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PRISONE
_ SoftSide_
Selections
Apple® is a registerad trademark of The Apple Computer Company.
Index
- ] FRONT RUNNER: Broadway
by Robert Saturn
Apple Version by William Morris and John Cope
The roar of the crowd and the hum of the
silicon chip are irresistible attractions to the 1
exciting world of the theatre . ‘i
DV BONUS PROGRAM: The Prisoner
by Edu-Ware Services, Inc.
An Orwellian “Big Brother” computer exiles
you to an impregnable island prison. You may
even forget that escape is the goal of this
spellbinding adventure, reminiscent of the TV 4 6
series of the same name i
Mad Scientist
by Thomas Hanlin Ii
Apple Version by Fred Condo
This Interactive fantasy pits you against a
mad scientist at work in the bowels of his
haunted houge. You rik all.. and no one will
know of your bravery unless you tell them ;
General Information
and System Requirements
Adventure Disk Bonus
SoftSide Adventure Serles: Mad House
by Peter Kirsch
You find yourself committed to an insane
asylum — by mistake. Guards patrol every en-
trance, junatioa stagger down the halls, and qa
raving maniacs scream in the night...
This booklet prepared by the staff of SoftSide Publications, Inc.,
Entire contents copyright © 1983 by SoftSide Publications, Inc., 10
L Northern Bivd., Northwood Executive Park, Amherst, NH 03031.
SoftSide Selections #44
BROADWAY
by Robert Saturn
Apple version by William Morris and John Cope
Broadway is a simulation for an Apple® with 48K RAM.
Broadway opens with a flashing marquee. To begin, the player (henceforth
called the producer) names the production company. This name appears on
the weekly report and on the closing notice at the end of the simulation. The
program will accept any string (no commas, no double quotes) up to twenty
characters and spaces.
After a basic introduction and some instructions, the producer attempts to
raise $1,000,000 to produce the show. As in the real world, past performance
(as shown by a randomly generated ‘‘track record’’) controls the ease with
which you can raise the money. The names entered in this section have no
bearing on the amount of money raised (that is controlled by a random
number in conjunction with the “‘track record’’), but using the names of
friends and relatives adds to the fun of the simulation. If you fail to finance
the show within eight tries, the simulation ends, but you can try again with a
new “‘track record.’’ In Broadway, should the producer acquire more than the
requisite $1,000,000 the method used to lose the excess is as true-to-life as any.
Pre-Production
With the financial backing in hand, you begin to put the show together. The
program asks the producer to hire one of three people for each of ten key jobs.
As each person is hired, his respective fee is added to a running total that will
be deducted before opening night, and his weekly salary is added to a running
total that is deducted from the production company’s funds each week. Each
choice also assigns a certain number of quality points to another running total.
These point values reflect the relative importance of each job. Choosing a
high-priced employee tends to result in higher quality, but too large a payroll
can bankrupt the producer. An employee at “Level #1” raises the quality
point total, a #2 employee leaves it unchanged, and a #3 employee reduces the
quality point total.
Next, the producer must choose a theatre. A larger theatre has a larger
\ potential gross (if you can fill it), but also incurs greater expenses. Rent is J
SoftSide Selections #44 I
SoftSide Selections #44 2
BROADWAY
higher, and the theatre’s more complex equipment requires a larger, more ex-
pensive crew.
Now the producer must make some decisions about sets, costumes, lighting,
and so on. Each of your four designers has submitted three designs in his
respective department. Each design differs in quality, and therefore in cost.
The one-time fees (for items purchased) and the weekly costs (for items rented)
are added to the applicable totals on opening night. The program compiles
quality points for technical appearance as you make each selection.
Rehearsals and Opening Night
The rehearsal period is five weeks. The weekly payroll total is deducted for
five weeks before opening. The one-time fees are deducted after the rehearsal
period is over. At this point, the director has the option of calling for further
rehearsals (a random function). Each extra week of rehearsals costs the pro-
ducer one week’s payroll. Here’s where a high payroll and high technical ex-
penses, coupled with a few extra weeks of rehearsal, can put the producer out
of business. On opening night, you will get a report of the total weekly cost
figures. These figures, of course, are minimums. Salary changes and advertis-
ing will add to the weekly costs.
The procedure for generating reviews is as follows: Each of the five reviewers
has five reviews upon which to draw. They range from great to very poor.
Simon, of New York Magazine, always gives a bad review (a little humor for
those familiar with the New York theatre scene). To determine which of the
five reviews to use, the program doubles the quality points earned for person-
nel, adds the quality points earned for technical appearance, and multiplies the
total by a random number ranging from one to ten (this simulates the
reviewer’s mood). The process repeats for each of the five reviewers. Thus five
different people can see the same show, yet write five different reviews, a fre-
quent occurrence on Broadway. As each review appears, the show earns box
office points. Better reviews earn more points. More points mean more ticket
sales. Advertising also affects box office points (one point for each $10,000
spent per week), ticket price (high prices keep people away), aging of the show
(the longer a show runs, the harder it is to get an audience), and random events
that will be explained later.
The Run
After seeing the reviews, the producer has the option of closing the show,
and returning what remains of the original $1,000,000 to the investors. Also,
you may exercise this option after getting the report each week. If the show re-
mains open, the producer must decide how much to spend on advertising each
week. You can spend any amount, from zero to all the available funds after
payroll expenses. The money used for advertising becomes part of the weekly
expense only for the week in which it was allocated. Use no dollar signs or
commas when you tell the computer how much to spend on advertising.
The current ticket price then appears on the screen, and you can increase or
decrease it by any whole dollar amount. At this point, a random event may oc-
cur (usually every three or four weeks). Both good events and bad events are
possible — and all will affect the box office action in one way or another. The
two events dealing with pay raises increase your weekly payroll directly. The
other events will increase or decrease your current total of box office points.
Then the weekly report appears. The program figures the number of tickets
sold for the week, using a formula based on box office points, the original
quality points of the show (before the critics influenced the public), a random
\_ number (to simulate the public mood), and the seating capacity of the theatre.
(“After multiplying the number of tickets sold by the current ticket price, it)
displays the gross and deducts the week’s expenses, yielding the net profit. Any
loss is deducted from previous profits. If the show has had no previous profits,
the loss is deducted from what remains of the original $1,000,000. If the front
money is exhausted, the producer is out of business. In addition, every thirteen
weeks, you must pay the investors a quarterly payment of 98 percent of the
current profits, before you buy advertising or attempt to cover losses.
You may close the show after any weekly report. When the producer closes
the show, the program posts the closing notice, pays the salaries for the final
two weeks (with the salary bonds posted before opening), and displays the
final totals, which show, among other things, the percentage of return to the
investors.
AS, BS, C$: Contains the words
for the marquee.
AA: Flag to indicate when to play
music during marquee display.
AD: Advertising budget for the
current week.
B: Used in delay loops.
C: Counter for week number.
CP: Theatre capacity.
D: Used in computing popularity
of play.
DY: Duration of tone.
Fl, F2, F3: Initial fees.
FIT: Used to calculate IT.
FM: Amount of ‘‘front money’”’
left.
A number from one to three,
input from the user.
I: Determines investor’s reaction.
I(*): Relative values of the dif-
ferent workers or other expenses.
I$: Name of investor.
IT: The quality of the company.
IU: The quality of the set, lights,
sound, etc.
IV, IX: The overall quality of the
production.
LA, LB: Number of periods to be
added to A$ and BS, respectively.
LT: Length of text to be word-
wrapped.
J: Miscellaneous loops.
J$: Job or expense name.
N: Counter.
\ NT, NY: Notes to be played.
Good luck with your show — and break a leg!
Variables
A: Color for plotting intro banner.
AI: Amount raised from investors.
ANS: Answers to yes-no questions.
P, PS: Total weekly expenses.
P8, P9: Popularity of play.
PRODS: Name of production com-
pany.
PX: Total start-up expenses.
PY: Temporary storage for a frac-
tion of P.
R: Producer’s ‘‘track record,”’ the
percentage of previous shows that
have succeeded.
RI: Critic’s rating of the produc-
tion.
RT: Investor’s percent return.
SD: Profit to be paid to investors.
SF: Total amount paid to in-
vestors.
SN: New ticket price.
SP: Current ticket price.
ST: Net profit or loss for the cur-
rent week.
T$: Text passed to word-wrap
routine.
TG: Current week’s gross.
TI: Used in timer loops.
TR: Adjustment to investor’s reac-
tions based on player’s track
record,
TS: Number of tickets sold this
week.
TX: Theatre’s percentage of the
gross.
W: Counter for weeks.
WI, W2, W3: Weekly royalties.
W("*): Weekly cost of a given
employee or expense.
WA: Delay loop variable.
WK: Number of weeks the produc-
tion has been playing.
X,ZZ: Miscellaneous loops.
BROADWAY
SoftSide Selections #44
SoftSide Selections #44
85 Author: Robert Saturn EL
85 Translators: Willias Morris 5
38 John Cope 88
$5 Copyright © 1983 98
58 SottSide Publications, Inc 58
38 38
§5 85 85 85 85 §5 §5 $5 G9 95 95 $3
Is available on Issue #44 SoftSide DV.
Initialization.
400) TEXT : PRINT CHR$ {21}: HOME
410 GOSUB 3110: GOSUB 3140: GOTO
190
Music.
120 NY = 70:DY = 50: GOSUB 150:NT
= 53:D¥ = 150: GOSUB 150:NT
= 108:DY = 150: GOSUB 150:D
Y¥ = 50; GOSUB 150: GOSUB 150
130 FOR LOOP = 1 10 2:NT =
Y= 150: BOSUB 150:NT = 108;
DY = 150: BOSUB 150:BY = 5¢:
GOSUB 150: GOSUB 150: NEAT
LOOP!
140 NT =
150 IF VX = Q THEN & TNT,50 # D
Y, INT (NT / 2): RETURN
160 IF YX = 1 THEN PDKE 927,NT:
POKE 928,DY: CALL 929; RETURN
170 IF VX = 2 THEN & SNT,40 #D
Y,103 RETURN
180 END
Get the name of the production
company.
190 HOME : VTAB 10: PRINT "WHAT
WILL YOU NAME YOUR PRODUCTIO
N*: PRINT "COMPANY? (MAX. 20
LETTERS)": PRINT
200 INPUT "NAME: “}PROD$: IF PRO
DS = "" THEN 190
210 PROD$ = LEFT$ (PRODS, 20)
220 PRINT "FROM NOW ON THIS COMP
ANY WILL BE KNOWN AS “: PRINT
D
If you don’t wish to type this program, It
sDY = 200: GOSUB 150: RETURN
\
230 PRODS = PROD$ + " PRODUCTIONS
240 INVERSE : HTAB (20 - INT ( LEN
(PRODS) / 2))s PRINT PROD$: NORMAL
ix = 1: BOSUB 120:4)
Ask If the player wants instructions.
250 PRINT : PRINT "DO YOU WANT 1
NSTRUCTIONS? "j
260 GET ANS: IF ANS ¢ > "Y* AND
ANS <> "N" THEN 260
270 IF ANS = "N" THEN 380
Instructions.
280 HONE : PRINT : PRINT “HERE 1
§ YOUR CHANCE TD PRODUCE A":
PRINT "BROADWAY MUSICAL SHO
W. WHILE"
290 PRINT “THE SCENARIO I SOMEW
HAT SIMPLIFIED,": PRINT "YOU
WILL FACE MANY OF THE SAME"
300 PRINT "PROBLEMS AND TAKE HAN
Y OF THE SAME": PRINT "CHANC
ES THAT ANY BROADWAY PRODUCE
R*: PRINT "DOES:"
30 PRINT "YOU WILL HAVE TO RAIS
E THE FRONT": PRINT "MONEY W
HICH WILL PAY YOUR EXPENSES"
320 PRINT "UNTIL THE SHOW OPENS,
DECIDE WHO"S PRINT "TO HIRE
AND HOR MUCH TO PAY THEM, *
330 PRINT "ENDURE CRITICS AND FE
EL THE INFLUENCE": PRINT "TK
AT THEY HAVE, AND PLAY THE W
EEK TO"
340 PRINT "WEEK GAME OF COUNTING
THE AUDIENCE, ": PRINT "THE
TICKETS, THE MONEY AND THE P
ROFITS"
350 PRINT "(OR LOSSES!!}.": PRINT
+ PRINT "BREAK A LEG AND BRI
NG IN A HIT BUT"
360 PRINT “REMEMBER: THERE’S A
BROKEN HEART": PRINT "FOR EV
ERY LIGHT ON BROADWAY..."
