890 lines
37 KiB
Plaintext
890 lines
37 KiB
Plaintext
BEAGLE BAG INSTRUCTIONS
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-----------------------
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GENERAL INFORMATION
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-------------------
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Beagle Bag is a disk full of games for your Apple computer.
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You may be surprised to find that it is a NORMAL DISK, just
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like ones you have initialized yourself. Most other game
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disks on the market are "locked up" and won't respond to
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everyday DOS commands. Not Beagle Bag - you can CATALOG it,
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LOAD from it, SAVE to it, DELETE and RENAME programs...ALL
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that good stuff. Even ctrl-Reset works "normally" (almost)
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instead of causing a memory-scrambling reboot. Most
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software manufacturers lock their disks to (try to) prevent
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piracy. Beagle Bros trusts you and leaves programs unlocked
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to make them more friendly and more usable. We appreciate
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your support; don't pirate our disks, and we won't pirate
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yours.
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The first thing you should do with Beagle Bag is BACK THE
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DISK UP using one of the "Copy" Programs from your System
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Master disk (or any other Apple copy program). Store the
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copy or master in a safe place, away from prying magnetic
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fields.
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If you're not using one of the two Menu programs on the
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disk, you can RUN a Beagle Bag game just like any other
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Applesoft program- Type "RUN" followed by the program name
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and hit Return. ENDING programs follows standard procedures
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too- type CTRL-C (sometimes ctrl-C/Return) or hit
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ctrl-RESET. You will usually be given the option of
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re-running the program or returning to Short Menu.
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SHORT MENU
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----------
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BOOTING* the Beagle Bag disk is a good idea, because it
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installs Apple's normal Disk Operating System in your Apple
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and runs "Short Menu", a streamlined version of the more
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all-purpose "Beagle Menu" (see next page). After Short Menu
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displays the game names, use the Arrow keys to move the
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flashing cursors to the game you want. Hit Return to run
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the game or Esc to quit the Menu. Selecting the "(Catalog
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Disk)" option does just what it says. Some Beagle Bag games
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don't appear in the Menu, but will be seen in the catalog.
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You may adapt Short Menu to any normal disk. Type your
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applesoft (and integer) program names, 16 maximum, separated
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by commas, into a Data statement similar to Short Menu's
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last program line (which you must DELETE). END YOUR DATA
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STATEMENT WITH A COMMA, and SAVE your new menu BEFORE you
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run it. If you are having problems, you may want to
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temporarily delete the "Onerr Goto" command near the start
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of the listing.
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*If you're new around here- to "boot" a disk, type "PR#6"
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and hit Return. If this fails, turn the power off, insert
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the disk in the drive, and power-up again.
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BEAGLE MENU
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-----------
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The Beagle Bag disk contains a multi-purpose program called
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"Beagle Menu" that will display only the file names you want
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in a text screen menu. Go ahead and run it with any
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normal-DOS disk in your drive. Beagle Menu will take over
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your Apple, first scanning the catalog and then displaying
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certain files for menu display and execution. BEAGLE MENU
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WILL PROBABLY NOT WORK IF YOU HAVE NON-STANDARD DOS IN
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MEMORY. To get standard DOS in memory, boot a normal disk
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like Beagle Bag or the System Master.
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PROGRAM LINE 100 determines which file names will be
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displayed in the menu. Load Beagle Menu by typing "LOAD
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BEAGLE MENU" (return). Then type "LIST 100" (return). You
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might see-
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100 S=1: B=0: A=1: T=0: U=0
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S,B,A,I,T and U stand for Sector-numbers and Binary,
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Applesoft, Integer, Text and Unlocked files. The number 1
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means DISPLAY that file-type; a value of 0 (zero) means
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DON'T DISPLAY it. In the example above, Sector-numbers to
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the left of each file name WILL be displayed (S=1);
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Applesoft files WILL be displayed (A=1); Binary, Integer and
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Text files will NOT be displayed (B=0, I=0 and T=0), and
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Unlocked files will NOT be displayed (U=0). For almost ALL
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practical purposes, you should LEAVE VARIABLES B AND T SET
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EQUAL TO ZERO.
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Change Line 100 to fit your needs, and SAVE the program
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before you run it by typing "SAVE BEAGLE MENU" (return). Of
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course, if you want, save it under the name "HELLO" or "N"
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or even "VISI CALC"; I don't care. "N" is nice, because you
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can simply type "RUNN" to run it. There is a handy program
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called "Master Create" (on your System Master disk) that you
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can BRUN to change the name of a disk's "Greeting Program",
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the program that automatically runs when you boot that disk.
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When Beagle Menu is Run, it will first "read" the disk that
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is in the drive and then "catalog" it. If and when the
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screen is full (every 20 names), the program will "take a
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picture" of that "page" and store it in memory, then proceed
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to the next page of 20 file names.
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You will then see Page 1 on the screen with an inverse
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"cursor" to the left of the top file name. To move the
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cursor, use the Left and Right Arrow keys. If you move the
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cursor beyond the first or last file name on the screen,
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Beagle Menu will look for another page to display. Play
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with it and you'll see what I mean.
