December 1987
S2.95U.S. S3.95 Canada
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1987)
Strap yourself into Chuck Yeager's Advanced Flight Trainer"
The only flight simulation co-designed by the greatest test pilot ever. And with action so fast, even experienced pilots 'auger in! The right stuff is nght here.
Test the limits of 14 different aircraft using Yeager's own evaluation checklist. From the classicWWI Sopwith Camel to themach-speedSR-71 Black- bird. Push the experimental XPG-12 to the edge of space.
Fly formation on Yeager's wing through Dead Man's Slalom. Catch the breathtaking fear of a Hammerhead stall, the adrenaline rush of an aiteron roll.the thrill of your first Cuban 8.
Race computer opponents through white-knuckte courses. Bolt past obstacles and run narrow gates. Skim the ground at top speed, wing- to-wing with your hval.View the action from a chase plane or the tower
Seat-of-the-pants flying in (he only simulation with over forty years of experience. Yeager insisted on actual air- craft specs and his own flight evaluation charts. Climb into the cockpit and see if you've got the 'right stuff
HOW TO ORDER: Visit your relailer or call BOO- STS- 4525 for direct VISA or MasterCard orders (in CA call B0O-562-1II2) The direct order price IS S39 95 for the IBM version and $34.95 for '.lie C64 version. Send s US. check or money order to Eiectronic Arts Direct Sales. VO Box 7530. San Mateo, CA 94403 Add $3 lor stiipping and handling (S5 Canadian). Please allow I -2 weeks for US delivery Coming tor the Apple II, IBM is a registered trademark of International Business Mactiines. Inc, 064 is a registered trademark of Commodore Electronics Liimled. Software £1987 Ned Lemer.
PHOTO COURTESY NORTHROP AVIATION/ALLEN OUINM Headline quote f 1987 by The t^tew York Times Company, Reprints by permission
ELECTRONIC ARTS®
GIVE YOUR COMMODORE A FLEET TO COMMAND!
Fleet System 2+ and 4 are powerful, easy to use and inexpensive. Both Fleet System 2+ for your Com- modore 64 and Fleet System 4 for your Commodore 128 include an Integrated Dictionary and Thesaurus.
The 90,000 Word Dictionary is the largest and fastest available for the C64/128 and will spell check a ten page document In just 45 seconds. There's even room for an additional 10,000 "Custom" words! The Integrated The- saurus provides thousands of synonyms ("like" words) and antonyms ("opposite" words) instantly!
Fleet System 2+ and 4 have many other attractive features such as: Extra Text Areas, Mall Merge, Preview
Fleet ': Filer^
Fleet System 2V
■.Fleet \ Filer"
AFSlsa—
|
• |
System 4 ^^ |
|
|
$599s |
*PSI=~ |
"A" Rating.
- Run Magazine, March, 1987.
Function and the ability to Insert, Delete and Move Text easily.
Now Fleet System 2 + and 4 are easier to use than ever!
You'll find it much easier to use your C64 with such Fleet System 2 + features as: Pop-Down Menus for easy access to all functions, Ability to Cut and Paste by words, sen- tences or paragraphs, Built-in Disk Utilities and enhanced printer support.
If you are a C128 user. Fleet System 4 offers such powerful features as: Help Screens, Ram-Expansion Support, and On-Screen Bold and Underline in Preview to Screen.
Fleet Filer with Fleet System 2 + and 4 at no extra cost!
Fleet Filer is a super-fast, menu-driven database that handles up to 5,000 records and 20 text or numeric fields. In addition. Fleet Filer will sort records and input/output information to Fleet System 2+ , 4 and most major word processors. Fleet Filer can also be purchased separately for only $39,95.
For more information, or the name of the dealer nearest you call: 1-800-343-4074.
S7995
PSI
Professional Software, Inc. 51 Fremont Street Needham, MA 02194 (617)444-5224
Reel System 2 + , 4 and Fleet HIer are designed and written by Visiontronics Group Inc. Commodre 64 and 128 are registered trademarks of Commodore Electronics Ltd.
N
AHNG MUSIC iUS NEVER BEEN EASIER.
Suddenly, you're o rock star. Screecti- ing, pulsating, tti robbing with sound. You're playing music on your computer. Ttiere's on invisible band in your bedroom. Your parents don't understand you anymore— and you like it!
What happened? Yesterday you didn't know 0 treble clef from o tuba. Today you're creating mistake -free music on multiple in- struments. You've discovered the fsvolulion- ary program with musical intelligence. You've discovered Instant Music.'"
c
REATE COUR-CODED COMPOSITIONS.
With Instant Music you con actually see the music you're playing with color bars that appear on your screen. Featuring over o dozen instruments to choose from, you se- lect the ones you want lo use. Just move your joystick or mouse to draw in lines of music. It's that simple.
You can compose, too. Instant Music lets you copy and paste, even erase your musical ideas. So improvise and synthesize.
Screen sfiol leprescms C64 version
Experiment with different arrangements or choose from 40 built-in songs — jazz, reg- gae, even classical.
F
ROM SOLO EXPRESSIONS TO JAN SESSIONS.
open your concert with a boss guitar solo. Then rip into a real-time rock oul and jam with the interactive bond inside your computer. Play up lo three instruments of one time. And for really awesome effects, play out through a MIDI keyboard. The sound will blow your socks off!
"ITS ONLY ROCK'N'ROU" OISK INCLUDED
Jam-packed with over 50 rock tunes from the 'SOs to Now. (Included witti C64 version ONLY.)
H
OW TO ORDER:
I VISIT YOUR RETAILER OR CALL BOO-245-4525 FOR DIRECr VISA OR MASTERCARD ORDERS (IN CACALL 800 662 1112) The Direcl Price is S29.95 for the 064 version. Apple lies and Arrriga versions S49.95 To buy ty moil, send check or money orfler to EJeclronic Arts. Direcl Soles, P,0 Box 7530, Son Maieo. CA 9'1403 Adrl S3 lor shipping and hondling (S5 ConoOion) There is o M-doy, mcfiey-back guororMee on direcl orders instant Music ond It's Onfy Roct^'n'RrjII ore trademorks ol Eleclionic Arrs
INSTANT NUSiC. THE POWER TO PLAY.
ELECTRONIC ARTS^
Commodore
mncnziHE
DECEMBER 1987, Volumes, Number 12
FEATURES
LITTLE NAMES BEHIND THE BIG NAMES 84
Behind every great program is a long-working dedicated programmer. Here are the thoughts and tales of three of them. by Gary V Fields
COVER STORY
BEST OF 1987 65
From productivity to music and from hardware to arcade games, here are our reviewers' choices for the top software and hard- ware of 1987.
COVER PHOTO: Chuck Bartholomew Computer Graphics: Kara Blohm
DEPARTMENTS
LEHERS NEWS
TIPS & TRICKS
Hints for Fun and Utility
Compiled by Louis F. Sander Amiga Tips & Tricks
Compiled by Tim Jones
SOFTWARE REVIEWS
Talking Coloring Book by Gary V. Fields
Legacy of the Ancients by Russ Ceccola
Up Periscope by Mark Cotone
Lurking Horror by Russ Ceccola
Buyer's Guide To Dvorak Keyboard Software by Rich Budnick
Sigma 7 by Scott A. May
P.J£. by Matt Blais
Superstar Hockey by Mark Cotone
Digal by Tim Jones
ADVENTURE ROAD
Animated Adventuring In Maniac Mansion byShayAddams
TELECOMMUNICATIONS
Inside Q-Link by Robert W. Baker
4 8
16 18
24 26 30 34 38 40 42 44 46
48
52
TECHNICAL TIPS
Auto-Con by Buck Childress
128 USERS ONLY
128 Mode: Big League Baseball by Mark Jordan
GRAPHICS CONTEST ANNOUNCEMENT
AMIGA UPDATE
Amiga Public Domain by Gratiam Kinsey AmigaBASIC Tutorial by Tim Jones
GAME PROGRAMS
Cross- Search by Thomas Hayes
JIFFIES
Compare-PGM by Michael D. Leidel
HOW TO ENTER PROGRAMS MAGAZINE ENTRY PROGRAMS ADVERTISERS' INDEX
88 94
100
108 132
134 136
COMMODORE MAGAZINE 3
-TSP
LETTERS
lb the Editor
While most are quite excellent in their topic, one must admit that at least some of the articles in your pages are, well, "eso- teric." The piece "What Happened to the Computer Revolution?" by Dan Gutman (September Commodore Magazine), how- ever, was ffiore than just "computer-eso- teric." That article has historical, socio- logical and philosophical value to such ex- tent that I was able to get my wife to read it, as much of a computer-hater she has become over the years!
One point has me a bit confused. Gut- man says that the "personal computer first hit the market in 1977." I assume he means the "all-in-one-piece" PET 2001/8K as "S-100" type computers were available several years before that and some of us would argue, clumsy as they might have been, those "earlier" machines should be called "personal computers."
I bought the first PET to hit Houston — serial number 000058! I am almost certain that purchase was made in late 1976. Some years ago, sadly, I decided to throw out all check stubs once three years old, so I was unable to find a dated document which would prove that. A year or so later the new "full-si2ed keybcai'd" PET 2001- 16N showed up in an Ancrona store and I soon bought a (then) new 2001-16N, with a 2040 disk drive and a 2022 printer. I think that newer equipment was bought in '77, maybe early 78!
I might argue that there is one feature of the Commodore computer line which seems to have been dropped from new de- signs (although 1 think it is still present in the 64?). That is the "PUP' (Parallel User Port). Now I realize only a relatively smeill percentage of Commodore's customers can use the PUP, but those of us who can would be hard-pressed to try to interface the other "outputs" from the machines to do the same things! That is the PUP has special attributes which make it very nice for "hackers," as its 8 bits can be individ- ually programmed to function as either inputs or outputs, even simultaneously. That makes it super for "hacker work." Sincerely, Jan Rowland Houston, TX
Editorial Response: Well, we dug back, and talked to some old custor?}ers, and it
looks like you are correct. The fust PETs were delivered at the end of 1976, not 1977 as we stated. Our compliments on your memory. You'll ako be happy to know that although we've shortened the name to the User Port, the parallel user port or 'PUP" is still on the Commodore 64C and the Commodore 128 and 128D. We agree that it is a hacker's delight, and in fact, we've been running a series of articles providing instruction and projects for use with the User port.
lb the Editor:
1 just wanted to compliment you on the fine work that was put into the September 1987 issue. I thought that Dan Gutman's article on the Computer Revolution was excellent and found it fascinating as he compared it to other revolutions. As a de- voted 64 owner, I also liked Gary Fields article about MicroProse, the king of sim- ulation and found it fascinating as well. I never thought a software company put so much care into their products as described in the article, but I guess since Micro- Prose's software is excellent, such care is needed. Thanks again for the fine issue and keep up the good work. Sincere/)', Mitch Franchini Harrisburg, PA
Tb the Editor:
1 think you should retract your state- ments concerning biorhythms and astrol- ogy programs in "Saturday Night Soft- ware" (July Commodore Magazine}. I have contacted both Astrolabe and Zephyr Services to no avail. Sincerely, Kirby Logan Clinton, TN
Editorial Response: We apologize for the error. The programs mentioned from Astrolabe and Zephyr for biorythms and astrology are not available for Commodore computers. However. Fun Biorhythms is a 64 biorythms program available for $9.95 from Free Spirit Software, 538 S. Edgewood, LaGrange, IL 60525; (312)- 352-7323. In addition. Matrix software carries a complete line of astrology pro- grams for the Commodore 64, ranging in price from $30-500. Astro*Tklk ($39.95) is a good introductory package which pro- vides complete "readings" as well as house positions and rising signs. For more in- formation, contact Matrix Sofhuare. 315 Marion Ave., Big Rapids, MI 49307; (616)-796-2483.
Comi
mocRzinE
M % §
Publisher Julie Bauer
Assistant to the Publisher Amanda K. Wappes
Managing Editor Jim Gracely
Assistant Editor Susan R. West
Assistant Technical Editor Mike Rivers
Art Director Gwenn Knapp
Assistant Art Director Wilson Harp
Production Manager Jo-Ellen Temple
Circulation
Kenneth F. Battista
Advertising Coord inotor
Rebecca Cotton
Advertising Representatives
SOUTHEAST, SOUTHWESTAND WEST COAST Warren Langer, Spencer 0, Smith
Warren Longer Associates
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Commodore Magizine, Volume 8. Numbef 12. December 1987.
Commodore Magazine is publlshM moiilhly by Commo- dore Magajine Inc.. 1200 Wilson Drive, Wesl Chester. PA 19380. U.S.A. U.S. subscnbef rate Is S35.40 per year; Canadian subscriber rate is $45.40 per ye^r; Overseas sub- scriber rate is $65.00 per year. Questions concerning sub- scription should be directed to Commodore Magazine Sub- scription Deparlment. Box 651, Holmes, Pennsylvania 19043. Phone (800) 345-8112. In Pennsylvania (800) 662-2444. Copyright i 1987 by Commodore Magazine Inc. Ail rights reserved.
CBM. PET, VIC 20, and Commodore 64 are registered trademarks of Commodore Electronics Lid. Super PET and Commodore 128 are trademarks of Commodore Electronics Ltd. Amiga' is a registered trademark o! Commodofe-Amjga.
ABC Membership applied for.
4 DECEMBER 1987
UMW M©[LD©MS F^©M
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MICROILLUSIONS' OFFERS:
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For Amiga, C64/128 and MS DOS: FAERYTALE ADVENTURE Todoy s hottest gome! / BLACK JACK ACADEMY/ ROMANTIC ENCOUNTERS AT THE DOME.
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For Amiga: DISCOVERY ond DISCOVERY EXPANSION DISKS / PHOTON VIDEO / DYNAMIC CAD / MUSIC X/ DYNAMIC WCM).
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2002 MONITOR .............,.....:..$269.00
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COMMODORE
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Leader Board SJ9.95
Leader Board Tourn. Disk $16.95 ACCOLADE
Ace of Aces S23.95
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Hard Ball $22.95
Killed Until Dsad SCALL
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ACTIONSOFT
Up Periscope $24.95
Thunder Chopper $24.95
ACTI VISION
tNTtHTAlSMtNT sorrwARE
•AHans $24.95
' Championship Baseball ,$27.95
■ Championship Foolbail ,,$27,95 Gamemaker Sctti Library ,.$15,95 GamemaKer Sports US ,..-$!5.9S Garry Kitchen's Gm'makr $24.95 GBA Basketball 2 on 2 $24.95
• Gamemaksr Pacttage
with all Ubrarys $33.95
I am the 64 $21.95
I am the 528 $24.95
Little Computer People S24.9S
• Maniac Mansion $29,95
■ Music Studio $27,95
Shanghai $26,95
' Top Fuel Eliminator $19,95
' Transformers $22,95
BRODERBUND
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DATA EAST
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KaraiB Champ $26,95
DATASOFT
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The Dungeon S24.95
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• Dark Lord $19,95
•Force? $19.95
•Tobmk,, $27,95
' • Tomahawk $24,95
*NEW TITLES!
ELECTRONIC ARTS'
• Amrtesia S27.9S
Aiclie Fox $24.95
Autoduol $37.95
Bard's Tale $32.95
Bard's Tale II $29,96
Band's Tale Clue Book $10.95
BaWeffont ..$29.95
Carriers al War $37.95
Chessmaster 2000 $26.95
Dan Dare $16.95
■ Dungeon Runners $19.95
• EOS(Earih Orbit Station) $19.95 Europe At>laze $37.95
• Instant Music $24,95
• Legacy of the Ancients. ,.$19.95
Marble Madness S23.9S
Moebius $29.95
Munjor Party $25.95
fJlusic Gofistnjciion Set .,,.$12,95
■ Patlon vs Rommel $29,95
PHM Pegasus $27,95
Ptnball Construction Set ...$12,95
•Skate or Die $24,95
Sevan Cities of GoW $i 2,95
SlarJIeet I $32,95
• Strike Fleet $29,95
Touchdown Football $22,95
Ultima I $29,95
Ultima III $37,95
Ultima IV $45,95
World Tour Got! $27,95
• Yeaget AFT ,$24.95
BPYX
500 XJ Joystick S14.95
• California Games $29,95
Championship Wrest ling, ,,$27,95
Create a Calender $CALL
Movie Monster $16,95
• Street Sports Baseball ,.,$29,95 ' Street Sports Basketball $29,95
Sub Battle $29,95
Summer Games $16,95
Summer Games II $26,95
Super Cycle $16,95
Winler Games $27,95
World Games $29,95
World's Greatest Baseball $24,95 World's Gfaatest Foolbail ,$28,95
FIREBIRD
Bite $22.95
• Guikj of Thieves $29,95
INFOCOM
Hitchhiker's Guide $22,95
Leather Go<Jdess $24,95
Wishbringer $25.95
INVISICLUE BOOKS FOR ANY INFOCOM GAME. S6.95
LANCE HAFNER forO,. b«
in *p<Mrtj ctraUQ- iimuUtLon
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OasJ^eiBaii. ifie Pro Ga«Tie; S29.95
F-nai FoL;r BaskeTBaii , £29,95
Coming Soon .-. Ba.seball "'
vMICROPROSE
Aerojet $24.95
■ Airt>oma Rangers $CALL
F-15 Strike Eagle.,. .,,.$21.95
Gunship $24,95
Kennedy Approach $24.95
NATO Commander .$24,95
Pirates $25,95
Silent Service $24,95
Solo Flight $24,95
• Sleallh Fighter $CALL
MINDSCAPE
• Defender of me Crown ,,. $29,95
Rst $19,95
" Gaunllei $29,95
Indiana Jones $22,95
• Indoor Spons $24,95
Infiltrator $21 .95
•Papertroy $29.95
Parallax $19.95
Perfect Score:SAT prep .,.,$49.95
Uchi Mala $19,95
Uridium.., $26.95
Call for prices on other MINI}SCAPE products] MISC GAMES Championship Boiing .,..„$t7,95
Hobbitt $24,95
international klockey $18,95
SIMON & SHUSTER
Paper Airplane const 524,95
Star Trek-Kobayashi Alt, ,,,$29,95 SlarTrek Prcimethian Adv $29.95
Typing Tutor III $29,95
SSI
• ShatrJ of Spring $29.95
• Etemal Dagger $27.95
• Fantasy I. II, III (each) $27,95
• Rings of Zilfm $29.95
• Wiiards Crown $27.95
sn UOGIC
Flight Simulator II $32.95
Football $37.95
FS II Scenery disks 5CAa
Jet $29,95
Pure Stat Baseball $37,95
WEEKLY READER
Call for ail your Favorite Sticky Bear Titles !!
