|AdamCon.org : ann|
|AdamCon 13||AdamCon 12||AdamCon 11||AdamCon 10|| Adam News Network Archive
Return to adamcon.org | Adam News Index | Volume 89
Return to index
By KEITH (SL7) On Fri Sep 15 1989 11:29 PM -- No responses --
Here is a little trick that makes your ADAM think it has been online for a long time. When you dial a phone number using ADAM Link press a key on the keyboard just after it has dialed the last number. Wait a sec then press WILD CARD which will put you in terminal mode and examine the on-line clock.
Has anyone gotten the strange SMARTKEYS that says koko and the other says face ?? What do these mean?
+---------------------+ | SOCA & IEAUG BBS | | Messages
Return to index
Return to index
Return to index
Return to index
** AWAUG BULLETINS ** ** UPDATED 9/21/89 **
THE MOST RECENT AWAUG MEETING: 9/16/89
WOW!!! That was the reaction of the large audience to the knock-out demonstration by Mark Gordon. His "plug-in" hard drive interface was a smashing success. He received the largest and longest applause ever given to a presenter in an AWAUG meeting.
The AWAUG members were very impressed with a single device that includes an interface for
Press any key a hard drive, two serial interfaces, a parallel interface and connectors for standard IBM disk drives!!! He used an IBM disk drive in the demonstraton and his own software. We were also impressed with his case for the hard drive with a build-in power unit. His complete "turn-key" package (including the hard drive/case/power unit/interface/software and support) is available at just under $400.00.
For those who have not met Mark Gordon, be advised that he is a professional computer builder who has focused his talents on the ADAM because
Press any key his son asked him to build a hard drive interface for him. As his project developed he has made a larger and larger investment in the effort.
Mark says that he now intends to continue to expand his ADAM product and plans to build similar devices for other types of computers as well. Mark advised me tonight (9/21) that he will be attending the ADAM Convention on October 7 and 8 (Fri & Sat) and that he will be domonstrating his interface (et al) on the afternoon of the 8th.
He has also set up a special phone line for orders and questions. His number is (703) 620-1372.
BUT WHAT HAS BJ BEEN UP TO???
The guy is busy attaching more hard drives to his ADAM. Yes - First it was three disk drives and two tape drives, then it was four, then eight (stacked on on top of the other). Then it was a 20 meg disk drive, now a 40 meg disk
Press any key drive with plans for up to four of them. (I wonder if he still has those tape drives buried somewhere in there?)
Not only that he is running the hands-down best BBS going. Just look in the NET section at his latest messages and bulletins. He calls his place ADAM, GROUND ZERO and it is a deserving title.
BJ - More power to ya!! You make the ADAM world a more interesting place.
Mark advised me to
Return to index
This month from the BARRY PATCH comes (l) THE ULTIMATE COPY PROTECTION and (2) LETTERS TO THE BARRY PATCH.
THE ULTIMATE COPY PROTECTION
As you are all aware there has been a continual battle between software pirate and software producer. The software producers now going increasingly to copy protection.
Well I have by chance stumbled onto the FINAL ULTIMATE COPY PROTECTION.
AND SUPRISINGLY IT HAS ALWAYS BEEN HERE, it is nothing new but no one has thought of it as copy protection.
The ULTIMATE COPY PROTECTION IS CP/M. Which must stand for C(OPY)P(ROTECTED )/M(EDIA).
What do I mean. Well anyone who has gotten a CP/M program which has been crunched, squeezed, libraried, archived, sterilized, pasteurized and homogenized will know what I mean.
You have the file, it is there. But can you use it ?????? To use it you must now get many many other programs (probably each one of which also has been crunched, libraried, etc.) to use it.
ONLY after you have uncrunched the file can you then unsqueeze it, which allows you to delibrary it, and then un (or is it de-) archive it, etc. etc. etc.
To me this is the ultimate in copy protection. I know of a few pirates who DIED before they had completed the procedures necessary to get a file into a form from which they could actually use it.
Actually I liked this article so well, I was going to crunch it, squeeze it, library it, archive it , pasteurize it, homogenize it, and finally upload it with xyzmodem protocol. But I couldn't delibrary my crunched version of the unsqueezed archive file called CP/M Made Easy.
Oh well, I guess I'll have to pay retail and buy the program if I really want it. Besides the 6 months time I save will be well worth the retail price.
LETTERS TO THE BARRY PATCH:
Dear Barry Patch:
I am losing my husband not to another woman but to a computer. Each evening when he comes home from work, he rapidly eats dinner and then goes immediately to his Adam Computer. I do not see him again until bedtime and often I am asleep by the time he finally leaves his Adam Computer and goes to sleep. (Signed) Lonely and worried
Dear Lonely and worried:
What you have described is not an uncommon problem. It is found in almost 98% of all homes with Adam computers. There are several things you might try: (l) buy an Adam computer for yourself and you will have much to occupy your time; (2) sign up for my $l,000.00 learn the Adam Computer by Mail Course which will give you a knowledge of Adam and a nice certificate suitable for framing. Once you have completed my course you will be able to get to the computer first and spend hours &hours on it, thereby blocking your husband from using it and causing him to feel the same lonliness and isolation you now feel; (3) contact a software pirate, they can copy & duplicate anything; have them make a copy of your husband and you can stay with the copy while your husband is with the computer; (4) if you are really lonely and attractive, send a photo and your phone number. I have not mentioned the obvious solution of re-wiring the computer to give your husband an electric shock each time he tries to use it as that was so simple & straightforward I was sure you had already tried it.
ANYONE HAVE SIMILAR PROBLEMS OR ANY PROBLEM INVOLVING THE ADAM COMPUTER IS INVITED TO WRITE THE BARRY PATCH FOR ANOTHER FINE SOLUTION.
