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‘Contents
Editorial Note..........sssssseseeeeed The Bard’s Tale III: RiSK V1.4 oo scseesseesssessseenseecsneesneensneeesee
RDEX Contributors ..... 23 Thief of Fate/PC.......... 7 Space Station Freedom.............
Most Wanted Softkeys . The Maps of Kings Quest V 6 To Preserve, Protect, and Defend
unClassifieds .. WENdOTS ove crcrorcevcersisssceuncas) “Wood Car Rally scisscsatensecnsn 19
The Product Monitor Features, Notes & such: APTs:
Reviews GS/DSP: Update on Captain Goodnight
Chip’s Challenge .. IIgs Enhancement Board Elite Plus .. ie
Continuum... Two-World Transfers: The Maps of Kings Quest V ...........+. 6
Freakin’ Funky Fuzzballs Apple to IBM and Back ............... 7 Playing Tips:
King’s Quest V: Absence Makes the Softkeys: Elite PLUS ......scssssssssssssssscsessesssessseeeeee 8
Heart Go Yonder .ccscissccccsccssccsined:
coo Tones IBM Softkeys:
Talking Tools ....... ‘
ABC Monday Night Football
World Class Soccer.
Fast Frames, Updates, Etc. Abrams Battle Tank
Battlehawks 1942
Assorted Corrections ...... panacea,
Comentary: II to Two... op ny restle
Centurion .
Two-World Transfers ... Champions of Krynn .
California Games II. Command HQ ....
Dark Designs .... Indianapolis 500 .....s.cccssssccsseensesees
Death Knights of Krynn . Jack Nicklaus’ Greatest 18 Holes
Elite Matters .........0-+ of Major Championsip Golf
Elite Plus ... (This Land is your Land) Life & Death II: The Brain...
Elite Plus PLU: -8 Gorgon... Lowblow Boxing
Jack Nicklaus Hi Res Tool Kit .. MI Tank Platoon
Course Designers Clip Art........... 8 High Rise... Might and Magic
Jack Nicklaus Presents the Major Invisible Bugs Might And Magic I
Championship Courses .. Jawbreaker... Nuclear War
Links Championship Courses: King’s Bounty ...
Bay Hill...... ies Might and Magic II
Links Championship Cours: Miner’s Cave...
Pinehurst ... Mission Control ..
Mickey’s 123’ Mystery Matte:
The Big Surprise Party Mystery Objects
Modem MGB ..............
NRFPT Releases ..
SHR Convert/IIgs .
Te lem ate scicssesissssssecsseserconeeneereossennse
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Advanced Applesoft Basic ..
Apple Assembly Language
Bad Dudes ..
Bubble Bobble
Captain Goodnight 3
Chemistry - Balancing Equations...
Chemistry - Periodic Table
Comics....
CommuniKeys
County Fair...
Electric Crayon
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|COMPUTIST |
Charles R. Haight Editor
Jeff Hurlburt Reviews
Dave Goforth BBS
COMPUTIST is published by SoftKey
Publishing. Address all inquiries to:
COMPUTIST
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(206) 832-3055
+ COMPUTIST does NOT purchase editorial
material. The entire editorial content consists
of information submitted to COMPUTIST
for publication in the shared interests of all
COMPUTISTs.
+ Unsolicited material (manuscripts, letters to
the editor, softkeys, A.P.T.s, playing tips,
questions, etc.) are assumed to be submitted
as letters-to-the-R DEX-editor for publication
with all and exclusive rights belonging to
COMPUTIST.
+ Entire contents copyright 1990 by SoftKey
Publishing. Allrights reserved. Copying done
for other than personal or internal reference
(without express written permission from the
publisher) is prohibited.
* The SoftKey Publishing assumes no 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.
SUBSCRIPTIONS: Rates (for 8 issues):
US... $24 Canada/Mexico ..$34
U.S. 1st Class ..$34 Other Foreign.....$54
+ Subscriptions are sold by number of issues
and not by month or year. An 8 issue
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issues before you need to renew. It's when
you will receive each issue that we're a little
erratic about.
+ Domestic Dealer rates: Call (206) 832-3055
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+ Change Of Address: Let the U.S. Postal
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must tell the USPS to forward your third class
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the acknowledgement card after 2 weeks,
send another notice or call us direct.
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of address may be acquired at the regular
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We are not responsible for missing issues
90 days after mailing date. If you do not
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please call or write.
‘Apple® is « trademark of Apple Computers. IBM@ is the IBM
ke
NX SJ
Readers Data EXchange
New COMPUTIST readers using
Apple IIs are advised to read this page
carefully to avoid frustration when at-
tempting 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 at leastcircumvents,
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:
6ctriP
Type 6. Next, place one finger on the ctrl key
and then press P. Don't forget to press the return
key.
Other special combination keypresses include
ctrl reset and open-apple ctrl reset. In the
former, 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.
Super IOB and Controllers
This powerful deprotection utility (in the
COMPUTIST Starter Kit) and its various Con-
rollers 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 II+, //e, compatibles: 1) Place an Inte-
ger 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 com-
puter’s motherboard as detailed in the “Modified
ROM’s” article CCOMPUTIST #6 or Book Of
Softkeys IIT) or the “Dual ROM’s” article(COM-
PUTIST #19).
Apple //e, //c: Install a modified 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 lic 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 ¥ to exit.
Recommended literature
Apple II Reference Manual (or Ie, 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: Ifyou want your 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
(S 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 first checksum
differs is incorrect.
CHECKSOFT instructions: Install Check-
soft (BRUN CHECKSOFT) then LOAD your
program. Press & to get the checksums. Correct
the program line where the checksums first dif-
fer.
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 forfree publication in thismaga-
zine, RDEX does not purchase submissions nor
do we verify data submitted by readers. If you
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 usedin RDEX even ifnot 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) or IBM 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,
but tell us which one. Puta 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 return 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. (You can write anytime!)
Jack Nissel (Disk Protection, 7-10PM EST)
(215) 365-8160
MarcBatchelor, 6025 Coker St., Cocoa, FL32927
Rich Etarip, 824 William Charles Ct. #2, Green
Bay, WI 54304-4018
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 a new user, it may
take a day or so to validate your new ID# and
password.
la
DEPROTECTED backup copy:
rightful.
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) that such anew copy or adaptationis created as an essential 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 #82
Editor's Notes
Fancy Hardware or Vaporware?
Check out the pre-product announcement
on page 17 and make up your own mind.
U.S. $3.75
Hardware Believers?
I’m looking for 20 hardware believers who
still use their Ie and think they can spare about
$250. [have ahardware project that boosts the
computing power of a Ile.
It’s a 4"x13" board that sits under the key-
board in your Ile. It has a 65C816 processor
using a 4Mhz clock and IMbyte of RAM
minimum (expandable to 8Mbytes). The ROM
is actually a 128K battery backed SRAM chip
so thatthe system “ROM” can be easily changed
at any time. It connects to the Ile at the 65CO2
chip. You unplug the 65C02 on the mother-
board and plug in a jumper to the board. I call
it the “Option Card” but some others here call
it the “2GTS”. That’s stands for “too good to
stop”.
T’ve sent for quotes on the board. Only one
has come back so far. If I can find 20 people
interested in constructing the card, it will cost
us about $60 each for the bare board. If you are
interested, write to me at COMPUTIST.
Instant On?
I’ve been playing around with this one for
quite a while. It’s a card with 12-32K SRAM
chips with battery backup. It looks like a disk
drive. I store my system (DOS/ProDOS) soft-
ware and favorite programs on it. I’m thinking
of redoing the board to use 8-128K SRAM
chips. That would mean that the board would
have 1Mbyte of SRAM. A good size for a
RAM disk. If you are interested in sharing the
cost of having the new board made, let me
know.
Canada & Mexico $7
|82 |COMPUTIST
Table of Contents
Editorial Note ...........ccssssccsscscccssssssssessessesesseeeee
RDEX Contributors .............cccccscsscsscssssscsseeeee 2D
Most Wanted Softkeys .........cccsssssscsessssssseeee 2D
UNCIASSIFIEMS .........scescesssecssseccsecceccsccsscsccsceseeses LO
The Product Monitor
Reviews
Chip’s Challenge ..
Continuum............
Freakin’ Funky Fuzzballs
King’s Quest V: Absence Makes the Heart Go Yonder ..
Talking Tools ............
World Class Soccer ..
Fast Frames, Updates, Etc.
Assorted Corrections ...
Comentary: II to Two ..
Two-World Transfers
California Games II......
Dark Designs
Death Knights of Krynn ..
Elite Matters ..
Elite Plus ...
Elite Plus PLUS!
Jack Nicklaus Course Designers Clip Art
Jack Nicklaus Presents the Major Championship Courses ...
Links Championship Courses: Bay Hill...
Links Championship Courses: Pinehurst
Mickey’s 123’s: The Big Surprise Party
Modem MGR
NRFPT Releases ..
6
4
4
5
5
4
9
4
7
8
7
7
36
a
8
8
8
8
8
7
Al
8
COMPUTIST #82
SHR Convert/IIgs..
Telemate ............
The Bard’s Tale III: Thief of Fate/PC
The Maps of Kings Quest V
Vendors
© Q XI 00
Features, Notes & such:
GS/DSP: Update on IIgs Enhancement Board
Two-World Transfers: Apple to IBM and Back .
Softkeys:
Advanced Applesoft Basic ...
Apple Assembly Language .
Bad Dudes
Bubble Bobble
Captain Goodnight
Chemistry - Balancing Equations
CommuniKeys
County Fair.....
Electric Crayon (This Land is your Land)
Gorgon
Hi Res Tool Kit
High Rise....
Invisible Bugs.
Might and Magic II 20
Miner’s Cave... 19
Mission Control . 20
Mystery Matter ..
Mystery Objects .
Note Card Maker
Risk v1.4.
Space Station Freedom.
To Preserve, Protect, and Defend
Wood Car Rally
APTs:
Captain Goodnight
Elite Plus
The Maps-of Kings Quest V’ sscssssscsccsessessenrsetessesasscccccenarecscssesiesseuees 6
Playing Tips:
Elite: PLUS :sississsccssssssssssvesnssssvoscavesossscsssetercassascssseasavvcssvsusvssenesiesessesceee 8
IBM Softkeys:
ABC Monday Night Football .
Abrams Battle Tank................
Battlehawks 1942...
Champions of Krynn
Command HQ...
Indianapolis 500
Jack Nicklaus’ Greatest 18 Holes of Major Champion. 22
Life & Death II: The Brain... 21
Lowblow Boxing... 22
M1 Tank Platoon ... 22
Might and Magic ....... 22
Might And Magic II..
Nuclear War...
Pipe Dream.
Populous.....
Railroad Tycoon
Red Storm Rising! .
Silpheed v2.2...
Street Rod...
Test Drive II ...
VOC vcscccossesivcssereiey
Wing Commander .
Readers Data Exchange 3
Jeff Hurlburt TX
The
PRODUCT
MONITOR
RATINGS
Superb kKkkKK*
Excellent *#*%%k
Very Good **kK*
Good **
Fair *
Poor @
Bad @©@
Defective ©
II to Two
By now it should be clear that, for the
active computer user, access to aPC/AT
machine is a ‘given’. Along with your
radio, TV, and telephone, it has become
‘standard equipment’. Interestingly, it
has not attracted much experimenter
interest nor anything like a fanatic user
group following. Today’s generic PC/
ATIS a good, solid machine and, by far,
the best price/performance personal
computing value— besides which, it
continues to absorb an overwhelming
portion of major software vendor atten-
tion. It has not, however, replaced the
Apple II.
