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SoftSide Selections 59 Vol 6 11 1983 09 Apple

  • PublicationApple Periodicals
  • Date1983-09-01
  • Pages36
  • SourceSoftSide_Selections_59_Vol_6-11_1983-09_Apple.pdf
← Magazines SoftSide Selections 59 Vol 6 11 1983 09 Apple
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Source: Internet Archive — Aggregated Apple-era periodicals, 1981–2012.
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Tr wee 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
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