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= 3 i Ee : Z = Ww — Editorial Note nse Bomblets, not Bombs . Deprotection with a Me/lIc ....19
Oo; oo. 7 E a fe) RDEX Contributors Getting the RED out... Boot code tracing 19
Pak tting the RED OUL..........9 — BOOt COdE tACiNg ....-cssvsssesee
t 22228 8 g i?) oom = Wanted Softkeys Quick! Before she melts Deprotecting under Pascal &
) unClassifieds .........06. (Elvira tips).. ProDOS,. sescsssscsssssvsesssessessses 19
: fuzuee 7 Pr | - lealelenteteal. ¥ The Product Monitor Vendors .. Using Non-Maskable-Interrupts
Sa & > Zz .
E m 2 oln E g i i 1 Reviews ‘Answers: (NMI) sessssseeenansnnctenantennes
g 2o Oln BEE 1 Buck R. . 4 +4 encoding/nibbilizing.....
Fi ga uck Rogers: Countdown to LC... i
g onzIn g& i 5 Cracking BASIC protection
3 3 =5 14 8 5 z I 5 Paul A. Johnson. schemes ..
<. = a8 Robin Locksley ...
2 SOG Ps ss r Donald's Alphabei Chase 6 rerio eit de
8 OSa lng 2: 5 Elvira, Mistress of the Dark ...5 Features, Notes & such: chen
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3 = sail ag Hi Jam Session .. 4 Speeding up Rocket Ranger.......9 VTOC Pe elie i
x > wo BA Learning DOS 5 Ri and the catalog track..21
3 H a ocket Ranger Decoder CDA ...10 (ani
go PY H 8 g z H Ladi... 4 Converting source code fr FINDER (a nibble count and
RE : oe om.
i a : a : : : Omnikey ULTRA 5 ORC MEA . gray byte finder) ................ 21
a S : 92 g r Reach ca 6 Curing the”Control Panel Lockout Softkeys:
: 282 | The G ie : Blues” sbesasnseacsascsaaveaateunyeesseetse 11 In Search of the Most Amazing
I Bre | 5 ‘i ‘onquest of the Galaxy 6 The Basics of Kracking (part 3) Thing :
In ) 5 | ES iets ae as aaanent 6 Memory Moves, Binary Files & Lava Pits of Asnar .. 19
bee 5 | orlds of Ultima VI: Kramming for the Finals .......12 Muppets on Stage (3.5")
He 3 5 | | The Savage Empire ............. 4 A few helpful hints ..13 Robocop é
rece H Fast Frames, Updates, Etc. The Basics of Kracking (part ® Silpheed, V. 1.09 ...cecsssssseneeee 11
re ee 1 Lo-Mem Boots on a PC “Where do I begin?”.... AZ .
i > 5 é i Omega 4 + 4 Conversion Chart .. APTs:
OSs g i Indianapolis 500: The “Load Runner” Virus Fix Rocket Ranger
8 S Fs I Simulation . 8 Pirates or Saviors?........ o .
i. g e | i. ' Pro Tennis Tour. 8 Update on Ultima V DCS Playing Tips:
BBs 5 a Tangled Tales/PC .. 8 ACrash Course in Deprotection Robocop
H rs tS : we Passion _— g Hardware & software Rocket Ranger
2B. co Bs : ing Commander .. 8 requirements +. 16 a
§ 390 @ ¢ H 8 e £ I Samples from the Boita How to: basic deprotection....16 iM coee
= Fd > 3 a H a & i Company 8 Deprotecting single-load Where in Time is Carmen
z 2 OF =| ls ; H Super Quest Champs? 8 PLOBTAMS ...csssssssesesessscseeeeees 17 Sandiego...
as om I FS A Nibble counts & checksums ..18
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- :
Charles R. Haight Editor
Karen Fitzpatrick Circulation
Jeff Hurlburt Reviews
Dave Goforth BBS
COMPUTIST is published by SoftKey
Publishing. Address all inquiries to:
COMPUTIST
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» COMPUTIST does NOT purchase editorial
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questions, etc.) are assumed to be submitted
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with all and exclusive rights belonging to
COMPUTIST.
+ Entire contents copyright 1990 by SoftKey
Publishing. Allrightsreserved. Copying done
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(without express written permission from the
publisher) is prohibited.
+The SoftKey Publishing assumesno liability
or responsibility for the products advertised
in this newsletter. Although we are usually
pretty much in agreement, any opinions
expressed by the authors are not necessarily
those of COMPUTIST magazine or SoftKey
Publishing.
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‘Apple® is a trademark of Apple Computers, IBM® is the [BM
vwademark.
NV ,
Readers Data EXchange
New COMPUTIST readers using Apple
IIs are advised to read this page carefully to
avoid frustration when attempting to follow
a softkey or entering the programs printed
in this issue.
What is a softkey, anyway?
Softkey is a term which we coined to describe
aprocedure thatremoves, or atleastcircumvents,
any copy-protection on a particular disk. Once a
softkey procedure has been performed, the re-
sulting backup copy can usually be copied by the
normal copy programs (for example: COPYA,
on the DOS 3.3 System Master disk).
Commands and control keys
Commands which a reader is required to
perform are set apart by being in boldface and on.
a separate line. The return key must be pressed.
at the end of every such command unless other-
wise specified. Control characters are preceeded
by “ctrl”. An example of both is:
6 ctrlP
Type 6. Next, place one finger on the ctrl key
and then press P. Don’t forget to press the retum.
key.
Other special combination keypresses include
ctrl reset and open-apple ctrl reset. In the for-
mer, press and hold down the ctrl key then press
the reset key. In the latter, press and hold down
both ctrl and open-apple then press reset .
Software recommendations
The Starter Kit contains most of the programs
that you need to “Get started”. In addition, we
recommend that you acquire the following:
* Applesoft program editor such as “Global
Program Line Editor (GPLE)”.
Assembler such as “Merlin/Big Mac”.
<Bit-copy program such as “Copy II Plus”,
“Locksmith” or “Essential Data Duplicator”.
+Word-processor (such as AppleWorks).
*“COPYA", “FID” and “MUFFIN” from the
DOS 3.3 System Master disk. s
Super IOB and Controllers
This powerful deprotection utility (in the
COMPUTIST Starter Kit) and its various Con-
trollers are used in many softkeys. (It is also on
each Super IOB Collection disk.)
Reset into the Monitor
Softkeys occasionally require the user to stop
the execution of a copy-protected program and
directly enter the Apple's system monitor. Check
the following list to see what hardware you will
need to obtain this ability.
Laser 128: Your ROM includes a forced jump
to the monitor. Press ctrl return reset.
Apple Il+, //e, compatibles: 1) Place an Inte-
get BASIC ROM card in one of the Apple slots.
2) Use anon-maskable interrupt(NMI) card such
as Replay or Wildcard.
Apple II+, compatibles: 1)Install an F8 ROM
with a modified reset-vector on the computer's
motherboard as detailed inthe “Modified ROM's”
article (COMPUTIST #6 or Book Of Softkeys TIT
) or the “Dual ROM’s” article (COMPUTIST
#19).
Apple //e, //c: Install amodified CD ROM on.
the computer’s motherboard that changes the
open-apple ctrl reset vector to point to the moni-
tor. (This will void an Apple iic warranty since
you must open the case to install it.)
Apple //gs: If you have the 2.x ROM, there is
a hidden Classic Desk Accessory (CDA) that
allows you to enter the monitor. In order to install
the new CDA, you should enter the monitor
(CALL -151) before running any protected pro-
grams and press # return . This will tum on two
hidden CDAs, Memory Peeker and Visit Moni-
tor. Thereafter press openapple ctrl esc to go to
the Desk Accessories menu. Select Visit Monitor
and there you are. Use ctrl Y to exit.
Recommended literature
+Apple II Reference Manual (or Ile, IIc, etc.)
DOS 3.3 & ProDOS manual
*Beneath Apple DOS & Beneath Apple Pro-
DOS, by Don Worth and Pieter Lechner, from
Quality Software
Typing Applesoft programs
BASIC programs are printed in a format that
is designed to minimize errors for readers who
key in these programs. If you type:
10HOME:REMCLEAR SCREEN
The LIST will look like:
10 HOME : REM CLEAR SCREEN
Applesoft inserts spaces into a program list-
ing before and after every command word or
mathematical operator. These spaces don’t pose
a problem except when they are inside of quotes
or after a DATA command. There are two types
of spaces: those that have to be keyed and those
that don’t. Spaces that must be typed appear in
COMPUTIST as special characters (0). All other
spaces are there for easier reading.
NOTE: If you wantyour checksums to match,
only type spaces within quotes or after DATA
statements if they are shown as (0) charactors.
SAVE the program at periodic intervals using the
name given in the article. All characters after a
REM are not checked by the checksum program
so typing them is optional.
Typing Hexdumps
Machine language programs are printed in
COMPUTIST as hexdumps, sometimes also as
source code.
Hexdumps are the shortest and easiest format
to type in. You must first enter the monitor:
CALL -151
Key in the hexdump exactly as it appears in
the magazine, ignoring the four-digit checksum
($ and four digits) at the end of each line. When.
finished, retum to BASIC with:
3D0G
BSAVE the program with the filename, ad-
dress and length parameters given in the article.
Typing Source Code
The source code is printed to help explain a
program's operation. To enter it, you need an
“Assembler”. Most of the source code in older
issues is in S-C Assembler format. If you use a
different assembler, you will have to translate
portions of the source code into something your
assembler will understand.
Computing checksums
Checksums are 4-digit hexadecimal numbers.
which tell if you typed a program correctly and
help you locate any errors. There are two types of
checksums: one created by the CHECKBIN pro-
gram (for machine language programs) and the
other created by the CHECKSOFT program (for
BASIC programs). Both are on the “Starter Kit”.
If your checksums do not match the published.
checksums then the line where the firstchecksum
differs is incorrect.
CHECKSOFT instructions: Install Checksoft
(BRUN CHECKSOFT) then LOAD your pro-
gram. Press & to get the checksums. Correct the
program line where the checksums first differ.
CHECKBIN instructions: Enter the monitor
(CALL -151), install Checkbin at some out of the
way place (BRUN CHECKBIN, A$6000), and
then LOAD your program. Get the checksums by
typing the Starting address, a period and the
Ending address of the file followed by actrl Y .
SSSS.EEEE ctrl Y
Correct the lines where the checksums differ.
Writing to the RDEX editor
RDEX (are-decks) stands for: Reader’s Data
EXchange. We print what you write. When you
send in articles, softkeys, APTs, etc., you are
submitting them for free publication in this
magazine. RDEX does not purchase submissions
nor do we verify data submitted by readers. Ifyou
discover any errors, please let us know so that we
may inform our other readers.
Remember that your letters or parts of them
may be used in RDEX even if not addressed to the
RDEX editor. Correspondence that gets pub-
lished may be edited for clarity, grammar and
space requirements.
Because of the great number of letters we
receive and the ephemeral and unpredictable
appearance of our volunteer staff, any response
to your queries will appear only in RDEX, so it
would be more appropriate for you to present
technical questions to the readers and ask for
their responses which will then be placed in the
Apple-RDEX.
How to get a free library disk
Whenever possible, send everything on Ap-
ple format (5.25" - DOS/ProDOS or 3.5" - Pro-
DOS) orIBM format (3.5") disks. Other formats
are acceptable but there may be some delay as we
look for someone to translate it for us. (If you use
a 5.25" disk, when we print your letter,we will
return your disk with the current library disk
copied onto it.) Use whatever text editor you like,
buttell us which one. Put a label on the disk with
your name (or pseudonym) and address (if you
want to receive mail). Don’t reformat any pro-
grams or include them in the text of your letter.
Send Applesoft programs as normal Applesoft
files and machine language programs as normal
binary files. We have programs to convert them
to the proper format for printing. If you are
sending source code files, and you are not using
the S-C Assembler, send them as normal text
files.
When to include a printed letter
Don’t include hardcopy (printout) unless:
a. You are writing about a bug or other printing
error.
b. You are writing to ask for help.
c. You are answering another readers help re-
quest.
d. You are writing about your subscription or
sending an order for back issues or software.
Bugs, requests for help and answers to re-
quests for help are bumped to the head of the line
and go in the very next issue. All other letters are
printed in the order that we receive them.
