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CUTTHROATS
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1984 Adventure
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Difficulty: OOO..
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In Cutthroats, you are a skilled diver living on Hardscrabble Island, a
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small seaport past its prime. You will try to salvage a treasure from one of
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four shipwrecks; if you are successful, you will be fabulously and
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enormously respected among old salts. Some characters in the story will help
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you; others will try to stop you any way they can. If you can think
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logically and keep your throat intact, the treasure can be yours.
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There is more than one shipwreck in Cutthroats, but in each story you will
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be trying to recover only one particular treasure. When you restart the
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story, you may find yourself diving for a different treasure.
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--
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DEADLINE
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1982 Mystery
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Difficulty: OOOOO
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A wealthy industrialist, Mr. Marshall Robner, locked himself in the upstairs
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library of his New England colonial estate one night and committed suicide
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by taking a lethal overdose of anti-depressants. Or did he?
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You are the Chief of Detectives. You've been asked by Robner's attorney to
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make a thorough investigation of the case, simply to "quash the suspicions
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which are inevitable" when a moneyed man dies a sudden and unnatural
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death. The Medical Examiner found nothing unusual, and interviews with
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family members and family associates are consistent with the idea that
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Robner committed suicide. Everything fits neatly -- maybe too neatly. You
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smell foul play, and you have 12 hours to crack the case. If you arrest
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someone, you'd better have the three traditional ingredients to an ironclad
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case for the prosecution: the accused must have had a motive, a method, and
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ample opportunity to commit the crime. There are many possible endings to
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this case, and the one you reach is determined by your actions and by the
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deductions you draw from the evidence you gather. But one ending fits the
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facts better than any other, and you will know it when you reach it.
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--
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ENCHANTER
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1983 Fantasy
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Difficulty: OOO..
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Welcome to the World of the Enchanter saga - a world where magic is
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commonplace, a world where guilds of professional magic-users spend their
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lifetimes mastering the intricacies of thaumaturgy, a world where great
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forces of evil must constantly be held at bay.
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An Evil Warlock has subjugated the land to his power. All who have opposed
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him have failed. But many years ago, in another age, the great Elders of the
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Circle of Enchanters foresaw the possibility of these dreaded occurences.
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They realized that no fully accomplished Enchanter could penetrate the
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Warlock's defenses unrecognized, and knew that the task of freeing the land
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would fall to a journeyman conjurer.
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You have been identified as the Apprentice Enchanter who must save the land
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from the Warlock.
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As a fledgling Enchanter, you have learned your lessons but have not faced
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all your tests. You possess great power, but in the ranks of necromancers
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you are a lowly and ignorant person indeed. You have been well trained in
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the basics of magic, and you will be greatly aided by the spells you know
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and the spells you will learn. But you must also rely on your powers of
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observation and quick wits.
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--
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HITCHHIKER'S GUIDE
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TO THE GALAXY
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1984 Sci-Fi
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Difficulty: OOO..
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Don't Panic!
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In this story, you will be Arthur Dent, a rather ordinary earth creature who
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gets swept up in a whirlwind of interstellar adventures almost beyond
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comprehension. As the story begins, bulldozers are waiting to reduce your
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house to rubble to make way for a motorway bypass. While you attempt to deal
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with this problem, your rather strange friend Ford Prefect drops by to tell
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you that the Earth is about to be demolished to make way for an interstellar
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bypass! If you survive this double threat, you'll embark on a series of
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inter-galactic misadventures even funnier than your worst nightmares! And
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because anything is possible in The Hitchhiker's Guide to the Galaxy, you
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may soon not even be sure of your own identity!
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A special note for people who have read the book The Hitchhiker's Guide to
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the Galaxy: although the opening of the game is fairly similar to the book,
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the story quickly diverges, with lots of new material and different twists.
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Familiarity with the story may make a few of the early puzzles easier, but
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if you rely too heavily on this previous knowledge you will certainly
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befuddle yourself.
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--
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INFIDEL
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1983 Adventure
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Difficulty: OOOO.
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You like to think of yourself as a bold and adventurous soldier of fortune,
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daring to brave the perils of the Egyptian Desert in search of a great lost
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pyramid. In fact, you're a small-time explorer, and you've just been
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marooned by your crew. Thoughts of getting lost, starving to death, or dying
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of thirst cross your mind, but you are sustained by the faint hope that you
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can somehow find the pyramid in this smouldering heat.
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You're all alone. Perhaps the sun has affected your thinking. Do you really
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expect to find a lost pyramid in this vast, endless desert, much less
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survive? Even if you do find it, can you get inside? Hardest of all, are
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you capable of matching wits with the ancient Egyptians?
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Still, you're driven onward against desperate odds. Undreamed-of riches and
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treasures beyond imagination await you. And your pride and dignity, your
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reputation and self-esteem, are at stake. For you are branded INFIDEL.
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--
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PLANETFALL
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1983 Sci-Fi
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Difficulty: OOO..
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After the fall of the Second Galactic Union in 1716 GY, a ten-thousand-year
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dark age settled upon the galaxy. Interstellar travel was non-existent, and
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many star systems descended into a near-barbaric state, buring coal and gas
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for energy, and growing food directly from exposed topsoil.
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In 11,203 GY, a treaty between the Empires of Tremain and Galium formed the
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Third Galactic Union. Ships of the Stellar Patrol (a pseudo-military wing of
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the Union government on Tremain) began exploring the galaxy, searching for
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the human civilizations that are the remnants of the Second Galactic Union.
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You are a native of the planet Gallium. Although it is one of the most
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politically powerful worlds in the Union, Gallium is no garden spot. In
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fact, the Gallium Chamber of Commerce brochure entitled "Ten Great Reasons
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to Visit Gallium" ends on page 3. The author ran out of reasons after
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listing just two.
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For five generations, your family has served in the Stellar Patrol. Your
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great-great-grandfather was a High Admiral and one of the founding officers
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of the Patrol. It was taken for granted that when you came of age you would
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join up.
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Now, more than a year after signing up, and two months after being
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transferred to the S.P.S. Feinstein, you are still only ranked Ensign
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Seventh Class. You superior officer, Ensign First Class Blather, has been
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making your life miserable. You're beginning to wonder if you're really cut
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out for the Stellar Patrol...
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--
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SEASTALKER
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1984 Adventure
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Difficulty: O....
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Welcome to the world of Infocom's junior interactive fiction, a world where:
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* you can become the hero or heroine in a story,
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* you can use your own thinking to guide the story from start to finish,
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* you can meet other people, who may or may not help you, and
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* you can go to new places, figure out mysteries and puzzles, and fight
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against monsters or enemies.
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In Seastalker, you become a young inventor working in your father's
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business. Your newest invention is a small submarine that has only two seats
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inside, for you and your pal Tip. The submarine, called the Scimitar, can
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dive deeply into the sea to capture plants and animals for you to study. But
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you will have to use it to save your undersea scientific station from a sea
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monster that is attacking it!
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--
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SORCERER
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1984 Fantasy
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Difficulty: OOOO.
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Welcome to the World of the Enchanter saga - a world where magic is
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commonplace, a world where guilds of professional magic-users spend their
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lifetimes mastering the intricacies of thaumaturgy, a world where great
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forces of evil must constantly be held at bay.
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In your late youth you left home to join the Guild of Enchanters. After
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years of schooling, you achieved the rank of Apprentice Enchanter. In
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fulfillment of an ancient prophecy, you were sent to find Krill, an evil
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warlock who had loosed a pestilence upon the land, and who threatened the
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very existence of the Circle of Enchanters. Only someone guileless and
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inexperienced in the ways of magic could slip into Krill's realm unnoticed.
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By defeating Krill, you earned a seat on the Circle of Enchanters, sitting
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at the right hand of your mentor, the leader of the Guild, Belboz the
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Necromancer. Several years have passed, and you have grown very close to
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Belboz as you studied under his tutelage, learning the ways of magic from
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one of the world's most learned practitioners.
