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Armed with muscle and courage, fortified with spinach, Popeye must persue Brutus through many hazardous locations, battling with numerous foes and dangers. On his way people will meet severalW of his friends who will help him or hinder him. WIMPY.....Will stop Popeye. He has lost his hamburgers, Can Popeye help him collect them all?. SWEE'PEA..Is crawling dangerously close to the edge of girders, platforms etc, unaware of the drop below. Popeye must stop him quickly.(eeek that was close) EUGENE....Will help popeye with extra points when popeye passes him. BOMBS.....Popeye must defuse these nasties, otherwise there will be an almi+Pghty explosion! GOONS.....Watch out! They are spoiling for a fight, dont let them knock out Popeyes lights. Help Popeye catch the cans of spinach in order to get past. BRUTUS....When Popeye catches Olive Oyl he will have to fight Brutus He will need all the spinach he can get. Be warned, Brutus is a tough cookie and does not fight fair, he also carries a dirty great big club! Scoring and Lives etc Points are scored for defusing boAEmbs,collecting hamburgers,collecting Spinach and rescueing Olive. On the score panel at the bottom of the screen, the lives are displayed as three hearts. The beating heart will gradually decrease in size until it disappears, indicating the loss of one life. Also shown on the score panel is a box containing an arm. This will increase in size to a real `He-Man' muscular arm when Popeye is full of strength, and gradually shrink down to weedy proportions. Hints & Tips -----------Ua- When Popeye is knocked down, he will become invicible for a few seconds after he has recovered. This is shown by popeye flickering. Loading ------- Amiga: Switch on the computer and wait for the disc prompt before inserting the disk. ST: Insert the disk and switch on the computer. ONCE LOADED, PRESS FIRE TO PLAY. Controls -------- Joystick: UP Climb up DOWN Climb down LEFT Walk left RIGHT Walk right FdIRE Jump Keys: P Pause ESC Abort F10 Music on/off F9 50hz / 60 hz display (ST Only) CRYSTAL ARE LOOKING FOR:- AT&T,MCI,GTE,SPRINT,PBX Codez Supplierz DISTRIBUTION SITES If you can help us with one of these call either PRIMITIVE FUTURE,BEYOND PARADISE,THUNDERDOME, THE OASIS,DULCET TONES Most Crystal bbs's Leave mail to one$ of these:- `Scott/CSL',`I.B.M.',`TIM-DOG' Thankyou byeeeeee  /\ /\ ____________ __________________/ \ ________/ \__ /\________ \SP \/ / / \_/ / \// / \ \ __ \ / / /\ / \\ / \ /\\ /_/ / _____/\ / //\\ __/ \\ /\ \ / \\/ \ _ / __/ ___\__  `K // \\/ / /\ \\_/ \\ \ / \__/ \/\ /____/ \_/ // \_/ / / \ // / / \ \_/ // / / / // / \_____________/____________________/ \___________/ \____/| //______/ /\ |/ ___________ /\ ___________ /\ |\ ______ // \_____________________ \ \/ \ / \/ \| \\ \ \ / / / \ _  0t/ \/ / \ \\ \/\\ / / / /\\ / / \ _/ / \ \\ \ \\/\ _____/ ____/ / \\ / \ / __/ \ \\ \ \/\\__ \ __/ / \\___/ /\ \_/ \ /\ \_// / / \\ \ /__/\___ / / / \ /\ \ \ // / / \\ /\_/ / \____/ \________\ / \_____/______\ //_____/\_\_____\\__/__________/ \/ \/   Uploaded at: [%s ] ( * ) C R Y S T A L U S A H E A D Q U A R T E R S ( * ) * 2 1 2 - 8 8 8 - 4 7 7 3 * (Roll-Over) * 2 1 2 - 8 8 8 - 6 2 3 9 * * 2 1 2 - 8 8 8 - 6 7 4 6 * ->3<- NODES / 1.3 GIGS / 68030 40MHz ___________ \ \/ \ / \/ \| \\ \ \ / / / \ _ %@U*Ba=g NOMy ' N(' E6}nwt+;Q)tj5Ʒb0X=3^H-C2G3XByw|K(( h8Zy|x6FI2q"OR?Utg #V:>sxw\%Z֯\D@ɏCY*>PD cKL,`)oV9=Wj d>mOC) AV~0 &D Ҏ>[(E[khVVR5tCD:9D"k(/TE0<&Z#3Uhߔ$`CZl]3WR ~__R:i1*T}}7|lv /`kCc1Y+R^h'N9v髃le3ӫH*y@>%7q| °~BϣK~R n9GL؍6NEė<1|^x`#/ A`LTL~_y|QnRZ<"V:0Elba@S$V#8PNXTFH 2SI$W$0a<1H 0. 3.I j$܀sQpoqøuAHџ 0! aSQj *ujN6&K2'c?^ZgEN4sK@@eA""4HNs2E0Ϡȿ` h "Ns;EO!% 8mUp) x"#]+NA:ޛ<,V|~>[=$G9|.cؽ߈7fx ^ @s"|=S jy|1W j|1֊Eѳ 'ޘu^ÆI2ǼecS8:3I6%W\w rNAn ^lP|F1\svhh\R8IV+]{^ AVA&)ʕ*4! 6C7DA;j}3])aR Le\ avƟYc\|)y7Yr `. @q12eћ$qO(?^ 99TBpo+Uo ZDP"0{!)K#,J(WIXJ$S꾚SZG GbRfJ r(;>oO&N]U}ONFgTԢ"cԂpdTo34K@E,0*76PZA}+Er %-'72( `|UYx}q0@ ,1|ϟKcZDX|퀟ǁF%>;{~dT~Mz ~Ƒ$pĊT"x~Q dCpy+(=`n=x?[ gCEfH@Z%@7 >31EעiBөl,0,yf}A<eGxx_<ŕ+{XA?olX:n_aM`1J9@ &Ynp%Z6 yy`A<~"QlDSQt\H"ej`;8L9i9:F;o~ 22?>*hQ"8 PK*\=d/D%Ue^ o҆u5>ecKofq{"@}:5tOI?B=!Byi,rPa/+OtrK9{w!O@f0d0$ϟ6U gxl}~6L&rr*QO0.1 s-l}MgSLx3Apt8E;dOf!TSvtۗ #@ !'JʖpSE~z=@0|j^= # 0!x(><|(QM׋ EQP@6¬V(¶t8kǸCx(t ԰vD &t 6#W+n-GtgQ*-Y6@jRY] euszyQlzGg>\RY¿9 G0$1\S?ᔒcHO hQ9cMǜڇXC@o4,=LmiC'/p àV\j_?W14s/j{:z*٩@Lki累Y>cw*˿AΈa>::L:Λ80\NjwQTVyB6譝1:\D,"RMݫ* -%p.etL ٵp4 p>FzopAV=ѝ7s#E,xurrx˻e hTSC_X}LPOT|x\l\DGTJ٩+;4 " Ļ@qL"$. f$lA /1׽$ec&\sTwGɔzr`q;SA Nna!.w3 azl^9/bhqxB|4Y6޻:RהtE)~) At{<DILANDr")tf~HU-E`BkO7 bM3ʽt$wϓNK߄py/rBWw _gJ rـE(RERt|a8"T'~ƽ+bem?Ŵӷ-%k30rx^\5Ī.S2dQ}a*7K};  nB$.QVS$4 :hS8z5tCay3R_#ʣPZm8u 8HWdv4JY#!%![Ҩ,ɇeDAa7Ck28utj Y8<#ZQ >x0IR( }h~9iHRTWTXXa%OHƮXb  G87 0m̓j4$Iδ#@gW#"ӈ$Nep ܼieh_w6'h}[IL'fP2ѲߧoWT x1wtڤ~HI=O462F`Ѣc (qH>̓_4D;gW'ucxJ; .h+k: D~ yеOcdEL#I!Ԝ8 ` 2~{#,~?הJP@r2c#Jbz @lEb <=/\B'Wƨej|W~C+e&#8rr-?VHt AGxeA <_LM!rck@*^*\Fz)@@$)`$EvϔS*(%xf!Gl>`5ABe5.{`ĦVVE/vJ9q&zsgy_yVpC B)^@1yST^Y2_7ǻr)?t1A[-Rr`)~u Ao8GF \q +ձ  'ҦGWGM0~-dz4). .;Q:zO?(8=>nPp7"UOKYw*僕0qp<}ozuq>{^!a/7vE;pԟݪ TއSsK{;"H1E6،vAѺ @ H*~LRY Lw8:!陙Ib4(0J#+H)-ۗ@c8p%ԾECǜ5 -9IYML$H!׏KC(,3~L﹡pr0l4}gpV(YFp'-OpA"J' ^>9,>M_$W;X+ |a͌ʿo=1X`-v4\Q];WA~Yjkh / U}j%܅~ *тx=7WЃ粔Z̿9{ #&ppI)g ~T1|a@qhAC2V[y9gHJ=^ Y91e*d8| bP,Iv V[GzV&_l$8}4/{hE^GWC!>p)X$1o?z|=O9IYzi%5{{AAQl{~D6!DZ&7`%ۊ<:~ l||X1i-XӅP7U0v.zkz(pMzѩ}^[h7v`;Ӱ &f%hsgߘ tB l-CN5T&,n'IS3ƈ Ĩ\N#Fsd #ST2*phP1Mj+) g1mL=,jE=sM„AFgr? nx-x^{w /  89f/|#֋=NR~[JfqawtN<|߆Fa:rɚSO\I cjZޜ S!ZKi+@=yONߝu{GEM0FfֱL ff=.7?XCE B(*>Ǥ@h6@{=aCM/\G%]]fLT.hG)9^ӻ׻fv NPk.9v㬯06l PC;d qR-^۱x2)K,$Bg> ^*=p.&WW@pF6KB%@Zp1fNsDtzy)E5|8;`pgDRҒr=޸P  t.u:%%fY'CiI߫0!4gEQعHCapRQ7tk%1Z|+4{aY6w0Uy PxZ)|bELܬk;!x›TA~u_\-቉H =K.B8 #j@ SPquE8<"J0"yZ3Dyy=%/&w9ZM z(9Iȃ@1JDLOHXpVc.`mɧk*v?,4!o>uQE* Wqhk<:͑%o F‡Q08<k%Fzs )l DDL:$o`0P/ [(+|?=U#ܙ(E+TPYO1)VAZ|Lv Pɩ[Mi1g<ϖjI?҃dKz?^ X1*iL$}Pq}Z8P )~B]F1g ar-,]룼W( oiQ)`Lb4A[Ӝ!Hdz yrRxZO=5 _ZCGLנ;nm<(a#GI6`4{Q ]G&B_#c@${5~[Y\h"GZرXzU/ճp}0d Ϸp*qXDɮL@piګE%|@YΈ6g\M|wΤX S{(LaVyaha+=5W8-F'&̩>2:~^cÂ]"@zH$:Y>Ba6,u]M<Uȱah% {gO:$3ntical to the Adventure Menu command except that in the Items Menu, DROP is replaced by DEPOSIT, which places items in storage. To store, select ITEMS, highlight an item, then select DEPOSIT. TAKE allows you to retrieve items and money from storage. Select TAKE, then select what to retrieve. POOL places all of the party members' coins, gems, and jewelry into storage. MONEY is used to deposit money in storage. ITEMS takes you directly to the Items Menu of the active character w;Ghere you can store items. EXIT returns you to the street outside of the bank. ENCOUNTERS ~~~~~~~~~~ When a party comes across monsters or NPCs, an encounter occurs. If the party attacks immediately, it may receive a bonus to combat initiative. If the monsters surprise the party, the monsters can attack immediately and get a bonus to their combat initiative. If the monsters do no attack immediately, the party can react by choosing from an Encounter Menu. Encounter menus vary,<G listing options for each situation. SAMPLE ENCOUNTER MENU ~~~~~~~~~~~~~~~~~~~~~ COMBAT WAIT FLEE ADVANCE In this sample menu you have opportunities to fight immediately, wait and see, run away, or move forward. COMBAT ~~~~~~ In this sample menu you have opportunities to fight immediately, wait and see, run away, or move forward. Combat In combat the computer chooses the active character. Characters with higher dexterity tend to go before characters with lower dexterity. A cha=t>Gracter may hold his action until later with the DELAY command. There is more detailed description of combat in the Adventurer's Journal. The active character is centered on the screen at the start of his combat segment. The active character's name, hit points, AC, and current weapon are displayed. The Combat Menu lists the character's options. COMBAT MENU ~~~~~~~~~~~ AIM USE CAST TURN GUARD QUICK DELAY BANDAGE YELL VIEW SPEED END The arrow keys or mouse may be used to move a c>7>haracter to adjacent squares. While moving, the number of squares of available movement remaining is displayed, as are the options UNDO and DONE. UNDO returns the character to his original square, but leaves intact any damage suffered by the character during the cancelled move. DONE concludes the character's movement and allows the selection of another option; the character may subsequently continue moving with any remaining movement allowance if no other option is selected. AIM? allows weapons or spells to be targeted. When aiming a ranged weapon, the range to the target is displayed above the menu bar. If a character moves adjacent to an enemy, and has no more movement remaining, the AIM command can be used to attack with a melee weapon (sword, mace, etc.). The AIM command can also be used to survey the condition of your party and enemies. As you move the aim cursor over a character or monster, information about him is displayed on the right of you@iNr screen- use this to survey the battlefield. AIM MENU ~~~~~~~~ NEXT PREV MANUAL TARGET CENTER EXIT * NEXT is used to look at all possible targets, starting with the closest target and then going to the next farthest and so on. NEXT and PREV only indicates targets in the character's line of sight. * PREV (Previous) is the opposite of the NEXT command. Use this command to look at the possible targets with the farthest target and working back toward the character. This command iAXs most often used to select a target for a missile or magical attack. * MANUAL permits the player to aim anywhere on the map. However, only targets in the character's line of sight can actually be fired at. * TARGET is used to fire a missile or spell at the enemy where the cursor is currently located. This command can also be used to attack an adjacent enemy with a melee weapon (sword, mace, etc.). If this command is not displayed, the target is out of range, not in line of Bsight, or invisible. * CENTER centers the screen around the cursor. This is helpful when targeting manually. * EXIT returns to the Combat Menu. USE allows a character to activate an item without having to go through the View Menu. Items such as scrolls and wands are then targeted with the Aim Menu. CAST is only available to spellcasters when they have spells available. The spellcaster selects from the list of available spells and then targets with AIM. If the character C{]has been hit recently, his concentration may be broken and the CAST command does not appear. TURN is a clerical power that attempts to destroy undead monsters or drive them away from the party. This affects only weak undead monsters. GUARD sets a character to stand and attack the first enemy that moves adjacent. GUARD is only an option if a character is armed with a melee weapon. QUICK turns control of the character over to the computer. Under computer control, a fighting charD獟=acter with a readied missile weapon will tends to hang back and attack from a distance. If a character has no readied missile weapon, he readies a melee weapon and charges. Single class magic-users fire missile weapons and cast spells if magic is turned on (see your Data Card for details). They never rush into close combat, even if all of their missile attacks are expended. Consult your Data Card for instructions on regaining manual control and toggling magic on and off for your/t4lls on scrolls from the SCRIBE command in the Magic Menu. Spells are defined by who can cast them, when they can be cast, their range, duration, area of effect, and, of course, their actual effect. The "Spell Parameters List" in the Adventurer's Journal summarizes all of the available spells. When using spells from the Encamp Menu or the Adventure Menu (such as find traps or haste), remember that one round equals one minute of game time (one normal move), and one turn equals t0xQen minutes of game time (ten normal moves). Look in the Adventurer's Journal for more information on spells land magic. MAGIC MENU ~~~~~~~~~~ CAST MEMORIZE SCRIBE DISPLAY REST EXIT CAST displays the Cast Menu and the character's list of memorized spells. Select the spell to cast and then indicate the target of the spell. Once a spell is cast, it is gone from memory until it is memorized again. Some spells only have an effect when cast during combat and others may o1~nly be cast while encamped. MEMORIZE displays the Memorize Menu, the character's spell book or clerical spell list, and how many spells of each level the spellcaster may memorize. Once all characters have selected the spells they want to memorize, choose the REST command to actually memorize the spells. Remember that spellcasters can have the same spell memorized multiple times, and they can automatically rememorize used spells simply by selecting the REST command. MEMORIZE MEN2ΕU ~~~~~~~~~~~~~ CHOOSE SPELL: MEMORIZE EXIT * MEMORIZE selects a spell to be memorized. A spell is not actually memorized until it has been chosen from the Memorize Menu and the character has rested long enough to imprint the spell on his or her mind. After selecting the spells to memorize, the computer verifies your choices. SCRIBE displays the Scribe Menu and a list of all of the spells on magic-user scrolls. Before spells can be scribed, they must either be identifie3`d at a shop or the magic-user must cast read magic. To scribe, select any spells to be scribed into the character's spell book and select REST to actually scribe the spells. Scribing a spell takes the same amount of time as memorizing the same spell. SCRIBE MENU ~~~~~~~~~~~ CHOOSE SPELL: SCRIBE EXIT * SCRIBE selects a spell to transfer from a magic-user scroll into a spell book. DISPLAY lists the magic that currently affects the party. This includes spells like bless or invisib4ICility, plus effects like diseases. This is an important command because diseased characters cannot regain hit points until they have a cure disease spell cast on them. REST is identical to the Encamp Menu command. Remember: A character's spells are not memorized until he has rested the necessary time. CIVILIZATION ~~~~~~~~~~~~ Towns provide many valuable services and supplies for the adventurer. In these places you find inns, shops, training halls, temples, and taverns. Go to to5wn not only to adventure, but also to purchase new equipment and magic items, and to rest and regain spells and hit points. Inns are safe resting places where party members can recuperate and regain spells and hit points. Shops are places to buy and sell equipment using the Shop Menu. SHOP MENU ~~~~~~~~~ BUY VIEW TAKE POOL SHARE APPRAISE EXIT BUY displays the items available in the shop. Highlight the items that the active character will buy and select BUY. VIEW displays the ch6zaracter screen with the SELL and ID commands available in the Items Menu. * SELL causes the shopkeeper to make an offer on the highlighted item. Sold items may not be recovered. * ID is used to identify an item. The shop charges 20 steel pieces for the service. TAKE is used to pick up coins from the party's money pool. Select TAKE and choose the type and amount of coins, gems, or jewelry to take. POOL places all of the party members' coins, gems and jewelry into a pool which 7w:any member may use to make purchases. Use the TAKE or SHARE commands to pick up coins, gems, and jewelry from the money pool. SHARE picks up all the coins, gems, and jewelry from the pool and distributes even shares among the party. APPRAISE determines the monetary value of any gems or jewelry the character has. Select Appraise, then choose a gem or item of jewelry, and an appraisal and purchase offer is made. Accept the offer and the item is sold. Reject the offer and the ge8)%'m or piece of jewelry becomes an item on the character's item list. Gems and jewelry cannot be used directly for purchases, they must be appraised and sold first. Temples offer healing spells and perform other clerical services. Temple services are free. TEMPLE MENU ~~~~~~~~~~~ HEAL VIEW REPAIR EXIT HEAL displays a list of the temple's healing spells. Select HEAL, choose the character on whom to cast the spell, and then the spell to be cast. VIEW is identical to 9the Adventure Menu command. REPAIR has the clerics cast all of the healing and restorative spells needed to return your party to full strength and health. EXIT returns you to the street outside the temple. Taverns are rowdy places full of gossip, stories and information. Buy a round of drinks and listen to the stories. Banks are used to store items and money for you. The following menu appears when you select this command. BANK MENU VIEW TAKE POOL MONEY ITEMS EXIT VIEW is ide$ _xThe party can use the arrow keys or mouse to turn right or left, turn around or move forward. Normal movement in 3-D or Area mode takes one minute of game time per square. If the party has Search on, each move takes ten minutes. Refer to the Data Card for computer-specific movement information. AREA toggles between the Area (overhead) and 3-D view. This command may not be available in some regions. CAST displays the Cast Menu if the active character is a spellcaster. See the "% &,Magic" section for more information. Remember: Some spells only work in combat, others only while encamped. VIEW displays the Character Summary Screen and the View Menu. ENCAMP displays the Encamp Menu. See the "Encamping" section for a description of the available commands. SEARCH toggles searching on and off. With Search Off, the party takes one minute per move. With Search On, the party takes 10 minutes per move because they are checking for secret doors, traps, etc. Whe& [Жn a party has Search on, SEARCHING is displayed on the screen to the right of the point of view window. Because the party is moving very slowly with Search On, the chance for random encounters is greatly increased. LOOK is used to search an individual square. A LOOK command acts as if the party moved into the current square with SEARCH On. INV displays a list of the special items and artifacts which have been acquired by the party. Encamping ~~~~~~~~~ The Encamp Menu include' nFs options such as saving the game, resting to heal and memorize spells, and changing items such as game speed or party order. ENCAMP MENU ~~~~~~~~~~~ VIEW MAGIC REST ALT FIX LOAD SAVE EXIT VIEW displays the View Menu and the character screen of the active character. MAGIC is a very important part of THE DARK QUEEN OF KRYNN and is described under its own heading on page 8. REST allows characters to memorize spells and to heal naturally. When spells are being memorized, the ( Uninitial rest time is established by the time necessary to memorize any spells selected with the MEMORIZE command in the Magic Menu. For every 24 uninterrupted hours of rest in camp, each wounded character regains one hit point. Rest may be interrupted by encounters. If possible, find safe places to take long rests, such as an inn or places that you are told are safe during the game. REST MENU ~~~~~~~~~ REST DAYS HOURS MINUTES ADD SUBTRACT EXIT * REST begins resting proce)coss. Unless interrupted, the party rests for the indicated time. * DAYS/HOURS/MINUTES selects the unit of time to be changed by the ADD and SUBTRACT commands. * ADD/SUBTRACT increases or decreases the time that the party attempts to rest. Decreasing the time may not allow spellcasters to memorize all of their spells. ALT displays the Alter Menu that is used to change the characters in the party and the parameters of the game. ALTER MENU ~~~~~~~~~~ ORDER DROP SPEED ICON LEVEL*J EXIT * ORDER changes how the characters are listed on the screen and how they are deployed in combat. Characters at the top of the list tend to be at the front line in combat. * DROP eliminates a character from the party and erases him from the saved game disk. A dropped character is gone forever and may not be recovered. * SPEED controls the rate at which messages are printed on the screen. If the game is running too slowly, use the FASTER command to speed up the displays. * +;ICON is used to change a character's combat icon. * LEVEL displays the Level Menu that permits you to adjust combat difficulty. Level Menu ~~~~~~~~~~ NOVICE SQUIRE VETERAN ADEPT CHAMPION The game is preset at the Veteran level. This is the level at which we consider the game to be "balanced." To make the combat encounters easier, choose either the NOVICE (easiest) or SQUIRE level. To make the combat more difficult, choose either the ADEPT or CHAMPION (hardest) level,l_~. When you choose to make the game more difficult, you are rewarded by receiving more experience points from you combat encounters. When you choose to make the game easier, you are penalized by receiving fewer experience points from your combat encounters. FIX is used to heal many wounded characters with a single command. All characters with at least first level clerical spells memorize as many healing spells as they can, cast them on the party, and then rememorize their previous -eQspells automatically. FIX takes game time and may be interrupted by an encounter. If the party is severely damaged, you may need to select FIX more than once. LOAD allows you to load a saved game to replace your current game without first exiting from THE DARK QUEEN OF KRYNN. This may be desirable if your current game is an untenable position, or if you have accidentally loaded the wrong game. SAVE stores the characters and current game disk or directory. Saved games may be lo.aded either from the Starting Menu when you start the game or from the Party Creation/Training Hall Menu. Save often- especially after surviving really tough encounters. EXIT returns to the Adventuring Menu. Magic ~~~~~ To get the Magic Menu options, the active character must be able to cast spells. Spellcasters can get a list of their memorized spells from the CAST command of the Magic Menu or from the SPELLS command of the View Menu. Magic-users can get a list of their spe4N1 and -9 HP, and is bleeding to death. Use the BANDAGE command to have another character stop the bleeding before the character dies. STONE status means that the character has been turned to stone. The character can be returned to normal with a stone to flesh spell. GONE status means that the character has been totally destroyed. Nothing can bring the character back to life. From the View Menu several options are available to inspect the active character. Not all of these commands are available at all times. VIEW MENU ~~~~~~~~~ ITEMS SPELLS TRADE DROP LAY CURE EXIT ITEMS displays all the equipment the character is carrying and the Items Menu. Items preceded by a YES are ready for use. Not all commands in the Items Menu are always available. ITEMS MENU ~~~~~~~~~~ READY USE TRADE DROP HALVE JOIN EXIT * READY changes the status of a weapon, armor or other item. Only readied items can be used in combat. A character cannot ready more than two h?haracters and Parties ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Party Creation/Training Hall Menu shows the characters currently in your party and lists the commands for creating, modifying, and training the party. Not all of the options are available at all times. PARTY CREATION/TRAINING HALL MENU ADD CHARACTER REMOVE CHARACTER MODIFY CHARACTER TRAIN CHARACTER (Training Hall Only) KNIGHT NEW ORDER (Training Hall Only) VIEW CHARACTER CREATE CHARACTER DELETE CHARACTER LOAD SAVED GA"G*ME SAVE CURRENT GAME BEGIN ADVENTURING EXIT FROM GAME REMOVE CHARACTER transfers a character from the party to the saved game disk. MODIFY CHARACTER changes the character's ability scores and hit points. Use MODIFY CHARACTER to change a character generated in THE DARK QUEEN OF KRYNN to match a favorite AD&D game character. A character cannot be modified once the adventure has begun. TRAIN CHARACTER (from Training Hall Menu only) increases a character's level when he has gaine#Id enough experience points (EXP). Choose the character to train and, if he has sufficient EXP, he will be able to advance one level. If a character has gained enough experience to advance more than one level, he will advance only one level and then lose all experience points in excess of one point below that required for advancement to the next level. See the section on "Experience Points" in the Adventurer's Journal for an example. Advancing in levels takes no game time. $ߖ,When magic-users advance, they may add a spell to their spell book. See the "Maximum Level Limits by Race, Class and Prime Requisite" chart in the Adventurer's Journal for level limits. KNIGHT NEW ORDER (from Training Hall Menu only) allows a knight of sufficient experience and abilities to petition for admission into the next higher order. Look under Solamnic Knights in the Adventurer's Journal for more information. VIEW CHARACTER displays a character's ability scores, readie%8ԓd weapon and armor, and more. See the "Viewing Characters" section for more information. DELETE CHARACTER erases a character from the saved game disk. A deleted character may not be recovered. SAVE CURRENT GAME stores the current game to the saved game disk or directory. BEGIN ADVENTURING starts the game. Non-Player Characters ~~~~~~~~~~~~~~~~~~~~~ During the game, the party encounters non-player characters (NPCs). There are three kinds of NPCs: those who volunteer&U to join the party, and those who will only fight. NPCs that join the party are treated like player characters with a few differences. The computer commands NPCs in battle. They also have morale. If things are going badly for the party, NPCs may run. Items can be traded to some NPCs, but they cannot be traded from conscious NPCs to other characters. If an NPC dies, however, you can use the TRADE command on the Items Menu to take his items. Only two NPCs at a time may jo'Yin the party, and they may take a share of all treasures found. Viewing Characters ~~~~~~~~~~~~~~~~~~ The Character Summary Screen is displayed anytime you select the VIEW command. This screen displays important information about a character, such as ability scores, current and maximum hit points, readied weapons and armor, and wealth. Characters accumulate wealth in the form of gems, jewelry, and coins as they go. The value of gems and jewelry varies, and can only be determin(.ed by having the items appraised in a shop. Encumbrance is the total weight the character is carrying. Combat Movement is how many squares a character can move during a combat segment. This is based on his readied armor, strength, and total encumbrance. Character Status ~~~~~~~~~~~~~~~~ OKAY status means that the character has positive hit points and can move and fight normally. UNCONSCIOUS status means that the character has exactly 0 hit points. He cannot move or fight, b[1%ut is in no danger of dying. DEAD status means that the character has died. Non-elf characters have a chance of being resurrected with a raise dead or resurrection spell. The character's chance of being resurrected is influenced by his constitution. See the "Constitution Chart" in the Adventurer's Journal. FLED status means that the character has fled from a battle. After the battle he rejoins the party. DYING (combat only) status indicates the character has between -*Y Data Card This Rule Book is designed to explain all your options and guide you through playing the game. If you are not familiar with the ADVANCED DUNGEONS & DRAGONS game system, you will find helpful information about how things work in the Adventurer's Journal. The Adventurer's Journal contains a variety of information including details about character classes, magic, combat, and an introduction to the adventure story. The Journal also includes the maps, information, rumors, and+X؝L stories that you need to play the game. As you play the game, you discover for yourself which of the tales you hear are fact and which are fiction. The Data Card explains how to start the game and how to select items and menu commands with your specific computer. It tells you how to transfer characters to THE DARK QUEEN OF KRYNN from the fantasy role- playing game, DEATH KNIGHTS OF KRYNN. It also shows how to get right into the game without having to read through the rules. Tra,8_8xnsferring Characters from DEATH KNIGHTS OF KRYNN ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ THE DARK QUEEN OF KRYNN accepts characters who have adventured in DEATH KNIGHTS OF KRYNN. (See your Data Card for complete details). Before Beginning Play ~~~~~~~~~~~~~~~~~~~~~ (See your Data Card for complete details). Getting Started Quickly ~~~~~~~~~~~~~~~~~~~~~~~ THE DARK QUEEN OF KRYNN comes with a ready-made party that allows you to begin adventuring immediately. Use th-OZѸe instructions on the Data Card to load the saved game that has been provided and being playing. Use this Rule Book to answer any questions during play. Using Menus ~~~~~~~~~~~ All commands are menu based, and menus are displayed either vertically or horizontally. Vertical menus indicate a character, item, or spell to be acted upon. If there are more choices than fit on the screen at one time, use the arrow keys, or the PageUp and PageDown keys to view the additional selection.Ns. Example: When purchasing items, they are highlighted on a vertical list then purchased with the BUY command. Horizontal menus list available actions. In this Rule Book, menus are shown with all of their options, although in some cases commands are not available every time a menu appears. Example: TREASURE MENU ~~~~~~~~~~~~~ VIEW TAKE POOL SHARE DETECT EXIT The commands TAKE and SHARE only appears if there is treasure to take. The command DETECT only appears if there i/,s treasure and the active character has a detect magic spell available. The Rule Book only shows the general menus. Special menus appear at various times to give you all available options. The concept of the active character is central to the game. Outside of combat the active character's name is highlighted on the vertical menu. During combat the active character begins his combat segment surrounded by a cursor. If a command affects the whole party, just select the command. I 0"kf the command affects a single character, make that character active and then choose the command. Example: To look at a character's items: highlight the character, then select the VIEW then ITEMS commands. However, to have the entire party camp, simply select the ENCAMP command. BEGINNING TO PLAY ~~~~~~~~~~~~~~~~~ To begin playing the game, you must load a saved game or generate characters and band them together into a party. Starting Options This first menu gives you the i 1;nitial options. STARTING MENU ADD CHARACTER CREATE CHARACTER LOAD SAVED GAME EXIT FROM GAME ADD CHARACTER allows you to add characters to the party from the saved game disk. A party is a group of characters composed of up to six player characters (called PCs) and up to two non-player characters (called NPCs). A party should have a balanced mix of characters with different classes. For more information about building parties see the "Characters and Parties" section in the A 2혢dventurer's Journal. There is an ADD FROM WHERE? option that allows you to add characters from either THE DARK QUEEN OF KRYNN or DEATH KNIGHTS OF KRYNN. CREATE CHARACTER is used to build a new character. Detailed information about characters, races, classes and so on is available in the Adventurer's Journal. This command displays a menu to define the following character attributes. DONE is used to proceed to the next menu. * PICK RACE lists the seven races a player-characte 3 : exits from any menu. When moving in combat, it "takes back" the move, but does not erase any damage taken during the move. : returns all characters to normal control from QUICK. ALT/M: tog9 1gles the magic spells on/off for characters set to QUICK. ALT/Q: sets all characters to QUICK (computer control). ALT/S: toggles sound on/off (may be used any time). ALT/T: toggles music on/off (may be used any time). HINT: If you find combat too easy or difficult, use the LEVEL option (Rule Book page 8). Scrolls: Scrolls may be "joined" into bundles. Up to 10 scrolls can make up one bundle. To join scrolls together, VIEW your character's items, highlight the scroll :8~2that you