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SKYFOX Help Screen (Electronic Arts)
Computer Commands
(ESC) Help
(T) Tactical Display
(I), (J), (K) or (M) Move Cursor
(A) Autopilot
(S) Score
(R) Installation report
Plane Controls
(BUTTON 0) Fire button
(BUTTON 1) Thrust
Both Autopilot
(SPACE) Switch scanner
(G) Guided missile
(H) Heat seeker
(0-9) Select speed
(A) Autopilot
(C) Computer

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__________________________________________
| ____________ ______________________ |
|| | | | | Soft-Docs
|| <APG> | | Star League || | |
|| <Soft-Doc> | | Baseball \/ | [ By
||____________| |______________________| |
| |
| ooooo | :::::::
| ooooooo | :: ::
| Atlantic ooooooooo Pirae's | :::::::
| ooooooo | :: ::
| ooooo | :: :: andom
| |
| Guild |
| |
| o | :::::::
| ooo | :: ::
| ooo | :::::::
| ooo | :: ::
| o | :: :: ccess
|_________________v_______v________________|
CALL HARDWARE CONNECTION 201-428-0726
10 MEGS/24HOURS/7 DAYS A WEEK/300-1200
Welcome to Gamestar Stadium
---------------------------
Congratulations. You're in the midle of a tight pennant race
and momentum is on your side. But everone's out to beat you,
especially the hard-hitting computer tem. So if you want to win the
pennant, please read this official progam. When the right
combination of pitching, hitting and stategy, you may even become a
Star Leaguer! Have Fun.
The Scouting Report
-------------------
You get to choose your starting pitchr in Star League
Baseball, as well as bring in a relieve. Here's the latest scouting
report:
"Heat" Muldoon -- Overwhelming fast bal.
Good screwball and slder.
Tendency to miss the trike zone when he goes for
the corners.
Tires quickly if fastball used too often.
"Curves" Cassidy -- Great curve ball an incredible sinker.
Excellent control ad good stamina.
Clearly the most baanced pitcher in the league.
"Knuckles" Flanagan -- "Liveliest" knucleball this side of the
Rockies.
Good control andstamina.
Only used for shrt-term relief work.
Pre-Game Cerimonies
-------------------
1. Press the '1' key on the computr console to choose between
playing a GAME or taking BATTIN PRACTICE.
2. Press the '2' key to select beteen a 1 PLAYER or 2 PLAYER
game.
3. Press '3' key to go to the NEXTMENU or PLAY BALL when you
choose the BATTING PRACTICE opton. If you take BATTING
PRACTICE, you will face "Heat" uldoon in a series of random
pitches until you press the '1'key.
4. To Re-Start a game press CONTRO-RESET
5. If you choose to play a GAME, anew menu will come up when
you press '3':
1 HOME CURVES-LIERS
2 VSTR HEAT-SLUGERS
3 PLAY BALL
6. The HOME team uses the 1 key toselect its starting team and
pitcher. The LINERS hit for aveage; the SLUGGERS hit for the
fences
7. The VISITOR team uses the 2 keyto select its starting team
and pitcher.
8. Both teams can have the same cobinations if you choose.
When playing solo against the cmputer, the scoreboard and
menus will read COMP in place o HOME
9. When both teams have made theirselections, press the 3 key
to PLAY BALL!
Play Ball
---------
As in real baseball, your goal in tar League Baseball is to
outscore your opponent in 9 innings (exra innings if necessary). If
you beat the computer team, consider yorself a Star Leaguer!
Pitching & Holding Runners
--------------------------
1. Each half inning begins with th pitcher starting in the
PITCHING MODE. This mode allowsyou to pitch to the batter
and is indicated when the pitchr bends over to look for a
"sign" from the catcher.
2. To designate a pitch press and old Button #0 on the
joystick. The pitcher will mov upright, pause position.
3. Move the joystick to pitch:
High Sider
Medium (Bal) Slow
Slider ______________________________ Slider
| |
| |
| |
| |
| |
| |
Fast Ball | | Change-Up
| |
| |
| |
| |
| |
|______________________________|
Medium Slow
Screwball Low Srewball Screwball
(Bll)
"Heat"Muldoon
--------------------------------------------------------------------
High Cuve
Medium (Ball Slow
Curve ______________________________ Curve
| |
| |
| |
| |
| |
Medium | |
Fast Ball | | Change-Up
| |
| |
| |
| |
| |
|______________________________|
Medium Slow
Sinker Low inker Sinker
(Bll)
"Curve" Cassidy
--------------------------------------------------------------------
High Knckler
(Ball Slow
Knuckler ______________________________ Curve
| |
| |
| |
| |
| |
| |
Fast Ball | | Change-Up
| |
| |
| |
| |
| |
|______________________________|
Slow
Knuckler Low nuckler Sinker
(Bll)
"Knuckle" Flanagan
4. To get out of PITCHING MODE to ick off a runner, just
RELEASE Button #0 BEFORE movingthe joystick. You can then
throw to any base as follows:
3rdBase
______________________________
| |
| |
| |
| |
| |
| |
Home | | 2nd Base
| |
| |
| |
| |
| |
|______________________________|
1stBase
5. Press button #0 TWICE to returnthe ball to the pitcher from
any player. Press Button #0 TWCE again to go back into
PITCHING MODE. The pitcher willnow bend over and look to the
catcher for a sign. YOU MUST BEIN THE PITCHING MODE FOR A
NEW BATTER TO COME UP AFTER A HT OR AN OUT.
Batting
-------
1. Press an HOLD Button #0 on the oystick right BEFORE the
pitch is thrown to BUNT Releas the Button BEFORE the ball
reaches the plate to "take" the pitch - if you try to bunt
and miss, it's a strike.
2. Press the red button AFTER the itch is thrown to SWING AWAY
*Note*
The joystick is used for all functons when playing against the
computer. When playing against another erson, the joystick is used
for fielding and pitching only. Battin and base running are
controlled by the keyboard. Players shold alternate between keyboard
and joystick depending upon whom is at at.
KEY FUNCION
--- -------
X Swing
Z StopSwing
-> Run head
<- Run ack
Space StopRunner
Running
-------
1. Once the ball is hit fair, the atter automatically runs to
1st base.
2. To move him AHEAD, push and hol the joystick to the LEFT.
To STOP the runner on or betwee bases, return the joystick
to the CENTER position (just reease it).
3. If there are runners on base, yu control the LEAD runner;
the other runners will run autoatically if forced. As soon
as your LEAD runner scores or i put out, control QUICKLY
shifts to the next LEAD runner. Don't daydream or your new
LEAD runner may wander off baseand be tagged out.
Fielding
--------
1. After the ball is hit FOUL or aHOMERUN is hit, the ball is
returned to the catcher. You mst throw is back to the
pitcher (Press Button#0 twice) nd go into the PITCHING MODE
(Press button again TWICE to cotinue pitching.
2. When the ball is hit FAIR, the layer nearest the ball's PATH
becomes eligible to field it.
3. Use the joystick to move your eigible fielder to the ball.
4. A ball with a shadow is a FLY bll; a ball without a shadow
is a GROUNDER. FLY balls can b CAUGHT for an out; GROUNDERS
require you to take some actionto force an out (throw to
base, tag runner, etc.).
5. To catch a FLY ball, keep your ye on the ball's SHADOW. As
the ball descends. position you outfielder so he'll collide
with the ball's SHADOW. If youmiss the ball, move your
fielder to pick it up.
Throwing
--------
1. Press and RELEASE button #0 on he joystick controller to
DESIGNATE a throw.
2. Move the joystick to THROW to abase; press Button #0 again
to THROW to the pitcher.
3rdBase
______________________________
| |
| |
| |
| |
| |
| |
Home | | 2nd Base
| |
| |
| |
| |
| |
|______________________________|
1stBase
The positions on the joystick areset up just like the bases on
the screen - throwing from base to basewill soon be like second
nature to you.
3. If a runner tries to steal HOME you must MOVE your catcher
to TAG the runner coming home, If you don't MOVE your
catcher the runner will run by ou and score.
Scoring
-------
1 STRIKE - pitch that crosses homeplate between batter's
shoulders and knees. Three stries result in an out.
2 BALL - pitch that is high or lowour of strike zone. For balls
results in a walk
3 OUT - catching fly balls, strikig out batters and forcing
tagging runners results in an ou. There are three outs per
half-inning.
4 BATTING ORDER - visitors bat topof inning; home or computer
bats bottom of inning.
5 RUNS - score runs by moving runnrs around the bases and home.
Team ahead after 9 innings wins ame. If score is tied after
9 innings, extra innings will beplayed until one team wins.
HOME or COMP doesn't bat at the ottom of the 9th or extra
innings if it is ahead
As the game progresses, the starting pichers "tire" They'll begin to
lose thier "stuff" and/or start missingthe strike zone. Between the
7th and 8th innings there will be a 7thinning stretch, complete with
music. A menu will come up for you to hange pitchers. When both
teams have made thier selections press to re-start the game.
(>

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SmartBoot 1.1
-------------
(C)opyright 1989 Zonker Programming
FREEWARE -- This program is in the public domain. It may not be sold, but
must include the copyright notice if uploaded to any
information service or BBS.
Author: Steven Weyhrich
Zonker Programming
2715 N. 112th St.
Omaha, NE 68164
Required: Runs on any Apple II with a 65c02 or 65816 processor (//c,
IIc+, enhanced //e, or IIgs).
UniDisk 3.5, Apple Disk 3.5, or Smartport/SCSI hard disk (such
as Chinook)
Recommended: Program Selector (such as ProSel, Davex, ECP, Squirt, or
EasyDrive)
Files : SMARTBOOT.DOCS (you're reading it)
SMARTBOOT (the full featured version)
SMARTBOOT.TINY (the tiny version, less than 256 bytes)
SB.INSTALL (Applesoft program to install SMARTBOOT or
SMARTBOOT.TINY)
(For best appreciation of the following discussion, it is recommended that
you as a potential user of SMARTBOOT read the books that came with your
Apple to gain a background understanding of the various ways to "boot" a
disk.)
PURPOSE
-------
Allows an Apple II family computer to boot ProDOS 8 on a disk device
other than the ordinary default one. This is helpful when it is
inconvenient or impossible to switch the position of disk controller cards
to change the boot disk drive. In addition, SMARTBOOT will boot to ANY
device on a Smartport chain (not just the first one).
SMARTBOOT is MOST useful for a computer like the IIc+ where there is one
internal Apple 3.5 drive and a hard disk (such as the superb Chinook
CT-20c). That configuration is limited to booting from the internal Apple
3.5 drive, since that drive comes first in the slot 5 SmartPort chain. With
SMARTBOOT, you can boot from the hard disk rather than the internal 3.5
disk.
On the //c (my computer), SMARTBOOT is also useful because it will wait
for the secondary boot disk to come online. I can turn on my computer AND
my Chinook CT-20c hard disk at the same time, and SMARTBOOT will not try to
boot the hard disk until it is ready.
On a IIgs, SMARTBOOT is only good for booting ProDOS 8 from a disk other
than the first in a Smartport chain. Since most IIgs users are heavily into
ProDOS 16 or GS/OS, I doubt there will be much demand for this program from
them; however, the program has been tested and will work on a IIgs.
SMARTBOOT does not, unfortunately, work for GS/OS, the more sophisticated
operating system for the IIgs, because of that its insistence on booting
only from drive 1 on a slot.
GLOSSARY (for those experienced users, skip down to the next section)
--------
ProDOS 8 -- the disk operating system for 8-bit Apple computers
Firmware -- built-in software that is present at all times in a
computer; usually controls the hardware attached to
the computer
Slots -- connectors in the //e, ][+, or IIgs into which cards
can be plugged that allow control of various devices,
including disk drives, printers, and modems. In the
//c or IIc+, these slots are simulated by the
firmware.
Smartport -- the name Apple gave to the built-in software that
controls any disk device (except for 5.25 drives)
plugged into the disk port on the back of the //c,
IIc+, or IIgs
Chaining -- attaching several disks to the same disk port by
plugging one into another
Booting -- the process of starting up a disk operating system by
reading progressively larger segments off of a disk
into memory, until the entire system is loaded
Primary Boot Disk -- the disk usually used to startup the ProDOS 8 disk
operating system; on a //c or IIc+, this would be the
internal disk drive
Secondary Boot Disk -- the disk to which SMARTBOOT transfers control for the
actual boot process. Like any ordinary ProDOS boot
disk, it must have in the main directory the file
PRODOS (the true one, not a renamed SMARTBOOT as goes
on the Primary Boot Disk) and at least one SYS file
whose name ends in ".SYSTEM" (such as BASIC.SYSTEM).
Unit -- the disk device at a particular position on a
Smartport chain. The first disk device is Unit #1,
and so on. On the IIc+, the internal 3.5 drive is
Unit #1 on the Slot 5 Smartport.
Mirrored Disks -- disks that appear to be in a slot other than the one
they are physically plugged in to. This is necessary
when there are more than two devices attached to a
slot, as ProDOS 8 can only understand two per slot.
In these cases, the third and fourth are "mirrored"
to an unused slot, usually slot 2.
Volume Name -- a unique name given to a disk by ProDOS, allowing it
to tell the difference between disks. It is given a
name that is preceded by "/" (such as /MYDISK).
Device Name -- a name given to specific devices on a Smartport chain
Block 0 -- the first block on any disk; for ProDOS disks, this
contains a short program that looks for the file
PRODOS, loads it, and transfers control to it (see
"Booting")
WHAT IT DOES
------------
Let's take the examples of two Apple systems:
SYSTEM A: a fully loaded Apple //c with (ProDOS Disk Name)
Slot 4 = Ramdisk, 1 Meg (/RAM4 )
Slot 5, Unit 1 = UniDisk 3.5 #1 (/DISK.A)
Unit 2 = UniDisk 3.5 #2 (/DISK.B)
Unit 3 = UniDisk 3.5 #3 (/DISK.C)
Unit 4 = Chinook CT-20c hard drive (/CT )
Slot 6, Drive 1 = Internal 5.25 drive (/DISK.D)
SYSTEM B: a minimally loaded Apple IIc+ with
Slot 5, Unit 1 = Internal 3.5 drive (/DISK.E)
Unit 2 = Chinook CT-20c hard drive (/CT2 )
With this setup, an ONLINE call to ProDOS will return the following:
SYSTEM A:
Slot 6, Drive 1 = (/DISK.D) Internal 5.25 drive
Slot 5, Drive 1 = (/DISK.A) UniDisk 3.5 #1
Slot 5, Drive 2 = (/DISK.B) UniDisk 3.5 #2
Slot 4, Drive 1 = (/RAM4 ) Ramdisk
Slot 2, Drive 1 = (/DISK.C) UniDisk 3.5 #3 (mirrored to this slot by ProDOS)
Slot 2, Drive 2 = (/CT ) Chinook CT-20c (mirrored to this slot by ProDOS)
SYSTEM B:
Slot 5, Drive 1 = (/DISK.E) Internal 3.5 drive
Slot 5, Drive 2 = (/CT2 ) Chinook CT-20c hard drive
Ordinarily, if you turned the computer on with ProDOS disks in all drives
it would boot the 5.25 internal disk on System A, and the 3.5 internal disk
on System B. If you removed the disk from the internal drive on System A,
the computer would automatically try the first device in slot 5 (the UniDisk
3.5 #1, /DISK.A in this case). You would NOT be able to boot directly to
the hard disk on either system.
Enter SMARTBOOT. Run the Basic program SB.INSTALL, and follow the
instructions to install SMARTBOOT or SMARTBOOT.TINY. If you selected the
Slot 5, Unit 4 device as the Secondary Boot Disk for System A, or the Slot
5, Unit 2 device as the Secondary Boot Disk for System B, you would be able
to boot almost immediately to the hard disk when starting up the computer at
power-on, or when restarting by pressing Control-Open-Apple-RESET.
PROGRAM DESCRIPTION
-------------------
SMARTBOOT (SYS file)
This is the full-featured version of the program. It replaces the file
PRODOS on the Primary Boot Disk. When executed, it transfers control to the
slot and unit numbers specified at relative bytes 7 and 8 in the file.
If the slot contains a Disk II controller card, it will ignore the unit
number and simply boot drive 1 on that card.
If the slot contains a Smartport card (such as slot 5 on the //c, IIc+,
and IIgs), it will check to see if the disk device is online. If there is
an error, it will continue checking that device until it IS online. For
instance, if the selected device is a 3.5 disk drive, it will wait until a
disk has been inserted. If the selected device is the Chinook CT-20c hard
disk, SMARTBOOT will continue checking until the "NO DEVICE CONNECTED" (28
hex) error is gone (that is, until the drive has come up to speed and is
ready to use.)
If the disk device is not ready to boot, the error message returned by
the Smartport firmware is displayed. (The other bytes displayed refer to
the place in the program where the Smartport call was made, and is primarily
for error checking purposes.) A "clock" will be displayed that advances
approximately once per second until the Secondary Boot Disk is ready.
If you manually patched the slot and unit numbers into SMARTBOOT (see
"HOW TO USE SMARTBOOT" below) and selected a slot and/or unit that does not
contain a disk device, an error messages is displayed and the program halts
with a "*" prompt and a cursor. From there you can switch to an ordinary
boot disk and try again (and reconfigure your SMARTBOOT program to select a
slot that really contains a disk device).
SMARTBOOT.TINY (BIN file)
This is the brief version that is loaded from Block 0 of the Primary Boot
Disk. (It is less then 256 bytes long, so will load properly even from a
5.25 disk.) It does not do as much error checking as regular SMARTBOOT, and
will fail with almost any ordinary error that would cause a "Check Disk
Drive" error on a //c. It is not sophisticated enough to wait for a hard
disk to come up to speed (as SMARTBOOT will). If you don't need all the
error checking, or don't want to replace the file PRODOS on the Primary Boot
Disk, this is the version you should use.
SB.INSTALL (BAS file)
This is an Applesoft program that installs either of the two above
programs, and makes a small alteration to Block 0 on the Secondary Boot Disk
to ensure that the boot will work for Units 3 or 4 on a Smartport. This
patch should not affect ordinary booting; however, should there be a reason
that it needs to be removed, SB.INSTALL will remove the patch and restore
the original code (as any good patch program should -- thanks for teaching
that to me, John Link!) The patch to Block 0 DOES take into account the two
different versions of the Block 0 boot code for ProDOS that exist.
HOW TO INSTALL SMARTBOOT
------------------------
The Applesoft program, SB.INSTALL, expects to find itself running from
the Primary Boot Disk. That disk can contain any files you wish it to, but
must also contain SB.INSTALL and either SMARTBOOT or SMARTBOOT.TINY. These
files must not be in a subdirectory.
Use FILER or the Apple System Utilities Disk to transfer the files
SB.INSTALL and either SMARTBOOT or SMARTBOOT.TINY to the Primary Boot Disk.
If installing SMARTBOOT, you must manually change the name of the program
to PRODOS. To do this, launch BASIC.SYSTEM and at the "]" prompt insert the
Primary Boot Disk. If PRODOS already exists on this disk, type
DELETE PRODOS
or
RENAME PRODOS,PRODOS.OLD
Then, type
RENAME SMARTBOOT,PRODOS
If installing SMARTBOOT.TINY, just make sure that PRODOS is either absent
from the disk or is the true PRODOS (and not a renamed SMARTBOOT).
Start the SB.INSTALL program by typing
RUN SB.INSTALL
and follow the prompts. You will need to have ProDOS disks in all online
disk devices in order for the program to properly identify the disks in the
Smartport devices.
HOW TO USE SMARTBOOT
--------------------
SMARTBOOT.TINY can be used only by booting through a power-on (cold
boot), by Control-Open-Apple-RESET (warm boot), or from Basic by PR#6 (if
slot 6 drive 1 holds the Primary Boot Disk.)
SMARTBOOT can be used the same way, plus can be invoked from Basic by
typing
-PRODOS
It can also be started from various program selectors:
PROSEL (by Glen Bredon)
Set up your menu entry like this:
Screen title: SmartBoot (or whatever)
Prefix: /PRIMARY (use your Primary Boot Disk name)
Pathname: PRODOS
Startup: <empty -- but see below>
SMARTBOOT will support the ProDOS convention for accepting a startup
string. If the startup position above contains the slot and unit numbers,
SMARTBOOT will replace the default values set by SB.INSTALL and use the new
numbers to do its booting. This would allow you to boot to several
different devices on a Smartport chain with the same SMARTBOOT file
(renamed, or course, as PRODOS). For example, to boot to Slot 5, Unit 3:
Screen title: SmartBoot
Prefix: /PRIMARY
Pathname: PRODOS
Startup: 53
Be sure if you want to do this for Unit 3 or 4 on a Smartport chain that
you have a patched Block 0 on the disks in those drives. This could be done
with SB.INSTALL; just run it once for each drive you want to patch,
finishing with your usual Secondary Boot Drive. Also, you can do this with
BLOCK.WARDEN by reading Block 0 off a patched disk and writing it to a
non-patched disk.
Also notice that you may use BLOCK.WARDEN to change the startup slot and
unit in SMARTBOOT (renamed as PRODOS, you recall) just as it can change a
startup file name. (See BLOCK.WARDEN documentation for details.)
DAVEX (by Dave Lyons) / ECP-8 (by Don Elton)
SMARTBOOT can be started from DAVEX by typing:
/PRIMARY/PRODOS 53
at the prompt to boot the disk in slot 5, unit 3. I am not as familiar
with ECP-8, but it should work the same from that ProDOS 8 shell program.
FOR THOSE INTERESTED...
-----------------------
After running SB.INSTALL , even if you don't actually install anything,
exit to Basic by selecting [3] from the main menu. Then type
GOTO 20000
and you will see the full list of disk devices that are online when
SB.INSTALL was run. "S" refers to Slot, "D" to Drive, "T" to the true
(actual) slot, and "U" to Unit. "Dev" refers to the ProDOS device code.
FINAL COMMENTS
--------------
If you downloaded this file from GEnie, it should be bug- and virus-free.
If you got it from any other info service or BBS, there is a chance that it
could have picked up a virus somewhere. If there is any doubt, as usual for
downloaded software, MAKE SURE YOU HAVE A BACKUP before you commit your
disks to it. As mentioned above, SB.INSTALL does do writing to Block 0 of
the Secondary Boot Disk (and to the Primary Boot Disk if using
SMARTBOOT.TINY). If that makes you nervous, make a backup before you commit
yourself to using SMARTBOOT.
This program is FREEWARE. If you have any problems or suggestions for
improvements, send me E-mail on GEnie (S.WEYHRICH) or directly to the
address below.
Steven Weyhrich
Zonker Programming
2715 N. 112th St.
Omaha, NE 68164
GEnie Mail: S.WEYHRICH

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---------------------------------------
Snoopy to the Rescue
---------------------------------------
(c) 1984 by Random House, Inc.
---------------------------------------
An Apple Mafia
Presentation
Cracked By:
Creative Cracker
and
High Technology
Call:
Sherwood Forest ][
[914][359][1517]
Sherwood Forest ///
(914) 352 - 6543
---------------------------------------
The Game:
=========
Woodstock is missing! Snoopy, the Super Sleuth, knows who's
responsible. The feline fiend, Professor Morehairy, has kidnapped
Woodstock.
Can the Super Sleuth rescue Woodstock from Morehairy's castle of
danger? Can he escape from the traps and treacherous robots lurking
in every room? Read on and become part of Snoopy's spell-binding tale
of mystery!
<< THE CONNECTION >> is an action-packed, two-sided adventure game.
There are six challenging levels to play on each side of the disk.
Help Snoopy climb to the top of the castle on Side 1. Help him try to
capture Morehairy on Side 2. You can begin with either side. But
watch out! Side 2 is far more dangerous.
On every floor, challenges await you - flying carpets, magic lamps,
trap doors, moving floors and, of course, Morehairy's robot guards!
Warm Up:
========
To play SNOOPY TO THE RESCUE you need:
* an Apple ][+ or //e with 48k
* one Apple Disk Drive
* a monitor, (color monitor preferred)
* a joystick (recommended)
To begin playing either side, follow these steps:
* Make sure the computer is off and the monitor is on.
* Lift the disk drive door.
* Insert the disk. The side facing up is the side you will play.
* Close the disk drive door.
* Turn on the computer and the program loads.
________________________________
! !
! All players using an Apple //e !
! must keep the caps lock key !
! depressed at all times. !
!________________________________!
Ready, Set, Go!:
================
To guide Snoopy, you can use:
-JOYSTICK: Move the joystick in the direction you want Snoopy to go.
Press the lower button to make him jump.
-KEYBOARD: Press the left and right arrow keys to guide Snoopy. To
make him stop moving press the SPACE BAR. Press the Z key to make him
jump.
Be on the look out for trap doors and drop-away bridges. Magic lamps
shoot Snoopy to higher floors. Guide him carefully onto flying carpets
and moving floors or he'll fall off.
A Special Tip about Jumps:
==========================
When approahing a jump, guide Snoopy slowly and stop him when he
reaches the edge. Then make him jump. Completing some jumps requires
that a portion of Snoopy's foot hangs over the edge. Be careful and
look before he leaps!
Here's the Strategy...:
=======================
In order for Snoopy to escape safely from a level, he must:
* Select numbers from each of Morehairy's tricky number boxes to add
up to the level's challenge number.
* Pass by the robot guards and deactivate them with one of Morehairy's
magic keys.
* Avoid all other traps and snares.
Matching Morehairy's Challenge Number:
======================================
Morehairy has booby-trapped his castle. Each level has a challenge
number. Watch it appear at the top of your screen. Unless Snoopy
matches it, he cannot leave the level.
Along the game path are 5 boxes. In each box, numbers appear and
change. 1, 2, 3, 4.... Snoopy's mission is to reach each box and
choose a number from it. The chosen numbers must add up to the
challenge number above. If Snoopy fails to freeze a number from each
box or adds incorrectly, he must start the level over with one less
chance to save his friend.
_________________________________
! !
! The challenge number is at the !
! top, middle of the game screen. !
!_________________________________!
Freezing a number:
==================
-JOYSTICK: Position Snoopy over the box. When the number you want
appears, press the top button on the joystick. The number freezes.
-KEYBOARD: Use the arrow keys to guide Snoopy over a box. To stop
Snoopy at the box, press the SPACE BAR key. To freeze a number, press
the RETURN key.
Watch out for Green Robots:
===========================
If Snoopy runs into a green robot, he loses a turn and must begin the
level again. But if Snoopy reaches a magic key, the robot guard will
turn red temporarily. Snoopy can safely deactivate the robot when it
is red.
Count your Chances:
===================
Snoopy has only five chances in each game to climb to the top of or
escape from the castle. He gains an extra chance after completing
skill level one. You can keep track of how many chances he has left by
counting the small figures at the top left of the screen.
Be careful! Snoopy loses a chance every time he meets a green robot,
falls too far, slips into the moat, or fails to match Morehairy's
challenge number.
Practice Makes Perfect:
=======================
You can practice a level before you play it in a game. Begin play and
when the first level appears, press the CONTROL (CTRL) and N keys at
the same time. Keep pressing the keys until you reach the level you
want to pratice.
Success is.. Beginning Again:
=============================
What happens when you've completed all 6 levels on one side and Snoopy
has some chances left? You get to begin again, but the play is harder
and faster. The 6 levels on each side can be repeated as many as 4
times.
Special Features:
=================
Play ends when Snoopy runs out of chances or when you choose to end
the game. To end the game, press the SHIFT and * keys at the same
time.
The initials of the top 20 players can be added to the scoreboard
along with their scores and the number of levels completed. To erase
the scores, type 911 at the Score Frame.
-SOUND: You can play with or without sound. To play the entire game
without sound, type 911 at the Random House screen before you press
RETURN.
-PAUSE: To pause during play, press the ESC key. Press any key to
resume play.
-EARLY OUT: To end the game early, press the SHIFT and * keys at the
same time.
-PRACTICE LEVELS: Press the CONTROL (CTRL) key and the N key until you
reach the level you want to practice.
-FAILING TO EQUAL THE CHALLENGE NUMBER: If you realize you cannot
match the challenge number, press the CONTROL (CTRL) key and the Q key
at the same time. Snoopy loses a chance and begins the level over.