Writing to get help
When writing to request help, be sure to
include ALL relevent information. The more
information you include, the easier it is to find a
solution, There's an old saying that goes “A
properly framed question includes 90% of the
answer”.
How to get mail
If you are interested in receiving mail from
other readers, be sure that we have a current
address. If you use a pen name and want to
receive mail, we need to have your address. Our
readers privacy is important, so we will not print
your address unless you specifically say too.
How to write to RDEX authors
When writing to one of the RDEX authors.
Write your letter and seal it in an envelope. Put
your retum address, the authors name (as it
appears in RDEX) and the correct postage on the
envelope. Put this envelope into another and send
it to RDEX. We will put the correct address on
your letter and mail it for you. Check to the right
of the authors name to see if the author is writing
from a foreign country and include the proper
postage.
Help Line
‘These readers have volunteered their time to
help you. Please call only within the given time
frames (corrected for your time zone). No collect
calls.
Jack Nissel (Disk Protection, 7-10PM EST)
(215) 365-8160
The BBS (Bulletin Board System)
Dave Goforth is the sysop for the Computist
BBS. The number is: (206) 581-9292. If you
already have a User ID# and password, sign-on
using the User ID#. If you are anew user, it may
take a day or so to validate your new ID# and
password.
la
DEPROTECTED backup copy:
rightful.
N
You have a LEGAL RIGHT
to an unlocked backup copy
of your commercial software.
Our editorial policy is that we do NOT condone software piracy, but we do believe that users
are entitled to backup commercial disks they have purchased. In addition to the security of a
backup disk, the removal of copy-protection gives the user the option of modifying programs to
meet his or her needs. Furthermore, the copyright laws guarantee your right to such a
.«'It is not an infringement for the owner of a copy of a computer program to make or authorize
the making of another copy or adaptation of that computer program provided:
1)thatsuch anew copy or adaptationis created as anessential step in the utilization of the computer
program in conjunction with a machine and that it is used in no other manner, or
2) that such new copy or adaptation is for archival purposes only and that all archival copies are
destroyed in the event that continued possession of the computer program should cease to be
Any exact copies prepared in accordance with the provisions of this section may be leased, sold,
or otherwise transferred, along with the copy from which such copies were prepared, only as part
of the lease, sale, or other transfer of all rights in the program. Adaptations so prepared may be
transferred only with the authorization of the copyright owner.”
United States Code title 17, §117 y,
\
Readers Data Exchange
COMPUTIST #78
U.S. $3.75
Canada & Mexico $7
|78 |COMPUTIST
obvious but I wanted to tell you that the next one (#79)
will be out early so we can catch up.
extra large Product Monitor, another installment of
Krackowicz and a beginners guide to copy deprotec-
tion, the softkeys and APT’s kinda got lost. But don't
worry, they’ll be back in time for issue #79.
Some of the info is interesting and could apply to
Apple IIs. A reader commented that he would be
interested in a summary of any new technology that
might apply to Apple II and Mac computers. Is this
something that a lot of you would be interested in
seeing? Write and let me know what you think. Write
and let me know of any new technology that you have
heard of.
strated a 64Mbit chip. That’s right. A memory chip
that stores 64 times more data than the 1 Mbit chips that
are so common today. The really interesting partis that
the chip only needs 1.5 volts to work and the speed is
50 nanoseconds. The lower voltage is good news for
portables and the speed is faster than the 1Mbit chips
commonly used today. (80ns vs 5Ons)
Editorial message
This issue is late. 1 know, it’s dumb to state the
This issue also seems to be a bit sparse. Between an
Postage pains
The USPS has decided to raise our postal rates
again. This is especially annoying as the bulletin that
they sent me shows that the 3rd Class rates went up
more than any other class. Regular subs are sent by 3rd
Class mail. After this issue is mailed, I will be recalcu-
lating the cost of postage. The new rates will be printed
in issue #79. If you want to save a buck or so, send in
your renewal early, before the rates go up.
New Technology?
I get a lot of magazines and technical publications.
As an example, a Japanese company has demon-
have 64 Mbytes. That opens the way for a microcom-
puter to have 64Mbytes of RAM. That’s larger than
most of the hard drives that computers are using today.
(40Mbyte hard drives are the most popular size ac-
cording to Micro-D’s dealer newsletter.)
tasking operating system have been on my wish list for
some time. What do you think?
ders) everyone else did too. It took seven tries to get
there, almost a year of delays, and it only took the court
about 10 minutes to approve our plan of reorganization.
And our lawyer said this was a simple Chapter 11 case.
(Unbelievable.) So, the IRS gets to charge us interest
& penalties and we get to keep printing Computist.
That’s what counts! If you can spare so bucks, send a
donation to our IRS fund so we can pay them off
quickly and not have to pay too much interest and
penalties.
CDAs with lots of source code and explanations. One
Computist reader sent a bunch of MAC softkeys, And
there are a dozen disks that I’m going to check out as
soon as this issue is put to bed.
used) Apple II parts. When I get all of the info I’m
going to tell you how to upgrade your Apple II and [1+
into a Ile or how to upgrade your Ile into a IIgs.
Hopefully, since this is mostly used equipment (re-
conditioned with warranties), the cost will be reason-
able whatever that means.
Stack eight of these 64Mbit chips together and you
Sounds good to me. More memory and a multi-
The Court, the IRS and Computist
We finally made it to court and (wonder of won-
What’s next
Well, Vince Andrews has dropped off a bunch more
Also, I’ve written to several suppliers of (new and
See you in issue #79!
Table of Contents
Editorial Note.........sccssecsee
RDEX Contributors ...
Most Wanted Softkeys ... _
UNClassifieds .........00e0ee sibs van sncsnscnsseasoscceonse® 23
The Product Monitor
Reviews
Buck Rogers: Countdown to Doomsday
Crystal Quest .......sescsesseee
Donald’s Alphabet Chase
Elvira, Mistress of the Dark
Jam Session ...
Learning DOS
Reach for the Stars III:
The Conquest of the Galaxy, T ...........06 6
Sword Of Aragon ........sssssssssssssesssseeseeseeseeseee 6
Worlds of Ultima VI:
The Savage Empire ..
Fast Frames, Updates, Etc.
Notes on Lo-Mem Boots (PC)
Omega ..
Indianapolis 5
Pro Tennis TOUur........scssecseeneeees
Tangled Tales/PC .
The Passion ........
Wing Commander
Samples from the Boita Company
Super Quest Champs? .
Bomblets, not Bombs
Getting the RED out....
Quick! Before she melts (Elvira tips)
Vendors .... os
COMPUTIST #78
Answers:
IC...
Paul A. Johnson .
Robin Locksley .
Features, Notes & such:
Speeding up Rocket Ranger ....
Rocket Ranger Decoder CDA ....
Converting source code from
ORCA/M to Merlin ......cccesssesssesseesssesneennees 11
Curing the”Control Panel Lockout Blues”.....11
The Basics of Kracking (part 3)
Memory Moves, Binary Files &
Kramming for the Finals
A few helpful hints
The Basics of Kracking (part 4)
“Where do I begin?”...
4 +4 Conversion Chart
“Load Runner” Virus Fix
Pirates or Saviors? ........
Update on Ultima V DCS
A Crash Course in Software Deprotection
Hardware & software requirements .
How to: A basic deprotection
Deprotecting single-load program:
Nibble counts & checksums ..
Deprotection with a Ie/IIc
Boot code tracing ...........
Deprotecting under Pascal & ProDOS
Using Non-Maskable-Interrupts (NMI) .....
4 + 4 encoding/nibbilizing
Cracking BASIC protection scheme:
Half and quarter tracking
Self-modifying code ....
EOR & disk encryption
VTOC and the catalog trac!
FINDER (a nibble count finder)
Readers Data Exchange
FIND.CAT Enhancements
Super 6.0 Fastcopy Enhancements
Softkeys:
In Search of the Most Amazing Thing
Lava Pits of Asnar...
Muppets on Stage (3.5").
Robocop ...........
Silpheed, v. 1.09.. 11
APTs:
Rocket Ranger .......c.ssccssessessessssssesseeeeseesneeneenees 9
Playing Tips:
|S 0) 20,0)» 22
Rocket Ran ger ssvisscsscssescssssessssssscsercccoteasceteenes 11
IBM Softkeys:
Where in Time is Carmen Sandiego ..
Jeff Hurlburt
The
PRODUCT
MONITOR
RATINGS
toh kkk
tohtok
Very Good ***
Good **
Fair *
Poor ©
Bad ©©
Defective 6
TX
Superb
Excellent
Now that you’ ve done with tannenbaums
and roasung chipmunks on the open fire...
Finally, you can relax and start cashing in on
those juicy sales at the local computer em-
pona.
Worlds of Ultima:
The Savage Empire
kkk
$59.95 for EGA-VGA 640K PC:
10Mhz, EMS mem recommended
Origin
Tump, tump, te-tump-tump-tump, ...
strange drumbeats, twittering birds, exotic
music and brightly lit jungle scenery all tell
you “I’m notin Ultima anymore”. Actually,
though, you are— only here the wizards are
called shamen, the major monsters are pre-
historic beasts, and no one is quite sure
where “here” is! According to the 44-page
pulp-magazine-style scene-setter booklet
(“Ultimate Adventures”, Vol 59, No. 11), it
all starts back in mundanesville with a too-
real dream of a native beauty battling some
kind of dinosaur, an oddly deformed moon-
stone, AND an experiment gone awry in
Professor Rafkin’s lab. TZZAPPOOM! You,
a reporter named Jimmy, and Rafkin are
moongated to Eodon, Ultima’s version of
“Lost World”.
The dream turns out to
be an accurate forecast;
soon you find yourself ona
quest to rescue Princess
Avela of the Kuraks (The
girl) from the clutches of
Darden the Huge, chief of
the Urali tribe (The bad
guy). Jimmy and Rafkin
should be in your party; but
your group was separated
soon after arriving. You’ll
have to find them (espe-
cially since Doc Rafkin
may be able to tinker up
some primitive rifles and
grenades to even the odds).
Then, there’s the 500 square feet or so of lab
that got teleported; it’s out there somewhere,
just loaded with useful stuff. Fortunately,
there’s no shortage of primitive weaponry
and food— you can walk into any hut and
pick up whatever you want; and some of the
‘monsters’ (like tigers and dinosaurs) can be
skinned and eaten. Better yet, a Kurak war-
riornamed Shamuru has volunteered to join.
Funny thing is, the guy is a dead ringer for
your old Brittania companion Shamino; he
even claims to “know your face, from some-
where ..,”!
You do not, naturally, just walk over to
the Uralis, bop Darden, and save Aiela. For
Starters, the roughly 400 square miles of
4
Eodon is swathed in jungle flora, much of it
impassable. Some of the fauna, like the
man-sized warrior ants and snake women,
can be pretty rough too. Numerous rivers
and lakes plus limited-access cliff-ringed
plateaus further multiply the effective dis-
tance of any journey. Besides, of the eight
known tribes, only Urali land is unmarked
on your map. Most of the tribes are friendly
enough; particularly since, as a real live
adventurer, you’re just the one to trouble-
shoot some knotty problem. The Barrako
queen, for instance, needs someone to res-
cue her daughter (another princess!) from a
giant ape. The befuddled
“Ultima-tized’ Zork? No; but close. Sup-
plied with fold-out directions card, clever
pulp “magazine”, and poster-size map, the
first“‘Worlds of Ultima” release isa refresh-
ing, high-entertainment-value new direc-
tion from Ultima’s creators.
Loom
nk
$59.95 for CGA-VGA 640K PC
Lucas Films
Insome time long pastor farin the future,
most knowledge and power is the exclusive
shaman onanisland is sure
to be of help, once you
recover his mind, stolen
by a powerful rival far to
the south. ...
Ultima VI’ and ‘Sav-
age Empire arrived in the
same package. I chose to J
play ‘Savage Empire first
because 1. It has a neato §
picture on the box; and 2.
It’s a more recent release.
(Also, good, sweet, lov-
able, handsome King Lord
British was getting to bea
real pain.) From what I’ve
seen of each game, the for-
ws File
“Edit
Te ime
Set Tempo...
“vAtmosphere
Sequence Riffs
Sync To Measure
Options
Keyboard Index...
Hide Piano Keyboard
Set Song Length.