wish to bundle the rest to, and then select the JOIN option. Spell Memorization: To rememorize spells in Camp, select the REST option, then rest for the preallotted time. If you wish to change the selection of spells to be memorized, choose the MEMORIZE option and do not keep the spells ready for rememorization. Follow the rule book instructions for memorizing spells. Copy Protection: To answer the verification question, find the indicated word in the Adventurer's J;NPCournal. Type the indicated word and press Enter/Return. Do not count section headings. NOTE: Completely disregard the above paragraph, SKID ROW cracked this bitch. Program Changes: This is a list of specific program changes to DARK QUEEN OF KRYNN that are different from DEATH KNIGHTS OF KRYNN. The FIX option only heals the party. It no longer increments time to memorize spells. Use the REST option to memorize all spells. In some areas of the game, the REST and F<.LIX options will not be available in the CAMP menu. If you are using a mouse and you are modifying a character's name, you must use the key to abort the change. The mouse will not work. Non-human races have a distinct disadvantage in this game. The base experience for this game puts most non-human races at their class maximums, even before you start the game. Magic-users should have an intelligence of 18 or they will not be able to use the most powerful spells. NOTE:=x5 When transferring characters from DEATH KNIGHTS OF KRYNN, the vault will not transfer. To transfer items from the vault, you must first give them to characters you are transferring. Differences in the Amiga Version: The options for the Amiga version of DARK QUEEN OF KRYNN are slightly different than those described in the Rule Book: The LOAD option has been added to the ENCAMP menu. This allows you to load a saved game at any point in the game. You may only have up to 8 saved games at a time (depending on the amount of space available). There is no MOVE option. This option is no longer necessary. SKID ROW SKID ROW SKID ROW SKID ROW SKID ROW SKID ROW SKID ROW man races have a distinct disadvantage in this game. The base experience for this game puts most non-human races at their class maximums, even before you start the game. Magic-users should have an intelligence of 18 or they will not be able to use the most powerful spells. NOTE:)1 KRYNN begins two years after the overthrow of Lord Soth in DEATH KNIGHTS OF KRYNN. General Laurana, the commander of the united forces which defeated the evil dragons in the War of the Lance, has requested your presence at her headquarters in the city of Palanthas. Responding to her summons brings you face-to-face with the greatest threat Krynn has ever known. Your Game Box Should Contain ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ o Disks o Adventurer's Journal o Rule Book O D f......................elease The Girl. This Is Achieved By Climbing Up The Ladders And Avoiding The Bouncing Balls And Other Obstacles Which Stand In Your Way An Extra Life Is Awarded At 25000 Points Go Up Half Ladders To Avoid Balls Hitting Balls With Hammer Gives You 500 Points -------------------------------------------------------------------------- Greets Go To All My Friends In Alliance And Everyone Else Who Knows Me! CALL THESE ELITE BOARDS WORLDWID 4eY (7) and [Menu Down] (1) keys on the keypad. If there are more entries in a vertical list than will fit in the window, scroll arrows appear on the right side of the window to move up and down the list a page at a time. The [Menu PgUp] (9) and [Menu PgDn] (3) keys on the keypad also page up and down a list. When altering a character's attribute scores, the Character Display acts as a vertical list. Mouse Movement: The mouse is active throughout the game, and may be used for all B ! available space to install the game. A minimum of 790K of free memory is required to run this program. You may check your free memory by using the MEM command in the CLI shell. Should you not have enough memory, you may do the following: o Close all unnecessary windows in Workbench o Disconnect any external floppy drives o Remove any memory resident programs Before Beginning Play: Make a backup copy of your original disks with the AmigaDOS DISKCOPY command. Be sure to dCu elete the words "Copy of" from your copies. Put your original disks away and install or play the game from your copies. Refer to your computer manual for information on how to use AmigaDOS commands. NOTE: If you do not make copies of your original disks, you will not be able to save your game. Hard Disk Installation: To install DARK QUEEN OF KRYNN to your hard disk, follow these steps, and then follow the prompts that appear on your screen: Step 1: Boot up your system using DX1Workbench 1.2 or higher (Amiga 1000 users: first boot with Kickstart 1.2 or higher). Step 2: Insert Disk 1 into your floppy drive. Step 3: Double click on the Disk 1 icon. Step 4: Double click on the Install_DH0: icon to install the game to DH0: or double-click on the Install_DH1: to install to your DH1: partition. Starting the Game: To play DARK QUEEN OF KRYNN from your hard disk, boot up your computer, open the drawer where the game is cE5 urrently residing and then double-click on the DARK QUEEN KRYNN icon. If you are playing from floppy disks, insert Disk 1 before booting your system. Turn the Amiga on (Amiga 1000 users: boot your system using the Kickstart disk first, then insert Disk 1). After Disk 1 has loaded, insert Disk 3 in DF0: and Disk 2 in DF1: This reduces the number of disk swaps during game play. Getting Started Quickly: Use the pregenerated party of characters saved as Save Game A. These charaF$cters start at the very beginning of the game, but they have already been outfitted with readied weapons and armor. Choose the LOAD SAVED GAME option from the Party Creation menu. The saved game will appear after you choose the TDQK option in the LOAD SAVED GAME menu. Load Save Game A. Choose the BEGIN ADVENTURING option. Saving Games: Saved games are identified by letters. To save or recall a game, select the desired letter. Transferring Characters from DEATH KNIGHTS OF KG*7VpRYNN: When playing off of the hard disk, select the LOAD SAVED GAME option, then DKK. Choose the saved game you wish to transfer to DARK QUEEN OF KRYNN. This will load all of the characters, all of their equipment, and their money. If you wish to load only one character from DEATH KNIGHTS OF KRYNN, choose the ADD CHARACTER TO PARTY option and then select DKK. A screen with the names of all of the characters will appear. Choose the one to be loaded into the new party. Note:H you must have previously removed the character from the party in DKK. The only difference when using the floppy disk version of the game is that the program will ask you to insert the DEATH KNIGHTS OF KRYNN save game disk. When it does, insert the DKK save game disk in DF0: and select the YES option. Moving Around: The party moves through the game in 3D/area, wilderness, and combat modes. Targeting spells and ranged weapons during combat is similar to moving characters.  IuYou can use either Keyboard or Mouse Movement. Keyboard Movement: Use the following keyboard controls for both movement and combat: 3D MOVE / ANY MENU MOVE/ COMBAT / AIM ________________________ ________________________ | MENU | | MENU | |\ 7 |8 /|\ |9 / | | UP | MOVE | PG UP | | \ | | | / | |_______|________|_______| |_______|___|____|_______|  @} | TURN | | TURN | |4 |5 |6 | | LEFT | | RIGHT | |<---- | | ----> | |_______|________|_______| |_______|________|_______| | MENU | TURN | MENU | |1 |2 | |3 | | DOWN | BACK | PG DN | | / | | | \ | |_______|________|_______| |/______|__\|/___|______\| An Entry in a vertical list may be highlighted by using the [Menu Up] K[ F or, if the cursor is already on the screen, tap F10 to move it UPWARD. Shift F10........Hold down the Shift key and tap F10 to move the temporary waypoint cursor DOWNWARD. F9..........If the temporary waypoint curson is on the radar screen, tap F9 to move it to the RIGHT. Shift-F9....If the temporary waypoint cursor is on the radar screen, hold down the shift key and tap F9 to move it to the LEFT.  LW F8..............If the temporary waypoint cursor is on the radar screen, tap F8 to set the temporary waypoint and return the pointer to the radar panel. OW Station ~~~~~~~~~~ SCAN OR ATTACK mode: F10............Tap F10 to cycle through the missiles listed to the right of the monitor (representing the currently selected bar or pylon)M. CONTROL mode: F10...........Tap F10 to cycle through the missiles listed to the right of the monitor (representing the currently selected bay or pylon). F9............For any missiles that operate in more than one mode (for example, the AGM-88A), tap F9 to cycle through the modes. CAMERA mode: F10.......... Tap the F10 to cycle through the missiles lN^isted to the right of the monitor (representing the currently selected bar or pylon). F8..........Use the 4-way camera switch to maneuver the camera until the target is centered under the green aiming cursor, and then tap F8 to lock the missile guidance system onto the target (a red box will appear if the lock-on is successful). Tap F8 a second time to release the lock. HOT KEYS (AVAILABLE AT ALL OSTATIONS) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ General ~~~~~~~ Pause...................P Return to Menus..ESC Mission Orders......F7 Sound on/off...........I Engine sound on/off..O Aircraft Controls (Flight Control mode for keyboard-only users) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Pitch down..............up arrow Roll righP'0Ͼt...................right arrow Roll left....................left arrow Pitch up...........down arrow Increase Power........+(keyboard "plus" sign) Decrease Power.........-(keyboard "minus" sign) Autopilot(DAFCS)...A TAC on/off............C Increase TAC limit....V Decrease TAC limit....X Batteries on/off......U Flaps........F Gear.......G Taxi/Land Ratio.......T Q| Parking Brake.........B Air Brake (airborne)...B Interphone ~~~~~~~~~~ Pilot Station.....F1 Copilot Station.....F2 Navigator Station...F3 EW Station....F4 OW Station....F5 External Camer...F6 Clock ~~~~~ GMT.....D ETA....E START....S RESET...R Radar Monitors (Pilot, Copilot, Ew, Ow) ~~~~~~~~~~~~~~~~~~~~~~~~~R!P~~~~~~~~~~~~~~ Zoom in......<(less than) Zoom out.....<(greater than) STV Camera mode (Nav, OW) ~~~~~~~~~~~~~~~~~~~~~~~~~ Z.....zero camera Launch ~~~~~~ Airmine....L Flare....;(semi-colon) Chaff..."(quote) Current Missile....Enter Select Next Missile...\(backslash) Time Compression ~~~~~~~~~~~~~~~~ Normal.....1 2x normal speed. ..2 3x normal speed...3 4x normal speed...4 5x normal speed...5 Thanks for choosing USA-Dox! Navigator Station...F3 EW Station....F4 OW Station....F5 External Camer...F6 Clock ~~~~~ GMT.....D ETA....E START....S RESET...R Radar Monitors (Pilot, Copilot, Ew, Ow) ~~~~~~~~~~~~~~~~~~~~~~~~~ TV$ Screen To Reach And Release The Girl. This Is Achieved By Climbing Up The Ladders And Avoiding The Bouncing Balls And Other Obstacles Which Stand In Your Way An Extra Life Is Awarded At 25000 Points Go Up Half Ladders To Avoid Balls Hitting Balls With Hammer Gives You 500 Points -------------------------------------------------------------------------- Greets Go To All My Friends In Alliance And Everyone Else Who Knows Me! CALL THESE ELITE BOARDS WORLDWID ?DE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ UNKNOWN PLEASURES +44 0204-29917 FORGOTTEN REALMS +44 0272-696-594 OASIS +44 ELITE-ONLY EDGE OF INSANITY +1 708-499-4302 ODESSEY +1 314-644-0483 MYSTIC PLACES +1 513-746-4532 BEYOND PARADISE +1 212-888-4773 MILENNIA +44 091-284-3142 OR TRY ONE OF THESE OTHER KEWL BOARDS THAT OBVIOUSLY GOT THIS FILE BEFORE YOU DID !!! .......................................0V fit or by using bombs to erase his opponent's piece. STRATEGY ~~~~~~~~ Super tetris, like tetris, is both so simple and so addictive that you're bound to develop your own strategies, but here are a few different ideas to start you off: PIT AND PIECES ~~~~~~~~~~~~~~ * Since you only have seven shapes to work with, try to avoid forming empty areas where no piece can possibly fit. * If you get a run of pieces that won't comple1Wǒte lines for you, try to stack them together on one side of the pit, leaving as much open space as possible for later pieces to fill in. * Be sure not to create holes on both sides of the pit or else you'll have to fill in both holes to complete lines * Use the diagonal keys to move a piece into an oddly shaped hole that you couldn't ordinarily fill with just a straight drop * Try not to stack pieces over ho2X+kÂles in the rubble because you will eventually have to get a piece into those holes * If you're getting near the end of a level and you have enough pieces and time left, clear away as much of the pieces remaining in the pit before you complete the level - because any leftover pieces are carried to the next level and because you also get a bonus for the white spaces above the water line BOMBS ~~~~~ * D3YJon't forget that you can move a bomb cluster after the first bomb explodes * Similarly, don't forget that you can rotate a bomb cluster around its original center point after the first bomb explodes * Try to set up your holes so you'll be able to complete more than one line when you get the right piece. It means many more bombs! * Use your bombs to clear your mistakes. If you had to leave an empty space whic4Zh then got covered over, blast the covering squares away to regain the chance to fill the hole * Don't use bombs to blow out squares below the top of the rubble under the water line. If you have squares overhanging each other, it makes it more difficult to fit pieces into complete line * In a cooperative game, if one player gets a bomb, it can be used to blow up squares in the other player's piece so that th5[;*e piece will fit in the pit better * One way to use a bomb wisely is in anticipation of the next piece. You can blast away the correctly shaped space that the next piece will fit in. TREASURES ~~~~~~~~~ * Use your treasures to clear away any mistakes. Super tetris is much more forgiving than tetris, so take advantage of that. * Since treasures must be detonated by a bomb, don't forget that 6\T you can also move a bomb sideways into a treasure as well as from directly above. * Going after a remove line treasure is almost always a good thing. The only drawback is that you don't get any points for completing the line * At the higher levels, you definitely need to go after the add pieces treasure. Otherwise you'll probably run out of pieces before completing the level THE FINAL GOAL ~~~~~~~7h ~~~~~~~ * But the bottom line, so to speak, is to complete lines below the water line. Of course, you want the pieces to fit together well, but don't get too caught up in the jigsaw aspects of super tetris. Or else you will run out of pieces because you spent all of them making lines above the water line g than tetris, so take advantage of that. * Since treasures must be detonated by a bomb, don't forget that  ^b]2e small monitor (borders, cities, and highways in CIV mode; radars, missiles, and bases in MIL mode) MAP mode, with the INS selector switched to EDIT: F10..........Tap F10 to move the pointer to the currently selected waypoint on the large monitor, or, if the pointer is already on the map, tap F10 to move the currently selected waypoint DOWNWARD. Shift-F10.......If the pointer is already on the map, hold down the S _Sehift key and tap F10 to move the currently selected waypoint UPWARD. F9..............If the pointer is already on the map, tap F9 to move the currently selected waypoint to the RIGHT. Shift-F9.................If the pointer is already on the map, hold down the Shift key and tap F9 to move the currently selected waypoint to the LEFT. F8.........If the pointer is already on the map, tap F* to move the pointer to  JXthe next waypoint. Shift-F8.........If the pointer is already on the map, hold down the Shift key and tap F8 to move the pointer to the previous waypoint. The up and down arrow (panel selector) keys move the pointer off of the map to a new panel. RADAR mode (to set a temporary waypoint) F10..............Tap F10 to move the pointer to the radar screen and change it to the temporary waypoint cursor,%af`-d the last treasure is the long straight piece you always want. COMPLETING THE LEVEL ~~~~~~~~~~~~~~~~~~~~ When a horizontal line disappears, one of two things happens in the pit. If the line is above the water line, all squares above the line drop down into the open space. If the line is below the water line, the rubble rises all the way to the water line (i.e., if you complete the last line of rubble), the level is won. Each time you complete a level, you&b̟ will be awarded a point bonus before going to the next level, where you will be given more pieces to finish the new level. You lose the level if one of three things happens before you complete the level: 1. You let pieces reach the top of the pit 2. You run out of pieces 3. During a timed game, you run out of time HIGHER LEVELS ~~~~~~~~~~~~~ As each higher level begins, the background art changes to another scene from the Moscow circus, the d'cɡepth of the rubble increases, and (though level 10) the pieces fall move quickly. In addition, new treasure types are introduced at higher difficulty levels. MENU BAR ~~~~~~~~ The game screen also has a menu bar which you can use to change your options and perform other activities while the game is in progress. When you activate the menu bar, the game will pause. You can then click with the left mouse button to select a menu option or you can press the (dK)equivalent hot key combination. About Credits screen ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Game ALT G New ALT N Aborts game and starts a new one Abort ALT A Aborts game and returns to the game config End ALT E Ends game with a score awarded and continues to the high scores screen Load ALT L Loads a previously sav)enW\ed game Save ALT S Saves current game Pause ALT P Pauses the game Exit ALT F4 Exits to desktop Options ALT O Next Piece Sound Effects Music High Scores ALT H Single player Single player timed Submenu chooses 5, 10 or 15 minute Cooperative Competitive SCORING ~~~~~~~ Points are awarded for each piece that falls, for the speed at which the pieces fall, for each line comple*fjted, and for completing the level with pieces left over and for all the white space above the water line. Note that points are awarded for lines completed, not lines removed with bombs or treasures. The move lines completed with a single piece, the move the lines are worth. In addition, more points are awarded if Next piece is off. For each line completed, you each: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1 line 7 points 2 lines +gW 14 points 3 lines 28 points 4 lines 56 points more lines (number of lines x 15) points Then the speed that each piece falls is calculated and multiplied by the level. If you choose next piece off, the total is multiplied by 25%. At the end of each level, you earn a big bonus, which is calculated by: (pieces left x 4 x level) + (amount of white space above the water line x level) HIGH SCORES ~~~~~~~~,h0~~~ When you reach the end of the current game, the game continues to the high scores screen for the game mode you chose. Whether or not your score is among the top ten scores, it appears below the high scores list. If your score does rank among the high scores, a dialog box appears. Type in your name, then hit ENTER or click OK to record your score, which will then appear in the list. Click OK to return to the game configuration screen Click ERASE to eras-iwEe the current high scores. GAME VARIATIONS ~~~~~~~~~~~~~~~ TIMED GAMES ~~~~~~~~~~~ In these forms of super tetris, you play with a predetermined time limit, trying for the highest score in the time allotted. During the last five seconds of the game, you will hear warning beeps or (if you have a sound blaster) a countdown of 5-4-3-2-1! COOPERATIVE MODE ~~~~~~~~~~~~~~~~ In this form of super .jwutetris, two players share the same game, the same score, and the same pool of pieces to be used. In cooperative the two of you have 100 pieces to finish each level, instead of the normal 50. The pit is wider than in single player mode - 16 squares instead of 10 - so that two pieces have enough room to fall at the same time. Each player controls his own piece, with both working together to win the game. COMPETITIVE MODE ~~~~~~~~~~~~~~~~ In this form of supe/U r tetris, two players compete on the same computer, each with his own pool of 50 pieces, each for his own score. The pit is wider than in single player mode - 16 squares instead of 10 - so that two pieces can fall at the same time. Each player controls his won piece, working to score points for himself by completing a line before his opponent can. Each player can also keep his opponent from scoring, by creating an arrangement his opponent's falling piece won'tlZown above the pit. If you choose next piece on from the game configuration screen, a picture of the next piece to fall is shown in the box below your score. In a competitive game, each player has a separate box for the next piece. Below the picture of the next piece is the number of pieces left at this level. To the lower left of the pit is a miniature version of the pit, called the thermometer, which shows a miniature picture of the rubble as you mzWF\destroy it. The rubble forms a picture, which you can best see in the thermometer's reduced format. The rubble picture is usually related to that level's background artwork. PIECES AND BOMBS ~~~~~~~~~~~~~~~~ Super tetris pieces come in seven shapes. Each level has a finite number of pieces to begin with. In the single player and competitive game modes you have 50 pieces, but in cooperative it is 100. Each time a super tetris piece drops, the number of piecn ކes left goes down by one. If the number of pieces decreases to zero, then the game is over. You can get more pieces by completing lines or exploding certain treasures. Each time you finish a level, the number of pieces is reset to 50 (or 100) and you now have that number of pieces to complete the new level. The lower portion of the pit is filled with water and rubble. Pieces drop randomly from the top of the pit and fall until they land on another piece or the o! rubble. You must position the pieces as they fall, trying to fit them together at the bottom like a jigsaw puzzle. When a horizontal line completely crossing the pit is formed, the line disappears and the piece that falls next is, in fact, a cluster of bombs. This cluster can also be positioned as it falls and whatever squares the bomb touches as it moves are destroyed. Bombs do not subtract from the piece count. Bomb clusters are awarded as follows: pw Completing 1 line 2 bombs Completing 2 lines 4 bombs Completing 3 lines 8 bombs Completing 4 lines or more 12 bombs MOVING PIECES ~~~~~~~~~~~~~ As pieces or bombs fall into the pit, you can move them left or right, rotate them or make them fall more quickly, using the control method you choose on the game configuration screen. You can also move pieces using a mouse. Rotatq;*ye Left button Drop Right button Left Move mouse left Right Move mouse right The following table lists the keys that control the movement of the pieces and bombs: Control 1: Single Player ~~~~~~~~~~~~~~~~~~~~~~~~ Move piece left 4 A left arrow Move piece right 6 D right arrow Rotate piece 5 S up arrow Drop piece  rɝ 2 X Space down arrow Left and down 1 Z Right and down 3 C Control 1: Competitive and Cooperative ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Move piece left A Move piece right D Rotate piece S Drop piece X Space Left and down Z Right and down C Control 2:Competitive and Cooperative ~~~~~~~~~!sc~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Move piece left 4 left arrow Move piece right 6 right arrow Rotate piece 5 up arrow Drop piece 2 down arrow Left and down 1 Right and down 3 TREASURES ~~~~~~~~~ Buried in the rubble are treasures. When a bomb blows up treasure, good things happen, as described below: 5 "tb], adds 5 pieces 10 adds 10 pieces 15 adds 15 pieces (Square in a circle turns into a bubble which moves upward, filling in a square) all empty spaces with pieces, until it reaches the water line. (Circle in a square) turns into a bubble which moves upward, destroying all rubble and treasures it touches, until it reaches th#u*%ze water line (Squiggle line) removes the line it's in (Detonator box) destroys all squares, treasures and your other bombs in a 3x3 area around itself (Bomb) turns the next piece into a bomb shaped like the next piece (Line in a box) turns the next piece into a straight, blue, 4-square piece The first three treasures give you more pieces w$`AKith which to form lines, thus giving you a better chance of finished the level. The fourth treasure is valuable for filling holes to make more lines. The next treasure eliminates any pieces overhanging holes, making it easier to fill in the holes. Since the sixth treasure takes out a line, you should always detonate this treasure. The seventh treasure destroys a large section of rubble. The next treasure gives you an extra shot at blowing things up with bombs, anwGy?the program manager. If you are running in real mode, super tetris will not load. If you are running in standard mode, super tetris does not support music through the sound blaster or sound blaster pro. The music button on the game configuration screen will be dimmed out if you are either running in standard mode or do not have a sound blaster card. If you are running in enhanced mode, super tetris supports both music and sound effects on your sound blaster. xGS= TERMS YOU NEED TO KNOW ~~~~~~~~~~~~~~~~~~~~~~ Level Level of difficulty in the game Square Basic unit of a super tetris piece Piece Made up of four squares. There are seven unique pieces Next Piece Next piece to fall. This is shown so you can anticipate where to place it in your well. Pieces Left Number of pieces you have to finish the level Line Horizontal row of squares, formed by fitting yPXpieces together Pit Where the game is played, 28 squares deep Water Line The line which is 14 lines from the top of the pit with the rubbles below Rubble Squares beneath the water line that have been already placed in the pit Thermometer Small replica of the entire pit which allows you to better see the design formed as you remove lines of rubble zW Bomb Special piece which destroys squares and itself when it touches squares or other bombs Treasure Special square embedded in rubble which provides rewards when bombed GAME CONFIGURATION ~~~~~~~~~~~~~~~~~~ The game configuration screen allows you to choose the type of game you want to play. Make your choices by moving the onscreen arrow with the mouse. When the arrow is positioned over the choice you wan{\t, click the left mouse button to open dialog boxes or to toggle (if an On/Off choice is available). SELECT A GAME MODE ~~~~~~~~~~~~~~~~~~ There are six game modes in super tetris: SINGLE PLAYER, SINGLE PLAYER 5 MINUTE, SINGLE PLAYER 10 MINUTE, SINGLE PLAYER 15 MINUTE, CO-OPERATIVE AND COMPETITIVE. When you select the first button on your screen, a dialog box appears listing these modes. Select one by clicking on it with the left mouse button. We sugges|ETXt you start with a single player game to get a feel for super tetris before you try the other game modes. Playing and scoring in a single player game is explained in the playing super tetris section later in this manual. The other game modes are explained in their own chapters. SELECT A DIFFICULTY LEVEL ~~~~~~~~~~~~~~~~~~~~~~~~~ When you select difficulty level, a dialog box appears listing the levels by number. The higher the number, the faster the pieces}+. fall; also, rubble becomes more difficult to clear, the pit becomes deeper and more treasure types appear. Select your level by clicking on it with the left mouse button. We suggest you start with level 1 to get a feel for super tetris before you try the other difficulty levels. SELECT A CONTROL METHOD ~~~~~~~~~~~~~~~~~~~~~~~ Now move the arrow over the player 1 button and select your method of controlling super tetris. You can use either the keyboard or ~!the mouse. If you've selected a cooperative or competitive game, the same choices appear for player 2 just below player 1's button. Only one player can have mouse selected in a cooperative or competitive game. SELECT OPTIONS ~~~~~~~~~~~~~~ The following buttons allow you to change the way the game is played. You can decide whether you want advance notice of what piece will fall after the current piece by toggling next piece on or off. The game is more challenging if you don't know what is coming next and you will score more points for successful play. We suggest, though, that you lean super tetris with this option turned on. You can also decide whether you want to play with sound effects by toggling sound effects on or off, and whether you want music (if you have a sound blaster running in enhanced mode) by toggling music on or off. AND...GO! ~~~~~~~~~ Select new game to begin a brand-new game. Th,bis activates all your choices on the game. Configuration screen and starts the game. Load game brings up a dialog box which allows you to restart a saved game. Selecting quit at the game configuration screen returns you to the desktop. You can also press ALT F4. PLAYING SUPER TETRIS ~~~~~~~~~~~~~~~~~~~~ Super tetris starts on whichever level you last selected on the game configuration screen, but the initial default is level 1. Each level shows tk?@Qhe pit on the left and a screen from the world famous moscow circus on the right. In single player and cooperative games, the box above the pit shows the current point score. In a competitive game, player 1's point score appears in a box at the upper left of the screen and player 2's score appears in a box at the upper right. In single player and cooperative games, the box at the upper left of the screen shows the level. In a competitive game, the level is sh".t bureaucrats that there was more to be gained from plunging ahead into modern times than holding back? All we know is, the world started humming balalaika music and the commissars collapses... ...leaving Alexey even freer to take tetris to new levels of entertainment and excitement, so that now: * The pit is deeper, and it scrolls as your pieces fall. * The bottom of the pit is filled with rubble, which conceals seven types of buried treaGsures. * Removing a line wins you a bomb cluster, which you can use to blow up extra pieces or activate treasures. * The rubble makes up a hidden picture, which is revealed in the thermometer next to the pit as you remove each line of rubble. * The game advances to a higher level when you've completely revealed the picture in the rubble. * The number of pieces you can use to clear the pit is limited. * Pieces fall faster and the rubble is more difficult to clear at higher levels. * You can make pieces fall faster by pressing a key, but releasing the key returns them to their normal rate of descent. * The game ends when the pieces reach the top of the pit, you run out of pieces, or you run out of time (in a timed game). * There are single player timed games, cooperative games and competitive games. So get ready ԏ}to dig into super tetris. Who knows? You just may be changing the course of history - again! AMIGA ~~~~~ Loading the Program Turn on the computer (Amiga 1000 owners must use Kickstart.) When prompted for the Workbench disk, place the Super Tetris disk into the drive. The game will "auto-boot." If you have 1 megabyte RAM or more, Super Tetris can be multi-tasked. Making a Backup Copy Super Tetris for the Amiga contains off-disk copy protection, which means that you can mKake a backup copy. Installation ~~~~~~~~~~~~ You can install Super Tetris to any location on your hard drive, as long as you assign tetris: to that location. I.E: ASSIGN TETRIS: DH3:GAMES/TETRIS Copy it with COPY DF0: TO DH3:GAMES/TETRIS ALL IBM ~~~ SYSTEM REQUIREMENTS ~~~~~~~~~~~~~~~~~~~ Super tetris operates on any IBM PC compatible computer running Windows 3.0 or later. In addition, the program requires: * 2MB RAM * One 1.2 MB 5 1/4 or 1.44 MB  1/2 disk drive * Hard drive * VGA graphics * Microsoft-compatible mouse Options: ~~~~~~~~ * Super VGA graphics * Sound blaster card INSTALLATION ~~~~~~~~~~~~ Make backup copies of your super tetris program disks before you do anything else and put your original program disks in a safe place. Because the super tetris program must be run from a hard drive, you cannot run super tetris from floppy disks. To Ɵ# install the program: ~~~~~~~~~~~~~~~~~~~~~~~ 1. Start Windows as you normally do. 2. Insert super tetris disk 1 into your floppy drive. 