R: Rawulf
D: Dwarf L: Lizardman M: Mook
G: Gnome D: Dracon
M/F. The sex for which the item was designed. If a letter is "grayed", that sex may not use the item. Classifies the weapon as Primary or Secondary. Classifies the weapon as 1 or 2 handed.
The reach of an item. Depending on a character's position in the party, it will help you to determine the monster groups he or she can hit with a particular weapon. The fighting modes which are open to the weapon's user:
S: Swing M: Melee K: Kick
T: Thrust T: Throw L: Lash
B: Bash P: Punch S: Shoot
The special powers of an item when used, carried or equipped.
Z: ZZZ Sleep X: Poison C: Critical
P: Paralyze S: Stone K: Knock Out
About Dice Rolls
In Bane of the Cosmic Forge, as in other traditional role playing systems, dice are used to calculate the actions of your characters or the outcomes of certain situations. As you scan the weapons' listing, you'll see these individual rolls listed. However, to a gamer unfamiliar with traditional role playing, these dice rolls can be a bit confusing.
For example, let's use the Battle Axe, a favorite weapon of discriminating dwarfs worldwide. Its dice roll is 2d4 which translates to 2-8 hit points damage per hit depending on your roll. Of course, that's easier said than done.
2d4 = 2 rolls of a 4-sided die
The lowercase "d" stands for, simply, "die". The number to the right of the "d" tells you the die to use. (A four-sided die? Sure, you can find many interesting dice at your local hobby shop.) The number to the left of the "d" tells you how many times to roll the die.
So, in this case, let's say you rolled your first d4 and came up with a 3. Since the roll is 2d4, youll need to roll it again. On your second roll, you get a 1. Your total damage for that hit? 4 hit points. Each time your character hits a monster, a dice roll takes place. So, as your speed increases, you can look forward to more and more damage.
In some cases, you'll see that the roll is listed as OdO. Typically, OdO will follow bows, slings and other weapons which fire missiles but do not cause damage by themselves.
Suppose the roll was 2d3+l, like the Dagger of Ramm. In this case, you would roll a 3-sided die 2 times. Once you got your total for the roll, you would add 1.
Take a look at the die roll for the Dagger of Ramm again: 2d3+l. Hmmmm. There is no such thing as a 3-sided die; at least you won't find one in a hobby shop. Bane of the Cosmic Forge, because it is a computerized system, allows many different die rolls that could not otherwise exist.
Calculating the Range of Damage
Using the dice rolls listed in the items list, you can calculate the range of damage for any particular item. A range consists of the lowest possible roll and the highest possible roll. For example, let's use the Battle Axe again... 2d4.
If you rolled the 4-sided die two times, the lowest amount you could possibly roll would be 2 (you rolled a 1 both times). The highest amount you could roll would be 8 (you rolled 4 both times). Therefore, the range of damage for a 2d4 = 2-8 hit points of damage.
For items such as the Dagger of Ramm, whose roll is 2d3+l, the range = 3-7 hit points of damage.
Lowest possible roll for 2d3 = 2. To that amount you must add 1. Highest possible roll for a 2d3 = 6. To that amount you must add 1. The range = 3-7 hit points of damage.
Remember, you only add 1 (or any other amount) if it's listed in the roll.
A quick and easy way to calculate the range of damage:
Multiply the number before the "d" to the number after the "d". That will give you the high value of the range. The low value is simply the number before the "d". For example, 3d8 = 3-24 hit points of damage (3x8 = 24, and 3 is the number before the "d").
Item
Type
Wt/Lb Cost To Hit Damage
Items I
AC+
SP/P
A.P. Arrow Acid Bomb Amulet of Air Amulet of Ice Amulet of Life Amulet of Night Amulet of Winds Ancient Dust Angel's Tongue Ankh of Arnie Ankh of Death Ankh of Life Ankh of Might AnkhofPhyre Ankh of Purity Ankh of Sanctity Ankh of Wonder Ankh of Youth Anointed Cloak Anointed Flail Apple Armet
Armor Shield Armorplate Awl Pike Axe of Woe B.D. Key Bag of Sand Barbed Arrow Bascinet
Bascinet&Camail Basso Lyre Bastard Sword Battle Axe Bauble&Trinkets Bearded War Axe
Missile Potion
Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Powder Other
Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Weapon Short Quantity Armor Helm Scroll Scroll
Weapon Extend Weapon Short Other Other Missile Armor Helm Armor Helm Other
Weapon Short Weapon Short Other Weapon Short
0.2
0.4
1.0
1.0
1.0
1.0
1.0
0.5
2.0
1.5
0.5
1.5
1.5
1.5
1.5
1.5
1.5
1.5
6.0
15.0
0.2
7.5
0.3
0.3
12.0
18.0
0.5
20.0
0.3
6.5
11.5
18.0
10.0
8.5
2.0
4.0
45
1200
4500
10000
25000
2500
10000
200
500
50000
25000
50000
20000
10000
100000
20000
50000
25000
4000
140
150
7000
200
1200
50
6500
0
0
25
850
1875
6000
120
100
35
50
2
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
-8
0
0
0
0
0
0
-1
0 0 0
ld8+4 0d0+0 0d0+0 0d0+0 0d0+0 0d0+0 0d0+0 0d0+0 0d0+0 0d0+0 0d0+0 0d0+-0 0d0+0 OdOfO OdOfO 0d0+0 OdOfO 0d0+0 OdOfO ld6+l 0d0+0 OdOfO 0d0+0 0d0+0 ld6+0 2d6+2 0d0+0 0d0+0 ld8+4 OdOfO 0d0+0 0d0+0 2d4+l 2d4+0 OdOfO ld5+0
0
0 Acid Bomb/4
0 Air Pocket/5
0 Ice Shield/4
0 Resurrection/6
0 Blinding Flash/4
0 Whirlwind/4
0 Weaken/3
0 Bless/0
Death/5 Resurrection/6
0 Fireball/3
Heal Wounds/6
0
0
10
0
0
0
0
0
0
0
6
9
0
0
0
0
0
Help Food/3
Armor Shield/2 Armorplate/3
Slow/0
Profession
Race
MF P/S 1/2 Range Modes
Powers
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF S 1 |
L Shoot .:;:T;;.-i::; |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF S 1 |
[ Throw ' > -iR: |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short vXSMV.i |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF S 1 |
I Throw Si iR: |
|
^v;.:-;;i-;.AB::V-U,:::-.l>: |
HEDGHFLDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
F;;iPTK.\iii-VBL:::M- |
HEDGHFLDFRM |
MF |
Short |
|
F^fP^A^rVBLSVnN |
HEDGH-LDFRM |
MF |
Short iBN: v |
|
HEDGHFLDFRM |
MF |
Short |
|
|
Ftf?T£«>>V5L-Vv:\ |
HEDGH LDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
FMV ;::/:>.Si-'V^LSMN |
HEDGH: LDFRM |
MF P : |
I Extended .Ti:.;.:;:. |
|
Ftf? V-S.^xV^L■:'-.■:\ |
HEDGHLDFRM |
MF P : |
1 Short S::>M:: |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF S |
I Shoot |
|
FMr>r*«*w*L^:\ |
HEDGH LDFRM |
MF |
Short |
|
Fvi;:-TR.-..;; VV;.;L:: :v:> |
HEDGH LDFRM |
MF |
Short |
|
?\<y*f&?vtts\<\ |
HEDGHFLDFRM |
MF |
Short ;;: |
|
FNXii:;:/:::iJ:VllL-: ::.>. |
HEDGHJLDFRM |
MF |
Short ST-::;;. |
|
Fisi?TK:^>>V^LSv:N |
HEDGH LDFRM |
MF |
Short Si-lM:-: |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
F;v;x;RAr-::-V:'-:L:-:V-.; |
HEDGH LDFRM |
MF S |
1 Short S':": ■':■ |
K
Item
Type
Wt/Lb Cost To Hit Damage
AC+
SP/P
Profession
Race
MF P/S 1/2 Range Modes
Powers
Beastmasler
Bee de Corbin
Bell Key
Bipennis
Blade Cuisinart
Blades
Blades of Aesir
Blakeblade
Blind
Blink
Bo
Bone Breaker
Bone Key
Bone Necklace
Book of Air Shield
Book of Airs
Book of Anti-Magic Book of Armormelt Book of Blinding Book of Chills Book of Demons Book of Detection Book of Directions Book of Dozes Book of Fireshield Book of Ice Shield Book of Identity Book of Knocks Book of Levitation Book of Mantras Book of Peace Book of Poetry Book of Poisons Book of Protection Book of Ramm Book of Rapture
Weapon Short 6.0 3500 1 ld8+4 0
Weapon Short 4.0 935 1 2d3+l 0
Quantity 0.2 0 0 0d0+0 0
Weapon Short 18.0 3250 0 2d6+2 0
Weapon Short 5.5 15000 2 4d4+2 0
Scroll 0.3 1200 0 0d0+0 0 Blades/3
Weapon Short 18.0 14000 2 2dl2+0 0 Ice Shield/5
Weapon Short 6.0 5000 1 ld8+4 0
Powder 0.5 125 0 0d0+0 0 Blinding Flash/3
Scroll 0.3 1200 0 OdOfO 0 Blinlc/3
Weapon Extend 5.0 12 1 ld6+0 0
Missile 0.3 115 1 3d3+4 0
Other 0.5 0 0 0d0+0 0
Armor Magic 2.5 5000 0 OdOfO 2
Other 2.0 4000 0 OdOfO 0 Missile Shield/6
Other 0.0 0 0 0d0+0 0 Air Pocket/6
Other 2.0 25000 0 0d0+0 0 Anti-Magic/6
Scroll 2.0 8500 0 0d0+0 0 Armormelt/6
Other 2.0 3000 0 OdOfO 0 Blinding Rash/6
Other 2.0 2000 0 OdOfO 0 Chilling Touch/6
Other 2.0 12000 0 0d0+0 0 Conjuration/6
Other 2.0 3000 0 0d0+0 0 Detect Secret/6
Other 2.0 1500 0 OdOfO 0 Direction/6
Other 2.0 2000 0 0d0+0 0 Sleep/6
Other 2.0 5000 0 0d0+0 0 Fire Shield/6
Other 2.0 5000 0 OdOfO 0 Ice Shield/6
Other 2.0 7500 0 OdOfO 0 Identify/6
Other 2.0 2500 0 0d0+0 0 Knock-Knock/6
Other 2.0 12000 0 0d0+0 0 Levitate/6
Other 2.0 1500 0 OdOfO 0 Stamina/6
Other 2.0 15000 0 0d0+0 0 Sane Mind/6
Other 2.0 500 0 0d0+0 0
Other 2.0 2000 0 0d0+0 0 Poison/6
Other 2.0 5000 0 OdOfO 0 Armorplate/6
Other 0.5 12230 0 0d0+0 0
Other 2.0 2500 0 0d0+0 0 Charm/6
FMPTRABPVBLSMN
F^:^^":Ar-::-V::L:-:'V:-.;
FiV:;::.:-,\::;;:Vl;;.L:: M;-, FMPTRABPVBLSMN
F*f >-■:* A?<?Vf<L^VV FMPTRABPVBLSMN FMPTRABPVBLSMN
;;:v:;tk :,:,; v-J-.SMN FMPTRABPVBLSMN FMPTRABPVBLSMN
F:v;p -;■; .^■:;-VB:;:vix aM:':K:\B:vBi.SMN
Mi RAB: .B:S
:-M; ■ ■■i-:/-:Bi:vB.i.SM:\ MP > BP BSMN }.+■■:.HRA:;Vv■;:.: ■<:■■
:M:"::-:AB:-VB:S'V:;-:
:MP:::;;:B::vv;,i, T-M'P- '■:: BP B SM: :-M.::'.:';-:.-,B:--:B;.S;::.:-M RABP.B-SM
;-M: ■;■ ::B^'vB:.S;-;'N :■£■■:rTR:\\;P B; ".■':<> M BPB-SM ;M;;:.:-,'\B;:vB:.S:-l:-:-PTRA :PVBL MS r:;;Pj;-:.-..:iPVBL:.:M-FMPTRABPVBLSMN
iMi;RA::;i:Vv:.;.,;:\l:,
"n:P:X ::i-:i-VBL:v-:n
FMPTRABPVBLSMN
:P RA-PVBL M .
HEDGHLDFRM HEDGH LDFRM HEDGHFLDFRM HEDGH LDFRM HEDGH LDFRM HEDGHFLDFRM HEDGH; LDFRM HEDGHLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM
MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF
..Ci< CK
K K
K
88
JSIT SDJ91I
Item Type Wt/Lb Cost To Hit Damage
|
Book of Silence |
Other |
2.0 |
5000 |
0 |
0d0+0 |
|
Book of Sloth |
Other |
2.0 |
2500 |
0 |
OdOfO |
|
Book of the Damned |
Other |
2.0 |
15130 |
0 |
0d0+0 |
|
Book of the Sirens |
Other |
2.0 |
15550 |
0 |
0d0+0 |
|
Book of Weakening |
Other |
2.0 |
3000 |
0 |
OdOfO |
|
Book of Widows |
Other |
2.0 |
15000 |
0 |
0d0+0 |
|
Boot of Lt. Curing |
Other |
2.0 |
2250 |
0 |
0d0+0 |
|
Botl W/Ans&Coik |
Other |
0.7 |
15480 |
0 |
0d0+0 |
|
Botl W/Msg&Cork |
Other |
0.7 |
0 |
0 |
0d0+0 |
|
Bottle W/Cork |
Other |
0.5 |
0 |
0 |
OdOfO |
|
Bottle W/Msg |
Other |
0.6 |
0 |
0 |
0d0+0 |
|
Bottlerocket |
Weapon Throw |
0.3 |
200 |
0 |
ld8+0 |
|
Breastplate |
Armor Armor |
18.0 |
600 |
0 |
0d0+0 |
|
Broadsword |
Weapon Short |
6.0 |
85 |
0 |
ld7+l |
|
Broken Sprocket |
Other |
25.0 |
0 |
0 |
0d0+0 |
|
Bronze Cuirass |
Armor Armor |
21.0 |
1000 |
0 |
0d0+0 |
|
Bronze Greaves |
Armor Legs |
12.5 |
1450 |
0 |
OdOfO |
|
Buckler Shield |
Shield |
4.0 |
65 |
0 |
0d0+0 |
|
Bullet Stone |
Missile |
0.5 |
1 |
0 |
ld4+0 |
|
Bullwhip |
Weapon Extend |
2.5 |
185 |
1 |
ld4+0 |
|
Burgonet Helm |
Armor Helm |
6.5 |
2250 |
0 |
0d0+0 |
|
Bushido Blade |
Weapon Short |
4.0 |
7500 |
2 |
2d7+2 |
|
Buskins |
Armor Boots |
3.0 |
50 |
0 |
0d0+0 |
|
Butterfly Axe |
Weapon Throw |
3.5 |
400 |
0 |
ld8+3 |
|
Cameo Locket |
Armor Magic |
0.5 |
250000 |
0 |
0d0+0 |
|
Cape of Hi-Zen |
Armor Magic |
5.0 |
40000 |
0 |
0d0+0 |
|
Cat'O Nine Tail |
Weapon Extend |
6.5 |
20000 |
3 |
6d3+0 |
|
Chain Chausses |
Armor Legs |
20.0 |
1150 |
0 |
OdOfO |
|
Chain Hauberk |
Armor Armor |
28.0 |
1250 |
0 |
OdOfO |
|
Chain Hosen |
Armor Boots |
9.0 |
485 |
0 |
OdOfO |
|
Chain of Despair |
Armor Magic |
3.5 |
400 |
0 |
0d0+0 |
|
Chamail Doublet |
Armor Armor |
5.5 |
3500 |
0 |
0d0+0 |
|
Chamail Pants |
Armor Legs |
6.5 |
3500 |
0 |
0d0+0 |
|
Chamois Gloves |
Armor Gloves |
2.0 |
600 |
0 |
0d0+0 |
|
Chamois Skirt |
Armor Legs |
4.5 |
25 |
0 |
0d0+0 |
|
Cherry Bomb |
Potion |
0.5 |
300 |
0 |
0d0+0 |
|
AC+ SP/P |
Profession |
Race |
MF P/S |
1/2 Range Modes |
|
|
0 |
Silence/6 |
;>.:.P;:.>,:.::;PVBL:::M;-. |
HEDGHFLDFRM |
MF |
Short MliMiil'kL |
|
0 |
Slow/6 |
-MP '::: U-PVBL-M |
HEDGHFLDFRM |
MF |
Short Vi:-:.ii::-i:i. |
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short CT-^v: ;/&;. |
|
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
|
0 |
Weaken/6 |
;M:;:::,;:BPVB.:.SM>. |
HEDGHFLDFRM |
MF |
Short |
|
0 |
Deadly Poison/6 |
tf?TRA>-' ;;.;,; tn |
HEDGHFLDFRM |
MF |
Short iT:i.Vi:::-i:.i. |
|
0 |
Cure Lesser Cnd/6 |
Tv;P.RA;iPVBLSMT |
HEDGHFLDFRM |
MF |
Short vTi/fKi. |
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short .Txiivii-i;; -; |
|
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short " T:.:: Ml |
|
|
0 |
Magic Missile/2 |
MT-ABP. T: vVN |
HEDGHFLDFRM |
MF S |
1 ThrOW :iiNR : i |
|
8 |
FN:::l^.V::;;:V::L:::-.l:-. |
HEDGH LDFRM |
MF |
Short |
|
|
0 |
F;vi:-:i-::.::i-;xVi-:L Vvi\ |
HEDGH LDFRM |
MF |
Short STVi-^i:--i |
|
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
|
6 |
FV-ivT:--:;-:V;:V::L:-:Vl\" |
HEDGH-LDFRM |
MF |
Short |
|
|
7 |
Fiv;:;:.::;;:i:;rV::;L:v.l>: |
HEDGH: LDFRM |
MF |
Short |
|
|
1 |
F:--i:-TR^:B>-V>:.LVv;s |
HEDGH LDFRM |
MF |
Short ::;!'::::. |
|
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF S |
1 Shoot :iBi i; . i<i. |
|
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Extended / L |
|
|
8 |
Fttr rl:-,V::;::V;:L:::-.l--: |
HEDGH; LDFRM |
MF |
Short .:!;:.::;;: |
|
|
0 |
■Niprx ,:::: :,:■;.; s;^N |
HEDGHFLDFRM |
MF |
Short ST-- X<U |
|
|
3 |
F:;PTR BVBLS;: |
HEDGHLDFRM |
MF |
Short s;;::::;V:::v;<;. |
|
|
0 |
F?vfxTRAB:-Vr<LS\fV |
HEDGH LDFRM |
MF S |
1 ThrOW S"i'i ! V:R: ■ ■■': |
|
|
4 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
M; |
Short .::.!;;.:>:;:;: ;-.;.. |
|
|
3 |
^?T^^:AT^M\ |
HEDGHFLDFRM |
MF |
Short rry;.i-,;:::--\i. |
|
|
0 |
FM.:TRABPVi;L::MN |
HEDGH.LDFRM |
MF |
Extended : L |
|
|
9 |
FKf^!'->A:<:-Vr<LS\fV |
HEDGH LDFRM |
MF |
Short |
|
|
9 |
FMr; nA:<w$L:::-::s |
HEDGHiLDFRM |
MF |
Short .::\:^\l<\k:.. |
|
|
8 |
Fivi-rx.::i;:-Vi:L:^'--.: |
HEDGHLDFRM |
MF |
Short ::>.!;.:.;.:::. |
|
|
-2 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short v';:.:;N:vI"<;. |
|
|
6 |
i-:v::--TRABT:v;v; |
HEDGH-LDFRM |
MF |
Short :: |
|
|
6 |
M:TRAB;:VvU^Mi\ |
HEDGH LDFRM |
MF |
Short \\\^\iii:kL |
|
|
3 |
FivPTR B VBL- : |
HEDGH LDFRM |
MF |
Short :Vi->M :;'>:. |
|
|
3 |
F ;i:TR .BiV;;L::::: |
HEDGHiLDFRM |
;v;F |
Short Tn^r&i. |
|
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF S |
1 Throw NT: -\-iRi :-: ■ |
|
Powers
|
Item |
Type |
Wt/Lb |
Cost |
T |
|
Chrome Key |
Quantity |
0.2 |
0 |
0 |
|
Claymore |
Weapon Short |
15.0 |
600 |
0 |
|
Cloth Pants |
Armor Legs |
3.5 |
10 |
0 |
|
Cloth Shirt |
Armor Armor |
2.5 |
10 |
0 |
|
Clove of Farlic |
Armor Magic |
0.1 |
250 |
0 |
|
Club |
Weapon Short |
8.0 |
15 |
0 |
|
Conjuration |
Scroll |
0.3 |
1600 |
0 |
|
Copper Gloves |
Armor Gloves |
8.5 |
1500 |
0 |
|
Copper Key |
Quantity |
0.2 |
0 |
0 |
|
Cork Bobber |
Other |
0.1 |
0 |
0 |
|
Coxcomb |
Armor Helm |
3.0 |
800 |
0 |
|
Crystal Wand |
Weapon Short |
0.8 |
20000 |
1 |
|
Cuckoo Call |
Other |
1.0 |
15000 |
0 |
|
Cuir Gauntlets |
Armor Gloves |
3.5 |
240 |
0 |
|
Cupid Arrow |
Missile |
0.2 |
15 |
0 |
|
Cure Lt. Cnd |
Potion |
0.2 |
200 |
0 |
|
Cure Paralyz |
Potion |
0.2 |
400 |
0 |
|
Cure Poison |
Potion |
0.2 |
250 |
0 |
|
Cure Stone |
Potion |
0.5 |
2000 |
0 |
|
Cutlass |
Weapon Short |
4.5 |
50 |
0 |
|
Cylinder of Ash |
Other |
1.5 |
0 |
0 |
|
Cylinder of Ash |
Other |
1.5 |
0 |
0 |
|
Cylinder of Ash |
Other |
1.5 |
0 |
0 |
|
Dagger |
Weapon Short |
1.0 |
15 |
0 |
|
Dagger of Ramm |
Weapon Short |
1.5 |
0 |
1 |
|
Deadly Poison |
Potion |
0.5 |
1000 |
0 |
|
Deadman's Log |
Other |
0.5 |
12220 |
0 |
|
Demons Tooth |
Weapon Short |
1.5 |
8000 |
3 |
|
Devil Stone |
Missile |
0.3 |
240 |
2 |
|
Devil's Pipe |
Other |
1.0 |
1000 |
0 |
|
Diamond Eyes |
Weapon Short |
4.0 |
20000 |
2 |
|
Diamond Ring |
Armor Magic |
0.2 |
500000 |
0 |
|
Dirk |
Weapon Throw |
1.0 |
5 |
0 |
|
Dispel Undead |
Scroll |
0.3 |
400 |
0 |
|
Displacer Cloak |
Armor Magic Shield |
4.0 |
200000 |
0 |
|
Dragon Kite |
16.5 |
8000 |
0 |
Damage AC+ SP/P Profession Race MF P/S 1/2 Range Modes Powers
|
0d0+0 |
0 |
|
|
2d4+2 |
0 |
|
|
OdOfO |
1 |
|
|
0d0+0 |
1 |
|
|
0d0+0 |
0 |
|
|
2d4+0 |
0 |
|
|
0d0+0 |
0 |
Conjuration/4 |
|
0d0+0 |
10 |
|
|
0d0+0 |
0 |
|
|
0d0+0 |
0 |
|
|
OdOfO |
-3 |
|
|
3d3+0 |
0 |
Wizard Eye/3 |
|
0d0+0 |
0 |
Mental Attack/0 |
|
0d0+0 |
5 |
|
|
ld4+0 |
0 |
|
|
0d0+0 |
0 |
Cure Lesser Cnd/6 |
|
OdOfO |
0 |
Cure Paralysis/6 |
|
0d0+0 |
0 |
Cure Poison/6 |
|
OdOfO |
0 |
Cure Stone/6 |
|
ld6+l |
0 |
|
|
OdOfO |
0 |
|
|
OdOfO |
0 |
|
|
0d0+0 |
0 |
|
|
ld4+0 |
0 |
|
|
2d3+l |
0 |
|
|
0d0+0 |
0 |
Deadly Poison/5 |
|
0d0+0 |
0 |
|
|
3d4+4 |
0 |
|
|
4d4+0 |
0 |
|
|
OdOfO |
0 |
Weaken/0 |
|
3d4+4 |
0 |
|
|
0d0+0 |
5 |
|
|
ld4+0 |
0 |
|
|
0d0+0 |
0 |
Dispel Undead/2 |
|
0d0+0 OdQfO |
4 4 |
Blink/4 |
FMPTRABPVBLSMN
F>;::TRaB;V;:L:::::; F : TR ;B:V:L: .:; FMPTRABPVBLSMN FMPTR ;■ VBL-MN FMPTRABPVBLSMN
FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBL:::i
i-M^"'KAr<PVr-:: :-.\i:.
;>.::j;V:AB;:v^,:,;,i:, F^::r:::.:::-:xV;:LS;-.:N FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN F-^-TRAB:-V:'--:S"vr-.' FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FM TRABPViLS ViN ;-;v-Pi:-:..v;;:.::vB: ,/.:;. FMPTRABPVBLSMN FMPTRABPVBLSMN
FMPTRABPVBLSMN
F:;Pi ::.-:.; jrVBLv :■■;.-■. FMPTRABPVBLSMN FM; TRABPVi :;LSMN FMPTRABPVBLSMN FMPTRABPVBLSMN
HEDGHFLDFRM HEDGH LDFRM HEDGH LDFRM HEDGH-LDFRM HEDGHFLDFRM HEDGHLDFRM HEDGHFLDFRM HEDGH LDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGH LDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGH,LDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGH LDFRM
MF MF MF
MF MF MF MF
MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF
-;f
MF MF
MF MF
Short 2 Short ST-MiV:
Short "rJ-Ni:.;.
Short
Short 2 Short ::Bv:iV:-
Short
Short S':-"i
Short
Short
Short 1 Short T :: :R
Short
Short
Shoot
Throw S : :: =R:
Throw :.: ;R:
ThrOW :::: !R:
Throw :;: :; -R:
Short ST >■::
Shon
Short Vri-Vi::!
Short
1 Short ST vR:
1 Short ,T:;. ;;i;
1 ThrOW ::::;;R:
Short 1 Short ST^Ri 1 Short :>;B:;;:::
Short 1 Short :::;B; il i:
Short 1 Throw :;:JviR:
Short Vi-^Vi::;
Short
Short ::. if >.:::: i
<Sk>-XK
jsn sroa^i
Item
Type
Wt/Lb Cost To Hit Damage
AC+
SP/P
Dragon Slayer Diyadic Staff Duck Shield Dungeon Key East Exit Key Ebony Heaume Ebony Plate (L) Ebony Plate (U) Elm Arrow Elven Bow Empty Sack Enchanted Blade Estoc of Olivia Excaliber Eye-Patch Faerie Cap Faerie Dust Faerie Stick Fang Fauchard Faust Halberd Feathered Hat Fire Bomb Fire Shield Fireball Firecracker Fish Hook Fishline
FishlineW/Hook Flamberge Foot Powder Forest Cape Full Plate (L) Full Plate (U) Fur Haler Fur Legging
Weapon Short Weapon Short Shield Other Other
Armor Helm Armor Legs Armor Armor Missile
Weapon Shoot Other Scroll
Weapon Short Weapon Short Armor Magic Armor Helm Powder Weapon Short Weapon Short Weapon Extend Weapon Extend Armor Helm Potion Scroll Scroll
Weapon Throw Other Other Other
Weapon Short Powder Armor Magic Armor Legs Armor Armor Armor Armor Armor Legs
6.5
4.0
4.5
0.2
0.5
10.0
30.0
30.0
0.2
4.5
0.5
0.3
5.0
24.0
0.1
0.2
0.5
0.2
5.0
13.5
17.5
1.5
1.0
0.3
0.3
0.1
0.1
0.3
0.4
14.0
1.0
6.5
32.0
40.0
2.5
5.0
6000
5000
350
0
0
50000
50000
50000
2
100000
0
1200
40000
200000
45
25000
150
2500
25000
2000
15000
75
750
900
1500
100
0
0
0
3000
2500
15000
4000
4000
25
165
1
1
0
0
0
0
0
0
0
4
0
0
3
4
0
0
0
1
2
0
2
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
ldl0+5
2d4+0
OdOfO
0d0+0
0d0+0
0d0+0
0d0+0
OdOfO
ld6+0
0d0+0
OdOfO
OdOfO
2d7+4
4d8+4
OdOfO
0d0+0
OdOfO
3d4+0
2d8+8
ldl2+0
4d4+2
OdOfO
OdOfO
0d0+0
0d0+0
3d8+0
0d0+0
OdOfO
OdOfO
2d5+2
39d38+4
0d0+0
0d0+0
0d0+0
OdOfO
OdOfO
0
0
-2
0
0
14
14
14
0
0
0
0
0
0
-4
4
0
0
0
0
0
2
0
0
0
0
0
0
0
0
0
3
12
12
2
4
Blink/3
Enchanted Blade/3
Lightning/6
Sleep/3 Blink/4
Lifesteal/4
Fire Bomb/3 Fire Shield/3 Fireball/4
Profession
Race
MF P/S 1/2 Range Modes
Powers
|
Fttr :&A3;^3te.vCS |
HEDGH; LDFRM |
MF |
P |
2 |
Short |
STUM?*: |
|
TM:--IcA^:Pv;-;.i,:::MS |
HEDGHFLDFRM |
MF |
Short |
:>YB^;< |
||
|
F::::TR..B;V;;L:::;; |
HEDGHiLDFRM |
MF |
Short |
|||
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
FM;:rx.vi-::--v;-:L:--< |
HEDGH-LDFRM |
MF |
Short |
|||
|
F.;v; :>;:. :\\y\-Wi\v> :.;.' |
HEDGHLDFRM |
MF |
Short |
|||
|
FM:^:-:A:V-v:^L:--"vr; |
HEDGHLDFRM |
MF |
Short |
|||
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
S |
1 |
Shoot |
.:-:T-:.o ;::. |
|
F:-:-::-rR.xi:xVi':L:M'--; |
■><Ef'::::":r-:: .T-fRM |
MF |
Shoot |
|||
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
i-Mr ;ftU*;:V-UAS.V;N |
HEDGHFLDFRM |
MF |
Short |
.:-:T;,:v;,:. |
||
|
F:-::--:":.-^--V;':.L::. -N |
HEDGH LDFRM |
MF |
P |
2 |
Short |
ST:M |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
FMPTRABPVBLSMN |
:V: :V;-;-V.;--;F:i;: :.':;:.:■ |
MF |
Short |
|||
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
S |
1 |
Throw |
-*Jv:R: |
|
FMPTRABPVBLSMN |
«^:>U?P f5f'**v |
MF |
S |
1 |
Short |
YT-^-iR |
|
F:y;::-i-:;-.;:v-V;:L:::::v;.\ |
HEDGHFLDFRM |
MF |
Short |
ST.:.-v:V |
||
|
F;V;V:-:-- ;,:, ::V;-: \J, \<\ |
HEDGH LDFRM |
MF |
P |
2 |
Extended |
s ■;■:-. ;..;;:: |
|
Fy;;;:^;:::;i:Vv;.L:-:,--l:v |
HEDGHJ LDFRM |
MF |
P |
2 |
Extended |
ST:.^;x |
|
F:---;:TRxB>-V:';.LV^"-: |
HEDGHFLDFRM |
MF |
Short |
|||
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
S |
1 |
Throw |
vTJJMR |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
■M:-T--ABP--'i-:i.:v;N |
HEDGHFLDFRM |
MF |
S |
1 |
Throw |
|
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
F^^U^V^^ |
HEDGH LDFRM |
MF |
P |
2 |
Short |
ST:>M:-: |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
^^:R;V:VpV::iSV-; |
HEDGHFLDFRM |
MF |
Short |
|||
|
F&nl^BrVSL^lN |
HEDGHJ LDFRM |
MF |
Short |
|||
|
FNi^r:^::i-:i--v;-;-L:v-.;x |
HEDGH LDFRM |
MF |
Short |
|||
|
F;>;::TR.-..BrV;:L^ :.;. |
HEDGHLDFRM |
:>:F |
Short |
|||
|
F vTR/B:-V;:LS r. |
HEDGH LDFRM |
MF |
Short |
S-.-.C;
P:::,::;,;,C-
|
Item |
Type |
Wt/Lb |
Cost |
To Hit |
Damage |
AC+ SP/P |
Profession |
Race |
MF |
P/S |
1/2 |
Range |
Modes |
Powers |
||
|
Garland of Roses |
Armor Magic |
1.5 |
50000 |
0 |
0d0+0 |
3 |
F;^x;;:;:,:.::;::Vl!L:: MS |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Giant Sledge |
Weapon Short |
45.0 |
350 |
-8 |
3d6+0 |
0 |
FS::-rX,::i':i--V;:L:;--iX |
H D-i ^ LDFRM |
MF |
P |
2 |
Short |
STB? |
. ..^::X:---:K |
||
|
Ginzu Knife |
Weapon Throw |
0.5 |
45 |
1 |
3d2+0 |
0 |
FM;:;H:\:>rv:;i.S^N |
HEDGHFLDFRM |
MF |
S |
1 |
Throw |
^Ri/Ki. |
|||
|
Glass Slippers |
Armor Boots |
2.5 |
24000 |
0 |
0d0+0 |
8 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Gloop Splotch |
Other |
0.6 |
0 |
0 |
0d0+0 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Goat's Mask |
Armor Helm |
9.0 |
0 |
0 |
OdOfO |
2 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Gold Key |
Other |
0.2 |
0 |
0 |
0d0+0 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Golden Rod |
Weapon Short |
0.1 |
25000 |
1 |
3d4+0 |
0 |
Heal Wounds/4 |
::w.^PirrA:-::-vBTSVV |
HEDGHFLDFRM |
MF |
s |
1 |
Short |
ST:-'-:? |
-^T: |
|
|
Great Bow |
Weapon Shoot |
7.5 |
3500 |
2 |
0d0+0 |
0 |
FM.V :R.-:.:::::Vi.:;:.SMN |
HEDGHFLDFRM |
MF |
Shoot |
. .::>;::,:.,.-,C:-. |
|||||
|
Green Parrot |
Armor Magic |
4.0 |
1250 |
0 |
0d0+0 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Halberd |
Weapon Extend |
15.0 |
135 |
0 |
ldl0+0 |
0 |
F:v;;:"i ■:.:X:.!i'Vi;L?;>■;?■. |
HEDGH LDFRM |
MF |
p |
2 |
Extended |
ST:: |
|||
|
Hammer |
Weapon Short |
4.0 |
15 |
-1 |
ld4+l |
0 |
Fxf>TRAr<^vr<Lsw |
HEDGH-LDFRM |
MF |
s |
1 |
Short |
B: |
:-:R:-T: |
/■■<::----::K |
|
|
Hammer* 1.5 |
Weapon Short |
6.5 |
12000 |
1 |
2d4+6 |
0 |
FMrTR.-:Bi:Vli:5M>: |
HEDGHFLDFRM |
MF |
S |
1 |
Short |
:B |
iR; :..:. |
, V: ::::,: ;-,xck |
|
|
Harmonium |
Other |
1.0 |
100 |
0 |
0d0+0 |
0 |
Itching Skin/0 |
S::-':V.;:B^v>:.i,:Vv;X |
HEDGHFLDFRM |
MF |
Short |
|||||
|
Hayai Bo |
Weapon Extend |
5.0 |
1750 |
2 |
ld6+3 |
0 |
:-:v;i:i ::.:,;.: rv;.:;.SMN |
HEDGHFLDFRM |
MF |
P |
2 |
Extended |
TB |
,:.;;, :::':':. ;K |
||
|
Heater Shield |
Shield |
17.0 |
750 |
0 |
OdO+0 |
3 |
FXiiX:-:;-ivpvsLN;■. |
HEDGH LDFRM |
MF |
Short |
||||||
|
Heaume |
Armor Helm |
14.0 |
12500 |
0 |
0d0+0 |
12 |
FttV :^..V:i;:V:iL:;:MN |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Helm of Obitus |
Armor Helm |
8.5 |
15000 |
0 |
0d0+0 |
-8 |
FM:-r;X::i:xV>:L:v;N |
HEDGH LDFRM |
MF |
Short |
||||||
|
Helm&Coif |
Armor Helm |
10.5 |
750 |
0 |
0d0+0 |
7 |
F^^y;R.v:;rV;;L::;vN |
HEDGHiLDFRM |
MF |
Short |
||||||
|
Heraldic Shield |
Shield |
8.0 |
2500 |
0 |
0d0+0 |
2 |
F^;':-T;,:-:V::V:-:L:--'V-:.' |
HEDGHLDFRM |
MF |
Short |
||||||
|
Herbal Patty |
Quantity |
0.5 |
1000 |
0 |
0d0+0 |
0 |
Help Food/5 |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Hi-Kane-Do (L) |
Armor Legs |
35.0 |
20000 |
0 |
0d0+0 |
12 |
r-s:pix.:i-:xv;.::sv!v |
HEDGH LDFRM |
MF |
Short |
||||||
|
Hi-Kane-Do (U) |
Armor Armor |
35.0 |
20000 |
0 |
0d0+0 |
12 |
;:^SJ:;HA:;rV:;:.SM?-. |
HEDGH: LDFRM |
MF |
Extended |
||||||
|
Hoary Leffing |
Armor Legs |
19.0 |
450 |
0 |
0d0+0 |
-1 |
F-: T B:V; LSV. . |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Hoaxial Plate |
Armor Legs |
35.0 |
800 |
0 |
OdOfO |
-2 |
FM:" :^,^*;:Vi^M:y |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Hold Monsters |
Scroll |
0.3 |
900 |
0 |
0d0+0 |
0 |
Hold Monsters/3 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||||
|
Holy Basher |
Weapon Extend |
9.0 |
12000 |
1 |
ld8+4 |
0 |
;;>:P;HAi;i'VB-- '■-" |
HEDGHFLDFRM |
MF |
P |
2 |
Extended |
::.:-:B;-: |
;,.;;..:::'>: v;k |
||
|
Holy H20(+) |
Potion |
0.5 |
500 |
0 |
0d0+0 |
0 |
Holy Water/5 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
S |
1 |
Short |
>1R">T: |
||
|
Holy Stake of Wood |
Weapon Short |
3.5 |
0 |
0 |
ld5+0 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
s |
1 |
Short |
,:T:>;; |
|||
|
Holy Water |
Potion |
0.5 |
0 |
0 |
OdOfO |
0 |
Holy Water/3 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
s |
1 |
Throw |
!R?'K.':. |
||
|
Hookah Pipe |
Other |
12.0 |
0 |
0 |
0d0+0 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Horn of Prometheus |
Other |
7.0 |
25000 |
0 |
OdOfO |
0 |
Fireball/0 |
W>-*:T^AB?V:<T <\V-: |
HEDGHFLDFRM |
MF |
Short |
|||||
|
Horn of Souls |
Other |
2.5 |
0 |
0 |
0d0+0 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Hv. Boulder |
Quantity |
35.0 |
0 |
0 |
OdOfO |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
||||||
|
HV. Crossbow |
Weapon Shoot |
14.5 |
1250 |
0 |
0d0+0 |
0 |
F^;:;R:\:>i^Vi;L?;M.v |
HEDGHl LDFRM |
MF |
Shoot |
||||||
ISJ/l SUJ9JI
Type Wt/Lb Cost To Hit Damage
|
Hv. Heal |
Potion |
0.2 |
500 |
0 |
0d0+0 |
|
Hv. Rope |
Other |
55.0 |
0 |
0 |
0d0+0 |
|
Hv. Stamina |
Potion |
0.2 |
150 |
0 |
0d0+0 |
|
Ice Shield |
Scroll |
0.3 |
900 |
0 |
0d0+0 |
|
Icicle |
Weapon Throw |
0.1 |
40 |
0 |
2d8+0 |
|
Idol of Mau-Mu-Mu |
Armor Magic |
4.0 |
0 |
0 |
0d0+0 |
|
Illusion |
Scroll |
0.3 |
1600 |
0 |
0d0+0 |
|
Incense |
Other |
0.1 |
20 |
0 |
0d0+0 |
|
Inferior Sword |
Weapon Short |
5.0 |
35 |
-1 |
ld6+0 |
|
Iron Key |
Quantity |
0.2 |
0 |
0 |
0d0+0 |
|
J.R. Decoder |
Armor Magic |
0.1 |
0 |
0 |
0d0+0 |
|
Jade Figurine |
Armor Magic |
1.0 |
15000 |
0 |
0d0+0 |
|
Jailer Key |
Other |
0.2 |
0 |
0 |
0d0+0 |
|
Jazeraint Skirl |
Armor Legs |
18.5 |
1750 |
0 |
0d0+0 |
|
Jazeraint Tunic |
Armor Armor |
20.0 |
2000 |
0 |
0d0+0 |
|
Kabuto |
Armor Helm |
5.5 |
700 |
0 |
OdOfO |
|
Katana |
Weapon Short |
4.0 |
400 |
1 |
ld7+0 |
|
Key of ?Decision? |
Other |
0.5 |
0 |
0 |
OdOfO |
|
Keyof?Quandry? |
Other |
0.5 |
0 |
0 |
0d0+0 |
|
Key of 1st Test |
Other |
0.5 |
0 |
0 |
0d0+0 |
|
Key of 1st Test |
Other |
0.5 |
0 |
0 |
OdOfO |
|
Key of A Minor |
Other |
0.5 |
0 |
0 |
0d0+0 |
|
Key of Draws |
Other |
0.5 |
0 |
0 |
0d0+0 |
|
Key of Evil |
Other |
0.5 |
0 |
0 |
0d0+0 |
|
Key of Finality |
Other |
0.5 |
0 |
0 |
0d0+-0 |
|
Key of Finality |
Other |
0.5 |
0 |
0 |
OdOfO |
|
Key of Knights |
Other |
0.5 |
0 |
0 |
OdOfO |
|
Key of Minos |
Other |
0.5 |
0 |
0 |
0d0+0 |
|
Key of Nothing |
Other |
0.5 |
0 |
0 |
0d0+0 |
|
Key of Queens |
Other |
0.5 |
0 |
0 |
0d0+0 |
|
Key of Ramm |
Other |
0.2 |
0 |
0 |
0d0+0 |
|
Key of Spades |
Quantity |
0.2 |
0 |
0 |
0d0+0 |
|
Key of Stars |
Other |
0.5 |
0 |
0 |
OdOfO |
|
Key of the Damned |
Other |
0.5 |
0 |
0 |
0d0+0 |
|
Key of the Dead |
Other |
0.2 |
0 |
0 |
0d0+0 |
|
Key of the Lost |
Other |
0.5 |
0 |
0 |
0d0+0 |
Items List
AC+
SP/P
Profession
Race
MF P/S
0 Heal Wounds/6
0
0 Stamina/6
0 Ice Shield/3
0 Chilling Touch/2
0
0 Illusion/4
0
0
0
0
2
0
7
9
6
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN
;M;T::ABPv:::.,-;-:.N FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN
Fn::;-:::-,V::;J:VI;;.L:::-.1--, FMPTRABPVBLSMN FMPTRABPVBLSMN
i-:V;'i'T:,:-:V::vr:::::MX.
FMPTRABPVBLSMN
Fi; ;::T;-:.--.Bi-V; ;L:::: :.;.:
S-ttr ;:;:A:.:;i:v.v:.i.s:-.'N FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN
HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGH LDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGH LDFRM HEDGH LDFRM HEDGH LDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM
MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF
Item Type Wt/Lb Cost To
|
Key of Valkyries |
Other |
0.5 |
0 |
0 |
|
Key of Wizard Cave |
i Other |
0.5 |
0 |
0 |
|
King's Diary |
Other |
2.0 |
12220 |
0 |
|
Knock-Knock |
Scroll |
0.3 |
600 |
0 |
|
Lance |
Weapon Extend |
18.0 |
450 |
-2 |
|
Lead Boots |
Armor Boots |
75.0 |
825 |
0 |
|
Leather Boots |
Armor Boots |
5.0 |
325 |
0 |
|
Leather Cuirass |
Armor Armor |
14.0 |
285 |
0 |
|
Leather Greaves |
Armor Legs |
8.5 |
650 |
0 |
|
Leather Hauberk |
Armor Armor |
18.0 |
450 |
0 |
|
Leather Helm |
Armor Helm |
3.5 |
145 |
0 |
|
Leather Legging |
Armor Legs |
11.0 |
240 |
0 |
|
Levitate |
Scroll |
0.3 |
2500 |
0 |
|
Lifesteal |
Scroll |
0.3 |
3000 |
0 |
|
Lightning Bolt |
Missile |
0.4 |
1250 |
2 |
|
Lightning Rod |
Weapon Short |
0.1 |
20000 |
1 |
|
Liquid Metal |
Other |
1.5 |
0 |
0 |
|
Long Bow |
Weapon Shoot |
4.5 |
600 |
0 |
|
Longsword |
Weapon Short |
5.0 |
60 |
0 |
|
Lt. Crossbow |
Weapon Shoot |
7.5 |
375 |
-2 |
|
Lt.Heal |
Potion |
0.2 |
100 |
0 |
|
Lute |
Other |
4.0 |
250 |
0 |
|
Lynx Right |
Armor Magic |
0.1 |
2000 |
0 |
|
Lyre of Cakes |
Other |
12.0 |
250000 |
0 |
|
Mace |
Weapon Short |
10.0 |
65 |
0 |
|
Maenad's Lance |
Weapon Extend |
19.0 |
30000 |
3 |
|
Magic Cookie |
Quantity |
0.1 |
1000 |
0 |
|
Magic Missile |
Scroll |
0.3 |
400 |
0 |
|
Maiden Head |
Weapon Short |
12.0 |
7750 |
2 |
|
Mail Coif |
Armor Helm |
6.0 |
350 |
0 |
|
Mail Mittens |
Armor Gloves |
6.0 |
450 |
0 |
|
Main Gauche |
Weapon Short |
2.0 |
30 |
0 |
|
Mantis Boots |
Armor Boots |
9.0 |
20000 |
0 |
|
Mantis Gloves |
Armor Gloves |
6.0 |
20000 |
0 |
|
Medicine Bag |
Armor Magic |
0.3 |
5000 |
0 |
|
Mempo of Death |
Armor Magic |
2.5 |
20000 |
0 |
Damage AC+ SP/P Profession
|
0d0+0 |
0 |
FMPTRABPVBLSMN |
|
|
OdOfO |
0 |
||
|
0d0+0 |
0 |
FMPTRABPVBLSMN |
|
|
0d0+0 |
0 |
Knock-Knock/4 |
FMPTRABPVBLSMN |
|
ldl2+0 |
0 |
"Mr ;;.t\iii:V:iL>:MN |
|
|
0d0+0 |
-5 |
F^?rx^i-:xV^L:v:x |
|
|
OdOfO |
5 |
F:::::TR.,BiV;;L::;:v;.- |
|
|
0d0+0 |
5 |
F;--;:Tr-:^B":-V:^LS\r:-; |
|
|
0d0+0 |
6 |
Fv;j;:::,V-:;::Vv;.LS.'.'.:-. |
|
|
OdOfO |
7 |
FtfTO.*B:'VSLS"^N |
|
|
OdOfO |
3 |
Fivi?';:-!.A:;;-V;:LS :;:. |
|
|
0d0+0 |
5 |
F^i-T-:AB;-V^LS\f\' |
|
|
0d0+0 |
0 |
Levitate/5 |
FMPTRABPVBLSMN |
|
0d0+0 |
0 |
Lifesteal/4 |
FMPTRABPVBLSMN |
|
5d5+5 |
0 |
FMPTRABPVBLSMN |
|
|
3d4+0 |
0 |
Lightning/4 |
:;M:^:-:.Ar-:PViV: |
|
OdOfO |
0 |
||
|
0d0+0 |
0 |
F^:-:R.:i-::-Vi:LSMN |
|
|
ld8+0 |
0 |
F:v; ■:--':-:.:\i; ;-V;;L::.: W |
|
|
OdOfO |
0 |
Fv: TRAB-V-LSM . |
|
|
0d0+0 |
0 |
Heal Wounds/1 |
FMPTRABPVBLSMN |
|
0d0+0 |
0 |
Sleep/0 |
r-iV::Vr:^::B^Vi;.:. .;: |
|
0d0+0 |
0 |
FMPTRABPVBLSMN |
|
|
0d0+0 |
0 |
Help Food/0 |
^^i-i:-:AB::-vr-::SV-.: |
|
ld6+l |
0 |
Fiv:p;:;:,:i-:::VBL::.'.l> |
|
|
2dl2+0 |
0 |
^^i.::.xi-i-V^:.:vi\ |
|
|
OdOfO |
0 |
Magic Food/4 |
|
|
0d0+0 |
0 |
Magic Missile/2 |
FMPTRABPVBLSMN |
|
ldl6+0 |
0 |
Charm/5 |
F;v:P;:;-,V::;j:VBL::: :.:>: |
|
0d0+0 |
5 |
IM?r>U>>V^L-:'v:}s |
|
|
0d0+0 |
6 |
F:>: ::;:;-:.\;; i-Vi;L:: ;.;.? |
|
|
ld5+0 |
0 |
Pxfx-:T<Ar<rvr<Ls\-r\" |
|
|
0d0+0 |
14 |
FN:.;;v:,V::;i:V::;.L::r Mn |
|
|
0d0+0 |
14 |
F^?^::^i-i-V^L:viN |
|
|
0d0+0 0d0+0 |
2 3 |
Heal Wounds/3 |
^^'■^ |
Race MF P/S 1/2 Range Modes Powers
|
HEDGHFLDFRM |
MF |
Short |
|
HEDGHFLDFRM |
MF |
Short |
|
HEDGHFLDFRM |
MF |
Short |
|
HEDGHFLDFRM |
MF |
Short |
|
HEDGH LDFRM |
MF P : |
I Extended |
|
HEDGH LDFRM |
MF |
Short |
|
HEDGH; LDFRM |
MF |
Short |
|
HEDGH-LDFRM |
MF |
Short |
|
HEDGH. LDFRM |
MF |
Short |
|
HEDGH LDFRM |
MF |
Short |
|
HEDGH LDFRM |
MF |
Short |
|
HEDGH LDFRM |
MF |
Short |
|
HEDGHFLDFRM |
MF |
Short |
|
HEDGHFLDFRM |
MF |
Short |
|
HEDGHFLDFRM |
MF S |
I Shoot |
|
HEDGHFLDFRM |
MF S |
I Short |
|
HEDGHFLDFRM |
MF |
Short |
|
HEDGHFLDFRM |
MF |
Shoot |
|
HEDGH LDFRM |
MF |
Short |
|
HEDGH LDFRM |
MF |
Shoot |
|
HEDGHFLDFRM |
MF S |
I Throw |
|
HEDGHFLDFRM |
MF |
Short |
|
HEDGHFLDFRM |
MF |
Short |
|
HEDGHFLDFRM |
MF |
Short |
|
HEDGH; LDFRM |
MF |
Short |
|
HEDGHFLDFRM |
MF P 2 Extended |
|
|
HEDGHFLDFRM |
MF |
Short |
|
HEDGHFLDFRM |
MF |
Short |
|
HEDGHJ LDFRM |
MF |
Short |
|
HEDGH LDFRM |
MF |
Short |
|
HEDGH; LDFRM |
MF |
Short |
|
HEDGHFLDFRM |
MF S 1 |
I Short |
|
HEDGH; LDFRM |
MF |
Short |
|
HEDGH LDFRM |
MF |
Short |
|
HEDGHFLDFRM |
MF |
Short |
|
HEDGHLDFRM |
MF |
Short |
Items List
|
Item |
Type |
Wt/Lb |
Cost |
To Hit |
Damage |
AC |
f SP/P |
Profession |
Race |
MF |
P/S |
1/2 |
Range |
Modes |
Powers |
|
|
Midnight Choir |
Other |
8.0 |
2500 |
0 |
0d0+0 |
0 |
Terror/0 |
:M.:::/-:B^VV: ;,;,:, |
HEDGHFLDFRM |
MF |
Short |
|||||
|
Midnight Cloak |
Armor Magic |
5.0 |
2500 |
0 |
0d0+0 |
2 |
fNi^UB'^i.^N |
HEDGH LDFRM |
MF |
Short |
||||||
|
Miner's Chisel |
Weapon Short |
2.5 |
0 |
-1 |
ld3+0 |
0 |
Fiv;::T;<..\B;-V;;L:.::viN |
HEDGHFLDFRM |
MF |
S |
1 |
Short |
T::::: |
|||
|
Miner's Pick |
Weapon Short |
6.0 |
0 |
-5 |
ld7+2 |
0 |
Fv?vktf*?v;<iy&; |
HEDGH-LDFRM |
MF |
Short |
S>"£? |
|||||
|
Mitre |
Armor Helm |
3.5 |
200 |
0 |
0d0+0 |
2 |
;;v;p:i^.V::U:vB:. ,::.:;. |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Mitre De Sana |
Armor Helm |
3.5 |
4000 |
0 |
0d0+0 |
5 |
■N:PTX.:.:-::--VBi::v:X |
HEDGH LDFRM |
MF |
Short |
||||||
|
Mod. Heal |
Potion |
0.2 |
250 |
0 , |
0d0+0 |
0 |
Heal Wounds/3 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
S |
1 |
Throw |
:iRv;<;. |
||
|
Mod. Stamina |
Potion |
0.2 |
85 |
0 |
0d0+0 |
0 |
Stamina/3 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
S |
1 |
Throw |
:R>T: |
||
|
Monstrance |
Weapon Extend |
9.0 |
450 |
-1 |
ld8+0 |
0 |
IMPi^ABrVBUMN |
HEDGHFLDFRM |
MF |
p |
2 |
Extended |
MB? |
V:T%.v..XCK |
||
|
Mordecai's Cone |
Armor Helm |
4.0 |
35000 |
0 |
OdQ+0 |
7 |
M:-;:::a;-:Pv;^.-::---:---.: |
HEDGH LDFRM |
MF |
Short |
||||||
|
Momingstar |
Weapon Short |
12.0 |
100 |
0 |
2d4+0 |
0 |
F:v;p-.i:<..-,;; i-VBL:; :.;> |
HEDGHLDFRM |
MF |
Short |
:v.!"B;: |
,:.;v,::;^-:-;V;K |
||||
|
Muramasa Blade |
Weapon Short |
4.0 |
100000 |
4 |
3d7+4 |
0 |
i-'-:^ i---iKA!V-:■:': S\::: |
HEDGHFLDFRM |
MF |
Short |
STi-':M^':■■■ |
v.f''<s\voc |
||||
|
Mustard Mace |
Weapon Short |
1.0 |
2250 |
1 |
ld6+3 |
0 |
Stink Bomb/2 |
FMP-^iirVW^MN |
HEDGH LDFRM |
MF |
Short |
.:-:.:B: |
/V.SUVXXCK |
|||
|
Mystery Oil |
Potion |
0.5 |
666 |
0 |
0d0+0 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Mystic Arrow |
Missile |
0.2 |
220 |
2 |
4d4+2 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
S |
1 |
Shoot |
KTM |
PA ::.:^.y-. ."I. |
||
|
Mystic Dust |
Powder |
0.5 |
500 |
0 |
OdOfO |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
S |
1 |
Throw |
wri |
|||
|
Mystic's Ring |
Armor Magic |
0.1 |
5000 |
0 |
0d0+0 |
2 |
;M;iV:A::pv;:.:,:;,u, |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Naginata |
Weapon Extend |
13.5 |
2500 |
0 |
ldl2+0 |
0 |
:.x.rrrv:.x;-:xV!-:i.sMN |
HEDGH LDFRM |
MF |
p |
2 |
Extended |
S : :■ |
|||
|
Necrology Rod |
Weapon Short |
1.2 |
25000 |
1 |
3d3+0 |
0 |
Resurrection/4 |
i-M.:-".: :-:A;.;Pv:.:;J.: |
HEDGHFLDFRM |
MF |
s |
1 |
Short |
:;T:::: |
;R:-;<;. |
|
|
Night Stick |
Weapon Short |
0.2 |
1250 |
0 |
2d4+0 |
0 |
Blinding Hash/3 |
FMPTRABPVBLSMN |
:■:■::->:::v;F: :■::■■;■:: |
MF |
s |
1 |
Short |
vT* |
.*?:.! |
|
|
Ninja Cowl |
Armor Helm |
1.5 |
50 |
0 |
0d(M) |
3 |
;4.ir i£AB;:v-U^-N |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Ninja Garb (L) |
Armor Legs |
3.0 |
80 |
0 |
OdOfO |
3 |
r^?£.*>>V:^v:N |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Ninja Garb (U) |
Armor Armor |
3.0 |
80 |
0 |
0d0+0 |
3 |
;^F';H:\:;rvm.f;^N |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Ninjato |
Weapon Short |
3.5 |
700 |
1 |
2d4+0 |
0 |
::^i-T:,::/:V:V:;:,:S-::7S[ |
HEDGHFLDFRM |
MF |
s |
1 |
Short |
ST - |
^S--"-C:--' |
||
|
No-Dachi |
Weapon Short |
13.0 |
4000 |
0 |
2d7+0 |
0 |
\*Z? ■ZASySmSy& |
HEDGH: LDFRM |
MF |
P |
2 |
Short |
ST-i-M;-: ;;,:. |
^■i^AXCK |
||
|
North Exit Key |
Other |
0.5 |
0 |
0 |
OdOfO |
0 |
HEDGHFLDFRM |
MF |
Short |
|||||||
|
Nunchaka |
Weapon Short |
2.5 |
145 |
1 |
ld5+0 |
0 |
.;:;; ;:T;-:.:x; :;: :;:.:v;:N |
HEDGHFLDFRM |
MF |
s |
1 |
Short |
:;B: |
■/.v>sy.x<3i |
||
|
Pan Flute |
Other |
2.0 |
4000 |
0 |
0d0+-0 |
0 |
Charm/0 |
^;V-::-T:,:-.B^V^:N\r/ |
HEDGHFLDFRM |
MF |
Short |
|||||
|
Peacemaker |
Missile |
0.4 |
2500 |
3 |
6d6+6 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
s |
1 |
Shoot |
ftT^ |
'.:::::,: ;..;,c:< |
||
|
Phrygian Cap |
Armor Helm |
3.5 |
875 |
0 |
0d0+0 |
4 |
FN- IT: B V-L -Vv-x |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Pixie Stick |
Weapon Short |
0.2 |
500 |
0 |
2d4+0 |
0 |
Sleep/3 |
FMPTRABPVBLSMN |
ilZXXZ&JOWX |
MF |
s |
1 |
Short |
:.T.:::i |
:RV;<; |
|
|
PK Crystal |
Armor Magic |
1.0 |
250000 |
0 |
OdOfO |
4 |
i-Vv-TkA;-:PViV:Svr/ |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Plate Du Faux |
Armor Armor |
35.0 |
2400 |
0 |
0d0+0 |
-2 |
FNXii:.::.A::i;:Vli.L:-:-.l>: |
HEDGH LDFRM |
MF |
Short |
||||||
|
Plate Greviere |
Armor Legs |
14.0 |
1600 |
0 |
OdOfO |
10 |
FM??^K:>V^L;^ |
HEDGH LDFRM |
MF |
Short |
||||||
|
Plate Mail |
Armor Armor |
33.0 |
1850 |
0 |
0d0+0 |
10 |
m ::>T:i:\\y\v-;:v:. m>" |
HEDGH LDFRM |
MF |
Short |
||||||
|
Poignard |
Weapon Short |
3.5 |
420 |
1 |
ld6+0 |
0 |
F^i' = -RAB:-V;>LS-V:-,- |
HEDGHFLDFRM |
MF |
s |
1 |
Short |
st* |
|||
Type
Wt/Lb Cost To Hit Damage
AC+
SP/P
Profession
Race
MF P/S 1/2 Range Modes
Powers
|
Poison Bomb |
Potion |
1.0 |
600 |
0 |
OdOfO |
|
PolAnkh |
Armor Magic |
1.5 |
100 |
0 |
0d0+0 |
|
Quarrel |
Missile |
0.2 |
3 |
0 |
ld4+l |
|
Quarterstaff |
Weapon Extend |
4.5 |
10 |
0 |
ld5+0 |
|
Quilt Legging |
Armor Legs |
9.0 |
190 |
0 |
0d0+0 |
|
Quilt Tunic |
Armor Armor |
10.0 |
175 |
0 |
OdOfO |
|
Rammbus Staff |
Weapon Extend |
12.0 |
25000 |
2 |
2d4+4 |
|
Rapier |
Weapon Short |
4.0 |
125 |
0 |
ld7+0 |
|
Ravens Bill |
Weapon Extend |
20.0 |
17500 |
2 |
4d4+2 |
|
Razor Stone |
Missile |
0.5 |
25 |
0 |
2d3+l |
|
Red Mushroom |
Quantity |
0.2 |
250 |
0 |
OdOfO |
|
Resurrection |
Potion |
1.0 |
2500 |
0 |
0d0+0 |
|
Resurrection |
Scroll |
0.3 |
5000 |
0 |
0d0+0 |
|
Rhine Stone |
Missile |
0.5 |
1 |
-4 |
ldl+0 |
|
Ring of Deftness |
Armor Magic |
0.2 |
20000 |
0 |
0d0+0 |
|
Ring of Delphi |
Armor Magic |
0.5 |
17760 |
0 |
0d0+0 |
|
Ring of Minds |
Armor Magic |
0.1 |
3500 |
0 |
0d0+0 |
|
Ring of Speed |
Armor Magic |
0.2 |
20000 |
0 |
0d0+0 |
|
Ring of Stars |
Armor Magic |
0.2 |
100000 |
0 |
0d0+0 |
|
Roasted Com |
Quantity |
0.2 |
50 |
0 |
0d0+0 |
|
Robes (L) |
Armor Legs |
4.0 |
15 |
0 |
OdOfO |
|
Robes (U) |
Armor Armor |
3.0 |
15 |
0 |
0d0+0 |
|
Robes of Enchant (L) Armor Legs |
4.0 |
10000 |
0 |
0d0+0 |
|
|
Robes of Enchant (U) Armor Armor |
3.0 |
10000 |
0 |
OdOfO |
|
|
Rock of Reflection |
Other |
1.2 |
1000 |
0 |
ld2+0 |
|
Rod of Sprites |
Weapon Short |
0.5 |
25000 |
2 |
4d4+0 |
|
Rope & Hook |
Other |
56.0 |
0 |
0 |
0d0+0 |
|
Rose Petals |
Quantity |
0.1 |
100 |
0 |
0d0+0 |
|
Rotten Cheese |
Other |
0.5 |
0 |
0 |
OdOfO |
|
Round Shield |
Shield |
10.0 |
350 |
0 |
OdOfO |
|
Rubber Band |
Other |
20.0 |
0 |
0 |
0d0+0 |
|
Rubber Braid |
Other |
10.0 |
0 |
0 |
0d0+0 |
|
Rubber Strand |
Other |
5.0 |
0 |
0 |
OdOfO |
|
Ruby Eyeball |
Other |
1.0 |
0 |
0 |
OdOfO |
|
Ruby Eyeball |
Other |
1.0 |
0 |
0 |
0d0+0 |
|
Ruby Talisman |
Armor Magic |
0.7 |
1250 |
0 |
0d0+0 |
0
0
0
0
4
4
0
0
0
0
0
0
0
0
2
-4
0
2
4
0
2
2
6
6
0
0
0
0
0
2
0
0
0
0
0
1
Poison Gas/3
lightning/5
Magic Food/2 Resurrection/6 Resurrection/6
Mindread/5
Help Food/2
Magic Food/1
FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN
F:V:P::;-,\:::.::VBLS:-l>:
P^pr>:«xVBLSVrf* .^:::;P:;-::\i:r-vB;.i::v;> F -TR B-V: L S'VfV FW.;i:.;:.V::;;:V:.:L:: :.:;. FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN
;MP;- A: P.B;,:M FMPTRABPVBLSMN
FMPTRABPVBLSMN FMPTRABPVBLSM FMPTRABPVBLSM MP HA;;PVBLSM MP- ATPVBLSM . FMPTRABPVBLSMN :M:v:>::A:":Pv:;.i.:v:N FMPTRABPVBLSMN
FMPTRABPVBLSMN
FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FM TRABPV LSMN
HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGH LDFRM HEDGH LDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGH LDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM
«>■:? i^:.r?r;x:^
HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGH LDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM
MF S 1 Throw ; >:;R;
MF Short
MF S 1 Shoot T; :
MF P 2 Extended TBn^
MF Short
MF Short
MF P 2 Extended :B; X: I
MF Short T>;::i
MF P 2 Extended ST-S&:ft:
MF S 1 Shoot
MF Short
MF S 1 Throw i :;-R
MF Short
MF S 1 Shoot ViBM
MF Short
MF Short
MF Short
MF Short
MF Short
MF Short
MF Short
MF Short
MF Short
MF Short
MF S 1 Short
MF S 1 Short T-- ;R-
MF Short
MF Short
MF Short
MF Short
MF Short
MF Short
MF Short
MF Short
MF Short
MF Short
}sn smaij
to
|
Item |
Type |
Wt/Lb |
Cost |
To Hit |
Damage |
AC+ SP/P |
Profession |
Race |
MF |
P/S |
1/2 |
Range |
Modes |
|
|
Rutabega |
Quantity |
0.2 |
50 |
0 |
OdOK) |
0 |
Help Food/1 |
HEDGHFLDFRM |
MF |
Short |
||||
|
Sacred Slippers |
Armor Boots |
2.5 |
18000 |
0 |
0d0+0 |
6 |
;-:v:pri^x^xVB;.:V-.;x |
HEDGH LDFRM |
MF |
Short |
||||
|
Sai |
Weapon Short |
3.5 |
750 |
1 |
2d3+2 |
0 |
;-y\yy\i:\\y\--:i;\S-::\N |
HEDGHFLDFRM |
MF |
s |
1 |
Short |
n^xll::i |
|
|
Saint Bastard |
Weapon Short |
11.0 |
5000 |
2 |
2d4+5 |
0 |
F,fi'":<AT<:-V^LS\^: |
HEDGH-LDFRM |
MF |
Short |
STB; v: ':::" |
|||
|
Sandals |
Armor Boots |
1.5 |
25 |
0 |
0d0+0 |
1 |
FMPTRABPVBLSM |
HEDGHFLDFRM |
MF |
Short |
||||
|
Scarab Necklace |
Armor Magic |
1.5 |
50000 |
0 |
0d04-0 |
2 |
;-mp?>u^vb:;-;v;n |
HEDGHFLDFRM |
MF |
Short |
||||
|
Seige Arbalest |
Weapon Shoot |
19.0 |
8000 |
4 |
0d0+0 |
0 |
F:>i::;R.x;:vVi.iL::::M- |
HEDGHLDFRM |
MF |
Shoot |
||||
|
Serpent Stone |
Missile |
0.5 |
95 |
1 |
3d3+3 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
s |
1 |
Shoot |
V-BMV;; |
|
|
Shadow Cloak |
Armor Magic |
4.5 |
400 |
0 |
OdOfO |
1 |
^irm/tBrV:*: >\-N |
HEDGH; LDFRM |
MF |
Short |
||||
|
Shiken Shuri |
Weapon Throw |
0.5 |
500 |
1 |
ld7+5 |
0 |
r-ivii-rx .-i: >■;: :.smn |
HEDGHFLDFRM |
MF |
s |
1 |
Throw |
■.;-;R: |
|
|
Short Bow |
Weapon Shoot |
2.5 |
250 |
-3 |
OdOfO |
0 |
FMrTRABPVi.LSMN |
HEDGHFLDFRM |
MF |
Shoot |
||||
|
Short Sword |
Weapon Short |
3.0 |
45 |
0 |
ld6+0 |
0 |
F;xTRAB:-V: V■:■■:.■ -■: |
HEDGHFLDFRM |
MF |
s |
1 |
Short |
ST :;:xx: |
|
|
Shuriken |
Weapon Throw |
0.5 |
20 |
0 |
ld6+l |
0 |
;-vi:;x:.;:;-:::;i:v:-;;..SMN |
HEDGHFLDFRM |
MF |
s |
1 |
Throw |
;;.x;R; |
|
|
Silver Cross |
Armor Magic |
1.0 |
0 |
0 |
0d0+0 |
1 |
r^PiX.^:-VB:;:v:X |
HEDGHFLDFRM |
MF |
Short |
||||
|
Silver Cross |
Armor Magic |
1.0 |
500 |
0 |
0d0+0 |
1 |
:-.xP; ;:..-,; -VVB:.?; :.;.:■ |
HEDGHFLDFRM |
MF |
Short |
||||
|
Silver Gloves |
Armor Gloves |
9.5 |
5000 |
0 |
0d0+0 |
12 |
FM-i-x;, A=v;-vr<LS V-:-: |
HEDGH-LDFRM |
MF |
Short |
||||
|
Silver Key |
Other |
0.2 |
0 |
0 |
0d0+0 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
||||
|
Skeleton Key |
Other |
0.5 |
0 |
0 |
0d0+0 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
||||
|
Skull Dagger |
Weapon Short |
1.0 |
1500 |
1 |
2d4+0 |
0 |
FMJTRABPViLSxN |
HEDGHFLDFRM |
MF |
s |
1 |
Short |
::.T.:::;v:r; |
|
|
Skullcap |
Armor Helm |
0.5 |
30 |
0 |
0d0+0 |
1 |
MP ■ AiPvB: M . |
HEDGHFLDFRM |
MF |
Short |
||||
|
Skyrocket |
Weapon Throw |
0.5 |
350 |
0 |
5d5+0 |
0 |
Magic Missile/4 |
:M;T:-ABPV;:,:,;:,MN |
HEDGHFLDFRM |
MF |
s |
1 |
Throw |
x;;x;R: |
|
Sling |
Weapon Shoot |
1.0 |
5 |
0 |
0dO+0 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Shoot |
||||
|
Sliver Solleret |
Armor Boots |
12.5 |
5000 |
0 |
0d0+0 |
12 |
F:>;::':.i-:.-,i:;-V;;L:; xX |
HEDGH LDFRM |
MF |
Short |
||||
|
Slow |
Scroll |
0.3 |
600 |
0 |
0d0+0 |
0 |
Slow/3 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
Sneeze |
Powder |
0.5 |
100 |
0 |
0d0+0 |
0 |
Itching Skin/3 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
s |
1 |
Throw |
: ;;.x;R; |
|
Solleret |
Armor Boots |
10.0 |
1650 |
0 |
0d0+0 |
10 |
FM ■;:: .::i-::-v;-:.L -;: |
HEDGH LDFRM |
MF |
Short |
||||
|
Sparkler |
Weapon Throw |
0.1 |
15 |
0 |
ld8+0 |
0 |
;;MJ:T;-:.ABPv;:;.::::xN |
HEDGHFLDFRM |
MF |
s |
1 |
Throw |
SiBfcSRi |
|
|
Spear |
Weapon Extend |
5.0 |
20 |
0 |
ld6+0 |
0 |
F:V<^-iRX:-:-V:':LNXiN |
HEDGHFLDFRM |
MF |
P |
2 |
Extended |
ST^V^ |
|
|
Spear of Death |
Weapon Extend |
9.0 |
3000 |
1 |
ld5+4 |
0 |
FiV:;-iR-VvirVviLSMN |
HEDGH; LDFRM |
MF |
Extended |
oT;;.;:-:;-:; |
|||
|
Special Message |
Other |
0.3 |
15485 |
0 |
0d0+0 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
||||
|
Spire Key |
Other |
0.5 |
0 |
0 |
0d0+0 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
||||
|
Sprocket |
Other |
25.0 |
0 |
0 |
0d0+0 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
||||
|
Staff |
Weapon Short |
4.0 |
5 |
0 |
ld4+0 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
XiB::xX |
|||
|
Staff Magicus |
Weapon Short |
4.0 |
7000 |
1 |
2d4+0 |
0 |
Magic Screen/3 |
;M;v:'xA>:Pv;;.:,:v-.;x |
HEDGHFLDFRM |
MF |
Short |
':B:v;;< |
||
|
Staff of Aram |
Weapon Extend |
0.7 |
0 |
1 |
2d5+2 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Extended |
TBM = |
|||
|
Staff of Ruin |
Weapon Short |
1.0 |
2500 |
-4 |
ld2+0 |
0 |
;MP^<A:-:PVB:SV::; |
HEDGHFLDFRM |
MF |
Short |
■;-Bx;:x |
|||
Powers
:.:Xx,;,c;-:
iX^xxCK
Item
Type
Wt/Lb Cost To Hit Damage
|
AC |
+ SP/P |
Profession |
Race |
MF |
P/S |
1/2 Range |
Modes |
|
0 |
Magic Missile/1 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
S;B:v;x |
|
|
0 |
Sleep/3 |
MP:RA;:pvBi,:v-.;x |
HEDGHFLDFRM |
MF |
Short |
::.;m-;-;< |
|
|
0 |
Fireball/3 |
:MP;RA;iPvB;.:: ;.-;.: |
HEDGHFLDFRM |
MF |
Short |
:;tB;v:.:- |
|
|
0 |
Terror/6 |
>W-''I A:'<PV ;: ' <\V |
HEDGHFLDFRM |
MF |
Short |
:-B :: |
|
|
8 |
F;:<:::l;:A::iJ:Vl:;.LV-.l:-. |
HEDGH LDFRM |
MF |
Short |
|||
|
4 |
FN': ■:■> r-::.i: :-■; V^LVvix |
HEDGH LDFRM |
MF |
Short |
|||
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
0 |
FMi-Ti<AB:-V:>LS\i'\- |
HEDGHFLDFRM |
MF |
S |
1 Throw |
Si'KViRi |
|
|
0 |
Stink Bomb/2 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
S |
1 Throw |
■::.; ;,:>-;R. |
|
8 |
F^rr:-::.::i--xV:;;-LS;--;---: |
HEDGH: LDFRM |
MF |
Short |
|||
|
6 |
Fi;i.T:-^xBrVi;L:;:v;> |
HEDGHLDFRM |
MF |
Short |
|||
|
8 |
FM'i-T:>AB:-vr-:LSvrv |
HEDGH LDFRM |
MF |
Short |
|||
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
3 |
F: >TR B V:L: ■■.■:■: |
HEDGHFLDFRM |
MF |
Short |
|||
|
3 |
F:;:TR .B:Vi:L::-; |
HEDGHFLDFRM |
MF |
Short |
|||
|
0 |
Fireball/4 |
Rf^T<.AT<?Vf<L<W.' |
HEDGH LDFRM |
MF |
p |
2 Short |
ST;;:M':S |
|
0 |
:-;v:j TR/;:B;:'.':;;,:,:;: .'.I:--. |
HEDGHFLDFRM |
MF |
Short |
,:T;:. -;::; |
||
|
0 |
FM?^^>>V>%>L-Vv:N |
HEDGH LDFRM |
MF |
p |
2 Short |
ST :: .■=::.: |
|
|
0 |
Fi-I FJR.-si; ■-Vi;L?; >■!>" |
HEDGHLDFRM |
MF |
Short |
ST.:X'-:.V |
||
|
3 |
^1i-ir:A!-::-Vr-::S\;N |
HEDGHFLDFRM |
MF |
Short |
|||
|
-1 |
F^.;;v:,:::i.;:V^L::^liv |
HEDGH; LDFRM |
MF |
Short |
|||
|
0 |
Terror/4 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
||
|
0 |
Lightning/5 |
Fivi::TR::j;;-Vi;L:;v;-. |
HEDGH LDFRM |
MF |
Short |
STx ;x.;/; |
|
|
0 |
-:v;xT;,^;;v;:v;v:s-,r.; |
HEDGHFLDFRM |
MF |
S |
1 Short |
ST-^R: |
|
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
0 |
Cure Poison/6 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
||
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
2 |
:N::i';l::/V::;::v;-:,-.s;-.l;, |
HEDGH LDFRM |
MF |
Short |
|||
|
9 |
■vi--ri^^i-v^;sv;\ |
HEDGHLDFRM |
MF |
Short |
|||
|
9 |
:;:V:F:KA;jrv-:;.S>.iv |
HEDGH: LDFRM |
MF |
Short |
|||
|
2 |
F?.^TKAB::V^I>:\rv |
HEDGHLDFRM |
MF |
Short |
|||
|
-4 |
Fi -PTR B VBL: l>: |
HEDGHLDFRM |
MF |
Short |
|||
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
-4 -4 |
iMP;::A;iPVBLSM MP A-PVBLSM . |
HEDGHFLDFRM HEDGHFLDFRM |
MF MF |
Short Short |
Powers
|
Stave of Missiles |
Weapon Short |
4.0 |
750 |
1 |
ld4+2 |
|
Stave of Moons |
Weapon Short |
1.0 |
5000 |
1 |
2d4+0 |
|
Stave of Stars |
Weapon Short |
0.0 |
10000 |
1 |
2d4+0 |
|
Stave of Witches |
Weapon Short |
4.0 |
12500 |
2 |
3d4+0 |
|
Steel Gauntlets |
Armor Gloves |
8.0 |
1500 |
0 |
0d0+0 |
|
Steel Helm |
Armor Helm |
4.0 |
300 |
0 |
0d0+0 |
|
Steel Hook |
Other |
1.0 |
0 |
0 |
0d0+0 |
|
Stiletto |
Weapon Throw |
0.5 |
85 |
2 |
2d3+0 |
|
Stink Bomb |
Potion |
0.3 |
250 |
0 |
0d0+0 |
|
Stud Chausses |
Armor Legs |
17.0 |
900 |
0 |
0d0+0 |
|
Stud-Cuir Bra+2 |
Armor Armor |
5.5 |
2000 |
0 |
0d0+0 |
|
Studded Hauberk |
Armor Armor |
22.0 |
950 |
0 |
0d0+0 |
|
Stuffed Beagle |
Other |
3.0 |
0 |
0 |
0d0+0 |
|
Sude Pants |
Armor Legs |
6.5 |
60 |
0 |
0d0+0 |
|
Suede Doublet |
Armor Armor |
5.0 |
85 |
0 |
0d0+0 |
|
Sword of Fire |
Weapon Short |
14.0 |
20000 |
2 |
2d8+0 |
|
Sword of Hearts |
Weapon Short |
4.5 |
4000 |
2 |
ld7+4 |
|
Sword of Lading |
Weapon Short |
45.0 |
2400 |
-6 |
ld8+8 |
|
Sword of Striking |
Weapon Short |
5.0 |
1250 |
2 |
ld8+0 |
|
Tabi Boots |
Armor Boots |
2.0 |
85 |
0 |
0d0+0 |
|
Tarnished Mail |
Armor Armor |
28.0 |
400 |
0 |
0d0+0 |
|
Terror |
Scroll |
0.3 |
400 |
0 |
OdOfO |
|
The Avenger |
Weapon Short |
7.5 |
50000 |
3 |
3d8+4 |
|
Thieves Dagger |
Weapon Short |
1.5 |
6000 |
2 |
3d4+0 |
|
Ticket Stub |
Other |
0.1 |
12220 |
0 |
0d0+0 |
|
Tinkerbell |
Other |
0.3 |
0 |
0 |
0d0+0 |
|
Toadstone Ring |
Armor Magic |
0.1 |
2400 |
0 |
OdOfO |
|
Tomb Key |
Other |
0.5 |
0 |
0 |
0d0+0 |
|
Tora Maedate |
Armor Magic |
1.5 |
5000 |
0 |
OdOfO |
|
Tosei-Do (L) |
Armor Legs |
20.0 |
3000 |
0 |
OdOfO |
|
Tosei-Do (U) |
Armor Armor |
24.0 |
3000 |
0 |
0d0+0 |
|
Tricome Hat |
Armor Helm |
3.5 |
250 |
0 |
0d0+0 |
|
Unctuous Gloves |
Armor Gloves |
2.5 |
600 |
0 |
0d0+0 |
|
Vault Key |
Quantity |
0.2 |
50000 |
0 |
OdOfO |
|
Vennal Robe (L) |
Armor Legs |
4.0 |
10000 |
0 |
0d0+0 |
|
Vennal Robe (U) |
Armor Armor |
3.0 |
10000 |
0 |
OdOfO |
K
:-xs---c>;
IS
jsiq sraaji
$
K
Item
Type
Wt/Lb Cost To Hit Damage
|
Vex Bow |
Weapon Shoot |
8.0 |
800 |
-8 |
0d0+0 |
|
Viper Arrow |
Missile |
0.2 |
85 |
1 |
ld7+3 |
|
Vulcan Hammer |
Weapon Short |
8.0 |
15000 |
2 |
3d4+4 |
|
Wakizashi |
Weapon Short |
3.0 |
240 |
0 |
ld6+0 |
|
Wakizashi+1 |
Weapon Short |
3.5 |
20000 |
1 |
ld9+l |
|
Wand of Ghosts |
Weapon Short |
0.8 |
15000 |
2 |
5d3+0 |
|
Wand of Mystery |
Weapon Short |
0.8 |
7000 |
1 |
3d3+0 |
|
Wand of Razing |
Weapon Short |
0.8 |
8000 |
-4 |
ld3+0 |
|
Wand of Weaving |
Weapon Short |
0.8 |
10000 |
1 |
3d3+0 |
|
War Hammer |
Weapon Short |
6.5 |
70 |
0 |
ld5+l |
|
War Sceptre |
Weapon Short |
6.0 |
75 |
0 |
ld6+0 |
|
Water Wings |
Armor Boots |
2.0 |
50000 |
0 |
0d0+0 |
|
Wine Bottle |
Other |
0.4 |
0 |
0 |
0d0+0 |
|
Wizard's Cone |
Armor Helm |
2.0 |
75 |
0 |
0d0+0 |
|
Wizard's Record |
Other |
2.0 |
13960 |
0 |
OdOfO |
|
Wizard's Ring |
Armor Magic |
0.5 |
0 |
0 |
0d0+0 |
|
Wrist Rocket |
Weapon Shoot |
1.5 |
1400 |
3 |
0d0+0 |
|
Zatoichi Bo |
Weapon Extend |
5.0 |
100000 |
4 |
3d6+6 |
|
Zizka Star |
Weapon Short |
13.0 |
1400 |
0 |
2d5+0 |
|
Zweihander |
Weapon Short |
16.0 |
4000 |
0 |
3d5+0 |
|
AC |
:+ sp/p |
Profession |
Race |
MF |
P/S |
1/2 Range |
Modes |
|
0 |
FM.V ilt^i^LSMN |
HEDGH. LDFRM |
MF |
Shoot |
|||
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
S |
1 Shoot |
T >M:V |
|
|
0 |
Fireball/5 |
F:::i::':.:-L-,;;;-V;;L:: /.;? |
HEDGH:LDFRM |
MF |
Throw |
iBMR |
|
|
0 |
;-: :-:: A:V:-V:V;SV;N |
HEDGHFLDFRM |
MF |
S |
1 Short |
ST:-.x>': |
|
|
0 |
iMi;v.:.::;;:vi;,-.s:.lN |
HEDGHFLDFRM |
MF |
S |
1 Short |
ST;.- XX |
|
|
0 |
Dispel Undead/4 |
-MPT>::A:-P:.i.-v;x |
HEDGHFLDFRM |
MF |
S |
1 Short |
:T:-:xr |
|
0 |
Prismic Missile/3 |
;:M;y:xAi;P:--:::: |
HEDGHFLDFRM |
MF |
s |
1 Short |
t; .r |
|
0 |
^M:-;:-A:-:Pv;v:s-,r-.: |
HEDGHFLDFRM |
MF |
s |
1 Short |
ST : tt |
|
|
0 |
Illusion/4 |
;M: ;V-A::;Pvii:,;-:,x.;-. |
HEDGHFLDFRM |
MF |
s |
1 Short |
:T;..:::;R. |
|
0 |
f^p-t>u^>v^l^;-^ |
HEDGH LDFRM |
MF |
Short |
B :-::: |
||
|
0 |
FX;PT;.:.;-,;:;-VBL::; ;.;:. |
HEDGH LDFRM |
MF |
s |
1 Short |
vTBKlv: |
|
|
7 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
2 |
■M:: r-i-:: A: P ;';.;. |
HEDGHFLDFRM |
MF |
Short |
|||
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
1 |
iM:^:-:Ar-:PVB: N'VX." |
HEDGHFLDFRM |
MF |
Short |
|||
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Shoot |
|||
|
0 |
Blinding Flash/6 |
^::::x ^'::':-.:.SMN |
HEDGHFLDFRM |
MF |
p |
2 Extended |
TB; : |
|
0 |
F->;P :<..,; :;-VBL::;:-.-;N |
HEDGH LDFRM |
MF |
Short |
■"IBttV: |
||
|
0 |
F^x^;-a;v::V:-:LS "v;v |
HEDGH LDFRM |
MF |
P |
2 Short |
ST M: |
Powers
K K
sCK CK ; .K
95
Monster Type Hit Points Experience Appearing
|
Accursed Ones |
Undead |
144-204 |
75575 |
1-2 |
|
Acid Slimes |
Insect |
11-20 |
1340 |
2-4 |
|
Amazuli |
Fighter |
25-40 |
1739 |
4-7 |
|
Amazuli Archers |
Ranger |
25-40 |
1176 |
3-5 |
|
Amazulu Queen |
Valkyrie |
78-110 |
23017 |
1-1 |
|
Amazulu Queen |
Valkyrie |
78-110 |
23017 |
1-1 |
|
Amazulu Zombies |
Undead |
21-41 |
3244 |
2-6 |
|
Amen-tut-butt |
Undead |
80-100 |
33138 |
1-1 |
|
Assassins |
Ninja |
65-91 |
28238 |
2-2 |
|
?? Bane King ?? |
Vampire |
174-174 |
58028 |
1-1 |
|
Banshees |
Undead |
40-64 |
9000 |
3-5 |
|
Bats |
Beast |
1-3 |
99 |
2-4 |
|
* BELA * |
Dragon |
871-871 |
1420419 |
1-1 |
|
Black Bats |
Beast |
2-6 |
290 |
2-8 |
|
Black Knight |
Lord |
180-180 |
51481 |
1-1 |
|
Blue Tail Flies |
Insect |
59-86 |
18286 |
1-2 |
|
Bork |
Tiny |
362-446 |
43278 |
1-1 |
|
Brigands |
Thief |
9-18 |
710 |
2-3 |
|
Brigerd Woltan |
Valkyrie |
166-166 |
40538 |
1-1 |
|
Bulli's Ghost |
Undead |
55-88 |
17882 |
1-1 |
|
Bushwackers |
Thief |
5-9 |
392 |
1-3 |
|
Captain Matey |
Fighter |
79-106 |
11841 |
1-1 |
|
Caterpillar |
Insect |
216-348 |
49242 |
1-1 |
|
Charron |
Myth |
546-684 |
120528 |
1-1 |
|
Chunin |
Ninja |
90-126 |
39814 |
1-2 |
|
Cold Slimes |
Insect |
25-40 |
4498 |
1-2 |
|
Creeping Vines |
Plant |
1-3 |
59 |
2-6 |
|
DRACULA |
Vampire |
174-174 |
361924 |
1-1 |
|
Daisho Masters |
Samurai |
84-126 |
23320 |
1-3 |
|
Dark Crusaders |
Lord |
58-82 |
6698 |
5-5 |
|
Dark Crusaders |
Lord |
70-100 |
8486 |
5-5 |
|
Demonic Hellcat |
Demon |
54-78 |
21485 |
1-1 |
|
Defenders |
Lord |
108-180 |
3330 |
2-3 |
|
Disko Zombie |
Undead |
152-200 |
19884 |
1-1 |
|
Dragonflies |
Insect |
24-36 |
2200 |
3-5 |
|
Draw Elves |
Ranger |
49-76 |
11483 |
4-6 |
|
Dungeon Leeches |
Insect |
6-12 |
352 |
2-6 |
|
Eila's Ghost |
Undead |
55-88 |
19120 |
1-1 |
|
Faerie Queen |
Enchanted |
66-88 |
91860 |
1-1 |
|
Faerie Sylphs |
Enchanted |
48-64 |
30997 |
9-9 |
|
Fat Rats |
Beast |
38-62 |
6144 |
1-1 |
|
Floaters |
Insect |
12-18 |
5908 |
1-2 |
|
Foragers |
Insect |
19-44 |
4654 |
1-4 |
|
FrytzGryns |
Giant |
197-257 |
20222 |
1-1 |
|
Fuming Vines |
Plant |
2-4 |
300 |
2-4 |
|
Gelatin Vapors |
Insect |
10-20 |
1137 |
1-4 |
|
Ghostly She-Hag |
Undead |
55-88 |
24277 |
1-1 |
|
Giant Ants |
Insect |
11-26 |
1849 |
3-9 |
|
Giant Crabs |
Insect |
40-60 |
5386 |
4-7 |
|
Giant Mosquitos |
Insect |
29-41 |
1398 |
3-9 |
|
Giant Rats |
Beast |
4-10 |
450 |
1-2 |
|
Giant Serpent |
Beast |
78-102 |
9131 |
1-1 |
|
Giant Wyrms |
Insect |
22-34 |
2700 |
2-4 |
96
|
Monster |
Type |
Hit Points |
Experience |
Appearing |
|
Goblin Priests |
Priest |
40-64 |
11982 |
3-9 |
|
Goblin Shamans |
Wizard |
33-49 |
16139 |
3-9 |
|
Goblins |
Thief |
48-72 |
3440 |
3-9 |
|
Goop Gloops |
Plant |
45-60 |
8798 |
2-2 |
|
Grandfather |
Ninja |
132-176 |
83523 |
1-1 |
|
Greater Demons |
Demon |
138-186 |
63170 |
34 |
|
Gremlins |
Thief |
65-83 |
26184 |
3-9 |
|
Guardian of the Rock |
Enchanted |
108-164 |
51741 |
1-1 |
|
Guardians of Ramm |
Fighter |
72-120 |
7815 |
2-8 |
|
Haiyato Daikuta |
Samurai |
160-160 |
65270 |
1-1 |
|
Haunts |
Demon |
143-179 |
23620 |
3-5 |
|
Hellcats of Fire |
Demon |
72-96 |
31072 |
1-1 |
|
Highlanders |
Ranger |
47-61 |
3892 |
4-4 |
|
Hill Giants |
Giant |
42-72 |
4098 |
1-3 |
|
Huge Bats |
Beast |
3-7 |
318 |
1-2 |
|
Huge Spiders |
Insect |
43-75 |
6326 |
3-5 |
|
Hydra Plants |
Plant |
48-64 |
8002 |
1-2 |
|
Indigo Bats |
Beast |
37-58 |
2900 |
1-2 |
|
Insane Skeleton |
Undead |
112-140 |
24105 |
1-1 |
|
Island Giants |
Giant |
132-192 |
14252 |
2-3 |
|
Jail Rats |
Beast |
23-32 |
916 |
5-9 |
|
Jelly Clouds |
Insect |
6-12 |
329 |
2-8 |
|
Jelly Fish |
Insect |
15-24 |
1041 |
2-8 |
|
Jungle Vines |
Plant |
10-25 |
1189 |
1-5 |
|
Keep of the Crystal |
Psionic |
90-144 |
65329 |
1-1 |
|
Killer Rats |
Beast |
4-10 |
489 |
5-6 |
|
King Crabs |
Insect |
154-190 |
16560 |
1-2 |
|
Klaus Gryns |
Giant |
72-112 |
10474 |
1-1 |
|
Knights of Death |
Undead |
40-64 |
7149 |
8-8 |
|
Kuwali Kubona |
Valkyrie |
56-74 |
22309 |
1-1 |
|
L'Montes |
Thief |
22-26 |
1248 |
1-1 |
|
Lesser Demons |
Demon |
70-100 |
17669 |
4-7 |
|
Lesser Devils |
Demon |
60-100 |
8699 |
4-7 |
|
Liche |
Undead |
80-128 |
68224 |
1-1 |
|
Lord Daimyos |
Samurai |
108-162 |
53508 |
1-1 |
|
Mai-Lai |
Thief |
317-368 |
174326 |
1-1 |
|
Major Dwarves |
Fighter |
20-38 |
2495 |
1-3 |
|
Man 0* Wars |
Insect |
40-56 |
16092 |
1-1 |
|
Man 0' Wars |
Insect |
60-90 |
18712 |
1-1 |
|
Maro's Ghost |
Undead |
55-88 |
24334 |
1-1 |
|
Mau-Mu-Mu |
Enchanted |
126-156 |
54669 |
1-1 |
|
Mind Flayers |
Psionic |
60-96 |
60867 |
3-4 |
|
Miner Dwarves |
Fighter |
14-26 |
1125 |
2-5 |
|
Miner Giants |
Giant |
49-84 |
6587 |
1-2 |
|
Mino-Daemons |
Demon |
88-144 |
59947 |
1-1 |
|
Monstrous Bats |
Beast |
68-100 |
200 |
1-3 |
|
Monstrous Snake |
Beast |
212-248 |
17790 |
1-1 |
|
Monstrous Snake |
Beast |
212-248 |
18390 |
2-3 |
|
Mountain Giants |
Giant |
63-108 |
8388 |
2-2 |
|
Mystaphaphas |
Beast |
150-170 |
21066 |
1-1 |
|
Narci's Ghost |
Undead |
55-88 |
67449 |
1-1 |
|
Nightgaunts |
Demon |
30-50 |
3535 |
4-7 |
Monster Type Hit Points Experience Appearing
|
Ninja |
Ninja |
45-63 |
19309 |
3-3 |
|
Pharaohs of Phyre |
Undead |
59-86 |
4346 |
3-7 |
|
Pharaohs of Phyre |
Undead |
26-38 |
2734 |
2-4 |
|
Pirates |
Thief |
16-28 |
1020 |
2-4 |
|
Pit Fiends |
Demon |
154-196 |
56786 |
2-3 |
|
Poison Giants |
Giant |
194-222 |
23482 |
2-3 |
|
Poison Slimes |
Insect |
7-13 |
592 |
1-3 |
|
Poison Vipers |
Beast |
24-32 |
1195 |
3-5 |
|
Poison Vipers |
Beast |
34-46 |
1389 |
4-8 |
|
Priestesses |
Priest |
25-35 |
3260 |
2-4 |
|
Priests of Ramm |
Priest |
126-162 |
121303 |
4-5 |
|
Queequeg |
Thief |
19-23 |
1103 |
1-1 |
|
REBECCA |
Vampire |
83-83 |
292568 |
1-1 |
|
Rabid Rats |
Beast |
4-10 |
657 |
5-6 |
|
Radames |
Undead |
424-472 |
97301 |
1-1 |
|
Rats |
Beast |
2-4 |
150 |
1-3 |
|
Robin Windmarne |
Ranger |
128-128 |
27920 |
1-1 |
|
Rocks of Rumble |
Enchanted |
88-160 |
51279 |
2-3 |
|
Rogue Leaders |
Thief |
14-26 |
1315 |
1-1 |
|
Rogues |
Thief |
4-7 |
208 |
1-4 |
|
Rotting Corpses |
Undead |
12-28 |
2088 |
2-3 |
|
Rubber Beasts |
Plant |
76-94 |
9667 |
1-1 |
|
Samurai |
Samurai |
50-80 |
9431 |
6-6 |
|
Scallywags |
Thief |
4-8 |
383 |
3-6 |
|
Sea Serpents |
Dragon |
88-144 |
12660 |
2-3 |
|
Shamanesses |
Wizard |
20-30 |
2722 |
1-3 |
|
Siren Sorceress |
Enchanted |
18-30 |
16887 |
5-9 |
|
Sirens |
Enchanted |
20-35 |
5283 |
4-7 |
|
Skeleton Lords |
Undead |
48-80 |
10477 |
3-5 |
|
Skeletons |
Undead |
40-64 |
5178 |
3-7 |
|
Slimes |
Insect |
7-13 |
492 |
3-6 |
|
Smitty |
Fighter |
134-162 |
12065 |
1-1 |
|
Spectres |
Undead |
57-71 |
13703 |
2-3 |
|
Spirits |
Undead |
35-56 |
8578 |
2-3 |
|
Strangler Vines |
Plant |
6-10 |
540 |
1-2 |
|
Tarantulas |
Insect |
73-113 |
7936 |
3-5 |
|
Toll Troll |
Giant |
210-250 |
30062 |
1-1 |
|
Tricksters |
Wizard |
12-16 |
1604 |
2-5 |
|
Twisted Sylphs |
Enchanted |
40-52 |
25401 |
3-9 |
|
Tyrannasauras |
Beast |
2050-3000 |
472050 |
1-1 |
|
Valkyries |
Valkyrie |
59-86 |
7429 |
7-7 |
|
Vampire Bats |
Beast |
5-11 |
714 |
1-2 |
|
Vaspesses |
Insect |
37-79 |
15390 |
1-1 |
|
Water Dragons |
Dragon |
66-96 |
11399 |
2-3 |
|
White Wyrms |
Insect |
51-69 |
7707 |
1-1 |
|
Will 0' Wisps |
Enchanted |
110-132 |
170518 |
1-1 |
|
Wraith Lords |
Undead |
98-140 |
46889 |
1-2 |
|
Wraiths |
Undead |
50-80 |
40549 |
1-2 |
|
* Xorphitus * |
Wizard |
160-160 |
81686 |
1-1 |
|
Yuan-Ti |
Fighter |
90-120 |
9554 |
1-2 |
|
Zombie Bones |
Undead |
26-38 |
3248 |
1-1 |
|
Zombie Guards |
Undead |
49-85 |
8643 |
1-1 |
|
Zombies |
Undead |
46-76 |
6683 |
1-1 |
;>.»»..
98
O^ptes
T(? be continued, ^all 1991...
Crusaders
of the
(DarkSavant
...the continuation of the epic tale ...
Disclaimer
Neither SIR-TECH SOFTWARE, INC., the author(s), distributor(s) or seller(s) of this product shall have any liability or responsibility to the purchaser or any other person or entity with respect to any liability, loss or damage caused or alleged to be caused directly or indirectly by this product, including but not limited to any interruption of service, loss of business and anticipatory profits or consequential damages resulting from the use or operation of this product. This product will be exchanged if defective in the manufacture, labeling or packaging, but except for such replacement the sale or subsequent use of the program material is without warranty or liability.
NOTE: This product is copyrighted and all rights are reserved. The distribution and sale of this product are intended for the personal use of the original purchaser only. Duplicating and selling or otherwise distributing copies of this product, in any form, is hereby expressly prohibited.
■ -.

