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	<title>TI-99/4A-Pedia - User contributions [en]</title>
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	<updated>2026-04-29T08:15:55Z</updated>
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	<entry>
		<id>https://4apedia.com/index.php?title=Martin_Webb&amp;diff=9437</id>
		<title>Martin Webb</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=Martin_Webb&amp;diff=9437"/>
		<updated>2026-04-15T12:50:00Z</updated>

		<summary type="html">&lt;p&gt;Polluks: Fixed Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox person&lt;br /&gt;
| name        = Martin Webb&lt;br /&gt;
| image       = Martin Webb.jpg&lt;br /&gt;
| image_size  = 200px&lt;br /&gt;
| alt         = Martin Webb&lt;br /&gt;
| caption     = Martin Webb&lt;br /&gt;
| birth_date  = {{birth date and age|1968|5|2}}&lt;br /&gt;
| birth_place = United Kingdom&lt;br /&gt;
| nationality = British&lt;br /&gt;
| occupation  = Software programmer, software architect, entrepreneur&lt;br /&gt;
| known_for   = TI-99/4A game development, Commodore 64 programming, ''Out Run'' conversion&lt;br /&gt;
| residence   = Manaus, Amazonas, Brazil&lt;br /&gt;
| website     = URL|https://www.martinwebb.net&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Martin Webb''' (born 2 May 1968) is a British software programmer, software architect, and entrepreneur. He is known for early game development work on the [[TI-99/4A]] and [[Commodore 64]], including programming the Commodore 64 version of ''[[Out Run]]'', and for later work in internet ventures, software systems, and AI-related products.&lt;br /&gt;
&lt;br /&gt;
== Early life ==&lt;br /&gt;
Webb was born in the United Kingdom. He began programming at a young age and became active during the British home-computer era, initially developing titles for the TI-99/4A before moving into Commodore 64 development.&lt;br /&gt;
&lt;br /&gt;
== Career ==&lt;br /&gt;
&lt;br /&gt;
=== Intrigue Software and the TI-99/4A years ===&lt;br /&gt;
Webb's earliest commercial programming work was carried out through '''Intrigue Software''', a United Kingdom-based software publisher for the TI-99/4A. Retrospective sources describe Intrigue as a father-and-son operation associated with Dennis Webb and Martin Webb, with much of the programming carried out by Martin Webb while still very young.&lt;br /&gt;
&lt;br /&gt;
Titles associated with Webb’s early period include ''Adventuremania'', ''Lionel and the Ladders'', ''Atlantis'', ''Beneath the Stars'', ''Mania'', ''Panic on the TI Tanic'', ''Santa and the Goblins'', and ''Shuttle Attack''.&lt;br /&gt;
&lt;br /&gt;
These early works established Webb as part of the generation of British bedroom programmers who created complete commercial games under the technical constraints of early home computers.&lt;br /&gt;
&lt;br /&gt;
=== Commodore 64 and ''Out Run'' ===&lt;br /&gt;
After the TI-99/4A period, Webb moved into Commodore 64 development. His credited Commodore 64 work includes ''Snapdragon'', ''Max Torque'', ''Out Run'', and ''RoadBlasters''.&lt;br /&gt;
&lt;br /&gt;
Webb is particularly noted for programming the Commodore 64 version of ''Out Run'' while still a teenager. Retrospective accounts describe him as a 17-year-old programmer who had already built a fast racing prototype before being contracted to work on the home conversion after U.S. Gold secured the license.&lt;br /&gt;
&lt;br /&gt;
The project was developed under severe technical constraints, with Webb focusing on speed, motion, and playability within the limitations of the Commodore 64. Later accounts describe him solving the game’s hills by moving the horizon with raster timing, while the larger challenge was balancing roadside graphics, speed, and memory limitations. During development, U.S. Gold requested that all routes from the arcade game be included, forcing Webb to study and reconstruct them for the home version.&lt;br /&gt;
&lt;br /&gt;
Although reviews were mixed, the game sold strongly. U.S. Gold later reported sales of around 250,000 copies across formats over the Christmas period, and the title became one of the most commercially significant home conversions of its time.&lt;br /&gt;
&lt;br /&gt;
Following ''Out Run'', Webb also worked on the Commodore 64 version of ''RoadBlasters'', reusing tools developed during the earlier project.&lt;br /&gt;
&lt;br /&gt;
=== Internet entrepreneurship ===&lt;br /&gt;
After his games-industry work, Webb moved into internet and software entrepreneurship. In 2000, the ''Kentish Express'' profiled him in connection with the launch of '''Findmycar.com''', describing it as “the first website in Britain where you can view, buy and arrange delivery of your new car from your own desktop”. An archived June 2000 snapshot of the site confirms that the platform was live during that period.&lt;br /&gt;
&lt;br /&gt;
=== Later work ===&lt;br /&gt;
Webb later expanded his work into commercial software systems, product architecture, SaaS platforms, and AI-related technology ventures.&lt;br /&gt;
&lt;br /&gt;
He is now based in Manaus, Brazil, and works through '''INC64''', a technology and IP studio. According to the studio and personal sites, his current work focuses on AI-native software, platform development, software architecture, and strategic technology assets.&lt;br /&gt;
&lt;br /&gt;
== Significance ==&lt;br /&gt;
Webb’s career spans the 8-bit home-computer era, early internet entrepreneurship, SaaS platform building, and AI-native software development. His work links the generation of early British microcomputer programmers with later commercial software and platform ventures.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://www.mobygames.com/person/138699/martin-webb/ MobyGames: Martin Webb]&lt;br /&gt;
* [https://www.mobygames.com/company/25630/intrigue-software/ MobyGames: Intrigue Software]&lt;br /&gt;
