465 lines
23 KiB
Plaintext
465 lines
23 KiB
Plaintext
Archon
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by
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[Anne Westfall, Jon Freeman and Paul Reiche III]
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[The Light and The Dark]
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Cracked by:
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[The Burglar]
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Soft-Doc Written by
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[The Doc]
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Supplied by
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[Dex X]
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Especially for:
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Apple Manor.....[716] 654-POOF!
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The Spectrum....[213] 202-7146
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The Possession..[301] 356-5895
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<Add your board here>
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[Do not remove Credits and Boards]
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THE LEGACY OF THE GNOSTICS
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The world, the Gnostics said, is ruled by the great and evil Archon, whose
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empire stretches as far as the firmament.
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But even for Archon, life isn't easy. In another universe, there's another
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Archon.
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He wants your empire.
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The outcome of the war will determine the one, true Archon. You'll want
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to make sure it's you.
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You'll use every troll, basilisk and dragon you have, and all the other
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slimy, conniving underlings you can find, to fight the phoenixes and
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djinnis of the enemy Archon.
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Command Summary
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TO START
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--------
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Make sure you have a joystick plugged in, then start the disk as you
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would any other. When the Game Options menu appears, use the joystick
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to move the on-screen hand. Point at the options you want select them
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by pressing the joystick button. When you're ready to play, point at
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"Accept the Options, Begin the Battle" and press the button (or Return,
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on the keyboard). For additional instructions, see the manual (bottom).
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Note: To use the Two Players, Two Joysticks option, you must have an
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Apple II, II+ or IIe and an adapter which will accept two joysticks.
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The adapter must use PDL 2, PDL 3 and PB 1 inputs for the second
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joystick. If you choose one of the other two-player options, see
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Controlling Movement From the Keyboard on the bottom.
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ADDITIONAL KEYSTROKE CONTROLS
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-----------------------------
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Press Esc to pause. Press any key to restart.
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Press Control-R to end a game and return to the game options menu.
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The Theme From Archon music, by T.V. Dunbar, was entered with Will
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Harvey's Music Construction Set.
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CONTROLLING MOVEMENT FROM THE KEYBOARD
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--------------------------------------
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Movement from the keyboard is controlled with a set of 9 keys. A 10th
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key is used to select a piece for movement on the strategy board and to
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fire in the combat arena.
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The computer will present you with a pre-chosen key set (called the
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default set). To change to different keys, point at the word Keyboard
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with the on-screen hand and press the joystick button, then type in
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the keys you want. The cursor will automatically move to the next
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possibility after each one you type. Continue typing until you've
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entered something for all ten keys. Here's how the keys work:
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On the strategy board, use the 9 movement keys to move the selection
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frame in the direction suggested by each key's location. For example,
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if you are using the default set, press the U key to move the frame
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one square diagonally up and to the left, press the I key to move it
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straight up, etc. When the frame is over the piece you want to move,
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press the fire key (the F key in the default set) to select that piece.
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Then use the movement keys to move the piece and press the fire key
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again when you are finished moving.
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In the combat arena, pressing a movement key starts the icon moving
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in the direction of the key. To stop it, press the key in the center of
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the 9 key movement set (the K key in the default set). To change
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direction, press a different movement key. To fire, press the fire key
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and a movement key simultaneously. You will fire in the direction of
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the movement key.
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ABOUT THE LUMINOSITY CYCLE
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--------------------------
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Some of the squares on the board wax and wane between light and dark
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during the game--and important fact, since light pieces fight better
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on light squares and dark pieces fight better on dark squares.
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The luminosity cycle is at the light peak when the squares that change
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color are the same color as the home square for the Wizard. The
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luminosity cycle is at the dark peak when the squares that change
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color are the same color as the home square for the Sorceress. When the
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cycle reaches a peak, it reverses and begins to chang toward the opposite
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peak.
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The direction the cycle is proceeding may be reversed by using the Shift
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Time spell described on the bottom. If Shift Time is cast while the
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cycle is at a peak, it will shift immediately to the opposite peak.
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[ARCHON MANUAL]
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THE GAME. ARCHON depicts the eternal struggle between Light and Darkness
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as a contest of action and strategy between opposing forces wrought from
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myth and legend. The Light Side and the Dark Side are equal in number,
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balanced in strength, but not identical. Their aim, however, is the same:
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conquest of the five "power points" or the elimination of the opposite
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side.
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ICONS. The various fantastic creatures at your command are represented
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by specific images--"icons"--stylized pictures of knights, goblins,
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manticores, and the like.