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Pressing Return will execute the program at the cursor.
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Applesoft or Integer files at the cursor will be RUN; Text
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files will be EXEC'd (probably inappropriate from a menu
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program, come to think of it..); and Binary files will be
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BRUN. You must remember (or learn now) that many Binary
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files are NOT MEANT to be BRUN, but BLOADed instead. If
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your BRUN a stored picture-file, for example, you will
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"crash" into the monitor, giving you an asterisk-prompt and
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a flashing cursor.
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Typing "L" will LOAD an Applesoft or Integer file (wiping
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out Beagle Menu, of course), or BLOAD a Binary file. A
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BLOAD won't necessarily be obvious; for example, BLOADing a
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hi-res picture won't SHOW you the picture, it will just load
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it into memory. But then that's another subject.
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Typing "H" will display the HELP Page. "Help" pretty much
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explains the rest of Beagle Menu's functions, so I won't
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cover them here.
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In response to the comments I have had so far on this
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program-
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Q. Why don't you display Free Sectors all of the time?
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A. Because free sectors are a fact you don't usually need to
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know when you are running a menu program. The less
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information on the screen, the better, especially for
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beginners or non-computerers ( a good reason not to display
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sector-numbers).
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Q. Why not include other "housekeeping" commands, like Lock,
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Unlock and Rename?
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A. I'll leave that for you to do. It kind of seemed like
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over-engineering to me, maybe best included in some other
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program.
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Q. Is this a Public Domain program?
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A. Heck NO!
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BUZZWORD
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--------
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BUZZWORD is a word substitution game that's good for at
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least a few laughs. Running it will produce a menu with
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Options 1-6.
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Options 1-5, "Computer's Stories": Buzzword places five
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stories in memory. Select one of them and read along. The
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story will be automatically typed except for the missing
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"buzz words". You select the word by pressing any letter
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key, A-Z. The computer will then supply a word that begins
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with the letter you typed. Try any letters you like. Use
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different sequences (for example, your name, A-B-C...,etc.)
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for different results.
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Option 6, "Type Your Own Story": Select 6 from the menu and
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you can type your own Buzzword story. The computer will
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supply a buzzword whenever you press a NUMBER key. If you
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want a number as part of your story, you'll have to spell it
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out. The chart at the top of the screen indicates the
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part-of-speech of the buzzword. If you don't like the word
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the computer gives you, back-space over it and request a new
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one. You must save or load a story to or from disk by
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typing an "@". To erase your story and go back to the menu,
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type two asterisks.
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To Put your own computer stories (for Options 1-5) in
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memory, look at program Lines 9000-9600. All text is
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entered as an A$ string. When a NUMBER is encountered in
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A$, a buzz word is inserted-
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1: PERSON 5: VERB
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2: PLACE 6: PAST-TENSE VERB
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3: THING 7: ING VERB
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4: ADJECTIVE
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0: Repeat the last buzz word whose number was followed
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by a slash.
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To view Buzzword's vocabulary by category, exit the program
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and List Lines 10000-10100. For alphabetical listing, Run
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the program, exit, turn on your printer (probably with
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"PR#1"), and type "GOTO 22222" (return). Change any words
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you want in Lines 10000-10100 (keep the NUMBER of words the
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SAME), and "Save Buzzword Version #2".
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ELEVATORS
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---------
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ELEVATORS is a real-time action game played with 12 keys
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plus the Space Bar. When you run the game, you will see a
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lo-res building with four elevators, the numbers "00" on the
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left and "5:00" on the right. To start the game, press
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Return.
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Three keys operate each elevator car. Car #1, the car on
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the left, is controlled by the 1, Q & A keys; Car #2 by 2, W
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& S; Car #3 by 3, E & D, and Car #4 by 4, R & F. Notice
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that these four groups of keys are in four vertical columns
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on the keyboard. The TOP row of keys (1,2,3,4) make
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elevator cars 1,2,3 and 4 go UP. The BOTTOM row of keys
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(A,S,D,F) make cars 1,2,3 and 4 go DOWN. And the MIDDLE row
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of keys (Q,W,E,R) make the cars STOP and pick up passengers.
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The object of the game is to pick up as many carloads of
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passengers as possible between 5:00 (game starts) and 5:30
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(game ends). The number of passengers you have delivered is
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indicated by the graphics number on the left of the screen.
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The time is shown on the right.
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Random lights will appear on various floors of the building.
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These lights represent passengers wanting to get out of the
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building. Any elevator car may respond to any light. to
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pick up the passengers, simply send any elevator car UP
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(1,2,3 or 4 key) to the lit floor and STOP (Q,W,E or R).
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Passengers will get in the car ONLY if it is UNOCCUPIED. If
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you stop an empty car at a lit floor, the floor light will
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go off and the car itself will light up. It is now FULL.
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You must now send the elevator DOWN (A,S,D or F) to the
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ground floor. Once the car is there, passengers will
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automatically get off, and you will be credited with a
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carload of passengers on the scoreboard.