_
The Complete
Wizardry
Bane of the Cosmic Forge
In the year since its release, Bane of the Cosmic Forge has redefined the boundaries of computer role-playing. Recognized as the "Best Quest of the Year" and "Best Fantasy Role Playing Adventure of the Year" by QuestBusters magazine, it is an international hit that spawned awards and fans in the thousands.
Now, for the first time in Wizardry's history...
Everything you ever wanted to know about Bane of the Cosmic Forge is revealed - straight from its publisher, Sir-tech Software, Inc. You'll find strategies to help you create the definitive party, hints & tips to help you through the intricate world and interviews with the author, D.W. Bradley, and all the creatures that populate Wizardry. Whether you're a seasoned Wizardry player or just gracing the entrance chamber of the King's once proud castle, Paymaster's Compendium: The Official Hint Guide is an essential read.
* Complete Maps *
* Complete Messages *
* Complete Items *
* Complete Monsters * * Completely Everything *
The Only Official Hint Book
Sir-tech Software, Inc.
Ogdensburg Business Center', Suite 2E, Ogdensburg, New York 13669
(315) 393-6633
Printed in Ca»j
ISBN# 0-926846-61-2
0054399211080
A Fantasy Role-Playing Simulation by D.W.Bradley
Playmastef rS Compendium
The Official t§nt Guide
Electronics Boutique Low Price
$9.99
LI5TPRICE $12.95
"HKiicmii .......
75
DDT22


o'
*!..
S^Bout this Oiint Quide
Bane of the Cosmic Forge is an extremely intricate game... full of mystery, puzzles, people and an assortment of monsters and weapons that would make any castle owner proud. With so much detail, it's not surprising that everyone needs a little nudge every now and again.
That's just what this hint guide is for... to fill in the spaces and to answer your questions. It's divided into three sections: information about the game itself and its designers, hints and tips to get you started, and all the details you need to understand the items and monsters within Wizardry.
While we don't like to tell anyone how to play a game, we feel it's best that you use this hint guide only when you are stuck. Half the fun of Wizardry is solving the puzzles, discovering a spell that will vanquish a monster or uncovering a unique power within a weapon all by yourself. By using this guide sparingly, we can guarantee you'll get the most out of everything Bane of the Cosmic Forge has to offer.
Itthat would you lik& to see?
We'd like to know your answer. After all, you're the one who is playing Wizardry. Who would know better? If there is anything that you think would help Wizardry to beat the fur leggings off of other fantasy role-playing games, we want to hear about it. Send your comments and suggestions to:
Sir-tech Software, Inc.- Product Development
P.O. Box 245
Ogdensburg, New York 13669
Still have questions?
If you're stuck in Bane of the Cosmic Forge, and can't find answers to your questions in this guide, we've got someone waiting to help you.
The Wizardry Hotline (315) 393-6633
Monday - Friday ~ 4:00 - 8:00 p.m. Eastern Time Weekends and Holidays 12:00 - 4:00 p.m. Eastern Time
Bane of the Cosmic Forge application software copyright © 1990 by Sir-tech Software, Inc. and D.W. Bradley.
All logos, printed graphic designs and printed materials copyright © 1990 by Sir-tech Software, Inc.
Bane of the Cosmic Forge Paymaster's Compendium copyright © 1991 by Sir-tech Software, Inc. All rights reserved.
All rights reserved. No part of this book may be reproduced in any way, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise without prior permission in writing from the publisher, except by reviewers, who may quote brief passages to be printed in a magazine or newspaper.
1234567890
Wizardry is a registered trademark of Sir-tech Software, Inc.; Reg'd TM - Canada and Japan.

Wizardry (Bane of the Cosmic forge
...was created, programmed and designed by (DSW. (Bradtey...
...this guide zvritten and editeabtj (Brenda garno...
...aitgame messages by (D.w. (BradCeu...
...items and weapons byjeffrey^ette and (DM. (BradCey...
...artwori^by^edfeoonthanakit and^iCC^Briggs...
.thanks to 'Todd ftshtey, (MikeSanderson andCapt'nTldventure...
XX Tabte of Contents
Introduction-
Creating the Party & Other Strategies-------------------------------------------------------------------2
Before You Enter the Dungeon----------------------------------------------------------------------3
Creating Your Party-----------------------------------------------------------------------------3
Selecting Your Characters' Races---------------------------------------------------------------3
Selecting Your Characters' Professions---------------------------------------------------------5
Drawing Out the Party---------------------------------------------------------------------------6
The Roll of the Dice-Frustration? Did you say, "Frustration?"
Allocating Your Characters' Skill Points-------------------------------------------------------7
Entering the Dungeon--------------------------------------------------------------------------------7
The Pre-Combat Check--------------------------------------------------------------------------7
Your First Encounters---------------------------------------------------------------------------8
After An Encounter------------------------------------------------------------------------------8
A Rude Awakening------------------------------------------------------------------------------9
Accumulating Experience Points----------------------------------------------------------------9
Gaining a Level----------------------------------------------------------------------------------9
Experience Points Needed-----------------------------------------------------------------------10
Practice Makes Perfect (Skills)-----------------------------------------------------------------12
Selecting Spells----------------------------------------------------------------------------------13
Locked Doors------------------------------------------------------------------------------------14
Gates---------------------------------------------------------------------------------------------14
Treasure Chests----------------------------------------------------------------------------------14
Non-Player Characters--------------------------------------------------------------------------14
Spotting Secret Items & Passageways----------------------------------------------------------15
Fountains-----------------------------------------------------------------------------------------15
Moving On---------------------------------------------------------------------------------------15
Calling All Monsters-----------------------------------------------------------------------------15
Save Your Game---------------------------------------------------------------------------------15
Interview with David W. Bradley------------------------------------------------------------------------16
Maps, Messages, Hints & Tips---------------------------------------------------------------------------20
Castle - Ground Zero---------------------------------------------------------------------------------21
Castle - Lower Level---------------------------------------------------------------------------------24
Castle - Towers---------------------------------------------------------------------------------------31
Castle - Upper Level---------------------------------------------------------------------------------34
Skull Door - Part 1-----------------------------------------------------------------------------------37
The Belfry--------------------------------------------------------------------------------------------38
Cavern & Giant Mountain---------------------------------------------------------------------------39
Giant Mountain (Upper)-----------------------------------------------------------------------------43
The Mines---------------------------------------------------------------------------------------------44
The Pyramid------------------------------------------------------------------------------------------50
Skull Door - Part II-----------------------------------------------------------------------------------55
Castle Spires------------------------------------------------------------------------------------------57
River Styx--------------------------------------------------------------------------------------------58
Tomb of the Damned---------------------------------------------------------------------------------63
Swampland-------------------------------------------------------------------------------------------64
Hall of the Dead--------------------------------------------------------------------------------------66
The Enchanted Forest---------------------------------------------------------------------------71
The Temple of Ramm--------------------------------------------------------------------------------74
The Chamber of the Cosmic Forge------------------------------------------------------------------76
All Those Things That Go Bump in the Night & the Goods to Bump Them Back--------------------79
Items List (preface)-----------------------------------------------------------------------------------80
About Dice Rolls----------------------------------------------------------------------------------81
Items--------------------------------------------------------------------------------------------------82
Monsters----------------------------------------------------------------------------------------------95
1
cThe year is 1981. Sir-tech is housed - in entirety - ivithin a svc by-nine foot space rented from a local novelty manufacturer. cIhe office staff is a bit limited, too. In charge of customer relations, public relations, sales and development is Egbert Sirotefc.. who is also the vice president. 9{grman Sirotek^ handles accounting, customer relations, distributor sales and any other tasks which come his way; he is also the controller. Robert Woodheadand Andrew Qreenberg are the whole of development. On the way out the door are the first 100 Wizardry disks. <Ihey have been up a good portion of the night copying the disks... one... by... one.
Ten years have passed since that day the four nervously shipped the first one hundred copies of Wizardry to the world of computer users. (Hung in plastic bags from display racks, Wizardry competed with word processors, accounting packages, spreadsheet databases and other titles of "noble" pursuit. Scarcely a game could be found. After all, many reasoned, computers weren't made for games. And so Wizardry waited. Moping someone would notice. Ten years and nearly 2 million copies later, clearly someone had.
r+s r-+* /■*■
At the same time and on opposite ends of the United States, (David W. (Bradley had begun to program what would become Wizardry V: Mean of the (Maelstrom. (Being a fan of fantasy role playing and computers, 'Davidnaturally mixed the two. In the office where he worked, the game passed from disf^to disband person to person. (People who were supposed to be typing memos, planning corporate stratums and comparing financial sheets, were instead trouncing through dungeons, battling dragons and collecting gold pieces.
In 1984, (David contacted Sir-tech Software about his program, then called "(Dragons (Breath." In just a few weeks, the game was a hit with Sir-tech's office staff, too. 9{prm and%ob Sirotek^decidedit was just too good to pass on, and so set the production wheels in motion.
After its release in 1988, Wizardry V won several gaming awards and increased the series' fame to even higher levels. And that's when it happened - David threw the entire system out the door on its ear.
And from the ground up, beginning with a simple "(Hello World!' program, David Bradley sculpted a system that had been his own for 10 years a system that would eventually garner more awards than the previous five Wizardrys combined. (But according to David, "([hat's only the beginning."
2
Creating The (Party
Sind Other
'Essential Strategies
of the
'Bane of the Cosmic Jorge
adventurer
How do you create the perfect party? How many experience points do you need to reach the next level? What's the best way to deal with locked doors? You'll find the answers to these questions and more in the section which follows.
Designed as a gamer's aid, the advice it offers is crafted from the contributions of dozens of gamers who have made it successfully through Bane of the Cosmic Forge. Whether you're a seasoned player or an adventurer just beginning your trek into Wizardry, the suggestions found here will certainly help you in your travels.
'Before you "Enter ^foe dungeon
You've just installed Bane on your computer, and you're eager to get into the dungeon where the adventure waits for you.
Not so fast. You're about to create a party that you'll have to live with for the whole of your adventure! The more time and effort you put into developing these characters, the more performance you'll get out of them.
Creating Your Party
The party is the very heart of any role playing experience. The characters you create to adventure through Bane of the Cosmic Forge will soon become your electronic friends. You'll know them nearly as well as you know yourself.
With such variety, however, selecting a party which will meet all the challenges of the Wizardry world can be quite a puzzling experience. To be exact, there are 297 possible character combinations to choose from, and from that selection, everyone seems to have a different idea about which characters comprise the "best possible party". And that's okay. It's always been a personal decision. However, some general guidelines do exist. They are discussed in the following sections.
Selecting Your Characters' Races
A character's race is an all-important trait. Races offer your party members special benefits such as a lowered armor class or certain resistances, and typically dictate which professions your characters may enter.
When you're considering the makeup of your party, think of what you'll need as you enter the Wizardry world: fighters who are fast and strong; spell casters who are intelligent, pious or both and thieves who are dexterous, fast and intelligent. Different races within Wizardry offer each of these benefits naturally.
The Lizardman, for example, makes for an excellent fighter. Using the chart below, you can see where each race excels along with any unique traits it may possess.
Each race has its own strengths and unique traits.

I Races' M Races'
strengths || weaknesses
Looking at the chart, you can see that each race, with the exception of the well-balanced Human, leans toward a particular profession. For example, if you're looking to create a Priest, good candidates for race would be an Elf, Dwarf, Gnome or Rawulf - all have good piety and would likely take few bonus points to enter the profession. Likewise, the Lizardman, Dracon and Mook all lean toward fighting professions.
4
Just as the Lizardman leans toward a fighting profession, so too do the other races lean toward their own professions. The chart below shows you just how well the different races match up to the professions.
Certain races are made to enter a particular profession.

handsomely: the Felpurr, because of its legendary speed, has a naturally low armor class. The Ninja, by the same token, lowers its armor class through its study of Ninjutsu. A Felpurr Ninja, then, has a doubly low armor class! On top of that, your Felpurr Ninja also has resistance to spells and missiles hurled in its direction. Not a bad character! And there are others just like it! Just look at the benefits these races have to offer:
Some races have unique resistances
Race requires least amount of bonus points to enter the profession.
Second Place
|
Resistances ^^ |
|
|
Humans |
None |
|
Elues |
Hypnosis & Sleep Spells |
|
Duiarues |
Magical Spells & Poison 1 |
|
Gnomes |
Magical Spells |
|
Hobbits |
Magical Spells |
|
D Faeries |
Magical Spells |
|
Lizardmen |
Mental Spells & Acid |
|
Dracons |
Mental Spells & Acid |
|
Felpurrs |
Spells & Missiles (SPD) |
|
Ramulfs |
Cold |
|
^B Mooks |
Magical Spells & Cold |
While it's important to compare a character's race against the profession he or she hopes to enter, it's equally important to consider what benefits you'll receive by selecting a particular race - some races have a naturally low armor class; others have special abilities.
When you combine a race's natural talents such as a high strength or a resistance to magical spells with a profession's bag of tricks like critical hits or spell casting, you can create some astounding characters! For instance, consider the Felpurr Ninja. While it is a hard character to roll, the combination of its race and profession will pay off
As you're creating your party, try to take advantage of the resistances Wizardry's people have to offer - and study those resistances carefully. You'll find that some races' resistances are superior to others. The Elf, for example, has a resistance to Hypnosis & Sleep spells. However, the Lizardman and the Dracon have resistance to all mental spells. What's more, the Dracon can even breathe acid upon its opponents!
Despite a race's leaning, no race is limited to any particular profession. With a high enough roll of the dice, any race can enter any profession. Choose your characters1 races in terms of the benefits they can offer to you and your party.
Selecting Your Characters' Professions
Inside the Wizardry dungeon, your characters will find monsters bent on stalling their adventure, locked doors, treasure chests, NPCs with unique personalities and hundreds of other surprises at the turn of every corner. To face everything Wizardry has in store for you, you'll need a blend of characters whose skills and talents compliment one another.
Typically, the first three characters in your party deliver and accept the damage to and from opponents. So, you'll need at least three characters who can fight well. The Fighter, Ranger, Valkyrie, Samurai, Monk, Ninja and Lord fit this bill. Next, you'll need someone to heal the damage caused by the monsters your party faces. The Priest, Alchemist and Psionic are well-suited for such a position. Of course, you'll also want a spell caster capable of incanting a bit of chaos himself. The Mage, Psionic or Alchemist can do the trick. Lastly, you're going to need someone, a thief perhaps, who can get you into those locked doors and treasure chests.
Following the guidelines above, you could create a party which consisted of three Fighters, a Priest, a Mage and a Thief. While this party covers the basics, it doesn't take full advantage of all Wizardry has to offer. Could you get an extra healer in there? An extra damage caster? Maybe even four characters capable of fighting well? Be greedy... get all you can get into a single party!
The party which follows covers all the bases and then some. Contained within just six characters, you have a Fighter, a Samurai, a Monk, a Ninja, a Priest, two Mages (one is the Samurai), an Alchemist (thanks to the Ninja), a Psionic (from the Monk), a Thief (again, thanks to the Ninja) and a Ranger (by building the Ninja's Scouting ability). That's 11 characters for the price of 6!
5
By using elite characters, your party will be more powerful.

Depending on your preferences, you may like one of the party combinations below:
|
Ualkyrie |
Fighting, Priest Spells |
|
Ninja |
Fighti ng, Alchemist Spells Thieving |
|
Samurai |
Fighting, Mage Spells |
|
Priest |
Fighting, Priest Spells |
|
Psionic |
Psionic Spells |
|
Mage |
Mage Spells, Scouting |
An elite party with a lot of healing power.
|
Fighter |
Fighting, Scouting |
|
Lord |
Fighting, Priest Spells |
|
Samurai |
Fighting, Mage Spells |
|
Priest |
Fighting, Priest Spells |
|
Mage |
Mage Spells |
|
Thief |
Theiving Skills |
Easy to roll, lots of healing/damage power.
6
Drawing Out The Party
After you've reviewed all of Wizardry's races and professions, you likely have some ideas on what you'd like within your party. The chart on the bottom of this page will help you to understand and refine your party's potential.
Just fill in each character's profession and race, and check off his or her contribution to the party. Then, note any special abilities or resistances in the last column.
When you've finished entering the information for each character, hopefully there will be a checkmark in each column -if there is, then you've covered all the bases. If there's more than one checkmark per column, so much the better! Should you find a gap, however, try to find a character who can fill it.
The Roll of the Dice
Once you've decided what characters are going to make up your party, get yourself a cup of coffee or a large glass of soda, and prepare yourself for a wait. After all, you're at the mercy of the dice roll. If you want a Ninja, for example, you'll need at least 15 bonus points. For other profession/race combinations, the ante is just as high. (The chart on page 14 of the manual will tell you how many bonus points you'll need for any combination.) Just remember, the time you spend creating your party is an investment; you will save it two-fold as your super characters progress more quickly, vanquish monsters with ease, and recover from combat with flair.
|
w* V |
Combat | |
Spellbooks |
Skills | |
1 Resistances |
||||||||
|
Profession Race |
Fight |
Critl |
Ialc |
MAG1 |
PRl] |
PSII |
| Scoutl |
Skuld. |
Leger.j |
|||
|
1_____1 |
||||||||||||
Frustration? Did you say, "Frustration*!"
If you've already created your party and it's exactly what you
hoped for and it took you less than an hour, you can skip this
section... but don't brag about it!
"It took me two hours to create this party," he said. It's common. Dice rarely roll the way you want them to. Just ask anyone who's ever been to Las Vegas.
As you're creating your party, you'll grit your teeth when you see the dice roll is a slim one point away from the amount you need to create your super Monk or Ninja. And perhaps, as if to rub it in, you may get a scarce 5 points from the next roll!
Instead of breaking pencils over these close rolls, use them to your benefit. Let's say you're trying to create a Felpurr Ninja and you need a roll of at least 15. Finally, you roll a 14 (teeth grit, pencil breaks). Instead of creating a "junk" character, use these points to create a super fighter, priest or other common profession. After all, it's likely you'll have at least one character in your party who is not of the "elite" ilk and can benefit from such a high roll.
Other people even make a game of creating super characters. "I say you'll get the Ninja within 10 rolls... ah, no... make it 15 rolls. Yeah, 15." No kidding.
Yes, rolling the ultimate party can be frustrating. However, try to be patient and firm. If you want a Felpurr Ninja, don't setde for a Felpurr Samurai. Just rest assured that eventually you'll get the bonus points necessary to create each of the characters you've designed.
Allocating Your Characters' Skill Points TMlring tflC (Dungeon...
Once you've successfully rolled one of your super characters, congratulate yourself! Now, it's time to give the character some extra power by way of skill points.
Wizardry typically provides each character with a few extra bonus skill points to add to his or her area of expertise. As you allocate each character's skill points, remember what you created them for...
Fighters
Add points to a weaponry skill such as Sword. You may also add points to the character's Scout ability.
Samurai/Ninja/Monk
Add points to the character's Hand & Feet, Ninjutsu and magical skill. If you have enough points, drop one or two into Oratory as well. If the Ninja is to be your "Thief, add points to Skulduggery and Legerdemain, too.
Valkyrie/Lord
Add points to a Weaponry skill, Theology and Oratory.
Priest/Mage/Psionic
Add points to Oratory and their area of magical expertise.
Alchemist
Concentrate your points in the character's Alchemy skill; Alchemists need no oratory.
If your character didn't get enough bonus points to allocate everywhere you'd like... don't worry. Characters usually get extra skill points each time they gain a level and each time they practice a particular skill. Be sure to check out "In the Dungeon, Practice Makes Perfect" later in this guide.
With all of your characters created, it's time to select from that repertoire the elite six who will serve as your party throughout your adventure.
As you add each member of your team, be certain that the character meets the expectations you had for it. If not, it might be worth your while to create another.
Add the six members to your party placing the strongest characters in the front and the spell casters and non-fighting types (alas, the weaker ones) to the rear. Take the time to review each character and equip their armor and weapons while you're there. Once you've finished, then you're ready to head into the dungeon.
Once You're in the Dungeon.
Once you have selected the brood which will comprise your party and have made your way into the entrance chamber of the castle, save your game. Why? Just in case your characters meet an untimely death after their first combat, you won't have to go to the trouble of adding the members, equipping them and making your way into the dungeon again. You'll just have to resume your saved game.
The Pre-Combat Check
After spending so much time putting your troop together, you're eager to see them perform. However, before that first encounter, spend a few minutes to do a pre-combat check.
* Check the order of your party. Fighting characters with the highest hit points should be in the front. The weakest characters should be in the rear.
* Note the ranges of your characters' weapons. Don't put someone with a short range weapon in the third position.
* Check your characters again to make sure everyone is equipped.
* Know which spells your spell casters have available.
8
Your First Encounters
Everyone's equipped, the adrenalin is flowing and your head fighter is determined to make rat pies from the creatures standing before you. It's finally time to put everything you've created into action.
How you handle the combat all depends on the number of monsters you encounter. For example, let's say your first encounter was with nothing more than one, paltry rat. With three of your characters swinging a sword at him, there's a good chance that he will be killed, or at least severely injured, during the first round of combat.
However, suppose you encounter six rats traveling in two groups... two in the first group, and four in the last. Obviously, you'd handle things a bit differently. Your ultimate goal, however, is to disable all the monsters as quickly as you can. With a bit of luck, the strategy below will do just that:
Fighting Characters: Fight the 2 monsters in group 1
Spell Casting Character: Cast a Sleep spell on the 4 monsters in group 2
In the previous example, you're putting three of your fighters on just two rats. In all likelihood, they will kill one and injure the other; however, they might just kill both. The Sleep spell, on the other hand, will disable all four monsters in the second group if it is successful. So, in the next round of combat:
Fighting Characters: Attack sleeping monsters in group 2. If a rat from group 1 is still alive, have one of your fighters attack it.
"Healing" Character: If any party member is injured, cast a healing spell on him or her.
Spell Casting Character: It's optional, but if you want to play it safe, cast another Sleep spell on the second group to "re-sleep" any monsters which have been awakened.
After the second round of combat, if all goes well, you'll have only a single rat left and it might be asleep at that! In the third round of combat, your fighters can quickly vanquish it.
Throughout your early encounters, this type of strategy can be applied to virtually any situation, regardless of the type or number of monsters. For three groups, for example, you could cast a Sleep spell on the largest, attack the second largest and hope the smallest group doesn't cause you too much damage. If you have another spell caster who can cast Sleep or some other type of damage spell on the third group, you're even better off.
As you progress through Bane of the Cosmic Forge, you'll encounter other types of monsters who have special resistances, cast spells against you or possess other unique powers. Of course, your party's spell arsenal will have increased, too. You'll be able to Silence the spell casters, Fireball the giants or summon other monsters to help you in your battle.
Just remember the essential combat strategy: disable as many monsters as you can in the first round of combat. How you disable them, by killing, spells or otherwise, is dependant upon the mettle of your fighters and the power of your spell casters.
After an Encounter
After an encounter, a party typically needs both healing and rest...
1. If your party is in reasonably good shape... no one is dead... save the game.
2. Since your healers likely used all of their spell power in combat, they will need some rest before they can help anybody. Find your party a quiet alcove, and bed down.
3. Once your party wakes up, the healing can begin. Heal as many of your characters as you can, and when the spell points run out, rest again. Afterward, heal them some more.
A Rude Awakening
What if some monster barges in while your party is sleeping and starts to kick your thief s teddy bear all over the room? No worries. Since the party has rested, for part of the night at least, your spell casters will have some spell points available. Additionally, your fighters will have regained a portion of their stamina and maybe some of their lost hit points. As soon as everyone wakes up, they'll be able to fight off the intruder.
Even if the monster succeeds in delivering some heavy damage to your sleeping party, it won't matter. You saved the game first. Just quit and resume the game with your healthier party.
Accumulating Experience Points
As your party encounters more and more monsters, you'll obviously collect more and more experience points. These points pay off generously in the form of experience levels.
Using the tables on pages 10 and 11, you can see just how far your characters have to go before they're able to advance to the next level of experience. The number of experience points listed is the number of additional bonus points your character will need to reach the next level of experience.
Gaining a Level
Each time your characters gain a level, it's your best chance to improve their chances of entering Adventurer's Hall of Fame. Although Wizardry's dice will choose the hit points and statistic increases for your characters, you'll be able to influence at least two changes on your own... the skills you increase and spells you select.
|
I r-r-r^rr-r-r-r"r"rr-|rrii 1 CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCD 1 <<<<<<<<<<<<<<<< 1 CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCD| |
|
1 Cn en 4* cm ro -* o |
|
I rorsJN) |
|
1 ocnocnocnooooooocnro 1 O OO OOOOOOOOOOOCflN 1 o o © oooooooooooocn 1 oooooooooooooooo |
|
Irrrrrrrrrrrrrrrr 1 CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCD 1 cdcdcdcdcdcdcdcdcdcdcdcdcdcdcdcd| |
|
I o tn w voo^an I coo^w-co^w- cnro 1 ocnocnotnooui-jco^-jw- I oooooooooooooooo I oooooooooooooooo |
|
Irrrrrr 1 CDCDCDCDCDCD 1 CDCDCDCDCDCD |
|
lo-jcnNo-j l^vDWcoNicr. ONOHOJiCO 1 OOOOOO I oooooo I oooooo |

|
Irrrrrr |
|
1 CDCDCDCDCDCD |
|
!<<<<<< |
|
1 CDCDCDCDCDCD |
|
P^n: |
|
I ro ro n |
|
1 ooyi-^jwo |
|
1 vo-»AosvD-* |
|
1 ocnouiocn |
|
1 oooooo |
|
1 oooooo |
|
1 oooooo |
|
1 CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCD 1 CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCD |
|
I o^cn^ wn-*o |
|
N IS) -* & co J* ocnrs) wro ^o^josooa^w-* tnw vD-Jtnw oochnJcoan- rorois>i\>rois>Nosoi|irs>osa^ro oooooooooooooooo oooooooooooooooo |
|
I r-r-YrTT" 1 CD CD CD CD CD CD 1 CD CD CD CD CD CD |
CDCDCDCDCDCDCDCDCDCD <<<<<<<<<< cdcdcdcdcdcdcdcdcdcd| |
|
1 oscn^criN-* |
voo-sjchoi^c^ro o |
|
1 WNN 1 is>-*j wvocn %iw- 1 ov0-*j&ACri-»cn^JOAro-* 1 os os o^-*os»vfivo^i\>-*<jnro-* I oooooooooooooooo I oooooooooooooooo |
|
|
1 cdcdcdcdcdcd 1 cdcdcdcdcdcd |
|
1 m^T^mi I O"! en a w ro -* |
|
1 NNN 1 cocn-*-^iwo 1 so-* ^osvo-* 1 ocnocnotn 1 oooooo 1 oooooo 1 oooooo |
CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCD <<<<<<<<<<<<<<<<
CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCD
cfr cn a cm ro o
wroro
ovd-jct-^w cn-xjco^ro
os os os osopsovo.fcrs> oiro
OOOOOOOOOOOOOOOO
oooooooooooooooo
|
1 r-rr-rrr- 1 CD CD CD CD CD CD <<<<<< | CD CD CD CD CD CD |
r-r-r-r-r-r-rr^r-r CDCDCDCDCDCDCDCDCDCD <<<<<<<<<< cdcdcdcdcdcdcdcdcdcd| |
|
0*01 Jk WPO |
■^^o-gosoiAwro o |
|
WIS)N N-^J w vocn siw- ovD-Jcr.^CM tn-^co^ro o* os o> o* o vo so a ro oi ro OOOOOOOOOOOOOOOO oooooooooooooooo |
|
»3 = S s cd i »
W 2 «?

|
r-r-r* r-r~ rr~ r-rir-r-r-r-1r~ 1 CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCD <<<<<<<<<<<<<<<< 1 CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCD 1 cn cn a cm ro o |
^VJi^H |
|
WWNIS)-- OS OS -xJN-siW AO^VO 4^G*OvOsD£hlS>-* O3WC0WC0WC0ArOCnC0^NCr.W OOOOOOOOOOOOOOOO! oooooooooooooooo oooooooooooooooo |
|
|
I r~r r-r-r-|r 1 CDCDCDCDCDCDC I CDCDCDCDCDCDCD |
|
^MN-S |
|
roNPo cocn -viwoc vo aosvd a ooiooiooio OOOOOOO ooooooo ooooooo |
CDCDCDCDCDCDCD <<<<<<<
CDCDCDCDCDCDCD
os cn 4i cm n> o
FS)N Jk OJk OO CMN-* vOO-xJO CnW vO^JOICM
ooooooo ooooooo
|
r~ r~ r~ r~ r~ r~ i i r~ r~ r~ r* r* r~ r~ r~ 1 CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCD <<<<<<<<<<<<<<<< | CDCDCDCDCDCDCDCDCDCDCDCDCDCDCDCD |
Efl |
|
1 N-*J WvOOl nJW- 1 OvO-JOSJkW Ol-JO JkN 1 OS 0* ff> OSO^sOAN OlIS) 1 OOGOOOOOOGOGOJfchJOtOOJkl^&tO^i 1 OOOOOOOOOOOOOOOO I oooooooooooooooo |
|
CDCDCDCDCDCDCD <<<<<<<
CDCDCDCDCDCDCD
oso! a wro o
WNNN
4isooi osrsj-x
wvo^ocn O
OCMOC^00400 OOOOOOO
ooooooo ooooooo
12
Practice Makes Perfect
Each time your character gains a level, Wizardry usually gives you several bonus skill points to add to a character's skills in any field you like. While it may be tempting to add all of these extra points into a character's weaponry skill or perhaps another discipline, you'll find many of the character's skills have already increased on their own... simply by practice.
For the most part, each time your character successfully uses a skill, it will increase, and because Bane of the Cosmic Forge is well balanced, these skills tend to increase in direct proportion to your need for them. Because of this balance, there are some skills which will, for the most part, take care of themselves. As in the "real world", practice makes perfect.
Fighting Characters: Each time they successfully use their weapon, their skill with the weapon increases. Consider adding points to such areas as Scout or Artifacts. For the Monk, Samurai and Ninja, you may want to increase Ninjutsu or Kinjutsu. For characters who also have a magical bent, add points to their area of magical expertise.
Spell Casting Characters: Each time they successfully incant a spell, their Oratory increases. Add points to their area of study instead. While this increases on its own throughout the character's early levels, it's a good idea to help it along with some extra points. After all, your character may learn more spells.
Thieving Characters: Each time they successfully pickpocket a character or unlock a door or chest, their thieving skills increase. You may choose to add points to Ninjutsu or Scout instead.
Since these skills grow on their own, use some of the points which you might normally allocate to them in areas where your character still needs to develop. While you're distributing all of those extra skill points, remember that it's better to create specialists than to give everyone a smattering of skills. For example, allow your Mage to become the scouting expert; you don't need more than one scout in your group.
The listing of skills which follows gives you a quick breakdown of each skill's effect. Looking them over, perhaps you can see where you'd like your characters to improve.
Weaponry skills help characters use their weapons accurately.
|
Lets you use.^B |
||
|
=n |
Wand & Dagger |
Small weapon |
|
Sword |
Any aword |
|
|
Rxe |
Any axe |
|
|
c o CL m L |
Mace 8* Flail |
Mace, flail, hammer| |
|
Pole & Staff |
Any pole or staff | |
|
|
Throw |
Anything thrown |
|
|
Sling |
Any sling/bullet | |
|
|
Bow |
Any bow /arrow |
|
|
Shield |
Any shield |
|
|
Hand & Feet |
Bare Hand or Foot |
|
Physical skills help your characters
perform acts of the hand, mouth or body
deftly and with finesse.
|
Helps you to..^l |
|
|
1 Scout |
Find hidden things |
|
fcj Music |
Play instruments |
|
pfl Oratory |
Cast spells (well) |
|
fej Legerdemain |
Pickpocket NPCs |
|
VI Skulduggery |
Open a chest or door | |
|
^Ninjutsu______ |
Hide / Lower AC | |
Academia skills are a learned ability such as an area of magical expertise.
|
1 |
Helps you to...^ |
|
|
flcademia |
Artifacts |
Use Items |
|
Mythology |
Identify Monsters |
|
|
Scribe |
Use Scrolls |
|
|
Alchemy |
Learn ALC spells |
|
|
Theology |
Learn PRI spells |
|
|
Theosophy |
Learn PSI spells |
|
|
Thaumaturgy |
Learn MAG spells |
|
|
Kirijutsi |
Critically hit_____] |
|
13
Selecting Spells
Aside from boosting your characters' skills, Wizardry often allows your magic users to select a new spell or two when they gain a level. With several new and untried spells before you, it's often difficult to know which to pick.
Generally, each time a character is offered spells, he or she will find in the list both spells which hurt the monsters and those which help the party. In order to survive within Wizardry's sometimes harsh environment, you'll need to select some spells from both extremes.
To help the party, any spell which cures anything or protects the party from potential damage is extremely useful. The best from each realm are listed below:
Fire Spells: Fire Shield
Water Spells: Cure Paralysis, Ice Shield
Air Spells: Air Pocket, Silence, Cure Poison, Purify Air
Earth Spells: Armor Shield, Direction, Knock-Knock, Create Life, Cure Stone
Mental Spells: Sleep, Cure Lesser CND, Divine Trap, Detect Secret, Mindread, Sane Mind, Illusion, Wizard's Eye
Magic Spells: Heal Wounds, Enchanted Blade, Magic Screen, Conjuration, Resurrection
Each of these spells will help to protect your party in some way... either from death or from a monster's attack. Others allow you to see things which may aid your quest. Should any of the above spells appear in your magic user's list, be sure to choose them. While you're doing so, remember that all of your magic users work together - for example, if your Priest already has the Resurrection spell, and your Mage is offered Resurrection too, you may be better off selecting another spell that your party currently doesn't have.
Of course, adventure wouldn't be complete without spells to put the monsters in then-place. As with the healing and helping spells, damage spells have a general measure of worth, too: those spells which disable the monsters or better yet kill them are the best to select. From each realm, there are several spells which accomplish the task with finesse:
Fire Spells: Energy Blast, Fireball, Firebomb, Firestorm, Nuclear Blast
Water Spells: Chilling Blast, Iceball, Deep Freeze
Air Spells: Stink Bomb, Poison Gas, Whirlwind, Toxic Vapors, Noxious Fumes, Asphyxiation, Deadly Air
Earth Spells: Acid Splash, Blades, Acid Bomb
Mental Spells: Mental Attack, Psionic Blast, Death, Mind Flay
Magic Spells: Make Wounds, Dispell Undead, Anti-Magic, Lifesteal, Death Wish
The spells listed above are, to a certain extent, the best of the crop. Spells which merely blind, weaken or otherwise allow the monsters to continue slashing your party just can't do the trick as well. If you don't see a spell listed, however, that doesn't mean your characters shouldn't select it. After all, on occasions, a combination of different damage spells could prove disastrous to your opponents.
Tired of Killing?
As your party adventures through Bane of the Cosmic Forge, you'll encounter many things besides monsters: there are traps, tricks and puzzles to stall you, locked doors and chests protecting the bounty of some monster's cache and NPCs who are willing to aid you in your quest. In the sections which follow, you'll find hints on how to best handle these situations.
14
Locked Doors
A stable feature in the landscape of Bane of the Cosmic Forge is a locked door. For the most part, locked doors shield something your party has been looking for or hide a passage to another part of the dungeon.
When you encounter a locked door, your party has four courses of action: force the door open, pick its lock, cast a Knock-Knock spell or use a key on it. Of all those options, picking the lock is your best bet -it's the only one which will increase your character's skill. If your character fails to pick the lock in his first attempt, try again. If he's successful, he'll gain a point in skulduggery. Should he fail, however, and jam the door you can always use a key or cast a Knock-Knock to open it.
To open a locked door, use a key,
pick its lock or cast a
Knock-Knock spell.
Knock-Knock spells may also be used to identify the lock on a particular door. To open a typical locked door, you need only a good thief or a strong fighter. For a specially or magically locked door, however, you'll need a special key or an item. When you cast a Knock-Knock on such a door, Wizardry will tell you that it is "JAMMED". Had it been a normally locked door, Wizardry would have responded, "SUCCESS" or "FAILURE".
Gates
In medieval times, a castle's gates were an almost certain protection against unwanted intruders. The Bane King undoubtedly had this in mind when he built his castle - you'll find them all over the place! Some gates, your party will never be able to open. The others, however, typically require a key or a press of a button. When your party finds an interesting key (which does not include copper, chrome or iron keys), try it on all the gates you can find... until one of them opens. While you're there, search the walls or small rooms around the gate; you might find a button which will open it.
Treasure Chests

There's nothing that can please a party more than treasure chests loaded with new armor, swords, potions and a bit of gold to boot. Of course, loaded treasure chests don't yield their goodies to anyone who comes asking... you've got to get around their traps first! When your characters come across a trap, first of all, have every character inspect it. Although some of your characters may not have any insight to offer, you'll be surprised occasionally. Afterward, if your spell caster is able to cast Divine Trap on the chest, do so. Now your party will have a good selection of letters to work with. Write the letters down on a piece of paper, and put your brain to work. When you're just getting used to Bane's unique chests, it might take a while to unscramble the trap's name. However, the more chests you encounter, the easier it becomes.
Non-Player Characters
Your party's not the only one who came to Wizardry's world to seek adventure. There are entrepreneurs and thrill seekers throughout Bane of the Cosmic Forge who have, for one reason or another, decided to stay in the area even after the King and the Forge changed its history forever. As you read through this guide, you'll find interviews with many of the NPCs who make Wizardry such an intriguing game.
IS
Spotting Secret Items and Passageways
The easiest way to find secret items and passageways is available through your spell caster: Detect Secret. When the "eye" starts to blink, you know you're near something good. However, there are also other "common sense" ways to discover these mysteries. Secret items and passageways can usually be found: in corners of rooms; where you see items "scattered about the room"; at hallway "dead ends" and in one-by-one rooms.
Fountains
Throughout the entire Wizardry world, you'll find many fountains. Most fountains provide your characters healing, stamina and some fountains even replenish spell points. On the other hand, there are also fountains whose water has gone *bad*. Typically, these fountains poison anyone who drinks from them. While there is no way to tell the good fountains from the bad, there are ways to use the fountains to your party's benefit. Before you try a fountain, save your game. Mark the location of the fountain on your map (or in your memory), and note its effects. After you've spent a few days exploring the dungeon, you should have a good number of fountains marked. By returning to and using these fountains, your party can conserve spell power and rest time - instead of casting "Heal Wounds" or "Stamina", you can drink from a fountain.
Moving On
Eventually, your party will have explored the first level of the castle, gained a few levels, and you'll be ready to move on to bigger and better things. So, you head downstairs to see what's waiting for you. And then it happens. You encounter a bunch of half-mad Brigands who aren't impressed with your bright, as yet non-combat worn, plate mail. So they promptly, if not a bit rudely, remind you of your inexperience. Maybe you should have waited after all.
It happens to almost every Wizardry player at one time or another; your party's just not ready for what the next locale has to offer. So, spend some extra time in an area where your party is comfortable... even if you've already explored everything... until your characters gain another experience level. Once you've got a few more notches on your shield, head out and try it again.
Calling All Monsters
There is no Wizardry rule so true as this: if you want an encounter, you can't find any monsters; if you don't want an encounter, you'll walk into the Monster Family reunion. Suppose you're looking for an encounter, and just can't seem to find one - you're trying to gain another experience level before exploring a new section of the dungeon. The easiest way to get a monster's attention is to rest. Most monsters can't resist a sleeping party. If you get an encounter while resting, some members of your party will typically remain asleep, and if hit, they will take more damage than they normally would; however, once hit, the character will also be awake. Just make sure you have your healing spells ready, and you'll be able to take what comes.
Save Your Game
For a Bane of the Cosmic Forge player, the words "Save Your Game" should be written in stone. There was never so great a Wizardry party that a magnet couldn't destroy it... or a hefty group of monsters... or a power surge.
Saving your game is more a strategy than most players imagine. You should save your game after every encounter, after a character gains a level, after solving a puzzle or a riddle, before venturing into a new area, before attempting a puzzle or riddle, before stealing from/killing an NPC. Most importantly, after you've finished playing for the night, do one more thing before you shut your computer off: make a copy of your save game disk or file (SAVEGAME.DBS) and store it in a safe place.
16
David W. Bradley
With his first scenario, Wizardry V: Heart of the Maelstrom, finished, David W. Bradley began work on what he hoped would become a new generation of Wizardry. No one, including David, would imagine the successes this new Wizardry would command - and that was only the beginning.
Q: You've just finished Wizardry V. You're on to something new. What made you decide to change Wizardry's entire system to make Bane of the Cosmic Forge?
A: Because that's what was necessary in order to bring a computer fantasy role-playing simulation up to state of the art development. After
Wizardry V was done, I decided that I would never touch the old Wizardry system again. I set about to create a totally new kind of fantasy role-playing computer simulation. So, I started over from scratch incorporating all the ideas I had amassed from 10 years experience in live role-playing.
17
Q: How did you get the idea for Bane's plot?
A: In a flash. Literally, just like that. Everything that I had thought of, all of my characters and sub-plots, fell into place.
Q: Do you remember the first line of code you typed for Bane?
A: I wrote a little test program just to test out the C compiler. And I probably just kept on adding to that: a three line program that printed "Hello World" and it eventually evolved into Bane.
Q: How long, beginning to endy do you estimate it took you to create Bane of the Cosmic Forge?
A: I started the preliminary sketch work in February of 1988, and then began work that summer. For the most part, it took a year and a half. Add to that a decade's worth of live fantasy role playing and devising my own system just to get the background to create Bane. Some of my earlier attempts at programming role playing games display some of the early foundations and principles of Bane.
Q: How did you become interested in computer programming ?
A: I didn't become interested. It was an accident and then I got addicted. Now I can't kick the habit. I sat down in front of a computer and started typing in some stuff. And I haven't stopped yet.
Q: When did you first become interested in fantasy role playing?
A: I didn't, it was an accident, too. I didn't really know that much about it and a couple of friends wanted to get together and try some stuff out. I remembered hearing about fantasy role playing, but I didn't really know anything about it. We sat down and kicked it around for a while and had a great time.
Q: You know, I still remember you saying, "Bane ofthe\ Cosmic Larva."
A: I did not say "Bane of the Cosmic Larva."
Q: Yes you did.
A: Unless we were joking around.
Q: We were going through the dictionary and you were saying "Bane of the Cosmic..." whatever. You were picking out all these names. Eventually, you came "out with "Bane of the Cosmic Larva."
18
Q: How did the two, computer programming and fantasy role playing, come together?
A: Shortly after I began role playing, one of the first computer role-playing games was released. I thought, "My goodness, this computer can do that?" So I started programming my own kind of adventure games and it grew out of that.
Q: How long were you role playing before you began to write your own material?
A: I played as a player for about three or four years before the person who ran the campaign left. There wasn't anybody to continue on as game master, so I just took over the job and started writing and crafting the scenarios. So my adventure game writing developed along with my computer programming.
Q: Before Bane hit the market and all the positive feedback came, what were your initial instincts telling you about it?
A: Ah, you never know. I knew it was going to be a good game, I knew the story and all that went with it, and I loved it. I generally do stuff where it all feels right. But still, you never know.
Q: But you liked the way it turned out?
A: Oh, yeah. I think I'm doing something fairly unique - my own style and brand of FRP. I love to spend a lot of time thinking about the story and the characters and the subplots and twisted stuff. I wish I had more time to play with things from a technical point of view, but still when it comes to the story, the plot and the depth of play, I think we're offering something special that no one can get anywhere else in the world.
Q: Do you consider the story, the adventure, the most important part of the game?
A: I consider all aspects important. I don't consider any one aspect any more or less important than another. But the substance of the game is, I believe, definitely critical.
Q: What's a typical day while you're in the middle of game design?
A: "Hell" is the first word that comes to mind. "Chaos" is another good one. "Total Chaos" is even better. That's my final description "Hell, Total Chaos."
Q: How many hours a day do you work on the average?
A: It depends on if I get to go play golf or go to a movie that day or night. I was able to play golf three times last year if that gives you any idea of how much work I've done. And I probably saw about 20 movies. So subtract the five to seven hours of sleep I get a night, and subtract an hour for lunch every day, and the rest of it is when I worked last year.
Q: What's the hardest part of a game designer's job?
A: The most demanding aspect of it is having to spend so much time coordinating and working with other people. Ultimately, my main enjoyment comes from being able to sit back when it's peaceful and quiet and write a part of code that's going to do something new and astounding or something that no other computer game has ever done before and/or to come up with a character that's just a really neat character or an idea that just tickles me. That's the fun part, but when I have to deal with everybody else's problems - getting the graphics right or getting the sounds right - and all I'm doing is the technical stuff, it's work. That's where all the discipline comes in. It can become very frustrating at times because my own inclination is to lock the door or take a walk outdoors where it's just nice and peaceful. So, it's only fitting that because I have such an enjoyment for peace and the outdoors that I live in Hell, Total Chaos.
Q: Is the actual creation then the most fulfilling part of game design?
A: Actually, it's fulfilling in three ways: creating a program that is going to produce something never done before, crafting a story and its characters, and the general effect that both of these elements are going to have on someone playing the game. If it wasn't for the enjoyment of creating the story and the programs and then trying to craft something beautiful from them, I wouldn't be doing it at all. Probably.
19
Q: So, you're just doing this for the fun of it and the fun it provides other people. What about the fame that goes along with it?
A: Well all of that is fun for a little while, but I guess I got over it with Wizardry V. Now, I have a good time doing what I'm doing. I'm so busy thinking about the next Wizardry that I don't really get into the show business part of it as much as I probably should. That part of it hasn't gotten a lot of attention from me... which is probably better for us all. (Snortle...)
Q: Once you had finished Bane of the Cosmic Forge, did it turn out to be bigger than you had imagined?
A: I didn't even cover a fraction of what I wanted to get done. Bane is so elementary and limited in comparison to where I want to take it, and yet, I've only got so many hours in a day.
Q: So you mean that whatever is coming next will cover another eighth of what you want to do?
A: Well, if it does an eighth, it will be okay. Ultimately when I sat down to map the entire story, with Bane being the beginning of that story, how much of it can be told in the sequel is still a small percentage. However, I estimate that even if it's twice the size of Bane, it would still be a very small percentage of the overall, total story. On a scale, I suspect that I could still be working on it six years from now. Let's just say, the story extends far beyond where even the sequel will end up. In fact, it already looks like the sequel is going to be continued into at least one more.
Q: Do you intend to make any major changes to the system?
A: The graphics system is being changed now. Instead of text and graphics, we're moving to total graphics, and we're rewriting the whole internal system to work with the total graphics environment. It will still be very much a strategy, plot and interactive character type of game. It is not becoming a real-time game where you just keep punching buttons until the monster dies. It will never become that for me.
Q: If you had to create a David Bradley to go pouncing through the dungeon, what type of character would he be?
A: Well, actually, I am in Bane, but I'm all of the other creatures in the game. But just a single character? How about a Samurai scientist.

Q: What is your own party like?
A: There are a few standard characters that I've played with since the original Proving Grounds came out for the Apple II. There are four characters that serve as the foundation of the party: an Elf Samurai, a Dwarf Fighter, an Elf Mage, and a female, Human Priestess.
Q: What do you recommend to people who want to do what you're doing?
A: If you want to do something, you just do it. You'll learn all you need to know along the way.
20
Maps, Messages, 9iints & ^Tvps
In the sections which follow, you'll find all you ever wanted to know about the world of Bane of the Cosmic Forge. Each section is divided into four parts:
* A map of the level or area
* A general description of the area
* Frequently Asked Questions & Their Answers
* Complete Messages and Notes
With four different references, you can get any level of answer you want. Looking to the map, you can find out where things are, but not what they are. In the question and answers, you'll typically find hints to help you on your way, but not the answer in itself. The message listing, however, contains the complete message text and tells you exactly what to do at any given location.
The sections follow each other in the same order that people generally play the game. However, don't let the order of this guide limit you! Part of the fun of Wizardry is taking chances... heading into the unknown before you even know what's waiting for you.
21
The Castle - Ground Zero
(h^
I
\gUi
i
it u
uj/u ■
\tf
bV&Qrl
JM,
S>
^n (AM
aaaaaaag □□□a
saacaas sataaa
A
or
or
HH or J
Stairs Up Stairs Down Gates Doors
l-LH or l
J.
h Hor T
l-M or T
Locked Doors Numbers Match Messages
Archways a Treasure Chest
Buttons on Wall ~et Fountians
Hole in Floor ft NPC
22
The Castle
One hundred and twenty years have passed since the last of a generation kicked up the dust of these once regal halls. There's now a mystery in the air, and a silence which seems to still everything in wait. It may be this muffled calm, or perhaps a certain smell in the air, which tells you that this Castle, like all bygone castles, holds a story as rich as the King's cache itself. And it all begins here, where you are standing - on the once threshold of his Queen and her King.
Your Quest
It all lies before you - 200 hundred hours of adventure. All at once, it's a welcome and a scary proposition. You'll explore dozens of locales in search of the Cosmic Forge or anyone who knows of its whereabouts. In the process, you'll uncover yet other tales -some still in the making. Good thing you've got a hint book in your swag bag!
Ground Zero - The Castle Proper
You'll begin your adventure here in the Castle Proper where many of the King's official meetings took place. Throughout its rooms and halls, you'll get your first taste of Bane's inhabitants and the first chapter of its story: the summons for the sale of daughter, Rebecca.
In the Castle's main chamber, you'll also find two chests which hold a bounty most welcome to adventurers: healing potions, a resurrection amulet and cures for what ails you. Across the way in another chest, your party can pick up even more goodies.
The main level of the Castle also leads off to many different areas which, at one time, housed the Castle's occupants. From here, you can reach all four towers, the spire, the belfry, the Castle's upstairs and downstairs.
Frequently Asked Questions & Their Answers
Hey, all of these doors are locked and I can't get into any of them. What am I supposed to do?
Keep trying. Unless a door is "jammed", there's still a chance that you can pick its lock. Later on, it's likely your party will pick up some keys to open the doors.
Additionally, if your spell caster learns Knock-Knock, he'll get you in for sure. Lastly, when your thieving character gains a level, put a few extra skill points toward Skulduggery.
What am I supposed to do with the dried olive goo on the floorstones?
Nothing. Whatever left it behind is long gone, and its "remains" are of no importance.
Who's Rebecca, and what's the summons for?
Rebecca is the demon child - but you'll find out more about her later on. The summons is a purchase agreement between the King and Queen and another couple for the sale of their child.
How do I open the gate on the northern end of the Castle?
If you search the walls around the gate, you'll find a button which will do the trick.
I got through the first gate, but how do I open the second one - directly north of the first.
That gate will open by itself - in time. There's no need to come back and check it periodically; when it opens, you'll know it.
What do I do with this Key of Ramm?
Hang on to it. You'll need it later on in the game.
Castle - Ground Zero - Messages
1. Approaching the gate with confidence, you know if things get too hairy you can always turn and run back out...
2. Hmmmm...
3. You are in the entrance chamber of the castle. It appears to be empty, and a heavy coat of dust covers the floor. Small scampering noises echo down far distant corridors, a reminder that it is you who are the intruder here...
4. Rotted wood is all that remains of the broken furnishings scattered about the room.
5. Piles of rotted furniture lie strewn around the room. In the center rests the remains of a massive wood table, suggesting a former meeting chamber.
6. A few remnants of broken chairs lie clumped in this once dainty parlor.
7. Only dust and cobwebs remain in this now empty room.
8. Neatly inscribed upon the metal face of the chest are these words: Open Me First. Inside the chest are several items and a scroll which reads: A Cure But Twice, And Healing Thrice, One Life For Thee Times Seven.
9. Neatly inscribed upon the metal face of the chest are these words: Open Me Second. Inside the chest are some gold coins, a sword, and a scroll which reads: Beware the Narrow Corridors of the Mind.
10. The majestic splendor faded long ago from this grand hall. The corpse of a decaying dining table, long enough for half a hundred people, now rests crumbling upon the floor.
11. An old stone oven and fallen shelves tell of a kitchen where royal feasts were once prepared. Now it is "time" who is the chef, and the kitchen has become the meal.
12. Bare stone shelves line the walls of this former pantry.
13. Fibrous shreds of stained rot cling to the walls where colorful tapestry once proclaimed sovereignty in this official chamber. With grim mockery, the sweeter
23
taste of a mighty throne perched high above the room has long turned sour, as it sits condemned to languish in its own final sentence. If there is any last judgement to be decreed upon this fallen chamber and tarnished throne, it must be gleaned from the decay that it laps upon its own dais as itself festers and rots, bearing witness to emptiness, filth and stench, silently weeping tears of its owned despoiled substance.
14. Although this small chamber seems as dilapidated as the others, peculiar obtrusions up through the floor show signs of a more recent invasion made by entities unknown.
15. Examining the obtrusions, you detect a dried olive goo around some of the uplifted floor stones.
16. A fallen desk and several chairs lie crumpled on the floor of this regal private chamber, no doubt a place of counsel and costly bargaining.
17. (Search) Searching through the remains of the desk, you find an old torn parchment which reads: "Summons of the Vicar and Mistress, to be paid 100 gold pieces for the sale of the Daughter Rebecca..." other parts of the document are either missing or illegible.
18. Keep Gate Closed During Service Hours. (Note: the gate at #18 closes and the gate directly north opens later in game... by themselves)
19. (Search) A button appears. Press it to open gate at 18.
20. Pieces of old bone litter the ground, and deep red stains color the earth.
(After solving the King's Altar) Everyone lands with a sharp "THUD!" You see something move inside the bars of a gate in front of you... Rapid movement flashes across the gate once more... Only a faint blur of motion is seen as the thing darts through the gateway to attack the party...
21. Lodged within the throat of a crushed skull you discover a strange key, as if the deceased was trying to swallow it when...
22. You hear some kind of rustle or flap from somewhere nearby. Perhaps it is only the wind descending from one of the towers...
24
The Castle - Lower Level

25
The Castle Barracks - Lower Level
The musty smell of ale, leather and long neglected foods lead you to believe this floor was not one commonly graced by his or her majesty. Rather, it appears to be the barracks, a home for the servants, guards and others in their employ.
A few of the original crew remain, like Queequeg, the Castle's merchant, who still holds a few items up for sale.
Life in the Barracks
Taking a walk through the Castle Barracks, you realize that this is one big place (take a look at the map, and you'll know it is)!
For you and your adventurers, the lower level of the Castle is really a two-part adventure: since the level is essentially divided, you can only do so much and explore so far at one time. The first part of this level extends to the jail. Beyond the jail waits a world filled with hazards - at least for the lower level party!
So, how do you explore this level to its fullest without dying? Begin by
investigating all the areas you can reach -from Queequeg to the jail; you won't be able to get into the Captain's Den right away, however. After you've had your fill of this turf, head upstairs to ground zero. From there, take a trip up the Castle's four towers and its spire. Perhaps you can visit the Castle's upper quarters as well; it is there that you will find an "entrance" to the second section of the lower level.
Frequently Asked Questions & Their Answers - Section 1
How do I get into the Captain's Den?
You need the password. Queequeg will tell you, provided you tell him where the captain's treasure is buried. If you've just entered the level, don't worry about it. You won't need to enter the Den for a while yet.
How do I find out where the treasure is buried?
In the jail, you'll find a Deadman's Log (28). Before its owner passed away, he wrote long of his journey. In his words, you can find the answer.
How do I get into the jail?
You need the Jailer's Key. You can find it hidden in a desk drawer near the jail's entrance (26). It will also open several other gates in the jail.
I can't read the Deadman's Log. It's in code.
As you explore the second section of the lower level, you'll find an item which will decode the scrawlings for you.
How do you open the eight gates on the northern wall of the jail?
Fortunately, you can't. Who knows what type of monsters would come through if the gates were opened! Eventually, after you explore other areas and your party becomes more experienced, you'll end up on the flip side of the gates.
In the jail, there's a skeleton within a cell. I've searched and searched, but I can't find anything.
There are two skeletons within the jail. Accompanying the remains of one, you'll find the Deadman's Log. The other fateful soul, however, left nothing behind.
I've entered this room which has a ton of graffiti on the walls. On one wall, there's something which looks like a mousehole. What am I supposed to do here?
If you happen to have any cheese (9), you can lure the mice out. But beware! There's a lot of them! So many, in fact, that when they come after the cheese, they'll blow the whole wall down!
Where is Snoopcheri?
Look for a wall with a mousehole... and read the answer above.
26
I've just found a Stuffed Beagle. What on Earth am I supposed to do with this?
Head back to the room with the graffiti. Look at all the walls carefully. On one you'll find a cry for a long lost dog by the name of Snoopcheri. If you're wondering where to return it, ask Queequeg.
I've met Queequeg, and bought some Mystery Oil from him. What does it do?
You'll use the Mystery Oil later on in the game; it will help you to draw some conclusions.
I've also found this old wine bottle, but can't find any use for it.
You will... much later on in the game. Take note of it.
There's was an old armor dummy propped in a comer. I searched it, and as my hand touched it, it dissolved. Did I do something wrong?
No. The dummy was just so old and so worn that it needed nothing but a breeze to disintegrate entirely.
Frequently Asked Questions & Their Answers - Section 2
I've just defeated that dreadful snake, wound my way down the stairs and appeared here -a hazard area. Where am I?
You're at the bottom of a staircase directly behind the Castle's jail... on the lower level, of course.
There's four gates that I can't open (42). What do I need?
You need the Dungeon Key. Search the rooms in the hazard area. In one, you'll find it.
I've just found a Bell Key. What does it do?
It opens a room in the Castle's Belfry.
In the hazard area, there's a cave-in. The rocks can't be moved by hand. Can I get through?
Yes. You need a pick of some sort (32). Use the pick to pull the rocks free and open the passage.
How do I get through the wall with the loose stone?
Obviously, someone had removed the stones at one time, perhaps to hide their treasure. If you use the Miner's Pick, you can pull the rocks free.
These women just darted up the hallway in front of me, swung across a gorge... and of course, they took their rope with them. How do I get across?
You need your own rope - and you can find one in the Belfry. Since the rope won't do the trick on it's own, you'll need a hook to secure it on the other side.
I've got this nifty little ring. What does it
do?
-Use the ring to decode the scrawlings in the Deadman's Log. As you read of his travels, you'll find out where the treasure is buried. Tell Queequeg its location, and he'll clue you in on the password to the Captain's Den.
How do I get into the cage in the center of the Captain's Den?
You need a Silver Key. Many years ago, L'Montes locked the Captain in the cage you see before you. He holds the key to this day. You'll find him in one of the Castle's towers. Of course, he'll likely want something in return.
I'm in front of a gate and I can see water on the other side. How do I get the gate to open?
You can't. At least not right now. Once you've made it further in the game, you'll find a North Exit Key which will allow you to open the gate from the other side.
27
Castle - Lower Level - Messages
1. The room is filled with bodies strewn about the room. At first glance, they all appear to be dead... You hear a loud noise,
"ZZZZZZZ.... ZZZZZZZZ....." Suddenly
the door slams shut! A throaty voice growls, "Hey you! Get offa my foot!!"
2. (Search) A button appears. Press button and a passageway opens.
3. Armament racks used to line the walls of this small chamber, but have since fallen away and turned to rot. There is a pile of debris lying up against the facing wall.
4. A large heavy canvas has been wrapped around some kind of huge crate. Both canvas and crate have deteriorated to rot, and the hard outline of a figure is silhouetted underneath.
(Search) Carefiilly taking the tattered remains of the canvas away from the crate and its contents, you see what appears to be the corpse of a dead knight. It is then that you realize it is an armory dummy, and was apparently left behind when the castle was vacated. Inspecting the equipment, you salvage a fine set of chain mail armor, along with a crested shield.
5. A barracks full of broken cots turned to rot is all you find here. Wait. You heard a noise... (Meet Queequeg - see interview in this section)
6. Old wooden racks, rotted and fallen to the floor, were made for holding stock once upon a time. An old decaying armor dummy is slumped in the corner, slowly becoming powder. Oops! The dummy just turned to dust!
7. Four stone tables divide the room, and are so regularly placed that they make you think of a mess hall.
8. Several barrels which were stored here have rotted and split open, spilling a bunch of sealed packages to the floor. Most of the packages have turned hard, but dampness has helped to keep one of them fairly soft.
9. (Search) Opening it, you find a rather noxious cheese, ripe with age and wholly inedible.
10. This room appears to be the barracks, although nothing lies here now except rotted broken cots.
11. Captain's Den No Trespassiri
A slot opens up on the door, and from behind it a grotty voice mutters, "What's Da Passwurd, Matey?"
"ThassSnotlt!"
"Buzz Off... Swabs!"
(Skeleton Crew)
"Awright..."
"C'monin...."
(continued..)
Thick smoke fills the air inside this mangy den, and huddled about each of the tables, clutching a bottle of ale or steaming brew, is the wildest gang of thieves, rogues, brigands, pirates and cutthroats ever assembled under a single roof. As soon as you enter the room, action grinds to a halt, all eyes rivet onto you, and a deadly silence ensues... Glancing at each of the tables, it is amazing how much you can notice within a single second; a pile of gold coins, the faces on a deck of cards, even the chip on a corner of a set of dice. All this, and every little detail of every nasty face staring at you as well. In the odd moment you have before you think you are going to die, something about the situation will stand out as if to tell you a secret, or solution to your impending demise. It is just such a moment, and you cast your gaze across the room, away from the faces and stink and smoke, and you behold a curious sight - mounted, behind steel bars, erect, sporting a twisted smile cum grimace, is the preserved figure of a man dressed in scarlet tailcoat, white ruffled shirt, blue knickers, a black tricorne hat, and wearing locks of black curly hair two feet long. It isn't the black patch which covers an eye, nor the stuffed green parrot on top of his shoulder, nor even the odd expression that haunts his queer face which holds your attention; it's that upon his right arm, just where a hand should be, there protrudes a polished hook made of bright steel. It is all the time for a reverie you have, for suddenly, a great big fat stinking greasy pig of a toad stands up to you and belches, "Ah'mCap'n Matey!"
Avast ye swabs! We don't cotton to no strangers unless they's proved themselves in
28
11. {continued) some kinda mortal contest! Round here we got two ways o' contest, tha' ole fashioned way beiri fight'n, an tha' more civilized way, which is o course, drink'n!! Ya wants ta fight, or is it drink'n? (Fight) So be it! Let's get'em boys!! (Drink) Ah, my kind 'o contest! Har Har Har! Let tha* drinks a pour!! Each round costs 50 g.p. Buy a round? (No) Get outta har ye whimps!! (Yes) Bottoms up! Har Har Har!! Glub! Glub! Glub! Mmmm... that shore hit tha' spot! Yar lookin' a mite pale thar, matey! Haw, ah ain't even teched yet!! (If you can drink more than he can...) Ah thank ah'm gonna be sick! The captain passed out! You won the contest!! (If he can drink more than you can...) You fall to the ground unconscious! The captain's men throw you out! (// you run out of money) Yar outta dough, ye scabs!!
12. Inside the gate stares the preserved corpse of the hook-handed pirate. It looks even more macabre up close.
13. (To open the gate, use the Silver Key L'Montes gave to you) Apparently, the gate was locked with good reason. When you touch the body it disintegrates into a pile of ash and bone, leaving naught but a coat, a tricorne, a stuffed parrot, an eye patch, and, of course, the sinister steel hook. (You receive the above named items)
14. (If you didn't kill him in contest...) In the far corner of the room, Captain Matey is heaped upon a mangy old bed, blissfully snoozing away...
15. (// you didn't kill him in contest..) The drunken captain is sprawled across the bed, snoring like a baby toad... The Captain wakes with a start! ZZZ-Arooug... Ahum... Hump! Wazzat??!! Who's messin' in me chambers??!! Avast ye swabs! Pra-pars tah die! (Encounter with Captain Matey)
16. The walls of the room are covered with faded graffiti and scrawled writing. A few rotted tables lie clumped upon the ground.
17. Ore Rumble Friday Nights At 8
18. When you want that someone special dial 1-900-LADY
19. Trebor Sux. You notice a small hole at the base of the wall. Mice probably... (Use Noxious Cheese) Waving the noxious cheese in front of the hole produces a faint
cluttering noise from somewhere on the other end of the hole... The cluttering noise is growing much louder, and you can feel a vibration behind the wall... suddenly, the wall explodes in a wild frenzy of crazed giant rats!!! (Opens passageway)
20. $$ REWARD $$ Lost "Snoopcheri" Contact L'Montes
21. (You find a chest which was carefully hidden by the Captain. Inside is the long lost beloved of L'Montes, Snoopcheri)
22. The room looks devoid of anything of much import and was probably used as a storage area.
23. An old set of wine racks has crumbled to the ground, but it looks as though they were cleaned out some time ago.
24. (Search) Spending a few minutes to search the room has yielded naught but an empty old wine bottle. (Receive wine bottle) Strange though, you uncovered some kind of odd obtrusions underneath the rotted racks, poking up through the ground. Examining the ceiling, you see cracks of a similar nature, and nothing nearby suggests any possible source to their origin.
25. A rotted desk lies in ruin across the room, collapsed about its center from an apparent blow. It is surrounded by scattered documents, which also seem quite deteriorated. Examining several papers, it seems they are legal writs of some kind, citing criminal charges and followed by execution orders.
26. (Search) Concealed in a small compartment under the desk, you find a key...
27. (Use Jailer Key to open the gate)
28. The skeletal remains of a human rest against the wall of the dungeon, the bones appear to be undisturbed since the time of death. (Search) Searching through the bones, you see a loose stone protruding up. picking up the stone and looking underneath, you discover a small logbook filled with strange glyphic scribblings. Many of the pages are too stained to be read, but the final portion of it appears legible, if you could find a way to understand the unusual marks. (To read the book, you need the JR Decoder Ring)
29. The skeletal remains of a human rest against the wall of the dungeon. The bones appear to be undisturbed since the time of death.
30. * HAZARD AREA * KEEP GATE CLOSED AT
ALL TIMES
31. Lots of old bones are lying throughout the lair, and the monster that dwelled here obviously ate very well. You see remnants of things left behind by the victims, all who were probably dragged here against their will...
32. (Search) Most of the debris seems to be rotted junk, but one item appears useful and looks to be in good shape... (You find a Miner's Pick)
33. Scattered bones tell the tale of some poor fellow who wandered a little too far from safety... (Search) Searching through the scattered bones, you uncover an interesting key... (You find the Dungeon Key)
34. Inspecting the wall, you detect traces of a recent excavation, and subsequent replacement of stones. It looks as if someone dug a passage and then covered it back up. (Use the Miner's Pick to excavate the wall)
35. Stones fallen from a cave-in block the passage through the tunnel. The rocks are too tightly packed together to try and move them by hand. (Use the Miner's Pick to clear the wall)
36. Looking down the tunnel, you spy some very strange looking black women, with white marks painted on their faces and carrying long spears and hide shields. One of the women suddenly points in your direction and they quickly vanish into a passage on the left...
37. You are standing at the edge of a wide chasm, which gapes before you as if it were a gigantic bottomless pit. On the other side, you spot a group of the strange black women, hurrying away from the edge and hauling a long rope made of vines after them.
(In your haste to cross the chasm, you use the rope) The chasm is too deep for the rope to reach the bottom, and without any way to make it catch onto the other side, it always falls back into the gorge.
(So the rope will catch, merge it with the Steel Hook you found in the Captain's Den. Then you use the Rope & Hook) Heaving the hooked rope over the edge the chasm, you succeed in snagging it onto a sizable boulder... Hanging on for dear life, you shimmy across the rope to the other side...
38. Overhead, a cavern ascends up into the darkness. Below, bones from many small animals cover the floor, the discarded remains of the winged cave dwellers. Inspecting the scraps of bones for anything of interest, you note that there are shards of shiny metal and bits of glass. Obviously attracted by articles which glitter, it explains how the key lying at your feet was brought here... (Search - Find Bell Key)
39. You hear some kind of strange sucking noise from somewhere nearby... It's a slurpy kind of sound...
40. Something weird lies just ahead... It's just sitting there... It seems to be the source of the odd sucking noises... Cautiously approaching the oddity, you notice a few long thick tubes attached to its base. It looks like a plant... oh-oh! It looks like it's hungry!!! (Encounter a Hydra Plant)
41. E-Z LIFT * DOWN *
42. (Use the Dungeon Key to open the gate)
43. Strange looking obtrusions are poking out of the ground along the base edge of the wall... There is a slight tremor coming from behind the wall... You can hear something moving... Suddenly, it leaps out of the wall! (Encounter)
44. A pile of old bones and rags wait in the alcove, the remains of some lost soul long forgotten... The bones begin to rattle! A gaunt and ghoulish figure arises and in a groaty voice rasps, "Got'cha 'gain!! Haugh haughhawww..."
45. Piled in a heap are the old bones of a forgotten prisoner, who apparently died in his chains. (Search) Searching the bones, you discover an odd looking ring on one finger. Upon examining the ring, you see a circle of letters which reads: Jolly Rogers Decoder Ring. (Use JR Decoder Ring on Deadman's Log) Using the pirate's decoder ring upon the scribblings in the book, you are able to read the following passages:
30
29. (continued) ...decided to leave the shipwreck as none of the scouting crews have been heard from. Those damn mists! Entry 99: Making headway upstream on a dinghy, just the 9 of us left now. Morgan is starting to look pale like the other ones did, and I suspect he's got the sickness too... Entry 100: Morgan was throwing up real bad this morning and later today he died. We are all scared because we don't know what's causing it and I think it may be the food we've been eating, which is mostly rat meat... The next couple of pages are stained too badly to read, but you resume on the third page following:
Entry 106: The Captain says if we try to return to the ship then we're all dead men, but everyone's getting real spooked especially because we can't find out why the bodies keep disappearing... Entry 107: Gorumond died this morning, same way as everyone else. Now there's only 6 of us left, and the Cap'n says we've got to bury the treasure chest cause it's too heavy. I'll be glad when we get off of this damn mountain...
Entry 108: Roscone says he saw a man today on a ledge and he said it was Morgan, but we all know Morgan is dead and maybe we're all goin' a little crazy... at least Roscone is, I think...
Entry 109: I saw Morgan today too. I think I've got the sickness now, because I know Morgan's dead. His face was covered with blood, and he just looked at me didn't say anything but just smiled. I think I'm going crazy...
Entry 110: May the Gods protect us! We was going down the mountain today right after burying the chest, when this huge monster, I mean I guess it was a man or something, but it stood over 12 feet tall and he just picked up Roscone and bit off his head with only a single chomp and then he spit it out and laughed and we all ran to wherever we are now. We're lost and that's sure, but the Cap'n says best to keep moving...
Entry 111: We are almost down "Giant Mountain", at least that's what I call it, and there's some kind of huge gorge with bridges n' rope trusses all over it. We can see a bunch of men from here, and it looks like they're mining for something... Entry 112: We're going to try to talk with the dwarf men, and see if they can help us... The ink is barely legible on the few last words, and the remainder of the logbook is blank. Remembering the skeleton where you found the logbook, it is clear that the dwarf men didn't help too much.
Meet Queequeg
L'Montes! The still! The captain
A party just embarking on their adventure will find Queequeg's shop an almost regular stop. He stocks a wealth of goods, and may offer some interesting information to the party. This conversation between a local patron (P) and Queequeg (Q) was overheard by Zynaryx, an enterprising freelance spy and magician, and will certainly help you to see why Queequeg is an important provider to any party.
(P): Greetings! Who are you?
(Q): I am called Queequeg.
(P): Do you know L'Montes?
(Q): Ah! L'Montes - the mad Frenchman!
He lives in a castle tower. (P): He's mad? (Q): The captain took his beloved, which
drove him mad! (P): Who is the beloved? (Q): The beloved of
Frenchman searches
might know. (P): Who's the captain? (Q): A rather ominous fellow. He's the boss
of the Captain's Den. The mad
Frenchman locked him up in the
Captain's Dea (P): Tell me about the Captain's Den. (Q): The local seedy hangout of ill-repute!
You must know the password to get in. (P): So, what's the password? (Q): I'll tell you the password, but first, I
need information. (P): What information ? (Q): The captain buried a treasure chest
somewhere far away! (P): Where did he bury the treasure? (Q): That's what I want you to tell me! (P): The treasure is buried on a mountain. (Q): There are many mountains! (P): Ah yes! It's Giant Mountain! (Q): Giant Mountain! Of course! I should
have known! Oh yes... the password is
"Skeleton Crew". By the way, you
really should try the Mystery Oil, and
it's on sale. (P): Thanks for the offer. (The chap buys a
bottle) (Q): You're welcome!
NUJ Tomer
NE Tomer
|
Ma ai |
||
|
'1 1 |
US M M 1 |
|
B
5 r t
I____ j4
SUJ Tomer
a
SE Tomer

|
10 |
||
|
1 ...... 1 11, |
J |
|
|
1"" ■ 1 ■ 1 L _E_ J |
Note
The first leuel of all tomers is on the
Castle "Upper Leuel" map.
32
The Castle Towers
Here in the Castle towers, one can look for miles to the land surrounding the Castle. It was a place frequented by the Queen and King, perhaps as a means of viewing those whom they ruled.
Now, it is inhabited by a bevy of creatures from L'Montes the mad Frenchman to a virtual hoard of bats. It's an area the unwary needn't visit.
Up On the Roof
Strolling about the towers, our party will find some things which will be most useful to your adventure. Just for starters, three rooms in the towers conceal the loot from a party now long past.
In yet another room, you'll find L'Montes who will surely answer your most pressing questions - that is, if you can get him to let you in. See the interview with L'Montes later in this section.
When should you visit the towers? It's best to take four separate trips. The first three, to the NE, NW and SW tower, should be taken early on, but when your party has reached at least the second level of experience (remember those bats). The last trip up to the SE tower should follow a special find - a beagle. There's someone who's been waiting for it for a very long time.
Frequently Asked Questions & Their Answers
This tower rafter just collapsed on my head! In fact, it took out half my party! Is there any way to stop it from falling?
Ah, these old castles. Don't build 'em like they used to. Unfortunately, no matter what preventative steps your party takes, they will be hit by the rafter. If you've lost a couple members to the beaming, but don't want to restart the game, consider using the Amulet of Life - a resurrection spell can bring them back to life.
Is there any way to stop the bats from attacking?
Remember, this is their home, how humble it may be, and you're the intruder here. The only way to stop them is by fighting them. However, if your party succeeds, you can look forward to some good experience afterward.
There's a man behind a door telling me to "Go Away!" He gives me a chance to say something to him, but if he doesn't hear what he wants, I guess he walks away from the door. What am I supposed to say?
The chap you're talking with is named L'Montes. He's a bit mad according to some of the Castle's folk. And apparently, he's got a reason.
Long ago, someone took an item which he held dear to his heart. He's even gone so far as to leave a scrawling on the wall on the lower level of the Castle regarding his loss. Queequeg probably knows something about it, too.
There's this gross dead thing on the top of the Castle tower. What should I do with it?
It's pretty much up to you and your party members. Some people just can't bring themselves to search the remains while others, well, can handle the smell.
The Castle Towers - Messages
1. Suddenly a tower rafter collapses! (Search) Inspecting the rafter, it is unclear whether the falling beam was a booby trap or whether it fell due to decay among the support timbers...
2. (Search. You'll find a button on the wall which triggers a cache. Inside, you'll find some goodies to help you in your adventure)
3. Plumes of smoke arise from fiery pits far to the west, testament to an era which should have passed long ago...
4. The smelly carcass of something dead is lying on the tower ledge directly overlooking the moat. It has decayed beyond the point of recognition with no indication of how it died.
Search the carcass for details
Push the carcass off the tower
Leave the carcass alone
You push the remains over the edge of the tower, and moments later hear the faint splash as they hit the moat. When you move the carcass, a horrible stench explodes from its body, giving everyone a full dose of the putrefied remains.
5. Looking out across the tower's edge, the north forest spans as far as the eye can see.
6. Piles of old debris crowd this small tower room, most of it looking quite rotted. (Search) You found a bow and some arrows which appear to be usable...
7. You sense that something is amiss... You are being watched... Looking upward, a multitude of bats are delicately poised directly over your head in the tower rafters... Suddenly the bats attack!
8. Looking southward, you see far beyond the castle gate into the distant blue mountains.
9. Piles of old debris crowd this small tower room, most of it looking quite rotted. (Search) You found a crusty old chest! You found a moldy old breastplate of leather, and though worn, seems good enough to be effective...
10. You hear the clattering of footsteps running up the stairs ahead of you!
11. You see some bread crumbs scattered on the floor of the tower, softly blowing away in the wind... Suddenly a door slams to the right!
12. To the east is the edge of the swamp, a cold and gloomy place that forbodes a land of evil. Perhaps the tales of demons and witches aren't just rumors after all...
13. From behind the door you hear a very strange noise. It almost sounds like something is pressing up against it and breathing heavily...
33
An odd voice speaks from behind the door: "Go away!" I said, "Go away!!" "I'm not coming out, whoever you are, and you can't make me!" (Mention that you've found his beloved dog, Snoopcheri)
14. A tall, scruffy but stalwart man walks toward you and says, "I am L'Montes!" (Meet L'Montes! See interview in this section)
Meet L'Montes
When your party has occasion, you'll find L'Montes is not nearly as mad as everyone makes him out to be. His beloved gone - stolen actually - he went mad with desire as we all do when we've lost something we love. Should you find his beloved, Snoopcheri, return it to him. He'll reward you greatly.
(L):
(P): (L):
(P): (L):
(P): (L):
(P) (L) (P) (L) (P)
(L):
(P): (L):
(P) (L) (P) (L)
Go away! I said, Go away!! I'm not
coming out, whoever you are, and you
can't make me!
But I've found your beloved!
"You found Snoopcheri?! Why didn't
you say so!! Come in, come in!
(I passed to him his dog)
Snoopcheri! Back in my arms at last!!
Take this key to the Captain's cage, and
you may set him free...
Who is the Captain?
The Captain of our ill-fated ship! He
was the meanest cur that ever traveled
the seven seas!
Where is the Captain?
He's locked in the old Castle barracks.
The barracks?
Where the Castle guards used to live.
(I cast a Mindread spell on L'Montes... I
sensed he wasn't telling me everything...
I was right.) Tell me about the mists.
The river mists! It's easy to get lost at
the mouth of the river!
And what of the ship?
We came here in a ship! Travel up the
dark river!
Where is the ship?
Wrecked upon the river.
What river?
The underground river! Look deep
below! Beyond the mists!
34
The Castle - Upper Level
15
[S-----01
Si 1 a B 1
K Til_^_

in
i* *i
m
19
The Castle * Upper Level
All the locked doors and secret passageways tell you something - the King had secrets, and a goodly amount of them at that. His Queen was no exception. It was here, on this upper level and in their own private chambers, that they studied and practiced of those secrets, shared between the two only in rumor and speculation.
They grew apart throughout the years they shared the very same floor of this Castle they once called their home. Passing each other on the way to bath or to breakfast, they exchanged gestures but nothing more. He forming an alliance with other worldly inhabitants, and she, fueled by rumors of his infidelity, to untold suitors.
One Up On Ya
Prepare yourself. It is here that you will hear a story whose likes you have never heard before. In the King and Queen's private chambers, you'll leam of their secrets - things they never even told each other. You'll learn more about the King than perhaps he knew about himself. As you pass through each locale of Wizardry, you'll often think back to this very place as the one where it all began.
Like the lower level of the Castle, this level is two-part. Before your party can "complete" the upstairs, you'll need to take a trip to the very depths of the Castle. There, you'll find the answers your party needs to complete the level.
Frequently Asked Questions & Their Answers
I've just found some keys, each of which has a handle in the shape of a spade. Where do I use these keys?
If you take a trip up one of the Castle's spires, you'll find a door with a matching spade. You can use the keys there.
There are several locked doors that I can't pick or Knock-Knock open. Do I need a special item or a key to open the doors?
On this level, all doors, spare one, can be opened by normal means. Particularly hard to open are the doors leading into the King and Queen's chambers. Try your best to pick the lock, and if those efforts fail, cast the highest-power Knock-Knock available to you. The door which can't be opened leads into the Queen's boudoir. However, you can reach this room through a door in the Queen's master chamber.
I've just found my way into the King's library. Searching the room, I uncovered a small cache. Should I stand back and pull the wire or crouch low and pull the wire?
If you stand back and pull the wire, you never know what will let loose - thereby blasting into your party. Crouch low.
I can't read the King's Diary. Do I need a special item or skill?
You need an item. You'll find it later on in the game. In fact, you'll see it in the stars.
I've also found this Gold Key in the King's library. I've tried it on several doors and gates, but it doesn't seem to do anything.
The Gold Key is used on the level below the lower level of the Castle near the skull door. It'll open two gates for you in that area.
I've explored all of the upper level, and I don't seem to be making any progress. Did I miss something?
Maybe. If you search the "closets" in the King's bedroom, you'll find a secret passageway (11).
How do I open the gates at the ends of the hallway which fronts the King's altar?
These gates were permanently sealed by the King himself to prevent any access to his altar and his secrets.
There's a rather strange altar before me. I'm supposed to press different symbols, but I don't know which ones to press.
If you read the Book of Ramm, you'll discover the answer. The Book is located on the level below the lower level of the Castle... an area typically known for its skull door.
I've found the passageway, but there's two gates that I can't get through. Behind one is a treasure chest. The other gate appears to hold me from another section of the game.
To get through the gates beyond the King's bedroom, you'll need the Key of Ramm. It can be found on the main level of the Castle.
I've just solved the altar, and battled a massive snake. Where am I?
You're on the main level of the Castle - the same room, in fact, where you first found the Key of Ramm. The gate which originally allowed your party access to this room has been closed, and the gate before you (the same one your party couldn't open) now allows your party to pass. Going through the gate and down the stairs, you'll appear in the Hazard area, section two of the lower level of the Castle.
35
Castle - Upper Level - Messages
1. An old wooden table and several chairs are rotting away in the center of the room, and fragments of broken flagons and rubble cover the floor.
2. (Search) You found a ring with two odd looking black keys, each with a handle in the shape of a small spade.
3. This impressive looking suite appears to have been some kind of guest room, an inference made by examining a tiny placard behind the door which reads: Checkout 10 am.
4. The room is rather dull, having blank walls and no furnishings, save for a few decomposed cots.
5. Several rotted cots and an old flower pot are all that remain here. Within these simple quarters you recall the story of the servant girl, given with a child rumored to be an illegitimate son of the King. Although nothing was ever proved, supposedly the King came to her bed once a week every night of her 14th year. Despite the relentless efforts of the Queen, she never could catch him in the act, and soon it was whispered that the King had some kind of secret magical powers that enabled him to walk through walls.
6. This room was once a beautiful parlor with ornamental furniture and gayly painted walls. Now, its colours have faded and turned dull, and the chairs have all turned to dust.
7. Even through the decay of many years, the magnificence of this former suite is still perceptible, and it is clear that this was the master bed chamber. No doubt the Lord of the castle made this his personal quarters. The walls are a panorama of hand-painted murals and every nook and edifice shows the handiwork of finely skilled artisans. Even within this darkened ruin, a bit of the wondrous splendor that used to shine here still lives. The decomposed remnants of a towering bed have slumped against the far wall and remains of furnishings lie spread throughout the room.
8. Rotted shelves and decomposing books have fallen to the floor surrounding the walls of this former library and study. Against the
36
8. (continued) wall ahead of you is a broken collapsed desk. Most of the books have totally deteriorated and it is impossible to read them. A few however have legible titles and you look them over: "Ye Histry of Ye Wurld"; "Accidentia Mathematics'; "15 lbs in a Fortnight and How to Keep It Off"; "Tales of Ye Magikals" Of all of these, only the last two show any promise, but unfortunately both are so blackened with rot that you get little from them except for an interesting recipe for cabbage.
9. (Search) Searching among the ruins of the desk you find a piece of wire leading from the desk into the wall... Stand back and pull the wire. Crouch low and pull the wire Leave the wire alone. (Crouch low) You triggered a secret cache! Opening the jewel box, you find a key and a small book. The book remains in good condition and appears to be some kind of diary or notebook, written in a strange undecipherable code.
10,11. (Search - Press button to open passageway.)
12. (Use Key of Rarrun to open the gate) You find an odd mask which seems to be made from the head of a goat. It shows signs of decay, but otherwise seems to be fairly well intact. Along with the mask, a very ornate dagger is resting in the chest, apparently made of gold. Mounted into the hilt are several gems and two runes are engraved underneath. (You'll receive the Goat's Mask and the Dagger of Ramm. Hang on to both of them; you'll need them later on in the game)
13. (Use Key of Ramm to open the gate)
14. A great stone altar rises up from the floor, graven with runes and demonic figures. Grotesque caricatures play in some bizarre ritual, and stains of deep red colour the surface. Ghoulish acts depict a story of horror, giving cold sobriety to its unholy purpose. These images brutely dispel any ideas of gaelic charm the castle once held, an innocence consumed by the shocking nightmare of its reality. (Search while facing the two fountains) Examining the foul slab, you discover three special symbols which can press into the altar like a kind of switch. The symbols are, respectively, an Orb of flame, a Goat's head, and a Staff. Press Which Altar Symbols? Flaming Orb, Goat's Head, Magic Stave, None (Exit). Press Goat's Head twice, Flaming Orb,
14. (continued) Magic Stave, Flaming Orb) Jump Into The Altar Pit, Leave The Altar Alone (Jump into pit and fall through to Castle, Ground Zero level) The surface of the altar has opened, revealing a pit which descends into darkness... The altar surface begins to lower! You jump into the pit!
15. You are standing upon a balcony which is overlooking the area below. As you look over the edge, you see an altar.
16. You step into a room whose walls are alabaster carvings of cherubs, roses, and vines, and though the plaster has long turned dark, the detail of these ornamentations is still an impressive spectacle to behold. The fossil of a bed that spanned a width greater than the length of three men rests in ruin upon the floor, and scattered through the room are piles of rotted woodwork that used to be furniture. This suite is most certainly the former chamber of the Queen, and it makes you wonder whether the rumors about her peculiar rituals with young men were true.
17. Brightly painted walls used to accent this small boudoir, and though it has lost its original luster, it has kept its lighthearted and festive appeal.
18. (Search) Inside the trunk is a rather shocking article of, well, armor or something. It appears to be a heavy bra made of hard glossy black leather, and lined with sharp pointed metal studs around its edges. Although its use is not quite apparent, it does seem to have the "potential" for a certain kind of (*AHEM*) appeal, if worn by the right person. Still even more perplexing, along with the strange bra, buried in the bottom of the box you find a long black whip. Hmm, now what would these be doing in the Queen's boudoir?
19. You heard something go "bump" around the corner up ahead...
20. A cold air rushes through the bars of the gate, as if the wind were blowing into the castle from somewhere beyond the gate. You hear a rather haunting kind of bleat echoing from far away, but that is probably the wind just as well. (Use the Spire Key to open the gate)
37
The Skull Door
When will I be able to open the other gate and the door with the skull?