3. From the program manager's file menu, choose "RUN" 4. In the command line box, type "A:SETUP" 5. Press the ENTER key 6. Follow the onscreen instructions. The setup program will install super tetris to c:\supertet unless you want to change it. If you wish to install the game  {to a different directory, type the new directory name in the space below. Press OK to continue with the installation. 7. Next the setup program will determine if your windows system is running in a 256 color or 16 color mode. If your system is in 256 color mode, setup will ask if you want to install 256 color images, 16 color images or both. Choose one of the options and press OK 8. Next, the setup prog ϖnram will ask you if you have a sound blaster or sound blaster pro card. If so, the setup program will install the necessary sound files. 9. The setup program will then check your win.ini file to see if it has been modified for the sound blaster. If not, setup will ask if you want to add the following lines to your win.in file: [SoundBlaster] Port=220 Int=7 DMA=1 Note: The li k?snes above assume that your sound blaster is set to 220 hex for the address and 7 for the interrupt. If your settings are not the same as these, change the values accordingly in your win.in file. The testsbc program from creative labs will help you check your card's address and interrupt setting. You will need to restart windows in order for the changes in your win.in file to take effect for the sound blastv쵈Ier. LOADING SUPER TETRIS ~~~~~~~~~~~~~~~~~~~~ To run super tetris, open the games program group in the program manager. Double-click the super tetris icon. You will soon see the introductory sequence and the super tetris title screen. Please note that super tetris will only run under the standard or 386 enhanced mode of windows. You can check to see which windows mode you are running in by selecting "about program manager" from the help menu while in oe universe.You have extract a certain percentage of it otherwise the emperor will send his terrible troops: the SARDAUKARS. The extraction: you can use the Fremens to extract it. Those troops will appear in yellow on the map then. The Motivation -------------- The Fremens will work for you only if they are motivated. If the motivation goes dvc&own, the same will happen the spice production. The Equipment ------------- Some abandoned sietchs contain some useful equipment for the extraction, the weapones, the ornithopters... The Worms --------- The Shai-Hulud, enorm worm living aroA (und the spice is extremly dangerous. He will attack without any procation. He is a constant threat for the spice production. He has an important role in the game particulary when you will know how to control them. Conflicts --------- After having contacted Stilgar, you can make up an army and train it to fight against the Harkonnens. Their training is quite2D\ important for your mission. Spying ------ After the military training, you can chose to make of some of your troops some specialists in spying to locate some Harkonnens` fortresses. Only the fortresses around the sietch can be discovered. 2NY The game is over when Paul and the Fremens manage to take over the control from the Harkonnens` Palace and all the other fortresses of.. D U N E !  /\ /\ ____________ __________________/ \ ________/ \__ /\________ \SKP \/ / / \_/ / \// / \ \ __ \ / / /\ / \\ / \ /\\ /_/ / _____/\ / //\\ __/ \\ /\ \ / \\/ \ _ / __/ ___\__ // \\/ / /\ \\_/ \\ \ / \__/ \/\ /____/ \_/ // \_/ / / \ // / / \ \_/ // / / / // / \_____________/____________________/ \________h?___/ \____/| //______/ /\ |/ ___________ /\ ___________ /\ |\ ______ // \_____________________ \ \/ \ / \/ \| \\ \ \ / / / \ _ / \/ / \ \\ \/\\ / / / /\\ / / \ _/ / \ \\ \ \\/\ _____/ ____/ / \\ / \ / __/ \ \\ \ \/\\__ \ __/ / \\___/ /\ \_/  p_ \ /\ \_// / / \\ \ /__/\___ / / / \ /\ \ \ // / / \\ /\_/ / \____/ \________\ / \_____/______\ //_____/\_\_____\\__/__________/ \/ \/ ( * ) C R Y S T A L U S A H E A D Q U A R T E R S ( * ) * 2 1 2 - 8 8 8 - 4 7 7 3 * (Roll-Over) * 2 1 2 - 8 8 8 - 6 2 3 9 * !N * 2 1 2 - 8 8 8 - 6 7 4 6 * ->3<- NODES / 1.3 GIGS / 68030 40MHz [We keep all old console wares online! \ \/ \ / \/ \| \\ \ \ / / / \ _ / \/ / \ \\ \/\\ / / / /\\ / / \ _/ / \ \\ \ \\/\ _____/ ____/ / \\ / \ / __/ \ \\ \ \/\\__ \ __/ / \\___/ /\ \_/ >loaded -- Sat 27-Jun-92 5:58:32 AM <--- ----------------------------------------------------------------------------- Super Tetris From Spectrum Holobyte PRIVYET! First there was tetris. Then there was the fall of communism. Coincidence - or incredibly crafty plan? Consider: when Alexey Pajitnov created tetris, there were very few computers in the whole of the Soviet Union and authorities were mightily concerned with controlling the flow of information those computers could provide. But the savvy young Russian went ahead and made his game in spite of that, and then found a way to market it around the world. It became one of the most successful games the world has ever seen and threw a spotlight on the creativity waiting to be unleashed in the world's eastern hemisphere. Who's to say if that one example showed the Sovieg_ globe to see all the zones you control (in red) and the ones from the Harkonnens (in blue). At the beginning you control 1% and the Harkonnens 21%. -Save game. -Load Game. -Options and quit game. The Music command will play the mu97Hsic or not. The music can be relative to the game or played as CD style. The main Characters ------------------- [Dc To talk with the characters, click on the shining commands. -DUC LETO: Your father, the family chief of the Atreids who lives in the Palace. As any good father father, he will give you some good advices when you will need them. -JESSICA: Your mother, a woman with some wonderful powers nearly as good as yours. When you will have some `visions` she will explain youR their real meanings. She never leaves the Palace, so, she knows better than anybody else. -DUNCAN IDAHO: Real friend and Lieutenant of the family. He is also the supervisor of the spice production and will give you some advices on the spice sendings to do. -THWUFIR HAWAT: Strategist of the family. -GURNEY HALLECK: The instructor who will give you a good military training. -The Emperor: the Emperor Padishah Shaddam IV, chief of the great feodal empire, the most powerful of the whole game. 8nx -STILGAR: The Fremen`s chief, the man that all the Fremens respect and follow. Before joining the Fremens as a miliar, you must contact him first. -KYNES: The ecologyst, Kynes, is the only man who whishes to transform DUNE, the desert, in a nice planet with woods and seas. 91 THE FREMENS! ------------ Real habitants from DUNE, people independent and fierce, who have learnt to leave in this tough planetQ\. they live in their sietchs. Help them to eliminate the Harkonnens who use them as slaves. The Transports -------------- At the beginning of the game, your only vehiclVe is an ornithopter. It is a sort of helicopter with some wings who will drive you anywhere on DUNE. If you select it, a screen appears with a map and control board. The cursor on the right-bottom makes the map scroll. To select the destination, a sietch for instance, put the cursor on the entry of a sietch and then click on the left mouse button. The text above will show you the direction and the name of the siecht you are flying to. W The Palace ---------- You start the game inside the Palace now occupied by your family. You can explore the Palace or to leave and explore the planet EJwith an ornithoptere. NB: Beware of traps left by the Harkonnens in this palace they used in the past. THE SPICE --------- The most precious resource of the wholʝ"3......  /\ /\ ____________ __________________/ \ ________/ \__ /\________ \SP \/ / / \_/ / \// / \ \ __ \ / / /\ / \\ / \ /\\ /_/ / _____/\ / //\\ __/ \\ /\ \ / \\/ \ _ / __/ ___\__ // \\/ / /\ \\_/ \\ \ / \__/ \/\ /____/ \_/ //8 \_/ / / \ // / / \ \_/ // / / / // / \_____________/____________________/ \___________/ \____/| //______/ /\ |/ ___________ /\ ___________ /\ |\ ______ // \_____________________ \ \/ \ / \/ \| \\ \ \ / / / \ _ / \/ / \ \\ \/\\ / / / /\\ / /  \ _/ / \ \\ \ \\/\ _____/ ____/ / \\ / \ / __/ \ \\ \ \/\\__ \ __/ / \\___/ /\ \_/ \ /\ \_// / / \\ \ /__/\___ / / / \ /\ \ \ // / / \\ /\_/ / \____/ \________\ / \_____/______\ //_____/\_\_____\\__/__________/ \/ \/ ( * ) C R Y S T A L U S A H E A D Q U A@w1 R T E R S ( * ) * 2 1 2 - 8 8 8 - 4 7 7 3 * (Roll-Over) * 2 1 2 - 8 8 8 - 6 2 3 9 * * 2 1 2 - 8 8 8 - 6 7 4 6 * ->3<- NODES / 1.3 GIGS / 68030 40MHz [We keep all old console wares online! \ \/ \ / \/ \| \\ \ \ / / / \ _ / \/ / \ \\ \/\\ / / / /\\ / / adthem orders. On the left, you find the icon BOOK which relates your story in 4 parts (politic, Paul on Dune, the spice, the Fremens), and also provides you with some basical informations. Click on the pages to turn them. Under the book, there are 3 windows, on the extreme left you will find the hour and the past days. A sun and a moon will in form you if it is during the day or the night. The two other little windows will show you the characters goig with you. 2 other characters maNximum will follow you if you select the icon `Follow me`. The paddle command will let you check the MAP and talk with the characters in the same room. Other Commands --------------  %, P=pause Looking into the Palace room`s mirror will also pause the game and let you acceed to the Load/Save game and restart. An Auto- save is done each time you come in a new place. You may also LOAD and SAVE by clicking on the GLOBE icon of DUNE. To see the DUNE`s Map ---------------------  ] By selecting the command See the Dune`s Map, you may see the Dune`s Map showing the known Sietchs (Fremens caverns). Use the arrows to see more. Each little characters represents the troops chief (if he doesn`t move, that means that the troop has no activity). The ones drawn in stipple are the ones you`ve meet but who are not your allies. They change their color depending on the function you gave them: yellow for spice, *D red for army, green for ecology. For more infos,read the chapters Ecology and Conflicts of this doc. Use paddle command or click on the chief to obtain a report or to give an order. By clicking on Sietch with the left mouse button, you can see the equipment (used or not) of the place. By the way, if you haven`t visited a place yourself, only the name will appear. By clicking on the icon `Red Eagle`, you will center the map on your actual position. The command "rTN : Axe - F9 : Fireball - F10: Magic Potion (Smart Bomb). The objects ~~~~~~~~~~~ The objects are divided into those which are important for completing Helgas assigment, and those which serve only to enrich. The objects mentioned in the assignment have to be found, otherwise the level is regarded as not having been completed. The key is a special object; the doors can only be used after it has been found. The player receives money (profit) for each object collected. Things can be bou,yZght in the shop or the tavern with this money. This does not include the objects mentioned in the assignment. The doors ~~~~~~~~~ The doors can only be used with the key. You can enter them by pulling back the joystick. A distinction is made between doors which lead to other doors (Secret passsages), doors to a shop or tavern and the door to the final opponent. The doors to the shop and tavern are marked accordingly. The Tavern ~~~~~~~~~~ Hagar can get sustainance in the tavern END OF HAGAR DOCS <-------------------- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- GREETS TO THE WORLDS BEST DOC TYPERS AND FIXERS (IN NO SPECIFIC ORDER) - MUNCHIE, PAZZA/LSD, SCOOTER/SKID ROW, BARE-KNUCKLE/CRSYTAL,AFL,INC!, BRYNN ROGERS, BASER-EVIL, AND RYGAR. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-1`=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ NOW CALL THE ALLIANCE BOARDS: UNKNOWN PLEASURES : +44 (0) 204 299 17. SOAP CITY : +44 (0) 946 823 351. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ OR TRY ONE OF THESE OTHER KEWL BOARDS THAT OBVIOUSLY GOT THIS FILE BEFORE YOU DID !!! .......................................................SsY^^^^^^^^^ OR TRY ONE OF THESE OTHER KEWL BOARDS THAT OBVIOUSLY GOT THIS FILE BEFORE YOU DID !!! .............................................................  /\ /\ ____________ __________________/ \ ________/ \__ /\________ \SP \/ / / \_/ / \// / \ \ __ \ / / /\ / \\ / \ /\\ /_/ / _____/\ / T+ //\\ __/ \\ /\ \ / \\/ \ _ / __/ ___\__ // \\/ / /\ \\_/ \\ \ / \__/ \/\ /____/ \_/ // \_/ / / \ // / / \ \_/ // / / / // / \_____________/____________________/ \___________/ \____/| //______/ /\ |/ ___________ /\ ___________ /\ |\ ______ // \_____________________ \ \/U/ \ / \/ \| \\ \ \ / / / \ _ / \/ / \ \\ \/\\ / / / /\\ / / \ _/ / \ \\ \ \\/\ _____/ ____/ / \\ / \ / __/ \ \\ \ \/\\__ \ __/ / \\___/ /\ \_/ \ /\ \_// / / \\ \ /__/\___ / / / \ /\ \ \ // / / \\ /\_/ / \____/ \________\ / \_____/______\ //_____/\_\_____\VVˏ\__/__________/ \/ \/ ( * ) C R Y S T A L U S A H E A D Q U A R T E R S ( * ) * 2 1 2 - 8 8 8 - 4 7 7 3 * (Roll-Over) * 2 1 2 - 8 8 8 - 6 2 3 9 * * 2 1 2 - 8 8 8 - 6 7 4 6 * ->3<- NODES / 1.3 GIGS / 68030 40MHz [We keep all old console wares online! \ \/š.####.......##..##.....##..######..#######| |###..###..##..######..########..####..###..##..###....##..######..#######| |###..###..##...#####...#######..####..###..##..####...##..######..#######| |###..###..##......##......##......##..###..##..#####..##......##......###| |#########################################################################| |####################################################################{RB}#| |===============================================================—[==========| | | | ----> PRESENTS <---- | | | | HAGAR FROM KINGSOFT (ENGLISH) DOCS | | | | SCANNED AND EDITED BY : RAZOR BLADE | | SUPPLIED BY q : THE HEDGEHOG | | | |-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-| | CALL ONE OF OUR BOARDS N-O-W | | WHQ - UNKNOWN PLEASURES --> +44 (0) 204 299 17 --> SYSOP: RAZOR BLADE | | UKHQ - SOAP CITY (DS!) --> +44 (0) 946 823 351 --> SYSOP: CHEM | | | | THIS (N5cON UK!) SPACE IS AVAILABLE .... CONTACT ME IF INTERESTED .... | |_________________________________________________________________________| HAGAR (ENGLISH) RELEASE VERSION DOCS Loading ~~~~~~~ Turn on your comuter and insert the game disk 1. The program will load and run automatically. Dont write protect the disk and leave it in the drive until you reset the computer. GAME DESCRIPTION ~~~~~~~~~~~~~~~~ Hagar is essentially made up of the following parts; selection menu, assignment, level and score (in that order). At the start of the game Hagar is equipped with a sword, a few additional weapons and three lives. All in all, the game consists of a total of eight levels. The whole game is controlled using the joystick. The password from the table (see pages 12 and 13) is asked after the first level. Objective of the game ~~~~~~~~~~~~~~~~~~~~~ The objective of the game is to successfully complete the eight levels one after another. To aDUchieve this, it is necessary to survive and to fulfill the tasks which have been assigned by Helga to Hagar. The Selection Menu ~~~~~~~~~~~~~~~~~~ Following the title picture a map appears showing eight islands. Each island represents one level. The game starts on the island which lies at 9 o'clock. It is the only island where no password is needed. When the menu is started, the cursor is always positioned on the island, which represents the level currently in play. The joystick Zis used to make a selection. To do this you move the indicator (sword) to an island and press the fire button. When a level has been successfully completed, the player receives the password for the next island. The levels follow on from the first on in a clockwise direction on the map. Levels which have already been successfully completed, are depicted on the map as destroyed islands. Should you still select one of these islands an appropriate message will appear. The AssignmenHķmber, the bigger a location, the more hiding places there are. And the more difficult it is to work out whats worth finding and what's not. In the quest for information, may we suggest you use our 'discreet' facility? Well be in and out in a jiffy, and we can guarantee that no-one (except you and us) wlll know we've been. The discreet service is quick and reasonably efficient - but well only find things that have been hidden in a fairly amateur way. We don't want to go setting I(ioff traps or alarm systems and letting everyone know weve been at work. It goes without saying that we leave everything exactly as it was when we found it; we just take notes and leave. If you really want a place taking to the cleaners, however, why not try the extra-efficient 'ransack` service. Guaranteed to find anything worth finding, no matter how well it was hidden, ransack also means well bring you any useful - in the sense of interesting or incriminating - objects. TheJ@ downside is that the place will look like it has been burgled. Which is about the best way we have thought of to avoid suspicion. Our so-called `Search' service is a mere menu-item away,DG. And once the job has been done, the team will be back at base waiting for your next assignment. We look forward to working with you. FORM 823/943/77B CIRCULATION PRIORITY B47 ORIGINATOR: MD, REMOVAL INTERNATIONAL LTD DATE: Not Relevant ==================================================KV Subtlety is the essence of a good removal. That and planning. Providing you supply us with enough time, we should be able to arrange a tidy exit for almost any client - although the more powerful or important the client, the more care needs to be taken to ensure that there are no unfortunate mishaps. Operational experience has proved that a rushed job often fails to satisfy. In general terms, however, we can apply completely unattributable techniques to the problem in hand. L# From a straightforward car accident, to the slightly more bizarre life failure, from food poisoning to murderous, drug-crazed psychopaths who take the rap. All in a day's planning for your Removals subsidiary, DG. Just give us the time we need and the work can be carried out without a whisper of suspicious circumstances. Don't forget, however, that the more prominent the client, the greater the risk of attracting unwelcome media attention. We look forward to solving your liM׍ttle problems on a permanent basis DG. We're here to serve. We're the subtle alternative to those blatantly obvious fellows over the HA Department. Finesse. Technique. Subtlety. The art of a good removal man. FORM B23/943/77B CIRCULATION PRIORITY B47 ORIGINATOR: MD, RAPID SANITATION LTD DATE: Just name the time and place. ============================================ While I hear good things about the services offered by our sister company, Removal International, I'd just lNDike to make sure that you have a clear picture of the alternative service you can call upon with us here in Rapid Sanitation - or Heavy Assault as the lads prefer to be called. Every last one of them is Hereford-trained, and each member of an HA team is hand-picked to fit in with the combat experiences of the other members of the team. In fact, to extend a sporting analogy, we have wingers, forwards, defensive backs and the jolly old goalie on every HA squad. If a problem iOˀ$s really getting out of hand, just tip us off to the location, give us a date and time that you think will have the maximum hit factor, and we'll be right in there. Of course, as with a subtle, personal removal, if you ask us to hit on the home of a personage who is prominent within society, you could expect the proverbial to hit the old fan. Don't worry. My boys will make such a clean, tidy and total job of any mission you send them on, there'll be little more than a few shaP|rds of splintered masonry left for the investigators to pick through. Where our boys go, no-one follows. We're particularly useful for taking out key operational locations. Your predecessor managed to stop a heroin smuggling operation by sending us in to sanitise the main opium-processing laboratory. Took the Tong four years to get back up and running again after that little party. And if there's a group of pinko troublemakers holding a meeting, there's nothing the boys likeQͦ". better than popping along and introducing them all to their maker with a Kalishnikov package holiday. Don't fuss around with multiple removals if a group or organisation is bothering you. Just off the lot in one go. That's what old Binky used to say, and look where he is these days... -----------> END OF FLOOR 13 DOCS <---------- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- GREETS TO THE WORLDS BEST DOC TYPERS AND FIXERS (IN NO SPECIFIRxhC ORDER) - MUNCHIE, PAZZA/LSD, SCOOTER/SKID ROW, BARE-KNUCKLE/CRSYTAL,AFL,INC!, BRYNN ROGERS, BASER-EVIL, AND RYGAR. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ NOW CALL THE ALLIANCE BOARDS: UNKNOWN PLEASURES : +44 (0) 204 299 17. SOAP CITY : +44 (0) 946 823 351. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^=ϡ~hve. Still, that Militant caper with the Labour Party worked really well, didn't it? FORM B23/943/77B CIRCULATION PRIORITY B47 ORIGINATOR: MD, QUESTIONTIME LTD DATE: SEE RELEVANT BRITISH STANDARD. ================================================= Towards a Three-Tier British Standard For Information Retrieval -------------------------------------- Once a subject has been brought to a secure holding unit, it is often possible to derive a considerable quantity of valuable inform>М0ation - even if the subject is not initially predisposed to the provision of information. Level One --------- The subject, already disorientated by abduction and removal to a strange and deliberately intimidating environment, is dealt with using tactics employed by law enforcement agencies . Lack of sleep, relentless questioning, bright lights and hunger together with the denial of basic facilities such as privacy, clothing, warmth and recreation can all combine to reduce the?@ propensity to deny membership of groups, to hide details of affiliates and to conceal activities/plans of groups with which the subject is affiliated. Level Two --------- A more physical approach, involving the direct application of pain can pay dividends if the subject is naturally resistant to Level One inducements, or if the subject has been trained to resist the more obvious techniques of information retrieval. Generally applied techniques involve hand-held implements,@ӳ often made of rubber, wood or thin strips of rope or other similarly pliable fibres. Technicians are encouraged to develop their own styles of Level Two inducements. Can pay dividends if time is short, ruling out a Level One stratagy. Level Three ------------ The highest level of the inducers craft. A knowledge of anatomy, chemistry, electrical engineering and basic dentistry are required of the operative. Either impressively effective, or totally ineffective due to prematuAWre expiry of subject. NB == Abduction rarely practical for VlPs or prominent people - considerable planning required. Operational experience indicates two things. 1 ) very prominent people cannot be abducted; 2) subjects always have to be terminated. FORM B23/943/77B CIRCULATION PRIORITY B47 ORIGINATOR: MD, NEWSMEAR LTD DATE: As Tomorrows Newpaper. ===================================== Forming opinions by forming the opinions of the opinion formers is a sure-fire success BcKRwhen applied with panache. Put another way, Dr Goebbels had it bang on. A straight smear often does the trick - and if it won't - just arrange a little something, make sure the right journo an photographer are on hand for the premier performance and you can sometimes pick up a tip-off fee to set against the expenses of the operation. If you can get the media on your side, you can place just about anyone firmly off-side. Give us a group to work on, and a bit of violence or fC:;inancial corruption can usually be found in the woodwork somewhere. Give us an individual, and we'll find an interesting slant to his or her sex life that the Sunday papers will love to run with. There's nothing your customer base detests more than a pervert or an organisation that cooks its books. But no matter how much money is in the slush fund kitty, there are some things that even the best psychological dirty trickster can't achieve. (And we can offer some of the dirtieDֳzst tricksters in the world.) No news editor wants to hear that the Mafia is financially corrupt. No news editor want to run with a story about a complete non-entity - and if he does, youll gain little by it. And make sure you know who you're smearing. A little bit of disinformation can go a long way. And it can go the wrong way, if it's directed at someone - or some organisation - that is broadly supportive of the aims of the Corporation's bankers. But set us a task and witEhin a day or two you'll be reading at least one interesting press cutting in your reports files, DG. PHEW! We've had some scorchers in our time. FORM B23/943/77B CIRCULATION PRIORITY B7 ORIGINATOR: MD, FINDCLUE LTD DATE: Will be noted ======================================= THE CONTEXT IN WHICH FIND CLUE OPERATES ---------------------------------------- Please refer to the following extract from the unedited draft of the DG's Corporate Computer Operators Manual CC/OPMAN/91/HFAum ResDep: Objects ~~~~~~~ Certain objects may be associated with characters ie, documents, firearms etc. These may, when seized stop an operation, or be used for 'propaganda'reasons. The things found in an individual's home may well tell you something about the person. Characters are able to transfer objects between themselves, such as notes, bombs, drugs or whatever. Findclue takes a departmental pride in finding that which is not meant to be found. OuGØ6l>r teams of highly-skilled operatives can search ahnost anyone's abode - with the exception of VIPs whose premises are nearly always too well guarded by members of the so called `Special Branch`. The harder the target, the more planning time we`ll take, but the results are nearly always good if it's a home we're looking through. And if you want to see what might be hidden in a location, we're quite capable of taking on a complete building or part of the great outdoors. Just reme2ʙc= Welcome to the job Sir - or Madam, if that is indeed the case. I look forward to working with you - and the lads are all keyed up and ready to go. It has been some while since they have been out on the road, keeping an eye out for the Corporations interests. Indeed they could be said to be a little restless these days. But I digress. On with the services that the department colloquially known as 'surveillance' can offer you. We can offer you the very best in covert informati3ۛd]on gathering services, subject only to budgetary constraints, which limit the number of units available. Each team is provided with a thoroughly anonymous van, weighted down to the bumpstops with the latest in high- tech gear. We've got the lot. From binoculars to cameras with low-light, image-intensifying telephoto lenses, from directional microphones linked to DAT recorders via digital signal intensifiers, to satellite communication intercepts. And we're no slouches when it 4܍ͬcomes to a bit of rewiring work with the public - or private - telephone network. Wherever there's a telephone, we can listen in for you. And if there's a bit of written communication via the post going on, we'll be the first to see it - and bring photocopies home with us. We're specialists in identifying people, as well. Computerised links (via untappable lines of communication) are maintained by all field units with the Information Collators. Soon as we see a new face, we'5vlve got the ID for you. Just give us an address or a location, and we'll stay there until you tell us to come back. We'll report back overnight with everything we've spotted, intercepted, overheard or identified. And quick response is our byword - give us an order when you're browsing through a suspect's file or checking out a location and if there's a spare unit, we'll be straight there. It's a rare thing if we're not in place the day after you tell us to get watching! That6a(4's about it really; looking forward to being busy... FORM B23/943/77B CIRCULATION PRIORITY B47 ORIGINATOR: MD, FOLLOWERS LTD DATE: NOT DEEMED RELEVANT ========================================== A Comprehensive 24-hour Service ---------------------- I understand that you will have been given a run-down on the services offered by our sister company in the Corporation- Watchers Ltd. In essence, the service we can provide is complementary - although we can only deploy a te7am on the case of a suspect. There's little to be gained in having two fellows sat at a location in an unmarked family saloon all day! Providing the cash has been made available to us, we can usually spare you a couple of Grade A operatives with their own vehicle. And once they are on someone's tail they rarely lose the quarry. Format And Structure Of Reports ---------------------- We pride ourselves in turning in detailed reports every 24 hours - give us the order and 8^xwe'll usually get going the following day. A report will arrive on your desk shortly after midnight, and it will list the movements of the suspect, together with outline details of any new locations that he or she visits. A Deployment Recommendation -------------------- May I suggest that there will be instances when you will find it useful to have one of our teams working on the same case as a team from Wathcers Ltd? In the past, the synergy between our respective talents9V has led to a truly complete picture being built up. Followers Ltd - Generators Of Leads ------------------------- While the resources of our teams are limited to merely noting times, dates and places for the files, the service we provide often opens up new avenues of enquiry that can be explored or tackled by other specialist departments within the Corporation. May I take this opportunity to wish you well with your endeavours, and remind you that our internal iden:tifier is 'Pursuit'. "Where they go, we follow' is our company motto, and so far we have never failed to live up to it. FORM B23/943/77B CIRCULATION PRIORITY B47 ORIGINATOR: MD, INFILTER LTD DATE: EARLY 1990s ====================================== Could I please being with a word of warning ? Our employees are not indestructible - while they are highly trained field operatives, you should bear in mind the nature of the group you are asking them to join. The more powerful, the;Qd more secretive the group you ask our employees to penetrate, the more casualties will be entered into out accident book (a new system recently introduced by the Human Resources department). Form-filling aside, its never pleasant having to tell wives or husbands that their spouse wont be coming home again. True, the company life assurance and pension provision has never been so attractive since the HR Dept came and explained the benefits of SERPS and PEPs, but dead people don<Θm't carry much clout inside most external organisations. With that caveat, if you can assign a high enough number of our employees