Why? Many reasons; but, to keep it
short: you can’t and/or won’t do “Apple
II” stuff on your PC. This especially
applies to experimentation and one’s
willingness to try out enhancement prod-
ucts from a growing list of new ‘garage
shop’ suppliers. Ironically, when a II
user moves from II-only to “two”— i.e.
adds a PC— there is more enthusiasm
for enhancements and, after a brief dip,
time spent using the older machine actu-
ally increases! For whatever reason, the
“endless Apple II” does seem to be on
the rebound. Two computers really are
better than one.
Freakin’ Funky
Fuzzballs
kkk
$44.95, for CGA-VGA 640K PC
Sir-Tech
(AdLiB or Sound Blaster sound
recommended)
Most fuzzballs don’t do much about
being kicked around; but YOU are dif-
ferent! You are “freakin’”, “funky”,
AND determined to polish-off the Ene-
my!! Your quest begins at Level 1 and
will not be completed until you blow up
the Enemy’s HQ on Level 15.
Sir-Tech’s ‘Fuzzballs is a fast-paced
arcade-adventure featuring colorful top-
down-view grid displays, simple KB
controls, and Adlib/SB/Roland effects
and music. Mainly, on each Level you
want to collect the keys needed to open
a gateway to the next Level— NOT so
easy, because each tile is good for just
one or two transits before it simply dis-
appears; you must find the gateway and,
of course, the Enemy is usually in hot
pursuit. HIS objective is to pound your
Strength points to zero— whereupon
you become a POOP ball, just amemory
in FFF’s Hall of Fame top scores list.
Fortunately, each Level is sprinkled with
food items (to restore strength), wands
that create tiles, plus other goodies, like
shields, rings (to increase max Strength),
and scrolls. Much of fun is in finding
ways to isolate the Enemy (by eliminat-
ing tiles) so that you can loot a Level’s
treasures,
Lest you become complacent after a
few early successes, the fifteen Levels
span five “worlds” (Ancient Times,
Funky Gardens, Modern Times, Future
Space, and Darkness) offering a nice
mix of patterns, grid size, and trickery
(e.g. wrap-around tiles). For aces, there’s
an Expert Mode; and really competative
types can go one-on-one with one player
taking the Enemy role.
Supplied on both 3.5" and 5.25" me-
dia with manual and commands card,
‘Fuzzball delivers lively, addictive ac-
tion; and, via an Alternate Turns option,
the lure of fierce high-scores competi-
tions for up to ten players. Possibly, the
game should offer joystick input; but its
chief weakness is the absence of a Save
Game option. After a few tries, it is not
difficult to get 10-20 minutes of contin-
uous play; it IS difficult to get much
more without enduring many increas-
ingly tedious replays of early Levels.
Being a freakin’ funky fuzzball is fun;
but it could easily have been funner.
World Class Soccer
kik
$44.95 for CGA-EGA 512K PC
U.S. Gold
Joystick recommended
If a sports simulation ‘works’, it’s a
good bet that someone who doesn’t es-
pecially like the sport will not like the
simulation. Fortunately, Toby, one of
the Computer Room regulars is a sports
fan who enjoys soccer. While I watched,
he tested (and tested) U.S. Gold’s new
World Class Soccer until it became clear
that the “testing” was over and he was
simply ‘hooked’ on the game!
A colorful 66-page manual is your
first tip-off that ‘Soccer is for real. In it
you'll find an outline of game rules,
terms, pictures and bios for World Cup
star players, trivia, and highlights of the
1990 matches. For individual matches
or to enter the World Cup competition,
you have a choice of the twenty-four
1990 Cup teams. Each has a page show-
ing national flag, an interest-hyping ‘col-
or’ commentary, overall SSAS ratings
(Skill, Speed, Aggression, and Strength),
and the 22-player roster. To assist in
picking the eleven players for each
match, each player is also SSAS rated.
The latteris not merely more hype, since
the program uses player ratings to deter-
mine in-play outcomes.
“Soccer’s setup menus and displays
get you into action with minimal hassle.
Once you select a team and formation,
the roster (with ratings) appears on-
screen along with formation diagram.
Guided by highlighted formation posi-
tion, you pick each player until all slots
are filled. Easy! The game supports per-
son vs. computer and person vs. person
Individual matches using KB or joy-
stick controls. With two human players,
two-joystick play is available using a
game port adapter (such as the one listed
in Sound Blaster’s catalog for $11.95).
Multi-match Tournament play is single-
person only— the program simulates
outcomes forothermatchesineach round
and allows saving Tournament status to
disk between matches.
In fact, everything looked so easy
that, having observed Toby’s rather ex-
tensive “testing” sessions, even I, a total
soccer novice, found myself playing.
U.S. Gold’s new release is to soccer
what Activision’s ‘Two-on-Two/Ilgs is
to basketball— which is to say Very
Good and very playable. ‘Two-on-Two’s
sound is better; ‘Soccer offers AdLib/
SB or Roland music, but just PC effects.
(‘Soccer, however does offer true two-
person play.) Mainly, the new soccer
delivers smooth, realistic action and
natural-feeling control of movement,
kicking, heading, and tackling. The
‘trick’ is that the program automatically
puts you in control of whichever team
member is closest to the ball. (A small
arrow points to the person-controlled
player.) Other players continue to fol-
low the flow of play, which can range
freely over the smooth-scrolling multi-
Readers Data Exchange
screen field. Rounding out the package,
a lighted scoreboard display comes up
to present penalty and other game mes-
sages; and— still more hype— a TV
sportscaster introduces each match by
predictng the winner.
Boasting crisp, colorful EGA graph-
ics, ‘Soccer comes with fold-out poster/
controls guide and manual on both 5.25"
and 3.5" media. Expect a quality, easy-
playing simulation; but don’t count on
easy victories— especially against ‘top
guns’ like Italy, Germany, Argentina
OR a skilled second player. Great fun,
even if you don’t consider yourself a fan
of the sport; an absolute feast, if you do!
Continuum
Kkakk
$49.95 for CGA-VGA 512K PC
Data East
(joystick, AdLiB or Sound
Blaster, and 10Mhz minimum
speed recommended)
Flying dreams seem to be fairly com-
mon; so, perhaps, you’ve happened upon
this particular variant: You’ re in anenor-
mous room where, to your delight, you
discover that can leap/glide from wall to
wall. Great fun; and, now, thanks to
Data East, a remarkably similar experi-
enceis available in Continuum. Accord-
ing to the manual, you “pilot” a mini-
craft called a “mobile”; in fact, though,
you ARE the mobile. Move the stick
back, and your view sweeps upward
toward the ceiling. You see level upon
level of platform squares. Move it for-
ward, and you can see your base resting
upon a platform, platforms below you,
and the floor. Bouncing and tuming
positions you for a ‘jump’. Pressing
‘fire’ sends you forward, sliding into
space where tums can steer you to an-
other platform ready for another leap.
Connected by doorways placed at
various altitudes, there are 256 of these
enormous rooms organized into twelve
“emotional regions” (Dream, Stimulate,
Develop, ...). Mood is set via color
scheme, AdLib/SB music/effects, plat-
form arrangement, hazards (e.g. force
prisms, mobiles which try to knock you
down, etc.), and opportunities. The game
can be played in Emotion or Action
mode. In the former— you choose any
region and are free to explore rooms
without competative pressures. In ‘the
real thing’, Action Mode, you startin the
“Welcome” room and must collect the
sixteen crystals and sixteen cubes scat-
tered throughout the Continuum uni-
verse. All hazards are active and the
time you can spend in each room is
limited. To balance such risks, there is a
COMPUTIST #82
multi-position Game Save and a quick-
save/restore “Memory” feature for try-
ing out daring new maneuvers. Only
Action Mode players can score points
(fortime in flight and objects retrieved);
and only the best of these can win aplace
in the High Scores roster.
As might be anticipated, Continuum
rates just ‘okay’ on the ‘artwork beauti-
fulness’ scale; the design effort here has
gone into super-realistic perspective and
physics effects, smooth, responsive con-
trols, effective musical composition, and
imaginative room setups. The effort was
not wasted. You DO feel like you are
flying; AND there are all sorts of neat
places to fly around in! A ‘dream come
true’? Pretty close. Continuum is a
unique gaming experience.
King’s Quest V: Absence
Makes the Heart Go
Yonder
kk
$69.95 for VGA PC
Sierra
(Cluebook required: $9.95;
Adlib, Sound Blaster, or Roland
sound recommended)
Castles are supposed to very safe
places. They’re so big and stony and
heavy. Certainly, the last thing King
Graham expected after a pleasant day in
the woods was to return to his estate and
find an empty plot! Yet, incredibly, ev-
erything—castle, family, retainers, hors-
es, (PC, IIgs, Sierra games, collection of
Computists!)— EVERYTHING is
gone!! It’s a good thing a friendly owl,
Cedric, happened to be on the scene. He
informs you that a wizard spelled your
home into a dark whirlwind and then
vanished. Now, your only hope is to let
Cedric sprinkle you with flying dust and
follow him to a friendly wizard who
may be able to help. It’s along, long way
from Daventry; but, you already miss
your family and, as they say “absence
makes the heart go yonder”!
To whatever extent superb, award-
class 256-color VGA animated graph-
ics can be said to ‘make a game’, King’s
Quest V’’s do it. Starting with the ex-
tended movie-like introductory se-
quence— you do get to see the evil
wizard poof your castle— and ending
with a no-holds-barred magic duel, the
player is treated to one computer-arts
masterpiece after another. Your travels
take you to a bustling town, deserts dry
enough to send you out for a Coke
(complete with temples, tents, bandits,
and dancing girls), enchanted forests,
bone-chilling snowscapes, mountains,
seas, islands, and, finally, the maze and
chambers of the evil wizard’s castle.
One of the big reasons you are certain
to pause and admire the artwork is the
AdLib/Sound Blaster/Roland sound-
track. I must have spent five minutes
just enjoying the music and ‘atmosphere’
of the desert camp dancing girl scene.
Much the same happened with the weep-
ing willow (who plays a magic harp),
the enchanted forest, and the icy moun-
tains frames (you hear the winds and
falling snow). “Wow! I bet all that great
stuff uses 4 or 5 megabytes on hard
disk.” Nope. Ituses 9.7 megabytes! (You
can cut this way down by accepting a
‘compressed files’ option; but, the re-
sulting delays spoil the presentation.) In
COMPUTIST #82
short, Sierra’s most lavish adventure
begins as a beautifully crafted ‘picture
book’; there’s no better showpiece for
your computer’s sound and graphics
capabilities.
If you liked “Clash of the Titans”,
“The Seventh Voyage of Sinbad”, and
“The Wizard of Oz”, you will appreciate
King’s Quest V’. (i.e. It’s a good story,
too.) Besides all the places to go, there
are many interesting characters to deal
with. You'll meet wizards, shopkeep-
ers, gypsies, thugs, pricesses, gnomes, a
witch, elves, an ice goddess, harpies, a
yeti,... and many more. Practically ev-
ery one of these has something you will
need to complete your quest and/or can
supply help at acritical moment— which
gives you some idea of the number of
‘use this to get that’ puzzlettes. For
instance: you’1I need the skeleton’s shoe
to throw at the cat to save the rat who
will gnaw your ropes when you are
imprisoned in the cellar by thugs. (By
the way, keep the rope.) Naturally, to
break the lock you will have the hammer
you got from the cobbler in retum forthe
boots you got from the elf, who was
grateful for the jewels you found in the
pouch you took from desk in the witch’s
house!