Once you're party has found two jewels to fill the eyes of the Skull, you may return to this area and continue your adventure from here.
The Skull Door - Messages
The Skull Door - Part I
By way of the NW tower, your party ventures down below the Castle - below even the barracks to an area known by most adventurers as the Skull Door.
With your current collection of goods, all but one gate is shut off to you. It is here that the King hid the secrets of his diabolical altar.
Frequently Asked Questions & Their Answers
How do I open the gates in the Skull Door area?
At this time, your party can open only the second gate in the hallway. You'll need a key found in the King's library on the upper level of the Castle.
I've gotten through the gate, but there are pits all over and I can't get to the chest. Is there a way around the pits?
Just inside the gate, in the lxl room, you'll find a button which will help you. While you're at it, search the other walls you can reach. You'll find buttons to close the pits and get you to the chest.
What's the Book of Ramm for?
It tells of the King's ritual at the altar. Read it carefully, and perhaps you can repeat the steps the King took so long ago.
1. (Use the Gold Key found in the King's Library to open the gate.)
2. (Use the Wizard's Ring to open the gate. You'11 find it later on in the game)
3. A black steel skull cast upon the face of the massive door stares blankly out into the corridor. The eye sockets are unnaturally deep, as if the skull once held a pair of jewels.
4. 5, 6. (Press the button to close a pit)
7. (Open the chest and find the Book of Ramm.) The writing is in a strange code you are unable to read. You open the ancient book and read the following text O first night of ramm and second born ramm again, find third upon thy altar burning bright; Where fourth night of wands bears fifth magik sun again, is when thy graven altar shall blossom into night

38
The Belfry

Note: The first "level" of the Belfry appears on the Castle Upper Level map
The Belfry
Your party comes prepared this time, brandishing the only key which will allow you access to the Belfry's only locked room. You're not exactly looking forward to the encounters with the bats or the chancy proposition of swinging across the pit where the rope hangs. But it is nonetheless good to know that when you enter that room and collect its goods, you'll be on your way out of the Castle and into the land beyond.
Frequently Asked Questions & Their Answers
I've tried to cross this Belfry a hundred times, but I can't get across.
Both sides of the Belfry look identical -spare one trait. On one side of the Belfry, the door is locked; on the other, it's open. Each time you swing across, turn the corner and check the door. If it's locked, you've made it across.
How do I open the locked door?
You need the Bell Key. You'll find it in the Hazard Area on the lower level.
Where do I use the rope?
Just like it swings from the bell, you can swing from it!
The Belfry - Messages
1. Keep Belfry Closed
2. Looking up the large well to the top, you see only darkness. On the floor, however, you find the remains of many small rodents and some bits of blood, and what appears to be excrement that fell from above.
3. A large blackened bell hangs silently within the top of the belfry, covered with sooty molds and splotches of bat droppings. A long thick rope descends from the bell down into the well, and is used to ring it by holding on and jumping in. It also appears to be the only way across the well: Hold rope and jump into the Belfry; Attempt to swing across the Belfry; Leave the rope & bell alone.
(Attempt to swing across the Belfry) Bong! Bong! The bell has disturbed the denizens of the belfry! Here come the bats!!
4. (Disarm the chest, and you'll find...) The trunk contains a coil of the long heavy bell rope, which appears to be quite strong and useful. (Use this rope along with the Hook found in the Captain's Den to cross the Chasm)
The Cavern & Giant Mountain
(Giant Mountain maps follow this section)
40
Cavern & Giant Mountain
Taking the same steps the King must have taken long ago, your party emerges far from the edge of a towering mountain. You wonder for a moment where you have arrived; this land certainly doesn't look like the Castle you're accustomed to. It is at this moment you recall a tale told by an unknown author - the Deadman's Log. You remember the treasure, Giant Mountain and the horrors he spoke of. And for you it is no longer fiction, the rambling of a starved and insane man; you are about to meet it face to face.
'Round the Mountain
As your party looks around and begins to explore, you understand one thing right away: this is a confusing area! First off, it's huge; secondly, the bridges seem to stray this way and that, and before long, you've forgotten the direction from which you came!
As always, there's hope (and there's a map, too). Like many regions within Bane of the Cosmic Forge, the Cavern area is really three different areas all of which are typically played in different sections.
There's the Cavern by itself and the negotiation of its many bridges to reach the face of the Mountain. On the Mountain, you'll find yet other "places" to visit. Beyond the mountain lies the gateway to yet another world and below this mountainous region, you'll find the Mines.
After you've explored the Cavern, take a trip to the Mines (their section follows). Composed of four different levels, the Mines contain many of the things you'll need to further your progress in the Cavern. Once you collect your goodies and move on through the Cavern, you'll be able to climb the mountain and move on to what waits for you on the other side.
Frequently Asked Questions & Their Answers
Every time I walk out on to the bridges, I get lost. Any suggestions?
First off, cast a direction spell. Then, using the map provided in this guide, take your steps carefully all the while watching the direction pointer to keep yourself on track. Whatever you do, don't accidendy walk off a bridge - it's a long trip down!
I'm at the face of a mountain. I try to climb it, but I keep falling back down.
Keep trying. It sounds crazy when your party keeps falling back down, but eventually, you'll make it up.
I've come across a drawbridge. It won't work. How do you get it to lower?
First of all, you'll need a vial of oil that Queequeg offered. If you have it, give the panel a splash. Then, you'll see many buttons to push along with a set of instructions. Grab a dictionary and see if you can't work it out. You can also find the answer in the "message" section below.
My party and I have found a broken catapult. How do we fix it?
If you search the area around the Catapult, you'll find a broken sprocket. If you look in the Mines, you might just find a someone who can fix it. You'll need some ammunition, too: a heavy boulder would do the trick. Of course, you'll also need to replace the worn rubber band. You'll probably find that in the Mines, too.
Where can I find a heavy boulder?
As your party winds its way through the tangled bridges, you'll undoubtedly come across many creatures. If you're lucky enough, one of these creatures will be carrying just such a boulder.
41
The Cavern & Mountain - Messages
Should I climb all sides of the Mountain?
Yes, you should. There are several unique rifts carved into the face of the mountain, and it's worth visiting each.
I've been everywhere... the Mountain, the Mines and the whole of the cavern. Now I'm stuck. I can't get anywhere else.
Trek back to the mountain. Up there, you'll meet the Twins who, in their own special way, will show you to the Achtung Lift. The lift brings you to another part of the Cavern that you and your party have not yet explored.
I've come to the end of a tunnel which has suffered from a cave in. I can't go any further. Can I move the rocks?
Yes. Do it just like the miners did. Use the Miner's Pick.
An avenue off the burial chamber is filled with sand. How can I get through?
You can't. There's a ton of sand in your way, and nothing but a fleet of trucks will move it! However, if you've got an Empty Sack to put some sand in, you can take some with you.
Where do I find an Empty Sack?
It's in the Pyramid. You're almost there.
I've come to a wall and feel cold air blowing through a crevice in the rocks. Is there a way to break the wall down?
Sure. Use the Miner's Pick. Handy little tool.
After passing through the burial chamber, I've come to a set of stairs. Where do they go?
The stairs you stand before go to the mystical Pyramid, a land of fabled folk.
1. The tunnel emerges out of the mountain and into the open expanse of a titanic gorge. A network of bridges spans over the deep gorge, and far across the sky you can see the jutting peak of a huge mountain, poking up into the center of the great cavern.
2. Wizard's Cave
Trespassers Not Welcome
3. Entering the Mines Protective Helmets Required All Times
4. Before you looms the peak of the great mountain, and its many rocky crags and crevices bode a treacherous journey to the top.
5. Before you looms the peak of the great mountain, and its many rocky crags and crevices bode a treacherous journey to the top.
6. There is a small foothold up the face of the mountain which may be climbed.
Try to climb up the mountain
Remain here where it is safe
You slipped and fell!
(If you try to climb, there is a chance you
may fall)
There is a small foothold which leads down the face of the mountain.
Try to get down the mountain
Remain here where it is safe
You slipped and fell!
(On your way down, there is a chance you may
fall)
7. (The same as #6)
8. (Search - Press button) Draw Bridge. Control Panel. Press to Open. The control panel door has rusted and won't come open... (Use Mystery Oil to open the door.)
Press Which Control Buttons Spring Winder Auto-Coilwrap Translux Pump Truss Drivers Toggle Safety Shutdown Exit
42
8. (continued) Inside the control panel are six tiny buttons, each with a tiny label. Some instructions engraved on its face are as follows: *CAUTION* Safety detachment required prior to inchoate winder advancement. Do not activate coilwrap until a wait of 5 seconds post pump nascency, over safety interdigitation. Truss ascension may follow, but under no circumstance should fall extrinsic to pump and winder immurement. Final winder engagement induction for draw bridge facilitation.
It is good to know that the engineers responsible for the bridge wanted its operation to be accessible by anyone, and thus took the time to create such specific instructions, in that unique way that only real engineers can do. (Press Safety, Pump, Coilwrap, Truss, Safety and Winder - the drawbridge will lower)
9. The remains of a large wooden machine are resting upon the precipice. After looking it over, you decide it is for hurling heavy objects through the air much like a catapult. On the opposite side of the precipice, you see a tiny ringed target standing all by itself. Inspecting the machine, it appears to be operational, except for a sprocket which has cracked and fallen out, and a long band of rubber, which has lost its spring and begun to crumble... (Search - you find a Broken Sprocket)
(If you try to use the catapult without repair)
The catapult needs a new rubber band. The
catapult needs a new sprocket.
(Merge the four rubber strands you found in
the Mines into rubber braids and then a
band to replace the worn band on the
catapult.)
The rubber strand is too thin and too short to
replace the old band.
The rubber braid is too short to take the
place of the old band.
The new rubber band fits perfectly!
(Take the Broken Sprocket to Smitty's Forge
and Grill in the Mines. He'll fix 'er up for
you for a fee, of course)
The repaired sprocket gently nestles into
place on the old machine... Having repaired
the catapult, you may now perform normal
firing operations.
Although the catapult works fine, you need
some kind of ammunition which is usable as
a projectile...
(Put a Heavy Boulder in the catapult for
ammunition)
You load the big stone into the ladle of the
catapult...
(Once the catapult is working properly, your party will receive these options)
Perform Which Catapult Operation
Latch Ladle
Wind Up Band
Release Latch
Abort Fire
(If you don't hit it...) You missed the target (If you do hit it...) Bull's-eye!!
10. (The same as #6. Before climbing at location #10, complete the Mines, the Cavern and all surrounding areas. This route will bring you to the Guardian of the Rock, and out of this section of the game)
11. A large ugly troll climbs from under the bridge and blocks your way! Finally, he bellows, "I yare the toll troll! Pay the toll or heads will roll! Arghh! Are you gonna pay the toll! (Answer "yes" to pass) A wise decision! The toll troll leaves.
12. (Landing point from Achtung lift)
13. The tunnel ends abruptly as apparently there was a cave-in some time ago. You might be able to dig through it, using the proper tool, of course... (Use the Miner's Pick)
14. This appears to be some sort of burial chamber, wrapped mummies being laid in alcoves cut from the earth. The ground is dirt and clay, and broken pieces of pottery lie scattered about the room.
15. The tunnel is filled with sand, making further travel into it impossible... (If you happen to have an empty sack, you may want to take some of the sand at this point... you never know when you'll need it) You fill the empty sack with sand.
16. This area has been chiseled out, as if someone were trying to tunnel into the rock for some reason. Investigating it further, you can feel a slight wisp of air seeping through a crack, possibly from another tunnel on the other side. (Use the Miner's Pick)
43
Giant Mountain
From *6, Cavern
From *7
From *10

On the Mountain
Few places in Bane of the Cosmic Forge offer such a view of the surrounding area. As your party climbs the mountain, you'll explore it and get a taste of what's been there before you. There are four sides to the mountain, three of which your party can climb. The fourth is a lift to another area of the cavern.
Frequently Asked Questions and Their Answers
I've met a Guardian, but he won't talk to me.
You can get him on your good side if you feed him; he likes rocks.
What do I do with this Ruby Eyeball? Wait for a matching set
Giant Mountain - Messages
1,4,6,9,11. There is a small foothold which leads down the face of the mountain. Try to get down the mountain; Remain here where it is safe
2,5,7,10,12. There is a small foothold in the face of the mountain which may be climbed. Try to climb the mountain; Remain here where it is safe.
3. Huge piles of rocks and boulders cover the ground, probably the remains of a recent rockslide. There is a foothold which leads down the face of the mountain. Try to climb the mountain; Remain here where it is safe. {Remain here where it is safe - Search) Nothing here but huge boulders though you never can tell when one might come in handy. (Receive boulder or boulders)


8. (Search - find chest) This chest property of Capt. J.R. and Company. May a Curse be Upon Ye. (Inside the chest, you 11 find random items and Baubles & Trinkets. Note: if you don't kill Queequeg immediately after you tell him the location of the chest, you'll get a note from him, thanking you for revealing its location.) There is a foothold which leads down the face of the mountain. Try to climb the mountain; Remain here where it is safe.
13. Gyent Krieg. Haus Af Der Gryns Twyns. There is a foothold which leads down the face of the mountain. Try to climb the mountain; Remain here where it is safe.
14. FEE-FIE-FOE-FUM... (Fight Gryns Twyns)
15. Achtung. Press Button Fur Das Exit (Pressing the button opens a chute, which takes your party to #12 in the Cavern)
16. (Meet the Guardian of the Rock. Bring a boulder to talk to Mm; then kill him and receive a Ruby Eyeball for Skull door.)
44
The Mines
\ To Wizard's /Lair in Castle

llfrn H 1 51 Ifctl
Leuel 1
iv ddtJ
l£x aa'
his 'l Pjal
tin___II
Leuel 2

Leuei 3
ITLT
IS
99
^
bb
Leuel 4
45
The Mines
One hundred and twenty years past, this site teamed over with prospective miners in search of a single jewel or one gold pebble to tie them over until their next fortunate discovery. A flurry of shovels, picks and axes hammered at the walls, carving passageways up and down... some within mere steps of one another! Now, the Mines' bounty taken, few creatures remain. Most, insane or otherwise maddened, approach your party with swords raised. However, within these lonely confines, a single man yet remains.
Down Under
The Mines are a fascinating and sometimes confusing place. Taking a stroll about its first level, you'll notice an abundance of stairs. Traveling down, you'll notice even more. And more. And more. Indeed, without some kind of guide, it's easy to become frazzled!
That's why you'll find letters next to each set of stairs on the maps which follow; each letter corresponds with another set of stairs on the level below or above it, depending on the direction of the stairs. You may use these maps and letters as your guide while exploring the Mines.
While exploring, you'll discover things which will allow you to solve the mysteries remaining in the Cavern, and still other goodies which will be useful to your party. You'll also meet Smitty, a cheerful old man, who's set up shop in the Mines. And then there are these other men - or perhaps men -who wait below.
Frequently Asked Questions & Their Answers
I've reached the Wizard's Cave, but I can't open the gate. How do I get in?
You need the Key of Wizard's Cave. If you venture deep enough into the Mines, you might find the Wizard who holds the key.
There's an awful lot of stairs to keep track of. Is there some other way to navigate the Mines? Do I need to keep track of where I'm going?
No, not at all. In fact, by the looks of the Mines... stairs every few steps and all... it appears the original builders didn't! Many Wizardry players simply run around until everything starts to look familiar. Just remember, there are only four levels: you can only go up and down so far. Start on the western side of the top level, and work your way down. Then, move to the eastern, northern and southern sides of the level and do the same. Eventually, you should reap all the rewards the mines have to offer.
I'm trapped in a dark area. Is there anything I need in here? While I'm at it, how do I get out?
There are several dark areas within the Mines. You'll find a chest in one, stairs in another and a shortcut to the Wizard's cave in the last (but you'll still need the key). The best way to navigate a dark area is to follow the walls, mapping or looking at a map as you go. Cast a Direction spell to keep you on track, and a Detect Secret to spot any items you might miss in the darkness. If you get hopelessly lost, there is only one technique: run all over until you get out.
I've found a Key of A Minor. But I can't open anything with it. Where do I use it?
The inhabitants of the Mines had to leave behind some of their bounty... after all, this used to be quite a profitable place! As your party explores each nook and cranny, you'll find their caches hidden behind gates. Use the key there.
I had an encounter with a Rubber Beast. After I defeated him, I found a single rubber strand. When I encountered another Rubber Beast, I found yet another rubber strand. What am I collecting these for?
Remember the catapult in the Cavern? Its rubber band was broken. Maybe if you found enough rubber strands, you could put them all together to make a good replacement.
46
I've found Smitty, but he doesn't seem to like my party too much. What should I do?
He likes your party! He's a friendly chap. Perhaps it's just the character doing the talking that he doesn't care for. Try talking to him again with a different character or cast a Charm spell on him. By the way, Smitty's good at fixin' what needs to be fixed. (See the interview with Smitty in this section)
Apparently I don't have what Smitty's looking for. Did I miss something somewhere?
In the Cavern by the Catapult, you'll find a sprocket which is in need of repair.
I've found this man who's trapped inside a diamond. I've hit it with the Miner's Pick a thousand times, but it still won't break. What do I do?
You need something a bit stronger than a pick. A Miner's Chisel might do it. You can find one in a chest on the second level of the Mines. It's behind a secret wall south west of Smitty's. Take the stairs down ("k") from level one and you'll be in the area.
I found the Miner's Chisel, hit the diamond and put a fracture in it, but apparently it wasn't enough.
To break the diamond, you'll need to hit it on all four sides.
I've found two gates on the lower levels of the Mines, but I can't open them. What key do I need?
You're looking for the Key of A Minor. It's hidden in a dark area on the first level of the Mines.
Is there anyway to turn Mystaphaphas back into a human?
No. Such is the writ of the Cosmic Forge.
Where do the stairs in the Wizard's layer lead to?
One set of stairs will bring you to the Wizard's Lair in the Castle. The other set will bring you to the Morgue.
What do I do with the Wizard's Ring?
It opens a gate near the skull door on the lowest level of the Castle. Hang on to it for now, if you like. You'll be going there shortly.
The Mines - Messages
1. (To enter the gate, use Key of Wizard's Cave)
2. Well! It's about time someone came and let me out of here!! Do you have any idea how long I've been locked up in here! Huh!?! Do you?!!! A hundred and twenty years, that's how long! And let me tell you, if I ever get my tail on that stupid imbecile Xorphitus then I'll make mincemeat out of him!! Well anyway, urn,... thanks, for letting me out of here... By the way, my name is Mystaphaphas... I was once the apprentice to Xorphitus the wizard, that is until he locked me up in here and forgot about me... I know, I know, you're wondering just how did a big snake like me become the apprentice to such a great wizard??! I'll tell you how! Because I'm not a snake!!! Or at least I wasn't until that foul pen came along!! That accursed pen!! OOOO! That really burns my skin just thinking about it... All I did was to sneak in and use it just once... just a few words to make me "dashing" and "attractive", so that the Queen might have me as one of her lovers... and that I would live in "safety" from the wrath of the King... and now look at me! The Queen loves snakes!! So I was transformed into a snake!!! And the wizard locked me in here! They thought I would make a good pet!! And so I was safe from the King!!! O! That stinking wretched pen!!!! (Try giving the pour, hungry snake some food) Just for that I'll tell you a secret! There's more to the Wizard's Lair then meets the eye! (See the interview with Mystaphaphas later in this section)
*
47
3. (Search and you'll find a button. Press it to open up the secret doorway. Inside, you'll find the Key of A Minor)
4. An old dwarf looks up from behind an anvil, where he is busy hammering on a red hot piece of roasted corn, and says, "Dag nab it! Can't you sees I'm busy! What cans I do yer fors? (Give Smitty the Broken Sprocket... he'll fix it for you) Waits here a minutes ands I'll sees whats I cans do with it... (The dwarf takes the broken sprocket to the forge and begins whistling) WMii-woorr-whirrr.... Tums-da dum... This's only takes a second, folks... (Bang! Bang!) (Clang!) (Bang! Bang!) (Sssssssstt! Whoosh!!) Only be's a few more minutes... Whiii-woorrr-whirrrrr.... (Bang! Bang!) Here's ya go! Good as new!! (See Smitty's interview in this section)
5. (Encounter with Rubber Plant. After the encounter, you'll find a strand of the plant you recently dismissed.)
6. Welcomes Ta Smitty's
Forge & Grill Fine Foods'n Fixin's
7. You witness a most bizarre countenance within the confines of a great diamond crystal, a transparent gem whose edges form a barrier blocking entry into the chamber... After watching the odd head bobble for several minutes inside the raw diamond cell, you realize that this is no mere vision, but rather that some entity is actually trapped inside the giant gem. As it approaches the wall, it seems to be trying to say something...
After studying the diamond barrier for several minutes, it appears the recent crack runs along a major fault line, a sign that the diamond might shatter if the fracture could be propagated along the perimeter of the diamond and then a fatal blow struck from here.
(Hit the diamond with the Miner's Chisel) A fracture has appeared in the diamond wall, but it has not broken...
(After methodically hitting the diamond on all four sides) The diamond shatters! The pieces are evaporating in the air, leaving naught but smokey steam...
8. "Free at last!" I do not know thee, but I have known of thee, since the times when it all began... My time is short, for as you can see my body has long ago died, and it is only through the last vestiges of my former power that my spirit has held this final grasp upon your world, so that I may speak to you now, and aid you in your quest. I will tell you a story, and let this story serve as a warning to you and they who will try to follow in your steps... I am half of the former wizard known as Xorphitus, whose bones you see on the mantle before you. A hundred and twenty years ago, I engaged upon the quest for the Cosmic Forge, the bane pen from which are writ the workings of all the universe. To speak of the pen, I must speak of the circle, the blessed altar from which the pen was stolen. To protect the power of the pen, it was written that the pen was only to be used upon the holy circle and thus it came to be. In order to wrest the pen from the circle, so as to free it from this mandate, it was necessary to contrive the exception, the singular exception which ensures the freedom of the pen, and likewise does not violate the original order. Thus the great exception was formed, that whosoever shall scribe with the pen not upon the Cosmic circle, will suffer his writ as a bane, and shall not rest or be freed from it until a new generation has passed, that time being exactly one hundred and twenty years, and after that shall he be of his own doing and free from the writ and the bane. My time is at end, for thee has come and set me free, and as my bones lie before you, this becomes my doing, a fate that releases me from my curse. Now listen, as I reveal to you those events which long ago transpired, so that you may act wisely and rightly. Once I was Xorphitus, a great wizard of magik and power, and like all who taste of power, the more I drank of it, the greater became my thirst. So it was that I came to make an unholy pact with another whose hunger was a copy of my own, and together we held the dream of universal domination. When at last we heard of this Cosmic pen, we knew that to make it our own would make our triumph complete, and so we plotted a scheme which yielded us the "Cosmic Forge". But how soon we learned of the bane that follows, should the Forge be removed from the circle as we had done. Yes, once I was Xorphitus, and I was determined to defy the fates, and so scribed
48
8. {continued) the words which told of this mortal wizard which should be called Xorphitus, and how he shall know all things in the universe, that he will then know how to evade that dreadful bane. And yes I came to possess full knowledge of everything, and with it was I ripped asunder, twain into two beings, for the nature of all things is divided, that which it is, and is not, and thus as the knowledge lived in me as one, thus it must pass that I then become divided. For as I know all, I must also know nothing. As it was that a man shall know "good", so was I compelled to also know "evil". Everything which is known is divided and that which is not dividable will never be known. Thus shall men forever seek to know, and thus will men always be divided. This is the nature of knowledge, and I tell you that this is how it lives inside of you. This is how you know, this is how you think, this is how a mind believes, and how a mind speaks unto itself. But time grows short and there still remains much I must tell you. Though I, Xorphitus, am dead, Xorphitus, my other half lives on! And as I do but aid thee, he shall do but harm thee. His knowledge is incomplete, since I possessed its complement, and he can but stumble blindly, half-right, and half-wrong, in everything he does, a mind forever floating through a pool of darkened waters. He is insane, as am I, but you must seek him out, for as I know of the pen and why, and do tell you, he will know the where and the when of it, but not what, and he will not tell you. That is what must be discovered from him, and with him lives the fate of the Forge, the pen and Hand of Destiny... "I am free at last!!" And the vision softly fades...
9. (Use the Key of A Minor to open the gate. The chest inside contains goods left behind by the Mines'former inhabitants.)
Meet Smitty
We approached a door which read "Welcomes Ta Smitty's Forge & Grill. Fine Foods'n Fixin's". Couldn't have been better timing. We were nearly starved from our exploration of the Mines - up and down what seemed like a hundred sets of stairs!
(S):Dagnabit! Can't you sees I'm busy! What
cans I do yer fors? (P): What's your name?
(S): Folks call me Smitty! I's a
restaurantrepreneur! Fixer of food's n'
forgin' fer fortune!! (P): Where are we? (S): Yer in the mines! (P): Tell me about the mines. (S): Seems we always been diggin' in the
mines... It takes awhile to learn yer way
around. (P): What are you digging for? (S):I dunno whats we're diggin' fer! I don't
think anyone does anymore! (P): We'll start digging, too. (S):Not around these parts ya don't! We
already's got it staked out! (P): You have some food then? (S):MMMM... Edibles... I's a pretty mean cook! (P): Where can I buy food? (S): You can buys it right here! (P): What about your forging? (S): I can mends and fix things with me forge! O
course, I's needs something ta work on, if ya
gets me drift... (P): Can you fix this sprocket? (S): I'd haves ta take a looks at one first.. Gives
it ta me and let me takes a look... (P): (I handed him the broken sprocket) (S):Hmmm... It's busted alright... Don't looks
too bad, though... Ya's wants me ta fix it?
It'll costs ya 1000 gold pieces. (P): Yes, please fix it. (S): Waits here a minutes ands I'll sees whats I
cans do with it... (The dwarf takes the
broken sprocket to the forge and begins
whistling) Whiii-woorr-whirrr... Tums-da
dum... This's only takes a second, folks...
Bang! Bang! Clang! Bang! Bang!
Sssssssstt! Whoosh!! Only be's a few more
minutes... Whiii-woorrr-whirrrr.... Bang!
Bang! Here's ya go! Good as new!! (P): Thanks! (S): Don't mention it. (P): Say, have you seen any strangers? (S):Shhhh! I's heard tales of stranger's come
inta these parts! (P): Who are they? (S): Why's, if I knew that then they's wouldn't be
strangers!! (P): Where are the strangers? (S): Don't know... have ya seen anybody
suspicious lately? (P): No, no. Can't say I have.
And with that, we parted ways. We were off to repair the catapult hoping it would allow us entry to an area we had yet to explore. On our way, we thought of the strangers Smitty had mentioned and wondered just what "tales" he had heard.
49
Meet Mystaphaphas
At that very moment I met him, I felt like a faerie under a giant's hammer. He dashed toward me, fangs bared above and below a famished grin that spread across the whole of his face. And we were to be his meal! We held our swords before us, prepared for the worst, when he stopped his dash as suddenly as it began!
(M): Well! It's about time someone came and let me out of here!! Do you have any idea how long I've been locked up in here! Huh!?! Do you?!!! A hundred and twenty years, that's how long! And let me tell you, if I ever get my tail on that stupid imbecile Xorphitus, then I'll make mincemeat out of him!! Well anyway, um... thanks, for letting me out of here... By the way, my name is Mystaphaphas... I was once the apprentice to Xorphitus the wizard, that is until he locked me up in here and forgot about me... I know, I know, you're wondering just how did a big snake like me become the apprentice to such a great wizard??! I'll tell you how! Because I'm not a snake!!! Or at least I wasn't until that foul pen came along!!! That accursed pen!!! OOOO! That really burns my skin just thinking about it... All I did was to sneak in and use it just once... just a few words to make me "dashing" and "attractive" so that the Queen might have me as one of her lovers... and that I would live in "safety" from the wrath of the King... and now look at me! The Queen loves snakes!! So I was transformed into a snake!!! And the wizard locked me in here! He thought I would make a good pet!! And so I was safe from the King!!! O! That stinking wretched pen!!!!
(P): Is the pen the Cosmic Forge?
(M): I don't know, but if it's still around I want out of here!
(P): What is the pen's Bane?
(M): The bane of the Cosmic Forge! Just use the Pen!
(P): Where is the King now?
(M): Don't know and don't care!
(P): What about his Queen?
(M): The Queen of the King! Apparently,
she's a sauriophile! (P): Hmmmmm. And what of the
wizard? (M): I was an apprentice to Xorphitus! I
dabbled in magic, spells and such... (P): What kind of magic? (M): Xorphitus would know about magic (P): What of Xorphitus? (M): Xorphitus is a powerful wizard, or at
least he was... (P): Where is Xorphitus? (M): I would presume to find him in his
lair. (P): Tell me, where is this lair? (M): The lair is where is Xorphitus lives.
There is a magic ring which opens
the entrance to the lair. The
Wizard's lair is under the castle, near
the skull door. (P): I've seen the skull door! (M): The skull door leads down to death! (P): To death?!?
(M): Death waits behind the skull door! (P): What about this gem I have? (M): You need two gems to open the skull
door. (P): Where's the other gem? (M): Xorphitus hid them to seal off death. (P): You must be hungry, Mystaphaphas. (M): Darned tootin' I'm hungry! Wait
around for a hundred years like I did! (P): That's a long time! (M): Tell me about it! (P): (I paused to grab some food from my
swag bag, and passed it to the
snake.) (M): Mmmm... (Slurp!) That's delicious!
Just for that, I'll tell you a secret!
There's more to the Wizard's Lair
than meets the eye! (P): Thanks! (M): You're welcome!
I left Mystaphaphas the rest of my food. I knew I'd find more later. Besides, he needed to concentrate on his magic some more... unless he wanted to go through life with scales.
so
The Pyramid
Ifct 5 3al Lead t0 stairs *6

Leuel 1


Leuel 2

Leuel 3
Leuel 4
►21
K A 22
2323
r %-*■

Lower Leuel 1

Lower Leuel 2
SI
The Pyramid
At the very bottom of a Pyramid whose dimensions your party does not know, you arrive. A quick look around tells you that this Pyramid, like the Mines before it, was built of care and for confusion. At this point, you can't be certain which. You soon discover that it is a culture unlike any you have encountered. It is the home of the Amazulu and the one they worship. The course to their grounds is a hazardous one. Filled with turns and stairs and creatures galore, only those with the right mettle may survive.
The Fiery Path
After your time in the Mines, there's no doubt you're skilled at navigating the complexities of Wizardry's maze. Good thing. You'll find the Pyramids are filled with stairs too - and corridors branch off in all directions. Unlike the Mines, however, the Pyramid goes up. From where you stand, there are three levels above you. There's also two levels below you.
As your party travels through the Pyramid's levels, you'll find it's a tricky endeavor. These grounds are considered sacred to the Amazulu - testament to the many traps which lie in your way. There are buttons, chutes and traps throughout its tiers and up top, you'll find a hoard of people who will look strangely familiar to you. Not to worry, however; they're generally a friendly bunch. Approach the Pyramid just like you did the Mines, and your party should fare well.
Frequently Asked Questions & Their Answers
How do I get through the gate which I recognize?
Wave the Idol of Mau Mu Mu before it.
Where is the Idol of Mau Mu Mu?
The Amazulus have hidden it in the deep recesses of the Pyramid.
There s a chest bouncing all over the room. How do I stop it?
You'll need a Gloop Splotch. So where do you get such a unique treasure? Encounter the Gloop Goop... he's on the same level.
There's buttons all over the place, and when I press them, they don't seem to do anything.
In general, buttons within the Pyramid either close a pit to allow your party passage or turn off a trap to keep your party alive. Even if you're not certain what happens when you press a button, it's a good idea to do so. After all, you could be disabling a trap, and you'd hate to find out it was there the hard way.
I've found an Empty Sack. What am I supposed to do with it?
Take it back to the Burial Chamber on the outskirts of the Cavern. You'll find a hall filled with sand. Put some in the sack.
How do I open the gate on lower level 1 of the Pyramid?
You need the Bone Key. You can find it in the "bouncing" chest.
How do I deactivate the rolling ball?
There's a secret door you need to find on lower level 1. In the room, you'll find the switch to toggle it.
How do I get to lowest level of the Pyramid?
You'll need to fall through a pit to reach it.
How do I stop the arrows and gas?
There's a button to deactivate those, too. It's located on lower level 2.
How do I open the gate on lower level 2?
If you're standing before it, turn around and take two steps south. You'll find a button there which will open the gate.
52
How do I get the Idol?
You need to exchange the bag of sand for it. Hope your characters are fast enough!
The Amazulu Queen seems pretty hostile. Something I can do to appease her?
If you're carrying any baubles and trinkets, you might want to hand them over. You can also offer gold or an item you no longer desire. By the way, any NPC can be likewise flattered. (See the interview with the Queen of Amazulu in this section.)
How do I cross the hot coals?
Remember that girl in the strange mask? She's got some Foot Powder that'll do the trick.
Ya, but I killed the girl in the strange mask! Now how do I get across the coals?
Well, there are two ways to do it. You can simply walk across and take the damage, resting occasionally to restore your spell and hit points. You may also cast a Levitate spell, if its available to your spellcasters; remember, it's possible for the spell to "wear off" as you're crossing the coals, so you may need to cast it again.
I killed Mau Mu Mu, and received a gem. What should I do with it.
Hmmm. Bet you have another just like it. Head back to the Skull Door. It's two levels below the ground zero of the Castle. If you don't have another just like it, go back to the Mountain in the Cavern area, and kill the Guardian of Rock.
The Pyramid - Messages
1. {Encounter with Gloop Goop. If you're successful, you'll get a Gloop Splotch)
2. {Search. Press button to enter the room. Once inside, press another button. It will close the pit at #2 allowing you passage)
3. {As you enter the room, you notice something strange right away. A chest is merrily bouncing along, and shows no signs of stopping. If you use the Gloop Splotch, you may succeed in "sticking" it to the floor. If you do, you'll get the Bone Key).
4. {Open the chest, and you'll find an empty sack. Bring this sack to #13, Cavern, and fill it with sand.)
5. Faded paintings depicting brown people engaged in growing crops, bathing, and dancing in costumes cover the walls, a record most likely of daily life.
6. The walls are made of earth, blocks of clay engraved with fanciful designs. A quick look around reveals that all the walls are this way, suggesting a royal or sacred air about the place.
7. Emerging outside, you are standing on the ledge of a great pyramid, a temple which is arising from the mountain and completely bordered by jungle.
8. {Search. A button is on the wall. Press this button to close the pit at #8, level 3 of the Pyramid)
9. {Search. A button will appear. Press the button to close the pit at #9)
10. {Search. A button will appear. Press the button to close the pit at #10)
11. {Search. A button will appear. Press the button to close the pit at #11)
12. The head of a strange beast is hewn in the center of a circular emblem on top of the gate, although somehow the face looks oddly familiar... {Wave the Idol ofMau-Mu-Mu before the gate) You wave the Idol before the emblem... {The gate opens)
13. Perched high on a throne made of woven straw, sits a watchful and stem girl. She wears a fancy headdress, and around her neck rest many necklaces made from small bones and glass beads. Directly at her side are several of the warrior women, each swaying a large fan. Also, behind her to the right, another woman wearing a giant spooky looking mask is eyeing you very carefully as the party approaches the throne... "I am the Queen of the Amazulu! Who dares enter our sacred grounds?" {See the interview with the Queen of Amazulu later in this section)
14. Straight ahead lies the smoking top of a seething volcano. A bed of hot coals forms a bridge which leads to the edge of the volcano, making it the only way to cross over from the pyramid... The bridge of hot coals leads directly to the lip of the volcano, and extends out over the core of molten lava... As you stand above the lava, you start feeling earth tremors arising from the volcano, as if it were going to erupt. The tremors are growing stronger... The lava below starts boiling! Suddenly the volcano erupts!! (Use the foot powder) Though the coals are red hot, you feel no pain as you walk across them... (Without the foot powder...) SSSSSSTT!!!! Hot coals burn your feet!
15. "So you have come for the rock! Then I shall slay you!!"
16. (Search. Press a button to enter the room. Inside, you'll find another button. Press that button to turn off the chute at #16)
A clay Idol figurine is resting within an alcove, enshrined with dried flower petals, bones, and glass beads.
(If you don't have the sandbag) Try to take the Idol Leave the Idol alone (If you have the sandbag) Throw the sandbag at the Idol Exchange sandbag for the Idol Leave the Idol alone (Depending on your course of action...) The sandbag hits the Idol, knocking it reeling onto the floor! Quickly you snatch up the Idol!
You deftly snatch the Idol and replace it with the sandbag, so smoothly that even the flowers remain undisturbed. Your clumsy attempt to swap the bag of sand has knocked the Idol reeling onto the floor! Quickly you snatch up the Idol!
17. A hail of arrows swarms the party... (Search. Press the button to turn off the arrows at #17)
18. (Search. Press the button to close the pit at #18)
19. (Search. Press the button to bring your party back up to #23, level -i)
20. (Search. Press the button to open the passage directly north.)
21. (Search. Press the button to open the passage directly south at #16)
53
22. (Search. Press the button to close the pit at #22)
23. (Search. Press the button to close the pit at #23)
24. (Search. Press the button to open the passage south at #25)
25. (Search. Turns off the rolling stone... which squishes the party... almost)
26. (Search. Press the button to close pits at #26)
27. (When you step upon this square, it opens pits at #26)
28. Rolling Ball crashes through the hallway
29. (Search. Press the button to close pit at #29)
30. (Use the Bone Key to open the gate)
Meet Kuwali Kubona
She nearly scared the living daylights out of me. After the tryst I had with the Queen, I wasn't all too enthused to run into another of the hoard. But, besides being a bit on the flirty side, she is a good Amazulu (as far as Amazulus go that is).
|
(K): |
Pssssst! Wanna deal? |
|
(P): |
What kind of deal? |
|
(K): |
I have something for all! I know how to |
|
treat you right! |
|
|
(P): |
Who are you??!! |
|
(K): |
I am Kuwali Kubona, High Priestess of |
|
Mau-Mu-Mu |
|
|
(P): |
Mau-mu-mu?? |
|
(K): |
We dwell in the Temple of Mau-Mu- |
|
Mu. |
|
|
(P): |
Where is Mau-Mu-Mu? |
|
(K): |
Mau-Mu-Mu lives in the pool of fire! |
|
(P): |
He's a hothead! |
|
(K): |
Ssshhh! Mau-Mu-Mu might hear you! |
|
(P): |
Tell me about the fire. |
|
(K): |
Say, how about we make our own little |
|
fire! |
|
|
(P): |
Sure... |
|
(K): |
But first you must prove yourself! |
|
(P): |
How do I prove myself? |
|
(K): |
By entering the pool of fire! |
|
(P): |
Enter the pool of fire!?!?! |
|
(K): |
The pool of fire, home of Mau-Mu-Mu! |
Whether I proved myself or not is not of your concern. However, with the help of the foot powder purchased from Kuwali, I was able to cross the fire with ease and indeed met Mau-Mu-Mu... as short as that meeting may have been.
54
Meet the Queen of Amazulu
When I first saw her, I could hardly believe my eyes. Upon a high throne, she was decorated nearly head to toe in gold, silver and jewels; around her neck she wore the sharpened bones of various beasts who I can only assume her servants dispatched. As she grimaced at me and my party, other women cooled her with giant fans.
(Q): I am the Queen of Amazulu! Who dares enter our sacred grounds?
(P): It's us, the Faerie Avengers!
(Q): Have you come to take the rock?
(P)V Yes, we have!
(Q): Then you must be sacrificed!
(P): (Okay, so we were lying... and weren't so brave.)
(Q): Why have you come to the temple?
(P): To meet you, of course.
(Q): Did you bring me an offering?
(P): Yes, we did!
(Q): Lay your gifts before me!
(P): (Before her throne, I placed the Baubles & Trinkets.)
(Q): Fine, fine. 000, how pretty! Ahhh! Andjustlookatthisone!! Hey! Wait a minute!!! This stuff is nothing but cheap junk! Who are you trying to fool??! How dare you insult us!!
(Q): Do you apologize?
(P): Yes, we do. Sorry.
(Q): I accept your apology! And as a token of my forgiveness, I'll also accept a 3000 gold donation. Do you make the 3000 gold donation?
(P): Yes. (I lightened my pack of gold pieces.)
(Q): (The Queen turns and whispers to the woman in the spooky mask) See? I told you they had soft bellies!
(P): Are you referring to a SACRIFICE!!
(Q): You will do nicely! Mau-Mu-Mu demands a sacrifice!
(P): Us! Sacrificed?
(Q): Sacrificed in the pool of fire!
(P): What pool!?! (Not that we're eager to get in it, you understand.)
(Q): The pool of fire is home of Mau-Mu-Mu!
(P): Who is Mau-Mu-Mu?
(Q): The Guardian of the Rock!
(P): So Where's Mau-mu-mu?
(Q): At the end of the fiery path!
(P): (Q):
(P): (Q): (P): (Q):
Where is this path?
The path to Mau-Mu-Mu! Only the
Chosen may walk the path! The path
between the temple and the pool of fire.
Who are the Chosen?
The Chosen ones of Mau-Mu-Mu!
Am I Chosen?
Only if Mau-Mu-Mu shall choose you!
With little hope of Mau-Mu-Mu choosing me, I prepared to head down the pyramid in hopes of covering some more of this world. It was thea.. just as I was carefully backing away from the Queen and her warrior companions... that a girl in a spooky mask approached me...

55
The Skull Door

The Skull Door - Revisited
It was long ago that your party first approached this area. You gathered the King's Book of Ramm, and began to understand the horrid rituals which once took place in this Castle.
Now the world seems bigger to you. You know that there are others who weren't so possessed by the Forge or the King or even those he tried to command. Beyond this door, this area, you'll find even more. More people, more secrets, more stories to unfold. But first, the Wizard's Lair.
Frequently Asked Questions & Their Answers
How do I get into the Wizard's Lair?
You need the Wizard's Ring. Xorphitus in the Mines leaves it behind for you.
I've just found a Spire Key. What's it good for?
The Spire Key will let you get into the Castle's spire. In main hall, ground zero of the Castle, you'll find two sets of stairs up. Take the stairs to your right.
There's not much to the Wizard's Lair than a single room with chests. Is there more?
Yes. Look for a candle on one of the walls. Search the candle, and you'll find it actually opens a secret passageway.
How do I mix the potions together?
Mix the ingredients any way you want. There's no wrong way to do it.
Where do the stairs in the Wizard's Lair lead?
The stairs lead to the Mines - the Wizard's Cave, specifically. It's a nice shortcut.
How do I open the skull door?
You need to place two jewels in the skull's eye sockets. One jewel is held by the Guardian of the Rock on the Mountain. Mau-Mu-Mu of Pyramid fame has the other.
Where do the stairs behind the skull door lead?
The stairs lead to the River Styx.
The Skull Door - Messages
1. (Use the Gold Key to open the gate)
2. (Use the Wizard's Key to open the gate.)
3. (When you place one gem in the socket...) A black steel skull cast upon the face of the massive door stares blankly out into the corridor. A glowing gem rests in one eye socket, the other is empty.
(When you place both gems in the sockets...) A black steel skull cast upon the face of the massive door stares blankly out into the corridor, a glowing gem rests in each eye socket, giving the skull a demonic face and sinister smile... (You may now pass through the door and on to the River Styx. Before you go, however, take a trip up the Castle's eastern Spire.)
4-7. (Refer to The Skull Door - Part I)
8. (Open the chest. Inside you'll find the Spire Key and the Wizard's Record.) Opening the Wizard's record, you are able to read the following passages:
Month of Stars - 17th day
I have at last achieved success with my experiments in body re-animation! The poor victim was the mistress who had accompanied the Vicar, the whore mother of the demon child, and while she had been dead nearly three days, still did she breathe, walk, and see once again... It's a pity that
56
(Wizard's Record, continued)
there was not a way to similarly save her mind and soul, as now she is but an empty corpse. I have sealed her in one of the Castle spires, until discovering a means of proper disposal. Encouraged by these early results, I shall continue when another test subject is available.
Month of Stars - 23rd day
My latest subject, the insane Vicar of recent beheading, was a stunning experiment in corporeal separation. The moment the axe fell upon him, I invoked a magik which prevented his spirit from departing this world. His mind and soul thus captured, it proves that my ideas will work, and soon I will have mastered both life and death, and acquire immortality. For the time being, a "spirit lock" should confine the departed Vicar's "ghost" inside the other spire, and I will keep the key here, lest some unsuspecting turd lose this wraith upon us by accident.
Month of Moons - 4th day
We have at last uncovered the secret portal which shall soon bring us the Cosmic Forge, and I must prepare for the journey, for tonight, we fly!
Month of Moons - 13th day
We have stolen the Forge!
Month of Moons - 15th day
I am afraid that my wily apprentice, Mystaphaphas, has disappeared. There is no indication of him anywhere and all magical attempts at locating him have resulted in failure, other than leading me directly to the den of an overweight serpent, of which I think now must surely have consumed him.
Month of Moons - 16th day
I have finally decided what to write with the "pen", and thus escape that horrid curse which has already taken the King to his everlasting death... Thus, tonight, I inscribe destiny!!
9. (The candle on the wall before you actually triggers a secret entrance. Search the candle to activate it.)
10. Stepping into the closet, you notice a crooked staff in the corner, obviously forgotten or overlooked... (Search. A button will appear. Press it to open a secret passageway.)
11. A table full of potions, bottles and other assorted chemicals sits quietly waiting for a master who shall not be returning. (Search) A few jars appear to be intact and well sealed and possess contents which have not deteriorated or turned into hard lumps of blackened goo. An odd little wooden stick is also lying on the table and you notice that one end of it has been painted red. Mix which bottles together: Yellow powder, Blue potion, Red potion, Black powder, White powder, Green potion, Strike Stick, None, Leave. KaBlammm!! (Opens wall in the Lair, but your party may take some damage)
Before your party
heads off
to the River,
check out the
Castle Spires.
You 11 meet the
subjects of the
Wizard's experiments
there...
And pick up an item you need.
That is the last entry in the book, and all other pages are blank.
The Castle Spires
57
The Castle Spires - Messages

Upper Level +1
Upper Level +2
a
Upper Level +3

4+3
Upper Level +4
1+2
The Castle Spires
Passing the gate which held your party back just days before, you climb the stairs of the Castle Spire until you reach its top level. There you find a door whose face bears a black spade. You pull a key from your pack, unlock the door, and enter the room. Inside, you witness something most bizarre; and at the same time; it is heartbreaking.
Frequently Asked Questions & Their Answers
There's a gate I can't get through in the eastern Castle Spire. What key unlocks it?
You'll need the Spire Key. You can find it in the Wizard's Lair.
I've reached the top of the spire, but can't get through the door with the black spade on it.
You'll need a key with a matching face.
I used the Horn of Souls and nothing special happened.
Hang on to it. You'll need it a bit later.
1. The door is solid black, and looks to be quite heavy. Bolted to the center of its face is a black iron spade. (Use one of the Spade Keys to open the door. The keys can be found on the upper level of the Castle.)
2. The room is barren and quiet, looking quite undisturbed for over a century. As you cast a gaze about the chamber, you notice an eerie glow beginning to congeal within its center, taking the shape of a human figure. Soon you can discern a face, old and withered, and now it begins to speak... Hello? Hello?? Is that you, Annie? I can't see, Annie... Can you hear me, Annie? Annie?? Why do you not speak to me, Annie? Don't you remember me? Annie, don't you remember?? Don't you remember who I am?? I am... I do not know who I am... I remember... Yes, I remember a long time ago... I was... a holy man... a pious and revered man... I don't remember... I remember Annie, sweet Annie... O my Annie, we are lost! I broke my vows of sanctity for you, sweet Annie... and I am punished! Punished... Our daughter! We must hide our little girl... They will come and take her away! No! She is the devil! O, she who was conceived from sin... from our sin, fair lady Ann... and she is damned! And it is we who are damned... sweet Annie... the King has found us! The King has taken our daughter! He will protect her... He will protect us, sweet Annie... such a long time ago... I am lost now, Annie... but I still have the horn! I remember the cold around my neck... and the light... and I am walking into the light... But no! I am being pulled back! Something is keeping me from walking into the light... the hand! The hand from the light is holding something for me... It is holding the horn! Is it time? Is it time, sweet Annie? Is it time for the horn? I am coming Annie! I will blow the horn at last! (And the spectre holds up a dark horn and blows) I can see the light Annie! The light is coming back for me! Goodbye Annie! I am stepping into the lighh... and the ghost suddenly vanishes, the dark horn falling to the ground with a loud clatter! (You find the Horn of Souls)
3. The door is solid black, and looks to be quite heavy. Bolted to the center of its face is a black iron spade. (Use one of the Spade Keys to open the door. The keys can be found on the upper level of the Castle.)
4. (Encounter a Zombie) Inside the Castle spire, the contents of a bed, table and chair still remain intact after all these years. Bits of old hair and rotted flesh are evident upon the bed, probably from the corpse which you have recently put to rest.
58
The River Styx

Jftffffiffiftffi 5 5 5 5
?4 m
^^^^>^>^>^>^>^>^^
=1 +
Hall of the Damned
Vs/x/s/A
■*


Hall of the Dead 4-4-
"iV
Scro Is to top . i of map
59
The River Styx
Through the Skull Door your party traveled to the banks of the great River Styx. Water laps the sand of the beach in front of you, and through the Mists, you see a figure approaching. You know not whether it comes in peace; but you are certain the Horn of Souls called it. Last you knew, the Horn of Souls also ushered the Vicar into eternal sleep. It is with this in mind that you wait on the shore somehow sensing that you've reached the midpoint of your journey, but knowing the best is yet to come.
Gone Fishin'
The River Styx is the gateway to a bevy of places. Not only are its waters filled with their own interesting places to visit, there's secluded corners and carved niches which lead you to other parts of Wizardry that your party has speculated, but never visited. From the River, you can visit the Swampland, the Hall of the Damned and the Hall of the Dead where you'll meet persons who are most unique.
Frequent Questions & Their Answers
I'm at the River Styx, but there's nothing here, and I can't walk on the water. What am I supposed to do?
In one of the Castle's Spires, you'll find the Horn of Souls. Perhaps you can call someone to your aid.
Where can I find a Cylinder of Ash? Do I need one to ride the ferry?
You can find Cylinders of Ash throughout this area... just look carefully. Charron will guide you on the ferry for a fee; you don't need the ash.
What am I supposed to do at the red X?
Look around the river for a message about the DJ Locker. You'll find your directions there.
So I've found the right spot. Now what am I supposed to do?
Go fish! You'll find all the right equipment along with River's banks.
What's the reclamation number?
Ah, a tricky question. You'll need to find a certain caterpillar who hangs out in Swampland. He'll give you a note that will help you to reveal the answer.
What do I do at the Bottle Oracle?
Check your selection of items carefully. If you have a bottle, a note and something to stop the water from getting in, you're all set.
How do I find out what to say to the Siren's?
In the Tomb of the Damned, inspect the various tombstones. By one, you'll find a book which contains the verse you need.
What keys do I need for the doors I find along the river?
You don't need any keys for the doors. Just have your magician "Knock-Knock" them open.
On The Isle of Damned, there are a bunch of gates I can't open. What keys do I need?
Search the area, and you'll find a key resting in front of a gate. You can open all the gates with this same key. By the way, you'll want to open each of the gates, especially the ones leading to the water.
What am I supposed to do with all of the Cylinders of Ash?
Give them to Charron. Eventually he will offer you an item in return for your kindness.
What do I do with the Water Wings?
Have any member of your party "Use" the Wings, and it will allow you to float across the water.
60
How do I give Charron the Cylinders of Ash?
When you meet Charron, he will ask you if you have any ashes for him; tell him you do. Next, he will ask you if you require passage; you don't. Then, the NPC options will appear.
I've just found a Hookah Pipe. What am I supposed to do with this?
Bring it to Bugbrains, the caterpillar. You'll find him in Swampland.
There doesn't seem to be much to the Isle of the Lost. Have I missed something?
Make sure you search each corner and each wall. On one you'll find a button which opens a passage; in another corner, you'll find a key which will open a certain gate in the area.
How do I open the Gate on the Isle of the Dead?
You need the Key of the Dead. Charron will give it to you if you return enough ash to him.
River Styx - Messages
1. Stepping into the open air, your nose detects the scent of water, as if you were near a lake or something... And then you see it, surrounding your rock ledge, winding as far as the eye can see into an underground cavern in all directions, and then disappearing into the mists...
2. A circular emblem is engraved upon the floor, adorned with many strange runes and mystic symbols. Inside the circle, a scene depicts a boat carrying a tomb in flames across the water... (Use the Horn of Souls) The horn issues a haunting call which echoes far across the water... Eventually the echoes fade away, and only the quiet rippling of the river is left to fill the silence... From out of the mists, a dark figure slowly emerges... Riding atop a long slender boat, he gently guides it to the shore... "I am Charron, Ferryman of Ashes. Have you any ashes for me?" (// you do, give Charron the ashes. He will also take you to another location, #2, on the river.)
3. The Isle of Minos Tomb of the The Damned
(Search) Resting at the foot of the gate, you find a book and a key... (You find the Book of Damned and the Key of Damned)
4. (Use the Key of Minos on the gate)
5. (Use the Key of Damned on the gate)
6. Fragments of bones lie heaped upon the alcove, the final remains of some lost soul doomed upon the isle of minos... (Search. You'll find some random items and typically a cylinder of ash.)
7. A thousand lambs shall be slaughtered to create the emptiness which from I, moves death to lift the bane of Minos all appeals to live, in peace to die! (Mino Daemon attacks) Even as the dust settles from the dead mino-daemon, a ghostly visage appears, the soul of a man once held captive by the curse of the Isle of Minos... Thee has released me! For years I have been trapped upon the Isle of Minos, cursed not by deeds but by words. Mine was the crime of spoken murder, for I did slay another by word alone, and with word alone did he die. As surely as if I had wielded a sword, his eyes did turn dull and glaze over; his mind ceased to function and warmth drained from his smile in that single moment I first said, "Believe." For as the essence of man is bom unto wonder and his young eye lofts above meaning, long shall he live that can see things anew, where knowledge serves life, and not points of view. On that day, when I first spoke of "Truth", then did "I" die, this he that was me. And only the fading echoes of thoughts thought long ago, did serve as the reminder of life once remembered. Such was my curse, on the Isle of Minos, a lesson of distant voices which harken blackened water. A blessing be upon ye, ye who look anew, leave curses for the empty, the feeble blinded who must sayeth, "True"... (And the spectre fades away) (Search. You'll find the Key of Minos)
8. Outside the gate, a raft made of heavy planks is floating in the water. There is a heavy steel cable attached to the wall which then runs into and around a spool & crank device aboard the raft.
Board the raft and turn crank Leave the raft alone (If you board the raft...) Aboard the raft, you turn the crank to release the cable, and the raft slowly begins to float downstream...
61
8. (continued)
(Once away from the gate...) There is a raft here, floating in the water. A long steel cable is attached to a spool & crank device aboard it.
(If you board the raft) Aboard the raft, you turn the crank to rewind the cable, which draws the raft back up the river...
(The raft takes you to the Siren's Cove)
Siren's Cove
Sailor's Beware!
The cove is very quiet and seems to be empty... when suddenly you are
surrounded! From out of the depths comes a torrent of splashing bodies, part woman, part fish, moving through the water with an ease and grace as if they had lived in the sea all of their lives... They completely surround the rock upon which the raft has landed, and after a few moments they become still, waiting for the water to calm, and then softly begin to chant this haunting song: We are the sirens, Sisters of the sea, And we sing a song of sadness o'er the breeze Tho' in our hearts we love, 'tis madness sets us free, Alluring men to nightmare who hear our gentle
pleas...
Only they that know the siren's song of woe, will
'scape die deadly hour which dances from our
throats
And others they shall die,
'tis madness makes us high,
Come sirens!
Lure the mortals to death upon the seas...
And the sirens begin to wail in a most terrifyingly dissonant harmony, chills rushing through the air to break backs of mighty ships and sailors, and above their crying song, one of them shouts, "Who are we, my sisters?" And the voices cry back, "We are the sirens!" And again the lone voice calls, "And why do we sing?" And the hail of voices storms, "Because we are madness!" And the song becomes a high fever, and the lone voice responds, "And what do we sing, my sisters?" And the chorus intones, "The siren's song of woe!" And the song builds to a frenzy, when suddenly the lone woman-fish turns to you and screams, "And what is the siren's song of woe?" (Answer: Madness makes us free) (If you answer correctly...) O noble travelers! Thee knowest of our song of woe! Therefore, thou art free to return once more
upon thy chosen path. Remember, a siren must forever lure men to madness for only madness makes her free, and a mortal upon these waters must beware! But thee hast heard our song and still lives, and so we are bound to aid thee in thy journey... Take these magic wings, a gift, to use when thou must travel about the river, for the legs of mortal men are useless upon the water. Now leave us, for soon our madness will make us free, and all that has transpired will be forgotten; for the freedom we seek is the freedom from the past, tis in the past lie all our chains and sorrows; and so we sing and we forget, and we thusly find that freedom, and it's madness of no memory which makes us free... (And the sirens quietly slip back into the water, disappearing completely as if nothing had ever happened...)
(// you don't answer correctly...) O sad travelers! Thou art doomed! Come taste our song of madness!
9. (Inside the chest, you'll find a Fishline and a Fish hook along with a Cork Bobber. Merge the Fishline and Fish hook.)
10. Isle of the Dead
11. (Use the Key of Dead)
12. Inside the bizarre crypt, your senses give you a creepy feeling, perhaps an early warning sign of imminent danger or possibly just the reality of being surrounded by so many dead people...
13. * Bottle Oracle *
(Merge the Wine Bottle with the Cork) You place the bottle in the water and watch it float away... (If you don't merge the two...) You find that the bottle quickly fills with water and then begins to sink...
14. A bold red "X" has been painted on the surface of the rock, like some kind of special mark... (From this point, travel three steps east and one step north).
15. (Use the Fishline & Hook) You snagged onto something! It feels heavy! You manage to pull up a heavy locker, which crumbles into shards of rust as you haul it up out of the water... (You'll find the East Exit Key)
62
16. Isle of the Keep Oola-Oola! I am Mai-Lai!
A beautiful tropic woman emerges from a small fortress and says, "Welcome to the Island Keep! However, I'm afraid we don't have any more room for storage here... Perhaps you should try back later! (// you mention reclamation) You've come to reclaim something? OOO! That's great!! We sure do need the space! What's the claim number? {If you don't know.,) I'm sorry, but you must have a claim number, or else how would I know you aren't imposters trying to steal? {If you do know the reclamation number, 38-23-36) 000! Great!! Wait a minute while I check it out... Eeeeekkk! Help me! Help me!! And suddenly the tropic girl runs out of the fortress screaming, jumps into the stream, and swims away as fast as she can go...
17. You enter the fortress... It's a total mess... Suddenly you see a two-foot midget, running around trashing the place... Bork has gone on a rampage!! {Encounter Bork)
18. {Inside the Keep, you find Bugbrains' Hookah Pipe)
19. Isle of the Lost Seek Ye and Find
The island shore is covered with sand, a beach upon the water... An old stoppered bottle has floated to the shore, just lying in the sand... {Search) You unplug the bottle and discover a message inside which reads: 38-23-36
Dear Bottle Oracle,
I forgot my claim # at the Isle of the Keep. Do you know what it is?
Signed, Bugbrains
20. {Search) Digging into the sand, you discover an old metal key...
21. {Search. A button will appear. Press it to open the passage)
22. A notice on the wall reads: Lost at sea D.J. Locker. Red X 3E IN
23. {Use Key of Lost)
24. {Search. You'll find a cylinder of ash) The chest is filled with some supplies abandoned long ago...
Meet Charron, Ferryman of the River Styx
As his boat approached my party, we were filled with apprehension. "Have you any ashes for me," he asked of us. We hadn't any, and were hoping he wouldn't make us the same. Instead, he asked if we wished passage. We certainly did. The first journey brought us to the Isle of the Damned; however, it cost us 500 gold pieces for the trip. It was at another point that we had a chance to converse with Charron. Having been on the River all his life, he was able to supply us with some good information.
(P): What are the ashes you seek?
(C):The remains of the dead. I pay a 500 gold
finder's fee for ashes. (P): 500 gold pieces! Thank you! (Needless to
say, we're always hard up for cash.) (C): You're welcome. (P): Do you know of the King? (C): Alive and in the land of the Dead! (P): What about Xorphitus? (C):A lost and confiised soul. He is dead, but
still lives on! (P): Do you know Rebecca? (C):Ahh! The Demon Child who sent me the
Queen! (P): Who is the Queen? (C):Her spirit cries for revenge! You will find
her in the land of the Dead. (P): Where is the Demon Child? (C):Find the King and she won't be far behind.
And with that, we decided to set off in search of the King wondering if we had the mettle for such a mission. Before we left Charron, however, we gave to him three Cylinders of Ash we had collected in our travels. Interesting thing though, he wouldn't take our last cylinder of ash...
(C):Sorry, but I can't touch this one! You'll have to return it yourself... Here, take this key and return the ash to the Isle of the Dead for me, ok? The former owner of these ashes wishes me to return the favor you have given, so by the power vested in me...
Tomb of the Damned
|
a |
||||
|
r4i r_n .ft. .5. |
r t |
-2. =3 |
L_J |
ri3n V |
|
w w |
w |
3= |
K r11 |
k t: |
|
L J L J |
5°] |
1 2| |
L J |
f171 'IS1 L J i. J |
Tomb of the Damned
Coming down from the River, your party enters the small underground mausoleum. Finding the key which allows you to open the gates on either side of the hallway, you enter one room and then the other taking time to explore each crypt for any bounty it might hold. Be careful, however; you might awaken the spirits of the dead... and the dead don't fall easy!
Frequently Asked Questions & Their Answers
How do I get through the two gates in the hallway?
At the end of the hallway, you'll find a chest. Inside is the key you seek.
I'm searching each crypt, and getting a lot of encounters - some are a bit too much for my party. What should I do?
Rest between encounters, and save your game often. The experience points you receive will help you to survive the encounters to come.
I've found the Book of Sirens. What do I do with it?
Read the book. It will tell you of the Siren's Song, and spare you their wrath.
63
Tomb of the Damned - Messages
1. The small underground mausoleum smells of mold and ferment, and perhaps a bit of stale corpses. Your intrusion feels to be the first to disturb the rotting languor after many years of peace... (... be prepared to fight.)
2. (You encounter a Zombie Guard. Should you defeat him, you can find the Tomb Key in a chest.)
3. (Use the Tomb Key to open the gates)
4. Mame Eila Pickymiss. Awaiting her hero. Still waiting. (Search. You'll encounter the dead herself, but find the Book of Sirens)
5. Sir Clyde Smallhead. Worked hard. Never made a dime.
6. Don Juan Luvpuppy. Desired affection. Died of infection.
7. Sad Happy Harpo. Made everyone laugh. Drank self to death.
8. Poor Mandy Helpful. So eager to please. Everyone hated her.
9. Built Barda Buxsum. She was so popular. That she got used up.
10. Don Maro Toughguy. Afraid of nothing. Run over by Buick.
11. Rows of stone sepulchers dot the room, private memorial chambers of the dead. Curious that such an arrangement might exist in a place known as "Isle of the Damned"...
12. Mad Bomber Irarabi. Fighter with a cause. Killed mostly children.
13. Grandfather Irarabi. Would die for cause. Killed millions instead.
14. Bulli Bigbossi. Very well respected. They shot him 237 times.
15. Narcissus Godiluvme. Didn't need anybody. Didn't have anybody.
16. Abasoluti Li Averibodi. Cried that nobody understood him. As he whined they robbed him blind.
17. Sir Issac Wisenstein. All those brains and he still didn't get it.
18. Wild Billy Resdess. Never stood still. Never saw it coming.
64
Swampland
'/X/X/X/X/X/X/X/X/X/X
yxZ&x/x/^ yx/x/x/x/^
/x^yx^x

a
>wx/x/x/x/x/x/x/x/x/x/^^
:/X/XSX/X/Xtt
^..........................................................^^
:/&x
yx<x. y&x
'MWX/X :/&&&X
»>x........
$x yx^W/Mw<^yx y&JJ^&xXyx

/XWXMWX
:/x/x/xX{

'/XK :/&X>WX
yx^x y&x
5 '/X/X
6 ywiw;
'/X/X/X/X/X/X'
:/&x/&x£tt
Swampland
Swampland is a most unique home to a batch of rather unique individuals. Among the curious brood of monsters who call this locale their home, you'll find Bugbrains, a creature possessed with the recovery on one certain Hookah Pipe. Perhaps your party can help him; you know he'll return the favor!
Frequently Asked Questions & Their Answers
How do I get past the gate?
You need the East Exit Key. Go fishing in the River Styx, and you'll find it.
I can see the Castle off in the distance. How can I reach it?
There appear to be some sort of rabbit tracks on the ground beneath my feet. What am I supposed to do here?
Nothing. It's just a bunny passing through.
I've met this Caterpillar who is asking me to find his Hookah Pipe. Where is it?
His pipe is on the Isle of the Keep.
Is there anything I need to purchase from the Caterpillar?
You might want to pick up some incense. You never know when it will come in handy.
Bugbrains just gave me a piece of paper. What am I supposed to do with this?
Ask him about the Bottle Oracle. It'll set you on the right path.
Where is the Bottle Oracle?
It's on the River Styx close to the Isle of the Damned. Just put the note in a bottle, seal it and let it float away.
Why can't I use the Water Wings in Swampland?
The Water Wings have been enchanted by the Siren's to work on the River Styx. Beyond its banks, the Wings loose their magical power to float on water.
Swampland - Messages
1. (Use the East Exit Key to enter)
2. You emerge into the castle swamplands, the spooky marshes east of the castle. A path skirts in and out of its broody trees, enabling you to cautiously walk through the watery moor...
3. You can barely discern the silhouetted outline of the castle breaking through the mists, as it stands towering above the trees...
You can't. It's too far away, and the terrain is not suitable for travel.
65
4. Just barely visible in the boggy earth are faint little footprints, made from some small hopping creature, and which trail off into a nearby brush...
5. Directly ahead, you see a most curious sight. A rather unusual oddity of many arms and legs is sitting high atop one of the toadstools at the swamp's edge, looking somewhat nervous and agitated.
6. Perched high upon a fragrant mushroom, a huge worm-like creature is busy with pen and parchment, writing a series of very complex mathematical formulas... Suddenly surprised at discovering your presence, he emits a small "snort" and momentarily dropping his paper, says: Um... Oh my!... His two tiny eyes look huge, magnified by a pair of spectacles which rest on his nose, and after a short deliberate glance at the party, he ventures, "You wouldn't have a smoke, would you?" {Purchase Incense. Continued in the interview with Bugbrains below...)
Meet Bugbrains
(P): No, afraid we don't smoke.
(B):*Sigh* I'm ashamed to say it, but I've put my Hookah Water Pipe somewhere and now I can't seem to remember where... As you can see, I have been working on the recalculations of my exact spatial and temporal locations in relationship to the last known physical coordinates of said Hookah Pipe in question, in an attempt to derive its current position in the universe... I remember taking it when I went on my island vacation last summer, and I put it somewhere for safekeeping, but now I can't remember where I left it! All I found in evidence is this little strip of paper which was in my pocket, and I quote from it as follows, "Please inform clerk you wish to make a 'Reclamation' to redeem merchandise left in storage"
(P): You'll need the claim number.
(B):Claim number? Claim number?!! O my goodness! So that's what that number was for! No wonder my house of Mercury insisted on colliding with Venus over Aquarius! But now that you mention it, I haven't the slightest idea of what it is... This sounds like a job for,... "Bottle Oracle"
(P): What's the Bottle Oracle?
(B):The Bottle Oracle is really very easy! All we need to do is to put a question in a bottle and let it go in the river at the sign saying, "Bottle Oracle"... after that, you then only need to find the bottle, and as if by magic you will have the answer inside! It's really very wonderful! O, why didn't I think of it sooner! (The caterpillar scribbles on a piece of paper and then hands it to you) Here, take this message and seal it in a bottle and give it to Bottle Oracle. Soon we'll have an answer! Sure wish I had a smoke! See ya!
We journeyed back to the River in search of the Bottle Oracle. Having found it, we placed Bugbrains' message inside the bottle, sealed its top, and... well... waited for an answer. As promised, the bottle floated up on a beach downstream, and sure enough, inside was the claim number we had been searching for. The keeper of the Isle, allowed us access, but swam off shortly thereafter. We grabbed the Hookah Pipe, and returned it to Bugbrains.
(B):Did'ja find it, huh? Did'ja did'ja??!
(P): Yes we did. (We handed him the Hookah Pipe.)
(B):Mmmmm.... (Puff Puff) Ahhhhh!!! (Puff Puff) Nothing like a good toke, eh wot? (Puff Puff) Eooooeeeeeee!! (Puff Puff *Wheezzz*) Huhp! *HEH* (Choke) (Cough Gag Hack) Guess I better try a smoother blend... *Heh Heh Heh* And now for something really smooth... You wanna get "small"?
(P):Sure!
(B):Then try this sometime! (He handed us some red mushrooms. Hmmmm) Now if you'll excuse me, I *heh* think I'll just crawl on down to a cozy tree I know about and get reacquainted with my pipe, *heh heh* (Urp! *Wheezzz*)
66
Hall of the Dead
JTTT1

£
h ■1111U
T T7T T T T T f

67
Isle of the Dead/Hall of the Dead
Dozens of catacombs line the hallway of the area your party has just entered. There is a faint smell of death in the air, or maybe it is just that you sense the souls of the dead roaming the very earth you stand on. As you pass through the hall, you trigger the traps designed to keep those such as you out. But you persevere searching each crypt, and occasionally rising a spirit who rests there. Entering the main hall, you soon discover that these grounds hold great stories. And room by room, ghost by ghost, you begin to excavate them.
Frequently Asked Questions & Their Answers
What do I do at the Lost Warrior Memoriam?
While you and your party were traveling the River, Charron once refused a Cylinder of Ash... noting that you should return it yourself. Here's the spot.
A boulder just crashed down upon my party. Needless to say, we weren't thrilled. Is there anyway to deactivate this trap?
Thankfully, there is. Use the incense you purchased from Bugbrains at the Lost Warrior Memoriam to calm the restless spirits.
How do I open the gate at the end of the winding hallway?
Search the many, small crypts which line the hall. If you start from the gate, and work your way back, you should find it in short time.
I've found the Key of Drows. What do I do now? I can't go any further.
If you search all the walls in this room, you'll find two secret passageways that will allow your party to continue on its path. By the way, it's a good bet to search each room you enter; typically, you'll find something there which will either open a passage, or a key which will unlock another door or gate.
How do I get into Robin Windmarne's tomb?
The Key of Drows will allow you to enter his tomb.
How do I get into the Queen's tomb?
You need a key which is hidden in the King's chamber. Circle back to the room where you found the Key of Drows, and head north.
How do I get into the Black Knight's tomb?
You need the Key of Knights. It's hidden carefully in a corner of a room west of the Queen's tomb.
I'm in the King's tomb, and there's a bat flying around the party. I doubt he's of the friendly variety. What should I do?
Don't attack the bat. Wait for a bit, and you'll witness a most magical transformation.
What does the King want to know?
He wonders what you're looking for. It's the same as the name of the game.
What am I supposed to do with the Key of Queens?
Use it to open the Queen's chamber.
How do I get into the Valkyries' tomb?
You'll find the key you're looking for in the room east of the King's tomb.
How do I get into the Samurai's tomb?
Search the walls within the Valkyrie's tomb. You'll find a button which will open a secret passageway. Once inside the Samurai's tomb, you'll find another button which will open the gate.
I've just finished talking with the Queen. I found the Key of Evil and a Silver Cross, but I can't find any place to use them.
Inside the Queen's chamber, you'll find a button which opens a passageway north of the Samurai's chamber - it's through
68
there that you use the Key of Evil. As for the Silver Cross, it's entirely up to you.
I've just entered the Tomb of the Child. There's another gate in here which I can't open. What key do I need.
The gate will open by itself... in time.
I just talked to Rebecca and the King, and now I'm trapped in a room. How do I get out?
Use the Dagger of Ramm at the gate or the Red Mushrooms in the corner. You'll escape to the Enchanted Forest.
Isle of the Dead/Hall of the Dead - Messages
1. The lost warrior. In Memoriam. May he find his way home. Upon the altar sits a black urn filled with small mounds of fine ash. The ash has a pleasant fragrance, and it seems a contrast to the otherwise gloomy bow of these catacombs... (Use the Incense. It'll turn off the nasty traps that await you.) You insert the incense into the nearby candle, igniting it into a glowing pod of smokey sweet aroma, and gently drop it into the small um... There is a sudden lightness to the air, as if the restless spirits had a brief moment of thankful calm... (Use the Cylinder of Ash; it will open the gate) You place the small cylinder of ash on the altar...
2. Hall of the Dead
3. You thought you heard something...
4. It sounds like a faint voice... "Lllleave this place..... Return to your own world..."
5. A huge stone fell from the ceiling! (The party takes heavy damage)
6. Die, dark defilers! Foul intruders! (Encounter)
7. Devil winds whip through the corridor! (Some party members may become afraid)
8. So you found me, eh??? We come for yoooouuuu!! (Encounter with Insane Skeleton. If you survive, you'll find a Skeleton Key)
9. (Use the Skeleton Key to open the gate)
10. It's hard to say whether it's the cold pale skeletons that fill the catacombs or the creepy horror of something else which may lurk under these chambers of the dead, but one thing is certain... you have the unmistakable sensation of being very near to great danger, and a more subtle sense of drawing closer to an answer... part of something evil... something at the heart of it all...
11. (Search. A button will appear. Press the button to open the passage)
12. (Search) You have disturbed the bones! (Encounter. If you survive, you'll find the Key ofDrows)
13. (Search. A button will appear. Press the button to open the passage)
14. Robin Windmame. Highlander Drow. Guardian 1st Order. (Use Key ofDrows to enter)
15. (Encounter with Robin Windmame)
16. (Search) You have disturbed the bones! (Encounter. If you survive, you'll find the Key of Knights)
17. Tomb of the Queen. Goddess of Aram. Died: Year of Snakes. (Use Key of Queens to enter)
18. (Search. A button will appear. Press it to open the gate directly north of #20)
19. Garrrraaarrgghhhhhhhh! I seek revenge! But I sense that you are not the ones whom I seek... You are the ones I have awaited! I shall tell you of the bane evil that has transpired here, in this castle of darkness, a story to chill your bones and harden your veins... Many years ago, a lustful and powerful Lord ruled this land, a descendent of a descendent of an anointed King... But he was unsatisfied with merely the rule of this territory, and the blood of his ancestors cried within him once again to become a mighty King... To make a King requires more than just a crown, for a King must also have the power to control, or he will fall... True power is the power of control, to he without control, he is powerless... And so he studied of control, and then he did more than study, he put what he discovered into practice. And he found that the average man was easy prey for he that acted with authority; he found as long as he acted as if
69
19. (continued) his was some divine power, others would bow to him, and submit to his rule, and never give thought to question his authority... And so he built the dark temple, which lies north of the castle, and adopted as its symbol the symbol of the ram, a creature already viewed with suspicion and fear by the foolish and weak... And this would-be King went mad! His dream of power took control of him as such thirsts are wont; and he began an unholy crusade, feeding upon those too weak to resist his call of majesty and he then turned to darker powers... Calling forth the demons of hell, soon his powers grew along with his desire, and as he drank of this well, he never suspected how it was fueled by his own inner soul... and one day he was asked to return the price of his power, to repay the favor to the secret darker forces which were behind his earthly conquests... And this favor was most foul indeed! And so he secured a woman, mistress of a holy man, and in a horrid ritual, at the stroke of midnight, she was mated with a demon from hell, that this demon had then a legitimate claim to this world. And so the demon child was born! She was placed into the custody of the whore mother to raise her, guarded by the once holy man to ward off any harm that might befall her arising from his former liege and Lord... And upon her thirteenth year, the King sent for her, for he had formed a bond with another powerful agent, and using her as bait for the trap, the demonic sire fell victim to their alliance... Thus he was free to claim the girl for his own, that he could further his own power through those she inherited from her demon father... And then his lust for power became his lust for her... For her! And I, who was his Queen, high priest, and one-time lover, was discarded, and he took her instead... And I became nothing... It was after her fourteenth year, that she asked him of her powers, the story of her nature, and he told her, mother but a common whore, her father a demon of hell, and she had but one wish... That they be put to death! She was a demon child! She had her own mother put to death! And the holy man, her lover, likewise was put to death... And then came the bane pen... When he had finished scrying his wish of the pen, three things happened: first was my own death, suffered by a blow dealt by the demoness herself... second, she became pregnant, carrying his son, a bastard-thing from hell... and third, he himself was changed... His wish was to become immortal... But he did not reconcile
the curse of the bane pen... And I spit upon them! Him and her and hers! And I shall not rest while they live! You must destroy them! You must not listen to their lies! They will attempt to deceive you! But do not listen! I will give you something to help you against them, but you must not forget what I have told you! Take this key, enter into the chamber where she sleeps, and destroy her! And take this holy relic, that it may help protect you against their power. He will try to stop you, but this can stop him... now you must go! Destroy them before they destroy you! I will have my revenge!! (And the ghostly spectre fades) (You receive the Key of Evil and a Silver Cross)
20. (The passage is opened by pressing the button located at #18)
21. Lord Haiyato Daikuta. Yojimbo Kaishakunin. Guardian 4th Order. (You cannot enter this room from this point. You must enter the room using the hallway which ends at #23)
22. (Search. A button will appear. Press the button to open the gate at #21)
23. (Encounter with Lord Haiyato Daikuta)
24. Sir Geoffrey Clayton. The Black Knight. Guardian 2nd Order. (Use Key of Knights to enter the room)
25. (Encounter the Black Knight)
26. Tomb of the King. Lord of Aram. Died:
27. The chamber is bare, devoid of use, as if its "intended occupant" had not yet arrived... You feel a slight cool breeze, barely noticeable, but when it fades you have the sensation of being in the company of another's presence... "Looking for
someone?" a deep, masterful voice speaks at your back, and you turn to face the unknown accoster... But nothing is there... Then you hear a strange "whip" through the air and feel the breeze once again blowing in your face... and suddenly you see it! A giant black bat swoops in your face, as if to attack you... Do you attack? (// no...) The bat makes another swoop at you, almost as if it were testing you... What happens next is unbelievable, for you witness a most extraordinary scene almost too quick to be perceived... Suddenly the bat disappears,
TO
27. (continued) leaving a towering dark figure in its place... Please allow me to introduce myself... I am Lord of this castle and it appears that you are uninvited guests, trespassers in my house... But perhaps there is a reason for you to be here... Why are you here? (Depending on your answer, the King may simply laugh at you. However, if it's Rebecca...) Rebecca? Stay away from her! Do you hear me?! If you get near her I'll kill you!! Foolish mortals! You were warned to stay away! You are children, and you are meddling in affairs far beyond mortal men, far beyond your limited world... Come! I'll give you a "taste" of what you're up against! (Encounter the Bane King. Eventually, despite your best efforts, he will turn to mist as only vampires can, and disappear. However, he'll leave you with the Key of Queens)
28. (Search) You have disturbed the bones! (Encounter. If you survive, you receive the Key of Valkyries)
29. Brigerd Dans Woltan. High Maenad of Rose. Guardian 3rd Order. (Use the Key of Valkyries to enter)
30. Tomb of the Child. Daughter of Aram. Princess of Darkness. (Use the Key of Evil to enter)
31. An open black coffin is resting within the small crypt, fresh and recent with the scent of perfume and lilacs... And then she is there... Do you know who I am? What is my name? I am Rebecca... My lover told me to expect you... He said you might want to kill me... Do you want to kill me? (If you don't...) I'm not sure I believe you... perhaps you are smarter than you look. (// you do...) Then I must take you to him! Rebecca gazes! (And when she gazes, you and your party can give up hope but if you were friendly, she'll say...) Will you follow me to him? (If you will...) Then come with me... (And if not...) Rebecca gazes!
32. (The gate will open as Rebecca approaches)
33. So we meet again... A pity, you almost showed some sign of promise, a glimmer of intelligence, a quality lacking in so many... Ah, well... I am thirsty and your necks are fresh, though I shall only take what I need, and nothing more... (And he approaches, fangs bared, while everyone watches helplessly, totally transfixed by the hypnotizing gaze of the demon child
Rebecca...) (If you do have the Silver Cross) Bah! What's this?? (And as he steps back you see the burn mark of a cross upon his cheek...) Stupid imbeciles! You sicken me!! Rebecca, come here! (And he says something to her which is too faint to hear, and then turns to you and says... Goodbye! You dream of angels... and you see a figure, dancing within a pool of flames... He looks at you menacingly, and he has a wild gleam in his eye... He is evoking powerful spells, calling forth magiks to destroy you... And then he whispers a word... You can barely hear it... It sounds like a name... Xoorrrphiiiitusss... And then the scene changes... (If you don't have the Silver Cross with you...) Ahhhh! I am refreshed! but the question remains of what shall I do with you... Rebecca? (And after a brief pause, she whispers something in his ear...) Ahh! Very well... Goodnight! (And a red glow emanates from his eyes momentarily bathing the party... and then everyone passes out... (// you've already eaten the mushroom) You are standing in the corner of some kind of prison... the room is bare, but you notice there is a small crack in the corner... You remember having the funny taste of something in your mouth... And the room begins to change... It is growing larger... and larger... and you become engulfed in the room... You can no longer see the sky... And the small crack has become... a tunnel! And you run through the tunnel... (// you haven't eaten the mushroom) You are standing in the corner of some kind of prison... The room is bare, but you are standing at a gate... You are talking with someone... No! You are doing something! You are handing something to them... You are giving them something evil... With two glowing eyes... And they become very angry... And the gate opens and they rush in... They want to kill you... Eventually you awaken to find yourself in a small grimy chamber, smelling of stench and excrement... You notice a small crack at the bottom of the wall, just barely large enough for the rats to get through... (Eat the mushroom) The mushroom tastes funny... And the room is looking different... It's bubbling a bit... And now it's growing...! No... It is you... getting smaller! And the crack is a huge crevice... But it is so far away! You are running for the tunnel... as the room begins to zoom back in! And you dive for the tunnel... You made it! Everything is normal once again... Except for a few pink elephants... talking to the dancing strudel... over by the funny colors...
71
The Enchanted Forest
IllilL

13 14 15
The Enchanted Forest
A landscape similar to Swampland greets your party as you emerge from the jail. Having your first chance encounter with the King himself, you wonder where on earth it is he's sent your party; you are in a serene forest now... a place filled with magic, where faeries dance and water flows past the paths as you walk. The Enchanted Forest lies on the outskirts of the Temple of Ramm. Here your party will make their final preparations for an upcoming meeting, whose attendees you do not know... but certainly can guess. As you travel the land, you'll encounter the Queen of the Faeries, the Delphi and yet other creatures who aren't so friendly. While you're here, take heed to heal and rest your characters... make certain they're in prime shape... for what comes.
linn sNHf
Frequently Asked Questions & Their Answers
I found three Holy Stakes of Wood by the ship. What am I supposed to do with these?
Hang on to them. You will use them in a later encounter.
There's a gate south of the ship. How do I open it?
You will receive a key for this gate when you finish the Temple of Ramm.
There's a place with fireflies and a circle of stones. What do I do here?
In the dark forest section, you will find a Tinkerbell in a chest. Using it here will summon the Faeries.
72
How do you get the Faeries to talk. They don't seem interested in anything I have to say.
Try to read what's on their mind.
I've run across an apparition in a cave in the Dark Forest. What do I say to it?
The Faeries will help you to answer the Delphi. Ask them about it.
What do I do at the Rock of Truth?
Use the Miner's Pick to shatter it.
How do I get inside the Temple of Ramm?
Equip the Goat's Mask to the first person in your party, and walk up to the gate.
How do I open the gates in the bottom of the Temple of Ramm?
They don't open from outside. Had you used another item to get out of Rebecca and the Bane King's jail, you would have entered the forest here.
The Enchanted Forest - Messages
1. You exit the small bunker to appear in the middle of a forest, full of trees, flowers, and the chitterings of small animals...
2. Across the water lies the half-sunken, broken skeleton of a small ship. It is barely afloat, and looks ready to sink at any minute...
3. A large flat plank extends across the water up to the deck of the ship...
4. Whatever it was that hit the ship, it must have been terrible, because only half of it is here...
5. The bones of those that probably died with the ship, are resting in wait of the final plunge...
6. Up in the bow, a broken crucifix lies dangling from the wall, as if perhaps a makeshift chapel was constructed, a place of hope for the frightened, and of last rites for the dead... (Search) You touch the broken
crucifix, and it falls to the floor with a shatter! Several pieces of the cross are sharp enough to serve as crude wood daggers or stakes, should the need arise... (Find three Holy Stakes of Wood)
7. * The Enchanted Forest * Do not tease the animals. Please, no smoking.
8. Heaped within the small cove, you find the decayed remains of a human... Tattered fragments of rotted robes are dressed around the bones, and it seems likely this is the final resting place of an old feeble monk who had lived in the surrounding forest... (Search. You'll find Holy H20.)
9. It is a moment before you realize that you are standing outside the north end of the Castle, looming up from the bog and forest...
10. Hey! Hold it right there! You're not supposed to be out there! Guards!!! (Encounter with the Guards)
(If you're equipped with the Goat's Mask...) Ahh! Welcome brother!! I see you have brought the sacrifices for tonight's ceremony... good, good!... And you think one of them may still be a virgin?? O excellent, excellent!... The master will be pleased! One moment while I open the gate! Temple of Ramm Members Only
11. The Dark Forest * Beware! *
12. The Rock of Truth. Oddly enough, the face of the rock has been flattened and polished, and casts a mirrored reflection of the party... (Use the Miner's Pick) You swing the pick with great care to make sure you do not shatter the rock, and are successful in securing small fragments of the reflective surface... (Find Rocks of Reflection)
13. It seems you have wandered into a cave of some sort, and the flickering light of a fire illuminates the rough walls, hewn into a rocky hill...
14. You enter the cave, expecting anything but finding nothing...
15. Suddenly an apparition appears! Whooo... are.... you...??? (We are fascination) Whhyyy.. areee.. yoouu... hereee..??? (We seek divination) Willi.... yoouuu... paaayyyy...??? (Yes) Iii... will... looookkk... intooo... theee... misttyyy.... wattteerrrsss...
15. (continued) And a vision swirls within the cavern, bringing once again the picture of the mad wizard... But then he is gone... and another takes his place... It is something evil... and it is very powerful... but you are standing against it... You are holding something... a piece of shining glass-pushing it back... And then you see a silver cross, held high in the air... Then a splash of holy water is thrown into the face of the foul monster... and finally, a wooden stake, made from wood most holy, is thrust into it... And the thing begins to die! The vision fades, and you are standing alone within the cave... Begone! (and the apparition disappears...) (Receive the Staff of Aram)
16. (Open the chest, and you'll find a Tinkerbell)
17. Hundreds of tiny soft glows are flying about the damp marsh... They look like fireflies...
18. Stepping closer, they fly away...
19. The tiny lights have hidden themselves in the bushes and trees about you, and although you can see them clearly, you cannot get near them...
20. A small circle of stones has been laid surrounding this part of the bog, and half a dozen tree stumps stick up like small stools in its center... (Use the Tinkerbell) Sitting yourself upon the tree stumps, you proceed to ring the tiny bell... It doesn't take long before the little fireflies start descending from their hiding places, and cautiously approach the circle within which you sit... (continued in the interview with the Faeries)
(Should you dispatch the Faeries without talking to them, you will find a ring which, when used, reads..) Holographic letters appear when you hold the ring up to the light...
***Rite of Delphi***
Who are you?
We are fascination!
What do you seek?
We seek divination!
Will you piexet raepiquianiese?
moli....................
(The end is scratched and difficult to read...)
73
Meet Saeran - Queen of the Faeries
As I sat upon the stump, the tiny beings which had eluded me cautiously drew from the forest around me. As they flew toward us, their fragile wings, nearly transparent, reminded me of the finest parchment paper... much like the summons for the child we had found in the Castle so long ago.
(S): Hello! Hi! Bye!
(P): Can you help us?
(S):We would help you if we could, like any spritely faerie should; but the help you see lies apart, hidden in a forest's dark! You must seek the Delphi! The Delphi knows all! To find the Delphi is a mystery, a task first met by questions three! First remember, "We are fascination", then next state, "We seek divination"; but only thee may answer the third, for it will cost thee every word; so listen there, and learn ye well, as speaks the Delphi with story to tell!
(P): Where is the dark forest?
(S):To the east of the Enchanted Forest.
In the Dark Forest, after much exploring, we did find the Delphi. She provided us a dream. One we would not soon forget.
74
The Temple of Ramm

The Temple of Ramm
There is little to say now, for you and your party are well aware of your surroundings. Even those with the lowest karma and intelligence can feel the evil which pervades this place. Be warned and heed the Delphi's story. But know, you are not finished yet.
Frequently Asked Questions & Their Answers
How do I cross the boiling oil pit?
You need the Staff of Aram equipped to the first member of your party.
Where can I find the Staff of Aram.
Everything looks the same. How do I get around in here?
The Temple of Ramm is filled with teleporters. Your best bet, if you choose not to follow the map, is to walk into each room you can reach and then into each corner of each room. Whenever you are turned around, you're being teleported. Further, in each section, you'll typically find keys which will help you on your way... opening gates and so on.
I've just defeated Xorphitus, and he won't tell me where to find the Cosmic Forge. Where is it?
Just like the King long ago in the Castle, you too have the power to walk through walls.
The Temple of Ramm - Messages
1. The temple reeks of boiling oil, which is steaming up from the depths on each side of you... A catwalk leads over the pit and there are many strange costumed figures upon the ledges making weird gestures, like they were really trying to impress one another...
2. Suddenly a figure materializes! Come sacrifices! Approach the fire, bold children step before darkness; without the power of mighty ramm, faith shall fail thee o'er the abyss! (Equip the Staff of Aram to cross safely)
3. (Open the chest and find the Key of ? Decision?)
4. (Use Key of ?Decision? to open the gate)
5. (Open the chest and find a Key of 1st Test)
6. (Use Key of 1st Test to open the gate)
7. (Open the chest and get a Key of 2nd Test)
8. (Use Key of 2nd Test to open the gate)
9. Suddenly a figure materializes... And so the children persevere, so brave upon their journey; still I am he that rules these halls, and mighty lords have I aplenty!
It's in the cave in the Dark Forest.
75
10. (Search. Press a button to make the stairs reappear. There's no need to take them unless you want to return to the Enchanted Forest)
11. (Open the chest and find the Key of ?Quandry?)
12. (Use Key of?Quandry? to open the gate)
13. (Open the chest and find assorted goods)
14. (Open the chest and find the Key of Finality)
15. (Use Key of Finality to open the gate)
16. Suddenly a figure materializes. What??! Still here? How is this possible?? Red alert! Red alert! Intruders nine o'clock high!! Xorphitus Attacks!!
(After you kill Xorphitus...) 000! I can't believe it!! You killed me! I'm dead! I can't believe I'm really dead!! Why? Why did you do it??? (The Cosmic Forge) The cosmic forge? You killed me over the stinking pen??! 000! I can't believe it! At least you could've killed me for a good reason, like you didn't like the way I dress, or who I pray to... Just for that I'm not going to tell! And without me you'll never find it! It could be right in front of you, but you'd never know it! You could even be within 3 steps of it and still you wouldn't find it! Ha ha ha ha! You can search all you want to, and it just won't do you any good! And why?... Because you can't push yourself past the limits of what you know to see the world that lies beyond... The world you see is an illusion, only a trick, a reflection of the operation of your own mind... Well, ahem, except that it's real too, except that it's not...! I mean... o well, skip it! But let me ask you this... You're searching for the Cosmic Forge, the pen of destiny, and it sounds like powerful magic... But what if it wasn't magic? What if it was... And suddenly the visage looks outward, as if looking across space, across the echoes of time, across the boundaries that limit the evolution of perception and human consciousness... and then, he merely vanishes...
(// you answer something silly like "Pudding") I never thought of that... But you know... I'll bet you never thought of this!
You have taken the dumb boffo ending which is: You fell through the abyss of bubbling oil, landing in the deep void of galactic fudge goo where you are to remain forever, until you can fathom a more likely response to the inquiry made by Xorphitus about, "Why did you do it?" Hint: go back and look at the box of the game and see if anything strikes your mind...
17. (Walk through the wall before you) chute!
Entering the
Chamber
of the
Cosmic Forge
76
The Chamber of the Cosmic Forge
6
H
I ' II ■ I
3
2
Chamber of the Cosmic Forge
Ever since the beginning of your quest -when you first learned of the magical bane pen - you've longed to enter the fabled chamber where it is locked. As you stand here now, you realize that your quest is about to be fulfilled, but sadly, about to end.
A word to the wise... as soon as you land from the chute, save your game. It's sort of an all or nothing proposition.
Frequently Asked Questions & Their Answers
What happens if I press the button?
You go back to the beginning of the Temple of Ramm... and you've got to go through it all again.
How do I defeat the Bane King and Rebecca?
Before you go into combat, cast an Enchanted Blade and Magic Screen spell. You'll need all the help you can get. Have your first three characters equip the Holy Stakes of Wood as
primary weapons, and the Holy Water as secondary items. If you don't have any Holy Water, you can purchase some from the Faerie Queen in the Enchanted Forest. Next, you'll need to invoke the power of the Silver Cross, otherwise, your weapons will be useless against the two. Now, attack them with your Holy Stakes of Wood and the Holy Water. It's a good bet to concentrate your efforts on one of the two. Once one is dead, the damage your party receives will be lessened dramatically. As always, cast a lot of Heal Wounds and Anti-Magic spells. It could save your very lives.
If the above strategy doesn't work for you, your party may not be high enough level. On the average, characters range from 15-20th level when they encounter the Bane King and Rebecca.
What's the Security Gate Code?
After you defeated Rebecca and the Bane King, you received many items, one of which was the Ring of Stars. Use it on the King's Diary and there you will find the secret.
What happens if I don't take the Cosmic Forge?
That's one way to reach the other endings.
Chamber of the Cosmic Forge - Messages
1. (Land from chute in the Temple of Ramm. Push the button you find to take you up)
Note: The different endings for Bane of the Cosmic Forge are a diverse lot. Depending on your party's course of action, any one of three endings could occur:
1. Your party encounters the Bane King and Rebecca.
a. If you take the Forge, you've completed ending #1.
b. If you don't take the Forge, pick the lock on the door behind it's chamber. Inside, you'll find Bella. Needless to say, since he's angered at your attack on the King and Rebecca, you'll encounter him as well. If you defeat Bella, you'll have the option to enter a spaceship. If you do, you've completed ending #2.
2. The Bane King impales a stake into his own heart and you meet Rebecca who gives you a key.
a. If you take the Forge, you've completed ending #1.
b. If you don't take the pen, enter the room behind the Forge. There, you'll meet Bella. Fly off with him if you like, and if not, he'll leave you something should you change your mind. You've completed ending #3.
2a. (Ending # 1 - If you possess the Silver Cross) Ahhh! How good of you to drop by! I was really hoping to meet you again, after your last "impression"... (the Bane King winces and you notice a scab in the shape of a cross upon his cheek) And now my "warmblooded" friends... It is time to disperse with the formal pretenses, and "fly" into the heart of the matter... You wish to destroy me, and I wish to live! Therefore-one of us must die! (Encounter the Bane King)
From the dead vampire's corpse you see arise his ghostly likeness, and as his essence takes in the awareness of what has happened, he begins to speak,... A long time ago, I wished many things, all for myself,
and all to make me the superior of those around me... And so I plotted and schemed, and made plans and alliances, all to bring some great power into my grasp... but I was still afraid of death! How I feared that one day I would not be here, no longer able to touch this world, to move it, and to be moved by it... and so it was that I was dealt a blow far greater than death itself. I took the pen of destiny and cast aside the laws of nature and of life... and, as I wished to live forever as I had done in the past, it came to pass by the writ of the cosmic forge... As I did rule by the blood of others, using it to further my own gain, so I was transformed forever more into the creature you see before you... doomed forever to prowl the night and feed my never ending hungers, and all for what?... I do not know... Although everything must eat to live, all that I touched withered and died and soon all that I was did likewise. So I died anyway, even without death! And yet my corpse walked on, compelled by bane of die forge to forever renew, nay, only replenish itself... And what a curse it was! How can I begin to tell you of what it is like to merely survive, only endure and feel no warmth, feel no joy... only to go on and on and on... and yet, we fear change, and thus fear the name of death... and as long as we fear death, we shall never be free to truly live... Strange words from one such as I, but my epitaph none the less! The bane be ended! Embrace the night! (And the vampire fades into mist...)
2b. (Ending #2 - if you dropped the Silver Cross anytime before you met the King for the first time) Ahhh! How good of you to drop by! Please, accept my apology for the poor accommodations in which you were placed earlier, but the temple was all booked up for the weekend... The fact of the matter is, I am tired! (And the vampire takes a wooden stake from beneath his cloak, and without a change of expression, plunges it deep into his own heart... soon thereafter, another ghostly shape appears before you...)
She finally descends from her place of hiding, somewhat cautiously, as if she might be afraid... Is he gone? He was my protector and benefactor, as it was he that saved me from the hands of a harlot Queen, lover of Xorphitus, seducer of my father, slayer of she my innocent mother and her lover... he was my only pleasure, and the Queen hated our love together... she was as wicked a witch as ever drew breath, no
78
2b. (continued) colder after death than she was before, and as my mother and lover were slain at her command, so also she tried to slay me... How fitting that her writ of death for the "Demon Girl", by Bane of the Forge would come to mean herself, and so she slipped and fell upon her own knife... And now you know the whole of it, so I leave you to take charge of the Cosmic Forge, pen and hand of destiny... Since I am not of the bane pen, but am borne of mortal mischief, it is for me to seek my own destiny elsewhere... Oh, and one more thing! I have a half-brother, the issue of my father and the Bane Queen, from an eve when she seduced him into her womb... He means well, but he has his nose for mischief and trouble... Please look after him for me... He likes his privacy, and his room lies concealed directly in back of the altar of the cosmic forge... I'll leave you the key... (and she too fades into nothingness... and then she flies into the daric...) (She gives you the BD. Key)
3. Chamber of the Cosmic Forge. A whiney thin voice calls out from the gate: "Please state security code" (The Hand of Destiny -found in King's Diary... * Personal Log * / have no recourse except to lock up the Cosmic Forge, to prevent another disaster from occurring. I wish I had some way to return it, but our ship, sad to say, is out of fuel...)
4. A yellow glow is emanating from within the altar, and a bright radiant object is hovering there... Behold the Cosmic Forge! Do you take the pen?
(Ending #1) You reach for the pen... Til take that!" says a strange voice...
5. (Pick the lock or use the B.D. Key)
6. (Ending #2) Perched upon his throne, a great black dragon sits watching the party, small vibrations and shutters rippling about his thick ebony hide... Suddenly, he can stand it no longer! OOOO! Goouuuu!! You killed them!! Then I will destroy you!!! (Should you defeat him in battle and head toward the ship...) Do you enter the mouth of the beast? (If you answer yes...) You confront a giant slumbering beast, so huge that it fills the entire room, and so still that it doesn't even take a breath... Whatever it is, its skin is as hard as the hardest armor and its weight is so tremendous that you
can't even make it wiggle, no matter how much you attempt to lift it... Everyone agrees you have troll dung in your brains, but they follow you into the mouth of the beast nonetheless... And then there were stars...
6b. (Ending #5) Perched upon his throne, a great black dragon sits sulkily pondering the deep mysteries of the universe, glancing at his crystal ball on occasions for some obscure reference... "Well," he says, "I think I know where they might be located... and we can make fuel from the dinosaur remains up in the forests... but it'll take about a year to make it with our vessel... I guess all that remains is whether we have the guts to make the trip... Me, personally, I don't like to fly too much, but with everyone dead, it sure will be dull around here... Do you want to chase a cosmic lord? (If you answer no...) Well my, my, aren't we the dull ones! Listen sweeties, if you wanna hang out here, that's fine with me, but I think I'm gonna take the first flight out... Here! Take the keys, lock up when you finish, and don't forget the lights... Ta-ta! (If you say yes...) Me too! C'mon, let's get out of here! Ain't she a dandy?! All aboard!
And you climb inside the mouth of this awful sleeping beast, sure that dragon brains are full of tiny worms... Although the beast feels dead, a short time later it begins howling, and your instincts tell you to get out now... "Hang on!" the dragon calls, "Here we go!!" And the beast begins to shutter, everyone gets a funny feeling in their stomach, and soon you're flying around far up in the sky, zooming away...
And after all endings.
* CONGRATULATIONS *
You have taken one of the successful conclusions to the Cosmic Forge. You can save the game at this point, for recording your victory. Also, make a copy of it onto another disk so that you can transfer the characters when moving them into future scenarios. You will now be returned to the game somewhere in the Enchanted Forest.
79
Sltt those things that go Bump in the night
& clhe goods to Bump them Back^
Approximately 500 items make up the arsenal which powers Bane of the Cosmic Forge. With so many items, it's hard to determine by "Assay" alone how one item ranks against another. However, in the list which follows, you'll find all the information you've ever wanted to know about Bane's weapons, armor, jewelry and other special trinkets. Of course, you'll find listed here the reason for all these weapons - the monsters (who tend to get in the way of a perfectly good adventure).
80
Items List
For your convenience, the items list which follows is organized alphabetically. Information about an item is read from left to right; each column, of course, has its own significance.
Item Name: Type: Wt/Lb: Cost:
To Hit:
Roll:
AC:
SP/P: Profession:
Race:
Sex:
P/S: 1/2: Range:
Modes:
Powers:
The name of the item as it appears on the screen.
The type of item classifies it as a weapon, armor or scroll, etc.
The weight of a particular item.
The suggested manufacturer's retail price for the item. Of course, many of the
NPCs within the dungeon typically offer the good for less than retail. Other's
are more enterprising.
The offensive bonus a weapon provides and the effective change in the
opponent's armor class
The dice roll used to calculate the range of damage for a particular item. See
"About Dice Rolls" immediately following this section.
The effect of an item on a character's armor class. The amount listed applies
only to the area of the body which the item is equipped unless otherwise
noted.
The spell and power level of the spell which the item casts. For example, an
Acid Bomb casts a fourth level Acid Bomb spell.
FMPTRABPVBLSMN. The professions which are allowed to use an item.
Those which are "grayed" may not use the item.
F: Fighter A: Alchemist L: Lord
M: Mage B: Bard S: Samurai
P: Priest P: Psionic M: Monk
T: Thief V: Valkyrie N: Ninja
R: Ranger B: Bishop
HEDGHFLDFRM. The races which are allowed to use an item. Those with are "grayed" may not use the item.
H: Human H: Hobbit F: Felpurr
E: Elf F: Faerie R: Rawulf
D: Dwarf L: Lizardman M: Mook
G: Gnome D: Dracon
M/F. The sex for which the item was designed. If a letter is "grayed", that sex may not use the item. Classifies the weapon as Primary or Secondary. Classifies the weapon as 1 or 2 handed.
The reach of an item. Depending on a character's position in the party, it will help you to determine the monster groups he or she can hit with a particular weapon. The fighting modes which are open to the weapon's user:
S: Swing M: Melee K: Kick
T: Thrust T: Throw L: Lash
B: Bash P: Punch S: Shoot
The special powers of an item when used, carried or equipped.
Z: ZZZ Sleep X: Poison C: Critical
P: Paralyze S: Stone K: Knock Out
About Dice Rolls
In Bane of the Cosmic Forge, as in other traditional role playing systems, dice are used to calculate the actions of your characters or the outcomes of certain situations. As you scan the weapons' listing, you'll see these individual rolls listed. However, to a gamer unfamiliar with traditional role playing, these dice rolls can be a bit confusing.
For example, let's use the Battle Axe, a favorite weapon of discriminating dwarfs worldwide. Its dice roll is 2d4 which translates to 2-8 hit points damage per hit depending on your roll. Of course, that's easier said than done.
2d4 = 2 rolls of a 4-sided die
The lowercase "d" stands for, simply, "die". The number to the right of the "d" tells you the die to use. (A four-sided die? Sure, you can find many interesting dice at your local hobby shop.) The number to the left of the "d" tells you how many times to roll the die.
So, in this case, let's say you rolled your first d4 and came up with a 3. Since the roll is 2d4, youll need to roll it again. On your second roll, you get a 1. Your total damage for that hit? 4 hit points. Each time your character hits a monster, a dice roll takes place. So, as your speed increases, you can look forward to more and more damage.
In some cases, you'll see that the roll is listed as OdO. Typically, OdO will follow bows, slings and other weapons which fire missiles but do not cause damage by themselves.
Suppose the roll was 2d3+l, like the Dagger of Ramm. In this case, you would roll a 3-sided die 2 times. Once you got your total for the roll, you would add 1.
Take a look at the die roll for the Dagger of Ramm again: 2d3+l. Hmmmm. There is no such thing as a 3-sided die; at least you won't find one in a hobby shop. Bane of the Cosmic Forge, because it is a computerized system, allows many different die rolls that could not otherwise exist.
Calculating the Range of Damage
Using the dice rolls listed in the items list, you can calculate the range of damage for any particular item. A range consists of the lowest possible roll and the highest possible roll. For example, let's use the Battle Axe again... 2d4.
If you rolled the 4-sided die two times, the lowest amount you could possibly roll would be 2 (you rolled a 1 both times). The highest amount you could roll would be 8 (you rolled 4 both times). Therefore, the range of damage for a 2d4 = 2-8 hit points of damage.
For items such as the Dagger of Ramm, whose roll is 2d3+l, the range = 3-7 hit points of damage.
Lowest possible roll for 2d3 = 2. To that amount you must add 1. Highest possible roll for a 2d3 = 6. To that amount you must add 1. The range = 3-7 hit points of damage.
Remember, you only add 1 (or any other amount) if it's listed in the roll.
A quick and easy way to calculate the range of damage:
Multiply the number before the "d" to the number after the "d". That will give you the high value of the range. The low value is simply the number before the "d". For example, 3d8 = 3-24 hit points of damage (3x8 = 24, and 3 is the number before the "d").
Item
Type
Wt/Lb Cost To Hit Damage
Items I
AC+
SP/P
A.P. Arrow Acid Bomb Amulet of Air Amulet of Ice Amulet of Life Amulet of Night Amulet of Winds Ancient Dust Angel's Tongue Ankh of Arnie Ankh of Death Ankh of Life Ankh of Might AnkhofPhyre Ankh of Purity Ankh of Sanctity Ankh of Wonder Ankh of Youth Anointed Cloak Anointed Flail Apple Armet
Armor Shield Armorplate Awl Pike Axe of Woe B.D. Key Bag of Sand Barbed Arrow Bascinet
Bascinet&Camail Basso Lyre Bastard Sword Battle Axe Bauble&Trinkets Bearded War Axe
Missile Potion
Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Powder Other
Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Armor Magic Weapon Short Quantity Armor Helm Scroll Scroll
Weapon Extend Weapon Short Other Other Missile Armor Helm Armor Helm Other
Weapon Short Weapon Short Other Weapon Short
0.2
0.4
1.0
1.0
1.0
1.0
1.0
0.5
2.0
1.5
0.5
1.5
1.5
1.5
1.5
1.5
1.5
1.5
6.0
15.0
0.2
7.5
0.3
0.3
12.0
18.0
0.5
20.0
0.3
6.5
11.5
18.0
10.0
8.5
2.0
4.0
45
1200
4500
10000
25000
2500
10000
200
500
50000
25000
50000
20000
10000
100000
20000
50000
25000
4000
140
150
7000
200
1200
50
6500
0
0
25
850
1875
6000
120
100
35
50
2
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
-8
0
0
0
0
0
0
-1
0 0 0
ld8+4 0d0+0 0d0+0 0d0+0 0d0+0 0d0+0 0d0+0 0d0+0 0d0+0 0d0+0 0d0+0 0d0+-0 0d0+0 OdOfO OdOfO 0d0+0 OdOfO 0d0+0 OdOfO ld6+l 0d0+0 OdOfO 0d0+0 0d0+0 ld6+0 2d6+2 0d0+0 0d0+0 ld8+4 OdOfO 0d0+0 0d0+0 2d4+l 2d4+0 OdOfO ld5+0
0
0 Acid Bomb/4
0 Air Pocket/5
0 Ice Shield/4
0 Resurrection/6
0 Blinding Flash/4
0 Whirlwind/4
0 Weaken/3
0 Bless/0
Death/5 Resurrection/6
0 Fireball/3
Heal Wounds/6
0
0
10
0
0
0
0
0
0
0
6
9
0
0
0
0
0
Help Food/3
Armor Shield/2 Armorplate/3
Slow/0
Profession
Race
MF P/S 1/2 Range Modes
Powers
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF S 1 |
L Shoot .:;:T;;.-i::; |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF S 1 |
[ Throw ' > -iR: |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short vXSMV.i |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF S 1 |
I Throw Si iR: |
|
^v;.:-;;i-;.AB::V-U,:::-.l>: |
HEDGHFLDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
F;;iPTK.\iii-VBL:::M- |
HEDGHFLDFRM |
MF |
Short |
|
F^fP^A^rVBLSVnN |
HEDGH-LDFRM |
MF |
Short iBN: v |
|
HEDGHFLDFRM |
MF |
Short |
|
|
Ftf?T£«>>V5L-Vv:\ |
HEDGH LDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
FMV ;::/:>.Si-'V^LSMN |
HEDGH: LDFRM |
MF P : |
I Extended .Ti:.;.:;:. |
|
Ftf? V-S.^xV^L■:'-.■:\ |
HEDGHLDFRM |
MF P : |
1 Short S::>M:: |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF S |
I Shoot |
|
FMr>r*«*w*L^:\ |
HEDGH LDFRM |
MF |
Short |
|
Fvi;:-TR.-..;; VV;.;L:: :v:> |
HEDGH LDFRM |
MF |
Short |
|
?\<y*f&?vtts\<\ |
HEDGHFLDFRM |
MF |
Short ;;: |
|
FNXii:;:/:::iJ:VllL-: ::.>. |
HEDGHJLDFRM |
MF |
Short ST-::;;. |
|
Fisi?TK:^>>V^LSv:N |
HEDGH LDFRM |
MF |
Short Si-lM:-: |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
F;v;x;RAr-::-V:'-:L:-:V-.; |
HEDGH LDFRM |
MF S |
1 Short S':": ■':■ |
K
u
:-: M I.:;
* ..; *
-V **
83
I
N
*
s
as
S §
a:
|
H |
P |
H |
H |
H |
p |
H |
|||||
|
co |
CO |
CO |
CO |
CO |
T3 <U |
||||||
|
8 |
on |
ort |
ort |
ort |
ort |
ort |
ort |
row |
ort |
tend |
oot |
|
-C |
-C |
XI |
-C |
-c |
JC |
-C |
.c |
£ |
JC |
£ |
-C |
|
CO |
CO |
CO |
CO |
CO |
CO |
CO |
CO |
CO |
CO |
tStttStStStStttitStStStitStStStitStStStitl oooSoqooSoooooooooSoS
cocococococococococococococococococococococo
JC ffi JC CO CO CO
§
U, fe ft
3
ft
ft ft
9 S
ft ft ft
ft
s
ft
s
ft
9
ft
2
ft
9
3 Eg
ftftftftftftftftftftftftft
ill
ft ft ft
.999
ft ft ft ft
P|99|9|g
ftftftftftftftftftftftftftftftftftftftftftftftftftftft ft ft ft ft
gggggggggggggggggggggggggggggggggggg
WWWWWWWWWWWWWftWWWftWWWWWftWWWW
ftftftftftftftftftftft^ftft^ftftftftftftftftftftftftftftftftftft ft ft ft ft ft
!
ft*
CO
+
g

> >
CO CO CO CO CO CO CO CO CO
PQ PQ '.'.': PQ PQ PQ PQ PQ PQ PQ
|
ci |
13 |
|
des |
£ |
|
Bla |
Ice |
CO CO CO CO CO
|
> > |
> |
> > : |
|
ft* ft |
ft |
ft ".. ft. |
|
PQ PQ |
: PQ |
PQ '.: PQ PQ PQ PQ |
Z 5 2 2
, w ^ j a 2
PQ .'.'.'. PQpQpQPQpQpQpQPQPQPQPQ ;;. ;.: ;.: .':- :.:, ..: ;.: .: :.:, > > > '■■■. ft : ft ": ft ft ■ '■. ft ft
PQPQPQPQPQPQPQ PQ PQ _^
:,: I.':*! ft< £; f,:' # :.Y. :':! 2 V:'-
ft ft
s s s £ S a 9 S

PQ PQ OOOOOOOOOOOOOfSOOOOOOOOOOOOOOOOOOOOOO
N
I
t r; o n n o +^ooortooooo
oocnovjrfc5«-«ooo0^c<500000
oooooooooooooooooo
S3SSSSSSSSSSSSSSSSSSSSSS
(2
«-« «*oono«s»-too^^oooooooooooooooooooooooo
I
0
8
N V^ (S ^t
a
ooovOco»-<*-««-t»n»-<«--"«~i»-«
^oo_«omoocso o^nTrocsoomca"co
888888§8§o88S8
»nooo»o»ncs»n»oooor^»n
£
^ rf o i-h \n o *+
p»ncnpco»ninppppopooooooopppppOpv->o
!