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Plan-ahead strategy is necessary for high scores. Don't
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wait for floor lights before sending a car up. Instead,
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send cars up in anticipation, and position them apart from
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each other ready to respond to nearby floors. This is the
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way real elevators work. If a car is stopped at a floor,
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and a light comes on, passengers will automatically get
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aboard. It is also advisable to keep one of the cars near
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the bottom floor, because lower-floor passengers can be
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handled in the fastest time. In this building, it could be
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a real disadvantage to be on an upper floor, but WINNING is
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what counts, RIGHT!?
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You may speed things up by pressing the Space Bar to cut the
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power to one or more cars, thereby putting all energy into
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the remaining ones. The text below each car will indicate
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whether or not it is on. If your time is about to run out,
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and you're trying to get that last carload of passengers
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down, Car #1 may be speeded up greatly by turning off the
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power to Cars 2, 3 and 4.
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Variations:
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a. Beginners often like to learn using only one elevator
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car for an entire game, then two, etc.
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b. One player takes Cars 1 and 2; another takes 3 and 4.
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This makes it easier to concentrate on what's happening, and
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higher scores are often possible.
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c. Try using one, two, three and four cars and compare
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scores with other players using the same set. You may be
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surprised!
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d. If you own a compiler, compile Elevators and stand back!
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GAS CRUNCH
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GAS CRUNCH needs only one instruction: It is possible to
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win, so don't give up.
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HANG PERSON
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-----------
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You don't need instructions for Hang Person do you? I
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didn't think so. For two players or more, one player can
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enter a secret word or words for others to guess. For one
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player, hit Return-only and the computer will "think" of a
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word or words for you to guess. To change the computer's
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words in the program, List Lines 10000-10140 and replace any
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words you want, but keep the total at 150. The program
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decides which of the 150 words to pick in Line 9000.
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MAGIC PACK
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MAGIC PACK consists of four tricks: PLENTY QUESTIONS, 21
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NUMBERS, NEXTWORD and CARD SCANNER. Select them all from
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Magic Pack's menu. Plenty Questions and Card Scanner are
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not meant to be run by anyone other than a "magician" (you?)
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who has PRACTICED with these tricks.
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1. PLENTY QUESTIONS
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-------------------
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PLENTY QUESTIONS involves some "computer magic", and you are
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the magician. YOU MUST PRACTICE THIS TRICK several times to
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get the hang of it (it's worth it; audiences really enjoy a
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slick presentation of this trick).
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The object of Plenty Questions if for the computer to guess
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the audience's secret word by asking certain "Yes or No"
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questions.
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Tell someone to think of an object (in this case, any word
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or words that can follow the word "a" or "an"). you must be
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sure that the secret word is 16 characters in length or less
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(12-or-less is better), containing only the letters A
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through Z, spaces, hyphens and/or apostrophes. NO PERIODS
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allowed.
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When you see "Hit Any Key When Ready", pretend as though you
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are hitting just ANY key, and casually (but carefully) hit
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ctrl-A ( the CTRL key, then the A key; holding both down at
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the same time). You are now in the "Magic Mode". If any
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key OTHER than ctrl-A is hit first, the trick WILL NOT WORK
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(see "Non-Magic Mode" below). The computer will now ask a
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random question and wait for a Yes or No answer.
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The first character you type before each answer WILL NOT
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APPEAR on the screen. This is the big secret of Plenty
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Questions! Your job as the magician is to carefully spell
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the secret the secret word, one letter at a time, one
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question at a time, with an INVISIBLE SECRET LETTER before
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each answer.
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The computer's questions and your answers are irrelevant.
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You should type mostly "Yes" and "No" answers with an
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occasional "Sometimes" or "???" to make the trick more
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believable. Other answers such as "Never" or "No Way!" are
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appropriate too.
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The best time to type the secret letter (remember, no one
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must know you are doing it!) is WHILE the computer is typing
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out its question. At this time, all eyes will be on the
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screen and not on you or the keyboard. you can even read
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the question out loud to distract everyone from any sound or
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movement from the keyboard. After you type your secret
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letter and your Yes or No answer, press the Return key. you
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will know each secret letter has been entered into the
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computer's memory when the letter "I" in "PLENTY QUESTIONS"
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at the top of the screen changes to a number 1 (one).
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To finish a secret word, type a PERIOD as your invisible
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secret letter. For example, if the secret word is "Cow",
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your answers could be "(C)Yes", "(O)No, "(W)Maybe" and
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"(.)Sometimes" (invisible characters in parentheses). After
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you type an invisible period and a Yes or No answer and hit
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Return, the computer will finish with an "I've Got It!",
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followed by "It's a Cow!" or whatever the secret word is.
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If you make a mistake and have not yet typed your Yes or No
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answer, hit Return, and type a new secret letter. If you
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have already typed an incorrect secret letter and answer AND
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hit Return, enter a Left Arrow (backspace) as your next
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secret letter. This will ERASE the previous secret letter.
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In the confusion, you may wonder if you are misspelling the
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secret word. Don't worry too much; who says a computer is
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supposed to be able to spell?