* [https://www.eurogamer.net/the-boy-behind-the-biggest-coin-op-conversion-of-the-80s Eurogamer: The Boy Behind the Biggest Coin-Op Conversion of the 80s]&lt;br /&gt;
* [https://littlebitsofgaming.com/2021/09/03/outrun-the-teenager-and-the-commodore-64-port/ Little Bits of Gaming: OutRun, The Teenager and the Commodore 64 Port]&lt;br /&gt;
* [https://www.ninerpedia.org/wiki/Intrigue_Software Ninerpedia: Intrigue Software]&lt;br /&gt;
* [https://www.ti99iuc.it/web/index.php?pagina=cerca&amp;amp;ricerca=intrigue&amp;amp;cerca=Cerca TI99 IUC archive results for Intrigue Software]&lt;br /&gt;
* [https://www.ti99iuc.it/web/_archivio/209/download/Intrigue_Software_catalog_1985_3rd_Edition.pdf Intrigue Software Catalog 1985 (3rd Edition)]&lt;br /&gt;
* [https://www.computinghistory.org.uk/cgi/archive.pl?type=Games&amp;amp;platform=TI-99/4A&amp;amp;author=&amp;amp;publisher=Intrigue%20Software&amp;amp;order=Publisher Centre for Computing History: Intrigue Software]&lt;br /&gt;
* [https://web.archive.org/web/20000609060907/http://www.findmycar.com/ Findmycar.com archived snapshot, 9 June 2000, via the Wayback Machine]&lt;br /&gt;
* Mike Bennett, &amp;quot;Businessman spreads his web&amp;quot;, ''Kentish Express'', 1 June 2000, p. 30.&lt;br /&gt;
* [https://inc64.com INC64]&lt;br /&gt;
* [https://www.martinwebb.net Martin Webb official website]&lt;br /&gt;
* [https://dadgum.com/giantlist/#W Dadgum's Giant List of Classic Game Programmers]&lt;br /&gt;
* [https://www.imdb.com/name/nm4948505/ IMDb: Martin Webb]&lt;br /&gt;
* [https://www.giantbomb.com/martin-webb/3040-6542/ GiantBomb: Martin Webb]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
* [https://www.martinwebb.net/ Martin Webb official website]&lt;br /&gt;
* [https://inc64.com/ INC64]&lt;br /&gt;
* [https://www.mobygames.com/person/138699/martin-webb/ Martin Webb at MobyGames]&lt;br /&gt;
&lt;br /&gt;
[[Category:Software programmer]]&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=James_Von_Ehr_II&amp;diff=9436</id>
		<title>James Von Ehr II</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=James_Von_Ehr_II&amp;diff=9436"/>
		<updated>2026-04-15T12:45:30Z</updated>

		<summary type="html">&lt;p&gt;Polluks: Redirected page to James R. Von Ehr II&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[James R. Von Ehr II]]&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=Tunnels_of_Doom&amp;diff=9435</id>
		<title>Tunnels of Doom</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=Tunnels_of_Doom&amp;diff=9435"/>
		<updated>2026-04-15T12:36:34Z</updated>

		<summary type="html">&lt;p&gt;Polluks: reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tunnels of Doom was a simplistic Role-Playing Game (RPG) released by [[Texas Instruments|Texas Instruments (TI)]] during the [[:Category:1982 Software|second quarter of 1982]]. It became popular with those who played Dungeons and Dragons on paper. Similar to the Adventure series of games written by [[Scott Adams]], the game required a cartridge and either a cassette tape or floppy disk to play. The floppy or cassette-based game originally retailed for $59.95 (USD).&lt;br /&gt;
&lt;br /&gt;
{{Infobox video game&lt;br /&gt;
| collapsible = &lt;br /&gt;
| state = &lt;br /&gt;
| italic title = &lt;br /&gt;
| title = Tunnels of Doom&lt;br /&gt;
| image = Tunnels of Doom Manual Cover.jpg&lt;br /&gt;
| alt = Tunnels of Doom Manual Front Cover&lt;br /&gt;
| caption = Tunnels of Doom Manual (Front Cover) &amp;lt;ref&amp;gt;{{cite web|title=TI99ers On-Line User Group: TI-99 Cartridge Listing|url=http://www.ti99ers.org/timeline/cartbytitle.html#T}}&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;{{cite web|title=TI-99/4A Video Game House: Tunnels of Doom|url=https://www.videogamehouse.net/tunnelsdoom.html}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| publisher = [[Texas Instruments|Texas Instruments (TI)]]&lt;br /&gt;
| part = PHM 3042&lt;br /&gt;
| programmer = [[Kevin Kenney]] &amp;lt;ref&amp;gt;https://www.ridingthecrest.com/edburns/classic-gaming/tunnels/kevin_kenney_interview.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
| format = [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]] and [[Cassette Tape]] or [[Floppy Disk]]&lt;br /&gt;
| released = [[:Category:1982 Software|1982 (2nd Quarter)]]&lt;br /&gt;
| genre = [[:Category:Adventure|Adventure]], [[:Category:Role-Playing Game|Role-Playing Game (RPG)]]&lt;br /&gt;
| price = $59.95 (USD)&lt;br /&gt;
|composer = Frank Scheffel&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
After loading the game and database either from the cassette tape or the floppy disk, the player creates his/her party between 1 and 4 characters, that will explore the dungeons throughout the game. The player selects the number of floors the dungeon has, between 1 and 10, after which the dungeon is randomly generated. Larger sized (aka: number of floors) dungeons take longer to generate than smaller ones. &lt;br /&gt;
&lt;br /&gt;
The game always starts off with the party in the shop right above the first floor of the dungeon. The player has enough gold to outfit his/her party in the shop. After making essential purchases for his/her party, the player then leaves the shop to go on the adventure. &lt;br /&gt;
&lt;br /&gt;
Each floor of the game contains approximately 20 rooms and 2 sets of stairs. Rooms are connected by hallways. Inside of rooms, the player has a top-down view of the room, it's walls and contents. Rooms contain a randomly generated number of monsters to be destroyed, usually between 1 to 5, but occasionally contain 0. Rooms may also contain other items such as a single treasure, or a chest containing multiple treasures. The center of rooms may also contain a living statue of a fountain. In hallways, the game changes into a 3-D view. &lt;br /&gt;
&lt;br /&gt;