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But lately, Belboz has seemed troubled, preoccupied, withdrawn... small
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things only a friend would notice. You have even heard frightening noises
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coming from his chamber, and the voices of conversation when Belboz was
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supposedly alone. His temper has seemed short the last few days, and the
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look in his eyes sends cold shivers down your back. Could some evil spirit
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be at work here? You are sleepless from worry - Belboz is possibly the most
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powerful Enchanter in the kingdom. If his powers were used by the forces of
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darkness instead of the forces of light, who knows what would result?
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And now, unbeknownst to you, Belboz has vanished.
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--
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STARCROSS
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1982 Sci-Fi
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Difficulty: OOOOO
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The year is 2186. Humanity has established colonies on the moon, Mars, and
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several of the larger asteroids. Earth's sky is dotted with space habitats,
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and the spaceways are always busy. As usual, there is urgent need for energy
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to power this advanced civilization; one of the primary sources of that
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energy is quantum black holes.
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In Starcross you are a miner of black holes, scouring the asteroid belt in
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your one-man survey ship. Finding and harnessing a single black hole can
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make a person's fortune. It's a lonely business, fraught with the known and
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unknown hazards of space. You've equipped your ship, the M.C.S. Starcross
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with the best gear you could afford. You've put everything into this
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venture, and though you've tried before, you somehow sense that this time
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will be different.
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The ship's computer handles the functions of navigation and maintenance. You
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watch the sophisticated mass detector as it unceasingly scans the vicinity
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for unchartered masses. To assuage the tedium of your long trip, you browse
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through the compact tape library, a compendium of human knowledge and
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culture. But the drone of the ship gradually lulls you into a deep sleep.
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As you sleep, you dream of the riches which would be yours if your search
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for a quantum black hole is sucessful. Little do you suspect that the alarm
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on your mass detector is about to jolt you out of your dream -- but not to
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grapple with the long-sought black hole. Your quest hast taken an unexpected
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turn, for you are destined to rendezvous with a gargantuan alien space ship
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from the outer fringes of the galaxy.
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--
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SUSPENDED
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1983 Sci-Fi
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Difficulty: OOOOO
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You are the Central Mentality on an advanced semi-automated planet. You were
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supposed to sleep -- in limited cryogenic suspension -- for the next 500
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years, 20 miles beneath the surface of the planet, while the great Filtering
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Computers maintained all surface systems. But the computers have taken you
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out of suspension because something is terribly wrong: the weather has
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become brutal, food production is dangerously low, and the Transportation
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System is malfunctioning, causing unprecedented accidents and casualties.
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The planet is in chaos.
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You are physically immobilized. But you have six robots at your disposal,
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and you must manipulate them strategically to bring the Filtering Computers
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back into balance. Each robot has a distinct perception of the world and
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offers you specific abilities. One offers you sight; a second, hearing; a
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third, access to information in the computer memory banks. Through the
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robots, you must save the planet from destruction.
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--
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SUSPECT
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1984 Mystery
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Difficulty: OOOO.
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Halloween night.
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You are a guest at a very exclusive party: the annual Costume Ball at
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Ashcroft Farm. You are mingling with society's blue bloods and power
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brokers, sampling caviar and champagne, and enjoying the fine orchestra and
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the outlandish costumes. Quite a treat for a newspaper reporter like you -
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until someone plays a nasty trick on you.
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You're framed for a murder you didn't commit.
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You'll have a hard time convincing the police of your innocence. You'll have
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to figure out who did the heinous crime, and why. You'll need irrefutable
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proof. The murderer is no doubt watching your every move. But you have only
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a few hours to escape the trap that's been laid for you.
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The murderer is in your midst, laughing behind your back.
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--
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Title: Spellbreaker
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Author: Dave Lebling
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Released: 1985
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Genre: Fantasy
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Difficulty: Expert (5/5)
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Welcome to the World of the Enchanter saga - a world founded on magic, where
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guilds of magicians have mastered the powers of sorcery; a world now
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threatened with destruction.
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You distinguished yourself among the young Enchanters by defeating the evil
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warlock Krill, whose attempt to subjugate the land was thwarted by your
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clerverness, as your inexperience allowed you to succeed where others might
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fave failed. This earned you a place on the Circle of Enchanters, second
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only to the great Belbox the Necromancer. Then Belboz himself was nearly
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destroyed, and your rescue of him from the evil demon Jeearr earned you the
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ultimate honor given a mage, the leadership of the Circle of Enchanters.
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Now, a crisis has befallen the kingdom. Magic itself seems to be failing.
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Spells fail to work or go strangely awry, the populace is confused and
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restive, and even the Enchanters Guild is baffled. And it is at this
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conclave that the final conflict between good and evil begins to unfold.
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--
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Title: Ballyhoo
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Author: Jeff O'Neill
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Released: 1986
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Genre: Mystery
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Difficulty: Standard (3/5)
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|
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Spurred by your natural curiosity, you stick around after the show in the
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big top, hoping to catch an after-hours performance. Perhaps you'll get a
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peek at an impromptu clown act, or watch the late-night feedings of the
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exotic animals you goggled at earlier. But life at the circus isn't
|
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glamorous after the audience has gone home: instead of flashy feats, you
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overhear a mysterious conversation: a little girl - the circus owner's
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daughter - has been kidnapped! Her father is too naive (or is he too
|
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pompously stupid?) to do more than hire an inept detective to find her. He
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remains blindly loyal to his overworked performers, but... could it be an
|
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inside job? The girl might be hidden somewhere on the circus grounds... and
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one of the performers might be her abductor!
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|
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So you do what anyone would do in these circumstances: set out to rescue the
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damsel in distress. The odds aren't in your favor: you - a spectator, a
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bystander, an outsider in a defensive close-knit community - trying to find
|
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a girl you've never met, in a place you know nothing about, among bizarre
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people who want nothing to do with you. Some would call you brave. Some
|
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would call you foolish.
|
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|
||||
Every circus has its seedy underside. But few are as dangerous as this.
|
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|
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--
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|
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Title: Leather Goddesses of Phobos
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Author: Steve Meretzky
|
||||
Released: 1986
|
||||
Genre: Comedy
|
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Difficulty: Standard (3/5)
|
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|
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1936. In the United States, a new miracle fabric called nylon is becoming
|
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popular, the Great Plains continue to suffer from a severe drought that is
|
||||
turning the region into a Dust Bowl, Alf Landon is running for President,
|
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Victor Hess is receiving the Nobel Prize for Physics for discovering cosmic
|
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radiation, Gone With the Wind is the best-selling novel, and steak is
|
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twenty-five cents a pound. Elsewhere, black track star Jesse Owen is
|
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embarrassing Adolph Hitler by winning four gold medals at the Olympic Games
|
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in Berlin, Edward the VIII of England is abdicating the throne to marry a
|
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commoner, the Spanish Civil War is beginning to heat up, and the Leather
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Goddesses of Phobos are completing plans to invade the Earth and turn it
|
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into their private pleasure world.
|
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|
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Don't let anyone ever tell you that nothing happens in Upper Sandusky, Ohio,
|
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because on this day in 1936, you're snatched out of your favorite bar in
|
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Upper Sandusky - kidnapped by minions of the evil Leather Goddesses. You are
|
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brought back to Phobos as an experimental subject, as preparations continue
|
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to enslave every man and woman on Earth.
|
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|
||||
If you succeed in escaping the clutches of the Leather Goddesses, you will
|
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begin an odyssey the likes of which you have never even imagined (except,
|
||||
perhaps, in certain very enjoyable dreams). With your loyal friend and
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fellow Earthmate at your side, you will begin a naughty, bawdy, rowdy,
|
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rousing and very, very amusing romp across the solar system. Your mission,
|
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should you be able to catch your breath long enough to think about it, is to
|
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collect the materials you'll need to ultimately defeat the Leather Goddesses
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of Phobos and save humanity! Are you "up" for the job?