Long-time Computist readers may
recall that, some years ago, I experi-
mented with omitting ratings. (This did
not last long— readers like ratings; and,
they want the reviewer to ‘commit’, in
clear-cut terms, to some kind of overall
evaluation.) The experiment was
prompted by products like King’s Quest
V’. Yes, the game CAN be a very enter-
taining adventuring experience; but,
ONLY if played in a certain way using
materials notincluded in the game pack-
age. Your problems begin with the new
point-and-click no-text-input interface.
The one in KQS works well; and, given
a four-quadrant ‘walk-around-and-get/
do-things’ format, eliminating text in-
put may be a good idea. Game action
and displays do seem more realistic. A
designer must, however, supply substi-
tutes for the hints normally obtained via
text exchanges. Too often, this game is
‘long’ on puzzles and ‘short’ on critical
clues.
A second problem area is the imple-
mentation of real-time obstacles. These
almost always fall flat in puzzle-orient-
ed adventures. For good reason. It
doesn’t make sense to allow the player
to stand around and think about/try solu-
tions for a problem ‘forever’ in one
frame; and, then, require speedy, pre-
cise movements in the next. Bad enough;
but, when KQS incorporates numerous
learn-by-dying experiences AND un-
countable opportunities to continue play
(for hours and hours) with no chance of
winning— well, Ihaveto ask: “WHERE
were the play testers?!” There is NO
WAY anyone is going to get through
this game without outside help and/or
exotic trickery (e.g. scanning program
files for text hints).
Consider the problems a ‘play it
straight’ (no outside help) adventurer
faces in the desert. For starters, the only
way to find the oases is to explore; and
that means poor King Graham is certain
to die of thirst several times. When you
discover the pool just south of the tem-
ple, you hear approaching hoofbeats.
Since Cedric has warmed you of outlaw
nomads, you can figure that meeting the
tiders isn’t a good idea; also, this is a
real-time threat; so, delay is fatal. The
easiest escape try is to click for a north-
ward move. You do it; and, not only do
you escape; you discover the temple!
Unfortunately, the correct response is to
maneuver Graham behind some boul-
ders near the pool— tricky, given time
pressure, especially since there’s no
obvious indication that you can hide. (If
you hide, you see the riders approach
and open the temple using amagic staff—
this also sets a flag which allows the
staff to be present and stealable at the
bandit camp far to the south.) Runnorth,
and the riders (for no good reason) do
not approach the temple! You should be
caught and killed; but, you’re safe, with
no hint whatsoever that you cannot ever
get into the temple.
Okay, you have the staff. You open
the temple (the staff breaks) and come
upon another real-time trap. Spend even
a second admiring the treasures and
Graham is entombed. After a Restore,
you zip in, grab a large bottle near the
entrance and scurry out just before the
entrance seals. Success?! Uh, uh. You
left the gold coin! (It does sparkle, but is
easy to miss under pressure.) Now, there
is no way to pay the gypsy! Unless you
guess that a treasure remains, you’re
doomed to pointless wandering. As for
the skeleton, with luck you'll happen
upon it and get the shoe. Without luck, ...
Readers Data Exchange
Happily, several factors rescue King’s
Quest V from the ‘Init Me Please’ bin.
First, being killed-off is not nearly so
bothersome as in most adventures. The
game offers twenty user-named Game
Save positions; and both Save and Re-
store are very speedy. This also makes it
easier to minimize losses should you
suspect (or discover) that you’re on a
losing path. Sierra offers hints via tele-
phone (not a free call) and the latest
catalog lists a Cluebook. It is reassuring
to believe ‘the official answers’ are avail-
able in print; but I have not seen a
Cluebook copy yet. Instead, I relied
upon a walkthrough posted ona popular
BBS by (according to the doc’s head-
ing) “Daniel, AKA XERXES- Master
of Games from the present and future”.
While the walkthrough includes no
maps, it does supply more than enough
information to assure that players need
not become permanently mired.
King’s Quest is one of the classic
computer game series; and, you must
admit, it has been too long since your
last visit to Daventry. (Absence makes
the heart grow fonder, too.) Thanks,
largely, to the ready availability of ex-
ternal help, you can enjoy the beauty,
atmosphere, and (to a fair extent) the
challenges offered in the latest install-
ment. Get the Xerxes docs or the Clue-
book, check out the maps presented in
this issue, and then get King’s Quest V’.
You won’t be disappointed.
Talking Tools
tk
$60.00, for IMB Apple IIgs
ByteWorks
(1.25MB and second 3.5" drive
recommended)
Thanks to the Ensoniq sound IC right
there on your IIgs motherboard, it tums
out your computer has all the hardware
needed for easy, memory-efficient
speech programming. All the software
you need is an Orca language and Talk-
ing Tools. The new ByteWorks release
comes with SPEAK.IT, a program you
can start immediately to try out all of the
package’s features. Just type-in a mes-
sage (like “Good moming Dave”) or
load a text file, click “Speak” and your
IIgs talks!
Default voicing produces “War-
games”’-style speech; but, you can quick-
ly change this by adjusting global pa-
rameters for Voice (male/female), Range
(bass/treble), Pitch (0-9), speed (0-9),
and volume. For most realistic, tailored
output, SPEAK.IT’s editor allows in-
text, local-effect changes in the param-
eters plus entry of delays and phonetic
eee itm
codes. You can also encode and save
words in one or more Exceptions Dic-
tionaries— this way the program can
say the words correctly without the need
for in-text changes. Other handy editing
features include cut-and-paste, an op-
tion to speak only selected (highlighted)
text, and optional display of text as pho-
netic code.
Employing over 1200 grammarrules,
Talking Tools recognizes suchcommon
abbreviations as Dr., Mr., and St.— it
says “doctor”, “mister”, “street”— as
well as monetary and math symbols. For
example: $1 + $1.02 = $2.02 is “one
dollar and one dollar and two cents
equals two dollars and two cents”. It
adjusts sentence voicing for ending ques-
tion marks; but, unfortunately, ‘recog-
nizes’ parentheses and quotes by name.
A “(“, for instance, becomes “open
paren”. The documentation describes
No easy way to tum this feature off; so,
if you want existing word processor-
produced stuff to sound right, it’s up to
you to remove offending punctuation
and/or substitute delays where desired.
Along with the ready-to-go talking
editor, ByteWorks has collected the
Tools and produced a talker program in
three Orca languages (Assembly, C,
Pascal) including source and .exe code
plus libraries; and ‘everything’—
SPEAK.IT use, phonetic coding,
TOOL.050-TOOL.053 descriptions, and
source code listings— is covered in a
well-organized 103-page manual. Sup-
plied on expanded GSOS System and
Program diskettes, Talking Tools IS the
easy, fun way to tool-up for computer
speech!
Chip’s Challenge
tkk
$39.95 for CGA-VGA 640K PC
Epyx
Joystick recommended
Melinda the Mental Marvel is smart,
cute, and president of Bit Busters, your
school’s ultra exclusive computer club.
When she offers you (Chip the Nerd) an
opportunity to prove you have the right
stuff for ‘Busters membership, only one
answer is possible: “Wow!” and then
“Let me at them/it/..whatever.”
“Tt” is a series of 144 multi-screen
push, slide, toggle, unlock, navigate,
dodge, detonate puzzles. Ineach smooth-
scrolling top-down view gamescape your
objective is to guide the Chip action
figure to an exit square before time
expires. The “Chip” in “Chip’s Chal-
lenge” has a double meaning, since,
usually, you must collect a specified
number of computer Chips in order to
6
get past a chip Socket square. Success
Starts you at the next puzzle and produc-
es a four-letter code. (There is no Game
Save; instead, if you wish to take a
break, coding permits restarting at any
level for which the code is known.)
There are also Level and cumulative
scores; but, no record is maintained on-
disk.
Play begins with eight introductory/
practice Levels designed to highlight
and demonstrate the operation of ga-
mescape features and items. This is
where you learn how to avoid many of
the nine (crawling, bouncing, sliding)
Monster types, and that Magnets let you
walk against the flow of Force Floors
(moving walkways), Shields protect you
from Fire and Waterhazards, and Cleats
keep you from sliding on Ice. You’ll
also discover that Blocks can be used to
detonate Bombs or pushed into place to
create walkways, that color-coded keys
and buttons can remove or deactivate
barriers, that “2” icons supply helpful
hints, and that all Walls are not visible.
Add Teleport squares, Bear Traps, Re-
flectors, Clone Machines, ... and you
have more than forty game elements,
each represented by its own easy-to-
recognize, often animated icon. With
AdLib/SB/Roland support, you can look
forward to a variety of ‘colorful’ sound
effects as well.
Each Level boasts its own ‘look’ and
mood, further enhanced by one of sever-
al musical pieces. Part of the payoff and
fun in making it through one Level is
getting to see what the next has in store.
You may encounter anything from a
somber, monster-infested plain, through
a frantic pinball game style maze. Evi-
dently, there is always some theme
which, once discovered, may be a valu-
able hint. For example, in the Level
titled “South Pole” you navigate an ice-
floored maze of reflector walls by con-
sistently moving ‘down’ the screen (i.e.
“south”). Often, the trick is to recognize
the value of some general procedure
which canbe repeated. So, in the “Castle
Moat” puzzle, you discover a quick way
to move blocks out of a maze and anoth-
er procedure for getting them to the
moat to build a walkway. Emphasizing
the puzzle nature of the challenge, even
moderate arcade expertise is seldom re-
quired. Similarly, time pressure is min-
imal. (A few Levels are not timed at all.)
If you run out (or get zapped, trapped,
etc.), no problem— the game permits
endless attempts. Once you catch on to
the right approach, there is ample time
to explore and enjoy each challenge.
Even as you were pushing around
crates in “Sokoban”, rolling rocks in
“Boulderdash”, toggling barriers in
“Saracen”, fitting together blocks in
“Tetris”, ... you just knew that some-
where an ultimate, do-it-all puzzle quest
remained. Basically, you’ve been look-
ing for the ‘Neverending Fun’ of the
‘Neverending Puzzle’. Well, through
22 super-addictive Levels, winning Bit
Busters membership looks doable; yet,
over 120 Levels remain! The Ultimate
Puzzle Quest? So far, Chip’s Challenge
is IT!
(Supplied with manual on both 5.25"
and 3.5" media.)
Fast Frames, Updates, etc.
The Maps of Kings Quest V
Talk about luck! Just when it looked
like you would have to tackle the dread-
ed Western Desert unaided, along comes
an old gnome who suggests: “Hey,
whynottrytheComputistmaplibrary?!”
Sure enough, all you had to do was look.