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SnowTerm
Version 2.05 16-Dec-90
Copyright 1990
By John F. Snow
Snow Software
Introduction
------------
SnowTerm is a communications program for the Apple IIGS computer.
Version 1 of SnowTerm was essentially just a VT100 terminal emulator.
In the documentation for version 1 of SnowTerm, I promised that SnowTerm
would be expanded to become a communications program. This release of
SnowTerm, version 2, is the first step towards fulfilling that
promise.
SnowTerm emulates the Digital Equipment (DEC) VT100 and VT52 terminals.
SnowTerm runs in the super high resolution graphics mode of the Apple
IIGS and uses the desktop user interface. SnowTerm uses the graphics
and color capabilities of the Apple IIGS to accurately emulate the VT100
terminal including bold and blinking character attributes, the line
drawing character set, and double high and double wide characters.
Although the VT100 implements a subset of the ANSI standard, the VT100
and SnowTerm do not implement the (so-called) ANSI color graphics used
by some IBM oriented bulletin boards.
SnowTerm is not free software and it is not in the public domain; it
is shareware. You may try it free for 10 days after which you must
either become a registered user or discontinue use of the software.
To become a registered user, send a check for $20 to:
Snow Software
PO Box 58621
Salt Lake City, UT 84158
In return, you will receive the latest version of SnowTerm on 3.5" disk,
a manual, and technical support via email. Orders outside of North
America please add $5 per copy for shipping. Due to the increased size
of the Apple IIGS system disk, the system disk is no longer shipped as
part of SnowTerm unless you specifically request it. Add $3 to receive
the Apple IIGS system disks (two 3.5" disks).
The SnowTerm disk includes a font editor that allows you to customize
the fonts used by SnowTerm. It also includes, by permission of the
authors, several public domain and shareware programs that complement
SnowTerm.
Once you are a registered user, you may download and use updated
versions of SnowTerm for no charge or you may order updated versions
for a minimal shipping and handling fee. Currently registered users
of SnowTerm may order an update from Snow Software. Several upgrade
options are available:
SnowTerm v2, manual, and latest IIGS System Disk ....... $10
SnowTerm v2, manual, no System Disk .................... $7
SnowTerm v2 disk only, no manual or System Disk ........ $3
SnowTerm v2 manual only, no software ................... $5
These prices are in US dollars and include all shipping and handling
charges for destinations in North America.
You may give a copy of SnowTerm to other users or post it on
electronic bulletin boards for other users to evaluate, as long as
this documentation is included. Distribution of SnowTerm without this
documentation and using SnowTerm after the 10 day trial period without
becoming a registered user are considered copyright violations.
System Requirements
-------------------
To run SnowTerm you must have an Apple IIGS computer with a minimum of
768K of system RAM. 1MB or more of RAM is recommended. A color RGB
monitor is also recommended. This version of SnowTerm will work with an
external modem connected to the built in GS Modem port, the GS Printer
port, or to a Super Serial card compatible interface plugged into one of
the slots. It also will work with internal modem cards that are Super
Serial card compatible.
This version of SnowTerm requires GS/OS version 3.0 or higher (GS
system disk version 5.0.2 or higher). It is recommended that you
obtain and use System Disk 5.0.3. Since SnowTerm uses resources, a new
feature of System Disk 5, SnowTerm will access the program disk more
often during the operation of the program. For this reason, it is
recommended that SnowTerm be used on systems with at least two disk
drives or a hard drive.
Installation
------------
WARNING: The SnowTerm executable file contains both a resource fork and
and a data fork. Many older copy utilities cannot copy such extended
files. Therefore, you should only copy SnowTerm with copy utilities
that you know work correctly with extended files, such as the System Disk
5.0.2 Finder. If the size of the SnowTerm file decreases when you copy
it, the copy utility you used did not copy the resource fork.
If you downloaded SnowTerm from a communication service or BBS system
then SnowTerm will be packed into a .BXY format file which must be
processed with ShrinkIt or ShrinkIt/GS.
After processing with ShrinkIt, there will be several files, one of
which is called SnowTerm.Single. This file must be processed further to
obtain the SnowTerm executable file. There are two methods that may be
used to process SnowTerm.Single. If you are using ShrinkIt/GS, you may
Open the SnowTerm.Single file just like any other archive file and
select the SnowTerm file that is packed in the archive and extract it.
If you are not using ShrinkIt/GS, then you must use the program
UNSINGLEST (which is included in the SnowTerm archive) to convert
SnowTerm.Single into an extended file. Make sure that UNSINGLEST and
SnowTerm.Single are in the same directory (folder). You can launch
UNSINGLEST with the Finder or other program launcher. You will need
about 200 free blocks on the disk in order to unpack SnowTerm.
Again I emphasize, DO NOT copy the SnowTerm executable file with a copy
utility that does not handle extended files.
Hardware Configuration
----------------------
Important: If you are using the built in modem or printer port, you must
use the Apple IIGS control panel to configure the port with the device
connected parameter set to "Modem". Currently the desk top Control
Panel does not allow you to set the device connected parameter. You
must do this from the "Classic" control panel.
You may also need to set the following serial port parameters using the
control panel.
Device Connected: Modem
Line Length: Unlimited
Delete first LF after CR: No
Add LF after CR: No
Echo: No
You may also need to set the DCD handshaking parameter and DSR/DTR
handshaking parameter as required by your modem. One of the main questions
about SnowTerm that I receive is that SnowTerm can't communicate with the
modem connected to the built in serial port. This is almost always caused
by incorrect settings of the DCD or DSR/DTR handshaking parameters.
Experiment with these settings to find the setting that works with your modem.
Remember that any change to the control panel settings will note take
effect until you reboot your computer.
If you are using a Super Serial card or compatible internal modem, you must
configure the card to enable interrupts. On the Super Serial card this
means that switch 6 of switch bank 2 must be in the on or up position.
You must also use the control panel to specify the "Your card" option for
the slot the card is plugged into. SnowTerm works only with cards plugged
into slot 1, 2, 6, or 7.
If your modem is Super Serial card compatible but does not contain a ROM
(such as the Epic Classic modems), SnowTerm will complain that it can't
find a SSC compatible card in the slot you specified. In this case,
click on the "Proceed" button and SnowTerm will assume that the modem is
ROMless.
The Hardware Configuration dialog also allows you to specify a driver for
your printer. SnowTerm uses the GS/OS device driver to communicate
with the printer. A list control in the hardware configuration dialog box
allows you to select which GS/OS device the printer is attached to. Device
drivers are listed by slot number and device type. Listed below are the more
common devices for printers.
No Printer No printer is to be used.
Printer Port Use the built in printer serial port.
Modem Port Use the built in modem serial port.
Generic Apple terminology for a general purpose serial interface
card plugged into a slot.
AT RPM Use the AppleTalk remote printer manager.
Be sure to choose No Printer if no printer is to be used. SnowTerm may
"freeze" up if you do not select the "No Printer" setting.
Several printer related features are controllable from the Hardware
Configuration dialog. The "Generate LF after CR" option controls
whether a line feed character is sent to the printer after each carriage
return. If you get double spacing on your printer, turn this option
off. If everything is printed on the same line, turn this option on.
The Line Length and Page Length option allow long lines to be wrapped
around and printed on the next line and allow the perforation between
sheets to be skipped. Setting either value to zero disables the
corresponding feature.
NOTE: When SnowTerm starts up, it assumes that the printer is currently
at the top of a page and at the left margin. If you want the printer
formatting options to work correctly, you can make sure this is true
by issuing a form feed character in the printer init string. However,
this does cause a page to be ejected from the printer every time
SnowTerm starts up.
The "Init every time" and "Init once" buttons specify when the printer
init string is sent to the printer, every time a print command is
executed or only once, when the SnowTerm first starts up. The "Init
every time" option is useful if you want to start each print job at the
top of a new page. Select "Init every time" and include a form feed
character in the printer init string.
The modem init string is sent to the modem when SnowTerm first starts
up.
The modem init string and the printer init string are "Control strings"
-- a general purpose feature of SnowTerm which allows the user to enter
an ASCII string with special sequences which specify control characters
to be embedded within the string. When you are entering strings in
dialog boxes, various control characters pressed on the keyboard perform
editing operations and thus cannot be used to directly specify
characters to be embedded in a string. Thus, a control character
language of sorts has been developed.
Control strings allow control characters to be specified by two
different means. Control characters can be specified by a two character
sequence consisting of a caret (^) followed by an upper case character
in the range @, A-Z, [, \, ], ^, and _.
For example, the sequence ^A would result in a control-A character ($01)
being embedded in the control string.
The second method of entering control characters will be quite familiar to
C language programmers because it is essentially the C escape sequence
method of specifying character values. A C escape sequence begins with a
back slash character (\). After the back slash there are several options
for specifying the desired character.
First, you may use one of several single character mnemonics. For example,
the \r sequence will generate a carriage return. SnowTerm recognizes the
following mnemonic characters, most of which are the same as defined by C:
\b backspace (BS) - hex 08
\e escape (ESC) - hex 1B
\f form feed (FF) - hex 0C
\l line feed (LF) - hex 0A
\n new line (NL) sequence (CR + LF) - hex 0D 0A
\r carriage return (CR) - hex 0D
\t horizontal tab (HT) - hex 09
\v vertical tab (VT) - hex 0B
\? DEL character - hex 7F
\\ back slash -- interpreted as a single back slash
\^ caret -- allows a caret to be included
Notice that a double back slash inserts one back slash character into
the string and a \^ combination will insert a caret character which would
otherwise be used to indicate a control character. For example, \^A
would generate a caret character followed by an A instead of inserting a
control-A.
Besides using a mnemonic character after the back slash, SnowTerm allows
octal, hexadecimal, or decimal numbers to be used to specify the ASCII
value of the control character (actually any ASCII value between 0 and 255
may be specified).
To specify the ASCII value with an octal number, a THREE digit octal
number must follow the back slash. C programmers take note that, unlike
C, you cannot specify the octal number with just one or two octal
digits, you must use exactly three. For example, the sequence \123
would specify the ASCII character 'S'.
To specify the ASCII value with a decimal number, precede the THREE
digit decimal number with a \d or \0d (both 'd' and 'D' are accepted).
The decimal number must be exactly three digits long. For example, the
sequence \d123 would specify the ASCII character '{'.
To specify the ASCII value with a hex number, you have two options.
First, the standard C method which is to precede the TWO digit hex
number with a \x or \0x (both 'x' and 'X' are accepted). The hex number
must be exactly two digits long. Optionally, you can precede the TWO
digit hex number with a \$. For example, the sequences \0X41, \x41 and
\$41 all specify the ASCII character 'A'.
Control strings may freely mix normal ASCII characters, caret prefixed
control characters, and C style escape sequences together in one string.
For example, the following sequence would set an ImageWriter II printer
into 15 cpi printing mode and slashed zeros mode.
^[q\eD\000\$01
This sequence is interpreted as ESC q ESC D CTRL-@ CTRL-A. For
illustration purposes, I used two methods of specifying the ESC character,
^[ and \e.
Note that when mixing ^ symbols and \ symbols, the order in which they
appear determine how they will be interpretted. For example, ^\ is
interpretted as control-\ while \^ is interpretted as ^. ^\\^ is
interpretted as control-\ ^.
NOTE: Any printable ASCII characters in the control string are sent with
the MSB cleared (low ASCII). The only way to specify high ASCII characters
is by using one of the numerical escape sequences with a value greater than
127.
Running SnowTerm
----------------
SnowTerm can be launched by the Finder or other program launcher.
Special Keys
------------
SnowTerm treats the numeric keypad of the Apple IIGS just like the
VT100 keypad. Thus, under some conditions, the keypad keys will send
escape sequences rather than the ASCII codes for the characters shown
on the keypad. This allows SnowTerm to work correctly with the VMS
operating system.
A break character can be sent using the Send Break menu command or its
key equivalent, command-B. Previous versions of SnowTerm sent a break
when option-B was pressed. This still works in version 2, but may
not work in future versions as the option keys get assigned to other
uses.
The DELETE key will send either a delete character (hex 7F) or a
backspace character (hex 08), depending on the selection made in the
terminal dialog box under the Setup menu. Holding down the option key
and pressing the DELETE key will send the other character (backspace
if the DELETE key normally sends the delete character).
SnowTerm files
--------------
REGFONT and SPECFONT are special font files for SnowTerm. These files
MUST always be in the same directory (folder) as the SnowTerm file.
These files must NOT be placed in the FONTS folder of the system disk.
If you use the Preferences command to save a defaults file, it will be
called ST.DEFAULTS and will be located in the same directory as the
SnowTerm file.
SnowTerm looks for a file called ST.DIALLIST in the directory where
the SnowTerm program is located. If it finds this file, it reads the
list of phone numbers stored in this file for use with the Dial command.
The ST.DIALLIST file is a ProDOS text file and can be created with any
text editor including AppleWorks. If you are using AppleWorks, you must
not save the file as an AppleWorks file. Instead, use the print command to
print the phone numbers to a text file.
The format of the file is one phone number per line. The name comes first
followed by the number with a colon (:) separating them. The name portion
is what appears in the Dial dialog box list and can be up to 16 characters
in length. The number portion can be up to 39 characters in length. A
maximum of 20 phone numbers can be defined in the file. The following is an
example of the contents of a ST.DIALLIST file that contains two phone numbers:
Work:5551212
A BBS system:18005559999
The first phone number defined in the phone list will be used as the initial
default phone number in the dial dialog.
VT100 emulation differences
---------------------------
The VT100 terminal emulation provided by SnowTerm differs from an actual
VT100 in the following ways:
SnowTerm does not support the 132 column mode of the VT100 due to lack
of graphics resolution. A future version will provide horizontal scrolling
to support 132 column mode.
SnowTerm does not transmit an ANSWERBACK message when CTRL-BREAK is pressed.
SnowTerm does not support the underline cursor mode. Only the block cursor
is supported at this time.
SnowTerm does not support the margin bell.
SnowTerm does not support the VT100's smooth scroll mode.
SnowTerm does not respond to any of the VT100's self test escape sequences.
SnowTerm cannot correctly combine the bold and blink character attributes
on the same character. Characters which have been assigned both the
bold and blink attributes will appear as either bold or blinking, but
not both. The user may select whether such characters appear as bold or
blink using the Terminal dialog box.
SnowTerm does not contain a UK character set. The REGFONT and SPECFONT file
contain only the US character set. Registered users also receive REGFONT.UK
and SPECFONT.UK which can be used instead of the normal fonts to provide a UK
character set. However, SnowTerm will not switch between the US and UK
character sets like the VT100 will.
Recording buffer
----------------
The recording buffer is a facility that allows received text to be
captured and then saved to disk, listed on the screen, or printed to the
printer. The 0% display on the left side of the menu bar indicates how
full the recording buffer is and whether it is currently capturing data or
not. If it is RED, data is being captured. If it is black, data is not
being captured.
The buffer preferences dialog allows you to specify features related to
the recording buffer. It is recommended that you ALWAYS use the "Filter
control chars" mode which prevents control characters from being
captured. Since the printer port and the list window both get very
upset by control characters, you should always leave the filtering on.
The "Expand tabs" mode will convert tab characters into enough space
characters to move to the next tab stop. It is recommended that this
mode be used as well.
If "Auto save" is on, the contents of the recording buffer will be
automatically saved to disk when the buffer becomes full. Normally,
this data is saved in a file called ST.CAPBUF in the same directory as
the SnowTerm file. You may change the path and file name for the
autosave file by using the "Set Autosave file..." command.
If "Auto save" is turned off and the buffer becomes full, recording will
be disabled.
The "Recording at start" control specifies whether the recording buffer
is on or off when SnowTerm first started.
The "% display on" and "% position" controls allow control over buffer
status display in the menu bar. You can turn it on and off and position
it within the menu bar. The position is relative to the right edge of
the menu bar.
The scroll bar allows you adjust the size of the recording buffer. Note
that you may set a size that can't be allocated due to memory
fragmentation. In this case, SnowTerm will not resize the recording
buffer.
When listing the recording buffer to the screen, a Text Edit control is
used. This allows rapid scrolling through the data, but also uses lots
of memory because the Text Edit control keeps its own copy of the
recording buffer. If there is insufficient memory to create the Text Edit
control, you may need to reduce the size of the recording buffer.
You may edit the text in the Text Edit control, however any editing done
is not reflected back to the actual recording buffer contents. If you
cut or copy data from the Text Edit control, it will be placed in the
system clipboard and can be read by other programs such as AppleWorks
GS. A Select All commmand in the Edit menu makes it easier to copy all
of the text in a window into the clipboard.
Any font may be used to display the text in the Text Edit control.
However, you may want to use a fixed width font rather than a
proportional font. Since most computer terminals use fixed width fonts,
most screens and listings produced by computers don't look right when
viewed with a proportional font. The Monaco and Courier fonts are two
fixed width fonts that work well in a Text Edit control. If find the
Monaco font more readable and have made it the default font. You are
free to choose whatever font you want to use by using the "Choose Font"
button in the Buffer Preferences dialog box.
Sending Files
-------------
Currently SnowTerm can only send text files and receive text files (using
the recording buffer facility). XMODEM and other protocols will be
added in future releases.
After choosing a file to be sent, a "Text File Send Options" dialog box
allows you to set several options. The Prompt Char option allows you to
specify a single character that SnowTerm will look for before sending
the next line. This prompt character is useful when uploading text to
an editor on the remote machine. This allows the file transfer to be
paced by the receiving machine so that the next line is not sent before
the receiving machine is ready for it.
The prompt character is entered as a SnowTerm control string. Thus, you
may directly enter an ASCII character or may use one of the control string
escape sequences to enter any ASCII value from 0 to 255. Note that if the
control string you enter evaluates to more than one ASCII character, only
the first character is used as the prompt character.
If you are uploading to an editor that does not issue a prompt character
but does echo the text back, you can use a carriage return as the prompt
character and SnowTerm will wait until the remote computer finishes echoing
the line before sending the next line. I have found that some screen
oriented editors, like LSE on VAX computers, do not issue a carriage return
to move the cursor to the next line. Instead they send an escape sequence.
I've found that setting the prompt character to ESC (^[ or \e) works very
well with such editors.
The Character Delay and Line Delay options allow you to specify a delay
to be inserted between characters and lines so that text is not sent
faster than the receiving machine can accept it. These delays are
specified as numbers from 0 (no delay) to 9 (max delay).
The "Add SP to blank lines" option will add a space character to any
blank line. Since some message editors on remote machines detect that
you are finished entering text by the presence of a blank line, this
option allows blank lines to be uploading without erroneously ending the
upload.
You may abort the sending of a text file by pressing the command key (open
Apple) and the period key ('.') simultaneously. You can tell if a file is
still being transferred because the File menu will be highlighted in the
menu bar during the file transfer. A "peep" will announce the successful
completion of a text file transfer.
While a text file is being transferred, any characters received through
the serial port will be displayed on the SnowTerm terminal screen. This
allows you to watch the progress of the text file transfer if the remote
computer is echoing the text back. If you have recording buffer enabled
when you start sending a text file, recording is turned off while the
file is transferred and turned back on when the transfer has been
completed.
Listing and Printing Text Files
-------------------------------
SnowTerm v2 contains commands to list and print text files. The list
facility uses a Text Edit control just like the List Buffer command.
All of the restrictions that apply to the List Buffer Text Edit control
apply to the List File Text Edit Control. The same font is used.
The Open command in the file menu is used to list the contents of a
file. Only one file may be listed at a time. If a file listing window
is open when you select the Open command, the current window will
be closed.
You may also print a text file to the printer.
The use of Text Edit controls will be expanded in future versions of
SnowTerm to provide file editing, multiple file windows, etc.
Echo Received Characters to Printer
-----------------------------------
Received characters can be echoed to the printer. All control
characters will be filtered. This features follows the printer options
supplied in the Hardware Configuration dialog box. It also follows the
"Expand Tabs" option in the Buffer Preferences dialog box to expand tab
characters into spaces if the option is set.
Reset commands
--------------
SnowTerm provides two different reset commands. One resets the serial
port and the other resets the terminal emulation. Both of these are
provided mainly to recover from line noise which may cause problems with
either the terminal emulation or the serial port.
One common error mode occurs when line noise causes the receipt of a
XOFF handshaking character when the remote computer did not send an XOFF
character. The XOFF character will prevent any further transmissions
from your computer to the host computer until the host sends a XON.
Since the remote computer didn't send the XOFF, it won't send a XON.
So there you sit, pressing keys and nothing happens. If you have a
modem with transmit and receive lights, you will notice that pressing a
key does not cause the transmit light to turn on.
The reset serial port command was made to solve this problem. It will
reset the serial port software so that it no longer knows that a XOFF
was received.
Another common failure mode is the erroneous receipt of the control character
which switches the VT100 emulation into special graphics mode. All
lower case characters received are displayed in special graphics mode.
The reset terminal emulation command will reset the VT100 emulation to
its normal state and solve this problem.
New Preferences
---------------
Version 2 has two new controls in the Preferences dialog. The first,
Confirm Quit, specifies whether or not an Alert box will pop up to ask
you to confirm that you really want to quit.
The second new control, Std Colors for NDAs, allows control over a new
feature which will change the screen colors to the standard desktop
colors whenever a NDA is the top window on the screen.
----------------------
Snow Software electronic mail addresses:
GEnie: J.SNOW2 Compuserve: 71550,1152
MCImail: 321-3461 America Online: JohnSnow
UUCP: ..!uunet!utah-cs!esunix!jsnow
INET: esunix!jsnow@cs.utah.edu
Revision History
Version 2.00
------------
Initial release of version SnowTerm v2.
Version 2.01
------------
Fixed a bug that caused the desktop colors to not change to the standard
colors when a NDA was moved and activated.
Changed the hardware dialog box to select printers by GS/OS character
device names rather than by slot number.
Version 2.02
------------
Fixed a bug that caused the Recording On/Off to be in the wrong state if
"Recording at Start" option was selected.
Version 2.03
------------
Fixed serveral bugs dealing with serial port initialization. First, the
modem init string was being sent to the modem before the baud rate specified
in the defaults file was set. SnowTerm now correctly sets the serial port
parameters before sending the modem init string. The "Reset Serial Port"
command was resetting the serial port but not restoring the serial port
parameters specified by the defaults file.
The modem init string has been expanded from a maximum of 14 characters to
a maximum of 39 characters.
The control character filter for the capture buffer and the printer echo
has been improved so that entire escape sequences are now filtered out. If
the control character filter is turned on, all characters of any recognized
escape sequence will be filtered. The recognized escape sequences will vary
with the type of terminal being emulated (i.e. the VT52 emulation will not
filter VT100 escape sequences). In addition, if the terminal wrap around
mode is enabled, a carriage return is inserted into the capture buffer and/or
sent to the printer when the terminal emulation wraps around to the next line.
Version 2.04
------------
When SnowTerm was in half duplex mode, a keypress that generated an escape
sequence was incorrectly echoed to the screen. Only the first character
of the escape sequence (the ESC character) was being echoed.
Version 2.05
------------
Fixed a bug which would sometimes cause SnowTerm to freeze. It would also
cause other programs that would access the serial port to freeze after
SnowTerm was run. This problem was happened more often if the Super Serial
card driver was used.