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If you want to start the secret word over, type a Slash, and
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all of your previous secret letters will be erased from
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memory.
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To delay the computer's guess, enter a Right Arrow as your
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secret letter. The computer will ignore this character and
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let you answer another question. This is a handy feature
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when the secret word is very short and you want to see a few
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more questions.
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If you don't know the secret word or if you need an escape
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because you are confused, type an invisible Comma before
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your answer, and the game will end with the computer
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guessing a random word. It doesn't hurt to have the
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computer guess wring occasionally. After all, he (she) is
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only human...
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There are two built-in default words. The computer will
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guess "LIGHT BULB" whenever you type a secret Semi-Colon.
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It will guess "TUNA SANDWICH" if you enter a secret Period
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after only one question. You can set the audience up with
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one of these two words if you think they have figured things
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out. You can change these default words in program Lines
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1460 and 1500. Be sure to include a period at the end of
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the words, like this: S$="WORDS."
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Non-Magic Mode: Sooner or later, one of your audience
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members will insist on typing th answers themselves, or they
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will refuse to tell you the secret word. If this happens,
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you have shown the trick once too often. Let the skeptic
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take over anyway. He will hit "any key" (not ctrl-A) when
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asked to do so, and now the computer will NOT look for
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secret characters. Instead, it will ask 17 questions and
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then make a random (and undoubtedly incorrect) guess.
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Explain that the computer is probably tired, and go on to
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the next trick. If you are experimenting with the Non-Magic
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Mode and wish to end before 17 questions, end any Yes or No
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answer with a Period, and the questions will stop.
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PLENTY QUESTIONS COMMAND SUMMARY
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MAGIC MODE (invisible):
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Secret Letters: Enter one per question before answering the
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question. The letter "I" in "Plenty Questions" at the top
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of the screen changes to a number "1" when the secret letter
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is entered.
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Period: End secret word. Computer will guess secret
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word.
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Comma: End questions. Computer will guess random
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word.
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Slash: Erase all previous secret letters. Continue
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questions.
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Left Arrow: Erase previous secret character.
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Continue.
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Right Arrow: Delay secret letter input until next
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question.
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Semi Colon: End questions. Computer will guess
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"Light Bulb".
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Period (as first secret letter): End questions.
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Computer will guess "Tuna Sandwich".
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NON-MAGIC MODE:
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After 17 questions: Questions end. Computer will guess a
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random word.
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Period (visible after answer): Questions end. Computer
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guesses a random word.
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2. 21 NUMBERS
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-------------
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21 NUMBERS is another trick where an audience member can
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control the keyboard. Just follow the instructions on the
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screen.
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3. NEXTWORD
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-----------
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Just follow the instructions on the screen. Hit Return
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after each word. The secret? We're not telling...
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Well, I suppose we could tell YOU. The computer starts his
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next word with the LAST LETTER of your word and expects you
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to do the same. If you're into reprogramming this, you
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could make his word start with the SECOND letter of your
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word, or the next-to-last letter, etc., etc.
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4. CARD SCANNER
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---------------
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You're the magician again. Your Apple, with some help from
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its "Advanced Video Scanner" (people really BELIEVE this!),
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will read a randomly-selected playing card through the video
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monitor. The trick here is, first of all, to know what the
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card is yourself. Then, when the computer says to type
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"RUN", you pretend to, but you DON'T. Instead, you type the
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initials of the card's identity, and NO MATTER WHAT YOU
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TYPE, the letters R-U-N- WILL APPEAR ON THE SCREEN. Here
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are the code letters for the playing cards:
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First key ("R" appears)-
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A or 1: ACE
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|
2 through 9: NUMBER-CARD, 2 through 9
|
|
0 (zero): 10-CARD
|
|
J,Q or K: JACK, QUEEN OR KING
|
|
|
|
Second key ("U" appears)-
|
|
C,D,H or S: CLUBS, DIAMONDS, HEARTS or SPADES
|
|
Third key ("N" appears)-
|
|
N: (insignificant).
|
|
|
|
For example, to indicate King of Spades, type "KSN", and hit
|
|
Return. For Eight of Diamonds, type "8DN"; for Ace of
|
|
Clubs, "ACN" or "1CN"; for Ten of Hearts, "OCN", etc.
|
|
|
|
If you type an illegal code or "Run", the computer's answer
|
|
will be "Playing Card", which is indeed a correct answer!
|
|
|
|
As with any magic trick, don't overdo it! On about the
|
|
third performance, people will be watching your fingers, and
|
|
it's probably then time to switch to another trick where
|
|
THEY control the keyboard (21 Numbers or Nextword).
|
|
|
|
NAME GAME
|
|
---------
|
|
NAME GAME is a real crack-up at parties. The instructions,
|
|
however, are a bore, so I omitted them.
|
|
|
|
OINK!
|
|
-----
|
|
OINK! is an easy-to-play two-key game. Enter two players'
|
|
names (come on, be imaginative with those names!). Press
|
|
Return after each. The computer will decide who goes first.