The game has two adventures to choose from, &amp;quot;Pennies and Prizes&amp;quot; and &amp;quot;Quest for the King.&amp;quot; Pennies and Prizes is meant for the younger players while the Quest for the King is a much more complex version of the game. The game also had a game editor that could be used to create one's own adventure. &lt;br /&gt;
&lt;br /&gt;
==Advertising Blurbs==&lt;br /&gt;
===Front Cover of Manual===&lt;br /&gt;
Enter a world of fantasy where your instincts and imagination determine your chances of survival. Your journey is about to begin -- prepare yourself. &lt;br /&gt;
&lt;br /&gt;
===Back Cover of Manual===&lt;br /&gt;
You are about to enter a labyrinth of tunnels and rooms where all the myriad realms of fantasy coexist to challenge all would-be heroes. With the Tunnels of Doom [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]] and one of the many cassette- or diskette-based games, you can enter into a journey beyond your imagination.&lt;br /&gt;
&lt;br /&gt;
For your convenience, two games, '''Pennies and Prizes''' and '''Quest for the King''', are included with the module. Look forward to future Tunnels of Doom games. &lt;br /&gt;
&lt;br /&gt;
===Triton Catalog - Fall 1987===&lt;br /&gt;
You are about to enter a labyrinth of tunnels and rooms. You are faced with innumerable monsters blocking your path and guarding treasures. Tunnels of Doom is a role-playing adventure that stimulates your imagination and challenges your survival instincts. You are in control of what happens in your journey through the Tunnels of Doom. Two adventures, &amp;quot;Pennies&amp;quot; and &amp;quot;Quest of the King&amp;quot; are included with the cartridge. (Requires Cassette or Disk System.)&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;!--        Manual        --&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-lower&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;margin-top:4px; border:1px solid #ddcef2; background:#faf5ff; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-bottom&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;mp-tfp-h2&amp;quot; style=&amp;quot;margin:0.5em; background:#ddcef2; font-family:inherit; font-size:120%; font-weight:bold; border:1px solid #afa3bf; color:#000; padding:0.2em 0.4em&amp;quot;&amp;gt;Manual&amp;lt;span style=&amp;quot;font-size:85%; font-weight:normal;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.6em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
You are about to take your first step into the unknowns of the Tunnels of Doom where all the myriad realms of fantasy coexist to challenge all would-be heroes. Descending deeper and deeper into the labyrinth of tunnels and rooms, you are faced with innumerable monsters blocking your path and guarding treasures. You are a member of a rescue party, or perhaps, an unsuspecting soul trying to escape from the murky depths. No matter what the circumstance may be, you must gather all your strength and wits to survive the Tunnels of Doom.&lt;br /&gt;
&lt;br /&gt;
Tunnels of Doom is a role-playing adventure that stimulates your imagination and challenges your survival instincts. You are not just a spectator but an active member of the party entering the dark, mysterious depths. You are in control of what happens to your players, and eventually, you become the character journeying through the Tunnels of Doom.&lt;br /&gt;
&lt;br /&gt;
To play Tunnels of Doom, you need both the Tunnels of Doom [[Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]] and a cassette- or diskette-based Tunnels of Doom game. The module contains the general program instructions which are customized by the particular cassette tape or diskette game you use with it. For your convenience, two games, Pennies and Prizes and Quest of the King, are included with the module.&lt;br /&gt;
&lt;br /&gt;
===Using this Manual===&lt;br /&gt;
This manual is designed as a guide and reference book for all Tunnels of Doom data-based games. Although the majority of the manual concentrates on the Quest of the King game, the information pertains to all Tunnels of Doom games with some games having minor variations.&lt;br /&gt;
&lt;br /&gt;
To play Tunnels of Doom, you need the Tunnels of Doom Command Module and a diskette- or cassette-based game. If you are using a diskette-based Tunnels of Doom game, you need a TI Disk Drive Controller and TI Disk Memory Drive (sold separately). If you are using a cassette-based game, you need a cassette tape recorder and a TI Cassette Interface Cable; refer to the &amp;quot;Loading Cassettes&amp;quot; section for instructions.&lt;br /&gt;
&lt;br /&gt;
The two Tunnels of Doom games which have been included with this Command Module - Quest of the King and Pennies and Prizes - are described in this manual. Quest of the King is discussed in detail. Pennies and Prizes is a simplified version of Quest of the King and is only briefly explained.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Saving a Game&amp;quot; explains how to save a game that you can continue at a later date. To save a game, you need a separate cassette tape or diskette; then follow the directions in &amp;quot;Saving a Game.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Special key functions have been set up for all Tunnels of Doom games. These are listed in a &amp;quot;Special Key Functions&amp;quot; section for easy reference. In addition, a &amp;quot;Vocabulary&amp;quot; section explains the meaning&lt;br /&gt;
of words discussed throughout the manual. These words may change from one game to another, but the majority of words exist in all Tunnels of Doom games.&lt;br /&gt;
&lt;br /&gt;
Now that you are familiar with this manual, let's begin our journey through the Tunnels of Doom.&lt;br /&gt;
&lt;br /&gt;
===Special Key Funtions===&lt;br /&gt;
Note that the key sequences required to access special functions depend on the type of computer console you have. These keystroke sequences are summarized below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! TI-99/A!! TI-99/4A !! &lt;br /&gt;