For instance, you see sheep being lulled to
sleep by a shepherd and a draft is played/
displayed. (“Aha”, you say, “I'll bet that’s
the Sleep draft.”) To weave a draft you
sound the appropriate notes on a staff at the
bottom of the screen. (The farther you ad-
vance in the adventure, the more notes are
added to Bobbin’s staff and the more drafts
hecanuse.) You record drafts (in the game’s
Book of Patterns) in pencil, because, if the
adventure is restarted, whoever plays will
encounter different sequences. For the mu-
sically adept player, an “Advanced” mode
presents drafts as sound only.
Supplied, with stereo ‘scene setter’ tape,
on six (360K format) dis-
kettes, Loom spans crys-
talline cities, lush pastures,
forge-lit castles, and the
labyrinthine caverns of a
dragon’s lair. The game is
too easy to challenge ex-
perienced adventure gam-
ers for more than a few
hours; but, of course, this
was never the objective.
Loom isthe computer ver-
sion of the richly illustrat-
ed fantasy lore book on
your coffee table: nice to
browse through and fun to
share, especially with
matsare virtually identical.
All adventuring activity takes place on a
high-detail ‘map’ showing each party mem-
ber, any nearby natives or monsters, trees,
cliffs, ladders, huts, and items. Your view is
top-down, at a slight slant to allow a 3-D
perspective. To enhance realism, there is
always some animation (e.g. natives move
around, rivers flow, etc.). Good AdLib sound
effects supplement an excellent musical
score; and you’ll find such expected embel-
lishments as day-to-night brightness chang-
es. You can converse with each of the nu-
merous personages encountered via text in-
puts— a picture temporarily replaces the
map— otherwise, most adventuring control
is via convenient mouse click-and-point. In
“Party mode”, members of your group auto-
matically follow your lead; but you can
split-off and direct individuals.
Savage Empire does not drench its con-
siderable landscape— roughly equivalent
in size to several ‘old Ultima’ continents—
with hordes of monsters. Probably, it’s just
as well. Lacking a tactical ‘break-out’ dis-
play, combat in ‘Savage Empire is decid-
edly clumsy; not, in fact, much better than
Ultima Is large-map bump-into-and-bash
format. The major benefit of combat, aside
from clearing troublesome obstacles, is the
resulting Experience boosts. These lead to
Level advances, more hitpoints, and im-
proved Strength, Dexterity, etc. attributes.
Shaman magic, cast via assorted skulls and
plants, is similarly low-key. The Eagle Eye,
Heal, Protection, Charm ... spells are very
helpful; but, your main ‘punch’ comes from
mundane implements.
The somewhat diminished role of con-
flict means ‘Savage Empire is very good
about letting you explore, soak up the atmo-
sphere, and work out solutions in relative
peace; and, with a large, attractive, chal-
lenge-packed gamescape, there’s plenty to
see and no shortage of things to ‘work out’.
province of the Great Guilds: Glass makers,
Shepherds, Blacksmiths, Clerics, and
Weavers. When all but one of the Weavers
is mysteriously swept away by some Dark
Force, the fabric of time and spaces threat-
ened; for it is Weavers who, on The Great
Loom, craft the very threads of reality. Alas,
the lone remaining Weaver is Bobbin
Threadbare, a mere apprentice of the craft!
As Bobbin your quest comes down to
finding out who (or what?) is responsible for
the disappearance of your fellow guild
members; and, once you do, having the
wherewithal to handle the situation. Your
Book of Patterns (i.e. “drafts” or spells) is
nearly blank; but you do know one, the draft
of Opening (good for opening things and
whisking aside curtains). You also possessa
Weaver's Staff; and, as a member of the
most powerful of guilds, youcommand some
degree of awe from those you encounter.
(Everyone, for instance, knows it is death to
peek beneath a weaver’s cowl.) Once you’ve
searched Weaver’s Island and discovered
any drafts to be found there, your first major
challenge is to find the way off and into the
larger world and greater adventure beyond.
The first time I started Loom it seemed
certain that Lucas Films
had decided to go ahead
and produce a computer
4 movie. The game’s VGA
artwork and smooth ani-
E+ mation do place you IN
¢_ theadventurescape. Point
to a hut opening, click,
and Bobbin walks in. (The
screen shows Bobbin in
the hut). If you click on
some more distant point
(and there is some reason-
ably direct way to get
there), Bobbin will travel
the path, diminishing in
size as he moves away
from the foreground. All
complex actions are pre-
choreographed; so, if you’re near some ob-
ject you would normally use (e.g. a raft); the
program will execute the necessary actions
(you climb on). Add a vivid AdLib sound-
track of Tchikovsky melodies and it’s no
wonder the game is nearly as much fun to
watch as to play (or that younger visitors
still ask me how Bobbin is doing).
Though Loom presents close-ups and
verbose text for many of the shepherds,
glass makers and others you meet along the
way, virtually all player input consists of
clicking some choice or playing four-note
drafts. A draft is learned by encountering it
in some context which hints at its function,
Readers Data Exchange
younger computists.
Jam Session
kr
$49.95, for 768K Apple IIg
Broderbund
If the weekends and holidays seem to
bring visitors flocking into your Computer
Room, it’s a safe bet that at least one will
come up with something like: “What’s all
this stuff about ‘IIgs sound’?” You might
boot-up Activision’s “Music Studio” or EA’s
“Instant Music”; and your visitors will be
suitably impressed. OR, you can go the ‘No
Mercy’ route, start up Broderbund’s Jam
Session, click on “Chicken Jamboree”,
“Walkbass”, “Jamtana”, ... and just blow
“em away!
Jam Session doesn’t merely play twenty
lively << STEREO >> arrangements, it
SHOWS the players, in sound-synced ani-
mated super-res! The five “groups” include
Country-Westem, Rock, and Heavy Metal
(four members each), plus a Blues duo and
a Classical pianist. Adding to the fun, you
get tempo and keyboard-jam control of riffs
(runs of notes played as embellishment),
individual “scale” notes, and sound effects
(e.g. chicken “‘cluck, cluck”’s). These are
arranged, by instrument, in the upper four
keyboard rows— A, S, ...,’ may be “Guitar
riffs”; Z, X, ...,/might be “Synth scale”; etc..
The Shift key switches to four more banks
for a total of eight per song. Clicking “Edit”
lets you add, delete, and change riff notes;
and these changes can be saved to disk.
As the name implies, Jam Session is
chiefly for ‘play along’, not composition.
Riffs can be fairly long and can greatly
change song’s sound; but the basic melody
remains. Similarly, clicking “Keyboard In-
dex” shows current bank assignments; but
the display cannot be maintained during
play. You could make detailed notes and
actually ‘arrange the music’. Mainly, how-
ever, you’re supposed to ‘get a feel’ for
what’s where and ‘wing it’ like the other
members of the group. Sometimes, you’ll
sound ‘just okay’; sometimes, especially
with a little practice, everything will click
into place and you'll sound Great! And,
when you’re ready for that ‘special perfor-
mance’, justswitchon the program’s Record
option. Your masterpiece is ‘in the can’
ready for replay and saving to disk.
At present, you can not import entirely
new songs or graphics; nor can you change
group-song matchups or instrument sets.
Thatis, pending release of aFULL-featured
Editor utility, the JS package doesn’t do
Everything. Jam Session does deliver loads
of entertainment, to say nothing of real IIgs
COMPUTIST #78
user Satisfaction: “THAT’sNeat!”, “Wow!”,
etc., etc.!
Elvira, Mistress of the Dark
kk
$59.95 for EGA-VGA 640K PC
(+ $12.95 for required Clue Book)
Accolade
When Elvira inherits the old family cas-
tle, she immediately decides the sprawling
three-story keep, towers, and battlements
will make the perfect hor-
ror-theme nightclub. (As
for the dungeon, torture
chamber, andcatacombs..,
who knows?! If “Elvira’s”
isa big enough hit, it could
be ‘out with the cells and
in with the sell’!) Unfortu-
nately, the ‘old family’ has
other plans. Like, when it
comes to hot nightspots,
these guys might as well
be dead— well, in fact,
they ARE dead, sort of.
Thanks to great, great
grandma (and sorceress)
Imelda, there’s a vampire
upstairs, a zombie in the
kitchen, a werewolf in the
stables, gremlins in the hedge maze, and
ghoul guards roaming the grounds. If some-
one doesn’t find The Chest soon and get rid
of Imelda, things could get REALLY bad!
Youalready know whom Elvira has hired
to de-creep her castle. Your quest is to
collect the six keys needed to open a hidden
chest, find the chest, get the magical imple-
ments, and zap Imelda. There is no “time
factor” as such; but the ingredients for need-
ed spells are limited and your attributes (e.g.
Strength, Dexterity, Hit Points, ...) are diffi-
cult to maintain. (Only weapons Skill im-
proves steadily with experience.) Eventual-
ly, your resources will run out. The chal-
lenge is to complete the quest before this
happens.
Imagine a single-character, relatively
‘open-air’ version of FTL’s “Dungeon Mas-
ter”/lIgs, and you’ ve gota pretty good grasp
of Elvira’. Basically, ‘what you see is what
you play’. This includes mouse ‘click-and-
look’ exploration of therichly detailedcastle
rooms, sheds, moat, gardens’s, etc. and
combat. The latter is real-time and pits you
against animated opponents in semi-arcade
one-on-one slash-and-parry duels. (Magic
can be used; but only when an enemy is first
sighted, before he/she gets within ‘hand
combat’ range.) You'll see ghoul guards
wield their swords, werewolves transform
and charge, Imelda’s handmaidens cast
spells, vampires squirm and wail as you
drive the stake home, and much more!—
like Imelda herself, a killer falcon, brown-
robed fanatics, and lots of Elvira!— all in
animated VGA accompanied by AdLib
sound effects and music. Also, besides a
maggot-infested corpse, expect to see your-
self with throat cut or torn out, face blue
from lack of air, head bobbing in a kettle,
«— Le. this game is not for the weak of
stomach.
Inthe realm of PC adventuring, Elvira’ is
‘leading edge’ stuff guaranteed to draw you
into the scenario. Regrettably, unless fore-
wamed (and forearmed), the game is all too
likely to leave you wandering, winless, and
wanting an explanation or two. The problem
certainly isn’t “Realism”; the problem is
“Faimess”. Elvira’ ’s world builders didn’t
quite finish the job. Every role-play adven-
ture begins with an unspoken contract: 1. If
you use available information and resources
ina moderately adept manner, you can suc-
ceed without recourse to outlandishly good
luck or ESP; and 2. Should you commit
some fatal blunder, you will quickly be
killed-off; NOT allowed to continue, zom-
bie-like, on and on in ignorance. That a
player might, deep into Elvira'’s quest, have
good reason to wonder if he or she is ‘lost’,
‘dead’, with no hope of winning— this is
bad enough. That your doubts are well
COMPUTIST #78
founded, is even worse. You do not, for
example, have any way of knowing that
using up your crossbow bolts (e.g. to zap
maze gremlins) leaves no way to kill the
werewolf or the Grey Knight. Nor is there a
waming that the plants, bugs, and other key
spellingredients are limited, non-renewable
resources.
“Okay, NOW I know; so, the problem is
fixed. Right?” Maybe. Misusing your cross-
bow bolts is the only for-sure route toadven-
turer ‘zombiehood’. Running out of magic
or destroying an artifact could produce a
similar result; but it’s less likely. Even so,
after restarting the game one or two times, I
finally consulted the Clue Book and ended
up using it as a kind of second manual.
Elvira’ is very good about permitting any
number of speedy Saves and/Restores; it is
rather weak when it comes to supplying
critical information. A yery determined,
experienced Computist feader might suc-
ceed without the “optional” booklet’s maps
and hints; but, I doubt that the experience
would be especially entertaining. Too much
Clue Book stuff belongs in the game pro-
gram or in the manual as “Journal” readings,
etc.. When you buy the game, get ‘the book’.
After finishing Elvira’, I was mulling
over some notes and trying to decide how
the game stacks up when in walked Gorbash
and Baywoof. Neither has won yet; but,
despite having to rely upon the Clue Book,
both gave it enthusiastic ‘thumbs up’s. With
hints and maps, the game still offers a solid
challenge; and, I admit, replaying most of
the adventure proved to be nearly as absorb-
ing as the first try. Even my six or seven
attempts at the Hedge Maze (before finally
“getting it right’) produced more fun than
frustration.