370 BOSUB 3340
a BROADWAY
55 §5 95 $3 99 55 85 5S 85 55 $5 $6
98 88
88 Applesctt BASIC 88
58 “Broadway” 58
la
SoftSide Selections #44
Ralse the front money. 520 IF 1 < 20 THEN TS = 18+" { ‘|
380 FR = 1000000:R = INT ( RND ( ee teare) He
1) #100) + STR = Rf S0LIT IN YOU AND YOUR SHOW AND INV
= A:SP = 16:10 = 1: HONE ESIB?: G16! 360
390 PRINT "FOR THE PURPOSES OF T SO) DEPTS RE THEMIS INA
HIS SIMULATION,"s PRINT. "YOU WHO HAS TURNED BOWN EVERY OT
WILL GET § CHANCES TO RAISE HER PRODUCER ON BROADWAY, SA
. YS "YES? AND INVESTS": GOTO
400 PRINT "A TOTAL OF "3: INVERSE 500
+ PRINT "$1,000,000": NORMAL 540 IF I ¢ 24 THEN TS = 16 + *,
| PRINT " 10 FINGNCE": PRINT NOTED PATRON OF THE ARTS,
“YOUR SHOW," INVESTS": GOTO 580
410 PRINT "YOUR TRACK RECORD ON 550 18 = 16 +", WHO 15 FABULOUSL
PREVIOUS SHOWS 13 "SR "2. T Y WEALTHY, INVESTS*
HIS WILL DETERMINE HOW EASY" 5e0 11 = T+ 10000:TS = TS + * $°
420 PRINT “IT 1S FOR YOU TD RAIS + STRS (11) + *."2 YTAB 7:
E MONEY. ":AI = 1 GOSUB 3290: PRINT :Al = INT
430 PRINT : PRINT : PRINT "INVES (al + 11)
TOR #2 "$C 570. PRINT "80 FAR YOU HAVE RAISE
440° INPUT "WHOM WILL YOU ASK? * "32 INVERSE ¢ PRINT "S*3AT
Ts] = (INT (RND (1) # 25) : NORMAL ; IF Al > = FM THEN
+1) # TRE ROME GOTG 450
450 IF 1 ¢ 2 THEN T$ = 18+" SA 580 C=C +1: IF C= 9 THEN 6070
1D," # CHRS (34) + "17H 80 600
RRY, BUT NO." # CHRS (34:1 590 PRINT "YOU STILL NEED "3: INVERSE
= 0: GOTO 540 + PRINT "8°5FH - Als NORMAL
460 IF 1 ¢ 5 THEN T$ = 18 + * TH + GOTO 450
TNS YOU'RE CRAZY, BUT WILL 400 PRINT ; PRINT “SORRY, YOU CO
INVEST": GOTD 550 ULDW'T RAISE THE MONEY.": PRINT
470 IF 1 C7 THEN TS = 18 + *, W “THAT?S SHOW B12! 1)"
HO CAN'T REALLY AFFORD HUCH, 410 TAB 21: HTAB 6: INVERSE : PRINT
WANTS TO HELP WITH": GOTO 5 "WANT TO TRY AGAIN2"3: NORMAL
40
460 IF 1 <¢ 10 THEN T$ = 18+ "N 420 GET ANS: IF ANS ¢ > “Y" AND
EEDS A TAX WRITE-OFF AND WIL ANS ¢ > "NY THEN 510
L INVEST": g0T0 560 630 IF ANS = "Y" THEN PRINT : 8070
490 IF 1 (12 THEN T$ = 18 + °, 190
WHO 1S STILL WORKING ON THAT 640 HOME + END
FIRST NILLION, WILL INVEST* 850 IF AL = FH THEN PRINT : PRINT
1 GOTO 560 "YOU HAVE EXACTLY $1000000.*
500 IF 1¢ 15 THEN T$ = 18 +", + GOTO 690
WHO INVESTS IN ANYTHING, THI 440 PRINT : PRINT "THAT'S "3: INVERSE
NKS YOU HAVE A WINNER AND IN + PRINT "$*3 INT (AT - FN)
VESTS": BOTD 560 NORMAL + PRINT * EXTRA!": FOR
510 IF 1 ¢ 17 THEN TS = Ib +" L Wa = 1 TO 1200; NEXT WA
OVES TO THROW MONEY AWAY AND 670 PRINT : PRINT "YOU HAVE RAIS
INVESTS": GOTO 560 ED THE MONEY.": PRINT “YOUR
GENERAL MANAGER WILL STEAL*
BROADWAY
SoftSide Selections #44
80
690
700
710
720
740
750
760
710
780
790
800
a10
L
PRINT “THE EXTRA $*; INT (AT
- FH)
GOSUB 3340: HOME : GOSUB 120
+ PRINT "NOW THAT YOU HAYE R
AISED THE MONEY,": PRINT "YO
U MUST DECIDE HOW TO SPEND 1
T. FOR"
PRINT “EACH OF THE MAJOR EXP
ENSES PRESENTED": PRINT “TO
YOU, DECIDE ON HOW MUCH 70 $
PEND*
PRINT “INITIALLY AND WEEKLY.
DURING THE": PRINT “FIRST F
TVE WEEKS (WHILE YOU ARE"
PRINT “REHEARSING) THERE WIL
L BE NO INCOME,": PRINT "SO
MAKE SURE THAT YOUR EXPENSES
po"
PRINT "NOT EXCEED $1,900,000
OR YOU'LL HAVE": PRINT “NOT
HING LEFT FOR DELAYED OPENIN
65,"
PRINT "ADVERTISING, ABSORBIN
G A LOSS FOR": PRINT ‘A WEEK
OR TWO, AND THE FACT THAT A
PRINT "FULL HOUSE EVERY NIGH
TWILL ONLY": PRINT "GROSS B
ETWEEN $150,000 AND $225,000
PRINT "YOUR OBJECT, OF COURS
E, 15 10 SHOW A": PRINT "PRO
FIT EACH WEEK, REMENBER, OUT
OF*
PRINT "YOUR FRONT NONEY YOU
MUSTS PAY ALL": PRINT “OF YO
UR PRE-OPENING EXPENSES (E.6
PRINT "SETS, COSTUMES, ETC.)
GOSUB 3340
Fixed expenses.
HOME : PRINT > PRINT "... FI
RST YOU MUST HIRE A COMPANY.
PRINT "CERTAIN WEEKLY PAYROL
L EXPENSES": PRINT "ARE ASSU
MEDS"
BROADWAY
820
830
B40
850
860
are
880
890
900
10
920
930
940
PRINT "$ 5,000 FOR CONTRACT
STAGEHANDS": PRINT *$ 3,000
FOR WARDROBE DEPT."
PRINT "$ 3,000 FOR CONTRACT
MUSICIANS": PRINT "$ 750 F
OR PRESS REPS.*
PRINT “$ 6,000 FOR HANAGEMEN
T STAFF": PRINT "$ 2,500 FOR
STABE MANAGEMENT
PRINT “$17,500 FOR NON-STARR
ING ACTORS": PRINT *-------"
+ PRINT *$37,950"3P = 37950
Negotiated salaries.
PRINT : PRINT "WE WILL NOW D
EAL WITH THE SALARIES": PRINT
“THAT CAN BE NEGOTIATED"
BOSUB 3340
HOME : YTAB B: PRINT "FOR EA
CH JOB YOU WILL BE GIVEN 3
PRINT "ALTERNATIVES. IN GE
NERAL THE MORE"
PRINT "YOU SPEND, THE HIGHER
CALIBER OF": PRINT “PERSON
YOU WILL HIRE AND THE BETTER
PRINT “THE RESULTS (MAYBE).
OF COURSE, THE": PRINT "MORE
YOU SPEND, THE HIGHER YOUR"
PRINT "WEEKLY PAYROLL WILL B
E, SPEND THE ": PRINT "MONE
Y WHERE YOU THINK IT’S IMPOR
TANT"
BDSUB 3340
RESTORE : FOR 22 = 784 10 94
9: READ N: NEXT 22
FOR C = 1 10 12: HOME : READ
JS,F1,W1, be W2,F3, 03,11, ae
St) = W112)
13; PRINT “30E-
HTAB 2: PRINT
“WEEKLY ROYALTY": NORMAL
7 PRINT "1°33 HTAB 7: PRINT
RINT "2"}2 HTAB 73 PRINT
HTAB 20: PRINT "$"j
=
y
6
980 VIAB 11: PRINT “2"}: HTAB 7:
PRINT "$"3F35: HTAB 20: PRINT
Sh SHS
990 VTAB 14: PRINT “WHICH "jJ$}"
WILL YOU HIRE? *: PRINT “(i
» 2 0R 3) GET H$:H = VAL
(HE)
1000 IF H = 1 THEN PX = PX + Fi:
P+ Wi: GOTD 1040
1010 IF H = 2 THEN PX = PX + F2:
P=P + W2s GOTO 1040
1020 IF H = 3 THEN PX = PX + F3;
P=P + W2: BOTC 1040
1030 PRINT + GOTO 990
1080 17 = IT # 11H) NEXT CrIT =
IT / 1080
1050 FIT = 2 # (iT > 500) + 1.5%
‘IT ¢ = 500 AND IT > 200) +
1.1 # (IT & = 200 AND IT >
70)
1060 FIT = FIT + (IT ¢ = 79 AND
Ti) + 0.75 # (IT ¢ =f AND
IT> =O.0) +05 # TCO
al)
1076 IT = FIT: HOME : PRINT
Select the theatre.
1080 PRINT "YOU NOW RAVE & COMPA
WY TO WORK WITH.": PRINT "NO
W DECIDE ON YOUR OTHER EXPEN
SES."
1090 PRINT "THE MOST IMPORTANT 1
8 THE THEATRE.": PRINT *AGAI
N WE HAVE A CHOICE OF THREE.
4100 PRINT "THEY DIFFER IN CAPAC
TTY AND THEREFORE": PRINT “I
N COST. ASSUME A TICKET PRIC
E OF $16"
4110 INVERSE : VTAB 8: PRINT "TH
EATRE"}
1120 HTAB 9: PRINT "SEATING"}: HTAB
17: PRINT "POSSISLE"}: HTAB
2b: PRINT "COST {% OF"
1130 HTAB 17: PRINT "WEEKLY"3: HTAB
26: PRINT "GROSS+HOUSE"
1140 HTAB 17: PRINT "SROSS"}: HTAB
26; PRINT "PAYROLL)*: NORMAL N VERSION WILL YOU USE? "j: GET
L HS:H = UAL (HS)
BROADWAY a,
1150 YTAB 12: HTAB 3: FRINT “1"5
HTAB 9: PRINT "£4G0"}+ HTAB
Fy PRINT "$179, 200"5
1160 HTAB 2h: PRINT "2224819, 000
1170 VTAB 14: HTAB 3: PRINT "2"}
+ HTAB 9: PRINT "1500"5: HTAB
17: PRINT "$192,000";
1180 HTAB 26: PRINT "252%+$20, 000
1190 VTAB 16: HTAB 3; PRINT "3"5
RTGB 9: PRINT "1600"3: HTAB
17) PRINT "$204,000";
1200 HTAB 26: PRINT "2B%+$21, 006
"sy PRINT
3210 YTAB 19) PRINT “WHICH THEAT
RE? (1, 2 OR 3) "$2 GET HSsH
= VAL (HS)
1220 IF H = 1 THEN CP = 1400:TX =
G.22:PR = 19000: GOTO 1260
1230 IF H = 2 THEN CP = 1500: TX =
Q.25:PR = 20000: GOTO 126¢
1240 IF H= 3 THEN CP = t600:T4 =
0. 20:PR = 21000: GOTG 1260
1250 PRINT : BOTO 1210
Other fixed expenses.
1260 HONE : PRINT "NOW DETERNINE
YOUR OTHER PRE-OPENING": PRINT
"EXPENSES*
1270 FOR C = 1 10 5; READ J$,F1,
WLF2, 42, Neate 12,131)
15142) = 3 TS: INVERSE |)
PRINT : PRINT seipeibe 78) PRINT
1280 VTAB 5: HTAR 10: PRINT “IND
TIAL"3: HTAB 20: PRINT “WEEK
LY") NORMAL
1290 VIAB 7: HTAB 2: PRINT "1"}+
HTAB 11: PRINT Fig: HTAB 21
+ PRINT Wi
1300 YTAB 9: HTAB 2: PRINT "2":
HTAB 11: PRINT F2}: HIAB 21
2 PRINT WL
1310 VTAB iL: HTAB 2: PRINT "3"5
2 HTAB $4: PRINT F332 HTAB 2
1: PRINT W3
1320 VTAB 13: PRINT “WHICH DESIG
SoftSide Selections #44
7
SoftSide Selections #44
1330 IF H = 1 THEN PX = PX + Fit
PY = PY + Wi: GOTO 1370
1340 IF H = 2 THEN PX = PX + F2:
PY = PY + W2: GOTO 1370
350 IF H = 3 THEN PX = PX + FS;
Py = PY + W3: GOTO 1370
1360 PRINT : BOTO 1320
1370 IU = TU # PCH); HOME : NEXT
c
1380 FU = 2 # (IU) 7) + 1.5 # 1
U< S7ANDIUD = +6.
8 # (IU ¢ 1)2TU = FU
1390 HOME : VTAB 8: PRINT "THE R
EST OF THE PRE-OPENING": PRINT
“EXPENSES ARE AS FOLLOWS:"
1400 PRINT + PRINT "$33,000 TAK
E IN AND SET UP SHOW": PRINT
"$30,000 PREOPENING ADVERT
SING"
1410 PRINT "$5,000 OPENING NIG
HT PARTY": PRINT "$ 3,060 7
RAVELING EXPENSES"
1420 PRINT "$ 1,500 TICKET PRIN
TING": PRINT “4 3,000 REHEA
RSAL SPACE"
1430 PRINT "$10,000 SALARY BORD
S*: PRINT *------~' ‘“
1440 PRINT "$85,500":PX = PX + 8
5500: GOSUB 3340
Rehearsal.
1450 HOME : YTAB @: PRINT "YOU A
RE NOW READY TO BEGIN THE FI
VE"; PRINT "WEEK REHEARSAL P
ERIOD. YOUR PAYROLL"
1460 PRINT “EXPENSES WILL BE DED
UCTED AFTER EACH": PRINT “WE
EK OF REHEARSALS. AFTER THE
LAST"
1470 PRINT "WEEK, THE OTHER PRE-
OPENING EXPENSES"; PRINT “WI
Lt BE DEDUCTED."
1480 GOSUB 3340
1490 HOME : FOR W = 1 10 5: PRINT
+ PRINT "END OF WEEK 0
F REHEARSAL"
BROADWAY
1500 PRINT “EXPENSES THIS. WEEK-"
gi INVERSE : PRINT "$"3P: NORMAL
SFM = FM - Ps IF FN < 0 THEN
FOR Z = 1 TO 3000; NEXT 2: BOTO
2620
1510 PRINT "LEFT FROM FRONT NONE
INVERSE : PRINT "$"3FN
: NORNAL : FOR N= 1 TD 1000
s NEXT Ne NEXT W
1520 GOSUB 3340
1530 HOME FM = FM - PX: IF FM ¢
0 THEN 2620
1540 VTAB 8: PRINT "NOW THAT REH
EARSALS ARE OVER AND": PRINT
“YOUR PRE-OPENING EXPENSES A
RE PAID"
1550 PRINT "YOU HAVE "3: INVERSE
PRINT "S"}FMj: NORMAL : PRINT
" LEFT IN AN": PRINT “EMERGE
NCY ACCOUNT."