On the very top shelf in the southwest
comer, between stacks of yellowing
scrolls labeled “Ultima” and “Questron”,
you spy “KQ” and reach for the parch-
ment rolls. The ancient ladder creaks,
shifts slightly in its tracks and you start
to imagine headlines like “Adventurer
Perishes in Freak Mishap”, “Quester
Plummets to Doom”, ... then you’ve got
them!... (“Still clutching the prized doc-
uments, the broken remains of...) and
scurry downto safety. Whew! But it was
and entering the planet’s name.) Ac-
cording to my notes, the chase leads to
Reesdice and Arexe in Galaxy 1 and,
then, moves to Errius in Galaxy 2. It’s
okay to dock at any nearby planet after
the G-jump in order to do a planet Find
for Errius. A chain of messages starting
at Errius directs you to Inbibe, Ausar,
and Usleri. Finally, the showdown is at
Orarra.
Elite Plus >
Ittook a while, but, FINALLY some-
one has released a full-sound, full-color
EGA/VGA version of “Elite” for PC/
AT ($44.95). Wisely, MicroPlay’s de-
signers have hewed closely to the orig-
inal look and feel of the most popular
space combat and trading adventure ever.
Once again, you begin as a “Harmless”
rated trader/combateer at the helm of a
bare-bones Cobra space craft. Your mis-
sion: build your wealth, arm your ship
‘to the teeth’, gain Elite rank, and do
something about an inter-galactic con-
spiracy involving trading combines, the
Knights Templar, and (of course!) the
ruthless insectoid Thargoids— all of
which is explained in the new scene-
setter novella included as part of the
manual.
In Elite Plus you can look forward to
more color, better-detailed, filled ship
King's Quest P: the Hoe foe Noroc' Fol
Door ta Castle]
|
t
NNN SN NSS
ee
worth the risk. One sheet IS the desert
map, crisply drawn and beautifully illu-
minated. Even better, the other is not
merely a copy of the first. It’s a diagram
of some kind of maze. (““Hmmm, looks
like I get in through this grating. Won-
der why ‘beast’ is marked... to avoid, or
maybe one has something I'll need...””)
No doubt, both maps will come in very
handy indeed!
Elite Matters
In issue #80, Zorro had a few ques-
tions about the first Elite mission. Your
initial Space Navy message comes at
Xeer, in the eastern central part of Gal-
axy 1. (Note: While docked, you can
locate any planetin a galaxy by pressing
“5”, to call up the galaxy map, then “F”
Readers Data Exchange
ht.
and station shapes, an attractive cockpit
view including status icons, and much
improved AdLib/SB/Roland sound. (By
the way, AdLib/SB sound is better here.
The game’s Roland effects do not dif-
ferentiate between laser bursts whichhit
the target and those which miss; the
Adlib/SB effects do.) Except for substi-
tuting function keys for number keys,
both KB and joystick controls behave
very much like the Apple II original.
One notable exception is that you can-
not slow to a full stop; so, docking
without a computer is much more diffi-
cult. Gaining rank is easier— I reached
Elite after about 1000 kills. On the other
hand, smaller system-to-system price
differences for low cost items makes
getting a start in building your fortune
(Starting point in
Galaxy 2 for
first mission)
Years
COMPUTIST #82
somewhat rougher. (Incidentally, no, I
have not won the game yet. As in the
original, when you take on the new
Elite’, you’re in for a long, LONG ad-
venture.)
“Elite” veterans will notice other dif-
ferences, as well. Most, like increased
close-in combat and beautiful planet/
inhabitant displays when you call-up
System Info are for the better. (Incredi-
bly, the designers had the good sense to
retain the decidely odd, yet ‘tradional’
sys info text descriptions.) The quest is
new; but the stars are the same, and Elite
Plus is still Elite!
The Bard’s Tale III:
Thief of Fate/PC ©*
“Tt can’t be!!!” Alas, it can. After
several hours of fine BT-style explora-
tion and monster-mashing I was ready
toconsideraclass change fora couple of
Level 9 magicusers. (Eachhad achieved
spell level 5.) A magician had no trouble
moving to conjurer, but when a conjurer
chose “magician” his class designator
changed from a letter to mush and he
was no longer viewable/accessible as a
standard character. Instead, the program
seemed to believe he was some sort of
non-player character. (NPC’s can join
your party but, aside from being less
than reliable, they cannot develop like
the ones you create.) I experimented a
bit; and the same kind of thing happens
if, given two choices (numbered 1 and
2), you enter “3”, In the latter case, your
NPC’d character mysteriously acquires
the full set of geomancer spells! Quite a
mess. ‘Bard’s Tale III’/PC is definitely
defective. Ihave notified EA and will let
you know when a fixed release is avail-
able.
Dark Designs ©*
As you may recall, I had promised a
review of Softdisk GS’s Dark Designs
trilogy. Regrettably, a game-killer bug
in DD III has put the project on hold
pending arrival of a fix.
Mickey’s 123’s:
The Big Surprise Party
took
Everyone knows that the best way to
learn about something is to use it. That’s
just what young computists (ages 2-5)
doin Disney’s new learning about num-
bers activity. Once you decide which of
Mickey’s eight friends is having a birth-
day, the game launches Mickey into the
business of preparation. At Goofey’s
Food Market he shops for drinks, food,
balloons, etc.— you press 0-9 at each
location to indicate how many to get and
a teacher voice says the number and
counts off the items. At the Post Office,
Mickey uses numbers to select those to
receive invitations; and you see the post-
man’s truck make each delivery. At the
SO EEE SE
LEMONADE 5S¢
COMPUTIST #82
Toy Factory, the number you punch
determines which toy is to be stamped-
out and wrapped (on a Rube Goldberg
assembly line) as a gift.
Numbers are everywhere! Of course,
because one of the program’s aims is to
help the young player see that numbers
have many uses besides just “counting
1, 2, 3’s”. Punch a “2” while Mickey is
walking between locations and POOF!
he’s riding a bicycle; a “5”, and he’s
zipping along ina convertible with spare;
a “9” and ... — cute, especially since a
numberdoesn’talways produce the same
vehicle. Finally, at the party, number
entries decide how much of each food/
drinkitem to serve each guest. Through-
out, you can expect quality Disney art-
work and animation plus crisp Sound
Source music, effects, and voices. Mick-
ey’s 123’s’ is a valuable arithmetic
‘readiness’ activity, good for uncount-
able hours of learning fun. ($49.95, or
$69.95 with Sound Source, for CGA-
VGA512K PC on3.5" and 5.25" media)
Death Knights of Krynn *&
It figures; just when you’re ready to
relax at the celebration of last year’s
victory over the Draconians, down
swoops a mob of undead raiders led by
your old pal, the recently slain Sir Karl!
Obviously, once again, ‘the game is
afoot’ on Krynn; only, this time, you
[DO MoU
£3 2
face the unearthed legions of The Death
Knight, Lord Soth!!
Death Knights of Krynn ($49.95, for
CGA-EGA 640K PC) is second in SSI’s
series based upon TSR’s “Dragonlance”
stories and characters. Youcancounton
the same fine artwork, AdLib/SB sound,
and excellent gaming system— includ-
ing scrolled multi-screen tactical com-
bats— as found in “Champions of
Krynn” and other SSI favorites. You
can not count on the same level of ad-
venture. DKK is a sequel which shows
its sequelness. Your six characters,
whether transfers ornewly created, come
in around Level 6, far past the most
challenging (most fun!) stages of devel-
opment. Magic users start with monster-
wiper spells like Fireball; and fighters
come with weapons and armor better
than anything they can buy or discover
until late in the game. Yet, despite your
enhanced powers, DKK floods the ga-
mescape with inept undead pissants. A
succession of dreary settings and a tor-
tured, wandering scenario complete the
picture: with or without the $12.95 Clue
Book, this quest is more work than play.
Two-World Transfers
For the new two-computer user, two
different machines can seem to mean
learning to work and play in two sepa-
rate ‘worlds’. No wonder! The Apple II
owner who adds a PC will find many
differences, not the least of which is the
difference in disk operating systems.
Your PC can’t make sense of DOS 3.3,
ProDOS, or GSOS; your Apple doesn’t
understand MS-DOS. Too bad; because,
once you’ve got the second machine up
and running, you begin to notice all sorts
of text documents, programs, graphics
files, etc. you would very much like to
move from one machine to the other.
Hardware
Fortunately, there is one thing your
Apple II (Mac, C-64, Amiga, ...) and PC
do agree upon: a modem is a modem. A
few years ago, my dad wanted to move
some plant design programs developed
on the II+ to an IBM PC at his lab. The
solution: convert the Applesoft files to
TEXT, modem the files to the lab PC,
and adjust for differences in the the
BASICs. The same approach worked
when I needed to move a RUN review
from IIgs Appleworks to C-64 Qwik-
Write.
Amodem is amodem; AND RS-232
is RS-232. (RS-232c is the name of the
interface standard commonly used for
modem I/O.) If your PC is sitting a few
feet from your II, you can transfer stuff
viamodem (if you’ve gottwo modems);
OR you can connect one ‘232 port to the
other via a NULL-modem. A null-mo-
dem is ‘no modem’, just a pair of stan-
dard 25-pin female connectors connect-
ed back to back so that outputs coming
from one computer go to the inputs of
the other. To link the computers you
plug the modem cable (i.e. RS-232 I/O
cable) from each machine into the null-
modem.
Note: The reason that a null-modem
must swap I/O lines is that you are
joining two RS-232 “terminal sets”. The
normal modem cable does no swapping
because your modem is a “data set” with
a plug wired so that modem outputs go
tocomputerinputs and vice-versa. When
you connect two computers via null-
modem, each computer, in effect, ‘be-
Readers Data Exchange
lieves’ it is the terminal and the other is
amodem.
Many electronic suppliers, including
your local Radio Shack, offer standard
25-pinnull-modem cables. (By conven-
tion, they are called “cables” even when.
the connectors are housed in a single
compact case.) If you would rather ‘roll
yourown’ , use the wiring scheme shown
below:
ConnectorA Connector B
pinl to pinl
pin2 to pin3
pin3 to pin2
pins4&5 to pin8
pins6&22 to pin20
pin7 to pin7
pin8 to pins4&5
pin20 to pins6&22
On a 25-pin female connector the
pins (as viewed from the back, long row
on top) are numbered 1-13 and 14-25
left-to-right. Often, pin numbers are
stamped into the connector. (If you’ve
counted the wires in your IIgs modem
cable and are concerned about missing
lines, no problem. Most modem inter-
faces do not use all of the RS-232 sig-
nals.)
Null-modem connects are easy to set
up and take apart. I have found no diffi-
culty with plugging in connectors wheth-
er one or both machines is on or off.
(Actually, your RS-232 input is sup-
posed to be fairly tolerant of this kind of
treatment.) As for machines separated
by more than a few feet, RS-232 has
enough noise immunity to allow adding
an extender cable for joining computers
across the room from one another. Best
of all, null-modem transfer speeds are
not limited by modem response. Instead
of the 2400 baud most users depend
upon for phone line communications,
null-modem moves can easily run at
9600 baud, 19.2K, and even faster.
Software
Computist can, Chuck assures me,
handle submissions in a variety of for-
mats. However, since the magazine is
set up on a Mac II, a Mac-readable
format makes for the quickest tum-
around, especially when it comes to
pictures. Since most of my screen cap-
tures, especially for entertainment prod-
uct reviews, have been coming from PC
releases, Ineed some quick, easy way to
move large files from the PC to the IIgs
on a regular basis. (The Mac CAN read
GIF picture files written by the IIgs.)
Null-modem transfers get the job done.