to a group you'd like to tame, we can usually manage to take control and remove the wind from the old sails if you get my drift. Generally, we need to be tipped off to a known active member - just browse the group files on the Corporation computer. Large groups are easy to get into, but we need to deploy a lot of employees to be really effecti'ApIer your control. The following pages contain the summary reports on the capabilities of each department, as described by each departmental head. When you first take office, you will be presented with a summary sheet that shows the resources that our backers have diverted to each of your operatinal departments - this will be updated after each budgetary review, which will take place on the target dates that will be set for you. Your departments are as follows: Surveillan(uce Pursuit Search Interrogation Removal Heavy Assault Dis-Information Infiltration Each department will accept signed orders from you, providing it has the internal resources to carry out your order. Orders can be issued from your desk, or_from the respective departmental computer. Remember. you can countermand a previously issued order to free up departmental resources for a new order to be carried out. THE HIERARCHICAL COMMAND STRUCTURE OF THE COMPUTER )QQSYSTEN THAT CATERS FOR THE CORPORATIONS NEEDS. Top Level- From the Menu Available outside you office door. ----------------------------------------------------------- The keypad outside the door to the Director General's office allows you to enter your personal details when you first take up office, and can - at the insistence of the Human Resources department - be used to specify the type of office decor that would best fulfil your social needs. Once the Human Resources departm*誡nent is satisfied that you are happy and had decorated the office for you, the Meta-Level menu is made available. This presents three options: Enter Office Go To Department Next Day ENTER OFFICE is self-explanatory. GO TO DEPARTMENT allows you to select a department to visit and alerts the persormel in that department to vacate the room in which the departmental computer is located (thereby fulfiling the security criterion that lays down that you should n+uever see or be seen by your operatives). NEXT DAY informs the corporation computer system that you are about to retire for the evening, and sets in motion its automatic file-handling routines so that new information can be collated and old information archived during your personal 'downtime'. Office level -From the The Menu Found At Tbe Terminal on the DGs desk. ---------------------------------------------------------------------- The menu that presents itself on the terminal o,yn your desk will always display the following items: Read Reports See Polls Leave Desk The functions of the first three menu options, like the additional menus that will appear as events unfold (SUSPECTS, LOCATIONS AND GROUPS) will by now be clear to you. And as you might expect, LEAVE DESK allows you to take control of the computer system from the menu that the keypad controls when you are located in the corridor outside your office door. Departmental Lev--el - At A Terminal Within An Operational Department ------------------------------------------------------------------- As you will discover, the menus that are available on the Departmental Computer terminals differ according to the function of the department that you have chosen to visit. Operating from your desk (which is where you should spend the majority of your time) you can issue and countermand orders to your heart's content However, while you can gain a sound overall v.gYziew of your current corporate activities, tracking operations and viewing the way in which you have allocated corporate resources, it is sometimes easy to lose track of the picture that reveals how an individual department is currently deploying its resources. From time to time you may find it convenient to visit a department to gain a different perspective on the approach you are taking to the current set of problems. Once inside a department, you can view the assignments tha/CHt are currently in progress, alter the way you have deployed that department's resources - and in the case of some departments (Interrogation in particular) alter the vigour with which the department pursues your aims. TAKING YOUR HOLIDAY ENTITLMENT ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Given the nature of the corporation, the activities in which you have been employed and the time-sensitive nature of the operations on which you will be engaged, it will come as a major surprise that0t; you are, in fact, entitled to take periodic leave. The Human Resources department insisted that a facility for taking leave be built into your job description. At any time, pressing the 'S key on your keypad willuspend operations, causing the computer system to store all the current operational parameters. When you return from leave, enter 'R' at the keypad and you will restore all the files and operational parameters as if you had never left the office. Follow the on-screen1٭% prompts given by the system. ****** TOP SECRET ******** LISTING OF KEY BACKERS Design and 'Execution`- David Eastman, Shahid Ahmad Sound and Music - Shahid Ahmad Computer Artwork and Graphics - Carl Cropley Executive 'Producer' - Andrew Wright Testers of Play - Alex Martin, Paul Coppins, 'Sweaty` Rayner Documentation - author and design - Graeme Kidd FORM B23/943/77B CIRCULATION PRIORITY B47 ORIGINATOR: MD, WATCHERS LTD DATE: AS POSTMARKED ===================================!rational departments. From time tO time, the artificial intelligence in the system will conduct a security purge on archived files - but you will be informed before these take place. The Filing System ~~~~~~~~~~~~~~~~~ Once you have read a report, the corporate computer system will file its contents overnight according to a simplistic, logical file structure system. Some material will be allocated to the archives, depending on its currency and value under present operational pMriorities. Other material will be allocated under one of the following three heading`s: Suspects Locations Groups Once the automatic filing system hag allocated files to one of these headings, you will find the heading appears on the options menu of the terminal on your desk. DO NOT UNDERESTIMATE THE POWER OF INFORMATION. WATCH OUT FOR SIGNS OF IMPENDING PROBLEMS THAT MAY CAUSE CUSTOMER CONFIEDENCE IN OUR SERVICES T WANE. ANTICIPATE. The Filing Hierarchy. ~~~~~~~~~W~~~~~~~~~~~~ New information first appears on the corporate computer system as a report. You may be able to take action, by issuing orders, while you have the report open in front of you - a menu will appear that includes the GIVE ORDERS option if this is the case. Collated information is filed under three categories - you can review the files held in each category by selecting the appropriate menu option from the terminal on the desk in your office. You may be able to take actwuion, by issuing orders, while you have a file open in front of you - a menu will appear that includes the GIVE ORDERS option if this is the case. Files eventually pass into the Archive. You may be able to take action, by issuing orders, while you have a file open in front of you - a menu will appear that includes the GIVE ORDERS option if this is the case. Files will eventually be deleted from the archive. Before giving an order to one of your operational departme `'nts from your desk, you will be able to see, in broad terms, what departmental resources you have available. Bearin mind, that you can review the way in which you have allocated the resources within an individual department by visiting it and accessing the departmental computer system. Suspects -------- The majority of problems are caused by people - and it is primarily people that you must monitor, influence and 'affect'. The majority of people ! that will be presented to you as suspects will be affiliated to at least one group. Nearly all people are but pawns in someone else's power game - make sure that you keep a close eye on the pawns in the chess game that you play in the Corporation. An individuals personal file contains his or her name and address, together with details of any group that the person has been identified as belonging to. Some indication of the individual's prominence and stance may also appear on "Rfile. Locations --------- A location file can contain details of a suspect's private home, or a public place. Remember that you can issue pretty much the same orders about any place you have on file. Groups ------ All organised attempts to modify the opinions of customers for our services are perpetrated by groups of people who have united ideals and a level of dedication to the furtherance of the group goal. A group file contains the name of the group, the approximate number#ʏR of active members - the groups core membership, the power of the group and its general stance relative to the services provided we provide. You will encounter four types of group: Power Groups ~~~~~~~~~~~~ Generally secret societies that have been active for many years, they tend to use fear, deviousness or secrecy to exert power. Very little is known about their aims - other than they generally seek world domination. Power groups often fight amongst themselves, are at leas$㽐t as strong as the corporation which you head up, and have infiltrated all areas of the Establishment. They have mastered the art of influencing the opinion of our customers. Terrorist Groups ~~~~~~~~~~~~~~~~ These are the most dangerous groups, in terms of the effect they attempt to have on your backers' interests. They are a direct threat - using overt violence, and instilling fear into the customers for our services. Fanatical Groups ~~~~~~~~~~~~~~~~ Possessing strange p%Aolitical or religous views, these groups may use the techniques of terrorist groups to further their aims, but usually cause outrage amongt the customers for our services by the way they behave. Some are open and harmless, others have a degee of sympathy amongt a sigificant portion of our customer base. Pressure Groups ~~~~~~~~~~~~~~~ All these groups are open to general membership, but some are very large indeed. They can wield a great deal of sympathy amongst our customer &نgbase, and can achieve a high level of strength as a result. Some of these groups may be used by other types of groups to further their aims. NB == Subjects are able to transfer objects between one another, and you can arrange to sieze objects. Objects may only become apparernt after you have issued appropriate orders to one of your operational departments. THE DEPARTMENTS UNDER YOUR DIRECT CONTROL ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Eight operational departments are undVcentral corporation computer that you have direct access to from your office. Therefore, there will be occasions when you need to leave your office to visit the operational departments under your contrd. Please signify your intention on the menu pad of your office computer - or on the menu pad outside your office - so that the outer offices of the operational department you intend to visit can be cleared before you arrive. When you arrive in a department, you will be able to access its computer with complete freedom - and you will be able to issue certain department-specific orders from the terminal. The configuration of the computer systems in the corporation is such that you should only need to leave your offlce occasionally. Our Human Resources department is mindful of the social isolation that your post as Director General of the corporation entails. An experimental system has been instituted which seeks to emulate the social contact of a humapCn personal assistant. When you arrive at your office in the morning, and when you sit down at your desk, you will be addressed in reassuring female tones. Please bear in mind that this system is in an early, experimental state. The interface and message-delivery system is still crude, but the messages it conveys are accurate. Performanoe Evaluation ~~~~~~~~~~~~~~~~~~~~~~ It seems possible that the social isolation of the job may have contributed to the sudden mental illness of your predecessor. Our Human Resources department has also advised that a system of performance evaluation should be made available to the Director General, so that he or she may view the progress made towards the overall corporate target. You will find a SEE POLLS option on the options menu available on the computer accessed within your office. Selecting this option will present a crude, but accurate analysis of the opinion that customers have of the services that we are providing. It is updated daily. Ensure that customers favour the services that we provide, rather than the services provided by our competitors. While short-term lack of confidence amongst our customers can be tolerated, it is imperative that they prefer our services on the target dates that you will be set periodically. On these dates, our backers will also review their financial commitment - and you! YOUR FIRST DAY IN OFFICE ~~~~~~~~~~~~~~~~~~~~~~~~~ Before you first enter yoour offIce, you must loG on to the meta-level of the corporate computer system. Keypad controls have been kept as simple as possible (at the insistence of the ergonomists attached to our Human Resources department). Summary of 16 page Operators introduction manual Written by Human resources chief ergonomist`s department. ------------------------------------------------------------ A simplistic menu-interface has been created, Cursor keys on the keypad in front of you a =Dre used to move between options, and pressing the RETURN key or spacebar once an option has been highlighted, selects that option. If your keyboard is equipped with HOME and END keys, then they can be used to leap to the top and bottom of the currently-displayed menu. Depending on the model of the terminal, and whether it has been fitted with a sound-generating card, you may find that the experimental 'social interaction interface ' has been extended to supply # reassuring sound effects at appropriate moments. DG, there is no need to insult your intelligence by appending a full copy of the Induction Manual. Our backers have every confidence in your abilities to operate an intuitive computer interface. It is worth mentioning, however, that the interface is dynamic. Before you assume control of the corporation, the system will have been stripped to the barest minimum. New options will appear on the main menu on the screen in your officeʢ~ as other departments upload information to the corporate computer system. THE INFORMATION BUREAU ~~~~~~~~~~~~~~~~~~~~~~ The operational departments under your direct control are not the only units that can upload data to the corporate computer system. As you might expect, our backers do not support your corporation exclusively - they are involved in a number of other national organisations, bodies and groups and have established links with other, international 'corporations'.ǭ A central Information Bureau (which is transparent to your corporate activities) collates data from a wide range of sources, filtering out the unimportant and irrelevant. It uploads useful information to your corporate computer system on a daily basis. Naturally, the Information Bureau maintaing an accurate press cuttings service, but it has established links with a number of specialist agencies and through devioug means, may even have aeeess to sensitive information that the W{Άcurrent Government and Civil Serviee regard as highly confidential (!). Overnightt, new information will be uploaded to the corporate computer system in the form of individual reports which can be viewed using the READ REPORTS menu item from the terminal on your desk. The corporate computer system has an automatic archiving function - which also downloads certain records, including orders that you issue, to the quasi-independent computer systems maintained in each of your ope (̕ /\ |/ ___________ /\ ___________ /\ |\ ______ // \_____________________ \ \/ \ / \/ \| \\ \ \ / / / \ _ / \/ / \ \\ \/\\ / / / /\\ / / \ _/ / \ \\ \ \\/\ _____/ ____/ / \\ / \ / __/ \ \\ \ \/\\__ \ __/ / \\___/ /\ \_/ \ /\ \_// / / \ \ \ /__/\___ / / / \ /\ \ \ // / / \\ /\_/ / \____/ \________\ / \_____/______\ //_____/\_\_____\\__/__________/ \/ \/ ( * ) C R Y S T A L U S A H E A D Q U A R T E R S ( * ) * 2 1 2 - 8 8 8 - 4 7 7 3 * (Roll-Over) * 2 1 2 - 8 8 8 - 6 2 3 9 * * 2 1 2 -  ֐8 8 8 - 6 7 4 6 * ->3<- NODES / 1.3 GIGS / 68030 40MHz [We keep all old console wares online! \ \/ \ / \/ \| \\ \ \ / / / \ _ / \/ / \ \\ \/\\ / / / /\\ / / \ _/ / \ \\ \ \\/\ _____/ ____/ / \\ / \ / __/ \ \\ \ \/\\__ \ __/ / \\___/ /\ \_/ \ /\ \_// / / \  )xhis budgets by a considerable factor. You will appreciate that funding is not easy to obtain in these days of economic uncertainty - particularly if our backers cannot see tangible, positive results as a direct result of their financial backing. Nevertheless, I have arranged for certain sums to be made available to you, and have already taken the appropriate steps to ensure that they have been placed so that the operational departments under your command may have access to the  4Km. As a result of certain budgetary irregularities discovered in the wake of your predecessor's sudden departure from the organisation, it will no longer be possible to arrange for pro-tem funding of operations in between budgetary reviews. Our backers have made it a precondition of their donations that a regular review of performance be carried out. I am convinced, however, that our backers can be persuaded to allocate additional funding if they can be shown that positive resu  lts are emanating from the 'corporation' under your control. The Need For A Transparent Profile. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Do not expect any support from outside your 'corporation'. While your backers do have access to a wide range of resources, they will not be in a position to assist in any way whatsoever. Your operations must be totally covert. While you may have need to interface with individual members of our 'customer' base on a direct, person to person level,  [Z please bear in mind that our customers are not aware of the existence of your corporation. Exercise extreme caution. Do not leave any trace of your activities - as a group, our customers are sensitive to the service we provide and the success of our product would be damaged irretrievably should they become aware of your corporation's existence. We cannot afford to allow our competitors the competitive advantage that they would gain should you, or your corporation, be proved t  *lo exist. Corporate Headquarters ~~~~~~~~~~~~~~~~~~~~~~ To assist in the maintenance of a transparent profile, your corporate headquarters have been made totally self-sufficient. With the crash of a well-known merchant bank and the general malaise in the City, it has been possible to recruit a large team of brokers, commodity traders and financial analysts. This team has been running a successful merchant banking and futures trading operation on the first twelve floors of your Bcorporate headquarters building. Successful only in terms of the salaries earned by these people and the apparent profits made by their operations in the international money market. None of these employees, whose financial ineptitude is covered by our backers, are aware that they are anything other than hi-flyers in the city. They are not aware of your corporation's existence. So far as they are aware, Floor 13 of the building in which they operate is devoted to a massive 'ent@ertainment suite', used by the international directorate of the merchant bank to entertain millionaire and billionaire clients. They will expect strange people to arrive and depart at unusual hours, and will not seek to enquire about comings and goings - but please ensure that this deception can be maintained. As we discussed, you will live 'on-site' in the self-contained luxury apartment set aside for the Director General of the corporation. When you leave your personal officp+@e at the end of the day, please remain in your apartment until the next day. You will find all the necessary facilities at your disposal. The Corporate Computer System. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ For security reasons, none of your operatives will ever meet you. Nor will you ever see any of them. And while an open, inter-departmental computer network might be desirable in the commercial world, security dictates that each departmental computer should be stand-alone from the (P IFF To ANSI Util - ABH of TSB Uk. Moral Support - Fish of LSD -- PS -- >>> COMING SOON <<< Look out for our great new 45 second copier with inbuilt virus detection, multicopy, full copy status screen, copymap save, load your own samples and music etc. P I R A C O P Y v1.0 NOTE: The Pre)Ulrelease Will ONLY Feature The Copier Routine !! Android DIANETIX 1991 nstructions Are In The Program Ok, Go And Enjoy Yourself, You Must Be Bored Silly Reading This Little Lot !!! == CREDITS == Dox / Compilation - Android Contributory Fonts / Graphics - Blackbeard RSI Demomaker & Utilities - Data Becker Of TRSI Main Distribution - PD Soft  K3 8 - 6 2 3 9 * * 2 1 2 - 8 8 8 - 6 7 4 6 * ->3<- NODES / 1.3 GIGS / 68030 40MHz [We keep all old console wares online! \ \/ \ / \/ \| \\ \ \ / / / \ _ / \/ / \ \\ \/\\ / / / /\\ / / \ _/ / \ \\ \ \\/\ _____/ ____/ / \\ / \ / __/ \ \\ \ \/\\__ ) / | | \ /_| | / ____/_| | |_______ / /___|____| /\ / | / / | \ / \ \ \ / | \ \ | / \ / / / / | / /______ | \ \ \ \/ /_________/ \__/ | |____________/ \______________/ \ / | | / / ::::::::::::: | | Typed By $y% \ / ::: ERIK! ::: | | BARE-KNUCKLE /_/ ::: DOX ::: |_____| * Crystal! * /\ ::::::::::::: // \ \__/ STORY: Erik is'nt your ordinary 8th Century pillaging, marauding Viking. He doesn't go around invading other countries, burning their villages, murdering their men-folk and carrying off their women. No, Erik is a friendly Viking who enjoys a quite life explori 2ng old castles, building computer controlled robots, scuba diving and sitting peacefully in his garden. However, Erik's peace and quite is shattered when the reincarnation of the evil god Loki comes onto the scene. Angry at Erik's refusal to join in with the more murderous Viking pursuits, Loki casts a spell over Erik's worlds, turning his normally peaceful hobbies into a battle of life and death. Journey with Erik through each of his worlds as he confronts the terrible da^CFngers that await him. Help him to find the skill and cunning nessecary to overcome the forces of evil god Loki and so earn the right to live in peace. GAME PLAY: Erik's 4 wrolds are each divided into 7 levels, the last of which contains a guardian that needs to be defeated to gain access to the next world. Each level is littered with monsters, cash, bonus items and booby traps. Cash comes in the form precious jewels and can be used in the shops, which are to be found on certain levels, to buy extra weapons, shields and lives. In addition, each world contains 2 secret rooms which, if found, can be entered to find extra lives and weapons not normally available from the shops. On each level there is a key which, when collected, opens the exit door and allows you to move onto the next level. But don't move on too soon. The more cash you collect, the better the weapon you can buy and the easier it will be to kill the many types of monster that qg you will meet on your travels. However, be careful. If you lose a life, you also lose any extra weapon that you may have obtained, and that will make your task more difficult. You have been warned. The choice is yours. Choose wisely. LOADING: Commodore Amiga: On workbench prompt, insert ERIK disk. The game will load automatically. When loaded the disk can be removed. Atart ST: Insert ERIK disk and switch on computer. The gaJօCme will automatically load. Leave the disk in drive during play. CONTROLS: UP! Use FIRE button repeatedly to use weapon held. | Pull DOWN on joystick to enter room. ESC to LEFT!--O--RIGHT! quit game. | DOWN!  /\ /\ ____________ __________________/ \ ________/ \__ /\________ \SP \/ /  / \_/ / \// / \ \ __ \ / / /\ / \\ / \ /\\ /_/ / _____/\ / //\\ __/ \\ /\ \ / \\/ \ _ / __/ ___\__ // \\/ / /\ \\_/ \\ \ / \__/ \/\ /____/ \_/ // \_/ / / \ // / / \ \_/ // / / / // / \_____________/____________________/ \___________/ \____/| //______/ ?4 co-ordinates given. Speed - This controls the speed of the rotation. First - This means: Animate all balls from this one to the Ball last one. Last - This is: The last ball of the above. Ball AddX, AddY, AddZ, add in pixels the variation from the main axis from the first ball to the last. Of course all data can be saved and loaded directly into the RSI Demo Maker. 2wG The Vector Object Editor ------------------------ Ok, upon loading, you are given a main menu. 1. The Object Editor 2. The Transformation Editor 3. The Rotation Editor If You Have Delusions Of Grandure, Forget It !!!! Learn To Make Something First ....... Ha, Bloody Ha, !!! Serves you right for not reading these dox first, The one major bug in the program is that on odd occasions it will NOT draw a circle, (This however only happens when8v some kind of garbled code is in memory) The thing to do is either load in an object, then clear it. Ok, if you test the circle command now, you should find that it`s ok. If NOT, Then try clearing the screen, then exiting the program. When you re-enter, be sure to turn on the RASTERS. The Editor Menu --------------- On the right of the screen are some D-Paint like icons. --- Menu 1 --- + / - Switch To Menu 2 ..... ..... - Turn Raster (Guides) On / Off ..... FILL -  uU Fill Object With Your Chosen Colours DEL - Deletes Current Polygon CLR - Deletes Current Screen [] - Draws A Box - Draws Freehand O - Draws A Circle - Copy Object - Rotate Object - Make 3D --- MENU 2 --- + / - Switch To Menu 1 ..... ..... - Raster On / Off ..... DEL - Delete Point --. - Polygon Edit - - Go Back To Point 00 --- TOP OF SCREEN COMMANDS --- View: ! ' - (Options - Front / Back / Top / Bottom / Left / Right) Actual Polygon: - Switch Actual Working Polygon Colour: - 0 To 7 (Colour Of Current Polygon) Visible: - Current Polygon Can Be Seen Yes / No (One Side Only) Side: - One / Both Points: - Points Visiible On Current Face X / Y / Z : - Current Point Position Disk Menu --------- Load Obj - Load New Object With/Out Colours Add Obj - Add New Object"! To Screen With Old Object Load VSO1 - Load VECTOR SOURCE OBJECT 1 } - Both Apply Save Source 1 - Save VECTOR SOURCE OBJECT 1 Load VSO2 - Load VECTOR SOURCE OBJECT 2 } - Both Apply Save Source 2 - Save VECTOR SOURCE OBJECT 2 Save Lines - Save Object Without The Colours Save Complex - Save Object With Solid Fill Save Special - Save Object With Transparency #"̐@ Test Object Menu ---------------- Mode: - Complex / Special (Complex - Solid Fill) (Special - Transparent Fill) Actual Poly: - Select Current Polygon Colour: - Select Colour For Current Polygon Visible: - Current Object Visible Yes / No (One Side Only) Side: - One / Both Object Preferences Menu ----------------------- Raster: X/Y/Z - Size Of Guiders (Automatic Snap To Grid) $#uУPoints Of Cir - 4 To 64 Points On A Circle (16 Is Default) Zoom: - 300 (Closest) 2000 (Furthest) NOTE: Saving An Object WILL Save Zoom As Well ! Edit Colours - Same As In The Demomaker The Transform Menu ------------------ Obj From Editor - Get Your Object From The Editor Buffer Obj From Disk - Get Object From Disk To Transform Between Exit - Back To Main Menu ------ Obj 1 Time: - Seconds Bef%$J!ore Transformation Obj 2 Time: - Seconds Before Continuation Trans Speed: - 4 (Fast) 400 (Slow) Mode: - Loop / Restart Test Trans: - See Your Object Transforming (You Can Use Your Mouse To Move Object Too) Save Trans: - To Disk Only !! Rotate Menu ----------- Obj From Editor - Get Your Object From The Editor Buffer Obj From Disk - Get Object From Disk (If You WAnt To Transform & Ro&%tate, Select Obj From Disk !!) Exit - Back To Main Menu ------ Pattern: - Save 19 Different Test Patterns Axis: - Of Rotation ( X / Y / Z / NONE ) Speed: - -99 (Fastest) 99 (Slowest) Add: - Radius In ( X / Y / Z ) Save Rot: - Save To Disk Only !! (ie. No Buffer) File Converter -------------- Just Follow The Instructions When Executing The CLI Command. IFF'~כ Converter ------------- Thanx To Kefrens / Metallion For This Juicy Little Babe. Instructions Are In The Program Ok, Go And Enjoy Yourself, You Must Be Bored Silly Reading This Little Lot !!! == CREDITS == Dox / Compilation - Android Contributory Fonts / Graphics - Blackbeard RSI Demomaker & Utilities - Data Becker Of TRSI Main Distribution - PD Soft ' is for 1 bitplane fonts which you can design your sinus scroll text fonts which we will cover at a later stage. C - This is for the creation of Vectorfonts which we shall cover at a much later stage as this bit is not for the squeemish. It is to some degree a fairly advanced multipoint structured font design centre which we ca(PJ+n dedicate a whole tutorial to. 32 Point - This option will give you 16 colours to play with and three boxes, one in the centre, and two on the left. 16 Point - This option will give you a smaller box and only 8 colours. 10 Point - This is of no concequence unless you are a coder as the demomaker will not accept the size. 8 Point - This option gives you the smallest box with 8 colours. Just below the size selection bo)Dbxes are two windows, one contains the word "TEXT" click in here to type aword of your choice, when you press return you will see a representaion of the word using your current designed font. The small RED line above this box will show you your entire font set when you click it. SNAP - Fixes Your Designed Letter In Place COPY - Copies Your Letter To Another UNDO - Will Undo The Last Command You Did CLR - Will Clear The Letter Right of that are four boxes. 1. Will horizontally f* lip your letter. 2. Will execute a vertical flip. 3. Will rotate your letter by 90 degrees. 4. Will activate / deactivate a set of crosshairs. The brush menu contains: a square brush a round brush a single pixel brush a custom brush brush !! [ ] - The Grab Tool Fills - There are two types: Colour Fill & Custom Brush Fill They are located below the brush menu and are next to each other. V+lVGertical Slider: This controls the size of your current size PRESET brush. Colour Menu ----------- 16 Colours Left & Right (Background & Foreground) LMB On Either - Colour Selected - Boxes, Bring Up Two Different Requesters Similar To Those In D-Paint. - Fill Type - & - Colour Manipulation - Displayed Below The Colours Are Your X/ Y Co-Ords. Select Letter - Brings up an ASCII screen, click on the letter you want to alter When you have saved your final font set ,S it should be ready to load straight into the demomaker. Vectorball Editor ------------------- Once the program has loaded up you are faced with 3 choices: 1 - The Vectorball Editor 2 - The Transformation Menu (Anim) 3 - The Rotation Menu First step is to make something !!!!. So go into the editor. The Editor ---------- View - This is the angle at which you see your object, you can have Front, Back , Top, -(5 Bottom, Left & Right. Zoom - This closes & opens the gap between balls. Raster - This is a "Snap To Grid" feature used to lock balls in a straight line etc. X,Y,Z - This determines the scale of your Raster. Upper X,Y,Z - Moves balls to a more precicse measurement in all Lower 3 axis. Clear - Clears all balls and settings from memory, except the predesigned vectorballs (Ballart). Total - .y Gives a total of how many ball are in use at Balls present time. The maximum number allowed is 95. Actual - Ballnumber to edit or move etc. This operation can also be done with the left and right cursor keys. Ballart - Allows you to skip through the predesigned ballart to choose your ball. This operation can also be done with the up and down cursor keys. When on the actual working area, the left mouse b/$*utton duplicates the last object added provided you are on that ball. The right mouse button moves the ball to any destination in your current axis. The Transform Menu ------------------ This is the area where things get juicy !!!!! 