1560 GOSUB 3340
Possible extra week of rehearsal.
$570 R= INT CRND (1) # 10) + 1
3 IF R > = 6 THEN 1630
1580 VTAB 13: HTAB O: CALL - 95
8
1570 HOME : VIAB 9: PRINT "THE D
TRECTOR WANTS ANOTHER WEEK 0
F"; PRINT "REHEARSALS BEFORE
OPENING"
1600 FM = FM - P: IF FH ¢ 0 THEN
GOTO 2620
1610 PRINT + PRINT "YOU NOW HAVE
"3: INVERSE : PRINT "$"3FM}
+ NORMAL : PRINT " LEFT": PRINT
"IN AN EMERGENCY RESERVE."
1620 GOSUB 3340
Opening night.
1630 HOME : SOSUB 120
1640 FOR J = 1 10 4: HOME : VTAB
M12 HTAB 18: PRINT "17°S": VTAB
13: HTAB 13: PRINT “GPENING
NIGHT"
1650 FOR B= 1 TO 200: NEXT B: HOME
FOR B= 1 TD 70: NEXT Bt NEXT
8
a
1660 VIAB 6: PRINT "WELL, HERE W 4800 FOR N=! TO 1000; NEXT Ni GOSUB
E GG, LET'S HAVE @ DRINK": PRINT 2040: INVERSE ; PRINT "BARNE
*REFORE THE REVIEWS COME IN. S-THE POST": NORMAL : ON R1 SOTO
. 1810, 1820, 1830, 1840, 1850
1670 PRINT : PRINT "BY THE WAY, 1810 PRINT "A TERRIBLE SHOW. °:P9
YOUR REGULAR WEEKLY": PRINT = P9 + 1: GOTO 1840
"EYPENSES (INCLUDING THE WEE 1820 PRINT "1 WAS BORED DURING T
xuy" HE FIRST ACT": PRINT "AND 60
1680 PRINT “TECHNICAL EXPENSES T NE DURING THE SECOND.":P9 =
HAT BEGIN": PRINT *TONIGHT) PP? + 2: GOTO 1860
AND THE THEATRE RENTAL ARE:" 1830 PRINT "A PLEASANT EVENING. "
1690 P = P + PR: INVERSE : PRINT sP9 = P92 + 3: GOTD 1860
NORMAL : PRINT * PLU 1840 PRINT "MUCH FUN--GO SEE IT!
INVERSE + PRINT TY # 1 ":P) = P9 + 4: BOTO 1860
| NORMAL : PRINT © OF 1850 PRINT "A MUST SEE! RUN, DON
THE GROSS." "T WALK TO THIS.":P9 = P9 +
1700 GOSUB 3340 5
1860 FOR N= 1 TO 1000: NEXT Nz GOSUB
2080: INVERSE : PRINT "WATT-
THE NEWS-"; NORMAL : ON RL BOTO
1870, 1880, 1890, 1900, 1910
1870 PRINT "THE WORST PLAY IN HY
Reviews.
1710 HOME : PRINT : PRINT “HERE
COMES THE PRESS AGENT WITH T
HE": PRINT "REVIEWS": PRINT
moenanew 80 YEARS OF": PRINT *REVIEW
an ree gaiivinas 4 Gi« ti ING":P9 = P+ 1: BOTD 1920
1880 PRINT “THE LAST PLAY } SAW
THAT WAS THIS": PRINT "BAD W
AS IN 1904.":P9 = P9 + 2: GOTO
1920
1890 PRINT "NICE. BROUGHT BACK M
EMORIES OF THE": PRINT "BLAC
K CROOK-":P9 = PP + 3: GOTO
1920
1900 PRINT "FUN FOR ALL AGES. BR
ING YOUR": PRINT "GRANDPAREN
TS.":P9 = 9 + 4; GOTO 1920
1910 PRINT "THE BEST THING 1°VE
SEEN THIS CENTURY. ":P9 = P9 +
5
1920 FOR N= 1 TO 1000: NEXT N: SOSUB
2040: INVERSE : PRINT "SHALT
T-NBC NEWS-": NORMAL : ON Ri
GOTO 1930, 1940, 1950, 1960, 19
70
1930 PRINT "SHOULD NOT BE ALLOWE
D ANY CLOSER TO": PRINT "NEW
YORK THAN ROISE, IDAHO.":P9
= P9 + tr BOTE 1980
(IV ¢ = SAND IV) 2) + 14
e (IVS = 2 AND IV >t) =
ave sth
1740 GOSUB 2040; INVERSE : PRINT
"KERR-THE TINES-"; NORMAL : ON
Ri GOTO 1750, 1740, 1770, 1780,
1790
1750 PRINT “THE WORST THING I EV
ER SAW. ":P9 = P9 + 1; GOTO 1
800
1760 PRINT "WEAK SHOW: PODR ACTi
NG, POOR DIRECTION": PRINT "
POOR, POOR INVESTORS.":P9 =
2¢
V4 =S AND IV> 3) + 1.25%
ERVATIONS.":P9 = P9 + 3: GOTO
1800
1780 PRINT "A THOROUGHLY ENJOYAB
LE EVENING. ":P9 = P9 + 4: SOTO
1800
1790 PRINT "A FINE PIECE OF THEA
L TRE."3P9 = P9 +5
BROADWAY a
SoftSide Selections #44 9
SoftSide Selections #44
1940 PRINT "I’VE SEEN WORSE, BUT
NOT MANY.":P9 = P9 + 23 GOTO
1980
1950 PRINT "IT WON’T RUN ARY LON
GER THAN DOLLY BUT": PRINT "
MAYBE LONGER THAN KELLY. *:P?
= PF + 3: GOTO 1980
1960 PRINT "A HOOT.":P9 = P9 + 4
+ GOTO 1980
1970 PRINT “IF YOU HURRY, YOU CA
N GET TICKETS FOR": PRINT "L
ATE IN 1985,":P9 = P9 + 5
1980 FOR N = 1 TD 1000; NEXT N: BOSUB
2040: INVERSE : PRINT "SIMON
“NEW YORK HAG-"s NORMAL : OW
R1 GOTO 1990, 2000, 2019, 2020,
2030
1990 PRINT "I HATED IT.":P9 = P9
+ 1) GOTO 2060
2000 PRINT "A TERRIBLE SHOW, "<P
= PP + 2: GOTD 2060
2010 PRINT “IT'S THE PITS.":P9 =
P9 + 3: GOTO 2040
2020 PRINT "THE WORST THIS YEAR.
“;P9 = PO + 4: GOTO 2060
2030 PRINT "I COULDN'T STAND IT.
"2P9 = PP + 5: BOTD 2050
2040 RI = INT ( RND (1) # 10) +
URL = RL IVERL = INT (RL
79): FOR TI = 1 TO 200: NEXT
aff
2050 RETURN
2060 SOSUB 3060
2070 HOME : VIAB 8: PRINT "ALL R
IGHT, THE SHOW 15 OPENED.": PRINT
“AFTER EACH WEEK YOU WILL GE
TA REPORT"
2080 PRINT "OF HOW MANY TICKETS
WERE SOLD": PRINT "AND HOW MN
UCH MONEY WAS TAKEN IN. YOu"
2090 PRINT “WILL ALSD BE ASKED H
QW MUCH YOU WANT": PRINT "TO
SPEND ON ADVERTISING AND IF
you"
2100 PRINT “WANT TO CHANGE THE T
TICKET PRICE.": PRINT "REMEMB
ER, CHEAPER PRICES = HIGHER"
(—————— BROADWAY ———,
2110 PRINT "VOLUME.": GOSUB 3340
Set advertising budget.
2120 HONE : PRINT : PRINT "YOU H
AVE "2 INVERSE : PRINT "$"5
i: NORMAL : PRINT ° LEFT 7
PRINT "FRONT NONEY ACCOU
Ni."
2130 PRINT : PRINT "HOW NUCH DO
YOU WANT TO SPEND ON": INPUT
"ADVERTISING THIS WEEK? “;AD
2140 IF AD < 0 THEN VTAB PEEK
(37) - 2: CALL - 958: SOTO
2130
Change ticket price.
21S PRINT : PRINT “THE CURRENT
TICKET PRICE 15 "s INVERSE :
PRINT “$";SP: NORMAL + VTAB
41: PRINT "DO YOU WANT TO CH
ANGE THE TICKET": PRINT "PRI
CE? "3
2160 GET ANS: IF ANS ¢ > "¥" AND
ANS <> *N" THEN 2160
2170 IF ANS = "N" THEN PRINT : GOTO
2210
2180 PRINT : INPUT "CHANGE TO KH
AT TICKET PRICE? "SN
2190 IF GN = SP THEN PRINT "THA
T'S THE CURRENT TICKET PRICE
"; GOTO 2150
2200 D = (SP - SN) # 2:P9 = PO +
DSP = SN
2210 WR WK + IF WK 2 3 = INT
(WK / 3) THEN P9 = PP - 2
2220 IF WK? 10 = INT (WE 7 10)
THEN P9 = PY - 2
2230 IF Wk / 18 = INT (WK / 18)
THEN P9 = PP - 2
2240 IF Wk / 13¢ > INT (WK /
13) THEN 2270
Distribute profits.
2250 SE = SE # 0.9:SD = SD - SE:
F = SF + SE: PRINT : PRINT "
90% OF PROFITS DISTRIBUTED T
O": PRINT “INVESTORS FOR 13
WEEKS"
2260 FOR B= 1 TO 1000: NEXT B
10
_/
2270 P9 = PO + AD / 10000
Random events.
2280 R= RND (1) # 10: TF R > 6 THEN
R= INT (RND (1) # 12) +
+ ON R BOTO 2300, 2510, 2320,2
330, 2340, 2350, 2360, 2370, 2380
12390, 2400, 2410
2290 «GOTO 2420
2300 PRINT "STAR GETS SICK-NUST
BE REPLACED. ":P9 = P9 - 2: GOTO
2420
2310 PRINT "UNIONS GET PAY HIKE.
“;P = INT (P # 1,03): GOTO
2420
2320 PRINT "STAR*S CONTRACT ENDS
“WANTS MORE $$$.°3P = INT {
P # 1,03): GOTO 2420
2330 PRINT "SHOW WINS 3 TONYS*:P
9 = PO + 2: GOTO 2420
2340 PRINT "FREE PUBLICITY DUE T
O GODD PRESS AGENT":P9 = P? +
4: GOTG 2420
235G PRINT "SHOW WINS CRITIC CIR
LE AWARD. ":P9 = P9 + 1: GOTO
2420
2360 PRINT "HEAVY SNOW FOR FIVE
WEEKS. *;P9 = P9 - 12 BOTE 24
20
2370 PRINT "NEWSPAPER STRIKE IN
17'S SECOND NONTH.":P9 = P9 -
1: GOTD 2420
SoftSide Selections #44
TON BUSINESS Pot
Le Bore 2420 BROADWA
2400 PRINT "GOOD WORD OF MOUTH 0
N THE SHOW"SP9 = P9 + 1: GOTD
2420
2410 PRINT “BAD WORD OF MOUTH CN
THE SHOW. ":P9 = PQ - i
2420 YTAB 20; GOSUB 3340
2430 HONE : INVERSE ; PRINT : HTAR
(20 - { LEN (PRODS) / 2)): PRINT
PRODS: NORMAL : VIAB 4: HTAB
13: PRINT "WEEKLY REPORT": PRINT
Weekly statistics.
2440 PRINT "WEEK "3WKS": "SWK &
PERFORMANCES"
2450 PRINT "THEATRE CAPACITY (PE
R PERFORMANCE}: "}CP
2460 PRINT “TICKET PRICE: $*}SP
2470 PRINT "MAXIMUM GROSS {PER W
EEK): $"3SP CP * O:P8 = PP
: IF P9 ¢ 0 THEN P9 = 0
2480 PRINT : PRINT "TICKETS SOLD
THIS WEEKS "3:78 = OTS = ¢
(IX # PB) / 60) # CP # 8: IF
1S > CP #8 THEN TS = CP #8
2490 PRINT INT (TS)
2500 PRINT "GROSS THIS WEEK: $"}
216 = TS # SP: PRINT iNT (T
8
2510 PRINT "EXPENSES THIS WEEK:
$*psPG = P + (TG # 1X) + ADS
PRINT INT {P5)
2520 PRINT :81 = 16 - PS: PRINT
“NET'}3- IF ST < 0 THEN PRINT
" LOSS":
2530 IF ST > Q THEN PRINT * PRD
FIT":
2540 PRINT ° THIS WEEK
INT (8T))
ABS
|
SoftSide Selections #44
2550 IF ST ¢ 0 THEN SD = SD + ST
2560 IF SD < 0 THEN FM = FM + SD
15D = 0
2570 IF ST ) 0 THEN SD = SD + ST
2580 PRINT "NET PROFIT TO BE PAI
D TO INVESTORS:": PRINT "$"s
INT (5D)
2590 PRINT “LEFT FROM FRONT MORE
¥ $*3 INT (FM): IF FM < 0 THEN
FOR Z = 1 TO 3000: NEXT 2: GOTO
2620
2600 BOSUB 3060
2610 HONE : PRINT : GOTO 2130
Too much money spent.