|
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|
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--
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|
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Title: Moonmist
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Author: Stu Galley and Jim Lawrence
|
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Released: 1986
|
||||
Genre: Mystery
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Difficulty: Introductory (2/5)
|
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|
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In Moonmist, you are a famous young American detective. An old friend,
|
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Tamara Lynd, has written you a letter, asking for your help. And so you have
|
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travelled to England to test your detective skills.
|
||||
|
||||
As the story begins, you meet some interesting guests. But your visit soon
|
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turns to mystery, as a trail of riddles and clues leads you to a hidden
|
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valuable treasure.
|
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|
||||
But Tamara is worried about a ghost that is tormenting her. What does the
|
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ghost want? Is it jealous of her? Does the ghost want the hidden treasure
|
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for itself? Or is the ghost a fake -- just someone dressing up to frighten
|
||||
Tamara? If so, why?
|
||||
|
||||
These mysteries and others are waiting to test your wits in Moonmist.
|
||||
|
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--
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|
||||
Title: Hollywood Hijinx
|
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Author: "Hollywood" Dave Anderson and Liz Cyr-Jones
|
||||
Released: 1987
|
||||
Genre: Adventure
|
||||
Difficulty: Standard (3/5)
|
||||
|
||||
As a child, you spent most of your summers with your Aunt Hildegard and
|
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Uncle Buddy. What memories! Uncle Buddy was a Hollywood big-shot, Aunt
|
||||
Hildegard his loving (and very rich!) wife. They had no children on their
|
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own, but you and your cousins loved their house, their parties, the
|
||||
Hollywood memorabilia, and them. Sure, Buddy and Hildy were a bit eccentric
|
||||
- but that added to their charm.
|
||||
|
||||
Aunt Hildegard kept the house when Uncle Buddy passed away. And now that
|
||||
she's suddenly died, you remember her unusual will. You will inherit the
|
||||
entire estate - probably worth millions - if you can spend one night in the
|
||||
house and on the grounds, and find a treasure or two. But if you can't, then
|
||||
you inherit nothing.
|
||||
|
||||
And so Hollywood Hijinx begins with you being dropped off in front of a dark
|
||||
house, not too far from Hollywood...
|
||||
|
||||
--
|
||||
|
||||
Title: Stationfall
|
||||
Author: Steve Meretzky
|
||||
Released: 1987
|
||||
Genre: Sci-Fi
|
||||
Difficulty: Advanced (4/5)
|
||||
|
||||
After the fall of the Second Galactic Union in 1716 GY, a ten-thousand-year
|
||||
dark age settled upon the galaxy. Interstellar travel was nonexistent, and
|
||||
many star systems descended into a near-barbaric state, buring coal and gas
|
||||
for energy, and growing food directly from exposed topsoil.
|
||||
|
||||
In 11,203 GY, a treaty between the Empires of Tremain and Galium formed the
|
||||
Third Galactic Union. Ships of the Stellar Patrol (a pseudo-military wing of
|
||||
the Union government on Tremain) began exploring the galaxy, searching for
|
||||
the human civilizations that are the remnants of the Second Union.
|
||||
|
||||
You are a native of the planet Gallium, one of the most politically powerful
|
||||
but culturally barren worlds in the Union. Your great-great-grandfather was
|
||||
a founding officer of the Stellar Patrol, and for five generations, your
|
||||
family has served in the Patrol. It was always taken for granted that you
|
||||
would sign up as soon as you came of age.
|
||||
|
||||
Once you joined the Patrol, you discovered that the exciting career promised
|
||||
in all the Patrol recruitment brochures was nonsense. Your life was drudgery
|
||||
and demerits. The one time you got to see an exotic planet was right after a
|
||||
big parade, when they needed a detail to sweep up all the confetti.
|
||||
|
||||
Then came your big moment: shipwrecked on a seemingly deserted world, you
|
||||
met an exuberant robotic companion named Floyd. Together, the two of you
|
||||
discovered the secret of that mysterious planet, Resida, and saved it from
|
||||
near destruction.The story of that heroic deed was told in Planetfall.
|
||||
|
||||
As a result of your heroics, you were offered, and quickly accepted, a juicy
|
||||
promotion. Good-bye Ensign Seventh Class -- hello Lieutenant First Class! No
|
||||
more scrubwork! No more bathroom details! No more cleaning groth cages!
|
||||
Finally, your life in the Stellar Patrol would be as exciting as those
|
||||
brochures had promised!
|
||||
|
||||
Oh, how naive you'd been. Your daily routine simply replaced tedious
|
||||
scrubwork with tedious paperwork. Since your planetfall on Resida, five long
|
||||
years have dragged by, without a single event worthy of note. Why, just look
|
||||
at today's "thrilling" assignment: scooting over to Space Station Gamma
|
||||
Delta Gamma 777-G 59/59 Sector Alpha-Mu-79 to pick up a supply of Request
|
||||
for Stellar Patrol Issue Regulation Black Form Binders Request Form Forms...
|
||||
|
||||
--
|
||||
|
||||
Title: The Lurking Horror
|
||||
Author: Dave Lebling
|
||||
Released: 1987
|
||||
Genre: Horror
|
||||
Difficulty: Standard (3/5)
|
||||
|
||||
In The Lurking Horror, you are a student at G.U.E. Tech. You have braved a
|
||||
snowstorm to get to the Computer Center and finish work on an assignment.
|
||||
But the snowstorm has turned into a raging blizzard, and has trapped you in
|
||||
a complex of buildings late at night. You are not alone, fortunately ... or
|
||||
perhaps, unfortunately.
|
||||
|
||||
In any event, you soon find yourself wandering away from your computer and
|
||||
into the dark nether regions of G.U.E. Tech. Suddenly, you're in a world
|
||||
that rivals your most hideous visions, a realm of horror lurking beneath the
|
||||
calm corridors and study halls.
|
||||
|
||||
Shapes emerge from dark corners. Eerie sounds draw closer. Slimy passageways
|
||||
lead to sights so horrifying that they will feed your nightmares for weeks.
|
||||
|
||||
--
|
||||
|
||||
Title: Plundered Hearts
|
||||
Author: Amy Briggs
|
||||
Released: 1987
|
||||
Genre: Romance
|
||||
Difficulty: Introductory (2/5)
|
||||
|
||||
Plundered Hearts is set in the late 1600s, where you are living the gentle
|
||||
life of a beautiful young Englishwoman. You have received news that your
|
||||
dear father is ailing, and so you are travelling to the West Indies to care
|
||||
for him.
|
||||
|
||||
As the story opens, the ship you are aboard is attacked by pirates, and you
|
||||
are carried off by the dashing pirate captain! But this does not dissuade
|
||||
you from your determination to find your father. Along the way, you shall
|
||||
encounter danger, adventure ... and more than a touch of romance.
|
||||
|
||||
--
|
||||
|
||||
WISHBRINGER: THE MAGICK
|
||||
STONE OF DREAMS
|
||||
|
||||
1985 Fantasy
|
||||
|
||||
Difficulty: OO...
|
||||
|
||||
|
||||
In Wishbringer, you're a postal clerk in a small seaside village called
|
||||
Festeron. You deliver a strange envelope to a magic shop, and discover that
|
||||
an old woman's black cat has been kidnapped by "the Evil One." The old woman
|
||||
asks for your help, and when you leave the magic shop, you find yourself
|
||||
trapped in a nightmare world. Your once-quiet town is now full of goons,
|
||||
trolls, vultures, fortress-like towers, and assorted wickedness. You become
|
||||
entangled in the struggle between Good and Evil; extraordinary help is found
|
||||
only in unusual places. Everyone seeks to possess a magic stone of dreams
|
||||
known as Wishbringer; but only you can find it and use its powers to make
|
||||
your town safe again. And you only have a few hours!
|
||||
|
||||
--
|
||||
|
||||
THE WITNESS
|
||||
|
||||
|
||||
1984 Mystery
|
||||
|
||||
Difficulty: OOO..