Once the ports are connected, the
only requirement is that each machine
be running as a telecommunications ter-
minal at the same baud rate using a
compatible protocol. On the IIgs end
I’ve been trying out MGR’s
Modem MGR &**&
Priced at just $49.50 (for 64K Apple
IL...Iigs), MM offers a utilitarian 40/80
column text-only display and employs
KB ESC-key commands. For instance,
ESC-? displays the current commands
menu, ESC-G lets you load-in a phone
list for single-key dialing, etc.. Natural-
ly, for many Ilgs users, the program’s
look and controls are a genuine tum-
off— this is NOT a piece of software
you would be likely to purchase after a
brief showing at your local computer
stuffemporium. Despite a compact loose
leaf binder (with slide-over case) packed
with comprehensive, easy-reading doc-
umentation, on-diskette tutorial, fast
ProDOS /8 startup on the IIgs, and being
able to move all files to a single 3.5"
diskette— well, I, too, was put-off by
MM’s low-pizazz mouselessness.
On the otherhand, Ikept running into
situations where the program did just
what I wanted! MM supports just about
every popular smart, dumb, and semi-
smartmodem, handles XMODEM (sev-
eral variations), YMODEM, and ZMO-
DEM, emulates popular terminals, of-
fers a split-screen (commands and I/O)
option, includes a text editor and cap-
ture buffer with scrollback and auto-
save, and supports user macros. My one
real complaint is that the MGR product
does not permit setting a default path for
the Phone List, the way it does for mac-
ros and function keys. Still, I doubt that
there’s a faster way to go from ‘off’ to
‘ready to receive’.
On the PC/AT (‘286) side, my choice
has been a piece of shareware called
Telemate AKA
Tsung Hu, the author, sells Telemate
forjust $40 ($48 to Canada)— a bargain
when you consider that it has become
the preferred telecom package for many
modem users. Incorporating an attrac-
tive windowed display with pull-down
menus and mouse interface, Telemate
does everything for the PC that MM
does for the IIgs and adds ‘frills’ like a
BBS mode, “last called” date stamping
on the phone list and a 115.2K maxi-
mum baud rate. The program package,
including full documentation, is avail-
able viamodem on many BB’s. Sending
in the ‘registration fee’— shareware,
remember, is not freeware— entitles
you to any future updates.
After setting the source path at the
sender (e.g. C\Upload\*.*) and the des-
tination path at the receiver(e.g./SAVE/
, the name of a diskette in drive two),
you're ready to begin the transfer. For
one-at-a-time transfers, this system can
run at 19.2K baud with Modem MGR
set for “XMODEM-Snd CKL” and
Telemate set for “XMODEM”. It’s eas-
ier to send batches of several pictures
with both programs set for‘““ZMODEM”;
but, max baud rate drops to 9600. It
doesn’t seem to matter which program
you ‘start’ first. If you start the sender
first, it waits for the receiver and vice
versa. The main consideration here is
that both are started before one or the
other times out (typically, about 30 sec-
onds).
Depending upon the method select-
ed, files may be saved more or less close
to the file type desired. Usually, I am
dealing with Apple Preferred format
picture files (converted from .LBM files
at the PC end via Electronic Arts’ De-
luxe Paint II Enhanced “Convert” utili-
ty). OnaZMODEM transfer, the pics do
notcome inas type $CO, auxtype 2 files;
but this is easily fixed using a nifty $15
shareware utility from Jason Harper
named
SHR Convert/IIgs k*K
Featuring a 640-mode windowed dis-
play and mouse interface, the program’s
chief function is to convert picture files
to/from various formats, including GIF,
RLE, and several from Apple II, IIgs,
Mac, C-64/128, and Atari ST. It also lets
you make file type and auxtype chang-
es, whether or not you’re dealing with
pic files! If you are, of course, the results
can be displayed immediately.
Since pictures are close to a ‘worst
case’ transfer situation, you can see that
the ‘two worlds’, Apple II and PC, are
notnearly so distant as they may appear.
A null-modem cable and good telecom
software is all you need to create the
bridge.
NRFPT Releases ©
ForCGA-VGA 640K PC, Accolade’s
Harmony ($44.95) and U.S. Gold’s
Vaxine ($39.95) offer attractive displays,
optional joystick control, and AdLib/
SB sound. (Harmony also offers Roland
sound; Vaxine claims to, but it did not
work.) Both games have low-pressure
Practice modes; and both maintain a
High Scores roster on-disk. Harmony’s
fifty configurations challenge one or
two players to achieve synergy by un-
tangling same-colored spheres and push-
ing them together. Vaxine offers an in-
exhaustible supply of Levels where you
speed along glass-smooth planes to find
and destroy bounding, sliding spheroids.
Though one game is a kind of puzzle
challenge and the other purports to send
you into the President’s bloodstream to
shoot-the-evil-virus, theirmotifs are very
similar—nota surprise, once you notice
that both releases come from the same
design team. In each case you encounter
fairly simple, abstract displays featur-
ing moving, pulsing blobs often con-
nected by rubber band-like strands.
Unfortunately, you also encounter the
same fundamental design flaw: both
games build the challenge into your
controls, not into the ‘targets’, where it
belongs. You’ve spent years leaming to
push the ‘stick in the direction you want
to move; but Harmony insists that you
rotate a pointer to direct your “seeker”
(pusher sphere). Vaxine doesn’t make
this error; instead, it encumbers move-
ment and aim with exaggerated momen-
tum effects. In case Assembly Line (the
designer) plans future game releases,
here’s the rule: Sloppy controls are un-
fun controls. Pending a fix, Harmony
and Vaxine are “not ready for prime
time” play.
California Games I *«
Having re-tooled for PC/AT, Epyx is
back; and, so is California Games. The
newinstallment ($39.95, for CGA-VGA
PC) offers fine AdLib/Sound Blaster
music and effects, joystick/KB controls,
and on-disk saves of Most Excellent
Dude record holders for each event.
Regretably, of the five new events, only
two can be said to evidence the quality
animation and control-ability long-time
multi-sport gamers have come to expect
from Epyx.
The sailing, swooping, fun of Hang
Gliding (with bonus points for hitting
buoys with water balloons) and the ag-
gro action of along-play Skateboard run
through the aqueducts DO come close to
‘making’ the package. Any fun in the
other events will have to come from
scores competition—like, who dweebs-
out the least. Bodyboarding combines
wave stunt-riding and obstacle-avoid-
ance. Along with helicopter drop Snow-
boarding, it suffers from unnatural feel-
ing control-to-action choreography and
weak movement fill-in. (The latter re-
fers to how well the program smooths-
out control inputs and makes your ac-
tion figure’s movements realistic.) Jet
Surfing, a race through one of five cours-
es (including one with ramps) is the
easiest event; but animation is so gappy
that any illusion of riding a jetboard
vanishes with your first sharp turn.
So, like, what is a dude or dudette to
do? Two out of five is not, for sure,
exactly a radically far out value; but, for
today’s C-gamer, that’s the choice.
Four More
If the continued activity in golf sim-
ulation releases is any indication, the
sport must be attracting more computer
players than ever. I don’t doubt it. Com-
puter golf is one of the very few enter-
tainment products which can accommo-
date both a single player and groups
AND whichpractically everyone—even
rank beginners— can enjoy. With holi-
day get togethers just around the bend,
you’ll want to have the latest ‘ice break-
er’ ammunition ready:
Jack Nicklaus Presents
the Major Championship
Courses of 1991 kA
For use with “‘Championship Golf”
or (the newer) “Unlimited Golf”, this
Course Disk (vol.5, $21.95, for PC)
delivers the three Grand Slam courses of
1991. I gave each a try and, believe it or
not, the back-of-the-box blurbs are right
on target. You’ll get Hazeltine (Chaska,
MN), a rambling “survival test”, Royal
Birkdale (Southport, England), windy,
with dunes and willows to test your
“target golf’, and Crooked Stick (Car-
mel, IN), bunkers, water, and “7075
yards of undulating... challenge”. If
you’re new to computer golf and won-
dered if courses really do have different
‘personalities’, a few hours with Acco-
lade’s latest should settle the matter.
Jack Nicklaus
Course Designers Clip Art
hk
Since the introduction of “‘Unlimit-
ed Golf” (game plus designer), devotees
of Accolade’s Jack Nicklaus Golf series
have had access to the most comprehen-
sive course creation and editing utility
available. The new “clip art” package
($24.95, for PC) expands your creative
horizons with three new land plots (Ar-
izona Desert, Meadow Lakes, Caribbe-
an Shore) plus 73 objects and 9 back-
grounds you can import from six model
courses. The result is more options for
setting the overall ‘look’ and more choic-
es (of trees, bushes, fountains, carts,
etc.) when it comes to customizing each
hole. You cannot play the “model cours-
es”— they are intended only as clip art
holders— but you CAN play the new
Desert Highlands course which is also
included.
Links Championship Courses:
Pinehurst KAO
Speaking of “survival tests” and “tar-
get golf”, this beautiful new addition to
Access’s “Links” series ($24.95, forPC)
is ‘what it’s all about’. One miscue, and
Iwas very nearly lost in the piney jungle
that wraps itself around every fairway.
If you want a guaranteed leg up on
computer golfing regulars, put in some
practice on this one. Then, the next time
you start up “Links” for your group,
casually suggest: “Hey, why don’t we
try Pinehurst?”(!)
Links Championship Courses:
Bay Hill K**
Withits latest “Links” course ($24.95,
for PC), Access ups the pizazz factor by
including a course facilities tour featur-
ing Amold Palmer, Bay Hill’s designer.
Good idea! One of “Links’’s few weak-
nesses is its excessively peaceful atmo-
Readers Data Exchange
sphere. The TV-like pre-match hype—
actually, a pretty good commercial for
Bay Hill— sets a mood more appropri-
ate to championship competition. The
course itself is among my favorites. I
enjoy water hazards; and Bay Hill offers
some of the most challenging ‘water
holes’ to be found.
Elite Plus PLUS!
Don’t Leave Lave without It
Okay, maybe you like the prospect of
countless trips trading for peanuts among
a few relatively safe worlds; and, it
could be that you prefer the thrills of
manual docking to combat. If so, then
collect the standard 100 Cr, hop into
your bare-bones Cobra and go for it. If
not, the Lave branch of Turdnil Comba-
teers Commercial Intergalactic (TCCI)
is prepared to make you a handsome
cash advance!
Activating your TCCI account
is a snap:
Step 1: After startup, immediately
Save the default (new) Jamison charac-
ter under the name CMPUTIST. Exit to
DOS.
Step 2: Using “‘Xtree’” or similar
utility, Editthe CMPUTIST.CDR file in
the ELITE directory.
$00008C change E8 03to 2A 4E
(funds).
$0000E0: change 2B A8toA3 9E
(checksum).
Step 3: Save
CMPUTIST.CDR file.
That’s all there is to it! After restart-
ing play and loading in CMPUTIST,
you will be shown as having only 100
Cr. Not to worry. Once you buy or sell
something the display will agree with
your actual holdings. From now on you
can do Saves and play under any name
you choose.
Granted, 2001 Cr isn’t exactly a for-
tune. It IS a decent stake, enough to
finance a docking computer and have
plenty of credits to begin profitable trad-
ing.