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@@ -0,0 +1,332 @@
-----------
SOLO FLIGHT
-----------
Cracked by:
The Wombat / The Gonif / Dr. Micro
[THE PPG]
Doc file by The Wombat
IMPORTANT READ CAREFULLY
------------------------
After completing your first landing since loading the game, you will
be asked to enter a landing fee credit code (an attempt at piracy
protection). To determine the correct response, read the account #
displayed by the computer when it asks for authorization code. Then go
to the authorization code table (found at the end of the doc file) and
locate the account # given by the computer. Located directly beneath
the account # is the authorization code response. Type the
authorization code into the computer and press 'return'.
OPTIONS
-------
Use the 1 key to select practice FLYING or the MAIL PILOT game. The 1
key also selects which of three states you wish to fly in. (Kansas,
Washingto, or Colorado). Use the 2 key to choose dificulty level.
During flying practice you may select clear weather (for touch and go
practice in the local area), landing practice (places the aircraft on
short final for landing), windy conditions, or ifr (instrument flight
rules-low clouds). When playing then mail run game, you may select
from the student pilot, private pilot, senior pilot, or command pilot
dificulty levels. Press 3 to continue.
BASIC FLYING
------------
Two controls are used for the most basic flying - the control stick or
yoke & the throttle. The joystick (yoke) changes the altitude and
direction of your aircraft; the throttle affects your speed. Use the
joystick to make your plane turn, climb and dive. Holding the stick to
the right causes the plane to bank to the right; when the plane is
banked right it will turn right. Note that when you center the
joystick the plane will remain banked and continue turning. Bring the
plane back level by pushing the stick in the opposite direction of
bank. Pushing forward on the stick will cause your nose to go down and
the plane will dive.
Pulling back on the stick will bring your nose up. The throttle
controls the amount of power generated by your engine. Maximum power
is required when taking off and climbing, somewhat less power is
needed for cruising, and low power is generally sufficient for
landing.
Remember that there is a relationship between the pitch altitude and
the amount of power required for level flight. At low speeds,
signifacantly more nose up is required for level flight.
VIEW
----
The top half of the flight screen shows your plane and local terrain
highlights. If you are at a low altitude your shadow will be visible
on the ground. Airports are black, VOR towers, farms and mountains are
white. If you fly into or above the clouds, ground objects will not be
visible. Generally the view is to the front; you may look to the side
or behind you using the appropriate commands.
INSTRUMENTS
-----------
The bottom half of the flight screen contains your flight
instrumentation. The large red dial on the left is your altimeter.
Each mark on the dial is 1000 feet for the small hand and corresponds
to a complete revolution of the large hand. The large dial on the
right is your speed indicator which goes from 0 to 180 knots. The
small circle in the middle is your artificial horizon/altitude
indicator which idicates your altitude relative to the horizon. The
vertical strip in the center is your throttle indicator. Maximum power
is at the top, zero power is at the bottom. The four digital
indicators at the lower left are very important. The first value is
pitch, positive values indicate your nose is up, negative values means
nose down. The next number is the degrees of flaps that are extended.
The next value is a digital and alpha directional compass reading.
Zero degrees is due North, 90 is East, 180 South, and 270 is West. The
bottom indication is your Vertical Velocity Indicator (climb).
Positive values indicate you are gaining altitude, negative values
indicate you are losing altitude. Your fuel guage is on the lower
right. The indicator light center left is your temperature warning
light. It will flash if your engine is overheating. The two status
lamps center right indicate that your landing gear is down and your
brakes are applied when illuminated. Your navagational instruments are
at lower right. The two VOR readouts indicate the directional bearing
from the VOR stations. The ILS system shows wether your landing
approach is high, low, or on the runway. Your elapsed time is
displayed at the upper right.
FLIGHT CONTROLS
---------------
In addition to control via the joystick, a number or commands may be
entered through the keyboard.
THROTTLE: The numbers '0' to '9' control your throttle. Zero is no
power, 9 is maximum power.
NOISE: Press 'N' to turn on/off the engine noise.
LANDING GEAR: Press 'L' to raise or lower the landing gear.
BRAKES: Press 'B' to apply or realese the brakes.
FLAPS: Press 'F' to control the flaps. You may use 0, 20, or 40
degrees of flaps.
VIEW: Use the left and right arrow keys to look out the right and left
windows. Use the down arrow to look behind you. To return to the
front view, use the up arrow key. (for II/II+ users: W-front, A-left,
S-right, Z-back)
PAUSE: Press 'P' to pause the game. Press any other key to continue.
RESTART: Press 'ESC' to restart.
EMERGENCY: If you wish to create an emergancy equipment failure for
practice purposes, press the 'E' key.
SLIP: Bank your aircraft and press joystick button to put your plane
into a sideslip. This manuver, usually performed by crossing the
rudder and ailerons, allows you to slip your plane into the wind to
lose altitude without changing heading.
JOYSTICK ADJUST: Center your joystick and press 'J' to adjust the game
to your joystick.
MAIL PILOT
----------
The mail pilot game tests your flying skill and judgement. Your task
is to deliver five bags of mail to their destinations in the least
amount of time. Once you have selected the Mail Pilot game, a map
will be displayed.Press START to continue to the Mail Pilot screen. On
the mail pilot screen use the 1 key to load mail. The destination(s)
will be displayed on the screen under 'MAIL FOR:' You may load up as
much mail as you like. However, each bag adds to the weight of the
plane and increases the dificulty of flying. One or two bags is
recomended. You may load up on fuel by pressing the 2 key. Fuel also
adds weigh but be sure to load enough to make it to your destination.
To begin your journey, press the 3 key. Then be sure to study the map
to decide a flight plan When you are ready to take off, press 3 again.
If you wish to return to the main map at any time, press 1.
When you arrive at your destination airport and stop your aircraft,
your landing points are calculated. Points are gained for slow
landings with gentle touchdowns. Delivery points are also accumulated
based on dificulty level. Next you will be shown a map and your route
will be displayed. Press 3 to go on to the Mail Pilot screen. Any mail
for this airport is automaticly unloaded and added to your score. You
may now load additional mail or fuel and continue the game. The game
ends when five bags have been delivered or when you crash.
As the game progresses, the weather will gradually deteriorate.Winds
will get stronger, clouds may come in, and turbulence may develop. At
the higher dificulty levels your plane is also prone to mechanical and
instrument failure. Your engine may overheat and various instruments
may become inoperative.This is not due to a bad crack! All
malfunctions are repaired when you land at an airport.
If the disk is not write protected, high scores will be recorded on
the disk.
EMERGENCIES
-----------
At the more advanced dificulty levels your aircraft is prone to
instrument and mechanical failure. If the temperature light begins to
blink, your engine is overheating and will cut out shortly. Find a
place to land. Your altimeter, airspeed indicator, and VOR indicators
may also malfunction and register zero readings. The artificial
horizon could also cease functioning. Landing at any airport will
repair your aircraft. Multiple use of the 'E' key will cycle the
program through all emergencies possible in the simulation.
WEATHER
-------
The current weather conditions are displayed at the bottom of the
screen: wind direction and speed, cloud ceiling in feet, and
visibility in miles.Under windy conditions, landing your aircraft
becomes tricky, especially if the wind is blowing across the runway.
Use less flaps, higher airspeeds, and aircraft slips to compensate for
winds. Low clouds often require instrument flying, although you may
choose to fly above the clouds.
STATE MAPS
----------
Kansas:
Kansas is a nice flat state, ideal for novice flyers.Wichita and
Kansas City have airports with long, wide runways. There are also many
nice cornfields and mysterious Indian pyramids to fly over. VOR 1/VOR2
bearings for Kansas are:
Wichita-222/001, Lyons-252/336, Emporia-225/022 Chanute-154/052,
Salina-295/353, Topeka-330/016 Kansas City-065/036.
Washington/Oregon:
Washington has a mountain range seperating the costal cities from
Chelan and Yakima. Some of the mountains are up to 4000 feet
high,although the two mountain passes can be traversed at 2000-2500
feet. Three of the of the Washington airports are also elevated.
Portland-223/001, Salem-224/278, Kelso-251/350 Olympia-284/344,
Seattle(500 feet elevation)-314/010 Chelan(1000 feet)-060/035,
Yakima(500 feet)-142/059.
Colorado:
Flying between the small airstrips nestled in the Rocky Mountain
Valleys of Colorado is the ultimate challenge for a mail pilot:
Aspen(2000 feet)-223/001, Pueblo(1000 feet)-143/074 Glenwood(2000
feet)-264/343, Vail(2500 feet)-184/030 Denver-098/050, Boulder(500
feet)-053/037 Steamboat(2000 feet)-334/008.
CAUTIONS
--------
Take heed of the following cautions, especially at the advanced
dificulty levels.
1. Don't make sharp or high speed turns while taxiing. Your landing
gear struts are delicate and are liable to ground loop.
2. Don't lose your airspeed and stall when attempting a slow landing.
Use your flaps to lower stall airspeed.
3. Plan your route on the map before taking off. A sudden lowering or
an emergency may hide familar landmarks or require immediate landing.
4. Don't run your engine at full power for too long; overheating is
likely to occure.
5. Don't overload the aircraft. With a heavy mail and fuel load, your
aircraft will be very slugish. The aircraft will have a hard time
taking off from elevated Colorado airports, and will require longer
landing distances.
VOR NAVIGATION
--------------
VOR navigation is based on a series of ground stations that send out
radio signals. These signals are received by instruments in the
cockpit and decoded and read as bearing to a particular VOR station.
There is no range information associated with VOR navigation. In Solo
Flight, each airport is defined as a radial intersection.(A radial
bearing is a number 0 to 360 that if the aircraft was turned and flown
on a heading of 180 degrees from the radial bearing, the flight path
would be inbound to the VOR station).
North of the VOR station is radial 360, East is 90, South is 180, and
West is 270. To find a particular airport, the pilot should determine
its radial intersection from both VORs.He should then intercept a
radial outbound from one of the VORs and fly until the cross radial
from the other radial is reached.For example, in the Kansas map, the
Kansas City airport is located on the 36 degree radial of VOR 2 with
the end of the main runway on the end of 67 radial of VOR 1. To find
the airport in the weather, the instrument pilot could establish
himself on the 36 degree radial of VOR 2, heading 36, and descend to
missed approach altitude until crossing the missed approach radial,
the 67 of VOR 1.
ACCOUNT # TO AUTHORIZATION CODE TABLE
-------------------------------------
Account # Authorization code Account # Authorization
--------- ------------------ --------- -------------
1 G 2 F
3 C 4 G
5 L 6 F
7 C 8 K
9 I 10 G
11 T 12 E
13 M 14 Y
15 R 16 N
17 R 18 R
19 Q 20 T
21 U 22 V
23 U 24 X
25 W 26 B
27 D

View File

@@ -0,0 +1,447 @@
-----------
SOLO FLIGHT
-----------
Cracked by:
Dr. Micro / The Gonif / The Wombat
[THE PPG]
Doc file by The Wombat
IMPORTANT READ CAREFULLY
------------------------
After completing your first landing since loading the game, you
will be asked
to enter a landing fee credit code (an attempt at piracy
protection). To
determine the correct response, read the account # displayed by
the computer
when it asks for authorization code. Then go to the authorization
code table
(found at the end of the doc file) and locate the account # given
by the
computer. Located directly beneath the account # is the
authorization code
response. Type the authorization code into the computer and press
'return'.
OPTIONS
-------
Use the 1 key to select practice FLYING or the MAIL PILOT game.
The 1 key also
selects which of three states you wish to fly in. (Kansas,
Washington, or
Colorado). Use the 2 key to choose dificulty level. During flying
practice you
may select clear weather (for touch and go practice in the local
area), landing
practice (places the aircraft on short final for landing), windy
conditions, or
ifr (instrument flight rules-low clouds). When playing the mail
run game, you
may select from the student pilot, private pilot, senior pilot,
or command pilot
dificulty levels. Press 3 to continue.
BASIC FLYING
------------
Two controls are used for the most basic flying - the control
stick or yoke and
the throttle. The joystick (yoke) changes the altitude and
direction of your
aircraft; the throttle affects your speed. Use the joystick to
make your plane
turn, climb and dive. Holding the stick to the right causes the
plane to bank to
the right; when the plane is banked right it will turn right.
Note that when you
center the joystick the plane will remain banked and continue
turning. Bring the
plane back level by pushing the stick in the opposite direction
of bank. Pushing
forward on the stick will cause your nose to go down and the
plane will dive.
Pulling back on the stick will bring your nose up. The throttle
controls the
amount of power generated by your engine. Maximum power is
required when taking
off and climbing, somewhat less power is needed for cruising, and
low power is
generally sufficient for landing.
Remember that there is a relationship between the pitch
altitude and the
amount of power required for level flight. At low speeds,
signifacantly more
nose up is required for level flight.
VIEW
----
The top half of the flight screen shows your plane and local
terrain
highlights. If you are at a low altitude your shadow will be
visible on the
ground. Airports are black, VOR towers, farms and mountains are
white. If you
fly into or above the clouds, ground objects will not be visible.
Generally the
view is to the front; you may look to the side or behind you
using the
appropriate commands.
INSTRUMENTS
-----------
The bottom half of the flight screen contains your flight
instrumentation. The
large red dial on the left is your altimeter. Each mark on the
dial is 1000
feet for the small hand and corresponds to a complete revolution
of the large
hand. The large dial on the right is your speed indicator which
goes from 0 to
180 knots. The small circle in the middle is your artificial
horizon/altitude
indicator which idicates your altitude relative to the horizon.
The vertical
strip in the center is your throttle indicator. Maximum power is
at the top,
zero power is at the bottom. The four digital indicators at the
lower left are
very important. The first value is pitch, positive values
indicate your nose is
up, negative values means nose down. The next number is the
degrees of flaps
that are extended. The next value is a digital and alpha
directional compass
reading. Zero degrees is due North, 90 is East, 180 South, and
270 is West. The
bottom indication is your Vertical Velocity Indicator (climb).
Positive values
indicate you are gaining altitude, negative values indicate you
are losing
altitude. Your fuel guage is on the lower right. The indicator
light center left
is your temperature warning light. It will flash if your engine
is overheating.
The two status lamps center right indicate that your landing gear
is down and
your brakes are applied when illuminated. Your navagational
instruments are at
lower right. The two VOR readouts indicate the directional
bearing from the VOR
stations. The ILS system shows wether your landing approach is
high, low, or on
the runway. Your elapsed time is displayed at the upper right.
FLIGHT CONTROLS
---------------
In addition to control via the joystick, a number or commands
may be entered
through the keyboard.
THROTTLE: The numbers '0' to '9' control your throttle. Zero is
no power, 9 is
maximum power.
NOISE: Press 'N' to turn on/off the engine noise.
LANDING GEAR: Press 'L' to raise or lower the landing gear.
BRAKES: Press 'B' to apply or realese the brakes.
FLAPS: Press 'F' to control the flaps. You may use 0, 20, or 40
degrees of
flaps.
VIEW: Use the left and right arrow keys to look out the right and
left windows.
Use the down arrow to look behind you. To return to the front
view, use the up
arrow key. (for II/II+ users: W-front, A-left, S-right, Z-back)
PAUSE: Press 'P' to pause the game. Press any other key to
continue.
RESTART: Press 'ESC' to restart.
EMERGENCY: If you wish to create an emergancy equipment failure
for practice
purposes, press the 'E' key.
SLIP: Bank your aircraft and press joystick button to put your
plane into a
sideslip. This manuver, usually performed by crossing the rudder
and ailerons,
allows you to slip your plane into the wind to lose altitude
without changing
heading.
JOYSTICK ADJUST: Center your joystick and press 'J' to adjust the
game to your
joystick.
MAIL PILOT
----------
The mail pilot game tests your flying skill and judgement. Your
task is to
deliver five bags of mail to their destinations in the least
amount of time.
Once you have selected the Mail Pilot game, a map will be
displayed. Press START
to continue to the Mail Pilot screen. On the mail pilot screen
use the 1 key to
load mail. The destination(s) will be displayed on the screen
under 'MAIL FOR:'.
You may load up as much mail as you like. However, each bag adds
to the weight
of the plane and increases the dificulty of flying. One or two
bags is
recomended. You may load up on fuel by pressing the 2 key. Fuel
also adds weight
but be sure to load enough to make it to your destination. To
begin your
journey, press the 3 key. Then be sure to study the map to decide
a flight plan.
When you are ready to take off, press 3 again. If you wish to
return to the main
map at any time, press 1.
When you arrive at your destination airport and stop your
aircraft, your
landing points are calculated. Points are gained for slow
landings with gentle
touchdowns. Delivery points are also accumulated based on
dificulty level. Next
you will be shown a map and your route will be displayed. Press 3
to go on to
the Mail Pilot screen. Any mail for this airport is automaticly
unloaded and
added to your score. You may now load additional mail or fuel and
continue the
game. The game ends when five bags have been delivered or when
you crash.
As the game progresses, the weather will gradually deteriorate.
Winds will get
stronger, clouds may come in, and turbulence may develop. At the
higher
dificulty levels your plane is also prone to mechanical and
instrument failure.
Your engine may overheat and various instruments may become
inoperative. This is
not due to a bad crack! All malfunctions are repaired when you
land at an
airport.
If the disk is not write protected, high scores will be
recorded on the disk.
EMERGENCIES
-----------
At the more advanced dificulty levels your aircraft is prone to
instrument and
mechanical failure. If the temperature light begins to blink,
your engine is
overheating and will cut out shortly. Find a place to land. Your
altimeter,
airspeed indicator, and VOR indicators may also malfunction and
register zero
readings. The artificial horizon could also cease functioning.
Landing at any
airport will repair your aircraft. Multiple use of the 'E' key
will cycle the
program through all emergencies possible in the simulation.
WEATHER
-------
The current weather conditions are displayed at the bottom of
the screen: wind
direction and speed, cloud ceiling in feet, and visibility in
miles. Under windy
conditions, landing your aircraft becomes tricky, especially if
the wind is
blowing across the runway. Use less flaps, higher airspeeds, and
aircraft slips
to compensate for winds. Low clouds often require instrument
flying, although
you may choose to fly above the clouds.
STATE MAPS
----------
Kansas: Kansas is a nice flat state, ideal for novice flyers.
Wichita and Kansas
City have airports with long, wide runways. There are also many
nice cornfields
and mysterious Indian pyramids to fly over. VOR 1/VOR2 bearings
for Kansas are:
Wichita-222/001, Lyons-252/336, Emporia-225/022
Chanute-154/052, Salina-295/353, Topeka-330/016
Kansas City-065/036.
Washington/Oregon: Washington has a mountain range seperating the
costal cities
from Chelan and Yakima. Some of the mountains are up to 4000 feet
high, although
the two mountain passes can be traversed at 2000-2500 feet. Three
of the of the
Washington airports are also elevated.
Portland-223/001, Salem-224/278, Kelso-251/350
Olympia-284/344, Seattle(500 feet elevation)-314/010
Chelan(1000 feet)-060/035, Yakima(500 feet)-142/059.
Colorado: Flying between the small airstrips nestled in the Rocky
Mountain
Valleys of Colorado is the ultimate challenge for a mail pilot:
Aspen(2000 feet)-223/001, Pueblo(1000 feet)-143/074
Glenwood(2000 feet)-264/343, Vail(2500 feet)-184/030
Denver-098/050, Boulder(500 feet)-053/037
Steamboat(2000 feet)-334/008.
CAUTIONS
--------
Take heed of the following cautions, especially at the advanced
dificulty
levels.
1. Don't make sharp or high speed turns while taxiing. Your
landing gear struts
are delicate and are liable to ground loop.
2. Don't lose your airspeed and stall when attempting a slow
landing. Use your
flaps to lower stall airspeed.
3. Plan your route on the map before taking off. A sudden
lowering or an
emergency may hide familar landmarks or require immediate
landing.
4. Don't run your engine at full power for too long; overheating
is likely to
occure.
5. Don't overload the aircraft. With a heavy mail and fuel load,
your aircraft
will be very slugish. The aircraft will have a hard time taking
off from
elevated Colorado airports, and will require longer landing
distances.
VOR NAVIGATION
--------------
VOR navigation is based on a series of ground stations that send
out radio
signals. These signals are received by instruments in the cockpit
and decoded
and read as bearing to a particular VOR station. There is no
range information
associated with VOR navigation. In Solo Flight, each airport is
defined as a
radial intersection. (A radial bearing is a number 0 to 360 that
if the aircraft
was turned and flown on a heading of 180 degrees from the radial
bearing, the
flight path would be inbound to the VOR station).
North of the VOR station is radial 360, East is 90, South is
180, and West is
270. To find a particular airport, the pilot should determine its
radial
intersection from both VORs. He should then intercept a radial
outbound from one
of the VORs and fly until the cross radial from the other radial
is reached. For
example, in the Kansas map, the Kansas City airport is located on
the 36 degree
radial of VOR 2 with the end of the main runway on the end of 67
radial of VOR
1. To find the airport in the weather, the instrument pilot could
establish
himself on the 36 degree radial of VOR 2, heading 36, and descend
to missed
approach altitude until crossing the missed approach radial, the
67 of VOR 1.
-----------------------------------------------------------------
-------------
ACCOUNT # TO AUTHORIZATION CODE TABLE
-------------------------------------
Account # Authorization code
--------- ------------------
1 G
2 F
3 C
4 G
5 L
6 F
7 C
8 K
9 I
10 G
11 T
12 E
13 M
14 Y
15 R
16 N
17 R
18 R
19 Q
20 T
21 U
22 V
23 U
24 X
25 W
26 B
27 D
28 J
29 D
30 M
31 B
32 G
------- -------
A PPG A PPG
RELEASE RELEASE
------- -------


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@@ -0,0 +1,65 @@
Sorcerer of Siva
================
----->DOCS<-----
================
Movement
========
1 - 9 forward 1-9 feet
R turn right
L turn left
V turn around (volte-face)
^ ascend stairs
Major Spells
===== ======
T teleport to next chamber
or passage
B cast a bolt of lightning
J jump forward to the center
(or edge) of the chamber or
passage you're in
X reveal distance to nearest
stairway up
F fireball
H heal yourself
O open door sealed by the
sorcerer
Special Commands
======= ========
A attack monster with your
dagger
Y drink healing elixir
0 rest (move 0 feet)
N energy spell (magically
refresh yourself)
E examine wall for secret
passage
S search floor for trap door
G get treasure
D<digit> drop indicated treasure
I inventory
space stop
C continue
Q quit
Treasures
=========
1 healing elixir
2 silver ring
3 amber talisman
4 hemamite talisman
5 gem encrusted brass scepter
6 ruby amulet
7 platinum ring
8 gold ring
9 a pair of old boots
=END=