Return to index
Return to index
Return to index
There are certain items of business that MUST be handled for this A.N.N. system to work.
l. EVERYONE MUST AGREE TO COPY & REMAIL TO BETWEEN l-3 PEOPLE. I will assign people, but we are approaching the end of my list of those I want to reach and then you are free to suggest others. Look at distribution file to see who is missing that you think should be there.
2. EVERYONE MUST indicate what size drives they have so we can consider sending some on 320K, 720k,etc. for efficency sake.
3. IF YOU DO NOT WANT TO RECEIVE THESE , LET ME KNOW, we can replace you with someone else that does want these.
4. SOME METHOD OF REPAY FOR THE DISKS USED IS NEEDED. I have received the two following suggestions: l. Each person periodically mail blank disks equal in number to those he received to the person doing the actual mailing to him. (At least every 3 months if not more often).
2. A fee be charged which would be equivalent to the costs of l years worth of disks, mailers, postage, etc. Estimated to be $48.00 at this time This is NOT meant to be a profit making venture but I have expenses as well as those who have been kind enough to recopy and remail. We need to work out some method of keeping this working without undue burden on any one.
5. WHILE MANY GROUPS HAVE BEEN KIND ENOUGH TO CONTRIBUTE ITEMS, OTHERS HAVE NOT. Suggests have been received that ALL groups be required to contribute and IF a newsletter, their ENTIRE newsletter on disk be required.
I would rather not go that far as of yet. First, I do not think I could handle everyone's complete newsletter. Second it would make the amount of disks being sent monthly for A.N.N. to go from l-3 to probably 4-8.
I WOULD LIKE AS MANY GROUPS AS POSSIBLE TO SEND SOME CONTRIBUTION ON DISK PERIODCIALLY. If this does not work we may have to make some changes.
6. I WOULD LIKE YOU ALL TO SOLICATE THE VARIOUS SUPPLIERS, DEALERS, DEVELOPERS, ETC. to send news items about their activities, new products, etc.
7. SOME CONSIDERATION SHOULD BE GIVEN TO MAKING PAID ADVERTISING AVAILABLE ON THESE DISKS. THE dealers, producers, etc. would pay $X.XX for YY K of space on an A.N.N.
Again this is NOT for profit but maybe as an alternative to requiring receipents to pay or people to send blank discs back, etc.
8. YOU NEED TO SHARE THE INFORMATION ON A.N.N. WITH AS MANY AS YOU CAN. Certainly this should be done with newsletter editors, BBS sysops, AUG officers, and other people with big mouths. (Just kidding).
9. FEEDBACK. We (I) need feedback. Let us know if you have suggestions, comments, etc. What you like, do not like about it. (No criticism of Barry Patch or my other articles allowed. Again, kinda kidding).
l0. PIRACY. I am working on a system where ordinary Adam owners from various parts of the country contact suspected pirates and try to order from them. Once we have proof that piracy is going on, I will send an attorney demand letter demanding an accounting, royalty payment and cease activities. If this does not work, we should strongly consider turning the matter over to postal authorities and local prosecuting attorneys.
I ask that you let me know if your GROUP will cooperate in this venture. Basically this means an ordinary Adam owner NOT WELL KNOWN would write (at my direction) to the suspected pirates, etc.
You should report suspected pirates to me with as much detail as possible on their activities. THIS CAN ALSO INCLUDE DEALERS who may be suspected of piracy. While most dealers are activily working for the good of Adam, rumors of a few who buy one copy from the producer and that make many copies to sell keep appearing. If true this needs to be stopped, if not true we need to stop the rumors. DISKS TO KEEP INFORMED.
Thank you for your continued cooperation.
ry to order from them. Once we have proof t
Return to index
Robin Hood did an excellent job of explaining the solution, but because of typos or perhaps because of different versions of Deadline, it didn't work on my copy. So, the corrections are attributable to me, Tamerlane of the Ring. From the front path of the Robner's estate, go [N] to the front door of the house. Type "OPEN DOOR" and go [N] into the Robners' house. From inside the door, go [N,E] and type "CLIMB STAIRS" twice (or you can just go [U,U]) to get to the second level of the estate. From there, go [W,W,W,W,N] to the library where you will start the first of a series of Sherlock Holmes-type activities.
In Deadline, you need to establish the motive and method for the murder beyond all reasonable doubt before you can arrest the guilty party. If you don't have an air-tight case, the jury will acquit the defendant. It is here in the library where we go about establishing the method by which poor Mr. Robner was done in.
First off, type "EXAMINE RUG" (or just "LOOK RUG"). You will find some mud spots which is your first clue. Now, "GET THE CUP, PAD, CALENDAR AND PENCIL" and "RUB PENCIL ON PAD" and then "TURN PAGE OF CALENDAR." Aha! Perhaps a clue as to the motive? Let's see if we can substantiate the method a little more...that mud on the rug was very interesting. Type "OPEN BALCONY DOOR" and go [N] onto the balcony. Check out the railing by typing "EXAMINE RAILING" and you will see some scratches, lending credence to the theory that perhaps the murderer climbed up the balcony from the ground below where he (or she) got mud on his shoes. Let's have a look below and check for some indication that the murderer was indeed below the balcony.
DEADLINE Part Two To leave the balcony, go [S,S,E,E,E,E,D,D,W,S]. Type "OPEN DOOR" and go [S] back to the front door. Now go [E,E,SE] to the shed where you will see a ladder. Type "EXAMINE LADDER."
Hmmm! This ladder- and-balcony theory is looking good! Let's see if we can prove the ladder was below the balcony. This will have to wait a while, though, because it's getting late in the morning and we have to do some more checking in the house before the reading of the will takes place. And besides that, we need to talk to Mr. McNabb and he doesn't seem to be in the mood right now.