Notes: When I mentioned the mod to
the usual Computer Room crew, Gor-
bash observed that “Sure, 2001 Credits
is fine, for now.” Baywoof, of course,
immediately wanted MORE. Well, I
want more too; but, earning itis muchof
the challenge and fun. A moderate funds
boost compensates for game design
weaknesses which make getting started
in Elite Plus far more laborious than in
Elite. IF docking were not so unrealisti-
cally difficult, if trade in cheap items
between low-threat systems paid better,
if ... then, there would be no excuse for
any mods. As things stand, getting a
docking computer and a few hundred
Credits is a fair adjustment.
As to mod ‘nuts and bolts’, the first
trick is to track down the funds number.
At$8C, $3E8 equals 1000 decimal (aha!
100.0 Credits?); so, $4E2A (20010 dec-
imal) should turn out to be 2001.0 Cred-
its (it does). The big problem is that, for
each Save, Elite’ calculates and writes a
checksum in the saved file’s last two
bytes. It re-calculates the value when
loading a file. Ifthese values don’tmatch,
the file is “corrupted” and will not be
accepted. This explains why your orig-
inal CMPUTIST Save must be ‘just
so’— i.e. before your new character
goes anywhere, buys or sells anything,
etc.. The change at $E0 adjusts the check-
sum specifically for a new character
named CMPUTIST who has 2100.0
the edited
COMPUTIST #82
Credits. After restarting, your charac-
ter’s new funds are not shown at first
because the display comes from text
saved in the file. The text gets updated
the moment you buy or sell an item.
Trade and Combat 301
Old Professor Freen is a retired Elite
and he DOES give some colorful lec-
tures; but he’s awfully wordy (and, his
class starts at 8:00 AM— nobody is
awake at 8:00 AM!). Fortunately, an
Academy upperclassman has a set of
notes you obtain at the bargain price of
10 Credits...
“Equipment: Buy Docking Comput-
er 1st. Costs too much (50 Cr!) for
station docking service. On manual, it’s
easy to mess up docking and lose credit
for lots of kills on way to station. After
DC get cargo hold expansion— cheap,
and quickest way to boost trading prof-
its. Next buy should be ECM or Beam
Laser. Need ECM for travel in heavy-
pirate systems— missiles thick as flies
ona woozey. Beam Laseris much better
than pulser— best defense is good of-
fense— get Beamer before ECM if you
put offtrading in bad systems (like multi-
govt/ feudal/ anarchy). Whatever, don’t
spend away your capital. The bigger
your bankroll, the faster it grows. A poor
trader is an idle trader!
“Entering a system/ what to do after
hyperspace: Prime a missile— good for
getting I.D.’s of unknown ships and
spotting likely attackers on the way in.
(Remember to re-prime after each lock-
on to get I.D.’s for other ships.) Plan
ahead! Fordangerous systems, it’s smart
toh-space in from close-by. If things get
too hot, you will have the fuel to h-space
out! Beam Laser in tail is handy— pi-
rates like to attack from behind when
you're heading in.
“Locating astation- Usually, youenter
system with planet between you and
sun. Stations are between planet and
sun; so aim jumps above or below plan-
et. Many new pilots don’t know how to
use the compass. When close enough to
a Station, it stops homing-in on planet
and points to a station instead! (Watch
forindicator dotnot centered when view
shows planet dead ahead— or dot IS
centered when view shows mainly emp-
ty space.) Keep dot at center of compass
cross-hairs until “S” indicator lights.
“Strategy and tactics- 1st, about mis-
siles: Missiles are for emergencies (cost
too much to waste). When you use one,
fire atclose range to defeatenemy ECM,
if present. When you are target, evasion
good only for delay— must be ready to
absorb hit, h-space out of system, or
destroy missile. Without ECM, best anti-
missile tactic is to head directly toward
enemy— try to destroy ship and mis-
siles. With ECM, be sure to re-pulse
ECMaslong as enemy missiles present.
2nd, ramming: The Mk III Cobra’s
shields can be used as a weapon! On
way into asystem you can take out many
potential enemies with a glancing blow
on your forward shield. The hit dis-
charges the shield; so use ramming in
light-action systems where there is time
to recharge between encounters.
3rd, dogfights: keep enemy at dis-
tance for best chance of scoring hits
(optimal is with image a bit smaller than
laser cross-hair). Close-in, watch out for
point-blank missile shots. In heavy-ac-
tion anarchy systems, best bet is to meet
multiple enemies head-on. Depending
upon run-and-shoot tactic (using rear-
mounted laser) weakens anti-missile
COMPUTIST #82
protection from ECM (which is front
mounted). Use speed shifts to gain posi-
tional advantage; but, fight mostly at
max speed for fastest shield recharging.
Finally, beware of attempts to distract
you from chasing down a weakened
enemy. It’s the ones you don’t finish
that end up finishing you!”
Assorted Corrections
In issue #75 Beagle’s Program Writ-
er (a 4-Star performer!) is listed as sup-
porting Apple II+. It does include Pro-
DOS and DOS 3.3 versions and will run
on all II’s from the Ile through IIgs;
BUT, it will NOT mun ona II+. (Beagle,
in fact, clearly lists compatible II’s on
page 2 of the manual.) For whatever
comfort it may be to II+ readers who
went to the trouble of checking out the
product, I recently spent an hour or so
reconfiguring the PW Editor’s keys to
run on our II+. After all, why limit ease
of PW programming to our IIgs?! Well,
after checking for usable CTRL keys to
sub for the OPEN-APPLE commands
and running the Config program, the
editor bombed. (You enter && and get
a screen full of garbage.) I re-checked
the PW manual only to discover that the
“+” in the compatible II’s list is a IIc+.
Inissue #80 the phone number shown
for Glynne Tolar’s Club Apple BB is
incorrect. The Club Apple number is
713-476-9998.
Next
Ah, yes. Next time expect something
on music products. For certain, too, is
some IIgs stuff, SSI’s Eye of the Be-
holder, New World’s Tunnels and Trolls,
Spectrum’s Stunt Driver, Martian Mem-
orandum from Access, ... PLUS, natu-
tally, more!
Vendors
Access Software
4910 W. Amelia Earhart Drive
Salt Lake City Utah 84116
Attn: Susan Dunn/ Steve Witzel (800-
800-4880/ 801-359-2900)
Accolade
550 S. Winchester Blvd. Suite 200
San Jose CA 95128
Attn: Melinda Mongelluzzo (408-985-
1700)
Ad Lib
220 Grand-Allee East Suite 960
Quebec QC
Canada G1R 2J1
Attn: Jill Carette (800-463-2686)
Beagle Bros
6215 Ferris Square Suite 100
San Diego CA 92121
Atm: Bevey Minarovich (800-345-1750)
Byte Works
4700 Irving Blvd. NW Suite 207
Albuquerque NM 87114
Attn: Patty Westerfield (505-898-8183)
Center for Gifted and Talented
University of Houston/University Park
Farrish Hall #123
Houston TX 77004
Attn: Theresa Monaco
Club Apple
P.O. Box 5338
Pasadena TX 77508-5338
Attn: Glynne Tolar (713-476-9998)
Data East
470 Needles Drive
San Jose CA 95112
Attn: PR/Mktg. (408-286-7074)
Electronic Arts
1820 Gateway Drive
San Mateo CA 94404
Attn: Lisa Higgins (415-571-7171/ or-
ders 800-245-4525)
Epyx
600 Allerton St.
PO Box 8020
Redwood City CA 94063
Attn: Ralf Silver (415-368-3200)
Janklow Bender
257 Park Avenue South
New York NY 10010
Attn: Kim Adamo (212-475-8030)
Jason Harper
1480 Michelle Ct. #A
Colorado Springs CO 80916
Tsung Hu
PO Box 938 Unit 105
St. Catherines
Ontario ON
Canada L2R 6Z4
Attn: Tsung Hu (via User to User BBS
Dallas 214-492-6565)
Mgr Software
305 S State College Blvd. Suite 101
Anaheim CA 92806
Attn: Jim Okubo (714-993-0294)
Micro Play/Micro Prose
180 Lakefront Drive
Hunt Valley MD 21030
Attn: Kathy Gilmore (orders 800-879-
PLAY/ 301-771-1151)
Neal-May & Partners
4920 El Camino Real
Los Altos CA 94022
Attn: Garth Chouteau (415-967-4444)
Sierra On-Line
Coarsegold CA 93614
Attn: Anita Green (209-683-4468)
Sir-Tech
PO Box 245
Charlestown Mall
Ogdensburg NY 13669
Attn: Sheri Mitchell (800-447-1230/
315-393-6633)
Softdisk GS
PO Box 30008
Shreveport LA 71130-0008
Attn: Editor (800-831-2694)
Strategic Simulations Inc
675 Almandor Ave
Sunnyvale CA 94086
Attn: Linda Blanchard (408-737-6800)
dist Electronic Arts
U.S. Gold
550 S. Winchester Blvd.
San Jose CA 95128
Attn: Caryn Mical (408-246-6607)
Walt Disney Computer Software
500 South Buena Vista
Burbank CA 91521
Attn: Kirk Green (818-567-5340)
Scott Jelsma IA
First of all I would like to thank a
couple of people for there help! David
L. Goforth for his hard work on Micro-
Typewriter 3.5" ProDOS version and
for the 5.25" DOS 3.3 version by S.E.
Wamner Inc. Jack Moravetz for his work
on the Teacher’s Toolkit v3.1 by Hi-
Tech of Santa Cruz on a two 3.5" Disks.
@Do you have any softkeys for the
5.25" version of the Teacher’s Toolkit
v3.1?
@Does anyone know if there is a
way in ProDOS 16 & GS/OS to have it
automatically run a program file. Music
Studio and Instant Music are ProDOS
16 and you do not see the finder, they
automatically run the program File.
Readers Data Exchange
Stanley Miller CA
@I typed the listing of Enhanced
COPYA from issue #67 and it crashes as
it goes back to the main program. The
menu appears on the screen, the selec-
tion of menu keys works and retums to
line 90 of COPYA. Then the drop into
the monitor and these lines appear:
APPLE DUPLICATION PROGRAM
02CC- A=02 X=9D Y=9D P=36
S=F2
If I ctrl C to BASIC and RUN 90 the
same thing happens. I also attempted the
same idea from #66 using the SUPER
COPYA 1.1 with the same results.
What’s happening, what am I doing
wrong?
Sounds like your not BLOADing
COPY.OBJ which is the machine
language portion of COPYA.
RDEXed
Michael S. Pollock CA
@ Ihave some questions I hope you
or your readers can answer. Recently I
purchased a used Ile system with an
early Duodisk drive with a serial num-
ber of 676-102. This drive has trashed
the O sector of disks under certain condi-
tions. The fix is to cut off two capacitors,
Tam told. The question is which two? It
also seems to be unable to read disks
after repeated disk access. It would seem
to be a thermal problem but where?
@Recently I came across an Apple
Rom Card without instructions. Am I
correct in assuming it was used to switch
between integer and Apple BASIC?
ee ere]
George Sabeh PA
Softkey for...
Risk v1.4
Leasure Genius
Requirements:
Copy program that can be modified (such
as CopyA or Super IOB)
Sector editor (I used Copy II Plus for
ProDOS and sector editing)
Nomal PRODOS file from any unpro-
tected ProDOS disk
Version 1.3 was unprotected by Jim
S. Hart (Computist 74 page 11). Appar-
ently the protection has been changed
since, but the detailed article by Mr.
Hart gave sufficient information to en-
able me to unprotect my version.