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@@ -0,0 +1,376 @@
-E-A-S-T -C-O-A-S-T -C-O-N-N-E-C-T-I-O-N
-E-A-S-T -C-O-A-S-T -C-O-N-N-E-C-T-I-O-N
-E-A-S-T -C-O-A-S-T -C-O-N-N-E-C-T-I-O-N
:+=+=+=+=: :+=+=+=+=:
=+=+=+10/02/90+=+=+= -proudly brings to YOU- =+=+=+10/02/90+=+=+=
:=+=+=+=+: :=+=+=+=+:
_____________________________________________________________________________
Don Bluth's
@@@@@@@@@@@ @@ @@@@@@@@@@@@@@
@@@ @@ @@ @@@@ @@ @@
@@ @@ @@ @@ @@ @@ @@
@@ @@ @@ @@ @@ @@ @@@@@@@
@@ @@@@@@@ @@@@@@@@@@ @@ @@
@@@ @@ @@ @@ @@ @@
@@@@ @@ @@ @@ @@@@@ @@@@@@@@
@@ @@@@@@@@@@@@@@
@@@@ @@ @@
@@ @@ @@ @@
@@ @@ @@ @@@@@@@
@@@@@@@@@@ @@ @@
@@ @@ @@ @@
@@ @@ @@@@@ @@@@@@@@
_____________________________________________________________________________
Released by The Mercenary
Thanks to Star Gazer, Saint Silicon & Joe Hack
Docs typed up The Wanderer
_____________________________________________________________________________
: Official East Coast Connection Release Bases :
The Outer Limits ... (718) 492-3054 ... 9600bps / 255 Megs / HowieNet v1.2
Temple of Karnak ... (516) 361-4999 ... 9600bps / 85 Megs / ProTALK
Oblivion GS ... (516) 922-4312 ... 9600bps / 45 Megs / Exodus
_____________________________________________________________________________
*** NOTE ***
For some unknown reason Space Ace will crash if you let it go through
the demo and then try to start the game, so just press " 0 " after you see the
Space Ace title screen. After that will come a screen with credits for the guys
that did Space Ace, just press " 0 " again.
There was no copy protection on this, so we don't understand why it is doing
this. It also does this on the original copies that we have.
INTRODUCTION
------------
The evil Commander Borf is attacking Earth! With the help of his dreaded
weapon, the Infanto Ray, Borf will reduce all of humankind into infants and
take over the planet.
Only two people have the courage and strength to stop Borf and save Earth, the
beautiful Kimberly and the heroic Space Ace. But as they approach Borf's
stronghold Ace is hit by the Infanto Ray, changing him into a weakling, and
Kimberly is kidnapped by the evil madman!
Only you can guide Space Ace, and his weak alter-ego Dexter, to rescue Kimberly
and defeat Borf. But watch out, many dangers and deadly beasts await as you
travel throughout the galaxy chasing Borf from space station to planet and back
again! Survive Borf's monsters, rescue Kimberly and finally confront Borf
himself in deadly hand to hand combat all before the Earth is enslaved forever!
GAME INSTRUCTIONS
-----------------
Before loading Space Ace, make a backup copy of each of the Space Ace disks
(yeah, right!) and put them aside in case anything should happen to your
original disks.
After booting your Apple IIGS with a system disk or autobooting from a hard
drive, insert the Space Ace Disk One into the disk drive and double click on
the "Space Ace" icon to begin the game.
Space Ace for the Apple IIGS is not hard drive installable. (It is now, haha!)
STARTING THE GAME
-----------------
After the game has loaded the demo mode will automatically begin. The demo
runs through scenes from the first disk and then returns to the title screen
and credits. To start playing the game simply press the zero (0) on the keypad
at any time. You will know the game has started when the player score screen
appears. This screen shows your score and the number of lives you have
remaining. The first scene will then load automatically.
PLAYING SPACE ACE
-----------------
You do not directly control all of Ace's actions, rather you control his
reactions to the events that happen around him. As you watch the animation,
you must decide in which direction Ace should move on the screen and when.
To finish a scene successfully you must make a move or press the fire button
(zero (0) on the numeric keypad) when Ace is in danger. Timing is very
critical and often you may make the correct move but at the wrong time. Also,
many scenes require more than one move. If you are having trouble, watch the
animation carefully and move Ace in the safest direction or if no direction is
safe press the fire button to use Ace's laser gun or laser staff.
If you're sure you have the correct move try varying the time when you make the
move, a little sooner or a little later. Don't be surprised if Ace doesn't
move immediately after you have made a move. You must wait for the animation
to finish and if you made the correct move(s) you will continue on to the next
scene.
Don't be surprised when you see Dexter in one scene and Ace in another. Ace
has been hit by the Infanto Ray once already and he transforms back and forth
between some of the scenes. You have three lives and the game will end if you
lose all of your lives or when you have completed all of the scenes on the
disks.
From time to time it will be necessary to change the disk in the drive. After
you have finished all the animations on a disk you will be asked to insert the
next disk so that the game can continue. NEVER eject one of the game disks
while you are playing, unless you are prompted, or you may damage the disk!
CONTROLS
--------
The way to control Ace is by using the numeric keypad on the keyboard. The
directions you will need are UP (8), DOWN (2), LEFT (4), and RIGHT (6). To use
Ace's laser gun or staff, press the '0' on the keypad.
You can pause the game at any time by pressing the 'P' key on the keyboard. To
continue to play, press the 'P' key again and the game will resume.
You can toggle the audio off and on by press the 'A' key on the keyboard.
ENDING THE GAME
---------------
The game will come to and end after you have lost three lives. To stop playing
the game simply click on "quit". You can then safely remove the disk in the
drive.
PLAYING SCENE ONE
-----------------
Borf will appear from his space station flying on an anti-gravity platform. He
will fire his laser gun at the rocks around young Ace. Just before the third
laser shot, move RIGHT and Dexter will jump behind the large rock on the right
hand side of the screen. Borf will fire again hitting the top of the rock.
Before Borf shoots at the rock again, move LEFT and Dexter will jump from
behind the rock to the centre of the screen. Borf will follow and fire his gun
again. Before Borf can shoot, move DOWN, Dexter will jump behind the rock
again and you will have finished this scene.
SPACE ACE HINTS
---------------
Note: The scenes in Space Ace for the Macintosh and the Apple IIGS may not
appear in the order listed below and for some versions, certain scenes
will not appear at all. If the scene number does not match the scene,
the scenes can be easily recognized by the individual descriptions
provided below.
Scene 1
Borf flies out of his ship on an anti-gravity platform. As he approaches
Dexter, Borf begins to fire his laser gun. Dexter must dodge the laser shots,
hiding behind the rocks at his sides.
Scene 2
After getting away from Borf, Dexter runs towards his spaceship. But before he
gets there he must cross the path of a floating robot who is tromping the
ground beneath him. Dexter must dodge the stomping arms and make his way
across the crumbling ground.
Scene 3
More floating robots come flying at Dexter and he must dodge laser shots to get
to his spaceship.
Scene 4
Dexter has launched his ship and is flying towards Borf's Space Station.
Dexter must slow the ship down without landing too hard on the station.
Scene 5
Inside the station a huge, green muck monster lurches out of the mud to try and
eat Ace. Ace must kill the fuckin' monster before it kills him.
Scene 6
Dexter is standing on a section of broken bridge and a large stomping arm
appears to crush the bridge. Dexter must jump from the bridge to safety.
Scene 7
Dexter must now jump onto a moving platform to get across the remaining piece
of bridge.
Scene 8
Dexter is running along a rock path when suddenly a large purple monster
appears. Dexter must jump through the monster's open jaws and run to safety.
Scene 9
Another purple monster appears along the path and again Dexter must dodge the
monster's gaping mouth.
Scene 10
After escaping the purple path creatures, Dexter is grabbed by the tentacle of
the largest of the purple monsters! Dexter must kill the monster before it
devours him.
Scene 11
Dexter is dropped onto a rock bridge, in front of two caves. Beside the bridge
two purple monsters appear bounding up and down waiting for him to move.
Dexter must get into a cave before two blue cat people get him from behind.
Scene 12
Dexter is now in the centre of the station. He must make his way through the
maze of corridors and buildings in order to find the evil Borf. But all around
him are Borf's security dog creatures! As Dexter runs past an intersection,
two of the dog creatures appear from the sides to try to stop him. Dexter must
dodge the creatures as they jump towards him.
Scene 13
Dogs appear from in front, behind and the side of Dexter intent on killing him.
Dexter must continue running down one of the corridors.
Scene 14
The dog creatures follow Dexter through a narrow corridor, between rows of
energy conduits. Dexter must get out from between the conduits before they
come to life or the dogs get him.
Scene 15
Ace is standing between two of Borf's security robots. They raise their laser
blasters and fire! Ace must dodge the laser shots and run down another
corridor.
Scene 16
Ace makes his way down a corridor and past several energy conduits. As he
passes them, the conduits come to life! Ace must dodge the energy bolts before
they fry him alive.
Scene 17
Dexter continues through the corridors and must dodge another laser blast.
Scene 18
Borf's stronghold is almost in sight but before Dexter can reach it he must
stop and dodge another laser blast.
Scene 19
Dexter makes his way down the last corridor and must climb up to Borf's control
center.
Scene 20
Ace is now in the control center and Borf attacks swinging his staff before
knocking Ace off his feet with a hard side-kick. Ace must block the staff
swing before getting kicked.
Scene 21
Ace continues to grapple with Borf in hand to hand combat! Flaming staff in
hand, Borf attacks. Ace must block Borf's staff before it knocks him
unconscious.
Scene 22
Again Borf swings his staff down towards Ace's head. Ace must block the staff
before it knocks him out.
Scene 23
Ace goes on the offensive! Borf blocks Ace's attack and counters with a
round-house kick. Ace must duck under the kick before attacking again.
Scene 24
On his back Ace is vulnerable and Borf isn't waiting for him to get up! Borf
swings his staff down to finish Ace off and Ace must block the staff.
Scene 25
Getting to his feet, Ace stands in front of Borf waiting for his next move.
Borf swings his staff once and then again! Ace must jump over and duck under
the staff.
Scene 26
Borf swings again! Ace must dodge the blow before jumping onto Borf's back.
Scene 27
Borf's little, blue goons come to help thier master! Ace can't stop them all,
so he must jump from Borf's back.
Scene 28
Swinging down on the rope, Ace must jump onto the platform Kimberly is strapped
to.
Scene 29
Kimberly in hand, Ace lands in a pool of lava, on top of the platform. As Ace
waits, the lava slowly creeps over the edges of the platform. Ace must jump
from the platform to safety.
Scene 30
Now that Kimberly is safe, Ace must get Borf before the Infanto Ray gets him.
Running along a platform inside the station, Ace must dodge the ray without
falling off the platform.
Scene 31
Borf fires his Infanto Ray again. Dexter must dodge the ray without falling
off the bridge he's running on.
Scene 32
Ace turns down a bridge lined with mirrors as Borf fires again. The Infanto
Ray destroys the bridge ahead of Ace.
Scene 33
Borf aims the Infanto Ray and fires! The only option is to push a mirror into
the path of the ray. After that, the game should end. Kimberly awaits hot
and horny for sex. Press the fire button to control Ace's penis.
end of file.

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10/08/90
LUPUS
Presents
"A Slightly modified Ecc Dox"
for
_____________________________________________________________________________
Don Bluth's
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_____________________________________________________________________________
BETTER KNOWN AS THE SPACE ACE SOLVE!!!
______________________________________________________________________________
Thanks to
The Magnetic Field 708/498-5189
Silver Tongue 708/759-1916
Private Storage 215/745-0495
Apple Tree Midwest 816/826-4158
The Outer Limits 718/492-3054
_______________________________________________________________________________
Note: The Apple IIGS version is quite a bit different than the original
arcade game. Many of the sceens have been shortened as you may already
know. For example, Dexter changes back and forth to Space Ace for no
apparent reason. The arcade game dramatized this a bit more but this by no means decreases the fun of the game, the Gs version in my opinion is one of the best games of year. Even if it isn't your thing you must admit
that it is extremely graphically impressive. This cheat will tell you
all of the moves necessary to solve the game. The timing is all up to you, good luck. It's really just a matter of practice. Just so you know the first move seems to be the most difficult timing wise.
*** All spelling errors are by no means attributed to the author and should be
directed to Frodo.
Scene 1 - Moves 6,4,2
Borf flies out of his ship on an anti-gravity platform. As he approaches
Dexter, Borf begins to fire his laser gun. Dexter must dodge the laser shots,
hiding behind the rocks at his sides.
Scene 2 - Moves 2,8
Floating robots come flying at Dexter and he must dodge laser shots to get to his spaceship.
Scene 3 - Moves 6,4,4,4
After getting away from Borf, Dexter runs towards his spaceship. But before he
gets there he must cross the path of a floating robot who is tromping the
ground beneath him. Dexter must dodge the stomping arms and make his way
across the crumbling ground.
Scene 4 - Move 8
Dexter has launched his ship and is flying towards Borf's Space Station.
Dexter must slow the ship down without landing too hard on the station.
Scene 5 - Move 0
Inside the station a huge, green muck monster lurches out of the mud to try and
eat Ace. Ace must kill the fuckin' monster before it kills him.
Scene 6 - Moves 6,8
Dexter is standing on a section of broken bridge and a large stomping arm
appears to crush the bridge. Dexter must jump from the bridge to safety.
Scene 7 - Moves 6,6
Dexter must now jump onto a moving platform to get across the remaining piece
of bridge.
Scene 8 - Moves 2,6
Dexter is running along a rock path when suddenly a large purple monster
appears. Dexter must jump through the monster's open jaws and run to safety.
Scene 9 - Moves 2,4
Another purple monster appears along the path and again Dexter must dodge the
monster's gaping mouth.
Scene 10 - Move 0
After escaping the purple path creatures, Dexter is grabbed by the tentacle of
the largest of the purple monsters! Dexter must kill the monster before it
devours him.
Scene 11 - Move 8
Dexter is dropped onto a rock bridge, in front of two caves. Beside the bridge
two purple monsters appear bounding up and down waiting for him to move.
Dexter must get into a cave before two blue cat people get him from behind.
Scene 12 - Move 8
Dexter is now in the centre of the station. He must make his way through the
maze of corridors and buildings in order to find the evil Borf. But all around
him are Borf's security dog creatures! As Dexter runs past an intersection,
two of the dog creatures appear from the sides to try to stop him. Dexter must
dodge the creatures as they jump towards him.
Scene 13 - Move 6
Dogs appear from in front, behind and the side of Dexter intent on killing him.
Dexter must continue running down one of the corridors.
Scene 14 - Move 8
The dog creatures follow Dexter through a narrow corridor, between rows of
energy conduits. Dexter must get out from between the conduits before they
come to life or the dogs get him.
Scene 15 - Move 6
Ace is standing between two of Borf's security robots. They raise their laser
blasters and fire! Ace must dodge the laser shots and run down another
corridor.
Scene 16 - Move 4
Ace makes his way down a corridor and past several energy conduits. As he
passes them, the conduits come to life! Ace must dodge the energy bolts before
they fry him alive.
Scene 17 - Move 4
Dexter continues through the corridors and must dodge another laser blast.
Scene 18 - Move 6
Borf's stronghold is almost in sight but before Dexter can reach it he must
stop and dodge another laser blast.
Scene 19 - Move 8
Dexter makes his way down the last corridor and must climb up to Borf's control
center.
Scene 20 - Move 0,6
Ace is now in the control center and Borf attacks swinging his staff before
knocking Ace off his feet with a hard side-kick. Ace must block the staff
swing before getting kicked.
Scene 21 - Move 0
Ace continues to grapple with Borf in hand to hand combat! Flaming staff in
hand, Borf attacks. Ace must block Borf's staff before it knocks him
unconscious.
Scene 22 - Move 0
Again Borf swings his staff down towards Ace's head. Ace must block the staff
before it knocks him out.
Scene 23 - Move 0
Ace goes on the offensive! Borf blocks Ace's attack and counters with a
round-house kick. Ace must duck under the kick before attacking again.
Scene 24 - Move 8,2
On his back Ace is vulnerable and Borf isn't waiting for him to get up! Borf
swings his staff down to finish Ace off and Ace must block the staff.
Scene 25 - Move 0,2
Getting to his feet, Ace stands in front of Borf waiting for his next move.
Borf swings his staff once and then again! Ace must jump over and duck under
the staff.
Scene 26 - Move 6,2
Borf swings again! Ace must dodge the blow before jumping onto Borf's back.
Scene 27 - Move 4
Borf's little, blue goons come to help thier master! Ace can't stop them all,
so he must jump from Borf's back, to the rope
Scene 28 - Move 6
Swinging down the rope, Ace takes Kimberly in hand, and lands in a pool of lava, on top of the platform. As Ace waits, the lava slowly creeps over the edges of the platform. Ace must jump from the platform to safety.
Scene 29 - Move 0
Ace grabs the staff to protect Kimberly and him from Borf's Henchmen
**** Note, the game will crash if you die here
Scene 30 - Move 6
Now that Kimberly is safe, Ace must get Borf before the Infanto Ray gets him.
Running along a platform inside the station, Ace must dodge the ray without
falling off the platform.
Scene 31 - Move 4
Borf fires his Infanto Ray again. Dexter must dodge the ray without falling
off the bridge he's running on.
Scene 32 - Move 6
Ace turns down a bridge lined with mirrors as Borf fires again. The Infanto
Ray destroys the bridge ahead of Ace.
Scene 33 - Move 4,6
Borf aims the Infanto Ray and fires! The only option is to push a mirror into
the path of the ray. After that, it's automatic.....
end of file.

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-- |Space Rouge Help| --
Brought To You By:
The WiseGuy/Micro World INCorporated
The following is the answers to the questions asked by the Imperium Representative when applying for a Pilot's License at the Star Base. The questions here, are not exactly what the game asks, but the answers are the same.
1.) How many light years in a parsec?
Answer: 3.26
2.) What is the spectrum type of the hottest blue stars?
Answer: TYPE O
3.) What is the mathematical expression for force?
Answer: F=ma
4.) To whom does a Star Pilot pledge his allegence to?
Answer: IMPERIUM
Special Thanx To Kid Slick and the Practical Pirates for releasing this ware.
Note: Be sure to get the file "SPACE.RG1.WORKS" it is the bug-free copy.
...Call these wonderful boards...
The Magnetic Field_______[312] 966-0708
The Cage_________________[312] 945-3665
FunTime GS_______________[305] 989-0181
-eof

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SOFTDOCS FOR SPACE SHUTTLE
FILE VERSION KRAKED BY THE DISK JOCKEY.
COMMAND KEYS AS FOLLOWS:
------------------------
ESC = EXIT THIS PROGRAM
CTRL P = PRINT LISTING
CTRL L = VIEW/PRINT IN LOWER CASE
>>ANY OTHER KEY TO START DOCUMENTATION<<
COMMAND KEYS DURING LISTING:
----------------------------
ESC = EXIT LISTING
ARROW KEYS CONTROL LISTING SPEED
PRINTER IN WHICH SLOT? (1-7,ESC)
Space Shuttle Documentation by the Disk Jockey.
-----------------------------------------------
Special Control Features:
-------------------------
Ctrl R: Aborts flight and returns to demo screen.
Ctrl S: Turns sound on and off.
Ctrl X: Reverses X axis control direction of Joystick.
Ctrl Y: Reverses Y axis control direction of Joystick.
Ctrl J: Changes control from keyboard to joystick.
Ctrl K: Changes control from Joystick to keyboard.
Effect Effect Effect Before/
Key When TRN is on When ROT is on After Orbit Stage
--------------------------------------------------------------------
<-- (Z) Altitude decrease OMS Burn = button & joystick forw
--> (Z) Altitude increase OMS Burn = button & joystick back
I Speed increase Pitch down = joystick pushed forw
J Y Axis to left Yaw Left = joystick to left
K Y Axis to right Yaw Right = joystick to right
M Speed decrease Pitch up = joystick pulled back
Once a key is pressed, action will continue until you press the
SPACEBAR to disengage.
Mission Profile.
----------------
You are in control of the space shuttle, Discovery, on the 101st
shuttle mission of the Space Transportation System. Your target is an
orbiting satellite approximately 210 nautical miles above the Earth.
Your mission: To launch, rendezvous and dock with the satellite as
many times as you can, using a minimum amount of fuel, then return
safely to Earth. A word of caution: Each time you successfully dock,
the satellite's orbit becomes more erratic.
Equipment Check.
----------------
Flight mode selection: Press Spacebar, 1, 2, 3 to cycle through
flight mode options. Press RETURN once selection has been made.
Primary Engine/Countdown Key: Press "E" to start primary engine and
initiate countdown clock. Press "E" again when orbit altitude is
reached.
Cargo Door Key: Press "C" to open/close cargo bay doors when orbit
altitude is reached.
Landing Gear Key: Press "G" to lower landing gear just prior to
touchdown.
Joystick Controller: A realistic directional hand controller forward
and back moves shuttle forward or back (x-axis). Left and right
controls left/right movement (y-axis). With the fire button depressed,
forward or back stick movement moves shuttle up or down (z-axis).
Also the fire button has other uses in Launch, Orbit, and Reentry
phases as described in those sections.
Status Check: Press SPACEBAR to cycle through readouts of this
important information: Position, axes and pitch, mission elapsed time
(MET), and remaining fuel (flight #3).
Flight Selection.
-----------------
There are 3 different flight modes. Spend time with training flights
#1 and #2 before taking on all the challenge of a real, unassisted
shuttle mission (flight #3). Flights can only be selected before
countdown begins.
Flight #1 Autosimulator: This is a combination demonstration flight
and autosimulator. The shuttle flies an abbreviated mission. You do
not use any of the console controls. In this flight mode, most aborts
are ignored. Whenever you touch the joystick, you can take control
from that point until rendezvous. Then you can only use the joystick
controller to correct your Y axis and land.
Flight 2 Simulator: Astronauts spend 1000's of hours practicing in
ground-based simulators before flying an actual shuttle mission. In
this mode, experience the challenge and demands of a real mission -
with a couple of important exceptions. You don't use any fuel units,
so you have all the time you need to complete the mission. Also,
onboard computers will assist you during flight by compensating for
less than perfect piloting skills. Most aborts are overridden, but
your flight indicator display will alert you when you've erred.
Flight #3 STS 101: A full-fledged shuttle flight. All aborts are
operative and flight conditions are quite realistic. Good luck!
Flight Evaluation.
------------------
Abort Indicator: If critical problems occur at any time during a
flight, you may receive a "Launch Scrub" or "Mission Abort" signal.
If this happens, your flight has ended. Check and look up C/W number
to find out what went wrong.
Ranking: If you safely land the shuttle at Edwards Air Force Base in
flight #3, you performance will be computer evaluated. Your ranking
will be determined by the number of successful dockings and the
number of fuel units remaining at the end of the flight.
Ranking Description docking fuel
--------------------------------------------------------------------
Commander. Responsible for overall crew safety and 6 or 7500
flight execution. greater
Pilot. Second in command, assists in all flight 4.5 4500
functions.
Mission Qualified to coordinate mission scientific 2.3 3500
Specialist. objectives.
Payload Qualified to operate specific payload and 1.0 1
Specialist. coordinate shuttle housekeeping.
Launch.
-------
Objective: Launch your shuttle and attempt to arrive as close to the
satellite's orbit as possible. Follow a roller coaster path, and
continually match engine thrust with the computer indicator. Stay on
the course shown on the trajectory display, and correct your plane as
indicated in the small box. Each area is critical. Incorrect
trajectory burns up extra fuel and may abort your flight. If you
plane is far out of alignment at MECO (main engine shut off), it will
be much more difficult to dock with the target.
Launch Checklist.
-----------------
Launch Phases: As you fire your main engines and lift off from the
pad, you'll be going through 3 separate phases. The numbers 1, 2, 3
on your computer screen refer to points along the track where (1)
SRB's (solid rocket booster) are fired, (2) the shuttle reaches
maximum acceleration, (3) engine shutdown approaches. The X indicates
MECO (main engine cut off).
Thrust: Notice the two long horizontal bars on the control panel. "T"
means thrust, "C" for computer. The "C" arrow represents a signal
from the onboard computer indicating the proper thrust needed during
each phase of lift-off. You control thrust with the joystick button.
Keep both "T" and "C" arrows aligned. If you don't, you will be
alerted by an alarm which indicates you are wasting fuel. Immediately
press the joystick button to increase or decrease thrust.
Hold Down Bolts: Though your engines are firing, you won't leave the
launch pad until MET + 3. The Hold Down Bolts will keep your shuttle
on the ground until your engines develop enough thrust to overcome
the force of gravity.
Trajectory/Plane: In addition to regulating thrust, you also need to
follow the correct trajectory (joystick forward/back) and adjust your
plane (joystick left/right).
Line Horn: If you stray from the indicated launch trajectory, you
will waste fuel. To alert you that this is happening, a warning horn
will sound. This alarm can help you avoid an abort situation.
Separation: A yellow flash at about 26 nautical miles will indicate
Solid Rocket Booster Separation (SRBSEP). Another flash shortly after
MECO will alert you that the Main External Tank has fallen away into
the Indian Ocean (ETSEP).
Launch Sequence:
----------------
1) Select flight mode by pressing the SPACEBAR and keys 1, 2, or 3.
Then press RETURN once selection has been made.
2) Wait approximately 5 seconds for all systems to become
operational.
3) When digital countdown clock appears, press "E" to activate Main
Engine and initiate countdown.
4) At MET-004, press the fire button to ignite main engines, then use
this button to keep "T" and "C" arrows aligned until you reach orbit.
5) Watch Trajectory Tracking Screen and use the joystick to maintain
correct ascension track and left-right alignment (horn sounds to warn
you reached orbit).
5) Watch Trajectory Tracking Screen and use the joystick to maintain
correct ascension track and left-right alignment (horn sounds to warn
you of trajectory varance).
- Move joystick forward or backwards to maintain correct
trajectory course. Try to stay on or just below the plotted
line.
- Move joystick left or right to keep dot centered in small
"plane indicator" box.
6) At about 205 nautical miles, press "E" to shut off the main
engine. The closer you come to the 210 mile altitude, the nearer
you'll be to the target satillete's orbit. WARNING: If you shut off
the main engine at less than 195 miles, the shuttle will fall to
Earth!
Stablizing Orbit.
-----------------
Objective: Establish a stable by opening Cargo Bay Doors for heat
release and adjusting shuttle position to achieve visual contact with
Earth.
Cargo Bay Doors: Your first task is to open the bay doors. This is
vital and must be done during the first orbit. Radiators that shed
excess heat generated during the launch are on the inner surfaces of
these doors. If the doors remain closed, heat builds up inside the
shuttle and the warning horn sounds. You then have just 15 seconds to
open the doors. If you don't, the mission will be aborted.
Nose Down Maneuver: When the shuttle first achieves orbit, the nose
of the craft is pointed up, out of the line of sight of the
satellite. In order to dock, you must see the satellite. Adjust the
pitch, as explained below to bring the shuttle's nose down. When you
do this, you'll be able to see the blue Earth through the window.
Cargo bay door opening and pitch adjustment must be performed on the
first orbit before any further operations should be attempted.
Sequence to Stablize Orbit:
1) Press "C" to open cargo bay doors.
2) Press "R" to activate OMS Rotational Engines.
3) Move joystick forward or back to set pitch to -28.
Stable Orbit Summary: Cargo bay door opening and pitch adjustment
must be performed on the first orbit before any further operations
should be attempted.