Go back to the house by heading [N,S,N] and head back upstairs with [N,N,E,U,U]. Let's see what else we can find upstairs. Go [S,S] into Dunbar's bathroom. Type "OPEN CABINET" and "EXAMINE LOBLO." Aha, again! Now we go back downstairs and see if we can find Mr. McNabb to see if he knows anything about a ladder under the balcony. Go [N,N,D,D,W,S,S]. Let's take a break for a while. Type "WAIT UNTIL 11:30."
And now for Mr. McNabb. Let's try the garden path first with [E,NE,E,W]. If McNabb is not around, just wait for a while or snoop around the area and he will soon show up. Deadline is very unpredictable when it comes to the various characters moving around the scenario. Once you spot McNabb, go to him and say "HEY MCNABB" followed by "WHAT IS WRONG." He will tell you about some holes he found in his garden so, naturally, you say "SHOW ME THE HOLES." He will take off and you "FOLLOW HIM." When he stops, type "EXAMINE HOLES." Eureka! The ladder was here and the depth of the holes proves somebody climbed it up to the balcony!
To make sure we cover every angle, type "EXAMINE GROUND" and "DIG AROUND HOLES." Hmmm...wonder what this could be about? To find out, type "ANALYZE FRAGMENT FOR LOBLO." Oops, it's later than we thought! Back to the house for the reading of the will. Go [N,SW,SE,E] to the house and [N,N,W] into the living room. Now just "WAIT" for the will to be read.
DEADLINE Part Three After the will is read, you decide to see if you can roust some of those present into giving you some clues as to the guilty party and, perhaps, the motive for the crime. Let's start with George. Type "SHOW GEORGE THE CALENDAR." He will get very nervous and start heading out of the room. Type "FOLLOW HIM" until he finally goes to his room. He will keep telling you to leave him alone, but just keep following him until he enters his room. At this point, you decide to see if George knows more then he's telling. You aren't going to get anything from him here, so let's go to the balcony and wait to see if he does anything. Go [W,N,N] to the balcony and type "WAIT 10 MINUTES." Voila! Here he comes! Wait until he goes behind the bookshelf and then type "WAIT 4 MINUTES" to give him time to really get his hands into the cookie jar.
When your 4 minutes are up, go [S], "EXAMINE BOOKSHELF," "PRESS BUTTON," and go [E]. Ha! Caught him red-handed!! Type "GET WILL," "LOOK SAFE," "GET PAPERS," and "READ PAPERS." Things are beginning to look up! Let's see if we can substantiate some of this stuff. Go back to the living room with [W,S,E,E,E,E,D,D,W,W]. My, isn't this cozy! Type "HEY BAXTER," "WHAT ABOUT FOCUS." You know he's lying so you "SHOW PAPERS TO BAXTER." Ah, that's better! Now for some clever psycho-detective work. Type "SHOW LAB REPORT TO DUNBAR" and "SHOW LAB REPORT TO BAXTER." Whip around and "ACCUSE DUNBAR." Hmmm...a tad nervous, isn't she? Perhaps we should go off and wait to see what develops. Go [E] to leave the room and "WAIT FOR DUNBAR." Just as we suspected! When she passes you, type "FOLLOW HER." Once outside the house, she will drop a ticket. Type "GET TICKET" and "READ TICKET." WOW! This is getting good! Type "SHOW TICKET TO DUNBAR." You know you've got her on the run now so head off to the shed to wait and see what develops. Go [E,E,SE] and "WAIT FOR BAXTER." When they both show up, "SHOW TICKET TO BAXTER" and "ARREST BAXTER AND DUNBAR." You didn't believe them for a minute, did you?
Due to the dynamic nature of Deadline, there are several ways to end up accusing Baxter and Dunbar of the murder. There are also more puzzles to solve, but this is all that is necessary to put together an air-tight case against them. If you have other methods of solving Deadline, let us know!
Return to index
Return to index
Ok, the game begins with your being summoned by Belboz to a council of the Circle of Enchanters. You are told that you must put an end to Krill, a nasty and powerful Wizard, after which, with your trusty spell book, you are sent into the game proper, where you find yourself at a fork in the road. From there, go NE, then North, and you will be in a shack. Get the jug and the lantern, then open the oven door and get the bread. You have food, now you need some water.
Go South from the shack, then NE, SE, NE to the Shady Brook. Here you fill your jug with water. Head SW SE to another fork in the road, and from there SW SW to a deserted village. Well, almost deserted. There's one place that seems to be inhabited. You head South, and run into an old crone who hands you a spell scroll, and pushes you back out the door again. This scroll has the REZROV spell. Use the GNUSTO spell to write it into your spell book, then learn the spell. Now, go NE NE, and you're back at the fork. From there, head along East until you come to the outer gate of Krill's castle. REZROV the gate, then continue East to the inside gate.
Learn the FROTZ, NITFOL, and REZROV spells. FROTZ the lantern, then go North twice to the tower, and then Up the tower steps to the Jewel Room. There is an egg here, with all manner of little switches and doodads on it. You could actually open the egg by figuring out the proper sequence, but that isn't necessary. REZROV the egg, and it will open, to reveal a shredded scroll. There is no way to avoid this, even if you opened it by hand. Don't worry about that, however. Just get the scroll, and drop the egg. Learn REZROV once more (very handy, that spell!), then go Down to the Tower, and from there due East through the four Mirror Rooms to the North Gate. REZROV the gate.
Now move out North through the gate to the Woods. Here you find another spell scroll. This is the KREBF spell, which will repair the shredded scroll. You will only need this spell once, so you don't really have to GNUSTO it. In any case, cast the KREBF spell on the shredded scroll, which will be restored and usable. The spell on this scroll is ZIFMIA. GNUSTO that one, then walk East to the Swamp. NITFOL the frogs, who will tell you how to get the CLEESH spell. GNUSTO that one, too.