2620 HOME : VTAB 8: PRINT "YDU H
AVE SPENT MORE MONEY THAN YO
U": PRINT "HAVE, THE STATE A
TTORNEY GENERAL’ S"
2630 PRINT "OFFICE WILL CONTACT
YOU BY THE FIRST": PRINT "OF
THE MONTH. THEY ASK THAT B
EFORE"
2640 PRINT “THEN YOU TAKE THE TI
ME TO SEE": PRINT "*THE PROD
UCERS? WITH ZERO MOSTEL TO"
2650 PRINT "SEE WHERE YOU WENT W
RONG."
2660 PRINT } INVERSE : PRINT "SH
OW-BIZ STILL IN YOUR BLOOD?"
2 NORMAL
2670 GET ANS: IF ANS < > *Y" AND
ANS < > °N" THEN 2670
2680 IF ANS = "Y" THEN HONE : RUN
2690 HONE + END
Show Is closed.
2700 HONE : INVERSE : YTAB 4: HTAR
(20 - ( LEN (PROD) / 2)): PRINT
NORMAL :¥X = 2; GOSUB
2710 INVERSE : VTAB 4: HTAB 4: PRINT
“CLOSING NOTICE
"y NORMAL
2720 PRINT : PRINT "IT 1S WITH 6
[ REAT REGRET THAT WE": PRINT
“POST THIS NOTICE. WE WANT 7
0 THANK"
(OF
2730 PRINT “ALL OF YOU FOR ALL 0
F YOUR HARD": PRINT "WORK. P
LEASE BE ADVISED THAT THIS"
2740) PRINT "PRODUCTION WILL CLOS
E TWO WEEKS FROM": PRINT "TO
NIGHT. AGAIN, THANK YOU."
2750 PRINT : PRINT : PRINT “SINC
ERELY YOURS": INVERSE + PRINT
+ PRINT PROD$: NORMAL RINT
+ PRINT "YOUR FINAL TOTAL TO
FOLLOW"
2780 GOSUB 3340
Final statistics.
2770 HOME : VTAB 3: HTAB INVERSE
: PRINT "FINAL TOTAL! NORMAL
{PRINT : PRINT "YOUR SHOW R
AN FOR *sWK3" WEEK" CHR (83
# WK ¢ > 12): PRINT "BEFO
RE CLOSING. “
2780 PRINT "THAT'S "sWK # 83" PE
RFORMANCES. *
2790 PRINT “OUT OF YOUR ORIGINAL
$1,000,000 YOU": PRINT "HAD
$*y INT (FH)$" LEFT WHICH H
‘AS BEEN"
2800 PRINT "SIYEN BACK TO YOUR T
NVESTORS.": PRINT "TOTAL AMO
UNT PAID TO INVESTORS:": PRINT
"S$" INT (8D + SF + FMD". "y
2810 PRINT "THAT MAKES A's INT
(SD + SF + FM - 164) / 10000
"% RETURN": PRINT "ON THEIR
INVESTMENT."
2620 PRINT "(A O% RETURN IS THE
BREAK-EVEN": PRINT "POINT FO
R YOUR INVESTORS."
2830 PRINT "A NEGATIVE RETURN 1S
A LOSS):": GOTD 260
Machine language data.
2840 DATA 201,83, 240,7,.201,84,24
0,55, 76, 201, 222, 32, 132,3, 138
1,15, 133, 255, 165, 253, 133,2
51, 198, 251,208, 25, 173,48, 192
1165
2950 DATA 253,133, 251, 164,255, 23
4,234, 136,16, 251,173, 48,192,
164, 255, 234,200, 192, 16, 144,2
50,160, 10, 136, 208, 253,32, 143
35 144,217, 96
2
SoftSide Selections #44
3220 FOR N TO 100: IF PEEK
(49152) > 127 THEN 3280
3230 NEXT
3240 AS = MIDS (AS,2) + LEFTS {
A$.1)
3250 B$ = RIGHTS (BS,1) + LEFTS
(BS,39):X = PEEK (49152); IF
X > 127 THEN 3280
320 A= A+ 1: IF & = 16 THEN A =
1
3270 -GOTD 3180
3280 POKE 49148,0; TEXT : HOME :
RETURN
( BROADWAY SF
0 TI
i
3300 FOR X = 40 10 1 STEF IF
MIDS (T$,X,1) =" " THEN 33
20
3310 NEXT : PRINT LEFTS (T$,39)
:T8 = MIDS (1$,40): GOTO 32
90
3320 PRINT LEFTS (18,4 - 1): IF
X= LT THEN RETURN
3330 TS = MIDS (79,% + 1): GOTO
3290
Wait for a keypress.
3340 PRINT : HTAB 6: INVERSE + PRINT
"PRESS ANY KEY TO CONTINUE":
Word-wrap routine. NORMAL
3290 LT = LEN (18): IF LT ¢ 40 THEN 335¢ WAIT 49152,128: POKE 49168,
PRINT T$: RETURN 2 RETURN
SWAT
TABLE ror appLes BROADWAY
SWAT SWAT
LINES CODE LENGTH LINES CODE LENGTH
100 - 219 rk aay ce
220 - 310 W 42 du
320 - 390 TT ENG ™
400 - 480 VY 536 oF
490 - 559 P 528 HA
560 - 670 ia 528 Ag
680 - 749 10 525 66
750 - 830 NI S16 HO
B40 - 910 ib 340 Uz
920 - 1650 Lk 454 CW
1040 - 1130 MS 523 EY
1140 - 1250 08 429 YL
1260 - 1376 WF 47S 7
1380 - 1460 Tu 365 oC
1470 - 1580 VR 497 YS
1570 18 RY
2860 DATA 32,132,3, 134,254, 165,2
‘53, 135, 251, 165, 254, 1535, 252,1
98,251, 240,6, 70,255, 165,255,
16,7, 173,48, 192, 145, 253, 133,
251, 198, 252, 240, 6, 70, 255,165
43255, 16, 7,173,548, 192, 165
2870 DATA 254,133,252,32,143,3, 1
44,217,98,32, 245, 250, 134,253
432,190, 222, 76, 70, 231 , 165,80
1 208,8,165,81, 208, 2, 56,96, 19
8,81, 198, 80, 24,96
2880 DATA 0,0,173, 48,192, 13, 208
15,206, 160,3, 240, 9,202, 208,2
45, 174,159, 3,76, LoL, 3,9
Data for negotiable salaries.
2890 DATA DIRECTOR, 15000, 500,750
0,250, 2500, 100, 10,1,.25
2900 DATA "MALE STAR",0,20000,0,
10000, 0, 2500, 10,1,.5
2910 DATA "FEMALE STAR", 0,14900,
0,8000,0,2000,7,1,.75
2920 DATA "SET DESTGNER",10000,3
00,5000, 200, 1500, 50,3,1, .85
2930 DATA "COSTUME DESIGNER", 160
00,300, 5000, 200, 1500, 50,2, 1,
a
2940 DATA “LIGHTING DESISNER" 80
00,300, 4000, 200, 1000,50,1.5,
1.8
2950 DATA “SOUND DESIGNER", 4000,
200, 2000, 100, 750, 25,241, .75
2760 DATA CHOREOGRAPHER, 10000, 30
60,6000, 150, 2000, 75,3,1,.75
2970 DATA COMPOSER, 20000, 800, 10¢
00,400,500, 150,8,1,.7
2980 DATA LYRICIST, 15000, 600,750
0,300,300, 150,7,1,.8
2990 DATA "BOOK AUTHOR", 15000, 60
0, 7500,300,3000, 150,7,1,.75
3000 DATA ARRANGER, 8000, 600, 5000
+1400, 1500, 100,4,1,.85
Data for additional expenses.
3010 DATA SETS, 150000, 200, 75000,
100,50000,75,2,1,.75
3020 DATA LIGHTS, 3000, 750, 1500,5
90,1000, 200,2,1,.75
SoftSide Selections #44
3030 DATA COSTUMES, 100000, 2000,5
0000, 1000, 15000, 250, 73
BROADWAY.
3040 DATA SOUND, 3000, 1000, 1500,5 )
00,1000, 200,2,1,.75
3050 DATA PROPS, 40600, 1000, 20000
1500, 5000, 150, 1.75, 1,.9
Check If the producer wishes to
close the show.
3060 PRINT ; PRINT “DO YOU WANT
TO CLOSE THE SHOW? ";
3070 GET ANS: IF ANS ¢ > “Y" AND
ANS < > "N" THEN 3070
3080 IF ANS = "Y" THEN POP ; GOTC
2700
3090 RETURN
3100 END
Set up sound routine.
U10 POKE 1013,76: POKE 1014, 16:
POKE 1015,3
3420 FOR 22 = 784 TO 949: READ N
+ POKE 22,N3 NEXT
S150) RETURN
Introduction.
3140 AS = "SOFTSIDE PRESENTS... .B
ROADWAY": C$ = A$:BS = "PRESS
ANY KEY TO START"
3150 LA = 20 - LEN (AS) / 2: FOR
N= 1 TO LASAS = "." + AS: NEXT
Ni FOR N TO 40 - LEN (A
S)SAS = AS + "."2 NEXT N
3160 LB = 20 - LEN (BS) / 2: FOR
N= 1 TO LB:Bé = "." + BS: NEXT
Ni FOR N= 17040 - LEN iB
$):BS = BS + "2": NEXT N
3170 GR
3180 COLOR= A: HLIN 14,17 AT 10:
VLIN 10,14 AT 14; HLIN 14,1
7 AT 44: VLIN 14,21 AT 17: HLIN
0,17 AT 21
3190 HLIN 21,25 AT 105 VLIN 10,1
4 AT 21 HLIN 21,25 AT 143 VLIN
14,23 AT 25: HLIN 0,25 AT 23
3200 IF A= 1 THEN AR = AR + 1s IF
AA = 1 THEN VX = 2: SOSUB 12
QiWX = 0
3210 YTAB 21: PRINT AS: VTAB 23:
PRINT BS}: IF MIDS (AS,LA +
4, LEN (C$)) ¢ > C$ THEN 32
ao
13
SoftSide Selections #44 16
THE PRISONER
A Struggle For Information
The Prisoner is an intellectually challenging player versus
machine game inspired by the British television series of the same
name. You are one of the inhabitants of the Island from whom infor-
‘mation is wanted. In particular, your captors wish to know why you
resigned your job and will go to quite extreme means to extract from you
that one piece of information — which is in the form of a three digit resigna-
tion code. Indeed, the entire Island is your own personal prison. Every
building, path, person and supposed escape route appears to be part of a grand
deception to throw you off your guard and reveal your private reasons for
resigning.
Basically, this is a game of the power of the individual against the forces of
oppression. As The Prisoner, a person of conscience and a strong sense of in-
dividuality, you are armed with this sense, your intelligence, your intuition and
desperation. The Apple has, as does the Island itself, an arsenal of trickery,
coercion, propaganda, lies, false clues, false escapes, ambiguity, inconsisten-
cy, allegory and frustration.
Both sides have a single objective that is simple in concept, but not in
achievability. The player’s goal is to escape from the Island; the computer’s is
to get the player to reveal his resignation code. Thus, this adventure is a strug-
gle for information. The player possesses some very valuable (and perhaps
dangerous) information that the authorities of the Island wish to uncover,
while the player himself must in turn sift through what information the com-
puter provides about the Island to discover the means for escape. It is also a
struggle of the individual against society, for the authority sees the player’s
resignation and guarded reasons as rebellion and, through representations of
various institutions of society, tries to convince the player that lack of
cooperation and obedience to the will of the authority is disharmonious and
against the best interests of the security, stability and preservation of the
whole.
Cellular Structure
The Prisoner is actually an elaborate game system comprised of nearly 25
different games and adventures taking place on the Island. The player need on-
ly boot the disk to enter this exclusive resort, while the computer takes over the
game management, error detection and control, and status files. The Island
maintains tight control over the situation and knows how to handle its guests
quite effectively.
Playing time is extensive. If you want a quick shoot-em-up, look elsewhere.
This is a psychological assault, and such things take time. The adventures on
the Island will capture you for many sessions of play since escape from this in-
tricate prison is far from easy. When you need a reprieve, you may suspend the
game at any point and save the game status until you are ready to try again by
simply typing CTRL-C.
Stopping the game is a method the desperate may use to gain some clues on
how to win the game, but at the cost of ten points for each clue given. The
clues are given randomly and those with higher scores have a chance to get a
better clue. A warning: Depending on your score and the random number
generator you may get the same clue over and over, each time losing ten
points. Even with a high score, the better clues may come up only rarely. Why
should the keepers make things easier for the prisoners?
HW
welll
PRISONER
From Edu-Ware Services, Inc., P.O. Box 22222, Agoura, CA 91301.
System requirements: Apple® Il, Il+ or Ile with Applesoft, 48K and
disk drive. Apple Ile users make sure CAPS LOCK Is down. The
Prisoner occupies the entire back side of this Issue’s Apple DV.
Anger. Indignation. You are finally fed up with your line of work, with The
Company, with the whole system in general. And they were so damned imper-
sonal about accepting your resignation, too! How do you vent your anger at a
machine, blinking coldly at you? What does the machine care about the
thoughts that have been building up in your conscience over the last few
months? Coldly and efficiently it reduced them to a computer-digestible three-
digit ‘‘resignation code.” Yet, considering the context of your oratory, it was
appropriate.
Well, at last it is over. Your mind is calm, your conscience clear. Now you
want only to get as far away from the Service and its repugnant secrets as
possible. Where should you go for an escape? Paris is nice at this time of year.
You’ve had some pleasurable assignments in Madrid. New York is always.
Drowsiness. Darkness. Drowsiness. Awake. What a sleep. Wait! Where are
you? A glance out the window tells you that foul play has occurred. You have
been abducted and imprisoned on “‘the Island,’’ an isolated, self-contained
community that is a bizarre perversion of society where sophisticated brain
washing techniques, electronic survelliance devices, plots, counterplots, delu-
sions, paradoxes and oppression abound.