64C BUSINESS AND PRODUCTIVITY
64 C DATABASES
Bank Street RIer $34.95
Consullant $39,95
Data Man agar $19,95
Fleet Filer $29,95
Profile 64 $36.95
64C INTEGRATED PKGS
Homepak $39,95
Vizastar 64 4K $39.95
64C SPREADSHEETS
Calkil $39.95
Swiftcato 64 w/sldeways ,,,$39,95
Sideways $19.95
64C WORD PROCESSORS
Bank Street Writer $32.95
Foni Master II $34.95
Font Iv1aster64 $34.95
Paperclip w/spallpack $49,95
Paperclip III $CALL
Pocket Writer Oiclionary „.$1 2,95
Wortpro3<,/64 $14.95
Word Writer 64 w/speller ..$34,95 FINANCIAL & ACCT. Timeworks Etectr, Chkbk,. $19,95
Timewori(S Money Mgr $19.95
Ck/IS Acci Pkg/64 $119.95
MISC. HARDWARE Estes pwr supply for C-e4 $54.95 Nave rone 3 Slol expander £27.95 UTILITIES
Thinking Cap $32,95
Toy Shop $42.95
CSM 1S41 align $34.95
Fast Load $24.95
Merlin 64 $34,95
WORDPROCESSOR
FLEET SYSTEM 4 S56.95
Font Master 126 $44.95
JAfJE $32.95
PAPERCLIP II .$54.95
PAPERCLIP III .„ $CALL
SUPERSCRIPT 128 $59.95
TERM PAPER WRITER ..$34.95
VIZAWHITE 128 SCALt
WORDPRO 128 $St.9S
WD WRITER 128w,'spel! $49.95
SPREADSHEETS
EPYX MULTIPU^N $39.93
SWIFTCALC !28 wso.jyj S49.9S
DATA BASES
CONSULTANT $39.95
DATA MANAGER 128 ....$CALL
FLEET FILER S29.9S
PERFECT FILER $49.95
PROFILE 1 2S S59.95
SUPERBASE 128 $64.95
MISC. 128 SOFTWARE
ACCOUNTANT INC S69.95
DESK MANAGER 128 $34.95
CMS Acffl Pligi'12B _..$CALL
VIZASTAR 128... ...SCALL
MACH 126 S39.9S
PARTNER 126 „ $54.95
PERSONAL ACCT, 1 28. ..$34.95 SYLVIA PORTER'S personal finance planner $54.95
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CerlillcatB Library $24.95
Clip Art Vol 1 $19.95
Clip Art Vol 2 ,..$24,95
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EPYX andWICO
500XJ $14.9S
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2 yr warranty
10801 $159.00
10911 $189.00
i«k092i $299.00
Ik-''
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NX-10 $157.95
PRICES ARE FALLING ON ALL STAR PRINTERS!! Call for latest price on ND-10 ND-15 NR-10 NB SERIES
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SP-1 80 VC... $139.00
SP-1000VC.. $149.00
SP-1200AI ...$169.00
120cps. NLQMode
Berkeley Softworiks
GEOS128 $44.95
GEOS $39.95
GaoCalc „ $34.95
GeoFils $34.95
Geodsx $27.95
Geo Publish $CALL
Deskpack $22.95
Fontpack. $22.95
WrllersWorkshop.$33.95
SUPER GRAPHIXJR
Printer Interlace S39.95
SUPER GRAPHIX
Interlace w/8K buffer
down loadable fonts ....SS9.9S
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NP-10 & XETEC Supergraphix Jr. $169.00
NX-10 & XETEC Supergraphix Jr. $189.00
NX-10 & XETEC Supergraphix 5199.00
Panasonic
10801 & XETEC Supergraphix Jr. $189.00
10801 & XETEC Supergraphix $199.00
10911 & XETEC Supergraphix $219.00
RGB.'COMPOSITE COLOR I^OMITORS FOR THE 126
COMMODORE 2002
600 K 240 Resolution,
■I Opoial.ng Motfes «2CQ 00
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3 Modes. 2 yr warranty (].oca rir\
THOMSON 4120
560 I 2'10 Resolution.
4 Modes 1 yrwarranl/ ^„^^ -.a
..$219.00
Al 3 moniiors include cables 10 Commodafs 128
■-I C- COWMOPOBE PC 1 0 PACKAGES
PC-10/1 wllhout monllor $499.00
PC-1D/1 wittl 19D1 mono morflor ..$579.00
PC-10/1 wiltr 2002 colof monilor $749.00
OPTIONS: Inslalled and tested al no exli^ charge.
Addlflonal 12BK RAM $39.00
20 megabyte Seagate Hard Diive with controller $269.00
30 megabyte Seagate Hard Drive with controller $349.00
PC-10/2 without monitor $599.00
PC-10/2wilh monoetirome monitor (model #1901) $679.00
PC-IOrt with color mo nitori model #2002) $849.00
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To order by mslliWe accept money order, certified chock, personal check Allow 2 weot^s lor personal & company checks to clear Shlpptng;$4 00 lor sottware and accessories/ $10 00 lor printers and color monitors/ $8 00 for disk drives and olhar monitors/ Add $3 00 per box shipped COD Call for oiner shipping charges. Addilionat shipping required on APO, FPO, AK, HI
Termi: ALL PRICES REFLECT CASH DISCOUNT, ADD 1.9% FOR MASTERCARD OR VISA. All products include laclory warranty ALL SALES ARE FINAL, Deleciive items replaced or repaired at our .-dt&cretion. Pennsylvania residents add £% sales tax. Prices and terms subject lo change without notice
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m
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&COMMODOtt£
1670 MODEM
$CALL
Ci: COMMODORE
1764
256K RA1« EXPANSION
$110
O COMMODORE
1581
3i/r DISK DRIVE
$197
'MW Digital mW. Solulions W/Alnt.
Pocket Writer ? ..S42.95.
Pocket Filer 2 S42,95
Pocket Planner 2 S42.95
Digilal Suporpak S74.95
Dictionary $12.95'
DISKS
per box of 10
BONUS DISKS
SS(DD S6.45
DS.'DD S6.95
TUSSEY DISK CLOSEOUTSII!
SS/DD $4.49
DS/DD $4.99
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OPEN: 8:00AM - 9:00PM Mon - Fri, 10:00AM ■ 6:00PM Sat, 12:00PM - 8:00PM Sun East Coast Time
ALL TOLL FREE 1-800-468-9044
INSIDE PA CALL 814-234-2236
NEWS • NEWS • NEWS • NEV\a
Hard Drives for the Amiga
EXPO
vs
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'-iiy ^"^ ^^ needs ol -' . ^p^s au^
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X hoenix Electronics, Inc. is now shipping hard disk drives for the Amiga 500 and 1000. Both drive series are available in 20 and 40 megabyte versions. The PHD SOD is in a stand-alone, vented, all-metal chassis for the Amiga 500. It features a true SCSI interface, auto configuration compatibility and its own internal power supply. Retail price of the 20 Meg PHD 500/20 is $949.00. Suggested retail on the 40 Meg PHD 500/40 is $1399.00.
The PHD 1000 for the Amiga 1000 has true SCSI interface and auto configuration. The all-metal chassis is color coordinated with the Amiga and sits on top of the CPU. The internal power supply has extra capacity for RAM additions. The 20 Meg version has a suggested retail price of S969.00.The40MegPHD 1000/40 retaUs for S 1429.00.
For more information contact Phoenix Electronics, Inc., P.O. Box 156, Clay Center, KS 67432, or call (913)-632-2159.
Nimbus Accounting System
0
xxi. Inc. has announced the availability of Nimljus, an easy-to- use yet powerful cash management accounting system for small businesses. Nimbus includes pre-defined reports designed to help the small business manager instantly know a customer's payment status, outstanding balances to vendors and his Pyl statement.
Kimbufi' multitasking capabilities give it constant access to general ledger, accounts payable and accounts receivable. Data entered into accounts payable or receivable automatically updates general ledger.
Nimbus retails for S149.S0. For more information contact Oxxi, Inc., 1835-A Dawns Way, Fullerton, CA 92631, or call (714)-999- 6710,
a: a'
,nd^'
Benchmark Modula-2
Uxxi recently entered the field of programmer productivity with the introduction of its new Modula-2 Software Construction Set called Bencliniaxk for Amiga computers. Benchmark provides an environment for developing programs by integrating the primary tools used in software development: an Editor, Compiler and Linker.
Beginning programmers will find that Benchmark can be used right out of the box without performing any installation. Professional developers can distribute programs written in Benchmark mthout any further licensing requirements from Oxxi.
Benchmark's suggested retail price is $199.00. For more information contact Oxxi, Inc., 1835-A Dawns Way, Fullerton, CA 92631, or call (714)-999-6710.
iVIicro- lawyer
Pr
regressive Peripherals 6f Softv/are has released Microlawyer, a disk library of over 100 common legal documents for personal, business and corporate use. Microlawyer, which is available for the Commodore Amiga and 64, is a do-it-yourself step-saver designed to be used in conjunction with legal advice. It enables anyone with a word processor to prepare legal documents such as power of attorney, pre-marital agreements, affidavits, leases, loan and mortgage forms, real estate contracts, vrills, notary puWic forms, etc.
Suggested retail price for Microlawyer is S 59.95. For more information contact Progressive Peripherals & Software, 464 Kalamath St., Denver, CO 80204. Or call (303)- 825-4144.
8 DECEMBER 1987
^,
PACKED with PROGRAMS
EIGHT PROGRAMS AND MORE ON EVERY DISK.
What's the opposite of "downtime"? It's UPTIME, of course. Just imagine ... a disk each and every month, delivered right to your door and packed v/ith programs for your Commodore.
We make it easy and inexpensive. You deserve value. At UPTIME vi?e believe in value. That's why each month 30,000 people like you enjoy a disk full of programs and information.
Make your life easier! Get more from your computet
Organize your life and be more productive with home management programs. Expand your knowledge with educational programs. Relax and enjoy monthly games or adventures. Make using your Commodore a snap with helpful tutorials and handy utilities. It's terrific!
DISCOVER UPTIME. You deserve the best horn your Commodore. Have the best and save the most with UPTIME.
Subscribe now and save.
You won't believe the low price! Satisfaction guar- anteed or your money back. Make the very next disk yours. Rll in the coupon and return it to us, or simply call. We'll start your subscription im- mediately. Bar immediate service, call toll-free:
1-800-437-0033
anytime, day or night.
i^>
FROM Volume 1. No. 1
Flip 'Em ■ Biain Teasers ■ Shopping Lister ■ Video Phile ■ Calendar Creator ■ File Appender ■ Nom de Plume
NEWS • NEWS ■ NEWS
Dark Castle
1 hree-Sixty Inc., a newly- formed home software publisher, has released Dark Castle for the Amiga and Commodore 64. Set in medieval times, Dark Castle's hero must fight his way through fourteen different rooms of increasing difficulty to find and slay the notorious Black Knight, The game incorporates more than 70 digitized sound effects, including a hair-raising organ solo and the screams of the Black: Knight's prisoners.
Dark Castle carries a suggested retail price of S39.95 for the Amiga version and S34.95 for the Commodore 64 version. For more information contact Three-Sixty Inc., 2105 S. Bascom Ave., Suite 290, Camphell, CA 95008, or caU (408) -879-9 144.
Scholastic
Catalog
Available
Dcholaslic's 1987-88 Microcomputer Instmctional materials Catalog is now
available free to educators. The 96-page, ftill-color catalog features more than 300 products for classroom computer learning for grades K-12. All products featured in the catalog have been tested and recommended by teachers, students and educational experts across the country.
In addition, all products listed in this annual catalog are available for a 30-day preview. To receive a free catalog, teachers may write to Scholastic, Inc., Inquiry Department, P.O. Box 7502, 2931 East McCarty St., Jefferson City, MO 65102. Or call (600)-325-6149.
JEWS • NEWS • NEWS • NEWS
Slide City
Ullde City is offering its slide photography service to Amiga owners. Amiga artists can now get high quality 3Smm slides of Amiga screens by sending their IFF format files on a 3.5-mch disk to Slide City. Slides are shot, processed and sent out by return mail, along with your disk within S4 hours.
Cost of the service is $3.00 per slide with a minimum order of two slides. This includes postage and handling (except for overnight delivery service). For more information, contact Slide City. 6474 Highway 11, Deleon Springs, FL 32028. Or caU (904)-g85-4594.
Investment Simulation
Jl yxis Software Introduces Investment Simulation, a
general purpose investment analysis program for the Commodore 64 and 128. The program computes Internal rate- of-return, equity rate-of-return, present net worth, life-cycle costs and capitalized present value. Focus is on limited equity investments and leveraging.
64 and 128 versions are both included on same disk. Retail price is S 36,00, For more information contact Pyxis Software, P.O. Box 18016, Colorado Springs, CO 80935.
Delta Patrol
and
Sanxion
El
Echelon and the Lipstick
Xiocess Software has announced the release of The Lip Stick, a voice activated control headset, designed to be used in conjunction vrith Echelon their 3D space flight simulator for the Commodore 64. Echelon is a top secret military faculty where a few highly skilled pilots will be trained to operate the twenty-first centuiy Lockheed C- 104 Tomahawk. The Lip Stick controls various ship activities including the vehicle's numerous weapons systems. The unusual input device is a switched voltage positive feedback controlled amplifier built into a headset.
The Lip Stick is included in every Echelon package for the suggested retail price of $44.95. For more information contact Access Software, Inc., #A 2561 South 1560 West, Woods Cross DT 84087. Or call ( 801 )-298-9077.
Jlectronic Arts has announced two new additions to its Amazing Software line of action- oriented entertainment software. Delta Patrol and Sanxion are both high-speed, three-dimensional space adventures for the Commodore 64.
As a member of the elite pohce squadron. Delta Patrol, your battlecruiser takes you to the Delta Sector, a junk yard of lost ships, alien bandits and unknown forces of destruction.
In Sanxion, you and your high-speed attack craft are the lone defenders of a world under siege. Alien droves are attacking the cities of your planet, and your abUity to align your ship's superior firepower with enemy targets is all that you have to defend yourself.
Each title carries a suggested retail price of S19.95, For more information, contact Electronic Arts, 1820 Gateway Dr., San Mateo, CA 94404. Or call (415)- 571-7171.
10 DECEMBER 1987
NBA FRANCHISES AVAILABLE: RATES REASONABLE!
(REQUIREMENTS: Knowledge of professional basketball.
Capable of dealing with giants. Ability to handle
high-pressure situations. Must bring own temper.)
Can YOU do the job?
Find out it you have what it takes in NBA, the animated stat- based basketball game. Take control of Larry Bird, Dominique Wilkins, Michael Jordon, Kareem Abdul-Jabbar and Bob Cousey, Pick the starting line-ups, send in substitutes and cali for the fast break and full-court press. NBA lakes into account everything that occurs on court. On offense, you call the play. Choose the sequence of passes, but be careful: it increases the chance of two points, but also can lead to a steal or blocked shot. Work the outside, or just go for the three-pointer. On defense, set up outside or close to the basket, go for the rebound, or turn on the pressure and try for a steal. A good NBA coach has to work the bench as well as the floor. Each player's stamina is rated by the number of minutes he can play. Use up your starter too early in the game, and you'll have to send in a sub during those final crucial minutes, and that could turn an overwhelming victory into a closely-contested defeat.
From the designers of Super Sunday, NBA
is the first and only fully-animated
statistically-accurate basketball game
on the market, coming in like a fast break
with the following features:
• A STAT-KEEPEB PflOGRAM that allows you to keep track of how well your team is doing. This valuable accessory lets you save stats from the NBA game for later review. Individual players' performances and statistics are updated throughout the game. You can view them during and after the game on your screen or printer.