|-&lt;br /&gt;
| ↑ E, ← S,  → D, ↓ X || ↑ E, ← S, → D, ↓ X  || &lt;br /&gt;
* Move your party through hallways and rooms. &lt;br /&gt;
* Move your players during combat. &lt;br /&gt;
* Move the cursor before firing a ranged weapon.&lt;br /&gt;
|-&lt;br /&gt;
| Shift X(↓) || FCTN X(↓) || Moves your party down a flight of stairs.&lt;br /&gt;
|-&lt;br /&gt;
| Shift E (↑) || FCTN E(↑) || Moves your party up a flight of stairs.&lt;br /&gt;
|-&lt;br /&gt;
| Shift A (AID) || FCTN 7 (AID) || Displays the Command Summary of special key functions.&lt;br /&gt;
|-&lt;br /&gt;
| Shift R (REDO) || FCTN 8 (REDO) || &lt;br /&gt;
* Changes information and enters new information.&lt;br /&gt;
* Refuses monster's price during negotiations.&lt;br /&gt;
|-&lt;br /&gt;
| Shift Z (BACK) || FCTN 9 (BACK) || Returns from looking at a status report, map, or Command Summary.&lt;br /&gt;
|-&lt;br /&gt;
| Shift V(PROC'D) || FCTN 6 (PROC'D) || &lt;br /&gt;
* Proceeds to the next display or action.&lt;br /&gt;
* Leaves the store.&lt;br /&gt;
|-&lt;br /&gt;
| Shift T (ERASE) || FCTN 3 (ERASE) || Erases your selection if pressed before you press '''ENTER'''.&lt;br /&gt;
|-&lt;br /&gt;
| Shift S (←) || Shift S (←) || Moves the cursor to the left, deleting each character.&lt;br /&gt;
|-&lt;br /&gt;
| ENTER || ENTER || &lt;br /&gt;
* Inputs information.&lt;br /&gt;
* Passes a player's turn during combat.&lt;br /&gt;
* Leaves a treasure in a room.&lt;br /&gt;
* Returns from buying items in a store's subcategory, from using an item, and from selecting an item at a living statue.&lt;br /&gt;
|-&lt;br /&gt;
| Shift W (BEGIN) || FCTN 5 (BEGIN) || Goes to the game selection display.&lt;br /&gt;
|-&lt;br /&gt;
| Shift Q (QUIT) || FCTN = (QUIT) || Returns to the master title screen&lt;br /&gt;
|-&lt;br /&gt;
| K || K || Saves a game.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 1 || Shows player status report.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 2 || Shows party status report.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 3 || Shows monster status report.&lt;br /&gt;
|-&lt;br /&gt;
| F || F || Fires a ranged weapon&lt;br /&gt;
|-&lt;br /&gt;
| M || M || Shows the map.&lt;br /&gt;
|-&lt;br /&gt;
| N || N || Negotiates with monsters during a battle.&lt;br /&gt;
|-&lt;br /&gt;
| U || U || Enables a player to use a magic item.&lt;br /&gt;
|-&lt;br /&gt;
| W || W || Changes a player's weapons.&lt;br /&gt;
|-&lt;br /&gt;
| C || C || Checks for secret doors.&lt;br /&gt;
|-&lt;br /&gt;
| B || B || Enables the party to break through a door.&lt;br /&gt;
|-&lt;br /&gt;
| L || L || Enables the party to listen at a door which is adjacent to and facing the party.&lt;br /&gt;
|-&lt;br /&gt;
| O || O || Changes party formation.&lt;br /&gt;
|-&lt;br /&gt;
| T || T || Trades items between players except during a battle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Using the Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module===&lt;br /&gt;
Before you use the Tunnels of Doom game package, a cassette recorder or the TI Disk Memory System must be properly attached to the computer and turned on. (See the User's Reference Guide or the Disk Memory System owner's manual for complete set-up instructions.)&lt;br /&gt;
&lt;br /&gt;
An automatic reset feature is built into the computer. When a module is inserted into the console, the computer returns to the master title screen. All data or program material you have entered will be erased.&lt;br /&gt;
&lt;br /&gt;
''Note'': Be sure the module is free of static electricity before inserting it into the computer (see page 38).&lt;br /&gt;
&lt;br /&gt;
[[File:Insert a Command Module.jpg|center|600px]]&lt;br /&gt;
&lt;br /&gt;
# Turn the computer ON, and wait for the master title screen to appear. Then slide the module into the slot on the console.&lt;br /&gt;
# Press any key to make the master selection list appear. To select the module, press the key corresponding to the number beside TUNNELS OF DOOM.&lt;br /&gt;
&lt;br /&gt;
''Note'': To remove the module, first return the computer to the master title screen by pressing QUIT. Then remove the module from the slot. If you have any problem inserting the module, or if it is accidentally removed from the slot while in use, please see &amp;quot;In Case of Difficulty&amp;quot; on page 39.&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
After you select the module, the Tunnels of Doom title screen appears. Press any key to continue. If no key is pressed after several seconds, the display automatically goes to the load data-base screen. The program then asks you to answer a few preliminary questions before the game actually begins. First, you are asked how you are loading the data-base.&lt;br /&gt;
&lt;br /&gt;
To play a cassette-based Tunnels of Doom game, insert the tape into your recorder and position it at the start of the game (see &amp;quot;Loading Cassettes&amp;quot;). Then press '''1''' for CASSETTE. Now follow the step-by-step instructions on the display to load the game into the computer's memory.&lt;br /&gt;
&lt;br /&gt;
If the game is on diskette, insert the appropriate diskette into Disk Drive 1. Then press '''2''' for DISK 1. Next, you are asked for the filename, where filename is the name of the game on the diskette. For example, since the filename for Quest of the King is QUEST, you would type QUEST and press '''ENTER'''. The game automatically loads into the computer's memory.&lt;br /&gt;
&lt;br /&gt;
To load your database from a source other than the two just mentioned, press '''3''' for OTHER. Enter the filename. If you want to load a previously stored game, press the number corresponding to the device on which you saved the game - disk, cassette, or other. If you saved the game on a disk, type the filename you chose to identify that game. After you press '''ENTER''', you can continue from where you left off.&lt;br /&gt;