|
||||
|
||||
|
||||
In The Witness, you are a police detective working near Los Angeles. The
|
||||
year is 1938, and on this stormy February night a wealthy but frightened man
|
||||
has asked your for protection. In spite of your best efforts, a death will
|
||||
occur, and you will have twelve hours to solve the mystery and try to arrest
|
||||
the killer.
|
||||
|
||||
If you think you have enough evidence one or more suspects to convince a
|
||||
jury of their guilt, you can arrest them and conclude the case. Your
|
||||
ever-helpful assistant, Sergeant Duffy, will assist you in taking the
|
||||
accused into custody. (He will also offer help before the arrest if you ask
|
||||
him for it.) You can can except to receive a letter from your superiors
|
||||
about the outcome of the grand jury investigation - and, if the District
|
||||
Attorney gets an indictment, of the trial itself. If the jury does not
|
||||
convict, your higher-ups will probably tell you where you may have erred, so
|
||||
that you can profit from your mistakes.
|
||||
|
||||
Because the state cannot win the case unless it can prove guilt beyond a
|
||||
reasonable doubt, you are expected to establish the traditional ingredients
|
||||
of an ironclad case for the prosecution: the accused must have had a motive,
|
||||
a method, an an ample opportunity to commit the crime. There are many
|
||||
possible endings to this case, and the one you reach is determined by your
|
||||
actions and by the deductions you draw from the evidence you gather. But one
|
||||
ending fits the facts better than any, and you will know it when you reach
|
||||
it.
|
||||
|
||||
--
|
||||
|
||||
ZORK I: THE GREAT
|
||||
UNDERGROUND EMPIRE
|
||||
|
||||
1980 Fantasy
|
||||
|
||||
Difficulty: OOO..
|
||||
|
||||
|
||||
Welcome to ZORK! You are about to experience a classic interactive fantasy,
|
||||
set in a magical universe. The ZORK trilogy takes place in the ruins of an
|
||||
ancient empire lying far underground. You, a dauntless treasure-hunter, are
|
||||
venturing into this dangerous land in search of wealth and adventure.
|
||||
Because each part of the ZORK saga is a completely independent story, you
|
||||
can explore them in any order. However, since ZORK I is the least difficult,
|
||||
it is usually the best place to begin.
|
||||
|
||||
Many strange tales have been told of the fabulous treasures, exotic
|
||||
creatures and diabolical puzzles in the Great Underground Empire. As an
|
||||
aspiring adventurer you will undoubtedly want to locate the treasures and
|
||||
deposit them in your trophy case. You'd better equip yourself with a source
|
||||
of light (for the caverns are dark) and weapons (for some of the inhabitants
|
||||
are unfriendly -- especially the thief, a skilled pickpocket and ruthless
|
||||
opponent).
|
||||
|
||||
--
|
||||
|
||||
ZORK II: THE
|
||||
WIZARD OF FROBOZZ
|
||||
|
||||
1981 Fantasy
|
||||
|
||||
Difficulty: OOOO.
|
||||
|
||||
|
||||
Welcome to ZORK! You are about to experience a classic interactive fantasy,
|
||||
set in a magical universe. The ZORK trilogy takes place in the ruins of an
|
||||
ancient empire lying far underground. You, a dauntless treasure-hunter, are
|
||||
venturing into this dangerous land in search of wealth and adventure.
|
||||
Because each part of the ZORK saga is a completely independent story, you
|
||||
can explore them in any order.
|
||||
|
||||
In Zork II, you will explore a long hidden region of the Empire, a region
|
||||
dominated by the Wizard of Frobozz. The Wizard was once a respected
|
||||
Enchanter, but when his powers began to fade he was exiled by Lord Dimwit
|
||||
Flathead the Excessive. Now bordering on senility, the Wizard is still a
|
||||
force to be reckoned with. Your goal, as you venture into the Wizard's
|
||||
realm, is to avoid his capricious tricks and learn to control his magic.
|
||||
|
||||
--
|
||||
|
||||
ZORK III: THE
|
||||
DUNGEON MASTER
|
||||
|
||||
1982 Fantasy
|
||||
|
||||
Difficulty: OOOO.
|
||||
|
||||
|
||||
Welcome to ZORK! You are about to experience a classic interactive fantasy,
|
||||
set in a magical universe. The ZORK trilogy takes place in the ruins of an
|
||||
ancient empire lying far underground. You, a dauntless treasure-hunter, are
|
||||
venturing into this dangerous land in search of wealth and adventure.
|
||||
Because each part of the ZORK saga is a completely independent story, you
|
||||
can explore them in any order.
|
||||
|
||||
As ZORK III begins, your greatest challenge beckons as you take the final
|
||||
step down into the very heart of the Great Underground Empire. Your
|
||||
character and courage will be tested as the enigmatic Dungeon Master
|
||||
confronts you with predicaments and perils. Your quest hinges upon
|
||||
discovering his secret purpose, even as he oversees your ultimate triumph -
|
||||
or destruction!
|
|
@ -0,0 +1,124 @@
|
|||
Ballyhoo
|
||||
97/851218 - done
|
||||
Cutthroats
|
||||
23/840809 - done
|
||||
Deadline
|
||||
18/820311 - done
|
||||
19/820427 - done
|
||||
21/820512 - done
|
||||
22/820809 - done
|
||||
26/821108 - done
|
||||
27/831005 - done
|
||||
Enchanter
|
||||
10/830810 - done
|
||||
15/831107 - done
|
||||
16/831118 - done
|
||||
24/851118 - done
|
||||
29/860820 - done
|
||||
The Hitchhiker's Guide to the Galaxy
|
||||
47/840914 - done
|
||||
56/841221 - done
|
||||
58/851002 - done
|
||||
59/851108 - done
|
||||
31/871119 - not Z3
|
||||
Hollywood Hijinx
|
||||
235/861118- done
|
||||
37/861215 - done
|
||||
Infidel
|
||||
22/830916 - done
|
||||
Leather Goddesses of Phobos
|
||||
50/860711 - done
|
||||
59/860730 - done
|
||||
4/880405 - not Z3
|
||||
The Lurking Horror
|
||||
203/870506- done
|
||||
219/870912- done
|
||||
221/870918- done
|
||||
Moonmist
|
||||
4/860918 - done
|
||||
9/861022 - done
|
||||
Planetfall
|
||||
20/830708 - done
|
||||
26/831014 - done
|
||||
29/840118 - done
|
||||
37/851003 - done
|
||||
10/880531 - not Z3
|
||||
Plundered Hearts
|
||||
26/870730 - done
|
||||
Seastalker
|
||||
15/840501 - done (as "r15a.840501")
|
||||
15/840522 - done (as "r15b.840522")
|
||||
16/850515 - done (as "r16a.850515")
|
||||
16/850603 - done (as "r16b.850603")
|
||||
86/840320 - done
|
||||
Sorcerer [has in-game protection]
|
||||
4/840131 - done
|
||||
6/840508 - done
|
||||
13/851021 - done
|
||||
15/851108 - done
|
||||
18/860904 - done
|
||||
4/840131/deprotected - done (as "r4.deprot")
|
||||
6/840508/deprotected - done (as "r6.deprot")
|
||||
13/851021/deprotected - done (as "r13.deprot")
|
||||
15/851108/deprotected - done (as "r15.deprot")