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Docking: 210 Nautical Mile in Space.
------------------------------------
Objective: You are attempting to dock with a satellite that is
traveling at Mach 23.9, several hundred nautical miles above the
Earth. You will have to slow down or speed up to reduce distance (X
axis) to 0. Also you will have to be at the same altitude (Z axis)
and position (Y axis). All of these movements are interrelated -
changing one can affect the others. And in flight mode #3, time is
important because the longer you take, the more fuel you consume. To
save fuel, tap the joystick instead of holding it in a control
position.
Docking Checklist.
------------------
Maneuvering in Space: There are 2 different ways to maneuver the
shuttle in orbit. For major maneuvers (30 nautical miles or more),
the Orbit Maneuvering System (OMS) can be used. This system takes
some study and experience to use effectively. So when first starting
out, use the Reaction Control System (RCS). Its clusters of rocket
engines in the shuttle's nose and tail can move the shuttle about its
three major axes (X, Y, Z).
- To use the OMS, press "R" to activate ROT (rotational engine).
Lean joystick left or right to affect Yaw, forward or back to
affect Pitch. Press fire button to fire engine.
- To use RCS, press "T" to activate TRH (transitional engine).
Lean joystick left or right to affect Y axis, forward or back
to affect speed (and X axis), forward or back while pressing
fire button to affect altitude (Z axis).
Shuttle Speed and Position: Speed is just as important as position.
Never allow your speed to drop below Mach 170 or your altitude to
fall below 195 nautical miles, or you'll burn up in the atmosphere!
Your X axis relationship to the satellite depends on your speed,
which is affected by your engine. To overtake the satellite when it
is ahead of you (when the X axis value is positive), your speed must
be greater than 23.9. As you make your final approach t the
satellite, keep speed close to Mach 23.9
Drifting: As you near the satellite, continually recheck all axes.
The satellite's movement is erractic, settings will shift. When RCS
is active (TRN is on), press "X", "Y", or "Z" to display current
status of those axes. Press the SPACEBAR at any time to check
position, remaining fuel, mission elapsed time, and pitch and yaw.
"S" Curve: On the Ground Track Screen, the "S" line indicates both
the satellite's and the shuttle's ground track around the Earth. The
shuttle's position is the solid dot, the flashing dot is the target
satellite. Notice as you track the satellite, that your X axis
(distance between shuttle and satellite) will suddenly change
significantly as the satellite wraps around the tracking line. This
is because the orbital tracking line wraps around the display as a
real orbit would wrap around the earth.
Docking Screen: Use the "S" curve screen until you get fairly close
to the satellite. Then 2 smaller radar screens will appear. The left
screen shows your Z axis (up-down), and a wide view of your Y axis
(left-right). The right screen, which you'll use more, shows the X
axis and micro (close in) Y axis.
Satellite Sighting: When you see the satellite, prepare to conduct
close range maneuvers with the RCS (TRN engine on).
Multiple Docking: Every time you dock (in flight #3), you receive a
"Rendezvous" signal and some additional fuel units. Each additional
docking becomes more difficult, so the amount of fuel you get
increases. After each rendezvous, the satellite moves away from the
shuttle. Wait until it is at least 80 units (X axis) away before
attempting to dock again, or the satellite will interfere with the
shuttle's signals.
Docking Sequence: Match the position of the shuttle with that of the
satellite by correcting Z, Y and X axes, preferably in that order.
1) Press "T" to activate RCS Transitional.
2) Correct Z axis to 0. Press button and move joystick forward or
back. A negative number means the satellite is below you. A positive
number means the satellite is above you. A zero reading means you
altitude is the same as the satellites's.
3) Correct Y axis to 0. Move joystick to the right or left. A
positive number means the satellite is right of you. A negative
number means the satellite is to the left of you.
4) Correct X axis. Move the joystick forward or back. A positive
number shows the distance, in units, that the satellite is ahead of
you. A negative number shows units the satellite is behind you. To
increase shuttle speed, move joystick. Likewise, move joystick back
to decrease speed. The satellite's speed is Mach 23.9.
5) When you meet the satellite, all axes must be adjusted to 0 and
stabilized for 2 seconds. Then you will receive a "Rendezvous"
signal, indicating that you've docked.
Deorbit Burn.
-------------
Objective: To turn shuttle around, fire engines and decelerate to the
correct speed for leaving orbit. This is one of the most critical
phases of you flight.
During deorbit operations, the shuttle is oriented to a tail-first
altitude, decelerating to reentry speed by the powerful OMS engine,
then turned around to a nose-first altitude.
You begin to lose altitude when you've slowed the shuttle down below
the speed needed to sustain orbit at 210 nautical miles.
Deorbit Burn Maneuver: First you must turn the shuttle around so this
it is traveling tailfirst. Then in order to maintain the correct
altitude, set your Z axis and pitch. Once this maneuver is completed,
fire the engine to decelerate. If the Z axis and pitch are not set
correctly, firing the engine will make you shuttle climb or dive.
After the deorbit burn, the shuttle must then be reoriented
nose-first to the correct altitude. Entering the atmosphere backwards
will cause the shuttle to burn up!
Yaw: Left-right rotation of the nose of the shuttle.
Sequence for Deorbit Burn:
1) Adjust Z axis until altitude reads 210.
2) Pull joystick back or push forward to set speed to Mach 23.9.
3) Press "R" to activate OMS (rotational).
4) Turn shuttle around completely. Move joystick left or right to set
Yaw at 180.
5) Set pitch at -004.
6) Press joystick button until speed is Mach 19.0.
7) Turn shuttle around nose-first be setting Yaw to 0.
Reentry.
--------
Objective: To establish and maintain the correct pitch, yaw and
speed, follow the correct trajectory, and properly manage heat
build-up during reentry. There are 3 important stages to reentry:
Entry interface, TAEM and LOS. Position, altitude, velocity, and
heading must all be exact to both to manage the tremendous
heat buildup and correctly position your shuttle for the final
approach.
Entry Interface: This is the point in your flight where atmospheric
entry officially begins. As the shuttle descends, atmospheric drag
dissipates tremendous energy, generating a great deal of heat. This
heat quickly builds up. Pitch and speed must be correct to
utilize the shuttle's thermal protection system.
Terminal Area Energy Management: After entry interface, you must
closely follow the proper descent trajectory in order to maintain
enough altitude and speed to reach the final touchdown point. This
process of conserving your energy by maintaining the correct
position, altitude, velocity and heading is called Terminal Area
Energy Management (TAEM).
Loss of Signal: During reentry, the shuttle superheats the gas of the
upper atmosphere creating flashes of color outside your window. Heat
strips electrons from the air around the shuttle., enveloping it in a
sheath of ionized air that blocks all communications with the ground.
So at 140 miles, you will experience a temporary partial loss of
signal (LOS). Keep a close eye on your radar at this point. You will
receive intermittent signals which you need to use to correct your
course and plane.
Descent Screens: On your reentry screen, "X" indicates cut-off of
your OMS engines (deorbit burn). "T" indicates the terminal area
energy management phase. "L" indicates your transition to final
landing approach. The small box at left is your plane indicator.
Reentry Sequence:
1) Pull back joystick to set +24 pitch for proper reentry altitude.
2) Close cargo bay doors.
3) Follow reentry course on computer screen. Pull stick back to go
right. Push forward to go left. Left and right on the stick centers
plane.
Landing: Edwards Air Force Base.
--------------------------------
Landing Sequence:
1) Watch for the runway. Use the right radar screen to maintain
alignment.
2) Follow final approach course on both computer screens. Left
screen: keep dot centered between the two arched lines. Right screen:
keep dot centered on straight runway approach line. Pull Joystick
back to raise nose (slow decent). Push joystick left or right to keep
dot centered.
3) When range become negative, you're over the runway, just seconds
from touchdown, so drop landing gear now.
4) Push joystick forward to lower nose.
5) When the shuttle hits the runway, your nose will prop up, so keep
your joystick pushed forward to keep nose down until you hear the
thud of the front landing gear.
Stat Messages.
--------------
Message Message or
Number Action Needed
-----------------------------------------------------
100 Not lined up with runway on touchdown.
150 Touchdown too early (hit desert).
200 Touchdown too late (over-shot runway).
300 Nose gear not down at end of runway.
350 Off course at start of banking turn.
400 Landing gear not down at touchdown.
500 Cargo bay doors not closed at ascent or reentry.
550 Pitch is greater that +24 on reetry (skip into space).
600 Pitch less than +24 on reentry (burn up).
650 Yaw not 0 at reentry.
700 Altitude too low to sustain orbit (below 195).
750 Altitude too high (255 miles max).
800 Speed too low to sustain orbit (below mach 17.0).
850 Cargo bay doors not open during orbit (overheat).
900 Orbit insertion angle incorrect at MECO.
950 Speed/altitude too low to attain orbit at MECO.
990 Out of fuel.
1-99 Number of dockings. Also many appear as the last digit of a
mission abort stat.
Acronym List.
-------------
AX Axis
ALT Altitude
FLT Flight
MET Mission Elapsed Time
MECO Main Engine Cut Off
OMS Orbital Maneuvering System
RCS Reaction Control System
RNG Range
SRB Solid Rocket Booster
SP/M Speed in Mach
SSME Space Shuttle Main Engine
STS Space Transportation System
TAEM Terminal Area Energy Management
DAP Digital Auto Pilot
-the Disk Jockey-

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SpaceFox
for 1.25MB IIgs from Seven Hills
joystick required; stereo board and two 3.5" drives or hard disk recommended
Mission is to destroy The Brain at level 10. Features 16-voice stereo music
and effects. (Over 1MB of background music is included).
Ship
You begin with a basic craft fitted with a forward-shooting cannon (two slow
shots), a medium shield, and a medium fuel tank. When tank is empty, the
ship explodes and you lose all equipment gained since last docking at a
space station. You are allowed 5 ships; and you can gain additional ships
by collecting "ship bonuses" (5 SB's = another ship).
Controls
Joystick controls movement and speed. Button 0 is FIRE current weapon.
Button 1 activates the shield.
Keyboard controls are ...
ESC ... Pause
1 .... Select weapon #1 (at start this is your only weapon)
2 ... Sel W2 Parallel Shots
3 ... Sel W3 Split Shots
4 ... Sel W4 Reverse Shots
5 ... Sel W5 Laser
6 ... Sel W6 Auto Aim
CTRL-M Music ON/OFF
CTRL-R Restart game
CTRL-Q Quit
CTRL-T Switch between 50Hz & 60HZ (Warning use only if you
have 50/60 monitor)
Bonus Objects (to collect a bonus item your ship must touch it)
Fuel inc fuel
Tank inc tank capacity
Shield bonus inc shield energy
Shield extend inc shield capacity
Extra Shot inc number of shots weapon can fire
Shotspeed inc shot speed
New Weapon adds a new weapon
Ship Bonus catch 5 of these to obtain an extra ship
others ???
Space Stations
At end of each level you can dock at a station. A station recharges
your shields and reports your weapons to your commanders (i.e. acts
like a 'game save' for your ship). If your ship gets zapped in the
next level, the replacement ship will have the same features.
Bad Guys
Smarty 10 points easy to kill
Scooby 20 points cannon & radar (can only shoot once)
Meteors 100 points takes 10 shots to kill (sometimes contain neat items)
Valchy 300 points well-armored & has powerful reloading weapon (often
carries a bonus)
Note: You will usually get a bonus for wiping out all baddies in
a group or "wave".
Scores: the Top 100 are saved to disk.
Levels
1 Start
2 Meteors
3 The Enemy Base
4 Worms
5 Hyperspace
6 The Slimer
7 Technology
8 Fire Planet
9 Ice Cave
10 The Brain (to WIN you must defeat The Brain in the final duel)
R/

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OK.. YOU HAVE TO TYPE:
PRINT CHR$(20)"AND WHAT EVER YOU WANT IT TO SAY IN THESE QUOETS.."
THEN RETURN AND IT WILL TALK..
THIS PROGRTAM WILL SAVE YOU MONEY..YOU DONT HAVE TO BUT EXPENSIVE CARDS TO MAKE YOUR COMPUTER TALK...
ALSO:
TRY TO SPELL THINGS THE WAY THEY SOUND
AND THE COMPUTER WILL SAY THEM BETTER.
EXAMPLE:
PRINT CHR$(20)"GOOD NITE SPROUT,,,,,,,,,,,,U ARR THE BESST..."
COMAS WILL MAKE A DELAY BETWEEN WORDS..
====================>THE APPLE MECHANIC.
LATERON.....................///// // / ////
// / / / /
 // / / / ///
// / / / /
// ///// / / ///
 IS THE BEST......................