I
BB!;3BBi58::22.a
s
.5
CO
111
S3
to
Q
< 4
to £)
■a 5
1
2
|
0 |
2 |
|
|
>^ |
cklac |
AirS |
|
1 |
1 |
8 |
U H U
SSI
o
GO
S
CQ
S S 2 2 *5 e .2 .2 .52 .a x ««
o ^4
PQpQPQpQPQpQpQpQpQPQPQpapQpgpgpgogpQpqpgpgpa^^^^fgpg
|
Levitati< |
Mantras |
Peace |
Poetry Poisons Protectic |
« |
Rapture |
|
15 |
tJ |
S |
T3 * *8 |
1 |
^ |
|
M |
-* |
jj |
* * 41 |
4 |
.* |
|
8 |
8 |
8 |
8 8 8 |
8 |
8 |
|
CQ |
PQ |
PQ |
PQ PQ PQ |
PC |
en |
Item Type Wt/Lb Cost To Hit Damage
|
Book of Silence |
Other |
2.0 |
5000 |
0 |
0d0+0 |
|
Book of Sloth |
Other |
2.0 |
2500 |
0 |
OdOfO |
|
Book of the Damned |
Other |
2.0 |
15130 |
0 |
0d0+0 |
|
Book of the Sirens |
Other |
2.0 |
15550 |
0 |
0d0+0 |
|
Book of Weakening |
Other |
2.0 |
3000 |
0 |
OdOfO |
|
Book of Widows |
Other |
2.0 |
15000 |
0 |
0d0+0 |
|
Boot of Lt. Curing |
Other |
2.0 |
2250 |
0 |
0d0+0 |
|
Botl W/Ans&Coik |
Other |
0.7 |
15480 |
0 |
0d0+0 |
|
Botl W/Msg&Cork |
Other |
0.7 |
0 |
0 |
0d0+0 |
|
Bottle W/Cork |
Other |
0.5 |
0 |
0 |
OdOfO |
|
Bottle W/Msg |
Other |
0.6 |
0 |
0 |
0d0+0 |
|
Bottlerocket |
Weapon Throw |
0.3 |
200 |
0 |
ld8+0 |
|
Breastplate |
Armor Armor |
18.0 |
600 |
0 |
0d0+0 |
|
Broadsword |
Weapon Short |
6.0 |
85 |
0 |
ld7+l |
|
Broken Sprocket |
Other |
25.0 |
0 |
0 |
0d0+0 |
|
Bronze Cuirass |
Armor Armor |
21.0 |
1000 |
0 |
0d0+0 |
|
Bronze Greaves |
Armor Legs |
12.5 |
1450 |
0 |
OdOfO |
|
Buckler Shield |
Shield |
4.0 |
65 |
0 |
0d0+0 |
|
Bullet Stone |
Missile |
0.5 |
1 |
0 |
ld4+0 |
|
Bullwhip |
Weapon Extend |
2.5 |
185 |
1 |
ld4+0 |
|
Burgonet Helm |
Armor Helm |
6.5 |
2250 |
0 |
0d0+0 |
|
Bushido Blade |
Weapon Short |
4.0 |
7500 |
2 |
2d7+2 |
|
Buskins |
Armor Boots |
3.0 |
50 |
0 |
0d0+0 |
|
Butterfly Axe |
Weapon Throw |
3.5 |
400 |
0 |
ld8+3 |
|
Cameo Locket |
Armor Magic |
0.5 |
250000 |
0 |
0d0+0 |
|
Cape of Hi-Zen |
Armor Magic |
5.0 |
40000 |
0 |
0d0+0 |
|
Cat'O Nine Tail |
Weapon Extend |
6.5 |
20000 |
3 |
6d3+0 |
|
Chain Chausses |
Armor Legs |
20.0 |
1150 |
0 |
OdOfO |
|
Chain Hauberk |
Armor Armor |
28.0 |
1250 |
0 |
OdOfO |
|
Chain Hosen |
Armor Boots |
9.0 |
485 |
0 |
OdOfO |
|
Chain of Despair |
Armor Magic |
3.5 |
400 |
0 |
0d0+0 |
|
Chamail Doublet |
Armor Armor |
5.5 |
3500 |
0 |
0d0+0 |
|
Chamail Pants |
Armor Legs |
6.5 |
3500 |
0 |
0d0+0 |
|
Chamois Gloves |
Armor Gloves |
2.0 |
600 |
0 |
0d0+0 |
|
Chamois Skirt |
Armor Legs |
4.5 |
25 |
0 |
0d0+0 |
|
Cherry Bomb |
Potion |
0.5 |
300 |
0 |
0d0+0 |
|
AC+ SP/P |
Profession |
Race |
MF P/S |
1/2 Range Modes |
|
|
0 |
Silence/6 |
;>.:.P;:.>,:.::;PVBL:::M;-. |
HEDGHFLDFRM |
MF |
Short MliMiil'kL |
|
0 |
Slow/6 |
-MP '::: U-PVBL-M |
HEDGHFLDFRM |
MF |
Short Vi:-:.ii::-i:i. |
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short CT-^v: ;/&;. |
|
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
|
0 |
Weaken/6 |
;M:;:::,;:BPVB.:.SM>. |
HEDGHFLDFRM |
MF |
Short |
|
0 |
Deadly Poison/6 |
tf?TRA>-' ;;.;,; tn |
HEDGHFLDFRM |
MF |
Short iT:i.Vi:::-i:.i. |
|
0 |
Cure Lesser Cnd/6 |
Tv;P.RA;iPVBLSMT |
HEDGHFLDFRM |
MF |
Short vTi/fKi. |
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short .Txiivii-i;; -; |
|
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short " T:.:: Ml |
|
|
0 |
Magic Missile/2 |
MT-ABP. T: vVN |
HEDGHFLDFRM |
MF S |
1 ThrOW :iiNR : i |
|
8 |
FN:::l^.V::;;:V::L:::-.l:-. |
HEDGH LDFRM |
MF |
Short |
|
|
0 |
F;vi:-:i-::.::i-;xVi-:L Vvi\ |
HEDGH LDFRM |
MF |
Short STVi-^i:--i |
|
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|
|
6 |
FV-ivT:--:;-:V;:V::L:-:Vl\" |
HEDGH-LDFRM |
MF |
Short |
|
|
7 |
Fiv;:;:.::;;:i:;rV::;L:v.l>: |
HEDGH: LDFRM |
MF |
Short |
|
|
1 |
F:--i:-TR^:B>-V>:.LVv;s |
HEDGH LDFRM |
MF |
Short ::;!'::::. |
|
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF S |
1 Shoot :iBi i; . i<i. |
|
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Extended / L |
|
|
8 |
Fttr rl:-,V::;::V;:L:::-.l--: |
HEDGH; LDFRM |
MF |
Short .:!;:.::;;: |
|
|
0 |
■Niprx ,:::: :,:■;.; s;^N |
HEDGHFLDFRM |
MF |
Short ST-- X<U |
|
|
3 |
F:;PTR BVBLS;: |
HEDGHLDFRM |
MF |
Short s;;::::;V:::v;<;. |
|
|
0 |
F?vfxTRAB:-Vr<LS\fV |
HEDGH LDFRM |
MF S |
1 ThrOW S"i'i ! V:R: ■ ■■': |
|
|
4 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
M; |
Short .::.!;;.:>:;:;: ;-.;.. |
|
|
3 |
^?T^^:AT^M\ |
HEDGHFLDFRM |
MF |
Short rry;.i-,;:::--\i. |
|
|
0 |
FM.:TRABPVi;L::MN |
HEDGH.LDFRM |
MF |
Extended : L |
|
|
9 |
FKf^!'->A:<:-Vr<LS\fV |
HEDGH LDFRM |
MF |
Short |
|
|
9 |
FMr; nA:<w$L:::-::s |
HEDGHiLDFRM |
MF |
Short .::\:^\l<\k:.. |
|
|
8 |
Fivi-rx.::i;:-Vi:L:^'--.: |
HEDGHLDFRM |
MF |
Short ::>.!;.:.;.:::. |
|
|
-2 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short v';:.:;N:vI"<;. |
|
|
6 |
i-:v::--TRABT:v;v; |
HEDGH-LDFRM |
MF |
Short :: |
|
|
6 |
M:TRAB;:VvU^Mi\ |
HEDGH LDFRM |
MF |
Short \\\^\iii:kL |
|
|
3 |
FivPTR B VBL- : |
HEDGH LDFRM |
MF |
Short :Vi->M :;'>:. |
|
|
3 |
F ;i:TR .BiV;;L::::: |
HEDGHiLDFRM |
;v;F |
Short Tn^r&i. |
|
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF S |
1 Throw NT: -\-iRi :-: ■ |
|
Powers
|
Item |
Type |
Wt/Lb |
Cost |
T |
|
Chrome Key |
Quantity |
0.2 |
0 |
0 |
|
Claymore |
Weapon Short |
15.0 |
600 |
0 |
|
Cloth Pants |
Armor Legs |
3.5 |
10 |
0 |
|
Cloth Shirt |
Armor Armor |
2.5 |
10 |
0 |
|
Clove of Farlic |
Armor Magic |
0.1 |
250 |
0 |
|
Club |
Weapon Short |
8.0 |
15 |
0 |
|
Conjuration |
Scroll |
0.3 |
1600 |
0 |
|
Copper Gloves |
Armor Gloves |
8.5 |
1500 |
0 |
|
Copper Key |
Quantity |
0.2 |
0 |
0 |
|
Cork Bobber |
Other |
0.1 |
0 |
0 |
|
Coxcomb |
Armor Helm |
3.0 |
800 |
0 |
|
Crystal Wand |
Weapon Short |
0.8 |
20000 |
1 |
|
Cuckoo Call |
Other |
1.0 |
15000 |
0 |
|
Cuir Gauntlets |
Armor Gloves |
3.5 |
240 |
0 |
|
Cupid Arrow |
Missile |
0.2 |
15 |
0 |
|
Cure Lt. Cnd |
Potion |
0.2 |
200 |
0 |
|
Cure Paralyz |
Potion |
0.2 |
400 |
0 |
|
Cure Poison |
Potion |
0.2 |
250 |
0 |
|
Cure Stone |
Potion |
0.5 |
2000 |
0 |
|
Cutlass |
Weapon Short |
4.5 |
50 |
0 |
|
Cylinder of Ash |
Other |
1.5 |
0 |
0 |
|
Cylinder of Ash |
Other |
1.5 |
0 |
0 |
|
Cylinder of Ash |
Other |
1.5 |
0 |
0 |
|
Dagger |
Weapon Short |
1.0 |
15 |
0 |
|
Dagger of Ramm |
Weapon Short |
1.5 |
0 |
1 |
|
Deadly Poison |
Potion |
0.5 |
1000 |
0 |
|
Deadman's Log |
Other |
0.5 |
12220 |
0 |
|
Demons Tooth |
Weapon Short |
1.5 |
8000 |
3 |
|
Devil Stone |
Missile |
0.3 |
240 |
2 |
|
Devil's Pipe |
Other |
1.0 |
1000 |
0 |
|
Diamond Eyes |
Weapon Short |
4.0 |
20000 |
2 |
|
Diamond Ring |
Armor Magic |
0.2 |
500000 |
0 |
|
Dirk |
Weapon Throw |
1.0 |
5 |
0 |
|
Dispel Undead |
Scroll |
0.3 |
400 |
0 |
|
Displacer Cloak |
Armor Magic Shield |
4.0 |
200000 |
0 |
|
Dragon Kite |
16.5 |
8000 |
0 |
Damage AC+ SP/P Profession Race MF P/S 1/2 Range Modes Powers
|
0d0+0 |
0 |
|
|
2d4+2 |
0 |
|
|
OdOfO |
1 |
|
|
0d0+0 |
1 |
|
|
0d0+0 |
0 |
|
|
2d4+0 |
0 |
|
|
0d0+0 |
0 |
Conjuration/4 |
|
0d0+0 |
10 |
|
|
0d0+0 |
0 |
|
|
0d0+0 |
0 |
|
|
OdOfO |
-3 |
|
|
3d3+0 |
0 |
Wizard Eye/3 |
|
0d0+0 |
0 |
Mental Attack/0 |
|
0d0+0 |
5 |
|
|
ld4+0 |
0 |
|
|
0d0+0 |
0 |
Cure Lesser Cnd/6 |
|
OdOfO |
0 |
Cure Paralysis/6 |
|
0d0+0 |
0 |
Cure Poison/6 |
|
OdOfO |
0 |
Cure Stone/6 |
|
ld6+l |
0 |
|
|
OdOfO |
0 |
|
|
OdOfO |
0 |
|
|
0d0+0 |
0 |
|
|
ld4+0 |
0 |
|
|
2d3+l |
0 |
|
|
0d0+0 |
0 |
Deadly Poison/5 |
|
0d0+0 |
0 |
|
|
3d4+4 |
0 |
|
|
4d4+0 |
0 |
|
|
OdOfO |
0 |
Weaken/0 |
|
3d4+4 |
0 |
|
|
0d0+0 |
5 |
|
|
ld4+0 |
0 |
|
|
0d0+0 |
0 |
Dispel Undead/2 |
|
0d0+0 OdQfO |
4 4 |
Blink/4 |
FMPTRABPVBLSMN
F>;::TRaB;V;:L:::::; F : TR ;B:V:L: .:; FMPTRABPVBLSMN FMPTR ;■ VBL-MN FMPTRABPVBLSMN
FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBL:::i
i-M^"'KAr<PVr-:: :-.\i:.
;>.::j;V:AB;:v^,:,;,i:, F^::r:::.:::-:xV;:LS;-.:N FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN F-^-TRAB:-V:'--:S"vr-.' FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FM TRABPViLS ViN ;-;v-Pi:-:..v;;:.::vB: ,/.:;. FMPTRABPVBLSMN FMPTRABPVBLSMN
FMPTRABPVBLSMN
F:;Pi ::.-:.; jrVBLv :■■;.-■. FMPTRABPVBLSMN FM; TRABPVi :;LSMN FMPTRABPVBLSMN FMPTRABPVBLSMN
HEDGHFLDFRM HEDGH LDFRM HEDGH LDFRM HEDGH-LDFRM HEDGHFLDFRM HEDGHLDFRM HEDGHFLDFRM HEDGH LDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGH LDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGH,LDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGH LDFRM
MF MF MF
MF MF MF MF
MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF
-;f
MF MF
MF MF
Short 2 Short ST-MiV:
Short "rJ-Ni:.;.
Short
Short 2 Short ::Bv:iV:-
Short
Short S':-"i
Short
Short
Short 1 Short T :: :R
Short
Short
Shoot
Throw S : :: =R:
Throw :.: ;R:
ThrOW :::: !R:
Throw :;: :; -R:
Short ST >■::
Shon
Short Vri-Vi::!
Short
1 Short ST vR:
1 Short ,T:;. ;;i;
1 ThrOW ::::;;R:
Short 1 Short ST^Ri 1 Short :>;B:;;:::
Short 1 Short :::;B; il i:
Short 1 Throw :;:JviR:
Short Vi-^Vi::;
Short
Short ::. if >.:::: i
<Sk>-XK
jsn sroa^i
Item
Type
Wt/Lb Cost To Hit Damage
AC+
SP/P
Dragon Slayer Diyadic Staff Duck Shield Dungeon Key East Exit Key Ebony Heaume Ebony Plate (L) Ebony Plate (U) Elm Arrow Elven Bow Empty Sack Enchanted Blade Estoc of Olivia Excaliber Eye-Patch Faerie Cap Faerie Dust Faerie Stick Fang Fauchard Faust Halberd Feathered Hat Fire Bomb Fire Shield Fireball Firecracker Fish Hook Fishline
FishlineW/Hook Flamberge Foot Powder Forest Cape Full Plate (L) Full Plate (U) Fur Haler Fur Legging
Weapon Short Weapon Short Shield Other Other
Armor Helm Armor Legs Armor Armor Missile
Weapon Shoot Other Scroll
Weapon Short Weapon Short Armor Magic Armor Helm Powder Weapon Short Weapon Short Weapon Extend Weapon Extend Armor Helm Potion Scroll Scroll
Weapon Throw Other Other Other
Weapon Short Powder Armor Magic Armor Legs Armor Armor Armor Armor Armor Legs
6.5
4.0
4.5
0.2
0.5
10.0
30.0
30.0
0.2
4.5
0.5
0.3
5.0
24.0
0.1
0.2
0.5
0.2
5.0
13.5
17.5
1.5
1.0
0.3
0.3
0.1
0.1
0.3
0.4
14.0
1.0
6.5
32.0
40.0
2.5
5.0
6000
5000
350
0
0
50000
50000
50000
2
100000
0
1200
40000
200000
45
25000
150
2500
25000
2000
15000
75
750
900
1500
100
0
0
0
3000
2500
15000
4000
4000
25
165
1
1
0
0
0
0
0
0
0
4
0
0
3
4
0
0
0
1
2
0
2
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
ldl0+5
2d4+0
OdOfO
0d0+0
0d0+0
0d0+0
0d0+0
OdOfO
ld6+0
0d0+0
OdOfO
OdOfO
2d7+4
4d8+4
OdOfO
0d0+0
OdOfO
3d4+0
2d8+8
ldl2+0
4d4+2
OdOfO
OdOfO
0d0+0
0d0+0
3d8+0
0d0+0
OdOfO
OdOfO
2d5+2
39d38+4
0d0+0
0d0+0
0d0+0
OdOfO
OdOfO
0
0
-2
0
0
14
14
14
0
0
0
0
0
0
-4
4
0
0
0
0
0
2
0
0
0
0
0
0
0
0
0
3
12
12
2
4
Blink/3
Enchanted Blade/3
Lightning/6
Sleep/3 Blink/4
Lifesteal/4
Fire Bomb/3 Fire Shield/3 Fireball/4
Profession
Race
MF P/S 1/2 Range Modes
Powers
|
Fttr :&A3;^3te.vCS |
HEDGH; LDFRM |
MF |
P |
2 |
Short |
STUM?*: |
|
TM:--IcA^:Pv;-;.i,:::MS |
HEDGHFLDFRM |
MF |
Short |
:>YB^;< |
||
|
F::::TR..B;V;;L:::;; |
HEDGHiLDFRM |
MF |
Short |
|||
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
FM;:rx.vi-::--v;-:L:--< |
HEDGH-LDFRM |
MF |
Short |
|||
|
F.;v; :>;:. :\\y\-Wi\v> :.;.' |
HEDGHLDFRM |
MF |
Short |
|||
|
FM:^:-:A:V-v:^L:--"vr; |
HEDGHLDFRM |
MF |
Short |
|||
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
S |
1 |
Shoot |
.:-:T-:.o ;::. |
|
F:-:-::-rR.xi:xVi':L:M'--; |
■><Ef'::::":r-:: .T-fRM |
MF |
Shoot |
|||
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
i-Mr ;ftU*;:V-UAS.V;N |
HEDGHFLDFRM |
MF |
Short |
.:-:T;,:v;,:. |
||
|
F:-::--:":.-^--V;':.L::. -N |
HEDGH LDFRM |
MF |
P |
2 |
Short |
ST:M |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
FMPTRABPVBLSMN |
:V: :V;-;-V.;--;F:i;: :.':;:.:■ |
MF |
Short |
|||
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
S |
1 |
Throw |
-*Jv:R: |
|
FMPTRABPVBLSMN |
«^:>U?P f5f'**v |
MF |
S |
1 |
Short |
YT-^-iR |
|
F:y;::-i-:;-.;:v-V;:L:::::v;.\ |
HEDGHFLDFRM |
MF |
Short |
ST.:.-v:V |
||
|
F;V;V:-:-- ;,:, ::V;-: \J, \<\ |
HEDGH LDFRM |
MF |
P |
2 |
Extended |
s ■;■:-. ;..;;:: |
|
Fy;;;:^;:::;i:Vv;.L:-:,--l:v |
HEDGHJ LDFRM |
MF |
P |
2 |
Extended |
ST:.^;x |
|
F:---;:TRxB>-V:';.LV^"-: |
HEDGHFLDFRM |
MF |
Short |
|||
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
S |
1 |
Throw |
vTJJMR |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
■M:-T--ABP--'i-:i.:v;N |
HEDGHFLDFRM |
MF |
S |
1 |
Throw |
|
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
F^^U^V^^ |
HEDGH LDFRM |
MF |
P |
2 |
Short |
ST:>M:-: |
|
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
^^:R;V:VpV::iSV-; |
HEDGHFLDFRM |
MF |
Short |
|||
|
F&nl^BrVSL^lN |
HEDGHJ LDFRM |
MF |
Short |
|||
|
FNi^r:^::i-:i--v;-;-L:v-.;x |
HEDGH LDFRM |
MF |
Short |
|||
|
F;>;::TR.-..BrV;:L^ :.;. |
HEDGHLDFRM |
:>:F |
Short |
|||
|
F vTR/B:-V;:LS r. |
HEDGH LDFRM |
MF |
Short |
S-.-.C;
P:::,::;,;,C-
|
Item |
Type |
Wt/Lb |
Cost |
To Hit |
Damage |
AC+ SP/P |
Profession |
Race |
MF |
P/S |
1/2 |
Range |
Modes |
Powers |
||
|
Garland of Roses |
Armor Magic |
1.5 |
50000 |
0 |
0d0+0 |
3 |
F;^x;;:;:,:.::;::Vl!L:: MS |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Giant Sledge |
Weapon Short |
45.0 |
350 |
-8 |
3d6+0 |
0 |
FS::-rX,::i':i--V;:L:;--iX |
H D-i ^ LDFRM |
MF |
P |
2 |
Short |
STB? |
. ..^::X:---:K |
||
|
Ginzu Knife |
Weapon Throw |
0.5 |
45 |
1 |
3d2+0 |
0 |
FM;:;H:\:>rv:;i.S^N |
HEDGHFLDFRM |
MF |
S |
1 |
Throw |
^Ri/Ki. |
|||
|
Glass Slippers |
Armor Boots |
2.5 |
24000 |
0 |
0d0+0 |
8 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Gloop Splotch |
Other |
0.6 |
0 |
0 |
0d0+0 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Goat's Mask |
Armor Helm |
9.0 |
0 |
0 |
OdOfO |
2 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Gold Key |
Other |
0.2 |
0 |
0 |
0d0+0 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Golden Rod |
Weapon Short |
0.1 |
25000 |
1 |
3d4+0 |
0 |
Heal Wounds/4 |
::w.^PirrA:-::-vBTSVV |
HEDGHFLDFRM |
MF |
s |
1 |
Short |
ST:-'-:? |
-^T: |
|
|
Great Bow |
Weapon Shoot |
7.5 |
3500 |
2 |
0d0+0 |
0 |
FM.V :R.-:.:::::Vi.:;:.SMN |
HEDGHFLDFRM |
MF |
Shoot |
. .::>;::,:.,.-,C:-. |
|||||
|
Green Parrot |
Armor Magic |
4.0 |
1250 |
0 |
0d0+0 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Halberd |
Weapon Extend |
15.0 |
135 |
0 |
ldl0+0 |
0 |
F:v;;:"i ■:.:X:.!i'Vi;L?;>■;?■. |
HEDGH LDFRM |
MF |
p |
2 |
Extended |
ST:: |
|||
|
Hammer |
Weapon Short |
4.0 |
15 |
-1 |
ld4+l |
0 |
Fxf>TRAr<^vr<Lsw |
HEDGH-LDFRM |
MF |
s |
1 |
Short |
B: |
:-:R:-T: |
/■■<::----::K |
|
|
Hammer* 1.5 |
Weapon Short |
6.5 |
12000 |
1 |
2d4+6 |
0 |
FMrTR.-:Bi:Vli:5M>: |
HEDGHFLDFRM |
MF |
S |
1 |
Short |
:B |
iR; :..:. |
, V: ::::,: ;-,xck |
|
|
Harmonium |
Other |
1.0 |
100 |
0 |
0d0+0 |
0 |
Itching Skin/0 |
S::-':V.;:B^v>:.i,:Vv;X |
HEDGHFLDFRM |
MF |
Short |
|||||
|
Hayai Bo |
Weapon Extend |
5.0 |
1750 |
2 |
ld6+3 |
0 |
:-:v;i:i ::.:,;.: rv;.:;.SMN |
HEDGHFLDFRM |
MF |
P |
2 |
Extended |
TB |
,:.;;, :::':':. ;K |
||
|
Heater Shield |
Shield |
17.0 |
750 |
0 |
OdO+0 |
3 |
FXiiX:-:;-ivpvsLN;■. |
HEDGH LDFRM |
MF |
Short |
||||||
|
Heaume |
Armor Helm |
14.0 |
12500 |
0 |
0d0+0 |
12 |
FttV :^..V:i;:V:iL:;:MN |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Helm of Obitus |
Armor Helm |
8.5 |
15000 |
0 |
0d0+0 |
-8 |
FM:-r;X::i:xV>:L:v;N |
HEDGH LDFRM |
MF |
Short |
||||||
|
Helm&Coif |
Armor Helm |
10.5 |
750 |
0 |
0d0+0 |
7 |
F^^y;R.v:;rV;;L::;vN |
HEDGHiLDFRM |
MF |
Short |
||||||
|
Heraldic Shield |
Shield |
8.0 |
2500 |
0 |
0d0+0 |
2 |
F^;':-T;,:-:V::V:-:L:--'V-:.' |
HEDGHLDFRM |
MF |
Short |
||||||
|
Herbal Patty |
Quantity |
0.5 |
1000 |
0 |
0d0+0 |
0 |
Help Food/5 |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Hi-Kane-Do (L) |
Armor Legs |
35.0 |
20000 |
0 |
0d0+0 |
12 |
r-s:pix.:i-:xv;.::sv!v |
HEDGH LDFRM |
MF |
Short |
||||||
|
Hi-Kane-Do (U) |
Armor Armor |
35.0 |
20000 |
0 |
0d0+0 |
12 |
;:^SJ:;HA:;rV:;:.SM?-. |
HEDGH: LDFRM |
MF |
Extended |
||||||
|
Hoary Leffing |
Armor Legs |
19.0 |
450 |
0 |
0d0+0 |
-1 |
F-: T B:V; LSV. . |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Hoaxial Plate |
Armor Legs |
35.0 |
800 |
0 |
OdOfO |
-2 |
FM:" :^,^*;:Vi^M:y |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Hold Monsters |
Scroll |
0.3 |
900 |
0 |
0d0+0 |
0 |
Hold Monsters/3 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||||
|
Holy Basher |
Weapon Extend |
9.0 |
12000 |
1 |
ld8+4 |
0 |
;;>:P;HAi;i'VB-- '■-" |
HEDGHFLDFRM |
MF |
P |
2 |
Extended |
::.:-:B;-: |
;,.;;..:::'>: v;k |
||
|
Holy H20(+) |
Potion |
0.5 |
500 |
0 |
0d0+0 |
0 |
Holy Water/5 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
S |
1 |
Short |
>1R">T: |
||
|
Holy Stake of Wood |
Weapon Short |
3.5 |
0 |
0 |
ld5+0 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
s |
1 |
Short |
,:T:>;; |
|||
|
Holy Water |
Potion |
0.5 |
0 |
0 |
OdOfO |
0 |
Holy Water/3 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
s |
1 |
Throw |
!R?'K.':. |
||
|
Hookah Pipe |
Other |
12.0 |
0 |
0 |
0d0+0 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Horn of Prometheus |
Other |
7.0 |
25000 |
0 |
OdOfO |
0 |
Fireball/0 |
W>-*:T^AB?V:<T <\V-: |
HEDGHFLDFRM |
MF |
Short |
|||||
|
Horn of Souls |
Other |
2.5 |
0 |
0 |
0d0+0 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Hv. Boulder |
Quantity |
35.0 |
0 |
0 |
OdOfO |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
||||||
|
HV. Crossbow |
Weapon Shoot |
14.5 |
1250 |
0 |
0d0+0 |
0 |
F^;:;R:\:>i^Vi;L?;M.v |
HEDGHl LDFRM |
MF |
Shoot |
||||||
ISJ/l SUJ9JI
Type Wt/Lb Cost To Hit Damage
|
Hv. Heal |
Potion |
0.2 |
500 |
0 |
0d0+0 |
|
Hv. Rope |
Other |
55.0 |
0 |
0 |
0d0+0 |
|
Hv. Stamina |
Potion |
0.2 |
150 |
0 |
0d0+0 |
|
Ice Shield |
Scroll |
0.3 |
900 |
0 |
0d0+0 |
|
Icicle |
Weapon Throw |
0.1 |
40 |
0 |
2d8+0 |
|
Idol of Mau-Mu-Mu |
Armor Magic |
4.0 |
0 |
0 |
0d0+0 |
|
Illusion |
Scroll |
0.3 |
1600 |
0 |
0d0+0 |
|
Incense |
Other |
0.1 |
20 |
0 |
0d0+0 |
|
Inferior Sword |
Weapon Short |
5.0 |
35 |
-1 |
ld6+0 |
|
Iron Key |
Quantity |
0.2 |
0 |
0 |
0d0+0 |
|
J.R. Decoder |
Armor Magic |
0.1 |
0 |
0 |
0d0+0 |
|
Jade Figurine |
Armor Magic |
1.0 |
15000 |
0 |
0d0+0 |
|
Jailer Key |
Other |
0.2 |
0 |
0 |
0d0+0 |
|
Jazeraint Skirl |
Armor Legs |
18.5 |
1750 |
0 |
0d0+0 |
|
Jazeraint Tunic |
Armor Armor |
20.0 |
2000 |
0 |
0d0+0 |
|
Kabuto |
Armor Helm |
5.5 |
700 |
0 |
OdOfO |
|
Katana |
Weapon Short |
4.0 |
400 |
1 |
ld7+0 |
|
Key of ?Decision? |
Other |
0.5 |
0 |
0 |
OdOfO |
|
Keyof?Quandry? |
Other |
0.5 |
0 |
0 |
0d0+0 |
|
Key of 1st Test |
Other |
0.5 |
0 |
0 |
0d0+0 |
|
Key of 1st Test |
Other |
0.5 |
0 |
0 |
OdOfO |
|
Key of A Minor |
Other |
0.5 |
0 |
0 |
0d0+0 |
|
Key of Draws |
Other |
0.5 |
0 |
0 |
0d0+0 |
|
Key of Evil |
Other |
0.5 |
0 |
0 |
0d0+0 |
|
Key of Finality |
Other |
0.5 |
0 |
0 |
0d0+-0 |
|
Key of Finality |
Other |
0.5 |
0 |
0 |
OdOfO |
|
Key of Knights |
Other |
0.5 |
0 |
0 |
OdOfO |
|
Key of Minos |
Other |
0.5 |
0 |
0 |
0d0+0 |
|
Key of Nothing |
Other |
0.5 |
0 |
0 |
0d0+0 |
|
Key of Queens |
Other |
0.5 |
0 |
0 |
0d0+0 |
|
Key of Ramm |
Other |
0.2 |
0 |
0 |
0d0+0 |
|
Key of Spades |
Quantity |
0.2 |
0 |
0 |
0d0+0 |
|
Key of Stars |
Other |
0.5 |
0 |
0 |
OdOfO |
|
Key of the Damned |
Other |
0.5 |
0 |
0 |
0d0+0 |
|
Key of the Dead |
Other |
0.2 |
0 |
0 |
0d0+0 |
|
Key of the Lost |
Other |
0.5 |
0 |
0 |
0d0+0 |
Items List
AC+
SP/P
Profession
Race
MF P/S
0 Heal Wounds/6
0
0 Stamina/6
0 Ice Shield/3
0 Chilling Touch/2
0
0 Illusion/4
0
0
0
0
2
0
7
9
6
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN
;M;T::ABPv:::.,-;-:.N FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN
Fn::;-:::-,V::;J:VI;;.L:::-.1--, FMPTRABPVBLSMN FMPTRABPVBLSMN
i-:V;'i'T:,:-:V::vr:::::MX.
FMPTRABPVBLSMN
Fi; ;::T;-:.--.Bi-V; ;L:::: :.;.:
S-ttr ;:;:A:.:;i:v.v:.i.s:-.'N FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN
HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGH LDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGH LDFRM HEDGH LDFRM HEDGH LDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM
MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF MF
Item Type Wt/Lb Cost To
|
Key of Valkyries |
Other |
0.5 |
0 |
0 |
|
Key of Wizard Cave |
i Other |
0.5 |
0 |
0 |
|
King's Diary |
Other |
2.0 |
12220 |
0 |
|
Knock-Knock |
Scroll |
0.3 |
600 |
0 |
|
Lance |
Weapon Extend |
18.0 |
450 |
-2 |
|
Lead Boots |
Armor Boots |
75.0 |
825 |
0 |
|
Leather Boots |
Armor Boots |
5.0 |
325 |
0 |
|
Leather Cuirass |
Armor Armor |
14.0 |
285 |
0 |
|
Leather Greaves |
Armor Legs |
8.5 |
650 |
0 |
|
Leather Hauberk |
Armor Armor |
18.0 |
450 |
0 |
|
Leather Helm |
Armor Helm |
3.5 |
145 |
0 |
|
Leather Legging |
Armor Legs |
11.0 |
240 |
0 |
|
Levitate |
Scroll |
0.3 |
2500 |
0 |
|
Lifesteal |
Scroll |
0.3 |
3000 |
0 |
|
Lightning Bolt |
Missile |
0.4 |
1250 |
2 |
|
Lightning Rod |
Weapon Short |
0.1 |
20000 |
1 |
|
Liquid Metal |
Other |
1.5 |
0 |
0 |
|
Long Bow |
Weapon Shoot |
4.5 |
600 |
0 |
|
Longsword |
Weapon Short |
5.0 |
60 |
0 |
|
Lt. Crossbow |
Weapon Shoot |
7.5 |
375 |
-2 |
|
Lt.Heal |
Potion |
0.2 |
100 |
0 |
|
Lute |
Other |
4.0 |
250 |
0 |
|
Lynx Right |
Armor Magic |
0.1 |
2000 |
0 |
|
Lyre of Cakes |
Other |
12.0 |
250000 |
0 |
|
Mace |
Weapon Short |
10.0 |
65 |
0 |
|
Maenad's Lance |
Weapon Extend |
19.0 |
30000 |
3 |
|
Magic Cookie |
Quantity |
0.1 |
1000 |
0 |
|
Magic Missile |
Scroll |
0.3 |
400 |
0 |
|
Maiden Head |
Weapon Short |
12.0 |
7750 |
2 |
|
Mail Coif |
Armor Helm |
6.0 |
350 |
0 |
|
Mail Mittens |
Armor Gloves |
6.0 |
450 |
0 |
|
Main Gauche |
Weapon Short |
2.0 |
30 |
0 |
|
Mantis Boots |
Armor Boots |
9.0 |
20000 |
0 |
|
Mantis Gloves |
Armor Gloves |
6.0 |
20000 |
0 |
|
Medicine Bag |
Armor Magic |
0.3 |
5000 |
0 |
|
Mempo of Death |
Armor Magic |
2.5 |
20000 |
0 |
Damage AC+ SP/P Profession
|
0d0+0 |
0 |
FMPTRABPVBLSMN |
|
|
OdOfO |
0 |
||
|
0d0+0 |
0 |
FMPTRABPVBLSMN |
|
|
0d0+0 |
0 |
Knock-Knock/4 |
FMPTRABPVBLSMN |
|
ldl2+0 |
0 |
"Mr ;;.t\iii:V:iL>:MN |
|
|
0d0+0 |
-5 |
F^?rx^i-:xV^L:v:x |
|
|
OdOfO |
5 |
F:::::TR.,BiV;;L::;:v;.- |
|
|
0d0+0 |
5 |
F;--;:Tr-:^B":-V:^LS\r:-; |
|
|
0d0+0 |
6 |
Fv;j;:::,V-:;::Vv;.LS.'.'.:-. |
|
|
OdOfO |
7 |
FtfTO.*B:'VSLS"^N |
|
|
OdOfO |
3 |
Fivi?';:-!.A:;;-V;:LS :;:. |
|
|
0d0+0 |
5 |
F^i-T-:AB;-V^LS\f\' |
|
|
0d0+0 |
0 |
Levitate/5 |
FMPTRABPVBLSMN |
|
0d0+0 |
0 |
Lifesteal/4 |
FMPTRABPVBLSMN |
|
5d5+5 |
0 |
FMPTRABPVBLSMN |
|
|
3d4+0 |
0 |
Lightning/4 |
:;M:^:-:.Ar-:PViV: |
|
OdOfO |
0 |
||
|
0d0+0 |
0 |
F^:-:R.:i-::-Vi:LSMN |
|
|
ld8+0 |
0 |
F:v; ■:--':-:.:\i; ;-V;;L::.: W |
|
|
OdOfO |
0 |
Fv: TRAB-V-LSM . |
|
|
0d0+0 |
0 |
Heal Wounds/1 |
FMPTRABPVBLSMN |
|
0d0+0 |
0 |
Sleep/0 |
r-iV::Vr:^::B^Vi;.:. .;: |
|
0d0+0 |
0 |
FMPTRABPVBLSMN |
|
|
0d0+0 |
0 |
Help Food/0 |
^^i-i:-:AB::-vr-::SV-.: |
|
ld6+l |
0 |
Fiv:p;:;:,:i-:::VBL::.'.l> |
|
|
2dl2+0 |
0 |
^^i.::.xi-i-V^:.:vi\ |
|
|
OdOfO |
0 |
Magic Food/4 |
|
|
0d0+0 |
0 |
Magic Missile/2 |
FMPTRABPVBLSMN |
|
ldl6+0 |
0 |
Charm/5 |
F;v:P;:;-,V::;j:VBL::: :.:>: |
|
0d0+0 |
5 |
IM?r>U>>V^L-:'v:}s |
|
|
0d0+0 |
6 |
F:>: ::;:;-:.\;; i-Vi;L:: ;.;.? |
|
|
ld5+0 |
0 |
Pxfx-:T<Ar<rvr<Ls\-r\" |
|
|
0d0+0 |
14 |
FN:.;;v:,V::;i:V::;.L::r Mn |
|
|
0d0+0 |
14 |
F^?^::^i-i-V^L:viN |
|
|
0d0+0 0d0+0 |
2 3 |
Heal Wounds/3 |
^^'■^ |
Race MF P/S 1/2 Range Modes Powers
|
HEDGHFLDFRM |
MF |
Short |
|
HEDGHFLDFRM |
MF |
Short |
|
HEDGHFLDFRM |
MF |
Short |
|
HEDGHFLDFRM |
MF |
Short |
|
HEDGH LDFRM |
MF P : |
I Extended |
|
HEDGH LDFRM |
MF |
Short |
|
HEDGH; LDFRM |
MF |
Short |
|
HEDGH-LDFRM |
MF |
Short |
|
HEDGH. LDFRM |
MF |
Short |
|
HEDGH LDFRM |
MF |
Short |
|
HEDGH LDFRM |
MF |
Short |
|
HEDGH LDFRM |
MF |
Short |
|
HEDGHFLDFRM |
MF |
Short |
|
HEDGHFLDFRM |
MF |
Short |
|
HEDGHFLDFRM |
MF S |
I Shoot |
|
HEDGHFLDFRM |
MF S |
I Short |
|
HEDGHFLDFRM |
MF |
Short |
|
HEDGHFLDFRM |
MF |
Shoot |
|
HEDGH LDFRM |
MF |
Short |
|
HEDGH LDFRM |
MF |
Shoot |
|
HEDGHFLDFRM |
MF S |
I Throw |
|
HEDGHFLDFRM |
MF |
Short |
|
HEDGHFLDFRM |
MF |
Short |
|
HEDGHFLDFRM |
MF |
Short |
|
HEDGH; LDFRM |
MF |
Short |
|
HEDGHFLDFRM |
MF P 2 Extended |
|
|
HEDGHFLDFRM |
MF |
Short |
|
HEDGHFLDFRM |
MF |
Short |
|
HEDGHJ LDFRM |
MF |
Short |
|
HEDGH LDFRM |
MF |
Short |
|
HEDGH; LDFRM |
MF |
Short |
|
HEDGHFLDFRM |
MF S 1 |
I Short |
|
HEDGH; LDFRM |
MF |
Short |
|
HEDGH LDFRM |
MF |
Short |
|
HEDGHFLDFRM |
MF |
Short |
|
HEDGHLDFRM |
MF |
Short |
Items List
|
Item |
Type |
Wt/Lb |
Cost |
To Hit |
Damage |
AC |
f SP/P |
Profession |
Race |
MF |
P/S |
1/2 |
Range |
Modes |
Powers |
|
|
Midnight Choir |
Other |
8.0 |
2500 |
0 |
0d0+0 |
0 |
Terror/0 |
:M.:::/-:B^VV: ;,;,:, |
HEDGHFLDFRM |
MF |
Short |
|||||
|
Midnight Cloak |
Armor Magic |
5.0 |
2500 |
0 |
0d0+0 |
2 |
fNi^UB'^i.^N |
HEDGH LDFRM |
MF |
Short |
||||||
|
Miner's Chisel |
Weapon Short |
2.5 |
0 |
-1 |
ld3+0 |
0 |
Fiv;::T;<..\B;-V;;L:.::viN |
HEDGHFLDFRM |
MF |
S |
1 |
Short |
T::::: |
|||
|
Miner's Pick |
Weapon Short |
6.0 |
0 |
-5 |
ld7+2 |
0 |
Fv?vktf*?v;<iy&; |
HEDGH-LDFRM |
MF |
Short |
S>"£? |
|||||
|
Mitre |
Armor Helm |
3.5 |
200 |
0 |
0d0+0 |
2 |
;;v;p:i^.V::U:vB:. ,::.:;. |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Mitre De Sana |
Armor Helm |
3.5 |
4000 |
0 |
0d0+0 |
5 |
■N:PTX.:.:-::--VBi::v:X |
HEDGH LDFRM |
MF |
Short |
||||||
|
Mod. Heal |
Potion |
0.2 |
250 |
0 , |
0d0+0 |
0 |
Heal Wounds/3 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
S |
1 |
Throw |
:iRv;<;. |
||
|
Mod. Stamina |
Potion |
0.2 |
85 |
0 |
0d0+0 |
0 |
Stamina/3 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
S |
1 |
Throw |
:R>T: |
||
|
Monstrance |
Weapon Extend |
9.0 |
450 |
-1 |
ld8+0 |
0 |
IMPi^ABrVBUMN |
HEDGHFLDFRM |
MF |
p |
2 |
Extended |
MB? |
V:T%.v..XCK |
||
|
Mordecai's Cone |
Armor Helm |
4.0 |
35000 |
0 |
OdQ+0 |
7 |
M:-;:::a;-:Pv;^.-::---:---.: |
HEDGH LDFRM |
MF |
Short |
||||||
|
Momingstar |
Weapon Short |
12.0 |
100 |
0 |
2d4+0 |
0 |
F:v;p-.i:<..-,;; i-VBL:; :.;> |
HEDGHLDFRM |
MF |
Short |
:v.!"B;: |
,:.;v,::;^-:-;V;K |
||||
|
Muramasa Blade |
Weapon Short |
4.0 |
100000 |
4 |
3d7+4 |
0 |
i-'-:^ i---iKA!V-:■:': S\::: |
HEDGHFLDFRM |
MF |
Short |
STi-':M^':■■■ |
v.f''<s\voc |
||||
|
Mustard Mace |
Weapon Short |
1.0 |
2250 |
1 |
ld6+3 |
0 |
Stink Bomb/2 |
FMP-^iirVW^MN |
HEDGH LDFRM |
MF |
Short |
.:-:.:B: |
/V.SUVXXCK |
|||
|
Mystery Oil |
Potion |
0.5 |
666 |
0 |
0d0+0 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Mystic Arrow |
Missile |
0.2 |
220 |
2 |
4d4+2 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
S |
1 |
Shoot |
KTM |
PA ::.:^.y-. ."I. |
||
|
Mystic Dust |
Powder |
0.5 |
500 |
0 |
OdOfO |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
S |
1 |
Throw |
wri |
|||
|
Mystic's Ring |
Armor Magic |
0.1 |
5000 |
0 |
0d0+0 |
2 |
;M;iV:A::pv;:.:,:;,u, |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Naginata |
Weapon Extend |
13.5 |
2500 |
0 |
ldl2+0 |
0 |
:.x.rrrv:.x;-:xV!-:i.sMN |
HEDGH LDFRM |
MF |
p |
2 |
Extended |
S : :■ |
|||
|
Necrology Rod |
Weapon Short |
1.2 |
25000 |
1 |
3d3+0 |
0 |
Resurrection/4 |
i-M.:-".: :-:A;.;Pv:.:;J.: |
HEDGHFLDFRM |
MF |
s |
1 |
Short |
:;T:::: |
;R:-;<;. |
|
|
Night Stick |
Weapon Short |
0.2 |
1250 |
0 |
2d4+0 |
0 |
Blinding Hash/3 |
FMPTRABPVBLSMN |
:■:■::->:::v;F: :■::■■;■:: |
MF |
s |
1 |
Short |
vT* |
.*?:.! |
|
|
Ninja Cowl |
Armor Helm |
1.5 |
50 |
0 |
0d(M) |
3 |
;4.ir i£AB;:v-U^-N |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Ninja Garb (L) |
Armor Legs |
3.0 |
80 |
0 |
OdOfO |
3 |
r^?£.*>>V:^v:N |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Ninja Garb (U) |
Armor Armor |
3.0 |
80 |
0 |
0d0+0 |
3 |
;^F';H:\:;rvm.f;^N |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Ninjato |
Weapon Short |
3.5 |
700 |
1 |
2d4+0 |
0 |
::^i-T:,::/:V:V:;:,:S-::7S[ |
HEDGHFLDFRM |
MF |
s |
1 |
Short |
ST - |
^S--"-C:--' |
||
|
No-Dachi |
Weapon Short |
13.0 |
4000 |
0 |
2d7+0 |
0 |
\*Z? ■ZASySmSy& |
HEDGH: LDFRM |
MF |
P |
2 |
Short |
ST-i-M;-: ;;,:. |
^■i^AXCK |
||
|
North Exit Key |
Other |
0.5 |
0 |
0 |
OdOfO |
0 |
HEDGHFLDFRM |
MF |
Short |
|||||||
|
Nunchaka |
Weapon Short |
2.5 |
145 |
1 |
ld5+0 |
0 |
.;:;; ;:T;-:.:x; :;: :;:.:v;:N |
HEDGHFLDFRM |
MF |
s |
1 |
Short |
:;B: |
■/.v>sy.x<3i |
||
|
Pan Flute |
Other |
2.0 |
4000 |
0 |
0d0+-0 |
0 |
Charm/0 |
^;V-::-T:,:-.B^V^:N\r/ |
HEDGHFLDFRM |
MF |
Short |
|||||
|
Peacemaker |
Missile |
0.4 |
2500 |
3 |
6d6+6 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
s |
1 |
Shoot |
ftT^ |
'.:::::,: ;..;,c:< |
||
|
Phrygian Cap |
Armor Helm |
3.5 |
875 |
0 |
0d0+0 |
4 |
FN- IT: B V-L -Vv-x |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Pixie Stick |
Weapon Short |
0.2 |
500 |
0 |
2d4+0 |
0 |
Sleep/3 |
FMPTRABPVBLSMN |
ilZXXZ&JOWX |
MF |
s |
1 |
Short |
:.T.:::i |
:RV;<; |
|
|
PK Crystal |
Armor Magic |
1.0 |
250000 |
0 |
OdOfO |
4 |
i-Vv-TkA;-:PViV:Svr/ |
HEDGHFLDFRM |
MF |
Short |
||||||
|
Plate Du Faux |
Armor Armor |
35.0 |
2400 |
0 |
0d0+0 |
-2 |
FNXii:.::.A::i;:Vli.L:-:-.l>: |
HEDGH LDFRM |
MF |
Short |
||||||
|
Plate Greviere |
Armor Legs |
14.0 |
1600 |
0 |
OdOfO |
10 |
FM??^K:>V^L;^ |
HEDGH LDFRM |
MF |
Short |
||||||
|
Plate Mail |
Armor Armor |
33.0 |
1850 |
0 |
0d0+0 |
10 |
m ::>T:i:\\y\v-;:v:. m>" |
HEDGH LDFRM |
MF |
Short |
||||||
|
Poignard |
Weapon Short |
3.5 |
420 |
1 |
ld6+0 |
0 |
F^i' = -RAB:-V;>LS-V:-,- |
HEDGHFLDFRM |
MF |
s |
1 |
Short |
st* |
|||
Type
Wt/Lb Cost To Hit Damage
AC+
SP/P
Profession
Race
MF P/S 1/2 Range Modes
Powers
|
Poison Bomb |
Potion |
1.0 |
600 |
0 |
OdOfO |
|
PolAnkh |
Armor Magic |
1.5 |
100 |
0 |
0d0+0 |
|
Quarrel |
Missile |
0.2 |
3 |
0 |
ld4+l |
|
Quarterstaff |
Weapon Extend |
4.5 |
10 |
0 |
ld5+0 |
|
Quilt Legging |
Armor Legs |
9.0 |
190 |
0 |
0d0+0 |
|
Quilt Tunic |
Armor Armor |
10.0 |
175 |
0 |
OdOfO |
|
Rammbus Staff |
Weapon Extend |
12.0 |
25000 |
2 |
2d4+4 |
|
Rapier |
Weapon Short |
4.0 |
125 |
0 |
ld7+0 |
|
Ravens Bill |
Weapon Extend |
20.0 |
17500 |
2 |
4d4+2 |
|
Razor Stone |
Missile |
0.5 |
25 |
0 |
2d3+l |
|
Red Mushroom |
Quantity |
0.2 |
250 |
0 |
OdOfO |
|
Resurrection |
Potion |
1.0 |
2500 |
0 |
0d0+0 |
|
Resurrection |
Scroll |
0.3 |
5000 |
0 |
0d0+0 |
|
Rhine Stone |
Missile |
0.5 |
1 |
-4 |
ldl+0 |
|
Ring of Deftness |
Armor Magic |
0.2 |
20000 |
0 |
0d0+0 |
|
Ring of Delphi |
Armor Magic |
0.5 |
17760 |
0 |
0d0+0 |
|
Ring of Minds |
Armor Magic |
0.1 |
3500 |
0 |
0d0+0 |
|
Ring of Speed |
Armor Magic |
0.2 |
20000 |
0 |
0d0+0 |
|
Ring of Stars |
Armor Magic |
0.2 |
100000 |
0 |
0d0+0 |
|
Roasted Com |
Quantity |
0.2 |
50 |
0 |
0d0+0 |
|
Robes (L) |
Armor Legs |
4.0 |
15 |
0 |
OdOfO |
|
Robes (U) |
Armor Armor |
3.0 |
15 |
0 |
0d0+0 |
|
Robes of Enchant (L) Armor Legs |
4.0 |
10000 |
0 |
0d0+0 |
|
|
Robes of Enchant (U) Armor Armor |
3.0 |
10000 |
0 |
OdOfO |
|
|
Rock of Reflection |
Other |
1.2 |
1000 |
0 |
ld2+0 |
|
Rod of Sprites |
Weapon Short |
0.5 |
25000 |
2 |
4d4+0 |
|
Rope & Hook |
Other |
56.0 |
0 |
0 |
0d0+0 |
|
Rose Petals |
Quantity |
0.1 |
100 |
0 |
0d0+0 |
|
Rotten Cheese |
Other |
0.5 |
0 |
0 |
OdOfO |
|
Round Shield |
Shield |
10.0 |
350 |
0 |
OdOfO |
|
Rubber Band |
Other |
20.0 |
0 |
0 |
0d0+0 |
|
Rubber Braid |
Other |
10.0 |
0 |
0 |
0d0+0 |
|
Rubber Strand |
Other |
5.0 |
0 |
0 |
OdOfO |
|
Ruby Eyeball |
Other |
1.0 |
0 |
0 |
OdOfO |
|
Ruby Eyeball |
Other |
1.0 |
0 |
0 |
0d0+0 |
|
Ruby Talisman |
Armor Magic |
0.7 |
1250 |
0 |
0d0+0 |
0
0
0
0
4
4
0
0
0
0
0
0
0
0
2
-4
0
2
4
0
2
2
6
6
0
0
0
0
0
2
0
0
0
0
0
1
Poison Gas/3
lightning/5
Magic Food/2 Resurrection/6 Resurrection/6
Mindread/5
Help Food/2
Magic Food/1
FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN
F:V:P::;-,\:::.::VBLS:-l>:
P^pr>:«xVBLSVrf* .^:::;P:;-::\i:r-vB;.i::v;> F -TR B-V: L S'VfV FW.;i:.;:.V::;;:V:.:L:: :.:;. FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN
;MP;- A: P.B;,:M FMPTRABPVBLSMN
FMPTRABPVBLSMN FMPTRABPVBLSM FMPTRABPVBLSM MP HA;;PVBLSM MP- ATPVBLSM . FMPTRABPVBLSMN :M:v:>::A:":Pv:;.i.:v:N FMPTRABPVBLSMN
FMPTRABPVBLSMN
FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FMPTRABPVBLSMN FM TRABPV LSMN
HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGH LDFRM HEDGH LDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGH LDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM
«>■:? i^:.r?r;x:^
HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGH LDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM HEDGHFLDFRM
MF S 1 Throw ; >:;R;
MF Short
MF S 1 Shoot T; :
MF P 2 Extended TBn^
MF Short
MF Short
MF P 2 Extended :B; X: I
MF Short T>;::i
MF P 2 Extended ST-S&:ft:
MF S 1 Shoot
MF Short
MF S 1 Throw i :;-R
MF Short
MF S 1 Shoot ViBM
MF Short
MF Short
MF Short
MF Short
MF Short
MF Short
MF Short
MF Short
MF Short
MF Short
MF S 1 Short
MF S 1 Short T-- ;R-
MF Short
MF Short
MF Short
MF Short
MF Short
MF Short
MF Short
MF Short
MF Short
MF Short
}sn smaij
to
|
Item |
Type |
Wt/Lb |
Cost |
To Hit |
Damage |
AC+ SP/P |
Profession |
Race |
MF |
P/S |
1/2 |
Range |
Modes |
|
|
Rutabega |
Quantity |
0.2 |
50 |
0 |
OdOK) |
0 |
Help Food/1 |
HEDGHFLDFRM |
MF |
Short |
||||
|
Sacred Slippers |
Armor Boots |
2.5 |
18000 |
0 |
0d0+0 |
6 |
;-:v:pri^x^xVB;.:V-.;x |
HEDGH LDFRM |
MF |
Short |
||||
|
Sai |
Weapon Short |
3.5 |
750 |
1 |
2d3+2 |
0 |
;-y\yy\i:\\y\--:i;\S-::\N |
HEDGHFLDFRM |
MF |
s |
1 |
Short |
n^xll::i |
|
|
Saint Bastard |
Weapon Short |
11.0 |
5000 |
2 |
2d4+5 |
0 |
F,fi'":<AT<:-V^LS\^: |
HEDGH-LDFRM |
MF |
Short |
STB; v: ':::" |
|||
|
Sandals |
Armor Boots |
1.5 |
25 |
0 |
0d0+0 |
1 |
FMPTRABPVBLSM |
HEDGHFLDFRM |
MF |
Short |
||||
|
Scarab Necklace |
Armor Magic |
1.5 |
50000 |
0 |
0d04-0 |
2 |
;-mp?>u^vb:;-;v;n |
HEDGHFLDFRM |
MF |
Short |
||||
|
Seige Arbalest |
Weapon Shoot |
19.0 |
8000 |
4 |
0d0+0 |
0 |
F:>i::;R.x;:vVi.iL::::M- |
HEDGHLDFRM |
MF |
Shoot |
||||
|
Serpent Stone |
Missile |
0.5 |
95 |
1 |
3d3+3 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
s |
1 |
Shoot |
V-BMV;; |
|
|
Shadow Cloak |
Armor Magic |
4.5 |
400 |
0 |
OdOfO |
1 |
^irm/tBrV:*: >\-N |
HEDGH; LDFRM |
MF |
Short |
||||
|
Shiken Shuri |
Weapon Throw |
0.5 |
500 |
1 |
ld7+5 |
0 |
r-ivii-rx .-i: >■;: :.smn |
HEDGHFLDFRM |
MF |
s |
1 |
Throw |
■.;-;R: |
|
|
Short Bow |
Weapon Shoot |
2.5 |
250 |
-3 |
OdOfO |
0 |
FMrTRABPVi.LSMN |
HEDGHFLDFRM |
MF |
Shoot |
||||
|
Short Sword |
Weapon Short |
3.0 |
45 |
0 |
ld6+0 |
0 |
F;xTRAB:-V: V■:■■:.■ -■: |
HEDGHFLDFRM |
MF |
s |
1 |
Short |
ST :;:xx: |
|
|
Shuriken |
Weapon Throw |
0.5 |
20 |
0 |
ld6+l |
0 |
;-vi:;x:.;:;-:::;i:v:-;;..SMN |
HEDGHFLDFRM |
MF |
s |
1 |
Throw |
;;.x;R; |
|
|
Silver Cross |
Armor Magic |
1.0 |
0 |
0 |
0d0+0 |
1 |
r^PiX.^:-VB:;:v:X |
HEDGHFLDFRM |
MF |
Short |
||||
|
Silver Cross |
Armor Magic |
1.0 |
500 |
0 |
0d0+0 |
1 |
:-.xP; ;:..-,; -VVB:.?; :.;.:■ |
HEDGHFLDFRM |
MF |
Short |
||||
|
Silver Gloves |
Armor Gloves |
9.5 |
5000 |
0 |
0d0+0 |
12 |
FM-i-x;, A=v;-vr<LS V-:-: |
HEDGH-LDFRM |
MF |
Short |
||||
|
Silver Key |
Other |
0.2 |
0 |
0 |
0d0+0 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
||||
|
Skeleton Key |
Other |
0.5 |
0 |
0 |
0d0+0 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
||||
|
Skull Dagger |
Weapon Short |
1.0 |
1500 |
1 |
2d4+0 |
0 |
FMJTRABPViLSxN |
HEDGHFLDFRM |
MF |
s |
1 |
Short |
::.T.:::;v:r; |
|
|
Skullcap |
Armor Helm |
0.5 |
30 |
0 |
0d0+0 |
1 |
MP ■ AiPvB: M . |
HEDGHFLDFRM |
MF |
Short |
||||
|
Skyrocket |
Weapon Throw |
0.5 |
350 |
0 |
5d5+0 |
0 |
Magic Missile/4 |
:M;T:-ABPV;:,:,;:,MN |
HEDGHFLDFRM |
MF |
s |
1 |
Throw |
x;;x;R: |
|
Sling |
Weapon Shoot |
1.0 |
5 |
0 |
0dO+0 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Shoot |
||||
|
Sliver Solleret |
Armor Boots |
12.5 |
5000 |
0 |
0d0+0 |
12 |
F:>;::':.i-:.-,i:;-V;;L:; xX |
HEDGH LDFRM |
MF |
Short |
||||
|
Slow |
Scroll |
0.3 |
600 |
0 |
0d0+0 |
0 |
Slow/3 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
Sneeze |
Powder |
0.5 |
100 |
0 |
0d0+0 |
0 |
Itching Skin/3 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
s |
1 |
Throw |
: ;;.x;R; |
|
Solleret |
Armor Boots |
10.0 |
1650 |
0 |
0d0+0 |
10 |
FM ■;:: .::i-::-v;-:.L -;: |
HEDGH LDFRM |
MF |
Short |
||||
|
Sparkler |
Weapon Throw |
0.1 |
15 |
0 |
ld8+0 |
0 |
;;MJ:T;-:.ABPv;:;.::::xN |
HEDGHFLDFRM |
MF |
s |
1 |
Throw |
SiBfcSRi |
|
|
Spear |
Weapon Extend |
5.0 |
20 |
0 |
ld6+0 |
0 |
F:V<^-iRX:-:-V:':LNXiN |
HEDGHFLDFRM |
MF |
P |
2 |
Extended |
ST^V^ |
|
|
Spear of Death |
Weapon Extend |
9.0 |
3000 |
1 |
ld5+4 |
0 |
FiV:;-iR-VvirVviLSMN |
HEDGH; LDFRM |
MF |
Extended |
oT;;.;:-:;-:; |
|||
|
Special Message |
Other |
0.3 |
15485 |
0 |
0d0+0 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
||||
|
Spire Key |
Other |
0.5 |
0 |
0 |
0d0+0 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
||||
|
Sprocket |
Other |
25.0 |
0 |
0 |
0d0+0 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
||||
|
Staff |
Weapon Short |
4.0 |
5 |
0 |
ld4+0 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
XiB::xX |
|||
|
Staff Magicus |
Weapon Short |
4.0 |
7000 |
1 |
2d4+0 |
0 |
Magic Screen/3 |
;M;v:'xA>:Pv;;.:,:v-.;x |
HEDGHFLDFRM |
MF |
Short |
':B:v;;< |
||
|
Staff of Aram |
Weapon Extend |
0.7 |
0 |
1 |
2d5+2 |
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Extended |
TBM = |
|||
|
Staff of Ruin |
Weapon Short |
1.0 |
2500 |
-4 |
ld2+0 |
0 |
;MP^<A:-:PVB:SV::; |
HEDGHFLDFRM |
MF |
Short |
■;-Bx;:x |
|||
Powers
:.:Xx,;,c;-:
iX^xxCK
Item
Type
Wt/Lb Cost To Hit Damage
|
AC |
+ SP/P |
Profession |
Race |
MF |
P/S |
1/2 Range |
Modes |
|
0 |
Magic Missile/1 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
S;B:v;x |
|
|
0 |
Sleep/3 |
MP:RA;:pvBi,:v-.;x |
HEDGHFLDFRM |
MF |
Short |
::.;m-;-;< |
|
|
0 |
Fireball/3 |
:MP;RA;iPvB;.:: ;.-;.: |
HEDGHFLDFRM |
MF |
Short |
:;tB;v:.:- |
|
|
0 |
Terror/6 |
>W-''I A:'<PV ;: ' <\V |
HEDGHFLDFRM |
MF |
Short |
:-B :: |
|
|
8 |
F;:<:::l;:A::iJ:Vl:;.LV-.l:-. |
HEDGH LDFRM |
MF |
Short |
|||
|
4 |
FN': ■:■> r-::.i: :-■; V^LVvix |
HEDGH LDFRM |
MF |
Short |
|||
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
0 |
FMi-Ti<AB:-V:>LS\i'\- |
HEDGHFLDFRM |
MF |
S |
1 Throw |
Si'KViRi |
|
|
0 |
Stink Bomb/2 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
S |
1 Throw |
■::.; ;,:>-;R. |
|
8 |
F^rr:-::.::i--xV:;;-LS;--;---: |
HEDGH: LDFRM |
MF |
Short |
|||
|
6 |
Fi;i.T:-^xBrVi;L:;:v;> |
HEDGHLDFRM |
MF |
Short |
|||
|
8 |
FM'i-T:>AB:-vr-:LSvrv |
HEDGH LDFRM |
MF |
Short |
|||
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
3 |
F: >TR B V:L: ■■.■:■: |
HEDGHFLDFRM |
MF |
Short |
|||
|
3 |
F:;:TR .B:Vi:L::-; |
HEDGHFLDFRM |
MF |
Short |
|||
|
0 |
Fireball/4 |
Rf^T<.AT<?Vf<L<W.' |
HEDGH LDFRM |
MF |
p |
2 Short |
ST;;:M':S |
|
0 |
:-;v:j TR/;:B;:'.':;;,:,:;: .'.I:--. |
HEDGHFLDFRM |
MF |
Short |
,:T;:. -;::; |
||
|
0 |
FM?^^>>V>%>L-Vv:N |
HEDGH LDFRM |
MF |
p |
2 Short |
ST :: .■=::.: |
|
|
0 |
Fi-I FJR.-si; ■-Vi;L?; >■!>" |
HEDGHLDFRM |
MF |
Short |
ST.:X'-:.V |
||
|
3 |
^1i-ir:A!-::-Vr-::S\;N |
HEDGHFLDFRM |
MF |
Short |
|||
|
-1 |
F^.;;v:,:::i.;:V^L::^liv |
HEDGH; LDFRM |
MF |
Short |
|||
|
0 |
Terror/4 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
||
|
0 |
Lightning/5 |
Fivi::TR::j;;-Vi;L:;v;-. |
HEDGH LDFRM |
MF |
Short |
STx ;x.;/; |
|
|
0 |
-:v;xT;,^;;v;:v;v:s-,r.; |
HEDGHFLDFRM |
MF |
S |
1 Short |
ST-^R: |
|
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
0 |
Cure Poison/6 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
||
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
2 |
:N::i';l::/V::;::v;-:,-.s;-.l;, |
HEDGH LDFRM |
MF |
Short |
|||
|
9 |
■vi--ri^^i-v^;sv;\ |
HEDGHLDFRM |
MF |
Short |
|||
|
9 |
:;:V:F:KA;jrv-:;.S>.iv |
HEDGH: LDFRM |
MF |
Short |
|||
|
2 |
F?.^TKAB::V^I>:\rv |
HEDGHLDFRM |
MF |
Short |
|||
|
-4 |
Fi -PTR B VBL: l>: |
HEDGHLDFRM |
MF |
Short |
|||
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
-4 -4 |
iMP;::A;iPVBLSM MP A-PVBLSM . |
HEDGHFLDFRM HEDGHFLDFRM |
MF MF |
Short Short |
Powers
|
Stave of Missiles |
Weapon Short |
4.0 |
750 |
1 |
ld4+2 |
|
Stave of Moons |
Weapon Short |
1.0 |
5000 |
1 |
2d4+0 |
|
Stave of Stars |
Weapon Short |
0.0 |
10000 |
1 |
2d4+0 |
|
Stave of Witches |
Weapon Short |
4.0 |
12500 |
2 |
3d4+0 |
|
Steel Gauntlets |
Armor Gloves |
8.0 |
1500 |
0 |
0d0+0 |
|
Steel Helm |
Armor Helm |
4.0 |
300 |
0 |
0d0+0 |
|
Steel Hook |
Other |
1.0 |
0 |
0 |
0d0+0 |
|
Stiletto |
Weapon Throw |
0.5 |
85 |
2 |
2d3+0 |
|
Stink Bomb |
Potion |
0.3 |
250 |
0 |
0d0+0 |
|
Stud Chausses |
Armor Legs |
17.0 |
900 |
0 |
0d0+0 |
|
Stud-Cuir Bra+2 |
Armor Armor |
5.5 |
2000 |
0 |
0d0+0 |
|
Studded Hauberk |
Armor Armor |
22.0 |
950 |
0 |
0d0+0 |
|
Stuffed Beagle |
Other |
3.0 |
0 |
0 |
0d0+0 |
|
Sude Pants |
Armor Legs |
6.5 |
60 |
0 |
0d0+0 |
|
Suede Doublet |
Armor Armor |
5.0 |
85 |
0 |
0d0+0 |
|
Sword of Fire |
Weapon Short |
14.0 |
20000 |
2 |
2d8+0 |
|
Sword of Hearts |
Weapon Short |
4.5 |
4000 |
2 |
ld7+4 |
|
Sword of Lading |
Weapon Short |
45.0 |
2400 |
-6 |
ld8+8 |
|
Sword of Striking |
Weapon Short |
5.0 |
1250 |
2 |
ld8+0 |
|
Tabi Boots |
Armor Boots |
2.0 |
85 |
0 |
0d0+0 |
|
Tarnished Mail |
Armor Armor |
28.0 |
400 |
0 |
0d0+0 |
|
Terror |
Scroll |
0.3 |
400 |
0 |
OdOfO |
|
The Avenger |
Weapon Short |
7.5 |
50000 |
3 |
3d8+4 |
|
Thieves Dagger |
Weapon Short |
1.5 |
6000 |
2 |
3d4+0 |
|
Ticket Stub |
Other |
0.1 |
12220 |
0 |
0d0+0 |
|
Tinkerbell |
Other |
0.3 |
0 |
0 |
0d0+0 |
|
Toadstone Ring |
Armor Magic |
0.1 |
2400 |
0 |
OdOfO |
|
Tomb Key |
Other |
0.5 |
0 |
0 |
0d0+0 |
|
Tora Maedate |
Armor Magic |
1.5 |
5000 |
0 |
OdOfO |
|
Tosei-Do (L) |
Armor Legs |
20.0 |
3000 |
0 |
OdOfO |
|
Tosei-Do (U) |
Armor Armor |
24.0 |
3000 |
0 |
0d0+0 |
|
Tricome Hat |
Armor Helm |
3.5 |
250 |
0 |
0d0+0 |
|
Unctuous Gloves |
Armor Gloves |
2.5 |
600 |
0 |
0d0+0 |
|
Vault Key |
Quantity |
0.2 |
50000 |
0 |
OdOfO |
|
Vennal Robe (L) |
Armor Legs |
4.0 |
10000 |
0 |
0d0+0 |
|
Vennal Robe (U) |
Armor Armor |
3.0 |
10000 |
0 |
OdOfO |
K
:-xs---c>;
IS
jsiq sraaji
$
K
Item
Type
Wt/Lb Cost To Hit Damage
|
Vex Bow |
Weapon Shoot |
8.0 |
800 |
-8 |
0d0+0 |
|
Viper Arrow |
Missile |
0.2 |
85 |
1 |
ld7+3 |
|
Vulcan Hammer |
Weapon Short |
8.0 |
15000 |
2 |
3d4+4 |
|
Wakizashi |
Weapon Short |
3.0 |
240 |
0 |
ld6+0 |
|
Wakizashi+1 |
Weapon Short |
3.5 |
20000 |
1 |
ld9+l |
|
Wand of Ghosts |
Weapon Short |
0.8 |
15000 |
2 |
5d3+0 |
|
Wand of Mystery |
Weapon Short |
0.8 |
7000 |
1 |
3d3+0 |
|
Wand of Razing |
Weapon Short |
0.8 |
8000 |
-4 |
ld3+0 |
|
Wand of Weaving |
Weapon Short |
0.8 |
10000 |
1 |
3d3+0 |
|
War Hammer |
Weapon Short |
6.5 |
70 |
0 |
ld5+l |
|
War Sceptre |
Weapon Short |
6.0 |
75 |
0 |
ld6+0 |
|
Water Wings |
Armor Boots |
2.0 |
50000 |
0 |
0d0+0 |
|
Wine Bottle |
Other |
0.4 |
0 |
0 |
0d0+0 |
|
Wizard's Cone |
Armor Helm |
2.0 |
75 |
0 |
0d0+0 |
|
Wizard's Record |
Other |
2.0 |
13960 |
0 |
OdOfO |
|
Wizard's Ring |
Armor Magic |
0.5 |
0 |
0 |
0d0+0 |
|
Wrist Rocket |
Weapon Shoot |
1.5 |
1400 |
3 |
0d0+0 |
|
Zatoichi Bo |
Weapon Extend |
5.0 |
100000 |
4 |
3d6+6 |
|
Zizka Star |
Weapon Short |
13.0 |
1400 |
0 |
2d5+0 |
|
Zweihander |
Weapon Short |
16.0 |
4000 |
0 |
3d5+0 |
|
AC |
:+ sp/p |
Profession |
Race |
MF |
P/S |
1/2 Range |
Modes |
|
0 |
FM.V ilt^i^LSMN |
HEDGH. LDFRM |
MF |
Shoot |
|||
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
S |
1 Shoot |
T >M:V |
|
|
0 |
Fireball/5 |
F:::i::':.:-L-,;;;-V;;L:: /.;? |
HEDGH:LDFRM |
MF |
Throw |
iBMR |
|
|
0 |
;-: :-:: A:V:-V:V;SV;N |
HEDGHFLDFRM |
MF |
S |
1 Short |
ST:-.x>': |
|
|
0 |
iMi;v.:.::;;:vi;,-.s:.lN |
HEDGHFLDFRM |
MF |
S |
1 Short |
ST;.- XX |
|
|
0 |
Dispel Undead/4 |
-MPT>::A:-P:.i.-v;x |
HEDGHFLDFRM |
MF |
S |
1 Short |
:T:-:xr |
|
0 |
Prismic Missile/3 |
;:M;y:xAi;P:--:::: |
HEDGHFLDFRM |
MF |
s |
1 Short |
t; .r |
|
0 |
^M:-;:-A:-:Pv;v:s-,r-.: |
HEDGHFLDFRM |
MF |
s |
1 Short |
ST : tt |
|
|
0 |
Illusion/4 |
;M: ;V-A::;Pvii:,;-:,x.;-. |
HEDGHFLDFRM |
MF |
s |
1 Short |
:T;..:::;R. |
|
0 |
f^p-t>u^>v^l^;-^ |
HEDGH LDFRM |
MF |
Short |
B :-::: |
||
|
0 |
FX;PT;.:.;-,;:;-VBL::; ;.;:. |
HEDGH LDFRM |
MF |
s |
1 Short |
vTBKlv: |
|
|
7 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
2 |
■M:: r-i-:: A: P ;';.;. |
HEDGHFLDFRM |
MF |
Short |
|||
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Short |
|||
|
1 |
iM:^:-:Ar-:PVB: N'VX." |
HEDGHFLDFRM |
MF |
Short |
|||
|
0 |
FMPTRABPVBLSMN |
HEDGHFLDFRM |
MF |
Shoot |
|||
|
0 |
Blinding Flash/6 |
^::::x ^'::':-.:.SMN |
HEDGHFLDFRM |
MF |
p |
2 Extended |
TB; : |
|
0 |
F->;P :<..,; :;-VBL::;:-.-;N |
HEDGH LDFRM |
MF |
Short |
■"IBttV: |
||
|
0 |
F^x^;-a;v::V:-:LS "v;v |
HEDGH LDFRM |
MF |
P |
2 Short |
ST M: |
Powers
K K
sCK CK ; .K
95
Monster Type Hit Points Experience Appearing
|
Accursed Ones |
Undead |
144-204 |
75575 |
1-2 |
|
Acid Slimes |
Insect |
11-20 |
1340 |
2-4 |
|
Amazuli |
Fighter |
25-40 |
1739 |
4-7 |
|
Amazuli Archers |
Ranger |
25-40 |
1176 |
3-5 |
|
Amazulu Queen |
Valkyrie |
78-110 |
23017 |
1-1 |
|
Amazulu Queen |
Valkyrie |
78-110 |
23017 |
1-1 |
|
Amazulu Zombies |
Undead |
21-41 |
3244 |
2-6 |
|
Amen-tut-butt |
Undead |
80-100 |
33138 |
1-1 |
|
Assassins |
Ninja |
65-91 |
28238 |
2-2 |
|
?? Bane King ?? |
Vampire |
174-174 |
58028 |
1-1 |
|
Banshees |
Undead |
40-64 |
9000 |
3-5 |
|
Bats |
Beast |
1-3 |
99 |
2-4 |
|
* BELA * |
Dragon |
871-871 |
1420419 |
1-1 |
|
Black Bats |
Beast |
2-6 |
290 |
2-8 |
|
Black Knight |
Lord |
180-180 |
51481 |
1-1 |
|
Blue Tail Flies |
Insect |
59-86 |
18286 |
1-2 |
|
Bork |
Tiny |
362-446 |
43278 |
1-1 |
|
Brigands |
Thief |
9-18 |
710 |
2-3 |
|
Brigerd Woltan |
Valkyrie |
166-166 |
40538 |
1-1 |
|
Bulli's Ghost |
Undead |
55-88 |
17882 |
1-1 |
|
Bushwackers |
Thief |
5-9 |
392 |
1-3 |
|
Captain Matey |
Fighter |
79-106 |
11841 |
1-1 |
|
Caterpillar |
Insect |
216-348 |
49242 |
1-1 |
|
Charron |
Myth |
546-684 |
120528 |
1-1 |
|
Chunin |
Ninja |
90-126 |
39814 |
1-2 |
|
Cold Slimes |
Insect |
25-40 |
4498 |
1-2 |
|
Creeping Vines |
Plant |
1-3 |
59 |
2-6 |
|
DRACULA |
Vampire |
174-174 |
361924 |
1-1 |
|
Daisho Masters |
Samurai |
84-126 |
23320 |
1-3 |
|
Dark Crusaders |
Lord |
58-82 |
6698 |
5-5 |
|
Dark Crusaders |
Lord |
70-100 |
8486 |
5-5 |
|
Demonic Hellcat |
Demon |
54-78 |
21485 |
1-1 |
|
Defenders |
Lord |
108-180 |
3330 |
2-3 |
|
Disko Zombie |
Undead |
152-200 |
19884 |
1-1 |
|
Dragonflies |
Insect |
24-36 |
2200 |
3-5 |
|
Draw Elves |
Ranger |
49-76 |
11483 |
4-6 |
|
Dungeon Leeches |
Insect |
6-12 |
352 |
2-6 |
|
Eila's Ghost |
Undead |
55-88 |
19120 |
1-1 |
|
Faerie Queen |
Enchanted |
66-88 |
91860 |
1-1 |
|
Faerie Sylphs |
Enchanted |
48-64 |
30997 |
9-9 |
|
Fat Rats |
Beast |
38-62 |
6144 |
1-1 |
|
Floaters |
Insect |
12-18 |
5908 |
1-2 |
|
Foragers |
Insect |
19-44 |
4654 |
1-4 |
|
FrytzGryns |
Giant |
197-257 |
20222 |
1-1 |
|
Fuming Vines |
Plant |
2-4 |
300 |
2-4 |
|
Gelatin Vapors |
Insect |
10-20 |
1137 |
1-4 |
|
Ghostly She-Hag |
Undead |
55-88 |
24277 |
1-1 |
|
Giant Ants |
Insect |
11-26 |
1849 |
3-9 |
|
Giant Crabs |
Insect |
40-60 |
5386 |
4-7 |
|
Giant Mosquitos |
Insect |
29-41 |
1398 |
3-9 |
|
Giant Rats |
Beast |
4-10 |
450 |
1-2 |
|
Giant Serpent |
Beast |
78-102 |
9131 |
1-1 |
|
Giant Wyrms |
Insect |
22-34 |
2700 |
2-4 |
96
|
Monster |
Type |
Hit Points |
Experience |
Appearing |
|
Goblin Priests |
Priest |
40-64 |
11982 |
3-9 |
|
Goblin Shamans |
Wizard |
33-49 |
16139 |
3-9 |
|
Goblins |
Thief |
48-72 |
3440 |
3-9 |
|
Goop Gloops |
Plant |
45-60 |
8798 |
2-2 |
|
Grandfather |
Ninja |
132-176 |
83523 |
1-1 |
|
Greater Demons |
Demon |
138-186 |
63170 |
34 |
|
Gremlins |
Thief |
65-83 |
26184 |
3-9 |
|
Guardian of the Rock |
Enchanted |
108-164 |
51741 |
1-1 |
|
Guardians of Ramm |
Fighter |
72-120 |
7815 |
2-8 |
|
Haiyato Daikuta |
Samurai |
160-160 |
65270 |
1-1 |
|
Haunts |
Demon |
143-179 |
23620 |
3-5 |
|
Hellcats of Fire |
Demon |
72-96 |
31072 |
1-1 |
|
Highlanders |
Ranger |
47-61 |
3892 |
4-4 |
|
Hill Giants |
Giant |
42-72 |
4098 |
1-3 |
|
Huge Bats |
Beast |
3-7 |
318 |
1-2 |
|
Huge Spiders |
Insect |
43-75 |
6326 |
3-5 |
|
Hydra Plants |
Plant |
48-64 |
8002 |
1-2 |
|
Indigo Bats |
Beast |
37-58 |
2900 |
1-2 |
|
Insane Skeleton |
Undead |
112-140 |
24105 |
1-1 |
|
Island Giants |
Giant |
132-192 |
14252 |
2-3 |
|
Jail Rats |
Beast |
23-32 |
916 |
5-9 |
|
Jelly Clouds |
Insect |
6-12 |
329 |
2-8 |
|
Jelly Fish |
Insect |
15-24 |
1041 |
2-8 |
|
Jungle Vines |
Plant |
10-25 |
1189 |
1-5 |
|
Keep of the Crystal |
Psionic |
90-144 |
65329 |
1-1 |
|
Killer Rats |
Beast |
4-10 |
489 |
5-6 |
|
King Crabs |
Insect |
154-190 |
16560 |
1-2 |
|
Klaus Gryns |
Giant |
72-112 |
10474 |
1-1 |
|
Knights of Death |
Undead |
40-64 |
7149 |
8-8 |
|
Kuwali Kubona |
Valkyrie |
56-74 |
22309 |
1-1 |
|
L'Montes |
Thief |
22-26 |
1248 |
1-1 |
|
Lesser Demons |
Demon |
70-100 |
17669 |
4-7 |
|
Lesser Devils |
Demon |
60-100 |
8699 |
4-7 |
|
Liche |
Undead |
80-128 |
68224 |
1-1 |
|
Lord Daimyos |
Samurai |
108-162 |
53508 |
1-1 |
|
Mai-Lai |
Thief |
317-368 |
174326 |
1-1 |
|
Major Dwarves |
Fighter |
20-38 |
2495 |
1-3 |
|
Man 0* Wars |
Insect |
40-56 |
16092 |
1-1 |
|
Man 0' Wars |
Insect |
60-90 |
18712 |
1-1 |
|
Maro's Ghost |
Undead |
55-88 |
24334 |
1-1 |
|
Mau-Mu-Mu |
Enchanted |
126-156 |
54669 |
1-1 |
|
Mind Flayers |
Psionic |
60-96 |
60867 |
3-4 |
|
Miner Dwarves |
Fighter |
14-26 |
1125 |
2-5 |
|
Miner Giants |
Giant |
49-84 |
6587 |
1-2 |
|
Mino-Daemons |
Demon |
88-144 |
59947 |
1-1 |
|
Monstrous Bats |
Beast |
68-100 |
200 |
1-3 |
|
Monstrous Snake |
Beast |
212-248 |
17790 |
1-1 |
|
Monstrous Snake |
Beast |
212-248 |
18390 |
2-3 |
|
Mountain Giants |
Giant |
63-108 |
8388 |
2-2 |
|
Mystaphaphas |
Beast |
150-170 |
21066 |
1-1 |
|
Narci's Ghost |
Undead |
55-88 |
67449 |
1-1 |
|
Nightgaunts |
Demon |
30-50 |
3535 |
4-7 |
Monster Type Hit Points Experience Appearing
|
Ninja |
Ninja |
45-63 |
19309 |
3-3 |
|
Pharaohs of Phyre |
Undead |
59-86 |
4346 |
3-7 |
|
Pharaohs of Phyre |
Undead |
26-38 |
2734 |
2-4 |
|
Pirates |
Thief |
16-28 |
1020 |
2-4 |
|
Pit Fiends |
Demon |
154-196 |
56786 |
2-3 |
|
Poison Giants |
Giant |
194-222 |
23482 |
2-3 |
|
Poison Slimes |
Insect |
7-13 |
592 |
1-3 |
|
Poison Vipers |
Beast |
24-32 |
1195 |
3-5 |
|
Poison Vipers |
Beast |
34-46 |
1389 |
4-8 |
|
Priestesses |
Priest |
25-35 |
3260 |
2-4 |
|
Priests of Ramm |
Priest |
126-162 |
121303 |
4-5 |
|
Queequeg |
Thief |
19-23 |
1103 |
1-1 |
|
REBECCA |
Vampire |
83-83 |
292568 |
1-1 |
|
Rabid Rats |
Beast |
4-10 |
657 |
5-6 |
|
Radames |
Undead |
424-472 |
97301 |
1-1 |
|
Rats |
Beast |
2-4 |
150 |
1-3 |
|
Robin Windmarne |
Ranger |
128-128 |
27920 |
1-1 |
|
Rocks of Rumble |
Enchanted |
88-160 |
51279 |
2-3 |
|
Rogue Leaders |
Thief |
14-26 |
1315 |
1-1 |
|
Rogues |
Thief |
4-7 |
208 |
1-4 |
|
Rotting Corpses |
Undead |
12-28 |
2088 |
2-3 |
|
Rubber Beasts |
Plant |
76-94 |
9667 |
1-1 |
|
Samurai |
Samurai |
50-80 |
9431 |
6-6 |
|
Scallywags |
Thief |
4-8 |
383 |
3-6 |
|
Sea Serpents |
Dragon |
88-144 |
12660 |
2-3 |
|
Shamanesses |
Wizard |
20-30 |
2722 |
1-3 |
|
Siren Sorceress |
Enchanted |
18-30 |
16887 |
5-9 |
|
Sirens |
Enchanted |
20-35 |
5283 |
4-7 |
|
Skeleton Lords |
Undead |
48-80 |
10477 |
3-5 |
|
Skeletons |
Undead |
40-64 |
5178 |
3-7 |
|
Slimes |
Insect |
7-13 |
492 |
3-6 |
|
Smitty |
Fighter |
134-162 |
12065 |
1-1 |
|
Spectres |
Undead |
57-71 |
13703 |
2-3 |
|
Spirits |
Undead |
35-56 |
8578 |
2-3 |
|
Strangler Vines |
Plant |
6-10 |
540 |
1-2 |
|
Tarantulas |
Insect |
73-113 |
7936 |
3-5 |
|
Toll Troll |
Giant |
210-250 |
30062 |
1-1 |
|
Tricksters |
Wizard |
12-16 |
1604 |
2-5 |
|
Twisted Sylphs |
Enchanted |
40-52 |
25401 |
3-9 |
|
Tyrannasauras |
Beast |
2050-3000 |
472050 |
1-1 |
|
Valkyries |
Valkyrie |
59-86 |
7429 |
7-7 |
|
Vampire Bats |
Beast |
5-11 |
714 |
1-2 |
|
Vaspesses |
Insect |
37-79 |
15390 |
1-1 |
|
Water Dragons |
Dragon |
66-96 |
11399 |
2-3 |
|
White Wyrms |
Insect |
51-69 |
7707 |
1-1 |
|
Will 0' Wisps |
Enchanted |
110-132 |
170518 |
1-1 |
|
Wraith Lords |
Undead |
98-140 |
46889 |
1-2 |
|
Wraiths |
Undead |
50-80 |
40549 |
1-2 |
|
* Xorphitus * |
Wizard |
160-160 |
81686 |
1-1 |
|
Yuan-Ti |
Fighter |
90-120 |
9554 |
1-2 |
|
Zombie Bones |
Undead |
26-38 |
3248 |
1-1 |
|
Zombie Guards |
Undead |
49-85 |
8643 |
1-1 |
|
Zombies |
Undead |
46-76 |
6683 |
1-1 |
;>.»»..
98
O^ptes
T(? be continued, ^all 1991...
Crusaders
of the
(DarkSavant
...the continuation of the epic tale ...
Disclaimer
Neither SIR-TECH SOFTWARE, INC., the author(s), distributor(s) or seller(s) of this product shall have any liability or responsibility to the purchaser or any other person or entity with respect to any liability, loss or damage caused or alleged to be caused directly or indirectly by this product, including but not limited to any interruption of service, loss of business and anticipatory profits or consequential damages resulting from the use or operation of this product. This product will be exchanged if defective in the manufacture, labeling or packaging, but except for such replacement the sale or subsequent use of the program material is without warranty or liability.
NOTE: This product is copyrighted and all rights are reserved. The distribution and sale of this product are intended for the personal use of the original purchaser only. Duplicating and selling or otherwise distributing copies of this product, in any form, is hereby expressly prohibited.
■ -.