&lt;br /&gt;
===Saving a Game===&lt;br /&gt;
As you play a Tunnels of Doom game, you may decide that you want to continue the game at another time. To save a game, press '''K'''. The display asks how you are going to save the game (cassette, disk, or other). If you are saving the game on a diskette, you can replace the diskette in the disk drive with another diskette or you can save the game on the diskette already in the disk drive. Press '''5''' to save the game on the diskette. You then are asked for the filename you want to use. Type any name to identify this game and press '''ENTER'''. Be sure that a file with the name you choose is not already on the diskette. Otherwise, the game replaces that file.&lt;br /&gt;
&lt;br /&gt;
To save a game on a cassette tape, remove the tape in the recorder and replace it with the tape on which you want to save the game. Then press '''4''' and follow the instructions on the display. The game replaces any other information on the tape.&lt;br /&gt;
&lt;br /&gt;
===Vocabulary===&lt;br /&gt;
The following terms are used for all the Tunnels of Doom data-bases.&lt;br /&gt;
&lt;br /&gt;
'''Armor''' - Used in defense during combat. It decreases an enemy's chance of hitting a player.&lt;br /&gt;
&lt;br /&gt;
'''Bonus''' - Affects a character's combat chances; inherent in a player rather than from an object the player carries.&lt;br /&gt;
&lt;br /&gt;
'''Class''' - Defines a player's skills and the limitations of his trade.&lt;br /&gt;
&lt;br /&gt;
'''Damage''' - Determines the amount of wounds a monster can take before being eliminated. For weapons and monster attacks, refers to the relative amount of wounding each can do to an enemy during combat.&lt;br /&gt;
&lt;br /&gt;
'''Experience''' - Refers to the points received by a player for eliminating a monster. Experience controls the level of a player's abilities.&lt;br /&gt;
&lt;br /&gt;
'''Hit Points''' - Determines the number of wounds a player can take before becoming disabled.&lt;br /&gt;
&lt;br /&gt;
'''Item''' - Indicates a treasure with special powers.&lt;br /&gt;
&lt;br /&gt;
'''Level''' - Indicates a player's or monster's overall abilities.&lt;br /&gt;
&lt;br /&gt;
'''Luck''' - Refers to one of a player's abilities.&lt;br /&gt;
&lt;br /&gt;
'''Object''' - Refers to anything in the dungeon that can have the quality being discussed.&lt;br /&gt;
&lt;br /&gt;
'''Option''' - Relates to the set of commands a player can choose from at any given time.&lt;br /&gt;
&lt;br /&gt;
'''Party''' - Refers to the group of players exploring the dungeon.&lt;br /&gt;
&lt;br /&gt;
'''Quest Object''' - Relates to any of those items the party is searching for in the dungeon.&lt;br /&gt;
&lt;br /&gt;
'''Treasure''' - Indicates those items that can be found in the dungeon - gold, weapons and armor, magic items, and quest objects.&lt;br /&gt;
&lt;br /&gt;
'''Wounds''' - Refers to the amount of damage the player has received.&lt;br /&gt;
&lt;br /&gt;
===Pennies and Prizes===&lt;br /&gt;
''Pennies and Prizes'' is a Tunnels of Doom game designed for children and demonstration purposes. The dungeon is comprised of one to four floors and there are eight quest objects to find. Unlike ''Quest of the King'', the dungeon has no monsters, weapons, or magical items.&lt;br /&gt;
&lt;br /&gt;
The game is played with one player, a Traveler. The computer refers to this player as &amp;quot;ME,&amp;quot; but you can change the name at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
====Getting Started====&lt;br /&gt;
Before you begin, follow the directions in the &amp;quot;Using the Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module&amp;quot; section in this manual. In addition, refer to the &amp;quot;Getting Started&amp;quot; section for information on loading a cassette- or diskette-based game.&lt;br /&gt;
&lt;br /&gt;
After the title screen has been displayed, you are asked from what source you are loading the game. If you are using a diskette, press '''2''' for DISK 1. With a diskette, you then are asked for the filename. Type PENNIES and press '''ENTER'''. If you are using a cassette recorder, press '''1''' for CASSETTE and follow the directions on the display. If you have any problems loading your game, see the &amp;quot;Set-Up Instructions&amp;quot; or &amp;quot;In Case of Difficulty&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
After your game is loaded, the next display is the game selection list. Press '''1''' to construct a new dungeon or '''2''' to restock the dungeon that has been previously prepared. If you press '''1''', you then are asked &amp;quot;How many floors? (1-4)&amp;quot; you want in the dungeon. To make your choice, type the corresponding number and press '''ENTER'''. Next, you must decide the level of difficulty - easiest, medium, or hardest. Press '''1''', '''2''', or '''3''' to make your choice.&lt;br /&gt;
&lt;br /&gt;
When you finish making your selections, the player information is displayed. Press '''REDO''' if you want to change any of the data or press '''PROC'D''' if all the information is correct. If you press '''REDO''', the display changes and asks for the player's name and color. Enter your selections and then press '''BACK'''. When the information is displayed again, press '''PROC'D''' to continue.&lt;br /&gt;
&lt;br /&gt;
====Playing Pennies and Prizes====&lt;br /&gt;
After the dungeon has been constructed or restocked, your Traveler appears in the first room of the dungeon. In the lower left-hand corner of the room is a sign pointing to the stairs in the opposite corner of the room. To descend to the first floor of the dungeon, press '''SHIFT X''' (↓) on the TI-99/4 computer console or '''FCTN X''' (↓) on the TI-99/4A computer console.&lt;br /&gt;
&lt;br /&gt;