• 20 GREAT TEAMS from the 1959-60 Boston Celtics to the four top teams from the 1985-86 season: Boston, Milwaukee, Houston and Los Angeles! In between are some of the greatest teams that ever played the game: the 1966-67 Philadelphia 76ers with Wilt Chamberlain and the classic match- up from the 1969-70 season between the Lakers and the New York Knicks!
• YOUR flRILLIANT PLAY re-enacted by all 10 players on screen.
• THREE MOOES OF PLAY: head-to-head, solitaire and autcplay. The autoplay function also allows you to play the same teams several games in a row ... a needed option 1o replay a season.
NBA can be played on the Apple® II family, Commodore® 64/128 or IBM® PC computers. Price: S39.95.
Watch for the release of Accessory disks; 1987 Season and GM Disk.
Available at leading game and computer stores
... or call TOLL FREE 1-600-638-9292
Ask for Operator CIW1 1
PRODUCT
Em
m
micnocomputen games d[vision The Avalon Hill Game Company
A MONARCH AVALOM, INC COMPANr
4517 Harford Road, Baltimore, MD 21214
NEWS • NEWS • NEWS • NEWS • NEWS • NEWS • NEWS • NEWS
^01044/^
t ^
Alien Fires — 21 99 A.D.
X aragon Software has introduced Allen Fires— 8199 A.D. for the Amiga. Allen Plres is a futuristic science-fiction role playing game in which the player assumes the role of a Time Lord, a mythical traveler who transcends the barriers of time. The program includes a professionally composed and digitized rock soundtrack, smooth- scrolling 3D graphics, sophisticated character interaction and speech synthesis.
Allen Fires— 2199 A.D. retails for S39.95. For more information, contact Paragon Software Corp., Plymouth Center, 58 1 Plymouth St., Greensburg.PA 15601 or call (412)-838-1166.
Wordmaze
M.ndscap.sEducation.D.visionhasreleasedWord.azeforthe Commodore 64, Wordmaze, a word puzzle program for students from grades three through twelve, helps students develop vocabulary and spelling skills as they search for words hidden in a block of scrambled letters. The program comes with eight word lists covering topics like sports or outer space.
Wordmaze is available for S49.95 and includes a teacher's guide and activity sheets. For more information, contact Mindscape, Inc., 3444 Dundee Rd., Korthbrook, IL 6006S. Or call (312)-480-7667.
Flexidraw Version 5.5
Inkwell Systems has announced the availability of Flexidraw Version 5.5 for the Commodore 64 family of computers. Unlike the previously released versions, the revised edition includes data entry device support for Koala Technologj's Touch Pad. Commodore- compatible joysticks, the Commodore mouse and Inkwell Systems light pens (now sold separately). __ 4, * ■ mA
Flexidraw still includes automatic geometric shapes and line Fll'S'tl Alert
widths; copy, paste and edit modes; an ' 'Oops' ' feature; hundreds of fill patterns, and other features from previous releases. jj ,
Inkwell has also released two new hght pens: the model 170-C, an upgrade of the model formerly packaged with Flexidraw and the new 184-C tri-lobular. tvro-button touch surface Ught pen.
Suggested retail price fcr Flexidraw is S34.95. The 170-C light pen retails for S99.95 and the 184-C light pen for S59.95. For more information, conuct Inkwell Systems, 5710 Eufiln Rd, San Diego, CA 92138, or call (619 )-268-8792.
irst Alert has introduced a Une of compact halon fire extinguishers ideal for home protection. These halon extinguishers leave no residue, therefore they vrtll not damage sensitive electronic and computer equipment. In addition, since they're about the size of an average flashlight, they'll fit conveniently in a small desk drawer or cabinet.
Available nationally at hardware stores, home centers, and catalog shovn-ooms. the First Alert Halon Fire Extinguishers range in price from $22,99 to 339,95, For more information, contact First Alert, 780 McClure Rd., Aurora, IL 60504-2495, or call (312)-851-7330,
12 DECEMBER 1987
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Speed in Spades,
Th rot t le — wiiie open . Joystick — back hard.
Air it out, man. GeeBee Air Rally. Air racing action that puts the wilJ back in the wild blue yonder. Speed in spades. One tricky turn after another. And a lot of nasty competition between you and the finish line.
Buzz 'em. Bump *em. Blow
'em away.
Show 'em who owns the skies.
Bailout from a midair mishap, and you never know where you'll etid up.
GeeBee Air Rally. $29-95 suggested retail price for Commodore 64/128™ $39.95 suggested retail price for Amiga'" computers.
ACTIVISION.
Ask your software retailer or order direct: just call 800/345-2888, operator 300.
C5 Activisiuri, !iif. Amiga scttcrti shown, ScrMM may vary depending on computer sysrcm. Arnij^aand Caznmadote 6i add I28are crailcmarks of Commodore Elcctroni'is. Lid.
So there you are, furiously working away at your Commodore 128, thinking every- thing is just peachy, when all of a sudden, it hits you. That haunt- ing, hollow, horrible question that every computer owner must inevitably face:
"Is my computer up to date — or out of date?"
If you use GEOS 128, that's a question you — or your grand- children's chil- dren— won't ever have to worry ,^ -;
about.
Because GEOS 128 is the revolutionary software system designed to push your hardware to new lim- its. Unleash its full power across a full 80 column screen. And expand its capabilities for years to come.
We should have installed disk brakes.
Loading up with GEOS turns your 128 into a mouse- driven maniac that loads, pro- cesses and saves everything up
to seven times faster than nor- mal. Part of that's due to the GEOS diskTurbo, but most of it's due to the fact that GEOS 128 doesn't treat your 128 like aC64.
You see, by recognizing your machine as a 128, GEOS 128 operates at a full 2 MHz, instead of 1 MHz. So you get twice the speed. Twice the power. And since GEOS 128 also supports the quicker 1571 and 1581 double-sided disk drives — and the 1750 RAM expansion unit — there's no telling how much faster that puppy will fly.
East and slick with mouse or stick.
Using GEOS is ridiculously simple. All you need is a mouse or joystick, and a keen ability to point and click. Everything else is pretty much a matter of read- ing menus (a technical term for "little lists of things"), or select- ing icons (a technical term for "little pictures of things"). It's
sort of like talking in sign language.
For example, if you want a document for word-processing, you point to the icon that looks like a stack of papers. Click your mouse and bingo — you're in die file. If you want to erase the file, you drag the stack of papers over to the little waste basket and click your mouse.
Poof. That's about as tough as it gets.
Working within the system.
Learning where things are in GEOS is pretty simple, especially if you've ever sat behind a desk. Because that's exactly how we designed
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GEOS 128.
You keep your documents and graphics in files; everything else stays right on the desktop: the notepad, the calculator — there's even an alarm clock. In fact, the only thing our desktop
doesn't have is a place to put your feet when the boss isn't around.
But not only does GEOS give you a place to write and draw, it actually helps you write and draw better. Because unlike your basic office model, our desktop comes witli geoWrite and geo- Paint built right in. With geoWrite, your way vdth words leaves people speechless, as they watch you effortlessly cut, paste and move entire blocks of copy anywhere on the page. And since geoWrite comes with different fonts in a variety of styles and sizes, your docu- ments become even more dazzling.
With geoPaint, you can draw designs. Create with col- ors. And tantalize your tastes with tons of tones and textures. Invert, rotate or mirror images.
Then place them wherever you want: either in your geoWrite document, or in your GEOS Photo Album for later use.
But no matter what kind of masterpiece you create, you
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always get to view it on a beau- tiful, 80 column-vidde screen. No more scrolling left to right. With GEOS 128, what you see really is what you get.
The more you put into
your system, the miore
you get out of it.
Of course, when we say that GEOS 128 has far-reaching implications, we're not kidding around. Every GEOS 128 pack- age includes free QuantumLink software, which hooks you (via modem) into a nationwide net- work of Commodore people just like you. There's even a service that will Laser print your docu- ments for you.
Now, we realize that's a lot to pack into one GEOS package. But as long as we're packing it in, we might as well let you know something else: There's more.
The older it gets the better it looks.
It's true. Because there are always new GEOS applications just waiting to jump off the shelves and into your 128. Pack- ages like geoDex and geoFile, for keeping addresses and data straight. Fontpack and geoWrite Workshop, for tweaking text witli that special, extra touch. And, of course, geoCalc, a full-fea- tured graphics spreadsheet for all you number freaks.
They're just the first in a long line of GEOS applications that are constantly being devel- oped to keep your 128 up to date. So if you'd rather have your 128 grow up than grow old, load up with GEOS. You owe it to yourself. You owe it to your 128.
Heck, you owe it to your grandchildren.
To order call 1-800-443-0100 exL 234
GEOS 128 $69.95
(California residents add 7% sales tax.) S^.50 US/$5.5() Foreign for shipping and handling. Albw six weeks for delivery.
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Berkeley Softworks
GnS128
The brightest minds are working at Berkeley.
Compiled by Louis F. Sander
This month we feature 64 and 128 tips forgetting the most out of your video monitor, plus our usual assortment of highly interesting goodies. You can be famous around the world if one of your own goodies gets published in this column. You'll even get paid for your idea. Send your candidates to: Louis F. Sander P.O. Box 101011 Pittsburgh, PA 15237
&I Border Fireworks: This program puts a distinctive sparkling pattern into the 64's normally uninteresting screen border. As soon as the user presses a key, the border returns to its previous color I use the routine, along with an on-screen message, to let the user know that the computer is waiting for some action fix)m him.
lb prepare the fireworks, include the accompanying lines somewhere at the start of your program. After they've been ex- ecuted, a SYS679 will set the fireworks off from any part of the program, as many times as you'd like. Tom MoTTow Oak Park, Illinois
10 REM 64 BORDER FIREWORKS - TOM MORROW
20 DATA 172,032,208,202,142,032,208,
165 30 DATA 198,240,248,140,032,208,096
40 FOR J=679 TO 693:READ K:POKE J,K
:bJEXT
50 REM SYS679 STARTS, KEYPRESS STOPS
128 auto-centering: This interesting text-centering technique for the 128 uses a built-in but mostly forgotten feature of BASIC 7.0: the PRINT USING statement. Line 20 determines the char- acter width of the current window and builds string CN$ to equal that width. The leading equal sign tells BASIC to center the information on the line.
When you want to center text in the window, just use
PRINT USING CN$;"text" where "text" is whatever you want to center, expressed literally or as a string variable.
More than one text line can be centered with the same com- mand by separating the text lines with commas, as shown in line 160. If you change window width, repeat line 20. If you do this often, you may want to put line 20 in a subroutine. Joseph P. Gill Address Unknown
10 20
100
110
120
130 140 150
160
REM 128 AUTO-CENTER - JOSEPH P.
GILL
CN$="=":FOR J=l TO RWINDOW(l)
:CN$=CN$+"#":NEXT
PRINT" [CLEAR, DOWNIAUTO-CENTER DEMONSTRATIONS: [D0WN2)"
PRINT USING CN$;"THIS IS EASILY CENTERED! 1"
PRINT USING PRINT
PRINT USING
CN9;"S0 IS THIS:
CN$; "A" , "MAN" , "THREW" ,
"BASEBALLS", "WHILE", "I", "WATCHED"
Tips for iK'tter \idco: Even if you have a top-quality monitor, your video picture can leave something to be desired. If you use a television set, the situation is likely to be worse. Here's a col- lection of proven ideas for enhancing the picture on all sorts of video displays.
• If you're looking at text, try turning down the color control on your display. The resulting black and white picture is oflen easier on the eyes.
• Adjust your monitor controls for non-text applicatioas too — you'll be surprised how effective they are.
• Try asing a different color combination on the screen. You can get a black screen by executing POKE 53280,0 : POKE 53281,0. Hold down the CTRL key and simultaneously press 2 to get nice white characters.
• Use a commercial glare screen to reduce glare, or wear po- larized sunglasses to achieve a similar effect. (Properly selected, the shades can also make a fashion statement.)
• Wavy lines and other interference can often be eliminated by moving the computer's power supply as far from the monitor
Continued (III pj>. 114
16 DECEMBER 1987
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Compiled by Tim JiHies
Wekotne to Amiga Tips & Tricks. Each month we will offer a series of tidbits, teasers and short programming exam- ples concerning lusing and programming the Amiga. If you have an item that you would like to submit for use, you can send it to: Commodore Amiga Tips 651 Outrigger Dr Deltona.FL 32738 Items sliould be to the point, but describe your point completely. We welcome game tips and program usage tips as well as the type of items in this installment. If we use your hint, tip or program ex- ample, we will pay between $10 and $50.
Filenote Problems
If you have associated a filenote with a particular file, and then copy a new file into the old one, the old filenote will remain. For example, if you have a file called "My File" with an a.ssociat- ed filenote of "My File Version 1.0," and then you create a ver- sion 2.0 of the file (assuming an editor where the new file will overwrite the old one), the new file will be there, but the old filenote will remain, lb correct this, you must either change the name of your new file before saving it, or issue the command FILENOTE MyFile "'" (note nothing between the double quotes). Roy Wagner Westminster, CA
Interlace Jitter Reduction
I use the Prowrite word processor for my word processing pur- poses. Since Prowrite operates in the Interlaced mode, the pub- lishers suggest that you purchase tm item called "Jitter-Rid" to reduce the flicker caused by the interlaced screen display. I have found this to only be about 80% effective. They also suggest that you try adjusting your brightness and contrast way up. This will eventually wear out the phosphor coating of your monitor and you'll soon be replacing the monitor As an efiective (and less costly) alternative to burning up your monitor, I suggest that you try an architect's (or other dii-ectable lamp) aimed at your screen from one side so as not to introduce direct glare. This will not only help reduce the flicker even more, but it also helps pro- long the life of your monitor. George R. Burnet
Palm Bay. FL o- .,., • ,
IThis works somewhat with just a plam (no "Jitter-Rui ) umr-
laced picture. -TAJ]
AlOOO Keyboard and Mouse Extensions
Would you like to type on your Amiga 1000 keyboard more comfortably by placing it in your lap? Here's a simple and inex- pensive solution. You can replace your regular keyboard c'abk' with a modular handset cable (like Radio Shack Part# 279-306).
Also, you can extend the cable on your mouse with a joystick ex- tension cord (hke Radio Shack Part# 276-1987). These will al- low you to work (and PLAY) hard fiT)m the comfort of your fa- vorite easy chair. Larry Hsieh Kokomo, IN [Thanks for irududing the RS Catalog numbers - TAJ7
Borderless AmigaBASIC Windows
Here are a couple of methods for creating borderless windows while using AmigaBASIC. Tlie first is simply a coverup, and you are still stuck with a 78-column screen. The second actually changes the IDCMP structure for the window being affected.
PALETFE 0,0,0,0 'Black Backgttiund
PALETTE 1,0,0,0 'Black pen 1
WINDOW 2,"",(0,0)-(631,186),0,-1
COLOR 2
This just hides the border by making it the same color as the background. That's why you make the baekgroimd and pen 1 colors the same and then use color 2 or 3 (on a default 2 plane screen) for your text.
If you want to actually force the window stmcture of your win- dow into a true borderless situation, you can try the following:
x=WINDOW(7)+4
y=PEEK(x+22)
IFyANDSTHEN y=y-8
ELSE y=yOR8
END IF
POKEx-h22,y
Use the ftxmt^ack, drag or resize gadgeUs to refresh the dis- play and see the results of this command. Remember that, if the resize gadget is attached, you will still only have 78 columns of text available. Even without the resize gadget, due to the GEVIMEZEROZERO status of the default BASIC window, you will still see only 79 colunms max using the standiuxl font. Keep in mind that you are writing directly to the window structure in memory, so be careftil when trying this with other items in the windov/s structure. Jerry SUllson Scituate, MA
[GIMMEZEROZERO telk the Amiga display routines that your window is actually the area within the normally recognized bor- ders of the window. This area usually begins one pixel below the title bar and one pixel to the right of the left border and contmues to one pixel above the current bottom border and one pixel to the kfi of the resize gadget (if used) or right border. - TAJ]
Continued on pfl.92
18 DECEMBER 1987
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"PIRATES! is excellent. . .a ereal sa-asbbuckling game, enor- iDousty good fiin. . ./( showb keep lou pisyinjt Hir inonihs. " (Populv Computing Weekly, U.K.)
. .}uut game ius exceeded ttiy wildest expcctatlorts, . J
law run up moreganie lime im tlie computer in i tbjs than in iltc entire month premnis. " (CJ.M., Biif&lo. N.Y.)
"ITtis is one of the nxKi magnlflcent games / haw cirr tad the p/t-jMtrt' o/p/ajifijj.' It has exactly the bahnce of ft^aW.'.ni, pljy- :ihiliiy and siUincx.t thai I mom jjrjrr. " (J.P^., San Diego, CA)
■■PIH;V.TES! is a big hit in the /ia/f.is area. This game is one t)f}viir best eSbns. The graphics on aV/ .serpen* are cxcrJ/cn(.' You have done it again, .Vicroprose. "
(Larry Mcdtln, DaJlasGamcrs, in Game News)
PntATES! It*s aiKKhtf winner from Sid Meier, author and designer of tlie award-winning F-15 STRIKE EAGLE and SILENT SERVICE. His creative genius has combined the best of simulation, role-playing and strategy games in this higji seas adventuire.