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+++
SPELLPRUF
By: Mark Murphy
SPELLPRUF is a program that will check your word processor documents for spelling errors. By comparing the words in your text against its dictionary, it will determine which words it does not recognize. You can then opt to add them to the dictionary, if you wish, or simply skip them. By comparing the screen to a printed copy, you can find and mark all spelling errors. Later, these can be changed using your word processor.
To use SPELLPRUF, you need a 64K Apple II (any version will do). If you don't know what this means, don't worry.
SPELLPRUF uses a lot of disk space, mainly because its dictionary can expand to any size you wish. For that reason, it needs to create a disk for itself, which is called the SPELLPRUF Master disk. Follow the screen prompts. Once all is correct, SPELLPRUF will create the Master disk.
To check a word processor document, you must first prepare it for use with SPELLPRUF. It must be in the form of a DOS 3.3 text (or ASCII) file. Some word processors (like Write Away) save their files as text files in DOS 3.3--these are ready to go as is. Some word processors have a menu option to save or print a file as a text file. You must use this feature to translate your files to text (consult your word processor manual for help). In short, to determine if a file is ready for use by SPELLPRUF, put the disk with the file in question on it in drive 1 and type CATALOG from the Applesoft prompt (]). If an I/O error occurs, your word processor more than likely using ProDOS to use SPELLPRUF just convert the file to DOS 3.3 using your System Master or Copy II+ from Central Point Software. If the file appears like this:
T 014 FILE.WP
then it is ready to be spell-checked (the T stands for text file). If the file appears with a B (for binary file) instead of a T, you must use the word processor to create a text file for the document.
Once your file is ready for checking, place the SPELLPRUF Master disk in drive 1, and turn on your computer (or press [Control]-[Open-Apple]-[Reset] if it's already on). SPELLPRUF will show a catalog of your word processor files disk. Enter the name of the file to be checked. SPELLPRUF will then compare the file against its first dictionary, showing you a total word count and an error count as it goes. If there is more than one dictionary (meaning if this is not the first time you've used the program), it will then check the errors against those dictionaries, keeping you informed of its progress through the file.
Once all errors have been found and determined to be absent from all the dictionaries, SPELLPRUF will display your file, highlighting each error as it comes to it. "Errors" may be either true spelling errors or words simply not in any dictionary. If the word is spelled incorrectly, mark it down on a printed copy of your document for later editing. If it is correct, and you want it to be remembered for future documents, press the [SPACEBAR]. If you want it to skip that word, press [Return]. Once it has shown you all the errors, it will sort and index the words that you told it to remember. It will then save these words in a new dictionary. You can then either check another document or reboot your system.
The author suggests that you print a copy of these instructions, as you may need to refer to them in the future.
Files Needed:
INSTALL.SP
INSTALL.1
SPELLPRUF
SPELL
SPELL.0
SPELL.2
SPELL.3
BANKN.SP
BANK1.SP
NAME.SP
LIST1.SP
TRANSFER.SP
TRANSFER.1
SPELLPRUF.FIX
NOTE: At press time the author has developed a utility to merge several SPELLPRUF dictionaries into one. This will greatly reduce the time it takes to check a document. Watch for it in UpTime soon!
~~~

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Deathlord Spells:
Level Of spellcaster: Max Level of Magic:
1 1
3 2
6 3
10 4
14 5
19 6
24 7
SHISAI (Cleric)
Level 1:
AKARI Light (In Dungeons)
KATAI Protective Area (Cumulative)
NASU Cures 1-8 H.P.
2
DOSOI Slows Effect of Poison
TSUIHO Turn Undead
MOTU Paralyze 1-3 Monsters
3
MOTUNASU Cures Paralyzation (except of caster)
ONKEI Bless Party for duration of Combat
MOAKARI Better Light Spell
4
MONASU Cures 17-32 H.P
MAKATAI Defence Aura for Combat
DONASU Cures Poison
5
INOCHI Restore Life (-1 con & 1 h.p.)
HONASU Cures 33-64 H.P.
HINAGU Offensive Spell
6
KURENZA Offensive Spell
KAERU Teleport Spell (cast, type in word, later "Y"ell word to teleport there)
ALNASU Cures all Damage
7
MOINOCHI Restore Life (!=Petrification), can be repeated if faiils..
YAWARISHI Restore Stoned Chars.
SHINSEIGO Remember Earth Maw from Bard's Tale III ?
SHIZEN (Druid)
1
HIKAKOMU Bonus to Strike for one Char.
KUSAMOTSU Entwines 1-4 monsters in Plants
ICHIHAN Scry-Sight (Depth Only)
2
DUNASU Cures 1-9 H.P.
MOYA Helps to Escape Combat
KINO Reduces A.C. for Combat (Cum.)
3
KONPASU Locate land at Sea
BYOKINASU Cures Most Illnesses & Diseases
YOBUZUMA Nasty Offensive Spell
4
HITATE Resist Fire/Heat (!=magical)
SANTATE Protects from most Acids
TABEMONO Create food from Vegetation
5
HIKABE Offensive Spell
JISHIN Earthquake Spell
DRUNASU Heals 17-32 H.P.
6
KYOKI Makes Monsters go Nuts
TSUKAKUSU Lets party take form of Terrain
HIARASHI Offensive Spell
7
KONRAN Daze Monsters till they can be killed
KOMARU Instant Kill for One Enemy
DRUINOCHI Restore Life (-1 Con
MAHOTSUKAI (Magic-User)
1
NERU Sleep for Weak Creatures
TATE Shield (Cumulative)
TODO Magic Missle
2
YOWAMERU Weakens Monsters (Cumalative)
KOWA Fear for One Creature (Flees)
CHIKARA Strength (Cum.) for Party 2
3
ISOGU Extra Attack per Round in Combat
KUMO Entangles Monters in Web
ZUMA Lightning Bolt
4
UGOKU Blink 1-8 spaces (not thru walls)
MOKOWA monsters flee , Will leave treasure
HITAMA Fireball
5
KOORI Ice Storm
HOHYO Invisible during Combat
DOKUMO Smoke/Kills some Creatures
6
UNMEI Power Word: Kill
ARASHI Nasty Roasting Spell
KOROSU Kills Hostile Creatures
7
UNPAN Up/Down Teleport upto 4 levels
TAIYOHI Powerful offensive spell
TOKI Time Stop
GENKAI (Illusionist)
1
HIBANA Sparks
SHOTEN Better chance to Hit
KIRI Darkness for Fleeing
2
HIKKO Light (Indoors)
NIJIN Makes Players Blurry
MEKURA Dancing Lights
3
KAWA Fear (1-3 Monsters)
MAMOTU Paralyze
NIGERU Thick fog helps party escape during combat
4
MANIJIN All Living Chars Invisible-Combat
KAKUSU Blends with Enviroment-Stand Still
GENEITODO Phantom Missles
5
MEIRO Dancing Lights
MANIGERU Special Effects for escape
YUJO Friend (Combat)
6
UKU Water Walk
MAKAWA Fear
KOTOBA Kills some Creatures
7
HONIGERU Flee from Combat almost always
TSUKIHI Offensive Flame Spell
YUREI Party looks like Monsters

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-------------------------------------------------------------------------------
Spiderbot docs typed up by Twilight Zone.........Call (818) 446-0891 1200-9600
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
NOTICE: If you like surprises, DON'T READ THIS MANUAL! This game has a lot of
hidden surpises and twists which are described in the manual. For exploring
and discovering on your own, you won't need help from the manual.
If you decide to venture through the game alone, stop reading after the
INTRODUCTION - and good luck!
-------------------------------------------------------------------------------
INTRODUCTION
------------
Deep within the Citadel, three runaway chemical reactors are rapidly
approaching meltdown. These time bombs threaten to devastate the surrounding
electronic jungle. The only remaining SpiderDroid has been sent into the
territory of the Citadel to find and diffuse the reactors.
OBJECTIVE
---------
SpiderDroid is a one-legged robot that can move left or right, or jump straight
up. He can fire a net, which he uses to capture the strange creatures which
live near the entrance to the citadel.
SpiderDroid snares creatures in his net and stores them in his portable cage.
Later, on his journey, he can use the creatures to perform tasks for him in
exchange for their freedom. For example, one creature, called the Stinger,
will allow SpiderDroid to jump incredibly high. And the Big Borer can be used
to burrow through solid walls.
SpiderDroid starts out exploring the jungle and the world outside the Citadel,
in search of the creatures. Capturing creatures is only one part of his
perilous journey, however. The Citadel is protected by robot guards that fire
energy-draining plasma bullets. Unfortunately, the SpiderDroid has no defense
against these patrol guards. His only chance is to turn into SPIDERBOT, a two
legged, ceiling crawling robot that can fire radioactive bolts in self defense.
Scattered throughout the jungle area are the parts needed to allow SpiderDroid
to transform himself: two legs and a red power globe used to energize
Spiderbot. Only when he has collected these parts can he infiltrate the
citadel.
Once he has gathered the necessary leg parts, he must find the FIST to discover
the secret of becoming SpiderBot. Enlist the help of the Rock Hopper creature
to open the huge stone sculptured FIST.
There are, however, some barriers to success. Lasers are impassable when
activated. Electromagnets are impassable without a little "lifting help" from
a Ray. And there's no way to get around the stone walls unless a Big Borer is
used to gnaw through them.
HINTS: Throughout the game, be mindful of your power level, indecated by a
verical bar at the bottom of the screen. Various creatures, such as Malevolent
Men of War, Stingers, and Big Borers will sap your energy if you come in
contact with them (unless you are using them from your cage to perform a task).
The robot guards will drain quite a bit of energy with every shot they fire at
you. Falling from great heights as SpiderDroid will also drain some of your
power. When your energy gets very low the resulting energy crisis will allow
some of the creatures to escape from your cage. If your energy reserve level
drops to zero, the game is over.
Loading Instructions
--------------------
o Set up your Apple II computer as shown in the owner's manual.
o Plug your joystick in as shown in the owner's manual.
o Insert SPIDERBOT into the disk drive, label side up.
o Turn on the computer.
Make Your Selections
--------------------
When the game is loaded, you'll see the title screen of the game, then the
first screen. A bouncing pink Rock Hopper allows you to make your choice
between the Full or Short versions of the game. The Full game allows 30
minutes for you to capture the creatures you need, find the parts to SpiderBot,
and deactivate the reaactors.
A Short version of the game is provided that gives you 20 minutes to neutralize
the reactors. In the Short version, you alread have one of each creature, and
the parts needed to allow you to transform into SpiderBot. Move the Rock
Hopper left and right to select either Full or Short, and press the FIRE BUTTON
to make your choice and begin the game.
CONTROLS:
--------
Move the joystick left or right to move SpiderDroid left or right. To jump,
push the joystick back, then forward. The FIRE BUTTON is used to fire the net.
The net coninues to float across the screen until you release the FIRE BUTTON
to drop it. For a higher trajectory, push the joystick forward as you press
the FIRE BUTTON. You can hold up to eight of each type of creature in your
cage. Note: when you release a creature, do not fire a net while it is
helping you, because this will kill it.
Move the joystick back to get a display of the remaining time in the game. If
you press the FIRE BUTTON while the joystick is back, you get a menu of
pictures at the bottom of the screen. This menu lets you release any of the
creatures (displayed left to right), or transform back and forth from Spider-
Droid to SpiderBot. Move the joystick left and right to move the pointer to
the desired action, then press the FIRE BUTTON. The large E allows you to end
the game.
When you transform into SpiderBot, a parcel of energy is borrowed from Spider-
Droid's power supply. This energy level is shown to the right of SpiderDroid's
energy reserve level indicator. Keep an eye on the "Spark Indicator" at the
lower right corner of the screen for a visual display of SpiderBot's energy
level. You must change back to SpiderDroid before this energy runs out in
order to pay back the energy used or it will be lost forever.
While you are SpiderBot, you can push the joystick forward to "fall" upward.
Be aware, though, that SpiderBot consumes twice as much energy when
upside-down.
Keyboard Commands:
-----------------
I
J K
M
Press either the Open Apple or Closed Apple key in place of the joystick fire
button. Press Ctrl S to toggle the sound off and on.
Note: When using keyboard controls, be sure the Caps Lock key is engaged.
CAST OF CHARACTERS:
------------------
Big Borer: The Big Borer is a bad tempered beast that likes to lurk where it
can reach out and bite the unsuspecting passerby. If you move close to it
(but not close enough to get bit, which drains energy), you can draw it out
and then capture it. When released (and if SpiderDroid is pointed in the
right direction) it will gnaw through the solid walls.
Fist: A large fist-shaped stone, which holds the secret to SpiderBot's
success.
Malevolent Man of War: This electric jellyfish is dangerous because it drains
a lot of energy by stinging you. It cannot be captured unless first stunned
by one of SpiderBot's energy bolts. When released, it can fuse delicate
electronics within the reactors.
Ray: A harmless creature that glides back and forth. In exchange for its
freedom it will draw a blind eye over the Citadel's radar and help SpiderBot
enter unnoticed.
Rock Hopper: A nervous little bouncing creature, necessary for opening the
Fist.
Stinger: An irritating and aggressive insect. Its flying powers can be
harnessed to help SpiderDroid move upward.
End of Game
-----------
The game ends when you run out of time, out of energy, or successfully disable
the reactors. A percentage is then shown on the first screen of the game,
showing how many of the rooms you explored.
-------------------------------------------------------------------------------
Spiderbot docs typed up by Twilight Zone
Call The Twilight Zone
(818) 446-0891
1200/2400/9600
-------------------------------------------------------------------------------
[ //e Transfers ]
[ Time Left: 05 ]:

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------------------------------------------------------------------------------
The Digital Gang Presents:
Electric Dreams Spindizzy
Cracked By The Sheik
Special Thanks The Triton
Thanks High Voltage and Sherlock Apple
------------------------------------------------------------------------------
S P I N D I Z Z Y I N T R O D U C T I O N
------------------------------------------------------------------------------
You've been working in the Earthbase 386 Scientific Research Organzation
for eons, and it's always the same - stardroid exploration probes, hectograp-
ic maptometry, galaxy-cloning - the usual. As Cartographer for Unknown Worlds
you're ready for something new.
Now's your chance! The Alternate Dimension Division at 386 has just made a
mounmental discovery - a new dimension that contains a strange artificial
world hanging in space. Your mission is to map it. The organization
has supplied you with a Geographic Environmental Reconnaisance Land-Mapping
Device, known as GERALD. Your exploration time is limited, and if you do
not move fast, the mission will be terminated.
The ship's computer holds the inital radar map of the surface. Your task is
to explore each area, collecting energy in the form of jewels, for which
you'll be rewarded with extra time.
Since this world is hung in the infinity of space, falling off is not a good
idea. Should you lose or destroy your craft, it will be re-created and
beamed back to the last location visited, but this will cause an enormous
power drain, resulting in the loss of valuable time. Yes, time exists even
in an alternate dimension. No more galaxy-cloning for you - this is the
real thing!
------------------------------------------------------------------------------
L O A D I N G I N S T R U C T I O N S
------------------------------------------------------------------------------
Apple ][+, ][e, and ][c
1. Connect a joystick to your computer.
2. Insert the Spindizzy diskette in your disk drive.
3. Turn on the computer.
------------------------------------------------------------------------------
Y O U R M I S S I O N
------------------------------------------------------------------------------
Using the joystick, you control GERALD's movements across the many three
dimensional screens of the Spindizzy terrain. Your goal is to cover as
much surface area as possible without running out of time. Running over
jewels and covering new grounds both will give you more time. There are
386 different screens to explore.
------------------------------------------------------------------------------
Y O U R O P T I O N S
------------------------------------------------------------------------------
After loading Spindizzy into your computer, press [O] to select a one or
two player game.
In both types of games, you play against the clock. In two-player games,
player 1 plays until he or she falls off the maze or completes the game or
until time runs out; then player 2 plays, using the same joystick, and under
the same conditions. As play passes back and forth, each player picks up
where he or she left off - that is, most often, where he or she fell off the
maze on the last turn. The current player is always displayed on the screen.
In two-player games, scoring is cumulative - that is, players 1 and 2 play
together against the maze, not against each other. So to double your play
time when playing alone, you can select a two-player game and plays both
player 1 and player 2.
------------------------------------------------------------------------------
H E L P
------------------------------------------------------------------------------
The help screen can be found by pressing [H] after the title screen appears.
It points out the many features of the Spindizzy landscape. Lifts, switches,
clues, trampolines, water, jewels, compasses, and ice are all illustrated
on the Help screen. Press any key to return to the main menu.
------------------------------------------------------------------------------
G E R A L D
------------------------------------------------------------------------------
GERALD is controlled with your joystick. Pressing the joystick button will
you some extra speed. The spacebar can be used to stop GERALD on any
surface other than ice or water.
If you get tired of GERALD's form, change it. GERALD has the ability to
alternate between three shapes: a marble, a top, and a gyroscope. To change
GERALD's shape at any time, press [I]. Changing GERALD's shape will not
affect the game.
------------------------------------------------------------------------------
V I E W P O I N T A N D L O A C T I O N
------------------------------------------------------------------------------
If your using the keyboard the function keys are the APPLE ARROW KEYS.
On the Apple ][+, <, >, <--, and --> - will alter your viewpoint. The
compass is the lower right-hand corner of the screen points north at all
times to help with orientation.
Press [M] any time to display the map. The blinking light shows where
your're located. The yellow sections represents the surface areas you've
already covered. Press the spacebar to return to the game.
------------------------------------------------------------------------------
T H I N G S T O K N O W
------------------------------------------------------------------------------
SCORE
-----
Press [S] to display your current score at any time during the game.
PAUSE
-----
Press [P] to pause the game. While the game is paused, the border will flash.
Press any other key to restart the game.
Abort Mission
-------------
If you want to start over press [ESC] to pause the game, press it again to
display your status, and a third time to start over.
Status Display
--------------
In the upper portion of the screen, the time left to play, the areas left
to visit, and the number of jewels collected are displayed.
------------------------------------------------------------------------------
L I F T S - S W I T C H E S - C L U E S
------------------------------------------------------------------------------
LIFTS: Can take you from one level to another, but they must be switched
on.
SWITCHES: will activate the lifts, and also will cause some features to
appear or disappear. Occasionally, two switches may be used
together. The box at the bottom of the status shows you which
switches are activated.
CLUES: appear in the bottom left-hand corner of some screens and indicate
which switches need to be activated.
------------------------------------------------------------------------------
H I N T S
------------------------------------------------------------------------------
Due east of the starting screen is beginner's section. Time passes slowly
in this area, allowing you time to experiment.
Ice is slippery, and tramplines and bouncy!
Make a map; it will help you find short-cuts.
------------------------------------------------------------------------------
A Digital Gang Presentation
Trade Center.............................(201) 256/4202
------------------------------------------------------------------------------
Press Return...

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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Print Spooler Classic Desk Accessory
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
by Bill Tudor
Copyright (c) 1990 All Rights Reserved.
Version: 1.01
Updated: 10-Dec-1990
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This file contains the documentation for the Print Spooler CDA, an Apple IIgs
Classic Desk Accessory that allows you to perform background printing of up to
14 Apw/Orca source files (Src), Merlin source code (Txt), or standard text
files (Txt).
Note: | Spooler.DA, Print Spooler, Print Spooler CDA, and Print Spooler
| Classic Desk Accessory are ALL terms used to identify this program.
Requirements:
------------
+ Apple IIgs computer/at least 1Mb of RAM
+ printer connected to internal slot 1
Features:
--------
+ Merlin file expansion
+ up to 14 files in the print queue
+ automatic tab expansion
+ "point & shoot" file selection
Cost:
----
Spooler.DA is FREE!
Spooler.DA is copyright (c) 1990 by Bill Tudor. Users may make and distribute
copies as they wish, al long as this documentation is included in the
distribution. If you feel like supporting my programming efforts,
any amount of renumeration would be appreciated. Send comments and/or
payments to:
Bill Tudor
1220 Gerling Street
Schenectady, NY 12308
GEnie: W.TUDOR
Testing:
-------
Spooler.DA has been tested under the Merlin, APW/Orca, and ProSEL shells, as
well as the Finder as various other programs. Because of the nature of the
program, Spooler.DA is NOT guarenteed to work with all programs. In addition,
Bill Tudor is NOT responsible for any damages resulting from the use of this
program and/or instructions. Use at your own risk.
Limitations:
-----------
+ The Spooler.DA will only work under GS/OS. You cannot enter the CDA from
ProDOS 8.
+ The Spooler.DA should continue background printing even if a ProDOS 8 program
is run...but this has not been tested.
+ You CANNOT print to slot 1 while the spooler is running.
+ The spooler only works with Txt and Src files. Merlin Txt files will be
expanded, as will tab characters. Any other control characters in the text
are simply ignored.
+ You cannot disable VBL IRQ's while the spooler is running.
+ You MUST have enough free RAM to hold ALL of the files in the print queue.
+ Avoid the use of IRQ intensive programs (like communication programs) while
the Spooler.DA is active.
+ Spooler _may_ have problems with programs that disable interrupts often or
when running during large amounts of disk access.
+ Spooler will not work if the host program destroys background task queue.
1. Overview:
========
The Spooler.DA remains dormant in memory until a print session is active. You
can tell that a session is active by either observing the action of your
printer or listening for periodic 'clicks' of the IIgs speaker. When the
Spooler is active, it sends a line of text to the printer about once every
half-second. You may continue to use your IIgs normally while the spooler
sends information to the printer. When the print job is complete, the spooler
places itself back in a dormant state until it is again activatied via the CDA
menu.
2. Getting Started.
===============
Simply copy the Spooler.DA to your *:System:Desk.Accs folder on the system
disk and re-boot the computer.
2. Setting up the Print Queue.
==========================
Enter the IIgs CDA menu by pressing <command-control-esc> and select the CDA
called "Print Spooler". You will be presented with a main menu screen. The
menu lists all the files currently in the print queue, and provides options
for left margin, line numbers, adding a file to the queue, and deleting the
queue. The options are described below.
A. Adding a file to the queue [Option 1]
-------------------------------------
- Selecting option [1] will cause the Print Spooler CDA to first prompt you
for the path of the file you wish to add tp the print queue. Select the
DIRECTORY (folder) that contains the file you wish to print. After the
directory has been established, you will be asked to select the filename. You
can press <ESC> at any time to return to the main menu.
The following command are available | Note: Only files of type
when selecting the PATH (Directory): | ---- DIR are shown.
Path Selection Commands:
-----------------------
Escape = abort; return to menu oa-Period = abort; return to menu
Up Arrow = change last directory Left Arrow = drop dir. from path
Down Arrow = change last directory Right Arrow = append dir. to path
Tab = change disk drive Clear = clear entire path
Return = accept path as is
The following commands are available | Note: Only files of type
when selecting the FILE: | ---- Src or Txt are shown.
File Selection Commands:
-----------------------
Escape = abort; return to menu
oa-Period = abort; return to menu
Up Arrow = change filename
Down Arrow = change filename
Return = accept the current filename
B. Deleting the print queue [Option 2]
-------------------------------------
- select option [2] to delete the entire print queue and start the file
selection process from the beginning again.
C. Printing line numbers [Option 3]
-------------------------------------
- select option [3] to toggle printing of line numbers on/off. If line number
printing is set to ON, all of the files in the print queue will be printing
with a line number at the begining of each line.
D. Left Margin [Option 4]
-------------------------------------
- Selecting option [4] will increase the left margin by 1 character at a time
up to a maximum of 8 characters. If this option is selected when the left
margin is already at 8 characters, the left margin value wraps back to 0.
E. Quiting [Escape ]
-------------------------------------
- Press ESCAPE to exit the Print Spooler CDA. If there are ANY files listed in
the print queue, background printing will begin. Printing continues until all
of the files in the queue are printed. You will here a click in the Apple IIgs
speaker every time the Spooler finishes a line (about every 0.5 seconds).
3. Cancelling a print job.
======================
If the Print Spooler CDA is entered while a print job is currently in session,
you will be asked if you want to cancel the print job. Selecting "Y" will
abort the current print job and allow you to setup a new print file queue.
Note that you may have to manually eject the final page from the printer.
Selecting "N" will exit the CDA and allow the current print job to finish up.
You CANNOT use the Print Spooler CDA while a print job is in session.
Enjoy!

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SPY vs SPY
----------
WRITTEN BY: ??????
UPLOADED BY: THE BLIND THIEF
SIMULVISION utilizes a revolutionary split-screen display depicting
both players activities simultaneously! Even while playing alone
against the computer, you get to see what the other wise-SPY is up
to.
SIMULPLAY lets both players play... you guessed it! Simultaneously.
No more need to wait your turn as you travel throughout a selectable,
yet randomly generated maze of interconnection rooms. While setting
and defusing booby-traps, engaging in hand-to-hand combat, searching
for the Top Secret briefcase (guess its not secret anymore) and
looking for the only way out, you must collect your passport, secret
plans, money, and a key in order to escape from the foreign embassy
before your plane take off without you. Like alfred E. Neuman says,
"If at first you don't succeed at first... SPY, SPY again."
GAME OPTIONS:
When SPY vs SPY has finished loading into your computer, you will be
presented with OPTION screen.
Located inside the top room you will be able to select and modify the
following options:
1. Number of players
2. Difficulty level
3. 'Intelligence Quotient' of the computer (one player version only)
4. Airport exit revealed or until the end.
STARTING:
With your joystick or appropriate keys, move your cursor, up and down,
to any of the options. By moving the joystick right or left you can
select one or two player mode, difficulty level, and I.Q. of the
computer (only available in one player mode.)
CONTROLS
--------
MOVEMENT:
The rooms that you are in are three dimensional. Pushing the JOYSTICK
forward will move you towards the rear of the room. Pulling the
JOYSTICK right or left will move you right or left. If you move from
room to room, you will notice that a Movement Status Indicator bar
(located below your room) is scrolling from right to left and being
updated with each new room you have entered. These symbols can show
you how to go back to where you've come from. For examples, if you
move one room to the right and two rooms back, you will see, reading
from right to left, two "down" arrows and one "left" arrow. To find
your way back, follow the arrows reading from left to right, deleting
each arrow until you return to the room in which you started. See
"Bread Crumbs"
OBJECT MANIPULATION:
First, move within range of any object (you will hear a short tone and
see a flash). Then press the Joysrick button. Any object within a
room can be opened or lifted and may reveal one of the hidden items
you are looking for. If you're not so lucky, it will activate a BOOBY
TRAP, blowing you to smithereens....
OPENING DOORS:
Again, move within range of any closed door. Press the JOYSTICK
button and the door will open.
KEYS AND THEIR FUNCTIONS
------------------------
K
Move left
L
Move right
A
Move back or up
Z
Move forward or down
Q
Access trapulator
S
Toggle music on/off
SPACE
Press to open or close a door To pick up or drop an object Select or
activate a booby trap Start game Press once to stop your man, again to
drop an object.
ESC
Pause game play
CTRL-R
Return to option screen
In Hand-to-Hand combat, use the K, L, A, and Z Keys to move the arm
with the club: in, out, up, or down, while depressing the CONTROL
Key.
GAME ELEMENTS
-------------
SIMULVISION:
The top half monitors the actions of the White Spy, the bottom half
depicts the Black Spy (either player 2 or the computer). The
activities of both Spies are revealed to both players in the rooms
shown on the left side of the screen. The right side is reserved for
the Trapulator and its six icons.
SIMULPLAY:
With the clock running at all times, we didn't think it was fair to
make players wait to take turns. So, voila! Simulplay. Since both
Spies' activities take place out in the open, the challenge becomes
watching and remembering what the other Spy does while you go about
your business. Simulplay allows players to engage in club-to-club
combat, place booby-traps, chase each other and generally get in the
way.
HAND-TO-HAND COMBAT:
The combat mode exists only when both spies are in the same room.
SIMULVISION ends, and the spy that entered the common room appears on
the same screen as the Spy that was already there. Both spies have
the options of attacking, leaving, or avoiding the other Spy.
In the combat mode, spies cannont search objects, or use the
Trapulator (no map or traps). Doors, however, still work, and so do
any traps that might be connected with them. If spies are not withing
range of any object when pushing the JOYSTICK BUTTON, they wield their
clubs with which they can hit the other Spy on the head or jab him in
the stomach. To smash him on the head, the button is held down while
the JOYSTICK is moved from the Up position to the Down position (swing
the club downward). To jab, move the JOYSTICK from left to right (or
right to left, depending on which way the Spy is facing). When the
JOYSTICK BUTTON is first pushed down, the Spy will automatically face
his opponent, regardless of which way he was facing or moving. To
move your Spy during combat, release the button ad move as normal.
Hitting the other spy weakens him, and about 7 solid blows are needed
to "Kill" him. However, Spies will recover strength over a period of