Yes, Elvira’ ’s design is seriously flawed
(ie. the game, not the TV hostess). A player
must use the Clue Book and is certain to
spoil a few challenges. Another notable
weakness is that 3-D views fail to show
maze and corridor openings to the right and
left. Together with the absence of a com-
pass, this makes navigation a good deal
more difficult than it should be. On the other
hand, ‘warts and all’, the game IS fun to
play— far too much fun to pass up. Supplied
with manuals on both 5.25" and 3" media,
Elvira' ’s displays, sounds, and scenario
grab you, immerse you in the castle’s ‘atmo-
sphere’, and hold you for 30-40 hours of
horribly enjoyable adventuring.
Learning DOS
kh
$50.00 for 256K PC
Microsoft
There are all sorts of ways for new PC
users to get a handle on the Disk Operating
System. One is to borrow someone’s DOS
manuals (Baywoof loaned mea couple) and
slough your way though each and every
aspectof the system. Granted, there is some-
thing to be said for learning-by-screwing-
up: pain hurts, and, eventually, you avoid
pain by doing things right. A better ap-
proach, one a good deal faster and more
‘cost effective’, is to march down to your
favorite software emporium and pick up a
copy of Microsoft's Learning DOS.
Now, suppose I were to ask: What must
an instructional package do to ‘work’? “It
should be fun”; “It should teach the materi-
al”; “It should match the presentation to the
user’s knowledge”; “It should reward suc-
cess”; ... Fine. But, if the response was “It
should place the user firmly in control of the
presentation”, then give yourself a pat on the
nose. If, after all, you want to become a
skilled DOS user, then putting YOU incharge
of the ‘what’ and ‘when’ of the presentation
is the surest way to guarantee success.
To accomplish this, Learning DOS first
divides things into handy
topic areas (e.g. Getting
Started, Working with
Files, Organizing Your
Files with Directories,
Using Installed Applica-
tions, ...) and then lets you
decide where to start. ‘Re-
ally new’ PC users can
begin at square one, witha
key-by-key introduction to
important keyboard func-
tions. OR, you might try
the Self Test and zero-in
i} on the areas that need the
most attention. Through-
out the presentations, you
can always PgUp to go
back a frame or press Ctrl and choose from
Print screen, return to the main Menu, hop
to lesson Troubleshooting, see the Index ...
or just Quit for now (with ‘Save’) and re-
sume your DOS quest after lunch.
Each lesson is packed with descriptions,
examples, and chances for you to practice
using commands and seeing the results. All
of this, including work files and directories,
is simulated; so, for example, there’s no
need to worry when you try your first FOR-
MAT. The package automatically adjusts
coverage for the DOS version under which
you boot (through version 4.00) and in-
cludes separate sequences for users with a
hard disk and those intending to use a ma-
chine without one. (For-hard-disk lessons
will run on a non-hard disk machine.)
The proof of LD’s effectiveness came in
going through the lessons. Despite hours of
pouring through manuals, just a couple of
LD sessions turned up several. new, very
useful ‘discoveries’. (One of the big prob-
lems in learning-by-manual is all those
questions you don’t know enough to ask.)
Better yet, the package includes a DOS
Quick Reference you can copy to hard disk.
Now, whenever you need to know what a
command does, its correct format, see some
examples, etc.; you can enter HELP and
viola! , the Reference is ready. Supplied with
34-page startup manual (itself,ahandy DOS
beginner’s reference), Learning DOS is
every new PC user’s first genuine software
bargain.
OmniKey/ULTRA
Keyboard for standard or (with optional
key caps) Dvorak layouts
tkkk
$149.00 for PC XT, AT, Tandy 1000SX,
AT&T 6300, and PS/2 except model
25 Northgate Computer Systems
Like just about everyone else, when we
went shopping for a PC our attention fo-
cused upon factors like speed, display capa-
bilities, hard disk performance, and sound
boards. The unit’s “standard 101 type” key-
board might just as well have been invisible.
Toward the ‘close’, the salesman trotted out
an optional same-price keyboard, which won.
approval because it evidenced a slightly less
mushy feel; and that was that— NOT acool
move! In retrospect, it’s obvious that no
secretary or other word processing pro would
make such a mistake. They understand the
importance of a crisp, sure ‘feel’.
Partly, of course, the problem is that to
even get your hands on a good keyboard in
many shops, you must specifically ask to try
one. It also helps to know what to look for.
As noted in past joystick reviews, the major
source of user discomfort and fatigue is not
Readers Data Exchange
high tension. Most often, when a low qual-
ity, otherwise “okay” stick leaves the user
oddly worn out after relatively little action,
the culprit is absence of reliable feedback.
This is the “shadow boxing syndrome”: the
lessa joystick (or mouse + pad, or keyboard)
‘tells’ you about its status via touch, pres-
sure, sound, etc., the more over-movement
and extra effort you must expend to use it. A
good keyboard ‘talks’ to your fingers and to
your ears.
Northgate knows about feedback; so, all
OmniKey series keyboards employ ALPS
click/tactile key switches. When you pressa
c/tkey 1. you feel the key move down; 2. you’
feel and hear a THLICK! as the switch
activates; 3. you feel and hear the key ‘bot-
tom out’ at the end of the press. Your key-
stroke is very similar in principle to the
recommended correct golf swing or tennis
stroke: power, contact, follow-through. The
result is a natural, comfortable ‘feel’ vastly
superior to the mash-and-clack (all-power
stroke) response of low-quality units.
The 112-key '/ULTRA places Function
Keys 1-12 to the left (like the OmniKey/
Plus) and adds Special Function Keys 1-12
along the top. The latter, via an SF Select
key, can be set to duplicate the Function
Keys or as Shift +, Culr +, or Alt + Function
keys. A second ‘setup key’, Rate Select, lets
you set Auto Repeat rate (.54 - 125 charac-
ters/second), the Delay between keypress
and start of repeat (.20 - 1.85 seconds), and
startup KB validation time (.008 - 1.85 sec-
onds). These settings require just two key-
presses. The '/ULTRA ‘wakes up’ with SF
keys set as Shifted Function keys, a 10.9
char/sec repeat rate, .5 second Delay, and
.008 second Validate.
To accommodate MS DOS users, the \
and * keys are placed within easy reach just
below Enter. Rear panel DIP switches let
you swap these keys (to move\to the bottom.
row) as well as rotate the positions of left
Ctrl, Alt, and Caps Lock. A key cap puller
and the needed alternate key capsare includ-
ed. (The unit arrived with left Ctrl in row 3,
which, as an also-IIgs user, suits me just
fine.) To help avoid thecommon“U>S>A>”,
etc. typo, you'll find a Comma/Period Lock
key; and, for speedier numeric entries, Enter
is duplicated just to the right of the numeric
keypad. '/ULTRA adopts the generally
preferred diamond Cursor key arrangement;
and, for those used to the inverted-T pattern,
sets the center “Omni” key to duplicate the
Down Arrow function. Insert and Delete
appear as extra-size keys just below the
cursor diamond.
Done in off-white “computer chrome”, '/
ULTRA boasts a slim 20.25" x 7.25" table-
hugging 5Ib. metal case equipped with rub-
ber-tipped flip-out angle adjusters. Low-
glare white or gray key caps and LED status
indicators in-set on a sloping panel above
the numeric keypad round out the attractive
design. Rugged, pretty, and a pleasure to
use, the OmniKey/ULTRA lives up to its
name from the moment you plug it in. Com-
plaints? Well, it would benice if the ‘wakeup’
Key Repeat rate were higher; and, perhaps,
the chord should be powder blue instead of
gray. Neither ‘weakness’ appeared to bother
the first visitor to try the unit. After a few
minutes of DOS diddling, Baywoof just
stopped and commented: “You know, this
keyboard has a NICE feel!” I suspect his old
“part of the package’ board is headed for the
shelves.
Supplied with comprehensive manual,
chord, and dust cover, the ULTRA does
carry a higher price tag than the average
plastic-cased “101 type” unit. Still, this is a
classic ‘you get what you pay for’ situation.
Whether shopping for a new PC or upgrad-
ing an established system, you owe it to
yourself to check out the OmniKey/UL-
TRA. As the chief connection between you
and your PC, your keyboard can dramatical-
ly impact productivity and enjoyment of a
rather sizable investment. You might as
well get a good one.
(Other OmniKey boards include the /
PLUS at $119.00, /102 at $99.00, and /101
models at $89.00.)
Sword of Aragon
tke
$39.95 for CGA-EGA 384K PC
Strategic Simulations
As heir to the Duke of Aladda (recently
slain in an orc raid), you inherit his dream: to
bring peace to the West and East Realms by
uniting the twenty feuding city states of the
old Aragonian Empire. This is NOT, you
soon realize, as easy as it i
sounds, Several strategi-
cally placed cities have ;
beenundertheruleoforcs, §
goblins, giants, trolls, or
titans for so long that they
have become veritable
monster fortresses. Just to
the north, a power-hungry
despot, Pitlag the Pitiless,
has begun to subjugate
peaceful neighbors; and
Aladda is certainly ‘on the
menu’. Fortunately, Lord
Pitlag’slogging operations £
have won the enmity of the
West Elves; but you have
yet toshow the mysterious
forest dwellers that Aladda is any different.
The Dwarves and Plainsmen are similarly
suspicious of anyone claiming altruistic
motives.
Your big problem is Lucian III of Tetra-
da, the old Empire capital in East Realm. He
regards Aladda and other West Realm cities
as ‘lost’, barbarous, and fit only to serve as
pawns in his games of assassination and
conquest in the wealthy East. Orcs, dark
mages, and demons are a sampling of those
with whom Lucian makes common cause,
tosay nothing of his evil humanallies. Aside
from ruling the largest city with the biggest
army, Lucian poses another kind of obsta-
cle: he is, de facto, “the Emperor”; YOU are
merely one of many lords, and, at that, of a
West Realm city state! Part of your quest
(i.e. the “adventure part”) is to acquire the
Crown of the West, Scepter of the East,.and
other major symbols of legitimacy.
Sword of Aragon is, primarily, a strate-
gy and tactics challenge combined with a
hefty dose of “Santa Paravia’” economics:
rich cities with large, contented populations
and developed industries produce the big-
gest incomes and the most powerful armies.
Each turn is one month, during which you
spend income to build production, defenses,
and armies in cities under your control. You
also cement agreements with potential al-
lies, move individual “commanders” and
multi-unit armies (shown as stacked icons
on the large, scrolling ‘empire map’), pur-
sue wealth-enhancing rescue and monster-
removal missions, initiate major invasions,
and respond to various large and small-scale
attacks.
It is moderately rewarding to see city
incomes grow, but the big payoff for your
efforts is the chance to direct your custom-
equipped and trained units of infantry, bow-
men, cavalry, (horse bowmen, mounted in-
fantry, etc.) together with individual Knight,
Warrior, Ranger, Priest, and Mage com-
manders in battles against computer-man-
aged adversaries. Set on scrolling, multi-
screen, ‘tactical level’ maps (complete with
trees, bridges, walls, ...), these combats fea-
ture partially-animated unit icons, flexible
click-and-move controls, full-range equip
options, and ready access to spell casting.
(Depending upon Level, Mages, Priests, and
Rangers can employ such powers as Tele-
port Unit, Pyrotechnics, Disintegrate, Heal,
Create Tower, etc..) ‘Aragon does not,
however, favor a ‘special powers’-based
strategy. Mages and Priests are very impor-
tant, but slow to develop and few in number.
The core of your punch remains the ‘grunt’:
chiefly, heavy infantry backed by bow units.
Itshould go without saying that one does
not devote large chunks of column space to
hints and advice (re. issue #75) for a game
one does not like. As noted in the earlier
column, you may encounter one bug: when
responding to the initial game-protection
6
question, the correct answer will sometimes
be the word after the one requested. Other
complaints include sketchy documentation
of unit characteristics and overly slow in-
come growth. (Again, see issue #75 for
“cures’). So much for the ‘warts of Aragon’.
SSI’s Sword of Aragon is a unique, long-
play strategy & tactics-plus-adventure chal-
lenge offering multiple, speedy Game Save/
Restore, decent ‘old-PC’ sound, and crisp,
colorful graphics, Restoring The Empire
isn’t easy; but it probably supplied as much
solid gaming ‘fun time’ as anything I played
in 1990,
Donald’s Alphabet Chase
tok
$14.95 for 128K Apple II
Disney Software
When Disney’s new alphabet game ar-
rived, I popped it into a drive and started
playing with barely a glance at the manual.