_
The Complete
Wizardry
Bane of the Cosmic Forge
In the year since its release, Bane of the Cosmic Forge has redefined the boundaries of computer role-playing. Recognized as the "Best Quest of the Year" and "Best Fantasy Role Playing Adventure of the Year" by QuestBusters magazine, it is an international hit that spawned awards and fans in the thousands.
Now, for the first time in Wizardry's history...
Everything you ever wanted to know about Bane of the Cosmic Forge is revealed - straight from its publisher, Sir-tech Software, Inc. You'll find strategies to help you create the definitive party, hints & tips to help you through the intricate world and interviews with the author, D.W. Bradley, and all the creatures that populate Wizardry. Whether you're a seasoned Wizardry player or just gracing the entrance chamber of the King's once proud castle, Paymaster's Compendium: The Official Hint Guide is an essential read.
* Complete Maps *
* Complete Messages *
* Complete Items *
* Complete Monsters * * Completely Everything *
The Only Official Hint Book
Sir-tech Software, Inc.
Ogdensburg Business Center', Suite 2E, Ogdensburg, New York 13669
(315) 393-6633
Printed in Ca»j
ISBN# 0-926846-61-2
0054399211080
|
PLACE THIS CARD PERMANENTLY NEAR THE PENNCO GAS BOILER
PENNCO GAS BOILER SERIES 2 AND 3
|
||||||||||||||||||||||||||||||||||||||||||||||||||||
|
NATURAL, MFD. & MIXED GASES- NOT FULL SHUT OFF
Operating Instructions FOR STEAM, VAPOR OR HOT WATER HEATING SYSTEMS
|
||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Steam or Vapor System:
|
||||||||||||||||||||||||||||||||||||||||||||||||||||
|
To Light Burners:
|
||||||||||||||||||||||||||||||||||||||||||||||||||||
![]() |
||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||
|
If f
|
||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
![]() |
|||||||||||||||||||||||||||||||||||||||||||||||||||
|
ii
|
||||||||||||||||||||||||||||||||||||||||||||||||||||
|
dl
|
||||||||||||||||||||||||||||||||||||||||||||||||||||
|
depress button on Baso pilot valve for Gas Actuated Controls. For electric controls employing a recycling pilot switch, switch contacts will close when thermocouple is hot. Switch on electric power supply to boiler, fully open main gas valve and set room thermostat to desired temperature. Main burners will light when room temperature is below setting on room thermostat.
|
||||||||||||||||||||||||||||||||||||||||||||||||||||
|
marked on the gauge glass.
Water should be changed and boiler washed out at least once each year.
After the heating season is over, close all valves, drain water from boiler and refill with water up to safety valve. Before starting the boiler again, drain off all the water and refill with fresh water to 31" from floor, where marked on gauge glass.
Oil and grease in a steam or vapor boiler retard the generating of steam; causes foaming and unsteady water line. Blow off should be installed in the flow header for the purpose of cleaning the boiler from the top.
|
||||||||||||||||||||||||||||||||||||||||||||||||||||
|
:
|
||||||||||||||||||||||||||||||||||||||||||||||||||||
|
4.
|
||||||||||||||||||||||||||||||||||||||||||||||||||||
|
To Regulate Burners and Pilots:
1. Adjust mixers until burners burn a blue, medium-soft flame.
2. Do not try to regulate the supply of gas to the burners by the main shut-off cock, open cock full. The gas pressure regulator does this automatically.
3. Then check to see if the boiler is overgassed. In case boiler is overgassed, reduce the gas pressure by turning the adjustment screw, on top of regulator, to the left until the flame burns from all ports with a medium-soft fire.
4. If burner should flash back (burning in the mixer), clos main shut-off cock. After fire ceases to burn in mixer relight, following lighting instructions, and adjust mixer just enough to prevent flash back.
|
||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Hot Water, Pressure or Gravity System:
1. To fill, run water into the system. Be sure boiler and system are full of water and all air vented out; then, if:
a. (PRESSURE SYSTEM) -- Set water regulator valve to close at pressure desired.
b. (GRAVITY SYSTEM) -- Set red hand on altitude gauge so it is directly behind the black hand. The red hand will then indicate the position the black hand should be in when the system is full of water.
|
||||||||||||||||||||||||||||||||||||||||||||||||||||
|
2.
|
||||||||||||||||||||||||||||||||||||||||||||||||||||
|
It will be necessary to vent air from the radiators occasionally after the system has been in operation.
|
||||||||||||||||||||||||||||||||||||||||||||||||||||
|
To Shut Down Boiler:
■<*
1. Switch off electric power supply to ||*Uer.
2. Close main shut-off cock "A".
3. Close Pilot Cock "C".
To Light Pilot:
1. Set room thermostat at lowest possible setting.
2. Switch off electric power supply to boiler.
3. Close main gas valve "A".
4. Wait 5 minutes for any unburned gas to escape.
5. Open pilot valve and light pilot(s). Make sure that all pilots are burning full at all flame holes.
6. Replace firebox door.
|
||||||||||||||||||||||||||||||||||||||||||||||||||||
|
General Information:
1. Do not install damper in flue pipe. matically corrects draft.
|
||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Draft diverter auto-
|
||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Inspect the pilots periodically, making sure that each is burning fully at all flame holes. If, for any reason, thej are found extinguished, do not attempt to relight until after waiting 5 minutes to give any unburned gas a chance to escape.
This gas boiler should be inspected, cleaned and adjustec once a year for the most efficient operation. It is well tc arrange for a regular and qualified service man to dc this work.
|
||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Phone No..
|
||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Dealer..
|
||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Address..
|
||||||||||||||||||||||||||||||||||||||||||||||||||||
|
PENNSYLVANIA FURNACE & IRON CO.
WARREN, PA.
|
||||||||||||||||||||||||||||||||||||||||||||||||||||
|
May, 1962
|
||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Operation During Failure of Electric
Power Supply
4
STEAM AND HOT WATER BOILERS
|
|||||||
|
In case of failure of supply of electric current, boiler will automatically shut off. To place it back in operation while current is off, first make sure the pilot is burning properly then turn or pull manual reset knob or handle on diaphragm or solenoid gas valve to 'Manual' position and turn off electric power supply switch and leave it off until power has been restored.
CAUTIONShut off boiler by returning manual reset knob or handle to 'Automatic' position before water temperature or steam pressure becomes excessive. Bear in mind that operating the boiler manually is an emergency condition, that the automatic safety controls will not operate to protect the boiler during such operation, and that constant supervision is required to prevent the possibility of damage due to low water or overheating. Never leave the boiler operating under this emergency condition if it is to be unsupervised for any length of time.
In the case of a boiler installed on a forced circulation hot water heating system (incorporating a circulating pump) be sure to open flow control valve (or valves), if provided in the supply lines. Also reduce the main burner flames to a minimum adjustment (approximately 1/3 or 1/4 normal size) by partially closing the main gas shut-off valve.
Upon resumption of the supply of electric current, return manual reset knob or handle on diaphragm or solenoid gas valve to 'Automatic' position and turn on electric power supply switch. On forced circulation hot water heating systems, return flow control valves to their normal operating position and turn main gas shut-off valve to its wide open position. Completion of these adjustments will restore system to normal automatic operation.
|
|||||||
|
PENNSYLVANIA FURNACE & IRON CO. WARREN, PENNA.
|
|||||||
|
PLACE THIS CARD PERMANENTLY NEAR THE PENNCO GAS BOILER
PENNCO GAS BOILER SERIES 2 AND 3
|
||||||||||||||||||||||||||||||||||
|
NATURAL, MFD. & MIXED GASES- NOT FULL SHUT OFF
Operating Instructions FOR STEAM, VAPOR OR HOT WATER HEATING SYSTEMS
|
||||||||||||||||||||||||||||||||||
|
Steam or Vapor System:
1. The water level should be maintained at the (water line marked on the gauge glass.
2. Water should be changed and boiler washed out at least once each year.
3. After the heating season is over, close all valves, drain water from boiler and refill with water up to safety valve.
4. Before starting the boiler again, drain off all the water and refill with fresh water to 31" from floor, where marked on gauge glass.
|
||||||||||||||||||||||||||||||||||
|
To Light Burners:
|
||||||||||||||||||||||||||||||||||
|
After pilot is lit and has burned for two or three minutes, depress button on Baso pilot valve for Gas Actuated Controls. For electric controls employing a recycling pilot switch, switch contacts will close when thermocouple is hot. Switch on electric power supply to boiler, fully open main gas valve and set room thermostat to desired temperature. Main burners will light when room temperature is below setting on room thermostat.
|
||||||||||||||||||||||||||||||||||
|
a
|
||||||||||||||||||||||||||||||||||
|
Oil and grease in a steam or vapor boiler retard the generating of steam; causes foaming and unsteady water line. Blow off should be installed in the flow header for the purpose of cleaning the boiler from the top.
|
||||||||||||||||||||||||||||||||||
|
To Regulate Burners and Pilots:
1. Adjust mixers until burners burn a blue, medium-soft flame.
2. Do not try to regulate the supply of gas to the burners by the main shut-off cock, open cock full. The gas pressure regulator does this automatically.
3. Then check to see if the boiler is over gassed. In case boiler is overgassed, reduce the gas pressure by turning the adjustment screw, on top of regulator, to the left until the flame burns from all ports with a medium-soft fire.
4. If burner should flash back (burning in the mixer), close main shut-off cock. After fire ceases to burn in mixer, relight, following lighting instructions, and adjust mixer just enough to prevent flash back.
|
||||||||||||||||||||||||||||||||||
|
Hot Water, Pressure or Gravity System:
1. To fill, run water into the system. Be sure boiler and system are full of water and all air vented out; then, if;
a. (PRESSURE SYSTEM) » Set water regulator valve to close at pressure desired.
b. (GRAVITY SYSTEM) -- Set red hand on altitude gauge so it is directly behind the black hand. The red hand will then indicate the position the black hand should be in when the system is full of water.
2. It will be necessary to vent air from the radiators occasionally after the system has been in operation.
To Shut Down Boiler:
1. Switch off electric power supply to Jailer.
2. Close main shut-off cock "A".
3. Close Pilot Cock "C".
To Light Pilot:
1. Set room thermostat at lowest possible setting.
2. Switch off electric power supply to boiler.
3. Close main gas valve "A".
4. Wait 5 minutes for any unburned gas to escape.
5. Open pilot valve and light pilot(s). Make sure that all pilots are burning full at all flame holes.
6. Replace firebox door.
|
||||||||||||||||||||||||||||||||||
|
[ General Information:
|
||||||||||||||||||||||||||||||||||
|
1. Do not install damper in flue pipe.
|
Draft diverter auto-
|
|||||||||||||||||||||||||||||||||
|
matically corrects draft.
2. Inspect the pilots periodically, making sure that each is burning fully at all flame holes. If, for any reason, they are found extinguished, do not attempt to relight until after waiting 5 minutes to give any unburned gas a chance to escape.
3. This gas boiler should be inspected, cleaned and adjusted once a year for the most efficient operation. It is well to arrange for a regular and qualified service man to do this work.
|
||||||||||||||||||||||||||||||||||
|
■
|
||||||||||||||||||||||||||||||||||
|
Phone No..
|
||||||||||||||||||||||||||||||||||
|
Dealer.
|
||||||||||||||||||||||||||||||||||
|
Address..
|
||||||||||||||||||||||||||||||||||
|
PENNSYLVANIA FURNACE & IRON CO.
WARRfN, PA.
|
||||||||||||||||||||||||||||||||||
|
#01-32
|
||||||||||||||||||||||||||||||||||
|
May, 1962
|
||||||||||||||||||||||||||||||||||
|
Operation During Failure of Electric
Power Supply
STEAM AND HOT WATER BOILERS
|
||||||||
|
In case of failure of supply of electric current, boiler will automatically shut off. To place it back in operation while current is off, first make sure the pilot is burning properly then turn or pull manual reset knob or handle on diaphragm or solenoid gas valve to 'Manual' position and turn off electric power supply switch and leave it off until power has been restored.
CAUTIONShut off boiler by returning manual reset knob or handle to 'Automatic' position before water temperature or steam pressure becomes excessive. Bear in mind that operating the boiler manually is an emergency condition, that the automatic safety controls will not operate to protect the boiler during such operation, and that constant supervision is required to prevent the possibility of damage due to low water or overheating. Never leave the boiler operating under this emergency condition if it is to be unsupervised for any length of time.
In the case of a boiler installed on a forced circulation hot water heating system (incorporating a circulating pump) be sure to open flow control valve (or valves), if provided in the supply lines. Also reduce the main burner flames to a minimum adjustment (approximately 1/3 or 1/4 normal size) by partially closing the main gas shut-off valve.
Upon resumption of the supply of electric current, return manual reset knob or handle on diaphragm or solenoid gas valve to 'Automatic' position and turn on electric power supply switch. On forced circulation hot water heating systems, return flow control valves to their normal operating position and turn main gas shut-off valve to its wide open position. Completion of these adjustments will restore system to normal automatic operation.
|
||||||||
|
PENNSYLVANIA FURNACE & IRON CO. WARREN, PENNA.
|
||||||||
There are 2 DVD releases that I'm aware of in the U.S., and it seems that the older release is actually more worthwhile. The new release has video that takes up about 3.6 gigs, while, the old release has both fullscreen and widescreen versions, where the widescreen version takes up 3.95 gigs. The video quality, as you will see, is really not noticeably different - to these eyes, at lease.
My favorite albums are the first seven, Painkiller, and Nostradamus. If I had to pick one absolutely culmination, it would be Sin After Sin.