Procedure
I will describe two ways of achieving
this. The protection includes a format
modification which consists of abnor-
mal Data Epilogues and a modified Pro-
DOS to accept this change. Also it in-
cludes a Nibble count that forces a re-
boot if the nibble count is not satisfied.
The data prologue is changed from DE
AAEB to AA DEEB. Iused COPYA to
make the normalized copy.
Method I
1. Copy the Risk diskette.
RUN COPYA When it asks for Slot and
Drive:
ctrl C to stop program
70 to stop COPY.OBJ from reloading
CALL -151 to enter monitor
B934:29 00 ignore Ist epilog byte
B93E:29 00 ignore 2nd epilog byte
3D0G to return to BASIC
RUN to restart COPYA
9
2. Copy a normal PRODOS from any
unprotected ProDOS disk. lused Copy
II Plus. The ProDOS on the Risk disk
is modified to accept the abnormal
epilogue.
3. Sector edit the disk to bypass the
nibble count.
Tis Sd Byte From Io
22 00 FDFF 4C00C6 EAEAEA
Method IT
1. Repeat step 1 from Method I to pro-
duce a normalized copy.
2. Boot your ProDOS utility disk and
enter BASIC.
PREFIX /RISK
BLOAD RISK.SYSTEM, A$2000, TSYS
CALL -151
List starting at 2000 and you will see
the code is similar to the disassembly
provided by Mr. Hart at the beginning
but then it changes. The reboot code is
branched to at 20FD. Disassembly start-
ing at 20F9 looks like this
20F9- A5 D6 LDA $06
20FB- D003 BNE $2100
20FD- 4c00C8 UMP $Cé600
If your copy shows a different listing,
then try and find the location of the
above code.
3. To disable the reboot we need to
change the 4C 00 C6 to EA EA EA
and this should bypass the call to re-
boot.
20FD:EA EA EA
4, Save the changed file back to disk.
BSAVE RISK.SYSTEM, A$2000, TSYS
Now you have an unprotected copy.
Rich Etarip WI
Softkey for...
Gorgon
Sirius
Requirements:
Apple or compatible 64K.
A blank disk (no Hello program)
Sector editor
Thad retired from software deprotec-
tion several years ago when I got the
urge to doit again. The problem was that
Icouldn’teasily acquire any old original
disks to unlock. I placed an unClassified
ad in Computist #78 offering to (or at
least try to) deprotect any disks sent to
me. Although I received few replies,
one reader from California had a good
sized library of old originals and was
generous enough to lend them to me in
exchange for a softkey. Thanks Chuck.
One of the disks he sent was Gorgon by
Sirius. Although it’s an oldie, itis on the
Most Wanted List so let’s crack it!
Gorgon only requires 48K to run but
in order to eliminate the disk access and
still keep the title page, I decided to use
the RAM card to store the title program
and itseems almost everyone has at least
64K. The program is too large to save in
one pass so the disk must be boot code
traced twice.
Start by entering the monitor:
CALL-151
Move the DOS boot program (boot 0)
down to RAM to be modified.
9600<C600.C6FFM
Alterboot Oto enterthe monitor upon
exit.
96FA:98 N 9801:4C 59 FF
Now, boot the disk to load in boot
stage 1 at $800.
9600G
10
Boot 1 must be moved to another part
of memory to be modified because boot
0 will load over $800 again.
9800<800.8FFM
Boot 1 loads the next stage into $400
(the text page buffer) and it will scroll
off the screen before we can move it, so
alter boot 1 to load into $6400-67FF
instead of $0400-07FF.
9810:64 N 984C:68
Boot 1 contains a memory clear rou-
tine which would erase all our hard
work. $985C specifies the # of pages to
erase so change it to $1 and it will do us
no harm.
985C:01
Boot 1 is not necessarily relocatable
in $9800 so sometimes changes have to
be made to run in $9800
9870:98
At $987D is a $JMP $0400 which is
the next boot stage. We caused it to load
into $6400 and we want it to jump to the
monitor entry point instead of $400.
987E:59 FF
Everything is ready to load in boot 2
and retum to the monitor.
9600G
Now that we have the code we want
in $6400, change boot 1 so it does not
load over it, but rather, load into $0400
where it belongs. Well move our modi-
fied code into $400 later.
9810:04 N 984C:08
At $645D is a tricky checksum rou-
tine. It EORs the 4 pages of boot 2
together and uses the result to determine
some lower page values, stack values
and the stack pointer which are all vital
tothe running of the game. Hence, ifany
one byte is changed within this boot
code, the program will bomb. The way
I eluded this little protection was by
moving an image of the boot 2 code to
$8400 in its immaculate unaltered state
and modifying boot 2 to look at $8400
instead of $400. This way, the result
value will be correct.
Move an unaltered boot 2 to $8400
and then change boot 2 to look at pages
$84-$87.
8400<6400.67FFM
6469:86
646C:87
At $65EF is an RTS which is the exit
to the start of the game. Instead of jump-
ing to the start of the game, we want to
find out where the RTS is going to by
pulling two values off the stack. We'll
also save the vital stack pointer and the
fragile lower pages of memory before
jumping to the monitor. Hi-res page 1 is
available for safe storage. Even though
the exit is at $65EF, before the exit is a
small memory check routine (at $65C6)
and we don’t need this routine so begin
writing the routine at $65C6.
65C6:BA 8E 02 23 68 8D 00 23
268 8D 01 23 A200 BD 00
:00 9D 00 20 BD 00 01 9D
:00 21 BD 00 02 9D 00 22
:E8 DO EB 4C 59 FF
Finally, boot 1 has to move the mod-
ified memory to the correct address be-
fore jumping to it. Normally boot 1
jumps to $400 but at $400 is Sirius’
typical memory check routine so it can
be bypassed. Nothing important hap-
pens until $446. Write the move routine
and finally, call the boot program to load
everything in.
987D:A2 00 BD 00 64 9D 00 04
:BD 00 65 9D 00 05 E8 DO
:F1 A6 2B 4C 46 04
9600G
The game is now loaded in memory
and we’re almost ready to save the first
section, but first, check locations $2300-
2302 where we stored the start address
and stack pointer. The values should be
$1F, $A7 and $1E respectively. Next,
we want to save the title page but it
hasn’t been loaded in yet because the
program goes back to the disk. The title
nomnally loads in from $4000 to $4BFF
and wecan’toverwrite the memory there
right now, but it will fit nicely at $2400-
$2FFF.
The routine to load and run the title
page is at $1E00 so we'll modify it to
read it into $2400 instead of $4000.
1E2D:24 N 1E65:30
1E00:A2 60
Also, it must be altered so it does not
run the program upon loading. Then,
call $1E00 to load it in. Afterwards, tum
off the disk drive.
1E15:4C 59 FF
1E00G
COE8
Now, we still have available memory
from $3000-$3FFF so we can save some
of the memory occupying the DOS area.
Also move page $8 to safety while re-
booting DOS.
3000<A800.B7FFM
8000<800.8FFM
Insert your blank disk (make sure
there is no HELLO program) and call
$C600 to re-boot, then enter the monitor
and restore page $8.
C600G
CALL-151
800<8000.80FFM
One more alteration must be made
before this section is saved. The routine
at $A820 (moved to $3020) calls a rou-
tine at $A8AD which tampers with the
RAM card. I found out that the program
will not run correctly if this routine is
called because we are using the RAM
card for storage. If we change the JSR
$A8AD to JSR $A8CB the RAM card
routine will be bypassed.
3021:CB
For the first part, we’ll save memory
from $800 to $8000.
BSAVE GORGON, A$800, L$7800
Now forthe part we all love...it’stime
to go back to the Gorgon disk and boot
code trace again to capture the second
part of the program. Listed below is a
quick cookbook method for the trace
because not all of the previous steps are
necessary this time.
Back to the monitor.
CALL -151
9600<C600.C6FFM
96FA:98 N 9801:4C 59 FF
9600G
9800<800.8FFM
985C:01 N 9870:98
987D:A959 8D E7 05 A9 FF 8D E805 4C 46
04
9600G
When the game is in memory, move
pages $80-$A7 down to a safe part of
memory ($2000 will work fine), re-boot
the slave disk and enter the monitor
again.
2000<8000.A7FFM
C600G
CALL-151
This part is going to be saved to disk
but not as a BLOADable file. Let me
explain; the program is too large to load
into memory by the use of normal DOS
Readers Data Exchange
SO we’re going to save section 2 to disk
and the file named Gorgon will call the
RWTS to read it in using the track/
sector list from file #2. I’ll explain more
as we go along. First, look at locations
$2000-$2003 and write the values down.
They should be $C9 $04 $FO $01 re-
spectively. When DOS writes a Binary
file to disk, the first 4 bytes on the first
sector represent the start address and
length of the file. So in this case, if we
saved it now, the first sector would start
like this:
00 20 00 28 C9 04 FO 01...
The start address would be $2000 (00
20) and length $2800 (00 28). Because
of this, to use the RWTS we would have
to read the sectors in memory and then
offset them by 4 bytes. This is too much
trouble to go through but fortunately,
there is a simple solution. BSAVE the
entire chunk of memory minus the first
4 bytes so everything will fall into place
onthe sector. Of course, the first 4 bytes
will be lost but that’s why we wrote
them down. Then we can take a sector
editor and write the original first 4 bytes
over the address and length. The file will
not be BLOADable but that shouldn’t
be a problem.
BSAVE the data skipping the first 4
bytes (0-3).
BSAVE GORGON.CODE, A$2004, L$27FB
Run yoursector editor and read Track
11 Sector F. Then position the pointer at
the first letter of the file name
GORGON.CODE. Now go back 3 bytes
and note the next two values. This is the
track and sector where you’ll find the
Track/Sector list for GORGON.CODE.
Read that track and sector and look at
byte $0C. This the track and sector of the
first page of the program (usually it’s
just the next sector back on the same
track). Read that sectorand setthe pointer
for byte $00. If you have the right sector,
you'll see $00 $20 $FB $27. Change
these 4 bytes to the 4 values you wrote
down earlier and write the sector.
Now comes the really fun part. Load
the first file called GORGON and enter
the monitor with CALL-151. At $2300,
enter the hexdump in listing 1 and type
carefully. This is the program to read in
GORGON.CODE and do all the neces-
sary memory moves.