1 - Load or create an object in the editor. 2 - Save the object. 3 - Alter the object in the editor to make an animation frame. 4 - Exit the editor (Your work is not lost) and ent0,Fer the transform menu. 5 - Get Object 1 from the editor (Frame 1). 6 - Get Object 2 from the disk (Your first save of your object). 7 - Click on "Test Trans", now you see the object tweens from one object to another. Variables: You can alter:- Object 1 Time - 0 to 99 Object 2 Time - 0 to 99 this is the amount of time the object stays on one{@@ frame before tweening to the next. Anim Speed - 4 to 400 Mode - Loop Anim or Restart Anim. The Rotate Menu --------------- Remember the RSI Helicopter ? Well this is how you do the blades !!! Axis - This is the axis your ball will mainly travel in, only moving from that axis depending on the X, Y, Z s2:disassemble copperlist. the four following commands are using a tab with 100 entries their will be filled by the f-command with found addresses, and can be fill with own values too, if you set a address with the seo/next command you have to input only d/a/s/m/ instaed of d [s]/a [s] .... and the data will be shown. seo [n] :set tab address, 'n' is the nummber from the tab in hex from 0 to 63 = 100 entries. the data in this entrie will be set as default address3NÃs for some commands. sea [n][s] :set a defaultaddress s to the entrie n in the tab. sho :show all 100 entries of the tab. next :set next entrie data as default address. test [s][e] :test the memory from s to e for errors. [ [l] :allocates l bytes from the system. ( [s][l] :allocates l bytes at s from the system. ] [s] :deallocates memory starting in s. ] all :deallocates all memory. & :shows all allocated memory. @ :shows all segments loaded by the l-funs4u ktion. r :shows all registers and their values. r [reg][n] :changes register values f.e. r d0 20, the 680x0 register d0 had now the value $20. w [s] :executes one 680x0 command in step mode, the first time must s be the startaddress of the 680x0 programm, than you have to press only < Return > or w < Return > to continue programm. The r-funktion will be executed automatically after this funktion and the next 680x0 command will be shown. s5 [1g [s] :executes the whole programm at s in realtime. j [s] :executes the programm at s in realtime with breakpoints set by the bs-command. bl :shows you all setted breakpoints. bs [s] :sets a breakpoint at s. bc [s] :clears the breakpoint at s. bc all :clears all breakpoints. mp :shows you the chipmem as gfx, to swap to hires press the right mousebotton. To scroll the screen move your Mouse. To quit press the left mousebotton. swap [s][e][d] :swapss6la the the memory between s and e, with the memory starting at d. Now to the System-Funktions Menu (Tab-Key) residents :shows you all system-resident structures. resources :shows you all system-resource-libraries. memory :shows you all memory-blocks that are free. libs :shows you all system-libraries. devices :shows you all system-devices. ints :shows you all system-interrupts. ports :shows you all system-message/reply-ports. tasks :shows you all system-tass76ks. windows :shows you all system-windows. screens :shows you all system-screens. closewin [s] :closes the window at the address [s] closescr [s] :closes the screen at the address [s] setpri [nod][n] :sets a new priority n to the node starting at adr n is a value from -128 to 127. in dec. remove [nod] :removes a node form the system, it can be a task/port ec. ..... be carefull in removing system-structures, the system can crash. have fun with thsD6Ke first/ (last? (i hope so)) FastMon-Version. If you find a BUG or new Ideeas to improve this pice feel free to contact the POSSESSED boards: C-Reator of POSSESSED. Ghost of MASQUERADE. tem-resource-libraries. memory :shows you all memory-blocks that are free. libs :shows you all system-libraries. devices :shows you all system-devices. ints :shows you all system-interrupts. ports :shows you all system-message/reply-ports. tasks :shows you all system-tas9X%D-r a drive specifed by 'D' and type the command, after answering the protect-question with 'yes' the FileLoad BootBlock will be installed to the Disk. Note: the bootblock is only 1024 Bytes long = 2 blocks, so it only needs the BootBlocks space. L [f][s] :load a file absolute. S [f][s][e] :save a file absolute. del [f] :delete a file. l [f] :read a executable file. u :unload a file loaded with 'l' cd [p] :change current directory. dir [p] :ss?* /how a directory. O [f] :redirect FastMon's output to a file. * [f] :run a programm from disk (the 'run' command must be in c: dir). diski [dev] :show some informations of choosen device. devs :show all possible dos-devices. bboot [b](n)[s] :installs a blockload bootblock to a disk the installed BB loads (n) blocks starting at block [b] on the disk and jumps than to the address [s]. The prog must be Address indep. or relocated to the address [s]. s@ to relocate a address dependent file use the rel funktion or a reloc packer. Now to the OtherFunktions Menu (Help-Key) ESC-Key :show the Noisetracker/Ripper command list. HELP-Key :show then Disk/Other-Funktions command list. CTRL-Key :break a command (not possible in all commands) Right-MB :Pause the output. TAB-Key :show the Memory/System command list. SHIFT+Left :this key-combination copies the word under the mousepointer to the actuall line. `/~-Key sAǴt :Moves the cursor to the mousepointer position. sleep :shrink the FastMon and go to SleepMode to reactivate the Monitor activate the Window and press the Right MouseButton. ? [expr] :Calculate expression see [expr] line. \ :Open a NewCli Window. the command NewCli/Run must be in c: dir cls :clear then FastMon's Screen. rel [f][a][r] :relocate a file the file will be loaded to the LoadAddress 'a' and relocted to the RelocAddress 'r' normaly [sBuPJra] and [r] are the same. the file will not be saved after this command and not contains any hunks. Shift+Right-Key :the KeyCombination swaps to the 2nd EditBuffer of the FastMon. Press again for The 1st Buffer Shift+Up/Down-Key :the cursor will be moved to the first or last line of the FastMon screen. Shift+`/~-Key :this key combination refreshes the FastMon screen. about :shows some infos about the FastMon Now to the NoiseRipper-Funktions Menu (Esc-sC(Key) hunt :searches for possible Modules and shows their possible addresses if possible. setsound [s] :set a sound with this address, be sure that 's' is a real Module-Address. play :plays the module set with setsound. stop :stops a module. check :checks the current module for errors. fixit :corrects the current module if possible. info :shows some informations about the current mod. norip :makes a module unrippable as well as possible. digi [s][l]sD-[per] :plays digisound, [s] must be in chip-mem to stop press left-MB. inst [n] :plays a sample with the # [n] (see insti) insti :shows all samples of the current module. ;in this version the old nt-player is used, so dont worry if a mod is wrong ;played. Now to the Memory-Funktions Menu (Tab-Key) d [s][e] :disassemble memory n [s] :assemble to memory after this command you have to input the 68000 commands f.e. n 70000 < Return > 00070000 ...sE@... Jmp $70000 < Return > 00070006 ...... rts < Return > in the assembler you must sign HexValues with '$', to paste words or longs to the code write $wValue for words or $lValue for longs f.e. $w1000. or $labcdef the values must be Hexadecimal! To leave the assembler press only Return. m [s][e] :show memory as ascii+hex. a [s][e] :show memory as ascii. t [s][e][d] :transfer memory from s-e to d. c [s][e][d] :compares memory from s-e with memsF|block begining at d, not equal bytes will be shown. o [s][e][n] :fills up memory with the value 'n', n can be ascii or hex. f [s][e][n] :this command searches for the value 'n' in memory. all possible addresses will be shown, and the 100 first addresses will be put into a tab. (see seo/sho/sea/next-command). e [s] :edit memory. after this command you have to input the data. f.e. e 70000 < Return > 00070000: "Hello" < Return > s1? 00070005: 12 (=hex value) to end press only Return. b [s] :Calculate BootBlockChecksumm of dos-blocks. k [s] :Calculate BlockCheckSumm of dos-blocks. T [s][e] :searches in memory for sub(q).s #1, commands. i [s] :shows if the mem at s is chip/fast-mem and free/allocated!. F [s][e][n] :searches in memory for the address n and shows all asm-commands using this address the address n can be an offset too. I :shows system informations. s [s][e] sHks a 680x0 register f.e. d0 d1 a3 a7 sp sr [l] meens # of bytes [per] meens a periode for samples [nod] meens a node address of system structures (task/lib/res...) How to run FastMonV1.2 to start it from Cli write only 'FM1.2' or 'FM1.2 r' to start it with FileRequester option' to change the FastMon Colors the full syntax is: FM1.2 [r] [c rgb rgb rgb rgb] r =filereq option c =change colors, the colors stands behind the 'c' rgb =is the color, red/green/blue are nibbles in s I_hex for white write 'fff' for red 'f00' for green '0f0' and so on. the first 'rgb' is the color of the MenuLineText the 2nd 'rgb' is the color of the MenuLineBackground the 3rd 'rgb' is the color of the MainScreenBackground and the last 'rgb' is the color of the Font in the MainSceen set always all 4 colors. example call: FastMon r c 000 00a a00 0a0 to start it from WorkBench click it's icon 2 times. the colors can be changed in the ToolTypes in the FastMon info/icons J,H as same as in the cli, write only '[r] [c rgb rgb rgb rgb]' in the ToolTypes line. (Use only one ToolTypes Line!!!) Now to the DiskFunktions Menu (Help-Key) D [drv] :set a new Drive for Track/Block operations t [s][t](n) :write n track to disk n are values from 1 to 80. (input this in decimal) s [s][t h s] :write a sector tos KOK disk. b [s][b](n) :write n blocks to disk n are values from 1-1760. (input this in decimal) AL [f][s][e] :save memory as dc.l x (long) for assembler. AW [f][s][e] :save memory as dc.w x (word) for assembler. AB [f][s][e] :save memory as dc.b x (byte) for assembler. type [f] :type an ascii file to the FastMon's Screen. fboot [f][a][s] :this funktion ables you to stas < rt a file from the bootblock, the file must be address- independent or relocated to the address [a] to relocate a address dependent file use the rel funktion or a reloc packer. the file can't open dos/intuition.. libs, f.e. it must be a intro/demo without using the system. The file must be on the booting disk and the filename [f] have not to contain any path, so the File have to stay in the RootDir on the disk. f.e. for filenamessMticon :the orginal FastMon prog. Icon. FM1.2.doc :this orginal FastMon documentary file. General info about Version 1.2: 0 the FastMon is an improvement of the MegaMon orginal coding by Ghost of Masquerade and (C-Reator of PSD versions 2.2/2.5/2.6). Changings from the MegaMon (version x-y): The FastMon now runs always as a own Prozess, (without RUN). The FastMon needs less Processor time as the MM, if no Key is pressed! The Screen Size depends from the WB-Screen. (max size is sNiX720*560 pixel) System Funktions are included. The Editor includes some ANSI-Sequences for the type Funktion (see to the about-funktion). A FullScreen Editor not a LineEditor is included (except MegaMon 2.2 2.5 2.6) move cursor-keys. You can set your own Color-Palette. You can work with FileRequesters. (except MegaMon 2.6) The Address conversation is now 8 Bytes long not 6 for MemBoards above then 16mb. and 680x0 processors. A little statusline at the botton was installed,sOi|C it shows you the current time chip/fast-mem state. And at least a mouseblanker, if you press a key. Attention: The FastMon runs with 680x0 Prozessors, but the assembler/dissassembler handles only 68000 code in this FastMon Version. some funktions (w/j...) needs selfmodified code so unable cache in prozessors above 68000 to use the FastMon or test it with Cache, perhaps it runs. General how to use to Monitor: in the [] parameters all addresses must be given in hexadecimasPAl values without '$' f.e. 40000 abfde 23 102f [s] meens the source/start-address [d] meens the destination-address [e] meens the end-address [f] meens the filename: when the FileRequest-option is set, you don't have to input this. f.e. L 20000 not L c:run 20000 otherwise when this option is not set input the Filename. If the FileName contains spaces you have to insert ' " ' at the begining and the end of the filename. [p] meens the path. the path must be insQO>Ơput, that meens that the path can't be input by a requester. If the Path contains spaces you have to insert ' " ' at the begining and the end of the Path. [t] meens the Start-Track: normal dos tracks are values between 0 and 79. (input this in decimal) [b] meens the Start-Block: normal dos blocks are values between 0 and 1759. (input this in decimal) [t h s] meens track haed sector: track are values between 0-79 haed is 0 or 1 sector are values between 0-10. sG6i (input this in decimal) (n) meens # of xyz [dev] meens a device name f.e. 'DF0:' 'RAM:' ec. [drv] meens the drive number, normal numbers are 0-3 [expr] meens the expression for the calculator funktion f.e. ? 1+2 ? "FM12" ec. in the calculator funktion, all hex values must be signed be '$' otherwise they will be interpreated as decimal values! [a] meens the load address for then Relocater. [r] meens the relocate address for the Relocater. [n] meens a value. [reg] meenS³2 progressed to. 2)The number of packs of Quavers collected The passcode does NOT contain information relating to TOKENS,so when you restart using a passcode,you will have no tokens. HINTS & TIPS ------------ 1) Although you only have one PUSH,results can sometimes be achieved in other ways. 2)No matter how many blocks are on screen,you only need to rearrange a few sometimes no blocks need to be moved,it is just a question of wTXhich to push! 3)It is possible(and sometimes necessary) to move standing blocks after a cascade has started! 4)Always ensure G.I.ANT has access to the exit,although he CAN move faster than toppling blocks. 5)if you run out of time,you can always access the PAUSE/HELP screen for a HINT. PUSH-OVER --------- Its program code,graphic representation and artwork are the copyright of Ocean Software Limited and may not be reproduceUXd,stored,hired or broadcast in any form whatsoever without the written permission of Ocean Software Limited. All rights are reserved worldwide. typed by Willy/FuSioN Push Over Level Codes --------------------- Level VGN4S02: 01536 Level 03: 01024 Level 04: 03072 Level 05: 03584 Level 06: 02560 Level 07: 02048 Level 08: 06144 Level 09: 06656 Level 10: 07680 Level 11: 07168 Level 12: 05122 Level 13: 05634 Level 14: 04610 Level 15: 04098 Level 16: 12290 Level 17: 12802 Level 18: 13826 Level 19: 13314 Level 20: 15362 Level 21: 15878 Level 22: 14854 Level 23: 14342 Level 24: 10246 Level 25: 10758 Level 26: 11782 Level 27: 11270 Level 28: 09222 Level 29: 09734 Level 30: 08718 LWevel 31: 08206 Level 32: 24590 Level 33: 25102 Level 34: 26126 Level 35: 25614 Level 36: 27662 Level 37: 28174 Level 38: 27150 Level 39: 26638 Level 40: 30734 Level 41: 31246 Level 42: 32270 Level 43: 31758 Level 44: 29726 Level 45: 30238 Level 46: 29214 Level 47: 28702 Level 48: 20510 Level 49: 21022 Level 50: 22046 Level 51: 21534 Level 52: 23582 Level 53: 24094 Level 54: 23070 Level 55: 22558 Level 56: 18494 Level 57: 19006 Level 58: 20030 Level 59: 195X18 Level 60: 17470 Level 61: 17982 Level 62: 16958 Level 63: 16510 Level 64: 16511 Level 65: 17023 Level 66: 18047 Level 67: 17535 Level 68: 19583 Level 69: 20095 Level 70: 19071 Level 71: 18559 Level 72: 22655 Level 73: 23167 Level 74: 24191 Level 75: 23679 Level 76: 21631 Level 77: 21247 Level 78: 20735 Level 79: 28927 Level 80: 29439 Level 81: 30463 Level 82: 29951 Level 83: 31999 Level 84: 32511 Level 85: 31487 Level 86: 30975 Level 87: 26879 Level 88Ym: 27647 Level 89: 28671 Level 90: 28159 Level 91: 26111 Level 92: 26623 Level 93: 25599 Level 94: 25087 Level 95: 08703 Level 96: 09215 Level 97: 10239 Level 98: 09727 Level 99: 44543 Level100: BONUS LEVEL. ...Don't forget to call... ____/\/\ /\__/\ /\___ __ /\ /\ __/\___ __V1__ __ __ / _ _/ // / __/ \ _ \ / \\// / / __/ _ \ / _ \/ \/ \/\/\ \// // _ / __/ > _ RETURN< oder kl_licken sie die Kugel mit dem Symbol "+" an. c) Seekarte Um ein Schiff abzusenden, brauchen Sie nur eine der Stdte auf der Karte anzuklicken. Diese lt sich nach rechts bzw. links rollen, indem Sie den Mauszeiger an den entsprechenden Bildrand bewegen. Klicken Sie die Stadt an, in der Sie sich augenblicklich befinden oder drcken Sie die rechte Maustaste, so gelangen Sie wieder ins Kontor. d) Optionen Wenn Sie den Becher mit den Federkielen anklicken, erscheint eine Bullm:e, die Ihnen verschiedene Optionen erffnet. Sie knnen: - das Spiel beenden, - das Spiel speichern, - zwischen alten und neuen Monatsnamen whlen. Wenn Sie "speichern" anklicken, erscheint ein Buch, in dem die Dateinamen aufgefhrt werden. Auf einem Zettel unter dem Buch steht der aktuelle Name. Um ihn zu ndern, klicken Sie den Zettel an, tippen den neuen Namen ein und drcken >RETURN<. Klicken Sie "Datei speichern" an oder drcken Sie nochmal >RETURN<, um das Spiel abzunBϏOspeichern. 9. Lager Wenn Sie im Hafen die obere Hlfte des Kontors anklicken, knnen Sie Wa- ren, die Sie ins Lager eingekauft haben, ins Schiff verladen oder eine Schiffsladung ins Lager lschen. Links im Bild befindet sich eine Tafel, auf der oben "im Schiff" oder "Lagerhaus" steht. Darunter sind in Form von kleinen Piktogrammen die Wa- ren aufgefhrt, die sich in dem jeweiligen Stauraum befinden. Ein Pfeil als letztes Piktogramm bedeutet, da die Tafel nicht alle Wao%kren aufneh- men kann. wenn Sie ihn anklicken, knnen Sie die berzhligen Waren sehen. Um eine Ware umzuladen, klicken Sie das Piktogramm an und geben Sie die Menge ber die Tastatur Ihres Computers oder den Abakus, der rechts auf der Hauswand erscheint, ein. 10. Geldverleiher Im oberen Teil des mittleren Gebudes am Hafen wohnt der Geldverleiher. Auf einer Tafel in seiner Schreibstube sind die Dienste aufgefhrt, die er anzubieten hat. Sie knnen Kredite nehmen, tilgpV&en oder geben. Durch Anklicken des entsprechenden Wortes geben Sie zu verstehen, was Sie wnschen. Wollen Sie einen Kredit nehmen, so werden Ihnen verschiedene Personen ge- nannt, die Geld zu verleihen haben. Durch Anklicken der Zeile oder Eintippen der vor dem Namen stehenden Zahl, knnen Sie einen geeigneten Partner auswhlen. Es wird dann ein Schuldschein gezeigt, in den Sie die Kreditsumme eintragen knnen. Wenn Sie Kredite tilgen wollen, werden Ihnen die Schuldscheineq in chrono- logischer Reihenfolge vorgefhrt, und Sie geben ein, wieviel Sie abzahlen wollen. Sie knnen einer Stadt finanziell unter die Arme greifen, indem Sie einen Kredit geben. Allerdings bestimmt die Stadt dann die Konditionen. Tragen Sie in den Schuldschein einfach die Summe ein, die Sie verleihen wollen. 11. Hafenkneipe Der untere Teil des mittleren Gebudes beherbergt die Hafenkneipe. Hier knnen Sie Seeleute und Gehilfen anheuern, mit Handwaffen handeln oder ihrr Schiff an einen Piraten abgeben. Wenn Sie die Gruppe rechts vor dem Kamin anklicken, knnen Sie Seeleute fr Ihr Schiff anheuern. Die Leute am mittleren Tisch handeln mit Hand- waffen. Links unter den Fenstern sitzen Handwerker. Wenn Sie sie als Ge- hilfen einstellen, produzieren sie aus Rohstoffen, die Sie ihnen in Ihrem Lager bereitstellen, Fertigwaren. Die Figur, ie im Bildhintergrund allein an einem Tisch sitzt, ist ein Pirat. 12. Gilde Wenn Sie das prunkvolle ]u~Gebude rechts im Bild anklicken, kommen Sie in die Gildenhalle. Die Tr an der Rckwand mssen Sie anklicken, wenn Sie der Gilde beitreten wollen. Die Tr an der linken Wand fhrt direkt auf den Marktplatz. Wollen Sie ein Schiff verkaufen, so klicken sie das schwarze Brett an der Rckwand an. Es werden Ihnen verschiedene Interessenten genannt, die Sie durch Anklicken oder Eintippen der vor der Person stehenden Zahl auswh- len knnen. Auf der vorderen der beiden Tafeln, *tٙeen eight formations: 4-4-2, 5-4-1, 5-3-2, 3-5-2, 4-3-3, All out Atack and All out defence. Substitutes are highlighted in the player list. To change players around on the field or to swap a substitute with someone in the starting line-up, select the name of the player to be moved from the list of names down the left-hand side of the screen and then pick his new position within the formation. The renumbering of swapped players is automatic. The likely formation of the opposition te+uL{am for the current match can be seen if VIEW OPPO is selected (Press the FIRE button to exit). Once the player is happy with the team formation PLAY GAME should be selected using the joystick with which he/she wishes to play the game itself. For a two-player game both players will be allowed to edit their own team formation in turn before play commences. And then Bingo, Bongo! Let the fun begin. ------------------------------------------------------------------------------- DOX,v ` tyed by Leebold and Red Devil of Dual Crew. Finished 9.08 PM GMT 11/6/92. ------------------------------------------------------------------------------- _ __________)\ \ __ __ / Dual Crew European HQ /\ /\ {RD}+[SP] _\/// /_ \/________ ___)\ ____ __/ /__/ /_____ _ __ \_ __///________ \ //___////__ \/__ ____ ______//_\ / / / / / /o /___/ // /__ / /o / /// /// ____ // \/ / / o/ / _// /| / _//-w5*Z /<_ \/ _// / / / / / / __/ /o / ___/ //__ \____/ | \ \_\ \_/ /\____/ / / / / \ \__/ /\ / Ami-Exp \ __ \ ____)\|_|\___\ \_/_ / /__/ / \____/ \/ 24 hours \/// /\. \\____/ /\ |o|\___ \ /\/ // __/ /o_/_// /____ // \ ||| /\ \/ \// /__ Sysop: The Clairvoyant / X _///__/ / /\ \|:| _/ /\ /\ \\___ \ Co Sysops: Red Devil / ./ \ \ \ \__/ /__\ \ |_)\/ /__\ \ \__/// Strongbow /_// \ \ \__/ /_____/_____> \__.xn__/ Shaggy/FLT \/~ /_/ =>X<= + 4 4 2 7 2 6 9 6 5 9 4 =>X<= * The very latest AMIGA wares, 0 days old of course!! * The very nicest Ansi by Red Devil, Splatt and Metallikat * 16.8K modems for sale or part-exchange. Call now! _______________________________________________________________ / \ /y^ / 13-Jun-92 THIS FILE REACHED -*- WASTED TIME -*- 18:05:34 \ /___________________________________________________________________\ \___________________________________________________________________/ [TO READ THIS DOWNLOAD IT - NO EASY TXT CAPTURES HERE!]  /\ /\ ____________ __________________/ \ ________/ \__ /\________ \SP \/ / / \_/ / 0z \// / \ \ __ \ / / /\ / \\ / \ /\\ /_/ / _____/\ / //\\ __/ \\ /\ \ / \\/ \ _ / __/ ___\__ // \\/ / /\ \\_/ \\ \ / \__/ \/\ /____/ \_/ // \_/ / / \ // / / \ \_/ // / / / // / \_____________/____________________/ \___________/ \____/| //______/ 1{b /\ |/ ___________ /\ ___________ /\ |\ ______ // \_____________________ \ \/ \ / \/ \| \\ \ \ / / / \ _ / \/ / \ \\ \/\\ / / / /\\ / / \ _/ / \ \\ \ \\/\ _____/ ____/ / \\ / \ / __/ \ \\ \ \/\\__ \ __/ / \\___/ /\ \_/ \ /\ \_// / / \\ \ /__/\___ / 2|`Z- / / \ /\ \ \ // / / \\ /\_/ / \____/ \________\ / \_____/______\ //_____/\_\_____\\__/__________/ \/ \/ Uploaded at: [%s ] ( * ) C R Y S T A L U S A H E A D Q U A R T E R S ( * ) * 2 1 2 - 8 8 8 - 4 7 7 3 * (Roll-Over) * 2 1 2 - 8 8 8 - 6 2 3 9 * 3fy * 2 1 2 - 8 8 8 - 6 7 4 6 * ->3<- NODES / 1.3 GIGS / 68030 40MHz ___________ \ \/ \ / \/ \| \\ \ \ / / / \ _ / \/ / \ \\ \/\\ / / / /\\ / / \ _/ / \ \\ \ \\/\ _____/ ____/ / \\ / \ / __/ \ \\ \ \/\\__ \ __/ / \\___/ /\ \_/ \ /\ \_// / / \\ \ /__/\___ / h[K" p0(j8N"*ҩ#p"*ҩ#p ") ©Jfr`r#A $)ĩJfr`r#A gJ f$) G " p0(j8N$) "*p0(j$NR") p0(j(N`"*Ҫp0(j,N#j$r#A($n2ҪJg"*ҩ($0"*p8(j$Nrҩ(`"*ҪJg"*Ҫ$0"*p0(j$Nr%A`"*Ҫp0(j,NB$"*ҪJg""*Ҫ$0"*p8(j$Nr%A"*#p,J,g$*,l#B,#j0"),$*R"#A40nBҪ$0"*pD(j$N"*ҩ4$0"*pD. The scores of both matches are added up to give the final aggregate score and the winner is the team with the highest total over the two matches. If the total after the two matches is a draw and the Away goals rule has been set to YES, then the team which scored the most goals in the away leg will be the winner. If after taking this into consideration the result is still a draw then extra time and/ or a penalty shoot out will be played, as appropriate, straight after 90 minutes of  T ______________ ______________  / \ / // // // \ // \ /\  / \ / // _____// // _____/ \ ___// / \ ___/ \  / \/ // __>__ / / / // __>__ ___\ \ / /___\ \ \ /  / /\ // // / / // // \/ // \__\/  /___/ \ //________//___/\_/___//________//__________\__//__________\[0;1O;36m  \ \ /\ / \ \\ \ \\ \\ \\ \ \\ \  \___\/ \/ \________\\___\/\\___\\________\\___________\_\\___________\  \ /-  \/  ---> COURIER HOME <---  _______________ ___ ______ ____________________________ dyP_______ __  \___________ \ \  \_/\/ ____ \/ ______/ ________ ________ \/ _____ \  / /  ___/ /____/ / /  / / /___/ / / __ / /___/ / / / / /  / / /__/ /\ \_/ /  \_/ //_____/ L/  / / /_ __/ / \/\/ //__ / / / / /  / / __ _/  \_/ /  / / / /___/ / / \ \/ /___/ / / __/ / / / / /___/ / / \ \/\ / / __/ / \/_____/[3:ci playing against other humans are found in Appendix B - Multi-player and Multi-machine Games. SKID ROW - SKID ROW - SKID ROW - SKID ROW - SKID ROW - SKID ROW - SKID ROW  /\ /\ ____________ __________________/ \ ________/ \__ /\________ \SP \/ / / \_/ / \// / \ \ __ \ / / /\ / \\ / \ /\\ /_/ / __;X___/\ / //\\ __/ \\ /\ \ / \\/ \ _ / __/ ___\__ // \\/ / /\ \\_/ \\ \ / \__/ \/\ /____/ \_/ // \_/ / / \ // / / \ \_/ // / / / // / \_____________/____________________/ \___________/ \____/| //______/ /\ |/ ___________ /\ ___________ /\ |\ ______ // \_____________________ <jt!\ \/ \ / \/ \| \\ \ \ / / / \ _ / \/ / \ \\ \/\\ / / / /\\ / / \ _/ / \ \\ \ \\/\ _____/ ____/ / \\ / \ / __/ \ \\ \ \/\\__ \ __/ / \\___/ /\ \_/ \ /\ \_// / / \\ \ /__/\___ / / / \ /\ \ \ // / / \\ /\_/ / \____/ \________\ / \_____/______\ //__=DL+___/\_\_____\\__/__________/ \/ \/ Uploaded at: [%s ] ( * ) C R Y S T A L U S A H E A D Q U A R T E R S ( * ) * 2 1 2 - 8 8 8 - 4 7 7 3 * (Roll-Over) * 2 1 2 - 8 8 8 - 6 2 3 9 * * 2 1 2 - 8 8 8 - 6 7 4 6 * ->3<- NODES / 1.3 GIGS / 68030 40MHz ___________ Lnemy attains 5 fully occupied sectors, you have lost the game. Squares that show a dot in the middle indicate sectors that contain a supply dock. Numbers on the sector map indicate where the network nodes are. Each number corresponds to the position the node has on the IC board. If the dot or number in the sector is white, you have not accessed that item yet. Black indicates you have been there already. Where do I go first? -------------------- Your main task is to reach all i;network nodes in order to replace all IC's in the defense computer. (To see what network nodes look like on the platform, bring up the on-line help screen; the node image appears near the bottom). You must get to all the nodes while keeping control of the enemy hotspots and maintaining supplies. What do I do when I find a node? -------------------------------- Just as your ship crosses over the top of the node, pull back on the joystick and press the fire button. This will bri s$ ~~~~~~~~~~~~~~~~~~ Typed by: VENOM What's the situation? --------------------- You're in charge of defending one of the huge mechanized space platforms producing products for earth. Out here, if your platform isn't protected, it will quickly belong to someone else. The good news is your platform has an automated defense network to keep the wolves at bay. The bad news is someone has sabotaged it and the enemy `A7is descending on the platform at a rapid pace. What do I do? ------------- You need to repair the defense network as quickly as possible while eliminating the enemy where you can. All you can hope to do is slow them down though, because they're too many of them and they're coming too fast. You also have to worry about supplies for your ship, because they're being rationed. How do I get back control of the platform? ------------------------------------------- Once the defenyse network circuit board is repaired, it will take over and eliminate the enemy. So as soon as the circuit board is repaired, you win. How could I loose the platform? ------------------------------- The enemy is rapidly deploying all over the place. There may be some enemy in every sector, but if the enemy FULLY occupies 5 sectors (shown in red on your ship's console display), then the enemy has taken over and you have lost the platform. What other problems do I face? ------l------------------------ If you run out of fuel, or get hit too many times, your attempt to save the platform has ended. How do I use my ship? -------------------- Use your joystick to turn the ship left and right. Let your ship go off the edge of the screen to access the next sector(screen). Pull back on the joystick and press the fire button to access your ship's console. This displays the status of your ship, its supplies, and how much of the network has been repaired. Fr"om this screen you can also quit the game, restart the game, access on-line help, or return to the game. What is the console's sector map showing me? -------------------------------------------- The squares in this map represent the 80 sectors of the platform. The blue square is where your ship is located. Green squares indicate light or no enemy activity. Yellow squares show where the enemy is building up. Red squares show what sectors the enemy has fully occupied. If the e/9int of view, and click on the View Movie button. Since this is a Beginner game, all Robots will be visible during the movie. In advanced formations, you will only see the Robots on your Team and any enemy Robots that are in your scanning range. The Movie Window is similar to the Edit Window, except it has movie player controls instead of the programming stuff. The Title Bar shows the name of the Team whose point of view is being shown in the movie. Below the Title Bar are buttons f0¨Alfor playing, stopping, rewinding, etc. These buttons work just like they do on a VCR. Notice that the pointer is a hand. You can use it to click and drag the Arena around the screen. Once the movie begins, the hand will turn into an arrow, but you can still use it to move the Arena around, even while the movie is playing. Click on the Play button. Move the screen by clicking and dragging as necessary to see as much as possible. Click on the Rewind button, then the Play button and wa1Z|ţtch it again if you missed anything. To the left of the buttons is the Slider Control arrow that you can drag back and forth to jump from place to place in the movie or to play it forwards and backwards at any speed. Try it. All the Robots that you programmed will go through their movements. You will notice that bullets cannot harm your own Robots, but Missiles (and other explosives) can. If you used the Aim & Fire correctly, your Rifle Robot is a dead Sitting Duck. Once you can se2gT8e everything, select End Movie from the Movie Menu. The Movie View Dialog Box will appear, offering you the chance to view the movie from the Sitting Ducks point of view. Since this game is in Beginner formation and all Robots are visible, you won't learn anything new from watching the movie again. Click on the End View button. When a message box pops up asking if you are sure you want to end the turn, click OK. THE SECOND TURN We've completed one turn, programmed the Robots and w3matched the results. Now we begin the next turn. When the Turn Edit Dialog Box appears, select Sitting Ducks, then click on the Edit Team button. You're back in the Edit Window. Notice the Xs on the Playing Field. These mark the location of enemy Robots at the end of the last turn. Select Team Data...from the Turn Menu. It will bring up a screen that will tell you the health and position of each Robot. On the Sitting Ducks Team, the Rifle Robot's health should be zero, and it should45DI be back in the Dock. Click on OK. SCAN & FIRE Now we'll set up an ambush with one Team