|
|
|
|
Type "R" to roll the dice. You will be awarded points equal
|
|
to the number you roll. Roll as many times as you want,
|
|
EXCEPT if you roll DOUBLES (both dice the same), your turn
|
|
will end, and you will lose your points for that turn.
|
|
|
|
Type "Q" to quit your turn and keep all of your points.
|
|
Bonus points are offered as incentive not to quit. First
|
|
player to 200 points and type a "Q" wins the game.
|
|
|
|
PICK-A-PAIR
|
|
-----------
|
|
PICK-A-PAIR is a great party game that will alleviate
|
|
"Computer Phobia" (a common disease these days) in almost
|
|
anyone. Try Pick-a-Pair with your non-typing or
|
|
non-computer friends. It's easy to play and they'll like
|
|
it.
|
|
|
|
Follow the screen prompts and enter two players' names. The
|
|
Apple will decide who goes first. Each player in turn will
|
|
be asked to select two numbers from 0-15. Pressing return
|
|
is not necessary. Each number selected will reveal a color
|
|
symbol. If the symbols match, you will be rewarded with
|
|
points TOTALING THE TWO NUMBERS SELECTED. Therefore, it is
|
|
wise to pick high numbers first. The first player with 68
|
|
or more points wins the game!
|
|
|
|
QUICK-DRAW!
|
|
-----------
|
|
QUICK-DRAW is a battle between two video gunmen who never
|
|
miss. They are controlled by two keys; the left man by the
|
|
Z key, and the right man by the /? key. You will probably
|
|
need two players to play Quick-Draw, although our Uncle
|
|
Louie has been known to spend hours up in the attic pitting
|
|
his left hand against his right!
|
|
|
|
Press Return to start each turn. Several color symbols will
|
|
flash on the screen. One will stay for a couple of seconds
|
|
with the words "FIRING SYMBOL" under it. You must remember
|
|
this symbol! The next time you see it, you must press your
|
|
key, (Z or /?), as quickly as possible, before your opponent
|
|
presses his.
|
|
|
|
The first shooter to press his key while the firing symbol
|
|
is on the screen shoots his opponent. If you press your key
|
|
first while any other symbol is visible, your opponent gets
|
|
a free shot at you (and he won't miss!). All bullets will
|
|
bounce into the bullet bucket and trigger the score
|
|
accumulator. Point totals for each shot are determined by
|
|
the time on the screen when the shot was fired. The faster
|
|
you shoot, the larger your score for that turn. First
|
|
player to 10 points wins. A rounded-off score appears on
|
|
each player's hat. The exact scores appear on the text
|
|
screen below each shooter.
|
|
|
|
SLIPPERY DIGITS
|
|
---------------
|
|
SLIPPERY DIGITS works just like your old 15-number game.
|
|
Try the "Visible" version first to get the hang of it. The
|
|
Arrow Keys move the numbers Left and Right, and the A and Z
|
|
Keys move them Up and Down. When a number enters its proper
|
|
location, you will hear a musical "beep" (if you haven't
|
|
turned off the sound).
|
|
|
|
In the Invisible Mode, each number will become visible ONLY
|
|
WHEN IN THE CORRECT POSITION. Look at the horizontal color
|
|
(or grey) bars at the top of the screen. These indicate the
|
|
color of the number blocks that should be in each vertical
|
|
row. This feature is especially helpful in the Invisible
|
|
Mode.
|
|
|
|
The "Black & White or Color TV?" choice at the beginning of
|
|
the game simply gives the number colors more contrast in
|
|
Black & White, and more color in Color. Both ways, the game
|
|
works the same.
|
|
|
|
The shuffle before each new game will take longer on some
|
|
games. The computer checks after each shuffle to see if it
|
|
is physically POSSIBLE to achieve numerical order. Half of
|
|
the time it isn't so it re-shuffles.
|
|
|
|
SUB SEARCH
|
|
----------
|
|
SUB SEARCH is a real-time search for a group of invisible
|
|
enemy "submarines". Your job is to seek out these subs and
|
|
capture their fuel supplies before your fuel and oxygen run
|
|
out.
|
|
When you run Sub Search, your Apple will decide how
|
|
many subs you are to find and determine your oxygen and fuel
|
|
supplies. Press return when ready to begin your search.
|
|
|
|
Five keys control the movement of your sensor on the screen:
|
|
To move UP & DOWN, press the A & Z keys.
|
|
To move LEFT & RIGHT, press the Arrow keys.
|
|
To JUMP 15 SPACES (at a cost of only 10 units of fuel),
|
|
press the Space Bar.
|
|
|
|
Each of these five direction keys only needs to be pressed
|
|
once to cause movement in the appropriate direction. It's a
|
|
good idea to keep your fingers on these keys during the
|
|
game.
|
|
|
|
Data regarding fuel supply, oxygen supply and number of subs
|
|
will be updated on the lower section of the screen.