Here, you can trust no one and no thing. Prisoners and keepers are in-
distinguishable, rules are vague and inconsistent, truth and falsehood are in-
determinable. Even your own identity is at times in question. The only certain-
ties are that you are the prisoner of someone known only as ‘‘the Caretaker for,
the Master,”’ who seeks to know why you resigned and will go to any means
to obtain that information. Your one consolation is that they don’t want
to damage you. At least not permanently.
You must escape, but clues are hard to come by and allies come
even harder. Your tools are your intelligence, intuition and sense of
individuality. Will you manage to escape, or will you be broken,
absorbed into the system, and forever remain The Prisoner?
L
SoftSide Selections #44 IS
( The game has a liberal amount of visual stimulation. Over forty displays ot |
text, low resolution, and high-resolution graphics, as well as sound effects,
keep your attention and interest at a peak during even the most lengthy session
of play. Many experiences and options are available. A generous helping of
random events, play inputs and decisions, places, and adventures keep The
Prisoner from being just another fixed-algorithm game. The Island is a com-
plex environment, and you will not discover all its amenities even after many
sessions.
You must learn the rules as you play, because, just as in real life, the rules
are not laid out beforehand, but must be discovered as you go along. In fact,
rules are not even consistent on the Island — keys that perform particular
functions in one part of the game may have totally different functions in
another section. Remember that your keepers are always in control and that
they deliberately keep things vague and inconsistent to manipulate and
frustrate you. Keep alert, be persistent, and don’t be afraid to experiment.
Every decision is scored. The Island keeps you under constant surveillance
and monitors your every movement. It increments or decrements your score
based upon whether or not your actions are those of an individual. The more
individualistic you are, the greater your score will be. This score is revealed on-
ly upon winning, losing or suspending the game, and is closely linked with
your chances of escaping. Many doors are closed to you until your score
reaches a high enough value. Since this score usually is invisible to you, weigh
and verify your decisions to determine if they are in your own best interests.
The authorities will give you no help.
The challenge is to your mind. Success in the game requires reading between
lines, logical deduction, developing new and creative patterns of thinking,
making intuitive moves and detecting trickery. This is not an easy game to win,
and every sub-game is a challenge in itself, requiring different mental
disciplines. You will find yourself at times frustrated, confused, discouraged,
puzzled, perhaps even angry. Don’t give in! The Island authorities want you in
this condition so as to absorb you into the complacent, nonthinking,
nonresisting masses. A sense of humor and a refusal to give in make for a
strong shield against the manipulative and coercive forces of the Island.
Winning is both absolute and relative. The main object of the game is to
escape from the Island. But for those of you who are numerically minded, or
who have a tendency to reveal your resignation code too readily, the score pro-
vided at the end of the game lets you judge your performance.
A Note to Fans of the Series
While this game was inspired by the Patrick McGoohan’s ‘‘The Prisoner’
series, it is not meant to be an adaptation of it. Fans may recognize many
elements of the show, which were retained to preserve the spirit and message,
but they may be disappointed that certain other elements are missing or changed.
Though we are great fans of the series, we are also ‘‘individuals’’ with creative
concepts of our own.
Instructions
The Prisoner is a complex game to win, but not to operate. The
game is a complete turn-key system, requiring you to do nothing
other than to insert the disk and boot it. From then on, the
computer takes over the maintenance of the program.
THE PRISONER
SoftSide Selections #44 17
SoftSide Selections #44 18
THE PRISONER NN
However, the task of operating the game is entirely up to the player; hence,
these expertly crafted instructions. Although many software purchasers refuse
to believe this, accompanying documentation is as important as the program
itself. You will be severely handicapped and frustrated without these instruc-
tions. Read the opening section to get into the spirit of the game. Contrary to
what many Orwellian authorities may wish you to think, ignorance is not
strength. Only the most informed individual will be least duped and
manipulated by the society.
Always leave your Prisoner disk in the drive and keep the drive door closed.
This is a disk-intensive game (it accesses the disk @ /ot) and should not be
disturbed until the session is finished. Don’t worry if you accidentally remove
the disk or open the door during play, for the error handling routines are quite
forgiving and will just groan at you the next time you access the disk until the
situation is remedied. The game will not be disturbed; nevertheless, it is annoying.
The game always begins with a brief representation of the prisoner’s resigna-
tion and display of his three digit resignation code, even if you are continuing a
previously suspended game. The resignation code is the heart of the game —
the reason you have been imprisoned on the Island. You must either memorize
it or write it down. Forgetting the code will not aid you. The authorities are
trying to get you to enter your resignation code into the computer, and you
might be tricked into doing so — even if you don’t know the correct sequence
of numbers. Under no circumstances reveal this number, because you will lose
the game automatically. When you start a new game, you receive 500 Island
credit units to spend.
The Castle
Following the display of your resignation code is your ‘‘abduction’’ to the
Island. You will wind up in the Castle at the start of every session and the end
of every unsuccessful escape attempt. Your arrival in the Castle represents a
new day or adventure on the Island. Since this is your first experience after be-
ing captured we will give you this one bit of information: The Castle really is a
maze, a prison within a prison from which to escape.
The Island
The Island has twenty different structures, each containing a different
adventure or experience. Only four appear on the screen at any one time. Oc-
casionally, you may see a gate to the outside world. At times you will discover
that the buildings have been rearranged when you are sent back to the Castle.
This disorientation is your penalty for escape. Nothing else is disturbed; this is
frustrating enough. )
(om |
The only way to lose is to reveal your resignation code deliberately or
unintentionally. When you do so, the program resets the disk files to a new
game status (your score is zero, you have 500 credits and your possessions are
lost). You will receive your final score, and the game will end. No pardon is
possible.
Winning
The only way to win the game is to escape (by the way, that may be escape
literally, figuratively, physically or mentally) from the Island. And the way to
escape is to.... Ah, but that would be telling. You may find one or several, or
even no ways to escape; that is for you to discover and decide. As with losing,
winning the game sets the disk files to a new game status so the next session has
no record of the previously played game.
When you do discover a method for escaping, please keep it a secret (unless
they threaten to do bodily harm to themselves or you in order to find out, and
even then they might regret it). You have had your fun; don’t ruin it for
others. If someone tells you a way, remember that it might not work if your
score isn’t high enough, and that plenty of demanding things are still on the
Island to master and discover.
Strategy
Just as with any other escape attempt, doing well in the game requires
developing a strategy that takes into account both your prison and your
keepers. Following are some points to consider:
@ Keep pen and paper close at hand. You will have a number of objects and
pieces of information to keep track of during the course of the game:
buildings, credits, clues and the like. You must do all of your own bookkeep-
ing. If this seems unneccesarily tedious, remember that the computer is not
there to help you — it is your adversary.
@ Use your keyboard. Not every input into the program has a prompt. If the
program appears to stop or ‘“‘hang,”’ probably it is waiting for you to type
something in and perhaps even measuring your response time. If you get impa-
tient, do not wait for the computer. Take the initiative and try nudging the
keyboard.
@ A flashing cursor always indicates that the computer is waiting for you to
type something. It may desire only a single keystroke response or several
keystrokes followed by a RETURN. Be aware that sometimes the backspace
key is disabled, and after an input reaches a certain length a RETURN is
generated whether you pressed that key or not. Keep your eyes on the screen
LO THE PRISONER
SoftSide Selections #44
SoftSide Selections #44
and what you are typing. You will find that certain keys have a special func-
tion at one point in the program, but may not behave the same way in another.
Consistency is not one of the attributes of the Island. Be open to change.
Remember that the only means of communicating with your computer is
through the keyboard. When in doubt, type something, anything. However,
desirable results cannot always be guaranteed.
@ Use your head. Few instructions are included within the program — and
this is no accident. To get into the spirit of the game, you must place yourself
into the prisoner’s position, an uncertain pawn of imperceptible forces. When
confronted with a problem, try different approaches, whether they be logical,
intuitive, creative or desperate. Please do read the instructions that are
presented, and then decide if you care to follow them.
@ Explore the Island thoroughly. If you enter a building or other location that
you do not understand or find uninteresting, leave and discover one that you
find more appealing. But do not make hasty evaluation. Some buildings have
special features that you must discover through experiment or luck. Try
visiting different locations at different times and don’t be afraid to break the
rules.
@ Don’t let the game get to you. If you find yourself getting overly frustrated,
stop the game for a while, and come back later with a fresh mind. It isn’t meant
to be played in one sitting. If you do find the authorities are beggining to
rattle you, remember that that is exactly what they want. Keep your cool and
sense of humor.
@ If you think the program isn’t working, try again. What you may at first
believe to be an error may not be the case. A trick might have been played on
you; certain possessions must be gained or tasks performed to get something to
work; or the computer may be waiting for you to press certain keys or make
certain responses. Don’t be too quick to assume an error, and remember that
CTRL-C can get you out of any section of the program.
@ Above all, this is a game of psychology. While the Island is trying to psych
you out, you must in turn try to psych out your keepers. From your knowledge
of the Island, try to guess how its designers’ minds work. Your one hope for
escape is to second guess them.
st
THE PRISONER a,
20
SCIENTIS’
by Thomas Hanlin Ill
Apple version by Fred Pence
Mad Scientist Is an adventure program for any Apple® computer.
Have you ever felt the urge to go adventuring, but were foiled by a severe
deficiency of giants, dragons and mad scientists in your neighborhood? Well,
here’s your chance!
Your task is to enter the mad scientist’s haunted house, rescue the fiend’s
beautiful daughter, and get out of the house before it’s blown sky-high (after
about 225 turns). It won’t be easy! You cannot enter the daughter’s room until
a certain event has occurred. Secret passageways bar your path. Monsters pop
up at inopportune moments and try to kill you, as is their custom. The direc-
tional compass in the lower corners of the screen won’t show you everything!
You accomplish your tasks in this game by using one- or two-word com-
mands such as ‘‘GO NORTH” and ‘“‘SCORE”’. Finding these will be part of
the fun. Let it be a challenge to you!
For further general information on adventure games, see the SoftSide
Adventure Series on page 32.
Mae SCIENTIST a
SoftSide Selections #44 21
SoftSide Selections #44
A(*,*): Directions possible from
room.
AR(*): Rooms with special hap-
penings.
AS(*): Room descriptions.
BU: Fence on (1), Off (-1).
DA: Daughter flag (1-after gotten).
DD: Direction counter for valid
directions.
ODS: Directions strings.
FLAG: Front door flag.
F2: Electric fence message diplayed
flag.
F9: Escape flag (Player has
daughter and fence is off).
GH§$(*): Monster identifier.
GS: Monster key (0-Skeleton,
1-Ghost).
LF: Weapon flag (1-In room, 0-In
possession).
M(*): Room direction available
from secret passage.
i, SCIENTIST —
Variables
22
MO(*): New room accessible from
secret passage.
MOS: Object in move object.
MOS&(*): Array of movable ob-
jects.
MV: Number of moves.
NR: Prospective next room or
special message.
OE: Return to driveway without
daughter flag.
OL: Room for repositioning player
when running from monster.
RM: Present room.
RN: Number of moves remaining.
SG$(*): Monster killed messages.
SH: Number of uses of the
weapon left.
WAS: First letter of direction in
“GO” command.
WHS: Input string.
X, Y: Loop variables.
$5 85 $$ $$ $5 SS 5S SS SS SS SS
ss $s
$8 Applesoft BASIC $5
58 “Mad Scientist’ $s
$$ Author: Thomas Hanlin III SS
SS Translator: Fred Pence $5
$3 Copyright (c) 1983 $$
$5 SoftSide Publications, Inc SS
38 $5
§5 SS SS SS SS SS SS SS SS SS SS
If you don’t wish to type this program, It
Is available on Issue #44 SoftSide DV.
Initializations,
10 DIM MOS (64) ,MO(64) ,AS(b4) AE
4,6), AR(H4) (20) , M6142)
2
38
TD$ = "2 GIZK WLLI LKVNH FK YV
MVZ65 BLFI UVVG! BLF’IV UZ00
RAT WLDM 2 XSFGV.*:FLAG = 2:
ODS = “LKVM WLLI":AR(4) =
AR() TAR(LZ) = 1ARUIA) =
1
30 GHS(1) = "GSV TSLHG":GH$(0) =
“LOW YLNB™
40 HOME : VIAB 10: PRINT "
HAD SCIENTIST"
PRINT : PRINT “ BY
THOMAS HANLIN III": PRINT : PRINT
+ PRINT | PRINT : PRINT
SO PRINT " (APPLESOFT TRA
NSLATION :": PRINT * a
NN-CAROL AND FRED PENCE)"
60 EFS = "BLF WLN’G DZMNG GL TL 65
16 D2B - GSVIV'H 2 YOVKGIRUR
Va UVMXYE™
70 DDS = "MVHDFW*
@0 RN = 150 + 150 # RND (1):N(1)
sM(1L) = GMCS) = SIHO$
(15) = "YLLPXZHY":NNS = "HVE
VI NRMW; RGH 2 ILZW NZK LUG
TIMHBO- EZHRZ."
1) = "B2YOV": MOU
90 M18) = 3:MO(15) = 19
100 FOR X = 1 TO 64: READ AS{X):
FOR ¥ = 1 TO 6: READ A(X,¥)
+ NEXT Y,X2RM = S1:MO8(18) =
"KIRMGRNT":NO(18) = 20:M08(1
1) = "XZTKVG"SNOCLL SIAR
(18) = 1:AR(29) = Ie
TAR(A) = 1
110 FOR X = 1 TO 42: READ MS{t):
NEXT X
120 VTAB 22: HTAB 12: INPUT "INS
TRUCTIONS 2 "sH$: IF LEFTS
(WHS,1) = "Y" THEN GOSUB 15
60
130 S6$(1) = "AAAAZK! GSY TSLHE
WRHZKKVZTH RM 2 XOLFWLU HGY2
N.":S6$(0) = “AAALIXS! GSV
HPVGOVGLN GFIMH RMGL 2 = KR
OV LU ZHSVH.":BU = 1
Draw direction compasses.