and have the other Team walk into it. One at a time, move the Sitting Duck Robots to roughly the positions in the picture above, point their heads in the same directions (using the Scan Box), and click on the Scan & Fire button (below the Aim & Fire button). A dialog box for setting the Scan & Fire will appear. In the box you can set the maximum distance your Robot will fire at an enemy Robot5W, and the amount of time your Robot will stay in Scan & Fire mode. We like the default settings, so click OK, then go on to the next Robot and repeat the procedure. When all three Robots are programmed, select End Turn from the Turn Menu. When the Turn Edit Dialog Box appears, select Hunters, and click on the Edit Team button. One at a time, move all the Robots on the Hunters towards the waiting ambush, and parade them up and down in front of the Sitting Ducks until their time is u67!p. When you are done, select End Turn from the Turn Menu, then End Edit on the Turn Edit Dialog Box. The movie for the second turn will be generated. THE MOVIE View the movie from the Sitting Ducks' point of view, and watch the carnage. If you did everything right, then all the Hunters will be destroyed, and the game will be over. When you have seen the movie as many times as you want, select End Movie from the Movie Menu. If all the Hunters were destroyed, then when the Movie V7ɰeiew Dialog Box appears, click on the End View button. Since the game is over, you will be taken to the Final Ceremony. If they weren't all destroyed, click on the End Game Early button, which will also take you to the Final Ceremony. THE FINAL CEREMONY The Final Ceremony awards the points and bonus points to a representative of each Team, and sends the representative of the losing Team off for repairs. If you click on the Start Ceremony button, the Final Ceremony will be replaye8֭d. If you click on the Show Stats button, you will get a breakdown of all the points awarded. Click again to cycle through the Teams. Click on the Return to Start button to return to the Quick Start Window. ON YOU OWN You know the basics of turns, moving Robots, changing and firing weapons, and movies. There are a lot of other commands, tricks, strategies, and options to learn, but you know enough to start playing games. Change the Brain of one of the Teams to the computer, and 90 try a real game. In Beginner formation you will always play a Stupid computer. It'll probably beat you the first few times, but once you get the hang of staying under cover, you'll hold your own. When you're ready, check out the Technical Reference section of this manual, especially the sections that focus on Robots, Weapons, Scoring, and Tactics. Once you can handle the Stupid computer in Beginner formation, try the other formations, or play against another human, Instructions for$՛ field until its time is up. Then keep moving it for a while. Notice that the instructions in the Program Bar are ghosted after the time runs out. You can edit a Robot's program by deleting instructions from the Program Bar. Use the scroll bar under the Program Bar to scroll it until the black (non-ghosted) instructions are showing. Click on the Program Bar on one of the black instructions. All instructions, from the place you clicked until the end, will be highlighted. Hit the Dele%ͦte key on the keyboard to delete all the highlighted instructions. There is still one Robot left. We don't need to move it now. In fact, it is a good tactic to hold back a Robot or two and bring them in later in the game. Time to stop editing the Hunters and to edit the Sitting ducks. Select End Turn from the Turn Menu. The Turn Edit dialog box reappears. Make sure the Sitting Ducks are selected for editing and click on the Edit Team button. AIM & FIRE Now your back in the Edit &#Window looking at the Sitting Ducks in their Dock. Take a look at the Programming Control Panel [Tools Window]. At the top is the Robot's name, main weapon, and armor (the number of damage points it takes to destroy it). Below that is the Height Box, which controls the active Robot's posture, and the Scan Box, which controls the direction the active Robot looks and aims. Next is the Weapons Box. There are five weapons in the box: Rifle, Burst Gun, Automatic Rifle, Missile Launcher 'Ϫ and Grenade Launcher. Weapons available to the active Robot are shown in black, unavailable weapons are ghosted. Depending on the formation, Robots can have from one to three weapons. You switch between available weapons by clicking on the one you want. At the bottom of the Programming Control Panel is the Fire Box. This box displays the active weapon, and has two buttons for activating weapons: Aim & Fire and Scan & Fire. Bullet weapons (Rifle, Burst, and auto) have unlimited ammun(ӥition. If an explosive weapon is active, the number of shots you have left is displayed after the name of the weapon. Check in either the Programming Control Panel or the Robots Menu to make sure that the active Robot's main weapon is a Rifle. Move the Robot into the HOme Are, then to a clear spot in the Arena and leave it there. Move it there as directly as possible, using as little time as you can. Open the Robots Menu and select the Missile Robot. Notice that in the Weapons Box )%Fof the Programming Control Panel there are two weapons that are not ghosted. Missile Robots also carry rifles. Move it first into the Home Area, then move it near the Rifle Robot. It should be lower on the screen than the Rifle Robot and there should be a clear path between the two. Go there as directly as possible. Now hit the Space Bar on the keyboard. Do it again. And again. The Space Bar moves the Arena on the screen. It toggles between centering on the active Robot and centeri*n ng on the active Robot's scanning range. Look at the Programming Control Panel. Notice that the Robot's head is pointing in the same direction as the highlighted triangle in the Scan Box. Click in the circle in the Scan Box, and watch the Robot's head follow. Try it a few times, then leave it pointed at the Rifle Robot. Activate the Missile Robot's Rifle by clicking on it in the Weapons Box. Now we'll check our targeting range. Click on the Aim & Fire button, then move the pointer +Ӏaround slowly - but don't click anywhere yet. Keep an eye on both the pointer and the Location Indicator on the Message Bar. Together, the pointer and Location Indicator are your targeting system. When a target or location in the Arena is in optimum targeting range, the pointer becomes a dark target sight and the Location Indicator gives the distance to the target. As you move the pointer away from the center of the scan direction, it will turn into a light target sight. This indica,W ctes that this location is still in range, but with very low accuracy. When the pointer is over a spot that is out of scanning range or blocked by a wall, it will look like an X and the Location Indicator will say "out of range," "blocked," or "out of bounds." Right now the Missile Robot's active weapon should be its Rifle, and the Rifle Robot should be in the Missile Robot's targeting range. If this is right, click on the Rifle Robot once. Then click on the Aim & Fire button again, -vc:'then on the Rifle Robot again. Don't worry, you can't harm your own Robots with bullets. If the wrong weapon is active, or the range isn't correct, cancel Aim & Fire by clicking on the Message Bar or any other button on the Programming Control Panel, then select the right weapon and/or move the Missile Robot until it has a clear shot at the Rifle Robot, select Aim & Fire, and shoot a bullet. Now click on the Missile icon in the Weapons Box of the Programming Control Panel to activa.4te the Missile Robot's Missile. Click on the Aim & Fire button, then click on the Rifle Robot. Click again on the Aim & Fire button, then click again on the Rifle Robot. Select End Turn from the Turn Menu. When the Turn Edit Dialog Box appears, click on the End Edit button. The computer will now generate a movie of all the action in the first turn. THE MOVIE Once the movie has been generated, you will see the Movie View Dialog Box. Click on Hunters to see the movie from their po@k. Different types of terrain give different amounts of protection from enemy sight and weapons. For Help on types of terrain and protection, hold down the Command {Alt}, key and click in the Playing Field. Take a few minutes and explore the Arena and its terrain. PROGRAMMING ROBOTS Robots are programmed one at a time, for a specified amount of time. In a Beginner game like this one) the programming time is 15 seconds. In other formations you can set the time to anyvp5thing you want. Robots do a few basic things: they move, they shoot at targets (Aim & Fire), and they wait, watch for, and shoot at enemies if they come within range (Scan & Fire). They also do a few other thins, including game-specific activities like tagging bases or rescuing Hostages. Programming a Robot is easy, When you want it to go somewhere, point and click where you want it to go. When you want it to shoot at something, click on the weapon, click on the Aim & Fire button, cϥthen click where you want it to shoot. When you want it to wait and shoot if an enemy comes near, click on the weapon, point the Robot's head in the right direction, and click on the Scan & Fire button. To make a Robot do the other game-specific things, use the Commands Menu. PROGRAMMING MOVEMENT First, we'll move some Robots around the Playing field, Scroll the Arena so the upper-left Dock is visible. You should see the four Robots on the Hunter Team. One of the Robots has a flas_Nhing box around it. This is the "active" Robot - the one that is ready for programming. Is name and main weapon type appear at the top of the Programming Control Panel [Tools Window]. Notice that the Message Bar is prompting you to move the Robot into its Home Area. To move a Robot into the Playing Field, click where you want it to go, but the first move onto the Playing Field must be into its Home Area. Move the pointer around the Home Area, and watch both the shape of the pointeru and the Location Indicator. When you are pointing to a place where the Robot can move, the pointer looks like a target sight and the Location Indicator gives an X.Y coordinate. When you are pointing to a place in the Home Are where a Robot cannot go (such as a wall or crevice), the pointer turns into an X and the Location Indicator says "blocked." If you point to a spot out of the Home Area, the pointer will turn into an X and the Location Indicator will say "out of home." All throܲKughout the game the pointer and Location Indicator work together to help you plan your moves and target your enemies. Click somewhere in the Home Area to bring the first Robot onto the Playing Field. Notice the Program Bar indicates that you entered the field, and shows the coordinates of the spot. Also notice that time passed on the Robot Turn Clock. Click somewhere else. The Robot will zoom to the spot where you clicked. If there is an obstacle in the way, The Robot will scurry a݅round it. Once in a while, the Robot will get stuck behind an obstacle. when this happens, click elsewhere, about halfway to your destination, then click again at the destination. Continue moving the Robot around until its time limit is up. You'll get a time limit message in the Message Bar, and the pointer will change to display the word "out." In a real game you will need to plan your moves carefully, staying in the cover of walls and bushes as much as possible, but for this tutor 5Jial, don't worry too much about strategy. We're controlling both sides, so we've got a good chance of winning. Now program another Robot. There are a number of ways to select another Robot to program. One way is to click on it while it is in the Dock. Scroll the Arena so the Dock with your three Robots is showing. Point to one of them. The pointer changes to a pointing hand. Click on one of the Robots. A lot happens: the flashing box is now around the new Robot; the Arena scrolled!R so the new Robot is near the center of the screen; the new Robot's name and weapon is displayed at the top of the Programming Control Panel; the first Robot returned to the Dock; the Program Bar is clear; and the Robot Turn Clock reset to zero. Don't worry. The programming for the old Robot isn't gone. Since, in effect, we've gone back in time to before you moved the first Robot, it returned to its location at the beginning of the game. As you program the new Robot, the first Robot"pԋ] will move according to its programmed path. Before you move the new Robot into the Home Area, look at the Programming Control Panel [Tools Window]. In the section called Height, there are three Robots at three different heights or postures: standing, ducking, and crouching. The Robot that is highlighted (standing) has the posture of the active Robot. Click on the different heights and watch the active Robot change heights. The lower a Robot's height, the harder it is to hit. Crouch#ved Robots cannot cross certain types of terrain (low walls, bushes, rough ground) that Robots at other heights can. Move the Robot into the Home Area, then around the Playing Field until its time is up. Now select the third Robot by opening the Robots Menu and selecting the Next Robot item. While the menu is open, notice that there is a checkmark to the left of the name of the active Robot. You can also select the next Robot by selecting its name. Move this one onto and around themch Team also has a Home Are (the starting corner of the Arena and "home turf"). There are four Home Areas in each Arena. They are assigned clockwise to Teams by their position in the Team Name Boxes. You can change the Home Area by deleting the Team name and retyping it in a different box. For the purpose of this tutorial, we'll use two Teams. Delete the name 'Cyborgs' and type in 'Hunters.' Do the same for 'Computers.' Notice that deleting the Team's name deletes the Team. In the d>Tbox directly below 'Hunters,' type in 'Sitting Ducks.' Make sure each Team has a different Color and Side. Make sure both Teams have human Brains. Now we'll choose the Sport Type. Depending on your computer, either click and hold on the sport in the box (it should be Survival) to see the different sports you can play in a submenu, or click repeatedly on the displayed sport. The five sports are: Survival, Treasure, Hunt, Capture the Flag, and Baseball. For this tutorial, we'll stick  with the most basic sport, Survival. Click and hold or click repeatedly on the box to the right of or below the word 'Formation.' There are five formations: Beginner, Standard, Fire Fight, Missile Fest, and Beat the Clock. The choice of formation changes the type of Robots on each Team, and a number of options that change the flavor of the game and make it harder or easier. Activate each of the formations and look at the Team Roster box. Once you've checked them out, return to BegiP-nner formation. Click and hold or click repeatedly on the box relating to 'Game Length.' Game Length set the number of Robots per Team and the size of the Arena. A Skirmish has two Robots per Team and a tiny Arena. A Melee has four Robots per Team and a small Arena. A Battle has six Robots per Team and a Large Arena. A Campaign has eight Robots per Team and a hugh Arena. select each one and check out the Team Rosters, then select Melee. Click and hold or click repeatedly on the boxb relating to 'Arena Type.' There are three types of Arenas. Each type of Arena comes in a number of sizes. For now, choose Rubble. If your Quick Start Window looks like this, click on the Start Game button. If it doesn't, change it so it does, then clock on the Start Game Button. ---------------------------------------------------------------------------- Quick Start ---------------------------------------------------------------------------- RoboSpofWrt Team Name Color Side Brain Home Hunters [ ] Side 1 @ [' ] Sitting Ducks [///] Side 3 @ [ '] Sports Type Survival Team Roster Formation Beginner 1 Missile Robot [Start Game] Game Length Melee 1 Auto Robot Arena Type Rubble 1 Burst Robot [Custom Game] 1 Rifle Robot --;a-------------------------------------------------------------------------- THE TURN EDIT DIALOG BOX The dialog box lets you select the Team you want to edit (program) first. If there is only one Team with a human Brain, you won't see this box. At the top of this box is the turn number and the time for this turn. In the middle of the box is a list of the Teams in this game, along with their "Type" (Color and Brain). To the left of the Team names is an indication of whether or not o7they have been edited yet. At the bottom of the box are two buttons. Edit Team lets you program the selected Team, End Edit is used when all Teams have been Edited and you want to end the turn. Make sure Hunters is selected, then click on Edit Team. You now see the Edit Window. The Title Bar of the Edit Window shows the name of the Team being edited. Below the Title Bar is the Program Bar, where the Robots' programming steps are listed. Below that is a Scroll Bar to scroll throughJqx and edit the programming steps, and the Robot Turn Clock, which keeps track of the time a Robot has left for its programming in the current turn. There is a Message Bar, which depending on your computer, is either below the Turn Clock or in the Title Bar itself. The Location Indicator will be found either on the left or right side under the Program Bar. On one side of the window is the Programming Control Panel, where you select and activate weapons. (Though the locations of some of these elements are computer- specific, their functions are the same.) CHECKING OUT THE NEIGHBORHOOD Before programming the Robots, take a look around the Arena. Use the Scroll Bars and Arrows to scroll the Arena around the screen. Another way to move the Arena around is to hold down either the Control key or both Option and Command keys, which turn the pointer into a hand, letting you use the mouse to click and drag the Arena around. Arenas have three parts: the Dock, the Playi)zng Field and Home Areas. The dock is where Robots wait for battle and where they go when they are destroyed. The Playing Field is where battles take place. The Home Areas are the "home turf" for each Team. There are four Home Areas in the Playing Field, one in each corner. Any Robot's first move out of the Dock must be into its Home Area. Within the Playing Field there are different types of terrain. There are walls, low walls, open ground, rough ground, crevices, bushes, and fences~nI Node 1 Node 2 Node 3 Node 4 713-324-2139 713-324-2826 713-324-3088 713-PRI-VATE 4 Nodes Running AmiExpress -- GVP 68030 At 50 MHZ Amiga And Console Wares -- Phantasm Distribution Site ---> Date And Time Uploaded -- Thu 11-Jun-92 8:44:03 PM <--- ----------------------------------------------------------------------------- SKID ROW presents RoboSport Keyboard Reference Chart Keyboard commands use the RIGHT Amiga key unless specified otherwise. SETUP MODE - QUICK START Amiga O Open Game Amiga W Close Game Amiga S Save Game Amiga P Print Map Amiga Q Quit SETUP MODE - CUSTOM GAME Same as Setup Mode-Quick Start plus: Amiga D Delete Team Amiga E] Edit Team Amiga F New Team Amiga R Open Team MOVIE MODE Same as Setup Mode-Quick Start plus: Amiga D Team Data Amiga E End Movie Amiga F Stop Movie Amiga G Play Movie Amiga H Hide/Show Home Amiga I Rewind Movie Amiga L Forward Step Amiga M Auto/Manual Center Amiga B C Backward Step Amiga Q Quit Amiga T Start/Stop Tracking Amiga Y Show/Hide Sighting Amiga , (comma) Play Slower Amiga . (period) Play Faster Left Amiga (and Shift) Change Cursor to Help Mode Help key Same as clicking on the Playing Field in Help Mode at the location of the Cursor 1-8 Selects Active $&Robot EDIT MODE Amiga A Next Robot Amiga D Team Data Amiga E End Turn Amiga F Hide/Show Position Amiga H Hide/Show Home Amiga I Hide/Show Items Amiga L Lock/Unlock Team Amiga M Auto Center Amiga P Print Map Amiga Q Quit Amiga R Reduce/Enlarge Map Amiga T Hi3Ede/Show Team Amiga S Save Game Amiga W Close Game Amiga Y Hide/Show Other Teams Amiga , (comma) Hide/Show Paths Amiga . (period) Redraw Paths Shift key Changes Cursor to Scanning Mode Left Amiga (and Shift) Changes Cursor to Hand Mode, and Selects Active Robot in Playing Field Left Amiga Changes Cursor to Hand for and Control keys  Scrolling Arena Control key Changes Cursor to Hand for Scrolling Arena Alt key Activates Targeting Mode, and Allows Repeat Firing with Aim & Fire Help key Same as clicking on the Playing Field in Help Mode at the location of the Cursor Spacebar Toggles between centering on the a a?ctive Robot and centering on the Active Robot's Targeting Range 1-8 Selects Active Robot SKID ROW - SKID ROW - SKID ROW - SKID ROW - SKID ROW - SKID ROW - SKID ROW SKID ROW presents RoboSport Tutorial INTRODUCTION This tutorial will give you a brief introduction to  playing RoboSport. It'll be enough to get you going and having fun. For more details on the different sports and custom game options, see Reference section. Before continuing, make sure RoboSport is properly installed for your computer. Installation instructions are found in your addendum. STARTING A GAME Double-click on the RoboSport icon, and watch the dynamically entertaining credits. After the credits, you'll see a window with lots of little symbols, and a page number of thi hs manual. Click on the same symbols in the same order as they appear on the manual page, then click on the OK button. If you clicked on the wrong symbol, click on the Clear button, and start over. THE QUICK START WINDOW Next, you'll see the Quick Start Window. From this window you can quickly choose from and start over 2100 different game combinations. Once you're bored with those, you can customize games for an almost unlimited number of games. The first thing to do is to decide Ao on the number of Teams you want and to name them. There are two default Teams listed in the boxes under the heading Team Name: the Cyborgs and the Computers. Notice that each Team has a Team Color (or shade, on black and white monitors), a Team Side (if you have more than two Teams, two or three can work together as long as there are at least two Sides), and a Team Brain (human or computer). You can change the Color, Side, and Brain by clicking on the arrows beside each display. EaCt kick DOUBLE PRESS: this executes a lob kick WHEN YOUR PLAYER DOES NOT HAVE THE BALL: SINGLE PRESS: this executes a legal sliding tackle DOUBLE PRESS: this executes an illegal tackle. Punch (close range) or jump kick (long range) WHEN YOUR GOALKEEPER HAS COLLECTED THE BALL: SINGLE PRESS: this executes a drop kick in the direction of the joystick DOUBLE PRESS: tn&6his executes a throw-out in the direction of the joystick KEYBOARD CONTROLS: P - Pause ON/OFF Z - Zoom mode disable/enable (while paused) Q - Quit back to title screen (while paused) GAME FEATURES: SCREEN DISPLAY: At the top of the screen are displayed a scanner showing pitch positions, scores and country flags, the game clock, and in each top corner, an identifier showing the number CF of the player currently under control for each team (this displays the face of your star player when he is under control) TRICK SHOTS: Euro Football Champ features diving headers, back heel kicks and overhead kicks (bicycle kicks). These are all activated automatically. DIVING HEADERS: They occur when the ball is kicked forward but is OFF the groundand a little way in front of the player. BACK HEELS: They occur when a player kicks the ball backw y"%ards (press fire and move joystick simultaneously) and the ball is ON the ground. BICYCLE KICKS: They occur when a player kicks the ball backwards (press fire and move joystick simultaneously) and the ball is OFF the ground. REFEREE: Euro Football Champ has a referee who insists on fair play. However, he is rather slow and clumsy, and sometimes has trouble keeping up with the action. If you commit an illegal tackle and the referee is close and sees the &F offence, a foul will be awarded and a yellow card will be issued to the offending player. If the same player commits a second offence in the game he will be given a red card and sent off for the remainder of the game. THROW-INS: The player must wait for the referee to arrive before selecting direction and press fire. FREE KICKS: Your player can select a direction and take a lobbed free kick. CORNERS: Select a direction for the kick and press fire 2$. PENALTIES: Select a direction for the penalty and press fire. HALF-TIME: The game will pause, and then restart with the teams playing from the other ends. ZOOM: Euro Football Champ features a unique zoom mode for special moments during the game. This feature may be switched off permanently if you prefer. Docs type by: CENOBYTES/CRYSTAL  /\ /\ ____________ __________________/ \ _  _______/ \__ /\________ \SP \/ / / \_/ / \// / \ \ __ \ / / /\ / \\ / \ /\\ /_/ / _____/\ / //\\ __/ \\ /\ \ / \\/ \ _ / __/ ___\__ // \\/ / /\ \\_/ \\ \ / \__/ \/\ /____/ \_/ // \_/ / / \ // / / \ \_/ // / / / // / \________ u _____/____________________/ \___________/ \____/| //______/ /\ |/ ___________ /\ ___________ /\ |\ ______ // \_____________________ \ \/ \ / \/ \| \\ \ \ / / / \ _ / \/ / \ \\ \/\\ / / / /\\ / / \ _/ / \ \\ \ \\/\ _____/ ____/ / \\ / \ / __/ \ \\ \ \/\\__ \&_ __/ / \\___/ /\ \_/ \ /\ \_// / / \\ \ /__/\___ / / / \ /\ \ \ // / / \\ /\_/ / \____/ \________\ / \_____/______\ //_____/\_\_____\\__/__________/ \/ \/ Uploaded at: [%s ] ( * ) C R Y S T A L U S A H E A D Q U A R T E R S ( * ) * 2 1 2 - 8 8 8 - 4 7 7 3 * (Rollg a-Over) * 2 1 2 - 8 8 8 - 6 2 3 9 * * 2 1 2 - 8 8 8 - 6 7 4 6 * ->3<- NODES / 1.3 GIGS / 68030 40MHz ___________ \ \/ \ / \/ \| \\ \ \ / / / \ _ / \/ / \ \\ \/\\ / / / /\\ / / \ _/ / \ \\ \ \\/\ _____/ ____/ / \\ / \ / __/ \ \\ \ \/\\__ \*a---------------- Node 1 - 313-987-6637 (*Rollover to Node2*) - 16.8 HST Node 2 - 313-987-1426 - 16.8 Dual > We got the 16.8 Blues! < ----------------------------------------------------------------------------- This File Was Downloaded From D . A . N . S . E M . A . C . A . B . R . E z)f:6ǖ[۹D T0{;c]XSȦEI0O8F<$A9I9qxÈ Fjԩ bScn67 5CެPtzğY¿Ds\VzMlZ{#¬8c:z Ӏy~[Ͱ.65Wl{7^()x9nu< k~kgvgݘBhiQMN 7E)F L,FERjZ1\}}O[:e䡥 ;4%:PWhkgl`[(L#,r$G{k!*`= ;|kA\lbJ [1gOּTT ؕEi/+ &?_tXȍf gE_|_8R.S)ԧo z>Op.L{*TMyyϸYN݋T }9#blQ&+ mF5n (xnD!${hh<:&-dqd¶c dͦ'0j(v-` hÈ𤚢d ' Q&Zs'=$YTLUFNTYYG= IĘ`K#:r:N8|<1;†Sg䯳3#㆘J 4\hC%ÝN~k++Bzr@4E9|ЂkiK O9P|C\gyE? a$RPqnDcN>HxHvZ)a,U>())fPmCè (j<>>gj+O? ȤW< )V0v/NӬIG +K !5S\&Ad;F˶&U\9o )g ~}gBeyf=VV`*(47Vb.n먊6eӹ?H^F ~f]zYuR-z^ G8%C]"xH0zL/?TVQ_Qx~X (h8j8D0Fg3:!/O P sk]6(`D"kj5mzӟQ~;ם}_g226z=ұA |*8""DS骓X^CW! Ы @K|Ӕ09pHC jD4$y~6.wAz\^3!)e,(EV^W!ښHVp.H-BRЀ\x3Fp]@JG 8 /"dWA.{' R Sʉb{~Lp4n4 ㅮ*O?dCA>=̗3Bo' ;SI$ns deR?}>iЮI*TVL8nQЭΆc5=!ф4ƍP9x<Pb aFPRNV¬:B->[AQojw,.纆:IlD)#,~H}ĄQp](_:TUVSeO=i80im:Xl;v')B|$Nf0>ٳ ?hG^%%XB5+(%r3ļ5ॺs a_ <8c^3zjѯSxx2?p3m;\* n^\N9_O~[OΦf_PT2dӢh﫸R׷}0!(<].Ol~$W$ 1>ҝNO/4aSe|:AFӤ::D%J¢st` 6iS2ч!XBt4EtZJҾY: vBSsIV=H, RL-jgO[#tjj^a/Su"E^!d!s_S;𤚢е*kTԅrik]5HYJ$UTppO O"ۺ}yA I> <$vpUkGA^g͋ie CǞ;\׫K(HS f!Mz$%OnYof}\ĠGRz (r For the 2-player game, player two should press fire to join in at this stage to select his team. 1-PLAYER GAME: If only one fire button is pressed, you will play alone against a series of computer teams of increasing skill. You must beat each of these to go to the next. 2-PLAYER COMPETITION: Ensure that the two teams selected are DIFFERENT. You will now play a series of two player games with these two countries against each other . 2-PLAYER COOPERATIVE: Pick the SAME team. You will now play a series of games, with player 1 and player 2 ON THE SAME SIDE. The computer will automatically assign control between the players as the match is played. Together you will play against a series of computer teams of gradually increasing skill. You must beat each of these to go on to the next. Press fire again to confirme the country. now the player has the opportunity to play h ois star player - this player has greater skill, stamina and speed than normal players. Now select the duration of the game by pressing the joystick UP and DOWN until the desired time is displayed. Press fire to start the match. If you press fire without moving the joystick your match will automatically set for 15 minutes. CONTROLS: The player under control has a coloured arrow pointing in the direction the team is kicking and a "1P" (player 1) or F"2P" (player 2) above his head. Use the 8 directions on the joystick to move our player around the pitch. The fire button is used in two different ways - SINGLE PRESS and DOUBE PRESS. Single press is just a short press and release of the fire button. Double press requires two such presses in quick succession - this requires a little practice but is soon picked up. 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For example mounting RAD: and then accessing it will change these vectors but is of course O.K., and not a virus. You would answer NO to the question, AutoCLI will then accept these changes as OK. OPTIONS WINDOW -------------- This function is always available, even if function key scripts (-f) is turned off. It is accessed by holding your first qualifier key and pressing HELP. A window will open on the front moqC%!wgst screen with gadgets set with your current options. This window is asynchronous to the main program. This means that all AutoCLI functions will continue to operate if the options window is open. Click on the gadgets to turn functions on or off. Some fuctions have more than one setting and each click of its particular gadget will cycle that gadget through all possible modes. The text string beside the gadget will also chaqD&Pnge to help you remember the function of each particular setting. The command string that is executed when first qualifier ESC is pressed will be displayed in a string gadget called 'Command String'. If you are using Auto sizing CLI/Shell windows, this string gadget will be ghosted. To use a modiified string or replace it completely, click the 'AUTO' gadget. The gadget will now show 'MANUAL' and the string gadget qE'_%will be available and be selected for your input. You can always return to Auto sizing by re-enabling the 'AUTO' mode. Screen blanking time can be changed by clicking in the gadget and changing it accordingly. If you turn screen blanking on, but give no time, then a default time of 500 seconds will be set. The number of lines to draw in the spline patterning code can be changed by clicking in the gadget and cqF( xhanging it accordingly. if an incorrect value is given then the closest correct value will immediately appear in the gadget. A totally incorrect response will force a value of 65 to be placed in the gadget. The type of pattern to use (boxes or triangles) is incorporated into this gadget. If you selected triangles or wish to select triangles then a 't' should precede the value. (IE. to show triangles with 50 lines, this gadgeqG)nt should show t50). At the bottom of the window are two gadgets, 'OK' and 'REMOVE'. The 'OK' gadget closes the options window. The remove gadget will open a requester and ask you if you are sure you want to remove AutoCLI completely. OPTIONAL COMMAND (command run when 'Qualifer ESC' is pressed) ---------------- If no optional command is given then AutoCLI will use a default command. This default command is:-qH*)K AutoCLI will launch and wait for your qualifier key and ESCAPE to be pressed. When this event occurs AutoCLI will open a CLI or Shell window 1 pixel less than the size of the WorkBench Screen at the time it is opened. If resolution mode is changed AutoCLI will notice the change. If NEWCON: is available, a Shell window will open instead of a CLI window and if running under V2.0x of Workbench, the window will have a closqI+e gadget. If an optional command is given, AutoCLI will execute that command in preference to the default CLI/SHELL window when your qualifier key and ESCAPE is pressed (see EXAMPLES). This allows custom commands or custom size CLI/Shell windows to be used. Note that if AutoCLI is already in memory it will update itself to to reflect all parmeters given. The Optional Command can be modified after launch within qJ,R=the option window. Click the gadget beside the 'Command String' string gadget until it shows 'MANUAL', the string gadget will be activated for you. The command can then be modified and the program will use this new string. The default string can always be re-selected by clicking the gadget until it shows 'AUTO'. UPDATING AutoCLI ONCE ALREADY RUNNING ------------------------------------- Most changes can be made via the options winqK-.pdow, or you can launch again from the CLI and supply a whole new set of parameters and it will completely update itself. If launched with a newer version this newer version is NOT installed, it will simply supply a new set of parameters to the current version. COMMAND LINE EXAMPLES --------------------- AutoCLI Attempts to load a file 'S:autocli.cmd' and reads it for the options. AutoCLI -frd -io -d -w -n -b -q2 -m -qLik -l -lfb -ltc50 600 Opens a Shell window with automatic full size minus 1 pixel. Enables 20 function keys with RIGHT AMIGA as the qualifier for the second 10. Selects the LEFT AMIGA as your qualifier. Enables auto disk formatting with OLDFS (normal), enables double-click to front windows, key-window to front option, screen shuffle option, window shuffle option, pointer lock, auto window activation, mouse blanking, q7/aanges the number of lines the spline patterning routine draws defined by the 'n' portion. This value can have be between 2 - 100 or 0. If this switch is not given then a default value of 65 will be used. If you do not want spline patterning, and prefer a blank black screen when blanked, use 0 as the parameter (IE. -lc0 ). To change the speed of the splines see the -lfb parameter. If a number too large is given for 'nq80t', it will default to 100, similarly if a number too small is given, it will default to 2. EXAMPLES -lt Gives Triangles with default of 65 lines -lo Gives Open sided boxes with default 65 lines -ls Gives Single lines with default of 65 lines -la Gives random changing patterns with default 65 lines -lc50 Gives boxes with 50 lines -ltc45 Gives triangles with 45 lines -loc45 Givesq91 r Open sided boxes with 45 lines -lsc45 Gives Single lines with 45 lines -lac30 Gives random changing patterns with 30 lines -lc0 Gives blank black screen -l This double switch is used in conjunction with screen blanking. The switch has two parts the 'f' part and 'b' part. You may use one or both of them. If the 'f' part is given, then the spline patterning will go as fast as it will run on your Amiga.q:2: If not given it will be timed to go about the same speed on all Amiga's by using a vertical interuppt, and will be slower. If the 'b' part is given then the blanking screen will be 2 bitplanes instead of 1. 