time.
If a Spy is carrying anything when he enters a common room, the object
is lost or hidden in the common room, depending on the type of
object. Traps and remedies are lost, while inventory items and the
briefcase are hidden somewhere in the room. The winner of the combat
sequence can search the object out, and either regain or gain
possesion.
NOTE: At the beginning of each new game, both Spies will start out in
the same room only a few steps from each other. Soooo, don't become
the victim of SAP-otage... keep your guard up.
TIME:
Both players start out with equal time to travel the maze, collect
required objects, search for the briefcase and exit the embassy before
their plane takes off. However, there are several time penalties.
You lose time when you set a booby-trap, When setting a trap, you will
hear several beeps. This will tell you that the trap was properly set
and it reminds you to watch your trapulator, which will be deducting
the appropriate time. However, if you are the victim of a booby-trap
or the loser in a hand-to-hand combat the clock will continue to count
down even though you are 'unconscious'. These losses of time can
never be regained. When time is about to run out the red button on
top of the TRAPULATOR will flash and sound it's warning. Both players
can never run out of time at the same time. Therefore, one player
will outlive the other. The surviving player will continue his search
for the briefcase required objects and the exit. If you are playing
against the computer and the computer has time remaining, you can
abort the mission by typing CTRL-R. Even after your spy's demise, the
traps he has set remain. The game is by no means over just because
one player's time has run out. To stop the game or pause, press the
ESC key.
BOOBY TRAPS:
As players move through the maze of rooms, they may select any of the
five booby-traps. The booby-trap arsenal contains: Bombs, Springs,
Buckets of Water, Guns with Strings tied to the Trigger and Time
Bombs. The Time Bomb needn't be hidden. In fact, it is activated
immediately and is the only booby-trap that cannot be carried or
neutralized! The Gun with a string and the bucket of water can only
be attached to a closed door. All other traps may be placed behind or
in anything found in any room.
Spies can carry traps in and out of rooms, placing them where they
wish when they are ready. Booby-traps are depicted in black while the
remedies are shown in color.
TO PLACE AND SET A TRAP:
1. Press the JOYSTICK button... TWICE! You have just accessed the
TRAPULATOR. Observe the large arrow.
2. Move the large arrow about the Trapulator using the JOYSTICK or
KEYBOARD arrows.
3. Position the arrow of the booby-trap of your choice.
4. Press the JOYSTICK or if you are using the keyboard, the
SPACEBAR. The booby-trap is now held by your spy.
5. Position the Spy in front of the hiding place you have selected.
6. Watch for a brief flash in your Spy's room. This flash indicates
the Spy is properly positioned.
7. Press the JOYSTICK/SPACEBAR. The booby-trap will disappear* and
you will hear the short 'beeps'. These indicate that the trap has
been set AND that time is being deducted from the time remaining
before your flight leaves.
*NOTE:
In the case of the Gun with a String trap, only the gun will no longer
be visible. As you move your Spy about the room, the string will
stretch and follow the Spy Position him in front of a closed door,
watch for the flash, press the Joystick/Spacebar and the trap is set.
Once a trap has been set, EITHER Spy has can set it off! A Time Bomb
will go off in 15 seconds once selected. Any Spy(s) in the room at
the time of detonation will be zapped. Unlike other traps, the Timb
Bomb is not set off by the searching of the Spies. Listen carefully
for them. They come in handy if you are being chased. The
unfortunate Spy will lose 7 seconds of actual time. Also, 20 seconds
will be deducted from his game time, for a total penalty of 27 gaming
seconds. The other player will be awarded bonus points for each trap
set off by the opposition. If the booby trap has been been in
possesion of the briefcase, the other Spy can use this time to attempt
to locate the victim and grab the briefcase.
To add insult to injury, when a player sets off a trap, he gets zapped
while the other Spy laughs hysterically.
REMEDIES:
Except for the Timb Bomb, each of the traps has a disarming remedy
hidden throughout the maze. Each type of remedy is always hidden in
the same type of location. For example, the scissors are used to
disarm the Gun with string. Scissors are only found in the First Aid
kits hanging on the back walls. As with traps, remedies can be picked
up and carried from room to room. Spies can NOT carry more than on
thing at a time except inside the briefcase.
BOOBY-TRAPS AND REMEDIES
------------------------
TRAP USEABLE REMEDY LOCATION
-------- -------- -------- ------------------------------
Bomb All but Water Red fire box on left wall.
Door. Bucket
-------------------------------------------------------------
Spring All but Wire White tool box on right wall
Door. Cutters
-------------------------------------------------------------
Water Door Umbrella Coat Rack
Bucket ONLY
-------------------------------------------------------------
Gun with Door Scissors First Aid Kit on back wall.
String ONLY
-------------------------------------------------------------
Time Bomb ANYWHERE None! N/A
-------------------------------------------------------------
TRAPULATOR:
Located to the right of each of the rooms is a calculator-like, state
of the art, Trapulator. It serves four basic functions. You can use
it to SELECT BOOBY TRAPS; ponpoint your LOCATION, gauge your TIME
remaining and check INVENTORY.
Across the top of the Trapulator is a digital clock which indicates
the time left until your plane takes off (with or without you)! Below
the clock are six buttons. On the first 5, selectable booby-traps are
indicated. However, the sixth button in the lower righthand corner
calls up a map of the embassy you have broken into. The map will
apprear in the room that your spy is occupying. The room your Spy is
in will be the one blinking on and off. Rooms filled in with a color
indicate that your Spy has been in that room at least once. Any
required inventory items are represented by a dot. The map does NOT
tell you what item or how many are in a particular room, just that
something you are looking for is there. Finally, the Trapulator
displays items you have successfully collected as you ready your
escape. Its also indicates if an item has been taken from you. The
item will now appear on th opposition's Trapulator. Across the
bottom, left to right, should be your passport, money, key and the
secret plans. The map does NOT show the location of the other Spy,
nor does it reaveal anything about te other floor of the embassy (if
there is one).
INVENTORY:
Your mission being to escape the embassy, Top Secret briefcase in
hand, it is important to remember that all else is but a mere
distraction. Before time runs out you must manage to find, fill, and
keep the briefcase, locate the only exit and board your plane with ALL
of the following: PASSPORT, traveling MONEY, the KEY, and the secret
PLANS.
It is helpful to know that these items are never found in any of the
remedy locations. Use the briefcase to hold all these items. Carry
them with you or hide them. There is only on of each in any game.
Protect the briefcase at all costs. If an item is found and you do
not posses the briefcase your spy will be carrying a white satchel and
the item contained will be flashing on the Trapulator.
EXIT:
There is only one way out of each embassy building. The exit door is
marked. You can NOT leave without all of the required inventory. The
airport guard will see to that!
SPLIT LEVEL EMBASSIES:
Some of the embassy buildings are two stories high. Your Spy can
climb from floor to fllor by using the ladders. Holes in the floors
are often hidden by carpets. Use the JOYSTICK or SPACEBAR to
cover/uncover such an opening. Use the JOYSTICK OR KEYBOARD to move
up or down.
LADDERS AND RUGS:
If you enter a room with a lader, you can activate it by moving within
range and pressing the JOYSTICK button. Pressing the JOYSTICK button
once will lower the ladder to ground level, enabling you to move your
Spy up the ladder to the upper floor. If you do not push your spy up
the ladder but push the JOYSTICK button a second time, the ladder will
raise back up. To climb up or down, tap your JOYSTICK once in the
appropriate direction. The spy will move by himself. Do NOT keep the
JOYSTICK forward or back. If you enter a room with a rug, standing
within range of the rug, pressing the JOYSTICK button will lift the
rug and reveal a hole. Move your player over the hole and he will
climb down the ladder to a lower floor. You can cover a hold by
standing near it and again pressing the JOYSTICK button.
"BREAD CRUMBS":
You can re-trace your steps by using the small character indicators
just below the front edge of your room. These guides (not available
in the higher levels) actually point the way back to where you have
just come from!
SCORING:
Points are awarded or deducted for the following:
+80 winning at hand-to-hand
-20 losing at hand-to-hand
+30 for placing a booby-trap
-80 for being the victim of a trap or airport security guard's boot
+60 only for stealing other player's inventory item
-70 calling up the help MAP
+40 using a remedy sucessfully
RANKING:
At the conclusion of each game, players will be awarded the title or
rank they have earned. Bonus points and time penalties are calculated
by the computer.

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SPY vs SPY
----------
SIMULVISION utilizes a revolutionary splitscreen display
depicting both players
activities simultaneously! Even while playing alone against the
computer, you
get to see what the other wise-SPY is up to.
SIMULPLAY lets both players play... you guessed it!
Simultaneously. No more
need to wait your turn as you travel throughout a selectable,
yet randomly
generated maze of interconnection rooms. While setting and
defusing
booby-traps, engaging in hand-to-hand combat, searching for the
Top Secret
briefcase (guess its not secret anymore) and looking for the
only way out, you
must collect your passport, secret plans, money, and a key in
order to escape
from the foreign embassy before your plane take off without you.
Like alfred E.
Neuman says, "If at first you don't succeed at first... SPY, SPY
again."
GAME OPTIONS:
When SPY vs SPY has finished loading into your computer, you
will be presented
with OPTION screen.
Located inside the top room you will be able to select and
modify the following
options:
1. Number of players 2. Difficulty level 3. 'Intelligence
Quotient' of the
computer (one player version only) 4. Airport exit revealed or
until the end.
STARTING:
With your joystick or appropriate keys, move your cursor, up and
down, to any
of the options. By moving the joystick right or left you can
select one or two
player mode, difficulty level, and I.Q. of the computer (only
available in one
player
mode.)
CONTROLS
--------
MOVEMENT:
The rooms that you are in are three dimensional. Pushing the JOYSTICK forward
will move you towards the rear of the room. Pulling the JOYSTICK right or left
will move you right or left. If you move from room to room, you will notice
that a Movement Status Indicator bar (located below your room) is scrolling
from right to left and being updated with each new room you have entered. These
symbols can show you how to go back to where you've come from. For examples, if
you move one room to the right and two rooms back, you will see, reading from
right to left, two "down" arrows and one "left" arrow. To find your way back,
follow the arrows reading from left to right, deleting each arrow until you
return to the room in which you started. See "Bread Crumbs"
OBJECT MANIPULATION:
First, move within range of any object (you will hear a short tone and see a
flash). Then press the Joysrick button. Any object within a room can be opened
or lifted and may reveal one of the hidden items you are looking for. If you're
not so lucky, it will activate a BOOBY TRAP, blowing you to smithereens....
OPENING DOORS:
Again, move within range if any closed door. Press the JOYSTICK button and the
door will
open.
KEYS AND THEIR FUNCTIONS
------------------------
KEY USE
---- ------------------------------
K Move left
L Move right
A Move back or up
Z Move forward or down
Q Access trapulator
S Toggle music on/off
SPACE Press to open or close a door
To pick up or drop an object
Select or activate a booby trap
Start game
Press once to stop your man,
again to drop an object.
ESC Pause game play
CTRL-R Return to option screen
In Hand-to-Hand combat, use the K,L,A, and Z Keys to move the arm with the club
:
in, out, up, or down, while depressing the CONTROL
Key.
GAME ELEMENTS
-------------
SIMULVISION:
The top half monitors the actions of the White Spy, the bottom half depicts the
Black Spy (either player 2 or the computer). The activities of both Spies are
revealed to both players in the rooms shown on the left side of the screen. The
right side is reserved for the Trapulator and its six icons.
SIMULPLAY:
With the clock running at all times, we didn't think it was fair to make
players wait to take turns. So, voila! Simulplay. Since both Spies' activities
take place out in the open, the challenge becomes watching and remembering what
the other Spy does while you go about your business. Simulplay allows players
to engage in club-to-club combat, place booby-traps, chase each other and
generally get in the way.
HAND-TO-HAND COMBAT:
The combat mode exists only when both spies are in the same room. SIMULVISION
ends, and the spy that entered the common room appears on the same screen as
the Spy that was already there. Both spies have the options of attacking,
leaving, or avoiding the other Spy.
In the combat mode, spies cannont search objects, or use the Trapulator (no map
or traps). Doors, however, still work, and so do any traps that might be
connected with them. If spies are not withing range of any object when pushing
the JOYSTICK BUTTON, they wield their clubs with which they can hit the other
Spy on the head or jab him in the stomach. To smash him on the head, the button
is held down while the JOYSTICK is moved from the Up position to the Down
position (swing the club downward). To jab, move the JOYSTICK from left to
right (or right to left, depending on which way the Spy is facing). When the
JOYSTICK BUTTON is first pushed down, the Spy will automatically face his
opponent, regardless of which way he was facing or moving. To move your Spy
during combat, release the button ad move as normal. Hitting the other spy
weakens him, and about 7 solid blows are needed to "Kill" him. However, Spies
will recover strength over a period of time.
If a Spy is carrying anything when he enters a common room, the object is lost
or hidden in the common room, depending on the type of object. Traps and
remedies are lost, while inventory items and the briefcase are hidden somewhere
in the room. The winner of the combat sequence can search the object out, and
either regain or gain possesion.
NOTE: At the beginning of each new game, both Spies will start out in the same
room only a few steps from each other. Soooo, don't become the victim of
SAP-otage... keep your guard up.
TIME:
Both players start out with equal time to travel the maze, collect required
objects, search for the briefcase and exit the embassy before their plane takes
off. However, there are several time penalties. You lose time when you set a
booby-trap, When setting a trap, you will hear several beeps. This will tell
you that the trap was properly set and it reminds you to watch your trapulator,
which will be deducting the appropriate time. However, if you are the victim of
a booby-trap or the loser in a hand-to-hand combat the clock will continue to
count down even though you are 'unconscious'. These losses of time can never be
regained. When time is about to run out the red button on top of the TRAPULATOR
will flash and sound it's warning. Both players can never run out of time at
the same time. Therefore, one player will outlive the other. The surviving
player will continue his search for the briefcase required objects and the
exit. If you are playing against the computer and the computer has time
remaining, you can abort the mission by typing CTRL-R. Even after your spy's
demise, the traps he has set remain. The game is by no means over just because
one player's time has run out. To stop the game or pause, press the ESC key.
BOOBY TRAPS:
As players move through the maze of rooms, they may select any of the five
booby-traps. The booby-trap arsenal contains: Bombs, Springs, Buckets of Water,
Guns with Strings tied to the Trigger and Time Bombs. The Time Bomb needn't be
hidden. In fact, it is activated immediately and is the only booby-trap that
cannot be carried or neutralized! The Gun with a string and the bucket of water
can only be attached to a closed door. All other traps may be placed behind or
in anything found in any room.
Spies can carry traps in and out of rooms, placing them where they wish when
they are ready. Booby-traps are depicted in black while the remedies are shown
in color.
TO PLACE AND SET A TRAP:
1. Press the JOYSTICK button... TWICE! You have just accessed the TRAPULATOR.
Observe the large arrow.
2. Move the large arrow about the Trapulator using the JOYSTICK or KEYBOARD
arrows.
3. Position the arrow of the booby-trap of your choice.
4. Press the JOYSTICK or if you are using the keyboard, the SPACEBAR. The
booby-trap is now held by your spy.
5. Position the Spy in front of the hiding place you have selected.
6. Watch for a brief flash in your Spy's room. This flash indicates the Spy is
properly positioned.
7. Press the JOYSTICK/SPACEBAR. The booby-trap will disappear* and you will
hear the short
'beeps'. These indicate that the trap has been set AND that time
is being
deducted from the time remaining before your flight leaves.
*NOTE:
In the case
of the Gun with a String trap, only the gun will no longer be
visible.
As you move your Spy about the room, the string will stretch and
follow the Spy Position him in front of a closed door, watch for
the flash,
press the Joystick/Spacebar and the trap is set.
Once a trap has been set, EITHER Spy has can set it off! A Time
Bomb will go
off in 15 seconds once selected. Any Spy(s) in the room at the
time of
detonation will be zapped. Unlike other traps, the Timb Bomb is
not set off by
the searching of the Spies. Listen carefully for them. They come
in handy if
you are being chased. The unfortunate Spy will lose 7 seconds of
actual time.
Also, 20 seconds will be deducted from his game time, for a total penalty of 27
gaming seconds. The other player will be awarded bonus points for each trap set
off by the opposition. If the boobytrappee ha been been in possesion of the
briefcase, the other Spy can use this time to attempt to locate the victim and
grab the briefcase.
To add insult to injury, when a player sets off a trap, he gets zapped while
the other Spy laughs hysterically.
REMEDIES:
Except for the Timb Bomb, each of the traps has a disarming remedy hidden
throughout the maze. Each type of remedy is always hidden in the same type of
location. For example, the scissors are used to disarm the Gun with string.
Scissors are only found in the First Aid kits hanging on the back walls. As
with traps, remedies can be picked up and carried from room to room. Spies can
NOT carry more than on thing at a time except inside the
briefcase.
BOOBY-TRAPS AND REMEDIES
------------------------
TRAP USEABLE REMEDY LOCATION
-------- -------- -------- -------- Bomb All but Water Red fire
Door. Bucket box on
L. Wall
---------------------------------------
Spring All but Wire White
Door. Cutters tool box
on Right
wall.
---------------------------------------
Water Door Umbrella Coat
Bucket ONLY Rack
---------------------------------------
Gun with Door Scissors First
String ONLY Aid kit
on back
wall.
---------------------------------------
Time Bomb ANYWHERE None! N/A
---------------------------------------
TRAPULATOR:
Located to the right of each of the rooms is a calculator-like,
state of the
art, Trapulator. It serves four basic functions. You can use it
to SELECT BOOBY
TRAPS; ponpoint your LOCATION, gauge your TIME remaining and
check INVENTORY.
Across the top of the Trapulator is a digital clock which
indicates the time
left until your plane takes off (with or without you)! Below the
clock are six
buttons. On the first 5, selectable booby-traps are indicated.
However, the
sixth button in the lower righthand corner calls up a map of the
embassy you
have broken into. The map will apprear in the room that your spy
is occupying.
The room your Spy is in will be the one blinking on and off.
Rooms filled in
with a color indicate that your Spy has been in that room at
least once. Any
required inventory items are represented by a dot. The map does
NOT tell you
what item or how many are in a particular room, just that
something you are
looking for is there. Finally, the Trapulator displays items you
have
successfully collected as you ready your escape. Its also
indicates if an item
has been taken from you. The item will now appear on th
opposition's
Trapulator. Across the bottom, left to right, should be your
passport, money,
key and the secret plans. The map does NOT show the location of
the other Spy,
nor doesit reaveal anything about te other floor of the embassy
(if there is
one).
INVENTORY:
Your mission being to escape the embassy, Top Secret briefcase
in hand, it is
important to remember that all else is but a mere distraction.
Before time runs
out you must manage to find, fill, and keep the briefcase,
locate the only exit
and board your plane with ALL of the following: PASSPORT,
traveling MONEY, the
KEY, and the secret PLANS.
It is helpful to know that these items are never found in any of
the remedy
locations. Use the briefcase to hold all these items. Carry them
with you or
hide them. There is only on of each in any game. Protect the
briefcase at all
costs. If an item is found and you do not posses the briefcase
your spy will be
carrying a white satchel and the item contained will be flashing
on the
Trapulator.
EXIT:
There is only one way out of each embassy building. The exit
door is marked.
You can NOT leave without all of the required inventory. The
airport guard will
see to that!
SPLIT LEVEL EMBASSIES:
Some of the embassy buildings are two stories high. Your Spy can
climb from
floor to fllor by using the ladders. Holes in the floors are
often hidden by
carpets. Use the JOYSTICK or SPACEBAR to cover/uncover such an
opening. Use the
JOYSTICK OR KEYBOARD to move up or down.
LADDERS AND RUGS:
If you enter a room with a lader, you can activate it by moving
within range
and pressing the JOYSTICK button. Pressing the JOYSTICK button
once will lower
the ladder to ground level, enabling you to move your Spy up the
ladder to the
upper floor. If you do not push your spy up the ladder but push
the JOYSTICK
button a second time, the ladder will raise back up. To climb up
or down, tap
your JOYSTICK once in the appropriate direction. The spy will
move by himself.
Do NOT keep the JOYSTICK forward or back. If you enter a room
with a rug,
standing within range of the rug, pressing the JOYSTICK button
will lift the
rug and reveal a hole. Move your player over the hole and he
will climb down
the ladder to a lower floor. You can cover a hold by standing
near it and again
pressing the JOYSTICK button.
"BREAD CRUMBS":
You can re-trace your steps by using the small character
indicators just below
the front edge of your room. These guides (not available in the
higher levels)
actually point the way back to where you have just come
from!
SCORING:
Points are awarded or deducted for the following:
+80 winning at hand-to-hand
-20 losing at hand-to-hand
+30 fro placing a booby-trap
-80 for being the victim of a trap or airport security guard's
boot
+60 only for stealing other player's inventory item
-70 calling up the help MAP
+40 using a remedy sucessfully
RANKING:
At the conclusion of each game, players will be awarded the
title or rank they
have earned. Bonus points and time penalties are calculated by
the computer.
=END=


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| How in the world do I write a song in Soundsmith?!? |
|_____________________________________________________________________________|
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Before we start our lesson, please make sure that you are using Soundsmith version 0.9 or higher. If you do not have this, please download it in the Music and Sound area of America Online(keyword AMS). If you think you're gonna write a song with 0.7, heh..well, get real and get 0.9. 'Nuff said, let's get started....
After booting Soundsmith and get past the title screen(does ZZ Top care?), Title song and the send-me-$20 screen, you are presented with a small, empty box with 4 buttons. The only button you can use at this point is Load Instrament. Put simply, this is how you load instraments. You can load instraments from any disk and use them, but if your song uses instraments from more than one disk, make sure you copy all these instraments onto one disk/folder or else you won't be able to load all your instraments when you load the song again. The author was gracious enough to include a plythera(I like this word) of instraments for our use, all of which sound better than any of Music Studio's sounds(but SS sounds may be saved into MS Wave-files. If you do this, make sure you change the envelope form in the Design Instrament section of Music Studio). To change the default volume of an instrament, highlight the instrament and use the scrollbar to set the volume. The Vibrato Speed and Vibrato 'Depht' are apparently inoperative. You can test the notes on the keybaord below(on later versions of SS, what you play on a keyboard will be recorded into your song).
Now that you have selected all your instraments(you can still select more later on if you do not have enough), go to the file menu and select 'New Song.' This will give you the familiar spreadsheet that you usually see littered with 'D#5's and stuff, except that it is empty. You are now ready to begin composition. First of all, select MUSIC from the pull down menu. You should get a screen with 'Number of Positions','Position','Block' and 'Tempo'. Set the number of positions to about 10 or so, and then set POSITION #0 to BLOCK #0 and Position #1 to Block #1 and so on and so forth and then set Tempo to whatever you want. 1 is the fastest and 16 is the slowest. The Position bar and the Block bar are vital. The program plays the blocks according to how you tell it to: for example, SS starts at position zero and at position zero, you have instructed SS to play Block #0. After playing Block #0, SS moves on to the next position. At position #1, you have instructed SS to play block #1. But, let's say you want to repeat a block. Set position #10(or whatever) to block #10 and Position #11 to block #10. This will repeat the 10th block. Hit the 'OK' button to get back to the Spreadsheet.
What I usually do at this point is put any note on the screen and save it to /RAM5 and then close the spreadsheet and load the song back up(but 'Cancel' the loading of new instraments). Although I'm not sure about 0.9, SS had a bug that made the graphic player display garbage when you started a new song unless you loaded it. This way, you have loaded a song and are modifying it. Delete the dummy note oyu have placed on the screen and now you are REALLY ready to begin.
On the other songs, you may have noticed the way the notes were arranged:
Note Instrament
|| |
| D#5 | 4000 |
| |||
Octave Effect
Note: This is the note. The musical alphabet is CDEFGAB and that is how SS looks at it's notes. Sometimes a note has a # after it. This denotes a 'Sharp' or an increase in the notes pitch. Since SS doesn't recognize flats, only sharps may be used, such as G# instead of Ab(these are both the same note). Sometimes, though, notes cannot be sharped. These notes are B and E. This is because B# is C and E# is F. Keep that in mind. (The following is an example of a musical staff. If you'll notice, they are in alphabetical order from bottom to top, counting spaces and lines)
Spaces Lines(Trebel)
_______________________________________________ F(ine)
E _______________________________________________ D(oes)
C _______________________________________________ B(oy)
A _______________________________________________ G(ood)
F _______________________________________________ E(very)
_ _
_______________________________________________ A(lways)
G _______________________________________________ F(ine)
E _______________________________________________ D(o) (Bass)
C _______________________________________________ B(oys)
A _______________________________________________ G(ood)
Octave: This is what picth the note will be played at. Each new octave starts at C(ex: A4 B4 C5 D5). I usually use the C in the Trebel Cleff as C5, the C in between the two cleffs(middle C) as C4 and the C in the Bass Cleff as C3. Your octave may range from a low 2 to a high 7.
Instrament: This is the instrament number to play. They range from 1 to F(a Hex number{0,1,2,3,4,5,6,7,8,9,A,B,C,D,E,F}). You can use any instrament in any row.
Effect: A very useful tool. This affects the way a note preforms. Although I think 0.9 has some bugs in the Effect Area(some of the Effects listed in the docs don't work). The most useful effects I use are Volume and Tempo. To change the volume of your score, go up to the effect box and type 3(this says 'I'm changing volume, you dummy!' to SS) followed by any number from 00 to FF(again, this is Hex). 00 is no volume at all and FF is full blast. This type of volume only affects the current note. To change the Tempo, go to the Effect box and type F(again, "I'm changing Tempo now!!") followed by any number from 01 to 0F(WARNING-WARNING: Under NO circumstances type F00 and play it as it will shut off the speed of your song. There is no way out of this(the Tempo Bar in the pull-down is now all solid, and you can't change Tempo again in your song becuase your song isn't moving!), except to re-load the song).
Ok, now that that's settled, the first question everyone asks me is "How do you set the Time Signature?" Forget this. There are no time signatures in Soundsmith. If you want to make a whole note, put down a note and leave 3 blank spaces after it. If you want to make an eight note, put down a note and leave no spaces after it(if you aren't adding anything after it, that's fine. The note will play to it's full extent, but it won't mess anything up. If your pickey, place 'STP' in place of the note/octave. This should stop the note,but I havn't have much luck with that. Let's say you have sixteenth notes in your song: to make a whole note, put down the note and leave 7 blank spaces after it. To make a quarter note, put down a note with 1 blank space. As you can see, I've doubled the distance between all notes, and with this, you may also need to half the tempo.
Usually, however, duration doesn't mean didly in SS. What is important is when each note starts since that is all that is really heard.
Shortcuts: INstead of typing in each note, octave, instrament, and effect, you can simply highlight the square you want to work on by clicking on it. Then, typing any number on the jeypad will set the octave, and any number on the top-number-row will set the instrament(apparently, 5 on the keypad and 5 on the keyboard are different!). Typing the keys between [G] and [:;] on the keyboard will produce the notes C though A(unfortunately, I cannot get a B note to work). The letters on the row above will produce the sharp notes. Ex:
[Y][U] [C#][D#]
[G][H] will give you [C ][D ]
Of course, all the OpenApple- commands work as well.
Cut and Paste is vital to a song writer. If you want to copy part of your song, take your little mousie, click and hold at the top part of your segment and drag the mouse all the way to the bottom part of your segment. You may also drag it across several rows. Now that it is all highlighted, release the mouse and select Cut or Copy(cut removes the piece and puts it into memory, copy copies the piece into memory). Now take the mousie and move it to the top corner of where you want your segment to end up and then select paste(or hit OpenApple-V). Voila, there it is.
You may notice Fade IN and Fade Out in the menu(OA+ and OA-). This is a really Kick-Butt item. I just found out how to use it tonight. All you do is select the area of the song(for example, the last block) and then select Fade Out or Fade IN. SS automatically calculates the variables needed for a nice, even fade in/out. Nice for ending songs with. I'm gonna use this one extensively!!