|
|
|
|
The SCANNER is activated with an S keypress. Missing subs
|
|
will be temporarily reveals with "blips" in the horizontal
|
|
and vertical bars on the screen. Using the scanner will
|
|
cost you 40 units of fuel, so activate it sparingly. After
|
|
the scanner is used, press a direction key to continue
|
|
searching.
|
|
|
|
The EQUALIZER converts fuel to oxygen and vice versa.
|
|
Hitting Q will trigger the equalizer and prolong your
|
|
search.
|
|
|
|
OXYGEN: Your oxygen will decrease at an erratic rate
|
|
whether you are moving or not. The only way to obtain more
|
|
oxygen is to use the Equalizer (Q).
|
|
|
|
FUEL: Your fuel supply will decrease one unit for every
|
|
unit you move on the screen. Locating an enemy sub WILL
|
|
INCREASE your fuel supply by 40 units. Using the scanner
|
|
(S) will COST you 40 units.
|
|
|
|
FINDING SUBS: Besides using the scanner (S), invisible subs
|
|
may be found by searching with your sensor, using the
|
|
direction keys (A,Z, and Arrows). Your sensor will leave a
|
|
trace pattern so you can tell where you have searched. This
|
|
trail will be erased if you use the scanner. If you
|
|
encounter a sub, you will notice it in your trace pattern.
|
|
You will also notice your trace pattern slowly
|
|
disintegrating as you move. Do not confuse the "holes" in
|
|
the pattern with the subs you are looking for.
|
|
|
|
You must land PRECISELY on a sub to capture it. Once
|
|
captured, a sub will become visible, and you will hear one
|
|
or more beeps. The number of beeps tell you how many subs
|
|
you have NOT yet been located. This information also
|
|
appears on the lower right of the screen.
|
|
|
|
The game ends when you have found all of the subs OR when
|
|
you have run out of fuel or oxygen. you will be given a
|
|
final score based on the percentage of subs found times
|
|
1000, plus the amount of fuel and oxygen you have left.
|
|
|
|
TEXTTRAIN
|
|
---------
|
|
by Bert Kersey & Jack Cassidy
|
|
|
|
TEXTTRAIN is a real-time race against a "train-time" clock.
|
|
you will keyboard-control a text-format "freight train"
|
|
whose "engine" and "cars" appear on your monitor as text
|
|
characters- The engine is an inverse asterisk/plus, and the
|
|
cars are inverse and normal letters. You control the motion
|
|
of the train (Forward and Reverse); the five turnouts or
|
|
track Switches; and the Coupling and uncoupling of the cars.
|
|
|
|
The object of TextTrain is to couple together a pre-defined
|
|
series of freight cars and pull them to the Check Station at
|
|
the top of the track layout in the fastest possible time.
|
|
|
|
At the start of the game, you will be asked to type a word.
|
|
This word must be from one to nine letters in length and
|
|
contain no non-alphabetical characters and no letter "P"
|
|
(explanation later). This word or series of letters will be
|
|
the "train" you must create during the game. If you're a
|
|
beginner, start with a two-or-three-letter word. After you
|
|
type the word, hit Return, and the game will start.
|
|
|
|
Your Apple will draw a track layout, scramble the letters of
|
|
your word, and place them, along with several random letters
|
|
on the layout as freight cars. Notice that the clock starts
|
|
running immediately from time 0:00. The clock runs quite
|
|
fast to make up for the small scale of the train (as good an
|
|
explanation as any!). Above the clock is a representation
|
|
of the train you must create. On the track, you will see
|
|
the engine, always an inverse two-character car. The front
|
|
(asterisk) of the engine flashes while it is idling. The
|
|
plus-sign is the back of the engine onto which are coupled a
|
|
few cars (letters). The Freight On Board (F.O.B) Chart at
|
|
the left shows what's in the cars.
|
|
|
|
While the train is idling, you are in the "Command Mode".
|
|
The commands available to you are displayed at the bottom of
|
|
the screen. The F, R, C and S keys are the only keys that
|
|
will do anything in this mode, except the asterisk option is
|
|
not displayed on the screen.
|
|
|
|
FORWARD and REVERSE motion is initiated by pressing F and R.
|
|
Try it. To STOP the train, hit any key except F and R. The
|
|
SPACE BAR is the most easy-to-find "brake" key. It is
|
|
permissible (and often very efficient) to hit ANY of the
|
|
Command Mode keys (F, R, S or C) to stop the train.
|
|
|
|
As the train travels around the track to the top
|
|
straightaway, its string of cars will read backwards. The
|
|
order of cars you will be concerned with is FROM THE ENGINE
|
|
BACK. Notice that the trains "*+HARVEY" and "YEVRAH+*" are
|
|
the same.
|
|
|
|
SWITCHES are thrown by first pressing the S key. When you
|
|
hit S, all five switches will light up with numbers. To
|
|
throw a switch, simply press the appropriate number key. If
|
|
the switch is "open", it will "close" and vice versa. Any
|
|
key other than 1,2,3,4 or 5 will put you back in the Command
|
|
Mode. If a car is on or near a selected switch, you will be
|
|
warned and returned to the Command Mode. Keep an eye on the
|
|
switches as your train moves. Your train will DERAIL, thus
|
|
ending the game, if it encounters a closed switch!