For info, contact orders@dogandpanda.com
A common trend among bad writers seems to be to assume that any measurable sociological phenomenon is somehow inherent to the beings themselves.
An example: If you were to take 10 men, and 10 women, and isolate them, then painfully beat the 10 men daily, for a period of a year, you could bring someone in to do a study, and they would say "ahh, yes. it seems that men are definitely more timid and fearful. this muts be by their very nature".
In this example, the differences in behavior of the two groups are not because of the inherent differences between men and women - it is because of how society treats them differently. In this way, it is very difficult to determine anything inherent about the behavior of any group of people who are in a single society - the affects on that society can be much more subtle than the case provided here. The most powerful statement one can make in these sorts of stuide is only one of disproof - if enough exceptions exists, it may be a reasonable thing to assume that whatever behavioral delta being discusses is _not_ inherent but it societal.
Editorial aside: I heard "Ruby Soho" on WFMU the other day, and was intruiged enough to seek this song out - and found the collection... along with a number of badly-written, poorly-researched, downright incorrect blog entries. So here is another one.
The appeal to this album is manifold - at the very least, it's funny at first; some of these covers are also pretty creative, and offer up a different, valid version of the song.
Buy>http://www.cdjapan.co.jp/pictures/s/03/47/AVCD-23728.jpg>Buy Puncolle at CDJAPAN!
Slowly But Surely
We Are Here
Shadows of Lost Days http://www.youtube.com/watch?v=OYGrTTsKIxQ&feature=channel_page
Satori pt 2
Hiroshima
|
|
||||
|
COMPUTED FIRST BOOK OF
|
||||
|
|
||||
|
|
COMMODORE
|
|
||
|
|
||||
|
64 GAMES
|
||||
|
|
||||
|
|
||||
|
|
||||
|
|
||||
|
Commodore 64 is a trademark of Commodore Electronics Limited.
|
||||
|
|
||||
|
|
||
|
The following article was originally published in COMPUTE! Magazine, copyright 1981, Small System Services, Inc.: "Maze Generator" (December).
The following articles were originally published in COMPUTE! Magazine, copyright 1982, Small System Services, Inc.: "Writing Your First Game" (October), "Laser Gunner" (November).
The following articles were originally published in COMPUTE! Magazine, copyright 1983,
COMPUTE! Publications, Inc.:
"Writing an Arcade Game" (February),
"Minefield" (June)/
"The Hawkmen Of Dindrin" (June),
"Goblin" (July)/
"Rats" (July),
"Writing a Simulation Game" (July),
"Blockhead" (August),
"Diamond Drop" (September),
"Mystery Spell" (September),
"High Speed Mazer" (October),
"Mosaic Puzzle" (October).
The following articles were originally published in COMPUTE's Gazette Magazine,
copyright 1983, COMPUTE! Publications, Inc.:
"Adding Joysticks To Your Games" (July),
"Snake Escape" (July),
"Cylon Zap" (August),
"The Viper" (August),
"States & Capitals Tutor" (September),
"Oil Tycoon" (October).
Copyright 1983, COMPUTE! Publications, Inc. All rights reserved
Reproduction or translation of any part of this work beyond that permitted by Sections 107 and 108 of the United States Copyright Act without the permission of the copyright owner is unlawful.
Printed in the United States of America
ISBN 0-942386-34-5
10 9876543
COMPUTE! Publications, Inc., Post Office Box 5406, Greensboro, NC 27403, (919) 275-9809, is a subsidiary of American Broadcasting Companies, Inc., and is not associated with any manufacturer of personal computers. Commodore 64 is a trademark of Commodore Electronics Limited.
|
||
|
|
||
|
11
|
||
|
|
||
|
|
||
|
Contents
|
||
|
|
||
|
Foreword
Chapter 1. The 64 as a Game Machine........... l
Why the Commodore 64 Is a Great Game Machine
Eric Brandon...................................... 3
Writing Your First Game
Richard Mansfield.................................. 7
Writing a Simulation Game
Richard Mansfield................................... 11
Writing an Arcade Game
Richard Mansfield................................... 16
Adding Joysticks to Your Games
Charles Brannon.................................... 20
Chapter 2. Maze Games.......................... 27
Rats!
Mike Steed (64 Translation by Gregg Peek)................ 29
Goblin
Dan Goff (64 Translation by Patrick Parrish).............. 36
Snake Escape
Daryl Biberdorf (64 Translation by Patrick Parrish)......... 39
The Viper
Dave and Casey Gardner
(64 Translation by Charles Brannon).................... 44
Chapter 3. Thinking Games..................... 49
States & Capitals Tutor
Enoch L. Moser.................................... 51
Mystery Spell
Doug Hapeman (64 Translation by Eric Brandon).......... 58
Oil Tycoon
Gordon F. Wheat (64 Translation by Chris Metcalf)......... 68
Mosaic Puzzle
Bruce Jordan (64 Translation by Chris Metcalf)............. 76
Chapter 4. Dexterity.............................. 81
Blockhead Matt Gizver (64 Translation by Gregg Peek)............... 83
iii
|
||
|
|
||
|
|
||
|
Diamond Drop
Matt diver (64 Translation by Eric Brandon)............. 90
Laser Bounce
Frank L. Broadnax.................................. 95
Chapter 5. Arcade-Style Games..................103
The Hawkmen of Dindrin
Esteban V. Aguilar, Jr. (64 Version by Charles Brannon)......105
Minefield
Sean Igo (64 Translation by Gregg Peele)..................113
Cylon Zap
Mark Dudley (64 Translation by Gregg Peele)..............119
Laser Gunner
GaryR. Lecompte (64 Translation by Philip I. Nelson).......129
Chapter 6. Machine Language Games...........135
Using the Machine Language Editor: MLX
Charles Brannon....................................137
Munchmaze
Gary E. Marsa (64 Translation by Gregg Peele).............144
Richthofen's Revenge
Chris Metcalfand Marc Sugiyama......................151
Zuider Zee
Marc Sugiyama.....................................168
Appendix A. Beginners Guide to Typing
In Programs........................193
Appendix B. How to Type In Programs.........197
Appendix C. Maze Generator................... 199
Charles Bond (Translated to machine language by
Gary E. Marsa and for the 64 by Gregg Peele)..............201
Appendix D. Do You Want to Write Your
Own Games?
Orson Scott Card....................................211
Index..............................................217
iv
|
||
|
|
||
|
|
||
|
Foreword
|
||
|
|
||
|
COMPUTE!'s First Book of Commodore 64 Games is packed full of great games. But this book serves a double purpose.
First, it provides you with a variety of games, which you can merely type into the computer, save on disk or tape, and then play again and again.
Second, because the full program is here in print, you can see exactly how the game's creator brought off the effects you like.
In fact, to make this book as useful as possible, many of the games are accompanied by explanations of how the program works. Chapters at the beginning and end of the book will also help you learn how to write your own games.
In order to make typing in the programs as easy as possible, we have included three aids. Be sure to read over the article in Appendix A "Beginner's Guide to Typing in Programs." Also, review Appendix B "How to Type in Programs."
A number of the programs are written completely or partially in machine language. If you have ever typed in a machine language program with its hundreds of DATA statements, you will appreciate the "Machine Language Editor (MLX)" in Chapter 6. MLX is a BASIC program that will help you type in machine language programs perfectly the first time.
|
||
|
|
||
|
v
|
||
|
|
||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|
||
|
|
|||
|
|
||
|
1
Why the
Commodore 64 Is a Great Game Machine________
Eric Brandon
|
||
|
|
||
|
One of the first things a new programmer wants to do is write a game. The programmer soon discovers that there is no "move alien around" command; rather, the computer must be told what to do in hundreds of tiny little steps.
Fortunately, the Commodore 64 is loaded with features that make this arduous task much easier and reduce the number of steps that have to be programmed into the computer. The games in this book try to exploit these features as much as possible, to save the programmer time, and to save you typing.
Parlez-vous BASIC?
What language to program the game in is the first decision the programmer must make. On the Commodore 64 the choice is between BASIC and machine language.
The native language of the computer is machine language. This means that programs written in BASIC have to be translated into machine language while they are running. That translation takes time, so BASIC programs run much slower than programs written in machine language.
Although machine language is much faster, it is also a more difficult language to use; so to speed up writing the game, many programmers opt for BASIC, or some combination of BASIC and machine language. The choice ultimately depends on how critical speed is to the game. Witness the incredible speed of "Munch-maze" or "The Viper," both written in machine language. Other
3
|
||
|
|
||
|
|
||
|
T The Commodore 64 As A Game Machine
games where speed is not so important, such as "Mystery Spell," use no machine language at all.
The 64 makes machine language programming easier because it has a popular, easy-to-use microprocessor chip, and it has areas of memory where machine language programs can be conveniently tucked away
Make Your Own Alphabet
Whenever you see a letter or graphic character on the screen, you are looking at one member of a character set. The character set is where the computer goes to see what a character such as A looks like, before it can put it on the screen.
By holding down the SHIFT and Commodore keys, you can switch between two character sets. In one of them, character number one looks like this: A; in the other, it looks like this: a.
This is very important to the game programmer, because with the 64 he can create his own character set. For example, the programmer can tell the computer that character one is a happy face. From then on, moving a happy face around on the screen is just as easy as moving any other character. Here is a short program that changes the A character into a happy face:
5 REM DISABLE INTERRUPTS AND REVEAL CHARACTER ROM
10 POKE 56334,PEEK(56334)AND254
20 POKE l,PEEK(l)AND251
25 REM COPY CHARACTER SET DOWN TO RAM
29 PRINT "PLEASE WAIT 30 SECONDS"
30 FOR 1=0 TO 2048
40 POKE 12288+1,PEEK(53248+1)
50 NEXT I
55 REM COVER UP CHARACTER ROM AND REENABLE INTERRU
PTS 60 POKE l/PEEK(l)OR4 70 POKE 56334,PEEK(56334)0R1 75 REM ENABLE NEW CHARACTER SET 80 POKE 53272,28
85 REM POKE IN HAPPY FACE OVER "A" 90 FOR 1=0 TO 7 100 READ A 110 POKE 12296+1,A 120 NEXT 130 END 195 REM EACH NUMBER IS ONE ROW OF THE DOTS THAT MA
KE UP THE FACE 200 DATA 60,66,165,129,165,153,66,60
|
||
|
|
||
|
|
|||
|
The Commodore 64 As A Game Machine
|
1
|
||
|
|
|||
|
Even more powerful is the technique of telling the computer that character one looks like the left half of a spaceship, and character two like the right half. By combining redefined characters, you can create large shapes. This technique is used in "The Hawkmen of Dindrin."
Another Way of Making a Spaceship
Sometimes a game needs objects on the screen that can go through or over other objects, like a spaceship moving over a star-field. Not only can the 64 do this, but also it will automatically detect a collision between objects.
These objects, called sprites, have a number of other useful features. Each of the 504 dots can be assigned a color independent of its neighbor, and the whole sprite can double in size either vertically or horizontally. Although only eight sprites can usually be displayed at a time, most games do not require that many.
Sprites can also be used for animation. The bird in Mystery Spell is a sprite. To make the bird's wings flap, several versions of the bird were drawn, with the wings up, midway, and down. By telling the bird to look like one shape after another, the illusion of flapping wings is achieved.
Small Is Beautiful
Sometimes, instead of large objects, a game needs to work with pixels, the individual dots that make the image on your screen. High-resolution mode allows control over each individual dot on the screen.
With high-resolution graphics it is possible to make very detailed backgrounds on the screen, over which you can move the sprites that play the game. None of the games in this book use this technique because it would require the typing in of 8000 numbers that describe each of the dots on the high-resolution screen.
Color Me 64
Every good game-playing computer has the ability to put color on the screen. Some have as many as 256 different shades of colors, and some have as few as six.
Just as important as how many colors a computer has is how many colors it can display at once. The 64 is very good at multicolor graphics. Any character or dot can be any one of 16 colors. Furthermore, each dot within a character or a sprite can have its own color.
|
|||
|
|
|||
|
|
5
|
||
|
|
|||
|
|
||
|
T The Commodore 64 As A Game Machine
Breaking the Sound Barrier
One of the most important features of a good game is sound effects for explosions, fanfares, and other sundry noises.
The Commodore 64 incorporates a minisynthesizer called the SID chip. The SID chip can make three different tones at once, so that harmony and chords are possible. You can hear this in the short songs played by "Richthofen's Revenge."
Furthermore, the SID gives you control over attack, decay, sustain, and release, sophisticated sound characteristics that can make the same note sound like it came from anything from a drum to an underwater oboe.
Join the Party
This book is more than a book of games. The Commodore 64 is a great machine with features that allow arcade-quality games. Some of these features take practice to learn.
Many of the articles include explanations of how the game was designed and how the features of the 64 were exploited. By typing in the games and reading the articles, not only will you have hours of fun playing the games, but you will also be learning many of the techniques needed to design your own games.
|
||
|
|
||
|
6
|
||
|
|
||
|
|
||
|
1
Writing Your First Game
Richard Mansfield
|
||
|
|
||
|
Richard Mansfield, senior editor of COMPUTE! Publications, explains the details of a simple game. A beginning programmer can learn a great deal studying this short program.
If you are tempted to write your own games, go ahead. It's a good way to learn to program. Games are basically the same as any other kind of programming.
Computer games fall into two broad categories: 1. imitations of old standards (checkers, Othello) and 2. games which could not be played without a computer (Space Invaders, Pac-Man). This second category is more difficult to program for several reasons. For one thing, you've got to think up a whole new, and entertaining, concept and then adjust the action until it is just hard enough to be challenging but not so difficult that people want to give up.
This category (basically arcade games) is especially hard to program precisely because a good computer-only game exploits all of the computer's special attributes: speed, color, and sound. To do this well, to make things look and respond just the way you imagine them, requires a good bit of programming experience. Usually, too, several things are happening at once in an arcade game. This often means that such a program must be written in machine language, which is far faster than BASIC.
High Card Slice
Old standards, on the other hand, can often be the best way to get started programming games. You already know the game concept, and cards or dice or game boards are fairly easily constructed and manipulated on your computer screen. To illustrate, let's take a look at a simple simulation of one of the oldest card games, "High Card." The rules are simple: you place a bet,
|
||
|
|
||
|
7
|
||
|
|
||
|
|
||
|
I The Commodore 64 As A Game Machine
and then you draw a card from the deck. The computer, your opponent, draws a card too, and the highest card wins the money.
One simplification here is that there is no attempt to represent the cards on the screen. The entire game relies simply on words (Ace of Spades, for example) when cards are drawn.
Like most computer programs, the program can be visualized as having four distinct zones: initialization, main loop, subroutines, and data tables. We can go through the steps in programming this game by looking at each zone separately.
Initialization
From lines 10 through 80 we are teaching the computer some basics about this game. Initialization is the activity which must take place before any of the action can begin. Computers are so fast that they will zip up through these lines and start things off in the main loop at line 100 in a flash. However, as programmers, we are aware that several preliminary events took place inside before anything else.
In line 20, the computer discovers that there is a variable called DOLLARS which is set equal to 500. It sets aside a section (like a small box) in its memory which it labels DOLLARS. When the game is running, it will add or subtract from this box (lines 230-240) to keep a running total of how much money you have left to bet. From time to time (line 110), it will check the box and report to the player how much he has. The box labeled DOLLARS is called a variable because during the game the amount in it will vary.
Lines 30 through 60 are simple enoughthey ask the player to give his or her name. The computer memorizes it in another box called NAME$ and can now speak more personally to the player in lines 140 and 230. Also, the computer prints the rules of the game in line 60.
Line 70 READs four names (the face cards) from the data tables in lines 510 on. It also makes a mental note that it already READ four items. So, when it's asked to READ again (line 80), it will start with the next unread item of data which will be CLUBS. By now, the computer has memorized a variety of important facts: the player's name, the amount of his or her betting purse, the names of the face cards, and the suits of a standard deck. In less than a second, the computer has grasped and filed away the necessary facts to go on to the main loop where all the action takes place.
8
|
||
|
|
||
|
|
||
|
The Commodore 64 As A Game Machine
|
||
|
|
||
|
The Main Loop
After checking that the player has money to bet, the computer asks for the bet, checks again that the bet is possible, and then runs through one cycle of the game starting in line 160. At this point, a programmer might find it worthwhile to visualize the steps involved in the game: draw a card for the player; draw for the computer; decide who won; adjust the player's purse.
Since both draws are essentially identical actions (the only difference will be that we say "Bob draws a . . ." instead of "The computer draws"), we don't need to program the draw twice. This is where subroutines come in handy.
The Subroutine
Twice in the main loop, we GOSUB 300. First the player, then the computer, draws. Line 310 randomly picks two numbers, the card and the suit. If line 320 finds that this selection matches the one drawn just before by the player, it goes back for another draw. Line 330 makes the name of the card be the number if it is less than 11 (a face card).
Then line 340 announces the draw using three variables. The first variable (PLAYERS) is set up in either line 160 or 190 as appropriate. Then the CARDS and SUITS variables are selected from the lists that were memorized back in the initialization phase (lines 70-80). The subroutine then RETURNS to the main loop.
Lines 210-240 decide and announce the winner of this round. First, if the variable CARD (the computer's card) is greater than (>) YOURCARD, the computer is declared the winner in line 240, the purse is adjusted, and the main loop is restarted (GOTO 100). If the cards are equal, nothing happens to the purse and the next round begins. Notice that we don't need to say IF YOURCARD > CARD at the start of line 230 to test if the player has won. It's the only possible thing if the computer has gotten this far.
Once you've solved a particular problem, you'll find you can use the solution in many future games. This subroutine which draws cards, for instance, would work just as well for Poker, or Blackjack, or dozens of other games. Subroutines are handy not only because they can be used repeatedly within a program, but because they can also be saved and used repeatedly in future programs. So think up a simple, traditional game and teach it to your computer. There is probably no more pleasurable way to learn programming than to write a game.
|
||
|
|
||
|
9
|
||
|
|
||
|
|
|||
|
1
|
The Commodore 64 As A Game Machine
|
||
|
|
|||
|
High Card
|
|||
|
|
|||
|
10 REM*NECESSARY INITIAL INFORMATION*
20 DOLLARS=500
30 PRINT " WITH WHOM DO I HAVE THE PLEASURE"
40 PRINT " OF PLAYING HIGH CARD SLICE?"
50 INPUT NAME$
60 PRINT " HIGH CARD WINS IN THIS GAME!"
70 DIM SUIT?(4),CARD?(14):FOR 1=11 TO 14: READ CAR
D?(l):NEXT I 80 FOR 1=1 TO 4: READ SUIT?(I): NEXT I 90 REM
100 REM*MAIN PROGRAM LOOP* 110 PRINT:PRINT" YOU HAVE ?" DOLLARS 120 IF DOLLARS<=0 THEN PRINT" THE GAME IS OVER. YO
U ARE OUT OF CASH.":END 130 PRINT"WHAT IS YOUR BET";:INPUT BET 140 IF DOLLARS<BET THEN PRINT" YOU ONLY HAVE ?"DOL
LARS" TO BET,"NAME?:GOTO 130 150 YOURCARD=0:YURSUIT=0 160 PLAYER?=NAME? 170 GOSUB300
180 YOURCARD=CARD:YURSUIT=SUIT 190 PLAYER?=" THE COMPUTER" 200 GOSUB300
210 IF CARD>YOURCARD THEN GOTO 240
220 IF CARD=YOURCARD THEN PRINT " A TIE!":GOTO 100 230 PRINT NAME? " WINS": DOLLARS = DOLLARS + BET:G
OTO 100 240 PRINT " THE COMPUTER WINS": DOLLARS= DOLLARS-B
ET:GOTO 100 290 REM
300 REM*SUBROUTINE TO DRAW THE CARDS* 310 CARD=INT(RND(5)*13)+2:SUIT=INT(RND(5)*4)+1 320 IF CARD=YOURCARD AND SUIT=YURSUIT THEN 300:REM
NO IDENTICAL DRAWS 330 IF CARD<11 THEN CARD?(CARD)=STR?(CARD) 340 PRINT PLAYER? " DRAWS THE " CARD?(CARD) " OF "
SUIT?(SUIT) 350 RETURN 490 REM
500 REM* DATA TABLE* 510 DATA JACK,QUEEN/KING,ACE 520 DATA CLUBS,DIAMONDS,HEARTS,SPADES
|
|||
|
|
|||
|
10
|
|||
|
|
|||
|
|
||
|
1
Writing a Simulation Game
Richard Mansfield
|
||
|
|
||
|
A simulation is an imitation of life. It can be the most difficult type of game to create. Thought, rather than fast action, is important. Try the short simulation offered here, then see if you can write one of your own.
There are three basic types of computer games: arcade, adventure, and simulation games. Let's briefly look at the characteristics of arcade and adventure games and then write a simulation.
Realtime Action
Arcade games feature what's called realtime action. Unlike chess or bridge, things happen fast. You can't sit back and plan your next move; you must react immediately to the space invaders. In other words, events take place at the same speed as they would in reality: realtime.
Arcade games also have a strong appeal to the eye and ear. There is much animation, color, and sound. In fact, your ability to respond quickly and effectively depends in part on all the clues you get from the graphics and sound effects. Strategy, while often an aspect of arcade play, is clearly secondary. These games are a new kind of athletics: the fun of man versus machine. Like auto racing, arcade games are essentially isometric exercisesyou don't run around; you just stay in one place flexing and unflexing your muscles, tensing and relaxing.
Story and Strategy
Strategy, however, is more important in "adventure" games. The emphasis is on planning ahead and solving riddles. It can be like living inside an adventure novel. There is drama, characterization, and plot. You might start out, for example, in a forest with a shovel and a trusty, if enigmatic, companion parrot. As you try to figure out what to do next, the parrot keeps saying "piny dells, piny dells." After wandering aimlessly through the trees, it
|
||
|
|
||
|
11
|
||
|
|
||
|
|
||
|
I The Commodore 64 As A Game Machine
suddenly comes to you that the bird is saying "pine needles" and you dig through them and find a treasure map.
Your "character" will travel, meet friends and enemies, and have the opportunity to pick up or ignore potentially useful items such as food, magic wands, and medicine. It's customary that you cannot haul tons of provisions. You'd have to decide whether or not to leave the shovel in the forest. Yet you might be sorry that you'd dropped it if you're involved in a cave-in later in the game.
In any case, adventure games are fundamentally verbal. The computer displays the words:
YOU ARE IN A BOAT ON A LAKE. NIGHT IS
FALLING. to which you can respond in any number of ways. You might type:
DIVE OFF BOAT. and the computer would reply that you now see an underwater cave or whatever. You move through the scenes the way a character moves through a novel. There is generally no penalty if you take time to plan your next move. It's not realtime.
Imitations of Life
The third category, simulation, is the least common kind of computer game. This is because to really imitate something, to simulate it effectively, you need lots of computer memory to hold lots of variables. However, memory has recently become far less expensive so we can expect to see increasingly effective simulation games. Star Trek and Hammurabi, both simulations, have long been popular home computer games. Although they are similar to adventure games, simulations are random. That is, there is no secret to discover, no puzzle to solve, no plot. Like real life, things happen with unpredictable, complex results.
Here's a program which simulates investing. The key to simulating is to arrange realistic interactions between variables. Look at line 600. If there is "international unrest," the price of gold (PGLD) goes up and the price of Bundtfund stock (PB) goes down. This relationship between gold, stock, and an international crisis is true to life. Alternatively, stock goes up and gold goes down on line 700 during a "market rally."
The game allows you to make investment decisions, and then a "month" passes during which the value of your investments will go up or down. In line 510, three variables are given random values. Stock can gain or lose up to 10 points (variable X), and
|
||
|
|
||
|
12
|
||
|
|
||
|
|
|||
|
The Commodore 64 As A Game Machine
|
1
|
||
|
|
|||
|
gold can change by $20 an ounce (Y). Variable Z will be used to simulate flipping a coin. Also notice lines 520 and 525. In 520, we determine whether or not there will be unrest. The variable CH is just a counter. Each "month," CH is raised by one. Two conditions are required for unrest to happen: in a given month, CH must be greater than 4 and it must be less than whatever X turns out to be. If both these conditions are met, CH is reset to zero and we've got international unrest. This has the effect of creating unrest roughly every four to six months. Likewise, another rhythm is set up in line 525 to cause market rallies. In both cases, however, you cannot be certain exactly when to invest in gold or in stocks.
The decision to raise or lower stock prices is made in line 530 and based on the coin toss variable, Z. Again, stocks move in opposition to gold. Prices will rise about 50 percent of the time, but you can never know what will happen in a given month.
Suggested Complications
This is the core, a rough sketch, of an investment simulation game. There is much you can do to make it a more effective simulation and thereby a more enjoyable game. The more variables in a simulation, the better. For example, add leverage and additional "incidents" which affect prices, improve the randomizing, and include other types of investments. You could even use a separate counter which, every five years, causes the X and Y variables to swing more widely to reflect recession/recovery cycles.
As you can see, a simulation should be lifelike. It has interdependent cycles and a degree of unpredictability. Its realism derives from including a sufficient number of variables. And those variables must interact in plausible ways and with just the right amount of randomness. A simulation is a little world you create. You can define cause and effect and then fine-tune the whole thing until it seems well-balanced. Adventure and arcade games are certainly enjoyable, but this investment simulation can be built up to the point where it's just as much fun as any other kind of game.
Mixing Styles
Of course, these three categoriesarcade, adventure, and simulationare somewhat arbitrary. Some of the best games contain elements of each. There are adventure games with graphicsyou see the forest, the shovel, the pine needles. After you say DIVE, your character jumps into a lake and the screen transforms into an
|
|||
|
|
|||
|
13
|
|||
|
|
|||
|
|
||
|
I fhe Commodore 64 As A Game Machine
underwater scene. Likewise, arcade games can include the different "settings" so characteristic of adventure games. Popular arcade games such as Tron and Donkey Kong change the playfield as you earn more points.
There are several ways to add to the appeal of our investment simulation, beyond just making it a more complex, more accurate simulation. You could add the visuals and sound of arcade games. Try creating a ticker tape across the top of the screen to show price changes and news events. Maybe add a bell sound to indicate the end of further transactions. And from adventure games you could borrow two elements: riddles and the necessity of planning ahead. One easy way to incorporate these two elements would be to make paying taxes a part of the game. After all, the closer it is to real life, the better the simulation.
Investment Simulation
5 PRINT"{CLR}M 10 CASH=100000:PGLD=400
15 POKE 53272,23:REM SHIFT TO LOWER CASE 20 PB=80
31 PRINT: PRINT"BUNDTFUND IS $"PB" PER SHARE.YOU H AVE "B"l4 SPACES)SHARES. $"PB*B
33 PRINT" GOLD IS{4 SPACES}$"PGLD" PER OUNCE.
{2 SPACES}YOU HAVE "GLS" OUNCES. $"GLD*PGLD
34 T=PB*B+GLD*PGLD
35 PRINT:PRINT" TOTAL INVESTMENTS $"T
36 PRINT:PRINT" YOU HAVE $"CASH" TO SPEND."
40 PRINT:PRINT"GRAND TOTAL":PRINT"(INVESTMENTS + C
ASH){4 SPACES}$"T+CASH 45 IFCK=1THEN500 50 PRINT: PRINT"1.BUY{2 SPACES}2.SELL{2 SPACES}3.D
ONE" 60 INPUTA:IFA=3THENCK=l:GOT031 100 PRINT"WHICH?{3 SPACES}1.GOLD{4 SPACESjOR
{4 SPACES}2.STOCK" 110 INPUTF 120 PRINT"HOW MANY (SHARES{3 SPACES}OR{3 SPACESjOU
NCES)?" 130 INPUTN 140 IFF=1THEN160 150 PRINCE=PB*N:IFA=lTHENCASH=CASH-PRICE:B=B+N:GOT
0400 155 CASH=CASH+PRICE:B=B-N:GOTO 400 160 PRICE=PGLD*N:IFA=1THENCASH=CASH-PRICE:GLD=GLD+
N:GOTO400 170 CASH=CASH+PRICE:GLD=GLD-N
|
||
|
|
||
|
14
|
||
|
|
||
|
|
||
|
The Commodore 64 As A Game Machine
|
||
|
|
||
|
400 GOTO50
500 PRINT"PRESS ANY KEY TO CONT" ;
503 GET C$:IF C$=""THEN 503
505 CK=0 : PRINT: PRINT" {CLR} ONE MONTH LATER ..."-.FOR
T=1TO700:NEXTT:PRINT 510 X=INT((RND(l)*100)/l0):Y=INT((RND(1)*200)/10):
Z=RND(1) 520 CH=CH+1:IFCH>4ANDCH<XTHENCH=0:GOTO600 525 IFCH=2GOTO600
5 30 IF Z>.5 THENPB=PB+X:PGLD=PGLD-Y:GOT031 540 PB=PB-X:PGLD=PGLD+Y:GOT031 600 PRINT"INTERNATIONAL UNREST...":PGLD=PGLD+2*Y:P
B=PB-2*X:GOT031 700 PRINT"MARKET RALLY ...{2 SPACES}":PGLD=PGLD-2*
Y:PB=PB+3*X:GOT031
|
||
|
|
||
|
15
|
||
|
|
||
|
|
||
|
1
Writing an Arcade Game
Richard Mansfield
■---------■----■■-■-■-
Using the memory-mapped video could help you create faster moving games. The sample program here will assist you in designing your own fast-moving game.
When you bring home your computer, usually the first thing everyone expects you to do is to write an arcade game. Who's "everyone"? It could be your children, your friends, even you anybody who is tired of spending lots of money and wants you to program a game to play at home for free.
The best defense is to politely point out that:
1. Arcade games are among the hardest types of software to write.
2. Professionals, working in teams, can take a year to write one.
However, it is well worth trying to write action games. You might not be able to duplicate the speed or complexity of professional games, but you can create very entertaining games of your own. After you've spent a few weeks getting familiar with BASIC and have typed in a few games, you are ready to take up the challenge. This is one of the best ways to learn some important programming techniques and to explore the graphics and sound capabilities of your computer.
Ten Million IF/THENs
Your main problem is going to be speed. BASIC, though fast enough for most jobs, is pretty slow when it has to keep track of ten aliens, two mother ships, torpedoes, stars, and the player's position. All these things are in motion at once. You need to have a way to control players, to detect collisions, to score points, etc. We at COMPUTE! received a letter from reader John Anderson which touches on these problems:
16
|
||
|
|
||
|
|
|||
|
The Commodore 64 As A Game Machine
|
1
|
||
|
|
|||
|
In order to make a fast, effective "arcade-style" game, I would like to know how to let my computer know where a large number of things are on the screen (like walls in a maze) without 10,000,000 IF/THEN statements. I would also like to know how to keep things, like the little figures racing around during a game, from plowing through walls and wiping them out or coming back onto the other side of the screen.
As Anderson points out, the first solution that comes to mind is to use an IF/THEN test for every possible event in the game. IF the ball hits the target, THEN raise the score. IF the ball misses the target, THEN let it move one more space. And on and on. This quickly slows the action down to a crawl.
POKE Ping-Pong
One of the simpler arcade games is a simulation of Ping-Pong. You need to keep track of only three things: two paddles and one ball. Let's start off by solving the hardest problem. How can we bounce a ball around the screen both quickly and accurately?
The key to the problem is the fact that many computers have an area set aside in RAM which is an image of what you see on screen. This is called memory-mapped video and most computers have it. It means that if you POKE into that area of RAM, a character will appear on the screen. The next RAM byte address is the next space on screen, and so on. You can use this built-in "map" to tell what is where by using the fast PEEK command, and you can move things quickly with POKEs.
The example program will work on all VICs.
SCR = The address where screen RAM memory starts.
LN = The length of one screen line.
WALL = A solid square that appears when this number is
POKEd anywhere into SCR.
BLANK = A blank space character that returns the screen
to normal if POKEd into SCR on top of a WALL or
FIGURE.
FIGURE = A character that, when POKEd into SCR, looks
like a ball.
The memory cells holding the screen image are located in different places. The VIC determines where it starts by using the formula in line 100. First, draw a border around your screen like a picture frame. Perhaps print reversed spaces all around. (See lines 250-310.) This border is very useful. It will let you know when your ball has hit the edge.
|
|||
|
|
|||
|
17
|
|||
|
|
|||
|
|
||
|
j The Commodore 64 As A Game Machine
LOC is a variable in the program that's always changing whenever the ball changes. It keeps track of the current location of the ball. What you do is keep another variable (VECTR, in this example) which holds the direction and distance of the ball's current motion. When VECTR is added to LOC, we know where to move the ball next.
There are four possible directions to go in the simplest kind of animated games. Traveling up, VECTR = -LN since you subtract the number of spaces in one screen line to move the ball to the line above. Going down is + LN, right is +1, left is -1.
Notice line 180. That is how the computer tells if the ball has reached a border. The next position the figure is supposed to be POKEd into is checked to see if the WALL variable is sitting there. If not, the figure is moved (lines 200-220). If there is a wall, line 190 reverses the figure's direction.
If you type in the example program, you'll be on your way to making a Ping-Pong game that will be as fast as you could want. What's left is to play around with VECTR to get different angles of bounce off walls so the ball can go anywhere. Then add two movable pieces of wall (paddles) and scorekeeping.
Ping-Pong
100 SCR=1024:COL=5 5 296:POKE5 3 281,0
110 WALL=160:REM WALL CHARACTER, SOLID SQUARE.TRY {SPACE}OTHER CHARACTERS.
120 LN=40
130 GOSUB 260:REM DRAW BORDER
140 LOC=SCR+LN*10+LN/2:CLOC=COL+LN*10+LN/2:REM SCR EEN AND COLOR LOCATION
150 VECTR=LN:REM ALSO TRY -1,+1,LN-1,LN+1,ETC.
160 BLANK=32
170 FIGURE=81:REM "BALL"CHARACTER.
180 IF PEEK(LOC+VECTR)OWALL THEN 200
190 VECTR=-VECTR:REM REVERSE DIRECTION
200 POKE LOC,BLANK:REM ERASE OLD BALL
210 LOC=LOC+VECTR:CLOC=CLOC+VECTR:REM CALCULATE NE
W POSITION 220 POKELOC+54272,l:POKELOC,81:REM PLACE BALL 230 GOTO180 240 END
250 REM BORDER SUBROUTINE 260 PRINT"{CLR}";:REM CLEAR SCREEN. 270 FOR 1=0 TO LN-l:POKE SCR+I,WALL:POKE COL+I,2:N
EXTI:REM TOP
|
||
|
|
||
|
18
|
||
|
|
||
|
|
|||
|
The Commodore 64 As A Game Machine
|
1
|
||
|
|
|||
|
280 FOR 1=0 TO LN-l:POKE SCR+LN*24+I,WALL:POKECOL+
LN*24+I,2:NEXT I:REM BOTTOM 290 FOR 1=0 TO 24: POKESCR+I*LN,WALL:POKECOL+I*LN,
2:NEXTI:REM LEFT 300 FOR 1=0 TO 24:POKE SCR+LN-1+I*LN,WALL:POKECOL+
LN-1+I*LN,2:NEXTI:REM RIGHT 310 RETURN
|
|||
|
|
|||
|
19
|
|||
|
|
|||
|
|
||
|
Adding Joysticks to Your Games
Charles Brannon
|
||
|
|
||
|
Taking advantage of the Commodore 64's fascinating capabilities often involves PEEKs and POKEs which can be confusing at first. This article explains the essentials of using joysticks in your own BASIC programs.
First of all, if you don't yet own a Commodore joystick, you can use the readily available Atari joysticks, or any Atari-compatible joystickwhich gives you quite a choice. A number of custom sticks are available from outside companies.
The Inside Story
To really understand joysticks, you have to know how they work. Don't worry; joysticks are no more complicated than a light switch. In fact, inside the base of the joystick are five switches that act like push buttons. When you press the joystick north (up), south (down), east (right), or west (left), or press the joybutton, a switch is closed.
You can also move the stick diagonally (NE, SE, SW, NW). How can four buttons give you eight directions? Simple. The joystick is designed so that diagonal movement closes two switches simultaneously
Joy Bit
Each switch controls one part of a memory location inside your computer. These are called bits. A bit can hold only two values either zero or one. Zero normally means nothing, false, empty, off. One means positive, true, on. Although it may seem confusing at first, the joystick bits are reversed. When the joystick is centered (not deflected in any direction), all the bits are on. They are all ones. But if you move the joystick up, the north bit will become a zero. If you move the joystick diagonally to the lower right, both the south and east bits will become zeros.
20
|
||
|
|
||
|
|
|||
|
The Commodore 64 As A Game Machine
|
1
|
||
|
|
|||
|
Siliconomics
Joysticks would be easier to use if each direction had its own separate memory location. That way, you could check the north, south, east, west, and joybutton bits separately. But to economize (and you always do when designing microchips, where the cost is more than proportional to the amount of silicon used), all the bits are grouped together into a single memory byte (eight bits = one byte). The bits are ordered like this:
Value When Off
Direction (Zero When On)
North: 1
South: 2
West: 4
East: 8
Button: 16
As we'll explain shortly, your program will detect which way the joystick is deflected by looking at this byte. The number in the byte will be the sum of all these values. Here's how it works.
Let's ignore the joybutton for a moment. If the stick is not moved, the summed value in the byte would be 15 (1 + 2 + 4 + 8 = 15). If the stick were moved up (north), the north value would become zero, and the remaining numbers would add up to 14. If the joystick were moved left (west), the west value would become zero, and the remaining numbers would add up toll.
The easiest way to use the joystick is to read the memory location with the BASIC command PEEK and use IF/THEN statements to take appropriate actions for each direction. Refer to this diagram:
|
|||
|
|
|||
|
14 A
|
|||
|
|
|||
|
10
|
|||
|
|
|||
|
11 <*---------------- 15
|
|||
|
|
|||
![]() |
|||
|
|
|||
|
13
|
|||
|
|
|||
|
21
|
|||
|
|
|||
|
|
||
|
T The Commodore 64 As A Game Machine
A series of IF/THEN statements might look like this:
10 V=PEEK(56321)AND15
20 IF V=14 THEN PRINT "NORTH"
30 IF V=13 THEN PRINT "SOUTH"
40 IF V=7 THEN PRINT "EAST"
50 IF V=ll THEN PRINT "WEST"
60 IF V=6 THEN PRINT "NORTHEAST"
70 IF V=5 THEN PRINT "SOUTHEAST"
80 IF V=9 THEN PRINT "SOUTHWEST"
90 IF V=10 THEN PRINT "NORTHWEST"
100 IF V=15 THEN PRINT "CENTER"
110 GOTO 10
Line 10 reads the value of the joystick byte and keeps it in a variable, V The number 56321 is the memory location for joystick port #1. PEEK reads this location, but you won't get just values from 0-15. Other functions are also read here, such as the joybutton. The AND15 isolates the values we're looking for by turning off all the other unwanted bits. I won't explain here why this worksjust take my word for it.
Who's on First?
You can read the second joystick (port #2) by substituting the number 56320 for 56321 in line 10. It might seem logical that the joystick which is read by PEEKing location 56320 should be the first joystick, since it has the lower number, but that's not the way it works. You can't argue with the lettering on the side of your Commodore 64 which clearly shows which is first and which is second.
Also, you'll notice that the first joystick will seem to press certain keys on your keyboard. This is a hardware anomaly, but you can play some joystick games by pressing keys in the upper-left part of your keyboard. It is not a reliable method, however.
Another Way
Although the sample program above will read the joystick, it's not necessarily the best way. IF/THEN statements are among the slowest statements in BASIC, so if speed is important (as in games), there are better ways to go. Here's a faster method. Change line 10 to:
10 V=15-(PEEK(56321)AND 15)
|
||
|
|
||
|
22
|
||
|
|
||
|
|
|||
|
The Commodore 64 As A Game Machine
|
1
|
||
|
|
|||
|
Now the values returned will be:
|
|||
|
|
|||
|
1
|
|||
|
|
|||
|
k10
|
|||
|
|
|||
|
Notice that the range is smaller here. You can now use the values as the index to an array. Watch how it works. Let's shorten the example program:
10 FOR 1=0 TO 10:READ A$:MESSAGE$(I)=A$:NEXT I
20 DATA CENTER,NORTH,SOUTH,,WEST,NORTHWEST,SOUTHWE
ST,,EAST,NORTHEAST,SOUTHEAST 30 V=15-(PEEK(56321)AND15) 40 PRINT MESSAGE?(V):GOTO 30
MESSAGES (pronounced message-string) is a string array. A string array is a single variable name that holds a whole list of strings (a string is any series of characters). Each string has its own box or place in the array. We address the item in the list by calling its number. The READ loop on line 10 fills the MESSAGES array with the ten strings. If we say PRINT MESSAGE$(0) we'll get CENTER. PRINT MESSAGE$(5) gives NORTHWEST.
Some of the DATA items are followed by two commas, which are separators. The computer interprets this to mean that between the commas there is a null (empty) string. It saves us from having to include items we don't need (since some of the numbers in the range 0-10 don't correspond to any joystick direction).
Table Look-Up for Speed
Printing the messages indirectly by using the joystick number is a form of table look-up. Instead of having the computer go through a bunch of IF/THENs, or searching a list for an answer, table lookup is direct and fast. All the answers are already determined. This is especially useful for games, where speed is important. For
|
|||
|
|
|||
|
|
23
|
||
|
|
|||
|
|
||
|
T The Commodore 64 As A Game Machine
example, you could use a different character for any direction the player is facing, and put them into an array to be selected by the joystick number.
Tricky Techniques
You can also read the joystick by masking (isolating) the bits you are looking for. Remember that each direction has a number associated with it. If we want to check for north, we just check to see if the north bit has turned to zero. If we're checking for north this way, we'lfcapture northeast and northwest as well, which we wouldn't have caught with a mere IF/THEN statement. Here we'll mask out the north bit:
V=(15-PEEK(56321)AND15) AND 1
If V = 0, the joystick is not deflected north. If V = 1, the joystick is being moved north, northeast, or northwest. To check for left (west):
V=(15-PEEK(56321)AND15) AND 4
If V = 0, there is no movement to the left. If V = 4 (yes, 4, not 1), the stick is being pressed left, northwest, or southwest. See how you can separate the original four directions from the eight possible ones?
So, to check for any direction, use:
V=PEEK(15-PEEK(56321)AND15) AND number
V (or whatever variable you use) will be either zero (not deflected) or nonzero (deflected). Substitute 1, 2, 4, or 8 for number (1 = up, 2 = down, 4 = left, 8 = right).
The Joybutton
You can check for the joybutton, also called the fire button or trigger, with:
B1=PEEK(56321)AND16 (for port #1) B2=PEEK(56320)AND16 (for port #2)
A zero value means the button is pushed. A nonzero value (16) means the button is not pushed. For example, if you are waiting for the user to press the button to begin a game, you could use a loop:
500 IF (PEEK(56321)AND16)<>0 THEN 500 24
|
||
|
|
||
|
|
||
|
The Commodore 64 As A Game Machine
|
||
|
|
||
|
It's a Natural
Using a joystick in your next game will make it easier to play since joysticks seem more natural than pressing keys on the keyboard. But remember that a joystick is just a tool. It will not move objects around for you it will just tell you how the user is deflecting the joystick.
There are other uses for joysticks besides games. Unlike the keyboard, with its 50-odd keys to deal with, the joystick limits input to just nine possibilities (the eight directions and the joybutton). The joystick can be used to select menu options, answer simple questions (left = no, right = yes), and even enter text (as you do with arcade games when you set the high score). Study the following example program for more ideas.
Program Explanation
This program contains three subroutines you can use in your own programs. Lines 10-70 just test the subroutines and show you how to use them. The subroutine at 500 will accept a yes or no answer (left = no, right = yes) and return it in A$.
Lines 700-770 let the user enter a number by counting it up and down with the joystick. The number can be found in the variable C. C will not exceed the limits of MN (minimum) and MX (maximum). The user presses the joybutton to exit. Notice the POKE 198,0. Since the first joystick interferes with the keyboard, this POKE is used to clear it out.
You can use the subroutine at 800 to accept a letter of the alphabet. The letter is returned as a number from 1-26 in the variable C. In the sample program (line 20), it is used to accept a three-digit string of initials.
Joystick Example
10 PRINTMENTER YOUR INITIALS:";
20 GOSUB800:N$=N$+CHR$(C+64):IFLEN(N$)<3THEN20
30 PRINT: PRINT"HOW OLD ARE YOU? ";:GOSUB700:AGE=C
40 PRINT:PRINTN?;", YOU CLAIM TO BE";AGE;"YEARS OL
D." 50 PRINT:PRINT"IS THAT TRUE?";:GOSUB500 60 PRINTA$:IFA$="YES"THENPRINT"GOOD FOR YOU":END 70 PRINT"SO WHAT IS THE TRUTH?":GOTO 30 500 REM SUBROUTINE FOR YES/NO 505 A$=""
510 V=15-(PEEK(56321)AND15) 520 IF (VAND4)>0 THEN A$="NO"
|
||
|
|
||
|
25
|
||
|
|
||
|
|
|||
|
1
|
The Commodore 64 As A Game Machine
|
||
|
|
|||
|
530 IF (VAND8)>0 THEN A$="YES"
540 IFA$=""THEN510
550 POKE 198,0:REM GET RID OF ANY EXTRA KEYS
560 RETURN
600 REM COUNTING SUBROUTINE
610 REM C WILL CONTAIN THE COUNT
620 REM VARIABLE MX AND MN CONTROL
630 REM THE MAXIMUM AND MINIMUM
640 REM VALUES ALLOWED.{2 SPACESjUSE
650 REM GOSUB 700 FOR THE DEFAULT
660 REM (1 AND 10), OR GOSUB 710
670 REM IF YOU ALTER MX AND MN
700 MN=1:MX=99
710 C=MN
720 PRINTRIGHT$("{2 SPACES}"+STR$(C),2);"{2 LEFT}"
730 V=15-(PEEK(56321)AND15)
740 C=C+((VAND8)=8)*(C<MX)-((VAND4)=4)*(C>MN)
750 REM IF FIRE BUTTON PRESSED, EXIT
760 IF(PEEK(56321)AND16)=0THENPOKE198,0:PRINT"
{2 RIGHT}";:RETURN 770 GOTO 720 800 REM TEXT ENTRY:SIMILAR TO NUMBER COUNTING ROUT
INE 810 C=l
820 PRINT CHR$(64+C);"{LEFT}"; 830 V=15-(PEEK(56321)AND15)
840 C=C+((VAND8)=8)*(C<26)-((VAND4)=4)*(C>1) 850 IF(PEEK(56321)AND16)=0THENPOKE198,0:PRINT"
{RIGHT}";:RETURN 860 GOTO820
|
|||
|
|
|||
|
|
||
![]() |
||
|
|
||
|
|
||
|
Rats!
|
||
|
|
||
|
Mike Steed 64 Translation by Gregg Peele
|
||
|
|
||
|
This impressive game makes you feel that you are inside a maze, not just seeing it from above. Three-dimensional views appear as hallways, doors, and corners as you struggle to find the way out.
You must find your way through a maze displayed from a rat's eye view. After you have solved the maze, the program displays the top view and traces your steps.
First, you are asked what maze size you want, up to 15 by 15 (you may wish to change the DIM statement in line 49add two to the largest dimension you want and line 43). Line 45 checks to see if the machine code has been POKEd in, so you have to wait for that only the first time.
The space bar is used to move forward, and the J and L keys are used to turn left and right, respectively (turning doesn't change your location; it just gives you the view in another direction). The M key will display the top view of the maze, mark your position, and tell you in which direction you are headed.
There are five machine language routines in "Rats!" LINE, as its name implies, draws a line; this routine is similar to Applesoft's HPLOT TO or Atari BASIC'S DRAWTO command. PLOT sets the hi-res cursor to the position from which the next line is to be drawn, and plots that point on the screen. The COLOR routine fills the screen with color.
IMT removes everything that is not a letter or number from the screen (thus the quarter-square graphics are erased, but not the MOVE XX at the bottom of the screen), and sets all the variables used by the other routines (locations 826-837) to zero.
SCR either loads or saves something to or from the screen. This routine is used to save the screen to memory after the top view of the maze has been displayed the first time, and from then on is used to display the maze almost instantly, so you have to wait only once.
|
||
|
|
||
|
|
||
|
Maze Games
|
||
|
|
||
|
Typing in the Programs
Whenever you run Rats!, you must prepare the computer by first running Program 1. Tape users should not enter line 180; likewise, disk users should not enter line 190.
Program 1 will automatically LOAD and RUN Program 2. Therefore, it is necessary for tape users to SAVE Program 2 immediately following Program 1, and disk users should SAVE Program 2 on the same disk as Program 1, using the filename Rats.
Program 1. Rats! Part 1
100 POKE16384,0:POKE16385,0
110 POKE56578/PEEK(56578)OR3
120 P0KE56576,(PEEK(56576)AND252)ORl
130 POKE53272,4:POKE648,128
140 POKE53280,12:POKE53281,12
145 POKE641,0:POKE642,64
150 P0KE43,1:P0KE44,64:POKE55,0:P0KE56,128:POKE646
,1:PRINT"{CLR}" 160 REM DISK USERS ENTER LINE 180 170 REM CASSETTE USERS ENTER LINE 190 180 LOADMRATSn,8:RUN:END:REM DISK USERS ONLY 190 POKE 198,1:POKE 631,131:END:REM CASSETTE USERS ONLY
Program 2. Rats! Part 2
2 REM DISK USERS SAVE WITH THE FILENAME RATS
3 PRINT CHR$(142):GX=49152:G0T0 38
4 REM DRAW 3-D VIEW
5 N=2:A=H:B=V:FF=2t(F-l):SYS IN
6 Z=M%(A,B)*FF:IF ((z/16) AND 1)=1 THEN RL=-1:G0SU B 25:GOTO 8
7 W=M%(A+S,B-R)*FF:IF ((w/128) AND 1)=1 THEN RL=-1 :GOSUB 21
8 IF ((Z/64) AND 1)=1 THEN RL=l:GOSUB 25:GOTO 10
9 W=M%(A-S,B+R)*FF:IF ((w/128) AND l)=l THEN RL=1: GOSUB 21
10 IF ((Z/128) AND 1)=1 THEN 14
11 N=N+1:IF N>8 THEN 15
12 A=A+R:B=B+S:IF B<2 THEN 15
13 GOTO 6
14 GOSUB 17
15 RETURN
16 REM DRAW CENTER BACK
17 POKE HX,VX+DX(N):POKE HY,YU(N):SYS PL:POKE HY,Y D(N):SYS LI
30
|
||
|
|
||
|
|
||
|
Maze Games
|
||
|
|
||
|
18 POKE HX,VX-DX(N) : SYS LI: POKE HY,YU(N):SYS LI: PO KE HX,VX+DX(N):SYS LI
19 RETURN
20 REM DRAW BACK SIDE
21 POKE HX,VX+RL*DX(N-1):POKE HY,YU(N):SYS PL:POKE
HX,VX+RL*DX(N):SYS LI
22 POKE HY,YD(N):SYS LI:POKE HX,VX+RL*DX(N-1):SYS {SPACE}LI
23 RETURN
24 REM DRAW RIGHT OR LEFT SIDE
25 POKE HX,VX+RL*DX(N-l):POKE HY,YU(N-l):SYS PL:PO KE HX,VX+RL*DX(N)
26 POKE HY,YU(N):SYS LI:POKE HY,YD(N):SYS LI:POKE {SPACE}HX,VX+RL* DX(N-1)
27 POKE HY,YD(N-1):SYS LI:POKE HY,YU(N-l):IF N>2 T HEN SYS LI
28 RETURN
29 REM GET KEYBOARD CHARACTER
30 GET A$:IF A$="H THEN 30
31 RETURN
37 REM INITIALIZE
38 HX=828:HY=829:LINE=12288:PLOT=12665:INIT=12685: SCR=12725
39 FL=12726:FH=12730:TL=12734:TH=12738
40 PRINT "{CLR}{5 DOWN}{17 RIGHT}RATSi
41 PRINT "{2 DOWN}{3 RIGHT}SOLVE A MAZE FROM A RAT 'S EYE VIEW
42 INPUT "{3 DOWN}{7 RIGHTjMAZE SIZE (H,V) {3 SPACES}3,3{5 LEFT}";H,V
43 IF H<3 OR H>15 OR V<3 OR V>15 THEN 40
44 PRINT "{CLR}{DOWN}PLEASE WAIT...
45 IF PEEK(Ll)=32 AND PEEK(LI+1)=33 AND PEEK(LI+2) =48 THEN 48
46 CK=0:FOR L=12288 TO 12761:READ A:POKE L,A:CK=CK +A:NEXT:FORK=GXTOGX+2 3:READGX
47 POKEK,GX:NEXT:IF CK<>50144 THEN PRINT "{DOWN}ER ROR IN DATA STATEMENTS":STOP
48 N=H*V-1:H=H+1:V=V+1:D=l
49 DIM M%(17,17),WALK(100),CUT(5),DX(8),YU(8),YD(8 )
50 FOR J=l TO V+l:M%(l,J)=4:M%(H+l,J)=l:NEXT
51 MX=79:MY=49:VX=39:VY=24:X=VX
52 FOR J=l TO 8:DX(J)=X:YU(J)=INT(VY-X*VY/VX):YD(J )=INT(VY+X*(MY-VY)/VX)
53 X=INT(X*7/10):NEXT
54 FOR 1=2 TO H:M%(I,V+l)=8:M%(I,1)=2:FOR J=2 TO V :M%(I/J)=15:NEXT:NEXT
55 R=INT(H/2)+l:S=INT(V/2)+l:M%(R#S)=15
56 PRINT "{CLR}{DOWN}GENERATING MAZE...";:GOSUB 20 00
31
|
||
|
|
||
|
|
||||||||||||||||||||||||||||||||||||||||||||||
|
2
|
Maze Games
|
|||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||
|
57 REM GENERATE RANDOM MAZE (ALGORITHM FROM ROGERS
AND STRASSBERGER)
58 FOR IWALK=1 TO N
59 I=Z
|
||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||
|
60 IF M%(R-1,S)>14 THEN
61 IF M%(R,S-1)>14 THEN
62 IF M%(R+1,S)>14 THEN
63 IF M%(R,S+1)>14 THEN
|
I=I+1:CUT(I)=1 I=I+1:CUT(I)=2 I=I+l:CUT(l)=3 I=I+l:CUT(l)=4
|
|||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||
|
64 IF 1=0 THEN 75
65 IF I<>1 THEN I=INT(RND(1)*l)+l
66 ON CUT(I) GOTO 67,69,71,73
|
||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||
|
67 M%(R,S)=M%(R,S)-(M%(R,S) AND
68 M%(R,S)=M%(R,S)-((M%(R,S)/4)
|
|
|||||||||||||||||||||||||||||||||||||||||||||
|
1):R=
ANDAND AND AND
|
1
|
|||||||||||||||||||||||||||||||||||||||||||||
|
1
1
|
GOTO 86 S=S-1 GOTO 86 R=R+1 86 1)*2:S=S+1 l)*8:GOTO 86
|
|||||||||||||||||||||||||||||||||||||||||||||
|
69 M%(R,S)=M%(R,S)-((M%(R,S)/8)
70 M%(R,S)=M%(R,S)-((M%(R,S)/2)
71 M%(R,S)=M%(R,S)-((M%(R,S)/4)
|
||||||||||||||||||||||||||||||||||||||||||||||
|
72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90
91 92 93
94
95
96
97
98
|
M%(R,S)=M%(R,S)-(M%(R,S) AND 1):GOM%(R,S)=M%(R,S)-((M%(R,S)/2) AND M%(R,S)=M%(R,S)-((M%(R,S)/8) AND
|
|||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||
|
IF D=-l
IF ROH
IF S<>V
R=2:S=2:
IF R<>2
IF S<>V
R=H:S=2:
|
|
|||||||||||||||||||||||||||||||||||||||||||||
|
S=S+l:D=-D:GOTO 84
R=R+D
IF M%(RfS)=15 THEN 75
GOTO 59
NEXT IWALK
MH=H:MV=V:I=INT(RND(1)*(MH-1))+2
|
AND 1)*8
|
|||||||||||||||||||||||||||||||||||||||||||||
|
M%(I,1)=0:M%(I,2)=M%(I,2)-((M%(I,2)/8)
|
||||||||||||||||||||||||||||||||||||||||||||||
|
H=INT(RND(1)*(MH-1))+2:H1=H:V1=V
|
||||||||||||||||||||||||||||||||||||||||||||||
|
|
' :GOSUB 2000:G
|
|
||||||||||||||||||||||||||||||||||||||||||||
|
PRINT M{CLR}{DOWN}MAZE COMPLETED.
OTO 105
REM DISPLAY TOP VIEW OF MAZE
HZ=INT(79/MH):VZ=INT(49/MV)
SYS IN:POKE 214,24:PRINT TAB(25);"{UP}
{9 SPACES}{HOME}";
POKE HX,l+HZ:POKE HY,1+VZ:SYS PL .-POKE HY,MV*VZ+
1:SYS LI
FOR J=l TO MV:FOR 1=2 TO MH:N=M%(I,J):X=I*HZ+1:
Y=J*VZ+1
IF ((N/2) AND 1)=1 THEN POKE HX^iPOKE HY.YiSYS
PL:POKE HX.X-HZiSYS LI IF ((N/4) AND 1)=1 THEN POKE HX^xPOKE HY.YrSYS
PL:POKE HY,Y-VZ:SYS LI NEXT .-NEXT
|
||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||
|
32
|
||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||
|
|
||
|
jyiaze Games
|
||
|
|
||
|
99 RETURN
100 REM MARK PLAYER'S POSITION
101 X=H*HZ-l:Y=V*VZ-l:POKE HX,X+l:POKE HY,Y+1:SYS {SPACE}PL
102 POKE HX/X-HZ+2:POKE HY,Y-VZ+2:SYS LI .-POKE HY,Y +2:SYS PL
103 POKE HX,X+2:POKE HY,Y-VZ+2:SYS LI
104 RETURN
105 FOR X=l TO MHxFOR Y=l TO MV:M%(X,Y)=M%(X,Y)+M% (X,Y)*16:NEXT:NEXT
106 REM PLAY
107 F=INT(RND(l)*4)+l:ON F GOTO 108,109,110,111
108 R=0:S=-1:GOTO 112
109 R=+1:S=0:GOTO 112
110 R=0:S=+1:GOTO 112
111 R=-1:S=0
112 PRINT "{CLR}{DOWN}PRESS {RVS}j{OFF} TO TURN LE FT
113 PRINT "{DOWN}PRESS {RVS}l{OFF} TO TURN RIGHT
114 PRINT "{DOWN}PRESS {RVS}SPACE{OFF} TO GO FORWA RD
115 PRINT "{DOWNjPRESS {RVS}m{OFF} TO DISPLAY TOP {SPACE}VIEW OF MAZE
116 PRINT "{3 DOWN}{RVS} PRESS ANY KEY TO CONTINUE
117 GOSUB 30:PRINT "{CLR}";:SYS49152:GOSUB 5
118 REM GET KEYSTROKE
119 GOSUB 30
120 ON -(A$="J")-2*(A$="L")-3*(A$=" ")-4*(A$="M") {SPACEJGOTO 122,124,131,136
121 GOSUB2000:GOTO 112
122 F=F-1:IF F<1 THEN F=4
123 GOTO 125
124 F=F+1:IF F>4 THEN F=l
125 ON F GOTO 126,127,128,129
126 R=0:S=-1:GOTO 130
127 R=+1:S=0:GOTO 130
128 R=0:S=+1:GOTO 130
129 R=-1:S=0
130 GOTO 135
131 Z=M%(H,V):T=Z*2t(F-l):T=(T/128) AND 1:IF T=l T HEN GOSUB 2000:GOTO 119
132 NM=NM+l:POKE 214,24:PRINT TAB(25);"{UPjMOVE";N M;"{HOME}";
133 IF NM<100 THEN WALK(NM)=F
134 H=H+R:V=V+S:IF V<2 THEN 147
135 GOSUB 5:GOTO 119
136 IF NOT MS THEN 138
|
||
|
|
||
|
33
|
||
|
|
||
|
|
||
|
^3 Maze Games
|
||
|
|
||
|
137 POKE FL,218:POKE FH,49:POKE TL,0:POKE TH,128:S YS SC:GOTO 139
138 GOSUB 92:POKE FL,0:POKE FH,128:POKE TL,218:POK E TH,49:SYS SC:MS=-1
139 GOSUB 101:PRINT "{HOME}YOU ARE FACING ";: ON F
GOTO 140,141,142,143
140 PRINT "NORTH";:GOTO 144
141 PRINT "EAST";:GOTO 144
142 PRINT "SOUTH";:GOTO 144
143 PRINT "WEST";
144 PRINT ".{2 SPACES}PRESS ANY KEY TO":PRINT "CON TINUE":GOSUB 30
145 PRINT "{HOME}{39 SPACES}":PRINT "{8 SPACES}"
146 GOSUB 5:GOTO 119
147 GOSUB2000:V=V1:H=H1:IF MS THEN POKE FL,218:POK E FH,49:POKE TL,0:POKE TH,128
148 IF MS THEN SYS SC:GOTO 150
149 GOSUB 92
150 GOSUB 101
151 PRINT "{HOME}{DOWN}CONGRATULATIONS-YOU'RE OUT {SPACE}IN";NM;"STEP!{LEFT}{INST}S"
152 REM DRAW PATH WALKED
153 POKE HX,H*HZ-HZ/2+l:POKE HY,V*VZ-VZ/2+l:SYS PL
154 FOR N=l TO NM:IF N>100 THEN 158
155 F=WALK(N):V=V+(F=l)-(F=3):H=H+(F=4)-(F=2)
156 POKE HX,H*HZ-HZ/2+l:POKE HY,V*VZ-VZ/2+l:SYS LI
157 NEXT
158 PRINT:END
160 DATA 32, 33, 48, 173, 58, 3, 133, 2 170 DATA 173, 59, 3, 133, 195, 32, 0, 49 180 DATA 173, 62, 3, 205, 63, 3, 16, 8 190 DATA 240, 6, 32, 173, 48, 76, 3, 48 200 DATA 96, 169, 128, 24, 109, 60, 3, 56 210 DATA 237, 58, 3, 141, 63, 3, 169, 128 220 DATA 24, 109, 61, 3, 56, 237, 59, 3 230 DATA 141, 64, 3, 162, 128, 142, 66, 3 240 DATA 142, 69, 3, 232, 142, 67, 3, 142 250 DATA 68, 3, 173, 63, 3, 201, 128, 176 260 DATA 11, 169, 127, 141, 68, 3, 169, 0 270 DATA 56, 237, 63, 3, 41, 127, 141, 63 280 DATA 3, 173, 64, 3, 201, 128, 176, 11 290 DATA 169, 127, 141, 67, 3, 169, 0, 56 300 DATA 237, 64, 3, 41, 127, 141, 64, 3 310 DATA 173, 63, 3, 205, 64, 3, 176, 32 320 DATA 174, 63, 3, 172, 64, 3, 142, 64 330 DATA 3, 140, 63, 3, 173, 68, 3, 141 340 DATA 66, 3, 173, 67, 3, 141, 69, 3 350 DATA 169, 128, 141, 67, 3, 141, 68, 3 360 DATA 173, 63, 3, 74, 141, 65, 3, 169
|
||
|
|
||
|
34
|
||
|
|
||
|
|
||
|
Maze Games
|
||
|
|
||
|
370 DATA 0, 141, 62, 3, 96, 173, 68, 3
380 DATA 56, 233, 128, 24, 109, 58, 3, 141
390 DATA 58, 3, 173, 69, 3, 56, 233, 128
400 DATA 24, 109, 59, 3, 141, 59, 3, 173
410 DATA 65, 3, 24, 109, 64, 3, 141, 65
420 DATA 3, 238, 62, 3, 173, 65, 3, 205
430 DATA 63, 3, 48, 35, 240, 33, 56, 237
440 DATA 63, 3, 141, 65, 3, 173, 66, 3
450 DATA 56, 233, 128, 24, 109, 58, 3, 141
460 DATA 58, 3, 173, 67, 3, 56, 233, 128
470 DATA 24, 109, 59, 3, 141, 59, 3, 96
480 DATA 169, 0, 133, 168, 169, 32, 133, 196
490 DATA 165, 2, 201, 80, 176, 56, 165, 195
500 DATA 201, 50, 176, 50, 234, 234, 234, 234
510 DATA 70, 2, 38, 168, 106, 38, 168, 133
520 DATA 195, 10, 10, 101, 195, 10, 10, 38
530 DATA 196, 10, 38, 196, 234, 234, 234, 133
540 DATA 195, 166, 168, 189, 99, 49, 133, 168
550 DATA 164, 2, 177, 195, 162, 15, 221, 103
560 DATA 49, 240, 4, 202, 16, 248, 96, 173
570 DATA 98, 49, 240, 6, 138, 5, 168, 170
580 DATA 208, 8, 138, 73, 255, 5, 168, 73
590 DATA 255, 170, 189, 103, 49, 164, 2, 145
600 DATA 195, 96, 1, 1, 2, 4, 8, 32
610 DATA 126, 123, 97, 124, 226, 255, 236, 108
620 DATA 127, 98, 252, 225, 251, 254, 160, 234
630 DATA 0, 173, 60, 3, 141, 58, 3, 133
640 DATA 2, 173, 61, 3, 141, 59, 3, 133
650 DATA 195, 32, 0, 49, 96, 162, 128, 160
660 DATA 0, 134, 254, 132, 253, 177, 253, 41
670 DATA 127, 201, 64, 48, 2, 169, 32, 145
680 DATA 253, 200, 208, 241, 232, 224, 132, 208
690 DATA 232, 169, 0, 170, 157, 58, 3, 232
700 DATA 224, 12, 208, 248, 96, 169, 218, 133
710 DATA 251, 169, 49, 133, 252, 169, 0, 133
720 DATA 253, 169, 128, 133, 254, 162, 4, 160
730 DATA 0, 177, 251, 145, 253, 136, 208, 249
740 DATA 230, 252, 230, 254, 202, 48, 2, 208
750 DATA 240, 96
1000 DATA 162, 0, 169, 1, 157, 0, 216, 157
1010 DATA 0, 217, 157, 0, 218, 157, 0, 219
1020 DATA 232, 208, 241, 96, 234, 234, 234, 0
2000 S0=54272:FORE=S0TOS0+28:POKEE,0:NEXT
2010 POKE54296, 15 :POKE54277, 51 :POKE54278, 211
2020 POKE 54276, 33 :POKE 54273, 63 :POKE54272, 75
2030 FORT=lTO 200 :NEXT:POKE54276, 32:F0RT=1T0 100
:NEXT 2040 FORE=S0TOS0+28:POKEE,0:NEXT 2050 RETURN
|
||
|
|
||
|
35
|
||
|
|
||
|
|
||
|
Goblin
|
||
|
|
||
|
Dan Goff 64 Translation by Patrick Parrish
|
||
|
|
||
|
In "Goblin," custom characters are used to create a simple yet entertaining game. The object is to capture the scowling creatures with your goblin while avoiding the many block-shaped obstacles that lie in your path.
After obstacles and sad faces have been positioned, "Goblin" begins when the main character appears at the bottom of the screen. As the game progresses, the goblin moves continually upward and the player controls only its horizontal movement. The O and P keys, in conjunction with the GET command in line 260, enable the player to move the goblin left and right, respectively. Children especially like the cumulative effect of the GET statement; they make rapid key punches and then wait for the delayed effects.
As each sad face is captured by the goblin, the score is updated and printed at the upper left. If the goblin successfully clears the screen of all the faces, an entirely new playfield will be provided. A game lasts as long as you wish.
A single round ends when the goblin crashes into an obstacle. At this point, the remaining sad faces smile, and you are asked if you wish to play again.
If you play again, your previous highest score will be posted as the new game begins. The incentive to exceed a record score makes any game more fun.
Goblin
80 POKE 53280,2:POKE 53281,1
90 PRINT"{CLR}{7 DOWN}{4 RIGHT}PLEASE WAIT...DEFIN
ING CHARACTERS"; 100 POKE 52,48:P0KE 56,48:CLR:P0KE56334,PEEK(56334
)AND254 105 P0KE1,PEEK(1)AND251
108 FORN=0TO2047:POKEN+12288,PEEK(N+53248):NEXTN
109 FOR N=0 TO 7:POKEN+12320,PEEK(N+54064):NEXT N
110 IFS>HSTHENHS=S
112 RESTORE:B=4:Z=1964:Zl=Z+54272:W=0:S=J:G=0
|
||
|
|
||
|
36
|
||
|
|
||
|
|
|||
|
Maze Games
|
2
|
||
|
|
|||
|
115 VS=54296:AD=54277:SR=54278:WF=54276:LB=54272:H
B=54273 120 FOR X=0TO31:READ A:POKEX+12288,A:NEXT 123 POKE l,PEEK(l)OR4:POKE56334,PEEK(56334)ORl 125 POKE 53272,(PEEK(53272)AND240)+12 130 PRINT"{CLRltGRN}{14 RIGHT}{RVS}G O B L I N" 140 PRINT"{HOME}{RED}{2 DOWN}{RVS}"SPC(17)HHS="HS 145 PRINT"{HOME}{BLK}{22 DOWN}{RVS}0=LEFT";SPC(27)
7"P=RIGHT" 150 FOR 1=1 TO 118 160 X=INT(RND(l)*680)+1144 170 IFPEEK(X)=BTHEN 160 180 POKEX,B:POKEX+54272,0:NEXTI 190 F0RI=1T036 195 G1=0
200 X=INT(RND(l)*680)+1144
210 IF PEEK(X)=BORPEEK(X)=10RPEEK(X)=3THEN 200 220 IFPEEK(X+39)=BANDPEEK(X+40)=BANDPEEK(X+41)=BTH
ENPOKEX,3:POKEX+54272,0:G1=1 225 IF Gl=l THEN G=G+l:GOTO 240 230 POKEX,l:POKEX+54272,0 240 NEXT I 250 POKEZ,32:Z=Z-40:Z1=Z1-40:IF Z<1144 THEN Z=Z+76
0:Zl=Zl+760 260 GET A$:IFA$="0"THENZ=Z-1:Z1=Z1-1 270 IFA$="P"THENZ=Z+1:Z1=Z1+1 280 IFPEEK(Z)=B THEN 410 290 IFPEEK(Z)=1 THEN GOSUB 330 300 POKEZ,0:POKEZ1,0:FORT=1TO220:NEXT 310 IFW=36-G THEN J=S:GOSUB350:GOTO110 320 GOTO 250 330 W=W+l:S=S+25:PRINT"{HOME}{BLU}{2 DOWN}"S:POKE
{SPACE}VS,15:POKE AD/30:POKE SR,200:POKE WF,17 340 POKEHB,71:POKELB,12:FORT=1TO90:NEXTT:POKEVS,0:
POKEHB,0:POKELB,0:RETURN 350 PRINT"{H0ME}{RED}{18 DOWN}{8 RIGHT}{RVS}******
ALL RIGHTi******" 355 FORI=1TO10:GETC$:NEXTI:REM COLLECT GARBAGE 360 POKE VS^^OKE AD,30:POKE SR#200:POKE WF#17:F
OR 1=1 TO 17 370 H=INT(RND(0)*10)+21:L=INT(RND(0)*45)+210:POKE
{SPACE}HB,H:POKE LB,L 380 FOR T=l TO 80:NEXT T:NEXTI:POKE VS#0:POKE HB#0
:POKE LB,0 400 RETURN 410 POKEZ,2:POKEVS,15:POKEAD,30:POKESR,200:POKEWF,
129:POKE HB,2:POKE LB,125 415 FOR 1=1 TO 400:NEXT I:POKE VS,15:POKE HB,0:POK
E LB,0
|
|||
|
|
|||
|
|
|||
|
2
|
Maze Games
|
||
|
|
|||
|
420 FORX=1144T01823:IF PEEK(X)<>1THEN NEXTX
430 IFPEEK(X)=1THEN POKEX,3:NEXTX
440 J=0
445 FORI=1TO10:GET C$:NEXTI
450 PRINT"{HOME}{BLU}{20 DOWN}{RVS}PLAY AGAIN? (Y/
N)" .-POKE 646,14 465 GET C$:IF C$ = " " THEN 465 470 IFC$=HYMTHEN 110 490 POKE53272,21:POKE53280,14:POKE53281,6:POKE 52,
50:POKE56,50:PRINT"{CLR}SEE YA1" 500 DATA126,219,219,255,165,90,90,165,60,66,165,12
9,153,165,66,60 510 DATA 170,85,170,85,126,219,255,189,60,66,165,1
29,165,153,66,60 520 DATA 0,0,0,0,0,0,0,0
|
|||
|
|
|||
|
38
|
|||
|
|
|||
|
|
||
|
2
Snake Escape
Daryl Biberdorf 64 Translation by Patrick Parrish______________________
You'll have to watch out for poisonous mushrooms as you race against the clock towards your goal in "Snake Escape"
In "Snake Escape," your goal is to move a snake out of a poisonous garden. There are approximately 150 poisonous plants on the screen after you enter your skill level. The snake appears in the upper-left corner after all poisonous plants have been placed. You then attempt to get the snake to the escape hole within the time limit you chose earlier.
The snake must reach the hole without hitting a poisonous plant, running into itself, or running out of time. If it reaches the escape hole safely, you will receive a bonus in addition to your score. The snake grows as it moves along; you receive one point for each body segment it adds while moving. If it runs into itself or a poisonous plant, a cross will appear in the center of the screen with your score and the number of remaining snakes. You may stop the snake if you wish by simply releasing all keys, but remember this costs you time.
Strategy
If you are running your snake near the left or right edges of the screen, remember that the 64 has horizontal screen wraparound. You may end up hitting a poisonous plant on the other side of the screen, so be careful! Occasionally, the snake will be cornered between plants and itself due to a miscalculation in maneuvering. Try to fill up all the spaces you can in the cornered-off area. You may lose a snake, but you will still receive a few extra points. Also, try to keep moving at all times. And watch where you're going.
The direction in which the snake moves is determined in lines 200 through 230. As written, keys I (up), J (left), K (right), and M (down) move the snake. If you aren't comfortable controlling the snake with these keys, you can easily change the program to accept other key commands.
|
||
|
|
||
|
39
|
||
|
|
||
|
|
|||
|
2
|
Maze Games
|
||
|
|
|||
|
For instance, suppose you want to use the Z key rather than the J key to move the snake left. Since location 197 reads the keyboard, you must first determine the number which is POKEd into this location when Z is pressed. Type the following line:
1 PRINT PEEK(197):FOR 1=1 TO 400:NEXT I:GOTO 1
and then RUN the program. Next press the Z key, and the number in location 197 corresponding to the Z key (12) will print repeatedly on the screen. Try some other keys, noting their values, then hit the RUN/STOP key.
You are now ready to make the modification in line 200: substitute 12 for 34. RUN the program (after deleting line 1, of course); you can move the snake left with the Z key.
Snake Escape
5 GOTO100
10 POKE54296, 15 :POKE54277, 17 :POKE54278, 17
15 POKE 54276, 17 :POKE 54273, 28 :POKE54272, 49
20 POKE54276,0:POKE54273,0:POKE54272,0
30 RETURN
100 SO=0:SR=3
110 GOSUB30000:GOSUB29000
120 PRINT"{CLR}"
130 GOSUB28000:GOSUB8000:GOSUB9000:GOSUB28000
140 TI$="000000"
150 CL=INT(RND(1)*7)+1:IFCL=50RCL=3THEN150
160 IFTI$=L$THENGOSUB7000:GOTO130
170 IFDH=0THENPOKEB,HC
180 POKEB,HC:POKECO,CL
190 K=PEEK(197)
200 IFK=34THENDR=-1:GOTO250:REM LEFT
210 IFK=37THENDR=1:GOTO250:REM RIGHT
220 IFK=33THENDR=-40:GOTO250:REM UP
230 IFK=36THENDR=40:GOTO250:REM DOWN
240 GOTO160
250 POKEB,BC:B=B+DR:CO=CO+DR:SO=SO+l
260 IFPEEK(B)=88THENDH=0:GOTO9500
270 IFPEEK(B)=160THENGOSUB5000:GOTO120
280 IFPEEK(B)=81THENGOTO9500
300 IFB<1024ORB>2023THENB=B-DR:CO=CO-DR
310 GOSUB10:GOTO150
4000 REM PRINT INSTRUCTIONS
4010 PRINT"{CLR}{DOWN}{BLU}{5 RIGHT}YOUR GOAL IS T
O MOVE THE SNAKE OUT OF THE{2 SPACES}POISON P
ATCH." 4020 PRINT"{DOWN}{GRN}{5 RIGHT}TRY TO AVOID ALL PO
ISON ({BLK}X{CYN})."
|
|||
|
|
|||
|
40
|
|||
|
|
|||
|
|
|||
|
Maze Games
|
2
|
||
|
|
|||
|
4030 PRINT"{3 DOWN}{RED}CONTROLS:":PRINT"{PUR} J=
{RVS}LEFT":PRINT"{GRN} K={RVS}RIGHT" 4040 PRINT"{CYN} I={RVS}UP":PRINT"{RED} M={RVS}DOW
N" 4050 PRINT"{DOWN}{RED}POINT VALUES:" 4060 PRINT"{BLU}BODY SEGMENT={RVS}1{OFF} POINT" 4070 PRINT"{2 DOWN}{RED}YOU WILL RECEIVE A BONUS F
OR ESCAPING." 4080 PRINT"{3 DOWN}{PUR}{RVS}{8 RIGHT}HIT A KEY TO
START " 4090 GETA$:IFA$=""THEN4090 4100 RETURN
5000 VB=0:POKE53280,3:POKE53281,1 5010 IFS=1THENVB=20 5020 IFS=2THENVB=30 5030 IFS=3THENVB=40 5035 IFS=4THENVB=50 5040 BN=FNSC(VB) 5050 PRINT"{CLR}{6 DOWN}{8 RIGHT}{BLU}...YOU HAVE
{SPACE}ESCAPED 11 1" 5060 SO=SO+BN
5070 print"{2 down}{15 right}{red}{rvs}bonus{off}:
{rvs}{blu}"bn"{off}" 5080 print"{2 down}{15 right}{rvs}{pur}score{off}:
{rvs}{grn}"so 5090 print"{2 down}{8 right}{blu}"sr" {redjsnakes
{space}remaining"
5100 POKE54296, 15 :POKE54277, 83 :POKE54278, 50
5102 FORHI=33TO 57STEP2:LO=INT(RND(0)*50)+180
5103 POKE 54276,17:FORJ=1TO60:NEXTJ:POKE 54273,HI: POKE54272,LO:NEXT
5106 F0RT=1T0 200 :NEXT:POKE54276,0:POKE54273,0:PO
KE54272,0 5120 DH=2:RETURN 6000 PRINT" {CLR} {10 DOWN} {12 RIGHT} {BLU}VWVVWWV
vw" 6003 print"{12 right}{blu}v{rvs}{cyn}{11 right}
{off}{blu}v" 6005 print" {12 right}wwwvwww" 6010 print"{home}{11 down]113 right}{rvs}{blk} gam
E"
6020 POKE54296, 15 :POKE54277, 53 :POKE54278/ 69
6021 POKE 54276, 33 :POKE 54273, 3 :POKE54272, 244
6022 FORT=lTO 900 :NEXT:POKE54276,0:POKE54273,0:PO KE54272,0
6025 POKE36874,150:PRINT"{HOME}{11 DOWN}{18 RIGHT} {RVSHbLK} OVER "
6026 POKE54296, 15 :POKE54277, 53 :POKE54278, 69
6027 POKE 54276, 33 : POKE 54273, 2 .-POKE54272, 163
|
|||
|
|
|||
|
41
|
|||
|
|
|||
|
|
||
|
^M Maze Games
|
||
|
|
||
|
6028 FORT=lTO 900 :NEXT:POKE54276,0:POKE54273,0:PO KE54272,0
6040 print"{3 down}{12 right}{red}play again ?"
6050 getp$:ifp§=""then6050
6060 ifp$="y"thenso=0:sr=3:lk=0:goto120
6070 ifp$<>"n"then6050
6080 print"{3 down}{17 right}bye 1{home}":end
7000 sr=sr-1:poke53280,3:poke53281,1
7010 print"{clr}{6 down} {redjwhewi you have just
{space}died of exaustioni" 7020 printspc(14)"{4 down}{grn}:z{pur}score{off}:
{rvs}{grn}"so 7030 printspc(9)"{5 down}{red}"sr"{blu}snakes rema
INING" 7040 POKE54296, 10 :POKE54277, 31 :POKE54278, 17
7042 POKE 54276, 33 :POKE 54273, 5 :POKE54272, 71
7043 FORV0=15TO5STEP-.5:POKE54296,V0:FORT=1TO100:N EXT:NEXT
7045 POKE54276,0:POKE5427 3,0:POKE54272,0:POKE54296
,0 7050 FORT=1TO2000:NEXT 7060 IFSR=0THEN6000 7070 RETURN 8000 POKE53280,4:POKE53281,1:PRINT"{CLR}{3 DOWN}"S
PC(42)"{RED}CHOOSE YOUR SKILL:" 8005 PRINT"{2 SPACES}£ 17 T^"
8010 PRINTSPC(51)"{DOWN}{BLU}LEVEL 1=60 SECONDS" 8020 PRINTSPC(51)"{RED}LEVEL 2=45 SECONDS" 8030 PRINTSPC(51)"{GRN}LEVEL 3=30 SECONDS" 8040 PRINTSPC(51)"{PUR}LEVEL 4=15 SECONDS" 8045 PRINT"{3 DOWN}{7 RIGHT}{YEL}l{BLU}e{GRN}V
{pur}e{cyn}l {red}?" 8050 gets$:ifs$=""then8050
8060 S=VAL(S$)
8070 IFS=1THENL?="000100":RETURN
8080 IFS=2THENL$="000045":RETURN
8090 IFS=3THENL$="000030":RETURN
8100 IFS=4THENL$="000015":RETURN
8110 GOTO8050
9000 POKE53280,4:POKE53281,8:PRINT"{CLR}"
9010 FORF=1TO150:D=INT(RND(1)*966)+1058
9020 POKED,88:POKED+54272,1:FORJ=l TO20:NEXTJ:POKE
D+54272,0:NEXTF 9030 POKE2023,160:POKE2022,160:POKE1983,160:POKE19
82,160 9040 POKE56295,6:POKE56294,6:POKE56255,6:POKE56254
,6 9050 POKE1943,32:POKE2021,32 9060 RETURN
|
||
|
|
||
|
42
|
||
|
|
||
|
|
||
|
Maze Games
|
||
|
|
||
|
9500 POKE54296, 15 :POKE54277, 53 :POKE54278, 69 9505 POKE 54276, 33 :POKE 54273, 5 :POKE54272, 71 9510 FORT=lTO 900 :NEXT:POKE54276,0:POKE54273,0:PO
KE54272,0 9515 POKE54296, 15 :POKE54277, 53 :POKE54278, 69 9520 POKE 54276, 33 :POKE 54273, 3 :POKE54272, 244 9525 FORT=lTO 900 :NEXT:POKE54276,0:POKE54273,0:PO
KE54272,0 9530 POKE54296, 15 :POKE54277, 53 :POKE54278, 69 9533 POKE 54276, 33 :POKE 54273, 2 :POKE54272, 163 9536 FORT=lTO 900 :NEXT:POKE54276,0:POKE54273,0:PO
KE54272,0 9540 SR=SR-1 9550 PRINT"{HOME}{10 DOWN}"SPC(18)"{RVS}{WHT}
{RIGHT} {RIGHT}"SPC(37)"RIP"SPC(37)"{RIGHT}
{RIGHT}"SPC(3 7)"{RIGHT} {RIGHT}{OFF}" 9560 FORT=1TO1000:NEXTT
9570 POKE53280,3:POKE53281,1:PRINT"{CLR}{5 DOWN}" 9580 PRINTSPC(14)"{RED}TOO BADi1" 9590 PRINT"{4 DOWN}{14 RIGHT}{RVS}{BLU}SCORE{OFF}:
{RVS}{PUR}"SO"{OFF}" 9600 PRINTSPC(8)"{4 DOWN}{GRN}"SR"{BLU}SNAKES REMA
INING" 9610 FORT=1TO2000:NEXTT:IFSR=0THEN6000 9620 GOTO120 10000 POKEV,15:POKES3,217:POKES3,217:POKEV,0:POKES
3,0:RETURN 28000 BC=81:HC=87:B=1024:S3=36876:CO=55296:LK=0:RE
TURN 29000 DEFFNA(L)=INT(RND(1)*L)+1064 29010 DEFFNSC(L)=INT(RND(1)*L)+5:RETURN 30000 POKE53280,3:POKE53281,1 30010 PRINT"{CLR}{8 DOWN}{11 RIGHT}{RVS}{RED}
{17 SPACES}" 30020 PRINT"{11 RIGHT}{RVS}{RED} {GRN}{15 SPACES}
{RED} " 30030 PRINT"{11 RIGHT}{RVS}{RED} {GRN} SNAKE ESCAP
El {RED} " 30040 PRINT"{11 RIGHT}{RVS}{RED} {GRN}{15 SPACES}
{RED} " 30050 PRINT"{11 RIGHT}{RVS}{RED}{17 SPACES}" 30070 PRINT"{2 DOWN}{12 RIGHT}{BLU}INSTRUCTIONS ?" 30080 GETI$:IFI$=""THEN30080 30090 IFI$="Y"THENGOSUB4000:GOTO30120 30100 IFI$="N"THEN30120 30110 GOTO30080 30120 RETURN
|
||
|
|
||
|
43
|
||
|
|
||
|
|
||
|
The Viper
|
||
|
|
||
|
Dave and Casey Gardner 64 Version by Charles Brannon
|
||
|
|
||
|
"The Viper" is a fast-action game with 60 difficulty levels. A joystick is required.
The Viper is a fast, furious, hungry snake. It races about, devouring its favorite food asterisks! And the more it eats, the bigger it gets. Since snakes have a hard time growing wider, the Viper simply gets longer. Since the Viper has such sharp, venomous teeth, it must not in its haste accidentally run into its own lengthening body. To make things especially interesting, the Viper must maneuver through a maze with electric walls. One false move means certain doom.
With a joystick you can experience the perils of the Viper. The program is easy to set up and play. Just follow the screen instructions. Maneuver the Viper with a joystick plugged into port one.
You can choose from various difficulty levels to control the Viper's speed. You also select one of three courses no maze, the easy maze, or the hard maze. Your score is the number of those delicious asterisks eaten multiplied by the skill level you selected, so the harder the game, the more possible points. You get twice as many points for the easy maze, and five times as many for the hard maze.
A Word to Programmers
In order to get the game to run fast enough, the entire main loop of the program was written in machine language. The resulting speed was so fast that delay loops had to be inserted just to slow it down to a barely playable level. If you're brave enough, try level 20 you'll never be able to play it. If anyone can score any points on level 20 with the hard maze, it will be truly miraculous.
Another feature is the word VIPER that moves about on the title screen. No, it's not high-resolution graphics, and it's not made of sprites, but rather from simple character graphics found on the keyboard. The movement works with programmable INSerts and DELetes. Again, look it over. You may be able to use the technique foranimation in your next game.
|
||
|
|
||
|
44
|
||
|
|
||
|
|
|||
|
Maze Games
|
2
|
||
|
|
|||
|
The Viper
100 DT=60:DIM MA(DT),Q(100),1%(15)
110 I%(14)=-40:I%(13)=40:I%(11)=-1:I%(7)=1
120 I%(10)=-41:I%(6)=-39:I%(9)=39:I%(5)=41:JOY=563
21 130 F0RJ=1T0DT:READMA(J):NEXT 140 PRINT"{WHT}{CLR}"CHR$(142):C=54272:SC=1024:POK
E53281/2:POKE53280,8 150 MZ=0:P=0:DR=0 160 CURR=251:SPEED=493 52:INDEX=SPEED+1:LNGTH=INDEX
+1:RTN=LN+1 170 SID=542 72:V=SID+24:S1=SID:S2=SID:S3=S2:A=2:N=2
:MM=0:S4=SID+4 180 FORI=0TO24:POKESID+I,0:NEXT:POKESID+1,25:POKES
ID+5,6:POKESID+6,0 190 POKESID+24,15
200 GOSUB410:POKESID+5,6:POKESPEED,19-SK 210 FORJ=1024TO1063:POKEJ+C,7:POKEJ, 160:NEXT 220 FORJ=1064TO2024STEP40:POKEJ+C,7:POKEJ,160:NEXT 230 FORJ=2023T01984STEP-1:POKEJ+C,7:POKEJ,160:NEXT 240 FORJ=1983TO1063STEP-40:POKEJ+C,7:POKEJ,160:NEX
T 250 M=INT(RND(1)*1000)+SC 260 IFPEEK(M)<>32THEN250 270 POKEM,42:POKEM+C,l 280 S=INT(RND(1)*1000)+SC 290 IFPEEK(S)<>32THEN280 300 POKE S,90:POKES+C,16*RND(1):IF(PEEK(56321)AND1
5)=15THEN300 310 S%=S/256:POKECURR,S-S%*256:POKECURR+1,S%:POKEI
NDEX,0 320 POKELNGTH,N:SYS49152+5:REM MAIN LOOP GOTO 170 330 HIT=PEEK(RTN)
340 IFHIT<>160ANDHIT<>214THEN360 350 S=PEEK(CU)+256*PEEK(CU+1):POKES,42:POKES+C,7:G
OTO770 360 IFHIT<>42THEN320 3 70 POKESID,0:POKESID+5,9:POKES4,128:POKES4,129:P=
P+l:N=N+2:FORT=1TO50:NEXT 380 POKES4,128:POKESID,0:POKESID+5,6:POKESID+24,0:
POKESID+24,15 390 GOSUB880:POKEM,42:POKEM+C,1:POKESID+24,0:POKES
ID+24,15 400 GOTO320
410 IFTR=1THENPRINT"{CLR}":GOTO470 420 GOSUB950 430 PRINT"{2 DOWN}{3 SPACES}GET THE '*'S BUT":PRIN
T"{3 SPACES}DON'T HIT ANYTHING ELSE"
|
|||
|
|
|||
|
45
|
|||
|
|
|||
|
|
||
|
J Maze Games
|
||
|
|
||
|
440 PRINT"{2 DOWN}{3 SPACESjUSE JOYSTICK IN CONTRO
L PORT ONE." 450 F0RJ=1T045:POKESID,230:POKES4,33:F0RT=1T02:NEX
T:P0KES4,32:POKESID,0 460 POKESID+5,2
470 PRINT"{3 DOWN}"TAB(11)"ENTER SKILL LEVEL:" 480 PRINTTAB(10)"&85|{RVS}{9 SPACES } 11111111112 " :
SK=10 490 PRINT" {YEL}SLOW{WHT} {2 SPACES} <- [<8JJ{RVS}12
345678901234567890{OFF}{WHT} ->{2 SPACES}g63
FAST" 500 PRINTTAB(10)"{RVS}{WHT} z{CYN} -{PUR} Z{GRN} -
{YEL} zgl3 -E63 ZE73 Z{BLU} -B3I z":PR
INT 510 PRINT"{UP}"TAB(10+SK);"{WHT}t{LEFT}"; 520 J=15-(PEEK(56321)AND15):SK=SK+((JAND8)=8)*(SK<
19)-((JAND4)=4)*(SK>0) 530 IF(PEEK(56321)AND16)=0 THEN560 540 IF TKT THEN530 550 T=TI+5:PRINT" ":GOTO510 560 IFTR=1THENPRINT"{CLR}":GOTO610 570 PRINT CHR$(14)"{CLR}{DOWN}YOU WILL GET 2 TIMES
":PRINT" AS MANY POINTS WITH" 580 PRINT" AN EASY MAZE. 590 PRINT"{2 DOWN} YOU WILL GET 5 TIMES":PRINT" AS
MANY POINTS WITH" 600 PRINT" A HARD MAZE. 610 PRINT CHR$(14)"{2 DOWN}&83 PRESS {WHT}LEFT
E8|_ FOR HARD MAZE" 620 PRINT"{DOWN} PRESS {WHT}RIGHTg83 FOR EASY MA
ZE" 630 PRINT"{DOWN} PRESS {WHT}JOYBUTTONE83 FOR NO
{SPACE}MAZE" 640 IFPEEK(56321)<>255 THEN640 650 MZ=0:J=PEEK(56321):IF(JAND16)=0THENPRINT"{CLR}
"CHR$(142);:RETURN 660 IF(JAND15)=15 THEN650
670 PRINT"{CLR}"CHR$(142):IF(JAND4) THEN720 680 I=-1:PRINT"{HOME}{RVS}HARD MAZE" 690 FORJ=lTODT:POKESC+80+I*320+MA(J)+C,3:POKESC+MA
(j)+80+I*320,160:NEXTJ 700 1=1+1:IFI<2 THEN690 710 MZ=1:RETURN 720 IF(JAND8)THEN570
730 I=-1:PRINT"{HOME}{RVS}EASY MAZE" 740 F0RJ=1T032:POKESC+MA(J)+C+80+320*I,3:POKESC+MA
(j)+80+320*I,160:NEXT 750 1=1+1 :IFK2THEN740 760 MZ=2:RETURN
|
||
|
|
||
|
46
|
||
|
|
||
|
|
||
|
Maze Games
|
||
|
|
||
|
770 POKESID,0:POKESID+5,15-.POKES4, 129 :FORJ=15T04ST
EP-.1:POKESID+24,J:NEXT 780 POKESID+24,15:FORT=1TO500:NEXT:P0KES4,128:FORT
=1TO200:NEXT:POKESID+5,6 790 IFMZ=1THENP=P*5 800 IFMZ=2THENP=P*2 810 R=P*(SK+1)
820 PRINT" {CLR} {2 DOWNHyEL} YOUR SCORE: "R 830 IFR>HSTHENHS=R
840 PRINT"{2 DOWN} {CYNjHIGH SCORE:"HS 850 PRINT:PRINT"{WHT}PRESS §33{RVS}JOYBUTTON
{OFF} {WHTjTO PLAY AGAIN." 860 IF(PEEK(56321)AND16)THEN860 870 GOTO140
880 M=INT(RND(1)*1000)+SC:MM=0 890 IFPEEK(M)<>32THEN880 900 RETURN 910 DATA 259,260,336,337,338,341,342,343,376,383,4
11,412,413,414,415,416 920 DATA 423,424,425,426,427,428,456,463,496,497,4
98,501,502,503,579,580 930 DATA 258,259,330,331,332,333,334,345,346,347,3
48,349,418,419,420,421 940 DATA 490,491,492,493,494,505,506,507,508,509,5
78,581 950 PRINT"{CLR}{WHT} "CHR$(142);:FORI=2T039:PRINT"
^" ; :NEXT:PRINT:PRINT"{4 DOWN}" 960 PRINT" ";:FORI=2T039:PRINT"^";:NEXT 970 PRINT"{HOME}{DOWN}E3 @3 E@3 §@3 §3 @3
{SPACE}£2 @3 E3 @5|" 980 PRINT"{2 SPACES}{RVS} £{OFF}£{RVS}£{OFF}£
{RVS}£{OFF}£{RVS}£{OFFT£{RVST£{OFFT£
{RVS}£{OFF}£{RVS}£{OFF}£ 990 PRINT" gT3{RVS} {OFF}£{RVS}£{OFF}£{RVS}£
{OFF}£&2 T3{RVS}£{OFfT£Et3{RVS}£{OFF}
£g*§{RVS}B*§" 1000 PRINT" §2 T3 gTi g2 T3{2 SPACES}&2 T^
12 T3 §3 T>){3 SPACES} ":IFZZ=1THEN1070 1010 IFPEEK(900)<>232THENGOSUB1130 1020 FOR CO=3 TO 7:POKE894,CO:SYS893 1030 FORI=1TO20:PRINT"{HOME}{DOWN}"CHR$(148)"
{DOWN}{LEFT}"CHR$(148)" {DOWN}{LEFT}"CHR$(148 )" {DOWN}{LEFT}"CHR$(148)" {DOWN}{LEFT}" 1040 POKESID+1,CO*2+I:POKES4,33:POKES4,32:NEXT 1050 FORI=1TO20:PRINT"{HOME}{DOWN} "CHR$(20)"
{DOWN} "CHR$(20)"{DOWN} "CHR$(20)"{DOWN} "CHR $(20)"{DOWN} " 1060 POKESID+l,CO*2+20-I:POKES4,33:POKES4,32:NEXT: NEXT
|
||
|
|
||
|
47
|
||
|
|
||
|
|
||
|
f Maze Games
|
||
|
|
||
|
1070 F0RI=1T010:PRINT"{HOME}{DOWN}"CHR$(148)"
{DOWN}{LEFT}"CHR?(148)" {DOWN}{LEFT}"CHR$(148 )" {DOWN}{LEFT}"CHR$(148)" {DOWN}{LEFT}"
1080 NEXT
1090 POKESID+1,60
1100 FORJ=l5T01STEP-1:POKE894,J:POKESID,J*10:POKES 4,33
1110 SYS893:POKES4,32:POKESID+24,J:NEXT:POKESID+1, 15:POKESID+24,15
1120 ZZ=1:RETURN
1130 FORI=893TO905:READA:POKEI/A:NEXT
1140 PRINT"{HOME}{8 DOWN}{RVS}READY TO PLAY IN 5 S ECONDS..."
1150 DATA 169, 1, 162, 0, 157, 40, 216, 232
1160 DATA 224, 160, 208, 248, 96
1170 FORI=49152TO493 50:READA:CK=CK+A:POKEI,A:NEXT
1180 PRINT"{HOME}{8 DOWN}{30 SPACES}"
1190 IF CKO29203 THEN PRINT"ERROR IN DATA STATEME NTS i":POKE900,0:END
1200 RETURN
1210 DATA169,0,141,199,192,173,1,220
1220 DATA41,15,170,189,183,192,240,3
1230 DATA141,199,192,173,201,192,10,170
1240 DATA165,251,157,205,192,165,252,157
1250 DATA206,192,56,173,201,192,23 7,202
1260 DATA192,16,3,24,105,128,10,170
1270 DATA189,205,192,133,253,189,206,192
1280 DATA133,254,169,32,145,253,238,201
1290 DATA192,173,201,192,16,5,169,0
1300 DATA141,201,192,169,230,141,0,212
1310 DATA169,32,141,4,212,169,33,141
1320 DATA4,212,169,214,145,251,24,165
1330 DATA251,133,253,165,252,105,212,133
1340 DATA254,169,5,145,253,24,17 3,199
1350 DATA192,16,13,101,251,133,251,165
1360 DATA252,233,0,133,252,76,138,192
1370 DATA101,251,133,251,165,252,105,0
1380 DATA133,252,24,165,251,133,253,165
1390 DATA252,105,212,133,254,177,251,201
1400 DATA32,208,24,169,81,145,251,169
1410 DATA4,145,253,173,200,192,240,8
1420 DATA162,0,134,162,197,162,208,252
1430 DATA76,5,192,141,203,192,96,0
1440 DATA0,0,0,0,41,217,1,0
1450 DATA39,215,255,0,40,216,0,0
|
||
|
|
||
|
48
|
||
|
|
||
|
|
||||
|
|
||||
|
|
||||
|
|
Thinking Games
|
|
||
|
|
||||
|
|
||
|
|
||
|
3
States & Capitals Tutor
Enoch L. Moser
|
||
|
|
||
|
"States & Capitals Tutor" in addition to being a useful tool for students who are learning the American states and capitals, also demonstrates the use of arrays in programs and the storage and retrieval of data on cassette. Both of these concepts are important to programmers, but nonprogram-mers may use States & Capitals Tutor without delving into the working details.
"States & Capitals Tutor" asks a student the name of either a state or a capital, and keeps track of correct and incorrect responses. The program randomly decides whether to quiz the student on either states or capitals and also chooses the questions randomly.
Questions answered correctly are not repeated. However, the program will repeat questions that are missed. And like any good teacher, States & Capitals Tutor will help students who ask for it. Students who are stumped can simply type HELP The program gives the correct answer and comes back to the troublesome question later. It also keeps track of how many times the student asks for help.
When all 50 states have been correctly matched with their capitals, and if the student has not asked for help or missed any questions, he or she is rewarded with a perfect score message.
A Two-Part Program
The program reads the states and capitals from a disk or tape file which is generated by Program 2, "File Maker." To use these programs, follow this procedure:
1. Type in Program 1. Line 5 for tape users should be
5 OPEN 1,1,0, "STATES" Line 5 for disk users should be
5 OPEN 1,8,0, "STATES"
2. SAVE Program 1 to disk or tape. Tape users should leave the tape at its position after the SAVE.
|
||
|
|
||
|
51
|
||
|
|
||
|
|
|||
|
3
|
Thinking Games
|
||
|
|
|||
|
3. Type in Program 2 (File Maker). Line 40 for tape users should be
40 OPEN 1,1,1, "STATES" Line 40 for disk users should be
40 OPEN 1,8,1, "STATES"
4. RUN the program. The states and capitals will be on the tape or disk under the filename STATES. (Tape users should leave the tape in its position.)
5. SAVE Program 2.
6. Rewind the tape.
7. LOAD Program 1; leave the PLAY button pressed and the tape in position when loading is complete.
8. RUN Program 1.
How the Programs Work
As mentioned, the File Maker program stores the states and capitals on tape or disk under the filename STATES. The main program, States & Capitals Tutor, reads this file and stores the data in ST$ (I,J), a two-dimensional array (more on this in a moment). When a right answer is given, the range of the random number generator (line 100) is decreased by one (line 205), and that state/capital is moved to the top part of the list (lines 180-200), out of the range of selection. Otherwise, the program is fairly straightforward.
The definitions of the variables are: ST$ (49,1) States and capitals array. K Number of elements moved to top of list.
Rl% State pointer.
R2% State or capital selector.
AN$ Answer.
RT% Number right.
WR% Number wrong.
HE % Number of helps.
1$ Temporary string for exchanging data.
Arrays
An array is simply an ordered set of data. It may have one or more dimensions. A one-dimensional array is merely a list whose data elements are numbered starting with 0. For example, a grocery list of 20 items, numbered 0 to 19, would be a one-dimensional array with 20 data elements.
To define an array, you must use a special type of variable called a subscripted variable. This takes the form AN(I), where AN
|
|||
|
|
|||
|
52
|
|||
|
|
|||
|
|
|||||||||||||||||||||||||||||||||||||||||||||
|
Thinking Games
|
3
|
||||||||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||||||||
|
is the Array Name and I is the number (subscript) of the desired element. In our grocery list example, if I = 19, then AN(I) would be the last item on the list.
The array name may be any legal variable name, with $ (string variable) or % (integer variable) appended if appropriate. (This would indicate that the data contained in the array are strings or integers.)
Let's say you want a one-dimensional array with four elements. The four elements are integers (whole numbers): 21, 23, 25, and 27. The array would be represented by AN%(I). That is to say, AN% (0) = 21, AN% (1) = 23, AN% (2) = 25, and AN% (3) = 27.
A two-dimensional array is also an ordered list, but one whose elements are each an ordered list themselves. It's easier to understand if you picture it as a chart. For example, a two-dimensional array might look like this:
|
|||||||||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||||||||
|
|||||||||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||||||||
|
A proper name for this array could be AN% and its elements identified as AN%(I,J). If I = 0 and J = 0, then AN%(I,J) = 21. If I = 3 and J = 2, then AN% (I,J) = 59. The advantage of arrays is that they let you store lots of numbers or other data without using lots of variables, and you can access any data element with a simple mathematical calculation. But be careful: arrays also consume big chunks of memory.
Arrays can become very complicated. It's easy to picture one-and two-dimensional arrays, but how about arrays of three or even four dimensions? Elements of three-and four-dimensional arrays are identified in the form AN%(I,J,K) and AN%(I,J,K,L), respectively.
Creating Arrays
Typically arrays are created with nested FOR/NEXT loops, each containing a READ from a DATA statement or an INPUT from a storage device. Each FOR/NEXT level creates one ordered list. For example, the following program could be used to define the contents of the two-dimensional array shown above:
|
|||||||||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||||||||
|
53
|
|||||||||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||||||||
|
|
||
|
^C Thinking Games
10 DIM AN%(3,2)
20 FOR 1=0 TO 3
30 FOR J=0 TO 2
40 READ AN%(I,J)
50 NEXT J
60 NEXT I
70 DATA 21,43,51,23,45,53,25,47,58,27,49,59
The inner (or nested) FOR/NEXT loop (lines 30-50) creates the ordered list of elements in the J-dimension within each element of the I-dimension. Compare the above chart to the DATA statement in line 70 to see how the array is set up.
The DIMension statement (line 10) is required to tell the computer how much memory to set aside for the array Note that dimension sizes in a DIMension statement are one less than the number of elements in the dimension. The numbers of dimensions and the number of elements in each dimension are limited only by the amount of memory available.
Remember that an array can hold other types of data besides numbers. States & Capitals Tutor uses a two-dimensional string array ST$(IJ), to store the 50 states and 50 capitals. See lines 10-35 in Program 2.
Storing Data
Data can be added to a program by using DATA statements or keyboard inputs, or from data files stored on tape or disk. Tape or disk files work best when several programs must have access to the same data, or when a program needs several different data files, or when the amount of data you need to store exceeds memory capacity. Note that when arrays are filled from DATA statements, twice as much memory is required as when they are filled from tape or disk.
Storing and retrieving data is quite simple if you adhere to a few rules. First, before information can be written to or read from a file, a communications channel between the computer and recorder must be opened with the OPEN command. This tells the computer which file is involved and in which direction the information will flow (input from the recorder into the computer, or output from the computer to the recorder). If a write is indicated in the OPEN command, the computer will write a filename. If a read is indicated, the computer will search for the requested filename and then read the file.
Second, the file must be closed, after use, by the CLOSE command. This is especially important when creating a new file.
|
||
|
|
||
|
54
|
||
|
|
||
|
|
|||
|
Thinking Games
|
3
|
||
|
|
|||
|
The third rule to watch when storing information on tape or disk is that variable types must be consistent. That is to say data stored as numeric, integer, or string variables must be read back into variables of the same type. The variable names themselves are not stored, so they can be read back into entirely different variables, as long as you don't mismatch types.
Fourth, data is read back in the same order in which it was written. Therefore, the program must expect the data in exactly the same order in which it will be received.
Program 1. States & Capitals Tutor
5 OPEN 1,1,0,"STATES":REM FOR DISK OPEN 1,8,0,"STA
TES" 10 DIM ST$(49,1) 15 FOR 1=0 TO 49 20 FOR J=0 TO 1 25 INPUT#1,ST$(I,J) 30 NEXT J 35 NEXT I 40 CLOSE 1
45 K=0:RT%=0:WR%=0:HE%=0 48 PRINTCHR$(147) 50 PRINT"STATES TUTOR" 55 PRINT:PRINT"THIS PROGRAM TUTORS THE STUDENT IN
{6 SPACES}STATES AND CAPITALS" 60 PRINT:PRINT"IF YOU DON'T KNOW AN{2 SPACES}ANSWE
R,TYPE 'HELP'" 65 PRINT:PRINT"PRESS ANY KEY TO CONTINUE" 70 GET A$:IF A$=""THEN70 100 R1%=INT((50-K)*RND(-RND(0))) 105 R2%=INT(2*RND(1)) 110 PRINTCHR$(147) 115 IF R2%=0 THEN 130
120 PRINT"THE CAPITAL OF ":PRINTST?(Rl%,0);" IS" 125 GOTO 140 130 PRINTST$(R1%,1):PRINT:PRINT"IS THE CAPITAL OF
{SPACE}WHAT STATE?" 140 INPUT AN$
145 IF AN$=ST$(R1%,R2%)THEN170 150 IF AN$="HELP"THEN220 155 GOTO 250 170 RT%=RT%+1 175 PRINT"THAT'S RIGHT 1" 180 FOR I=0TO1 185 I$=ST$((49-K),l) 190 ST$((49-K),l)=ST$(Rl%,l) 195 ST$(R1%,I)=I$
|
|||
|
|
|||
|
55
|
|||
|
|
|||
|
|
|||
|
3
|
Thinking Games
|
||
|
|
|||
|
200 NEXTI
205 K=K+1
210 GOTO 300
220 HE%=HE%+1
225 PRINT:PRINT"THE ANSWER IS..."
230 PRINTSPC(5)ST$(R1%,R2%)
235 GOTO 300
250 WR%=WR%+1
255 PRINT:PRINT"SORRY.THE CORRECT ANSWER IS "
260 PRINT:PRINTSPC(5)ST$(Rl%,R2%)
300 PRINT:PRINT:PRINT:PRINT
305 PRINT"YOUR SCORE IS:"
310 PRINTSPC(5)RT%;" RIGHT"
315 PRINTSPC(5)WR%;" WRONG"
320 PRINTSPC(5)HE%;" HELPS"
325 IF RT%=50THEN400
330 PRINT:PRINT"PRESS ANY KEY TO CONTINUE "
335 GET A$:IF A$=""THEN 335
340 GO TO 100
400 IF WR%+HE%=0THEN430
405 PRINT"THAT'S ALL. BUT NOT ALL YOUR ANSWERS"
406 PRINT"WERE CORRECT OR I HAD TO HELP YOU." 408 PRINT"PRESS ANY KEY TO START OVER"
410 GET A$:IF A$=""THEN410
415 GOT045
430 PRINT:PRINT"YOU DID IT 11111"
435 PRINT"A PERFECT SCORE AND I DIDN'T HELP"
440 PRINT:PRINT"PRESS ANY KEY TO START OVER"
445 GET A?:IF A$=""THEN 445
450 GOTO 45
Program 2. File Maker (Data File)
10 DIM ST$(49,1)
15 FOR 1=0 TO 49
20 FOR J=0 TO 1
25 READ ST$(I,J)
30 NEXTJ
35 NEXTI
40 OPEN 1,1,1,"STATES":REM FOR DISK OPEN 1,8,1,"ST
ATES" 45 FOR 1=0 TO 49 50 FOR J=0 TO 1 55 PRINT#1,ST$(I,J) 60 NEXT J 65 NEXT I 70 CLOSE 1 75 DATA ALABAMA,MONTGOMERY,ALASKA,JUNEAU,ARIZONA,P
HOENIX,ARKANSAS,LITTLE ROCK
|
|||
|
|
|||
|
56
|
|||
|
|
|||
|
|
|||
|
Thinking Games
|
3
|
||
|
|
|||
|
80 DATA CALIFORNIA,SACRAMENTO,COLORADO,DENVER,CONN
ECTICUT,HARTFORD,DELAWARE 82 DATA DOVER 85 DATA FLORIDA,TALLAHASSEE,GEORGIA,ATLANTA,HAWAII
,HONOLULU,IDAHO,BOISE 90 DATA ILLINOIS,SPRINGFIELD,INDIANA,INDIANAPOLIS,
IOWA,DES MOINES,KANSAS,TOPEKA 95 DATA KENTUCKY,FRANKFORT,LOUISIANA,BATON ROUGE,M
AINE,AUGUSTA,MARYLAND 97 DATA ANNAPOLIS 100 DATA MASSACHUSETTS,BOSTON,MICHIGAN,LANSING,MIN
NESOTA,SAINT PAUL,MISSISSPPI 102 DATA JACKSON 110 DATA MISSOURI,JEFFERSON CITY,MONTANA,HELENA,NE
BRASKA,LINCOLN,NEVADA 112 DATA CARSON CITY 115 DATA NEW HAMPSHIRE,CONCORD,NEW JERSEY,TRENTON,
NEW MEXICO,SANTA FE,NEW YORK 117 DATA ALBANY 120 DATA NORTH CAROLINA,RALEIGH,NORTH DAKOTA,BISMA
RCK,OHIO,COLUMBU S 125 DATA OKLAHOMA,OKLAHOMA CITY,OREGON,SALEM,PENNS
YLVANIA,HARRISBURG 130 DATA RHODE ISLAND,PROVIDENCE,SOUTH CAROLINA,CO
LUMBIA,SOUTH DAKOTA,PIERRE 135 DATA TENNESSEE,NASHVILLE,TEXAS,AUSTIN,UTAH,SAL
T LAKE CITY,VERMONT 137 DATA MONTPELIER 140 DATA VIRGINIA,RICHMOND,WASHINGTON,OLYMPIA,WEST
VIRGINIA,CHARLESTON 142 DATA WISCONSIN,MADISON 145 DATA WYOMING,CHEYENNE
|
|||
|
|
|||
|
57
|
|||
|
|
|||
|
|
||
|
Mystery Spell
Doug Hapeman 64 Version by Eric Brandon_________
|
||
|
|
||
|
This spelling game features lively graphics and sprites. It's also a clever teaching aid for parents, teachers, and students in which spelling lessons can he reviewed and then practiced.
If you've ever played Hangman, you won't have any trouble learning "Mystery Spell/' Although it's similar in concept, there's a twist. Instead of a gallows you see flying blackbirds.
When the game begins, the letters of the alphabet appear near the bottom of the screen, and blank spaces representing the secret word appear near the top. When you select a letter, the bird moves to the selected letter if it's a correct choice. For each incorrect choice, a blackbird descends and lands on a perch. Too many blackbirds disallow any more guesses, and the word will be spelled correctly for you.
The program has 53 preselected words. You can change the words or add to the word list simply by creating your own DATA statements beginning at line 2780. The only restriction is that the last DATA entry must be an asterisk (*).
Animation
The most interesting feature of Mystery Spell is the animated bird. The bird flies around the top of the screen, swooping down to pick up letters or to sit on its perch, depending on whether your guesses are right or wrong.
As the bird moves around, it seems to flap its wings, creating an illusion of flight. This is achieved by rapidly displaying different poses. In films, this is done by passing many frames through a projector every second. To achieve the illusion of flapping wings, we too must create a few frames of a bird in motion.
Using a sprite editor program, we first drew the bird you see in Figure 1. Then, using that sprite, we designed two more birds, one with the wing up (Figure 2) and one with the wing down
|
||
|
|
||
|
58
|
||
|
|
||
|
|
||
|
Thinking Games
|
||
|
|
||
|
(Figure 3). Using those shapes, we designed three more birds identical to the first three, but without legs. This gave us three frames for the bird carrying a letter, and three frames for the bird flying freely. We then set up the DATA statements in the program as if we were going to display six different sprites.