Now, return to the North Gate, and from there go back West through the Mirror Rooms to the Tower, and then from there due South until you come to the SouthWest Tower. Go East to the South Hall, then South to dungeon. Open the cell door and enter the cell. Examine the walls. Aha! A loose block! Move the block, and you will be able to move East into a secret room. There is another spell scroll here, the EXEX spell. Get the scroll and GNUSTO the spell. You will also find a silver spoon here, but that item is just "window dressing"; it has no useful purpose in the game, you should leave it behind. Now go back West, then South and Up to the South Hall again.
Drop everything you have, and go East into the Gallery. In the dark, you will see that one portrait is lit up. Move that, and you will find a black candle and a black scroll. The scroll holds the OZMOO spell. Get these items and return West. Pick up your supplies (you won't need the lantern if you take the candle), then GNUSTO the OZMOO spell. About now, you're probably feeling a bit tired. Go West to the Tower, and Up the stairs. Well, look at that! A comfy featherbed. Get into bed and drift off to sleep.
THE ENCHANTER Part Two While you sleep, you have a dream. The dream is an indication of the location of another scroll. When morning comes, get up, then examine the bedpost. Aha! A hidden switch! Press it, and a compartment will open up, revealing the VAXUM spell. Get that scroll and GNUSTO the spell. It will soon be time for you to get yourself killed (among other things), so learn the OZMOO, NITFOL, and EXEX spells.
Go down the stairs, the head East until you come to the South Gate. Go South from there to the meadow, then SE to the Shore. Here you will see a giant turtle with a rainbow-colored shell. Cast NITFOL on the turtle, then tell him to follow you. Return to the South Gate and go East from there to the base of the SouthEast Tower. Go up the stairs, and you will be in the Engine Room, which is full of all sorts of dangerous and incomprehensible machinery. Cast EXEX spell on the turtle, then tell him to go SE and get the scroll.
The speed spell will make him fast enough to dodge safely through that room into the Control Room, where the Kulcad spell scroll is. On his way back, he'll set off a trap, but his heavy shell will protect him. You couldn't have managed it, because you have no protection from the sharp spears. The turtle will give you the scroll, then return to the beach. The Kulcad spell is too powerful for you to GNUSTO, so you'll have to just hold on to the scroll until you need it. And now, it's time for you to die.
Go down the stairs, then West to the Hall and North to the Closet. Pick up the Jeweled Box and continue North to the Courtyard. Don't bother trying REZROV on the Box; even that spell isn't powerful enough to open it. Just go East to the front of the temple, drop everything you have, then go East once more. You will be captured and put in a cell to await a sacrificial ceremony, at which you will be the guest of honor.
Now, OZMOO yourself, and Wait. The creatures will soon come for you, and you will be offered up on an altar and a knife plunged into your heart. Because of the OZMOO spell, you won't really be dead. However, you now have the means of opening the Jeweled Box. Once you are on your feet again, step down from the altar, amd go East back to the courtyard. Cut the rope, then open the box and get the MELBOR scroll. Pick up the rest of your possesions, and GNUSTO the MELBOR spell.
Now, learn MELBOR, VAXUM and ZIFMIA, then head West, West to the Inside Gate, and from there to the Mirror Rooms. Here you must wait until you see the Adventurer on the other side of the mirror. At that point, ZIFMIA Adventurer, and he will appear before you, a little bit upset. Since you have a move to spare here, MELBOR yourself, then VAXUM the Adventurer, who will now be very friendly towards you. He will also be looking at your inventory with covetous eyes.
As soon as he's been VAXUM'd, head directly East until you come to the Guarded Room. Don't worry, your new friend will follow you along. Once at the door (and you should carefully read the description of it; it's really amusing), tell the Adventurer to open it. He will do so, and the illusions of monsters will disappear, revealing only a plain wooden door. Go North through the door into the Map Room.
Here is one of those variable things in the game. There are several objects in this room, two of which, the map and the pencil, are crucial to your success. Sometimes, the Adventurer will pick up one or both of these items. You must get them back from him before he leaves, or you may never catch up to him again, in which case the game is lost. If the Adventurer picks up something you need, tell him to give it to you, and he will. In any case, you should drop the dagger now because you don't need it anymore. You also won't need the purple scroll with the FILFRE spell. Make sure you have the map and the pencil, then go back to the North Gate, and from there South to the Library.
Examine the ashes on the floor, then the tracks in the ashes. These will lead you to a mousehole in the wall. Reach inside, and you will find the scroll with the GONDAR spell. GNUSTO that one. While you're poking about here, you might hear gutteral voices coming towards you. Don't worry; the MELBOR spell will keep you protected from any of the hairy creatures that might enter the room.
THE ENCHANTER Part Three There is also a dusty old book here that you might want to read, as it will help you to understand what you're doing next. From the Library, return to the South Hall, then go down into the dungeon, and down once more to the first Translucent Room. You will probably be tired now, so just go to sleep right where you are; nothing will hurt you. You only had to sleep in the bed to have the dream to find the VAXUM spell.
When you wake up, eat and drink if necessary, then drop your spell book and the jug. Look at the map, and you will see some lettered points connected by lines. This is a magic map of the area where you are now. If you connect two adjacent points with the pencil, an opening will actually appear between those two rooms. Likewise, if you erase a line between two points, then you close off the opening between the two rooms. However, you can only use the eraser twice and the point twice before each becomes useless. Now that you know what you have, let's put it to some good use.
You are standing at the moment at point B on the map. From there, move South, East, NE, SE, and you will be at point F. The point all by itself, P, is where the Unseen Terror currently resides, and you are about to free it. Draw a line from P to F. You will see the opening appear in the wall before your eyes, and then a very scared Belboz will appear briefly with a warning. Now, move SW twice (the first time you won't get anywhere) and you will be at point P, where the GUNCHO spell is.