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There are 18 icons--a total of eight different kinds on each side.
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None of yours are identical to any of the icons on the other side.
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THE TWO SCREENS. ARCHON is played on two screens. On one--the strategy
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screen--you and your opponent take turns maneuvering your icons into
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favorable positions. When you place an icon on a square already
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occupied by one of your opponent's icons, the game shifts temporarily
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to the second display, the combat arena.
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HOSTILITIES. In old-fashioned and--admit it--somewhat dull board games
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(chess, backgammon, and their ilk), the "defending" piece gets removed
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quietly from the board, and the "attacker" wins the "battle"--and the
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square--without a blow being struck.
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In ARCHON, we do not allow such a docility, such rank defeatism on
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the part of the defender. No! If you want that square, you have to
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fight for it! When you try to occupy a square held by the enemy, the
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disputed square expands to fill the entire screen...and then, in the
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words of a certain orange-skinned monster of comic-book fame,
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"IT'S CLOBBERIN' TIME!!!"
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THE LUMINOSITY CYCLE. ARCHON'S strategy screen CHANGES. While some squares
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are always white or always black, others--"luminance" squares--vary in
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brightness throughout the game in a simple pattern: black--dark--barely dark--
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barely light--light--white...and reverse. Back and forth, throughout the
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game, the cycle continues, the luminance shifting after every other
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turn.
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Your fortunes in the game tend to ebb and flow with the luminosity cycle.
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This is because icons of the Light Side are harder to defeat on light
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squares than on dark ones. Conversely, Dark Side icons are stronger on
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dark squares and weakest on white ones.
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POWER POINTS. The five "power points" are indicated on the screen by flashing
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red symbols. Icons on power points heal faster than usual and are protected
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from the effects of magic spells. If your icons occupy all five power
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points, you win the game.
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MOVEMENT. If the hollow square or "frame" is on your side, it's your
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turn. (Simple, eh?) Use your joystick to move the frame atop the icon
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you want. Once you push the button to confirm your choice, you MUST
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MOVE THAT ICON SOMEWHERE. (If an icon has nowhere to go, the computer
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will not allow you to "pick it up.") Once you move the icon to its
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destination (again, with the joystick), push the button again, and the
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obedient image will freeze in place.
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Movement comes in three flavors: GROUND, FLY, AND TELEPORT. GROUND movers
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cannot move through occupied squares; FLIERS are restricted only in where
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they land. Fliers can also move diagonally; GROUND icons cannot. Only the
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Wizard and Sorceress can TELEPORT, but for practical purposes you can think
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of them as FLIERS in disguise.
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On any turn, you can move an icon as far as its range allows in any
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direction or combination of directions. It can stop on any square not
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already occupied by one of your own icons.
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Note: If you change your mind while maneuvering a GROUND mover, you must
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BACKTRACK. Otherwise, the computer, being very literal-minded, will assume
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you are trying to extend your move unlawfully.
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COMBAT.Action in the combat arena is immediate and simultaneous; there is
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no taking turns. Joystick direct movement of the icons. Pressing the
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button initiates an attack--swinging a sword, firing an arrow, casting a
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fireball--in the direction the joystick is pointed. You can attack or move
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in any of eight directions: up, down, left, right, and the four diagonals.
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IMPORTANT: your icon cannot move while the button is pressed.
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Combat is of three general types. Knights and Goblins are sword-swingers
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and club-wielders; they must be very near an opponent to inflict damage.
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The Banshee and the Phoenix inflict damage in a circular area around
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themselves; the longer the opposing icon is in that circle, the greater
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the damage it sustains. Such "area" attacks need not be aimed.
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All the other icons "throw" missiles of some sort and can, consequently,
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do damage from a considerable distance. See QUICK REFERENCE for a detailed
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comparison of the speed ("Attack speed") of an damage done ("Attack Force")
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by the different missiles.
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THE ATTACK INTERVAL. While combat is fast and furious, you can't just fire
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away as fast as your finger twitches. It takes a moment to raise a sword
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into position to strike; longer to conjure even a fast fireball; and the
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better part of two whole seconds (!) to rip a boulder out of the ground
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and lift it high enough to throw.
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Pushing the button before your icon is ready to strike will accomplish
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nothing--except to keep your icon from moving. At the exact instant you
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can launch another attack, the computer rings a bell--a high note for the
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Light Side, a lower one for the Dark Side--to let you know.