Listing 1
2300:A9 60 8D 8B A3 A2 00
2308:C1 23 FO 06 20 ED FD
2310:D0 F5 20 89 FE 20 93
2318:AD C9 BS 85 DO AD
2320:85 D1 AO 00 B1 DO 99 00
2328:03 C8 DO F8 A9 80 8D Fl
2330:B7 AO 00 8C FO B7 8C EB
2338:B7 B9 OC 03 FO 1B 8D EC
2340:B7 B9 OD 03 8D ED B7 84
2348:D2 A9 B7 AO E8 20 BS B7
2350:EE Fl B7 A4 D2 C8
2358:E0 A9 30 85 Dl A9 AB 85
2360:D3 A2 10 20 AC 23 AD 81
2368:CO AD 81 CO A9 F8 85 D1
2370:85 D3 A2 08 20 AC 23
2378:83 CO AD 83 CO A9 24 85
2380:D1 A9 DO 85 D3 A2 OC 20
2388:AC 23 B9 00 20 99 00 00
2390:B9 00 21 99 00 01 B9 00
2398:22 99 00 02 C8 DO
23A0:50 CO AD 57 CO AD 52 CO
23A8:A2 1E 9A 60 AO 00 84 DO
23B0:84 D2 Bl DO 91 D2 C8 DO
23B8:F9 E6 Dl E6 D3 CA DO F2
23C0:60 8D 84 C2 CC CF Cl C4
23C8:AO C7 CF D2 C7 CF
23D0:C3 CF C4 C5 8D 00
BD $9724
$01BC
$87EC
$60B4
$8DSB
$3DD2
$3A41
S74~AF
S8F58
$1D23
$2FEC
$1361
$1c2B
SFATE
SFAF9
$72DC
$318D
$0p2D
$1556
$cD58
$5A40
$ccs9
$48F5
SFF68
$2BB7
$E22D
$934C
aa 8
cs DO
COMPUTIST #82
All 3 of the Book of Softkeys for only $6.55*
*US price, foreign orders require additional postage
Book of Softkeys I (Compiled from issues 1-5)
Yougetall of these softkeys: «Akalabeth «Amper-Magic «Apple Galaxian *Aztec «Bag of Tricks
*Bill Budge’s Trilogy of Games *Buzzard Bait *Cannonball Blitz *Casino *Data Reporter
Deadline *Disk Organizer II -Egbert Il +Hard Hat Mack -Home Accountant *Homeword
Lancaster *Magic Window II «Multi-Disk Catalog *Multiplan Pest Patrol «Prisoner II Sammy
Lightfoot *Screenwriter II ¢Sneakers *Spy’s Demise *Starcross *Suspended +Ultima II +Visifile
«Visiplot ¢Visitrend *Wimess *Wizardry *Zork I Zork II *Zork DI
Plus:
How to crack Applesoft program disks
Introduction to Boot Code Tracing
How to create DeMuffin (A disk cracking tool)
Diskedit (Make changes directly on your disks)
Diskview (Examine protected disks)
Getting on the Right Track (Fix your Apple drive so it tells you what track it is on.)
Hidden Locations on your Apple Revealed
Fix your Rana drive so you can Boot Code Trace
Plus:
How to create DeMuffin Plus (A disk cracking tool)
Super IOB v1.5
Using ProDOS on a Franklin Ace
Crunchlist I
The Controller Saver
Making Liberated Backups That Retain Their Copy Protection
Examining Protected Applesoft BASIC Programs
Game Cheats for: Castle Wolfenstein, Miner 2049er, Serpentine, Star Maze, Ultima II, Wizard
and the Princess, Wizardry: Proving Grounds of the Mad Overlord, Zaxxon
Book of Softkeys III (Compiled from issues 11-15)
You get all of these softkeys:Alien Addition «Alien Munchies *Aligator Mix «Computer
Preparation SAT +Cut and Paste «Demolition Division *DLM Software «Einstein Compiler v5.3
+Electronic Arts Software «Escape from Rungistan *Financial Cookbook «Flip Out *Hi-Res
Computer Golf I “Knoware +Laf Pak +Last Gladiator *Learning With Leeper +Lion’s Share
Neat tricks and bombs that you can put in your programs
Book of Softkeys II (Compiled from issues 6-10)
You get all of these softkeys: «Apple Cider Spider *Apple LOGO +Arcade Machine «The Artist
Bank Street Writer *Cannonball Blitz Canyon Climber *Caverns of Freitag *Crush, Crumble &
Chomp «Data Factory v5.0 DB Master «Essential Data Duplicator I -Essential Data Duplicator III
Gold Rush *Krell LOGO +Legacy of Llylgamyn *Mask of the Sun *Minit Man *Mouskattack
Music Construction Set *Oil’s Well -Pandora’s Box *Robotron *Sammy Lightfoot Screenwriter
II v2.2 *Sensible Speller IV *Sensible Speller 4.0c/4.1c *Spy Strikes Back «Time Zone «Visible
Plus:
Modified ROMs
The Armonitor
Computer 6502 *Visidex «Visiterm «Zaxxon +Hayden Software +Sierra OnLine Software
+Mastertype +MatheMagic *Minus Mission *Millionaire «Music Construction Set *One on One
«PFS Software «Penguin Software «The Quest «Rocky's Boots «Sabotage +Seadragon «Sensible
Speller «Snooper Troops (Case 2) *SoftPorn Adventure «Stickybear BOP *Suicide «TellStar «Tic
Tac Show «Time is Money «Transylvania «Type Attack +Ultima III-Exodus *Zoom Graphix
Putting Locksmith 5.0 Fast Copy Into a Normal Binary File
CSaver: The Advanced Way to Store Super IOB Controllers
The CORE Disk Searcher
The Hacker’s Ultimate Copy & Deprotection Utility: The Super IOB Collection!
ALL 4 volumes of Super IOB controllers (through issue #65) in “ONE’ package!
COMPUTIST developed the ultimate copy
program to remove copy protection from soft-
ware:
The Super IOB program.
Since the introduction of Super IOB, COM-
PUTIST has used this flexible program to depro-
tect (or partially deprotect) dozens of commer-
cial programs with farranging protection schemes.
Super IOB deprotects disks by using a modi-
fied RWTS (the subroutine in DOS which is
responsible for the reading and writing of disk
sectors) for reading from the protected disk and
then using a normal RWTS for writing to the
deprotected disk.
This package contains:
*Fourdisks (supplied in DOS 3.3). Each disk
contains at least 60 Super IOB Controllers in-
cluding the standard, swap, newswap and fast
controllers. Also included is version 1.5 of Super
IOB, the Csaver program from COMPUTIST
No. 13, and a Menu Hello Program that lists the
available controllers and, when you select one,
automatically installs it in Super IOB and RUNs
the resulting program.*
Several of the controllers deprotect the soft-
ware completely withno further steps. This means
that some programs are only minutes away from
deprotection (with virtually no typing).
The issue of COMPUTIST in which each
controller appeared is indicated in case further
steps are required to deprotect a particular pro-
gram.**
“Requires at least 64K of memory.
“*Although some controllers will completely depro-
tect the program they were designed for, some will not,
and therefore require their corresponding issue of
COMPUTIST to complete the deprotection procedure.
The Super IOB Collection
Volume 1 of the Super IOB collection covers all the
controllers from COMPUTIST No. 9 through No. 26. Also
included are the newswap and fast controllers from COM-
PUTIST No. 32. The following controllers are on volume 1:
Advanced Blackjack *Alphabet Zoo «Arcade Machine Archon II «Archon «Artsci
Software *Bank Street Writer *Barrons SAT *Beyond Castle Wolfenstein ~BSW //c
Loader Castle Wolfenstein “Computer Preparation: SAT «Dazzle Draw »DB Master
4 Plus «Death in the Carribean *Dino Eggs ~DLM Software +Electronic Arts *F-15
Strike Eagle *Fast Controller *Fathoms 40 +Financial Cookbook *Gessler Software
Grandma's House «The Heist «In Search of the Most Amazing Thing «Instant Recall
+Kidwriter sLions Share Lode Runner »Mastertype -Match Maker *Miner 2049er
*Minit Man *Mufplot ‘Newsroom *Newswap controller ~Penguin Software «Print
Shop Graphic Library «Print Shop *Rendezvous with Rama +Rockys' Boots *Sargon
Ill Sea Dragon *Shiela *Skyfox Snooper Troops «Standard controller *Stoneware
Software «Summer Games -Super Controller ‘Super Zaxxon «Swap Controllers TAC.
Ultima | & Il “Word Challenge +Xyphus +Zaxxon
Volume 2 of the Super IOB collection covers all the
controllers from COMPUTIST No. 27 through No. 38. The
following controllers are on volume 2:
Alica in Wonderland Alphabetic Keyboarding -Alterate Reality Autoduel «Checkers
+Chipwits *Color Me *Conan.data *Conan.prog Crisis Mountain «Disk
Director -Dragonworld Early Games «Easy as ABC +F-15 Strike Eagle -Fantavision
Fast controller *Fishies -Flight Simulator -Halley Project *Hartley Software (a)
Hartley Software (b) Jenny of the Prarie Jingle Disk +Kidwriter *Kracking Vol I!
Lode Runner *LOGO II (a) -LOGO II (b) *Masquerade -Mastering the SAT
+Microtype: The Wonderful World of Paws *Microzines 1 *Microzines 2-5 «Miner
2049er *Mist & View to a Kill *Murder on the Zinderneut «Music Construction Set
+Newswap controller Olympic Decathlon -Other Side Phi Beta Filer *Pitstop II
Print Shop Companion *RDOS +Robot War “Spy vs Spy *Standard controller
Sundog V2 «Swap controller Sword of Kadash *Synergistic Software «Tawala’s
Last Redoubt -Terripin Logo «Threshold +Time is Money «Time Zone Tink! Tonk!
sTroll's Tale +Uttima IV «Wilderness -Word Attack & Classmate +World's Greatest
Baseball «World's Greatest Football
Volume 3 of the Super IOB collection covers all the
controllers from COMPUTIST No. 39 through No. 53. The
following controllers are on volume 3:
2400 A.D. «Altemate Reality: The Dungeon *Address Book «American Challenge
*Apple Gradebook V2.6 «Arcade Album #1 «Arcade Boot Camp «Aztec «Bard's Tale
Il -Beachhead -Beyond Castle Wolfenstein «Black Magic *Blue Powder/Grey
Smoke «Borrowed Time -Castle Wolfenstein *Cat-N-Mouse Catalyst 2.0 & 3.0
“Centipede «Championship Golf Championship Wrestling «Charlie Brown 123'S
Colonial Comprehension Skills ‘Computer Preparation for the SAT V3
Coveted Mirror «Coveted Mirror RWTS Capture ~CPU68000NV.4Q2 *Cranston
Manor *Crime Stopper Dam Busters Decimals -Destroyer «Dino Dig *Earth Orbit
Station Encyclopedia Britannica «Escape Fish Scales «Foundation Course in
Spanish ¢Frog ~GFL Football «Goonies »Great American Cross-Country Road
Race -Handlers *H.E.R.O «Inferno «Information Master +J-Bird Jenny's Journeys
Joe Theisman Football *Kindercomp *Kung Fu Light Simulator «Manuscript
Manager «Master Diagnostics lle «Mastering Math -MECC -MECC Software
MECC Swap *MECC Without RWTS «Missing Links *No Error Check & No DOS
Ogre “One On One +Oregon Trail -Penguin Software ~PFS ProDOS -Pitfall II
+Puzzles&Posters *Racter *Randamn «Reading Style Inventory *Ring Quest “Science
Toolkit “Science Toolkit Rev1 *Skyfox *Snooper Troops *Speed Reader II -Spy's
Adventure +Starcross «Super Bunny *Temple Apshai Trilogy *The American
Challenge +Translyvania «Troll Courseware +Ultima | «Ultima lV «Wizard's Crown
+Word Attack «Word Maze «World Karate Championship «Rings of Zilfin «Zorro
Volume 4 of the Super IOB collection covers all the
controllers from COMPUTIST No. 54 through No. 65. The
following controllers are on volume 4:
Abracadata/Design Home «Algebra 3 & 4 “American Challenge *Animate side (A)
Animate side (B) -Applewriter Preboot -Aztec -Castle Wolfenstein Championship
Wrestling Crossword Magic 4.0 «Crypt of Medea -Dam Busters -Dazzle Dr
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