You're a 1 7th century privateer captain in the diick of the action on the Spanish Main. PIRATES!
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challenges your reflexes in simulated sailing, sea and land battles and swordfights. It tests your cun- ning in bargaining with merchants and negotiating with government oflBcials. From the romance and intrigue of more than 50 foreign f)orts to the thrill and excitement of buried treasure, PIRATES! takes yixi on an exliilarating quest kx power and prestige,
PIRATES! is available at your Uxral "Valued MicroProse Retailer" (VMR). Call for locations nearest you. Get it today for Commodore 64 / 1 28, IBM-PC/ compatibles and the Apple lie and 1 28K He. Call or write for MC AISA orders if product not found locally.
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SOFTWARE REVIEWS'
Giinship
Computer: Commalore (54
Publisher: MicraPitise
180 Ltikefi'ont Diive Hunt Valley, MD 21030
Medium: Disk
Price: $34.95
The AH-64 Apache Gunship Helicop- ter was designed to support militaiy ground operations, while possessing the fire power to eliminate fi-ont-line enemy amiored vehicles and sophisticated anti- aircraft weapons. The Gunship carries state-of-the-art toys of destruction: AGM- 114A Hell-fire Anti-Tank Missiles, Fold- ing Fin Aerial Rockets (FFARs) and the 30mm Chain Gun. With all of these op- tions, the Apache Helicopter has emerged as one of the most vei-satile airborne weapons in the American ai-senal, and you are the pilot of this flying tank in Mi- croPnose's Gunship simulation.
At the outset Gunship offers a series of screens which pro\'ide information (vehi- cle identification practice, previous flight information, pilot roster, assignment briefing, intelligence information! and a chance to change the existing parameter of the game (duty assignment, style of flying, flight conditions).
Next, you must arm the Gunship with the appropriate weapons. The screen dis- plays a simple diagi-am of the Apache Hehcopter. Tb the right of the diagram is a group of symbols representing different weapons. Tb load weapons, move the glow- ing aiTow to the weapon of your choice, press the fire button, cany that icon to the proper position on the helicopter, press the button again, and the weapons have been installed. Remember you will always be loading or unloading pail's of missiles. This must be done to balance the weight of the materia! on your helicopter TVy to estimate what you really need for the mission, load yom- i*equirements on the copter, and if you have room for additional weapons, add them to the inventoiy (bear- ing in mind they can affect the perfor- mance of the craft in ceitain scenarios). It pays to keep an eye on the cmTent weight status of your Apache Gunship, even though the program won't allow you to overload the helicopter.
In terms of gi'aphics, Gunship excellent- ly blends realistic drawings, like those found in the cockpit, and an interesting
Reviewed by John Jermaine
nee you ixperience hese cenarios, ou begin to hinklikea iJDilotand not like nother arcade ;ame player.
collection of vector pictures (vehicles in the field, the stiucture of hills, etc.) seen through the glass of youi- windshield. All the gauges, indicatoi-s. and flight-oriented controls seem to respond coirectly to in- puts made by the pilot. The sector map used during the game is bright, attractive, and displays important features like roads, streams, cultivated fields, bunkei-s, ai-moi-ed vehicles, etc. These di-awings are some of the best 3D vector graphic dis- plays I have seen to date in microcom- puter games.
The sounds of the simulation were well done and support the gi-aphics effectively. Most of these noises consist of the woosh of missiles being fined, the explosion of these projectiles hitting their targets, the sound of the blades tiuning and the several vari- ations of that sound.
The Operations Manual is one of the most thorough software manuals I have ever seen. Every common situation a pilot might encounter is explained in simple everyday language. I also like the Apache Gunship specifications, and the Micro- Prose explanation of how a hehcopter works is quite accurate. The manual is ac- companied by a keyboard overlay which greatly simplifies operational and weap- ons selection control.
MicroPixise's Gunship simulation is one of the most exciting microcomputer pro- grams on the mai'ket today. It pro^ddes a realistic military combat situation, and it makes me feel like a pilot, and not just a user who can manipulate a joystick. I rec- ommend this progi-am to adventurous in- dividuals 12 yeai^ and older.
lb acquire a useful set of tips for this above average flight simulation, I consult- ed Randy Havener, a pilot and 64 user
friend of mine who has played Gunship consistently for a month or so. These are his comments on key issues of the pro- gram:
Before you attempt to load the Gunahip diskette, remove any fast loading mecha- nisms fi-om the computer and disconnect the serial bus after the first drive. This procedm-e eliminates ceitain fiictors fixim the system which tend to cause problems when the program is in use.
1. Air Temperature — As the tempera- tm-e and humidity go up, the air becomes thinner, and your helicopter won't fly as well. You may also experience new limita- tions concerning how much weight yom- crafl can carry on a mission. A wise pilot will be concerned mth this factor, especial- ly in Southeast Asia, the Middle East, or Central America. If you happen to experi- ence lifl problems dming a mission that cannot be attiibuted to enemy fire stiik- ingyour gunship, consider trjing to cor- rect the situation by jettisoning a weap- on's pod. The loss of weight may allow you to return to base or continue the mission.
2. Arming The Helicopter — Study the intelligence report of the area you will be flying in, consider the types of weapons that are common in that region, and think about the nature of youi' assignment be- fore you load anj-thing on the Apache Gunship.
3. Flying The Apache Gunship — T17 more difficult assignments as soon as you become familial- with the controls of the gunship. This approach will put you into combat situations where you must make snap decisions or get shot down. Once you experience some of these scenarios, you really begin to think like a pilot and not like another arcade game player, Gauges
Conlinued on pg. 124
22 DECEMBER 1987
-/
CALIFORNIA games;
ITT*
IH:
S1ME OF INTENSITY.
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SUthm the hoardiealk^fsiadf course tin nUiew <kfJtcii
- j^K^It alnt beach blanket bingo. ~ These are radi-
cal games. Games that take the honorable tradition of Summer Games' land II, Winter Gmnes^ and World Games^ wax it down and load it on the roof.
Try shredding the face of a totally tubular wave. Join the airforce in a BMX bike race. Screech around on skates and then rocket off the skateboard ramp.
Yju'U be playing for sponsors like ^ Ocean Pacific, NHS anta Crusz, CASIO, Costa Del Mar, Kawasaki, and Spinjammer. For trophies and an overall championship.
So get air. Go crazy California games by i Welcome to the state of California.
SEE GAME BOX FOR DETAILS ON INSTANT WINNER CONTEST.
Sur/ing. A sfK>rt iifiruted bv- _ halt-Saktii'Banzms with afnndntssfor' ripping, grijidin^. and shrrddiitg-
i-vX
/
SOFTWARE REVIEWS'
The Talking Coloring Book
Computer: Amiga
Publisher: JjMH Software Of Minnesota 7200 Hemlock Lane Maple Grove, MN 55369
Medium; Disk
Price: §29.95
When I first read the specifications for the Amiga, the possibilities for its built-in speech synthesizer charged my imagination. At last software deveiopei-s are beginning to utilize this powerful fea- ture — The Talking Coloring Book is one of the first. Marketed as a combination educational/ftm package, it lets even the youngest child use the Amiga's mouse to draw and color pictures while learning col- ors.
The title screen displays a colorful clown while the Amiga's male voice intro- duces the product. Next it speaks and highhghts the screen listing the four op- tions: Demonstration, Practice, Color and Draw.
Selecting Demonstration summons a sci-een showing nine crayons with a label on each. The color of each is spoken as the crayons change color After the demo fin- ishes, the child can use the mouse to select a crayon, after which the color will again Ik spoken. Using this point-and-hear method the child will associate the word for the color mth the actual color.
The Practice option works like a simple quiz. Again nine labeled (unifoiTnly grey in color) crayons are displayed, but this time the voice of the computer asks the child to point to a particular color word. No score of proper or improper responses is tallied and no time limits are enforced. The idea is simple — help the child learn to associate gmwps of letters (words) with their corresponding color.
If the Color option is selected the names of the ten pictures which come with the program aj^e listed on the screen, lb select a picture the child simply points and clicks the mouse. The picture, bordered by nine labeled crayons and an eraser ap- pears. After a crayon has been picked the program will speak the color and the child can point at a spot in the picture and fill it with that color by simply clicking the mouse. Tb change colore the child can ei- ther erase (same as coloring except color is
subtracted) or just color on top of the exist- ing shade using another crayon. Finished pictures can be dumped to a color printer for hard copy.
The Draw option opens up a clear screen page for the child to draw on, erase, and revise whatever creation his/her mind and wrist motion can conjm-e (no coloring is possible during this operation). Fin- ished artwork can be saved to disk and then selected for coloring.
While drawing, the child needs to be careful to close forms or else color will bleed through to adjacent areas when a color is applied. There is no real damage done by such a mistake, but to con^ect the problem (connect the lines) the child must abandon the coloring screen and reload the uncolored page and finish the lines. My five year old was able to accomplish the functions unaided. I suspect even younger children could do as much — the mouse activated input makes it that easy. The drawing screen offere nothing fancy; just draw or erase.
While this softwai"e will not replace plain paper and crayons it can comple- ment them. Because the child can quickly and easily coniect eiTors and produce more "professional looking" results, the timid or resei-ved ones may be more in- clined to experiment using the program than they would be with a less forgiving medium. Beyond teaching children to read and recognize some woi-ds and ex- press themselves graphically, the program also exposes them to computers. It is good for young childi-en to see the computer as a useful tool which they can control — The Talking Coloring Book does that.
There are some things about the Color- ing Book which I didn't like. First, colored pictures cannot be saved to disk for future viewing. Their uncoloi-ed creations can be stored and enjoyed over and over, but not the finished coloi-ed ones. Without a print- er, the colored pictures disappear forever when the computer is turned off.
Another problem I encountei^ed con- cerned the manual — there is none. That's really no problem 98% of the time. But if you ai-e like me and do not have a color
Reviewed by Gary V. Fields
printer and your child wants to dump hij/her drawing to your black and white dot-matrix printer, you may find yourself in trouble. The inclusion of a simple man- ual with instructions on how to properly select the printer would eliminate a lot of finstration for those new to the Amiga. Everyone dislikes reading manuals, but needing one and not having one is even worse.
The inclusion of speech makes the Coloring Book a much more appeahng and helpful product than it would be with- out the voice. But oddly enough, the ver- sion used for this review mixed speech with silence. The coloring and demo screens used the built-in voice perfectly, but when the child moves to the drawing screen the program goes mute. For exam- ple, when the child picks a crayon in the Coloring sci«en, the progi'am says the word (red, gi'een, eraser, etc.), but when the child picks a tool in the Drawing screen the program says nothing. The screen which really needs speech but does not have it is the "Pick A Picture Tb Col- or" display The program reads the avail- able files from the disk and the child can choose which one to color or change (edit) by pointing to it. I expected the voice to say the filenames as they were highlight- ed but it did not. The inclusion of speech here would not only have made the pro- gram fi-iendlier, but would also have helped expand the child's vocabulary. Maybe fiitm-e vereions of The Talking Coloring Book will be more talkative.
The Talking Coloring Book is no compe- tition for poweiM gi'aphic progi-ams like Dehae Paint 11. There are no options like miiTor images, auto circle, add text to a drawing or use brushes offered here. Those are featm^es I would look for in a professional graphic program, but while testing Coloring Book I had to keep re- minding myself that it was designed for young children — not middle-aged men. Looking for a more objective opinion, I turned to my kindergaiten-aged son. He was delighted with the piwiuct and in short order wiggled the mouse out of my hand and was drawing and coloring unat- tended. For him drawing and coloring on a "glass tablet" was just as natural as us- ing construction paper and felt tip pens. What more can I say? The Talking Color- ing Book was designed for kids and they (or at least mine) found it stimulating and easy to use. g
24 DECEMBER 1987
mniS^iMA{\^iiim.i:niv^n,m:.vmtit^A4i:
1965 - High-performance Jet flight
simulator for the IBM, ; Commodore 64, and Apple II
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1987 - Expanding Scenery disk ! coverage: East Coast, Japan,
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1 986 - Flight Simulator 1 1 for the 68000 computers
1979- 3D graphics applied to the
original FS1 Flight Simulator for the new Apple II and TRS-80 computers
1982/1983 - Microsoft Flight Simulator & Flight Simulator II
1977 - SubLOGICs 3D graphics
package In BASIC and M6800 Assembly language
n Years of Technology and Dedicatio
Some say our technology has helped us define the state of the art in flight simulation. We believe our ten years of dedication have gotten us where we are today.
SubLOGICs first black & white 3D graphics routines, developed in 1 977, paved the way for our introduction to flight simula- tion and aerial combat gaming theory. Our second-generation Flight Simulator 11 was so well conceived that even we find it difficult to improve upon. Jet's spectacular land and sea battle scenarios set another classic milestone in state-of-the-art simulation gaming. Scenery concepts incorporated into SubLOGlC flight simulation products right from the start continue to evolve as we introduce new, more beautifully detailed areas of the world to explore. And coming in 1 988 - a flight control yoke for even more realism!
We invite you to help us celebrate our first decade of success, and share in our anticipation of the next ten years to come. SubLOGlC tenth-anniversary promotional shirts and posters are available at your dealer or directiy from SubLOGlC. See your dealer, or write or call us for more information. , ^ -
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SOFTWARE REVIEWS"
Reviewed by Russ Ceccola
Legacy of the Ancients
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Computei-: |
Commodore 64 |
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Publishei- |
Electronic Aits |
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1820 Gateway Diive |
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San Mateo, Ca 94404 |
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Medium: |
Disk |
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Price: |
$29.95 |
Fantasy/adventure games are so nu- merous in the software world that, when a new game is released, the product must greatly impress anyone who plays a demo version in a store or reads the hype on the box. Legacy of the Ancients com- bines everything dear to the heart of ad- venturers everywhere. Twin brothers John and Chuck Dougherty created a world called Tkrmalon which takes ftill advantage of detailed graphics and a col- lection of unique sounds to make your journey through Tkrmalon more enjoy- able.
The game revolves around a scroll called the Wizard's Compendium which you find in the grip of a dead man lying along the side of a road. This scroll con- tains the spells of 12 long-dead and power- ful wi2ards of Tkrmalon who met to as- similate all of their magic onto one scroll. The resulting creation, the Compendium, was more powerful than expected and the wizards fought over possession of the parchment.
Passed down through the ages, the scroll brought grief and death to anyone in possession of its tattered fabric. The man you find along the side of a road was in the process of returning the scroll to the Tkrmalon Galactic Museum, its proper home. You must finish his work by discov- ering how to neutralize the e%il associated with the Compendium and ultimately take the scroll to its eternal resting place in the Galactic Museum.
The Galactic Museum fits into an area of 23 X 22 blocks mapped out on graph paper It is a testament to Tkrmalon, built many ages ago by the Ancients, a strange race of beings that no living being has ever seen. The Ancients built similar mu- seums on other planets that they visited, all containing artifacts indigenous to the planet.
The unique elements of the museums of the Ancients are the displays themselves. lb view a display, you need a certain coin
The man you find along the side of a road was in the process of returning the scroll to the Tarmalon Galactic Museum, its proper home. You must finish his work. . .
inCSPCCti
•MAGIC OP€H
Wt^
use WHICH MftGlC?
CHOOSC: Time BOLI OTHCB
to pay for your interest. There are 12 dis- plays in all, including two that require no coin to inspect. Legacy of the Ancients starts you off with two jade coins; the Mu- seum contains three displays that use jade coins, requiring you to make a choice fkim the very start which affects the rest of the adventure. Some displays will give you transportation to other areas of Tkrmalon, while others offer usefiil items or gold. One interesting display houses a game called the Stones of Wisdom which in- volves betting on dice to increase your character's intelligence. Return to the Museum whenever you get another coin and make a map of the Museum at the start of your quest, so you'll be ready for the dangers ahead.
You see Ikrmalon in all its wonder de- picted in flill-color moving graphics in a viewscreen about half the size of your monitor's screen. The rest of the three-sec- tion graphic consists of room for com- mands at the bottom and a list of all avail- able commands on the left. You select commands by joystick or cursor keys — no typing of commands is required to play Legacy — another plus in the game's favor The joystick does everything a lot easier
The world of Ihrmalon is immense, as you will soon find out when moving your character across a lai^e wilderness and seeing nothing on the screen except for landscape in the overhead view. There are marshes, mountains, rivei"s, lakes, contin- ents, islands, towns, dungeons, a fortress and a castle. fVaveling goes at the pace you want it to, and there is no set pattern
to get to your goal; in the end, you will have traveled throughout the entirety of Tkrmalon anyway.
There are 12 towns in Tkrmalon, each containing a number of places and buildings to aid you in your quest. Possi- ble locations in the towns are; The Bank, The Lending Association, The Foodstore, The Weapons Shop, The Armor Shop, Buy-Back Shops, The General Store, Blackjack Tkbles and Flip Flop Tkbles (gambling games), TVaining Schools, The House of Healing, Magic Shops and For- tune Tbller All of these places assume the personality, names and prices of their par- ticular town. A good idea is to play some serious practice games in which you find every town's location, what they include and how high their prices are.