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BARRIERS. The obstacles or barriers in the arena go through luminosity
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cycles of their own. Be careful: they can be as tricky as an opponent!
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Normally, a barrier is impenetrable. However, when its cycle changes
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a barrier's luminance to exactly match the color of the background, the
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barrier DISAPPEARS...for a few seconds. You can walk over it, shoot past
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it, anything. It's gone.
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Furthermore, for a few seconds before a barrier vanishes and after it
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reappears, you CAN walk or fire a missile through it, but you (or the
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missile) will be SLOWED DOWN.
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If this seems at all confusing, just remember that the more solid a
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barrier LOOKS, the more solid it is. If you have any doubts, avoid the
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barriers entirely--and get out of the way of oncoming missiles.
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LIFE, DEATH, AND WOUNDS. The "lifelines" at either end of the arena
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indicate the current lifespan (health/strength) of the two battling
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icons. When an icon is wounded, its matching lifeline is reduced in
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proportion to the severity of the wound. When its lifeline is gone,
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the icon is "dead" and combat is over.
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A victorious icon returns to the strategy screen in control of the
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disputed square. However, a seriously wounded icon is easier to defeat
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the next time it is forced to fight. Even the strongest icon can be
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worn down by waves of attackers.
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On the strategy screen, wounded icons are healed slowly by the simple
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passage of time; more quickly, by resting on a power point; or instantly
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and completely, by a HEAL spell.
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MAGIC SPELLS
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Magic is arguably the most significant strategic element in ARCHON. Only the
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two mages (magicians)--the Wizard and the Sorceress--can cast spells, and
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each mage can cast each spell only once. While the spells are powerful, they
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have one drawback: each spell weakens the mage casting it, leaving that
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mage progressively less able to defend itself against direct attack.
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A spell may be cast instead of a regular move on the strategy screen. Simply
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move the frame atop your mage, as if you were going to move it. Push the
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button, and the usual message appears. Without moving the icon, however,
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just push the button AGAIN, and you will get a new message: "SELECT YOUR
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SPELL."
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Push the joystick up or down to survey the spells still available, and
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push the button when you find the one you want. If further actions on your
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part are required, additional messages will direct you appropriately.
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Remember that you can't conjure the same spell more than once, and you
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can't cast a spell against power points or icons on them. Details are
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give below.
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TELEPORT
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EFFECT: This spell moves--teleports--any one of your icons ANY DISTANCE
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from one square on the strategy screen to another.
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ACTIONS REQUIRED: After selecting the spell, move the frame to the icon
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you want; push the button; and then move the icon to its destination--
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just as if it were a normal move.
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RESTICTIONS: You cannot move an enemy icon. You cannot move onto a square
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already occupied by one of your OWN icons (as usual). You cannot teleport
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ONTO or OFF a power point. You cannot teleport an IMPRISONED icon. (See
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IMPRISON.)
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ADDITIONAL NOTE: Do not confuse this spell with a mage's normal three-square
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movement. That is minor magic, on the same order as casting fireballs, and
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is bound by the restrictions of the seven major spells.
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HEAL
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EFFECT: This spell instantly heals any icon of all wounds it has sustained
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in the combat arena.
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ACTIONS REQUIRED: After selecting a spell, move the frame to the wounded
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icon, and push the button.
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RESTRICTIONS: You cannot heal an icon resting on a power point. You CAN
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"heal" an already healthy icon, but why bother?
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SHIFT TIME
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EFFECT: Two effects are possible. Most often, the spell reverses the flow
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of time: i.e., the direction of the luminosity cycle of the delta squares.
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Squares that had been growing gradually darker would now grow lighter--
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until the cycle peaked. However, if the spell is cast when the luminosity
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cycle is at either peak, SHIFT TIME will cause the cycle to shift adruptly
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to the opposite extreme (from black to white, or vice versa).
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ACTIONS REQUIRED: None after selecting the spell.
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RESTRICTIONS: None.
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EXCHANGE
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EFFECT: This spell causes any two icons on the strategy screen to trade places.
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ACTIONS REQUIRED: Move the frame to one of the icons you wish to transpose,
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and push the button. Then do the same to the other icon.
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RESTRICTIONS: Neither icon can be imprisoned or on a power point.
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SUMMON ELEMENTAL
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EFFECT: This spell allows you to attack any enemy icon with a new, temporary
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icon representing one of four elementals--animated spirits of the ancient
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elements of earth, air, fire, and water. Combat is conducted in the combat
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arena as usual, except that the elemental vanishes after the battle, win
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or lose.