140 HOME : YTAR 1: HTAB 3: PRINT
YTAB 2: HTAB 1: PRINT “
+ VIAB 3: HTAB 3: PRINT
VTAB 1: HTAB 38: PRINT
VIAB 2: HTAB 38: PRINT
2 VTAB 3: HTAB 38: PRINT
150 FOR X= 1 TO 4: IF A(RM,X) >
0 THEN ON X GOTD 170, 180,19
0,200, 210,220
160 GOTO 230
170 VTAB 1: HTAB 3: PRINT "Ns:
230
230
190 VTAB 3: HTAB 3: PRINT "S
HTAB
5 PRINT
GOTO
180 VTAB 2: HTAB 5: PRINT "E"}: GOTO
+ GOTO
GOTO
210 VIAB 1: HTAB 38: PRINT “U"}: )
BOTD 230
220 VIAB 3: HTAB 38: PRINT "D'S
230 NEXT
240 VTAB 2: HTAB 10: PRINT "<--D
IRECTIONS POSSIBLE--)*: VTAB
TAB RINT *
Display current room description.
250 VTAB S: HTAB 1:P$ = AS(RN): GOSUB
1530: PRINT : IF RM = 26 THEN
PRINT : HTAB 5S: FLASH :P$ =
M$U1): GOSUB 1530: PRINT : NORMAL
260 IF RM = 12 AND LF = 1 THEN FOR
X= 270 3:P$ = M$(X): GOSUB
1530: PRINT : NEXT
270 «TF DA = 0 AND RM = 29 THEN P
$ = MS(4) GOSUB 1530
280 IF RM = 4 AND DA = 1 AND BU =
1 THEN P$ = MS(5); GOSUB 153
0
290 IF RM = 14 THEN NR = 1; GOTO
1240
300 IF RM = 8 AND FLAG = 1 THEN
PS = MS(4): GOSUB 1530:FLAG =
O:0E =
310 IF RM = 4 AND F2 = 0 THEN FOR
X= 7 10 9:P$ = M$(x): GOSUB
1530: PRINT :F2 = EXT X
320 «IF RM = 35 THEN FOR X = 1 70
1200: NEXT X: GOTO 1270
330 IF RM = 18 THEN 1460
340 IF RM = 4 AND F9 = 1 THEN PS
= N§(10): GOSUB 1530
Get player's command and execute
“GO” commands.
350 PRINT : INPUT "WHAT WILL YOU
DO ? "3WHS: = WHS: GOSUB
1540:WHS = PIS: IF LEFTS (W
H$,3) = "TL" AND LEN (WHS)
> J THEN WAS = MIDS (WHS,4
1): BOTD 380
360 IF LEN (WHS) > 1 THEN 570
‘370 WAS = WHE
380 DD = 0: FOR X= 1 TO 6: IF WA
$= MIDS (DDS,X,1) THEN NR =
AIRM, 1
390 NEXT IF DD = 1 THEN 420
MAD SCIENTIST
SoftSide Selections #44
23
SoftSide Selections #44
410 GOTO 1240
420 NV = MV + ds IF AV ¢
450
430 HOME : VTAB 10: FOR X = 11 TO
14:P$ = N$(X): BOSUB 1530: PRINT
: NEXT $ VTAB 23
= RN THEN
E DOOR 18 SHUT.": GOTO 1240
490 IF NR = - 4 THEN PRINT “TH
E DOOR 15 LOCKED.": GOTO 124
0
500 IF NR = - 5 THEN PRINT "DO
N’T BE A CHICKEN! THE GATE
15 TO THE: PRINT *SQUTH.": GOTO
1240
S10 IF NR = - 6 THEN PRINT "YO
WRE OUT OF YOUR HIND.": GOTO
1240
520 IF INT (31 # RND (1)) = 30
GOTO 1280
S30 IF RM = 17 AND 10 # RND (1)
<7 THEN HOME : GOTD 140
540 RM = NR
550 IF RM = 4 AND DA = 1 AND BU =
= 1 THEN Al4,1) = 35:F9 = 1
560 GOTO 140
Interpret and execute commands
other than “GO” commands.
570 IF RM = 18 AND (WH = "UORK
HDRGXS" OR WHS = "KFHS HDRGX
S*" OR WHS = “GFIM HDRGXS") THEN
BU = - BU: GOTO 1460
580 IF WHS = “OLLP* THEN 140
590 IF WHS = “JFRG* THEN HOME :
VTAB 10: FOR X = 15 TO 17:P
= M$(X): BOSUB 1530; PRINT
2 NEXT : VTAB 23: END
600 IF RM < > 29 THEN 640
610 IF RM = 29 AND DA = 0 AND WH
$ = "TVG WIFTSGVI" THEN P& =
L M8(18); BOSUB 1530:DA = 1; GOTO
1240
440 END
450 IF NR > - 1 THEN 520
400 IF NR = - 1 THEN PS = EFS: GOSUB
1530: GOTO 1240
470 IF NR = - 2 THEN PRINT "YO
U CAN'T GO THAT WAY.": GOTO
1240
480 IF NR = - 3 THEN PRINT "TH
| nares, SCIENTIST
400 PRINT "SAY WHAT ? 1? ¢ o 29 AND WHS = "T!
650
660
&
0
680 NDS =
590
700
710
720
730
24
GOTO 1240
IF LEFT$ (WH$,5)
IF MOS(RM) = "" THEN PRINT
"THERE’S NOTHING HERE YOU CA
N MOVE. TRY SOMETHING ELSE
"GOTO 1240
IF WHS = “TVG NZK* OR WHS =
"IVZW NZK" OR WHS = "VCZNRHV
NZK" OR WHS = "OLLP NZK" THEN
P$ = NM$: GOSUB 1530: GOTO 1
240
TF LEFTS (WHS,4) = "NLEV" AND
LEN (WHS) ¢ 6 THEN PRINT "
MOVE WHAT? ": GOTO 1240
IF LEFTS (WHS,4) < > "NLEV
* THEN 720
RIGHTS (WHS, LEN (WHS)
~ Sir IF MOS = MOS(RM) THEN
ACRN,M(RM)) = NO(RM): PRINT
+ PRINT "THE “:P$ = MO$: SOSUB
1530: PRINT " 1S MOVED.
M§(20): GOSUB 1530: BOTO 700
PRINT "1 CAN'T MOVE THE "3:P
= MOS: GOSUB 1530: PRINT "
"yt GOTO 1240
IF RM = 1 THEN AS(1) = "BLF?
IV RM 2 ILLN DRGS XLOW TIVVM
UOZNVH W2MXRMT ZILFHW BLF."
+ BOTD 1240
GOTO 1240
TF LEFT (WHS,5) = "HXLIV" THEN
PRINT "YOU'VE GONE "3NVj" M
OVES SO FAR.": GOTO 1240
IF (WHE = "TVB OZHVI" OR WH
= "TVG TF") AND RM = 12 AND
LF = 1 THEN LF = O:P$ = MS(2
1}: GOSUB 1530:SHOTS = 5: GOTO
1240
TF WH$ = “TVG O2HVI" AND LF =
Q THEN PRINT "YOU'VE ALREAD
Y GOT IT, SILLY! *: GOTO 1240
IF SH > 0 AND LEN (WHS) > 5
AND LEFTS (WHS,5) = "HSLLG
“AND LF = 0 THEN P$ = NS(22
}2 GOSUB 15303SH = SH - 1: PRINT
"YOU HAVE "3SH}":PS=H8(23) 26.
OSUB 4100:60T0 610
_/
(700
770
780
800
B10
820
830
840
850
B40
870
880
IF LEFTS (WHS,5) = "HSLL6" AND
LF = 0 AND SHOTS > 0 THEN PS
= N$(24); GOSUB 1530; GOTO
1240
IF LEFTS (WHS,5) = "HSLLG" AND
LF = 0 THEN P$ = M${26): GOSUB
1530: GOTO 1240
IF LEFT$ (WHS,5) = "HSLL6" THEN
P$ = M$(24): GOSUB 1530: GOTO
1240
IF WHE = 6M$ AND RM = 14 THEN
P$ = NMS: GOSUB 1530: 6070 1
240
IF RM = 29 AND DA = 1 THEN 1
40
IF LEFT$ (WHS,3) = “IFM" THEN
P$ = H$(27): GOSUB 1530: GOTO
1240
IF OE = 1 AND DA = 0 AND RM =
4 THEN PRINT “HEY! YOU CAN
°T LEAVE WITHOUT THE GIRL.":
PRINT "GO BACK'": GOTO 1240
IF RM = 38 AND WHS = ODS THEN
A(38,3) = BIFLAG = 1: PRINT
"DOOR OPENED.": GOTO 1240
IF RM = 8 AND (WHS = OD$ OR
WHS = "FMOLXP WLLI") THEN PRINT
“THE DOOR WON'T OPEN.*: GOTO
1240
IF RH = 38 AND WHS = “FHOLYP
WLLI" THEN PRINT “IT ISN’T
LOCKED.": GOTO 1240
IF ( LEFTS (WHS,7) = “VCZNRN
V" OR LEFT (WHS,4) = "DLLP
") AND (RM = 1 OR RM = 11 OR
RM = 15 GR RM = 18) THEN PS =
M$(29): GOSUB 1530: GOTO 124
0
IF LEFTS (WHS,3) = “TVG AND
(RM = 1 OR RM = 15 OR RN = 1
1 OR RM = 18) THEN PS = HS{2
9): GOSUB 1530: PRINT :P$ =
M$(30); GOSUB 1530: GOTO 124
0
IF WHS = "KFOO IRNT" OR WHS =
“TIZY TRAT" AND RM = 22 THEN
P$ = TDS: GOSUB 1530:NR = 18
: GOTO 1240
9 ee,
MAD SCIENTIST
SoftSide Selections #44
890 fF WH$ = “UORK HDRGYS" THEN >)
PRINT "WHAT SWITCH?": BOTO
1240
900 IF WH = “KFOO IRMT" THEN PRINT
"WHAT RING?": GOTD 1240
910 IF LEFT$ (WHS,3) = "TVG" THEN
PRINT "YOU CAN’T GET THE"}:
P$ = RIGHTS (WHS, LEN (WHS)
~ 3): GOSUB 1530: PRINT “!"
+ GOTO 1240
920 PRINT "I DON’T KNOW HOW!": GOTO
1240
Room descriptions and direction
data.
930 DATA "BLF'IV OBRMT LM Z G2¥0
Y. LOW TIVVM = -UOZNVH W2H
WV TILFHW BLF.*,-2,-2,-2,-2,
~2,-2,"BLF’ IV HFITLFMHVW YB
SVNYZMV, ZXLNRGV = ZMW YVOOZ
WLHMZ. GSRH NFHG ¥V ZH SVIY
TLIWVH. "y-1y35-2,-1,-2,-2
DATA "GSRH RH GSV UILME OZDH
» GSV DRMWLDH LU 65 SLFHV
TRKVZI GL YY OZ6XSRHT BLF.",
=144,-242)-2,-2, "BLFP LY LH 2
OLNT, XLYYOVW WIREYDZB.",-1
15,3B,3,-2,-2
DATA “GSRH RH Z TIZEVBZIW. &
SVIV ZIV BLNY- — HGLAVH OBR
MT ZYLFG, 7MW ORY GSY NRWWOV
LUGSV KOLG GSVIV RH Z NZFHLO
VEN." 1,1 5-2)45-2,-2
DATA “GSRH RH GSV ORERMT ILL
N. 2 SFN2M HPFOO SZMTH LEVI
GSV URIVKOZXV, DSRXS RH 6SV
LNOB HLFIV LU ROOFNRNZ6RL
HRM GSV ILLN,",-2,7,11,-2,-
2-2
DATA "LEVIHGFUUVW XSZRIH ZIV
HXZ6GVIVW ZILFMW 6SV ILLN.
GSRH NFHG YY GSV KZIOLI.",-
2,8,72,6)-2,-2
DATA “BLF?IV QFHG RMHRWY GSV
WLLIDZB.*,~4,9,~2,7,-2,-25"
BLFTIV 276 GSV YLGGLN LU Z OL
NT HBZRIDZB. ",~2,-2,-2,8,10,
-2,"BLF’IV LM Z OZMWRHT YV6D
VM UOLLIH.",-2,-2,-2,-2,22,
74
s
95
3
96
$s
mK
3
9B
=
25
SoftSide Selections #44
990 «DATA “GSVIY? YVZFGRUFO KV
THRZM XZIKVG XLEVIRMT &
SV UOLLI ZW 2 OZITY GZKVHGI
B RH LM GSY DVHG D200, *, 4,12
315,-2,-2,-2
1000 DATA "BLF ZIV RM GSV DVHG V
MW LU 7M YMLINLFH OZYLIZ6LI
B. YVZPVIH LU YFYYOB, YFYYO
RMTORJFRWH ZW IVGLIGH HFIIL
FW BLF.",-2,13,-2, 11,-2,-2
1010 DATA "BLF ZIV RM GSV NRWHOV
LUZ OZVLIZ6LIB, 2 SFTV tL
HGIZKGRLM DRGS YORMPRMT ORTS
GH ZMW DSRIORNT GZKV IVVOH G
TPVH FK 2H YH GRIY DZOO.