Obviously, you can spend a lot of time in a town. It might be useful to do some heavy gambling at Blackjack or Flip Flop (a variation of Pachinko in which players bet on where the ball lands at the bottom of the Flip Flop board), so that you have a good supply of money to buy goods, armor and weapons — all necessary for the long road ahead. A good thing about the banks is that you can put money in a bank in one town and take it out in another town, eliminating the possibility of losing all your money in a robbery in the wilder- ness. Use this option to your advantage.
Legacy of the Ancients is essentially a role-playing game in which your charac- ter moves up in levels and increases use- fiilness in various characteristics. You are
Continued on pg. 124
26 DECEMBER 1987
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High-speed 3D animated graphics, courtesy of Sub- LOG IC, offer superb out-the-window views in day, dusk, and night flight modes. ThunderChopper's sophisti- cated instrument panel lets you scan all vital information at a glance. An onboard flight computer provides mis- sion instructions and pilot performance feedback. Advanced instrumentation includes Forward-Looking
Infrared, C02 laser radar, and zoom television. Arma- ment consists of TOW and Stinger missiles, a Hughes Chain Gun, and Zuni rockets - ThunderChopper's 750-horsepower jet turbine and precise controls provide the power and maneuverability to use them all effec- tively.
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Up Periscope!
ee Your Dealer.
And don't forget Up Periscope!, the new state of the art in submarine simulation. For the ultimate in sub- marine action and realism, nothing else even comes close.
• 1B87 AetlonSoB Corporation
3D graphics and special oltocls cmnosy SubLCWIC Corp. Commodore 64 and Commodore IZe are rooislored trade- marks ot CommodorB Etsdronics Ltd. Appfe is 3 registered trademark ol Appfe Computer. Inc. IBM is a registered trademark ol Inlernalionai Business Machines Corp.
Or write or call for more information, ThunderChopper is available on disk for the Commodore 64/1 28 and Applet! computers. Up Periscope! is available for the C64/1 28 and IBM PC. For direct orders please specify the program and computer version you want. Enclose $29.95 plus $2.00 for shipping (outside U.S. $6.25) and specify UPS or first class mail delivery. Visa, Mastercard, American Express, and Diners Club charges accepted.
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SOFTWARE REVIEWS
Up Periscope!
Computer: Commodore 64 Publisher AdiotiSoft
201 West Spi-iiigfield Ave.
Smte 711
Champaign, IL 61820 Medium: Disk Price; $29.95
Once the United States was drawn into battle and WWII kicked into high gear, all eyes turned toward the Pa- cific, — the stage of the war's most impor- tant power struggle. Japan had the early edge, flexing its naval muscle to not only dominate the sea surrounding its main- land, but also to seize and secure an ever- expanding formidable line of defense. Ja- pan's dominance was making it virtually impossible for the Allied surface ships and aircraft to mount any kind of significant attack. But the Allies were still confident, for they had a secret weapon. Figuring that the enemy couldn't fight what it couldn't see, the U.S. placed all hope in its "invisible" attacker: tie fleet class sub- marine.
So the curtain opens on ActionSofl;'s captivating new simulation, Up Periscope! The only force that could effectively pene- trate the seas surrounding the Japanese homeland was the American submarines. This program winds back the hands of time and offers you the chance to once again enter these perilous waters as com- mander of your own sub. From bow tubes to stem planes, the ship's all yours, and although a well-trained crew is standing by to cany out your every order, you alone must make all strategic decisions regard- ing movement, navigation and ordnance control.
Your vantage point throughout the game is fiom the ship's bridge — the nu- cleus of all combat action, lb help you ear- ly out your duties, the game's main screen has been halved horizontally, allowing you to check on a number of the sub's ac- tivities with a quick glance. The bottom portion of the playfield houses a panel of instruments and gauges displaying all the important information needed to run the vessel. The top half of the screen provides a vivid, three-dimensional view of the ships, sea and shoreline surrounding your sub. Depending upon your vessel's depth, these visuals are seen through either peri- scope or binoculars. Both can be panned lull circle in either dii^ection and contain variable-powered lenses, which allow you
As Captain, you'll often find your attention divided between a series of responsibilities all requiring constant inspection.
to zoom in for a close-up look-see.
Aside from this principle playfield, there are also six auxiliary screens with additional on-board information. These include a pair of navigational charts, a Radar Scope, a Damage Report, a Patrol Report, and a Tbrpedo Data Computer (TDC), which helps the skipper compute a torpedo launch course based on calculated target specifications. As Captain, youll of- ten find your attention divided between a series of responsibilities all requiring con- stant inspection. The implementation of orders is greatly facilitated by a logical or- ganization of keyboard controls, all backed by a handy reference card which clearly outhnes the operational options.
Up Periscope! reaches authenticity on every level. Graphically, the visuals are crisp, clean and believable. On boaitl, maps are drawn with detailed precision, instruments are clear and easily moni- tored, and station reports are offered in colorful, legible displays. Out on the high seas, the ship's actions are smoothly ani- mated. Each surface vessel, be it destroy- er, tanker, cai^o or transport, has a design and look all its own. If a ship turns for a chase, its detailed structure takes shape as it stalks in close for the kill. Launch a torpedo, and a visible wake slowly drifts toward its target. Hits are signaled with an explosive geyser of water as contact is made, either immobilizing the ship or sending it on an agonizing, twisting roll into its watery grave. And in the event that your missile strays off tai^et and the enemy completes its ramming run before you can dive, you'll get a low, sea-level view of a large looming hull just before impact. Fatal, but fascinating.
lb augment the visual realism, Action- Soft; adds all the appropriate audio extras.
Reviewed by Mark Cotone
The incessant pinging of the sonar rings clear, mixing vrith an assortment of infor- mative sounds that help to signal the ship's status. Diesel engines run with a rough growl, while electric motore give oS" a low hum. Tbrpedoes leave their tubes with a quick hiss, move away with a fad- ing whir, and meet their target with a dis- tant, metal-shearing blast. The hull creaks under the weight of the sea, the Klaxon sounds before a dive, and a beep- ing alarm calls for immediate attention whenever damage is sustained.
When we delve beneath the superficial audia'visual appeal of this program, it comes as no surprise that the underlying action is both exacting and engaging. The combat realism is taken to such a level, that not only is your vessel responsive to your commands, but the enemy ships wiU also act and react depending upon your tactical moves. Pop up in one location and draw attention to yourself, then dive and run, and you might be able to spread out a lai'ger convoy, making them more suscep- tible to a damaging attack. When the en- emy is converging on your position, dive deep, cut the engines and lay low, and there's the chance that you might be passed over You can even jettison some fiiel and debris fit»m your ship after an un- successful depth charge run, hoping that the Japanese, interpreting this as a sign of a fatal hit, will believe thernselves vic- torious and sail away.
ActionSoft offers a number of different game scenarios to test your command skills imder a wide variety of conditions. For plebes, a Pacific Patrol option is avail- able to help you familiarize yourself with the battleground vrithout encountering the enemy, and a New London Refresher assignment is also offered to let you hone your skills with live torpedoes. From there, it's off to a number of genuine war- time reenactments, which let you go on some of the same historic submarine mis- sion that U.S. ships carried out in the 1940's. Limited visibflity, unproven "dud" torpedoes, and hazardous, uncharted atolls are some of the many recreated ob- stacles to victory, lb make this precision simulation accessible to aU, a ten-point options menu is included to let you tailor each mission to match your skill. Every- thing from hull thickness to enemy exper- tise can be altered, allowing you to stack the deck as you see fit.
Continued on pg. 122
30 DECEMBER 1987
CANBEVERYENTERTAININa
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ENEMY LAUNCH DETECTED ALPHA ZULU 13:43. EXPECT VIOLATION ULS. AIRSPACE 14:09.
YOU are at the controls of America's "Star Wars" space-based missile deferrse system. DEFCON 5 is an authentic simulation of our Strategic Defense Initiative.
Your computer is in command of a network ol ort)iting visual reconnaissance satellites and an avi/esome arsenal of sophisticated space-based weapons. The fate of the world is in your hands. You make the split-second decisions necessary to detect, intercept and destroy incoming enemy warheads.
Using realistic military commands you control 9 separate weapon systems, including orbiting lasers, neutral particle beam emitters, electro- magnetic launchers, and nuclear-pulsed x-rays. We're at Defcon 5 and counting. Impact is imminent. Will you destroy the missiles in time to save the human race?
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SOFTWARE REVIEWS"
Reviewed by Russ Ceccola
The Lurking Horror
Computen Commodore 64 , Amiga Publishen Iiifocom
125 Cambridge Pai-k Dr.
Cambridge, MA 02140 Medium; Disk Price: $34.95 (Commodoi-e 64)
$39.95 (Amip)
Think back to when you were in high school or college taking that comput- er programming course. You had to use the school's computers and, for the most part, they were never available in the day- time. People fought for access to the com- puters and, because of your late classes or general laziness, you often wound up in 5ie computer room in the middle of the night to do your work. As a member of the "3 A.M. Club." you wandered the halls of your alma mater after hours, taking a break from fighting with the computer's inadequacies. Did you ever wonder what went on behind closed doors in the school at night? What exactly was that strange noise you just heard, and who turned on that Ught in the iioom you just passed? Questions like these and others are answered in excruciating detail in one of Cambridge-based Infocom's newest games. The Lurking Horror. As the eighth work of interactive fiction from veteran game designer Dave Lebling, The Lurk- ing Horror is also Infocom's first endeavor into the realm of horror. When asked why he chose a honxir game, Lebling replied: "When I was a kid, I was interested in horror mo\des and books, as well as sci- ence fiction and fantasy In particular. I read some of H. P. Lovecraft's works and they made a lasting impression. I began to pick up some of his writing again a year or so ago and found myself reacting not as much to some stories as I did when I was young, but at the same time being terri- fied by others that hadn't affected me at all before. I thought that horror would be a neat theme for a game and went ahead with my plans."
In Horror, you are in the Computer Center at G.U.E. Tfech with a twenty-page paper due tomorrow morning and a rag- ing blizzard outside confining you to the building. It is the middle of the night and there is no one else in the center except for
While editing your paper, you find that it has been replaced by text that looks all too familiar, and you are drawn into a nightmare that won't end until you've found your paper.
a hacker who looks familial-. While editing your paper, you find that it has been re- placed by text that looks all too familiar, and you are drawn into a nightmare that won't end until you've found out what happened to your paper (or at least finish your Classic Coke), bi the proce^ of ex- ploring G.U.E. Tfech in search of the lost paper, you find other presences not alto- gether pleasant.
Horror is an all-text game in which you type in simple commands at a prompt in response to computer descriptions and other consequences of your actions. From commands like "Go West" to ones like "Throw the Funny Bones at the Crea- ture," the story happens according to your actions alone. If you choose not to do any- thing important and instead enter com- mands like "Examine Me" and "Scream," be warned that you may be wasting valu- able game time on nonsense actions. What distinguishes Infocom games fix)m all other text games is that you have the option to do almost anything you want to do in that universe-on-a-disk. Horror is no exception, and you'll be surprised by the vast number of options at your disposal at every prompt from the computer.
G.U.E. Tech mirrors nearby M.I.T., ac- cording to Lebling, and he designed the geography for the game locations based on an existing map of M.IT. Lebling de- scribes the background of G.U.E. Tbch: "My theory is based on H. P. Lovecraft's fictitious Miskatonic University. It was obviously a very small school, and Love- craft.'s Miskatonic River was the fictional counterpart to Massachusetts' Merrimac I River, After all the troubles at Miskatonic in the 20's and 30's that Lovecraft wrote about, the town that the school was locat- ed in ran into financial difficulties. As a result, it and several other small schools I merged to become G.U.E. Tbch, thanks to the great bequest made by George Under-
wood Edwards. G.U.E. Tfech is the lineal descendant of Miskatonic."
Regardless of affiliation, G,U.E. Tfech contains within its walls many unspeak- able thin^ that I won't speak about, be- cause I don't want to ruin the game for you. HoiTor fans will love all the descrip- tions that Lebling sprinkled throughout the game, and Lovecraft fans will scream vrith delight at all the inuendos present in The Lurking Horror. The game is the first normal difficult}' game Lebling has de- signed since Zork I. When you ultimately finish the game and take part in a dra- matic and involved cUmax, you'll be beg- ging for more. Horror pushes you to the limits of your pu2zle-solving capability and mental capacity and offers all that in- teractive fiction fans have come to know and love.
Lebling wrote Horror in a prose style reminiscent of Lovecraft's. A typical de- scription in the game is: "A thick black mist begins to form in the room. Parts are darker, and parts lighter, and the dark parts form a disturbing shape. The profes- sor chants and calls more loudly now, his voice rising in a kind of hysteria, and you realize the calls are being answered."
Lebling explains his motivation for writing in this style, "That was intention- al. I wanted to write something that was basically Lovecraftian, but set in a Stephen King kind of world. One of the things that King does is ground his stories in the real world with believable people and brand names. That's why I included Classic Coke and Funny Bones instead of soda and a snack." Lebling's attempts were successfiil, for the game reads like a good horror novel. Your mind must be bent in the same way In dealing with the denizens of G.U.E. Tech's hidden rooms and underground passages, don't always try the normal approach to a problem. Look for an easier way out or one that in- cludes a touch of the supernatural.
LebUng gave me a piece of advice in playing his games wWch applies to Hor- ror, "In almost every game I write, there is a maze — but I hate mazes. So, if you find a maze in one of my games, the chances are very, very near 1009^ that there's a trick, and if you figure out the right thing to do, it's not a maze." The maze in Horror appears later in the game, but you have to figure out how to get through it.
Lebling included many objects and
Continued on pg. 36
34 DECEMBER 1987
THEBARBARIAN tm ARRIVED!
THE imRORPODS ARECOMING!
TWO GREAT NEW TITLES mOM PSYCHOSIS
'THE list dFiiSf"
Commodore Magazine
"*r:Njr.jfr
BARBARIAN
Can you become Hegor the famous dragon- slaying, monster- mangling Barbarian? Are you the warrior who can enter the fearful realm? of the underground world of Durgan^a world terrorized by the evil Necron?
Can you hand fe the adventure, the frenzied attacks, the hidden traps, the gruesome death deafing monster^?... Your quest: to destroy the lair of the accursed Necron. Your prize; '•.he kingdom's crown.
Your task is awesome! You must live on your wits, conquer your innermost fears, use every skill and weapon available to you. Hideous perils await Can you survive?.... Are you Hegor the famous dragon-slaying, monster-mangling Barbarian?
Its been a long watch...Asthesun disappeaTS over the horizon, the uninviting, grey bleakness of Colian becomes apparent. Following the intense heal of the day, the onset of night adds the bitterness of sub- zero temperatures to an already hostile environment, and the stark interior of the D.S.V appears almost homelike. Deep melancholy is suddenly smashed by the shril I scream of a siren. The status panel has gone crazy, an extraordinary array of lights flash uncontrollably. Good grief. ..what's happening?
Frantically, you turn to look at the command scanner, hunting through the mass of information before you, in a desperate attempt to decipher what has happened, Your whole being freezes...ltcan'tbelThe Terrorpods...
V
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The classic sports SI mulatfOF^'
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The ultimate interstellar war game.
I N
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Published by:
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512k color veriions available tor Atari ST and Commodore Arryiga — co/or marjitors only.
E V I N G
TWo-On-TWo Basketball Action
One-on-one is OK for a little practice, but real basketball is a team sport, Tb be really good at it, you need all the skills— passing, dribbling, shooting, stealing and rebounding. That's what it takes to win a championship. That's what GBA Champion- ship Basketball"^ TWo-on-Two™ delivers. From the roar of the crowd to the swish of the net, from slam dunks to three-point shots, it's all here — fast and competitive. Not only is there team action, but 5nou can even compete in a 4-division, 23-team league - all the way to the playoffs and the GBA Championship game!
When you're ready to jump into the big leagues of computer basketball, start with the game that begins where the others leave off — GBA Championship Basketball; IWo-on-lWo.
Por Commodore 64, 128 and Amiga. Apple lie. He, and DOS. Atari ST, IBM PC, PCjr, Tandv 1000 and 100% compatibles.
Apple nOS screen shown.
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■Software Reviews/The Lurking Horror —
I Continued fnim i>g. 34 situations closely related to his days at M.I.T. which make the game more inter- esting to play. For instance, the brass
"I wanted to write something that was basically Lovecraftian, but set in a Stephen King kind of world."
hyrax you eventually find is a tribute to M.I.T.'s class ring, lovingly refeiTed to by alumni as the "brass rat." The ring de- picts a beaver .sitting atop a bunch of twigs with one in its mouth. The year of graduation is spelled out with twigs as well. The maintenance man in Horror is just like the ones Lebling and his friends encountered when they took exploratory late-night breaks in the basements of M.I.T. Similarly the rats you encounter in one of the sub-sub-sub-basements at G.U.E. Tfech were a reality once for Le- bling and his cohorts as they exploi-ed a dark basement and saw hundreds of tiny beady eyes staring back.
The Lurking Horror is an excellent journey into hoiTor interactive fiction and, as Infocom's first such attempt, has earned its place along the other all-text games in Infocom's library of 30+ titles. Lebling set out to create a world populat- ed by the temfying and unexpected and, as you progress in the game, you'll be sur- prised at what you find. Save your game often, for there are many chances for the words "You are dead" to pop up on the screen. The terrain for the game is not too complicated to map, but be especially careful in the way you arrange your boxes representing rooms in the southeast cor- ner of the map.