Immediately after the screen RAM are eight memory locations that tell the 64 where in memory to find the shapes of the eight sprites. Usually these locations are at 2040 to 2047 ($07F8 to $07FF). By rapidly POKEing 2040 with the pointer to each frame, the bird seems to flap its wings. To see how this is done, look at lines 2000-2060. This is the routine which flies the bird around the top of the screen until you press a key. Line 2050 steps through the frame numbers. The actual POKEing is done at the end of line 2000.
Another interesting feature of the game is that when you guess correctly, the bird swoops down to pick up a letter, and then carries it up to the word. How is that letter incorporated into the bird sprite?
In the character set ROM at 53248 ($D000), the shape of each character is contained in eight bytes. Each byte is one row, and each bit is a column within that row. Depending on whether the value of that bit is 0 or 1, the pixel will be clear or set inside the character. The sprite is 24 bits wide, which is as wide as three characters. This means that by putting character shape data into every third byte within a sprite, we can make character shapes inside sprites. This technique could be used in any program which moves letters or text around smoothly. To see how this is done, look at lines 2180-2260.
Lines 2180 and 2190 make the character ROM available to be PEEKed. They also turn off the keyboard. Lines 2200 to 2240 take the character data and put it in the sprites. Finally, lines 2250 and 2260 cover up the character ROM and reenable the keyboard.
|
||
|
|
||
|
59
|
||
|
|
||
|
|
|||
|
3
|
Thinking Games
|
||
|
|
|||
|
Figure 1. Sprite-Created Bird
|
|||
|
|
|||
|
|
|||
|
|
|||
|
Figure 2. Bird with Wing Up
fc pi.
|
|||
|
|
|||
|
Figure 3. Bird with Wing Down
BffiBf
|
|||
|
|
|||
|
60
|
|||
|
|
|||
|
|
||
![]() |
||
|
|
||
|
|
||||||
|
Mystery Spell
|
||||||
|
|
||||||
|
100 110
120
130
140
150
160
170
|
GOSUB 2660
X=RND(-TI)
DIM W(20),W$(500)
GOSUB 1190 :REM DRAW HOUSE
PRINT"{HOME}{BLU}PLEASE WAIT...
GOSUB 1380 :REM POKE IN SPRITES
GOSUB 1970 :REM GET WORDS
|
SPRITES
|
||||
|
GOSUB 690{2 SPACES}:REM SET UP
|
||||||
|
180
190
200
210
220
230
240
250
260
270
280
290
300
310
320
330
340
350
360
370
380
390
400
410
420
430
440
450
460
|
PRINT"{HOME}{14 SPACES}"
W$=W$(RND(1)*N+1)
GOSUB 650
L$=" ABCDEFGHIJKLMNOPQRSTUVWXYZ"
PRINT"{HOME}{17 DOWN}{8 RIGHT}";
FOR 1=2 TO 14
PRINTMID?(L$,I,1)"{RIGHT}";
NEXT
PRINT .-PRINT "{DOWN} {8 RIGHT}";
FOR 1=15TO 27
PRINTMID?(L$,I,1)"{RIGHT}";
NEXT
PRINT"{HOME}{4 DOWN}"SPC(18-LEN(G$));
FOR I=1T0 LEN(G$)
PRINTMID?(G§,I,1)"{RIGHT}";
NEXT
IF COUNT<>LEN(W$) THEN420
POKE 198,0
FOR DL=1TO100:NEXTDL:CL=CL+1:IFCL=3THENCL=1
PRINTMID$("{BLK}{CYN}",CL,1);
PRINT"{HOME}{14 SPACES}YOU WIN Ml!"
GETA$:IFA$=""THEN 360
GOTO 2610
GOSUB 2000 GETA$:IFA$<"A"ORA$>"Z"ANDA$<>"VTHEN410
IF A$="<-"THEN 760
P=ASC(A§)-64
IF MID$(L$,P+1,1)<>" "THEN540
|
|||||
|
PRINT"{HOME}{4 DOWN}{8 SPACES}LETTER
|
ALREADY C
|
|||||
|
470 480 490 500 510 520 530 540 550
|
HOSEN{10 SPACES}"
FOR 1=1 TO 800:NEXTI
PRINT"{HOME}{4 DOWN}{38 SPACES}"
PRINT"{HOME}{4 DOWN}"SPC(18-LEN(G$));
FOR I=1T0 LEN(G$)
PRINTMID?(G$,I,1)"{RIGHT}";
NEXT
GOTO 420
L$=LEFT$ (L$ , P) + " "-HMID$ (L$ , P+2 )
RF=0 :REM FLAG FOR CORRECT GUESS
|
|||||
|
|
||||||
|
61
|
||||||
|
|
||||||
|
|
|||
|
■i Thinking Games
|
|||
|
|
|||
|
560 FOR 1=1 TO LEN(W?)
570 IF MID$(W$,I,1)<>A$ THEN 610
580 G$=LEFT$(G$,l)+MID$(W$,I,1)+MID$(05,1+2)
590 RF=RF+1
600 C0UNT=C0UNT+1
610 NEXT I
620 IF RF=0 THEN GOSUB 1030
630 IF RF THEN GOSUB 2070
640 GOTO 220
650 G$ = " "
660 FOR 1=1 TO LEN(W$):G$=G$+"-":W(l)=0:NEXT
670 RETURN
680 1=1+1:GOTO1980
690 REM SET UP SPRITES
700 V=53248
710 FOR 1=0 TO 15:POKE V+I,0:NEXT
720 POKE V+21,255
730 FOR I=V+39 TO V+46:POKE 1,0:NEXT
740 X=0:Y=60:S=251
7 50 RETURN
760 PRINT"{HOME}{BLU}ENTER YOUR GUESS:
770 POKE V+21,PEEK(V+21)AND254
780 FOR 1=1 TO LEN(WS):PRINTMi@aM;:NEXT
790 PRINT"{HOME}{18 RIGHT}";GU$;
800 IF LEN(GU$)<LEN(W$)THENPRINT"£ + 5|";
810 IF LEN(GU$)<LEN(W$)-1 THEN FOR 1=2 TO LEN(W$)-
LEN(GU?):PRINTMg@3"; 820 GET K$:IF K$=""THEN 820 830 IF K$=CHR$(20) AND LEN(GU$)>0 THEN GU$=LEFT$(G
U$,LEN(GU$)-1):GOTO790 840 IF K$=CHR$(13) AND LEN(GU$)=LEN(W$) THEN 870 850 IF K$>="A" AND K$<="Z" AND LEN(GU$)<LEN(W$) TH
EN GU$=GU$+K$ 860 GOTO 790 870 IF GU$<>W$ THEN 930 880 PRINT"{HOME}{38 SPACES}"
890 PRINT"{HOME}{4 DOWN}"SPC(18-LEN(" "+W?)); 900 FOR I=1T0 LEN(" "+W$) 910 PRINTMID$(" "+W$,1,1)"{RIGHT}"; 920 NEXT:GOTO350 930 PRINT"{HOME}{BLK}{13 SPACES}SORRY... YOU LOSE
{5 SPACES}" 940 PRINT"{BLK}THE WORD WAS ..." 950 PRINT"{HOME}{4 DOWN}"SPC(18-LEN(" "+W§)); 960 FOR I=1T0 LEN(" "+W$) 970 PRINTMID$(" "+W$,I,1)"{RIGHT}"; 980 FOR D=l TO 200:NEXT 990 NEXT 1000 POKE 198,0
|
|||
|
|
|||
|
62
|
|
||
|
|
|||
|
|
|||
|
Thinking Games
|
3
|
||
|
|
|||
|
1010 GETA$:IFA$=""THEN1010
1020 GOTO 2610
1030 DB=DB+l:S=S-3
1040 DX=32*DB+16:DY=225
1050 IF DB=8 THEN DB=0
1060 POKEV,XAND255:POKEV+16,PEEK(V+16)AND2540R-(X>
255):POKE V+l,Y:POKE2040,S 1070 IF X=0 THEN POKE V+21,PEEK(V+21)ORl 1080 FLAG=0 1090 IFABS(X-DX)>1THENX=X+3:FLAG=1:IFX>344THEN X=0
:POKEV+21,PEEK(V+21)AND254 1100 IF Y<DY THEN Y=Y+2:FLAG=1 1110 S=S+1:IFS=251THENS=248 1120 IF FLAG THEN 1060 1130 X=DX:Y=DY 1140 POKEV+2*DB,XAND255:POKEV+16,PEEK(V+16)OR(2tDB
)*(-(X>255))
1150 POKEV+2*DB+1,Y:POKE2040+DB,254
1160 IF DB<>0 THEN POKE V+21,PEEK(V+21)AND254
1170 X=0:Y=60:IF DB=0 THEN 930
1180 RETURN
1190 POKE 53281,3:POKE 53280,4
1200 PRINT" {CYNHCLR}
1210 PRINT"{4 DOWN}
1220 PRINT w w
1230 PRINT"{5 SPACES}{GRN}{3 SPACES}{RVS}
{2 SPACES}{OFF}{10 SPACES}{WHT}Ed3{UP}{RVS}
Bb3{off}{down}{6 spaces}{grn}
1240 PRINT"{6 SPACES}{RVS}BK3{4 SPACES}{OFF} BJ|{6 SPACES}{RVS}{YEL}£B*3{BLK}{OFF} B2 G^{3 SPACES}{GRN} {RVSJEJ3 §L3{OFF}
1250 PRINT" {6 SPACES }{RVS}gJ3{4 SPACES} &L>|
{OFF}{5 SPACES}{RVS}{YEL}£{2 SPACES}B*3 {OFF}{BLK}EG3{3 SPACES}{GRN} {RVS} {3 SPACES}{OFF}
1260 PRINT"{6 SPACES}{RVS}EG3{4 SPACES}EN3
{OFF}{4 SPACES}{RVS}{YEL}£{4 SPACES}£*§ {OFF}{GRN}{3 SPACES}{RVS}IJ§{3 SPACESJEU {OFF}
1270 PRINT"{6 SPACES}{RVS}{6 SPACES}{OFF}
{4 SPACES}{RVS}{RED}{4 SPACES}g£3 {OFF} {GRN}{3 SPACES}{RVS}{5 SPACES}{OFF}
1280 PRINT"{6 SPACES}£53{2 SPACES}{RVS}
{2 SPACES} {OFF} {6 SPACES } {RVS } {RED } g£>|
{4 SPACES}{OFF}{2 SPACES}{GRN}{3 SPACES}{RVS}
isa {off}
1290 PRINT"{RVS}B63{8 SPACES}g53l2 SPACES} g63{6 SPACES}{RED}{2 SPACES}&l3&F§ g£iB68{5 SPACES}g53 §63{l2 SPACES}";
|
|||
|
|
|||
|
63
|
|||
|
|
|||
|
|
|||
|
3
|
Thinking Games
|
||
|
|
|||
|
1300 PRINT" {8 SPACES } g53 { 2 SPACES }£65]
{6 SPACES}{RED}{2 SPACES}{OFF} {RVS}£K3
[2 SPACES}£63{5 SPACES}B53 g6|
{12 SPACES}"; 1310 PRINT"B63{RVS}";
1320 FOR 1=0 TO 8:PRINT"{40 SPACES}";:NEXT 1330 FOR 1=1 TO 8 : L=1024+23*40+I*4 :POKE L,114:P
OKEL+54272,0:NEXT 1340 FOR 1=0 TO 39:POKE 1024+24*40+1,160:POKE 5529
6+24*40+1,13:NEXT 1350 PRINT"{HOME} 1360 PRINT"{BLK} 1370 RETURN 1380 1=15872:IFPEEK(l+l)=96THENFORI=lT064*6+2:READ
A:NEXT:RETURN 1390 READ A:IF A=256 THEN 1410 1400 POKE I,A:1=1+1:GOTO 1390 1410 FOR 1=0 TO 63:POKE 254*64+1,PEEK(249*64+1):NE
XT:RETURN 1420 DATA 0,96,0,0,113,224,0 1430 DATA 121,176,0,125,252,117,193 1440 DATA 192,127,255,192,113,255,128 1450 DATA 0,252,0,0,24,0,0 1460 DATA 24,0,0,102,0,0,102 1470 DATA 0,0,0,0,0,0,0 1480 DATA 0,0,0,0,0,0,0 1490 DATA 0,0,0,0,0,0,0 1500 DATA 0,0,0,0,0,0,0 1510 DATA 0,0,0,0,0,1,224 1520 DATA 0,1,176,0,127,252,117 1530 DATA 193,192,127,255,192,113,255 1540 DATA 128,0,252,0,0,24,0 1550 DATA 0,24,0,0,102,0,0 1560 DATA 102,0,0,0,0,0,0 1570 DATA 0,0,0,0,0,0,0 1580 DATA 0,0,0,0,0,0,0 1590 DATA 0,0,0,0,0,0,0 1600 DATA 0,0,0,0,0,0,1 1610 DATA 224,0,1,176,112,127,252 1620 DATA 127,221,192,115,185,192,1 1630 DATA 179,128,0,172,0,0,24 1640 DATA 0,0,24,0,0,102,0 1650 DATA 0,102,0,0,0,0,0 1660 DATA 0,0,0,0,0,0,0 1670 DATA 0,0,0,0,0,0,0 1680 DATA 0,0,0,0,0,0,0 1690 DATA 0,0,0,0,96,0,0 1700 DATA 113,224,0,121,176,0,125 1710 DATA 252,117,193,192,127,255,192
|
|||
|
|
|||
|
64
|
|||
|
|
|||
|
|
|||||
|
Thinking Games
|
3
|
||||
|
|
|||||
|
1720 1730 1740 1750 1760 1770 1780 1790 1800 1810 1820 1830 1840 1850 1860 1870 1880 1890 1900 1910 1920 1930 1940 1950 1960 1970 1980 1990 2000
2010 2020
2030 2040 2050 2060 2070 >080 !090
100 110 120
.30 .40 50 60
|
DATA 113
DATA 0,0
DATA 0,0
DATA 0,0
DATA 0,0
DATA 0,0
DATA 0,0
DATA 0,1
DATA 127
DATA 192
DATA 0,0
DATA 0,0
DATA 0,0
DATA 0,0
DATA 0,0
DATA 0,0
DATA 0,0
DATA 112
DATA 185
DATA 0,0
DATA 0,0
DATA 0,0
DATA 0,0
DATA 0,0
DATA 0,0
|
255,128,0,252,0,0
0,0,0,0,0
0,0,0,0,0
0,0,0,0,0
0,0,0,0,0
0,0,0,0,0
0,0,0,0,0
224,0,1,176,0
252,117,193,192,127,255
113,255,128,0,252,0
0,0,0,0,0
0,0,0,0,0
0,0,0,0,0
0,0,0,0,0
0,0,0,0,0
0,0,0,0,0
1,224,0,1,176
127,252,127,221,192,115
192,1,179,128,0,172
112,0,0,0,0
0,0,0,0,0
0,0,0,0,0
0,0,0,0,0
0,0,0,0,0
0,0,0,0,0,256
|
|||
|
1=1
READ W$(l):IFW$(l)=M*"THENN=I-l:RETURN
1=1+1:GOTO1980
POKEV,XAND255:POKEV+16,PEEK(V+16)AND2540R-(X>
255):POKE V+l,Y:POKE2040,S
IF X=0 THEN POKE V+21,PEEK(V+21)ORl
X=X+3:IFX>344 THEN X=0:POKEV+21,PEEK(V+21)AND
254
Y=Y-1+RND(1)*2:IFY>100THENY=99
IF Y<50 THEN Y=50
S=S+1:IFS=254THENS=251
RETURN
DX=INT(P+13*(P>13))*16+24+40
DY=173+INT(P/14)*24:IF S>250 THEN S=S-3
POKEV,XAND255:POKEV+16,PEEK(V+16)AND2540R-(X>
255):POKEV+1,Y:POKE2040,S
IF X=0 THEN POKE V+21,PEEK(V+21)ORl
FLAG=0
IFABS(X-DX)>2THENX=X+3:FLAG=1:IFX>344THENX=0:
POKEV+21,PEEK(V+21)AND254
IF Y<DY THEN Y=Y+2:FLAG=1
S=S+1:IFS=251THENS=248
IF FLAG THEN 2090
X=DX:Y=DY
|
|||||
|
|
|||||
|
65
|
|||||
|
|
|||||
|
|
||
|
■I Thinking Games
|
||
|
|
||
|
2170 POKEV,XAND255:POKEV+16,PEEK(V+16)AND2540R-(X>
255):POKEV+1,Y:POKE2040,249 2180 POKE 56334,PEEK(56334)AND254 2190 POKE 1,PEEK(1)AND251 2200 FOR 1=0 TO 7 2210 B=PEEK(53248+8*P+I) 2220 FOR J=248 TO 250 2230 POKE J*64+40+I*3,B 2240 NEXT J,I 2250 POKE l,PEEK(l)OR4 2260 POKE 56334,PEEK(56334)ORl 2270 PRINT"{HOME}{17 DOWN}{8 RIGHT}"; 2280 FOR 1=2 TO 14 2290 PRINTMID$(L$,I,1)"{RIGHT}"; 2300 NEXT
2310 PRINT:PRINT"{DOWN}{8 RIGHT}"; 2320 FOR I=15TO 27
2330 PRINTMID$(L$,1,1)"{RIGHT}"; , 2340 NEXT
2350 DX=160-8*LEN(G$):DY=69 2360 POKEV,XAND255:POKEV+16,PEEK(V+16)AND2540R-(X>
255):POKEV+1,Y:POKE2040,S 2370 IF X=0 THEN POKE V+21,PEEK(V+21)ORl 2380 FLAG=0 2390 IFABS(X-DX)>2THENX=X+3:FLAG=1:IFX>344THEN X=0
:POKEV+21,PEEK(V+21)AND254 2400 IF Y>DY THEN Y=Y-2:FLAG=1 2410 S=S+1:IFS=251THENS=248 2420 IF FLAG THEN 2360 2430 X=DX:Y=DY 2440 POKEV,XAND255:POKEV+16,PEEK(V+16)AND2540R-(X>
255):POKEV+1,Y:POKE2040,249 2450 PRINT"{HOME}{4 DOWN}"SPC(18-LEN(G$)); 2460 FOR I=1T0 LEN(G$) 2470 IF MID$(G$,I,1)=A$ THEN PRINT A$;:RF=RF~1:IFR
F=0 THEN GOSUB 2560 2480 IF MID$(G$,I,1)<>A$ THEN PRINT"{RIGHT}"; 2490 PRINT"{RIGHT}"; 2500 IF RF=0 THEN 1=100:GOTO2540
2510 FOR J=0 TO 15:X=X+1:S=S+1:IFS=251THENS=248 2520 POKEV,XAND255:POKEV+16,PEEK(V+16)AND2540R-(X>
255):POKE2040,S 2530 NEXT J 2540 NEXT I 2550 RETURN 2560 FOR K=0 TO 7 2570 FOR J=248 TO 250 2580 POKE J*64+40+K*3,0 2590 NEXT J,K
|
||
|
|
||
|
66
|
||
|
|
||
|
|
|||
|
Thinking Games
|
3
|
||
|
|
|||
|
2600 RETURN
2610 PRINT"{CLR}{7 DOWN}{BLK}DO YOU WISH TO PLAY A
GAIN (Y/N) ?" 2615 POKE V+21,PEEK(V+21)AND254 2620 PRINT"{10 DOWNJYOU MISSED THIS MANY 2630 GETA$:IFA$<>,,N"AND A$<>"Y"THEN2630 2640 IF A$="Y"THENPOKE V+21,0:RUN110 2650 END
2660 POKE 53281,0:POKE 53280,0
2670 PRINT" {CLRHYELH 13 SPACES} INSTRUCTIONS 2680 PRINT"{2 DOWN}{WHT}{4 SPACESJCHOOSE LETTERS T
O GUESS THE WORD. 2690 PRINT"{DOWN}IF YOU CHOOSE A WRONG LETTER, THE
BIRD 2700 PRINT"{DOWN}WILL LAND ON ITS PERCH. 2710 PRINT"{DOWN}{4 SPACESjWHEN ALL THE PERCHES AR
E FULL, OR 2720 PRINT"{DOWN}YOU GUESSED THE WORD, THE GAME IS
OVER 2730 PRINT"{2 DOWN}{4 SPACESjYOU CAN HIT THE "CHR$
(34)"<-"CHR$(34)" KEY ANYTIME TO 2740 PRINT"{DOWN}GUESS THE WORD. IF YOU GET IT WRO
NG,{DOWN}{4 SPACESjYOU LOSE. 2750 PRINT"{3 DOWN}{9 RIGHT}{YEL}HIT A KEY TO BEGI
N" 2760 GETA$:IFA$=""THEN2760 2770 RETURN
2780 DATA HAPPY,BRIDGE,FAMILY,CHILDREN 2790 DATA WINDOW,TRAIN,DWARF,BIRDS 2800 DATA SUPERMAN,CONCERT,PEOPLE,MAGIC 2810 DATA SPACE, SCIENCE, PLANETS, GALAXY, STARS 2820 DATA ROOMS, TEACHER, CHALK, BLACKBOARD 2830 DATA SCREEN,COMPUTER,KEYBOARD,PROGRAM 2840 DATA SPELLING,WORDS,COLORS,LETTERS 2850 DATA MARKET, STREETS, SQUARE, TRIANGLE 2860 DATA MOVIE, SPACESHIP, LASER, AIRPLANE, BOAT 2870 DATA STICK,ROCK,PAPER,WIN,PLACE,SHOW 2880 DATA CHANNEL,EXECUTIVE,MONEY,SHIRT 2890 DATA QUIET,LOUD,BILLBOARD,YACHT,MOTORCYCLE,*
|
|||
|
|
|||
|
67
|
|||
|
|
|||
|
|
||
|
Oil Tycoon
Gordon F. Wheat 64 Translation by Chris Metcalf
|
||
|
|
||
|
You are E J. Uing and you are about to make big money in the petroleum business, but drilling for oil is not as easy as it sounds. There are obstacles you must overcome in order to make a profit. There are shale formations that grind away your pipe. You can blast through them, but your dynamite is limited. Pockets of natural gas sometimes collect where you have previously pumped out the oil. Hit one of these and your oil rig goes up with a bang. There are also "devils" that live in the oil. They take a dim view of your draining their caverns. But you won't give upbecause you are the Oil Tycoon.
I designed "Oil Tycoon" to be as much fun for parents as it will be for children. Since the game is not based on reaction time but rather on strategy, it helps even the score for the arcade dropouts. Your strategy will slowly build, and before long you will be rolling in cash or attaining high scores, however you wish to look at it.
Difficulty Levels
The screen will display the high scores attained for each of the eight difficulty levels. The program will return to this screen after each game. Your score and the difficulty level of the game you have just completed are displayed at the top of the screen.
At the bottom of the screen you will see "DIFF . LEVEL 12345678." Choose the difficulty level by moving the joystick left and right and pressing the fire button when the number of the difficulty level you want is blinking. Level one is primarily for small children. I would recommend that seasoned gamers begin with level two. The higher the difficulty level, the more difficult the game becomes. The various conditions for the eight difficulty levels are shown in the table.
|
||
|
|
||
|
68
|
||
|
|
||
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
3
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Playing Oil Tycoon
After you choose the level, the oil field is drawn on the screen. It will be different for each game; you should never see the same screen twice. For each game, you receive five oil rigs, each of which has 20 lengths of pipe and a number of sticks of dynamite, depending on the difficulty level you choose.
In the upper-left corner of the screen are the oil rigs you have remaining. In the upper-right corner is your score. Between these are the sticks of dynamite you have remaining for the oil rig now in play. The second line displays the unused lengths of pipe for the oil rig now in play. As you drill, this pipe will be used one length at a time and will be replaced as you withdraw your drill. The lower portion of the screen is the playing field. Yellow squares are dirt, black squares are oil, and the irregular squares are shale.
Move the joystick left and right to position your oil rig over the column you want to drill through. To drill, pull the joystick down. To withdraw the drill, push the joystick up. You cannot move the oil rig while there is drilling pipe in the ground. You cannot bore through shale, through devils, or off the bottom of the screen. If you try, your drill will be ground up, and you will lose that length of pipe for the oil rig in play. This becomes very important in difficulty levels above four, for the shale is invisible and looks like dirt. At these levels, it is very easy to lose most of your drilling pipe before you realize that you are trying to drill through shale. Also try to avoid drilling through empty spaces from which you have previously pumped oil. Natural gas can collect in these empty spaces and may cause an explosion when yrou try to drill through them again.
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||
|
■J Thinking Games
Controlling the fire button takes some getting used to, because it does three things. As you bore, if the end of the drilling pipe is in oil or an empty space, pressing the fire button causes your oil rig to start pumping. If the end of the pipe is in dirt, pressing fire drops a stick of dynamite down the pipe. If you are not drilling, or if you have fully withdrawn the pipe, pressing fire replaces your current oil rig with one of your remaining rigs. Be carefulit is easy to lose valuable rigs. Replacing your oil rig with a new one is useful mainly when you have used up your allotted dynamite for the rig in play, or if you do not have enough pipe remaining to reach pools of oil near the bottom of the screen.
Use your dynamite to blow up shale, devils, or dirt. When you drop dynamite down the pipe, it will continue to fall until it hits one of these three obstacles. This means that if there is oil or empty space directly below the tip of the drill, the dynamite will fall out of the bottom of the pipe and through this space until it hits shale, a devil, or dirt.
Pumping Oil
When you pump, all of the oil in adjacent spaces to the sides and above the level of the drill bit will be pumped out. In other words, all squares of oil connected to the one you are pumping will also be pumped out only if they lie directly above or to the sides of the oil being pumped. Any squares of oil below those which are being pumped out will remain where they are.
If you uncover a devil while pumping, it will blow up your oil rig. If you try to pump a pool of oil which is at or below the level of an uncovered devil, and which is directly connected to the devil's space, it will also blow up your rig.
The deeper the oil, the more it is worth when you pump it out. An extra oil rig is awarded for each $100,000 you acquire. In addition, if you pump out all the oil on the screen and then retract your pipe, you will be awarded an extra oil rig and a new screen is drawn.
Oil Tycoon
100 PRINT"{CLR}g73":IFPEEK(14336)=2ANDPEEK(14805
)=24THEN195 105 POKE53280,6:POKE53281,6:POKE53270,8 110 PRINTTAB(14)"INSTRUCTIONS"SPC(28)"gl2 T3":PR
INT"{DOWN}JOYSTICK:" 115 PRINT"{DOWN} RIGHT AND LEFT = MOVE RIG" 120 PRINT" DOWN = DRILL"xPRINT" UP = RETRACT PIPE"
|
||
|
|
||
|
70
|
||
|
|
||
|
|
|||
|
Thinking Games
|
3
|
||
|
|
|||
|
125 PRINT"{2 DOWN}{2 SPACES}WHEN YOU PUSH THE FIRE
BUTTON AND THE 130 PRINT"PIPE IS DOWN IN OIL OR IN SPACE, THE" 135 PRINT"PUMP IS TRIGGERED.{2 SPACESjlF THE PIPE
{SPACE}IS DOWN" 140 PRINT"IN DIRT, DYNAMITE IS DROPPED. 145 PRINT"{2 DOWNJWATCH OUT FOR SHALE AND GAS IN E
MPTY","SPACES AND DEVILS IN OIL. 150 PRINT"{2 DOWN}PLEASE {CYN}WAITg7§ FOR FURTHE
R INSTRUCTIONS." 155 POKE52,56:POKE56,56:CLR:AD=14336 160 FORA=ADTOAD+207:READB:POKEA,B:NEXT:POKE56334,P
EEK(56334)AND254:POKEl,51 165 FORA=AD+256TOAD+471:POKEA,PEEK(38912+A):NEXT:P
0KE1,55 170 POKE56334,PEEK(56334)ORl 175 PRINT"{UP}{2 SPACESjPRESS ANY KEY WHEN READY T
O BEGIN. " , 180 IFPEEK(197)=64ANDPEEK(653)=0ANDPEEK(56320)=127
THEN180
|
|||
|
|
|||
|
195 PRINT"{CLR}":POKE53280,6:POKE54296,15:DIMA%(40
):W=1184:JS=56320 200 POKE53282,6:POKE53283,0:POKE53270,24:POKE54291
,0:POKE54292,240 205 FORI=0TO2:POKE54276+I*7,8:NEXT:POKE53281,3 210 POKE54284,0:POKE54285,240:POKE54277,0:POKE5427
8,240:IFZ > B%(T)THENB%(T)=Z 215 P0KE53272,21:PRINT"{CLRHD0WN}{RED}m,T/ "
{2 SPACES}$"MID$(STR$(Z*100),2)".00{BLU}" 220 PRINTTAB(8)"{DOWN} LEVEL{6 SPACES}HIGH SCORE
{DOWN}" 225 F0RA=1T08:PRINT#A#"{2 SPACES}$"MID$(STR$(B%(A)
*100),2)".00":PRINT:NEXT 230 PRINT"{DOWN} DIFFICULTY LEVEL? 12345678{GRN}":
T=l 235 POKE56194+T,0:Tl=T:T=T+(PEEK(JS)AND4)/4-(PEEK(
JS)AND8)/8:T=(7ANDT-1)+1 240 IFT<>T1THENP0KE56194+T1,6 245 POKE56194+T,l:L=3:IFT/2=INT(T/2)THENL=2 250 S=20:IFT=3ORT=4ORT>6THENS=30 >55 N=24:IFT>4THENN=25:L=L+1 !60 GETA$:IF(PEEK(56320)AND16)=16ANDA$<>CHR$(13)TH
EN235 65 POKE53272#31:PRINT"{CLR}":POKE53280,9:POKE5328
1,1:M=4:Z=0:K=0:GOSUB590 70 POKEW+X/14:X=20:P=20:Y=L:R=1:GOSUB705:GOSUB645
:POKE198#0
|
|||
|
|
|||
|
71
|
|||
|
|
|||
|
|
||
|
■^ Thinking Games
|
||
|
|
||
|
275 :
280 :
285 REM MAIN LOOP OF PROGRAM
290 A=PEEK(JS):IF(AAND4)=0ANDR=1THENPOKEW+X,14:X=X
+(X>0) 295 IF(AAND8)=0ANDR=1THENPOKEW+X,14:X=X-(X<39) 300 POKEW+X,2:IF(AAND2)=0ANDP>0THEN340 305 IF(AAND1)=0ANDR>1THEN400 310 IFR>1AND(AAND16)=0THEN435 315 IFR=1AND(AAND16)=0 THEN375 320 GOTO290 325 : 330 :
335 REM DRILLING AND GAS EXPLOSIONS 340 A=R*40+W+X:C=PEEK(A):P=P-1:GOSUB675 345 IFC=NORC=3ORA>2023THENFORA=1TO3:GOSUB730:NEXT:
GOTO290 350 IFRND(1)>.06ORC<>14THENFORB=1TO3:POKEA,C+B:GOS
UB7 30:NEXT:R=R+1:GOTO290 355 FORB=lT02:POKEA,C+B:GOSUB730:NEXT:GOSUB735:B=0 360 R=R-1:POKE54296,4:IFR<1THENPOKE54296,15:POKEW+
X,23:GOSUB715:GOT0375 365 POKE54273,B:POKE54276,129:A=R*40+W+X:C=PEEK(A)
:PK=PEEK(A+54272):POKEA,C+l 370 POKEA+54272,15:FORD=0TO200:NEXT:POKEA#C-3:POKE
A+54272,PK:B=B+10:GOTO360 375 POKEW+X,14:X=20:M=M-1:P=20:Y=L:R=1:GOSUB705:IF
M<0THEN205 380 GOSUB645:GOTO290 385 : 390 :
395 REM DRILLING UP 400 R=R-1:B=R*40+W+X:C=PEEK(B):F0RA=1T03:POKEB,C-A
:GOSUB730:NEXT 405 P=P+1:GOSUB675:IFR<>1THEN290 410 FORA=W+80TO2023:IFPEEK(A)=9THEN290 415 NEXT:M=M+1:FORC=lT03:GOSUB705:NEXT:GOSUB590:GO
SUB645:GOTO290 420 :
425 :
430 REM DYNAMITE, GUSHERS, DEVILS
435 J=Z:Q=R-l:FORA=0TO21:A%(A)=0:NEXTzB=Q*40+W+X:A
=PEEK(B):IFA<>7THEN480 440 A=W+X:B=40:IFY<1THEN290 445 A=A+40:C=PEEK(A):POKEA,C+l:IFC=140RC=9THENPOKE
A,C+4 450 POKE54273,B:POKE54276,33:FORD=0TO200:NEXT:D=PI
EK(A+40) 455 IFD<>4ANDD<>NANDD<>3ANDA<1984THENB=B-2:POKEA,'
:GOT0445
|
||
|
|
||
|
72
|
||
|
|
||
|
|
|||
|
Thinking Games
|
3
|
||
|
|
|||
|
460 POKE54276,8:GOSUB735:POKEA+54312,15
465 IFC<>14ANDC<>9THENR=R-1
470 Y=Y-l2GOSUB665:GOTO290
475 :
480 A%(X)=1:POKE54273,40:POKE54276,129:POKE54296,4
:V=W+X-40 485 IFA=12THENPOKEB,17:Z=Z+Q:POKEV,0 490 E=0:F=38:D=l:G=l2l=l:GOSUB530 2POKEV#l:E=39:F=l
:D=-1:G=D:I=D:GOSUB530 495 E=0:F=39:D=1:G=-40:I=0:GOSUB530:POKEV,0:IFC<>6
THEN515 500 Z=J:POKEB,3:POKEB+54272,2zPOKEV,14 2 FORA=0TO40 2
POKE54280,88 2 POKE54283,17 505 POKE53283,14 2 POKE54296,6 2 F0RB=1T05 2NEXT 510 POKE54296,0 2 POKE53283,0 2 F0RB=1T05 2NEXTB,A2 POKE
54283,0 2 B=0 2 GOTO360 515 IFHTHENQ=Q-12 GOT04 90 520 POKEV,14 2 POKE54276 ,8:POKE54296,15 2POKE54283,2:
GOSUB705 2 GOSUB645 2 GOTO290 525 2
530 IFC=6THENRETURN
535 H=0 2FORA=ETOFSTEPD2lFA%(A)=0THEN570 540 B=Q*40+W+A+G2C=PEEK(B) 545 IFC=90RC=12THENPOKEB/C+5 2H=12 Z=Z+Q+ABS(I)-l2A%
(A+l)=l2GOT0565 550 IFC=14ORC=17THENA%(A+l)=l2H=l2GOTO570 555 IFC=3THENC=62 RETURN 560 A%(A+I)=0 2GOTO570
565 IFRND(1)<.02ANDC<>12THENC=6 2RETURN 570 NEXT 2 RETURN 575 2 580 2
585 REM INITIALIZE THE DISPLAY 590 PRINT"{HOME}{5 DOWN}§83";:F0RA=1T099:PRINTMD
DDDDDDD";2 NEXT 2 PRINT"DDDDDDD"; 595 POKE2023,4:POKE56295,15 2 B=400 2 C=1264 2 F0RA=1T02
2FORD=1TO40 600 E=INT(RND(0)*B/2)*2+C2lFPEEK(E)=9ORPEEK(E+l)=9
THEN600 505 POKEE,9 2 POKEE+1,9 2 NEXT 2 B=360 2 C=1665 2 NEXT 2 FORA=
1TOS S10 B=INT(RND(1)*340)*2 + 1264 2 C=PEEK(B)2IFC=90RC=NT
HEN610 .15 POKEB,N2POKEB+54272,10 2NEXT2FORA=0TO1992POKE55
296+A,0 2NEXT 2 FORA=0TO39 20 POKE55376+A,3 2POKE1104+A,20 2NEXT 25 FORA=0TO3 2 POKE55337+A,2 2NEXT2 RETURN 30 2 35 2
|
|||
|
|
|||
|
73
|
|||
|
|
|||
|
|
||
|
■C Thinking Games
|
||
|
|
||
|
640 REM UPDATE SCREEN INFORMATION
645 PRINT"{HOME}{GRN}"SPC(23)"$"MID$(STR$(Z*100),2
)" .00" 650 A=INT(Z/1000):IFA=K+1THENK=K+1:GOSUB705:GOSUB7
05:M=M+1 655 IFM<1THENPOKE1024,14:POKE55296,14:GOTO665 660 FORA=1024TO1023+M:POKEA,2:POKEA+54272,0:NEXT:P
OKEA,14:POKEA+54272,0 665 IFY=0THENPOKE1031,14:POKE55303,0:GOT0675 670 FORA=1031TO1030+Y:POKEA,19:POKEA+54272,0:NEXT:
POKEA,14:POKEA+54272 , 0 675 IFP<1THENPOKE1064,14:POKE55336,0:RETURN 680 FORB=1064TO1063+P:POKEB,17:POKEB+54272,0:NEXT:
POKEB,14:POKEB+54272,0 685 RETURN 690 : 695 :
700 REM MUSIC AND OTHER SUBROUTINES 705 POKE54276,17:FORA=15TO0STEP-1:POKE54296,A:POKE
54273,86:FORB=lT025:NEXTB,A 710 POKE54276,8:POKE54296,15:RETURN 715 POKE54276,8:POKE54276,129:POKE54273,91:FORD=15
TO0STEP-1:POKE54296, D 720 POKE53281,1:POKE53280,2:FORE=1TO70:NEXT:POKE53
280,6:NEXT 725 POKE54276,8:POKE54296,15:POKE53280,9:RETURN 730 POKE54287,20:POKE54290,8:POKE54290,129:POKE542
90,128:RETURN 735 POKEA,21:POKEA+40,22:GOSUB715:POKEA,14:POKEA+4
0,14:RETURN 740 : 745 :
750 REM CHARACTER DATA 755 DATA2,138,164,73,74,52,20,8,64,81,37,146,82,44
,40,16,24,24,36
760 DATA60,90,102,231,153,20,42,42,20,62,73,20,20,
136,34,136,34,136,34,136,34 765 DATA148,22,148,34,136,34,136,34,148,22,148,22,
148,34,136,34,148,22,148 770 DATA22,148,22,148,22,136,62,188,62,188,62,188,
22,170,170,170,170,170 775 DATA170,170,170,150,150,150,170,170,170,170,17
0,150,150,150,150,150,170,170 780 DATA170,150,150,150,150,150,150,150,150,150,IS
0,190,190,190,190,190,150,0,0 785 DATA0,0,0,0,0,0,20,20,20,0,0,0,0,0,20,20,20,21
,20,0,0,0,20,20,20,20,20,20 790 DATA20,20,20,60,60,60,60,60,60,20,0,60,60,60,-
0,60, 60,0., 0,0, 0,255, 255, 0,0,0
|
||
|
|
||
|
74
|
||
|
|
||
|
|
|||
|
Thinking Games
|
3
|
||
|
|
|||
|
795 DATA218,118,181,153,110,93,197,65,65,82,150,85
,121,181,150,173,2,106,129,20 800 DATA64,162,129,2,169,128,141,19,145,169,0,133,
136,34,136,34,136,34,136,34
|
|||
|
|
|||
|
75
|
|||
|
|
|||
|
|
||
|
Mosaic Puzzle
Bruce Jordan 64 Translation by Chris Metcalf_________
|
||
|
|
||
|
77ns adaptation of an old favorite will challenge your reasoning powers.
"Mosaic Puzzle" is a computer version of those sliding-squares puzzles that used to drive people nuts before the advent of Rubik's Cube. The object of the game is to arrange the 15 squares into some predetermined order by sliding them around in their frame. The first few moves are easy, but as the game progresses, it gets a lot more complicated. You'll find yourself rearranging everything just to get the last few squares in place.
The game has a timer for up to 23 hours, 59 minutes, 59 seconds, and a chicken switch. It also automatically checks for the winning order and allows you to go back to the puzzle the way you left it or reset it to the beginning arrangement.
When you start the game, you're asked if you wish to set a time limit. If you answer Y for yes, enter the time limit in one line with no spaces or punctuation between the values. For example, for a 1-hour, 23-minute limit, enter 012300.
Next, enter the goal order. This will be the order that you will try to match to win the game. When this is done, the upper half of the screen will clear, and the puzzle will appear.
Either the RETURN key or the fire button allows you to pause momentarily before resuming the game, restarting the program, or stopping play entirely. Breaking off and resuming has no effect on the time clock (displayed at the top of the screen along with the time limit).
As an aid to the user, various keys for up, down, right, and left can be selected at the beginning of the game. A joystick can also be used, as long as it is plugged into control port two. The time limit is an option in this version; if no time limit is selected, the screen will display elapsed time and TIME LIMIT: NONE.
If you succeed in getting the squares in the goal order, the message YOU WIN! appears on the screen, accompanied by a short tune and the elapsed time. If the time runs out before you are finished, you'll hear an unpleasant sound.
|
||
|
|
||
|
76
|
||
|
|
||
|
|
|||
|
Thinking Games
|
3
|
||
|
|
|||
|
Mosaic Puzzle
100 POKE53280,14:POKE53281,6:POKE55,176:POKE56/29:
CLR:POKE54276,8:POKE54283 , 8 110 POKE54277,0:POKE54278,255:POKE54284,0:POKE5428
5,255:POKE54296,15 120 S=1355:SC=S+54272:DIMA$(16) 130 PRINT"{CLR}":G=1632:X=0:DX=1:P=55904:S1=54276:
S2=54283:AD=1232:R=14 140 PRINT"{CLR}{DOWN}"TAB(11)" MOSAIC PUZZLE"TAB(5
0)"§17 Y5){DOWN}" 150 : 160 :
170 REM FIND TIME LIMIT, MOVE KEYS 180 PRINT"i73 DO YOU WANT A TIME LIMIT? ";:GOSUB
270 190 IFIN$<>"Y"THEN240 200 H=l:INPUT"{HOME}{6 DOWN} HOURS MINS SECS (6 DI
GITS)";T$:IFLEN(T$)<> 6THEN200 210 IFLEFT$(T$,2)>"23"ORLEFT$(T$,2)<"0"THEN200 220 IFMID$(T$,3,2)>"59"ORMID$(T$,3,2)<"0"THEN200 230 IFRIGHT$(T$,2)>"59"ORRIGHT$(T$,2)<"0"THEN200 240 PRINT"{DOWN} KEY FOR UP: ";:GOSUB270:U$=IN$:PR
INT"{DOWN} FOR DOWN: ";:GOSUB270:D$=IN$ 250 PRINT"{DOWN} FOR LEFT: ";:GOSUB270:L$=IN$:PRIN
T"{DOWN} FOR RIGHT: ";:GOSUB270:R$=IN$ 260 GOTO310 270 PRINT"g+3";:WAIT198,255:GETIN$:PRINT"{LEFT}"
;:POKE216,1:PRINTIN?:RETURN 280 : 290 :
300 REM FIND GOAL ORDER
310 PRINT"{CLR}"TAB(43)"ENTER GOAL SETUP" 320 PRINT"{DOWN}{3 SPACES}1 2 3 4 5 6 7 8 9"SPC(23
)"A B C D E F {RVS}SPACE" 330 PRINTTAB(5)"{D0WN}IN ANY ORDER":PRINTTAB(248)"
GOAL 340 FORK=0TO3:POKE1592+K,100:POKE1792+K,99:POKE558
64+K,R:POKE56064+K,R *50 POKE1631+K*40,103:POKE1636+K*40,101:POKE55903+
K*40,R:POKE55908+K*40,R:NEXT 160 F0RI=1T016:POKEG+X,63:POKEP+X,1 70 WAIT198,255:GETA$(I):FORL=I-1TO0STEP-1:IFA$(I)
=A$(L)THEN370 80 NEXT:IFA$(I)=" "THENFORK=0TO4:POKE55471+K,15:N
EXT:B2=32:GOTO420 90 IF(A$(I)<"l"ORA$(I)>"F")OR(A$(I)>"9"ANDA$(I)<,,
A")THEN370 50 B=VAL(A$(I)) :B2=B+48:IFBTHENPOKE55417-f2*B,15:G
OTO420
|
|||
|
|
|||
|
77
|
|||
|
|
|||
|
|
||
|
■i Thinking Games
|
||
|
|
||
|
410 B=ASC(A?(l))-64:B2=B:POKE55457+2*B,15
420 POKEG+X,B2:X=X+DX:IFX=4THENG=G+40:P=P+40:X=0
430 NEXT
440 :
450 :
460 REM SET UP WORK AREA
470 PRINT"{HOME}":FORI=0TO64:PRINT"{4 SPACES}";:NE
XT:PRINT"{HOME}"TAB(127)"PUZZLE" 480 FORK=0TO3:POKE1192+K,100:POKE55464+K,R:POKE139
2+K,99:POKE55664+K,R 490 POKE1231+K*40,103:POKE55503+K*40,R:POKE1236+K*
40,101:POKE55508+K*40,R:NEXT 500 READA,B,C:IFA>=0THENPOKEAD+A,B?POKE55504+A,C:G
OTO500 510 FORI=1TO500:NEXT:POKES1-3,80:POKES1,33:PRINT"
{HOME}"TAB(28)"{10 DOWN}{RED}{WHT}IGO!§73" 520 FORT=1TO300:NEXT:PRINT"{HOME}"TAB(28)"
{10 DOWN}{4 SPACES}":POKESl,8:TI?="000000" 530 PRINT"{HOME}"TAB(25)"LIMIT:{CYN}";:IFT$=""THEN
PRINT"NONE":GOTO580 540 PRINTLEFT?(T?,2)":"MID?(T$,3,2)":"RIGHT?(T?,2)
"g7i" 550 : 560 :
570 REM LOOP MAIN CONTROL 580 PRINT"{HOME}TIME ELAPSED:{WHT}"LEFT?(TI?,2)":"
MID?(TI?,3,2)":"RIGHT?(TI?,2)"g 7 3" 590 IFH=1ANDT?<=TI?THEN750 600 GETB?:J=31-PEEK(56320)AND31:IFB?=""ANDJ=0THEN5
80 610 IFB?=CHR?(13)ORJ=16THENWN=0:GOTO780 620 IFB?=D?OR(JAND2)THENDR=~40:CK=100:GOTO660 630 IFB?=L?OR(JAND4)THENDR=1:CK=101:GOTO660 640 IFB?=R?OR(JAND8)THENDR=-1:CK=103:GOTO660 650 DR=40:CK=99:IFB? < >U?AND(JAND1)=0THEN580 660 IFPEEK(S+DR)=CKTHEN580 670 POKES,PEEK(S+DR)^OKESC,PEEK(SC+DR):POKES+DR,3
2:S=S+DR:SC=SC+DR 680 FORM=0TO120STEP40:FORN=0TO3:W=PEEK(AD+M+N)AND1
27:IFW< > PEEK(1632+M+N)THEN580 690 NEXT:NEXT:PRINT"{HOME}"TAB(24)"{5 DOWN}{CYN}
{RVS}YOU WINi g7i":POKES1-3,0:POKES1,33:WN=1 700 READN1,N2,D:IFN1=-1THENP0KES1,8:GOTO780 710 POKES1-4, Nl: POKES1-3 , N2 : FORT=lTOD: NEXT: GOTO70I2 720 : 730 :
740 REM END OF GAME 750 PRINT"{HOME}"TAB(23)"{5 DOWN}{WHT}{RVS}1 YOU L
SElg73":POKESl-3f10:POKES1#17:WN=1
|
||
|
|
||
|
78
|
||
|
|
||
|
|
||
|
Thinking Games
|
||
|
|
||
|
760 POKES2-3,60:POKES2,129:FORT=1TO300:NEXT:P0KES2
,8:P0KES1,8 770 :
780 TM$=TI$:PRINT"{HOME}"TAB(21)"{9 D0WN}(1) RESET 790 PRINTTAB(21)"{DOWN}(2) QUIT":IFWN=0THENPRINTTA
B(21)"{DOWN}(3) AS YOU LEFT IT" 800 GETV$:IFV$ <"1"ORV$ >"3"THEN800 810 IFV$="1"THENRUN 820 IFV$="2"THENEND 830 IFWNTHEN800 840 PRINT"{HOME}{8 DOWN}":FORI=1T06:PRINTTAB(21)"
{18 SPACES}":NEXT 850 TI$=TM$:GOTO580 860 : 870 :
880 REM SETUP AND MUSIC DATA 890 DATA0,49,1,1,178,3,2,51,1,3,180,3 900 DATA40,53,1,41,182,3,42,55,1,43 910 DATA184,3,80,57,1,81,129,3,82,2,1 920 DATA83,131,3,120,4,1,121,133,3,122 930 DATA6,1,123,32,3,-1,-1,-1 940 DATA 96,22,150,0,0,50,96,22,75,0,0,50,96,22,75
,49,28,175,96,22,115,49,28 950 DATA175,135,33,250,0,0,0,-1,-1,-1
|
||
|
|
||
|
79
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
![]() |
||
|
|
||
|
|
||
|
|
||
|
4
Blockhead_______
Matt Giwer 64 Version by Gregg Peele______________________________
|
||
|
|
||
|
Here is a challenging game for the whole family. See how many balloons the blockhead can pop in the allotted time. Requires game paddles.
"Blockhead" is a colorful game similar to some of the early arcade games. It is simple to play, and will especially appeal to young children, who will like the clever use of sound and color in the game. The program makes good use of the Commodore 64's graphic capabilities, for it utilizes the eight available sprites and even includes a machine language routine. This interrupt-driven routine provides optimal motion in the game, as well as monitors the position of the sprites.
Once you have the program typed in, SAVEd, and LOADed, you can see that the machine language routine still operates, even if the BASIC part of the program does not. LOAD and RUN Blockhead, then press RUN-STOE This breaks the BASIC program, but the blockhead can still be moved with the paddle control.
Blockhead uses the collision register to detect when one sprite touches another. Since the collision register is changed only temporarily when sprites collide, the contents representing the collision must be saved until an event occurs which may again make the sprite collide. The register is then cleared, and the sprite is ready for collision. Collision detection between the blockhead and balloons is handled through BASIC.
The game is played with a set of paddles, which must be plugged into Control Port 1. Since Blockhead is a one-player game, only one paddle will work. The paddle moves the blockhead's home base from side to side, with the blockhead standing on it. You use the fire button on the paddle to make the blockhead leap.
The original version of this game is written to be used with Atari-style paddles. If you have Commodore paddles, you must change lines 1070 and 1080 to read as follows:
1070 DATA 216,24,173,164,194,105,28,141 1080 DATA 161,194,56,173,164,194,233,217
|
||
|
|
||
|
83
|
||
|
|
||
|
|
||
|
This alteration leaves a slight glitch in the paddle movement around the seam but provides for optimal range for movement around the screen.
Playing the Game
This game works using a timer. The object of the game is to pop the balloons as they float across the sky. The more balloons you pop in the time limit of two minutes, the more points you'll receive. Not only must you pop the balloons, but you must also catch the blockhead before he falls below his home base. If you miss catching him, points are deducted until you bring him to the surface by pressing the fire button. He'll then leap back into the air.
For each balloon that you pop, you receive 10 points. Each time you drop the blockhead, your score is reduced by 15 points.
When you LOAD and RUN the program for Blockhead, a tune plays and the screen sets up. This takes a few moments, so be patient. Finally, the blockhead appears, and the balloons begin to float across the sky At first, they are close to the ground and easy to pop. Simply press the fire button and the blockhead leaps into the air. If he touches a balloon, it disappears, and you'll hear a soft popping sound. You've just received ten points. The balloons will continue to float at this level until all six of them are popped by the blockhead.
As soon as the first level of balloons has been popped, the tune plays again, then another level, slightly higher, appears from the left side of the screen. There are six levels of balloons altogether. If you pop all the balloons, 36 in all, the game stops, even if there is time remaining. At this point, you're asked if you want to play another game.
Of course, popping the balloons is only half the fun. You also have to catch the blockhead as he drops to the ground. If you miss him with the paddle-controlled base, he will vanish. To make him reappear, you need to press the fire button to make him leap back up.
Going for the High Score
After playing Blockhead a few times, you'll notice some things that can increase your score, or reduce the time it takes you to pop all the balloons.
If you time the blockhead's leap, you can pop two balloons at once. This must be precise. The blockhead has his hands out-
|
||
|
|
||
|
84
|
||
|
|
||
|
|
||
|
Dexterity
|
||
|
|
||
|
stretched, and if both come in contact with a balloon at the same time, the balloon on either side will pop. Sometimes this works, and other times it doesn't.
You can also receive points if the blockhead comes very close to a balloon. The balloon won't pop, but you'll hear the popping sound, and another ten points will be added to your score. Just as with trying to pop two balloons at once, this will not work all the time.
If you keep the blockhead's home base stationary, most of the time he will fall back to it. Not always, so you have to keep your eye on him.
Remember that the blockhead is not able to pop a balloon on the way down, only on the way up.
Blockhead
100 POKE49152,0
110 DIM HA(12),HB(12)/HC(12),LA(12),LB(12),LC(12)
120 F0RQ=1T011:READHA(Q),LA(Q),HB(Q),LB(Q),HC(Q),L
C(Q):NEXT 130 S=54272:FORE=STOS+28:POKEE,0:NEXT 140 POKE54296,15 :POKE54277,56 :POKE54278,212 150 POKE54284,56 -.POKE54286 , 212 160 POKE54291,56 :POKE54292,212 170 POKE S+4,17:POKES+16,17:POKES+18,17 180 F0RD=1T011
190 POKES+l,HA(D):P0KES,LA(D):POKES+8,HB(D) 200 POKES+9,LB(D):POKES+15,HC(D):P0KES+14,LC(D) 210 FORT=1TO100:NEXT
220 IFHC(D) =7THENFORT=1TO100:NEXT 230 NEXT
240 F0RT=1T0 450 :NEXT:FORE=ST0S+28:POKEE,0:NEXT 250 IFPEEK(49152)=173ANDTH=1THENRETURN 260 DATA33,135,21,31,8,97,31,165,21,31,8,225,29,22
3,22,96,9,104 270 DATA 28 ,49,22,96,9,247,26,156,21,31,10,143 280 DATA28,49,21,31,9,247,29,223,22,96,9,104,31,16
5,22,96,8,225 290 DATA33,135,21,31,8,97,25,30,22,96,7,233,33,135
,21,31,8,97 300 GOTO330 310 S=54272 320 POKES+24,15:POKE54276,65:POKE54275,10:POKE5427
4,10:POKES+24,0:RETURN 330 POKE53281,7:HI=134:GOSUB930 340 DATA1,255,0,7,255,192,15,239,224,31,1,240,63,1
09,248,63,111,248,63,1,248,63
|
||
|
|
||
|
85
|
||
|
|
||
|
|
||
|
350 DATA237,248,63,109,248,31,1,240,31,239,240,15,
239,224,15,255,224,7,255,192,3 360 DATA255,128,1,255,0,0,254,0,0,124,0,0,56,0,0,1
6,0,0,56,0 370 V=53248
380 FOR J=960TO1022:READ WQ:POKE J,WQ:NEXT 390 POKEV+21,0 400 POKEV+41,6:POKEV+42,0:POKEV+43,1:POKEV+44,2:PO
KEV+4,70 410 POKE53264,0 420 POKEV+45,4:POKEV+46,8
430 FORT=2042TO2047:POKET,15:NEXT:POKEV+21,255 440 IFPEEK(V+2)<50AND(PEEK(V+16)AND2)=0THENPOKEV+2
,254 450 DATA0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,255,255,255,255,255 460 DATA255,255,255,255,255,255,255,255,255,255,25
5,255,255,255,255,255,255,255 470 DATA255,255,255,255,255,255,255,255,255,255 480 V=53248
490 FORI=832T0894:READJ:POKEI,J:NEXT 500 FORK=834+64T0892+66:READL:POKEK,L:NEXT:POKE204
l,14:POKEV+40,6 510 POKE2040,13:POKEV+39,2:POKEV,150:POKEV+1,200 520 IFPEEK(49152)<>173THENGOSUB1050 530 POKEV+3,191 540 IFHK70THENHI = 59 550 TH=1:GOSUB130
560 POKEV+2,PEEK(V):POKEV+21,255 570 FORG=V+5TO V+15STEP2:POKEG,HI:NEXT 580 SYS49658 590 DATA0 600 DATA0,0,0,0,0,0,3,255,240,3,63,48,3,51,48,3,24
3,240,3,63,48,3,204,240,3,243 610 DATA240,3,255,240,0,127,128,127,243,255,127,25
5,255,255,255,255,128,115 620 DATA128,0,127,128,0,127,128,0,251,192,1,241,22
4,3,224,240,7,192,120 630 IF(PEEK(56321)AND4)<>0THEN790 640 X2=0:POKE49829,0
650 FORT=(PEEK(V+3))TO50STEP-4:POKEV+3,T 660 IFPEEK(V+30)>3THENPOKEV+21,(PEEK(V+21)ANDNOT(P
EEK(V+30))):SC=SC+10:GOSUB310 670 POKE(V+21),(PEEK(V+21)OR3) 680 NEXT:GOTO700 690 GOTO790 700 POKE49829,0 710 FORJ=(PEEK(V+3))T0255STEP20:POKEV+3,J:IFPEEK(4
9829)=3THENX2=1:GOTO790
|
||
|
|
||
|
86
|
||
|
|
||
|
|
|||
|
Dexterity
|
4
|
||
|
|
|||
|
720 PI=INT(RND(0)*20)-10:IF(PEEK(53250)+Pl)<60AND(
PEEK(53264)AND2)=0THENPI=0 730 IF(PEEK(V+2)+Pl)<50AND(PEEK(V+16)AND2)=0ORPEEK
(V+2)>254THENPI=0 740 IF(PEEK(53264)AND2)<>0AND(PEEK(53250)+Pl)>20TH
ENPI=0 750 IF PEEK(53250)+PK245AND PEEK( 53250 )+PI>10THEN
POKE53250,PEEK(53250)+PI 760 IFPEEK(V+3)<201THEN780 770 PRINT"{HOME}{3 DOWN}{7 RIGHT}{BLK}OOPSl":SC=SC
-5:FORT=1TO100:NEXT:PRINT"{HOME}{7 RIGHT}
{3 DOWN}{5 SPACES}" 780 NEXT 790 IF PEEK(V+21)=3THEN:HI=HI-15:POKEV+3,190:GOTO5
30 800 IFX2=lANDPEEK(V+3)>180THENPOKEV+3,190
810 P=INT(RND(0)*20)-10:IFPEEK(53250)+P<15THENP=0 820 PRINT"{HOME}{15 RIGHT}{BLK}SCORE";"{5 SPACES}"
830 PRINT"{HOME}{15 RIGHT}{BLK}SCORE";SC
840 IFVAL(TI$)>5900THENTI$="000000"
850 IFTI$>="000200"THEN870
860 PRINT"{HOME}{DOWN}{3 RIGHT}TIME ";RIGHT?(TI$,4
);"{HOME}{DOWN}{3 RIGHT}TIME ";:GOTO630 870 PRINT"{HOME}{15 RIGHT}{8 DOWN}GAME OVER":POKEl
98,0 880 PRINT"{HOME}{DOWN}{3 RIGHT}TIME ";RIGHT$(TI$,4
);"{HOME}{DOWN}{3 RIGHTjTIME "; 890 PRINT"{HOME}{10 RIGHT}{10 DOWNjPLAY AGAIN? Y O
R N "
900 IFPEEK(197)=25THENCLR:RESTORE:GOTO110
910 IFPEEK(197)=39THENSYS2048
920 GOTO890
930 PRINT"{CLR}";:FORBO=1024TO1984STEP40:POKEBO,22
4:POKEBO+39,224 940 POKEBO+54272,2:POKEBO+54311,2 950 POKEBO+l,224:POKEBO+38,224 960 POKEBO+1+54272,4:POKEBO+54310,4 970 POKEBO+2,224:POKEBO+37,224 980 POKEBO+2+54272,15:POKEBO+54309,15 990 NEXT
1000 FORFL=1864TO2023:POKEFL,224:POKEFL+54272,8:NE
XT 1010 TI$="235952" 1020 FORTE=1025TO1062:POKETE,224:POKETE+54272,3:NE
XT 1030 POKE53280,1 1040 RETURN
|
|||
|
|
|||
|
87
|
|||
|
|
|||
|
|
||||
|
1050
1051
1052 1060 1070 1080 1090 1100 1110 1120 1130 1140 1150 1160 1170 1180 1190 1200 1210 1220 1230 1240 1250 1260 1270 1280 1290 1300 1310 1320 1330 1340 1350 1360 1370 1380 1390 1400 1410 1420 1430 1440 1450 1460 1470 1480 1490
|
POKEV+21,0:F0RV1=4915 2T0496 7 3:READJ2:P0KEV1,J
2:CK=CK+J2:NEXT
IF CKO65960 THEN PRINT "DATA ERROR IN LINES
{SPACE}1060-1710":STOP
RETURN
DATA 173, 25, 212, 73, 255, 141, 164, 194
|
|||
|
DATA 216, 24, 173 DATA 161, 194, 56
|
164, 194, 105, 40, 141 173, 164, 194, 233, 215
|
|||
|
DATA 141, 162, 194, 173, 164, 194, 201, 216
|
||||
|
DATA 176, 17, 173 DATA 173, 16, 208 DATA 76, 65, 192, DATA 141, 16, 208 DATA 194, 173, 16 DATA 30, 208, 141 DATA 165, 194, 17 DATA 23, 169, 190 DATA 208, 173, 16 DATA 202, 10, 13, DATA 173, 16, 202 DATA 202, 173, 16 DATA 18, 202, 173 DATA 17, 173, 16, DATA 208, 173, 18
|
161, 194, 141, 163, 194 41, 254, 141, 16, 208
173, 16, 208, 9, 1 173, 162, 194, 141, 163
, 194, 141, 0, 208, 173 160, 194, 240, 3, 141
, 160, 194, 41, 1, 240 173, 163, 194, 141, 2 208, 41, 1, 141, 6
6, 202, 141, 16, 208 56, 233, 210, 141, 17 202, 24, 105, 45, 141 16, 202, 201, 210, 176
208, 41, 251, 141, 16 202, 141, 4, 208, 76
|
|||
|
DATA 168, 192, 173, 16, 208, 9, 4, 141
|
||||
|
DATA 16, 208, 173 DATA 173, 19, 202 DATA 202, 173, 19 DATA 21, 202, 173 DATA 17, 173, 16, DATA 208, 173, 21
|
17, 202, 141, 4, 208 56, 233, 210, 141, 20 202, 24, 105, 45, 141 19, 202, 201, 210, 176 208, 41, 247, 141, 16 202, 141, 6, 208, 76
|
|||
|
DATA 224, 192, 173, 16, 208, 9, 8, 141
|
||||
|
DATA 16, 208, 173 DATA 173, 22, 202 DATA 202, 173, 22 DATA 24, 202, 173 DATA 17, 173, 16, DATA 208, 173, 24 DATA 24, 193, 173 DATA 16, 208, 173 DATA 173, 25, 202 DATA 202, 173, 25 DATA 27, 202, 173 DATA 17, 173, 16, DATA 208, 173, 27 DATA 80, 193, 173 DATA 16, 208, 173 DATA 173, 28, 202 DATA 202, 173, 28
|
20, 202, 141, 6, 208 56, 233, 210, 141, 23 202, 24, 105, 45, 141
22, 202, 201, 210, 176 208, 41, 239, 141, 16
202, 141, 8, 208, 76 16, 208, 9, 16, 141
23, 202, 141, 8, 208 56, 233, 210, 141, 26 202, 24, 105, 45, 141
25, 202, 201, 210, 176 208, 41, 223, 141, 16
202, 141, 10, 208, 76 16, 208, 9, 32, 141
26, 202, 141, 10, 208 56, 233, 210, 141, 29 202, 24, 105, 45, 141
|
|||
|
|
||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Dexterity
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||
|
Diamond Drop
|
||
|
|
||
|
Matt Giwer 64 Version by Eric Brandon
|
||
|
|
||
|
Catch the falling diamondsif you can. This fast-action game is easy to play.
"Diamond Drop" is a game that requires good judgment and quick reflexes. It's fast and easy to play. To insure fast action, it is written predominantly in machine language. BASIC is used only to print instructions, set up the display, select the skill level, and initiate the drop.
The game display starts with six rows of objects at the top of the screen and a stack of six catching trays at the bottom. As the objects begin to drop, you must use the L and; keys to maneuver the trays and catch the objects. To make play more challenging, one tray disappears whenever the last ball drops from a row. Thus, you have only one tray with which to catch objects from the last row. When all the objects have dropped, you start again with six rows of objects and six trays. Play continues until a total of five objects hit the ground.
Since the DATA statements comprise the machine language program for the game, it is essential that they be typed correctly Be sure to SAVE a copy of the program before you attempt to RUN it, since an error in typing may cause your computer to lock up, forcing you to turn the power off to recover. If Diamond Drop fails to RUN properly, the problem will most likely be a mistyped number somewhere in the DATA statements, so check carefully.
Diamond Drop
5 POKE 53280,12:POKE53281,0
7 IF PEEK(49152)<>120THENGOSUB49000
9 SYS 49745
10 PRINT"{CLRHwHT}"TAB(13)"DIAMOND DROP"
20 PRINT"{5 D0WN}{YEL}{5 SPACES}CATCH THE DIAMONDS
BEFORE THEY 30 PRINT"{DOWN}{5 SPACES}TOUCH THE GROUND. YOU HAV
E FIVE 40 PRINT"{DOWN}{5 SPACES}CHANCES.
|
||
|
|
||
|
90
|
||
|
|
||
|
|
||
|
Dexterity
|
||
|
|
||
|
45 PRINT"{2 DOWN}{WHT}{13 SPACES}L - MOVE LEFT
46 PRINT"{13 SPACES}; - MOVE RIGHT{YEL}"
50 PRINT"{5 DOWN}g63{9 SPACES}{RVS}HIT ANY KEY T
0 BEGIN" 60 GETA$:IFA§=""THEN60 65 GOSUB 1000
70 PRINT" {CLRHWHT} SCORE 00000{4 SPACES } CHANCES : Q QQQ "
71 SPEED = 53241
72 PADDLES=12*4096+4095
73 FLAG=12*4096+4094 : POKE FLAG,0
74 WIDTH = 12*4096+15*256+15*16+11
75 POKE PADDLES,6 : POKE WIDTH,W : POKE SPEED,10-S 78 ROW(6)=81:ROW(5)=81:ROW(4)=207:ROW(3)=207:ROW(2
)=90:ROW(1)=90 80 PRINT" {YELHRVS}"; : F0RI = 1T038 : PRINT"Z" ; :NEXT:P
RINT"{OFF} "; 85 PRINT" {YEL}{RVS}"; : F0RI=1T038 .-PRINT"Z" ; :NEXT:P
RINT"{OFF} "; 90 PRINT" {CYN}{RVS}";:FORI=lT038:PRINT"P";:NEXT:P
RINT"{OFF} "; 95 PRINT" {CYN}{RVS}";:F0RI=1T038:PRINT"P";:NEXT:P
RINT"{OFF} "; 100 PRINT" {OFF}&73";:F0RI=1T038:PRINT"W";:NEXT:
PRINT" "; 102 PRINT" {OFF}g7>T;:F0RI=1T038:PRINT"W";:NEXT:
PRINT" "; 105 PRINT"{WHT}";
109 REM 40 SPACES IN NEXT LINE
110 FORI=1TO17:PRINT"{40 SPACES}";:NEXT 120 PRINT"{HOME}";
130 FOR 1=1984 TO 2023 : POKE I,248:POKE 1+54272,1
0:NEXT 140 IF PEEK(789)<>12*16THENSYS 12*4096 150 FOR ROW = 6 TO 1STEP-1.-FOR CHAR=1 TO 38 155 FOR K=l TO 600-CHAR*10+(6-ROW)*20-50*(9-PEEK(S
PEED)):NEXT 157 IF PEEK(FLAG) THEN 2000 160 P=RND(1)*38+1
170 IF PEEK(1024+ROW*40+P)=32THEN160 180 POKE 1024+ROW*40+P,ROW(ROW)
190 NEXTCHAR
191 SYS 49745
192 FORQ=1TO2:POKE54296,05 :POKE5427 7,5:POKE54278,
218
193 POKE 54273,150 :POKE54272,139:POKE54276,17
194 FORT=1TO50:NEXT:POKE54276,16:FORT=1TO10:NEXT
195 NEXTQ
197 IF ROW >1 THENSYS 49691
|
||
|
|
||
|
91
|
||
|
|
||
|
|
||
|
200 NEXTROW
201 FOR K=l TO 300:NEXTK
205 POKE PADDLE,6
206 IF PEEK(SPEED)=2 AND PEEK(WIDTH)>1 THEN POKE W IDTH,PEEK(WIDTH)-l
207 IF PEEK(SPEED)>2 THEN POKE SPEED,PEEK(SPEED)-1 210 PRINT"{HOME}{DOWN}";
220 GOTO 80
999 END
1000 PRINT"{CLR}{7 SPACES}DIFFICULTY{4 SPACES} {5 DOWN}"
1010 INPUT"{WHT}SPEED (1-9){YEL}{3 RIGHT}5{3 LEFT}
";S
1015 IF S>9 OR S<1 THEN 1010
1020 INPUT"{3 DOWN}{WHT}WIDTH OF PADDLES (1-9)
{YEL}{3 RIGHT}4{3 LEFT}";W 1030 IF W>9 OR W<1 THEN 1020 1040 RETURN 2000 PRINT"{HOME}{10 DOWN}{2 SPACES}{YEL}GAME OVER
- HIT SPACE TO CONTINUE" 2010 POKE 198,0 2020 GETA$:IFA$<>" "THEN2020 2030 RUN 65 49000 PRINT" {WHT}{CLR}{2 DOWNLOADING MACHINE LANG
UAGE...{3 DOWN}":TI$="000000" 49005 1=49152 49007 PRINT"READY IN"STR$(31-VAL(TI$))" SECONDS
{UP}" 49010 READ A:CK=CK+A:IF A=256 THEN 49030 49020 POKE I,A:I=I+l:GOTO 49007 49030 IFCK<>89323 THEN PRINT "ERROR IN LINES 49152
TO 49840" .-STOP 49040 RETURN
49152 DATA 120,169,192,141,21,3,169 49160 DATA 29,141,20,3,88,169,18 49168 DATA 141,253,207,169,0,141,250 49176 DATA 207,141,247,207,141,248,207 49184 DATA 96,173,255,207,141,252,207 49192 DATA 172,253,207,169,32,153,151 49200 DATA 7,200,169,160,174,251,207 49208 DATA 153,151,7,200,202,208,249 49216 DATA 169,32,153,151,7,206,252 49224 DATA 207,208,3,76,3,193,172 49232 DATA 253,207,169,32,153,71,7 49240 DATA 200,169,160,174,251,207,153 49248 DATA 71,7,200,202,208,249,169 49256 DATA 32,153,71,7,200,206,252 49264 DATA 207,208,3,76,3,193,172 49272 DATA 253,207,169,32,153,247,6
|
||
|
|
||
|
92
|
||
|
|
||
|
|
||
|
49280 DATA 200,169,160,174,251,207,153 49288 DATA 247,6,200,202,208,249,169 49296 DATA 32,153,247,6,200,206,252 49304 DATA 207,240,123,172,253,207,169 49312 DATA 32,153,167,6,200,169,160 49320 DATA 174,251,207,153,167,6,200 49328 DATA 202,208,249,169,32,153,167 49336 DATA 6,200,206,252,207,240,91 49344 DATA 172,253,207,169,32,153,87 49352 DATA 6,200,169,160,174,251,207 49360 DATA 153,87,6,200,202,208,249 49368 DATA 169,32,153,87,6,200,206 49376 DATA 252,207,240,59,172,253,207 49384 DATA 169,32,153,7,6,200,169 49392 DATA 160,174,251,207,153,7,6 49400 DATA 200,202,208,249,169,32,153 49408 DATA 7,6,200,206,252,207,240 49416 DATA 27,172,253,207,169,32,153 49424 DATA 183,5,200,169,160,174,251 49432 DATA 207,153,183,5,200,202,208 49440 DATA 249,169,32,153,183,5,200 49448 DATA 165,197,201,42,208,13,173 49456 DATA 253,207,201,1,240,24,206 49464 DATA 253,207,76,40,193,201,50 49472 DATA 208,14,173,253,207,24,109 49480 DATA 251,207,201,39,240,3,238 49488 DATA 253,207,238,250,207,173,250 49496 DATA 207,205,249,207,240,3,76 49504 DATA 49,234,169,0,141,250,207 49512 DATA 169,112,133,251,169,7,133 49520 DATA 252,160,0,185,152,7,41 49528 DATA 127,201,32,208,74,200,192 49536 DATA 39,208,242,160,0,177,251 49544 DATA 201,81,240,37,201,207,240 49552 DATA 33,201,90,240,29,200,192 49560 DATA 40,208,237,56,165,251,233 49568 DATA 40,133,251,176,2,198,252 49576 DATA 166,251,208,220,166,252,224 49584 DATA 4,208,214,76,49,234,170 49592 DATA 152,24,105,40,168,138,145 49600 DATA 251,152,56,233,40,168,169 49608 DATA 32,145,251,32,251,193,76 49616 DATA 99,193,169,32,153,152,7 49624 DATA 32,81,194,169,15,141,24 49632 DATA 212,169,17,141,5,212,169 49640 DATA 213,141,6,212,169,2,141 49648 DATA 3,212,169,100,141,2,212 49656 DATA 169,5,141,1,212,169,135 49664 DATA 141,0,212,169,65,141,4
|
||
|
|
||
|
|
||
|
49672 DATA 212,160,0,162,0,142,32 49680 DATA 208,232,208,250,200,208,247 49688 DATA 169,12,141,32,208,169,64 49696 DATA 141,4,212,160,39,185,0 49704 DATA 4,201,81,240,11,136,208 49712 DATA 246,169,1,141,254,207,76 49720 DATA 49,234,169,32,153,0,4 49728 DATA 76,49,234,152,72,160,10 49736 DATA 185,0,4,201,57,208,9 49744 DATA 169,48,153,0,4,136,76 49752 DATA 255,193,185,0,4,24,105 49760 DATA 1,153,0,4,104,168,96 49768 DATA 174,255,207,202,142,255,207 49776 DATA 232,169,152,133,251,169,7 49784 DATA 133,252,56,165,251,233,80 49792 DATA 133,251,176,2,198,252,202 49800 DATA 208,242,160,0,177,251,201 49808 DATA 160,240,4,200,76,59,194 49816 DATA 174,251,207,169,32,145,251 49824 DATA 200,202,208,250,96,160,0 49832 DATA 152,153,0,212,200,192,9 49840 DATA 208,248,96,256
|
||
|
|
||
|
94
|
||
|
|
||
|
|
||
|
4
Laser Bounce
Frank L. Broadnax
|
||
|
|
||
|
Don't let the ball get by you. The longer you can chip away at the bricks, the higher your score.
"Laser Bounce" is a game of movement and trajectory similar to some of the earlier videogames. Using only the character set provided with the Commodore 64, it displays a spaceship, the laser balls which rebound from the ship, and the walls of energy you are trying to break through.
Played with a joystick plugged into Control Port 2, the game begins with a simple title screen and a short musical introduction. At that point you're asked if you want to read the instructions before the game. If this is your first game, you would press Y, and the instructions appear. Once you've played the game, however, you can press N and go directly to the screen setup.
The screen sets up quickly, with the present and high scores displayed at the top, your spaceship in the middle, and the six colored energy walls below. The number of spaceships remaining is indicated by the small circles near the top-right-hand corner of the display.
As soon as the screen is completed, the game begins. Your spaceship fires its laser, and the ball appears. The ball will travel in one of four directions to start the game. It will move up and to the right, up and to the left, down and to the right, or down and to the left. Be especially watchful for the ball to move up, toward your spaceship, for you won't have much time to intercept it.
Intercepting the laser ball makes it rebound and move toward the energy walls or the side of the screen. It will bounce off both, but you'll receive points only if it hits the wall and eliminates a brick. Ten points are awarded for each gap created.
Although it doesn't matter which part of the ship the ball touches, it's best to use its center. Sometimes you may think you're in the right position, but the ball misses one wing of the ship and gets by you. Unlike other games of trajectory, the ball will not bounce at a different angle depending on where it strikes
|
||
|
|
||
|
95
|
||
|
|
||
|
|
||
|
the ship. No matter where the ball touches the spaceship, it will simply rebound.
The ship moves rather slowly, so it's a good idea to keep track of the ball, especially when it gets trapped in the wall and is busy eliminating bricks. You should be able to tell when the ball will escape from the wall and head back toward you. Anticipating it is important: if your spaceship is out of position, it will be hard to recover in time to intercept. Because the spaceship moves three columns at a time, its movement is sometimes jerky, and can make it seem like the spaceship is changing position faster than it actually is.
The laser ball is also hard to keep track of at times. Because it is drawn and erased each time it moves, it blinks off and on. However, when it erases bricks from the energy wall, it seems to disappear for a moment. If it is eliminating bricks rapidly, the best way to keep track of it is to watch the pattern of erasing bricks. Plotting where it will return toward your ship, you can move to that position.
If you miss intercepting the ball, and it gets by you, your spaceship will reappear in the middle of the screen, fire its laser, and another round begins. You have a total of five spaceships during a game, the number remaining indicated by the display.
If you erase all five energy walls, the game isn't over. Another five walls are drawn when you reach 4800 points, the total you should have after eliminating all the bricks. Each time all five walls are erased, another five appear to take their place. You receive no additional spaceships, however.
As the game ends, a message appears asking if you want to play another game. Pressing Y sets up another screen after you've indicated whether you need to read the instructions again. The score will return to 0, but the previous high score remains as long as the computer is left on. The high score only prints once a ball is missed. You can quit playing simply by entering N when the prompt appears at the end of a game.
Laser Bounce Variations
It's easy to create several variations of this game simply by altering a few of the program lines.
An interesting variation can be created by changing line 400. Instead of the value DY = - DY, insert DX = - DX. This will make the laser ball wind its way down through the energy walls, reappearing and moving toward the spaceship only after it's erased its way free.
|
||
|
|
||
|
96
|
||
|
|
||
|
|
||||
|
Dexterity
|
4
|
|||
|
|
||||
|
Another change can be made in lines 460 and 470. Insert GOTO 310 instead of GOTO 320. After a ball is missed, the energy screens will be redrawn, in effect making you start over. Your score will not return to 0, however.
Changing the value of DX in line 335 will also create another variation of Laser Bounce. DX = 2 will alter the angle at which the ball rebounds. This can make the ball difficult to intercept, especially as the game begins and the ball moves up and to one side. You'll have to be fast to intercept it before it gets by you.
Programmer's Notes
It may be useful to outline some of the major subroutines of this game program so you can see how it all fits together.
|
||||
|
|
||||
|
Lines 5-170
|
Function
Set up the title screen and send the program to the
subroutine which plays the opening music.
Begin the setup of the game instructions, and send the
program to the subroutine at 35000, which contains the
rest of the game description.
Set variables and the screen.
Ball movement loop begins. This is the main loop of the
program.
Ball starts from the end of the laser.
Alter the direction of the ball each time it appears.
Check to see if the ball touches a brick in the energy wall.
Check to see if the ball is in contact with the spaceship.
Subroutine to create the firing laser using only standard
graphic characters.
POKE in the graphic character and colors to create the
energy walls. The reversed space with screen code value
of 160 was used to make the walls.
Create the spaceship using the graphic characters with
screen code values of 73, 81, and 83, and two characters
with the value of 67.
Subroutine to move the spaceship. The ship moves three
columns at a time by erasing its previous position and
POKEing in the new location. The value is read from the
joystick (PEEK 56320). This subroutine also keeps the
spaceship on the screen.
Scoring subroutine which starts in line 400, then moves
to this section of the program. The score is printed to the
screen, changing by 10 each time a brick is erased. Lines
25011 to 25019 redraw the bricks once the screen is
cleared, depending on the score displayed.
|
|||
|
180-220
|
||||
|
230-335 330
335
336-337
400
420-450
10100
12000-12130
|
||||
|
15000-15160
|
||||
|
20000-20080
|
||||
|
25000-25020
|
||||
|
|
||||
|
97
|
||||
|
|
||||
|
|
||
|
27000-27040 Sound subroutine for the effect as the ball hits and erases the bricks. Values are POKEd into sound memory locations for attack (A), waveform (W), high sound register (HF), and low sound register (LO). The sound variables are set in line 260, at the opening of the program.
30000-30070 Subroutine to handle a missed ball and the high score. The spare spaceships are controlled here as well. Line 30030 increases PL by 1 each time a ball is missed. If PL exceeds 1098, then the game ends; otherwise, line 30070 POKEs a value of 102 in location PL, erasing one spare spaceship.
35000-35100 Remainder of the screen and game instructions.
40000-40240 Set values and the DATA statements for the music which plays at the opening of the game
45000-45030 Subroutine which asks the player whether another game is wanted.
Laser Bounce
5 PRINT"{CLR}"
10 PRINT
20 PRINT
30 PRINT
40 PRINT
50 PRINTSPC(8)"***********************"
60 PRINTSPC(8)"*{21 SPACES}*"
70 PRINTSPC(8)"*{4 SPACES}LASER{2 SPACES}BOUNCE
{4 SPACES}*" 80 PRINTSPC(8)"*{21 SPACES}*" 160 PRINTSPC(8) ,,***********************M 170 GOSUB40010
180 PRINTTABU28) "DO YOU WISH INSTRUCTIONS" 190 PRINTTAB(96)"Y OR N" 200 GETA$:IFA$=""THEN200
210 IFA$="YUTHENPRINTM{CLR}":GOSUB35010 220 IFA$<>"Y"THEN230
230 PRINT"{CLR}":POKE53280/11:POKE53281,0 240 P1=1094:SC=0:CO=54272 250 FORR=54272T054296:POKER,0:NEXT 260 L=54296:W=54276:A=54277:HF=54273:LF=54272 270 POKEL,15
302 FORU1=1024TO1063 rPOKEUl,160:POKEU1+CO,11:NEXT 304 FORU2=1064TO1103:POKEU2,102:POKEU2+CO,11:NEXT
306 FORU3=1095TO1098:POKEU3,87:POKEU3+CO,1:NEXT
307 PRINTTAB(6)"{UP}{WHT}SCORE="
308 PRINTSPC(23)"{3 UP}{WHT}HI=" 310 GOSUB12010
|
||
|
|
||
|
|
|||
|
Dexterity
|
4
|
||
|
|
|||
|
320 GOSUB15010
325 C=1161:V=1162:B=1163:N=1164:M=1165
330 REM BALL
335 X=19:Y=9:DX=1:DY=1
336 IFRND(1)<.5THENDY=-DY
337 IFRND(1)<.5THENDX=-DX
340 POKE1024+X+40*Y,81:POKE55296+X+40*Y,1 370 POKE1024+X+40*Y,32 380 X=X+DX:IFX=0ORX=39THENDX=-DX 390 Y=Y+DY:IFY=24THENDY=-DY 395 BL=1024+X+40*Y:C1=160 400 IFPEEK(BL)=C1THENDY=-DY:SC=SC+10:G0SUB25010:GO
SUB27010 420 IFPEEK(BL)=67THENDY=-DY:GOTO390 430 IFPEEK(BL)=81THENDY=-DY:GOTO390 440 IFPEEK(BL)=85THENDY=-DY:GOTO390 450 1FPEEK(BL)=7 3THENDY=-DY:GOTO390 460 IFPEEK(BL)=102THENGOSUB30010:GOTO320 470 IFPEEK(BL)=87THENGOSUB30010:GOTO320 480 GOSUB20020:GOTO340 10000 REM LASER DELAY 10100 FORT=1TO100:NEXT:RETURN 12000 REM DRAW BRICKS
12010 FORQ1=1504TO1583:POKEQ1,160:POKEQ1+CO,7:NEXT 12030 FORQ2=1584TO1663:POKEQ2,160:POKEQ2+CO,6:NEXT 12050 FORQ3=1664TO1743:POKEQ3,160:POKEQ3+CO,8:NEXT 12070 FORQ4=1744TO182 3:POKEQ4,160:POKEQ4+CO,5:NEXT 12090 FORQ5=1824TO1903:POKEQ5,160:POKEQ5+CO,2:NEXT 12110 FORQ6=1904TO1983:POKEQ6,160:POKEQ6+CO,4:NEXT 12130 RETURN
15000 REM LASER SHIP & LASER FIRE 15010 FORZ=1144T01183:POKEZ,32:NEXT 15020 POKE1161,85:POKEl162,67:POKE1163,81:POKE1164
,67:POKE1165,73 15030 FORZl=55416T055455:POKEZ1,1:NEXT 15040 POKE1203,66:POKE55475,2:GOSUB10100 15050 POKE1243,66:POKE55515,2:GOSUB10100 15060 POKEl283,66:POKE55555,2:GOSUB10100 15070 POKE1323,66:POKE55595,2:GOSUB10100 15080 POKE1363,66:POKE55635,2:GOSUB10100 15090 POKE1403/81:POKE55675/1:GOSUB10100 15100 POKE1203/32:GOSUB10100 15110 POKE1243,32:GOSUB10100 15120 POKE1283/32:GOSUB10100 15130 POKE1323/32:GOSUB10100 15140 POKE1363/32:GOSUB10100 15150 POKE1403#32:GOSUB10100 15160 RETURN 20000 REM SHIP MOVEMENT
|
|||
|
|
|||
|
99
|
|||
|
|
|||
|
|
||
|
20020 IFPEEK(56320)oll9THEN 20030
20025 POKEC,32:POKEV,32:POKEB,32:M=M+3:N=N+3:B=B+3
:V=V+3:C=C+3 20030 IFPEEK(1183)=73THENM=1183:N=1182:B=1181:V=11
80:C=1179 20040 POKEM,73:POKEN,67:POKEB,81:POKEV,67:POKEC,85 20050 IFPEEK(56320)<>123THEN 20060 20055 POKEM,32:POKEN,32:POKEB,32:C=C-3:V=V-3:B=B-3
:N=N-3:M=M-3 20060 IFPEEK(1144)=67THENC=1143:V=1144:B=1145:N=11
46:M=1147 20070 POKEC,85:POKEV,67:POKEB,81:POKEN,67:POKEM,73 20080 RETURN 25000 REM PRINT SCORE
25010 PRINTTAB(12)"{UP}{WHT}"SC
25011 IFSC=4800THENGOSUB12010
25012 IFSC=9590THENGOSUB12010
25013 IFSC=14380THENGOSUB12010
25014 IFSC=19170THENGOSUB12010
25015 IFSC=23960THENGOSUB12010
25016 IFSC=28750THENGOSUB12010
25017 IFSC=33540THENGOSUB12010
25018 IFSC=38330THENGOSUB12010
25019 IFSC=43120THENGOSUB12010
25020 RETURN 27000 REM SOUND
27010 POKEA,9:POKEW,17:POKEHF,67:POKELF,15
27030 POKEW,0
27040 RETURN
30000 REM MISSED BALL & HI SCORE
30010 IFSOHITHENHI=SC
30020 PRINTSPC(26)"{3 UP}{WHT}MHI
30030 P1=P1+1:IFP1>1098THENPRINTTAB(254)"{WHTjGAME
{3 SPACES}OVER":GOTO45000 30070 POKEP1,102:POKEPl+CO,11:RETURN 35000 REM INSTRUCTIONS
35010 PRINTTAB(88)"WELCOME TO LASER BOUNCE" 35020 PRINTTAB(40)"THE OBJECT OF LASER BOUNCE IS T
O REFLECT" 35030 PRINT"THE BALL BACK TO THE BRICKS WITH YOUR" 35040 PRINTTAB(40)"SPACE SHIP." 35050 PRINTTAB(40)"TO MOVE YOUR SHIP USE A JOY STI
CK" 35060 PRINTTAB(40)"PLUGGED INTO CONTROL PORT #2." 35070 PRINTTAB(126)"PRESS SPACE BAR TO PROCEED" 35080 GETP$:IFP$=""THEN35080 35090 IFP$<>CHR$(32)THEN35080 35100 IFP$=CHR$(32)THENRETURN 40000 REM SONG AT BEGINING
|
||
|
|
||
|
100
|
||
|
|
||
|
|
||
|
Dexterity £^
|
||
|
|
||
|
40010 SO=54272
40020 FORL=SOTOSO+24:POKEL,0
40030 POKESO+5,9:POKESO+6,40
40040 POKESO+24,15
40050 READHF,LF,DR
40060 IFHF<0THENRETURN
40070 P0KES0+1,HF:P0KES0,LF
40080 POKESO+4,33
40090 F0RT=1T0DR:NEXT
40100 POKESO+4,32:FORT=1TO50:NEXT
40110 GOTO40050
40120 DATA14,24,250,11,48,125,12,143,125,14,24,125
40130 DATA11,48,125,12,143,125,14,24,125,15,210,25
0 40140 DATA12,143,125,14,24,125,15,210,125,12,143,1
25 40150 DATA14,24,125,15,210,125,16,195,250,18,209,2
50 40160 DATA14,24,125,15,210,125,11,48,125,12,143,12
5 40170 DATA14,24,250,12,143,125,11,48,125,16,195,25
0 40180 DATA16,195,250,14,24,250,11,48,125,12,143,12
5 40190 DATA14,24,125,11,48,125,12,143,125,14,24,125 40200 DATA15,210,250,12,143,125,14,24,125,15,210,1
25 40210 DATA12,143,125,14,24,125,15,210,125,16,195,2
50 40220 DATA18,209,250,14,24,125,15,210,125,11,48,12
5 40230 DATA12,143,125,14,24,125,16,195,125,14,24,12
5 40240 DATA12,143,125,11,48,500,-1,-1,-1 45000 PRINTTAB(44)M{WHT}D0 YOU WISH ANOTHER GAME Y
OR N" 45010 GETA$:IFA$=HMTHEN45010 45020 IFA$*MYMTHENPRINTM{CLR}m:GOTO180 45030 IFA$=MNMTHENPRINTH{CLR}":END
|
||
|
|
||
|
101
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
I
|
||
|
|
||
|
|
||
|
|
||
|
|
||||||
|
|
Chapter
|
|
||||
|
|
||||||
|
|
Arcade-Style
Games
|
|
||||
|
|
||||||
|
|
||
|
|
||
|
5
The Hawkmen of Dindrin
Esteban V. Aguilar, Jr. 64 Version by Charles Brannon_________________
|
||
|
|
||
|
Fly down through the dangerous skies of the planet Dindrin to collect stones. Retrieve enough of them and win the game, hut beware of the floaters and lizards. Several special techniques are used in this game, including animation, multicolor sprites, and sound effects, each of which is explained in the article.
There's a strange planet named Dindrin where multicolor floaters and a giant sky skimmer drift through the daytime skies. On the surface of the planet, vicious land hunters come up from the ground and set polished golden stones in the sun. It's a form of worship too obscure, too alien to describe.
Suddenly a strange-looking hawk-like creature dives down and snatches a stone. You are the hawkman. Your objective is to pick up the golden stones.
Several special programming tricks went into this game. When you have the game running, watch the screen carefully. A patrol snake sweeps across the bottom of the screen. Airborne floaters pop up all over the screen. The hawkman's wings flap. The luminous stones at the bottom of the screen are protected by menacing lizards whose tongues wiggle venomously at you.
To play the game, use a joystick plugged into the first port. Maneuvering is accomplished by pulling left on the joystick to go backward. Whenever you want to dive or fly upward, you must pull down or up (respectively) on the stick. One thing to keep in mind when ascending or descending is that you will move diagonally rather than straight up or down.
The joystick response will be strange and difficult to master, but predictable. Once in a while, an obstacle such as a floater will get in your way; press the fire button to safely bump into the obstacle (and get points for it).
There are a couple of things to consider before playing the
|
||
|
|
||
|
105
|
||
|
|
||
|
|
||
|
■^ Arcade-Style Games_______________________________
game. As time passes, you will lose energy. If your energy runs out, you will lose a life. Second, when you're flying, don't run into anything or you'll lose one of your lives. When all your lives are lost, the game is over.
How It's Done
Multicolored characters are used for the stones and the lizards. The patrol snake is a multicolored sprite.
The animation (wing flapping, tongue wiggling) is done by switching between two custom character sets. Every object to be animated has two alternate views. The same image is copied into both character sets for shapes that should not move, such as the stones or the score line.
A machine language routine is used for smooth, even horizontal motion for the patrol snake. Instead of being called when needed by BASIC, the machine language routine runs continuously in the background. The machine language routine also flips the character set.
Interrupting the Commodore 64
We used the hardware interrupt request (IRQ). To place a machine language routine so that it automatically executes every 1/60 second, you change the IRQ vector at $0314 (it normally points to the ROM interrupt routines) to point to your machine language routine. After your routine executes, it exits with a JMP to the normal ROM routine.
The setup is a little tricky. While you're storing the new IRQ value, you have to use SEI (SEt Interrupt disable bit) to prevent any interrupts from happening. If you don't, an interrupt could occur after you had stored the first byte of the vector value but before you changed the second. The interrupt would then vector through a "half-baked" value, and end up in limbo.
After you've changed the IRQ vector, you clear the interrupt disable bit (CLI) and return with RTS to BASIC. The machine language routine will then be running continuously in the background, flipping the character set and moving the sprite.
Multicolor
Multicolor graphics are important for good arcade effects. A few years ago, graphic objects (such as a tank or plane) were always a single color. But increasing realism has been a feature of arcade graphics, and multicolored objects are an important aspect of this realism.
|
||
|
|
||
|
106
|
||
|
|
||
|
|
|||
|
Arcade-Style Games
|
5
|
||
|
|
|||
|
Normally, when you define a custom character set, you create eight rows of pixels (picture elements, dots). Each row is eight dots (orbits) wide. With multicolor, each row is divided up into four two-bit pairs. Each pair of bits can hold a number from 0-3: 00, 01,10,11. You use a different number for each color. This reduces the resolution to four multicolor pixels per row, so the lizards and stones are composed of two characters each. You also have to tell the VIC-II chip that you are using multicolor. Do this with:
POKE 53270, PEEK (53270) OR 16
Disable multicolor with:
POKE 53270, PEEK (53270) AND 239
Here is a sample multicolor shape:
rrrr r = red (arbitrary colors)
rbbb b = blue
rbgg g = green rbgg
Let's say the binary codes for red, green, and blue are (respectively) 01,10, and 11. Substituting gives:
01 01 01 01 01010101
01 10 10 10 01101010
01 10 11 11 01101111
01 10 11 11 01101111
You can change the colors according to this key:
00 Background #0 color register - 53281
01 Background #1 color register - 53282
10 Background #2 color register - 53283
11 Color in lower 3 bits in color memory.
That last line needs explaining. You know that to get variously colored characters, you POKE a number from 0-15 into the corresponding color memory location. However, colors 8-15 (accessed by the Commodore key) are really multicolors. Multicolor characters always are displayed with a color from 8-15. You won't get the eight alternate colors (such as gray), but the normal color on the key (15 = yellow). Just add eight to the normal color number. So, a bit value of 11 will take on the value in color memory. The other colors will come from the color registers (00 is transparent).
107
|
|||
|
|
|||
|
|
||
|
■% Arcade-Style Games___________________________________
Multicolored sprites are similar. Instead of the normal 24-bit resolution, the bits are grouped into 12-bit pairs. The colors come from:
00 - Transparent, screen color
01 - Sprite multicolor register #0 53285
10 - Normal sprite color register
11 - Sprite multicolor register #1 53286
You tell the VIC-II chip that you are using a multicolored sprite by:
POKE 53276, PEEK (53276) OR (2 T X)
X is the sprite number, from 0 to 7. You can mix multicolored and regular sprites on the same screen. But all multicolored sprites will share the same two multicolor registers.
Simple SID Chip Sound
The "thrumming" noise is made by playing a low-pitched tone through the SID using the variable pulse wave and a fairly long (one-second) decay. Another sound effect (I can't really describe it) is made with white noise and a medium decay. The high byte of the pitch is changed as the note is played. There is also another sound effect created by the sawtooth waveform affecting the low byte of the pitch.
Hawkmen of Dindrin
100 REM HAWKMEN OF DINDRIN
110 REM COMMODORE 64 VERSION
120 P0KE52,48:POKE56,48:CLR:GOSUB500:EN=500:GOT016
0 130 PRINT"{HOME}{RVS}{RED}";TAB(9)"{LEFT}"7EN;"
{BLU}"7TAB(26-LEN(STR$(SC)))7SC7 140 IF EN<=0THEN410 150 RETURN 160 IF(PEEK(56321)AND15)<>15THENJS=PEEK(56321)AND1
5 170 IFRND(1)>.9THENQ=LL*RND(1)+(15*RND(1)+2)*LL:P0
KET+Q,FOOL:POKEC+Q,6 *RND(1)+2 180 IFRND(1)<.7THEN200 190 Q=920+INT(20*RND(1))*2:Z=33-2*(RND(1)>.7):POKE
T+Q,Z:POKET+Q+1,Z+l 200 IFPEEK(V+31)THEN410 210 Q=PX+LL*PY:POKET+Q,PC:POKEC+Q,6:EN=EN-l-9*(1-(
PEEK(56321)AND16)/16) 215 PRINT"{H0MEHrVS}{RED}"TAB(9)7"{LEFT}"7-EN*(EN
>0)7"{LEFT} "7:IFEN<=0THEN410
|
||
|
|
||
|
108
|
||
|
|
||
|
|
|||
|
Arcade-Style Games
|
5
|
||
|
|
|||
|
220 NX=PX+1+2*(JS=11):NY=PY+(NX<0)-(NX>39):NX=-NX*
(NX<40)-40*(NX<0) 230 NY=NY-(JS=13)+(JS=14):IFNY<20RNY>23THENJS=27-J
S:NY=PY 240 WHATSIT=PEEK(T+NX+LL*NY) 250 IF NY>22 THEN 300 260 IFWHATSIT=32THENPOKET+PX+LL*PY,32:PX=NX:PY=NY:
GOTO160 270 IFPEEK(56321)AND16THEN410
280 POKET+PX+LL*PY,32:POKES+24,15:POKES+5,9:POKES+ 6,0:POKES+1,10
281 FORI=0TO10:POKES,1*20:POKES+4,32:POKES+4,33:NE XT:POKES+24f0
290 WHATSIT=32:SC=SC+10:EN=EN-50:GOSUB130:GOTO250
300 JS=27-JS:IFWHATSIT<33ORWHATSIT>34THEN330
305 Q=(NXAND254)+LL*NY:POKET+Q,32:POKET+Q+1,32:EN=
EN+50 310 GOTO320 320 POKET+PX+LL*PY,32:PX=NX:SC=SC+50:GOSUB130:GOTO
160 330 IFWH=32THEN160 340 REM GRAB*EM AND EAT 'EM UP 1 350 POKET+PX+LL*PY,32:Q=LL*NY+(NXAND254):POKET+Q,3
7:POKET+Q+1, 38:POKET+Q-LL,42 360 POKET+Q-LL+1, 36:POKEC+Q-LL,13:POKEC+Q-LL+1,13 370 POKES+24,15:POKES+1,0:POKES,255:POKES+3,8:POKE
S+2,0:POKES+5,12:POKES+6,0 375 POKES+4,64:POKES+4,65:F0RW=1T01500:NEXT:POKES+
4,64:FORL=STOS+24:POKEL,0:NEXT 380 POKE T+Q,33:POKET+Q+1,34:POKET+Q-LL,32:POKET+Q
-LL+1,32 390 GOTO 430
400 REM PLAYER MEETS HIS DEMISE
410 POKES+24,15:POKES+5,9:POKES+6,0:POKES,200 420 FORI=0TO90STEP6:Q=PX+LL*PY:POKET+Q,44+1/30:POK
EC+Q,8*RND(1) 425 POKE53280,16*RND(1):POKES+1,1:POKES+4,128:POKE
S+4,129:NEXT 427 FORL=STOS+24:POKEL,0:NEXT 430 POKE53280, 0 : IFLK3THENPOKET+35+LI*2 , 32 440 POKET+PX+LL*PY,32:Z=PEEK(V+31):LI=LI+1:IFLI<4T
HENEN=500:GOSUB720:GOTO160 450 SYS52992:REM TURN OFF ML
460 PRINT"{HOME}{3 DOWN}{RVS}";TAB(15);"{BLK}G {RED}A{CYN}MtPUR}E{RIGHT}{GRN}o{BLU}V{YEL}E
{red}r{blu}m 470 printtab(7)"{down}{rvs}press {red}fire{blu} to
play again" 480 if(peek(56321)and16)then480
|
|||
|
|
|||
|
109
|
|||
|
|
|||
|
|
||
|
|
||
|
|
||
|
Arcade-Style Games
|
||
|
|
||
|
490 RUN
500 REM INITIALIZATION
510 POKE53280/0:POKE53281,1
515 T=1024:C=55296:S=542 72:LL=40
520 CHSET=12288:IFPEEK(CHSET+264)=2 THEN 570
530 PRINT"{CLR}":C$="{BLK}{RED}{CYN}{PUR}{CRN}
{YEL}{BLU}":FORI=1T07:PRINT"{HOME}{DOWN}";MID$
(C$,1,1);:GOSUB2000:NEXT 550 PRINTTAB(10)n{3 DOWN}{2 RIGHT}{BLK}READY IN
{RED}22{BLK} SECONDS"; 560 GOSUB750:GOSUB 840 570 PRINT"{CLR}";:FOOL=41 575 FORL=STOS+24:POKEL,0:NEXT 580 PC=43:POKE53282,10:POKE53283,2 590 POKE 53272,(PEEK(53272)AND240)OR12:REM ENABLE
{SPACE}NEW CHARACTER SET 600 POKE 53270,PEEK(53270)OR16 :REM SET MULTICOLOR
MODE 610 PRINT"{HOME}{RED}{RVS}{2 SPACES}ENERGY 500
{2 SPACES}{BLU}{2 SPACES}SCORE{4 SPACES}0
{GRN}{2 SPACESJLIVES {OFF}{PUR}+ + +" 630 FORI=0TO39STEP2:Q=24*LL+I:POKET+Q,39:POKET+Q+1
,40:POKEC+Q,7:POKEC+Q+1,7:NEXT 640 FORI=0TO39STEP2 : Q=23*LL+I: POKET-I-Q, 33 : POKET+Q+1
,34:POKEC+Q,13:POKEC+Q+1,13:NEXT 650 Q=10+23*LL:POKET+Q,35:POKET+Q+1,36 660 V=53248:REM START OF VIC-II CHIP REGISTERS 670 POKEV,220:POKEV+1,194:POKEV+21,1:POKEV+39,7:PO
KE2040,13
680 POKEV+23,1:POKEV+29,1:POKE53285,3:POKE53286,4: POKE53276,PEEK(53276)ORl
681 FORI=0TO63:POKE832+I,0:NEXT:RESTORE 685 FORI=0TO18:READA:POKE832+8+I,A:NEXT
690 DATA192,0,3,240,0,15,124,85,95,255,0,12,8,0,3,
0,0,0,240 700 F0RI=*1T05 : Q=40*RND( 1) + (10*RND (1) +3 ) *LL: POKET+Q
,FOOL:POKEC+Q,6*RND(1)+2:NEXT 710 SYS52992:REM START ML ROUTINE 720 PX=5:PY=5:PC=43:POKET+PX+LL*PY,PC:POKEC+PX+LL*
PY,6 730 IF(PEEK(56321)AND15)=15THEN730 740 RETURN 750 RESTORE:FORI=0TO18:READA:NEXT:FORI=0TO96:READA
:POKE52992 + I, A: NEXT .-RETURN 760 DATA 120,173,21,3,201,234,208,19 770 DATA 169,39,141,20,3,169,207,141 780 DATA 21,3,169,0,133,251,133,252 790 DATA 76,37,207,169,49,141,20,3 802 DATA 169,234,141,21,3,88,96,165
|
||
|
|
||
|
110
|
||
|
|
||
|
|
|||
|
Arcade-Style Games
|
5
|
||
|
|
|||
|
804 DATA 251,141,0,208,173,16,208,41 806 DATA 254,5,252,141,16,208,24,165 808 DATA 251,105,4,133,251,165,252,105 810 DATA 0,133,252,240,12,165,251,201 812 DATA 91,144,6,169,0,133,251,133 814 DATA 252,165,162,74,144,8,173,24 816 DATA 208,73,2,141,24,208,76,49 818 DATA 234
840 POKE56334,PEEK(56334)AND254:POKEl,PEEK(1)AND251
841 FORI=0TO511*POKE13312+I,PEEK(54272+I):POKE1536 0+I,PEEK(54272+l):NEXT
842 POKEl,PEEK(1)OR4:POKE56334,PEEK(56334)ORl 860 READA:IFA=-1THENRETURN
870 FORJ=0TO7:READB:POKECHSET+A*8+J,B:NEXTJ:GOTO860
880 DATA 32,0,0,0,0,0,0,0,0
890 DATA 33,2,9,9,9,9,9,2,0
900 DATA 34,160,88,88,88,88,88,160,0
910 DATA 35,12,3,16,196,195,63,3,3
920 DATA 36,0,192,252,236,252,240,192,192
930 DATA 37,3,35,131,139,139,171,35,3
940 DATA 38,192,192,224,232,202,194,194,200
950 DATA 39,64,80,84,85,85,85,85,85
960 DATA 40,1,5,21,85,85,85,85,85
970 DATA 41,0,102,219,36,126,137,66,60
980 DATA 42,0,15,0,51,63,15,15,3
990 DATA{2 SPACES}288,0,0,0,0,0,0,0,0
1000 DATA 289,2,9,9,9,9,9,2,0
1010 DATA 290,160,88,88,88,88,88,160,0
1020 DATA 291,12,3,0,192,195,63,3,3
1030 DATA 292,0,192,252,204,252,240,192,192
1040 DATA 293,3,3,35,171,139,139,131,35
1050 DATA 294,192,200,194,194,202,232,224,192
1060 DATA 295,64,80,84,85,85,85,85,85
1070 DATA 296,1,5,21,85,85,85,85,85
1080 DATA 297,129,102,90,36,126,82,36,24
1090 DATA 298,0,15,0,48,63,3,15,15
1100 DATA 43,153,219,231,255,90,24,36,66
1110 DATA 299,24,90,231,255,219,153,36,66
1120 DATA 44,217,219,231,75,2,24,36,66
1130 DATA 45,216,225,235,69,7,2,40,66
1140 DATA 46,192,192,145,3,67,1,72,130
1150 DATA 47,192,128,8,1,1,0,16,128
1160 DATA 300,217,219,247,99,22,24,36,68
1170 DATA 301,216,225,227,71,23,130,32,66 1180 DATA 302,192,200,129,3,131,1,64,130 1190 DATA 303,192,144,0,1,1,0,8,128
1200 DATA -1
|
|||
|
|
|||
|
111
|
|||
|
|
|||
|
|
||||||||
|
5
|
Arcade-Style Games
|
|||||||
|
|
||||||||
|
2000 PRINT" {RVS} {2 RIGHT} {2 RIGHT}{2 SPACES}
{2 RIGHT} {3 RIGHT} {RIGHT} {2 RIGHT} {RIGHT}
{3 RIGHT} {RIGHT}{3 SPACES}{RIGHT} {3 RIGHT} ii
2010 PRINT" {RVS} {2 RIGHT} {RIGHT} {2 RIGHT}
{RIGHT} {3 RIGHT} {RIGHT} {RIGHT} {2 RIGHT} {2 SPACES}{RIGHT}{2 SPACES}{RIGHT} {3 RIGHT} {2 SPACES}{2 RIGHT} "
2020 PRINT" {RVS}{4 SPACES}{RIGHT}{4 SPACES}
{RIGHT} {RIGHT} {RIGHT} {RIGHT}{2 SPACES} {3 RIGHT} {RIGHT} {RIGHT} {RIGHT}{2 SPACES} [2 RIGHT} {RIGHT} {RIGHT} "
2030 PRINT" {RVS} {2 RIGHT} {RIGHT} {2 RIGHT} {RIGHT} {RIGHT} {RIGHT} {RIGHT} {RIGHT} {2 RIGHT} {3 RIGHT} {RIGHT} {3 RIGHT} {2 RIGHT}{2 SPACES}"
2040 PRINT" {RVS} {2 RIGHT} {RIGHT} {2 RIGHT}
{2 RIGHT} {RIGHT} {2 RIGHT} {2 RIGHT} {RIGHT} {3 RIGHT} {RIGHT}{3 SPACES}{RIGHT} {3 RIGHT} {3 DOWN}"
|
||||||||
|
|
||||||||
|
2060 PRINTSPC(15)
{3 SPACES}" 2070 PRINTSPC(15);"{RVS} 2080 PRINTSPC(15);"{RVS}
{3 SPACES}"
|
£{2 SPACES}E*§{2 RIGHT}
|
|||||||
|
{2 {2
|
RIGHT} RIGHT}
|
{2 RIGHT} {2 RIGHT}
|
||||||
|
|
|
|||||||
|
2090 2100
2110
|
PRINTSPC(15);"{RVS}
|
{2 RIGHT} {2 RIGHT} "
|
||||||
|
PRINTSPC(15);MB*i{RVS}{2 SPACES}{OFF}£ {2 SPACES}{RVS} {2 DOWN}"
PRINT"{3 SPACES}{RVS}{3 SPACES}{2 RIGHT} {3 SPACES}{RIGHT} {3 RIGHT} {RIGHT}{3 SPACES} {2 RIGHT}{3 SPACES}{2 RIGHT}{3 SPACES}{RIGHT}
{3 RIGHT} " PRINT"{3 SPACES}{RVS} {2 RIGHT} {2 RIGHT} {2 RIGHT}{2 SPACES}{2 RIGHT} {RIGHT} {2 RIGHT} {RIGHT} {2 RIGHT} {2 RIGHT} {2 RIGHT}{2 SPACES}{2 RIGHT} " PRINT"{3 SPACES}{RVS} {2 RIGHT} {2 RIGHT} {2 RIGHT} {RIGHT} {RIGHT} {RIGHT} {2 RIGHT} {RIGHT}{3 SPACES}{3 RIGHT} {2 RIGHT} {RIGHT} {SPACE}{RIGHT} "
PRINT"{3 SPACES}{RVS} {2 RIGHT} {2 RIGHT} {2 RIGHT} {2 RIGHT}{2 SPACES}{RIGHT} {2 RIGHT} {RIGHT} {2 RIGHT} {2 RIGHT} {2 RIGHT} {2 RIGHT}{2 SPACES}" PRINT"{3 SPACES}{RVS}{3 SPACES}{2 RIGHT} {3 SPACES}{RIGHT} {3 RIGHT} {RIGHT}{3 SPACES} {2 RIGHT} {2 RIGHT} {RIGHT}{3 SPACES}{RIGHT} {SPACE}{3 RIGHT} " RETURN
|
||||||||
|
2120
|
||||||||
|
2130
|
||||||||
|
2140
|
||||||||
|
2150
|
||||||||
|
2160
|
||||||||
|
|
||||||||
|
|
||
|
5
Minefield
Sean Igo 64 Translation by Gregg Peele
|
||
|
|
||
|
Your job is to get your trucks in quickly, defuse the bombs (especially the flashing ones which are about to go off), and get out as fast as you can. This game has four skill levels.
In this game, you drive a truck around to gather and defuse time bombs before they explodeall the while avoiding mines and bomb craters.
Playing the Game
You find yourself in the center of a small minefield with several bombs, represented by circles, and a generous number of mines, shown as X's. Your truck is a diamond. To defuse the bombs, just run over them with the truck.
When the bombs first appear, they are innocent-looking little circles. After a short timethe rate varies from bomb to bomb they turn reverse-field. This means watch it. Soon they begin to blink, and you have only a few blinks to defuse them before they explode. Any mines (or heroic defusing teams) caught in the explosion will be instantly lost. Bombs caught in the explosion will explode, whether they were ready to or not.
Your truck can move in only four directions. It can wrap around all four edges of the screen. Don't run it into the mines or the craters (*) left by the bombs or your truck will be destroyed. Once you begin moving, your truck cannot stop until it is blown up or until the current minefield is cleared of bombs.
Skill Levels and Scoring
"Minefield" has four skill levels. Skill levels differ only in the number of trucks you get. Level 0, the easiest, has four trucks. Level 1 has three. Level 2 has two, and level 3 has one.
Scoring: 10 points for a normal bomb
20 points for a reverse-field bomb
30 points for a blinking bomb
-10 points at the end of an explosion for every bomb that
went off. This is incentive to defuse more than one or two
bombs in the later explosions.
|
||
|
|
||
|
113
|
||
|
|
||
|
|
|||
|
5
|
Arcade-Style Games
|
||
|
|
|||
|
Minefield
30 REM MINEFIELD FOR C-64 45 POKE53280,0:POKE53281,0 50 GOSUB 1130
60 REM ---INITIALIZE VARIABLES---
70 DIM BT(37),B3(37),B4(37),BP(37),BS(37),XM(4),YM
(4),BC(25) 80 DEF FNY(X)=INT((X-1024)/40) 90 DEF FNX(X)=(X-40*FNY(X))-1024 100 DEF FNS(X)=1024+PX+40*PY 110 DEF FNP(X)=1307+INT(34*RND(1))+40*INT(15*RND(1
)) 120 DEF FNN(X)=PEEK(FNS(X)) 130 FORJ=l TO 4:READ XM(J),YM(J):NEXT 140 DATA 0,-1,0,1,-1,0,1,0 150 SC=0:BT=1680:NB=4:NW=0:D=54272 160 PRINT"{CLR}";:POKE 53272,21 170 PRINT"{RVS}{WHT}MINE****z SCORE: 0" 180 PRINT"{RVS}{WHt}********-{RIGHT}HI SCORE:";HS 190 PRINT"{RVS}(wHT}***FIELD-{RIGHT}WAVE: 1" 200 PRINT"{RVS}{WHT}{8 SPACES}-{RIGHT}";:IF NL<>1
{SPACE}THEN FORJ=l TO NL-1:PRINT"Z";:NEXT 210 FORJ=1024 TO 1183:IFPEEK(J)=32 THEN POKE J,160
:POKEJ+D,l 220 NEXT
230 xp$="{red}u-l{down}{4 left}uu-ii{down}{6 left} uuu-iii{downT{7 left}*******{down} [7 left}jjj-kkk"
235 xp$=xp$+"iredj idown}{6 left}jj-kk{down}
{4 LEFT}J-K" 240 S$="{HOMETT24 DOWN}" 250 Q$="{WHT}{40 RIGHT}" 260 XR$="{WHT}{3 SPACES}{DOWN}{4 LEFT}{5 SPACES}
{DOWN}{6 LEFT}{7 SPACES}{DOWN}{7 LEFT}
{3 SPACES}*{3 SPACES}{DOWN}{7 LEFT}{7 SPACES}" 265 XR$=XR$+"{DOWN}{6 LEFT}{5 SPACES}{DOWN}
{4 LEFT}{3 SPACES}"
270 REM ---SET UP NEXT WAVE---
280 BG=0:NW=NW+1:IF NW>11 THEN 310
290 NB=NB+1.5:IF NW=1 THEN 330
300 IF NW<6 THEN BT=BT-180
310 PRINT"{HOME}{2 DOWN}{RVS}";TAB(15);NW
320 POKE FNS(l),32:FORJ=l TO NB:POKEBP(J),32:NEXT
325 FORJ=l TO 25:POKE BC(J),32:NEXT
3 30 BN=INT(NB):FORJ=l TO NB:BS(J)=1:NEXT
340 FORJ=l TO NB
350 BT(J)=(.4+INT(61*RND(l))/l00)*BT
360 B3(J)=BT(J)+.5*BT(J):B4(J)=B3(J)+.25*BT(J)
3 70 NEXT
|
|||
|
|
|||
|
114
|
|||
|
|
|||
|
|
||
|
Arcade-Style Games
|
||
|
|
||
|
380 PX=19:PY=15:POKE FNS(1),90:POKEFNS(1)+D,1 390 FORJ=l TO NB
400 BP(J)=FNP(1):IF PEEK(BP(J))<>32 THEN 400 410 POKE BP(J),87:POKEBP(J)+D,8:NEXT:NN=0
415 FORJ=l TO 25
416 BC(J)=FNP(1):IF PEEK(BC(J))<>32 THEN 416
417 IF PEEK(BC(J)+1)=87 THEN 416
419 POKEBC(J),86:P0KEBC(J)+D,5:NEXT
420 GET R$:IF R$<>"" THEN 420 430 DR=0:TX=TI
440 REM ---GET COMMANDS---
450 R=(15-(PEEK(56321)AND15))*2
460 IFR<>0THENDR=LOG(R)/LOG(2){41 SPACES}
470 IFR=0THEN490
480 REM ---MOVE TRUCK---
490 IF DR=0 THEN 600
500 POKE FNS(l),32:PX=PX+XM(DR):PY=PY+YM(DR)
510 IF PX<0 THEN PX=39
520 IF PX>39 THEN PX=0
530 IF PY<4 THEN PY=24
540 IF PY>24 THEN PY=4
550 X=FNN(1)
560 IF X=32 THEN POKE FNS(1),90:POKEFNS(1)+D,1:GOT
O 600 570 IF X=42 OR X=86 THEN 960 580 GOTO 890
590 REM ---UPDATE BOMBS---
600 NN=NN+1:IF NN>INT(NB)THEN NN=1
610 IF BS(NN)=0 THEN 600
620 TG=TI-TX
630 IF TG>B4(NN) THEN Nl=NN:GOTO 720
640 IF BS(NN)>2 THEN 690
650 IF TG>BT(NN) THEN BS(NN)=2
660 IF TG>B3(NN) THEN BS(NN)=3
670 IF BS(NN)=1 THEN 450
680 IF BS(NN)=2 THEN POKE BP(NN),215:POKEBP(NN)+D,
lzGOTO 450 690 IF BS(NN)=3 THEN POKE BP(NN),87:POKEBP(NN)+D,1
:BS(NN)=4:GOTO 450 700 IF BS(NN)=4 THEN POKE BP(NN),215:POKEBP(NN)+D,
l:BS(NN)=3:GOTO 450
710 REM ---BOMB EXPLODES---
720 TQ=TI:PD=0
725 X$="{OFF}"+LEFT$(S$,FNY(BP(Nl))-2)+LEFT$(Q$,FN
X(BP(N1))-1) 730 BS(N1)=0:N2=0:PRINTX$;XP$;
740 FORJ=l TO NB:X=PEEK(BP(J)):IF BS(J)=0 THEN 760 750 IF X<>87 AND X<>215 AND X<>218 THEN N2=J 760 NEXT:IF FNN(1)<>90 AND FNN(1)<>218 THEN PD=1
|
||
|
|
||
|
115
|
||
|
|
||
|
|
|||
|
5
|
Arcade-Style Games
|
||
|
|
|||
|
770 PRINTX$;XR$;:GR=129{4 SPACES}:GOSUB2000
780 F0RJ=1T0NB:IF PEEK(BP(J))=32 AND BS(J)<>0 THEN
POKE BP(J),87-128*(BS(J)>1) 790 NEXT:BN=BN-1 800 IF PD=1 THEN 960 810 IF BN=0 THEN 840
820 IF N2=0 THEN TX=TX+(TI-TQ):GOTO 450 830 Nl=N2:GOTO 725
840 PRINT"{HOME}{2 DOWN}{RVS}";TAB(20); 850 FORJ=l TO 20:PRINT"{RVS}COMPLETED{9 LEFT}";:FO
RK=1 TO 100 .-NEXT 860 PRINT"{RVS}{9 SPACES}{9 LEFT}";:FORK=l TO 100:
NEXT:NEXT 870 SC=SC-10*(INT(NB)-BG):IF SC<0 THEN SC=0 880 PRINT"{4 LEFT}{3 UP}{10 SPACES}{10 LEFT}";SC:G
OTO 280
885 REM ---BOMB GATHERED---
890 BG=BG+l:TQ=TI:POKE FNS(1),218
895 FORJ=l TO NB:IF PEEK(BP(J))=218 THEN AJ=BS(J):
BS(J)=0 900 NEXT
910 IF AJ=4 THEN AJ=3
920 SC=SC+10*AJ:PRINTM{HOME}{RVS}";TAB(16);SC 930 GR=33:GOSUB2000:BN=BN-1:IF BN=0 THEN 840 940 TX=TX+(TI-TQ):GOTO 450 950 REM ---PLAYER DESTROYED---
960 GR=129:GOSUB2000
961 TQ=TI:FORJ=l TO 20:POKE FNS(1),42:FORK=l TO 25 :NEXT:POKE FNS(1),170
970 FORK=l TO 25:NEXT:NEXT:POKE FNS(1),32:NL=NL-1
{19 SPACES} 980 POKE 1153+NL,160:DR=0:PX=19:PY=15 990 IF NL=0 THEN 1045 1000 IF BN=0 THEN 840 1010 GET R$:IF R$<>"" THEN 1010 1020 FORJ=lTONB:IF PEEK(BP(J))=32 AND BS(J)<>0 THE
N POKE BP(J),87-128*(BS(J)>1) 1030 NEXT
1040 POKE FNS(1),90:TX=TX+(TI-TQ):GOTO 450 1045 IF SOHS THEN HS=SC: PRINT" {HOME} {DOWN} {RVS }" ;
TAB(19);HS 1050 FORJ=l TO 1500:NEXT:PRINT"{HOME}{WHT}{2 DOWN}
{RVS}";TAB(20);,,GAME OVERlDOWN} {WHT} {9 LEFT}P
LAY AGAIN?"; 1060 PRINT"(Y/N){4 LEFT}";
1080 PRINT"{RVS}Y/{OFF}N{3 LEFT}";
1081 FORJ=l TO 99:NEXT
1082 PRINT"{OFF}Y{RVS}/N{3 LEFT}";
1083 FORJ=l TO 99:NEXT
|
|||
|
|
|||
|
116
|
|||
|
|
|||
|
|
|||
|
Arcade-Style Games
|
5
|
||
|
|
|||
|
1084 GET R$:IF R$="Y" THEN 1110 1090 IF R$<>"N" THEN 1080 1100 PRINT"{CLR}{WHT}LATER ONI":END 1110 GOSUB 1130:GOTO 150
1120 REM ---INSTRUCTIONS---
1130 PRINT" {CLR} {RVS} {WHT}m{ SHIFT-SPACE}l.
{SHIFT-SPACE}N{SHIFT-SPACE}E{SHIFT-SPACE}F
{ SHIFT-SPACE }.l{ SHIFT-SPACE } E { SHIFT-SPACE } L
{SHIFT-SPACE}D":POKE 53272,23 1140 PRINT"{WHT}DO YOU NEED INSTRUCTIONS (Y/N)" 1150 GET R$:IF R$="N" THEN 1410 1160 IF R$<>"Y" THEN 1150 1180 PRINT"{CLR}{WHT}{DOWN}THE OBJECT OF THIS GAME
IS TO PICK UP" 1190 PRINT"{WHT}AS MANY BOMBS AS YOU CAN BEFORE TH
EY" 1200 PRINT"{WHT}EXPLODE. TO PICK UP A BOMB, JUST R
UN" 1210 PRINT"{WHT}OVER IT WITH YOUR TRUCK." 1220 PRINT"{WHT}BOMBS WILL EXPLODE AFTER A SHORT T
I ME." 1230 PRINT" {WHT}l.F A BOMB TURNS REVERSE-FIELD, BE
{SPACE}CARE-" 1240 PRINT" {WHT}FUL WITH IT. I.F IT STARTS TO BLINK
, IT" 1250 PRINT"{WHT}WILL VERY SHORTLY EXPLODE-WATCH OU
Til" 1260 PRINT"{WHT}BOMBS WILL CHAIN-REACT; ONE BOMB C
AUGHT" 1270 PRINT"{WHT}IN ANOTHER'S EXPLOSION WILL ALSO B
LOW" 1280 PRINT"{WHT}UP. IF YOU ARE CAUGHT IN A BOMB'S
{SPACE}"
1290 PRINT"{WHT}EXPLOSION, YOU WILL BE BLOWN UP."
1300 PRINT"{WHT}ALSO, DO NOT RUN INTO BOMB CRATERS
(*)"
1310 PRINT"{WHTjOR MINES (X) OR YOU'LL BE TOTALLED ii
1320 PRINT"{WHT}THE CONTOLS ARE: 1 TO GO UP"
1330 PRINT"{WHT}Tl7 SPACES}CTRL TO GO LEFT"
1340 PRINT"{WHT}{17 SPACES}2 TO GO RIGHT"
1350 PRINT"{WHT}{17 SPACES}* TO GO DOWN"
1355 PRINT"{WHT}OR YOU CAN USE A JOYSTICK IN PORT
{SPACE}1." 1360 PRINT"{WHT}YOUR TRUCK CANNOT STOP ONCE YOU BE
GIN" 1370 PRINT"{WHT}MOVING. IT CAN WRAP-AROUND BOTH TH
E" 1380 PRINT"IWHT}THE TOP AND SIDES OF THE SCREEN."
|
|||
|
|
|||
|
117
|
|||
|
|
|||
|
|
||
|
^% Arcade-Style Games
|
||
|
|
||
|
1390 PRINT"{DOWN}{WHT}P{WHT}RESS RETURN TO CONTINU
E"; 1400 GET R$:IF R$<>CHR$(13) THEN 1400 1410 PRINT"{CLR}^{WHT}ELECT SKILL SETTING (0-3)" 1420 GET R$:IF R$<"0" OR R$>"3" THEN 1420 1430 NL=4-VAL(R$):RETURN 1900 END
2000 REM SOUND OF EXPLOSION 2010 QW=54272
2020 FORS=QWTOQW+24:POKES,0:NEXT 2025 POKEQW+24,47
2030 POKEQW+5,64+7 :POKEQW+6,240 2050 POKEQW+4,GR :POKEQW+l,36:POKEQW,85 2060 FORT=1TO250:NEXT
2070 FORT=15TO0STEP-1 :POKEQW+24/INT(T):NEXT 2080 RETURN
|
||
|
|
||
![]() |
||
|
|
||
|
118
|
||
|
|
||
|
|
||
|
5
Cylon Zap_______
Mark Dudley 64 Translation by Gregg Peele__________________________
Quick reflexes are what you'll need for this fast-action game.
"Cylon Zap" is an arcade-style game. A space station in the center of the screen, which you must defend at all costs, is attacked continually by Cylon ships. You must shoot them before they dive (kamikaze style) into the space station.
To defend against the Cylons, you have two weapons. First, the joystick is moved up, down, right, or left to fire lasers in any of these four directions. Second, the fire button detonates a smart bomb, which immediately clears the screen of all visible attackers. Smart bombs should be used sparingly, for only three are available at the beginning of play.
The score and the number of remaining bombs are continually updated at the upper-left corner of the screen. When the score reaches 30, the flank attackers begin to increase speed. When your score reaches 50, the attackers from the top and bottom increase their speed. If your score exceeds 60, you win bonus smart bombs.
If your point total is a high score since the program was first loaded, you enter your initials with the joystick. Moving the stick right or left lets you step through the alphabet forward or backward. When you find the correct letter, select it with the fire button. Be sure not to hold the fire button down too long when selecting your initials, or you may inadvertently choose the wrong letters.
Cylon Zap
100 POKE52,48:POKE56,48:CLR
125 DATA28,149,100,25,30,100,33,135,100,37,162,50,
50,60,50 130 DATA42,62,100,37,162,50,50,60,50,42,62,100,33,
135,100 140 DATA28,49,100,25,30,100 145 F0RX=1T036:READRT:NEXT 150 PRINT"{CLR}":POKE53281,0:POKE53280,0:PRINTCHR$
(14)
|
||
|
|
||
|
119
|
||
|
|
||
|
|
|||
|
5
|
Arcade-Style Games
|
||
|
|
|||
|
160 GOSUB590
170 PRINT"{3 DOWN}{11 SPACES}{RVS}LOADING
{SHIFT-SPACE}CHARACTERS" 180 POKE56334,(PEEK(56334)AND254):POKE1,PEEK(1)AND
251 190 FORA=0TO2047:POKE(A+12288),PEEK(A+53248):NEXT 200 FORA=12552T012672 210 READD
220 IFD<>-1THENP0KEA,D:NEXT 230 FORA=12288T014335: READD: IFDO-1THENPOKEA, PEEK (
A):NEXT 240 FORA=12504TO12527:READD:POKEA,D:NEXT 250 P0KE1,55
260 POKE56334,PEEK(56334)ORl 270 GOSUB750:PRINT"{UP}{10 SPACES}INSTRUCTIONS
{OFF} {RVS}Y{OFF} OR {RVS}n{OFF} " 280 GETA?:IFA$=""THENPOKE56079,INT(RND(1)*7+l):POK
E56084,INT(RND(1)*7+1):GOTO280 290 IFA$="Y"THENPOKE53272/(PEEK(53272)AND240)+12:G
OSUB380 300 GOTO1000 310 DATA24,24,60,126,24,24,126,255,1,19,51,255,255
,51,19,1,128 315 DATA200,204,255,255,204,200 320 DATA128,255,126,24,24,126,60,24,24,24,24,60,24
,60,126,219,195 325 DATA3,7,44,254,254,44,7,3 330 DATA192,224,52,127,127,52,224,192,195,219,126,
60,24,60 335 DATA24,24,16,8,16,8,16,8,16/8 340 DATA145,74,44,113,142,52,82,137,0,0,0,170,85,0
,0,0,-1 350 DATA0,0,0,119,68,116,20,119,0,0,0,119,85,87,86
,117,0,0,0,112,64,96,64,112 360 DATA0,0,0,206,170,206,170,202,0,0,0,238,136,23
6,40,238,0,0,0 365 DATA224,128,224,32,224,-1 370 DATA0,0,0,206,170,202,170,206,0,0,0,139,218,17
1,138,139,0,0,0 375 DATA56,160,56,136,56
380 PRINT"{CLR}{RED}WELCOME TO CYLON ZAP" 390 PRINT"YOU HAVE A BASE NAMED ALPHA"{10 SPACES}:
PRINT 400 PRINT"{CYN}YOUR MISSION IS TO{2 SPACES}PROTECT
THE":PRINT"NUCLEAR REACTOR" 410 PRINT"{PUR}FROM THE KAMIKAZE STAR ":PRINT" FIG
HTERS" 420 PRINT"{DOWN}{GRN}YOU HAVE 4 LASERS{2 SPACES}CO
NTROLLED BY THE{4 SPACES}JOYSTICK"
|
|||
|
|
|||
|
120
|
|||
|
|
|||
|
|
||
|
Arcade-Style Games
|
||
|
|
||
|
430 PRINT"{BLU}YOU ALSO HAVE SMART BOMBS LAUNCHED
{SPACE}BY THE FIRE BUTTON" 440 PRINT"{DOWN}{YEL}ALL YOU DO IS POINT THE GUN A
ND THE{6 SPACES}LASER FIRES AUTOMATICALLY" 450 GOSUB500 460 PRINT"{CLR}{PUR}{DOWN}THE FIGHTERS WILL FLY FA
STER THE MORE{3 SPACES}OF THEM YOU DESTROY " 470 PRINT"{DOWN}{YEL}BONUS BASE AND BOMB AT 60 POI
NTS" 480 PRINT"{BLU}{DOWN}{9 SPACES}{RVS}GOOD LUCK":GOS
UB500:RETURN
500 A$="{RVS}"
510 FORL=1TO1000
520 PRINT"{HOME}"
530 PRINTTAB(2)A$;"{CYN}{20 DOWN}HIT RETURN TO CON
540 GETR$:IFR$=CHR$(13)THENRETURN 550 F0RI=1T033 3:NEXT
560 IFA$="{RVS}"THENA$="{OFF}":GOTO580 570 IFA$="{OFF}"THENA$="{RVS}":GOTO580 580 NEXTL
590 A$="{RED}*** *{3 SPACES}* *{4 SPACES}***
{2 SPACES}*{2 SPACES}*":X=LEN(A$):Z$="{DOWN}":
GOSUB710 600 A$="*{4 SPACES}* *{2 SPACES}*{4 SPACES}* *
{2 SPACES}** *":X=LEN(A?):Z$="{2 DOWN}":GOSUB7
10
610 A$="*{5 SPACES}*{3 SPACES}*{4 SPACES}* *
{2 SPACES}* **":X=LEN(A$):Z?="{3 DOWN}":GOSUB7 10
611 A$="*{5 SPACES}*{3 SPACES}*{4 SPACES}* *
{2 SPACES}* **":X=LEN(A$):Z$="{4 DOWN}":GOSUB7
10 620 A$="***{3 SPACES}*{3 SPACES}***{2 SPACES}***
{2 SPACES}*{2 SPACES}* ":X=LEN(A$):Z$="
{5 DOWN}":GOSUB710 630 A$="{YEL}{2 SPACES}***{2 SPACES}***{2 SPACES}*
**{2 SPACES}* *{2 SPACES}":X=LEN(A$):Z$="
{8 DOWN}":GOSUB710 640 A$="{4 SPACES}*{2 SPACES}* *{2 SPACES}* *
{2 SPACES}* *{3 SPACES}":X=LEN(A$):Z$="
{9 DOWN}":GOSUB710 650 A$="{3 SPACES}*{3 SPACES}***{2 SPACES}***
{2 SPACES}* *{3 SPACES}":X=LEN(A$):Z$="
{10 DOWN}":GOSUB710 660 A$="{2 SPACES}*{4 SPACES}* *{2 SPACES}*
{10 SPACES}M:X=LEN(A$):Z$="{11 DOWN}":GOSUB710
|
||
|
|
||
|
121
|
||
|
|
||
|
|
||
|
^^ Arcade-Style Games
|
||
|
|
||
|
670 A$="{2 SPACES}***{2 SPACES}* *{2 SPACES}* {4 SPACES}* *{2 SPACES}":X=LEN(A$):Z$=" {12 DOWN}":GOSUB710
680 PRINT:PRINT
700 GOTO170
710 S=54272
711 POKE54296,15 :POKE54277,18:POKE54278,240
712 POKE 54276,33
720 FORI=lTOLEN(A$):POKE54273,1+40
721 PRINT"{HOME}{DOWN}{8 RIGHT}"Z$;SPC(X)LEFT$(A?, I):POKE54272,(l*2)+180
730 X=X-1:NEXT:FORG=l5TO0STEP-1:POKE54296,G:NEXT:P
OKES+4,16 7 35 FORE=STOS+28:POKEE,0:NEXT:RETURN 750 FORA=49152T049453 760 READD 770 POKEA,D 780 NEXT 790 RETURN 800 DATA169,12,141,33,208,169,147,32,210,255,162,8
,160,16,32,240,255,169,18,32 810 DATA210,255,169 820 DATA169,32,210,255,169,127,32,210,255,169,146,
32,210,25 5,169,32,32,210 825 DATA 255,169,18,32 830 DATA210,255,169,169,32,210,255,169,127,32,210,
255,24,162,9,160,15,32 835 DATA 240,255,169,169 840 DATA32,210,255,169,160,162,5,32,210,255,202,22
4,0,208,248,169,127 845 DATA 32,210,255,24 850 DATA162,10,160,15,32,240,255,169,146,32,210,25
5,169,127,32,210,255 855 DATA 169,18,32,210,255 860 DATA169,160,162,5,32,210,255,202,224,0,208,248
,169,146,32,210,255 865 DATA 169,169,32,210,255 870 DATA24,162,11,160,15,32,240,255,169,32,32,210,
255,169,18,32,210 875 DATA255,169,160,162,5,32 880 DATA210,2 55,202,224,0,208,248,169,146,32,210,2
5 5,169,32,3 2,210,255,24 885 DATA 24,162,11,160,7 890 DATA32,240,255,169,18,32,210,255,24,162,12,160
,15,32,240,255,169,169 895 DATA 32,210,255,169 900 DATA160,162,5,32,210,2 55,202,224,0,208,248,169
,127,32,210,255,24 905 DATA 162,13,160,15,32,240
|
||
|
|
||
|
122
|
||
|
|
||
|
|
||
|
Arcade-Style Games
|
||
|
|
||
|
910 DATA255,169,146,32,210,255,169,127,32,210,255,
169,18,32,210,255 915 DATA 169,160,162,5,32,210 920 DATA255,202,224,0,208,248,169,146,32,210,255,1
69,169,32,210,255,24 925 DATA 169,146,32,210 930 DATA255,24,162,14,160,16,32,240,255,169,127,32
,210,255,169,169,32 935 DATA 210,255,169,32,32 940 DATA210,255,169,127,32,210,255,169,169,32,210,
255,24,96 1000 RESTORE:CLR
1060 DEFFNA(A)=INT(RND(1)*X+A):TT=1482 1070 POKE53272,(PEEK(53272)AND240)+12 1080 N1=1042:N2=1922:N3=1464:N4=1502:V1=36876 1090 CS=53281:C=54272:W1=30:W2=20:W3=10:W4=5:W5=1 1100 A1$="D..":A2$=HU.. ":A3$="D.. ":A4$="C.. ":A5$="
O. ." 1110 POKECS,l:PRINT"{CLR}":GOTO2190 1120 BASE=3:Sl=l:S2=l:S3=l:S4=l:BOM=3:SC=0 1130 POKECS,12:X=15:Y=1:I=40 1140 PRINT"{CLR}{WHT)":POKECS,8 1150 GOSUB1450 1160 PRINT"{HOME}{WHT}SCORE"SC:PRINT"{HOME}{DOWN}B
ASES"BA:PRINT"{WHT}BOMBS"BO 1170 J0=15-(PEEK(56321)AND15) 1180 G=42:FB=(PEEK(56321)AND16) 1190 POKETT,102
1200 POKETT+C,INT(RND(l)*7+l) 1210 IFJ0=1 THEN1510 1220 IFJ0=2 THEN1570 1230 IFJ0=4 THEN1630 1240 IFJ0=8 THEN1690 1250 IFFB=0ANDBOM>0THEN2590 1260 A1=FNA(1) 1270 A2=FNA(2) 1280 A3=FNA(3) 1290 A4=FNA(4)
1300 IFA1 = 1ANDSK>0THENS1=0: GOSUB2680 1310 IFA2=2ANDS2<>0THENS2=0: GOSUB2680 1320 IFA3=3ANDS3<>0THENS3=0: GOSUB2680 1330 IFA4=4ANDS4<>0THENS4=0: GOSUB2680 1340 IFSl=0ANDPEEK(Nl+40)<>102THENNl=Nl+I:POKEN1+C
,4:POKEN1,40:POKEN1-I,32 1350 IFPEEK(N1+40)=102THENGOSUB2050 1360 IFS2=0ANDPEEK(N2-40)<>102THENN2=N2-I:POKEN2+C
,3:POKEN2,37:POKEN2+I,32 1370 IFPEEK(N2-40)=102THENGOSUB2050
1380 IFS3=0ANDPEEK(N3+1)<>102THENN3=N3+Y:POKEN3+C, 5:POKEN3,39:POKEN3-Y,32
|
||
|
|
||
|
123
|
||
|
|
||
|
|
|||
|
5
|
Arcade-Style Games
|
||
|
|
|||
|
1390 IFPEEK(N3+1)=102THENGOSUB2050
1400 IFS4=0ANDPEEK(N4-1)<>102THENN4=N4-Y:POKEN4+C,
6:P0KEN4,38:P0KEN4+Y,32 1410 IFPEEK(N4-1)=102THENGOSUB2050 1420 IFBASE=0THENGOTO2130 1430 IFSO50THENX=4 1440 GOTO1160
1450 PRINT"{RED}":SYS49152:POKECS/11 1460 POKE1362+C,1:POKE1362,33:POKE1602+C/1:POKE160
2,36:POKE1479+C,1:POKE1479,34 1470 POKE1485+C,l:POKE1485,35 1480 POKETT-1,102:POKETT+1,102:POKETT-40,102:POKET
T+40,102 1490 POKETT-1+C,1:POKETT+1+C,1:POKETT-40+C,1:POKET
T+40+C1 1500 RETURN 1510 POKE54296,15:POKE54273,33:POKE54272,133:POKE5
4277,50:POKE54278,120 1520 POKE54276,129 1530 FORF=1362TO1042STEP-40 1540 IFPEEK(F-40)< >40THENPOKEF+C,1:POKEF,41:FORT=l
TO5:NEXT:POKEF,3 2:NEXT 1550 IFPEEK(F-40)=40THENPOKEN1+C,2:POKEN1,42:GOSUB
1830:POKEN1,32:N1=1042:Sl=l 1560 POKE54296,0:POKE1362,33:GOTO1260 1570 POKE54296,15:POKE54273,33:POKE54272,133:POKE5
4277,50:POKE54278,120 1580 POKE54276,129 1590 FORF=1602TO1944STEP40 1600 IFPEEK(F+40)<>37THENPOKEF+C,1:POKEF,41:FORT=l
T05:NEXT:POKEF,32:NEXT 1610 IFPEEK(F+40)=37THENPOKE2+C,2:POKEN2,42:GOSUB1