GSRMNP RGH HLNY PRMW LU 4
LKSRHGRX7GVW SR-UR HBHGVN.",
2,14, 17,12,-2,-2
1020 DATA "LS LS! GSV NZW HXRVH
GRHG RH SVIV! (HVIEVH B
LF IRTSG ULI HALLKRNT ZILFHW
SRH OZYLIZGLIB). SV AZKH
BLF ZMW XELIRVH BLF L
We ",-24-2,-2, 13,-25-2
DATA "GSVIV'H 2 YLLPXZHY 26
68V HLFGS VW LU GS ILLN,
"/1,-25-2)-2,50,-2,°282! 6
SVIV?H Z NK RM GSY NRWWOY L
U GSVILLN.",-2,17,-2,-2,-2,-
2
1040 DATA "6SY VOL RH sLEVIVW
DRGS HORKKVIB TLL! RG NZB ¥
V STIW GL TYG LFG LU SVIY.",
13,-2,-2y14,-2,-2, “65VIWH 2
OZITY KZRMGRMT LH GSV HLFGS
D700. HVCB GL GSY KZRMGR
NT RH 2 HORGYS ORGS 2 0.V.W
» IVEWLF6: YLEV RB.",~2,-2,-
2,-2y-25-2
1050 DATA "BLF?1V RM 2 OLMT, 21
P S{OODZB.",15,42,-2,-2,-2,-
2
1060 DATA “BLF*EY TLHV WLOM Z WZ
IP $200.",-2,-2,-2,43,-2,-2,
"BLF?1V LM 7 XIVZPRMT YZOXLM
B LEVIOLLPRNT8SY TIZEVBZIN,
WZHP TSLHG-ORPV NRHGH — HOR
TO TILFMW GS TIZEVHELIVH,*,
‘a 24-2, -2,64-2,-2
103:
MAD SCIENTIST
( ne 1070 DATA “BLE IV 76 6SV GLK LU |
ileal 1 OLMT HGZRIXZHY. 7 YILMAV
1080
1090
1100
10
1120
1136
,
140
1150
26
TRNT RH VNYYWHVW RM 6SV DLL
1 NVCB GL BLFI UW6.",-2,-2
123,30,-2,10
DATA "BLF’1V 76 GSV ULLG LU
1 HBZRIDZB.", 22,~2,-2,-2,36
y-2,"G5RH RH SY YVOUIB. 2
XZIKVG LU YZ6H XORHTH 6L 6
SY XVRORHT. "
DATA 36,-2,21,25,-2,-2,"2
KOZKZIW LN BSV MLIGS D700 K
ILAOZRNH GSRH GL YW *6SV ¥
16 TLLN?.",41,24,-2, 26,-2,-2
eTNLLM ILLN. 2 HRTM IVZWH:
",-2,25,-2, 1 y-2)-2
DATA "BLF URMW BLFIHVOU 26
8SY ULLG LU Z HGZRIXZHY.",29
972,72,49,37, -2
DATA "BLF URMW BLFIHVOU RM
6SV XLNKFGVI ILLN. ZNLMT LG
SVI GSRTH, GSRH ILLN ¥LMGZR
HH 7 48P ZKKOY RR KOFH, DRG
5 2 WRHP WIREVH, OLBHGRIPH, T
T2KSRKH G2YOVG, ORTSG KUM
TW TNLWUN. L.P., | JERG WI
LLORHT 2H NLEV TOLMT.*
DATA 30,-2,44,-2,-2,-2, "1
TIV RM 2 YVWILLN, *,-2, 30,27
52, 2,"BLF71V RM Z HFM I
152,
2,72, "BLE
LUN. ",-2,22, 28
IV RM (GRGSVIGL-HVAIVE) KZH
HZTVDIB. *,33,-2,-25-2y 11,2,
"BLE URMW BLFIHVQU RM Z WZIP
ILLN. *,-2,39,-2, 33,-2,-2
DATA "ELF URMW GLFTHVOU RH
1 WLIP ILLN.",-2,32,31,-2,-2
2
DATA *6SRH OLLPH ORFY GSV Y
HW LU 65V KZHHZTV- DZB, ZU
TRNG ORTSG UROGVIH RM UILN
TYLEV.",~2,~2,40,-2,54-25
“BLE’EV NZWV RG! REY OLY!*
y72472,-24725-2,72, "BF 21V
76 GSV SVZW LU Z HGZRIDZB.",
-2,-2,24,-24-2, 23
DATA *BLF? IV 26 GSV GLK LU
68V HGZRIH. *,-2,~2, 26,-2,~25
27,*BLF?1Y 76 6S VMGIZHYY. *
g4y72y-3y7 2-2-2
=
(1160 para *G5RH ILLN RH WIP.
LF HGFNYOV LEVI ZM LYQVX6 RM
6SV NRWWOV LU GSV ILLN.",-2
340,-2,32,-2,-2,"BLFPIV RM 2
W2IP ILLN. RG 2KKVZIH
HORTSBOB ORTSGVW GL GSV MLI
8. ",34,~2,-2,39,-2,-2
1170 DATA "GS TLLN IVVPH LU RMX
UMN. GSVIV?H 7 KVMG2TIZN
VNTIZEVW LM GSY UOLLI, ZNW
DVRIW URTFIVH ZIV KZRMBVU
LM 65V DZ00H.",~2,-2,25,-2,
y-2
1180 DATA *GSY YOLLWHSLG VBVH LU
TKIRNGRMT ZYLEV GSV URTVK
O2XY HVN GL YY ULOOLDRMT BL
F,%4-2,43,-2,19,57,-2, "2 YOZ
AP X76 D2OPH HUWZGVOH ZXILHH
BLFI KZB5."
1190 DATA ~2,20,-2,42,-2,-2, "GSR
HORH Z HFKKOB LUN. QZ1H LU
ASVNR- XZOH, TOZHH, ZMW IF
YI GFYRMT, YLCVH LUIVHRHGL
TH, XZMH LU GLIWHGLLO HLFK 2
NW -YZOVH LU YZ6 UFI ORMV G
$V DZOQH, ", 28,-2,45,-24-2,-2
1200 DATA “GSRH RH ZMLGSVI HFKKO
BILLN, YOZMP —-WRHPVGGUH
, EZIRLFH GLLOH ZHW 2 DLOU S
RUVZWLIM GS DZOOH. KRYPOUW
KVLKOV KRVXVH ZIV RM QZ1H Y
B BSV XLINVI.",44,55,-2,44,-
29
2,-2
1210 DATA "6SRH ILLNH RH UFOO LU
XOLYPH ZMW DZGXSVHLU 200 FR
WWH = 700 IFHMRNT YZXPDZIWH.
"2,85, -2)47,-2,-25"HGIZNTY
BRYPRNT HLRHVH XZM YY SVZIW
BL GSV VIHB.*, 48,46, 56,-2,
-2,-2
1220 DATA *GSVIV'H 7 SLOV RN BSV
HLFGSDVHG YLTVI LU 6SV UD
LLI!,49,53,47,-2,-2,50, "NFU
UOVW HALIRNT MLRHVH ZIV. XLNR
NT UILN GSY VZHB.*,-2,~2,48
-2,-2,-2
gcdyn2yd
SoftSide Selections #44
1230 DATA "BLF? IV KIVIZIRLFHOB K ~)
VIXSVW ZGLK 2 ¥LLP-X2HV.",-2
372,72,-2, 48,15, "BLF’1V 76 &
SV T2GV LU GSV SLFHV.",-5,-5
y4y754724-2
Update room and check for player
visiting special room.
1240 GOSUB 1500: IF NR > 0 THEN
RM = NR
1250 IF RM = 1 THEN A(24,1) = 37
1260 6070 140
Winning game routine.
1270 HOME : VTAB 8: PRINT "
YOU'VE WON THE GAME.": PRINT
+ PRINT : PRINT : PRINT "
CONGRATULATIO
NS!*; VIAB 22: PRINT *
TT TOOK YOU "MV" MOVES.
": END
Monster appearances.
1280 P$ = MS(31): GOSUB 1530
1270 6S = 1: 1F RND (1) ¢ .5 THEN
P$ = H$(32): BOSUB 1530: GOTO
1310
1300 P$ = M$(53): GOSUB 1530:65 =
0
1310 PS
(34); GOSUB 1530: PRINT
: N$(35): BOSUB 1530: PRINT
+ PRINT "WHAT WILL YOU DO"s:
INPUT WHS:P$ = WHS; GOSUB 1
S40: WHS = PIS
1320 1F (WHS = "HSLLB TSLHG" AND
6S = 1) OR (WHS = “HSLLG HPV
OVGLN" AND GS = 0)) AND LF =
0 AND SHOTS ¢ 1 THEN P$ = NS
(36): GOSUB 1530: GOTO 1240
1330 IF LEFTS (WH$,3) = "IFN" THEN
P$ = M$(37): GOSUB 1530:P§ =
GH$(GS); GOSUB 1530:P$ = Msi
38); GOSUB 1530: PRINT :P$ =
M$(39); GOSUB 1530; PRINT :P
$ = M$(40); GOSUB 1530: PRINT
265 = 0: GOTO 1360
1340 IF ((WH$ = "HSLL6 TSLHG" AND
GS = 1) OR (WHS = "HSLLG HPV
OVGLM" AND GS = 0)) AND LF =
© THEN SH = SH - 1:P$ = S68{
65): GOSUB 1530: PRINT * YOU
HAVE “}SH3:P$ = H$(23): GOSUB
GOTO 1240
27
SoftSide Selections #44
X= 41 10 = N$(X); BOSUB
1530: PRINT : NEXT X: VTAB 2
3: END
Place player in a random location
when running from a monster.
1360 OL = RM
1370 RM = INT (64 # RND (1) + 1
): IF RM = OL OR (RM > 1 AND
RM <¢ 6) OR RM = 35 OR RM = 2
9 OR RH = 38 OR RM = 12 ORK
M = 18 OR RM = 51 THEN 1370
New room update.
4380 NR = RM: GOTO 1240
Additional room description and
direction data.
1390 DATA “BLFEV VNGVIVW 7 Y765
TLLN, «2 OLMY ¥26 S2MTH VIL
N GSV XFIGZRM ILW.",-2,29,-2
373,-2,-2,"DSZG Z NZXZYIV TZ
NV ILLN. RG RH ORGVI- 7008
HGIVOM DRGS RNKOVNYMGH UILN
GSFNY- HXIVDH GL 2M *RILN NZ
RWYH? .",-2,~2)-2, 48,-2,-2
1400) DATA “Z KLEO (1) LU YIZXPRH
§ O26V1 XLEVIH NLHGLU GSV IL
LN. 2 K2RT LU YVZWB VBVH ZN
W 7YOFNG HMLFG 21V ERHRYOY @
FHG ZYLEV 6S D26V1.",-6,-2
355,-2)-2,-4,°6SV ILLN HNVOO
H OHGIZMTVOB HDZNKB. ",54,-2,5
9545, -25-2
1416 DATA *GSY UOLLI, DZ00H, ZHW
XYRORMT LU GSRH ILLN ZIV
XLEVIVW DR6S NRIILIH, *,47,57
972472y-2)-24"HVEVIZO YLZIWH
ORV 2ILFAW Z GZITV SLOV RM
GSV UOLLI.",-2,58,-2,56,-2,
ae
1420 DATA "HG2RIH XLRO FK UILN &
SV XLIMVI LU GSV 0 ILLN.",-2
4959, -2,57,64,-2
1430 DATA "LWW, NFWWB G1IZ7XPH OVZ
W NLIGS,",55,-2,-2,58,-2,-2,
“BSV BZIW RH ERHRYOY UZI YVO
LD GSILFTS SV ALIGS DRMWL
Ds", -2y72,61,-24-25-2
fan c aa Gd SCIENTIST
1350 P$ = GHS(63): GOSUB 1530: FOR 1440 DATA "Z TRITORMT SVZW ZKKVZ
TH RM 6SV XVMGVI LUGSV ILLN
2H HOLDOB UZWVH LFG ZH BLF
DIBXS.*, 60,26, 62,-2,-2,-2
1450 DATA *Z TLZ6 HPFOO RH NZROV
W LEVI 690 MISS WLLI.",61
463,-25-2,-2,-2,"68¥ UDLLI R
H XLEVIVW DRGS 2 KVLKOY-S2RI
IFT.",-2,64,-2,62,-2,-2,°2
HKRIZO HGZRIAZHV DRMH HLDH
RMGL GSY SLFHY.",-2,21,-2,6
32,58
Electric fence status sign display
routine.
1460 PRINT : HTAB 14: INVERSE : IF
BU > 0 THEN PRINT " FENCE 0
Ny
1470 IF BU < 0 THEN PRINT " FEN
CE OFF *}
1480 NORMAL ; PRINT : PRINT : PRINT
1490 GOTO 350
Pause routine.
1500 VIAB 24; HTAB 13: INVERSE +
FRINT * HIT ANY KEY "3 NORMAL
1510 IF PEEK ( - 16384) ¢ 128 THEN
1510
1520 POKE - 16368,0: RETURN
Message decoding routine.
1530 FOR F = 1 10 LEN (P$):11 =
ASC ( NIDS (P$,P,1))3 PRINT
CHRS (ABS (C155 # (11 > 64
Dy = TD)5) NEXT 2 RETURN
Message encoding routine.
1540 IF LEN (P$) = 0 THEN GOTO
350
1550 PI$. = "": FOR J = 1 70 LEN
(PS):11 = ASC ( MIDS (PS,J,
1)):PI$ = PIS + CHRS ( ABS
(155 # (11 > 649) - 11) NEXT
+ RETURN
Instructions.
1560 HOME : VTAB S: PRINT" iT
1S YOUR MISSION TO RESCUE 7
HE MAD": PRINT “SCIENTIST’S
BEAUTIFUL DAUGHTER FROM HIS"
2 PRINT "HAUNTED MANSION, 7
HERE ARE MANY HIDDEN"
28
(1570 PRINT "PASSAGEWAYS (OF COUR
SE') WHICH MAY BE": PRINT *F
OUND ALL OVER THE HOUSE. ALS
Q HIDDEN"
OTHER WAYS."