|
|
|
|
COUPLING and UNCOUPLING are initiated with a C keypress.
|
|
After hitting C, you will be asked how many cars you want
|
|
behind your engine. This must be a number from 0
|
|
(engine-only, no cars) to 9. No train longer than nine cars
|
|
(plus engine) is allowed. You MUST enter a proper one-digit
|
|
number to get out of the Coupling Mode. To couple cars onto
|
|
your train, you must BACK YOUR TRAIN into them. Your train
|
|
will automatically stop, and you will be put in the Couple
|
|
Mode.
|
|
|
|
YOU CANNOT COUPLE CARS ONTO THE FRONT OF THE ENGINE. An
|
|
attempt to do so will derail the train and end the game!
|
|
The same misfortune will occur if you forward OR reverse
|
|
into the siding bumper (just under the clock). You must
|
|
stop BEFORE you reach the bumper, or you crash!
|
|
|
|
|
|
The Freight-On-Board (F.O.B) Chart identifies the cars the
|
|
engine is coupled to. Each car's letter stands for the
|
|
cargo of the car- B for Boxes, K for Kites, etc. If the
|
|
cargo word on the F.O.B. Chart. If you want, change the set
|
|
of words in the TextTrain listing (Lines 2070-2110) to suit
|
|
yourself.
|
|
|
|
To successfully finish a game, you must drive your completed
|
|
train COMPLETELY INSIDE the Check Station and STOP. (NOTE:
|
|
You also may drive THROUGH the Check Station or stop there
|
|
anytime you want.) If you do stop, your train will
|
|
automatically be inspected for a modest fee. If your train
|
|
consists of the correct freight cars IN THE CORRECT ORDER,
|
|
your time will ne noted and compared with the best time so
|
|
far for the current set-up. From the second repeat game on,
|
|
the best time so far will be posted under the clock. When a
|
|
game ends, you will be given three options. An asterisk
|
|
will end the game. ESC will let you type a new word and
|
|
clear previous times from memory. Any other key will start
|
|
a new game with the same set-up as the previous game.
|
|
|
|
Why no P's in TextTrain trains? It's pretty technical, but
|
|
if you're interested, the program uses Applesoft's SCRN()
|
|
function to look for clear track (spaces) in front of the
|
|
engine as it moves ahead. If no space is found, it's derail
|
|
time. The letter "P" just happens to be the same lo-res
|
|
color (O-Black) in it's upper half as the space character.
|
|
To distinguish a "P" from a space, the engine would have to
|
|
look at the bottom color of each character in front of it as
|
|
it traveled (space's bottom half is 10-Grey and P's is
|
|
13-Yellow), but this would slow things down considerably (I
|
|
know; I tried!). So no P's, o.k? One Beagle Bros Tip Books
|
|
(I can't remember which One) explains more about colors and
|
|
Apple text characters. The "Railroad Regulations"
|
|
explanation in the game (if you try to enter a "P") might
|
|
make more sense.
|
|
|
|
Strategy is important for fast TextTrain times. Think ahead
|
|
and look for pairs or other groups of cars that can stay
|
|
coupled together. You can save time by going directly to
|
|
Switch or Couple Modes by hitting S or C while the train is
|
|
moving. Experiment with different methods, and have fun!
|
|
|
|
TRIPLE DIGITS
|
|
-------------
|
|
TRIPLE DIGITS is for two players. Each is dealt the same
|
|
thirteen digits (0,0,0,0,1,2,3,4,5,6,7 and 8). One player
|
|
plays black numbers, the other plays white. The numbers are
|
|
to be placed one at a time in an UNOCCUPIED SQUARE on the
|
|
screen. Follow the computer's instructions for playing
|
|
numbers.
|
|
|
|
You will notice approximately 20 squares blocked with ...'s.
|
|
These squares are NOT usable unless they become unblocked.
|
|
The computer blocks and unblocks squares at random between
|
|
turns.
|
|
|
|
Scoring is done by placing 3 OR MORE of YOUR digits in a
|
|
row-
|
|
HORIZONTALLY, reading Left to Right, or...
|
|
VERTICALLY, reading Top to Bottom, or...
|
|
DIAGONALLY-UP, reading Left to Right, or...
|
|
DIAGONALLY-DOWN, reading Left to Right.
|
|
|
|
For example, a 9-3-2 will give you 932 points; 0-5-0 will
|
|
give you 50, etc. Use your numbers strategically for
|
|
highest scores or to block your opponent from scoring. It
|
|
is desirable (and profitable) to score in two or more
|
|
directions on the same turn.
|
|
|
|
Every score will contain the digit you just played and two
|
|
adjacent digits (THREE-TOTAL, no more). If there is more
|
|
than one way to add a score in any one direction, the
|
|
computer will pick the HIGHEST POSSIBLE combination. Say
|
|
you added a 3 to make a 4-1-3-2 string of numbers. You will
|
|
get 413 points, not 132.