Now, erase the line from B to R, which will keep the Terror from escaping. Also erase the line from M to V, which traps him in the rooms again. Pick up the GUNCHO scroll, and make your way to point J. Draw a line from J to B, then walk West to B and get your spell book. Learn the CLEESH, GONDAR, and MELBOR spells. The GUNCHO spell is too strong to be written in your book, so you'll have to carry the scroll with you.
Now, go Up twice to the South Hall. MELBOR yourself, then go West to the South Gate, and from there due North to the Junction. At that point, head East twice to the Winding Stairs. This is another powerful illusion; no matter how much you walk up or down, you will never get anywhere. KULCAD the stairs, and they will disappear, leaving you over a Bottomless bannister turned into a vellum scroll containing the IZYUK spell. IZYUK yoursel, and fly East into (ta-da!) The Warlock's Tower!
Here, at last, you come face-to-face with Krill himself. However, before you can take care of him, you will have to get rid of a couple of his friends. When the dragon attacks, GONDAR the dragon, and when the being attacks, CLEESH him. Now, you're ready for the main event. As Krill begins his chant, GUNCHO him. He is banished forever from this plane of existence, and you have become a member of the Circle Of Enchanters!! Of course, this is just the beginning; there will be other tasks awaiting you in the future......
, then go West to the South Gate, and from there due North to the Junction. At that poi
Return to index
Return to index
by Nice Ideas for Colecovision
This game is one of the most unusual games I've played on the Adam. It has one/two player options and has four skill levels. The instructions come in the form of a poem and gives clues on how to play the game. The game consists mainly of two different screens. The first screen is an angled maze that looks like the ramparts of a castle. In this screen you must merge all your Gleeb's into one in order to pass through the mirror to the other screen. Occasionally, you will need to avoid roaming lizards and birds depending on the level you have selected to play. If you run into either the birds or lizards you will either lose time or gain more Gleebs. When you pass through the mirror to the second screen, you enter a cube-like girder design. Here you reverse your actions of the previous screen. You must now separate your Gleeb into four individual Gleebs in order to pass through the mirror back to the other side.
The fire buttons control the merge and separation moves (this is the hardest part to learn). My younger sons and I had a hard time trying to maneuver through this game, but my nine year old did quite well. It is very important to learn when to press the fire button for merging or separating. There are only certain points on the screen that this can be done. Remember this--when you press the buttons, the action is "saved" until the point is reached. Over zealous pressing can cause delayed action with unpredictable results, therefore try to identify the points as quickly as possible. This is an interesting game, but not one I feel my family will enjoy until they are older. l
Return to index
Return to index
Return to index
LEARNING WITH LOGO PART 4
BY: RICKI J. GERLACH
Now that we understand a little about moving the turtles around, in Logo, we can do some rather unique and pretty designs with Logo. We can write our own procedures, using the complex recursions to draw for us. This program will draw triangles inside of larger triangles (nested so to speak). We can better visualize how this process works if we first remove the recursive call. We enter the following procedure:
TO NEST.TRI :SIZE IF OR :SIZE < 10 :SIZE > 180 [STOP] ST CS PU SETPOS [ -30 -30] PD NTRI :SIZE HT WAIT 180 CT END
Now we enter the procedure
TO NTRI :SIZE NTRI :SIZE / 2 FD :SIZE RT 120 END
Now we enter the command:
First, we notice that if we remove the recursive call, NTRI draws a simple triangle, so long as the input :SIZE is larger or equal to ten. However, with the recursive NTRI buried in the REPEAT command, we see that it is called again (repeats 3 times) with new inputs, :SIZE/2, before the turtle takes even one step forward. Thus, the smaller, inside triangles actually are called at successively lower levels (and smaller sizes) until a STOP is reached. Then, as the procedures retrace their steps (at increasingly higher levels), the triangle part of each procedure is completed. The last triangle to be drawn is the largestone, done at toplevel. To see this, enter the next procedure:
TO NTRI :SIZE IF :SIZE < 10 [STOP] REPEAT 3 [NTRI :SIZE / 2 FD :SIZE RT 120 ] END
To run, enter a command, such as
and watch what happens now to the single triangle. Now, lets enter a program to draw other polygons. Before we do, we either have to save the above, by entering
or just erase the procedures, in which we would enter
If you decide to first save it to disk, make sure to erase the procedures after saving them. The next set of procedures will draw squares, pentagons, hexagons, circles, etc. The number of sides to the polygon is given by the variable N. It is possible (and often desirable) to draw smaller polygons inside of the larger ones. Nested recursion makes this possible. The variable DEPTH controls the number of levels of recursion that takes place. If the value of DEPTH is one (1) the recursive process goes on indefinitely, with no drawings made. If the value of DEPTH is large, about 10, then only one polygon is drawn. The procedures are as follows:
TO NEST.POLY :SIZE :N :DEPTH IF :SIZE < 10 [PR [SIZE TOO SMALL !] STOP ] IF :N < 4 [PR [NEED AT LEAST FOUR SIDES !] STOP] IF :DEPTH < 2 [PR [DEPTH TOO SMALL !] STOP ] ST CS PU SETPOS [ 0 0 ] PD NPOLY :SIZE :N :DEPTH HT WAIT 180 CT END
TO NPOLY :SIZE :N :DEPTH IF :SIZE < 10 [STOP] REPEAT :N [POLY :SIZE / :DEPTH :N :DEPTH FD :SIZE RT 360 / :N ] END
Save this under the name NEST.POLY Now, you can try some of the following for different designs:
NEST.POLY 100 4 2 NEST.POLY 30 13 2 NEST.POLY 60 7 2 NEST.POLY 40 6 4
Experiment with the inputs, to get different designs. n by the variable N. I
Return to index
Return to index
by Parker Brothers
This is a one player game which you can start on one of three levels. As you descend down the rope into the fortress, you enter a world full of deadly traps and untold wealth. This is a game similar to Pitfall and Miner 2049'er. Your objective is to guide Panama Joe through the fortress to the Treasure Room. As you travel, you will pass through up to 100 different rooms. Among the hazards you'll encounter are: laser gates, killer skulls, snakes, conveyor belts, disappearing floors, doors, ladders, spiders, fire pits, poles, and chains. Besides the jewels you'll collect, you will also need to pick up amulets, keys, swords, and torches to help you on your way.