The result was a ‘different kind’ of gaming
experience.
Moving from room ioroom inandaround
Donald’s house, the player presses alphabet
keys to help Donald find and chase down
pesky “silly letters” (who swing from light
fixtures, scamper along fences, hop on fur-
niture, etc. before being collected). I quickly
discovered that, when you get all the letters
inany location (listed in a box at the screen’s
upper left corner), the program plays a por-
tion of the Alphabet Song; so, I tackled the
chase on a room-by-room basis. One can,
however, press any un-caught letter’s key;
and Donald will go to the correct room and
find the letter selected. “Cute hires artwork,
nice animation, decent ‘old-Apple’ sound”,
I decided, “but, really, too easy— there’s
not even a score! Only a three-year-old
could get much from this kind of challenge.
.. Aha!!” Sure enough, right on the box it
says “Ages 2-5, Preschool”.
A “Challenge”, to be sure, is where you
find it. For young pre-readers, pressing al-
phabet keys— especially, A key to get a
particular letter— can be a genuine chal-
lenge as well as a valuable learning experi-
ence. (In Center for Giftedness parlance, we
are talking about developing eye-hand coor-
dination, fine-motor skills, letter recogni-
tion, ...AND slipping in a bit of ‘computer
literacy’ preparation.) That the player gets
to try out new skills On A Computer and
Make Fun Things Happen— well, this is
heady stuff indeed. Add the powerful bene-
fits of parental involvement— a 12-page
booklet suggests several parent-child
‘Chase’ activities—and you've gotastrong,
attractive, and entertaining route to building
Reading foundation skills.
ORCA/M
kk
$69.95 for 512K Apple IIgs
Byte Works
All in all, there is probably no more
rewarding computing activity than actually
taking control of the machine. Mastering
any of the “high level” programming lan-
guages is a decent start; but, especially on
the IIgs, the surest route is mastery of As-
sembly Language.
Unlike “machine coding”, where you go
to the monitor and make entries like AS FE
.. in assembly language you are using atext
editor and can enter LDA $FE. If you’ve
told the assembler that address $FE isnamed
COLOR; then LDA COLOR is possible.
Assembly language also permits Labeling
any statement; so, instead of 20 00 03 to
activate a sound effect, you might enterJSR
HONK. Named variables and labels make it
acinch, using a good edi-
tor, to add, delete, and
move around pieces of
your program; and, natu-
rally, the product is vastly
easier to read and debug.
Most of today’s assembly
language packages are
“macro assemblers”. This
means that you CAN use
and/or create macros (i.e.
procedures callable via a
label); not that you must.
Almost certainly, you will
want to make some use of
the macros found in Math,
Y/O and other Libraries.
From the very start,
ORCA/M (sometimes, in
its nearly identical “APW” form) has been
the standard IIgs development environment.
Asaresult, familiarity with and access to the
Byte Works product is assumed in pro-
gramming examples found in Apple manuals
and valuable learning aids like Exploring the
Apple IIgs ($22.95) and Exploring Apple
GS/OS and ProDOS 8 ($21.95, both by
Gary Little, from Addison-Wesley). The
same applies to on-disk programs and li-
braries available as supplements to the Little
books and Apple’s Programmer’s Intro-
duction to the Apple IIgs ($32.95, from
Addison-Wesley). Naturally, ORCA/M’s
libraries of Equates and Macros ‘fit’ the
Toolbox Reference volumes like a glove.
AILORCA language packages, including
Pascal, C, and Assembly, ‘operate under’
the ORCA Shell. The Shell is an operating
system which, besides allowing access to
ProDOS commands, ‘glues together’ the
Editor, various language assemblers, as-
sorted utilities, and the Linker. This does
NOT, incidentally, mean that you must start
up the Shell to run programs created using
an ORCA language. You CAN create files
which execute only when the Shell is active
as well as Shell batch files; you can also
create stand-alone “GS Applications”,
CDA’s, NDA’s, etc., and, via the MAKE-
BIN utility, produce old style BRUNable
files. The Shell lets you customize your
working environment (e.g. name a “Work
Disk”, seta preferred printer init string, etc.)
and, via the LOGIN file, have the system
start with your preferred environment in
place.
Anadvantage of becoming familiar with
the ORCA/M assembler is that, in the pro-
cess, you become familiar with most of the
“tricky part’ in leaning to use any language
development system. In ORCA, only the
particular language assemblers, Editor set-
tings (e.g. tab stops, etc.), and Libraries
change from language to language. Once
you master the Shell, learning to program in
any ORCA language is, chiefly, “just” a
matter of learning the language. Currently,
the Shell comes in two ‘flavors’: the all-text
version, included when you buy ORCA/M,
and the super-res windows-and-mouse
“Desktop” version. The latter, supplied with
current GS/OS, includes such advanced de-
bugging features as single-step execution
with variables monitoring and a graphics
output window.
“Okay; so, how do you write an assembly
language program?” Here’s a typical exam-
ple: 1. You boot the ORCA diskette. 2. Enter
ASM816 to set the current language to As-
sembly Language. (Your LOGIN file could
do this for you.) 3. Enter EDIT BUGNOSE
to edit the program named BUGNOSE. If
the BUGNOSE source file (a text file) is
found, it is loaded; if not, itisn’t. Either way,
you end up in ORCA’s full-featured text
Editor with tabs and other defaults set for
Readers Data Exchange
convenient Assembly Language entry. 4.
You make any desired changes to
BUGNOSE (or, if from scratch, enter your
new BUGNOSE program), exit the Editor,
and do a quick SAVE. 5. Now, entering
ASML BUGNOSE will assemble and link
your stuff and create an exe file which you
can execute from the Shell by entering
BUGNOSE. (NOT, of course, a good idea if
BUGNOSE does something gross, like set-
ting all RAM to FF’s.) 6. If you’d like to
have BUGNOSE in BRUNable form, you
can enter MAKEBIN BUGNOSE.EXE
BUGNOSE.BIN. See, easy!
So far, I’ve used ORCA/M to develop
several utilities. While, in a few cases, the
machine code entry route was a possible
alternative, some projects (e.g. a super-res
picture packer/unpacker called “Super Pac”)
would have been nearly unthinkable. ORCA/
Mnow ships with the “ZapLink” version of
the Linker; so, assembly-link time is better
than ever— most ‘small stuff’ takes less
than a minute. Assembler error checking,
fortunately, is very good; and, thanks to the
Shell ‘glue’, it’s a snap to hop back into the
Editor, correct an error, and be ready for
another try. Two caveats: though the system
can work with one drive and 512k, life is
much easier with two drives; and, to run
with the super-res Desktop system, plan on
at least 1.25MB of RAM. ORCA/M’s 370-
page manual is comprehensive, well-in-
dexed, and very readable; it is also not
particularly well organized. Expect to end
up with documentation plastered with your
own index tabs.
If, atlong last, you’re ready to create your
own windows, use mouse inputs in YOUR
programs, etc.. If, in short, you want the
power (and fun!) of writing your own IIgs
software, then get out your Toolbox Refer-
ences, check out the books mentioned above,
and, very definitely, check out ORCA/M!
Reach for the Stars: The
Conquest of the Galaxy,
Third Edition
kr
$44.95 for 512K Apple IIgs
Strategic Studies Group
From the developers of such wargame
favorites as “Panzer Battles” and “‘Ameri-
can Civil War’”, Reach for the Stars III
moves you into the distant future where
battles decide the fate of planets and, even-
tually, of the galaxy. This much-reworked
version of the first Keating and Trout prod-
uct offers 1-4 players a shot at the original
scenario, a new Advanced Scenario, and
(thanks to user-adjustable production costs,
movement factors, victory conditions, etc.)
countless variations of each. To facilitate
one-on-one and solitaire play, any unfilled
slots are taken by computer players. These
can range from inept bunglers (i.e. “jelly
rolls”) to Enhanced Veterans capable of
putting together formidable alliances (i.e.
“guns”),
Anticipating that many spacewar jelly
tolls will be attracted to the game, RFTS
designers include a well-documented Tuto-
rial Scenario. Here you get hands-on prac-
tice with setting planetary production tar-
gets to build ships, develop drive technolo-
gy, enhance industrial capacity, .... Youalso
explore prospects for expansion and man-
age your military assets for defense and
conquest, Like any reasonably complex piece
ofentertainmentsoftware—the better flight/
combat simulators are a good example—
RFTS takes some serious ‘getting into’. Pull-
down menu/stat displays, quick save/load,
and point-and-click mouse controls relieve
players of most record-keeping and ‘bean
counting’ chores. Still, you must enjoy the
kind of planning and attention to detail that
produce battlefield victories and strategic
gains. If, in short, you are for-real wargamer
material, then RFTS is waiting with crisp,
colorful super-res star maps and a strategy
wargaming platform good for many hours
of absorbing play.
COMPUTIST #78
Buck Rogers: Countdown to
Doomsday
kk
$49.95 for CGA-VGA 640K PC
Strategic Simulations
(Clue Book, $12.95)
Hard upon a string of swords & sorcery
victories, the SSI-TSR team has teleported
their D&D adventuring model into the 25th
century, and notamoment
too soon, Led by Buck
Rogers, New Earth Orga-
nization rebels have just
driven oppressive Russo-
American Mercantile
(RAM) forces from the
planet; and everyone
knows RAM will be back.
It’s ‘No more Mr. fi
Niceguy’, evenifitmeans
total warandaCountdown
to Doomsday!
BeginningasnewNEO §j
Tecruits, your party of six
soon discovers that RAM
is building a Super Laser
to sterilize the cities of
Earth. Closing down this project is your
primary mission, one which takes you to an
asteroid outpost plus several bases and vil-
lages on Mars, Venus, and Mercury. Don’t
expect to encounter many evil wizards; do
expect tough meetings with RAM guards,
pirates, desert apes, (hyper-snakes, etc.) and
assorted ‘special purpose’ robots. Your par-
ty will also face automated security defens-
es, ship-to-ship combats, and dangerous
boarding clashes. Occasionally, a friendly
Desert Runner, reformed computer person-
ality, ...,or even Buck himself will pitch in;
mainly, though, saving Earth is up to you.
After four long-play SSI swords & sor-
cery quests, ‘sci-fi D&D’ definitely takes a
bit of acclimating. While Magic is gone,
your characters can acquire new “Skills”
and a few weapons which approach the
gratifying destructiveness of a Fireball.
Tactical combat looks and works much like
that in the S&S games; which is to say it
works very well, offering quick, flexible
click-and-point control. Still, while you can
look forward to more varied tactical setups
(e.g. more barriers, rooms to hole-up in,
etc.), modern attack and defense options
clearly lack the range supplied via magic.
By“BuckRogersII’” (“RevengeofRAM”?),
it will be time to uncover heretofore un-
imagined Founder artifacts, psi powers, and
Vulcan death grips.
Boasting 3D-perspective forward-view
VGA ‘exploration mode’ displays, AdLib
music, and decent effects, Buck Rogers’ is
the most attractive, smoothest running im-
plementation yet of SSI’s popular questing
format. Look forward to a reasonably flex-
ible, clue-packed scenario, stiff combats,
and 30-50 hours of entertaining sci-fi ad-
venture. (Includes volume 1 of the Buck
Rogers Inner Planets Trilogy: First Power
Play, a TSR paperback by John Miller.)
Crystal Quest
kk
$49.95 for 512K Apple IIgs
Casady & Green
When “Mocking Board” first delivered
REAL sound to the II+/Me market I had the
opportunity to try (and try, and ...) a simple,
but clever demo arcade named “Thunder
bombs”. WHY?, I kept wondering, was 1
playing this twitsy game? The answer was
sound!— specifically, a very rewarding
SFPLURT!!! synced toachurning ‘fireball’
whenever I popped an enemy ship. Well,
‘Crystal Quest offers a much superior move-
around-and-zap-space-monsters challenge
PLUS highly effective IIgs sound effects.
Ineach of an (apparently) endless series
of marauding monster “Waves”, the object
is to mouse-guide your icon-sized craft
around the screen and collect crystals. When
you get them all, a Gate at the bottom of the
COMPUTIST #78
screen opens and youcan zip through to face
the next Wave. Hampering your efforts are
mines sprinkled amidst the crystals and the
need to adjust for momentum effects in ship
movement and missile launches.