|
||||
18/860904/deprotected - done (as "r18.deprot")
|
||||
Spellbreaker [has in-game protection]
|
||||
63/850916 - done
|
||||
87/860904 - done
|
||||
63/850916/deprotected - done (as "r63.deprot")
|
||||
87/860904/deprotected - done (as "r87.deprot")
|
||||
Starcross
|
||||
15/820901 - done
|
||||
17/821021 - done
|
||||
Stationfall [has in-game protection]
|
||||
107/870430- done
|
||||
107/870430/deprotected - done (as "r107.deprot")
|
||||
Suspect
|
||||
14/841005 - done
|
||||
Suspended
|
||||
5/830222 - done
|
||||
7/830419 - done
|
||||
8/830521 - done (as "r8a")
|
||||
8/840521 - done (as "r8b")
|
||||
Wishbringer
|
||||
68/850501 - done
|
||||
69/850920 - done
|
||||
23/880706 - not Z3
|
||||
The Witness
|
||||
13/830524 - done
|
||||
18/830910 - done
|
||||
20/831119 - done
|
||||
21/831208 - done
|
||||
22/840924 - done
|
||||
Zork I
|
||||
2/AS000C - not Z3
|
||||
5/ - not Z3
|
||||
15/UG3AU5 - not Z3
|
||||
20/ - done (as "r20.000000")
|
||||
23/820428 - done
|
||||
25/820515 - done
|
||||
26/820803 - done
|
||||
28/821013 - done
|
||||
30/830330 - done
|
||||
75/830929 - done
|
||||
76/840509 - done
|
||||
88/840726 - done
|
||||
52/871125 - not Z3
|
||||
Zork II
|
||||
7/UG3AU5 - not Z3
|
||||
15/820308 - done
|
||||
17/820427 - done
|
||||
18/820512 - done (as "r18a")
|
||||
18/820517 - done (as "r18b")
|
||||
19/820721 - done
|
||||
22/830331 - done
|
||||
23/830411 - done
|
||||
48/840904 - done
|
||||
Zork III
|
||||
10/820818 - done
|
||||
12/821025 - done
|
||||
15/830331 - done (as "r15a")
|
||||
15/840518 - done (as "r15b")
|
||||
16/830410 - done
|
||||
15/840518 - done
|
||||
17/840727 - done
|
|
@ -0,0 +1,198 @@
|
|||
0 1 2 3 4 5 6 7
|
||||
01234567890123456789012345678901234567890123456789012345678901234567890123456789
|
||||
[Pitch Dark]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]][ Exit ]
|
||||
____________ _____________
|
||||
|_<_Previous_| ZORK I: THE GREAT |_Next_game_>_|
|
||||
UNDERGROUND EMPIRE
|
||||
|
||||
1980 Fantasy
|
||||
|
||||
Difficulty: OOOOO
|
||||
_________
|
||||
|__Hints__|
|
||||
___________ _________
|
||||
|_Play_game_| |_Box_art_|
|
||||
_________
|
||||
|_Options_|
|
||||
[------------------------------------------------------------------------------]
|
||||
[------------------------------------------------------------------------------]
|
||||
| Welcome to ZORK! You are about to experience a classic interactive fantasy, ^
|
||||
| set in a magical universe. The ZORK trilogy takes place in the ruins of an |
|
||||
| ancient empire lying far underground. You, a dauntless treasure-hunter, are |
|
||||
| venturing into this dangerous land in search of wealth and adventure. |
|
||||
| Because each part of the ZORK saga is a completely independent story, you |
|
||||
| can explore them in any order. However, since ZORK I is the least difficult, |
|
||||
| it is usually the best place to begin. v
|
||||
|______________________________________________________________________________|
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
[Pitch Dark]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]][ Exit ]
|
||||
____________ _______________________ _____________
|
||||
|_<_Previous_| /_____________________./| |_Next_game_>_|
|
||||
| |||
|
||||
| ZORK I: THE GREAT |||
|
||||
Sort by | UNDERGROUND EMPIRE |||
|
||||
____________ | |||
|
||||
|____Name____| | 1980 Fantasy |||
|
||||
____________ | |||
|
||||
|____Year____| | Difficulty: OOOOO |||
|
||||
____________ | _____________ |||
|
||||
|___Genre____| | |_Play_game_>_| |||
|
||||
____________ | ||/
|
||||
|_Difficulty_| |______________________|/
|
||||
|
||||
[-------------------------------------Blurb------------------------------------]
|
||||
| Welcome to ZORK! You are about to experience a classic interactive fantasy, ^
|
||||
| set in a magical universe. The ZORK trilogy takes place in the ruins of an |
|
||||
| ancient empire lying far underground. You, a dauntless treasure-hunter, are |
|
||||
| venturing into this dangerous land in search of wealth and adventure. |
|
||||
| Because each part of the ZORK saga is a completely independent story, you |
|
||||
| can explore them in any order. However, since ZORK I is the least difficult, |
|
||||
| it is usually the best place to begin. v
|
||||
|______________________________________________________________________________|
|
||||
|
||||
Many strange tales have been told of the fabulous treasures, exotic
|
||||
creatures and diabolical puzzles in the Great Underground Empire. As an
|
||||
aspiring adventurer you will undoubtedly want to locate the treasures and
|
||||
deposit them in your trophy case. You'd better equip yourself with a source
|
||||
of light (for the caverns are dark) and weapons (for some of the inhabitants
|
||||
are unfriendly -- especially the thief, a skilled pickpocket and ruthless
|
||||
opponent).
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
___________________ ___________________
|
||||
.-/| 78 ~~**~~ \ / ~~**~~ 79 |\-.
|
||||
|||| : ||||
|
||||
|||| Dorothy asked : The Scarecrow ||||
|
||||
|||| the Scarecrow : answered "Some ||||
|
||||
|||| "How can you : people without ||||
|
||||
|||| talk if you : brains do an ||||
|
||||
|||| haven't got : awful lot ||||
|
||||
|||| a brain?" : of talking." ||||
|
||||
|||| She looked at : She replied, ||||
|
||||
|||| him puzzled. : "That's true." ||||
|
||||
|||| : ||||
|
||||
|||| The Wizard Of Oz : boba@wwa.com ||||
|
||||
||||___________________ : ___________________||||
|
||||
||/====================\:/====================\||
|
||||
`---------------------~___~--------------------''
|
||||
|
||||
|
||||
___
|
||||
_| |_
|
||||
/ |___| \
|
||||
| ___ |
|
||||
\_| |_/
|
||||
|___|
|
||||
___/
|
||||
| |
|
||||
|___|
|
||||
|
||||
|
||||
___
|
||||
| |
|
||||
|___|
|
||||
___/
|
||||
| |
|
||||
|___|
|
||||
_|_
|
||||
_| |_
|
||||
|___|
|
||||
|
||||
|
||||
|
||||
0 1 2 3 4 5 6 7
|
||||
01234567890123456789012345678901234567890123456789012345678901234567890123456789
|
||||
1. _You_ don't.
|
||||
2. Have you tried saying OPEN EGG?
|
||||
3. It takes a great deal of manual dexterity and the proper
|
||||
tools.
|
||||
4. Someone else in the game can do it.
|
||||
5. Only the Thief can open the egg. Give it to him or leave it
|
||||
underground where he will find it.
|
||||
|
||||
|
||||
01234567890123456789012345678901234567890123456789012345678901234567890123456789
|
||||
0[Main Menu]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]] [ Exit ]
|
||||
1
|
||||
2>LOOK
|
||||
3
|
||||
4You see a collection of classic Infocom games, all playable.