This game is different from most other games I've played. In other games, the scenes were virtually the same regardless of level and the only difference was in the degree of difficulty in overcoming the hazards. In this game, all levels seem to be equally hard and the rooms are different on each level. The escapes on the rooms that look the same may change drastically from one level to the next, as well as the dangers and rewards. One bonus: on level one, after losing all six of your men, you may continue with zero points right where you ended. This option is not available on the other levels.
If you make it to the Treasure Room, you must leap blindly from chain to chain trying to collect all the loot you can before your time runs out. Montezuma's Revenge actually has nine levels, although noe of us have gotten anywhere near that many yet. My four year old gets the greatest kick out of jumping Panama Joe into the nearest fiery pit. Enjoy. elp you on your way. This game is different from most other games I've played. In other games, the scenes were v
Return to index
Return to index
by Renegade Software
I'm a pinball addict from way back. I've always found pinball a great and harmless way to relax and get rid of unwanted stress or anger. This program is a great way to unwind. This is a collection of ten pinball games, varying in difficulty and graphics.
For a brief preview of the ten games:
1)DEEPSPACE--You're flying in deep space with stars all around. All you can see are the stars, a few space ships, and what you fear might be a black hole.........WATCH OUT.
2)RED HOT--Everything is RED all over....don't get zapped! On this one, there are three plungers and lots of flippers.
3)BARON--This one has some of the nicest graphics. My sons especially liked the plane that is doing the tail-dive. There's alot of fast action, with double plungers and double balls. This one is a family favorite.
4)EGYPT--This was the hardest of the collection for me to play. The plunger seems to lack the power you find in the other games. Bonuses aren't hard to get, but watch out for the .........MUMMY.
5)FAST FOOD--My sons really loved this one--just like a quick trip to McDonald's. Hope you have some munchies near by when playing this one, as the graphics will make your stomach do flippies. This one also has two plungers and a lot of action.
6)N AMERICA--This game honors two of the North American countries: Canada and the United States. The action is slower on this one but you can really add up the bonuses. This one is nicely decorated with the flags of both countries.
7)CLOWN--My youngest son squealed with delight when he tried this one. The graphics are of a simple but silly clown--guranteed to get youngsters attention. This one is a lot of fun and has a lot of action. Watch out for the arrow or you'll get the point....
8)BONES--This is another one of my personal favorites. The action on this one reminds me of the action on the Rock & Roll game of another collection. Get the ball in the rib cage area and you'll accumulate a lot of points--but danger also lurks close by. I especially liked the way the flippers were incorporated into the graphics.
9)DISTORTIN--All is not what it seems on this one. Watch out for an interesting use of magnets. You can really talley up bonus points on this one.
10)CASTLE--This one has great graphics but is similar to EGYPT. Doors can be deadly, if you're not careful. But there's plenty of treasure to be found if you try for the towers.
This is a great addition to the other pinball collections available for the ADAM. You have the choice of one or two players. Logic is stored on the disk so it is not necessary to boot the Pinball Construction disk in order to play the games. This disk will provide all you pinball wizards hours of enjoyment.
8)BONES--This is another one of my personal favorites. The action o
Return to index
My family has played POPEYE for over two years on our TI99/4A, so it was with great pleasure we got to play it on our Adam. Our only disappointment was that this is the only game we've ever played that the graphics were better on the TI version. In every other way, the Adam version was superior. In the first screen, Olive is tossing hearts for Popeye to catch while avoiding Bluto and his henchmen. Bluto is always trying his best to clobber Popeye. Bluto can reach down to the level below or grab up to the level above in trying to catch Popeye. Popeye can only touch Bluto after he's eaten his spinach and turned green. Bluto and his green hag friend throw bottles at Popeye when they are both on the same level. The green hag throws only one bottle (but sometimes there are two, one on each side, at one time). Bluto, on the other hand, will get mad and throw multiple bottles at Popeye. Popeye must either move to another level to avoid the bottles or try to punch them out of his way. At the top of the screen is a boxing glove. If Popeye can hit the glove to release a basket on Bluto's head, he can gain extra points. If a heart falls all the way to the bottom, the music changes and Popeye must go to the bottom to retrieve the heart before it turns white. When Popeye has picked up all the hearts, he advances to the next screen.
On the second screen, Popeye must catch all the musical notes. He still has to avoid Bluto and all his henchmen. Popeye can jump on a seesaw with Wimpy to catapult himself to the highest level. When making this jump, if he hits Sweet Pea, he gets extra points. There is spinach on this screen too. After catching all the notes, Popeye goes on to the last screen. This screen is on board a ship. Olive is up in the crow's nest throwing down the letters to spell "help". As Popeye catches these letters, a ladder begins to be built up to where Olive is. Besides Bluto and his henchmen from previous screens, you also have a rather nasty bird to deal with--but a well placed sock will knock the bird out of your way. This is a fun game that is great for kids of all ages. My kids play this game over and over and over...........
d Popeye must go to the bottom to retrieve the heart before it turns white. When Popeye h
Return to index
Presently the following REQUIREMENTS are in effect for using & being a part of this system:
l. YOU MUST GIVE PROPER CREDIT TO THE GROUP, ORGANIZATION AND THE INDIVIDUAL AUTHOR of any material taken from here. Failure to do so may result in your being excluded from this system.