Your Big problem is the monsters which
periodically enter through portals on either
side of the screen. Dumples squirm toward
your ship and grunt, Pests lay mines, Zar-
klephasers spin-off missiles, Menaces slide
along the borders and fire laser bursts, etc...
Popping these turkeys is very satisfying and
makes it easier to collect crystals and grom
valuable Smart Bombs (one of these wipes
out all monsters currently on the screen).
Potting monsters also ups your score; but the
major boosts come form collecting special
Super Crystals (which drift onto the screen
and move around) and getting through a
level in one piece. To encourage competi-
tion, CC starts a ‘Today’s Top Scores’ list-
ing each session and maintains a large all-
time High Scores roster on-diskette.
Whether or not to risk hanging around
after a Gate is opened (to get all the Smart
Bombs or wait for a Super Crystal) is up to
you. Whether or not to quit play after a few
waves probably isn’t. Crystal Quest is guar-
anteed to grab any arcade devotee for hours
of action-filled monster-sfplurting,
Fast Frames, Updates, Etc.
Stick-y Stuff
OMEGA
®
$29.95 Joystick for Apple II series and
IBM
Beeshu
Size: 4.25"W x 5.0"D x 1.75"H x 3°
Handle
Centering Tension: approx. 70 gm.
Handedness: none
Centering Error: 2.8%H, 1.6%V
Centering Defeat: none
Movement Range (Horiz.): 70 degrees
Useful Range (X/ Horiz.): 33 degrees
Centering Adjust: two thumbwheels
Connector: Apple DIN & IBM adapter
Case Access: four screws, remove feet
Available in lime green and three alter-
native da-glow colors plus off-white, Bee-
shu’s Omega boasts rounded contours anda
smooth fire-button-topped lotus handle. PB1
(the second switch) is duplicated, left and
right, on the top front of the up-sloping case.
This is an attractive ‘gumdrop’, compact
and light enough for hand-held or on-desk
operation, IF, that is, it operated! The killer
spec is “Useful Range”, the handle swing in
degrees over which X output (Y for vertical
swing) actually changes. Omega is an ana-
log device; but with response end-points
only 16.5 degrees from center, the stick acts
more’ like a four-way switch. Occasionally,
this won’t matter— as when a product cares
only which direction you’re pointing. Too
often, however, it will matter very much. All
sorts of driving and flight/combat simula-
tions demand close, full-range control for
best performance. Taking on one of these
with Omega is like playing with half your
skill tied behind your back.
Where are they now?
As noted in past joystick reviews, the
usual test procedure includes a week or so of
‘living with’ a stick. This turns out to be
fairly revealing when it comes to evaluating
user comfort and game performance, but
doesn’t say much about longer term con-
cerns. How does a stick stand up to contin-
ued daily use? Do comfort and performance
evaluations ‘prove out’ over the long haul?
For starters, several sticks were picked-
out by visitors, donated to
PBS tele-auctions, etc.
soon after the reviews.
These include Wico’s
second ‘Commander
(gray case, rod-like han-
| die), Suncom’s Tac 1+,
Control Marketing’s Pro
6000, and Kraft’s Premi-
um III (original, black-
handle + red button ver-
sion), All missed the long-
term trial.
Among the units des-
4 tined to ‘stay and take it’,
the CH Products Flight
Stick retains its excellent
‘command console’ feel
and a solid hold on its position next to the
IIgs. The venerable Mach III, another CH
stick, continues to be a smooth, reliable
performer after many, many sessions of
“Elite”, “Conan”, etc. on the I+. Suncom’s
unique Starfighter gets only an occasional
workout. Thanks to pressure-transducer
technology and bolt-anchored handle, the
“fighter is perfect for high-energy visitors
used to slamming around cartridge-game
switcher sticks. (It’s a good bet that, around
2500 A.D., some archaeologist will dig up a
‘fighter and write a paper on the “indestruc-
tibility of 20th century devices”. He or she
will also, no doubt, comment upon the in-
credible hand strength of earlier humans.)
An Epyx 500 XJ has yet to reach me in
ready-to-work form. Both of the repaired
units continue to perform well enough on
Apple applications which require just mod-
erately precise centering and which locate
‘center’ near the middle of X and Y pot
ranges. Being a hand-held-only unit and, at
that, one incorporating interesting innova-
tions that ‘kind of work’ (e.g. push-button
centering), the 'X Jis, at best, a ‘second stick’
choice for the experimentally inclined user.
Evil times have befallen one highly rated
unit. Aftera few months of fine action-game
sticking, the Advanced Gravis Analog
Joystick (for Apple) developed a serious
up-glitch in the vertical pot. I removed the
defective resistance element— just un-sol-
der the leads, pull out the wiper assembly,
and pop out the element—and, sure enough,
the resistance track showed a worn spot.
More tothe point, the resistance layer proved
to be so thin as to virtually guarantee a short
life. A call to the manufacturer seemed to
confirm this analysis but produced some
good news as well. According to Ron
Haidenger, Gravis product manager, the
company switched pot suppliers several
months ago (i.e. shortly after sending out the
review sample). If you own a Gravis stick
purchased after reading the review, there’s a
good chance your pots are of the better
quality variety.
WHAT are they now?!
In the highly favorable review of Sun-
com’s Analog Plus, quite a bit was made of
how nice it was to see pressure-transducer
technology “come of age”. Indeed, WHEN
ithappens, it will be nice to see. The "Plus is
avery good stick loaded with design innova-
tions; but it does NOT employ pressure
transducers. (Well, it Looks, Feels, and Re-
sponds like a PT stick; AND it’s from Sun-
com, maker of “Starfighter”.) As fate would
have it, Analog Plus is the only stick I did
not completely disassemble and examine
for the reviews. Recently, I opened the case
to scrape off a bit of plastic so the centering
adjustments would slide more easily. The
white circuit board flopped out and the Truth
was revealed!
Readers Data Exchange
Instead of the expected pressure sensor
pads activated by rubber-tipped arms ex-
tending from the handle, the 'Plus employs
straight-line board-molded resistance tracks.
Two wipers are mounted at right angles on
separate slotted plates. (One has a horizon-
tal slot, the other has a vertical slot. The
bottom tip of the handle fits through both
slots.) Moving the handle slides each wiper
along its track to produce X and Y resistance
outputs. (Clever!) The Analog Plus doesn’t
merely “employ pots”; itIS a highly mgged,
dual-output potentiometer. It also remains a
popular, proven performer on “Stormovik”,
“Stellar 7”, and many other PC simulations.
(Hint: For better, more positive feeling trig-
gers, open the handle and carefully remove
the two springs.)
My chief "Plus complaint, that centering
tension may be too high for prolonged high-
action applications, has proven out. On Or-
igin’s “Wing Commander”, fifteen minutes
or so of fierce space combatis likely to force
most players to a two-handed grip. One
solution is to switch sticks; another is to
view this as an opportunity to build wrist
strength. More daring users (with access to
a pointy-tipped soldering iron) can disas-
semble the case, slide out the resistance
assembly, and ‘adjust’ tension by punching
spots around the flexible ring which anchors
the handle. (Remember, a decorative rubber
boot surrounds the handle on top. Take care
to punch only the ring.) Since the sliding
plates are centered via springs on the resis-
tance assembly, a circle of 8-12 small holes
will reduce handle tension without affecting
X-Y centering accuracy.
Lo-Mem Boots
As mentioned last issue, many of the
newer PC games demand a hefty chunk of
your 640K base memory. Some examples
are “Stunt Driver”, “Ishido”, “Stratego”,
“Elvira”, Stormovik”, “Altered Destiny”,
“Prince of Persia”, “Savage Empire”, ... (i.e.
not ALL of the ‘good stuff’, but you get the
idea). Starting one of these from the usual
Dosshell selector will result in mid-play
bomb-out or, if you’re lucky, generate an
immediate “Not enough free memory” mes-
sage.
One cure is to routinely rely upon mem-
ory manager software to move chunks of
startup applications out of precious ‘base
RAM’ into either expanded or extended
memory. Also, DOS supports moving some
buffers and drivers into expanded memory.
The ‘catches’ here are (1) The product to be
run may, itself, want to use all or mostofany
expanded memory; and (2) Your favorite
DOS and/or any available memory manager
software may not recognize the presence of
your particular brand of expanded memory
board. (Fortunately, most products which
make use of expanded memory don’t care
whether DOS knows about your board or
not.)
The alternative ‘cure’ is a good deal
simpler and more straightforward. Vendors
know when their stuff is ‘pushing the lim-
its’. Typically, you will find some sugges-
tion to the effect that if (?!) you experience
loading problems, try booting with a bare
bones DOS. Experienced PC types see this
suggestion and don’t even bother trying a
‘standard’ boot. They pull out a lo-mem
boot diskette and run the game with no
problem.
‘What is a lo-mem boot (“LMB”) dis-
kette? To create one, you stick a diskette into
drive A and enter “format a: /s”. This for-
mats the diskette and writes the three system”
files DOS needs to perform essential func- °
tions, With current DOS versions, you can
expect about 590K of free memory after
booting such a diskette (DOS, etc. is using
only about 50K).
Since you will usually want a mouse
driver, you should create an autoexec.bat
file to load one when the LMB diskette
boots. (Look at your ‘standard boot’
Autoexec.bat file to see how it loads the
mouse driver.) For example, to startup the
Microsoft mouse:
ECHO ON
Cc:
cD \
MOUSE
A:
ECHO OFF
ECHO Welcome to Lo-mem Boot.
Here, the mouse driver, MOUSE.COM,
is in the drive C (hard disk) root directory.
Once the newly created autoexec. bat is writ-
ten to your LMB diskette, booting it should
install your mouse and leave roughly 580K
of free memory. This is enough to run just
aboutany currententertainment product with
all of the ‘bells and whistles’ the program
offers.
There are a few notable exceptions. Giv-
en the above setup, games like Origin’s
“Wing Commander” and “‘Savage Empire”
will run; but, for full sound and graphics,
you will also need a few hundred K of
eapanded memory. On a ‘286 PC/AT, this
means you plug in an “Expansion Memory”
board. (With 512K installed, typical prices
start around $150.) To install a board’s Ex-
panded Memory Driver (included on a dis-
kette when you buy the board), you add a
config.sys file to your LMB diskette. The
following config.sys one-liner activates an
Everex “RAM 3000 Deluxe” board:
DEVICE=C:\EMM.SY¥S /C C800
258,00
Booting an LMB diskette with this
config.sys and the autoexec.bat mouse in-
staller will start DOS, ‘hook up’ expanded
memory, and load your mouse driver. Since
the ems driver uses some base RAM, ‘avail-
able memory’ may drop to 569K or so.
Applications which employ expanded
memory (e.g. “Savage Empire”) allow for
this. They demand less base RAM than
some other large applications (e.g. “Elvira”)
which use no ems memory.
Soon, perhaps as early as spring, we
should have a DOS which can handle ALL
available memory. Once applications de-
signers can easily ‘get to’ the EXTENDed
memory most AT users already have on-
board, LMB diskettes and/or tricky memory
management utilities will be for “old DOS”-
stuff-only. For now, make a couple LMB
diskettes. Add the mouse installer
(autoexec.bat) to each; add the ems installer
(config.sys) to the one you'll boot to ‘turn-
on’ expanded memory.
Note: If you are a new or soon-to-be new
PC user and much of the above vaguely
resembles Greek (and you’re not Greek);
then check out the review of Microsoft’s
“Learning DOS”.
Indianapolis 500: The Simulation
tok
Picking the 1990 ‘Sleeper of the Year’
was easy. Seldom has such a fine product
received so little attention as Indianapolis
500' ($49.95 from Electronic Arts). Setup
options include the expected choices of team
& car (March Cosworth, Lola Buick, Pen-
ske Chevrolet), action format (practice,
qualifying, race) and race length (10-200
laps). After a few hours practice, you will
want to check the manual and fine-tune car
settings for Tires (rubber mix, pressure, and
size), Shocks, Camber, Fuel, airfoil Wings,
and Gear ratios. To give you a taste of how
different settings affect handling and speed,
three loadable settings arrangements are
supplied on-diskette. Your own favorite set-
tings can also be saved and loaded.