|
||||
5
|
||||
6________________________________________________________________________________
|
||||
7
|
||||
8
|
||||
9Browse games by [ Name ] [ / Genre ] [ Difficulty ]
|
||||
0
|
||||
1 1. Fantasy
|
||||
2
|
||||
3 2. Science Fiction
|
||||
4
|
||||
5 3. Mystery
|
||||
6
|
||||
7 4. Adventure
|
||||
8
|
||||
9 5. Other
|
||||
0
|
||||
1
|
||||
2
|
||||
3
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|^: Disk 2 (Slot 7) MAIN MENU
|
||||
_______________________________________________________________________________
|
||||
___________________________
|
||||
| Main Menu |_____________________________________
|
||||
| |
|
||||
| |
|
||||
| 1. Add files to the Desktop |
|
||||
| |
|
||||
| 2. Work with one of the files on the Desktop |
|
||||
| |
|
||||
| 3. Save Desktop files to disk |
|
||||
| |
|
||||
| 4. Remove files from the Desktop |
|
||||
| |
|
||||
| 5. Other Activities |
|
||||
| |
|
||||
| 6. Quit |
|
||||
| |
|
||||
|_________________________________________________________________|
|
||||
|
||||
|
||||
|
||||
SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
|
||||
Type number, or use arrows, then press Return 12/16/17 10:11 pm
|
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|
@ -0,0 +1,787 @@
|
|||
!to "info#063000",plain
|
||||
*=$3000
|
||||
|
||||
save_name = $300
|
||||
;;read_size = ?? can be as large as $4000-$300 bytes
|
||||
read_buffer = $3500 ;read_size bytes, must be page-aligned
|
||||
file_buffer = $7400 ;$400 bytes, must not overlap with read_buffer, must be page-aligned
|
||||
record_size = $40
|
||||
info_buffer = $7200 ;record_size*8 (currently $200) bytes, can be anywhere
|
||||
zpage_info = $fe ;word
|
||||
zpage_ptr = $fd
|
||||
name_offset = 0 ;1+37 bytes
|
||||
time_offset = 42 ;1+8 bytes ("12:01 pm")
|
||||
score_offset = 51 ;1+6 bytes (-12345)
|
||||
moves_offset = 58 ;1+5 bytes (12345)
|
||||
|
||||
|
||||
;zpage used by Infocom code
|
||||
zp_8C = $8c
|
||||
zp_8D = $8d
|
||||
zp_8E = $8e ;word
|
||||
zp_9C = $9c
|
||||
zp_9D = $9d
|
||||
zp_9E = $9e
|
||||
zp_9F = $9f
|
||||
zp_A0 = $a0 ;word
|
||||
zp_A3 = $a3
|
||||
zp_AC = $ac
|
||||
zp_AD = $ad
|
||||
zp_B0 = $b0 ;word
|
||||
zp_B2 = $b2
|
||||
zp_B3 = $b3
|
||||
zp_C9 = $c9
|
||||
zp_CA = $ca
|
||||
zp_CB = $cb
|
||||
zp_CC = $cc
|
||||
zp_CD = $cd
|
||||
zp_CE = $ce
|
||||
zp_CF = $cf
|
||||
zp_D3 = $d3
|
||||
zp_D4 = $d4
|
||||
zp_D5 = $d5
|
||||
zp_D6 = $d6
|
||||
zp_D7 = $d7
|
||||
zp_D8 = $d8
|
||||
zp_DB = $db
|
||||
zp_DC = $dc
|
||||
|
||||
|
||||
;set prefix if not defined, needed only if stand-alone code
|
||||
|
||||
- jsr $bf00
|
||||
op_c7
|
||||
!byte $c7
|
||||
!word c7_parms
|
||||
ldx $200
|
||||
bne +
|
||||
lda $bf30
|
||||
sta c5_parms+1
|
||||
jsr $bf00
|
||||
!byte $c5
|
||||
!word c5_parms
|
||||
ldx $201
|
||||
inx
|
||||
txa
|
||||
and #$0f
|
||||
sta $200
|
||||
lda #$2f
|
||||
sta $201
|
||||
dec op_c7
|
||||
bne -
|
||||
+
|
||||
|
||||
jsr exchange
|
||||
lda #>info_buffer
|
||||
sta zpage_info+1
|
||||
lda #<info_buffer
|
||||
sta zpage_info
|
||||
jsr $bf00
|
||||
!byte $c8 ;open file
|
||||
!word c8_parms
|
||||
lda c8_handle
|
||||
sta ce_handle
|
||||
sta ca_handle
|
||||
|
||||
;position to file offset
|
||||
|
||||
lda #0
|
||||
sta position+1
|
||||
|
||||
fetch_info
|
||||
ldy #name_offset
|
||||
sty zpage_ptr
|
||||
!if name_offset=0 {
|
||||
tya
|
||||
} else {
|
||||
lda #0
|
||||
}
|
||||
sta (zpage_info),y
|
||||
|
||||
position
|
||||
lda #0
|
||||
ldx #0
|
||||
stx ce_offset+2
|
||||
asl
|
||||
asl
|
||||
asl
|
||||
asl
|
||||
asl
|
||||
asl
|
||||
ora #3
|
||||
sta ce_offset+1
|
||||
rol ce_offset+2
|
||||
|
||||
jsr $bf00
|
||||
!byte $ce ;seek
|
||||
!word ce_parms
|
||||
bcs nextpos
|
||||
lda #1
|
||||
sta ca_size+1
|
||||
jsr $bf00
|
||||
!byte $ca ;read file
|
||||
!word ca_parms
|
||||
lda read_buffer+$0e
|
||||
sta ca_size+1
|
||||
inc ca_offset+1
|
||||
jsr $bf00
|
||||
!byte $ca ;read file
|
||||
!word ca_parms
|
||||
dec ca_offset+1
|
||||
jsr dump_info
|
||||
|
||||
nextpos
|
||||
clc
|
||||
lda zpage_info
|
||||
adc #record_size
|
||||
sta zpage_info
|
||||
bcc +
|
||||
inc zpage_info+1
|
||||
+ inc position+1
|
||||
lda position+1
|
||||
cmp #8
|
||||
bcc fetch_info
|
||||
jsr $bf00
|
||||
!byte $cc ;close file
|
||||
!word cc_parms
|
||||
|
||||
exchange
|
||||
ldx #(zp_DC-zp_8C)
|
||||
- ldy zpage_old-1,x
|
||||
lda zp_8C-1,x
|
||||
sty zp_8C-1,x
|
||||
sta zpage_old-1,x
|
||||
dex
|
||||
bne -
|
||||
rts
|
||||
|
||||
c7_parms
|
||||
!byte 1
|
||||
!word $200
|
||||
|
||||
c5_parms
|
||||
!byte 2
|
||||
!byte 0
|
||||
!word $201
|
||||
|
||||
c8_parms
|
||||
!byte 3
|
||||
!word save_name
|
||||
!word file_buffer
|
||||
c8_handle
|
||||
!byte 0
|
||||
|
||||
ce_parms
|
||||
!byte 2
|
||||
ce_handle
|
||||
!byte 0
|
||||
ce_offset
|
||||
!byte 0,0,0
|
||||
|
||||
ca_parms
|
||||
!byte 4
|
||||
ca_handle
|
||||
!byte 0
|