Change Sample. If, for some reason, you decide you hat ethe instrament you wrote your song in, select the portion of the song with the instrament(you can select whole rows, columns, and blocks by clicking on the heading), and go to change sample. Put simply, it's asking: You want me to change all the Instrament Number x to Instrament Number y. This is useful.
Set Octave. This is rather useful Sometimes, you make a really great Drum Beat, and when you listen to it, you discovor it sounds like your supper is attacking you from the inside becuase the octave is way to low. Select the area and then pick Change Octave from the Menu. This will set everything in the selected area to Octive x. A drawback of this is when you have multiple octaves such as B3 C4 D4, it will change them all to the same octave, such as B5 C5 D5(which will produce 1 high note and 2 low notes instead of 3 low notes).
Never forget about the UNDO item. If you make a bad mistake(such as fading a part of a song you don't want to) go up and select Undo and it will undo it.
Another Warning: Never use Select All or anything that uses more than 64k. If you do something, such as change the octave of a whole song, the program will sit there for an unmeasured ammount of time. Although this might work, I have never seen it work.
DOC. This is pretty neat. It shows exactly what memory specifically designated for your DOC(Digital Oscillator Chip(the sound chip!)) is used up by the instrament data.
Play and Graphic Play are used to listen to your music. Continue and Graphic Continue doesn't continue the song from where you stopped it, like I previoulsy thought, it mearly acts as a loop so it will play forever. Stop Souund stops it from playing. (You can do Continue and listen to the song while you're writing it. It'll play the notes after you add them.)
After you have a song all written out, go back to MUSIC in the Pull-down and make set the Total Positions to the greatest position+1. This will cause the song to end right after the last position. (+1 becuase Number of Positions starts with 1 and Position Number starts with 0). Clicking on the LOOP box will make the song start over after the last position.
A few Hints:
To give your song a wierd hollow type sound, copy all the tracks and fill up all 14 tracks with your music. I have done this in my song 'Drums.a.Plenty' in the 5th block(I think). Sounds spiffy.
Make your song fun to watch, as well as listen to. In my arangeement of 'Funky.Town', I improvised an ending. I made all 14 tracks light up in descending order for a super-freaky-neato wave effect. This is fun to watch, but boring to listen to.
The lower the octave of a note, the longer it gets. To make a long fuzzy sound, use C2 with the instrament 'BLAST(Axel.F).' I have done this for the very last note in my song 'Drums.a.Plenty'
If you're just starting out, I recommend adding a drum beat to a classic songs such as 5th Symphony, Blue Danube or something. See my example of Pachelbel's Canon in D under the name 'New.Cannon'
To give that BassDrum2 more bass, play 2 or 3 notes at the exact same time. Boom.
To improve overall sound, connect your GS to youre Stereo. This is very simple to do and will cost you maybe $8 at Radio Shack and will require no extra equipment, except some wires. I'm telling you, the sound is UNREAL! It'll get rid of that Internal Rattle and also wake the neighbors.
After writing and uploading the song, ask people to leave you mail. The ammount of mail you recieve(however minimal) will make you feel absolutely great! I know it kept me going!!
Hmm...don't you wonder what Beethoven, Bach, Brahams or any other great composer would have done with a GS and SOundSmith??????
Welp, that concludes this lesson. If there are any questions at all, please, feel free to leave mail to me, Cappy, or AFA Gene(if he's in a good mood, he'll forward the message to me, otherwise, he'll revoke your password. hehe :-).
Mark Young (real name)
aka
Cappy (America Online)
aka
Captain R/C (Local BBS's)
(Huibert Aalbers(Spelling?!!): I would like to help you write the manual for Soundsmith. If you are reading this, try and contact me. I am on America Online)
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SoundSmith Reference:
SoundSmith is a program designed to create easily music for the IIgs and allow to include them in your programs.
The instruments used by SoundSmith must be standard ASIF instrument files (Electronic Art's Instant Synthesizer and Instant Music use this type of files) or PSWV instrument files (created with the french public domain program Poly-sons). I am writing a small utility program to convert sounds digitized with the Sonic Blaster or Future Sound card to ASIF instruments. It will be included in the SoundSmith package as soon as it is finished.
When SoundSmith is booted, the desktop appears with one open window. This window contains the list of the loaded instruments and four buttons to load/ remove instruments and save sound files (not music files). It is possible to load up to 15 instruments at once.
You can see how much memory is available by looking the size of the largest free block at the bottom of the window. However, this value does not represent always the size of the largest loadable instrument because the IIgs handles his DOC Memory in a very special way (that is why other music programs don't allow you to use more than four instruments at once, like Instant Music or don't allow you to choose your instruments like Music Studio to avoid problems). I cannot explain here how everything works but you can find more information in the Apple IIgs Hardware Reference. Using the DOC Memory option from the Information menu lets you see a map of the DOC Memory.
When an instrument has been loaded, two other windows appear. The first one gives you some information about the instrument selected in the instrument list. The vibrato speed and vibrato depth parameters are not used by SoundSmith (but the user may want to change the values of these parameters before saving a Music Studio sound file). The keyboard window allows to hear the selected instrument. In the next version of SoundSmith, playing on the keyboard while the music is running will record the notes.
The Open Music option of the File Menu allows you to load a music. After loading the instruments and the music, a new window will appear. This window should look familiar to everyone used to work with Appleworks GS spreadsheet.
You can edit the music by selecting any zone (clicking the mouse on the block number selects the whole block, on a line number selects a line, on a track number selects the track) and using the Cut, Paste, Copy and Clear commands. The selected zone can be extended by holding the Shift key down while pressing the mouse button. When a single case is hi-lighted, you can move around by using the arrow keys. These commands are identical to the ones used by AppleWorks GS to make them easy to learn.
To enter a new note, you can enter the values in the three editable boxes on the music window (a single case must be selected) and pressing RETURN or use the keyboard short-cuts:
To change the Octave press 1-7 on the numeric keypad.
To change the instrument press 1-F on the main keyboard.
To enter a note using the current instrument,effect and octave press:
G for C , Y for C#
H for D , U for D#
J for E
K for F , O for F#
L for G , P for G#
; for A , [ for A#
' for B
The effects are composed by an effect number and an effect value. They modify the way a note is played (except the set tempo effect which modifies the tempo for all the following notes).
At this time, the following effects have been defined:
Effect:0 = Arpegiatto
Value: 0 = no Arpegiatto nm = Increment 1=n, Increment 2=m
3 = Set Volume nm = New Volume (0-$FF)
5 = Decrease Volume nm = Volume to subtract from Instrument Volume.
6 = Increase Volume nm = Volume to add to Instrument Volume.
F = Set Tempo nm = New tempo.
You can now start to compose by using the New Music File option from the File menu, but before you have to know the way SoundSmith plays the music. You can use up to 14 tracks simultaneously, and you can use any instrument in any track but you can only play one instrument at a time in one track. Lets see how this works with an example:
Track 00
00. C#3 1000
01. E3 2000
02. --- 0000
03. C#3 1000
04. STP 0000
SoundSmith will first play line 00. This means that it will play a C#3 note using the first sample. Then it will play line 01. To do this, it will first
stop to play the C#3 note and then play the E3 note, using the second sample. This means that if the first sample is long, you will not hear it completely. If you want to continue to play a note, you must do what I have done on line 02. You can repeat this many times if your sample is very long. The instrument will continue to be played until the end of the wave is reached or a new note is played. If you want to stop a note without having to play another one, you must enter a STP command instead of a note (line 04).
SoundSmith gives you total control over the stereo effects. There are two different ways to select on which channel a note will be played. The first one is used by all the IIgs music programs. Each instrument has a stereo parameter that indicates on which channel it will be played. To use this method you must select for each instrument on the Instrument data Window the stereo channel that you want to assign to that particular instrument. Then you must go to the Tracks option from the Information menu and click on the Use Instrument data button.
The other way to use the stereo is much more powerful. You assign a stereo channel to each track. This means that an instrument will play on the right or left channel depending on which track it is played. This is very interesting because it allows to create incredible effects. This option is activated by clicking on the Use Channel/Track data button on the Tracks dialogue box.
The Music option from the Information menu allows to set some important parameters like the length of the music, the tempo, etc.
The length of the music is given in number of blocks. If the music is for example four blocks long, you must tell the program which four blocks to play. This is necessary because you may want to repeat some blocks. You can play blocks 0,1,2 and 3 or 0,1,0,1 or 2,4,6,8, etc. Imagine that you want to play the following sequence: 0,1,2,2. Set position to 0 and then block number to 0. Then set position to 1 and block number to 1. Repeat the same steps for positions 2 and 3, setting the block number to 2.
On the Music data dialogue box there is also a check button. If you click on it, the music will loop.
The Preferences option from the Information menu lets you set some important parameters. The volume scroll bar sets the main volume (this is the same value that you set on the control panel). The Keyboard translation scroll bar is used to set the keyboard octave (if the keyboard translation is 2, the first note of the keyboard will be C2).
The sound file format buttons allow you to select the type of file that will be used when saving a sound file (not a music file !). When the sound file format is set to Music Studio, SoundSmith will save two files, a wavebank and a sound file. These files can be loaded by Music Studio. This allows to use new instruments with this popular program (even if I believe that SoundSmith is much better...).
The SoundSmith binary file has the following structure:
Number of instruments: 2 bytes
DOC Memory: 64k
Instrument Definition: 92 bytes * Number of instruments
The Play options from the Play menu does not need to be explained. When using the Graphic Player option you will see that you can move a cursor that looks like an electric guitar. Use it to select the active tracks and the ones that are displayed on the screen. Attention, since no more than four tracks can be displayed at once, you must first unselect a track to be able to select another one. The Continue and Graphic Continue options use the value of the Position scroll bar (on the music data dialogue box) to know where to start to play the music.
Now, I think that this should help you to understand how SoundSmith works and how to compose music. I am really sorry for my bad english but I am doing my best. This manual covers all the important functions of this program but I know that some points could have been better explained. However, since I had to send you this manual, I could not spend more time on it. I will rewrite it and include it on the next version of SoundSmith.

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Super Stellar Trek
- COMMAND SUMMARY -
.LJ
Command Meaning
------- -------
A.... Abandon ship (only under worst condition)
C.... Load dilitium crystals into M-AM power plant
DESTRUCT Engage self destruct computer
DEA... Engage experimental deathray (dangerous)
D..... Dock with adjacent star base
ER.... End resistence to tractor beam
HELP Request help from nearest star base
INS.... Install new phaser systems (at star base only)
MI.... Mine for dilitium crystals (only while on planet)
M dy dx Move manually dy quadrants in the 'Y' direction and dx quadrants in the 'X' direction (1 decimal allowed)
S S Q Q
M A Y X (Y X) Move automatically to sector SY,SX and optionally into quadrant QY,QX
O..... Enter standard orbit around adjacent planet
PAUSE Temporarily stop game play
S S
PHO Y X fire photon torpedo to sector SY,SX
S S
P Y X A (N) Fire phaser to sector SY,SX and allow the computer to determine the amount of energy to discharge (the optional 'N' means to leave the shields down after firing)
S S
P Y X XXXX (N) Fire XXXX units of energy to sector SY,SX ('N' as above)
PL..... Planet report request (scanned planets only)
S S
RAM Y X Ram enemy vessel in sector SY,SX
R XXXX Rest XXXX stardates
REQ item Request the status and damage repair time of the starship device 'item'. 'Item' may be any of the following;
.RJ
C.... Computer LS.... Life support system
SR... SR sensors LSR... Life support reserves
LR... LR sensors SHI... Shields
SBR.. Subspace radio PHA... Phasers
I.... Impulse engines PHO... Photon torpedoes
T.... Transporter W..... Warp engines
SHU.. Shuttle craft
.LJ
S S
SE Y X Sensor scan sectror SY,SX
SHU... Shuttle to or from a planet
SNAP.. Take a snapshot of the game to continue later
S U... Shields up
S D... Shields down
S T (-)XXXX Transfer XXXX shield energy (minus indicates energy returns to ships reserves)
TERMINATE End game
TR.... Transport to or from a planet
UD.... Undock from starbase
W X.X Set warp engines to factor X.X (max 9.9)
Ctrl-T set tactical display (hi-res)
Ctrl-S set strategic display (map screen)
Format for Strategic display XYZ where X = # of Klingons in quadrant, Y = # of starbases in quadrant, Z = # of stars.
If map sector is all red quadrant is out of the known galaxy, if all orange there is a supernova in quadrant, if all dots quadrant is unexplored
----------------------------------------! DOCS BY THE COPYCATTER !! FORMATTED FOR APPLE WRITER !! !! !----------------------------------------

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*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
* *
* THE STANDING STONES DOCS *
* *
* BY *
* *
* THE PENGUIN *
* *
* WRITTEN FOR *
* *
* THE SOUTH POLE [312] 677-7140 *
* THE SAFEHOUSE [612] 724-7066 *
* THE OUTPOST [312] 441-6957 *
* *
*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*
CREATING A NEW KNIGHT
---------------------
The five traits - virility, intellect, holiness, agility, and initial
hits - describe a basic character. They signify as follows:
VIRILITY:
fighting strength,ability to carry gold and perform tasks that require
strength
INTELLECT:
effectiveness in casting magical spells and performing other magic.
HOLINESS:
your ability to use clerical spells for such matters as examining
objects that are unrecognizable.
AGILITY:
quickness and cleverness in getting out of the way of danger,skill at
picking locks and other actions that require nimble feet and fingers.
INITIAL HITS:
your life index. As you are injured,your hit index declines until it
hits 0. At 0 you will die. These points can be restored by finding
your way out of the dungeon or using spells.
COMMANDS USED WHILE EXPLORING
-----------------------------
D)rop:
Allows you to drop anything you do not want or need. Most things will
stay where you dropped them except for gold, which everyone knows,
will most likely be taken by monsters and others that inhabit the
dungeon.
E)nd and save game:
If you wish to end the game at any point in the dungeon, do so with
this feature. Note: If the machine is turned off your knight will
perish. Perished knights may be reincarnated but at a heavy cost in
gold,magic and experience points. Make sure to end the game with this
command and not the "OFF" switch!
R)est:
Allows your knight to breathe easy for a while, to recover from
temporary blindness or the like. Beware though, monsters do not rest
and will still attack you if you are resting.
T)hrow a spell:
This command allows you to use a magic spell, whether it be in combat
or just travelling along. If there is any doubt of what spells you
have at your disposal, press [RETURN] to see what spells you can use,
then T)hrow the correct one.
U)se a scroll or potion:
This command allows you to use any magical items that you possess.
Such items may be used but once and if the magic they have is not used
before you come up from the dungeon,it will vanish uselessly.
MOTION COMMANDS
---------------
I - move forward
J - turn left
K - turn right
L - turn around
[CONTROL] Combines with any of the above keys will move you through a
door. Be certain to use this command to go through doors; otherwise
you will hit your nose on the wood and weaken you a small amount. You
can test for hidden doors by using this command on what seem to be
walls.
COMMANDS WHEN ENCOUNTERED BY MONSTERS
-------------------------------------
[ESC]:
Reminds you of the commands at your disposal.
G)reet:
This command shows the monsters that you are friendly and do not want
to fight. It's similar to waving or smiling. A small gift also may
help to avoid an encounter.
B)ribe:
Monster may be bribed with gold or magical items
(potions,scrolls...). Monsters on the higher (upper) levels usually
are satisfied with gold,but as you trek deeper into the dungeon, the
mosters demand more.
F)ight:
When greetings or bribes fail you must fight. Be victorious!!
You have one more option at your disposal and that is to try and run.
Since you cannot run forward (the monster is blocking your path) you
must turn around or left or right.
COMBAT SPELLS
-------------
Remember, spells may kill an entire group of monsters or do sufficient
damage to easily kill them with a swordstroke, but some spells can
also backfire.
1) Fireburst and 2) Lightning Bolt:
These spells inflict damage in proportion to your experience points.
The fireball is rather potent but can be used but once during a single
adventure trip. Lightning Bolts are weaker than firebursts but may be
used whenever magic spells are available to you. Beware: these bolts
have a good chance of backfiring! The more experienced you are,the
less chance there is of the spell backfiring.
3) Sleep, 4) Kitchen Sink, 5) Charm, 6) Flaming Arrow, 7) Light
Candle, 8) Pray, 9) Hold, 10) Dispell, and 11) Datspell:
Each of these spells inflict varying amounts of damage depending on
the nature of the enemy.
PEACEFUL SPELLS
---------------
P)asswall:
allows you to pass a wall in front of you,but be careful: if there is
not a corridor or room beyond the wall, you will be embedded in solid
rock!
L)ight:
This spell cures blindness. The more severe the blinding, the more
L)ight spells will need to be cast before you are cured.
S)trength:
This spell temporarily increases your strength. This can be good for
carrying more gold or fighting better.
I)nvisibility:
This spell allows you to make yourself invisible to most monsters.
Eventually this spell wears off. More than one may be cast if longer
I)nvisibility is desired.
C)ure Paralysis:
This spell makes your limbs healthy again.
H)eal wounds:
Restores some of your hit points each time this spell is used.
D)ivine Guidance:
Similar to praying. When this spell is invoked,the gods may help you
or they may not.
N)eutralize Poison:
Removes the effects of poison.
T)eleport:
This spell will transport you from any one location on a level to
another. Tell the gods exactly where you wish to go. Make sure you do
not teleport into a stone wall.
J)ump Plane:
Allows you to move up or down through levels in the dungeon. You are
placed randomly on the new level. Also there is a 10% chance that this
spell will put you where you do not want to go.
E)therealness:
With this spell you can move through walls and monsters cannot find
you. Unfortunately you cannot carry any gold with you. And it wears
off gradually.
B)less:
If this spell is successful, you are given the blessing of the gods
for a short period of time. With the blessing, you are harder to hurt
and more powerful.
MAGICAL OBJECTS
---------------
Potions:
Potions can perform a variety of actions such as curing poison or
imparting strength. You have the option to taste it first. The
effects of the liquids wear off gradually,so don't place too much
faith in their long-range power.
Scrolls:
Scrolls allow you to cast spells during the dungeon trip in which they
are used.
Chests:
Though a chest is not magical itself,it is almost always protected by
magic. Chests should be ransacked for their gold and other magical
items.
Books:
Books are rare but they have the incredible ability to change your
basic characteristics or may give you experience points. Books cannot
be carried. They must be used or not. If you do find one and not
decide to use it, it will stay where it's at unless some other
adventurer finds it. Books may be used but once.
Rings:
You can only wear 2 rings at once. If a third ring is found and you
wish to pick it up, one of the other rings must be D)ropped. Rings
bring many things.
Helmets and Shields:
These are always lucky finds,for they are never cursed and always
protect the wearer.
Swords and Armor:
These can help you in attacking monsters and defending yourself, but
if they are cursed they shall weaken you sorely. Cursed items may not
be dropped but they may be exorcised at an Oasis. No expense should be
spared in removing a cursed item from yourself. Be alert for the
famous sword Excalibur and the wondrous Mithril Armor. They would be
lucky finds for your quest.
OASES
-----
Oases are refuges for weary knights. Here you can heal your wounds
without using precious spells (very costly) or you may decide to
participate in a game of chance or bet on some races.
EXORCISING A CURSED WEAPON
--------------------------
Whatever the price is, a weapon that is cursed should be exorcised at
any price. Exorcising is also done at an Oases.
THE GOAL: THE GRAIL
-------------------
Your ultimate goal is to discover the Grail that the evil Kormath has
stolen.
DUNGEON MASTER OPTIONS
----------------------
From the main menu, choose P)lay the Dungeon Master and observe your
choices:
C)lean Up the Knight File:
Allows you to remove unwanted characters.
R)e-initialize the Dungeon:
Completely clean the labyrinth and redistribute magic and monsters as
it cleans.
E)dit Password:
Allows the Dungeon Master to keep his/her own password safe from
prying eyes.
P)urge Old Messages:
destroy all old notes that are scattered about the labyrinth which are
not addressed to living characters.
*** NOTE *** TAKE SPECIAL CARE NOT TO ELIMINATE A KNIGHT CARRYING THE
GRAIL. IF THIS HAPPENS THE GRAIL WILL BE LOST COMPLETELY.
REINITIALIZING THE DUNGEON WILL BE THE ONLY RECOURSE.
OTHER OPTIONS
-------------
From the main menu:
L)ist all the characters:
useful for recalling who exists and how many experience points each
knight has required. Hall of Fame members will be displayed in inverse
video. The list may contain up to 16 knights at once.
D)isplay the Hall of Fame:
Shows Kormath's Hall of Fame, containing all who have successfully
retrieved the Grail.
FROM THE SPECIAL OPTIONS MENU
-----------------------------
Before you enter the dungeon, certain things can be changed:
R)ename:
change your character's name
U)pdate password:
re-disguise your password.
E)xterminate:
If the shame of failure has overwhelmed you, you may remove your
character here.
S)ound:
toggle on/off, either play in silence or with the pleasure of hearing
groans and wails.
C)ontinuous Update:
toggle on/off; unless you wish to venture forth in ignorance of your
condition, do not use this option.
K)ey:
changes the I-J-K-M cluster to the W-A-S-Z cluster.
--------------------------------------
DON'T FORGET---> THE SOUTH POLE
--------------------------------------
STANDING STONES BY ELECTRONIC ARTS
--------------------------------------
WRITTEN BY P. SCHMUCKAL & DAN SOMMERS
--------------------------------------
MORE SOFTDOCS SOON FROM THE PENGUIN!
--------------------------------------
THE PENGUIN
--------------------------------------

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STANDING STONES - Help Page (Electronic Arts)
While Exploring
(D) Drop something
(E) End game and save
(R) Rest
(T) Throw a spell
(U) Use potion/scroll
(I) Forward (*)
(J) Turn left
(K) Turn right
(M) Turn around
* Use with CTRL to move through doors
While under attack
(B) Bribe
(F) Fight
(G) Greet
(T) Throw a spell
(J), (K) or (M) to attempt evasion
At any time
(ESC) Help screen
(SPACE) Stats

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Soft-Docs
By
:::::::
:: ::
:::::::
:: ::
: :: andom
:::::::
:: ::
:::::::
:: ::
:: :: ccess
Welcome to Gamestar Stadium
---------------------------
Congratulations. You're in the midle of a tight pennant race
and momentum is on your side. But everone's out to beat you,
especially the hard-hitting computer tem. So if you want to win the
pennant, please read this official progam. When the right
combination of pitching, hitting and stategy, you may even become a
Star Leaguer! Have Fun.
The Scouting Report
-------------------
You get to choose your starting pitchr in Star League
Baseball, as well as bring in a relieve. Here's the latest scouting
report:
"Heat" Muldoon --
Overwhelming fast ball.
Good screwball and slder.
Tendency to miss the trike zone when he goe for the corners.
Tires quickly if fastball used too often.
"Curves" Cassidy --
Great curve ball an incredible sinker.
Excellent control ad good stamina.
Clearly the most baanced pitcher in the league.
"Knuckles" Flanagan --
"Liveliest" knucleball this side of the Rockies.
Good control and stamina.
Only used for short-term relief work.
Pre-Game Cerimonies
-------------------
1. Press the '1' key on the computr console to choose between playing a
GAME or taking BATTING PRACTICE.
2. Press the '2' key to select beteen a 1 PLAYER or 2 PLAYER game.
3. Press '3' key to go to the NEXTMENU or PLAY BALL when you choose the
BATTING PRACTICE opton. If you take BATTING PRACTICE, you will face
"Heat" Muldoon in a series of random pitches until you press the
'1'key.
4. To Re-Start a game press CONTROL-RESET
5. If you choose to play a GAME, a new menu will come up when you press
'3':
1 HOME CURVES-LIERS
2 VSTR HEAT-SLUGERS
3 PLAY BALL
6. The HOME team uses the 1 key to select its starting team and pitcher.
The LINERS hit for aveage; the SLUGGERS hit for the fences
7. The VISITOR team uses the 2 key to select its starting team and
pitcher.
8. Both teams can have the same combinations if you choose. When
playing solo against the computer, the scoreboard and menus will read
COMP in place of HOME
9. When both teams have made their selections, press the 3 key to PLAY
BALL!
Play Ball
---------
As in real baseball, your goal in star League Baseball is to outscore
your opponent in 9 innings (exra innings if necessary). If you beat the
computer team, consider yourself a Star Leaguer!
Pitching & Holding Runners
--------------------------
1. Each half inning begins with th pitcher stating in the PITCHING MODE.
This mode allows you to pitch to the batter and is indicated when the
pitchr bends over to look for a "sign" from the catcher.
2. To designate a pitch press and hold Button #0 on the joystick. The
pitcher will move upright, pause position.
3. Move the joystick to pitch:
High Sider
Medium (Bal) Slow
Slider ______________________________ Slider
| |
| |
| |
| |
| |
| |
Fast Ball | | Change-Up
| |
| |
| |
| |
| |
|______________________________|
Medium Slow
Screwball Low Srewball Screwball
(Bll)
"Heat"Muldoon
--------------------------------------------------------------------
High Cuve
Medium (Ball Slow
Curve ______________________________ Curve
| |
| |
| |
| |
| |
Medium | |
Fast Ball | | Change-Up
| |
| |
| |
| |
| |
|______________________________|
Medium Slow
Sinker Low Sinker Sinker
(Bll)
"Curve" Cassidy
--------------------------------------------------------------------
High Knuckler
(Ball Slow
Knuckler ______________________________ Curve
| |
| |
| |
| |
| |
| |
Fast Ball | | Change-Up
| |
| |
| |
| |
| |
|______________________________|
Slow
Knuckler Low Knuckler Sinker
(Bll)
"Knuckle" Flanagan
4. To get out of PITCHING MODE to pick off a runner, just RELEASE Button
#0 BEFORE moving the joystick. You can then throw to any base as
follows:
3rdBase
______________________________
| |
| |
| |
| |
| |
| |
Home | | 2nd Base
| |
| |
| |
| |
| |
|______________________________|
1stBase
5. Press button #0 TWICE to return the ball to the pitcher from any
player. Press Button #0 TWICE again to go back into PITCHING MODE. The
pitcher will now bend over and look to the catcher for a sign. YOU MUST
BE IN THE PITCHING MODE FOR A NEW BATTER TO COME UP AFTER A HIT OR AN
OUT.
Batting
-------
1. Press an HOLD Button #0 on the joystick right BEFORE the pitch is
thrown to BUNT Release the Button BEFORE the ball reaches the plate to
"take" the pitch - if you try to bunt and miss, it's a strike.
2. Press the red button AFTER the pitch is thrown to SWING AWAY
*Note*
The joystick is used for all functons when playing against the computer.
When playing against another person, the joystick is used for fielding
and pitching only. Batting and base running are controlled by the
keyboard. Players shold alternate between keyboard and joystick
depending upon whom is at bat.
KEY FUNCION
--- -------
X Swing
Z Stop Swing
-> Run ahead
<- Run back
Space Stop Runner
Running
-------
1. Once the ball is hit fair, the batter automatically runs to 1st
base.
2. To move him AHEAD, push and hold the joystick to the LEFT. To STOP
the runner on or between bases, return the joystick to the CENTER
position (just release it).
3. If there are runners on base, you control the LEAD runner; the other
runners will run automatically if forced. As soon as your LEAD runner
scores or is put out, control QUICKLY shifts to the next LEAD runner.
Don't daydream or your new LEAD runner may wander off base and be tagged
out.
Fielding
--------
1. After the ball is hit FOUL or a HOMERUN is hit, the ball is returned
to the catcher. You must throw it back to the pitcher (Press Button#0
twice) and go into the PITCHING MODE (Press button again TWICE to
continue pitching.
2. When the ball is hit FAIR, the player nearest the ball's PATH becomes
eligible to field it.
3. Use the joystick to move your eigible fielder to the ball.
4. A ball with a shadow is a FLY ball; a ball without a shadow is a
GROUNDER. FLY balls can be CAUGHT for an out; GROUNDERS require you to
take some action to force an out (throw to base, tag runner, etc.).
5. To catch a FLY ball, keep your eye on the ball's SHADOW. As the ball
descends. position you outfielder so he'll collide with the ball's
SHADOW. If you miss the ball, move your fielder to pick it up.
Throwing
--------
1. Press and RELEASE button #0 on he joystick controller to DESIGNATE a
throw.
2. Move the joystick to THROW to a base; press Button #0 again to THROW
to the pitcher.
3rdBase
______________________________
| |
| |
| |
| |
| |
| |
Home | | 2nd Base
| |
| |
| |
| |
| |
|______________________________|
1stBase
The positions on the joystick areset up just like the bases on the
screen - throwing from base to base will soon be like second nature to
you.
3. If a runner tries to steal HOME you must MOVE your catcher to TAG the
runner coming home, If you don't MOVE your catcher the runner will run
by you and score.
Scoring
-------
1 STRIKE - pitch that crosses homeplate between batter's shoulders and
knees. Three stries result in an out.
2 BALL - pitch that is high or lowour of strike zone. Four balls results
in a walk
3 OUT - catching fly balls, striking out batters and forcing tagging
runners results in an out. There are three outs per half-inning.
4 BATTING ORDER - visitors bat top of inning; home or computer bats
bottom of inning.
5 RUNS - score runs by moving runnrs around the bases and home. Team
ahead after 9 innings wins game. If score is tied after 9 innings, extra
innings will be played until one team wins. HOME or COMP doesn't bat at
the bottom of the 9th or extra innings if it is ahead
As the game progresses, the starting pitchers "tire" They'll begin to
lose their "stuff" and/or start missing the strike zone. Between the 7th
and 8th innings there will be a 7th inning stretch, complete with music.
A menu will come up for you to change pitchers. When both teams have
made their selections press to re-start the game.