Nice; but the game’s best up-front fea-
ture is that, just seconds after booting, you
can be in a car and racing with barely a
glance at the manual or ‘setup card’. Joy-
stick control is smooth, offering steady
command of wheel position plus natural
feeling (fwd/back) throttle and breaking
positions. Zooming around the “Brickyard”
your cockpit view shows crowded stands,
pitstop lanes, flagmen, ... and the track-
burning competition— all in colorful, ex-
pertly animated 3d-perspective with solid
AdLib sound. Alternative views include TV-
type sky and track positions with option for
instant replay (e.g. of those spectacular
8
crackups). So far, Indy’ 500‘ has been good
for hours of first rate racing— and that was
BEFORE I decided to look at the manual
and ‘get serious’! (For CGA-VGA 640K
PC)
Tangled Tales/PC
tok
Yet once again there is cause for joy in
PC-ville. Last year Origin’s whimsical three-
part adventure eamed four stars as a II+/Ile
release. In 16-color EGA the partially-ani-
mated characters, scenery, maps, and dun-
geons look even better. As in the II version,
sound is zilch; but TT’s attraction remains.
Expect an engaging, long-play scenario
packed with interesting
personages, places, and
challenges. ($29.95 for
CGA-EGA 384K PC)
Wing Commander
Supposedly, if some-
one does high-action
cockpit-view space com-
bat in fast, smoothly-ani-
mated, VGA with stirring
music and decent sound
(both via AdLib), the result
isasure winner. If youadd
a blow-em-away intro,
insert movie-quality be-
tween-mission scenes, and
finish with thorough, attractive documenta-
tion there SHOULD be absolutely no doubt.
Why, then, doesn’t Origin’s ambitious new
arcade quite ‘deliver the goods’?
Call it“Sock”, “Punch”, “Pow”; whatev-
er term you use for the moments when you
fire off a shot (SHHVROOM!!, ...) and
FEEL it take a bite out of the target—
THAT’s what Wing Commander is miss-
ing. A Kilrathi (the bad guys) Jalthi fighter
swoops into point-blank range, you unload
ablast, and ... nothing! “That’s because they
have shields!” Uh, uh. Shield hits are sup-
posed to flare and make a FRZZZZAP!!
sound (or SZFOOFF!!), or something. And,
at WC’ slevel of detail, at least some real hits
should muncha piece out of the haul. Every-
one knows that space fighters don’t auto-
matically blow on the first hit. The ‘bottom
line’ is realism. The closer a game gets to it,
the more easily any ‘obvious’ omissions can
render the whole thing UN-real. Flying a
Wing Commander mission can be moder-
ately entertaining; but, without ‘the Punch’,
it’s too much like a pillow fight. ($69.95 for
EGA-VGA 640K PC + 300K-500K ems)
The Passion
Fairhaven.
sky in_the center of
a magnificent tower.
low-pressure challenge. Just turn on the
radio (you get achoice of Rock, Country, or
Classical music) and drive. Day becomes
night, itmay rain, cows, slow-moving trucks,
etc. may lumber onto the road, the highway
patrol WILL be watching, and you may or
may not place in the Top Driver’s roster
(maintained for each section and thecourse).
So what; this is laid-back “racing” in the
California style. You’ ve got plenty of ‘lives’,
five maps showing alternate routes, and
miles of finely-detailed scenery to explore.
The Biota Company
A new IIgs educational software maker,
Biota, has sent in a few beta samples of
mfhead of you_is the villag
Stretchi ig),
leaming materials produced using photog-
raphy-to-super-res techniques. The ap-
proach, demonstrated via a nature learning
uniton “Bogs”, looks promising. J.D. Curn-
ow, the chief developer, did not say how
close Biota is to some finished products—
by now they may have several. If Education
is ‘your game’, you might send J.D. a note
and ask.
Pro Tennis Tour
tokk
When you recall that the first video game
was called “Pong”, it has to be at least a little
ironic that tennis is the last popular sport to
be successfully ‘computer gamed’. Blue
Byte’s Pro Tennis Tour (from UBI Soft/
Electronic Arts) is the first simulation to
deliver both the look and feel of ‘real ten-
nis’. The “look” is a from-the-stands full-
court view from behind the player figure
you control. To get the “feel”, Pro Tennis’
combines just the right amount of player
joystick input with plenty of realistic com-
puter fill-in. On serves, you ‘fire’ to toss,
swing a cross-hair aimer to your target area
as the ball arches up, and fire to hit. On
toward the
he village is
Supplied with manual and commands card,
Pro Tennis Tour makes good use of ‘old-
PC’ sound and smooth animation to guaran-
teed many hours of easy-to-get-into, addic-
tive court action. ($39.95, for CGA-EGA
512k PC)
Super Quest Champs?
Could be. In a recent letter, Brian Gillo-
gly notes that he and his brother, Bob, not
only reached the Mega Crown (thus restor-
ing the balance of Science and Technology
in the 23rd century), they have gone on to
map every square of the monster-packed
maze! Since Super Quest (a 1983 SoftSide
telease for 48K II+/Ile) spans well over
1000 ‘rooms’ and game
saves are limited to a few
special locations AND
there is no character res-
urrection option— well,
mapping the entire thing is
an astonishing achieve-
ment. Brianalsoasks about
something which may have
teased other SQ players:
What's in the two ‘un-
reachable rooms’ (#450
and #451)? Good question.
Perhaps they will play
some role in Super Quest
I.
Bomblets, Not Bombs
Due to a typo error (mine), a few prod-
ucts last issue ended up with ratings of
Defective (6) instead of the intended Poor
(®). Just cross-out the bombs and draw-in
unhappy faces.
While I’m on the subject; and, since ithas
been a while since Ratings were last de-
scribed, some explanation may be in order.
To interpretarating, justimagine that you’ ve
finished trying out the product and exclaim
“Excellent!”. THAT is a four-star rating.
“Unbelievable!”, “Awesome!!!”, etc. stuff
which breaks new ground in some area (¢.g.
graphics, sound, speed, etc.) may reach five
stars. But, if you find yourself telling a
friend “Oh, it was okay”, the product prob-
ably rates just a one-star Fair.
When an otherwise attractive product
doesn’t work due to some fixable defect, it
may be tagged Defective. Since the idea is to
wam readers to “watch out, for now”, usual-
ly, only highly-advertised, high-interest
products are candidates. Nowadays, De-
fective ratings are very rare. More often
than not, I’m able to reach the vendor via
telephone, obtain needed explanations and/
or assurances, and pass these along. Any
review then goes ‘on the back burner’ in the
expectation that the ven-
Accolade’s third Test ee
Drive ($59.95 for EGA-
VGA 640K PC) matches
you against a pair of com-
puter competitors in a
LONG-running California
road duel. ‘Choice of
eS
—— ae
ies se er
dor will fix the problem
and send me an update.
On some imaginary
Ss : +, Scale of Excellence, the
{ biggest gap is between
Fair (x) and Poor. Were
a friend to ask if he or she
should purchase a Fair
weapons’ includes Chevro-
product; you might say
let’s CERV III prototype (a
real monster), Pininfarina’s
super-responsive Mythos,
and Lamborghini’s road-
hugging Diablo— you are
not, in short, exactly help-
less! On the other hand, the
computer guys don’t have
to handle tricky turns with
KB or ‘switcher’ stick, you
do.
“Whoa! My joystick says ‘Analog’ right
on the case!” Maybe so; but, in TD-III/PC,
ANY deviation from ‘center’ is treated like
a KB keypress— that smooth-responding
analog wonder might just as well be an Atari
four-banger. You CAN leam to drive this
way; but it’s never likely to feel ‘natural’,
and switch-steering most certainly damps
the ‘road feel’ characteristics of each car.
Add just-adequate AdLib sound effects and
the surprise is that cruising the five-section
course (Scenic Coast, Coast Hills, Valley
Farms, ...) tums out to be a very enjoyable,
volleys, the cross-hair indicates where your
opponent’s shots will land. Your main task
is getting into position and timing your
return button press, Distance from the ball,
side, and timing all affect shot placement.
Pro Tennis' includes a mode for practic-
ing serves and returns as well as full-game
workouts against a computer player. In
Tournament mode, you compete in matches
for a ranking among 64 computer players.
The game also includes a second-human-
player option; but, since only one player is
allowed a joystick, you can write it off along
with single-player KB and mouse options.
Readers Data exchange
agas:
“Maybe, if ... “. You
would never recommend
a Poorly performing
game, utility, or piece of
hardware. This explains
why so few Very Poor’s
turn up. Poor is bad
enough!
Conversely, Good
(tk) is, frequently, good enough. Depend-
ing upon such highly subjective criteria as a
game’s setting and scenario, the way a painter
utility arranges its tools, etc., a two-star
product could easily rank among your fa-
vorites. Of course, if you like what a review
says about a Very Good (ax) game,
language package, plug-in board, or what-
ever, your chances of getting ‘the right stuff”
are even better. Basically, the ratings say
what they mean.
COMPUTIST #78
BN Teh te
Getting the Red Out
Granted, a software vendor has the right
to protect its products any way it sees fit;
and, when it employs documentation (in-
stead of screwing-up the software), it de-
serves a pat on the nose. The dark red code
sheets technique employed by some ven-
dors comes close to being an exception. It’s
nice that they are machine-uncopiable
(though, naturally, anyone determined to
steal the product need only invest an hour or
so to make a copiable hand copy). It’s too
bad that, under normal lighting, the codes
are nearly invisible.
After missing the correct response twice
on a newly arrived game employing tiny
pnnt on such a red background, I was carp-
ing about “protection that spoils player en-
joyment ...”, when Gorbash tumed from a
nearby computer and suggested: “Maybe
you could bleach it out.” Well, when an
M.LT. chemistry Doctor of Science says
“try bleach”, you try bleach. Viola! A dip in
a tray of Purex plus some drying/flattening
between paper towels in an old magazine
and the job is done. (Warning: bleach is bad
stuff; so, be careful.) The red is gone and
blue print stands out clearly on a light-
yellow background. Magic! :
Quick! Before She Melts
Okay, the ghoul gleeclub crowding into
Elvira’s castle may not melt, massacre, or
otherwise dispose of her right away; but, it’s
acinch property values are dropping like a
rock. If YOUR creep cleanout chores are
behind schedule, then maybe these hints
(gleaned from play, NOT from the “Clue
Book”) will help get Things moving:
Your best bargain among the available
spell recipes is “Spagetty Confusion”. Mine
was good for many, MANY valuable Tan-
gled Mind castings.
The surest way to get through the Hedge
Maze is to explore the whole thing. The idea
istozapall of the gremlins BEFORE you get
to their nest. Do frequent Game Saves.
The best place to find bodies in the moat
is in the middle channel. (Incidentally, it
takes twenty ‘steps’ to go around the castle.)
«Finally, here’s a little attributes booster
suggested by Baywoof: Load your saved
game into “Xtree’”” or similar editing utility;
hop to the latter part of the file (around byte
$5110); locate your Strength, Dexterity,and
Resistance attribute numbers; change them
to $63’s (99 decimal). Now, just save your
enhanced character, swagger into the castle,
and clean their clocks! (Note: I tried this and
also upped my hitpoints as well. For best
results, do a “Wooden Heart” heal after
making thechanges and restarting the game.)
Next
Try not to empty your post-Christmas
piggy bank on one spree. Incredibly, there is
MORE to come! For example ...
Altered Destiny (Accolade): TradingTV
sets with a barbarian super-hero can get you
into some very strange places.
Stormovik (Electronic Arts): Armed to
the teeth and hugging the ground at 900-plus
kMh, you and your SU-25 attack fighter are
just the medicine to cure a terrorist uprising
in Eastern Europe.
Star Saga One (Master Play): Questing
“beyond the boundary’ puts you IN and in-
control-of your own sci-fi adventure.
Logo Plus (Terrapin): ProDOS comes to
the realm of the turtle.
Ishido (Accolade): Elegance, in stone!
Wizardry: Bane of the Cosmic Forge
(Sir-Tech): Not Wizardry VI; a whole new
Wizardry in anew VGA + AdLib format!