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ACTIONS REQUIRED: Once the spell is selected and the elemental appears on your
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side of the strategy screen, move it to the icon you wish to attack. In the
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combat arena, direct the elemental just as you would any other icon.
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RESTRICTIONS: You cannot attack an icon on a power point. You cannot direct
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the elemental to a vacant square or one occupied by one of your own icons.
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You cannot choose which elemental will respond to your summons.
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REVIVE
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EFFECT: This spell restores to the game an icon previously lost ("killed")
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in combat.
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ACTIONS REQUIRED: The procedure is similar to a TELEPORT spell or a normal
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move, except that the revived icon comes from a special display by the
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side of the strategy screen, and its destination must be a vacant square
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next to the mage.
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RESTRICTIONS: You cannot "revive" an icon not already dead. One of the
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(initially five) squares adjoining your mage must be vacant, and you must
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put the revived icon on one of those vacant squares.
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IMPRISON
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EFFECT: This spell keeps an icon on the strategy screen from leaving its
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square. The icon can fight its attackers in the combat arena, but it cannot
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be moved off its square. Important: AN IMPRISONED MAGE CANNOT CAST SPELLS!
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Imprisonment is temporary. A Dark Side icon would remain imprisoned until
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the delta squares turn black; a Light Side icon would be freed when the delta
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squares turn white.
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ACTIONS REQUIRED: Once the spell is cast, move the frame to the target icon,
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and push the button.
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RESTRICTIONS: You cannot imprison an icon on a power point. You cannot
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imprison any icon at a time when the luminosity cycle would automatically
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free it.
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CEASE CONJURING
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This is not a spell; it is a way to avoid casting a spell if you miscalculate.
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If you change your mind while selecting a spell, or if the spell you want is
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unavailable or canceled, you may push the button when CEASE CONJURING is
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displayed. This will allow you to start your turn over.
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THE OPPOSING FORCES
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LIGHT SIDE
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----------
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An ancient man of vast supernatural power, the WIZARD is the leader of the
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Light Side. In battle, the Wizard casts devastating balls of fire. He rarely
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ventures from the safety of his home power point, however, and is more
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commonly used to cast one of the seven spells.
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Resembling a great white horse with the tail of a lion and a sharp, spiral
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horn set at its brow, the UNICORN is swift and agile. The beautiful creature
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can fire blinding bolt of energy from its magical horn.
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The ARCHERS are fearless Amazon warriors of legendary skill with their fine,
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whitewood bows. They are endowed with magical quivers that can never be
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emptied.
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A GOLEM is an artificial being, shaped from stone and gleaming metal, and
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animated by magic. Roughly man-shaped, it is huge, twice the height of a man.
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Its weapons are boulders ripped from the earth and hurled with devastating
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force.
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VALKYRIES are beauteous blonde war maidens from the legions of Valhalla.
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Each of these ferocious females is endowed with two great magical gifts:
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first, the ability to stride the air as if it were solid ground; and,
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second, an enchanted spear, which, when thrown, returns to her hand of
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its own accord.
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The DJINNI is a magical being from another dimension, a plane of tempest
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and storm. In form he is a huge, superbly muscled man whose body is
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partly flesh and partly swirling currents of air. A cousin to the wind
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itself, the Djinni can raise a small tornado with a gesture and control
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it with a thought.
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The PHOENIX is a flaming bird of immense size and power. In battle it
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can explode into a seething mass of fire, scorching anyone on the
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perimeter of the blaze and burning severely any enemy unfortunate enough
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to be caught near the incandescent core. Not only is the Phoenix
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unscathed by its fiery metamorphosis, it cannot be harmed by any attack
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known.
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The KNIGHTS are foot soldiers armed and armored against foes far larger
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than themselves. Although they cannont withstand more than one blow from
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many of their enemies, they need not be mere cannon (or dragon) fodder.
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Provided they are swift and clever, their speed of attack gives them a
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chance to survive and triumph.
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DARK SIDE
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---------
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The equal of the old Wizard only in power, the eternally young and ever
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beautiful SORCERESS is his counterpart in all ways. Her lightning bolts
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are swifter and surer than his fireballs, if a shade less potent. Fierce
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in battle but safest on the black power point, she is most often used to
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cast the seven spells.
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The BASILISK is a small, crested reptile with the scaly body of a lizard
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and the bulbous, glowing eyes of a gorgon. Although it is relatively
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shortlived, the beast's quick movements and deadly glance make it a
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terrifying opponent.