To move through rooms and hallways, press the appropriate arrow keys. This is explained in the &amp;quot;Movement&amp;quot; section of this manual under &amp;quot;Quest of the King&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You can look at a map of the floor you are presently on by pressing '''M'''. The unexplored areas of the floor appear in blue and the chartered areas appear in black.&lt;br /&gt;
&lt;br /&gt;
====Object of Pennies and Prizes====&lt;br /&gt;
In ''Pennies and Prizes'', you must explore the dungeon, looking for eight quest objects - a puppy, a snail, a parakeet, a fish bowl, a picture, a top, stardust, and magic glass. No time limit exists in which you have to find these quest objects, but you must find all eight to be successful. In addition to the quest objects, you can find pennies along the way to add to your riches.&lt;br /&gt;
&lt;br /&gt;
To see your party status report, press '''2''' at any time during the game. The list of quest objects is displayed. &amp;quot;FOUND&amp;quot; appears beside those items that you have found. The report also states how many pennies you have accumulated so far on your journey.&lt;br /&gt;
&lt;br /&gt;
====End of Your Quest====&lt;br /&gt;
When you find all eight of the quest objects, your quest is completed. You can continue to explore the dungeon, collecting pennies. To start another game of Pennies and Prizes, press '''BEGIN''' to return to the game selection list. To end a session of Pennies and Prizes, press '''QUIT'''.&lt;br /&gt;
&lt;br /&gt;
===Quest of the King===&lt;br /&gt;
For your convenience, the ''Quest of the King'' game has been included in this package. The following information relates to this game.&lt;br /&gt;
&lt;br /&gt;
====Sample Quest====&lt;br /&gt;
To help you become familiar with Tunnels of Doom, a sample ''Quest of the King'' has been included for you. Follow the &amp;quot;Getting Started&amp;quot; section to load the game into the computer. When the game selection list is on the display, press '''3''' for CONTINUE CURRENT GAME.&lt;br /&gt;
&lt;br /&gt;
In the sample quest, you find yourself in a two-story dungeon with the easiest level of difficulty. You've been assigned a rescue party made up of three players.&lt;br /&gt;
&lt;br /&gt;
Player 1, Eric Seablade, appears in blue on the display. He is a fighter and is armed with a sword, shield, and leather armor. Player 2 is a rogue named Mauve d'Orm-mul who appears in magenta. This player is equipped with a hand axe and a short bow with 40 arrows. Mauve also has leather armor. Forestall Grimm is Player 3. Forestall appears on the display as a green wizard. He is armed with a dagger and a sling. (For information concerning player characteristics, see &amp;quot;Preparing for Your Quest.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
After you press '''3''' to start the sample quest, your party members appear in the first room of the dungeon. The General Store symbol is in the lower left-hand corner of the room and a set of stairs is in the right-hand comer. The display immediately changes and the General Store category list appears (see &amp;quot;General Store&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
At the start of each quest, your party is allotted a certain amount of gold pieces. All but 100 gold pieces have been spent on equipping your party members with the items stated above. It is not necessary to spend all of your gold, but for purposes of this sample quest, let's spend some more. To buy rations for your party's journey, press '''6''' and then '''ENTER'''. You now have bought 10 rations for 20 gold pieces. &amp;quot;Purchased&amp;quot; appears at the bottom of the display. Press any key to continue.&lt;br /&gt;
&lt;br /&gt;
You now have 80 gold pieces left. '''Press PROC'D''' and your party appears in the first room again. Stairs lead down to the first floor of the dungeon. To descend into the depths of the dungeon where your journey begins, press SHIFT or '''FCTN ↓'''.&lt;br /&gt;
&lt;br /&gt;
Upon reaching the first floor, your party appears in a room with two exits. The prompt &amp;quot;Select movement option&amp;quot; appears at the bottom of the display. Press → to leave the room to the right.&lt;br /&gt;
&lt;br /&gt;
Your party is now in a hallway facing east. (The direction your party is facing and moving appears at the top of the display.) Press ↑ to go forward. Continue pressing ↑ until you are in the intersection of the hall perpendicular to you. Then press → and your party is now facing south. A door is at the end of the hallway. Press ↑ to go forward until you are directly in front of the door.&lt;br /&gt;
&lt;br /&gt;
''Note'': Any time your party is walking through the dungeon's hallways, roving monsters may appear. Your party must eliminate or negotiate with the monsters to proceed through the dungeon (see &amp;quot;Monster Attack&amp;quot; or &amp;quot;Negotiation&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
To enter the room your party is facing, press ↑ (see &amp;quot;Entering a Room&amp;quot; for details). Inside the room is a vault. Information concerning the combination appears at the bottom of the display. &amp;quot;Who will open the vault?&amp;quot; appears and you must enter a player's name. Enter Mauve d'Orm-mul by typing M and pressing '''ENTER'''. That player's hit points (HP) and wounds (WD) are then displayed.&lt;br /&gt;
&lt;br /&gt;
Next, enter three combination numbers in the range given, such as 312. Your guess appears in the top right-hand corner of the display (see &amp;quot;Vaults&amp;quot;). Continue guessing numbers using the arrows beside the numbers as a guide. When you find the combination, the message &amp;quot;You have found the combination!&amp;quot; appears at the bottom of the display.&lt;br /&gt;
&lt;br /&gt;