2 bitplanes allows more colours to be displayed on the spline screen at once. In 2 bitplane mode the routine will use around 120K of chip memory, so only select this mode if you have that amount free. The memory q;3؝ is only used when the screen is blanked and is given back when un-blanked. 1 bitplane mode only allows a single colour to be used at one time to draw the splines (although it will cycle to different colours). This requires only half the amount of chip memory and should work alright on all Amiga's, unless your chip memory usage is very large. If you have chosen 2 bitplanes and screen blanking doesn't seem to work trq<4w%cy removing the 'b', and try again. EXAMPLE -lf speed up splines and use 2 colours (1 + background) -lb splines timed by VBlank and use 4 colours (3 + background) -lfb speed up splines and use 4 colours (3 + background) -x[n] This switch allows you to specify the initial horizontal co-ordinate of the option window. The value of [n] must be between 0 and (q=50/screen width - 536 ). If an incorrect value is given it will be modified to bring the window inside the screen area. If the window is dragged while open, subsequent openings will will be at this new position. EXAMPLE -x40 Left edge of the option window is at pixel 40 For a screen that is 640 pixels wide the maximum number would be (screen width - 536) = (640 - 536) = 104 -y[n] This switch allowq>6l- s you to specify the initial vertical co-ordinate of the option window. The value of [n] must be between 0 and (screen height - 133 ). If an incorrect value is given it will be modified to bring the window inside the screen area. If the window is dragged while open, subsequent openings will will be at this new position. EXAMPLE -y50 Top edge of the option window is at pixel 50 q?7\wFor a screen that is 256 pixels high (EG. PAL HighRes) the maximum number would be (screen height - 133) = (256 - 133) = 123 For a screen that is 200 pixels high (EG. NTSC HighRes) the maximum number would be (screen height - 133) = (200 - 200) = 67 USAGE DISPLAY ------------- ? If the only switch is a single question mark, then AutoCLI will display a USAGE string on the current CLI window. It will noq@8 This switch enables auto disk formatting. The 'o' option sets OLDFS (standard) file system to be used when formatting orq.<h the 'f' option sets it for FastFileSystem (FFS). If a blank, or non- DOS disk that has its write protect switch set at writeable, is inserted into any drive, a requester will open and ask you if you want to format it or leave it. This formatting will be done in the background, asynchronously to AutoCLI. This function requires the standard 'format' command to be present in the path. It has been designed for the standard q/=d( DOS format command, replacement type programs may not work. EXAMPLES For old file system -i or -io For FastFileSystem -if QUALIFIER KEY ------------- -s -c -a The default qualifier key is the LEFT AMIGA but this can be changed with a switch. The -s switch changes the qualifier key to the SHIFT key. The -c switch changes it to the CONTROL key, and the -a switch changes it toq0>! the ALT key. To use the default key (LEFT AMIGA) then don't use any of these three switches. Note that this qualifier key is also the same for the autocli function as well. -r The above qualifier is, by default, the key on the LEFT side of the keyboard. To change this to the RIGHT side, use this switch. SCREEN BLANKING SECONDS AND SPLINE PATTERNING OPTIONS ------------q1?P&----------------------------------------- OPTIONAL SECONDS ---------------- This is an optional time (in seconds) to blank the screen when no user input is detected. The default is off, so if blanking is not wanted then do not give a time at all. When the screen has been blanked, it can be turned on again by touching any key, moving the mouse, a disk insertion or a disk ejection. This (time) numbq2@x9er must be after ALL of the switches including those below that are used in conjunction with this. In other words it must be the last parameter on the line. It has been left this way to remain compatible with older versions. You can blank the screen immediately as if the time had expired by pressing holding your first qualifier key and pressing your second qualifier key. One point to keep in mind is thatq3AA, if there is a lot of CPU activity while blanked, AutoCLI may take a little while to respond to an event to un-blank depending on the setting of blanked priority. SPLINE PATTERNING OPTIONS ------------------------- -l[] This switch has a double function with various options. It is used in conjunction with screen blanking. See 'OPTIONAL SECONDS' and -lfb below. The 'a' part of the switcq4Bf9h forces the program to randomly change to all spline patterns. Each time the routine finishes drawing your selected number of lines in a certain pattern, it has one chance in twice your chosen number of lines of changing patterns. Sometimes they may change rapidly or slowly. If you prefer a set pattern, you may use one of the following switch parts instead. The 't' part of this switch forces the spline pattern to be triq5C)angles. The 'o' part forces open ended triangles and 's' is for single lines. Try them all and see which your prefer or select random. Only one of these four are allowed, either 'a','t', 'o' or 's' NOT MORE THAN ONE. If all of these are omitted, a default pattern of boxes will be used. These can also by changed while running in the option window. At the bottom of the option window is a string gadget containing the nuq6.2mber of spline lines to draw. Your chosen switch part precedes this value within the string gadget and can be modified if you wish. If AutoCLI was launched without one of these switches (default pattern) you may still change patterns by inserting one of the switch parts before the value in the string gadget. (EG. If gadget had 65, to change to random, gadget would become a65 etc.). The 'c[n]' part of the switch chq!E.[n] This double switch allows you to change the priority of the main AutoCLI task running normally and also when the screen is blanked. Without this switch the normal priority will default to 21, and the blanked priority will default to -10. Valid values for [n] are 0 - 21, and -10 - 0 for blanked priority. Bad values will q%Ivi cause erratic operation. ENSURE CORRECT VALUES. Blanked priority is lower, as this stops the blanking code from stealing too much time from other background tasks. EXAMPLES (MAIN TASK) for a priority of 0 the switch should be -p0 for a priority of 20 the switch should be -p20 EXAMPLES (BLANKED TASK) for a priority of -5 the switch should be -pb-5 for a priority of 0 the swq&J6='uitch should be -pb0 * * * NOTES * * * 1. If the main priority is changed from 21, some functions may not work correctly. Do not change any of the priority defaults unless you really know what you are doing. The default priorites have not been plucked from thin air, they are the result of years of research in Amiga and AutoCLI programming. USE WITH CAUTION. 2. If yq'Km!ou use a blank screen (no splines) the blanked priority is ignored and a priority of zero used. The AutoCLI task is put to sleep in this mode, therefore does not steal any time and a lower priority is not required. The priority you set is remembered though, and if you enable splines with the option window, your priority will be used. AUTO WINDOW ACTIVATION ---------------------- -k Tq(L_lhis switch enables auto window activation. If enabled this function will activate any window the mouse is currently in when a key is pressed, unless a string gadget is currently active in another window. It will still work even if another screen is at the front, and you have dragged it down and placed the mouse over a window on the screen behind. MOUSE MOVEMENT LOCKING & FREEZING --------------------------------- -l or -lr q)M^ TO TEMPORARILY LOCK X or Y MOVEMENTS This switch allows the mouse movements to be frozen in vertical, horizontal or both directions, by holding down a key or keys. A freeze mouse toggle is also supported. If the CONTROL key is held down the horizontal movements are frozen. If the LEFT ALT key is held down then the vertical movements are frozen. If both are held down then all movements are frozen. When either of these q*N keys are released then movements continue in that direction. If the CONTROL and LEFT ALT keys conflict with your first or second qualifier keys (see -s -c -a, -f) then use the -lr switch instead. The lock keys will change to RIGHT SHIFT for horizontal and RIGHT ALT for vertical. These two modes can be toggled from the option window. TO FREEZE ALL MOVEMENTS OF MOUSE FOR EXTENDED PERIOD If yq+9Pou want to freeze the entire mouse movements for an extended period (EG. Over the start gadget of a copy program etc.) then hold down your first qualifier key and press the right mouse button. This will freeze the mouse permanently until the same combination (first qualifier/right mouse) is received again. If mouse blanking is enabled, the mouse will still blank while frozen. Moving the mouse will cause it to be re-displayed yet qP$fo EXAMPLES -------- AutoCLI -cs:myfile - Loads the file 'myfile' from the S: directory. AutoCLI - Loads the file 'autocli.cmd' from S:directory. FUNCTION KEY SCRIPTS -------------------- -f[n] This switch enables function key trapping. When your qualifier (see below) is held down and a function key pressed, the program will execute a script file in the assigned S: directoryqQ with a filename of autocli.f1 to autocli.f10. This file must be a normal script (eg. startup-sequence). The extra two switches and [n] are for changing the qualifier for the extra 10 keys giving a total of 20 function key scripts. The optional 'r' parameter forces the qualifier for these 10 to be the right hand key of 'n'. The 'n' parameter tells AutoCLI which key you want as the qualifier for these extra 10 fuqR 5nction key scripts. If none of these are given the it will default to the Right Amiga key. The other choices are as shown below in the example. Filenames for these extra 10 must be:- autocli.e1 to autocli.e10. These files as above must be in the assigned S: directory and be a normal script files. EXAMPLES -f Gives extra 10 and the second qualifier is Right Amiga -frd Gives extra 10 and theqSPh second qualifier is Right Amiga (AS FOR DEFAULT) -fra Gives extra 10 and the second qualifier is Right Alt -frs Gives extra 10 and the second qualifier is Right Shift -fc Gives extra 10 and the second qualifier is Control -fd Gives extra 10 and the second qualifier is Left Amiga -fa Gives extra 10 and the second qualifier is Left Alt -fs Gives extra 10 and the second qualifier is Left Shift Please note that the second qualiqTr dfier MUST be different to the normal qualifier key that you have chosen. If you select the same then the AutoCLI will display an error window. ************************************************************* FILENAMES FOR FIRST 10 SCRIPTS:- S:autocli.f1 to S:autocli.f10 FILENAMES FOR EXTRA 10 SCRIPTS:- S:autocli.e1 to S:autocli.e10 ************************************************************* qUzWINDOW TO FRONT --------------- -w[n] This switch enables the window to front option. The optional parameter [n] selects the action required to bring it to the front. 0 = use keyboard, 1 = use mouse. To use keyboard activate the window you want at the front by clicking the left mouse inside the window and then hold your qualifier key (see below) and pressing the Left ALT key. To use the mouse simply place the mouqVse in the window you want at the front and the window will immediately appear at the front. Both can be temporarily disabled via the option window. EXAMPLES for keyboard -w0 or -w for mouse -w1 DOUBLE CLICK TO FRONT --------------------- -d This switch if given, enables double click to front windows. The time period for double click is taken from your workbench qW O preferences settings. SCREEN SHUFFLE -------------- -n[n] This switch enables the screen shuffle option. Two optional parameters for [n] are 1 or 2. 1 enables or disables the mouse activated part of the screen shuffling. If you want the mouse activation then you can leave this parameter off (eg. -n) If you want to disable this feature in case of conflictions with other programs such as DirectoqXKryOpus then use -n1. The third option is 2 which enables the mouse activated part as -n does, but stops the screen being activated when brought to the front. EXAMPLES for keyboard & mouse activated with screen activation -n for keyboard only with screen activation -n1 for keyboard & mouse with no screen activation -n2 To use this function, hold down your qualifier key and use the qY6 cursor up or down keys to rotate all screens in opposite directions. If you prefer you can hold down the left mouse button and click the right button to shuffle the screens (if enabled). Screen shuffle is different to the standard LEFT AMIGA N & M, on Kickstart 1.3. These standard keys only swap between the front and rear most screens. WINDOW SHUFFLE -------------- -m q Di This switch enables the window shuffle option. To use this function, hold down your qualifier key and use the cursor left or right keys This will move the front most window to the back or the back most window to the front respectively. The window shuffle always occurs on the screen that is at the front. This allows you to easily move between windows and screens (-n) by using the qualifier and all the cursor keys Alq [-b lines, it did not open if your Amiga decides to start in NTSC mode. Popcli also seems to waste CPU time when waiting and doesn't allow you to remove it from memory without crashing or a reboot. AutoCLI will overcome all of the above problems and has many added features equivalent to other programs around, but uses much less CPU time. The biggest problem with all the others, is that they lose the Current directory, stack anq \ţ$d path. AutoCLI retains all this including the current directory when the program was launched, it will place you in this directory every time you open a CLI or Shell. Other programs such as DMouse or Mackie had their own individual problems and some have erratic results on a 68040. I could not find any written in 100% assembler. So I decided to write AutoCLI, and with lots of response from the Amiga Community has grown q ]6[ԡinto the most powerful and fastest utility of its type on the Amiga. I thank all those who have supported AutoCLI by sending their donations, comments and or suggestions. FEATURES -------- * Kickstart / Workbench 1.2, 1.3, 2.0x compatible * Compatible with A500, A1000, A2000, A2500, A3000, inc. 68040 * New Anti-Virus Event handler monitors your memory * Automatically checks and warns of restart vector changes * Default q^~zor custom CLI / Shell windows * Default windows open to 1 pixel less than current screen * 20 Function key scripts * Update completely after launch * Asynchronous 'options window' allows modification while running * Option window can be opened in your specified location * Active window to front, double click or point to front options * Screen shuffle option with keyboard or mouse control q_3 * Window shuffle option * Screen blanking after time period, and optional spline patterns * Mouse blanking on key press or time option * Mouse acceleration with optional speeds * Slow down hot key for mouse accelleration function * Auto Window activation on a key press/mouse position option. * Option to swap mouse buttons for left handed users * Auto formatting of disks via 'Arq & Upd' compatible requesters q`7 * Selectable task priority and screen blanked priority * No CPU time wastage * 100% assembly language, written in Devpac and Macro68 * Freely distributable Shareware program * Plus much much more... PROGRAM USAGE FOR INSTALLING AutoCLI ------------------------------------ AutoCLI [] [] [] YOU MUST NOT USE RUN or RUNBACK when launching AutoCLI. It will retqa_.urn the command line prompt and allow the window it was launched from to close, when an 'ENDCLI' command is given. It still retains the directory it was launched from and does not lose the current path or stack. This means when a CLI is popped up, it will default to the directory that was current, when AutoCLI was launched. The path and stack that was set, will still be valid. The program is mainly designed to be used in your starqb[dtup-sequence (or user-startup in V2.0x), so you will always have a CLI or Shell window available very conveniently. AutoCLI MUST reside in your C: directory or be in a directory in the path. OPTIONAL SWITCHES ----------------- The following switches do not have to be given in any particular order, but must all be before the optional seconds and command parameters, and at least one space between each one. All options defaultqcP to OFF and must be enabled with a switch. Any of these options can be modified after launch, by using the Option Window provided. (see OPTIONS WINDOW below) -c This switch allows you to give your option switches in a file rather than on the command line at launch. This allows different configurations to be easily loaded. If this switch is used, any other options on the command line will be ignored, in preference qd of the new options in the file. The filename can be any name you desire, and must be of the same format as if the options were typed at the command line (excluding the word 'AutoCLI' at the beginning). If you experience problems with this file, ensure that the file does not have an extraneous characters in the file, the file consists of a single line terminated with a carriage return (preferably). A default filename of 'S:autocli.cmqO=d' can also be used by omitting this switch entirely. If this switch is given when AutoCLI is already running, the current running copy of AutoCLI will be updated to reflect the options in the suppled file. This is also true if it is launched again with no parameters at all (default filename), the current running version will attempt to read the default file 'autocli.cmd' and update all options.  f/0Pfinden, gibt. a) Kleines Buch Das kleine Buch enthlt eine bersicht ber Ihr Firmeninventar. Es ist zuerst immer auf der Seite mit den Daten Ihres aktuellen Schiffes aufge- schlagen. Wenn Sie die Zeile "Besatzung" anklicken, knnen Sie Leute entlassen. Klicken Sie die Zeile "Geld" an, knnen Sie einen Betrag, den Sie ber die Tastatur oder durch Anklicken der Kugeln des Abakus, der neben dem Buch liegt, eingegeben haben, ins Kontor transferieren. Dies funktioniert jed j@ROoch nur in Ihrem Heimatkontor. Sie knnen die Seiten des Buches umblttern, indem Sie die Eselsohren an den oberen Ecken anklicken. Weiter hinten im kleinen Buch befindet sich eine Liste Ihrer Schiffe, vorn ist die Kapazitt Ihrer Lagerhuser ver- zeichnet. Sie knnen Lagerhuser bauen lassen, indem Sie die Zeile Neubau anklicken. Auf der ersten Seite knnen Sie in Ihrem Heimatkontor sehen, wieviel Geld Sie dort haben. Klicken Sie die Zeile "Geld" an, knnen einen Betrag iqhȸ0suitable de-cruncher must also be supplied with them that works on ALL model Amigas. It MAY NOT be distributed on those so called 'copyright' non distributable PD disks. It MAY be distributed on a BBS as long as that BBS does NOT have individual charges for downloading of files. Please send any bug reports or ideas to the address at the top of this file. Commercial companies wishing to distribute, may contact qi-wme at the address at the top of this file. This program is now fully tested an all Amiga models including the A3000 and 68040 processor. Full testing is also done with 'enforcer' a debugging program that uses the MMU to look for and display invisible bugs. I have found 'enforcer' to be a worth- while tool for programming. NEW DOC FILE FROM V2.00 ----------------------- Bugs and history has now been moved to a seperate fiqjU} le called 'autocli.history.doc'. This allows for less cluttered docs. Check this file for the latest version number. ************************************************************************ ABSOLUTELY IMPORTANT WHEN UPDATING TO A NEWER VERSION OF AutoCLI ---------------------------------------------------------------- There MUST only be one copy of AutoCLI in the current path. Otherwise the special re-launcher code may find an older version fqkSIirst and install it instead of the one you just loaded. Because newer version have new switches, and you may be using these, it could cause erratic results if these were used on an older version. After installation you can check the installed version by looking in the option window. ************************************************************************ KNOWN BUGS OR CONFLICTS ----------------------- Problems have been encountered witql Xh non standard versions of the 'RUN' command. This command is called by 1.3 dos.library's 'execute' function. If you have problems with the Amiga crashing when a CLI is popped up then make sure the 'run' command is standard. The one to use is the one you can find on a standard Workbench disk. It is not recommended that ARP Library commands be used. I have found them to be the source of many problems. Some users haq mVHve had problem popping up the first window. This has been tracked down to a fault in your 'MOUNTLIST' file in devs. Ensure that the NEWCON: handler entry is 'L:shell-seg' and not 'L/shell-seg'. SUGGESTIONS ----------- If AutoCLI does not have your favourite function, or you can think of any improvements, then write and tell me. The very best suggestions receive a FREE copy of my commercial NoVirus program or AddMenu Plus Iq ZGS#cons. Include your telephone or fax number so I can contact you if you are a winner. Only registered users that have dontated are eligible to enter. NIC'S PROGRAM SUMMARY --------------------- This program was written because of problems with the similar program I had been using called 'popcli'. Popcli crashed if used under WorkBench/KickStart 2.0, and if used on a PAL Amiga to open a CLI window with a vertical size greater than 200qo7%100% Assembler using Macro68 on an Amiga 3000/PP&S 68040. AutoCLI is ShareWare. I have not disabled it in any way. This is so you can get full benefit immediately. If you use it then please send a small donation and help me to bring more programs to the Amiga. Suggested donation is $20.00. Donations will be accepted in any currency. Mastercard, Visa or Bankcard can also be accepted by mail or by telephone. Overseas users, pleasqgzbe do not send personal or Bank cheques. Easiest form of payment from overseas is cash funds, American Express Travellers Cheques or alternately, disks are an acceptable form of payment. Permission is hereby granted to distribute this program on the condition that no profit is gained gained from its distribution. All document files must accompany it and remain unchanged. If the document files are crunched, then a H: qz  w ru E MWB DOX 31LQz qHx`Q)('&%$#876543210/.CBA@?>=<;:9NMLKJIHGFEDYXWVUTSRQPOdcba`_^]\[Zmlkjihgonx$K 01tocli.docpyr TK 22shOVER.codespstB7654321FEDCBA@?>=<KJIHGQPONMLt8"FastMonV1.2 documentary (c) by PSDK 12STMONITOR1.2.docpsL9f}Documentary for the FastMon version 1.2: written by: C-Reator of Possessed at first i must excuse my bad english! sorry, i hope you can undersand this doc neverthenless! CopyRight: the FastMon V1.2 is a Public Domain product, that meens it can be free copied and all commercial destributions of the FastMon are illegal. the FastMon must be destributed with the following Files includes on the FastMon-Disk. (c) by C-Reator and Ghost FM1.2 :the orginal FastMon programm. FM1.2.uv%vsK Disk.infopus $&&&# P XF^@d Z(#XDx8qUG;wSYS:System/DiskCopyzMWB DOXzz wzLspqnYr.n AutoCLI by Nic Wilson --------------------- Nic Wilson Software 138d South Street TOOWOOMBA Queensland 4350 Australia Phone (076) 358539 Home Voice only (076) 358384 Work or Fax (076) 358522 Work Voice only EMAIL {cbmvax|cbmehq}!cbmaus!wilson!nic@uunet.uu.net Written in y -,+*qzHe~= "! K 02viliz.doxp{H|&(YXWVUTSRQfedcba`_^]\qponmlkjihg|{zyxwvutsr~}|K 19us3.5doxp}{프;Introduction This document describes the changes made to Directory Opus since the last manual was printed. In version numbers, this covers changes from version 3.42 to version 3.50. The operation of the configuration program, ConfigOpus, has changed so radically that it is completely re-documented here. For this reason, you should discount the section in the main manual on Configuration (chapter 5 in the Australian manual) and refer to the section in this document instead. 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Q='꺗#56&EDc _S.2\vF_licE"ap3[R$IFFX8zء~om6J4D*R"`%aߔ/o<K&,ˋeyz>&8_T/zY`^4Ǐ/E`E-V)Nx cnxӟg/8H7,>,_0Sߠ(R`P>= PsjE/JBvU"ʈǿ^p^]hBa)5>Lhfڶ4`9'18"^Xa+7き gaeLq6r%i>z6N,% ܄('`\" DV`\'\76"q6|F}ShaS2 A`-ϣ鸓bej4Tbl p],}R1~`ۗ`s |Z'EC 颛+7tG E+DpgAQNEXX'*r2?m"a05    mK 11ro.FOOTB.CHAMPdocp Ei DOCS FOR EUROPEAN FOOTBAL CHAMP / DOMARK GAME SELECTION: Euro Football Chamo gives you the options of a one-player game, a two-player game (competition) or a two-player game (cooperative) Press fire to select your country once the title screen is displayed. Push the joystick left or right to scroll the flag of the country you wish to represent into the white highlight at the bottom of the flag circle. =*Zt9K 24bosprt.docp THiS FiLE WAS DOWNLOADED FROM: -+* WILD WARES! *+- _____ /\ _____ ____ ____ /\__ / ___>/ \ / __ < <> \ >< \ <_______/ > > /______/ \ >< >_____/_____/ -----------\/\/-\/-------------\/--\/js*K 27ledef.docp Q __ __ /\ _____ / / / // \\\ ___\_ \\\/ // \\\\___ \ \ /_\ /_\ \_\\\ _ \/(_)\ /(_)\____/(_) \/ SOLE DEFENDER DOCS 36#|{zyxwvuts~_K 26NSIBLEsoc.docp%j= _______________________________________________________________ / \ / 13-Jun-92 THIS FILE REACHED -*- WASTED TIME -*- 18:05:34 \ /___________________________________________________________________\ \___________________________________________________________________/ [TO READ THIS DOWNLOAD IT - NO EASY TXT CAPTURES HERE!] +--------------------------------------------,fih}8MsDisk-ValidatorwU"^]rqponmlkjfe* K 20TRIDOC.TXTp}l'G$ #Bv lt "*Nt0҂`r $)( r0Ҫ$)( "*XW%A%j$*XS%BB"*p(jxNB#jr#A nҪt!rҩ `t "*NJg0r#At #B "*N") $)"*Ҫ!$*"*p(j$N$*"*p(jN#A$*"*p(jNҩ%A`J$< rp(j(N"*@&)$0(G" p(jNJf"p(jNrp(j N"*@Jg"p(jNB#j"*#A nL#Atāv#C#A$) m o$) Gro!__________________________________________________________________ /#########################################################################\ |#####...####..######..######......####...####..#####..##......##......###| |####.....###..######..########..#####.....###...####..##..######..#######| |###..###..##..######..########..####..###..##....###..##..######..#######| |###..###..##..######..########..####..###..##..#...#..##..######......###| |###.......##..######..########..####....ry...##..##.....##..######..#######| |###..###..##..######..########..####..###..##..###....##..######..#######| |###..###..##...#####...#######..####..###..##..####...##..######..#######| |###..###..##......##......##......##..###..##..#####..##......##......###| |#########################################################################| |####################################################################{RB}#| |========================================================================rb=| | | | ----> PRESENTS <---- | | | | Push Over From Ocean Complete Level Codes 1-100 | | | | TYPED BY : HYDRo/AtX For Alliance! | | r 6 | | | |-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-| | CALL ONE OF OUR BOARDS N-O-W | | WHQ - UNKNOWN PLEASURES --> +44 (0) 204 299 17 --> SYSOP: RAZOR BLADE | | UKHQ - SOAP CITY (DS!) --> +44 (0) 946 823 351 --> SYSOP: CHEM | | | | THIS (NON UK!) SPACE roIS AVAILABLE .... CONTACT ME IF INTERESTED .... | |_________________________________________________________________________| Push Over Complete Level Codes Note: Level 1 Has NO Code, So this will start from level 2 ---------------------------------------------------------- Level 02: 01536 Level 03: 01024 Level 04: 03072 Level 05: 03584 Level 06: 02560 Level 07: 02048 Level 08: 06144 Level 09: 06656 Level 10: 07680 Level 11: 07168 Level 12: 05122 Level 13: 05634 r)Level 14: 04610 Level 15: 04098 Level 16: 12290 Level 17: 12802 Level 18: 13826 Level 19: 13314 Level 20: 15362 Level 21: 15878 Level 22: 14854 Level 23: 14342 Level 24: 10246 Level 25: 10758 Level 26: 11782 Level 27: 11270 Level 28: 09222 Level 29: 09734 Level 30: 08718 Level 31: 08206 Level 32: 24590 Level 33: 25102 Level 34: 26126 Level 35: 25614 Level 36: 27662 Level 37: 28174 Level 38: 27150 Level 39: 26638 Level 40: 30734 Level 41: 31246 Level 42: 32r270 Level 43: 31758 Level 44: 29726 Level 45: 30238 Level 46: 29214 Level 47: 28702 Level 48: 20510 Level 49: 21022 Level 50: 22046 Level 51: 21534 Level 52: 23582 Level 53: 24094 Level 54: 23070 Level 55: 22558 Level 56: 18494 Level 57: 19006 Level 58: 20030 Level 59: 19518 Level 60: 17470 Level 61: 17982 Level 62: 16958 Level 63: 16510 Level 64: 16511 Level 65: 17023 Level 66: 18047 Level 67: 17535 Level 68: 19583 Level 69: 20095 Level 70: 19071 Level 7r1: 18559 Level 72: 22655 Level 73: 23167 Level 74: 24191 Level 75: 23679 Level 76: 21631 Level 77: 21247 Level 78: 20735 Level 79: 28927 Level 80: 29439 Level 81: 30463 Level 82: 29951 Level 83: 31999 Level 84: 32511 Level 85: 31487 Level 86: 30975 Level 87: 26879 Level 88: 27647 Level 89: 28671 Level 90: 28159 Level 91: 26111 Level 92: 26623 Level 93: 25599 Level 94: 25087 Level 95: 08703 Level 96: 09215 Level 97: 10239 Level 98: 09727 Level 99: 44543 (Enr MNScd) Then have ago at the bonus level! And Level 100 is the BONUS level.. This was the Crack Inc version.. So it IS 100% working.. Signed: HYDRO/ATX!.. For FUN, Not STATUS! ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ NOW CALL THE ALLIANCE BOARDS: UNKNOWN PLEASURES : +44 (0) 204 299 17. SOAP CITY : +44 (0) 946 823 351. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ OR Tr u RY ONE OF THESE OTHER KEWL BOARDS THAT OBVIOUSLY GOT THIS FILE BEFORE YOU DID !!! ............................................................. Level 80: 29439 Level 81: 30463 Level 82: 29951 Level 83: 31999 Level 84: 32511 Level 85: 31487 Level 86: 30975 Level 87: 26879 Level 88: 27647 Level 89: 28671 Level 90: 28159 Level 91: 26111 Level 92: 26623 Level 93: 25599 Level 94: 25087 Level 95: 08703 Level 96: 09215 Level 97: 10239 Level 98: 09727 Level 99: 44543 (En 7BK 14oc.docpv _________________ / \ / /_______________________________ / \ / / | / _______________//\/\| / | / / / | / | / /| _________/ | ____ _____/| | / / | | \ \/ /| | / /| | |[TD] /  d / | | \ /_| | / ____/_| | |_______ / /___|____| /\ / | / / | \ / \ \ \ / | \ \ | / \ / / / / | / /______ | \ \ \ \/ /_________/ \__/ | |____________/ \______________/ \ / | | / / :::::::::::::::::::: | | R \ / ::: G-LOC R360 ::: | | /_/ ::: DOCS ::: |_____| /\ :::::::::::::::::::: // \ \__/ Typed By TIM-DOG of CRYSTAL,AFL,INC Game By U.S.GOLD Amiga/Atari ST -------------- Insert Disk 1 into your machine and switch on the computer. The game will load automatically. Controls -------- MOVEMENT ST/AMIGA Controller JOYoSTICK Left LEFT Right RIGHT Up DOWN Down UP Bullets HOLD DOWN ON FIRE Missiles QUICK PRESS ON FIRE After burner HELP Speed up/ 0-9 ON KEYPAD Slow down Pause P Scenario -------- In the hot seat of an experimental super plane you are the ace pilot ahead of you lies 36 action packed suicide missions. Your weaponary is highly impressive. Twin rapid fire lazers, and an awesome missile guidance system t$cgives you the technological edge needed for your missions. In your hands you have such advanced fire power and controls that are well ahead of your opposition. G-LOC delivers the pulse pounding excitement you'll just want to keep coming back for! >>> CRYSTAL ARE LOOKING FOR NEW MEMBERS/DISTRIBUTION SITES <<< >> AND ALSO AT&T,GTE CARD SUPPLIERS << ----- So contact us via a Crystal! BBS -----  v /\ /\ ____________ __________________/ \ ________/ \__ /\________ \SP \/ / / \_/ / \// / \ \ __ \ / / /\ / \\ / \ /\\ /_/ / _____/\ / //\\ __/ \\ /\ \ / \\/ \ _ / __/ ___\__ // \\/ / /\ \\_/ \\ \ / \__/ \/\ /____/ \_/ // \_/ / / \ // / / Df\ \_/ // / / / // / \_____________/____________________/ \___________/ \____/| //______/ /\ |/ ___________ /\ ___________ /\ |\ ______ // \_____________________ \ \/ \ / \/ \| \\ \ \ / / / \ _ / \/ / \ \\ \/\\ / / / /\\ / / \ _/ / \ \\ \ \\/\ _____/  ____/ / \\ / \ / __/ \ \\ \ \/\\__ \ __/ / \\___/ /\ \_/ \ /\ \_// / / \\ \ /__/\___ / / / \ /\ \ \ // / / \\ /\_/ / \____/ \________\ / \_____/______\ //_____/\_\_____\\__/__________/ \/ \/ Uploaded at: [%s ] ( * ) C R Y S T A L U S A H E A D Q U A R T E R  ; {S ( * ) * 2 1 2 - 8 8 8 - 4 7 7 3 * (Roll-Over) * 2 1 2 - 8 8 8 - 6 2 3 9 * * 2 1 2 - 8 8 8 - 6 7 4 6 * ->3<- NODES / 1.3 GIGS / 68030 40MHz ___________ \ \/ \ / \/ \| \\ \ \ / / / \ _ / \/ / \ \\ \/\\ / / / /\\ / / \ _/ / \ \\ \ \\/\ _____/  i«K 21peye2.docpRETURN<. Na/ZYXWVUTSRgfedcba`_2K 23shover.docp/Qchdem Sie Ihren Namen eingegeben haben, erscheinen zwei Plaketten mit der Aufschrift "mnnlich" bzw. "weiblich". Teilen Sie dem Computer Ihr Geschlecht mit, indem Sie eine der beiden anklicken. Anschlieend werden Sie aufgefordert, sich aus vier angebotenen Wappen eines auszuwhlen, das Ihre Familie reprsentieren soll. Wenn nach ein- maligem Anklicken der Satz "Wappen whlbar" auf der Plakette erscheint, knnen Sie es in Besitz nehmen, indem Sie es ein zweites Mal anklickea`n. Zum Abschlu der Einbrgerung werden die Wappen der acht Hansestdte des Spieles gezeigt. Nach einfachem Anklicken erscheint der Name der jeweili- gen Stadt auf der Plakette. Nochmaliges Anklicken desselben Wappens oder der Plakette besttigt diese Stadt als Ihr Heimatkontor. Wenn Sie zweimal >RETURN< drcken, ohne einen Namen auf die Leinwand ge- schrieben zu haben, so wird die Startprozedur abgebrochen. Um ein abgespeichertes Spiel fortzusetzen, klicken Sie auf dem Titelbild den Wegweiser mit der Aufschrift "Laden" an. Es erscheint dann ein Buch mit den Namen der abgespeicherten Dateien. Wenn Sie einen der Namen an- klicken, wird er auf den Zettel, der unter dem Buch liegt, geschrieben. Klicken sie diesen an oder drcken Sie >RETURN<, so wird das Spiel geladen. 2. Rolle Nach dem Start eines Spieles erscheint die Rolle. Auf dieser werden die wichtigsten Ereignisse, die whrend eines Spieles auftreten, dokumentiert. Wenn Ihr Schiff eiZ!nen Hafen erreicht, erscheint eine entsprechende Mel- dung, und die Rolle bleibt stehen. Drcken Sie eine beliebige Taste, um Ihren Zug zu beginnen. Sie knnen die Menge der Meldungen im Kontor mit dem Men des Federkiels( lange-, normale-, kurze Meldungen) regulieren. 3.Werft Taucht ein Schiff zum ersten Mal im Spiel auf, mssen Sie ihm natrlich einen Namen geben. Zu diesem Zweck erscheint ein Bild mit dem Heckspiegel Ihres Seglers. Tippen Sie den Namen einfach ber diep˜* Tastatur Ihres Computers ein und drcken Sie >RETURN<. Nun sehen Sie die Werft. Hier knnen Sie: - Ihr Schiff auf Schden hin untersuchen lassen, indem Sie den Mann anklicken, der rechts am Bildrand ber eine Planke an Bord des am Kai liegenden Schiffes kommt; - Ihr beschdigtes Schiff reparieren lassen; klicken sie hierzu das Schiff an, das links im Bild auf den Strand gezogen wird; es erscheint dann ein Reparaturauftrag, den Sie annehmen, indem Sie das Feld ber dernh durchbrochenen Linie anklicken; - ein neues Schiff bauen, indem Sie den Neubau in der Bildmitte anklicken. Auf einer Bulle wird Ihnen angezeigt, ob die Werft frei ist und welche Schiffstypen zur Auswahl stehen; klicken Sie in der Zeile des Typs Ihrer Wahl die Spalte "Bau" an, so erscheint entweder der Bauvertrag oder eine Fehlliste. Im letzteren Fall mssen Sie das Material, das zur Fertig- stellung des Schiffes fehlt, mit Ihren vorhandenen Schiffen in die Stadt schaffen. DFWen Bauvertrag unterzeichnen Sie durch Anklicken des Feldes ber der durchbrochenen Linie. 4. Hafen Wenn Sie die rechte Maustaste drcken, knnen Sie ein Bild verlassen. Auf diese Weise gelangen Sie von der Werft in den Hafen. Hier befinden sich folgende Gebude: - links Kontor und Lager, - in der Mitte Kneipe und Geldverleiher, - rechts die Gilde. Um ein Gebude zu betreten, brauchen Sie es nur anzuklicken. Wenn sie den linken Bildrand anklicken, kommen Sie wieder zur  GAWerft. Die Gasse zwischen Kneipe und Gilde fhrt auf den Marktplatz. Wollen Sie ein Schiff im Hafen warten lassen, klicken Sie die Kaimauer an. Es wird dann eine Bulle gezeigt, auf der das Datum verzeichnet ist, wann es wieder am Zug sein soll. Durch Anklicken von "mehr" oder "weniger" kn- nen Sie es ndern. Klicken Sie "richtig" an, so wartet das Schiff. Ihr Zug ist damit beendet. Die krzeste Wartezeit ist ein Tag. 5. Kontor Klicken sie die untere Hlfte des linken e! Gebudes an, um ins Kontor zu gelangen. Hier finden Sie: - die Schuldenbersicht, - die Stadtdaten, - das kleine Buch, - das groe Buch, - die Seekarte, - die Optionen. Klicken Sie den Gegenstand, den sie sehen mchten, an. Auf dem Zettel, der an der Wand hngt, sind die Schuldsummen, die Sie in den verschiedenen Stdten haben, verzeichnet. Der Messingkcher auf dem Pult enthlt eine Bulle, die Ihnen Auskunft ber die Verhltnisse in der Stadt, in der Sie sich gerade be)@2%$#"! 0/.-,+*)('&;:98\[ZLK 25IDemoMakerV2.docp{J This fine text file came from... _______ ______________ _______ _______ __________ __ /^____///____ _______^\\/_____^\\\_____^\\^______^\\ /^>> __________ V ___ \ \\__ \ \\____/ /_____ \ \/ // \____^\\\^\\ : \^\\ / __^\\ / // ____//^__// > << ____\ \\\ \\____\ \\/ // \ \\/ //\ \\ \ \\_____/ /\ \\ /^_____// \^____//\ __// \ __// \^\\ \ _______// \ \\ V/ bS V/ V/ V/ \// V/ \^>> | : | : : V/ : . : . . : . . . W.H.Q. ( 7 1 6 ) 6 9 5 - 3 7 0 7 ****** ** ** ***** ** ** ***** ** ** ****** ****** ** ** ** s** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** * ** ** ** ** ** ** ** ****** ** ** ****** ******* *** ** ** ** ** **** ****** ** ** ** ** ** ** * ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **** ***** ** ** ***** *** ****** ** ** ***** ***** ***** T> ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ***** ***** ***** CONTROLS -------- Push-Over can bce played using either joystick or keyboard. -KEYBOARD- ---------- UP CUSOR- CLIMB LADDER,GO BETWEEN BLOCK TO PUSH,ENTER DOOR UP CURSOR + LEFT OR RIGHT CURSOR- GO BETWEEN BLOCK (IF LADDER IS IN THE WAY) DOWN CURSOR- DESCEND LADDER,STEP OUT FROM BETWEEN BLOCKS LEFT CURSOR- WALK LEFqT LEFT CURSOR + SPACEBAR- PUSH BLOCK LEFT RIGHT CURSOR- WALK RIGHT RIGHT CURSOR + SPACEBAR- PUSH BLOCK RIGHT SPACEBAR- PICK UP BLOCK,DROOP BLOCK P OR F1- PAUSE GAME/HELP SCREEN ESC- ABORT LEVEL CURSOR KEYS CAN BE USED ON THE OPTION SCREEN,WITH SPACEBAR TO SELECT OPTION,OR YOU CAN TYPE YOUR PASSCODE IN DIRECTLY FROM NUMERIC KEYPAD ON THE COMPUTER.PRESSING 'G'(FOR GO)REPLICATES 'OK'. -JOYSTICK- ---------- CLIMB LADDER/MOVE INTO 'PUSH' POSITION | WALK LEFT ____|____ WALK RIGHT | | DESCEND LADER/MOVE OUT FROM 'PUSH' POSITION P OR F1- PAUSE/HELP SCREEN ESC- ABORT LEVEL -ONPTION SCREEN- --------------- USING JOYSTICK OR KEYBOAD,THIS ALLOWS YOU TO: 1) INPUT A PASSWORD-NUMBER FOR YOU TO GAIN ACCESS TO ANY LEVEL YOU HAVE PREVIOUSLY REACHED. 2) TURN MUSIC AND/OR SOUND EFFECTS ON OR OFF. 3) THIS SCREEN ALSO DISPLAYS THE NUMBER OR PACKS OF QUAVERS COLLECTED SO FAR (IF ANY). -GAME PLAY- ----------- The objets of the game is to manipulate the blocks in order to achieve a 'chain-reaction'of falling dominoes.The LAST domino to fal jl.however, must always be the TRIGGER block.All other blocks,apart from the red STOPPERS,must have fallen before the TRIGGER block. G.I.ANT can pick up and carry,then drop,any of the blocks into different positions,except for the TRIGGER which cannot be moved many blocks have different symbols,signifying the particular property of that block - at any time during play,pressing 'P' or F1 will pause the game and bring up the help screen,showing you the symbols and their meanings _. When you're sure you have positioned all of the blocks correctly,you have just ONE push to succeed.If successful,you must exit the open door within a time limit,otherwise the screen will have to be re-played. If you are unsuccessful at completing a screen,press ESC to re-try. G.I.ANT G.I.ANT is tough,and can fall from a pretty good height with just a dazed head.however,there is a limit,and if G.I.ANT falls too far,he will disintegrate.The lev  K8K 03usa.docp) RSI Demo Maker Kit Documentation -------------------------------- - NOTE - These Are The FULL COMPLETE Documents For The Use of The Red Sector Demo Maker And Should Not Be Edited In Any Way Shape Or Form So you went and copied the best demo maker ever produced and went straight into the program without reading the dox first (don't we all ?). But now after ho|urs of mega frustration and sweat you finally get around to reading the instructions. Up until now there have been none, but Android & Blackbeard of DIANETIX ripped its arse off and found out the following.... Music Routine ------------- Click on 'EDIT' to choose which module type you are loading. Most popular is the Protracker selection. Music ----- Click on load then wait for the directory to be loaded, then select the module by pointing to it with the mouse pointer and click-6ing the left mouse button (surprise surprise !). Then click on Ok or Load depending which version you are using. Upper And Lower Scrolltext Codes -------------------------------- Shift & S1-5 This should give you a grey 'S' followed by the number chosen. ie. S3 This gives the scrolltext its speed value and the default is 3. Shift & B1-3 This gives you copper pulse bars. Choices are left,right &5 middle spread. You can also edit the copper with 'EDIT' SCROLLBARCOLS. Shift & M0-1 Mirror Effect 0=off 1=on. Used in conjunction with the next command. The mirror only works with the 32 point fonts. Shift & C1-4 This is the colour backdrop for your mirror. You have 4 to edit. Shift & O0-1 This operation switches between 16 pt and 32 pt fonts in the upper and lower scroll areas. ÄrR 0 = 32pt / 1 = 16pt Shift & J1-4 This jumps your text. Only works with 16pt fonts. Shift & H Holds Your text for a while. Shift & L0-8 Displays a little logo for a while. Shift & W1-6 Wibbles the 32pt font. 6 different effects. Loading Your Own Graphics ------------------------- 1. Load your image into the converter. 2. Set the 'SAVE FILE AS' to IFF. 3. Cut your picture with the sizes given below. 4. Save em. they are readPJEy, but they must be exact !! Little Logo 16 Cols 320 By 54 Big Logo 16 Cols 320 By 158 32pt Font 16 Cols 320 By 192 16pt Font 1pl 1 Col 320 By 48 16pt Font 8 Cols 320 By 48 8pt Font 8 Cols 320 By 16 Vectorstars 4 Cols 128 By 15 8 Anims Starfields 4 Cols 48 By 9 3 Sizes Bobs 8 Cols 160 By 16 8 Anims Use the other utils on the DIANETIXjH RSI Extras Disks to create Vector Objects & Vector Balls. Best just to mess around with all of these, some pleasing effects can be created with the right co-ordinates, so here are some guiders for various effects. Plasma ------ This has 2 sine waves you must control ie. XADD1 - XADD2. XADD & YADD are raster separation variables. Speed etc. speak for themselves. High speed numbers reverse the direction of flow. Vectorstars ----------- When used in conjunction with a Vector ObS+{ject, use the same X,Y,Z, co-ordinates for both to create a 3D effect. Most of the controls are self evident, but mess around. Vectorballs ----------- Angles X,Y,Z - Start Angles Rotate X,Y,Z - Rotation Speed Add X,Y,Z - Object Path Bob Effect ---------- BobNo - Starting Anim Frame BobAnim - Ending Anim Frame ************************************************ * RSI Demomaker V2.0 Additions Start From Here *  wSc ************************************************ The Demo Menu ------------- 1. You can find out the time length and amount of kilobytes taken when you save your demo. 2. You can set a default timer to ask you to save your demo. 3. You can now set the default DIR to read & write. 4. I have found the addition of a genlock device compleately useless as it craches the program. 5. The format command now works without producing a guru meditation. New 32 Poi Zmsnt Font Wibbles ------------------------- 1 to 4 as before Shift & W5 = Text is upside down but occasionaly flips. Shift & W6 = Text is Right side up and ocasionally flips. New Commands ------------ 1. End of Demo now supports: Exit Demo Repeat Demo Reset Amiga Wait For Mouse Restart All Load Next Demo With A LogH     K 13OOR13.doccpʋ" _________________ / \ / /_______________________________ / \ / / | / _______________//\/\| / | / / / | / | / /| _________/ | ____ _____/| | / / | | \ \/ /| | / /| | |[BA.K] /) 6 / | | \ /_| | / ____/_| | |_______ / /___|____| /\ / | / / | \ / \ \ \ / | \ \ | / \ / / / / | / /______ | \ \ \ \/ /_________/ \__/ | |____________/ \______________/ \ / | | / / :::::::::::::: | | Typed By p2& \ / ::: CJ-USA ::: | | BARE-KNUCKLE /_/ ::: DOX! ::: |_____| * Crystal! * /\ :::::::::::::: // \ \__/ Loading on AMIGA - For A500 users switch ON computer and insert disc immediately. For A1000 users LOAD kickstart 1.2/1.3 as normal then insert disk on workbench prompt. CJ IN THE U.S.A Somewhere in the deepest darkest reaches of the african jungle CJ thep elephant is playing. Suddenly there is a explosion, CJ turns around and sees a plume of smoke rising from his family home. He races back as fast as he can but finds his mother, brothers and sisters gone ... KIDNAPPED and taken to America. Barely holding back his tears he vows to rescue his family and bring the evil hunter to justice! OBJECT OF THE GAME CJ's family have been kidnapped and taken to the U.S.A. His brothers and sisters have all managed to escape, but they %Yare all trapped in various states. CJ must find each member of his family then travel to the next state. His mother is being held by a hunter, so CJ must first remove him before she can be free. CJ must reach the end of each level where a large foe will challenge him. He can jump using his umbrella to break his fall. He can fire PEANUTS through his trunk or throw BOMBS. By eating the HAMBURGERS HOT DOGS he can replenish his energy. INVICIBILITY PILLS will make him immF.une for a while. LEVEL 1 .. New York Harbour to Central Station. Avoid Pit Bull Terriers, rats, renegade cops and alligators. Stay clear of the STREET GANGS. LEVEL 2 .. Chicago to Black Hills of Dakota. The wild west including Rats, rattlesnakes, cowboys and red indians. Watch out for the BIG FOOT! LEVEL 3 .. San francisco to Los Angeles. Keep a West Coast eye out for American footballers aand Klu Klux Klan. A hu+E2ge basketball playerguards the end of this level. LEVEL 4 .. Cape Canaveral to Disneyland. CJ's mother is hostage here, watch out for the hunter! CONTROLS Press 1 or 2 on title to change number of players ESC to quit P to pause and unpause JOYSTICK Up Jump Down Drop Bomb Left Move Left Right Move Right Fires Fire Peanut  /\ /\ ____________ __________________/ \ | U________/ \__ /\________ \SP \/ / / \_/ / \// / \ \ __ \ / / /\ / \\ / \ /\\ /_/ / _____/\ / //\\ __/ \\ /\ \ / \\/ \ _ / __/ ___\__ // \\/ / /\ \\_/ \\ \ / \__/ \/\ /____/ \_/ // \_/ / / \ // / / \ \_/ // / / / // / \_______ k______/____________________/ \___________/ \____/| //______/ /\ |/ ___________ /\ ___________ /\ |\ ______ // \_____________________ \ \/ \ / \/ \| \\ \ \ / / / \ _ / \/ / \ \\ \/\\ / / / /\\ / / \ _/ / \ \\ \ \\/\ _____/ ____/ / \\ / \ / __/ \ \\ \ \/\\__  n&%\ __/ / \\___/ /\ \_/ \ /\ \_// / / \\ \ /__/\___ / / / \ /\ \ \ // / / \\ /\_/ / \____/ \________\ / \_____/______\ //_____/\_\_____\\__/__________/ \/ \/ ( * ) C R Y S T A L U S A H E A D Q U A R T E R S ( * ) * 2 1 2 - 8 8 8 - 4 7 7 3 * (Roll-Over) * 2 1 2 - 8 8 /#K 10ik.docp" _________________ / \ / /_______________________________ / \ / / | / _______________//\/\| / | / / / | / | / /| _________/ | ____ _____/| | / / | | \ \/ /| | / /| | |[BA.K] /ׇA>D _________________________________________________________________________ /#########################################################################\ |#####...####..######..######......####...####..#####..##......##......###| |####.....###..######..########..#####.....###...####..##..######..#######| |###..###..##..######..########..####..###..##....###..##..######..#######| |###..###..##..######..########..####..###..##..#...#..##..######......###| |###.......##..######..########.!5v=K 09ne.docpآ˜.####.......##..##.....##..######..#######| |###..###..##..######..########..####..###..##..###....##..######..#######| |###..###..##...#####...#######..####..###..##..####...##..######..#######| |###..###..##......##......##......##..###..##..#####..##......##......###| |#########################################################################| |####################################################################{RB}#| |===============================================================ټ5==========| | | | ----> PRESENTS <---- | | | | FLOOR 13 FROM VIRGIN GAMES - DOCUMENTS | | | | SCANNED AND EDITED BY : RAZOR BLADE | | SUPPLIED BY q : THE HEDGEHOG | | | |-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-| | CALL ONE OF OUR BOARDS N-O-W | | WHQ - UNKNOWN PLEASURES --> +44 (0) 204 299 17 --> SYSOP: RAZOR BLADE | | UKHQ - SOAP CITY (DS!) --> +44 (0) 946 823 351 --> SYSOP: CHEM | | | | THIS (Nj;wON UK!) SPACE IS AVAILABLE .... CONTACT ME IF INTERESTED .... | |_________________________________________________________________________| FORM B23/943/77B CIRCULATION: PRIORITY 1-00 ORIGINATION: UNATTRIBUTABLE DATE: UNATTRIBUTABLE Welcome to Floor 13, Director General. This folder should serve to introduce you to the operational departments that your departing predecessor established before his untimely demise. Naturally, this is the only copy of this file in existence. A\Vll the word processor disks used in its creation have been reformatted and incinerated. Each report was personally written and keyed in by the head of the relevant section, and the separate documents were printed out once only and brought by hand by the department head to me. As you might expect, this document has the highest possible security clearance. Please follow procedure 24 for its destruction. You know who I am DG - I am the person who handed you this document when I ݰappointed you. And you are aware of what it is that I appointed you to achieve. There is no need to go into details here, but may I summarise? From time to time I will set you targets - please ensure that our popularity exceeds their popularity, particularly on the target dates. Naturally, neither you nor your department exists. Additional funds will be made available to you from time to time, but my financial bankers only pay on results. Finally, may I just re-iteraǐ5te that democracy is the finest form of social organisation. Scandals, bad publicity, blunders and double-dealing will adversely affect the opinion of our 'customers'. Make sure that our 'customers' remain happy to retain our 'services'. Do not attempt to initiate contact with me. If I need to converse with you, an appointment will be made in the usual manner. The Financial Resources At Your Disposal. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Sadly, your predecessor overspent ߄+0K 15gar.docdocpA@H _________________________________________________________________________ /#########################################################################\ |#####...####..######..######......####...####..#####..##......##......###| |####.....###..######..########..#####.....###...####..##..######..#######| |###..###..##..######..########..####..###..##....###..##..######..#######| |###..###..##..######..########..####..###..##..#...#..##..######......###| |###.......##..######..########.F}@?>SRQPONMLKJI^]\[ZYXWVUTihgfedcba`_tsrqponmlkj~}|{zyxwvuz9,RQPONMLKJ_^]$K 18gafort.doxpDWR -*- D U N E -*- DUNE: your mission! ------------------- You are Paul Atreides, son of the Lord Leto. You`ve just arrived on the desert planet called DUNE. with your family wh%Qo has the authorisa tion from the Emperor to extract the most precious substance of the whole galaxy:The Spice. In the past, only the worst enemies from the Atreides were allowed to do it: the Harkonnens. They control 1/3 of the planet. As Paul Atreides, you must convince the people from DUNE, the Fremens (the Harkonnens slaves) to join you to kick the Harkonnens out of Dune. 6̬ DUNE is a tactical game and then all the elements won`t be revealed in doc. YOU have to find to find the way to avoid the threat of the Harkonnens and free the Fremens. NB: There is an old Fremens prophecy which talks about a certain Mahdi (The ONe WHo Will Lead Us To Paradise) and of Lisan al-Gaib, `The Voice from Another World`, a prophet coming from another planet to free them5K from slavery. How to Control It! ------------------ DUNE is using windows and icons. No needs of the keyboard! You can play the whole game with your mouse bit also with the arrows and Return. 4L) The Main Screen --------------- The major part of the screen is seen throught the Paul`s eyes. On the bottom of the screen, you will find the main commands. On the right part of the screen, you will find the movements arrows which shows the directions you can chose at a certain moment (N,S,O,E). Inside the Palace, the little red circle will let you obtain a map of the different rooms and the other characters. Paul is a red point on the Map. In the middle of the board is the command paddle which indicates the available commands possible. The shining commands are available. It is the same for the chat command which let you inquire the characters and give 7\[ZYXWVUjihgfedcba`utsrqponmlk~}|{zyxwvhXK 29PERtetris.docp5#----------------------------------------------------------------------------- This File Was Downloaded From D . A . N . S . E M . A . C . A . B . R . E Node 1 Node 2 Node 3 Node 4 713-324-2139 713-324-2826 713-324-3088 713-PRI-VATE 4 Nodes Running AmiExpress -- GVP 68030 At 50 MHZ Amiga And Console Wares -- Phantasm Distribution Site ---> Date And Time Up j&?TSK 08nkEYKONG.docp/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ USA/FLT United Software Association USA/FLT Fairlight PC Division Proudly Presents Megafortress Qwik Dox by Three-Sixty Software ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mouse Play (Limited Keyboard) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ It is highly recommended that a mouse be used to operate Megafortress. When the mouse is chosen as the prime selection tool during startup, all selections in the game can be made by moving the pointer to an item and clicking on it with the left mouse button. Selectable items can be buttons, switches, objects on radar screens, objects on camera view sc#reens, or works on station monitor screens. The right mouse button is used to cycle through information supplied to database displays associated with maps in the mission assignment screens, and the Navigator's MAP mode screen. In addition, the "hot key" keyboard commands are available to the player from any station. KEYBOARD PLAY (NO MOUSE) ~~~~~~~~~~~~~~~~~~~~~~~~ A determined player can play the game !gw/o a mouse, using only the keyboard. This is NOT recommended, as the game often requires quick reactions that may be hindered by strictly keyboard-centered control--but it can be done. Keyboard play is accomplished by using the arrow keys and space bar, three function keys, and the "hot" keys listed at the end of this guide. ARROW KEYS ~~~~~~~~~~ The arrow keys operate in two modes to select item^ s, and to maneuver the aircraft: Mode 1: Selection ~~~~~~~~~~~~~~~~~ To select an item: 1) Position the pointer over a selector (selectors can be buttons or lights on a panel, or works on a station monitor) as follows: A) Use the up and down arrow (panel selector) keys to move the game pointer from panel to panel within a screen. B) Use the left and right arrow or Tab ands Shift-Tab (object selector) keys to move from selector to selector within a panel. 2) Tap the space bar. For example, since the REGISTER panel is the only panel on its screen, only the left and right arrow keys will work, moving the pointer within the panel from object to object. Mode 2: Flight Control ~~~~~~~~~~~~~~~~~~~~~~ 1) Tap the ALT key. The pointer will change into a small Mc airplane symbol, indicating that the arrow keys can now be used to make the aircraft turn or climb and descent. 2) Tap the Alt key again to return the arrow keys to the selection mode. Function Keys ~~~~~~~~~~~~~ Three function keys (F8, F9, and F10) are used to cycle through and select objects on the CRT monitors at various stations, as follows: Pilot, Copilot, EW, ]J\Jand OW Stations ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ F10............. With the monitors at any of these stations set to RADAR, tap F10 to cycle through the targets currently displayed. Navigator Station ~~~~~~~~~~~~~~~~~ MAP mode, with the WAYPOINT selector turned off: F10................ Tap F10 to cycle through the type of information currently selected in thH? ,K 16agemasterdoxp AG _________________________________________________________________________ /#########################################################################\ |#####...####..######..######......####...####..#####..##......##......###| |####.....###..######..########..#####.....###...####..##..######..#######| |###..###..##..######..########..####..###..##....###..##..######..#######| |###..###..##..######..########..####..###..##..#...#..##..######......###| |###.......##..######..########..¢-####.......##..##.....##..######..#######| |###..###..##..######..########..####..###..##..###....##..######..#######| |###..###..##...#####...#######..####..###..##..####...##..######..#######| |###..###..##......##......##......##..###..##..#####..##......##......###| |#########################################################################| |####################################################################{RB}#| |================================================================A=========| | | | ----> PRESENTS <---- | | | | Docs For Donkey Kong | | | | TYPED BY : CiARS/Alliance | | ލ | | | |-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-| | CALL ONE OF OUR BOARDS N-O-W | | WHQ - UNKNOWN PLEASURES --> +44 (0) 204 299 17 --> SYSOP: RAZOR BLADE | | | | THIS (NON UK!) SPACE IS AVAILABLE .... CONTACT ME IF INTERESTED .... | |_______________Yaa__________________________________________________________| Loading ~~~~~~~ To Load On The Game, Insert The Donkey Kong Disk Into Drive Df0: Turn On The Power Of The Amiga And The Game Will Then Auto-Load. Starting The Game ~~~~~~~~~~~~~~~~~ The Game Intro Will Load First, Press The Left Mouse Button To Quit It. After This Another Screen Will Appear Which Tells You Information About The Game. Pressing F10 Will Display The Coders Personal Thanks. Pressing The Fire Button On \qxThe Joystick WillDisplay The Next Screen. This Is The Main Menu. Press F1 To Start The Game In 1 Player Mode. You Will Then See This Screen: _______________________________________________________ | _________ ____________________ _________ | | | | | | | | | | | LIVES | | SCORE | | BONUS | | | |_________| |____________________| |_________| |  5C | _________ | | ______________________ | | | | | | | LEVEL | | | | | |_________| | | | |__________________________ | | | | | | | GAMEPLAY | | | | k^ | | | | SCREEN | | | | | | | | | | | |_________________________________________________| | | | | _________________________________________________ | | |  )Ro | | | | MESSAGE WINDOW | | | |_________________________________________________| | | | |_______________________________________________________| Lives: Displays Amount Of Lives Left Score: Displays Current Score Bonus: Displays Amount Of Bonus Left Level: Displays Lev SZH'el You Are Currently On Gameplay Screen: This Is Where You Play The Game Message Window: Displays General Information About The Game Controls ~~~~~~~~ The Game Is Controled Using A Joystick. The Joystick Controls Are: Left: Move Your Character Left Right: Move Your Character Right Down: Move Your Character Down Ladder Up: Move Your Character Up Ladder Fire: Jump / Use Weapon General Information ~~~~~~~~~~~~~~~~~~~ The Idea Of The Game Is To Get To The Top Of Theڋ˗=<;:987654@IHGFEDCBA&K 05RKqueen.crdpAP SKID ROW presents THE DARK QUEEN OF KRYNN Amiga Data Card System Requirements: DARK QUEEN OF KRYNN will run on an Amiga 500, 1000, 2000, or 3000 with 1 megabyte of system memory and 1 floppy drive. Playing from a hard disk in not required. However, hard disk installation is available on your game disks. Your hard disk must have at least 2 megabytes of H׃/     ('&%$#"! 3210/.-,+*)>K 06RKqueen.rulp> SKID ROW Presents DARK QUEEN OF KRYNN RULE BOOK INTRODUCTION ~~~~~~~~~~~~~ Welcome to the official ADVANCED DUNGEONS & DRAGONS computer product, THE DARK QUEEN OF KRYNN, a DRAGONLANCE fantasy role-playing epic. This game is based on the rules and background created by TSR, Inc. and a story line created especially for this game. THE DARK QUEEN OF bK 17AX.DOCp@TPP20 /TM ]LL\~Ɔn`|r>)>qQXQE/AG'GbELmiɅt.8  E=L@JH܀Of,0PVVO<B{ Kq025dȆ^ R2p$+,yA,θ<[[$`~[- B%S{D;TSBC A (Ho4 j1/Psc\*#F*O&Q(niH?4mp@XD$v[>R0%>pK M) '|M~y)|Ғ 0 ;[#A etZc,; x pW!"v[1aG" !5p:q3ŵi%W/E@U ؿueHpl&YM8Pv҄顳4 %Li K@@fDq$f 'EE'z z#6 + JJ2D%xo9}"r{x_Lv #Y`D6W0 ؒVk m-(? QaOȮ1bOpSGhL6/b<mMT.]a: PrSOvj*A^k7Q101y;~Dt "`wq,'"=j,VeCH #U}y 8P@`[SCI kC\Bp/)nBLsðj(A (Ԃ'7N{cgePɣ'Y