||||
ca_offset
|
||||
!word read_buffer
|
||||
ca_size
|
||||
!word 0
|
||||
!word $ffff
|
||||
|
||||
cc_parms
|
||||
!byte 1
|
||||
!byte 0
|
||||
|
||||
dump_info
|
||||
tsx
|
||||
stx stack_pointer+1
|
||||
|
||||
;set up pointers for decompression and "score" display
|
||||
|
||||
lda #>read_buffer
|
||||
sta zp_A3
|
||||
lda read_buffer+1
|
||||
and #2
|
||||
sta zp_DC
|
||||
clc
|
||||
lda read_buffer+$0d
|
||||
sta zp_AC
|
||||
lda read_buffer+$0c
|
||||
adc #>read_buffer
|
||||
sta zp_AD
|
||||
clc
|
||||
lda read_buffer+$19
|
||||
sta zp_B0
|
||||
lda read_buffer+$18
|
||||
adc #>read_buffer
|
||||
sta zp_B0+1
|
||||
clc
|
||||
lda read_buffer+$0b
|
||||
sta zp_B2
|
||||
lda read_buffer+$0a
|
||||
adc #>read_buffer
|
||||
sta zp_B3
|
||||
|
||||
;dump info, actual Infocom code in upper-case
|
||||
|
||||
lda #42
|
||||
sta max_chars
|
||||
LDA #$10 ; location
|
||||
JSR fetch_obj
|
||||
LDA zp_8C
|
||||
JSR decompress
|
||||
|
||||
lda zpage_ptr
|
||||
!if name_offset>0 {
|
||||
sec
|
||||
sbc #name_offset
|
||||
}
|
||||
ldy #name_offset
|
||||
sta (zpage_info),y
|
||||
|
||||
ldy #time_offset
|
||||
sty zpage_ptr
|
||||
lda #0
|
||||
sta max_chars ;can't overflow anymore
|
||||
sta (zpage_info),y
|
||||
|
||||
LDA #$11 ; score
|
||||
JSR fetch_obj
|
||||
|
||||
LDA zp_DC
|
||||
BNE loc_1627
|
||||
|
||||
ldy #score_offset
|
||||
sty zpage_ptr
|
||||
|
||||
LDA zp_8C
|
||||
STA zp_D3
|
||||
LDA zp_8D
|
||||
STA zp_D4
|
||||
JSR sub_215D
|
||||
|
||||
sec
|
||||
lda zpage_ptr
|
||||
sbc #score_offset
|
||||
ldy #score_offset
|
||||
sta (zpage_info),y
|
||||
JMP loc_165F
|
||||
|
||||
loc_1627:
|
||||
LDA zp_8C
|
||||
BNE loc_164B
|
||||
LDA #$18
|
||||
|
||||
loc_164B:
|
||||
CMP #$0D
|
||||
BCC loc_1651
|
||||
SBC #$0C
|
||||
|
||||
loc_1651:
|
||||
STA zp_D3
|
||||
LDA #$00
|
||||
STA zp_D4
|
||||
JSR sub_215D
|
||||
LDA #$3A
|
||||
JSR emit_char
|
||||
|
||||
loc_165F:
|
||||
LDA #$12 ; moves or minutes
|
||||
JSR fetch_obj
|
||||
LDA zp_8C
|
||||
STA zp_D3
|
||||
LDA zp_8D
|
||||
STA zp_D4
|
||||
LDA zp_DC
|
||||
BNE loc_1676
|
||||
|
||||
ldy #moves_offset
|
||||
sty zpage_ptr
|
||||
|
||||
JSR sub_215D
|
||||
|
||||
sec
|
||||
lda zpage_ptr
|
||||
sbc #moves_offset
|
||||
ldy #moves_offset
|
||||
sta (zpage_info),y
|
||||
rts
|
||||
|
||||
loc_1676:
|
||||
LDA zp_8C
|
||||
CMP #$0A
|
||||
BCS loc_1681
|
||||
LDA #$30
|
||||
JSR emit_char
|
||||
|
||||
loc_1681:
|
||||
JSR sub_215D
|
||||
LDA #$20
|
||||
JSR emit_char
|
||||
LDA #$11 ; hours
|
||||
JSR fetch_obj
|
||||
LDA zp_8C
|
||||
CMP #$0C
|
||||
BCS loc_1698
|
||||
LDA #$61
|
||||
BNE loc_169A
|
||||
|
||||
loc_1698:
|
||||
LDA #$70
|
||||
|
||||
loc_169A:
|
||||
JSR emit_char
|
||||
LDA #$6D
|
||||
JSR emit_char
|
||||
|
||||
sec
|
||||
lda zpage_ptr
|
||||
sbc #time_offset
|
||||
ldy #time_offset
|
||||
sta (zpage_info),y
|
||||
rts
|
||||
|
||||
loc_1459:
|
||||
jmp * ;internal error
|
||||
|
||||
fetch_obj:
|
||||
JSR sub_1A70
|
||||
LDA (zp_8E),Y
|
||||
STA zp_8D
|
||||
INY
|
||||
LDA (zp_8E),Y
|
||||
STA zp_8C
|
||||
RTS
|
||||
|
||||
sub_1A70:
|
||||
SEC
|
||||
SBC #$10
|
||||
LDY #0
|
||||
STY zp_8E+1
|
||||
ASL
|
||||
ROL zp_8E+1
|
||||
CLC
|
||||
ADC zp_AC
|
||||
STA zp_8E
|
||||
LDA zp_8E+1
|
||||
ADC zp_AD
|
||||
STA zp_8E+1
|
||||
|
||||
locret_1A85:
|
||||
RTS
|
||||
|
||||
decompress:
|
||||
JSR sub_26A0
|
||||
LDY #7
|
||||
LDA (zp_8E),Y
|
||||
TAX
|
||||
INY
|
||||
LDA (zp_8E),Y
|
||||
STA zp_8E
|
||||
STX zp_8E+1
|
||||
INC zp_8E
|
||||
BNE loc_1D23
|
||||
INC zp_8E+1
|
||||
|
||||
loc_1D23:
|
||||
JSR sub_2474
|
||||
JMP sub_2495
|
||||
|
||||
sub_1FE2:
|
||||
LDA #0
|
||||
SEC
|
||||
SBC zp_D3
|
||||
STA zp_D3
|
||||
LDA #0
|
||||
SBC zp_D4
|
||||
STA zp_D4
|
||||
RTS
|
||||
|
||||
sub_1FF0:
|
||||
LDA zp_D5
|
||||
ORA zp_D6
|
||||
BEQ loc_2021
|
||||
JSR sub_2026
|
||||
|
||||
loc_1FF9:
|
||||
ROL zp_D3
|
||||
ROL zp_D4
|
||||
ROL zp_D7
|
||||
ROL zp_D8
|
||||
LDA zp_D7
|
||||
SEC
|
||||
SBC zp_D5
|
||||
TAY
|
||||
LDA zp_D8
|
||||
SBC zp_D6
|
||||
BCC loc_2011
|
||||
STY zp_D7
|
||||
STA zp_D8
|
||||
|
||||
loc_2011:
|
||||
DEX
|
||||
BNE loc_1FF9
|
||||
ROL zp_D3
|
||||
ROL zp_D4
|
||||
LDA zp_D7
|
||||
STA zp_D5
|
||||
LDA zp_D8
|
||||
STA zp_D6
|
||||
RTS
|
||||
|
||||
loc_2021:
|
||||
LDA #8
|
||||
JMP loc_1459
|
||||
|
||||
sub_2026:
|
||||
LDX #$10
|
||||
LDA #0
|
||||
STA zp_D7
|
||||
STA zp_D8
|
||||
CLC
|
||||
RTS
|
||||
|
||||
sub_215D:
|
||||
LDA zp_D4
|
||||
BPL loc_2169
|
||||
LDA #$2D
|
||||
JSR emit_char
|
||||
JSR sub_1FE2
|
||||
|
||||
loc_2169:
|
||||
LDA #0
|
||||
STA zp_DB
|
||||
|
||||
loc_216D:
|
||||
LDA zp_D3
|
||||
ORA zp_D4
|
||||
BEQ loc_2185
|
||||
LDA #$A
|
||||
STA zp_D5
|
||||
LDA #0
|
||||
STA zp_D6
|
||||
JSR sub_1FF0
|
||||
LDA zp_D5
|
||||
PHA
|
||||
INC zp_DB
|
||||
BNE loc_216D
|
||||
|
||||
loc_2185:
|
||||
LDA zp_DB
|
||||
BNE loc_218E
|
||||
LDA #$30
|
||||
JMP emit_char