To see what treasures lie within the vault, press any key. Inside the vault are 200 gold pieces! Press any key and you also find a magical lantern! Next, the prompt &amp;quot;Give to?&amp;quot; appears. Enter E and the lantern is given to Eric Seablade. When you press any key again, you see that you also have found leather armor! Answer the prompt &amp;quot;Give to?&amp;quot; by entering F. The armor then is given to Forestall Grimm.&lt;br /&gt;
&lt;br /&gt;
To leave the room, press ←. Continue going west by pressing ↑. When you reach the end of the hallway, a door is to your left. Press ← to face the door, and then press ↑ to enter the room. Watch out! Inside, two Oozes are guarding a treasure chest! The battle begins.&lt;br /&gt;
&lt;br /&gt;
The display changes to the combat screen (see &amp;quot;Combat&amp;quot;). Player 1 begins the battle using his sword (this information appears at the bottom of the display). Using the arrow keys, move Eric Seablade one step in any direction. If an Ooze is directly beside him, press the arrow key in that direction; if not, press '''ENTER'''.&lt;br /&gt;
&lt;br /&gt;
Next, it is Player 2's turn to fight. Mauve is using a hand axe. If the Oozes are not next to this player, press '''W''' and Mauve changes weapons and is now using a short bow (see &amp;quot;Changing Weapons&amp;quot;). Press '''F''' and a cursor appears over Mauve. Use the arrow keys to position the cursor over a monster. Then press the '''SPACE BAR''' to fire the bow.&lt;br /&gt;
&lt;br /&gt;
Forestall Grimm, Player 3, is next to fight but has not entered the room. Since Eric Seablade moved from his original place, press ↓ and Forestall is now in the room. He is using a dagger to battle the deadly Oozes. If an Ooze is not directly beside him, press '''ENTER'''.&lt;br /&gt;
&lt;br /&gt;
By this time, you may have eliminated one or both of the monsters. Remember that it may be necessary to hit a monster several times before eliminating it. The battle continues until the Oozes are eliminated. Then the message &amp;quot;Who will open the chest?&amp;quot; asks you to enter a player's name. Be careful, this may be a trap! Since Mauve d'Orm-mul is a rogue and has special trap avoidance abilities, enter M.&lt;br /&gt;
&lt;br /&gt;
After you enter Mauve's name, the contents of the chest are displayed for you. You have found 60 gold pieces! Press any key and you find a map of the first floor! Next, &amp;quot;Select movement option&amp;quot; appears on the display; press ← to leave the room.&lt;br /&gt;
&lt;br /&gt;
Before you continue with the quest, let's look at the map you just found. Press '''M''' and the map of this floor is displayed. Everything in blue indicates those areas unchartered; black shows the halls and rooms you've explored. Press '''BACK''' when you are finished.&lt;br /&gt;
&lt;br /&gt;
Going west, enter the next room directly in front of you. Inside this room you find a magical scroll. Answer the prompt &amp;quot;Give to?&amp;quot; by entering a player's name. For example, enter '''F''' and the scroll is given to Forestali Grimm, Player 3.&lt;br /&gt;
&lt;br /&gt;
Now press ↑ to leave the room to the north. Take only one step and a hallway entrance is to your left. Press ← and your party starts down this hallway. An object appears in the middle of the hall. When you approach, you realize it is a fountain. &amp;quot;Who will use the fountain?&amp;quot; is displayed. If you want a player to drink from the fountain, enter the player's name. If not, just press '''ENTER'''. ''Note'': A fountain can be beneficial or detrimental to the player drinking (see &amp;quot;Fountain&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
After all the players who wanted to use the fountain have done so, continue going west down the hallway. At the end of the hall a door is to your left. Position your party so that they are facing the door. Press ↑ to enter the room and you find a set of stairs leading down to the second floor of the dungeon. Press '''SHIFT''' or '''FCTN''' ↓ to descend. &lt;br /&gt;
&lt;br /&gt;
When you reach the second floor, leave the room to your right. Continue to the east until you reach the end of the hallway, and then press ← and go north. Continue north until you reach the end of the hall. At the end is a door.&lt;br /&gt;
&lt;br /&gt;
Enter the room. Inside you find another vault. Read the information concerning the combination (for details see &amp;quot;Vaults&amp;quot;) and follow the same procedure as before. When you open the vault, you have found 200 gold pieces! Press any key and you see that you also have found a sword. When the question &amp;quot;Give to?&amp;quot; appears, enter a player's name to receive the sword. Enter Eric's name since he is carrying only one weapon. If a name is not entered, the sword is dropped.&lt;br /&gt;
&lt;br /&gt;
Again, press any key to continue. Congratulations, you have found the King! The monsters were holding him captive inside the vault. You were just in time, too, the air in the vault was almost gone! Your quest is now half over. Next, you must find the King's orb of power!&lt;br /&gt;
 &lt;br /&gt;
To continue your quest, press ← and leave the room by the west exit. Enter the room directly in front of you, but be very careful! Inside you find three Gremlins. Again the display changes to the combat screen and the battle begins, but beware, your players' chances are almost even with the monsters. During the battle, one or more of your players may become disabled. If a player's wounds equal the hit points, the player's image disappears from the display (see &amp;quot;Disabled Players&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
After your party eliminates the Gremlins, the prompt &amp;quot;Select movement option'' is displayed. Leave the room to the north. As your party travels north, a door is at the end of the hallway. Enter the room. Watch out! Three Metalloids are guarding a fountain and a treasure chest. Again, the battle commences and your players' chances are about even with the monsters. However, your players are strong and have gained a lot of experience eliminating other monsters along the way.&lt;br /&gt;