In closing, here are some words of ad- vice: Mo.st importantly, remember that most objects you find are needed for two purposes. When done with an item for a puzzle, leave it where it can easily be re- trieved. Carcflilly read the descriptions of characters and places given in the game. Both contain important clues in solving pu77.]es later in the game. Tp,' pouring some Cla.ssic Coke on the pentagram and read the graffiti in the elevator several times. Finally, carefiilly examine the en- closures that come with Horror. Included in the game package are a G.U.E, Tech student identification card, a Guide to G.U.E. Tbch and a plastic bug. Some of the information contained on and in these en- closures is nece&saiy to finish the game. 9
35 DECEMBER 1987
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SOFTWARE REVIEWS"
Reviewed by Rich Budnick
Buyer's Guide to Dvorak Keyboard Software
Fasten Better Taping
You too can type (input) faster and more accurately on your Commodore than you would have believed possible. The solution is simple, easy to learn and inexpensive. It's an old idea that's gaining popularity.
Here's what you do: just convert your hardware or acquire software to a CK'orak keyboard system. "What's Dvorak?" you ask. The Dvorak keyboai'd rean'anges the letter keys so the most fi-equently used letters ai"e next to each other. People who use the Dvorak keyboard type an average of 309f faster, make fewer en'oi's, and suf- fer less fatigue. It's not uncommon for Dvorak users to tviDC in excess of 100 words per minute. If you ever wondered how champion typists do it, here's theii- se- cret: many use the Dvorak keyboai'd.
In 1936, University of Washington Pro- fes-sor August Dvorak calculated the fre- quency that we use each letter of the Eng- lish alphabet. Then he designed a type- writer keyboai'd, placing the most often- used lettere on the home row. This keyboard realignment makes typing more scientifically efficient. Appro.ximately 70*;^ of all Dvorak tjfping can be accom- plished without lifting youi' fingers to reach another row.
In contrast, the standard keyboard lay- out we use on our Commodore computer (known by the letters "qwerty"!, was de- signed with the most commonly used let- ters spaced fai- apart. This keyboard, de- signed in 1872, was deliberately intended to prevent a fast tj'pist from making the keys jam or stick. Obviously, the tradi- tional keyboard wasn't intended for speed or eflRcienc\^ Now that we have computers the traditional keyboard is outmoded. Key-jamming while inputing doesn't oc- cur. The Dvorak keyboard makes tj'ping a more enjoyable experience.
More than 100,000 people use the Dvo- rak keyboard, including 40.000 AT&T di- rectory-assistance operators nationwide. Virginia Russell of Dvorak International says 20 federal government agencies ai'e
If you ever wondered how champion typists do it, here's their secret: many use the Dvorak keyboard.
now considering the Dvorak keyboard as a way to impmve worker pi-oducti^dty and save tax dollars. Such a eonvei-sion may launch a nationwide shift to Dvorak in government, business and the home.
If you're impressed with the productiv- ity and efficiency potentials of Dvorak, you'll be glad to know Dvorak capabilities are available to Commodore users as op- tional hardware or software convei-sion. i
Keyboard Cadet I
Mindscape's Keyboard Cadet teaches you to touch type the Dvorak system with an exciting sollware program that prides itself as being neither dull nor boring. "This typing program is designed as a game format to make typing fun for peo- ple of all ages," says Charlie Schalf, Prod- uct Development manager for Mindscape. "It takes an average person a couple of weeks to unlearn Qwerty and learn a new system."
Keyboard Cadet is easy to use. Just boot it up, and you're ready to go. The menu asks for standard or Dvorak. The program takes you through 15 typing lessons, each taking only 10-15 minutes.
Whole woixls appear in blue on the top half of your screen, as if you are looking though the window of a spaceship. Indi- vidual letters you should type appear in yellow, but they flash in red if you type the wrong key.
Keyboard Cadet is the first product to display a screen with a diagrammed key- board, and a pair of three-dimensional.
animated hands. These hands teach prop- er hand positioning and correct finger reaches. The program is based on educa- tional principles that teach proper touch typing, not "hunt and peck." The touch typing instructions are based on the method system of SFN, a subsidiar\' of the nation's leading publisher of typing prod- ucts for schools.
Keyboard Cadet works with the 64 or 128 in 64 mode, and costs $39.95. It is sold by Mindscape, 3444 Dundee Rd., Noith- bn)ok, IL 60062. Phone (800} 221-9884.
Speedpak
Here's a software conversion program for those of you who already know how to t>T)e with Dvorak. You can toggle easily between Dvorak and Qwerty with the con- trol key. Speedpak features an innovation that allows you to edit t\vo documents in- stantly from a divided screen. It also has a fast RAM-based mail merge, a help screen and an on-screen font installer
Speedpak is an enhancement for Speed- script V. 3.0, 3.1, or 3.2. You must use Speedscript the first time, but then you can save both as a unit, so you only need to load Speedpak in the future. It tiikes five seconds to load Speedpak, and you don't waste time inserting disks.
Speedpak works with the 64 only and is sold by Upstart Publishing Co., Box 22022, Greensboro, NC 27420. Phone (919) 379-9732. Speedpak costs S17 plus S3 for handling. Upstart also sells Speed- script for $20 plus $3 for handling,
DV Typer and DV Switcher
Prelco sells two Dvorak-related prod- ucts: a softM'are keyboard convei-sion typ- ing tutor, DV Typer, and a hardware con- version, DV Switcher.
DV Typer teaches you the Dvorak method with your 64 or 128. You also get a 22-page Dvorak typing instruction book and Dvorak/Qwerty key overlays. A user- friendly menu allows you to choose and save colors, load, write and run BASIC programs. DV T-per works easily with the (>4. Just turn it on, load DV Typer, and run it. You can autoboot DV TVpcr with the 128, so it also becomes a sofl^vare con- version for word processing. This keeps the Dvorak keyboard and enables you to utilize BASIC and commercial programs.
DV Switcher is a ROM kemal kit which enables you to type with either D\^orak or
Continued oil pg. 122
38 DECEMBER 1987
NEWIfrom Micro League Sports
ngfn
-^ * Your strategy— with
fc.. authentic moves! — «*^
ic Mh^l^i^comnientaty, and more! _ _fehrf The Hulkster*s title r be theifg^guy and try
way!
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From the team who brought you Micro League Basebal! — the exclusive, award-winning game simulation — another exclusive . . .
Micro League and World Wrestling Federation Match Disk!!
Featuring the Hulkster and some of the WWF's most Infamous villains — all in real-life, digitized action.
Strap on Hulk Hogan's Championship belt or put on • the bad guy's boots and you make the moves; body slam, leg drop, all the rest! Take the challenge and step into the squared circle or pace in the dugout. Either way you'll be making all the strategy decisions.
Be the manager of major league teams
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■ With 25 powahouar At ' t£ams — past andt" c«ej
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Wrestling Disks available for: Commodore 64/1 28, Atari ST
Baseball Disks available for: Apple 11 Series, Commodore
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Check your software dealer or. . . direct VisalMC orders cai
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SOFTWARE REVIEWS"
Reviewed by Scott A. May
Sigma?
Computer: Commodore 64 Publisher: A\-ant<ige/Accolade, Inc.
20813 Stevens Creek Blvd.
Cui^rtino, CA 95014 Medium: Disk Price: $14.95
With the introduction of its A^'antage line of budget-priced software, Ac- colade proudly thi-ows the notion "you get what you pay for" out the v\indovv. Avan- tage not only gives relatively unknovm designers a wide forum, but it also pre- sents quality original software at reason- able prices. Sigma 7 is one of the best titles to emerge from this promising new label.
Sigma 7 benefits from a renewed inter- est in home aixade games, blasting its way onto the screen with pulsating graph- ics and finger-numbing action. Sigma 7 is a joystick jockey's delight.
The game is a marvelous crossbreed of coin-op classics and new technology. The theme is ceitainly familiar: A savage alien race is constnicting the most deadly battleship in the galaxy, code-named Sig- ma 7. Your job is to infilti*ate the alien fac- tories, decipher the destmct code and halt operations. Crisp graphics and smooth player control transfonn this mundane scenaiio into an exciting and pleasantly difiicult aiicade contest.
The game contains three phases or sub- games arranged in seven levels of increas- ing difficulty. Players begin the game with three "lives," gaining three additional lives for completing each phase. As an added distraction, phases two and thi^ee impose stiict time limits for completion. If all lives are lost, or time is exceeded, the game ends.
Phase one finds your spacecraft launch- ing fi"om its base in search of the alien fac- tory. Against a backdi-op of twinkling stars, wave after wave of alien space mines attempt to intercept your ship. Al- though they do not fire, the space mines swarm in deadly formations. Any contact will cause your ship to explode, losing one hfe.
This first phase is highly reminiscent of classic arcade games such as Zctxxon and Gataga. Joystick control is tight and re- sponsive in both movement and firepower. The action unfolds fast and fiirious, espe- cially at higher skill levels. The only
Accolade proudly throws the notion "you get what you pay for" out the window.
drawback is a curious lack of depth; all ships operate on a two-dimensional, diag- onal plane. The ability to move above and below the playfield would elevate this phase to perfection.
Each wave of alien mines enters the sa"een ftiom behind your ship on either side. On this initial pass they fly harm- lessly by, splitting apait and refonning for attack. The trick here is to follow their lead, blasting as many as you can fi-om the rear. This leaves fewer to contend with as they regix)up for assault. Spread yom- fire with quick bursts, concenti'ating on the last space mine in foiTnation. Left un- touched, this little de\'il will ofi:en home-in on your ship, torn which there is no es- cape.
If you survive the space mines, your ship will dock at the alien space factoiy. Here you begin phase two, an encounter with the factoiy s deadly robo-mines. The factory ai'ea consists of numerous path- ways filled with dots and randomly-gener- ated alien mines. Youi" task is to cleai' the pathways of dots before time runs out. The slightest contact with the randomly-gen- erated alien robots spells instant death. They must be avoided with careful ma- neuvering or destroyed with your laser cannon.
Phase two is a clever twist on the Pac Man theme which most players will find difficult and entertaining. The diagonal movement and textured gi-aphics add per- fect detail to a familiar premise. Not all dots can be cleaiied fiiom the pathways, however. Those remaining fonri a special pattern, or code, that must be memoiized for use in the next phase. The factoiys layout — and final code — increases in difficulty at higher skill levels.
The best tactic here is to keep moving, concentrating on the path before you. Pi-e- pare for tight cornering and avoid dead ends, as robo-mines often materialize di-
rectly behind you. Keep a scrap of paper handy when the dot patterns eventually appear. Pause the game using the F7 key and carefully draw the pattern for use in the next phase.
A red spiral at the top of the screen de- creases in length with each passing sec- ond. When the spiral tmTis white, you ] may exit at the far end of the factoiy. If j time runs out, however, the game is over I Bonus points ai^e awai'ded for completing ' this phase with time remaining.
The final phase incotporates the secret code into a puzzle similai^ to a space-age Rubik's Cube. Playere move about a stinc- . tui-e (the factor>''s Control Unit! contain- I ing a series of blinking multicolored , cubes. Dming play the cubes constantly change color from green to i-ed and then yefiow. The object is to tm-n yellow cubes "on" (white! by pressing the firebutton, fonning the same patterns revealed in the pre\ious phase. Unfortunately, an alien defense system tags behind you at all times, undoing your handiwork. Complete this stage and you will begin phase one again at a higher skill level.
Phase tbt^ee is the game's most obscure and difficult segment. Success on this phase requires fast reflexes and nerves of steel. Lights on the side of the stmcture light up as time counts down. If the time limit is exceeded, the game ends,
A vanity board saves the top five scores and player names permanently to the game disk. These scores can be viewed be- fore each game (giving playere something to shoot for). Finally, expert players may begin the game at any of the seven skill levels.
Sigma 7 is a stixjng ai-cade contender, comparable in style and energy to its coin- op cousins. It is also a perfect intixniuction to the Avantage line of low-priced soft;- ware titles. Fast-action fans will find a lot to like in this well-consti-ucted game, g
40 DECEMBER 1987
No matter what kind of game you're in the
mood for, you'll find that if it's in a box marked FIREBIRD, it's really hot!
Firebird offers the excitement of a whole range of challenges — Ad\'eniures and Strategies for long rainy weekends, Arcade games for exhilarating evenings, Simulations when you need to get awaj' from it all, Produaivity sofav^e ^en you're feeling — well, produaive.
Look for the Firebird — it stands for top- quality software in virtually every category
How About This
Ball of Fire From Firebird!
This is SENTRY, a unique Strategy game with over 10,000 full- color 3D vector landsapes and four-way scrolling. Do you have truly exceptional concentration and near perfect
hand/eye coordination? TTien maybe — just maybe — you possess the skill to outwit the Senti}' at each level of the extraordinary challenge.
Firebird Fireworks Unlimited
When your mood shifts from the deliberation of strategic planning to the excitement of fast- paced Arcade aaion, look for Firebird's ELITE, a unique game which encompasses the best of both worlds. Or try STMGUDER, an amazing 3D combat flight simulation.
If it's Ad\'enture you're after, here's the breathtakingly illustrated GUILD OF THIEVES, with its revolutionaiy text-handling system.
Firebird even offers economical, professional-quality Produdvity software! ADVANCED ART STUDIO is a comprehensive art package with powerful graphics routines.
This is Firebird — the best in interactive
software of every description. We'll prove to you that you don't have to keep switching brands to satisfy your obsession for challenge!
CREDIT CARD HOTLINE T^iT^ ^SP (201)444-5700 fet^ ^&
"The First Full Line In Software"
Firebird Licensees, Inc.
P.O. Box 49, RamscN', ?{[ 07446
(201)444-5700
Firebird software for CommodMe 64 systens, including ilie popular Golden Path, Pawn, Colossus Chess IV, Cholo, 'Eilking Teacher, Concise Music System and Adranced Music Sjsem, is available from t2'i.95!o»59.95.
CiBiiaiitotS^isaiigiSKedinbaMiofCaimodQKBusu^ FWMaoditeHHbirilogJmftgBmdcaiieoHiisoJfiiibWUsa^
SOFTWARE REVIEWS
Professional Text Engine, Vl.O
Computer: Amiga
Publisher: Zii'koiiics Coii»ralion
422 Guy
Montreal, Quebec H:iJ 1S6
Canada Medium: Disk Price: $79.95
Professional Text Engine is a screen- oriented text editor for the Amiga written by a progranmier for program- mers. It is a very powerful and versatile program. Although it bills itself as a "What-You-See-Is-What-You-Get" editor, it is not well suited for word processing, as it lacks the capability for printer control, page formatting and displaying different fonts and text styles, such as boldface and italic.
Program Features
The PTE disk comes with all the appro- priate icons to allow it to be nan fi-om Workbench, but it can also be run from the CLI. If you boot your Amiga from the PTE disk. PTE will load a special font which gives some of the normally unused character codes definitions which are used for drawing text boxes in the PTE "help" screens. This means that if you booted your Amiga from a disk other than the F^E disk, your PTE help screens will be barely readable, covered with the little rectangle characters that normally are displayed for unprintable chai"acters.
A vertical scroll bar is a welcome sight on PTE's window A horizontal scroll bar would have been nice too, but would take up one more precious line of the display. PTE reserves three lines at the bottom of the screen for the Command line, Status line and Message line, leaving you with a maximum of 20 lines of \'iewing area for your text. Even when running in an inter- laced screen, PTE will not let you re-size its window to more than 200 raster lines, the maximum size for a non-interlaced (Workbench) display. PTE can edit multi- ple files simultaneously. There is only one PTE window, so you must "flip through" the files currently being edited, or select one by name. Each file retains its owti cur- sor position, tab stops, margins, and other
A unique feature of PTT which sets it apart from other text editors is its programmability: virtually every key can be redefined to pertornn the function of your choice.
user-changeable settings, and when you select a file, its tabs and other parametei-s become cun^ent.
A ver\' thorough land thick) manual is included with PTE, which includes plenty of examples. Unfortunately, it is not spiral bound, and snaps shut the minute you look away. It is divided into a table of con- tents, an index, a nine-chapter tutorial section where related commands are ex- plained and gi-ouped together, and an al- phabetically organized refere'nce section. The index covei-s all of PTE's commands and refers to both the tutorial and refer- ence sections of the manual, but is other- wise a bit skimpy. The organization of the tutorial section makes it u.seful for refer- ence as well as for learning PTE. since all fimctionally-related commands (for exam- ple, all cui"sor movement commands) are grouped together.
Help screens can be summoned with a touch of the HELP key or hvm a menu. Pull-down menus simplify life and aid in speeding up the pixxiess of learning PTE.