Vendors
Accolade: 550 S. Winchester Blvd., Suite
200, San Jose, CA 95128
atten: Mel: da Mongelluzzo (408-985-
1700)
Ad Lib: 220 G. und-Allee East, Suite 960,
Quebec, QC, Canada GIR 231
atten: Jill Carette (800-463-2686)
COMPUTIST #78
Addison-Wesley Publishing: Route 128,
Reading, MA 01867
atten: Abigail Genuth (617-944-3700)
Advanced Gravis Computer Technology:
7033 Antrim Ave., Burnaby, BC, Cana-
da, V5J 4M5
atten: Ron Haidenger (604-434-7274, in
USA call 800-663-8558)
Beeshu: 101 Wilton Avenue, Middlesex, NJ
08846 (201-968-6868)
Biota: 551 Cedar St., Richland Center, WI
53581
atten: J.D. Curnow
Broderbund: 17 Paul Drive, San Rafael, CA
94903
atten: Jessica Switzer (415-492-3200)
Byte Works: 4700 Irving Blvd. NW, Suite
207, Albuquerque, NM 87114
atten. Patty Westerfield (505-898-8183)
Casady & Green: 26080 Carmel Rancho
Blvd., Suite 202, Carmel, CA 93923
(800-359-4920)
Center for Gifted and Talented: University
of Houston/ University Park, Farrish Hall
#123, Houston, TX 77004
atten: Theresa Monaco
(CH Products: 970 Park Center Drive, Vista,
CA 92083
atten: Dan Hayes (619-598-2518)
Electronic Arts: 1820 Gateway Drive, San
Mateo, CA 94404
atten: Lisa Higgins (415-571-7171/ or-
ders: 800-245-4525))
Epyx: 600 Allerton St., P.O. Box 8020,
Redwood City, CA 94063 .
atten: William Lanphear IV (415-368-
3200)
Janklow Bender: 257 Park Avenue South,
New York, NY 10010
atten: Kim Adamo
Lucasfilm Games: P.O, Box 10307, San
Rafael, CA 94912
atten: Betsy Irion (800-STARWARS)
dist: Electronic Arts
Microsoft: 1 Microsoft Way, Redmond, WA
98052
atten: Marilyn McKenna (800-541-1261)
Northgate Computer Systems: P.O. Box
59080, Minneapolis, MN 55459-0080
atten: Mona Hendrickson (800-526-2446)
Origin Systems: 110 Wild Basin Road, Suite
330, Austin, TX 78746
atten: Greg Malone (512-328-0282)
SQ Players: Brian and Bob Gillogly, 1073
CR 37, Fremont, OH 43421-9651
Strategic Simulations Inc.: 675 Almandor
Ave, Sunnyvale, CA 94086
atten: Linda Blanchard (408-737-6800)
dist: Electronic Arts
Strategic Studies Group: 1747 Orleans Ct.,
Walnut Creek, CA 94598
Suncom: 290 Palatine Road, Wheeling, IL
60090
(312-459-8000)
UBISoft: 511 SirFrancis Drake Blvd., Suite
C, Greenbrae, CA 94904
atten: Mkt. Director dist: Electronic Arts
Walt Disney Computer Software: 500 South
Buena Vista, Burbank, CA 91521
atten: Kirk Green (818-567-3340) re.
Janklow Bender
James A. Hodge CT
Speeding up Rocket Ranger
It’s time to take Rocket Ranger (by Cin-
emaware) off of the Most Wanted list. It’s
NOT COPY PROTECTED. A copy of a
copy of acopy of the original plays the same
game as the original. The only bug I found
occurs after beating up the guard when you're
rescuing Jane and Otto (Rocket Ranger
“loses” his head). The aspects of the game
that need attention are the lack of speed and
a hard-to-read “Secret Decoder Wheel”.
The game can gain speed from two
sources. If you have 1.5 megabytes of mem-
ory you can set up an 800K ramdisk and
copy disk 2 (/Rocket.Ranger2) into memo-
ty. This speeds the frequent disk accesses,
saves the disk drive, and makes the game
more enjoyable to play. The second source
of speed would be a TransWarp GS from
Applied Engineering. The TransWarp can
reduce game time by half; time drops from
the 2-2.5 hour range to about 1.25 hours, and
Rocket Ranger becomes very responsive to
the joystick.
The only drawback to a game played at
transwarp speed is that the Nazi guards are
VERY difficult to beat by 1944, The solu-
tion is to slow the TransWarp from “tran-
swarp” to “normal” for fist fights that occur
later in the game, and also if/when you getto
the Moon. To enable access to the control
panel requires an edit to the disk /
Rocket.Rangerl . Perform the following edit:
Bk = Byte = From
$466 SIC 220000E1 68686818
(Author's Note: There should be a com-
panion article in this issue of Computist
about control panel lockout. See it for more
detail.)
Advanced Playing Technique for...
Rocket Ranger
Cinemaware
The decoder wheel can be difficult to
read. The numbers are small, and they are
viewed through a piece of red cellophane. If
you make a mistake selecting the amount of
fuel, you (Rocket Ranger) either end up
somewhere you don’t want to be, or dead
(which is also where you don’t want to be).
The decoder wheel problem can take a
little (or a LOT) more work. A simple solu-
tion is to print a copy of the decoder wheel
in chart form. Such a chart was printed in
Computist #71 on page 22, but it was poorly
formatted and contained errors, A more dif-
ficult, but more technically satisfying, so-
lution is to implement the decoderasaCDA.
Read on, and choose the method that appeals
to you.
To begin with, I printed my own chart
using the following Applesoft BASIC pro-
gram. I felt that I would need to enter less
than half the numbers on the decoder to be
able to produce a chart. The decoder had 27
* 27 (or 729) values, but 27 of them were
zero (from point A to point A) and the values
for point A to point B were the same as the
values for point B to point A. It turned out
that only 13 * 27 (351) numbers were need-
ed. A small sample of the program output
follows.
Sample printout (partial)
A A A B C
L R T RA
G A L A N
E B A ZA
R I N I OD
I A T L A
A I
Cc
ALGERIA 0 28 20 43
ARABIA 28 0 41 «57
ATLANTIC 20 41 0 32
BRAZIL 43 57 32 0
CANADA
This is an (obviously) incomplete exam-
ple of the output from the Rocket Ranger
Decoder program, but I included it to show
the format of the chart. It is 92 columns
wide. To print it requires the ability to print
inacondensed format (12 char/inch recom-
mended) on an 8.5 inch page or a wide
carriage printer with 15 inch paper (12 cpi
still recommended). Once you get the pro-
gram (by entering it, downloading it from
the Computist BBS, or by getting the disk
for this issue) you can fiddle with the format
‘till it suits you. Printer initialization strings
are printed in lines 85 and 95. The format I
finally settled on was to set the printer for
132columns, 12 char/inch (horizontal), and
8 lines/inch (vertical) in line 85, and change
to6lines/inch in line 95. Thad to include top-
of-form commands for my printer. Consult
your printer manual for the printer control
commands you'll need.
Rocket Ranger Decoder
10 REM rocket.ranger decoder
20 DIM CNTS$ (27) , AMT% (27,27)
30 FOR I = 1 TO 27: READ CNT$(I):
NEXT
Readers Data Exchange
40 FOR I = i TO 26
50 FOR J =I +1 TO 27
60 READ AMT% (I,J) :AMT%(J,1) =
AMT (I,J)
70 NEXT
80 NEXT
85 REM ? CHRS (4) “PR#1”
init string - pg. wdth 12 cr
lpi, tof
90 GOSUB 200: REM print heading
95 REM print init string - 6
lpi, tof
100 FOR I = 1 TO 27
110 PRINT MIDS (CNTS(I) +”...
see vie dsye
zis t= 14
120 FOR J = 1 TO 27
130 POKE 36,T: PRINT AMT% (I,J)
140 T=T+3: IF Ts
3) THENT =T+1
150 NEXT j
160 PRINT : IF I / 3 = INT (I
THEN PRINT
170 NEXT
180 PRINT CHRS (4) “PR#0”
190 END
200 REM heading
210 FOR I =1 70 11
220 FOR J = 1 TO 27
230 POKE 36,(J - 1) * 3 +15 +A:
PRINT MIDS (CNTS(J) + “......
a Ted
235 IF J / 3 = INT (J / 3) THEN A
=A¢1
240 NEXT
245 A = 0: PRINT
250 NEXT
260 PRINT
270 RETURN
1000 DATA ALGERIA, ARABIA,
ATLANTIC, BRAZIL, CANADA
1010 DATA COLUMBIA, CONGO, E.0
AFRICA, EGYPT, ENGLAND
1020 DATA FRANCE, GERMANY, ITALY,
KENYA, LIBYA
1030 DATA MIDEAST, NIGERIA, PERSIA,
PERU, SCANDINAVIA
1040 DATA SPAIN, SUDAN, U.S.A.,U.S
-S.R., VENEZUELA
1050 DATA W.0AFRICA, YUGOSLAVIA -
1101 DATA 28,20, 43,37, 44,25,29,
21,16,14,17,15,31,10,19, 23,30,
50, 22,13, 24,36, 26, 40,18,12
1102 DATA 41,57,59, 65,30,18,14,
34,29,27,24, 26, 20,17, 31,12,
70,32, 33,19,58, 23, 61,37,22
1103 DATA 32,27, 34,37, 39, 33,18,
19, 26,22, 43,29, 31,35, 42,44,
25,17, 36, 23, 38, 30, 24,28
1104 DATA 49,27, 38,48, 52,50, 45,
53,47, 46, 42, 54,37, 61,25,55,
40,44, 41, 60,28,33,51
1105 DATA 28,56, 62,51, 31,36, 38,
39,64,44,47, 48,55, 40, 34,35,
57,10,41,26, 42,43
1106 DATA 52, 64,59, 47, 46,50, 48,
62,49, 57, 45, 66,17,51, 43, 61,
26,58,12, 39,53
1107 DATA 22,23, 36,33,34,32,17,
24,26,15,31,54, 40,29, 20,55,
39,50, 21,27
1108 DATA 15,37, 32,33, 30,14, 23,
24,25,19,67,35,31,12, 61,28,
60, 34,26
1109 DATA 27,24, 20,19,25,12,11,
18,17, 63,28, 26,13, 50, 22,54,
29,16
1110 DATA 08, 11,13, 40,21, 22,33,
29,53,15,12,30,32,19, 41,28, 20
1111 DATA 12,10,37,17,20, 30,28,
52,16, 09,27, 35,21, 42,25,15
1112 DATA 09,35,18,14,32, 24,58,
10,16, 29, 39,15, 45, 31,13
1113 DATA 33,14,12,29,25,57,17,
11,26, 38,18, 44,27,08
1114 DATA 28, 30, 22,27, 65,39, 36,
18, 63, 34,59, 32,29
1115 DATA 13,19, 22,56,27,15,16,
43,25, 46,26,11
1116 DATA 28,18; 64,21,25,23, 46,
16,52, 36,10
1117 DATA 34,49, 36,27,17,47,40,
43,16, 24
1118 DATA 72,26, 32,21,54,20, 62,
41,23
1119 DATA 60,51, 62,33, 66,20, 43, 61
REMpri
3 = INT « /
9
1120 DATA 20,31,37,14,47,38,18
1121 DATA 28,34,24,39,23,19
1122 DATA 56,32,55,22,25,
1123 DATA 45,24, 40, 42
1124 DATA 53, 44,17
1125 DATA 35,49
1126 DATA 30
Checksums
200-$2BED
210-$C09B
220-$7C80
230-$87D7
235-$E427
240-$D9E3
245-$4CA0
250-$2AF4
260-SDCBC
270-$2796
1000-$B10E
1010-$14E7
1020-$C277
1030-$3994
1040-SF8F8
1050-$c8DD
1101-$4cCco
1102-$54F1
1103-$6D5E
1104-$179B
1105-$DDB4
1106-$CFO7
10-$BADD
20-$1990
30-SSAA7
40-$3257
50-$7636
60-$237E
70-$04BD
80-SABA7
85-$8410
90-$5096
95-$8174
100-$4ABA
110-$2310
115-$1402
120-SF966
130-SABCB
140-$C37B
150-$551F
160-$2F1A
170-$20E7
180-$5212
190-$R25D
Rocket Ranger Decoder CDA
So much for the low tech approach. The
work I did up to this point was preparatory
to creating a decoder CDA. I had to be sure
I understood the numbers and that I could
get into the control panel. I tried implement-
ing a CDA in ORCA/Pascal by converting
the BASIC decoder
Showing the first 100000 of 281078 characters.