2. To help cut down my time & expenses in producing these monthly mailings each person on the mailing list is REQUIRED to make copies and distribute to at least one other person or group (WHICH I WILL ASSIGN TO YOU) or upto THREE copies & remailings. Obviously, the more (3) you do, the more people we can reach. At this time I will assign these mailings, although you can make your suggestions as to who you would like to remail to or who you think should be added onto the list.
3. IF you would prefer to pay a cash fee rather than do a remailing, contact me and we will see what we can work out. However, this is NOT meant to be a profit making venture (& has costs me considerable in disks & postage upto this point), so I would prefer you do remailings rather than pay a cash fee at this time. But if the remailings are a problem, contact me.
4. BBS SYSOPS ARE ASKED TO UPLOAD TO THEIR AND OTHER ADAM BBSs ANY INFORMATION WHICH APPEARS TO BE OF INTEREST OR IMPORTANCE. This can take the place of your doing a remailing. YOU are invited to upload the entire mailing as one or two large files on your BBS for downing loading etc.
5. YOU ARE REQUESTED TO SHARE THIS INFORMATION WITH your newsletter editor, your BBS sysop, your members & officers.
6. WHILE it is felt that information included is correct and accurate, I take no responsibility for its accuracy, correctness, content, suggestions,etc. and you should use the same at your own risk.
7. I will try to indicate the source of the item in either the file name or internally in the file. Some things may have their own separate disk.
8. IF you do not wish to continue on the mailing list, please inform me so you name can be removed and someone else be added in your place.
9. WHILE IT IS NOT A REQUIREMENT AT THIS TIME THAT YOU SUBMIT ITEMS TO ME for this mailing, that is the ONLY way in which we can make this work.
l0. Miscellaneous: Each disk will have a file showing its (intended) distribution. Each disk will be marked to indicate when the material can be used. Usually it will be usable after the first day of the month shown on the label. Of course,material can be saved to fill in at future times when you are short of items.
The initial distribution will be approximately the middle of the month for material to be used starting the lst of the next month.
I hope this will serve to encourage other Adamites to write for several different newsletters. Most of the newsletters do not have a large overlap of coverage or subscribers and therefore no newsletter is really hurt by the items appearing in several newsletters.
Your suggestions are always welcome. I encourage you all to support the ADAM BBS NET pioneered by BJ, Larry Overman(So.Cal) and Bob Blair A(AWAUG-Wash.DC) which is exchanging messages & information from the various BBSs on a weekly basis.
Best regards, Barry A. Wilson
will have a file showin
Return to index
ADMLINKBBS: Information downloaded from Adam Link of Utah BBS. Please read.
ADAMSTRANG(E): An interesting item about modem use by Keith Jefferson.
AKRON INFO: Interesting info off of the AKRON BBS, including some great offers on hardware. Check with Akron BBS to be sure this information is still current.
BARRY PATCH: This month the Barry Patch (l) reveals the secret of the utlimate copy protection and (2) answers another letter to the Barry Patch.
BAR(R)Y PATCH2: Another item from the Barry Patch courtesy of Dean Roades of 463 AUG.
BBS USER: Lists the users of AWAUG, AKRON, ST.LOUIS AUG & SOCAL BBSs, BBS phone numbers, so you will know how you can contact or leave NATIONAL BBS NET messages for & to.
***BUSINESS***. Deals with important matters of A.N.N. business necessary to keep YOU receiving A.N.N. ,etc.
DEADLINE: Hints for the InfoCom game Deadline. From a disk of hints I have, source unknown.
***DISTRIBUTE:*** The distribution list for the Adam News Network (ANN) monthly information disk.
DRprofile: A profile of an Adamite. This month it is Dean Roades of 463 AUG.
ENCHANTER: Hints for the InfoCom game Enchanter, from a disk of hints I have, source unknown.
EzABC123: A review of Easy as ABC,123 by Dean Roades of 463 AUG.
ILLUSIONS: Review of game cartridge/disk by Carol Tapia who has several young children whose input is always included in these reviews.
JoeFriend: A response by Dean Roades of 463 AUG to two recent articles by Joe Friendly in Adam's Alive.
Larrysoft: Information on new West Coast Adam Software dealer.
LOGO 4: Lesson 4 in the Ricki Gerlach series Learning with Logo which appears regularly in MOAUG newsletter.
MICROINNOV: More information on this important hardware developement from Micro Innovations.
MONTEZUMA: Review of game cartridge/disk by Carol Tapia who has several young children whose input is always included in these reviews.
ONLINE l0: An article by Geo. Radojevic on the Orphaneware RS232C Serial Port Device, downloaded from AKRON BBS to whom we give thanks for permission to use this item.
PINBALL : Review of game cartridge/disk by Carol Tapia who has several young children whose input is always included in these reviews.
POPEYE : Review of game cartridge/disk by Carol Tapia who has several young children whose input is always included in these reviews.
***README:*** Information on this Adam News Network service.
***READMETWO:*** This file which gives a summary or info on the other files.
SCHOOLDAZE: Review of educational math program by Carol Tapia who has several young children whose input is always included in these reviews.
SchoolDaze: Review of educational math program by Dean Roades of 463 AUG.
SQUISHEM : Review of game cartridge/disk by Carol Tapia who has several young children whose input is always included in these reviews.
STORIES2 : Review of PD childrens program from PSAN by Carol Tapia who has several young children whose input is always included in these reviews.
TARZAN : Review of game cartridge/disk by Carol Tapia who has several young children whose input is always included in these reviews.
TPOSTUSERS: A list of the users of the Trading Post BBS, so that you can leave messages to them as part of the Adam NET BBS system. Downloaded from Trading Post BBS.
463profile: A profile of the 463 AUG from Indiana.