A unique feature oiPTE which sets it apart torn other text editors is its pro- grammability: virtually even' key (in- cluding tho.se which aix' CTRlvod, ALTed, CTRl^ALTJjd, etc.) can be ix'defined to perform the i unction of your choice. PTE has an entire text-editing language built in with well over 100 commands, condi- tionals, looping constructs. Hags, and vtu-- iables. So if there is no built-in command to perfoiTn the function you need, you can quickly write a macro and assign it to a key. In fact, PTE comes with .several dif- ferent "configuration" files, each of which is tailored to a specific text-editing need: WordStar emulation, C soui-ce code edit- ing, and Amiga Assembler editing are ex-
Reviewed by Matt Blais
amples. These configurations are macro files which define new functions (macros) and assign them to various keys. The C source code configuration, for instance, programs one key to check for unmatched brackets and parentheses. Separate help files are included foi- the different configu- rations since the fimctiong assigned to some keys differ between configm-ations.
Versatility is the Word
PTE features an Undo command and also has the ability to recall all of your previously typed commands (a la UNIX "histoiy"), so you never have to wony about retyping a long command line if you make a mistake. Function keys (alone, shifted, ALTed, CTRLed, and in combina- tions) are all programmable, as are both mouse buttons, mouse button combina- tions and the menus. A special "key" called the ZZ-99 key can be programmed to execute before every keystroke, provid- ing an easy way to do exotic things like automatically tvping vertically or back- wards, or inserting a space after every character typed.
In addition to programmable flags and variables, there are also stacks available which are useful for keeping track of things like multiple marked areas of text and cursor positions, allovving for some very complex text manipulation func- tions.
The standard frisert and Replace text entry modes are supplemented by a unique "squeeze" mode (a combination of insert and replace), which is useful for working with columns of text without dis- turbing column alignment.
Another rare but useftjl feature of PTE is its ability to move, copy, overlay, fill, sort, center, justify (and do countless other things) to rectangular blocks of text, in ad- dition to the more common character- and line-delimited text ranges. This means you can select a vertical strip of text fi-om the middle of your file and shift the entire block left, or do whatever else to it. This is one feature I always missed in other edi- tor.
PTE provides a vereatile way to "trans- form" the name of the file you are editing into a different name (for example, change the filename's extension to ".bak" and the directory name to "backup") to make backups of the original file before replac- ing it and to generate state file names.
Cmitimu'diin p^. 110
42 DECEMBER 1987
^ynun
TKe Zork Trilogy Kas become a legend in its time, selling nearly one million copies! Now the legend continues witn an extraordinar;y new Zorkian universe that Dreaks ground in computer gaming. For the jirst time, the character-building and combat of role-playing games joins the masterly prose and puzzles of Infocom s interactive fiction.
Beyond Zork 's sophisticated new interface makes interaction more natural than ever, plunging you into a world teeming with magic and peril. Tne vast and varied Southlands of Quendor come alive as you seek fantastic treasure and combat the vicious monsters who haunt the streets and wastelands.
Challenge yourself to a quest that's far beyond anything you've ever experienced. Beyond Zork.Tne incredible new interactive story from the master storytellers at Infocom.
inFocom
125 CambridgePark Drive, Cambridge, MA O21'10
Bevond Zork is itvaUabk at your local dealer for the Amie U series, Macintosh, Commodore 128, Amiga, !BMPCand!00% compatibles, and Alan ST To otderdir^ct, call 1-800-262-6863. Coming soon; Apple IIGS,
Zork is a registejvd trademark of Infocom, Inc.
OnegLmci at Beyond Zork Tnll show you thai it i umike arty inreracti'je story you 've seen hefon. On-KTren mapping. Window displays, A character that gnrws m strenph andptfwer. Youxt all the exatcTTjent of wle-playing games, skillfully blended with tie fabulous piazle and ateani-winning prose oflnfoctmi 's interactive ficdtm. Sown sherwn is for the Commodcne 118 version.
SOFTWARE REVIEWS"
Superstar Ice Hockey
Computer:
Publisher:
Medium: Price:
Coinmotlore !>l Mindscaiie, Inc. 3444 Dundee Road Northbrook. IL 60062 Disk S34.95
Introducing Superstar Ice Hockey, a new offering fitim the Mindscape SportTime line that lets you experience all the de- lights and frustrations of owning your cvvn sports fi'anchise in an authentically recreated, highly competitive major league en\'ironment. Your hockey team is just one of t%venty v-ying for the coveted championship cup, and this time it will take a little more than luck to bring the prized trophy home. Ed Ringler, the pi"o- gram's designer, has created a simulation with substance — a deep and demanding contest that will i-equire you to be a combi- nation businessman, strategist and sup- ple-wristed joystick jockey in oixler to gain success. It's a crowd pleasing sofhvaiie hat trick that scores with ever\' shot.
The first time this program is ap- proached, your hockey team is intixxluced as one of the foui- new expansion clubs about to begin theii- inaugural season in the prestigious SportTime Hockey League (SHL). The sixteen established teams that formerly comprised the entirety of the league have a nine-yeai- head stait on your club, and their immediate plans ai'e to use you as the divisional doonnat. Your job is to gain some respect. The iiecoitls and rosters of your opponents have been made readily available and can be i^e- searched at length in order to size up the competition. Tfeams ai-e named after the cities they represent, and National Hock- ey League fans will be pleased to find many of their favorites waiting to be test- ed. True to the final NHL standing over the past few seasons, Edmonton, Philadel- phia and Washington appear to be the powerhouses, closely ti-ailed by such pe- rennial contendere as Calgary, Boston and Montreal. Any realistic chance of your team achieving championship status is still a couple of seasons down the road.
The SHL offei"s thi"ee options in this construction process: i-ecruiting, where you replace lackluster and aging roster members with some fi-esh blood fi-om the minore; training, where you aim for gen-
eral improvement by sending the whole team away to camp; and trading, where you wheel and deal with the other fi-an- chises in an attempt to quickly stiiengthen youi' team's weaker links. "lb keep the reins on these club refinements, the league charges "ti-ading points" for each ameliorative attempt. Initially, new fran- chises are granted 250 points to start with, and at the end of the season, depend- ing upon each team's final placement in the standings, additional trading points ai-e awai-ded on a proportional basis, with the cup winner i-eceiving the smallest al- lotment. Kudos to Mindscape for devising and incoi-porating such a system, for it tends to promote paiity, keeping the league competitive and the matches excit- ing. The SHL even arbitrates al! ti'ade of- fers, so that you can't go about exchang- ing players without league approval (just in case you were thinking of pereuading the unwitting computer controlled squads to accept an assortment of sciTibs for a gaggle of Gretzkys).
Once your raster is fine-tuned and the season begins, it's time to don youi' coach's cap and scout the opposition as you pre- pare you]' playei"s to meet their various rink rivals. Before each game, strategies must be weighed and positions assigned.
It's a stimulating mind game be- t\veen benches, with coaches squaiing off in a sort, of accelerated chess match con- stantly tiying to outsmart their counter- part by positioning, blocking and shifting playere. Since ice hockey is one of the fas- test team spoils in the world, you had bet- ter keep pace with some lightning fast thinking, or you're ceitain to find yourself on the short end of a lopsided score. Luck- ily, Mindscape has some sense of s\Tnpa- thy, for they've included an option that af- fords the unfamiliai" or ON'envhetmed user the chance to hand over all the coaching duties to the computer. So if you're new to the game, or would rather concentrate on another aspect of play, you can still re- main in the hunt by placing your team in the capable hands of your Commodore coach.
In the SHL you are granted control of
Reviewed by Mark Cotone
either the center or the goalie. That's it, Unlike other computerized hockey con- tests where youi- joystick control constant- ly shifts to direct the actions of the player closest to the puck, the SHL assigns you a specific player, and he's yom-s for the dui-a- tion, As center, this unique method allows for a little more flexibility in play develop- ment, for now you can not only shoot, pass and skate with the puck, but you can also make your presence felt with some tacti- cal maneuvere away fi"om the play. And if you choose to take the goattender's posi- tion between the pipes, you can go beyond the usual pad save contributions by tak- ing a more active role in play develop- ment, using some Hextall-like dealing passes and legal interference to launch your team up ice. All of your suiTogates' actions are controlled with a few easy-to- leam joystick taps and tugs. And you're not alone. The rest of youi- progi'am-con- trolled teammates will lend some uncan- nily accm-ate support, v\ith tenacious de- fensive play, crisp passes, and slick skat- ing. And once again, if the user is either arm weary or more of the spectator sort, the computer will be glad to take control of all the players on the ice, leaving you to attend to other team needs.
Visually, Superstar Ice Hockey is viewed from the expensive seats, just above the playing surface at center ice. Players whiz end to end in fluid animation as the screen scrolls to keep a close eye on the game. Shootei-s crank blasts fi-om all an- gles, sending the iTjbber flying at varying speeds and heights at a goalie who sprawls one way to stack the pads, and then darts back to kick out a loose puck. Players level one another by cross-check- ing, slashing and hooking with their sticks, obvious inii-actions that ai-e only occasionally called by the ofiicial in the ze- bra suit. This is tmpi^edented hockey realism, authenticity that goes beyond good looks. You can actually chart the ca- reer of a player over several seasons, fitim his rookie year with his inexperience and poor mechanics, through his gloiy years, where time and training built him into a club leader, and into retirement, where the wear and tear of the game finally cause him to realize his limitations. Mindscape has even gone so fai' as to in- clude psychological factore in play, as team membei-s ride the emotional ups and downs of the game. If a forward line
Cnntii\ui-t.l on pg. !25
44 DECEMBER 1987
SPECTRUM HQLOBYTE PRESENTS. . .
MYSTERY IN BLACK AND WHITE
INTRIGUE!
The plot thickens... Someone kidnapped your brother, Joe! Was it the hard-boiled agent, Kruger? The urbane third-world ambassador? His gorgeous secretary Lisa? Why does the Post reporter-lady know so much? You'll find out "who dunnit" by talking with the people you nneet in D.C.'s streets, hospitals, bars, malls, embassies... Listen to what they say and watch
their expressions change. There are over 2Q00 soiutions! Solve cases yourself at three levels of difficulty or compete with up to 3 other players. Pick either male or female interaction. Good luck unraveling your next INTRIGUE!
An)ic ff VkitiJtfl
Arailabb on Appte « 48K am Commodore 64K
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SOFTWARE REVIEWS"
Reviewed by Tim Jones
Diga!
|
Computer: |
Amiga |
|
Publisher: |
Aegis Develo])ment |
|
2210 WUsliii-e Blvd., Suite 277 |
|
|
Bml& Moiiica, CA 90408 |
|
|
(213)392-9972 |
|
|
Medium: |
Disk |
|
Price: |
$79.95 |
Aegis Development has a new product for the Amiga series that's a little out of step with their usual gi'aphics-oriented programs. Diga! is a new form of telecom- munications program that allows simulta- neous file ti-ansfere between usere while allowing them to chat together during the transfers. This feature is referred to as "DoubleTblk" Diga! supports Xmodem, Xmodem-CRC, Ymodem, CompuServe's B protocol, KeiTTiit and ASCII pi-otocols for file transfers. Diga! includes emula- tions for TTY, ANSI, \T100, VT52, and Tfektronix 4010/14 terminal types. And if these packaged emulations weren't enough, Aegis has made it possible for you to create yom" own emulations. There is also a Remote featiu-e that allows callere to operate your Amiga from their end as if it were a limited hostysei'ver system.
As telecommunications programs go, Diga! is quite a bit above average due to the wide variety of options available to the user. With the large number of supported transfer protocols and emulation capabili- ties, Diga! can be used with any BBS and hostyserver system that I have ever mn acmss. You have the capability to define which font will be used for display, how many lines will be displayed, whether to use an interlaced screen and the ability to use ovei"scan to actually use the entire monitor screen for display. Diga! incoipo- rates a very complete, yet easy to pro- gram, script language. The language reads a lot like BASIC, so most users can pick it up with ease. The authoi-s have in- cluded sample scripts as examples for you to use.
The phonebook function, like Diga!'s other features, is completely Amigatized. There ai-e sliders and buttons that make setting the vaiious options as easy as point and click or click and di-ag. In a phonebook entiy, you have ixKim for the name of the system, its phone number, conmients (which are only displayed while in the phonebook), the associated script and configuration files, baud rate and whether the call is to be data or voice. This allows you to use Diga! as an Auto-
DoubleTaik allows two Diga! users to send files in both directions while chatting back and forth during the
transfers.
dialer. I have created two sepaj-ate phone- boolcs, one for BBS's and one for fiiends. Once an entry is saved, it is simple to se- lect it. All you do is click on the appropri- ate letter, and the first entty under that letter appears. Then just move the slider to find a particular entry. Once found, you simply click on the Dial gadget and wait until you connect or youi' script file fin- ishes. From within the phonebook you may also print the cun^nt entiy or youi- entire phonebook.
One especially nice featiu^e is the ability for each entry in a phonebook to have its own sciipt file and default configuration. Therefore, you can save your settings of baud rate, parity, transfer protocol, screen coloi-s, etc. and have Diga! automatically reload them when you place a call. Also included in the configuration is a set of user-defmed Macro keys. You may define any of the ten fianction keys alone, or in conjunction with the CONTROL, ALT Smrrand LEFT-AMIGA keys. This al- lows you to have 50 possible Macro defini- tions per configuration.
The one feature that definitely deserves discussion in Diga! is DoubleTalk. Dou- bielklk allows two Diga! users to send files in both directions while chatting back and forth during the transfer. This is ac- complished thixiugh a packet controlled set of communication protocols, lb send a file you select Send fixim the menu, and then select the file lor files — Batch ti'ans- fers are allowed!) to send and click on OK. To receive a file (or files! you do nothing, when the sender starts to send the files, all of the appropriate infoiination is sent to you directly and Doublelklk handles eveiything. I've been using this featmie
with some fiiends in my area, and we are all quite impressed. The transfers are right in there with Xmodem time-wise, yet are as carefree as a Kermit transfer. During a transmission, both sides of the transfer ai"e fully aware of how the ti-ans- mission is going. No more wondering how many more blocks are left in a file. Also, in this mode, there is no need to chop the files due to any sort of file padding. In addition to its ASCII capture capa- bilities, Diga! also has a variable-sized buffer built in which can be set up for nor- mal or loop captm-e. Under noimal oper- ation, the buffer will i^ecord youi- session until it fills up. At that moment, it will let you know it is ftdl and will stop capturing. In the loop mode, the buffer will stait to overwrite earlier data when it fills up. In either mode, you may view the buffer via simple menu-based commands. You may also load an existing text file into this buffer and view it while online.
Diga! has flill Clipboai-d support. This means that you may save a buffer to the Clipboard and then transfer it into Note- pad or TxEd or vice- versa assuming that you have enough memoiy to keep both programs in memoiy
That is the one thing about Diga! that bothers me (and will bother othere with 512K machines): Diga! is very large. This precludes being able to do any type of multitasking while using it unless you have more than 512K of memoiy. When I picked up my memory expansion, howev- er, I found Diga! quite well-behaved in a multitasking environment. It makes full use of Fast RAM and leaves the bulk of Chip RAM free for other puiposes.
With all the varied telecommunications progi-ams available for the Amiga, one wonders why a company like Aegis would risk producing this type of package. Bill Volk, of Aegis, explains "We saw so many different people creating so many different tenninal emulation packages and thought, 'Hey, why not create an emula- tion construction set?'. We've laid all of the gi-ound work by including the transfer protocols and I/O related code; the user just decides on what type of teiTninal to emulate. Then, all that is I'equired is to create the emulation file."
Aegis has done a magnificent job in bringing Diga! to mai'ket. If you are seri- ous about telecommunications and are looking for a product that does what you want, then Diga! is a best bet. g
46 DECEMBER 1987
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ADVEKTURE ROAD
Animated Adventuring in Maniac Mansion
News and opinion fiom a leading explorer of those fantasy realms called adventure games.
Last year's Labyrinth intixidueed ani- mated, 3D gi-aphics in an adventm-e for the 64. something usually reserved for Amiga owners who could play the Sierra games like the Kiiiga Quest series. In ev- ery respect but the parser, which was a gimmicky thing called a "wheel," the game was first-rate, Lucasfilm Games' second adventui*e. Maniac Mansion is even better, offering a veiy convenient in- terface and some unexpected innovations.
Foremost among them is the thiiee- member team of charactei^ you control in the game, whose goal is to find and rescue a teenaged girl being held by a mad scien- tist in a spooky old mansion. Instead of just playing the role of one character, you can switch back and forth between three of them. Each has his or her own inven- tory and may be sent to different rooms at the same time.
This isn't just a gimmick, for some puz- zles require cooi-dinated actions by several characters, lb open a door, one person , must stand before a certain thing and push it. A nearby d(K)r opens, but shuts immediately if that person moves. So you've got to have one person open the se- cret door and another standing by to enter and explore the area beyond.
A new wrinkle in graphics presentation ' is equally innovative. Instead of viewing a picture of the entire room when you firet enter it, you'll see the rest of it scroll into | view when a character reaches the side. This makes the house and its 55 rooms feel roomier You'll find over 450 objects — a microwave oven, a Victrola attached to a cas.sette I'ecoixier, a video aix:ade — scat- , tered thi-oughout the house. But learn to react quickly, for things happen in real time, and you'll wind up locked in the dungeon if you don't move quickly when one of the weirdos enters the room and takes you by surprise.