100 PRINT ; PRINT * TWO WORD
COMMANDS SUCH AS *GET DOG’
‘OR "HOVE ROCK’ GENERALLY ARE
RECOGNIZED. *
1610 GOSUB 1500: HOME : YTAB 6
1620 PRINT "THE TOP CORNERS 0
F THE SCREEN GIVE": PRINT *Y
QU THE OBVIOUS DIRECTIONS YO
U CAN MOVE. "5: PRINT "(USE *
GO SOUTH’ OR JUST ’S’.) HID
DEN": PRINT "PASSAGEWAYS ARE
NOT SHOWN, BUT YOUR"
1530 PRINT "INGENUITY SHOULD HEL
P you."
164) PRINT : PRINT * *LOOK’ WI
“COMPASSES FOR YOU IF THEY A
RE NOT ON": PRINT “THE SCREE
NL”
1650 GOSUB 1500; HOME : YTAB 7
1660 PRINT : PRINT" *SCORE’ 1
ELLS YOU THE NUMBER OF": PRINT
"MOVES YOU HAVE USED (YOU HA
VE ABOUT 225": PRINT “TURNS.
) THE DAUSHTER CANNOT BE RE
ACHED"
1670 PRINT “UNTIL A CERTAIN ROOM
IN THE HOUSE HAS": PRINT "B
EEN VISITED."
1680 PRINT : PRINT “ BEWARE OF
"THE MAD SCIENTIST, BUT MOST
OF ALL YOU": PRINT "MUST RE
SCUE THE DAUGHTER. *
1690 PRINT
1700 PRINT : PRINT * 60
OD LUCK?!
1710 GOSUB 1500: RETURN
Encoded message data.
1720 DATA "YVZFGRUFO WZFTSGVI MV
TIYB!", "GSVIV'H 7 OZHV] TFH
LM GSY GZYOV RM", “UILMG LU B
LF*,"G6SV WZFTSGVI RH SVIV!",
SoftSide Selections #44
LL RESTORE THE DIRECTION": PRINT
GHOSTS AND GOBLINS, AND*: PRINT
“6SV UVMAV RH HGROO LM.*,"6S =
\ V WLLI HOZNH HSFG YVSRHW BLF."
MAD SCIENTIST
1730 DATA “GSV TLGY XORXPH HSFE
YWSRMW RLF, ZMH", "BLF SVZI 7
HLUG SFN 2H GSY UVHXV RH",*
VOVXBIRURVW.","6SV UVHXY RH
ML OLMTVI VOVAGIRURVW. *
1740 DATA “BLF HSLFOW SZEV NLEVW
UZHGVI!", "GSV NZW HXRVMGRHE
HORKKVW DRGS LHV LU*,"SRH K
LGRLMH ZMW YOVD 6SV DSLOV SL
FHV", "RNXOFWRHT BLF, LUU &SV
NZKE"
1750 DATA "L.P., BLF ZMW GSV YVZ
FERUFO WZFTS6V1", *YL6S KVIRH
§ 7H GSV NZW LOW HXRVMGRHE",
"YOLDH FK GSV SLFHV.","L.P.,
BLF’EV TLG GSY W2FTSEVI. OV
@’H TL.
1760 DATA “BLF’EY ZOIVZWB TL6 SV
I, HGFKRW.","R6 XLEVIVW Z HV
X1VG KZHHZTVDZB!", “BLF?EV TL
& GSV OZHVI.", "ARAAAZGB!!*,"
HSLGH OVUG","HSLL6 DSZ6?","
BLF?IV LFG LU 2NNL*
1770 DATA “BLF WLM’G SZEV ZHBGSR
AT GL HSLLG DR6S.*,"DSZB RH
GSVIV GL IFM UILN?*, "6SVIV'H
HLNVGSRNT RMGVIVHGRNT GSVIV
","BLF XZH"B TVG RE YFG GSV
IV HYVNH GL YV*
1780 DATA “HLNVGSRNT RMGVIVHERAT
SvIy."
1790 DATA “FS LS! 2"," TSLHG ",*
HPVOVGLM *,"QFHG KLKKVW LFG
RM, *UILMG LU BLF!*,"BLF?1Y
LFG LU ZNNL*,"TLLW DLIP. B
LF LFGIZM *,". (FH-", "ULIGF
HIGVOB, BLF TL6 OLWG RM GSV
KIL-", “XVHH!)*
1800 DATA "TLE BLF! GLL YZW. ¥
FG YVG5VI",*OFXP MVCB GRNV!*
.
SoftSide Selections #44 30
(qm. MAD SCIENTIST
HATA oO
ch WAT
wn
a
TABLE For APPLE® MAD SCIENTIST
SWAT SWAT
LINES CODE LENGTH LINES. CODE LENGTH
10 - 40 OM 323 1020 - 1030 w 303
50 - 80 0S 308 1040 - 1060 SY 475
90 - 130 IF 30? 1070 - 10970 HU 405
140 - 180 BU 179 1100 - 1120 sc ou
190 - 230 86 8? 1130 - 1150 SH 3
240 - 280 FR 258 1160 - 1170 FE 335
290 - 330 un 159 1180 - 1190 IP Mg
340 - 380 OK 208 1200 - 1210 FB 345
390 - 430 Ww M7 1220 - 1250 aa us
440 - 480 Rd 132 1260 - 1300 ED 225
490 - 530 xu 207 1310 - 1340 Ox 435
540 - 580 ¥S 155 1350 - 1390 SE 383
590 - 630 HF 190 1400 - 1410 6K 376
640 - 480 OH 9 1420 - 1440 1B Be
690 - 730 x0 292 1450 - 1490 TE 283
740 - 780 WG By 1500 ~ 1540 Dd 152
790 - 830 Ik 239 1550 - 1580 LY 22
840 - 880 IK 35 1590 - 1620 06 336
B90 - 930 OA 392 1630 - 1670 PL 32
940 - 960 0s 434 1680 ~ 1721 i 344
970 - 990 Ti 394 1730 - 1750 au 429
1000 - 1010 OR 352 1760 - 1770 LH Bit}
1780 - 1800 IF 273
/____— General Information
These are the standard procedures for the programs published in
SoftSide Selections. Sometimes, a particular program does not lend
itself to these procedures. Always read the specific instructions ac-
companying a program. They will instruct you if there are any
variances from the following procedures. Also, back issues of Soft-
Side may differ in some details.
At the conclusion of each program listing in SoftSide Selections,
we include a SWAT (Strategic Weapon Against Typos) Table. SWAT
for the Apple appeared in SoftSide Issue #30. If you missed Issue #30,
we'll send you a free reprint of SWAT. Send a self-addressed, stamped
envelope to: SoftSide Publications, Inc.
Department SWAT
10 Northern Blvd.
Northwood Executive Park
Amherst, NH 03031
Be sure to tell us that you have an Apple computer.
( >)
Magnetic Media
Disks are in 16-sector format, created under DOS 3.3. A menu pro-
gram runs automatically when you boot your disk. Simply select the
program you wish to use from the menu. Always read the documenta-
tion first!
SoftSide Selections disks are duplicated on reliable, professional
equipment. Bad copies are exceedingly rare. Nevertheless, the trip
through the mail occasionally results in damage to the sensitive
magnetic media. If, after a reasonable number of attempts on well-
adjusted, clean equipment, you are unable to load a program, return it
to us along with an exact explanation of your problem. We will send
you a replacement.
SoftSide Selections media are not copy protected. We urge you to
make an archival backup copy of your disk or tape as soon as you
receive it, as our replacement policy is valid only for 30 days. Please
resist the urge to give away copies of copyrighted material.
Line Listings
The line listings in this booklet are in standard Applesoft® format,
and they appear exactly as they should on your screen when you type
LIST. Things to watch out for when typing are:
@ REM and DATA statements: Applesoft always LISTs an extra space
after the keyword. Therefore, you should type one space less than
what appears in the listing.
@ Spaces between quotes: Applesoft is a bit eccentric about how it
LISTs these. Just LIST the line after you type it, and compare it to the
printed listing.
Also, be sure to use SWAT on your program. Get the free reprint if
you don’t have SWAT.
System Requirements
The necessary memory and other equipment you need to run a pro-
gram are listed in the introductory paragraph of the
article for each program. (Also see the SoftSide Adventure Series
elsewhere in this booklet.)
L ‘ J
SoftSide Selections #44 3
SoftSide Selections #44
foe oe oe. e OY
—SofDide_
ADVENTURE
BOLT ESS)
Issue 44 Adventure:
Mad House
Unjustly committed to
an insane asylum, you
must wend your way
past guards and the real
inmates, with their vivid
delusions. Escape will
be no problem for you —
or will it?
SoftSide Adventure Series =DV
What would you say to a program that asks, “What do you want to do?””
Well, you might say, ‘GET APPLE” or ‘‘KILL SPIDER”’, because that’s
how the SoftSide Adventure Series works.
Each issue, the latest Adventure takes you to another world of fantasy,
puzzles and thrills. Your first task is often simple survival — and even that
basic feat can be daunting until you figure out the right way to do it. You’ll
have to be ingenious and persevering, and your rewards will be great.
To “‘win’’ a fantasy/adventure game, you must solve the author’s devious
puzzles, and overcome the obstacles that confront you — whether they be
dragons, desperadoes — or grade-point averages. Death, should it come, is
transitory — just re-run the program to live again!
; Experienced adventurers make detailed maps of each world as an aid to ef-
fecting a solution, but you can omit this exercise if your memory is excep-
tional. Express your wishes with one- or two-word commands, like “LOOK”,
“DROP SCALPEL”, or ‘GET FROG”. Use ‘‘I’’ to get an inventory of your
possessions. The introduction to each Adventure explains this more fully.
To start up the Adventure, just run the program called “INTRO”,
“INTRO/BAS”’, or “INTRO.BAS”’ on your disk, or select the Adventure
from the DV menu. On cassette, the INTRO program is the one just before the
Adventure.
The Adventure runs in any Apple with at least 48K RAM.
@ Here are the encrypted hints for High School, the Adventure in Issue 43.
The first three hints are of a general nature, and you should use them first.
; The three hints listed for each class will tell you the specific activities that you
oe
must accomplish there to get an ‘‘A’’ in the course. Don’t use the last few hints
unless you are totally stumped.
A couple general hints: Gym class:
ORHGVYM XZIVUFOOB GL BLFI 1. KOZB ELOOVBYZOO.
VOWVIH. 2. KOZB YZHPVGYZOO.
BLF XZM YVORVEV ZOO GSV 3. KOZB YZWNRMGLM.
TIZUURGR BLF IVZW. icicles:
Trouble with a locked door: BLF 1, OVZIM ELXZYFOZIB.
XZM FHV VRGSVI Z PVB LI Z 2. IVXRGV WRZOLTFV.
SZNNVI GL LKVM GSV OLXP- 3. WL SLNVDLIP DRGS KZKVI
PVW WLLI. ZMW KVM LI KVMXRO.
History Class: Band class:
1. IVXRGV KIVZNYOV. 1. XLFMG GRNV.
2. WIZD NZK. 2. KOZB BLFI UOFGV.
2 3. DIRGV GVINKZKVI (DRGS 3. IVZW BLFI NFHRX.
KZKVI ZMW LI KVMXRO).
Typing clas: Biology lab:
1. WRHHVXG UILT.
1, OVZIM PVBYLIW.
2. GBKV KZKVI (DRGS KZKVI).
3. GBKV OVGGVI (DRGSKZKVI).
2. WRHHVXG DLIN.
3. WL BLFI SLNVDLIP DRGS
KZKVI ZMW KVM LI KVMXRO.
English class:
1. IVXRGV NZXYVGS — BLF Use these hints only if you are
3 0 -NFHG SVEV URIHG. desperate:
2. IVZW VCLWFH — BLF NFHG- | FHV GSV XLNNZMW ORHG
SZEV RG URIHG. EVIYH GL HVV ZOO GSV
$ 3. DIRGV HGLIB DRGs KzKVI KLHHRYOV EVIYH GSV ZWEV-
ZMW KVM. MGFIV FMWVIHGZMWH.
Algebra class: To graduate: KZHH HRC
1, HLDEV VJFZGRLMH. XOZHHVH; KZB BLFI ORYIZIB
2, UZXGLI GIRMLNRZOH. URMV; KZB BLFI TIZWFZGRLM
3. OVZIM WVURMRGRLMH. UVV; DVZI BLFI XZK ZMW
Geometry class: TLDM; TL GL GSV
1, OVZIM GSVLIVN. ZFWRGLIREN.
$ 2. NZPV KILLU DRGS KZKVI How to use your money:
ZMW KVM LL EVMERO: YFB KZKVI DRGS XLRMH
3. OVZIM WYURMRGRLMH. SEV CENERIVEL
mputer Il 7
1, WIXD UOLDXSZIG. cet el ma
came ee KZB UVV DRGS XSVXP LI
aGy: NLMVB LMOB,
3. HZEV Z KILTIZN LM BLFI
XZHHVGGV.
Weer s
@s fSide_
Selections
Here’s SoftSide Selections, the handy, pull-out
booklet with program listings for your Apple Il,
Il+ or lle computer. This issue, SoftSide Selec-
tions for the Apple II family features:
@ Broadway — “There's a broken heart for every
light on Broadway.”’ Here’s your chance to pro-
duce and direct a Broadway play. Can you get
financing? Will it be a hit, or will the critics pan it?
Time to get investors!
@ Mad Scientist — In this interactive fantasy,
you, as the hero of the story, must rescue the mad
scientist’s beautiful daughter before her insane
parent blows up the house.
@ Apple DV Bonus: The Prisoner
The Prisoner is a huge, deliberately frustrating
adventure, in which you must escape the
totalitarian “Island,” a bizarre prison camp for
spies, like you, who know too much. This enor-
mous game occupies the entire second side of a
special, two-sided disk. Based on the British
television program of the same name.
@ The SoftSide Adventure Series —
Issue 44 Adventure: Mad House
Unjustly committed to an insane asylum, you
must wend your way past the guards and the col-
orful inhabitants, who include most of the major
figures of history — or so they say...
SOFTSIDE PUBLICATIONS, INC.
Amherst, New Hampshire