|
||||
|
||||
loc_218E:
|
||||
PLA
|
||||
CLC
|
||||
ADC #$30
|
||||
JSR emit_char
|
||||
DEC zp_DB
|
||||
BNE loc_218E
|
||||
RTS
|
||||
|
||||
sub_237E:
|
||||
LDA zp_9D
|
||||
CLC
|
||||
ADC zp_A3
|
||||
STA zp_A0+1
|
||||
LDX #$FF
|
||||
STX zp_9F
|
||||
INX
|
||||
STX zp_A0
|
||||
|
||||
loc_23A0:
|
||||
LDY zp_9C
|
||||
LDA (zp_A0),Y
|
||||
INC zp_9C
|
||||
BNE loc_23B2
|
||||
LDY #0
|
||||
STY zp_9F
|
||||
INC zp_9D
|
||||
BNE loc_23B2
|
||||
INC zp_9E
|
||||
|
||||
loc_23B2:
|
||||
TAY
|
||||
RTS
|
||||
|
||||
sub_2474:
|
||||
LDA zp_8E
|
||||
STA zp_9C
|
||||
LDA zp_8E+1
|
||||
STA zp_9D
|
||||
LDA #0
|
||||
STA zp_9E
|
||||
STA zp_9F
|
||||
RTS
|
||||
|
||||
sub_2483:
|
||||
LDA zp_8E
|
||||
ASL
|
||||
STA zp_9C
|
||||
LDA zp_8E+1
|
||||
ROL
|
||||
STA zp_9D
|
||||
LDA #0
|
||||
STA zp_9F
|
||||
ROL
|
||||
STA zp_9E
|
||||
|
||||
locret_2494:
|
||||
RTS
|
||||
|
||||
sub_2495:
|
||||
LDX #0
|
||||
STX zp_C9
|
||||
STX zp_CD
|
||||
DEX
|
||||
STX zp_CA
|
||||
|
||||
loc_249E:
|
||||
JSR sub_2569
|
||||
BCS locret_2494
|
||||
STA zp_CB
|
||||
TAX
|
||||
BEQ loc_24E9
|
||||
CMP #4
|
||||
BCC loc_2507
|
||||
CMP #6
|
||||
BCC loc_24ED
|
||||
JSR sub_255D
|
||||
TAX
|
||||
BNE loc_24C1
|
||||
LDA #$5B
|
||||
|
||||
loc_24B8:
|
||||
CLC
|
||||
ADC zp_CB
|
||||
|
||||
loc_24BB:
|
||||
JSR emit_char
|
||||
JMP loc_249E
|
||||
|
||||
loc_24C1:
|
||||
CMP #1
|
||||
BNE loc_24C9
|
||||
LDA #$3B
|
||||
BNE loc_24B8
|
||||
|
||||
loc_24C9:
|
||||
LDA zp_CB
|
||||
SEC
|
||||
SBC #6
|
||||
BEQ loc_24D7
|
||||
TAX
|
||||
LDA byte_2686,X
|
||||
JMP loc_24BB
|
||||
|
||||
loc_24D7:
|
||||
JSR sub_2569
|
||||
ASL
|
||||
ASL
|
||||
ASL
|
||||
ASL
|
||||
ASL
|
||||
STA zp_CB
|
||||
JSR sub_2569
|
||||
ORA zp_CB
|
||||
JMP loc_24BB
|
||||
|
||||
loc_24E9:
|
||||
LDA #$20
|
||||
BNE loc_24BB
|
||||
|
||||
loc_24ED:
|
||||
SEC
|
||||
SBC #3
|
||||
TAY
|
||||
JSR sub_255D
|
||||
BNE loc_24FB
|
||||
STY zp_CA
|
||||
JMP loc_249E
|
||||
|
||||
loc_24FB:
|
||||
STY zp_C9
|
||||
CMP zp_C9
|
||||
BEQ loc_249E
|
||||
LDA #0
|
||||
STA zp_C9
|
||||
BEQ loc_249E
|
||||
|
||||
loc_2507:
|
||||
SEC
|
||||
SBC #1
|
||||
ASL
|
||||
ASL
|
||||
ASL
|
||||
ASL
|
||||
ASL
|
||||
ASL
|
||||
STA zp_CC
|
||||
JSR sub_2569
|
||||
ASL
|
||||
CLC
|
||||
ADC zp_CC
|
||||
TAY
|
||||
LDA (zp_B0),Y
|
||||
STA zp_8E+1
|
||||
INY
|
||||
LDA (zp_B0),Y
|
||||
STA zp_8E
|
||||
LDA zp_9E
|
||||
PHA
|
||||
LDA zp_9D
|
||||
PHA
|
||||
LDA zp_9C
|
||||
PHA
|
||||
LDA zp_C9
|
||||
PHA
|
||||
LDA zp_CD
|
||||
PHA
|
||||
LDA zp_CF
|
||||
PHA
|
||||
LDA zp_CE
|
||||
PHA
|
||||
JSR sub_2483
|
||||
JSR sub_2495
|
||||
PLA
|
||||
STA zp_CE
|
||||
PLA
|
||||
STA zp_CF
|
||||
PLA
|
||||
STA zp_CD
|
||||
PLA
|
||||
STA zp_C9
|
||||
PLA
|
||||
STA zp_9C
|
||||
PLA
|
||||
STA zp_9D
|
||||
PLA
|
||||
STA zp_9E
|
||||
LDX #$FF
|
||||
STX zp_CA
|
||||
INX
|
||||
STX zp_9F
|
||||
JMP loc_249E
|
||||
|
||||
sub_255D:
|
||||
LDA zp_CA
|
||||
BPL loc_2564
|
||||
LDA zp_C9
|
||||
RTS
|
||||
|
||||
loc_2564:
|
||||
LDY #$FF
|
||||
STY zp_CA
|
||||
RTS
|
||||
|
||||
sub_2569:
|
||||
LDA zp_CD
|
||||
BPL loc_256F
|
||||
SEC
|
||||
RTS
|
||||
|
||||
loc_256F:
|
||||
BNE loc_2584
|
||||
INC zp_CD
|
||||
JSR sub_237E
|
||||
STA zp_CF
|
||||
JSR sub_237E
|
||||
STA zp_CE
|
||||
LDA zp_CF
|
||||
LSR
|
||||
LSR
|
||||
JMP loc_25AD
|
||||
|
||||
loc_2584:
|
||||
SEC
|
||||
SBC #1
|
||||
BNE loc_259F
|
||||
LDA #2
|
||||
STA zp_CD
|
||||
LDA zp_CE
|
||||
STA zp_8E
|
||||
LDA zp_CF
|
||||
ASL zp_8E
|
||||
ROL
|
||||
ASL zp_8E
|
||||
ROL
|
||||
ASL zp_8E
|
||||
ROL
|
||||
JMP loc_25AD
|
||||
|
||||
loc_259F:
|
||||
LDA #0
|
||||
STA zp_CD
|
||||
LDA zp_CF
|
||||
BPL loc_25AB
|
||||
LDA #$FF
|
||||
STA zp_CD
|
||||
|
||||
loc_25AB:
|
||||
LDA zp_CE
|
||||
|
||||
loc_25AD:
|
||||
AND #$1F
|
||||
CLC
|
||||
RTS
|
||||
|
||||
byte_2686:
|
||||
!BYTE 0
|
||||
!BYTE $D, '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', '.', ',', '!', '?', '_'
|
||||
!BYTE '#', $27, '"', '/', $5C, '-', ':', '(', ')'
|
||||
|
||||
sub_26A0:
|
||||
STA zp_8E
|
||||
LDX #0
|
||||
STX zp_8E+1
|
||||
ASL
|
||||
ROL zp_8E+1
|
||||
ASL
|
||||
ROL zp_8E+1
|
||||
ASL
|
||||
ROL zp_8E+1
|
||||
CLC
|
||||
ADC zp_8E
|
||||
BCC loc_26B6
|
||||
INC zp_8E+1
|
||||
|
||||
loc_26B6:
|
||||
CLC
|
||||
ADC #$35
|
||||
BCC loc_26BD
|
||||
INC zp_8E+1
|
||||
|
||||
loc_26BD:
|
||||
CLC
|
||||
ADC zp_B2
|
||||
STA zp_8E
|
||||
LDA zp_8E+1
|
||||
ADC zp_B3
|
||||
STA zp_8E+1
|
||||
RTS
|
||||
|
||||
emit_char
|
||||
sty yreg+1
|
||||
inc zpage_ptr
|
||||
ldy zpage_ptr
|
||||
sta (zpage_info),y
|
||||
dec max_chars
|
||||
beq fail_slot
|
||||
yreg
|
||||
ldy #0
|
||||
rts
|
||||
|
||||
fail_slot
|
||||
stack_pointer
|
||||
ldx #0
|
||||
txs
|
||||
rts
|
||||
|
||||
max_chars !byte 0
|
||||
|
||||
zpage_old
|
||||
!if *+(zp_DC-zp_8C)>=read_buffer {
|
||||
!error "Code is too large"
|
||||
}
|
Loading…
Reference in New Issue