|
|
|
|
The game ends when all numbers have been played, OR if a
|
|
player gives up and types a "Q" at the start of a turn. The
|
|
player with the higher score wins.
|
|
|
|
WOWZO
|
|
-----
|
|
WOWZO is for two players, but don't let that stop you from
|
|
playing against yourself! Before the game starts, some
|
|
probing questions will be asked of you. Type your answers
|
|
and hit Return after each.
|
|
|
|
NAMES OF PLAYERS: If your name is FRANK and you prefer
|
|
DARTH or PRUNEFACE, by all means, use it. The second
|
|
player's name will be rejected if it has the same first
|
|
three letters as the first player's name. You'll see why
|
|
later.
|
|
|
|
LEVEL OF DIFFICULTY: Selecting 1,2 or 3 will control the
|
|
speed of the game clock and the time limit between moves.
|
|
Beginners should use 3. Give 1 a try too; it's fun!
|
|
|
|
KEYWORD: Enter any 5-letter word or series of letters with
|
|
NO REPEAT CHARACTERS. Then hit Return.
|
|
|
|
The object of Wowzo is to move your "man" (the first three
|
|
letters of your name) through the maze and land on ALL FIVE
|
|
of the keyword letters before your opponent. There is no
|
|
"beginning" and no "end" to the maze. After you enter a
|
|
legal keyword, the Apple will place its letters in random
|
|
maze positions and place the first three letters of each
|
|
player's name in the upper left corner. These three letters
|
|
are the player's "men".
|
|
|
|
The computer will decide who goes first- let's say George.
|
|
"GEO" will flash in the maze, and the computer will print
|
|
"George's Turn-Which Direction?", or "Which Gate?". You,
|
|
George, must respond accordingly before the timer reaches
|
|
zero. Assuming time doesn't run out, on each turn you will
|
|
move at least one gate AND move your piece at least once,
|
|
but NOT NECESSARILY IN THAT ORDER.
|
|
|
|
WHICH DIRECTION? To move your man in the Wowzo maze when
|
|
you are asked "Which Direction?", press a key-
|
|
|
|
To move Left or Right, press an Arrow key.
|
|
To move Up or Down, press the A or Z key.
|
|
|
|
Your man will move in the direction chosen until it
|
|
encounters a maze wall OR keyword letter. In either case,
|
|
it will automatically stop. If you land on a letter,
|
|
whether you need the letter or not, you get another turn.
|
|
If you hit a wall without encountering a letter, your turn
|
|
is over unless you haven't moved a gate...
|
|
|
|
WHICH GATE? Any gate may be moved on any turn. When the
|
|
computer asks "Which Gate?", press a gate letter. The
|
|
appropriate gate will pivot 90-degrees. Don't press Return.
|
|
|
|
COMPUTER GATES: After each player's turn, just to make
|
|
things more interesting, the computer will move two
|
|
randomly-selected gates.
|
|
|
|
When you land on a letter, the following happens: a. You
|
|
will be credited with the letter on the scoreboard (if you
|
|
don't already have the letter) b. The computer will replace
|
|
the letter somewhere else in the maze. c. You will get a
|
|
BONUS TURN; another GATE and MOVE.
|
|
|
|
If time runs out during your turn, you will be sent, via Air
|
|
Mail, to the upper left corner of the maze, and your turn
|
|
will end. Period.
|
|
|
|
Wowzo Strategy: The most obvious defensive strategy is to
|
|
use the gates to seal off your opponent about ten miles from
|
|
the nearest letter that he needs. Also, use already-landed
|
|
on letters for extra mileage via bonus turns AND to remove a
|
|
letter from your opponent's path. Try to line up with
|
|
several letters and grab them all in one turn. A game of
|
|
Wowzo can end abruptly this way!
|
|
|
|
PLUS
|
|
----
|
|
Some of these programs have been gathering dust around here
|
|
for years (a couple of them probably should have STAYED
|
|
here). Some of these relics won't appear in the Short Menu
|
|
until you catalog the disk.
|
|
|
|
DATE SEARCH is my favorite, I suppose. Even though it isn't
|
|
really a game, people get a kick out of it. The only good
|
|
thing I can say for CROSS WORD is that it lives up to its
|
|
name. OINK is explained fully on page 13. If you use one
|
|
of the names from BABY NAMES for your kid, please contact
|
|
our lawyers (Legal Brothers) concerning royalty fees.
|
|
|
|
PACK MY BOX is a challenge that will probably never be met,
|
|
but let us know if you do! POLY-DICE is fun if you're a
|
|
statistics nut- You may want to expand it to roll more dice
|
|
(how about all night long?). I can't BELIEVE how long
|
|
people will play NAME GAME. See page 13 for more details.
|
|
Every Apple owner should have a copy of TEST PATTERNS
|
|
(although it could get expensive). And PLEEEEEEASE don't
|
|
phone the Beagle Building saying your copy of NAKED CITY
|
|
doesn't work; it's SUPPOSED to do that! Secretly load it
|
|
into a friend's Apple, and stand back and watch...
|