** Information on this Adam News Network service.
Return to index
by WIZARD'S LAIR
Another GREAT educational package from Wizard's Lair. I sure hope they continue to develop more software of this quality. SCHOOL DAZE is a math skills program. You can choose between MATH DRILLS and MATH CLIMBER.
MATH DRILLS gives you the choice of practicing Addition, Subtraction, Multiplication, or Division tables. This drill is fully documented on disk and can be read on screen by selecting "Instructions" on the main menu. Smart keys are used extensively in this program, making it very easy to use. After choosing the type of drill you wish to practice, you choose which math table you wish to work with (from 0 to 12). To move between math tables you press Smart Key I to increase, Smart Key II to decrease, or Smart Key III to accept current math table. Next, you can choose your text screen color by pressing the appropriate Smart Key. The drill screen is divided into four areas. On the left are happy and sad faces which react in response to the answers you enter. In the middle of the screen are the four math signs. The math table you chose to work with will be displayed on the left side of the math sign (+,-,*, or /) that you selected. On the right side will be the number (0 to 12) that you must add, subtract, etc, to the current math table number. On the right of the screen is information, such as how to quit. Below these sections is the scoring area. It will be necessary to explain the younger children how to skip division and fraction problems and how to type the negative numbers sometimes needed in the subtraction problems.
These drills are attractive and very well done. They are not anywhere as difficult as the instructions sound. They are just what my oldest son needs to practice on for fourth grade. My preschooler and first grader have had a lot of fun with the addition and have had some success with the subtraction.
MATH CLIMBER is the entertaining part of the program. It is by far the most popular around my house. It is also documented in the "Instruction" selection on the main menu. The graphics are great. The player must correctly answer math problems to climb the ladder up the castle wall. It takes 16 steps to climb the wall. For every correct answer, you move up one step. For each incorrect answer you move down one step. After five incorrect answers, the game is over.
As in MATH DRILLS, you can choose the text screen color. You can also skip division or quit as in Drills. If you quit, you can select the appropriate Smart Key to reload the main menu, continue the game from where you are, or restart the game. At the bottom of the screen is the talley of the high score, your score, number right, number wrong, and percentage correct. The sound effects and music used in the program enhance it as do the the colors, sprites, and graphics.
Also included on the disk and accessible from the main menu is a database of ADAM Support. This can be viewed on screen or printed out. It is an extensive list of Adam companies and User Groups including their addresses and phone numbers.
I feel this is a must buy program as it has something for everyone. Even I really enjoyed climbing the castle wall. Thanks Wizard's Lair for another superbly done educational package. nswer you move down one step. After five incorrect answers, the game is over.
As in MATH
Return to index
Return to index
In this one player game, you can start on any of the first seven levels. Squish'em Sam's on his way to the top of a 48 story building to collect a suitcase of money. As he climbs, creepy crawling creatures will try their best to knock him off the building. Sam must also watch out for falling objects after he reaches the third level. There are serveral ways to score points: by climbing to the top of the building, by squashing creatures and by jumping over them. The best feature of this game is--SAM TALKS! Yes, without any expensive peripheral hardware, Sam will utter phrases on occasion--especially after squashing a creature. His vocabulary is not very big, but it is fun to hear him yell "money, money, money" or "squish'em".
After you squash a creature, head immediately for the next floor. The creature will turn white and when it's that color you can no longer squish it. Do not let any of the creatures or falling objects touch you--they will knock you back down the building and you will lose a man. There are eight falling objects ranging from hammers to kitchen sinks. If you keep going upward in the same area very long, one is bound to hit you. There is one prize per 48 floor building. By touching the prize, you will gain an extra man. It is easy to distinguish the prize from the creatures. You can earn up to 128 extra men, but only 10 will be displayed at a time. This is a fun game that kids especially enjoy. I've only completed 21 buildings so far, hope you have more agility and better luck. --especially after squashing a creature. His
Return to index
A Public Domain Disk from Puget Sound Adam Network
This is a great children's disk. It can be used equally well by the children who can read and by interaction between parents and younger children who cannot read. I had a lot of fun reading it to my younger sons and asking them to make the decisions necessary to continue the story.
This is a disk of two stories with many different endings. You have a choice between 1) Sunken Treasure and 2) Halloween Party.
In this story program there can be many possible endings depending on the choices you make as you read the story. After reaching the ending of one story, you can go back, make different choices, and have a totally different story.
This really amazed my sons. They really were surprised at the many different ways they could change the stories. Although they like pirates and treasures as much as the next person, they really enjoyed the excitement of the Halloween tale the best.
Besides being used for pure entertainment, I feel this program can be a great tool in teaching my sons to learn and improve their reading skills.
by the children who can read and by interaction
Return to index
Me Tarzan...where's Jane???Escape into the jungle and help Tarzan free Nkima, his tame chimp. After freeing his best friend, travel with Tarzan through the dense forest and hidden lakes to free the Great Apes from the hunters and Beast Men who have imprisoned them. Although there are similarities between this game and games such as Pitfall or Congo Bongo, there is no comparison in graphics or game play. This is one of the best graphic games from Coleco that I've played. You can actually see the water splashing as Tarzan swims across the lake. Tarzan swings through treetops and swims through the water on his quest while gaining strength by punching Beast Men and hunters. To punch, you press the left fire button. To jump you press the right fire button. Besides the hunters and Beast Men, Tarzan must also watch out for snakes, crocodiles, gorillas, and pits. To make Tarzan roar his famous roar, press any keypad number. After freeing all the Great Apes. you must face the Flaming Idol at the Temple of the Flaming God. I am sorry to say that I have not yet figured out how to get past the flaming idol...any help/hints would be appreciated. My sons voted this game a 15 out of a possible 10.
who have imprisoned them. Although there are
Return to index
Return to index
Return to adamcon.org | Adam News Index | Volume 89
Send feedback to Dale Wick (email@example.com)