123 lines
6.6 KiB
Plaintext
123 lines
6.6 KiB
Plaintext
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***********************************
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{Willy Byte in the Digital Dimension}
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***********************************
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Player's Guide by Dr. Micro
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A crack by the Pacific Pirate's Guild (PPG) on March 17, 1985
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YOUR MISSION: To guide bytes of information from the computer. Move from one to
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six bytes from the keyboard to the disk drive. You are the protagonist,
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Willy. You must watch out for the antagonist, Hex Luthor, who throws power
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surges at you. Also, you must worry about the power or the clock going
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haywire.
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OPTIONS MENU: After choosing to play with the keyboard or the joystick, you'll
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be prompted either to enter your own message or to allow the program to
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choose the message for you. You'll be attempting to send this message to the
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computer by playing the game. Your skill level will be determined by the
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number of characters in your message, e.g. the more characters, the higher
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the skill level.
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CPU: [room with X,Y,A,ALU,Flags] The room is merely an options menu and a place
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where you construct your flowchart (if you are going to play a full game).
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Choose a room to go to by jumping from platform to platform and then walking
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off the edge onto the room name you want. It'll turn inverse, then you go
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stand on the clear platform and jump up. This will take you to the room you
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selected. Don't select PROG as a room. If you do type CTRL-F to correct
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your mistake.
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Flowcharting: This is the controlling factor of the game and is important to
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winning a game. The better you flowchart the better Efficency Rating you'll
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receive. To start flowcharting jump on the PROG space. Then keeping in mind
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that your goal is to take 1 to 6 bytes through the computer [keyboard, ram,
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disk] you need to make a flow chart.
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example for a 1 char. word example for a 6 char. word
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KEYBOARD LOOP
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RAM KEYBOARD
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IF-THEN IF-THEN
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DISK RAM
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DISK
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IF-THEN
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LOOPEND 6
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Many types of flowcharts are possible. The loops are needed for words with
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more than one character. To make a loop jump on LOOP, to end a loop jump on
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LOOP again and then input how many (1-6). The purpose of the IF-THEN is to
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check the status of the Power and the Clock which go haywire quite often.
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If the power or the clock fail then bytes won't by handled correctly. You
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have to use good stategy when placing the IF-THEN statements in the
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flowchart. If you make a mistake on the entry of an option of your flowchart
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CTRL-D will delete it.
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KEYBOARD: [room with 8 vines hanging down] Go up one of the vines and jump on
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the button in the center. In the upper left hand corner will be the char.
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you are trying to get through the keyboard and in the upper right is it's
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hexidecimal representation. 8 balls should have appeared at the top of the
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vines, these are the bits that form your letter. Push all the bits to the
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bottom of the vines. When you have down this they will leave. You should
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leave now by jumping through the tube at the lower right. Repair breaks in
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the lines by climbing over them.
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RAM: [room with bits falling like rain] Run to the right avoiding the falling
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pulses, double back through the chip and jump on the rope at the left.At the
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top there are four buttons to jump on. The one on the far left is the power
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switch---don't jump on that. The up and down arrow move the tube up & down.
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The tube should start at the top for the first byte. The --> button will
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start loading the byte into RAM. The end of the byte will emerge from the
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tube and Willy has to go down there and pull it out.
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Cool down the heatsink with the fan (Hex Luther carries this heat lamp
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that looks like an upside down lightbulb). Demagnetize Hex's magnet w/ your
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anti-magnet. Mop up water that drips from Hex's water can. Catch static with
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the thing that looks like a Devo hat.
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Note: Failure to neutralize any of Hex's tricks will be damaging to your
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data. If Hex jumps on the power switch hurry up there and turn it on again.
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After pulling the byte all the way out it's character will appear. You can
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leave at any time by jumping into the tube you came from.
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DISK DRIVE: [room with a disk] Start the drive by jumping on the button. Then
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jump on the read/write head (it's hanging over the disk). Stay on the head
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until a small orange spot appears on the disk. This means your byte has been
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saved. Again Hex Luther is hear to bother you, all the tools work the same.
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This time you must stop him from over heating the drive with his heat lamp.
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POWER: [room that reminds you of J-Bird] Turn all the disks to orange by
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avioding all the pulses. The toolbox will make Willy invincible for about
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five seconds.
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CTRL-P lets you program your own screen using hexidecimal code. The first
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four pads (left side) can be programmed by typing 0-F, the next four are
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programmed the same way (right side).
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X= OFF 0=ON 0= 0 0 0 0 8= X 0 0 0 CTRL-P will return you to
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1= 0 0 0 X 9= X 0 0 X the game.
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2= 0 0 X 0 A= X 0 X 0
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3= 0 0 X X B= X 0 X X CTRL-N will show you all the
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4= 0 X 0 0 C= X X 0 0 levels using the arrow keys.
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5= 0 X 0 X D= X X 0 X
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6= 0 X X 0 E= X X X 0
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7= 0 X X X F= X X X X
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CLOCK: When the clocks goes haywire, you've got to reset it. To do this, jump
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from level to level, avoiding the pulses running through the lines. Once you
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get to the top, run up one of the spokes at either end of the clock and jump
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on the huge button. To leave, jump back down the levels and out the tube.
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EFFICIENCY RATING: You'll be evaluated at the end of the game. Many facters
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make up your score (1-64) like: time of play, whether your data gets through
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or not, the status of the program and the clock. Your name will be saved to
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disk if you are in the top 8 players of all time.
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NOTE: This is a great program for Mockingboard users. It features music, sound
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effects, and speech.
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Button (0) jumps and picks up objects. Button (1) drops things.
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[pPg] These dox created by Dr. Micro [pPg]
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