The weirdos include Dr. Vwd, Nurse Edna, the Purple Tenacle and other wacked-out refugees fixim a fright night double feature. Fred is a mad scientist- type plotting to take over the world from a secret lab in the basement. He is under the influence of the "evil meteor," which crashed into the mansion's back yard twenty years ago. Though it sounds goiy, Maniac Maiision is really a takeoff on hor- ror films. After seeing blood stains on a kitchen wall, you expect the wonst when you find a refiigerator door with red liquid oozing from it — but this time it tmns out to be ketchup. There's a lot of humor in the dialogue and action too, often present- ed in the "cut scenes," In these the cur- rent scene is replaced by an animated se- quence which advances the plot. In one. Dr. Fred paces the floor, muttering "How- can I take over the world, when I have to use this cheap equipment?" These are brief, and you can kill one if you've al- ready seen it.
The interface is remarkable. Initially it looks like those seen in Interplay games like Taan Timea in Tonetown. with four- teen verbs listed in a menu below the pic- ture so you can point and click with a joy- stick to activate one. But this interface is significantly better Rather than selecting "look" and clicking on an object in the pic- ture, you select the "what is" verb. Move the cursor over an item, and its name ap- pears behind the phrase "what is," so you can efficiently scan a room's contents by
gliding around the ,sci-c>en. Choose "walk to," then use the joystick to position the cursor to a spot you want the active char- acter to move to. Then you just hit the button and he heads for the destination. This is handled even more effectively than in Sierra's animated games, where the character will stop if he runs into a chair or other obstacle — chai-acters in this game will walk around anything in the path,
"Walk to" is set up as a default option, so after executing most actions, such as "open door," you don't have to move to the menu to "walk to" the door, for that com- mand is automatically .selected. You won't even need to "walk to" an object to "pick up" or "open" or "turn it on," The charac- I ter is smart enough to know he must first walk over to the object. The pai"ser also lets you use prepositions and direct ob- jects. Click on "give" and choose an item in a character's inventory, and the item's name and the woixl "to" are displayed. Then you choose a character as the direct object, whose name appears and com- pletes the command. Next you can jab the button to execute the command, or change your selections. A "new kid" verb lets you switch to another character, or you can just press an option key.
There's also some upbeat music and lots of .sound effects, plus a few interesting vi- sual effects. Shine a flashlight in a dark room, and it lights up a single square of the room instead of the entire location.
Continued on /)/•. 110
48 DECEMBER 1987
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VANISHING TIMES
A BxMfy Ml cpit) l>uhli. Jill
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EARTH TO BEGIN SPINNING IN OPPOSITE ( DIRECnON -
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MAN BITES POODLE!
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Softworks
The brightest minds are working at Berkeley.
TELECOMMUNICATIONS"
by Robert W. Baker
Inside Q-Link
Explore the inner workings of the Q-Link telecommunication service with network pro Bob Baker.
There always seem to be new comput- ers and peripherals around the neigh- borhood during the holidays. Many of the new systems and add-ons are purchased as presents for the "whole family" or for one person in particular. Whatever the case, the influx of new users and old tim- ers getting modems for Christmas is bound to produce additional Q-Link sub- scribers.
Since almost everywhere you go on Q- Link involves reading or posting mes- sages in various message boards, I thought it might be worthwhile to go over the various features of the editor used to create and enter messages. Besides, you'd be surprised at the number of current Q- Link users who don't really know all the features available with the message edi- tor Many people only use the very basic functions to enter and edit their messages. So this may be of help to those who want to save time and use some of the more ad- vanced editor capabilities as well.
Once you've decided to enter a new m^- sage or add a comment to an existing mes- sage, the first thing requested by the sys- tem is the message topic. Fve mentioned in previous columns how important a rel- evant heading line is, especially with the searching capabilities in the message boards. Be sure to enter something that lets others know what your message is about instead of something cryptic like "READ ME" or "FOR SALE."
After the heading line is entered, the system clears your screen and displays the starting heading line for your mes- sage. At this point you're automatically in the insert mode of the editor and you can simply type the text of the message as de- sired. If you make a mistake, you can easi- ly use the cursor keys to move around and insert or delete characters as needed.
Tb insert text, when you're in Insert Mode, simply cursor to the correct position and type. Characters are entered as the text that follows is automatically moved down, lb delete text, position one charac- ter past the last character to be deleted and press the DEL key. All following text
will be automatically moved up as the characters are deleted. In all cases, full words are moved from line to line by the automatic word wrap feature of the mes- sage editor.
For quick movement to the top of the text, use the CLE/HOME key while hold- ing the SHIFT key. lb get back to the end of the text, simply hit the CLR/HOME key alone. If you need to get to the end of any line, position to the line below it and then use the cursor-left key to move the cursor to the end of the previous hne using the line wrap features of the editor
In the simple case, you enter the en- tire text of your message, while making small changes as needed, and then press F7 when done. A new menu is displayed, with the first entry being the "Send Mes- sage" line. If you press Fl, the message you entered is transmitted to Q-Link and the editing session is terminated. Howev- er, there are other options available on this menu if you need these other func- tions.
The second function in the editor menu is the Delete Line entry. This command lets you delete the entire line wherever the cureor was located before pressing F7 to activate the editor menu. The position of the cursor within the line has no effect, the entire line is always deleted. Just be sure the cursor is located on the correct line before pressing F7 and using this command.
If you need to delete only part of a line, then you have two choices. Either use the DEL key to delete individual characters
one at a time or use the Delete lb End Of Line function in the edit menu. This fimc- tion will delete all the characters from the current position of the cursor to the end of that line. Any text following that line will be moved up and concatenated to the re- mainder of the existing line.
If you want to delete a portion of the middle of a line, you could position to the end of the text to be deleted and hit the RETURN key. This will move the remain- der of that hne to a new hne. Then reposi- tion to the start of the text to be delet«i and use the Delete to End of Line function to delete the text. If the remaining text is not all on one line, position to the start of the second line and press the DEL key to delete the RETURN character and get ev- erything back on one line.
Another way to delete a part of a line, an entire line, or even multiple lines is by using the Put Mark function from the edit menu. When you activate this fiinction, you return to the text, but only the cursor keys are active besides the function keys. Now when you press the cursor keys, por- tions of the text are highlighted as you move. The only limitation is that you can- not highlight or mark more than nine lines of text.
When marking text you can move the cursor up and down, left or right, high- lighting text as you move away from the original starting point. If you move the cursor back toward the starting point, youll notice that the text will be un-high- lighted and return to normal. This lets
Continued on pg. 1 12
52 DECEMBER 1987
The time: 1400 hours. Some- where in the Pacific. Some ill-fated coordi- nates in World War II.
-.*r '
HainagcControi reports a kitttn :Scful' " '
eyeball to eye ball action. This time around you'll be right in the middle of it all. You knew it wouldn't be pretty. But how tough could it
Will it be the twin
40mm Bofors
anti- ^^^^^^iii_ aircraft
guns? Or the 5"lead-spewers
aft? Depth charges f^
or torpedoes? /^
You're at the helm, command- ing the greatest con-
Kiiilar i/nts inimmid '/.irrns. Umih CGntratlOH 01 hnvnril nmmery !>,^fitM\t Mm! thr -f' - ^ „ fiUlMiinnin If/rrits. Tfiiy ic iniftin^. ill CJJU WCl
ever put in a lightweight fighter. The deadly Fletcher Class Destroyer ^ You've embarked on the ./^first simulation that actually KSH^^' combines the intricate, large-scale strategy of wargamingwith the intensity of furious,
It sure seemed a lot easier than shelling islands, escort- ing a convoy or hunting subs.
Or so you thought. But now look what you've got. Thirteen fully-opera- tional, ear- bursting battle stations to worry about, all armed to the gills. Not to mention radar. Navigation. Sonar.
Andhalf the Japanese fleet crawling up your spine.
Time to make some tacti- cal decisions.
YOVVE ALWAYS DREAMED OF BEAUTIFUL MODELS. Nmv\m can pick up an entire assatiU fleet, including a rcphca Fletcher Class Destroyer, from Rercll. Or will nn authentic scrambled eggs Jlight deck cap. Sweepstakes details are in ercry box, or write for an entry coupon. Xo pHirliasc iwcessary. Sweep stakes ends June 15, 1987. Official rules are available at participating dealers.
Any choice could be your last, so make it good. Suddenly, you hear the ominous rumble of incoming Zeroes. You fire, and send one plummeting to the sea, trailing a plume of smoke.
On instinct, you in- struct the bridge to commence evasive maneuvers.
TECHNICAL TIPS
Auto-Con
For the Commodore 64
Whether you progi-am in BASIC or machine language, hex, decimal, binary, and ASCII convei-sions ai-e a fact of life. Without some type of conveiter, your patience will certainly be put to the test. Don't overheat. Keep cool with Auto- Con. Just tell it what to convert and Auto- Con does the rest.
After sa™g a copy of Auto-Con. run it. The loader pokes the machine language data into memory and checks for errore. Now you can load, save and work on any- thing you want.
When you need a conversion. t>'pe SYS 52000 [KETURN]. Let's say you're going to convert decimal 255. Tv^k a number sign (#) followed by the number | RE- TURN]. After entering #255 you'll see:
#255
$FF
'/fiiiimi
The dollar sign (S) represents hex and the percent sign C.f i represents binaiy.
lb make a hex convereion, t>pe a dollar sign followed by the hex number [RE- TURN]. If you enter $1C you'll see:
#28
$1C
%00011100
For binar)' conversions, precede the number with a percent sign [RETURN]. If you enter 7c 10111 you'll see:
#23
$17
Auto-Con sits in the background and makes binary, hex, decimal and ASCII conversions whenever you need them.
'rOOOlOlll When Auto-Con prints a binaiy number over 255, the high b>1e appeai-s in reverse video.
For ASCU convereions, tj^ a quota- tion mark (") before the character you want converted [RETURN]. If you enter "A vou'U see:
#65
S41
C'fOlOOOOOl Auto-Con will give ASCII conversions for
Bcfuft lyping this pfograra. reid ■'Huw lo Enicr Pfogfims" ard "How to Tsc thi' .Magajinc Eniry Prygrim" The BASIC prugrjms in lliis nuj-aainc arc inilihlt un tJisk frcim I.DjdMar. P.O. Box 500U7,Shri'veporl. U 71U0-0007, iaoit-831-2694.
Auto-Con
30 PRINT CHR$ (147) "LOADING AND
CHECKING DATA LINE:"'CFMJ 40 S=52000:J=S:REM *** CHANGE S TO
RELOCATE ***'DICK 50 FOR B-0 TO 11: READ A'EGWE 60 IF B=0 THEN L=PEEK (64) * 256-(-PEEK ( 63)
: PRINT CHR$(19}TAB(31)L:PRINT'MYC0 70 IF A<0 OR A>255 THEN 90'FICH 80 POKE J+B,A:X=X+A:D=D+1:NEXT B
:READ A: IF A=X THEN 100'LWMQ 90 PRINT"ERROR IN DATA LINE:"L
lEND'CCVL 100 X=0:J=J+12:IF D<492 THEN 50'GOUC 110 PRINT"THE DATA IS OK AND
LOADED. . ." : PRINT 'CBOE 120 PRINT"SYS"S"TO MAKE
|
CONVERS IONS . . . " : END ' CCJF |
|
|
130 |
DATA 169,13,32,210,2 55,32,210,255, |
|
169, 0,162, 133, 164 0'BWMH |
|
|
140 |
DATA 160,4,133,97,133,253,134,139, |
|
132,2,132,252,1571'BWSI |
|
|
150 |
DATA 153,139,0,136,208,250,160,32, |
|
153,0,2,136,1369'BUOJ |
|
|
160 |
DATA 16,250,169,1,208,43,201,34, |
|
208,8,162,1,1301'BSOJ |
|
|
170 |
DATA 134,2,208,28,240,210,201,35, |
|
208,4,230,2,1502'BTAK |
|
|
180 |
DATA 208,18,201,36,240,14,201,37, |
|
208,224,162,16,1565'BWPM |
|
|
190 |
DATA 160,130,134,2,134,252,132, |
|
139, 32, 210, 255, 169, 174 9 'BYTN |
|
|
200 |
DATA 0,133,251,169,17 5,32,210,255, |
|
198,211,32,225,1891'BXBF |
|
|
210 |
DATA 2 55,208,5,169,32,76,210,255, |
|
32, 228, 255, 240, 196 5 'BWQG |
|
|
220 |
DATA 251,166,251,208,18 5,164,253, |
|
Continued on pg. 127 |
Dy Buck Childress
cursor, ftmction. and other normally non- printing keys as well.
When making hex, decimal, and binary convei-sions, it's not necessary to tvpe leading zeros. Foi- example, if you want to convert hex ten, you don't have to tji^e SOOOA (although you can if you wish). Just tjTse 8A.
Auto-Con will convert any number up to and including decimal 65535 (SFFFF hex and 'JlUlUllllllllll binaiy). Auto-Con checks your number as it's en- tered. In decimal conversions you can en- ter up to five digits using any of the num- ber keys. If you enter a number higher than 65535, Auto-Con prints a question mark (?) and stalls over. Up to four digits are allowed in a hex con\'ersion. These can include any number key and the letter keys A thi-ough F, Since you can only en- ter a maximum of four digits, you can't ex- ceed 65535. Binary allows a maximum of 16 digits, which also keeps you fix)m ex- ceeding 65535. Binary is entered using the number keys zero and one.
If vou make a mistake during an entry, press the DELETE key Press the STOP key to exit Auto-Con.
Auto-Con is completely relocatable. The variable S in line 40 of the BASIC loader is the default loading address. It's also the default SYS addi'ess. If you want to relo- cate Auto-Con, just change S before run- ning the loader. The program is 492 bytes long, so be sure you have enough ix)om in your new location. Once the ML data has been loaded, the SYS address is given. Q|
54 DECEIVIBER 1987
^?^-
space age technology and engineering make these aircraft virtually
undetectable by enemy radar. Stealth fighters are believed to now be
operating from top secret military bases, flown only on the most sensitive
missions and only by the most experienced pilots.
: i
Precise information about this next generation
of Air Force jets is highly classified. But exten- sive research has enabled the aviation experts at MicfoProse to incorporate the potential design and performance characteristics in a powerful new simulation.
Slip into the cockpit of PROJECT: STEALTH FIGHTER and ^-
familiarize yourself with the advanced "heads-up display"(HUD) and sophisticated 3-0 out-the-cockpit view. At your disposal is a dazzlinj array of state-of-the-art electronics, weapons and countermeasures. ^
But remember, flying a stealth aircraft takes more than just fighter pilot reflexes. -
The real challenge is mastering the jet's electromagnetic profile to avoid enemy
radar, while executing a deep-strike mission into North Africa or conducting delicate photo reconnaissance over Eastern Block
seaports. Also featured are carrier and land-based takeofts and landings, as well as land. sea. and air targets and threats.
PROJECT: STEALTH FrGHTER combines the combat action thrills of the best-selling F-15 STRIKE EAGLE with the sophisticated flight environment pioneered in GUNSHIP. Add the danger and suspense of clandestine missions in an innovative 'invisible aircraft" and you have PROJECT: STEALTH FIGHTER, the latest flying challenge from MicroProsei
PROJECT: STEALTH FIGHTER is available from a Valued MicroProse
Retailer" (VMR) near you. Call us lor localionsi
For Commodore 64/128, IBM-PC/compatlbles and Apple ll/e/c. Call or
write for specilic machine availability, and lor MC/VISA orders il product :71;' "■'
not found locally.
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The 128 Mode
Big League Baseball, Part 3
Explore the Commodore 128 in its powerful native mode. Some of the articles in this column may be technical, some not so technical— but we guarantee that they will spark your creativity.
This month we will complete Big League Baseball, a statisti- cal baseball game where you are the manager. If you haven't typed in the first two installments, you will need to do so. Then you must type in the listing included here. Or you can simply purchase the Loadstar disk that contains the entire pro- gram.
A few reminders about typing it in: You must first load yom" previously-saved version; then you can start typing installment #3. Your new typing will re-edit some old lines as well as add many new ones. Once done, save it (use a different name so that your previous version remains intact . . . just in case. I
One last point: the file structure for teams has been changed. If you have already typed in any teams, you'll need to type in listing #2 (entitled "FILE CONVERTER"), hisert the disk on which you have saved your team files and it will coiTect them.
Last month's embellishments were chiefly graphics; this time we will add statistical capabilities. Now the computer will keep track of your ongoing leagues, sort players' batting and pitching stats, and keep track of standings. With these statistical en- hancements, Big League Baseball becomes a complete baseball simulation.
What's New
Two new options are now listed on the opening menu. They in- clude the ability to view the standings (press D) and to ™w team statistics (press S). You can do either of these before or after any game. Both options, once loaded fixtm disk and sorted, allow you to print your statistics on paper Both are also com- pletely self-€xplanatoty. An example of each can be seen in ta- bles 1 and 2.
Once you begin playing, youll notice a slight change in the information on the screen above the playing field. Instead of the three keyboard choices in the last installment (C for change pitchers, S for statistics, and W for walk batter), there are now four. The change pitcher and walk batter options are still the same but the statistics option has now been subdivided into two categories: B for batters statistics and P hr pitchers statistics.
When you press either B or P you will see the batter's or pitch- er's stats displayed in the upper left window. Keep in mind that Big League Baseball carries two tv'pes of statistics, the perma- nent ones you typed in and the ongoing stats that are updated