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The MANTICORE resembles a large golden lion with a human face and a scorpion's
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thorny tail. This nasty appendage bristles with great quills like spikes,
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which the fell beast can fling over its head with surprising accuracy.
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A dweller in caves and dark places, the misshapen TROLL is a shambling giant,
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dull but strong, clumsy but hard to slay. Like the Golem, it carriers
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no ready-made weapons; instead, it seizes boulders, tree trunks--whatever
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comes to hand--and catapults the massive objects at its enemies.
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The SHAPESHIFTER is a doppleganger, a demonic creature without true shape
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or form, save what it steals from enemies. In battle it becomes the mirror
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image of its opponent, strongest on squares where its enemy is weakest,
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turning the enemy's powers against itself. It has no fixed lifespan: all
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wounds that do not prove fatal will heal as soon as it assumes a new form.
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The DRAGON, a monstrous, serpentine reptile, is without peer in the combat
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arena. One gout of its flaming breath will kill many creatures, and a
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second blast is almost always fatal. Highly mobile and very difficult to
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slay, its awesome powers make it second in value only to the Sorceress.
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The BANSHEE is an undead spirit that feeds off the souls of her opponents,
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a ghostly apparition that attacks with her keening wail, draining the life
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from anyone in range of the sound (the shaded area around her). Prolonged
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exposure to the terrifying shriek can be fatal.
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GOBLINS are hideous dwarves, twisted of limb and misshapen of feature,
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unfriendly and often violent. Their mutal antagonism is kept in check only
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by the powers of the Sorceress. On dark ground their gnarled clubs are more
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than a match for the swords of the Knights, and if well-directed they can
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bring down the most potent of enemies.
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QUICK REFERENCE
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LIGHT SIDE:
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#=Number on Side
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Creature-Movemnt-Speed-Atck.Mode-Atck.Force-Atck.Speed-Atck.Interval-Lifespan-#
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Wizard-Teleport 3-Normal-Fireball-Great-Medium-Average-Average-1
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Unicorn-Ground 4-Normal-Energy bolt-Moderate-Fast-Short-Average-2
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Archer-Ground 3-Normal-Arrow-Minor-Medium-Average-Short-2
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Golem-Ground 3-Slow-Boulder-Great-Slow-Long-Long-2
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Valkyrie-Fly 3-Normal-Magic spear-Moderate-Slow-Average-Average-2
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Djinni-Fly 4-Normal-Whirlwind-Moderate-Medium-Average-Long-1
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Phoenix-Fly 5-Normal-Fiery explosion-Great-Slow-Long-Long-1
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Knight-Ground 3-Normal-Sword-Minor-Instant-Very Short-Short-7
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DARK SIDE
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Sorceress-Teleport 3-Normal-Lightning bolt-Moderate-Fast-Average-Average-1
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Basilisk-Ground 3-Normal-Eye beam-Great-Fast-Short-Short-2
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Manticore-Ground 3-Normal-Tail Spikes-Minor-Slow-Average-Average2
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Troll-Ground 3-Slow-Boulder-Great-Slow-Long-Long-2
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Shapeshifter-Fly 5-Varies-Varies-Varies-Varies-Varies-Unknown-1
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Dragon-Fly 4-Normal-Fiery breath-Very great-Medium-Long-Very Long-1
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Banshee-Fly 3-Normal-Scream-Moderate-Instant-Long-Average-2
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Goblin-Ground 3-Normal-Club-Minor-Instant-Very short-Short-7
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THIS SOFT-DOC WRITTEN BY: [THE DOC] ON [AUGUST 26, 1984]
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SUPPLIED BY: [DEXTER X]
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ENJOY THE GAME AND DON'T REMOVE THE CREDITS, SINCE THIS SOFT-DOC TOOK ME
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SEVERAL HOURS OF VAULABLE TIME. [DEDICATED A WHOLE SATURDAY NIGHT FOR THIS]
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APPLE MANOR...........[716] 654-POOF! THE SPECTRUM............[213] 202-7146
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THE POSSESSION........[301] 356-5895 THE SOUTH POLE..........[312] 677-7140
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THE CURSE.............[612] 920-3576 ADVENTURER'S TAVERN.....[714] 538-3103
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THE SPECTRUM ELITE ROX!
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-------------------------------------------------------------------------------
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Electronic Arts (tm) [415] 571-7171 [*] 1984 The Doc [K] 1984 The Burglar
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