830:POKEN2,32:N2=1922:S2=l-40 1620 POKE54296,0:POKE1602,36:GOTO1260 1630 POKE54296,15:POKE54273,33:POKE54272,133:POKE5
4277,50:POKE54278,120 1640 POKE54276,129 1650 FORF=1479T01464STEP-l 1660 IFPEEK(F-l)< > 39THENPOKEF+C,1:POKEF,43:F0RT=1T
05:NEXT:POKEF,3 2:NEXT 1670 IFPEEK(F-l)=39THENPOKEN3+C,2:P0KEN3,42:G0SUB1
830:POKEN3,32:N3=1464:S3=l 1680 POKE54296,0:POKE1479,34:G0T01260 1690 POKE54296,15:POKE54273,33:POKE54272,133:P0KE5
4277,50:POKE54278,120 1700 POKE54276#129 1710 FORF=1485TO1502 1720 IFPEEK(F+l)<>38THENPOKEF+C,1:POKEF,43:F0RT=1T
05:NEXT:POKEF,32:NEXT
|
|||
|
|
|||
|
124
|
|||
|
|
|||
|
|
|||
|
Arcade-Style Games
|
5
|
||
|
|
|||
|
1730 IFPEEK(F+l)=38THENPOKEN4+C,2:P0KEN4,42:G0SUB1
830:POKEN4,32:N4=l502:S4=l 1740 POKE54296,0:POKE1485,35:GOTO1260 1745 FORS0=54272TO54272+28:POKES0,0:NEXT 1750 POKE54296/15:POKE54277,53:POKE54278,69:POKE54
276,33 1770 RESTORE:F0RGB=1T012:READHA,LA,DU:POKE54273,HA
:POKE54272,LA 1780 FORT=lTODU:NEXTT
1790 NEXTGB:FORS0=54272TO54272+28:POKES0,0:NEXT
1800 RETURN
1810 DATA217,200,213,200,223,200,227,100,234,100,2
30,200 1820 DATA227,100,234,100,230,200,223,200,227,200,2
17,200,213,300,-1 1830 POKE54296,15:POKE54277,53:POKE54278,67:POKE54
276,129 1840 POKE54272,200:POKE54273,33
1850 FORL=15TO0STEP-1
1860 POKE54296,L
1870 NEXT:POKE54276,0
1880 SC=SC+1
1890 IFSC=30THENX=INT(X/2):Y=2
1900 IFSC=50THENX=4:1=80:BOM=BOM+l
1910 IFSC=60ORSC=110ORSC=150THENGOTO1930
1920 RETURN
1930 PRINT"{CLR}{10 DOWN}{10 SPACES}BONUS";
1940 PRINT" BASE - BOMB":L=0
1950 POKE54296,15:POKE54277,50:POKE54278,167:POKE5
4276,17 1960 FORT=1TO10
1970 POKE54272,230:POKE54273,33
1980 NEXT
1990 FORT=1TO10
2000 POKE54272,180:POKE54273,28
2010 NEXT
2020 IFL<6THENL=L+1:GOTO1950
2030 FORD=54272T054272+28:POKED,0:NEXT
2040 BOM=BOM+l:BA=BA+1:SC=SC+5:PRINT"{CLR}":GOSUBl
450:GOTO1890 2050 POKE54296,14:Ql=1482:Q2=1484:Q3=1522:Q4=1524:
K=0:Q5=Q1-41:Q6=Q3+41:Q7=Ql+39 2060 Q8=1526:POKE54277,44:POKE54278,56:POKE54276,1
29 2070 POKE54272,200:POKE54273,34:KK=8 2080 FORZ=15TO0STEP-2 2090 POKE54296,Z:GOSUB2260:NEXT:POKECS,8:POKE54276
,0
|
|||
|
|
|||
|
125
|
|||
|
|
|||
|
|
||
|
^% Arcade-Style Games
|
||
|
|
||
|
2100 N1=1042:S1=1:N2=1922:S2=1:N3=1464:S3=1:N4=150
2:S4=1:PRINT"{CLR}" 2110 BASE=BASE-1:IFBASE<>0THENGOSUB1450 2120 RETURN 2130 PRINT"{CLR}"
2140 IFSC=>W1THENA5$=A4$:A4$=A3$:A3$=A2$ 2150 IFSC=>W1THENA2$=A1$:W5=W4:W4=W3:W3=W2:W2=W1:W
1=SC:GOTO2730
2154 REM LINE 2155 MUST BE ENTERED USING KEYWORD A BBREVIATIONS
2155 IFSC>=W2ANDSC<W1THENA5$=A4$:A4$=A3$:A3$=A2$:W 5=W4:W4=W3:W3=W2:W2=SC:GOT02 740
2160 IFSC=>W3ANDSC<W2THENA5$=A4$:A4$=A3$:W5=W4:W4=
W3:W3=SC:GOTO2750 2170 IFSC=>W4ANDSC<W3THENA5$=A4?:W5=W4:W4=SC:GOT02
760 2180 IFSC=>W5ANDSC<W4THENW5=SC:GOTO2770 2190 GOSUB2510:PRINT" {HOMEHbLK} {21 DOWN}
{12 SPACESjTO PLAY HIT {RVS}{BLK}Y" 2200 GETZ$:IFZ$=""THENFORCC=55312T055315:POKECC,IN
T(RND(1)*7+1):NEXT 2210 POKE56165,INT(RND(l)*7+l) 2220 IFZ$=""THEN2200 2230 IFZ$="Y"THEN1120
2240 IFZ$="N"THENPRINT"tCLR}iBLU}":POKECS,27:END 2250 GOTO2190
2260 K=K+1:M=41:N=40:0=39:R=INT(RND(1)*7+l) 2270 IFK>3ANDK<110THENPOKECS,KK:KK=KK+31 2280 P0KEQ1,G:P0KEQ2,G:P0KEQ3,G:P0KEQ4 #G:P0KEQ5,G:
P0KEQ6,G:P0KEQ7,G:P0KEQ8,G 2290 P0KEQ1+C,R:P0KEQ2+C, INT ( RND (1 ) *7+l ) .-P0KEQ3+C,
R:P0KEQ4+C,INT(RND(1)* 7 + 1) 2300 POKEQ5+C,R:POKEQ6+C,INT(RND(l)*7+l):P0KEQ7+C,
R:P0KEQ8+C,INT(RND(1)*7+l) 2310 FORT=1TO10:NEXT 2320 IFK>3THENG=46:PRINT"{CLR}" 2330 IFK<8THENQ1=Q1-0:Q2=Q2-M:Q3=Q3+0:Q4=Q4+M:Q5=Q
5-N:Q6=Q6+N:Q7=Q7-l:Q8=Q8+1 2 340 RETURN
2350 PRINT"{CLR}":RETURN 2360 PRINT"{3 DOWN}":CH=1160:E=l 2370 J0=15-(PEEK(56321)AND15) 2380 FB=PEEK(56321)AND16 2390 IFJ0=8THENE=E+1 2400 IFJ0=4THENE=E-1 2410 IFE=0THENE=26 2420 IFE=27THENE=1 2430 P0KECH,E:P0KECH+C#7 2440 FORT=1TO100:NEXT
|
||
|
|
||
|
126
|
||
|
|
||
|
|
|||
|
Arcade-Style Games
|
5
|
||
|
|
|||
|
2450 P0KECH+C,1
2460 IFFB=0 ANDCH=1160THENNl$=CHR$(E+64):CH=CH+1:E
=1:GOTO2370 2470 IFFB=0ANDCH=1161THENN2$=CHR$(E+64) :CH=CH+1:E=
1:GOTO2 3 70 2480 IFFB=0 ANDCH=1162THENN3?=CHR$(E+64):CH=CH+1:E
=32:GOTO2370 2490 IFCH=1163THENN5$=N1$+N2$+N3$:RETURN 2500 GOTO2370 2510 POKE53281,l 2 515 REM THE NEXT LINE MUST BE ENTERED USING KEYWO
RD ABBREVIATIONS 2520 PRINT"{CLR}{2 SPACES}{BLR}{9 SPACESjCYLON ZAP HEROS":PRINT:PRINT"{RED}{12 SPACES}BEST 5 SC
ORES{OFF}" 2530 PRINT"{HOME}{DOWN}{BLK}{4 D0WN}{14 SPACES}"Al
$"..."Wl 2540 PRINT"{BLU}{2 D0WN}{14 SPACES}"A2$"..."W2 2550 PRINT"{GRN}{2 D0WN}{14 SPACES}"A3$"..."W3 2560 PRINT"{PUR}{2 DOWN}{14 SPACES}"A4?"..."W4 2570 PRINT"{RED}{2 DOWN}{14 SPACES}"A5$"..."W5 2 580 RETURN 2 590 POKE54296, 15 :POKE5427 7,43:POKE542 78,7 3:POKE54
276,129 2600 FORCO=127T08STEP-17 2610 POKECS,CO
2620 FORT=1TO100:NEXT:NEXTCO:POKECS,11 2630 IFS1=0THENSC=SC+1:GOSUB1890:POKEN1,32:N1=1042
:S1 = 1
2640 IFS2=0THENSC=SC+1:GOSUB1890:POKEN2,32:N2=1922
:S2 = 1 2650 IFS3=0THENSC=SC+1:GOSUB1890:POKEN3,32:N3=1464
:S3 = 1 2660 IFS4=0THENSC=SC+1:GOSUB1890:POKEN4,32:N4=1502
:S4=1 2670 FORS0=54272TO5427 2+28:POKES0#0:NEXT:BOM=BOM-1
:GOTO1260 2680 S=5427 2:FORE=STOS + 28:POKEE,0:NEXT 2690 POKE54296, 15 :POKE54277, 51 :POKE54278, 84 2700 POKE 54276, 17 :FORJ=1TO40STEP4:POKE 54273,J:
POKE54272,255-J-25:NEXT 2710 FORT=lTO 100 :NEXT:POKE54276, 32:F0RT=1T0 50:
NEXT 2 720 FORE=STOS+28:POKEE,0:NEXT:RETURN 2730 PRINT"{HOMEjNUMBER 1 ENTER YOUR INITIALS":GOS
UB1745:GOSUB2 360:A1$=N5$:GOTO2190
2740 PRINT"{HOME}NUMBER 2 ENTER YOUR INITIALS":GOS UB1745:GOSUB2 360:A2$=N5$:GOTO2190
|
|||
|
|
|||
|
127
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
5
|
Arcade-Style Games
|
||
|
|
|||
|
2750 PRINT"{HOME}NUMBER 3 ENTER YOUR INITIALS":GOS UB1745:GOSUB2 360:A3$=N5$:GOTO2190
2760 PRINT"{HOME}NUMBER 4 ENTER YOUR INITIALS":GOS UB1745:GOSUB2360:A4$=N5$:GOTO2190
2770 PRINT"{HOME}NUMBER 5 ENTER YOUR INITIALS":GOS UB1745:GOSUB2 360:A5$=N5$:GOTO2190
|
|||
|
|
|||
|
128
|
|||
|
|
|||
|
|
||
|
5
Laser Gunner
Gary R. Lecompte 64 Translation by Philip I. Nelson____________________
|
||
|
|
||
|
This arcade-style game achieves an impressive graphics animation without the use of any machine language.
"Laser Gunner" is an arcade-type action game. The player controls a laser gun which moves up and down on the left of the screen behind a force field and fires at invading enemy spaceships. The invaders also fire lasers and attempt to open holes in the force field. Every hit weakens the force field until an entire hole is made. A hit through a hole ends the game.
Laser Gunner is an example of animation accomplished without the use of machine language routines. The drawback of this type of programming is obvious. Only one string may be animated at a time with any speed. However, by working your game format around this limitation, you can still make action games fast and challenging.
The animation of the laser gun and the position of laser fire, as well as the location of the invaders, are controlled by the location routines. The row and column values are POKEd into memory locations 214 and 211. A PRINT statement following these routines will print that string beginning at the location determined by the row and column values. Changing the row and column values and printing the same string again accomplishes animation.
The force field changes are made by PEEKing the location of the hit, determining the character at that location, and POKEing the value of the next character to that location.
Invader explosions are done by coding cursor movements and printing characters from the invader string.
Sound routines are intermixed with laser and explosion routines. This assures that animation and sound will blend.
Invader ship location and laser fire are determined by randomizing routines. Skill level is provided by giving the player a minimum preset delay. Actual time before invader laser blasts is always unpredictable.
|
||
|
|
||
|
129
|
||
|
|
||
|
|
||
|
"^ Arcade-Style Games
Stars are created with simple POKE statements to predetermined locations.
All routines are placed in order of importance, with those used most at the beginning. This allows for the fastest program execution possible to increase animation speed. REM statements should be deleted for best effect. The key to speed is simplicity. The shorter the program statements, the greater the speed.
Changing the Shapes
It is possible to change the shape of the ships. Lines 85 and 86 contain the statements which produce the shape. To make your own ships, you can use any graphic symbols from the front of the 64 keyboard. Pick the characters you want, and substitute them for the shifted characters within the quotes for IN$, Gl$ and G2$ in lines 85 and 86. Remember, you get the left-side graphic character by holding down the Commodore key rather than SHIFT.
Laser Gunner
5 POKE53280,0:P0KE53281,0:GOSUB190:PRINT"{CLR}":GO T085
10 POKEROW,X:POKECOL,Y:PRINTM{UP}M;:RETURN
11 POKEROW,A:POKECOL,B:PRINT"{UP}";:RETURN
12 POKEROW,Z:POKECOL,B:PRINT"{UP}";:RETURN
13 GOSUB10:PRINTG1$;
14 GOT038
16 TT=TT+1:R=1+INT(RND(1)*10):IFTT>TDTHENIFR=10GOT 043
18 IFPEEK(197)=6THEN29
19 IFPEEK(197)=5THEN23
20 IFPEEK(197)=3THEN26
21 G0T016
23 X=X-1:IFX<1THENX=1
24 GOSUB10:PRINTG1$;:GOTOl6
26 X=X+1:IFX>21THENX=21
27 GOSUB10:PRINTG2$;:G0T016
29 GOSUB180
30 X=X+1:Y=3:GOSUB10:F0RI=1T0185STEP5:PRINT"{PUR}> ";:NEXT::GOSUB10
31 F0RI=1T037:PRINT" ";:NEXT:X=X-1:Y=0
33 IFX+1=ATHEN60
34 IFX+1=A+1THEN60
35 IFX+1=A+2THEN60
36 G0T016
38 A=1+INT(RND(1)*21):IFA<3THENA=3
39 IFA>19THENA=19
41 G0SUB11:PRINTIN$:G0T016
|
||
|
|
||
|
130
|
||
|
|
||
|
|
|||
|
Arcade-Style Games
|
5
|
||
|
|
|||
|
43 GOSUB170:Z=A+1:B=B-1:GOSUB12:FORI=1TO72STEP2:PR
INT" {RED}<-{2 LEFT}";: NEXT 45 PRINT"{RIGHT}{UP}N{2 DOWN}{LEFT}M":GOSUBl2:FORI
=1T036:PRINT" {2 LEFT}";:NEXT:PRINT"{RIGHT}{UP} {2 DOWN}{LEFT} ":B=B+1
47 HT=SR+((Z-l)*40):RD=PEEK(HT)
48 IFRD=160THENRN=1:GOTO57
49 IFRD=231THENRN=2:GOT057
50 IFRD=234THENRN=3:GOT057
51 IFRD=246THENRN=4:GOT057
52 IFRD=97THENRN=5:GOT057
53 IFRD=117THENRN=6:GOT057
54 IFRD=116THENRN=7:GOT057
55 IFRD=101THENRN=8:GOTO57
56 IFRD=32THENRN=8:GOT068
57 FORI=lTORN:READFE:NEXT:POKEHT,FE:RESTORE:GOT016
58 DATA 231,234,246,97,117,116,101,32
60 gosubll:print"{red}{2 left}«{up}{yel}+{2 down} {3 left}{down}{2 left}&*3{down}{rvs}£"
61 fori=1to20:next:gosub11:print"{2 left} {up} {2 down}{3 left}{down}{2 left} {down} "
62 gosubll:print"{2 up}{left}£{2 down}{3 left} {red}m{yel}t{2 down} {3 left} {yel}<-{down} {left} {downT{left}"
63 fori=1to20:next:gosub11:print"{2 up}{left} {2 down}{3 left}{2 spaces}{2 down}{3 left} {down}{left}{down}{left}":gosub160
64 fori=1to20:next
65 gosub11:print" {left}{down} {left}{down} {left} {down}":gosub77
67 sc=sc+1:tt=0:goto38
68 fori=1to500:next
70 print"{clr}{wht}{3 down}{10 spaces}you hit";sc; "invaders":gosub170:gosub170:gosub160
71 gosub160:gosub160:gosub160:print"{3 down} {14 spaces}try again?{3 spaces}"
72 gosub170:gosub160:getc$:ifc$=""then72
73 IFC$<>"Y"ANDC$o"N"THEN72
74 IFC$="N"THENPRINT"{CLR}":END
75 SC=0:GOTO123
76 REM-----GENERATE STARS-----------
77 SR=SR-2:P=46
78 POKESR+15,P:POKESR+28,P:POKESR+127,P:POKESR+158
,P:POKESR+17 5,P:POKESR+2 26,P
79 POKESR+330,P:POKESR+460,P:POKESR+474,P:POKESR+3
90,P:POKESR+5 7 5,P
80 POKESR+605,P:POKESR+628,P:POKESR+703,P:POKESR+7
15,P:POKESR+730,P
|
|||
|
|
|||
|
131
|
|||
|
|
|||
|
|
|||
|
5
|
Arcade-Style Games
|
||
|
|
|||
|
81 pokesr+806,p:pokesr+819,p:pokesr+83 7,p:pokesr+8 68,p:pokesr+883,p
82 pokesr+904,p:pokesr+928,p:pokesr+947,p:pokesr+9 64, p:pokesr+992,p
83 sr=sr+2:return
84 rem-------set variables------------
85 row=214:col=211:x=5:y=.:in$ = "{yel}{rvs}£{down} {left}{rvs}*{off}{down}{left}g*3{wht}m:b=39:
Gl$="{CYN}{RVS}V{OFF}{DOWN}{LEFT}+{D0WN}{LEFT} {RVS}V{OFF}{DOWN}{LEFT} "
86 G2$=MTCYN}{UP} {DOWN}{LEFT}{RVS}v{OFF}{DOWN} {LEFT}+{DOWN}{LEFT}{RVS}V{OFF}M:SR=1026:M=21:I= RND(-Tl)
87 GOSUB77:GOT091
88 REM--------LOCATION ROUTINE--------
89 POKEROW,M:POKECOL,Y:PRINT"{UP}";:RETURN
90 REM-------TITLES TO 118-----------
91 M=M-l:GOSUB89:PRINTGl$;
92 IFM>7THEN91
93 FORI=1TO200:NEXT:GOSUB89
94 PRINT"{DOWN}{2 RIGHT}";:FORI=1TO110STEP10:PRINT "{GRN}>";:NEXT:PRINT"{RVS} LASER GUNNER {OFF}";
95 GOSUB180:FORI=1TO120STEP10:PRINT">";:NEXT
96 GOSUB89:PRINT"{DOWN}{2 RIGHT}";:F0RI=1T011:PRIN T" ";:NEXT:PRINT"{14 RIGHT}";
97 F0RI=1T012:PRINT" ";:NEXT:GOSUB160
98 GOSUB89:M=M+1:PRINT"{DOWN}"G2$;
99 IFM<12THEN98
100 GOSUB89:PRINT"{DOWN}{2 RIGHT}";:FORI=1TO200:NE XT
101 FORI=1TO170STEP10:PRINT"{RED}>";:NEXT:GOSUB170 :PRINT"{PUR}AN";
102 FORI=1TO170STEP10:PRINT"{RED}>";:NEXT:GOSUB170
103 GOSUB89:PRINT"{DOWN}{2 RIGHT}";:F0RI=1T017:PRI NT" ";:NEXT:PRINT"{2 RIGHT}";:F0RI=1T017
104 PRINT" ";:NEXT
105 GOSUB89:M==M+l: PRINT "{DOWN} "G2$;
106 IFM<16THEN105
107 GOSUB89:PRINT"{DOWN}{2 RIGHT}";:FORI=1TO200:NE XT
108 FORI=lTOl12STEP10:PRINT"{PUR}>";:NEXT:GOSUBl70 :PRINT"{YEL}ACTION GAME";
109 F0RI=1T0110STEP10:PRINT"{PUR}>";:NEXT:GOSUBl70
110 GOSUB89:PRINT"{DOWN}{2 RIGHT}";:F0RI=1T012:PRI NT" "; .-NEXT : PRINT "{11 RIGHT}";
111 F0RI=1T013:PRINT" ";:NEXT
112 GOSUB89:M=M+1:PRINT"{DOWN}"G2$;
113 IFM<22THEN112
114 GOSUB89:PRINT"{DOWN}{2 RIGHT}";:FORI=1TO200:NE XT
|
|||
|
|
|||
|
132
|
|||
|
|
|||
|
|
||||||
|
Arcade-Style Games
|
5
|
|||||
|
|
||||||
|
115
116 117
118 119 120
121 122 123
|
FORI=1TO90STEP10:PRINT"{RED)>";:NEXT:GOSUB180: PRINT"{CYN}{RVS} WANT INSTRUCTIONS?{OFF}"; FORI=1TO100STEP10:PRINT"{RED}>";:NEXT:GOSUB160 GOSUB89:PRINT"{DOWN}{2 RIGHT}";:F0RI=1T09:PRIN T" ";:NEXT:PRINT"{19 RIGHT}"; FORI=1TO10:PRINT" ";:NEXT
REM-----WANT INSTRUCTIONS-------
GETC$:IFC$=""THENGOSUB170:GOSUB170:GOSUB170:GO
SUB160:GOTO114
IFC$="Y"THEN134
REM------PICK SKILL LEVEL---------
PRINT"{CLR}{YEL}{6 DOWN}{5 SPACES}{RVS}
{2 SPACES}PICK SKILL LEVEL{5 SPACES}(1-3)
{OFF}"
GOSUB170:GETC:IFC=0THEN124
IF03THEN124
PRINT"{CLR}{YEL}{6 DOWN}{8 SPACES}{RVS} PRESS
{SPACE}[SPACE] TO BEGIN {OFF}"
GOSUB160:GETC$:IFC$=""THEN127
IFC=1THENTD=15
IFC=2THENTD=8
IFC=3THENTD=0
REM-----BUILD FORCE FIELD---------
PRINT"{CLR}":GOSUB77:PRINT"{HOME}";:FORI=0TO23 :PRINTTAB(2)"{RVS}{GRN} {OFF}":NEXT:GOT013 REM--------INSTRUCTIONS----------
|
|||||
|
124 125 126
127 128 129 130 131 132
133 134
135
136
137
138 141
142
143 144
145
146
147
148
|
||||||
|
PRINT" {SPACE PRINT" ADERS" PRINT"
INTO" PRINT" OY"
PRINT" PRINT"
FORCE PRINT" D"
PRINT" PRINT"
|
CLR}{DOWN}{2 SPACES}{RVS}{CYN} YOU ARE
LASER GUNNER ON A STARSHIP "
DOWN} YOU ARE UNDER ATTACK BY ALIEN INV
DOWN}{5 SPACES}YOU MUST MOVE YOUR LASER
4 SPACES}POSITION, AND FIRE IT TO DESTR
11 SPACES}THE ALIEN SHIP"
2 DOWN}{3 SPACES}YOU ARE PROTECTED BY A
FIELD"
4 SPACES}BUT THE FORCE FIELD IS WEAKENE
|
|||||
|
5 SPACES}WITH EVERY HIT BY AN INVADER" 2 DOWN}{5 SPACESjA HIT IN A HOLE ENDS T
|
||||||
|
HE GAME"
|
||||||
|
PRINT'
|
2 DOWN}{7 SPACESjTO MOVE UP----HIT
|
|||||
|
{RVS} F3 {OFF} KEY" PRINT"{7 SPACES}TO FIRE-{OFF} KEY"
|
-HIT {RVS} F5
|
|||||
|
PRINT"
|
7 SPACES}TO MOVE DOWNHIT {RVS} F7
|
|||||
|
{OFF} KEY"
|
||||||
|
PRINT" NTINUE
|
2 DOWN}{8 SPACES}{RVS}PRESS SPACE TO CO OFF}"
|
|||||
|
|
||||||
|
133
|
||||||
|
|
||||||
|
|
|||
|
5
|
Arcade-Style Games
|
||
|
|
|||
|
149 GETC$:IFC$=MHTHEN149
150 GOT0123
155 REM--------SOUND SUBROUTINES-------
160 POKEWl,21:POKEW2,129:FORZ=20TOlSTEP-2:POKEHl,Z :POKEL1,Z
161 POKEH2,INT(RND(1)*70)+3:POKEL2,Z:NEXT:POKEWl,0 :POKEW2,0:RETURN
170 POKEWl,17:POKEW2/129:FORZ=35TO0STEP-7:POKEHl,Z :POKEL1,Z:POKEL2,Z
171 POKEH2,INT(RND(1)*70 ) :NEXT:POKEWl,0:POKEW2,0:R ETURN
180 POKEWl,21:FORZ=1TO3:FORZX=0TO100STEP15:POKEHl, ZX:POKEL1,ZX:NEXT:NEXT
181 POKEWl,0:RETURN
190 POKE54296,15:POKE54277,15:POKE54291,65 :W1=542 76:W2=54290:H1=54273:L1=54272
191 H2=54287:L2=54286:RETURN
|
|||
|
|
|||
|
134
|
|||
|
|
|||
|
|
||||
|
|
||||
|
|
||||
|
|
Machine
Language
Games
|
|
||
|
|
||||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
6
Using the Machine Language Editor: MLX
|
||
|
|
||
|
Charles Brannon
|
||
|
|
||
|
Three of the games in this chapter are written completely in machine language. The "Machine Language Editor" will make typing a perfect copy of those games a snap.
Remember the last time you typed in a long machine language program? You typed in hundreds of DATA statements, numbers, and commas. Even then, you couldn't be sure if you'd typed it in right. So you went back, proofread, tried to run the program, crashed, went back and proofread again, corrected a few typing errors, ran again, crashed, rechecked your typing .... Frustrating, wasn't it?
Until now, though, that has been the best way to enter machine language into your machine. Unless you happen to own an assembler and are willing to wrangle with machine language on the assembly level, it is much easier to enter a BASIC program that reads the DATA statements and POKEs the numbers into memory.
Some of these BASIC loaders will use a checksum to see if you've typed the numbers correctly. The simplest checksum is just the sum of all the numbers in the DATA statements. If you make an error, your checksum will not match up. Some programmers have made your task easier by creating checksums every ten lines, so you can zero in on your errors.
But MLX comes to the rescue! The "Machine Language Editor" (MLX) is a great way to enter all those long machine language programs with a mininum of fuss. MLX lets you enter the numbers from a special list that looks similar to BASIC DATA statements. It checks your typing on a line-by-line basis. It won't
|
||
|
|
||
|
137
|
||
|
|
||
|
|
||
|
J% Machine Language Games
let you enter illegal characters when you should be typing numbers. It won't let you enter numbers greater than 255. It will prevent you from entering the wrong numbers on the wrong line. In short, MLX will make proofreading obsolete.
Boot Disks
In addition, MLX will generate a ready-to-use tape or disk file. You can then use the LOAD command to read the program into the computer, just like any other program. Specifically, you enter:
LOAD "program", 1,1 (for tape) or
LOAD "program", 8,1 (for disk)
To start the program, you need to enter a SYS command that transfers control from BASIC to machine language. The starting SYS will always be given in the appropriate article.
Using MLX
Type in and save MLX (you'll want to use it in the future). When you're ready to type in the machine language program, RUN MLX. The program will ask you for two numbers: the starting address and the ending address. Below is a table that lists this information for each of the games that use MLX.
Starting and Ending Addresses
Game Start address End address Command to Run
Munchmaze 12288 13956 SYS 12311
Richthofen's 2049 5817 RUN or SYS 2063
Revenge
ZuiderZee 49152 52040
Once you have entered the starting and ending addresses, you'll get a prompt to start entering the data. The prompt is the current line you are entering from the listing. Each line is six numbers plus a checksum. If you enter any of the six numbers wrong, or enter the checksum wrong, the 64 will ring the buzzer and prompt you to reenter the line. If you enter it correctly, a pleasant bell tone will sound, and you go on and enter the next line.
A Special Editor
You are not using the normal Commodore 64 editor with MLX. For example, MLX will accept only numbers as input. If you need to make a correction, press the <INST/DEL> key; the entire
|
||
|
|
||
|
138
|
||
|
|
||
|
|
|||
|
Machine Language Games
|
6
|
||
|
|
|||
|
number is deleted. You can press it as many times as necessary to get back to the start of the line. If you enter three-digit numbers as listed, the computer will automatically print the comma and go on to accept the next number. If you enter less than three digits, you can press either the comma, space bar, or RETURN key to advance to the next number. The checksum will automatically appear in inverse video; don't worryit's highlighted for emphasis.
When testing it, I've found it to be extremely easy to enter long listings. With the audio cues provided, you don't even have to look at the screen if you're a touch-typist.
When you get through typing, assuming you type it all in one session, you can then save the completed and bug-free program to tape or disk. Follow the screen instructions. If you get any errors while writing, you probably have a bad disk, or the disk was full, or you made a typo when entering the MLX program. (Sorry, it can't check itself.)
Command Control
What if you don't want to enter the whole program in one sitting? MLX lets you enter as much as you want, save the whole schmeer, and then reLOAD the file from tape or disk when you want to continue. MLX recognizes these few commands:
SHIFT-S: Save SHIFT-L: Load SHIFT-N: New Address SHIFT-D: Display
Hold down SHIFT while you press the appropriate key. You will jump out of the line you've been typing, so I recommend you do it at a new prompt. Use the Save command to save what you've been working on. It will write the tape or disk file as if you've finished, but the tape or disk won't work, of course, until you finish the typing. Remember what address you stop on. The next time you RUN MLX, answer all the prompts as you did before, then insert the disk or tape. When you get to the entry prompt, press SHIFT-L to reLOAD the file into memory. You'll then use the New Address command to resume typing.
New Address and Display
After you press SHIFT-N, enter the address where you previously stopped. The prompt will change, and you can then continue typing. Always enter a New Address that matches up with one of the line numbers in the special listing, or else the checksum won't
|
|||
|
|
|||
|
139
|
|||
|
|
|||
|
|
||
|
y% Machine Language Games
match up. You can use the Display command to display a section of your typing. After you press SHIFT-D, enter two addresses within the line number range of the listing. You can abort the listing by pressing any key.
Tricky Stuff
The special commands may seem a little confusing, but as you work with MLX, they will become valuable. For example, what if you forgot where you stopped typing? Use the Display command to scan memory from the beginning to the end of the program. When you see a bunch of 170s, stop the listing (press a key) and continue typing where the 170s start. Some programs contain many sections of 170s. To avoid typing them, you can use the New Address command to skip over the blocks of 170s. Be careful, though; you don't want to skip over anything you should type.
You can use the Save and Load commands to make copies of the completed game. Use the Load command to reLOAD the tape or disk, then insert a new tape or disk and use the Save command to create a new copy
One quirk about tapes made with the Save command: when you load them, the message "FOUND program" may appear twice. The tape will load just fine, however.
Programmers will find MLX an interesting program, in protecting the user from mistakes. There is also some screen formatting. Most interesting is the use of ROM Kernal routines for LOADing and SAVEing blocks of memory. Just POKE the starting address (low byte/high byte) into 251 and 252, and POKE the ending address into 254 and 255. Any error code can be found in location 253 (an error would be a code less than ten).
I hope you will find MLX to be a true labor-saving program. Since it has been tested by entering actual programs, you can count on it as an aid for generating bug-free machine language.
MLX
100 PRINT"{CLR}{RED}";CHR$(142);CHR$(8);:POKE53281 ,1:POKE53280,1
101 POKE 788,52:REM DISABLE RUN/STOP 110 PRINTm{RVS}{40 SPACES}";
120 PRINT"{RVS}{15 SPACES}{RIGHT}{OFF}B*3£{RVS} {RIGHT} {RIGHT}{2 SPACES}&*§{OFF}l*%£ {RVS}£{RVS}{13 SPACES}";
140
|
||
|
|
||
|
|
|||
|
Machine Language Games
|
6
|
||
|
|
|||
|
130 PRINT"{RVS}{15 SPACES}{RIGHT} £g3{RIGHT}
{2 RIGHT} {OFF}£{RVS}£i*3{OFF}B*3{RVS}
{13 SPACES}"; 140 PRINT"{RVS}{40 SPACES}" 150 V=53248:POKE2040,13:POKE2041,13:FORI=832TO894:
POKEI,255:NEXT:POKEV+27,3 160 POKEV+21,3:POKEV+39,2:POKEV+40,2:POKEV,144:POK
EV+1,54:POKEV+2, 192:POKEV+3,54 170 POKEV+29,3 180 FORI=0TO23:READA:POKE679+1,A:POKEV+39,A:POKEV+
40,A:NEXT 185 DATA169,251,166,254,164,255,32,216,255,133,253
,96 187 DATA169,0,166,251,164,252,32,213,255,133,253,9
6 190 POKEV+39,7:POKEV+40,7 200 PRINT"{2 DOWN}{PUR}{BLK}{3 SPACES}A FAILSAFE M
ACHINE LANGUAGE EDITOR{5 DOWN}" 210 PRINT"g53{2 UPjSTARTING ADDRESS?{8 SPACES}
{9 LEFT}";:INPUTS:F=1-F:C$=CHR$(31+119*F) 220 IFS<256OR(S>40960ANDS<49152)ORS>53247THENGOSUB
3000 2GOTO210 225 PRINT:PRINT:PRINT 230 PRINT"i53{2 UPjENDING ADDRESS?{8 SPACES}
{9 LEFT}";:INPUTE:F=1-F:C$=CHR$(31+119*F) 240 IFE<256OR(E>40960ANDE<49152)ORE>53247THENGOSUB
3000:GOTO230 250 IFE<STHENPRINTC$;"{RVS}ENDING < START
{2 SPACES}":GOSUBl000:GOTO 230 260 PRINT:PRINT:PRINT
300 PRINT"{CLR}";CHR$(14):AD=S:POKEV+21,0 310 PRINTRIGHT?("0000"+MID$(STR$(AD),2),5);":";:FO
RJ=1T06 320 GOSUB570:IFN=-1THENJ=J+N:GOTO320 390 IFN=-211THEN 710 400 IFN=-204THEN 790 410 IFN=-206THENPRINT:INPUT"{DOWN}ENTER NEW ADDRES
S";ZZ 415 IFN=-206THENIFZZ<SORZZ>ETHENPRINT"{RVS}OUT OF
{SPACE}RANGE":GOSUB1000:GOTO410 417 IFN=-206THENAD*ZZ:PRINT:GOTO310 420 IF NO-196 THEN 480
430 PRINT:INPUT"DISPLAY:FROM";F:PRINT,"TO";:INPUTT 440 IFF<SORF>EORT<SORT>ETHENPRINT"AT LEAST";S;"
{LEFT}, NOT MORE THAN";E:GOTO430
450 FORI=FTOTSTEP6:PRINT:PRINTRIGHT$("0000"+MID$(S TR$(I),2),5);":";
451 FORK=0TO5:N«PEEK(l+K)xPRINTRIGHT$("00"+MID$(ST R$(N),2),3);",";
|
|||
|
|
|||
|
141
|
|||
|
|
|||
|
|
||
|
f% Machine Language Games
|
||
|
|
||
|
460 GETA$:IFA$ >""THENPRINT:PRINT:G0T0310
470 NEXTK:PRINTCHR$(20);:NEXTI:PRINT:PRINT:G0T0310
480 IFN<0 THEN PRINT:GOTO310
490 A(J)=N:NEXTJ
500 CKSUM=AD-INT(AD/256)*256:F0RI=1T06:CKSUM=(CKSU
M+A(I))AND255:NEXT 510 PRINTCHR$(18);:GOSUB570:PRINTCHR?(20) 515 IFN=CKSUMTHEN530 520 PRINT:PRINT"LINE ENTERED WRONG 2 RE-ENTER"2PRI
NT2GOSUB1000 2GOTO310 530 GOSUB2000 540 F0RI=1T06 2 POKEAD+I-1,A(I)xNEXT 2 POKE54272,01POK
E54273,0 550 AD=AD+6 2lF AD<E THEN 310 560 GOTO 710 570 N=0 2Z=0
580 PRINT "E-h3";
581 GETA$2lFA$=""THEN581
585 PRINTCHR?(20);2A=ASC(A$)2IFA=130RA=440RA=32THE
N670 590 IFA>128THENN=-A2 RETURN 600 IFA<>20 THEN 630 610 GOSUB690 2lFI=lANDT=44THENN==-l2PRINT"{LEFT}
{LEFT}";2GOTO690 620 GOTO570
630 IFA<48ORA>57THEN580 640 PRINTA$;2N=N*10+A-48
650 IFN>255 THEN A=20 2GOSUB10002GOTO600 660 Z=Z+l2lFZ<3THEN580 670 IFZ=0THENGOSUB1000 2GOTO570 680 PRINT",";2 RETURN
690 S%=PEEK(209)+256*PEEK(210)+PEEK(211)
691 F0RI=1T03 2T=PEEK(S%-I)
695 IFT<>44ANDT<>58THENPOKES%-I,32:NEXT
700 PRINTLEFT$("{3 LEFT}",I-1);2 RETURN
710 PRINT"{CLRJlRVS}*** SAVE ***{3 DOWN}"
720 INPUT"{DOWN} FILENAME";F$
730 PRINT 2 PRINT"{2 DOWN}{RVS}T{OFF}APE OR {RVSjD
{0FF}ISK2 (T/D)" 740 GETA$ 2IFA$ < >"T"ANDA$ < >"D"THEN740 750 DV=l-7*(A$="D")2lFDV=8THENF$="0 2"+F$ 760 OPEN l,DV,l,F$2POKE252,S/256:POKE251,S-PEEK(25
2)*256 765 POKE255,E/256:POKE254/E-PEEK(255)*256 770 POKE253#10 2SYS 679:CLOSE1:IFPEEK(253)>90RPEEK(
253)=0THENPRINT"{DOWN}DONE."2END 780 PRINT "{DOWN} ERROR ON j>AVE.{2 SPACES} TRY AGAIN.
M2lFDV=lTHEN720
|
||
|
|
||
|
|
|||
|
Machine Language Games
|
6
|
||
|
|
|||
|
781 OPENl5,8,15:INPUT #15,DS,DS $:PRINTDS;DS $:CLOSEl
5:GOTO720 790 PRINT" {CLRHRVS}*** LOAD ***{2 DOWN}" 800 INPUT"{2 DOWN} FILENAME";F$ 810 PRINT:PRINT"{2 DOWN}{RVS}T{OFF}APE OR {RVS}D
{OFFjlSK: (T/D)" 820 GETA$:IFA$<>"T"ANDA$O"D"THEN820 830 DV=1-7*(A$="D"):IFDV=8THENF$="0:"+F$ 840 OPEN 1,DV,0,F$:POKE252,S/256:POKE251,S-PEEK(25
2)*256 850 POKE253,10:SYS 691:CLOSEl 860 IFPEEK(253)>9 OR PEEK(253)=0 THEN PRINT:PRINT:
GOTO310 870 PRINT"{DOWN}ERROR ON LOAD.{2 SPACES}TRY AGAIN.
{DOWN}":IFDV=1THEN800 880 OPEN15,8,15:INPUT#15,DS,DS$:PRINTDS;DS$:CLOSEl
5:GOTO800
1000 REM BUZZER
1001 POKE54296,15:POKE54277f45:POKE54278,165
1002 POKE54276,33:POKE 54273,6:POKE54272,5
1003 FORT=1TO200:NEXT:POKE54276,32:POKE54273,0:POK E54272#0:RETURN
2000 REM BELL SOUND
2001 POKE54296,15:POKE54277,0:POKE54278,247
2002 POKE 54276,17:POKE54273,40:POKE54272,0
2003 FORT=1TO100:NEXT:POKE54276,16:RETURN
3000 PRINTC$;"{RVS}NOT ZERO PAGE OR ROM":GOTO1000
|
|||
|
|
|||
|
|
||
|
Munchmaze
|
||
|
|
||
|
Gary E. Marsa 64 Translation by Gregg Peele
|
||
|
|
||
|
"Munchmaze" is a fast-action strategy game. Since it is written in machine language, it requires the use of the Machine Language Editor (MLX)for mistake-proof entering.
The character in "Munchmaze" hurries through the maze dropping bread crumbs as it goes. You move your character around by using the I, J, K, and M keys trying to munch up as many of the bread crumbs as you can before the character catches you. The game ends when the two characters collide or when you accumulate 10,000 points.
There are three speed levels: slow, moderate, and fast. Both characters move at the same speed, but the computer character beats you on the corners. Also, you have to change directions manually; it doesn't. The computer character always goes left if it can; it's helpful to remember this when you are looking for a temporary hiding place.
There's another tricky feature, too. Sometimes, when the two characters are moving from opposite directions toward each other, the computer character goes right on by and no collision occurs. Just breathe a sigh of relief and continue munchingyou were lucky.
The maze in Munchmaze is not constructed on the screen, but in another area of RAM. It is then transferred to the screen, where it appears all at once; then there is a one-second delay before the action begins. If you break out of the program for any reason, just type SYS 12331 and RETURN to restart.
Typing in Munchmaze
This program is written entirely in machine language, so it is necessary to enter it using the Machine Language Editor (MLX) found at the beginning of this chapter. Be sure to read the directions for using the MLX.
The information needed to enter Munchmaze with the MLX is:
|
||
|
|
||
|
144
|
||
|
|
||
|
|
||
|
Machine Language Games
|
||
|
|
||
|
Starting address: 12288 Ending address: 13956
Once Munchmaze is saved to disk or tape, the procedure for loading the program is as follows: From disk: type
LOAD "MUNCHMAZE", 8,1
From tape: type
LOAD"", 1,1
When the program is loaded into memory, type SYS 12311 to run it.
|
||
|
|
||
|
Munchmaze
12288 :020,004,010,000,088,178,044 12294 :187,040,171,084,073,041,090 12300 :058,158,049,048,052,056,177 12306 :000,000,000,234,234,169,143 12312 :021,141,024,208,169,000,075 12318 :141,096,010,141,097,010,013 12324 -.169,147,032, 210, 255,169, 250 12330 :007,162,000,157,000,216,072 12336 :157,000,217,157,000,218,029 12342 -.157,000,219,232,208,241,087 12348 .-169,120,141,229,051,169,171 12354 :052,141,230,051,162,031,221 12360 :169,005,032,220,051,169,206 12366 :000,141,098,010,141,099,055 12372 :010,133,162,024,165,161,227 12378 :105,002,133,166,165,161,054 12384 :197,166,208,250,169,147,209 12390 :032,210,255,169,000,162,162 12396 :000,157,000,216,157,000,126 12402 :217,157,000,218,157,000,095 12408 .-219,232,208,241,032,168,196 12414 -.051,162,039,169,160,157,096 12420 -.039,004,157,151,007,202,180 12426 :208,247,169,080,133,168,119 12432 2 169,004,133,169,162,021,034 12438 .-160,000,169,160,145,168,184 12444 :160,038,145,168,032,250,181 12450 :051,202,208,240,169,119,127 12456 :141,229,051,169,053,141,184 12462 :230,051,162,166,169,004,188 12468 .-032,220,051,162,000,169,046 12474 :032,157,000,011,157,000,031 12480 :012,157,000,013,157,000,019 12486 :014,232,208,241,169,081,119
|
||
|
|
||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
<?>(X)a^cvi(^Qv0(NirHtaQ(^COco(Nv0^coro<y>rH<X)v0co^QrHr^fOCN
MfS|QHCSlSiaM(NlH(NlS)HHQH{NJ^(NMH5IISISISHHHMia
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
CO
a>
E <z\
KD\
<v\
urn mr dI ail cr
fX3 I
__I
a> c
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
covDv^TtTfro^tsincoaDOOcooiocBrH^vD^vpvo^tainr^r)^
HHHH(NH(NISlHHHHHH(SHS}iaHH)SlHHCN)B)iaS|(SH(N(N » » » « * «
CNCO^5>v£>CSJCO^QvOCN(»^Qv0CVl(X>*fr®\i>C^OO^5ivOCNOT
<^o»QrHiHcsj(Nco^^ininv0r^r^cOGO<^5>QrH!Hc>»coco^^i^ ^^ininifiinininioLnininininininini/>vovovov0vov^
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
10
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||
|
Machine Language Games
|
||
|
|
||
|
12786 :105,176,141,000,004,141,041
12792 :038,004,024,165,162,105,234
12798 :060,133,254,165,162,197,201
12804 :254,208,250,169,081,133,075
12810 :168,133,180,169,004,133,029
12816 :169,133,181,169,001,133,034
12822 :254,162,002,134,165,160,131
12828 :000,169,102,145,168,169,013
12834 :000,133,162,166,165,138,030
12840 :010,168,(^41185,075,052,042
12846 :101,168,rn',170,185,076,lll
12852 :052,101,169,133,171,160,070
12858 :000,177,170,201,160,208,206
12864 :009,202,138,041,003,133,078
12870 :165,076,037,050,201,081,168
12876 :208,003,076,004,051,169,075
12882 :102,145,170,169,058,145,103
12888 :168,165,170,133,168,165,033
12894 :171,133,169,232,138,041,210
12900 :003,133,165,165,254,240,036
12906 :008,160,000,132,254,169,061
12912 :081,145,180,162,000,165,077
12918 :197,221,083,052,240,008,151
12924 :232,224,004,208,246,076,090
12930 :183,050,138,010,168,024,191
12936 :185,075,052,101,180,133,094
12942 :195,185,076,052,101,181,164
12948 .-133,196,160,000,177,195,241
12954 :201,160,240,025,201,058,015
12960 :208,003,032,006,052,160,109
12966 :000,169,081,145,195,169,157
12972 .-032,145,180,165,195,133, 254
12978 -.180,165,196,133,181,165,174
12984 :162,197,166,208,250,173,060
12990 :098,010,201,016,208,061,016
12996 :173,099,010,201,039,208,158
13002 :054,169,081,133,168,169,208
13008 :004,133,169,162,000,160,068
13014 .-000,177,168,201,058,208,002
13020 -.007,032,006,052,169,032,006
13026 .-145,168, 200,192, 037, 208,152
13032 :238,032,250,051,232,224,235
13038 :021,208,228,162,000,189,022
13044 :093,054,240,006,157,051,077
13050 :004,232,208,245,076,127,118
13056 .-051,076,033,050,169,102,225
13062 -.145,170,169,058,145,168,093
13068 .-165,180,133,168,165,181,236
13074 :133,169,056,165,168,233,174
|
||
|
|
||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Machine Language Games
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
13080 13086 13092 13098 13104 13110 13116 13122 13128 13134 13140 13146 13152 13158 13164 13170 13176 13182 13188 13194 13200 13206 13212 13218 13224 13230 13236 13242 13248 13254 13260 13266 13272 13278 13284 13290 13296 13302 13308 13314 13320 13326 13332 13338 13344 13350 13356 13362 13368
|
:041,133 1000,133 :166,169 :170,133 :181/169 : 000,162 {087,052 : 008,208 (169,007 (087,052 :003,208 :105,040 :230,181 i201,003 (208,252 :162,000 (006,157 i245,056 :096,010 1099,010 :100,010 (173,098 (173,099 (032,194 (162,000 i006,157 (245,162 ^240,006 5 208,245 :097,010 :221,189 j001,240 :232,208 (133,169 (189,120 :255,240 (232,208 :232,208 ;168,105 (002,230 (152,072 (105,002 (003,238 (181,168 (208,248 (099,010 (221,189 (001,240 (232,208
|
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
148
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||
|
Machine Language Games
|
||
|
|
||
|
13374 :149,167,202,208,250,104,118 13380 :168,104,170,096,234,234,050 13386 :234,001,000,216,255,255,011 13392 :255,040,000,037,033,034,223 13398 :036,160,032,058,102,170,132 13404 :186,127,255,019,003,015,185 13410 :018,005,058,032,048,000,003 13416 :008,009,007,008,058,000,194 13422 :135,129,141,133,160,143,183 13428 :150,133,146,000,079,077,189 13434 :032,032,078,080,099,080,011 13440 :032,079,099,079,077,032,014 13446 :079,080,078,099,099,099,156 13452 :077,079,080,032,079,080,055 13458 :000,101,032,077,078,032,210 13464 :103,032,103,032,101,032,043 13470 :101,032,077,101,103,032,092 13476 -.032,079,076,100,101,103,143 13482 :032,101,103,000,101,032,027 13488 :032,032,032,103,032,103,254 13494 :032,101,032,101,032,032,000 13500 :032,103,032,032,101,032,008 13506 :032,101,032,099,032,103,081 13512 :000,101,103,077,078,101,148 13518 :103,032,103,100,101,032,165 13524 :101,103,077,032,103,032,148 13530 :032,076,079,099,101,103,196 13536 :099,101,103,000,076,122,213 13542 :032,032,076,122,077,100,157 13548 :100,100,078,076,122,032,232 13554 :077,122,077,100,100,100,050 13560 :078,076,122,032,076,122,242 13566 :000,000,160,223,032,032,189 13572 :233,231,032,233,160,223,092 13578 :032,160,160,160,160,231,145 13584 :160,160,160,160,160,032,080 13590 :002,025,000,160,160,223,080 13596 :233,160,231,233,160,226,247 13602 :160,223,032,032,233,160,106 13608 :105,160,160,000,160,160,017 13614 :160,160,160,231,160,160,053 13620 :098,160,231,032,233,160,198 13626 :105,032,160,160,160,160,067 13632 :032,032,007,001,018,025,179 13638 .-000,160,160,095,105,160, 238 13644 :231,160,160,226,160,231,220 13650 :233,160,105,032,032,160,036 13656 :160,000,160,160,032,032,120 13662 :160,231,160,160,032,160,229
|
||
|
|
||
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
6
|
Machine Language Games
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
,160,160
,160,160
,018,019
,032,032
,032,032
,032,020
,081,034
,014,007
,030,032
,020,008
,020,020
,032,032
,032,093
,081,067
009,032
,022,005
032,032
,032,032
,032,013
,012,005
032,032
032,032
013,015
009,007
032,032
032,032
013,015
015,023
032,160
003,008
032,019
032,006
018,058
160,032
006,001
178,032
004,005
044,032
019,012
160,032
032,032
032,032
005,019
020,015
020,046
149,167
137,142
161,032
255,255
|
,160 ,160 ,001 ,009 ,013 ,008 ,032 ,000 ,032 ,005 ,005 ,032 ,000 ,062 ,061 ,032 ,032 ,032 ,015 ,006 ,022 ,011 ,022 ,008 ,013 ,013 ,022 ,014 ,032 ,015 ,016 ,001 ,000 ,032 ,019 ,061 ,018 ,179 ,015 ,160 ,032 ,032 ,019 ,032 ,000 ,146 ,142 ,255 ,255
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
150
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||
|
6
Richthofen's Revenge________
Chris Metcalf Marc Sugiyama__________________________
|
||
|
|
||
|
"Richthofen's Revenge" is an arcade-style game that even the most experienced game players will find challenging. This program requires special care to enter correctly; please see the section "Typing in the Program!'
The airborne forces of Richthofen, the dreaded Red Baron, have been mobilized. Because of your reputation as a swift pilot and accurate gunner, you have been chosen to defend the front line. Only a few planes are available, with no time to build more. Prepare yourself to meet the hordes of Richthofen.
As you encounter each succeeding wave of the enemy, another airplane will be delivered to the front. Once all the planes have been destroyed, however, there will be nothing to stop the enemy from an all-out invasion. Your skills are all that stand between Richthofen's forces and your country
Typing in the Program
This program is written entirely in machine language, so it should be entered using the Machine Language Editor (MLX) found earlier in this chapter.
The steps to typing in a machine language program using MLX are simple, but they must be followed exactly in order to get a playable copy of the game. Once you have a copy of "Richthofen's Revenge" saved on disk or tape, you will be able to LOAD and RUN it just as you would any BASIC program even though it is machine language.
The steps for typing in Richthofen's Revenge are:
1. Reset the computer by turning it off, then back on.
2. Type this line:
POKE 44,23:POKE 23*256,0:NEW
3. LOAD the Machine Language Editor into memory.
(If you have not typed in and SAVEd MLX, you will have to do that first.)
|
||
|
|
||
|
151
|
||
|
|
||
|
|
||
|
f% Machine Language Games
4. RUN the MLX program.
5. Answer the prompts
START ADDR: 2049 END ADDR: 5817
6. Type in the data.
7. MLX will prompt you for a filename.
8. Before you load the program, reset the computer. That's all there is to it. It is not necessary to type in all the
data in one session. The instructions for using MLX are at the beginning of this chapter. If you do decide to enter the data in more than one session, it will be necessary to follow the above steps each time you begin a session.
Preparing for Battle
When you first RUN the game, the screen will come up with a landscape, a status line, and the message RICHTHOFEN'S REVENGE. The information given in the status line is the high score, the score of the current game, and the number of backup planes remaining. A short tune will play to prepare you for the combat.
When the message PRESS FIRE TO BEGIN appears, you may begin playing or move to a higher level. By moving the joystick up or down, you can pick any level from 1 to 30. Levels 31 through 40 are reserved for expert players, and the levels above that are only for the true masters.
Once you have selected a level, or at any point after the music begins, you may press the fire button and begin playing. Every time you enter a level, or when a new plane is called up, you begin at the very top of the screen. This area is off-limits to Rich-thofen's forces due to their limited flight ceilings. However, once you go down into their midst, you too are sealed off from this high-altitude bracket for the duration of the level.
Your Opponents
Richthofen is employing three types of aircraft. Surveillance balloons patrol the areas they have been assigned to in accordance with random wind currents. These have been judged least important by the Air Force (50 points each). The remainder of the enemy forces consists of two types of aircraft: the main attack force, consisting of blue-green planes which always fly west, and the equally important red spy craft. Both types are worth 75 points each.
152
|
||
|
|
||
|
|
||
|
Machine Language Games
|
||
|
|
||
|
Some strategies and tips have been given to you by Air Force command. Although your aircraft can dodge mountains and the like without any danger, a number of civilian residences are scat-
(
tered throughout the combat area. These present a very definite threat to navigation. You can neither fly nor fire through them. Furthermore, the explosions of the enemy craft are deadly to you.
Air Force Briefing
The Air Force has also given you a short list of pointers for fighting the enemy. You will find that balloons are often extremely difficult to hit. This problem may be at least partially remedied by the use of the rapid-fire aspect of your controller. Holding down the fire button will cause your machine gun to fire rapidly after a slight initial delay At times you may find yourself flying on and on without encountering any enemy craft. Often the problem is that the few surviving enemy fighter planes are going in the same direction as yourself. In such cases, simply turn and wait for them. To determine how far you are from the end of a level, consult the table below.
One final item is of some importance to you as a fighter pilot. The first planes sent out to you were of undeniably high quality and workmanship. The components were all painstakingly hand-formed, and the result was an airplane that could achieve an unusually high speedenough, in fact, to overtake even the enemy fighter pilots. But as the production of these airplanes increased, the quality declined. Thus as you continue to play, you will find that your planes lose efficiency, until after a number of levels your top speed is barely that of the enemy planes.
Several keyboard controls have been included in the program. Pressing f7 causes all game action and sound to stop until the key is pressed again or the fire button pushed. RUN/ STOP has the same effect. F8 ends the program, leaving your country to Richthof en's mercy. F3 turns the sound of your engines on and off, but leaves the noise of shooting and explosions as always. Fl functions as a reset key, checking for a high score then returning you to the initial display.
A variety of melodies has been included in the program. All of them may be skipped by pressing the fire button on your joystick.
|
||
|
|
||
|
153
|
||
|
|
||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
f% Machine Language Games
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Levels of Play
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
154
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Machine Language Games
|
6
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
RichthoferTs Revenge
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
:013 :050 :000 :133 :221 :141 :032 :178 :208 :169 :014 :141 :035 :157 :162 :015 :079 :000 :176 :160 :000 :245 :153 :208 :164 :168 :040 :164 :200 :000 :002 :141 :033 :220 :169 :017 :208 :016 :016 :169 :169 :173 :004 :002 :141 :136 :255 :169
|
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
155
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|||
|
6
|
Machine Language Games
|
||
|
|
|||
|
2337 :023,185,105,021,153,154,162
2343 :163,136,016,247,169,081,083
2349 :141,187,163,160,002,162,092
2355 .-000,185,175,002,032,202,135
2361 :015,157,179,163,165,021,245
2367 .-157,180,163, 232, 232,136,139
2373 :016,237,169,001,133,027,140
2379 :238,167,002,173,167,002,056
2385 :201,043,144,005,169,039,170
2391 :141,167,002,160,063,169,021
2397 :255,153,064,164,136,016,113
2403 :250,172,167,002,185,215,066
2409 :021,072,141,180,002,185,194
2415 :172,021,072,024,109,180,177
2421 :002,141,180,002,185,129,244
2427 :021,170,024,109,180,002,117
2433 :141,180,002,160,000,224,068
2439 1000,240,009,169,001,153,195
2445 :064,164,200,202,208,247,202
2451 :104,170,240,009,169,002,073
2457 :153,064,164,200,202,208,120
2463 :249,104,170,240,009,169,076
2469 1003,153,064,164,200,202,183
247 5 .-208,249,160,06 3,03 2,148,007
2481 :015,041,031,056,233,010,051
2487 :048,246,201,002,144,242,042
2493 :153,192,164,032,148,015,125
2499 :153,128,164,136,016,230,254
2505 .-169,130,133,025,032,006,184
2511 :017,173,183,002,032,202,048
2517 :015,141,188,163,165,021,138
2523 :141,189,163,169,049,141,047
2529 :001,208,169,141,141,024,141
2535 :208,169,003,141,039,208,231
2541 :169,011,141,032,208,169,199
2547 :000,141,028,208,169,160,181
2553 .-141,248,163,169,001,141,088
2559 -.021,208,169,000,141,182,208
2565 :002,133,032,173,031,208,072
2571 :165,027,208,010,165,033,107
257 7 :240,003,032,241,010,076,107
2583 :006,011,173,178,002,141,022
2589 :179,002,032,237,013,169,149
2595 :000,133,027,160,018,169,030
2601 :001,153,153,217,152,024,229
2607 :105,128,153,154,161,162,142
2613 :007,185,043,021,032,221,050
2619 :010,202,016,247,136,016,174
2625 -.2 30,162,000,032,131,016,124
|
|||
|
|
|||
|
156
|
|||
|
|
|||
|
|
||
|
Machine Language Games
|
||
|
|
||
|
2631 -.224,051,208, 111, 162,000,059 2637 :160,018,185,062,021,032,043 2643 :221,010,136,016,247,173,118 2649 :000,220,201,111,240,091,184 2655 :142,169,002,162,100,032,190 2661 :245,015,174,169,002,232,170 2667 2 224,008,144,222,173,167,021 2673 :002,024,105,001,032,179,200 2679 :015,032,202,015,141,243,255 2685 :161,165,021,141,244,161,250 2691 :173,000,220,201,111,240,052 2697 :048,201,126,208,017,238,207 2703 :167,002,173,167,002,201,087 2709 :030,144,026,169,000,141,147 2715 .-167,002,240,019,201,125,141 2721 :208,224,206,167,002,173,117 2727 :167,002,201,255,208,005,237 2733 :169,029,141,167,002,162,075 2739 :060,032,245,015,076,111,206 2745 :010,160,018,169,032,153,215 2751 :154,161,136,016,250,141,025 2757 .-243,161,141,244,161,173,040 2763 :000,220,201,127,208,249,184 2769 :206,167,002,173,167,002,158 2775 :141,168,002,076,075,009,174 2781 .-010,010,010,141,235, 010,125 2787 :152,010,010,010,141,238,020 2793 :010,189,000,178,157,000,255 2799 :180,096,169,000,141,005,062 2805 2 212,169,240,141,006,212,201 2811 2 169,001,141,001,212,169,176 2817 2 033,141,004,212,096,173,148 2823 2 000,220,073,127,133,036,084 2829 2 169,000,133,031,165,036,035 2835 2 041,001,240,010,173,001,229 2841 -.208,201,059,144,019,206,094 2847 2 001,208,165,036,041,002,228 2853 2 240,010,173,001,208,201,102 2859 2 214,176,003,238,001,208,115 2865 2 165,036,041,004,240,034,057 2871 2 169,001,133,031,169,161,207 2877 2 141,248,163,173,178,002,198 2883 2 041,007,201,007,240,006,057 2889 2 238,178,002,076,127,011,193 2895 2 169,000,141,179,002,198,000 2901 2 025,032,063,014,165,036,164 2907 .-041,008,240,032,169,001,070 2913 2 133,031,169,160,141,248,211 2919 2 163,173,178,002,041,007,155
|
||
|
|
||
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
6
|
Machine Language Games
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
158
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||
|
Machine Language Games
|
||
|
|
||
|
3219 :013,165,032,201,079,240,10s 3225 :008,201,000,208,243,169,214 3231 :030,133,032,169,009,141,161 3237 :012,212,169,000,141,013,200 3243 :212,141,007,212,169,030,174 3249 :141,008,212,169,129,141,209 3255 :011,212,160,018,173,248,237 3261 .-163,056,233,160,141,170,088 3267 :002,208,002,160,021,162,238 3273 :007,169,000,157,080,176,022 3279 :202,016,250,173,001,208,033 3285 :056,233,002,141,169,002,048 3291 -.041,007,170,169,085,157,080 3297 :080,176,173,169,002,074,131 3303 :074,074,056,233,005,141,046 3309 :169,002,170,032,131,015,244 3315 :177,251,201,043,144,004,039 3321 :201,046,144,046,201,052,171 3327 :176,012,201,046,176,032,130 3333 .-201,007,144,004,201,010,060 3339 -.144,024,169,010,145,251,242 3345 .-169,001,145,253,192,000,009 3351 :240,012,136,173,170,002,244 3357 .-208,212,200,200,192,040,057 3363 -.144,206,140,171,002,076,006 3369 :089,013,140,171,002,162,106 3375 :063,189,192,164,205,169,005 3381 :002,240,006,202,016,245,252 3387 :076,089,013,173,171,002,071 3393 .-024,101,025,221,128,164,216 3399 -.208,239,189,064,164,201,112 3405 :004,176,232,142,181,002,046 3411 :206,180,002,032,004,016,011 3417 :162,005,032,245,015,169,205 3423 -.032,172,171,002,192,020,172 3429 :240,013,145,251,136,174,036 3435 :170,002,240,244,200,200,139 3441 :076,099,013,162,001,032,240 3447 :245,015,173,031,208,169,192 3453 :000,141,011,212,173,178,072 3459 :002,141,179,002,032,063,038 3465 :014,165,197,201,004,208,158 3471 -.003,076,085,012,201,005,013 3477 .-208,020,165,03 3,073,001,137 3483 :133,033,240,005,032,241,071 3489 .-010, 208,061,169,008,141, 246 3495 :004,212,208,054,201,003,081 3501 :240,004,201,063,208,050,171 3507 :173,141,002,240,015,169,151
|
||
|
|
||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
6
|
Machine Language Games
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
3513 3519 3525 3531 3537 3543 3549 3555 3561 3567 3573 3579 3585 3591 3597 3603 3609 3615 3621 3627 3633 3639 3645 3651 3657 3663 3669 3675 3681 3687 3693 3699 3705 3711 3717 3723 3729 3735 3741 3747 3753 3759 3765 3771 3777 3783 3789 3795 3801
|
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
160
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Machine Language Games
|
6
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
161
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||
|
v*fc Machine Language Games
|
||
|
|
||
|
4101 :064,164,185,098,021,248,017
4107 -.024,109,172,002,141,172,119
4113 .-002,173,173,002,105,000,216
4119 -.141,173,002,173,174,002,176
4125 .-105,000,141,174,002,216,155
4131 :169,016,157,064,164,032,125
4137 :221,015,169,138,141,019,232
4143 :212,169,000,141,020,212,033
4149 :141,014,212,169,060,141,022
4155 -.015,212,169,008,141,018,110
4161 :212,169,129,141,018,212,178
4167 :096,173,025,208,141,025,227
4173 :208,041,001,240,043,162,004
4179 :233,173,178,002,009,016,182
4185 :168,173,018,208,016,004,164
4191 :162,006,160,000,142,018,071
4197 :208,173,017,208,041,127,107
4203 .-141,017,208,140,022,208,075
4209 :173,013,220,041,001,240,033
4215 :005,198,002,076,049,234,171
4221 :104,168,104,170,104,064,071
4227 :032,006,017,232,189,002,097
423 3 :022,141,169,002,202,160,065
4239 :000,189,002,022,153,003,000
4245 :212,153,010,212,153,017,138
4251 :212,232,200,192,004,208,179
4257 :238,169,002,141,170,002,115
4263 :169,212,133,021,032,016,238
4269 :017,172,170,002,185,102,053
4275 :021,133,020,160,000,189,190
4281 :002,022,145,020,232,200,038
4287 :192,002,208,245,189,002,005
4293 :022,240,062,2 32,142,171,042
4299 :002,170,160,004,169,008,204
4305 1145,020,173,169,002,145,095
4311 :020,134,002,172,000,220,251
4317 :192,111,208,011,032,006,013
4323 :017,172,000,220,192,111,171
4329 :240,249,096,166,002,208,170
4335 :234,041,2 54,160,004,145,053
4341 :020,172,170,002,136,016,249
4347 :002,160,002,140,170,002,215
4353 :174,171,002,208,168,160,116
4359 :023,169,000,153,000,212,052
4365 :136,016,250,169,008,141,221
4371 :004,212,141,011,212,141,228
4377 .-018,212,169,015,141,024,092
4383 :212,096,248,000,000,160,235
4389 .-031,252,144,001,000,136,089
|
||
|
|
||
|
162
|
||
|
|
||
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Machine Language Games
|
6
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
4395 4401 4407 4413 4419 4425 4431 4437 4443 4449 4455 4461 4467 4473 4479 4485 4491 4497 4503 4509 4515 4521 4527 4533 4539 4545 4551 4557 4563 4569 4575 4581 4587 4593 4599 4605 4611 4617 4623 4629 4635 4641 4647 4653 4659 4665 4671 4677 4683
|
|
,168 ,205 ,180 ,032 ,158 ,000 ,176 ,042 ,146 ,057 ,235 ,241 ,247 ,253 ,003 ,009 ,004 ,236 ,004 ,008 ,007 ,029 ,038 ,035 ,056 ,063 ,065 ,046 ,051 ,063 ,065 ,075 ,061 ,037 ,030 ,066 ,108 ,140 ,141 ,135 ,115 ,113 ,136 ,162 ,177 .171 ,159 ,149 ,162
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
163
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
6
|
Machine Language Games
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
164
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||
|
Machine Language Games
|
||
|
|
||
|
4983 :004,004,001,001,000,000,129
4989 :000,000,001, 004,016,064,210
4995 :001,004,016,064,000,000,216
5001 :000,000,064,016,004,001,222
5007 :000,000,000,000,000,000,143
5013 :000,000,064,016,004,001,234
5019 1005,005,024,024,106,038,101
5025 :038,070,000,000,067,067,147
5031 :147,128,128,149,000,192,143
5037 :240,240,240,128,128,149,018
5043 :000,000,000,000,000,000,179
5049 :000,000,003,015,015,015,233
5055 :003,001,002,002,194,192,073
5061 :240,058,042,010,002,000,037
5067 :063,008,032,255,249,246,032
5073 :063,008,000,000,001,003,028
5079 :003,001,000,000,000,003,222
5085 -.007,015,015,007,003,000,012
5091 :003,015,062,058,058,062,229
5097 :015,003,000,003,006,012,016
5103 :012,006,003,000,000,000,004
5109 :001,002,002,001,000,000,251
5115 :000,000,000,001,001/000,253
5121 :000,000,000,000,000,000,001
5127 :000,000,000,000,192,240,183
5133 :240,240,192,064,128,128,237
5139 :168,048,012,170,218,122,245
5145 :168,048,194,002,010,248,183
5151 :252,240,192,000,000,000,203
5157 :128,192,192,128,000,000,165
5163 :000,192,224,240,240,224,139
5169 :192,000,192,240,188,172,009
5175 :172,188,240,192,000,192,015
5181 :096,048,048,096,192,000,029
5187 :000,000,128,064,064,128,195
5193 :000,000,000,000,000,128,201
5199 :128,000,000,000,000,000,207
5205 :000,000,000,000,000,000,085
5211 :238,238,238,254,254,238,015
5217 :238,238,254,254,056,056,169
5223 :056,056,254,254,124,254,077
5229 :224,238,238,238,254,124,145
5235 -.126,254,224,252,126,014,087
5241 :254,252,124,254,238,224,187
5247 :224,238,254,124,252,254,193
5253 :238,254,252,238,238,238,055
5259 :254,254,224,252,252,224,063
5265 2 254,254,124,254,238,238,227
5271 :238,238,254,124,056,120,157
|
||
|
|
||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
6
|
Machine Language Games
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
,056,056
,014,028
,252,254
,254,252
254,254
,224,252
124,252
254,124
056,056
238,124
124,254
126,124
254,240
056,056
254,254
224,224
254,254
112,000
238,238
124,056
252,224
,238,254
000,000
000,000
018,007
003,025
020,002
,003,003
006,025
,006,002
,011,001
,002,009
,009,003
,117,000
,071,069
,071,071
,064,065
,068,071
,010,012
,012,012
,012,012
,018,014
,020,020
,020,016
,017,017
,004,004
,008,006
,010,012
,010,018
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
166
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Machine Language Games
|
6
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
,016,020 ,014,020 ,016,017 ,000,003 ,002,008 ,010,006 ,012,008 ,014,016 ,018,022 ,020,026 ,000,000 ,031,021 ,024,014 ,143,010 ,031,021 ,024,014 ,143,010 ,031,021 ,024,014 ,000,033 ,015,000 ,010,031 ,010,195 ,011,195 ,021,165 ,023,049 ,042,041 ,044,000 ,128,249 ,006,010 ,006,020 ,010,060 ,008,010 ,006,020 ,010,030 ,008,010 ,008,020 ,012,060 ,008,010 ,006,020 ,008,060 ,000,000
|
|
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
167
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||
|
6
Zuider Zee
|
||
|
|
||
|
MarcSugiyama
|
||
|
|
||
|
Your mission is to save your village from flooding. This BASIC and machine language game will provide hours of fun. Requires the use of the MLX program.
Your village in Holland is built on land reclaimed from the ocean. High dikes keep the cold waters of the North Sea from flooding your land. But word has come that a terrible storm is approaching. Heavy rains and giant waves will undoubtedly break down sections of the dikes, flooding parts, perhaps all, of your land.
But you are prepared. You and your fellow Dutchmen have been battling the sea for centuries. In the old days, bucket brigades and sandbaggers would have fought the storm, and many lives might have been lost. Times have changed. Helicopters will rescue all the people whose homes are flooded, and as for repairing damage to the dikes and pumping out the water, that can aU be done by one person. You.
You Are the Dikemaster
As dikemaster, you are responsible for repairing the dikes and pumping out the flood waters.
You have a truck with the latest landfill equipment, so that all you have to do is back it into place where you want to repair a broken dike. The truck does the rest.
You also have four pumps. When a dike has been repaired, you then have to pick up one of the pumps and put it in place on the dike. Then you set it up to pump water from the flooded fields and dump it back into the ocean. But be careful. If you set the pump wrong, it can pump water from the ocean and pour it onto land, making the flood worse than ever.
When you have successfully repaired all the dikes and pumped out all the water, you can't relax. You immediately get a promotion, and have to do the same for another village, where the storm is even worse.
And if you ever get so far behind that all your land is flooded
168
|
||
|
|
||
|
|
|||
|
Machine Language Games
|
6
|
||
|
|
|||
|
at the same timewell, you can certainly understand why your fellow villagers will start looking for a new dikemaster.
How to Play
At the beginning of the game, you will be asked to choose a starting level. Until you get the hang of driving the truck and setting up the pumps, you'd probably better start at level 1, in which the storm is pretty mild and new gaps don't open up so often. Later, though, you can try higher levels.
The village. At the beginning of the game, the screen is filled with plowed fields, trees, and houses. The dikes are built, with the dikemaster's depot in the middle. Then the sea covers all the land outside the dikes. Finally, several breaks open in the dikes, and sections of the village lands are flooded. It's time for you to get to work!
Scoring. Scoring depends on several factors: how much land is covered with water; what level you are playing at; and how long you can keep the storm from entirely flooding the village.
Moving the truck. You drive your truck along the tops of the dikes by using the joystick. The dikes are slightly wider than the truck, so you can maneuver a little from side to side. You can't accidentally drive the truck off the dike.
Repairing the dike. Drive the truck to a break in the dike. You will want to dump a load of dirt into the break, to block it. Hold down the joystick button. This puts the truck in reverse. When you move the joystick, the truck will back up, moving the opposite direction from the direction in which you moved the joystick.
As long as you keep pressing the button and moving the joystick, the truck will keep backing up. When it reaches the edge of the dike, it stops and dumps a load of dirt off the edge of the dike. This creates a new section of dike. If you steered the truck correctly, the new section will repair the break in the dike. If not, you'll just have an extra load of dirt that doesn't connect with anything.
Your truck constantly scoops up more dirt as you drive from place to placeyou will never run out of material to repair the dike.
Pumping out the water. Once a flooded area is completely surrounded by the dike, with no breaks, you can begin pumping. First, you must go and pick up a pump. At the beginning of the game, all four pumps are just outside the depot. Drive on top of
|
|||
|
|
|||
|
169
|
|||
|
|
|||
|
|
||
|
f% Machine Language Games
the pumps, push the joystick button, and your truck will automatically pick up a pump. Then drive to the edge of the flooded field you want to drain.
You will need to place the pump on the dike between the flooded field and the place where you want the water to be dumped. Usually you will want the water to be dumped in the ocean, but sometimes you will dump from one flooded field to another, or even from a flooded field to a field with no water on it.
You place the pump by holding down the joystick button and then moving the joystick in the direction where you want the pump to dump the water. Remember, move the joystick in the direction where you want the flood water to end up.
You will hear the sound of the pump starting up, and when you drive away, the pump will stay behind.
At any time you can go to a pump and pick it up by driving right onto it and pushing the joystick button without moving. You'll always hear the sound of the truck picking up the pump. Then, when you release the button and drive away, the pump will go with you.
How pumps work. The pumps are just machines. They aren't very smart. If you set a pump to pick up water from the ocean and dump it onto a field, the pump will do exactly that, and the flooding will get worse instead of better. You'll also come closer to losing your job.
However, if you set the pump to draw water from a field that isn't flooded, or set it so that it dumps onto or picks up from the dike instead of a field or the ocean, nothing will happen at all.
The joystick button. When you move the joystick without pressing the button, the truck drives around.
Pressing down the joystick button can do one of three things:
If you do not move the joystick, and the truck is touching a pump but not already carrying one, the truck will pick up that pump and the pump will stop functioning.
If you move the joystick when the truck is not carrying a pump, the truck will go into reverse and move the opposite way from the direction you are moving the joystick. As soon as it reaches the edge of the dike, it will dump a load of dirt.
If you move the joystick when the truck is carrying a pump, the truck will unload the pump and, if possible, begin dumping water where the joystick movement indicated.
Getting promoted. If you ever uncover all the land of your village, you will be promoted and moved to the next village. The
170
|
||
|
|
||
|
|
|||
|
Machine Language Games
|
6
|
||
|
|
|||
|
game will stop, and the new village will be drawn on the screen. You will be at a harder level of play, which means that breaks will occur more often, and more land will be flooded at the beginning of play. However, you will also get more points at the higher levels.
Strategy Tips
At lower levels of play, it is possible to repair all the dikes and completely pump out all the water. At higher levels, however, the storm is too intense, and dikes break too often. Here the best strategy is to choose four relatively small enclosures, set a pump on each, and then spend the rest of your time repairing breaks in the dikes as often as possible. The pumps will function whenever the field they are pumping is completely enclosed by dike walls. Since the game ends as soon as all the fields are completely flooded, it's better to keep one area dry, sacrificing the others, than to overextend yourself.
You can also take advantage of the fact that your truck will create a dike section wherever you want it. It is possible to build whole new dikes and create new fields. It is also possible to divide a large field into several smaller ones by building new dikes across it. This is particularly helpful at higher levels, when the dike breaks so often that you can't keep a large field completely enclosed long enough for it to be pumped dry.
Typing in the Program
Most of the program is written in BASIC, but certain key routines are written in machine language and must be entered and SAVEd using the Machine Language Editor (MLX) found at the beginning of this chapter.
The MLX is a program that checks your DATA statements as you enter them and prevents you from entering the data incorrectly. Several other games in this chapter and programs in other COMPUTE! books for the Commodore 64 use the MLX program, so if you type it in once and SAVE it, you will use it again and again to enter error-free machine language programs.
The first step is to enter and SAVE the machine language routines using MLX. The MLX will ask you for two numbers. Answer the prompts as follows:
Starting address: 49152
Ending address: 52040 Then start entering the data using the instructions given with the MLX program.
171
|
|||
|
|
|||
|
|
||
|
y% Machine Language Games
The next step is to type in and SAVE the BASIC program. The best way to save the two parts of this program is to save the machine language on a tape first and then save the BASIC part immediately after the machine language program.
Loading the Program
Once you have both parts of the program SAVEd, you are ready to LOAD the program. First LOAD the machine language as follows:
From disk: LOAD"fn",8,l From tape: LOAD"", 1,1
where fn is the filename.
Type NEW and LOAD the BASIC part as you would any other BASIC program. To begin play, type RUN and the game will begin.
Program 1. Zuider Zee: Part 1. BASIC
100 FORI=0TO27:POKE54272+I,0:NEXT:POKE53264,0
110 IFPEEK(49161)<>76THENPRINT"{DOWN}?NO MACHINE L
ANGUAGE{2 SPACES}ERROR";:END 120 PRINT"{CLR}{BLK}@@@@@@M
130 SYS49161:SYS49164:POKE53272,4:POKE648/128 140 PRINT"{CLR}{GRN}"CHR$(8)CHR$(14):POKE53280,0:P
OKE53281,0 150 POKE55,0:POKE56,128:CLR 160 GOSUB1040 170 :
180 REM MAIN LOOP 190 SYS49167.-SYS49170
200 IFPEEK(908)THENPOKE851,1:GOSUB410:POKE851,0 210 IFPEEK(844)=0THEN220 215 PN=PEEK(844)-2:P0KE851,1:GOSUB660:PF(PN)=PF:PO
KE844,0:P0KE851,0:GOSUB560 220 IFPEEK(845)=0THEN260 230 PF(PEEK(845)-2)=0:POKE845,0 240 POKEFQ,20:POKEAD,0:POKESR,243:POKECT,17:POKECT
,16 250 GOSUB560
260 IFPEEK(908)=0ANDPEEK(851)=0THEN300 270 FORPN=1TO4:IFPF(PN)=0THEN290 280 GOSUB670:PF(PN)=PF 290 NEXT:POKE851,0:POKE908,0 300 GOSUB870:SYSHM:H1=FND(690):P=Hl/H0 310 IFP>=1THEN2410
|
||
|
|
||
|
172
|
||
|
|
||
|
|
|||
|
Machine Language Games
|
6
|
||
|
|
|||
|
320 IFINT(P*100)<3THEN2610
330 GOSUB560:SC=SC+INT(MD*P)
340 GETA$:IFA$=""THEN190
350 IFA$="Q"THEN2620
360 IFA$ou{Fl}MTHEN190
370 POKE53280,14:POKE834,0:POKE198,0:WAIT198,1:POK
E198,0:POKE834,1:POKE53280,6 380 GOTO190 390 :
400 REM FLOOD
410 FS=FND(900):IS=FND(902) 420 X=PEEK(680):Y=PEEK(681) 430 IT=PEEK(907):FI=PEEK(906):FL=PEEK(909)-33:TL=P
EEK(910)-33 440 IFFL<0ORTL>14ORFL>14THENRETURN 450 IFTL<0THENTL=0
460 POKEX+Y*40+S,11:IFFIANDITTHENLV=40:GOTO510 470 IFTL=FLTHENLV=TL:GOTO510 480 IFFIORITTHENLV=7:GOTO510
490 POKEFQ,8:POKEAD,0:POKESR,122:POKECT,129 500 LV=(TL*IS+FL*FS)/(IS+FS) 510 IFLV=0THENLV=7
520 SYSFM,X,Y,31,14:SYSFM,X,Y,LV+33,14:POKECT,128
530 RETURN
540 :
550 REM STATUS LINE
560 POKE214,23:PRINT:PC=-(P>.25)-(P>.50)-(P>.75)~(
P>1)+1 570 PRINT" {RVSHYEL} RANK: "MID$ ( STR$ ( SK) , 2 ) " SCORE
7
580 PRINTTAB(l4)RIGHT$("000000"+MID$(STR$(lNT(SC/l 0)*10)#2)/6);
590 PRINT" ST:"MID$("{RED}{CYN){YEL}{GRN}{WHT}"/PC ,1)" {YEL}";
600 PRINT" PUMPS:";:F0RI=1T04:PRINTTAB(1*2+30) 610 IFPF(I)THENPRINTMID?("{RED}{CYN}{PUR}{GRN}"fI,
1)MID$(STR$(I),2);:GOTO630 620 PRINT"{YEL}
630 NEXT:PRINT"{HOME}":RETURN 640 :
650 REM START/CHECK PUMP
660 XP(PN)=PEEK(848):YP(PN)=PEEK(849):DP(PN)=PEEK(
850) 670 PF=0:X=XP(PN):Y=YP(PN):D=DP(PN) 680 FP(PN)=X+40*Y+S-D(D):TP(PN)=X+40*Y+S+D(D) 690 FC=PEEK(FP(PN)):IFFC=11ORFC=32ORFC=31THENFC=40 700 FC=FC-33:IFFC<0ORFO14THENRETURN
710 TC=PEEK(TP(PN)):IFTC=11ORTC=32ORTC=31THENTC=40 720 TC=TC-33:IFTC<0THENTC=0
|
|||
|
|
|||
|
173
|
|||
|
|
|||
|
|
||
|
J% Machine Language Games
|
||
|
|
||
|
730 IFT014THENRETURN
740 NX=X-XD(D):NY=Y-YD(D):SYSFM,NX,NY,11,14
750 SYSFM,NX/NY,FC+33/14
760 MF(PN)=0:IFPEEK(905)=0THENMF(PN)=l/FND(690)*(8
-SK/2) 770 NX=X+XD(D):NY=Y+YD(D):SYSFM,NX,NY,11,14 780 1FPEEK(FP(PN))=11THENSYSFM,NX,NY,TC+33,14:MF(P
N)=0:MT(PN)=0:GOTO810 790 SYSFM,NX,NY,TC+33,14 800 MT(PN)=0:IFPEEK(905)=0THENMT(PN)=l/FND(690)*(8
-SK/2) 810 IFPF(PN)THEN840 820 FL(PN)=0:TL(PN)=0 830 POKEFQ,30:POKEAD,0:POKESR,243:POKECT,17:POKECT
,16 840 PF=1:RETURN 850 :
860 REM OPERATE PUMPS 870 FORI=1TO4:IFPF(I)=0THEN1010
880 C1=0:CF=0:FL(I)=FL(I)+MF(I):TL(I)=TL(I)+MT(I) 890 IFFL(I)<1THEN920 900 CF=1:FL(I)=FL(I)-1:FC=PEEK(FP(I))-34:IFFC<0THE
NFC=-3 3:PF(I)=0 910 IFFO14THENPF(I)=0:FC=14 920 IFTL(I)<1THEN950 930 Cl=l:TL(I)=TL(I)-1:TC=PEEK(TP(I))-32:IFTO14TH
ENTC=14:PF(I)=0 940 IFTC<0THENPF(l)=0:TC=0 950 IFMF(I)=0ORCF=0THEN980
960 XN=XP(I)-XD(DP(I)):YN=YP(I)-YD(DP(I)) 970 POKE851,1:SYSFM,XN,YN,11,12:SYSFM,XN,YN,FC+33,
14+(FC=-33):POKE851,0 980 IFMT(l)=0ORCl=0THEN1010
990 XN=XP(I)+XD(DP(I)):YN=YP(l)+YD(DP(l)) 1000 POKE851,l:SYSFM,XN,YN,11,12:SYSFM,XN,YN,TC+33
,14:POKE851,0 1010 NEXT:RETURN 1020 :
1030 REM INITIALIZE 1040 PRINT"{CLR}";
1050 JY=56320:IFPEEK(1024)=0THENGOSUB2090 1060 I=RND(-RND(0))
1070 DIM X0(7),X1(7),Y0(7),Y1(7),XP(4),YP(4),DP(4) 1080 DIM PF(4),FL(4),TL(4),FP(4),TP(4),MT(4),MF(4) 1090 S=32768:C=22528:FM=49152:BX=49155:HM=49158 1100 FQ=54280:AD=54284:SR=54285:CT=54283 1110 DEFFNR(X)=INT(RND(1)*X) 1120 DEFFND(X)=PEEK(X)+256*PEEK(X+l) 1130 REM SPRITE DATA
|
||
|
|
||
|
174
|
||
|
|
||
|
|
|||
|
Machine Language Games
|
6
|
||
|
|
|||
|
1140 IFPEEK(1024)THENFORI=1TO605:READA:NEXT:GOTO12
20 1150 POKE1024,1:FORI=0TO25:SQ=34816+I*64:J=0 1160 READA:IFA<0THENSQ=SQ-A:J=J-A:GOTO1180 1170 P0KESQ,A:SQ=SQ+1:J=J+1 1180 IFJ<63THEN1160 1190 NEXT 1200 PRINTSPC(5)" PRESS THE TRIGGER TO CONTINUE
{UP}M:GOSUB2750 1210 GOSUB1990 1220 POKE53272,8 1230 REM CHAR DATA 1240 PRINT"{CLR}{GRN}":F0RI=1T012:READB:FORJ=0TO7:
READA 1250 POKE40960+B*8+J,A:NEXT:NEXT 1260 FORI=0TO3:READXD(I),YD(I):NEXT:FORI=0TO3:READ
D(I):NEXT 1270 POKE53280,6:POKE53281/0:SK=PEEK(1026):GOSUB13
60 1280 POKE53269,251 1290 A=0:FORI=53254TO53260STEP2:POKEI,162+A:POKEI+
1,132:A=A+2:NEXT 1300 A=2:FORI=53290TO53293:POKEI,A:A=A+1:NEXT:FORI
=3 3786TO33 790:POKEI,46:NEXT 1310 TT=0:MD=3+SK*2:MR=26+52*(SK-l) 1320 SC=FND(1027)*10
1330 POKE904,MD:POKE912,MR:POKE834,1:RETURN 1340 :
1350 REM MAKE ISLAND 1360 POKE214/23:PRINT:PRINT,,{RVS} {YEL} {39 SPACES}
{HOME}"; 1370 POKE33767,160:POKE56295,7 1380 GOSUB560
1390 SYSFM,RND(1)*40/RND(1)*25,0,13 1400 SYSBX,18,9,21,12,64,14:SYSFM,19,10,1,9:POKES,
0:POKES+C,13 1410 POKE419+S,1:POKE420+S,2:POKE459+S,64:POKE459+
S+C13 1420 POKE460+S,3:POKE460+S+C,13 1430 REM DAMS 1440 FORI=0TO7 1450 X0=FNR(10)*3:X1=X0+(FNR(10)+1)*3:IFX0=0ORX1>3
8THEN1450 1460 Y0=FNR(7)*3:Y1=Y0+(FNR(7)+1)*3:IFY0=0ORY1> 23T
HEN1460 1470 SYSBX,X0,Y0,XI,Yl,64,14:X0(I)=X0:Y0(I)=Y0:X1(
I)=X1:Yl(I)=Y1:NEXT 1480 SYSFM,0,0,5,13 1490 REM TREES/HOUSES
|
|||
|
|
|||
|
175
|
|||
|
|
|||
|
|
||
|
f\ Machine Language Games
|
||
|
|
||
|
1500 FORI=1TO30
1510 X=FNR(37)+1:Y=FNR(22)+1:T=X+Y*40+S
1520 IFPEEK(T)=0ORPEEK(T)=5THENPOKET,3
1530 NEXT
1540 FORI=0TO9
1550 X=FNR(37)+1:Y=FNR(22)+1:T=X+Y*40+S
1560 IFPEEK(T)THEN1550
1570 P0KET,4:P0KET+C, 11: POKE52320+I ,X: POKE52352+I,
Y:NEXT 1580 REM WATER/AMOUNT LAND 1590 SYSFM,0,0/40,14:SYSHM:H0=FND(690):ID=INT(H0*S
K/10) 1600 REM FIRST BREAKS 1610 R=0:K=0:F2=0:NT=4
1620 FORI=0TO7:GOSUB1760:IFR=5THENI=8 1630 NEXT:K=K+1:IFR< 5ANDK< 5THEN1620 1640 REM EXTRA BREAKS 1650 F2=1:SYSFM,0/0,3 2,14:SYSHM:H1=FND(690):IFH0-I
D>H1THEN1720 1660 SYSFM,0,0,40,14
1670 I=(I+1)AND7:GOSUB1760:IFFTHEN1670 1680 IFF1=0THENPOKET,64:GOTO1670 1690 SYSFM,0,0,32,14:SYSHM:H2=FND(690) 1700 IFH1-H2<3THENPOKET,64:GOTO1660 1710 IFH0-ID<H2+1THENH1=H2:GOTO1660 1720 SYSFM,0,0,40,14 1730 RETURN 1740 :
1750 REM MAKE BREAK 1760 F1=0:F=1:J=0:DI=(RND(1)>.5) 1770 IFDITHEN1800
1780 Y0=Y0(I):X=X0(I):IFRND(1)>.5THENX=X1(I) 1790 GOTO1810
1800 X0=X0(I):Y=Y0(I):IFRND(1)>.5THENY=Y1(I) 1810 J=J+1:IFJ>NTTHENRETURN 1820 IFDITHEN1890
1830 Yl=(Y+FNR(Yl(l)-Y-2)+l):T=Y1*40+X+S 1840 IF(Y1>9ANDYK13)AND(X=18ORX=21)THEN1810 1850 IFPEEK(T+1)=64ORPEEK(T-1)=64THEN1810 1860 lFPEEK(T+40)<>64ORPEEK(T-40)<>640RPEEK(T)<>64
THEN1810 1870 IFF2ANDPEEK(T+1)=40ANDPEEK(T-1)=40THEN1810 1880 GOTO1930 1890 X1=X+FNR(XI(I)-X-2)+1:T=X1+Y*40+S:IF(XI>17AND
XK22)AND(Y=9ORY=12)THEN1810 1900 IFPEEK(T+40)=64ORPEEK(T-40)=64THEN1810 1910 IFPEEK(T+1)<>640RPEEK(T-1)<>640RPEEK(T)<>64TH
EN1810 1920 IFF2ANDPEEK(T+40)=40ANDPEEK(T-40)=40THEN1810
|
||
|
|
||
|
176
|
||
|
|
||
|
|
|||
|
Machine Language Games
|
6
|
||
|
|
|||
|
1930 PL=0:F=0
1940 IFPEEK(T+40)=40ORPEEK(T-40)=40ORPEEK(T+1)=400
RPEEK(T-1)=40THENPL=40:F1=1 1950 IFF2THENPL=6
1960 POKET+C,13-(PL=40):POKET,PL:R=R+1:RETURN 1970 :
1980 REM SKILL/TITLE 1990 SK=1:PRINT"{CLR}"SPC(14)CHR$(142)"{GRN}
{2 D0WN}ZUIDER{2 SPACES}ZEE":PRINTSPC(14)" {3 DOWN}RANK NUMBER" 2000 PRINTSPC(12)"{D0WN}{RVS} 1 {OFF} 2{2 SPACES}3
{2 SPACES}4{2 SPACES}5 " 2010 J=PEEK(JY):IFJ=127THEN2010 2020 PRINTSPC(9+SK*3)"{UP}"SK"{LEFT} " 2030 IF(JAND4)=0THENSK=SK-1:IFSK<1THENSK=5 2040 IF(JAND8)=0THENSK=SK+1:IFSK> 5THENSK=1 2050 PRINTSPC(9+SK*3)"{UP}{RVS}"SK"{LEFT} ":IF(JAN
D16)THEN2010 2060 PRINT"{CLR}":POKE1026,SK:RETURN 2070 :
2080 REM DO INSTRUCTION SCREEN FOR POWER UP 2090 PRINT"{CLR}{4 DOWN}"SPC(14)"ZUIDER ZEE" 2100 PRINT"{DOWN} YOUR VILLAGE IN HOLLAND IS BUILT
ON" 2110 PRINT" LAND RECLAIMED FROM THE SEA.{2 SPACES}
HIGH" 2120 PRINT" DIKES HAVE KEPT THE WATER FROM FLOOD-" 2130 PRINT" ING YOUR LAND, BUT NOW A TERRIBLE" 2140 PRINT" STORM IS APPROACHING.{2 SPACES}HEAVY R
AINS AND" 2150 PRINT" GIANT WAVES WILL UNDOUBTEDLY BREAK" 2160 PRINT" DOWN SECTIONS OF THE DIKES, FLOODING" 2170 PRINT" YOUR LAND.{2 SPACES}AS DIKEMASTER YOU
{SPACE}ARE" 2180 PRINT" RESPONSIBLE FOR REPAIRING THE DIKES" 2190 PRINT" AND PUMPING OUT THE FLOODWATERS." 2200 PRINTSPC(5)"{2 DOWN}PRESS THE TRIGGER TO CONT
INUE:":GOSUB2750 2210 : 2220 PRINT"{CLR}{DOWN} USE THE JOYSTICK TO DRIVE T
HE TRUCK" 2230 PRINT" ALONG THE TOPS OF THE DIKES.{2 SPACES}
YOU" 2240 PRINT" MAY NOT DRIVE OVER DIKES THAT ARE" 2250 PRINT" DECAYING.{2 SPACES}REMEMBER THAT YOU C
AN" 2260 PRINT" REPAIR THE DIKES BY DUMPING DIRT ON" 2270 PRINT" THEM.{2 SPACESjTHE DIKES BEGIN TO DECA Y BEFORE"
|
|||
|
|
|||
|
177
|
|||
|
|
|||
|
|
||
|
V% Machine Language Games
|
||
|
|
||
|
2280 PRINT" THERE ARE VISIBLE SIGNS OF DAMAGE." 2290 PRINT"{DOWN} PRESSING THE TRIGGER CAN HAVE ON
E OF" 2300 PRINT" THREE EFFECTS:":PRINT"{DOWN} 1) PICK U
P THE PUMP UNDER THE TRUCK."
2310 PRINT" 2) DROP THE PUMP UNDER THE TRUCK."
2320 PRINT" 3) PUT THE TRUCK IN REVERSE AND DUMP A ii
2330 PRINT"{4 SPACES}LOAD OF DIRT AT THE EDGE OF A
DIKE."
2340 PRINT"{DOWN} THERE ARE TWO KEYBOARD CONTROLS: ii
2350 PRINT"{DOWN} 1) 'Fl* PAUSES THE GAME; PRESSIN
G ANY" 2 360 PRINT"{4 SPACES}KEY WILL RESUME YOUR GAME." 2 370 PRINT" 2) 'Q' QUITS THE GAME." 2 380 PRINTSPC(6)"{DOWN}THE STORM IS APPROACHINGi
{UP}":RETURN 2390 :
2400 REM NEXT LEVEL 2410 POKE834/0:PRINT"{HOME}{RVS}{BLU}{4 SPACES}YOU
HAVE UNFLOODED THE ISLAND 1 i":POKE54283,0 2420 POKEFQ,20:POKEAD,0:POKESR, 240 2430 B=0:FORI=0TO9:B=B-(PEEK(52384+1)=0):NEXT:B=IN
T(P*1000*SK)+B*500 2435 FORSC=SCTOSC+BSTEP75:GOSUB560:POKECT,33:POKEC
T,32:NEXT 2440 FORI=1TO750:NEXT 2450 PRINT"{CLR}{GRN}":POKE53272,6:POKE53280,0:POK
E53281,0:POKE53269,0 2460 PRINT"SCORE:"MID$(STR$(INT(SC/10)*10),2) 2470 PRINT"T2 DOWN} YOU HAVE SUCCEDED IN RECOVERIN
G THE" 2480 PRINT" ENTIRE ISLAND.{2 SPACESjYOU ARE BEING
{SPACE}PROMOTED" 2490 PRINT" BECAUSE OF THIS GREAT ACCOMPLISHMENTi" 2500 PRINT"{DOWN} ANOTHER, STRONGER STORM IS APPRO
ACHING" 2510 PRINT" AND YOU HAVE BEEN GIVEN AN ISLAND THAT
ii
2520 PRINT" HAS SUFFERED GREATER DAMAGE THAN YOUR"
2530 PRINT" FIRST ASSIGNMENT."
2540 PRINTSPC(15)"{DOWN}GOOD LUCK!"
2550 PRINTSPC(7)"{4 DOWNTPRESS THE TRIGGER TO BEGI
N" 2560 POKE1027,(SC/10)AND255:POKE1028,SC/2560 2570 GOSUB2750:SK=SK+1:IFSK> 5THENSK=5 2580 POKE1026/SK:RUN 2590 :
|
||
|
|
||
|
178
|
||
|
|
||
|
|
|||
|
Machine Language Games
|
6
|
||
|
|
|||
|
2600 REM ISLAND FLOODED
2610 POKE834,0:PRINT"{HOME}{RVS}{BLU}{4 SPACES}THE
ENTIRE ISLAND HAS FLOODEDM " : POKE54283 , 0 2620 POKEFQ,15:POKEAD,17:POKESR# 250:POKECT,33 2630 FORI=1TO250:NEXT:POKECT,32:FORI=1TO750:NEXT 2640 POKE834,0:PRINT"{CLR}{GRN}":POKE53272,6:POKE5
3280,0:POKE53281,0:POKE53269,0 2650 PRINT"{DOWN}YOUR SCORE WAS:"MID$(STR$(INT(SC/
10)*10),2) 2660 PRINT"{2 DOWN}YOU HAVE FAILED TO SAVE THE ISL
AND" 2670 PRINT"AND HAVE BEEN RELIEVED OF YOUR" 2680 PRINT"POSITION AS DIKEMASTER." 2690 PRINT"{DOWN}PERHAPS ALL YOU NEED IS MORE PRAC
TICE;" 2700 PRINT"WOULD YOU LIKE TO TRY AGAIN?" 2710 PRINTSPC(4)"{2 DOWN}PRESS THE TRIGGER TO BEGI
N AGAIN"
2715 PRINT"{DOWN}{2 SPACES}'Q' TO QUIT AND 9V FOR
INSTRUCTIONS"
2716 GETA$:IFA$="Q"THENPOKE648,4:POKE1024,0:SYS102 4
2717 IFA$<>"I"THEN2719
2718 GOSUB2090:PRINTSPC(6)"PRESS TRIGGER TO CONTIN UE":GOSUB2750:GOTO2640
2719 IFPEEK(JY)AND16THEN2716
2720 IF(PEEK(JY)AND16)=0THEN2720
2721 POKE1027/0:POKE1028,0:SC=0:GOSUB2750:GOSUB199 0:RUN
2730 :
2740 REM TRIGGER?
2750 IFPEEK(JY)AND16THEN2750
2760 IF(PEEK(JY)AND16)=0THEN2760
2770 RETURN
2780 :
2790 REM SPRITE IMAGES
2800 REM TRUCK{2 SPACES}(U/d/l/R)
2810 DATA -25,60,-2,126,-2,126,-2,126,-2,126,-25
2820 DATA -25,126,-2,126,-2,126,-2,126,-2,60,-25
2830 DATA -25,63,-2,255,-2,255,-2,255,-2,63,-25
2840 DATA -25,252,-2,255,-2,255,-2,255,-2,252,-25
2850 :
2860 REM COPTER (U/D//L/UL/DL//R/UR/DR)
2870 DATA -10,60,-2,102,-2,102,-2,126,-2,126,-2,60
,-2,60,-2,60,-2 288q DATA 24,-2,24,-2,24,-2,24,-2,24,-2,8,-2,56,-1
0 2890 DATA -10,56,-2,8,-2,24,-2,24,-2,24,-2,24,-2,2
4
|
|||
|
|
|||
|
179
|
|||
|
|
|||
|
|
||
|
y% Machine Language Games
|
||
|
|
||
|
2900 DATA -2,60,-2,60,-2,60,-2,126,-2,126,-2,102,-
2,102,-2,60,-10, -63 2910 DATA -24,7,128,0,15,240,0,9,255,224,9,255,160
,15,240,32,7,128,0,-21 2920 DATA -9,3,128,0,7,192,0,12,96,0,12,112,0,7,24
0,0,3,248,-2,124,-2 2930 DATA 60,-2,14,-2,7,-2,3,128,0,1,192,-2,96,-2,
192,-12 2940 DATA -14,192,-2,96,0,1,192,0,3,128,0,7,-2,14,
-2,60,-2,124,0 2950 DATA 3,248,0,7,240,0,12,112,0,12,96,0,7,192,0
,3,128,-10, -63 2960 DATA -22,1,224,4,15,240,5,255,144,7,255,144,0
,15,240,0,1,224,-24 2970 DATA -10,3,128,0,7,192,0,12,96,0,28,96,0,31,1
92,0,63,128,0,62,-2,60,-2 2980 DATA 112,-2,224,0,1,192,0,3,128,0,6,-2,3,-14 2990 DATA -9,3,-2,6,-2,3,128,0,1,192,-2,224,-2,112
,-2,60,-2,62,-2,63,128 3000 DATA 0,31,192,0,28,96,0,12,96,0,7,192,0,3,128
,-12 3010 :
3020 REM PUMPS (U/d/l/R) 3030 DATA -22,24,-2,60,-2,126,-2,255,-2,219,-2,24,
-2,24,-2,24,-19 3040 DATA -22,24,-2,24,-2,24,-2,219,-2,255,-2,126,
-2,60,-2,24,-19 3050 DATA -22,24,-2,56,-2,112,-2,255,-2,255,-2,112
,-2,56,-2,24,-19 3060 DATA -22,24,-2,28,-2,14,-2,255,-2,255,-2,14,-
2,28,-2,24,-19 3070 :
3080 REM COPTER ROTOR (FRAMES 0-7) 3090 DATA 0,24,-2,24,-2,24,-2,24,-2,24,-2,24,-2,24
,-2,24,-2,24,-2,24,-2,24 3100 DATA -2,24,-2,24,-2,24,-2,24,-2,24,-2,24,-2,2
4,-2,24,-2,24,-2,24,0 3110 DATA -3,3,-2,3,-2,1,128,0,1,128,-2,192,-2,192
,-2,96,-2,96,-2,48,-2,56 3120 DATA -2,28,-2,6,-2,6,-2,3,-2,3,-2,1,128,0,1,1
28,-2,192,-2,192,-3 3130 DATA -9,24,-2,12,-2,6,-2,3,-2,1,128,-2,192,-2
,112,-2,24,-2,14,-2,3,-2,1 3140 DATA 128,-2,192,-2,96,-2,48,-2,24,-9 3150 DATA -18,96,-2,60,-2,7,-2,1,192,-2,126,-2,3,1
28,-2,224,-2,60,-2,6,-18 3160 DATA -30,255,255,255,-30 3170 DATA -20,6,-2,60,-2,224,0,3,128,0,126,0,1,192
,0,7,-2,60,-2,96,-20
|
||
|
|
||
|
180
|
||
|
|
||
|
|
||
|
Machine Language Games
|
||
|
|
||
|
3180 DATA -11,24,-2,48,-2,96,-2,192,0,1,128,0,3,-2
,14,-2,24,-2,112,-2,192,0,1 3190 DATA 128,0,3,-2,6,-2,12,-2,24,-11 3200 DATA -5,192,-2,192,0,1,128,0,1,128,0,3,-2,3,-
2,6,-2,6,-2,12,-2 3210 DATA 24,-2,48,-2,96,-2,96,-2,192,-2,192,0,1,1
28,0,1,128,0,3,-2,3,-5 3220 :
3230 REM CHARACTER DATA 3240 DATA 0,255,204,0,51,255,204,0,51 3250 DATA 1,255,250,238,235,238,250,255,85 3260 DATA 2,253,189,237,173,237,189,253,85 3270 DATA 3,0,60,255,255,255,255,60,0 3280 DATA 4,85,255,255,168,255,255,69,69 3290 DATA 5,255,204,0,51,255,204,0,51 3300 DATA 6,0,0,0,0,0,0,0,0 3310 DATA 10,0,90,90,60,60,60,0,0 3320 DATA 11,255,255,255,255,255,255,255,255 3330 DATA 12,85,0,60,60,60,60,0,85 3340 DATA 31,255,255,255,255,255,255,255,255 3350 DATA 64,0,0,0,0,0,0,0,0 3360 :
3370 REM DIRECTIONAL DATA 3380 DATA 0,-1,0,1,-1,0,1,0 3390 DATA -40,40,-1,1
Program 2. Zuider Zee: Part 2.
Machine Language Data to Use with MLX
49152 :076,021,192,076,175,192,220
49158 :076,060,193,076,139,193,231
49164 :076,023,202,076,205,193,019
49170 :076,226,194,032,116,193,087
49176 :141,000,205,032,116,193,199
49182 :141,000,206,032,116,193,206
49188 :133,002,032,116,193,133,133
49194 :010,169,000,141,137,003,246
49200 :141,179,002,133,013,169,173
49206 :001,141,143,003,141,178,149
49212 :002,133,009,162,003,024,137
49218 2 189,243,202,164,013,121,230
49224 :000,206,141,183,002,201,037
49230 :024,176,072,024,189,247,042
49236 :202,121,000,205,141,182,167
49242 :002,201,040,176,058,172,227
49248 :183,002,185,000,207,133,038
49254 :158,185,064,207,13 3,159,240
49260 :172,182,002,177,158,201,2 32
49266 :064,176,041,197,002,240,066
|
||
|
|
||
|
181
|
||
|
|
||
|
|
||
|
Machine Language Games
|
||
|
|
||
|
49272 :037,165,002,032,043,193,080 49278 :238,178,002,208,003,238,225 49284 :179,002,164,009,173,182,073 49290 :002,153,000,205,17 3,183,086 49296 :002,153,000,206,230,009,232 49302 :076,158,192,169,001,141,119 49308 :137,003,202,016,160,230,136 49314 :013,166,009,228,013,208,031 49320 :150,169,000,141,143,003,006 49326 :096,160,000,132,018,032,100 49332 :116,193,164,018,153,180,236 49338 :002,200,192,004,208,241,009 49344 .-032,116,193, 133,002,032, 188 49350 :116,193,133,010,174,183,239 49356 :002,189,000,207,133,253,220 49362 :189,064,207,13 3,254,174,207 49368 :181,002,189,000,207,133,160 49374 :158,189,064,207,133,159,108 49380 -.172,180,002,165,002,032,013 49386 :025,193,200,204,182,002,016 49392 .-208,245,174,181,002,238,008 49398 :183,002,189,000,207,133,192 49404 2 158,189,064,207,133,159,138 49410 -.165,002,172,180,002,032,043 49416 :043,193,165,002,172,182,253 49422 2 002,032,043,193,232,236,240 49428 2 183,002,208,224,096,072,037 49434 2 145,253,165,254,072,073,220 49440 2 088,133,254,165,010,145,059 49446 2 253,104,133,254,104,145,007 49452 2 158,165,159,072,073,088,247 49458 2 133,159,165,010,145,158,052 49464 2 104,133,159,096,169,000,205 49470 2 141,178,002,141,179,002,193 49476 2 133,158,169,128,133,159,180 49482 2169,004,133,018,160,000,046 49488 2162,000,177,158,201,011,021 49494 2 240,012,201,031,176,008,242 49500 2 238,178,002,208,003,238,191 49506 2 179,002,230,158,208,002,109 49512 2 230,159,232,224,240,208,117 49518 2 227,198,018,208,223,096,056 49524 -.032,253,174,032,158,173,170 49530 2 165,013,240,003,104,104,239 49536 2 096,032,247,183,165,021,104 49542 2 208,246,165,020,096,160,005 49548 2 000,132,158,132,253,169,216 49554 2 208,133,159,169,160,133,084 49560 2 254,120,165,001,041,251,216
|
||
|
|
||
|
182
|
||
|
|
||
|
|
||
|
Machine Language Games
|
||
|
|
||
|
49566 :133,001,177,158,145,253,001
49572 :200,208,249,230,159,230,160
49578 :254,165,159,201,216,208,093
49584 :239,165,001,009,004,133,215
49590 :001,088,17 3,000,221,041,194
49596 :252,009,001,141,000,221,044
49602 :169,008,141,024,208,169,145
49608 :024,141,022,208,096,173,096
49614 :173,002,205,136,003,176,133
49620 :081,169,000,141,175,002,012
49626 :169,020,141,145,003,173,101
49632 :027,212,041,031,201,022,246
49638 :176,247,170,232,142,169,086
49644 :002,173,027,212,041,063,242
49650 : 201, 038, 176, 247,170, 232, 026
49656 .-142,168,002,172,169,002,135
49662 :185,000,207,024,109,168,179
49668 :002,133,158,185,064,207,241
49674 :105,000,133,159,160,000,055
49680 :177,158,201,064,208,016,072
49686 :169,000,141,174,002,032,028
49692 :052,194,173,174,002,240,095
49698 :003,032,121,194,206,145,223
49704 :003,240,008,174,173,002,128
49710 :236,136,003,144,172,096,065
49716 :162,003,142,171,002,174,194
49722 :171,002,173,168,002,024,086
49728 :125,247,202,072,173,169,028
49734 :002,024,125,243,202,168,066
49740 :104,024,121,000,207,133,153
49746 :253,185,064,207,105,000,128
49752 :133,254,160,000,177,253,041
49758 :201,033,144,017,201,048,226
49764 :176,013,169,001,141,174,006
49770 :002,173,175,002,240,008,194
49776 :032,100,195,206,171,002,050
49782 :016,193,096,173,173,002,003
49788 :205,136,003,176,096,160,132
49794 :000,200,192,016,240,089,099
49800 :185,000,204,208,246,152,107
49806 :072,169,001,153,000,204,229
49812 :173,168,002,153,032,204,112
49818 :173,169,002,153,064,204,151
49824 :169,006,133,010,172,169,051
49830 :002,185,000,207,024,109,181
49836 .-168,002,133,158,185,064,114
49842 :207,105,000,133,159,104,118
49848 :024,105,064,072,160,000,097
49854 :032,043,193,238,173,002,103
|
||
|
|
||
|
|
||
|
Machine Language Games
|
||
|
|
||
|
49860 :104,132,159,010,038,159,030
49866 :200,192,003,208,248,133,162
49872 :158,165,159,024,105,160,211
49878 :133,159,169,000,160,007,074
49884 :145,158,136,016,251,096,254
49890 :173,173,002,240,119,169,078
49896 :000,141,140,003,173,136,057
49902 :003,074,141,145,003,169,005
49908 :001,141,175,002,173,027,251
49914 :212,041,015,201,015,240,206
49920 :247,170,232,142,177,002,202
49926 :189,000,204,240,083,188,142
4993 2 :064,204,140,169,002,189,012
49938 :032,204,141,168,002,024,077
49944 :121,000,207,133,158,185,060
49950 :064,207,105,000,133,159,186
49956 :160,000,177,158,201,064,028
49962 :240,019,169,000,141,174,017
49968 :002,032,052,194,173,174,163
49974 :002,240,006,17 3,140,003,106
49980 :240,032,096,174,177,002,013
49986 :169,000,157,000,204,188,016
49992 :064,204,185,000,207,133,097
49998 :158,185,064,207,133,159,216
50004 :169,064,188,032,204,145,118
50010 :158,206,17 3,002,206,145,212
50016 :003,208,149,096,173,027,240
50022 :212,205,144,003,144,001,043
50028 :096,120,165,001,041,254,017
50034 :133,001,17 3,177,002,024,112
50040 :105,064,160,000,132,254,067
50046 :010,038,254,200,192,003,055
50052 :208,248,133,253,165,254,113
50058 :024,105,160,133,254,174,220
50064 :171,002,224,002,208,018,001
50070 :160,255,200,192,008,240,181
50076 :088,177,25 3,208,247,169,018
50082 :25 5,145,25 3,076,245,195,051
50088 :224,003,208,016,160,008,019
50094 .-136,048,068,177,253,208,040
50100 :249,169,255,145,253,076,047
50106 :245,195,160,007,224,001,250
50112 .-208,025,177,253,162,000,249
50118 :232,224,008,240,010,010,154
50124 :176,248,189,064,203,017,077
50130 :253,145,253,136,016,234,223
50136 :076,245,195,224,000,208,140
50142 :022,177,253,162,000,232,044
50148 :224,008,240,010,074,176,192
|
||
|
|
||
|
184
|
||
|
|
||
|
|
||
|
Machine Language Games
|
||
|
|
||
|
50154 1248,189,056,203,017,253,176 50160 :145,253,136,016,234,160,160 50166 :007,177,253,201,255 240,099 50172 :008,165,001,009,001,133,057 50178 :001,088,096,136,016,239,066 50184 :165,001,009,001,133,001,062 50190 :088,169,000,141,079,003,238 50196 :174,177,002,169,000,157,187 50202 :000,204,206,173,002,169,012 50208 :003,133,018,166,018,173,031 50214 :168,002,024,125,247,202,038 50220 :141,132,003,072,173,169,222 50226 :002,024,125,243,202,141,019 50232 :133,003,168,104,024,121,097 50238 :000,207,133,158,185,064,041 50244 :207,105,000,133,159,173,077 50250 :168,002,056,253,247,202,234 50256 2 141,134,003,072,173,169,004 50262 :002,056,253,243,202,141,215 50268 :135,003,168,104,024,121,135 50274 :000,207,133,253,185,064,172 50280 :207,105,000,133,254,160,195 50286 :000,177,158,141,141,003,218 50292 .-201,033,144,013,201,048,244 50298 :176, 009,177,253,141,142,252 50304 :003,201,048,144,058,198,012 50310 -.018,016,154,174,171,002,157 50316 2 173,169,002,024,125,243,108 50322 2 202,168,185,000,207,133,017 50328 2 253,185,064,207,133,254,224 50334 .-173,168,002,024,125,247,129 50340 2 202,168,177,253,072,172,184 50346 2 169,002,185,000,207,133,098 50352 2 253,185,064,207,133,254,248 50358 2 172,168,002,104,145,253,002 50364 2 076,029,197,172,169,002,065 50370 2 185,000,207,133,253,185,133 50376 2 064,207,133,254,172,168,174 50382 2 002, 169,160,145,253,169,080 50388 2 011,133,002,169,006,133,154 50394 2 010,173,132,003,141,000,165 50400 2 205,173,133,003,141,000,111 50406 2 206,032,043,192,173,178,030 50412 2 002,141,132,003,173,179,098 50418 2 002,141,133,003,173,137,063 50424 2 003,141,138,003,173,134,072 50430 2 003,141,000,205,17 3,135,143 50436 2 003,141,000,206,032,043,173 50442 2192,173,178,002,141,134,062
|
||
|
|
||
|
|
||
|
f% Machine Language Games
|
||
|
|
||
|
50448 :003,173,179,002,141,135,13V
50454 :003,17 3,137,003,141,139,106
50460 :003,169,001,141,140,003,229
50466 :141,079,003,096,162,009,012
50472 :189,160,204,208,036,188,001
50478 :128,204,185,000,207,133,135
50484 :251,185,064,207,133,252,120
50490 :188,096,204,177,251,201,151
50496 :004,240,014,169,010,145,134
50502 :251,165,252,07 3,088,133,008
50508 :252,169,001,145,251,202,072
50514 :016,212,096,120,173,066,253
50520 -.003,208,003,076,049,234,149
50526 :032,038,197,206,071,003,129
50532 :208,023,169,010,141,071,210
50538 :003,238,072,003,17 3,072,155
50544 :003,041,003,141,072,003,119
50550 :168,185,052,203,141,080,179
50556 :160,173,143,003,208,041,084
50562 :162,009,188,128,204,185,238
50568 :000,207,133,251,185,064,208
50574 :207,133,252,188,096,204,198
50580 :177,251,208,016,189,160,125
50586 :204,008,169,004,040,240,051
50592 .-002,169,012,188,096,204,063
50598 :145,251,202,016,217,169,142
50604 :000,141,067,003,173,000,044
50610 :220,201,127,208,008,169,087
50616 :000,141,078,003,076,092,062
50622 :199,141,068,003,041,016,146
50628 :208,007,169,001,141,067,021
50634 :003,208,005,169,000,141,216
50640 :078,003,162,000,169,001,109
50646 :044,068,003,240,009,010,076
50652 -.232,224,004,208,245,076,185
50658 :228,198,138,009,032,141,204
50664 :255,131,142,167,002,142,047
50670 :170,002,173,067,003,240,125
50676 :008,17 3,167,002,073,001,156
50602 :141,167,002,032,149,199,172
50688 :160,003,173,014,208,056,102
50694 -.249,036,203,141,064,003,190
50700 :144,008,173,016,208,041,090
50706 :128,208,001,024,173,064,104
50712 :003,106,074,074,141,064,230
50718 :003,173,015,208,056,249,222
50724 :040,203,074,074,074,141,130
50730 :065,003,032,199,199,208,236
50736 :006,136,016,206,076,092,068
|
||
|
|
||
|
186
|
||
|
|
||
|
|
||
|
Machine Language Games
|
||
|
|
||
|
50742 :199,169,001,077,167,002,157
50748 :141,167,002,032,149,199,238
50754 :173,014,208,056,233,012,250
50760 :072,144,009,173,016,208,182
50766 :041,128,024,240,001,056,056
507 72 :104,106,074,074,141,064,135
50778 :003,072,17 3,015,208,056,105
50784 :233,040,074,074,074,141,220
50790 :065,003,168,185,000,207,218
50796 :133,251,185,064,207,133,057
50802 :252,104,168,169,064,145,248
50808 :251,173,067,003,240,099,185
50814 :17 3,079,003,240,094,173,120
50820 :143,003,208,089,173,083,063
50826 :003,208,084,174,170,002,011
50832 :173,065,003,056,253,251,177
50838 :202,201,002,144,070,201,202
50844 :023,176,066,168,173,064,058
50850 :003,056,253,255,202,201,108
50856 :001,144,054,201,039,176,015
50862 :050,024,121,000,207,133,197
50868 :251,185,064,207,105,000,224
50874 :133, 252,160,000,177,251,135
50880 :240,025,201,011,240,016,157
50886 :201,081,176,023,201,031,143
50892 :144,019,201,065,176,009,050
50898 :201,048,176,011,169,001,048
50904 :141,083,003,169,064,160,068
50910 :000,145,251,076,092,199,217
50916 :173,067,003,240,115,173,231
50922 :078,003,208,110,173,069,107
50928 :003,240,059,172,076,003,025
50934 :208,100,141,076,003,173,179
50940 :014,208,056,233,012,072,079
50946 :144,004,173,016,208,010,045
50952 :104,106,074,074,141,080,075
50958 :003,173,015,208,056,233,190
50964 :040,074,074,074,141,081,248
50970 :003, 173,170,002,141,082,085
50976 :003,169,000,141,069,003,161
50982 :169, 001,141,078,003,076,250
50988 :092,199,173,077,003,208,028
50994 :041,173,030,208,044,017,051
51000 :208,016,251,173,030,208,174
51006 :010,144,027,074,074,074,209
51012 :074,160,003,074,176,007,050
51018 :200,192,007,208,248,240,145
51024 :011,140,069,003,140,077,008
51030 2 003,169,001,141,078,003,225
|
||
|
|
||
|
|
|||
|
6
|
Machine Language Games
|
||
|
|
|||
|
51036 :173,069,003,240,049,170,02s
51042 :188,044,203,173,016,208,162
51048 :010,144,006,152,013,016,189
51054 :208,208,006,152,073,255,244
51060 :045,016,208,141,016,208,238
51066 :173,255,131,024,105,014,056
51072 :157,248,131,138,010,170,214
51078 :173,014,208,157,000,208,126
51084 :173,015,208,157,001,208,134
51090 :076,225,199,174,167,002,221
51096 .-208,003,206,015,208,224,248
51102 :001,208,003,238,015,208,063
51108 :224,002,208,013,206,014,063
51114 :208,016,008,173,016,208,031
51120 :041,127,141,016,208,224,165
51126 :003,208,013,238,014,208,098
51132 :208,008,173,016,208,009,042
51138 :128,141,016,208,096,174,189
51144 :065,003,189,000,207,024,176
51150 :109,064,003,133,251,189,187
51156 .-064,207,105,000,133,252,205
51162 :162,000,161,251,201,064,033
51168 :096,173,052,003,240,003,023
51174 :076,028,201,173,061,003,004
51180 :024,105,001,041,007,141,043
51186 :061,003,024,105,050,141,114
51192 :249,131,206,075,003,208,096
51198 :024,17 3,07 3,003,073,001,089
51204 :141,073,003,240,004,169,122
51210 :128,208,002,169,129,141,019
51216 :004,212,169,002,141,075,107
51222 :003,169,000,141,053,003,135
51228 :173,016,208,024,041,001,235
51234 :240,001,056,173,000,208,200
51240 :106,205,054,003,240,047,183
51246 :176,024,169,008,013,053,233
51252 -.003,141,053,003,238,000,234
51258 :208,208,032,169,001,013,177
51264 :016,208,141,016,208,076,217
51270 :093,200,169,004,013,053,090
51276 :003,141,053,003,206,000,226
51282 :208,016,008,169,254,045,014
51288 :016,208,141,016,208,173,082
51294 :001,208,074,205,055,003,128
51300 :240,027,176,014,169,002,216
51306 :013,053,003,141,053,003,116
51312 :238,001,208,076,129,200,196
51318 :169,001,013,053,003,141,242
51324 :053,003,206,001,208,173,000
|
|||
|
|
|||
|
188
|
|||
|
|
|||
|
|
||
|
Machine Language Games
|
||
|
|
||
|
51330 1053,003,208,060,169,001,112 51336 :141,052,003,174,056,003,053 51342 2 224,010,176,045,189,160,178 51348 :204,208,040,169,001,157,159 51354 :160,204,188,128,204,185,199 51360 :000,207,133,251,185,064,232 51366 :207,133,252,188,096,204,222 513 72 2 169,011,145,251,165,252,141 51378 2 073,088,133,252,169,014,139 51384 2 145,251,169,030,141,070,222 51390 2 003,076,049,234,024,105,169 51396 2 035,141,248,131,174,053,210 51402 2 003,173,001,208,024,125,224 51408 2 025,203,141,003,208,173,193 51414 2 000,208,024,125,003,203,009 51420 2 141,002,208,173,016,208,200 51426 2 041,001,125,014,203,041,139 51432 2 001,010,141,068,003,173,116 51438 2 016,208,041,253,013,068,069 51444 2 003,141,016,208,173,016,033 51450 2 208,041,001,208,018,173,131 51456 2 000,208,201,005,176,011,089 51462 2 173,021,208,041,252,141,074 51468 2 021,208,076,025,201,173,204 51474 2 021,208,009,003,141,021,165 51480 2 208,076,049,234,169,128,120 51486 2 141,004,212,206,070,003,154 51492 2 240,000,169,255,141,057,130 51498 2 003,141,058,003,141,056,188 51504 2 003,173,016,208,024,041,001 51510 2 001,240,001,056,17 3,000,013 51516 2 208,106,074,074,141,059,210 51522 2 003,173,001,208,074,074,087 51528 2 074,141,060,003,162,009,009 51534 2 189,160,204,208,108,188,111 51540 2 128,204,140,055,003,185,031 51546 2 000,207,133,251,185,064,162 51552 2 207,133,252,188,096,204,152 51558 2 140,054,003,177,251,201,160 51564 2 004,240,080,173,059,003,155 51570 2 056,237,054,003,016,005,229 51576 2 073,255,024,105,001,032,098 51582 2 252,201,165,252,072,165,209 51588 2 251,072,173,060,003,056,235 51594 2 237,055,003,016,005,073,015 51600 2 255,024,105,001,032,252,045 51606 2 201,104,024,101,251,133,196 51612 2 2 51,104,101,252,133,252,225 51618 2 205,058,003,144,011,208,023
|
||
|
|
||
|
|
||
|
Machine Language Games
|
||
|
|
||
|
51624 :022,165,2s!,205,057,003,103
51630 :144,002,208,013,165,251,189
51636 :141,057,003,165,252,141,171
51642 :058,003,142,056,003,202,138
51648 :016,140,174,056,003,224,037
51654 :255,240,025,189,096,204,183
51660 :010,010,024,105,008,141,246
51666 :054,003,189,128,204,010,030
51672 :010,024,105,022,141,055,061
51678 .-003,076,236,201,169,001,140
51684 :141,054,003,169,072,141,040
51690 :055,003,169,000,141,052,142
51696 :003,141,073,003,169,002,119
51702 :141,075,003,076,049,234,056
51708 :134,251,162,000,133,252,160
51714 :168,240,011,169,000,024,102
51720 :101,252,144,001,232,136,106
51726 :208,247,134,252,166,251,248
51732 :133,251,096,169,143,141,185
51738 :024,212,169,255,141,014,073
51744 :212,141,015,212,169,240,253
51750 :141,020,212,169,129,141,082
51756 :018,212,169,050,141,000,122
51762 :212,169,017,141,005,212,038
51768 :169,241,141,006,212,169,226
51774 :000,141,173,002,141,076,083
51780 :003,141,077,003,141,061,238
51786 :003,141,03 5,208,169,006,124
51792 :141,032,208,169,001,141,004
51798 :046,208,141,039,208,141,101
51804 :040,208,141,071,003,141,184
51810 :079,003,169,166,141,014,158
51816 :208,169,132,141,015,208,209
51822 :169,000,141,000,208,169,029
51828 :144,141,001,208,169,032,043
51834 :141,255,131,169,005,141,196
51840 :034,208,141,001,212,169,125
51846 :128,141,064,207,162,000,068
51852 :142,000,207,189,000,207,117
51858 :024,105,040,157,001,207,168
51864 :157,026,207,189,064,207,234
51870 :105,000,157,065,207,157,081
51876 :090,207,232,224,024,208,125
51882 :228,169,000,160,000,153,112
51888 :000,204,174,000,004,208,254
51894 :021,153,000,136,153,000,133
51900 :137,153,000,138,153,000,001
51906 :139,153,000,140,153,000,011
51912 :141,153,000,142,200,208,020
|
||
|
|
||
|
190
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
Machine Language Games
|
||
|
|