&lt;br /&gt;
After your party eliminates the Metalloids, enter the player's name who is to open the chest. You've found 280 gold pieces! When you press another key, you see something else inside the chest. You have found the King's rainbow orb of power! Your quest has been successful!&lt;br /&gt;
&lt;br /&gt;
When you press any key to continue, you are asked &amp;quot;Who will use the fountain?&amp;quot;. Enter the players' names who are to drink from the fountain. Press '''ENTER''' when you are finished.&lt;br /&gt;
&lt;br /&gt;
To see the status reports of your players, press '''1''' (see &amp;quot;Player Status Reports&amp;quot;). If you want to see the party status report, press '''2''' and the display shows you how much money the party has accumulated and that the two quest objects have been found.&lt;br /&gt;
&lt;br /&gt;
You must return to the top of the dungeon to win the game. However, your party can either continue to search the dungeon for treasure and fight off monsters, which gains more experience for your players, or work its way to the top of the dungeon.&lt;br /&gt;
&lt;br /&gt;
You can continue using the sample quest as a base to try out the special options in the game, such as negotiating with monsters, using a living statue, or using a magical item. As you become better acquainted with the game, create your own dungeon and start out on the adventure of the ''Quest of the King''.&lt;br /&gt;
&lt;br /&gt;
====Object of Your Quest====&lt;br /&gt;
In ''Quest of the King'', your mission is to rescue the King before he is eliminated. He is being held captive by monsters in the dark unknowns of the dungeon under a ruined castle. You also must retrieve the King's rainbow orb of power before it is destroyed. Beware, your time is limited.&lt;br /&gt;
&lt;br /&gt;
On every step of the journey, your party is faced with the perils of the dungeon. Monsters lurk in hallways and guard treasures. You must fight off the attacks and find as many treasures as possible to help you succeed in your quest. Beware of the obstacles that may arise, and don't act too hastily or your party may be destroyed!&lt;br /&gt;
&lt;br /&gt;
====Timers====&lt;br /&gt;
Throughout your quest, the Tunnels of Doom ''clock'' counts the steps your party takes. Steps are counted each time a hallway view is shown. Checking for secret doors and listening at doors take one step in time. After every 10 steps, the quest objects' &amp;quot;countdown&amp;quot; is lowered. (This is considered the &amp;quot;Countdown to Destruction.&amp;quot;) You have a limited amount of time to locate your quest objects before they are destroyed. Quest objects have no powers and do not affect the game after they are found. However, almost all quest objects have time limitations.&lt;br /&gt;
&lt;br /&gt;
In addition, other factors are examined at this point. First, magic spell duration may be lowered. Second, players may be partially healed if rations are available (see &amp;quot;General Store&amp;quot;). Third, the party may consume some rations.&lt;br /&gt;
&lt;br /&gt;
====Preparing for Your Quest====&lt;br /&gt;
Before your quest begins, you must answer a few questions concerning the dungeon, your rescue party, and the difficulty of the quest. The first question asks &amp;quot;How many floors? (1-10)&amp;quot; do you want in the dungeon. With more floors in the dungeon, the number of dangerous and deadly monsters that roam increases and more enticing treasures can be found. Type your selection and press '''ENTER'''.&lt;br /&gt;
&lt;br /&gt;
The second question pertains to the &amp;quot;Number of players? (l-4)&amp;quot; you want to have in the party. With more players, more money is allotted to the party (see &amp;quot;General Store&amp;quot;). If you have only one player, you may choose from four different characters. If there are two or more players in your party, you have a choice of only three characters. The number of players you have changes the variety of your quest. Type the number of your choice, and then press '''ENTER'''.&lt;br /&gt;
&lt;br /&gt;
Third, decide the level of difficulty ( I-Easiest, 2-Medium, 3-Hardest). The level of difficulty relates to the number and meanness of monsters in the dungeon and the amount of money that is allotted to your party at the beginning of your quest. Press '''1''', '''2''', or '''3'''.&lt;br /&gt;
&lt;br /&gt;
The next display asks for information concerning the players. First, type the name that identifies Player 1. (The first letter of each player's name should be different.) Next, choose the class (fighter, wizard, rogue, or hero) for this player. The attributes for each class are explained here.&lt;br /&gt;
&lt;br /&gt;
* ''Fighter'' - Can use all weapons and armor but cannot use scrolls (one type of magic item).&lt;br /&gt;
&lt;br /&gt;
* ''Wizard'' - Limited in the use of weapons and armor but can use scrolls; starts the game with one scroll.&lt;br /&gt;
&lt;br /&gt;
* ''Rogue'' - Can use all weapons, limited in the use of armor, and cannot use scrolls. Has a better chance of avoiding traps on vaults and chests.&lt;br /&gt;
&lt;br /&gt;
* ''Hero'' - Can be used only in a one-player game. Can use all weapons, armor, and scrolls, and has the rogue's trap avoidance ability; starts the game with one scroll.&lt;br /&gt;
&lt;br /&gt;
Enter the number of the class you want for Player 1, and then decide on the color to represent this player. You have four colors to choose from: green, blue, magenta, and red. Select the number corresponding to the color of your choice. ''Note'': Two players of the same class must have different colors or an error tone sounds.&lt;br /&gt;
&lt;br /&gt;
If you want to change any of the information, press '''REDO'''. The display erases the information you entered and lets you start again. Press '''PROC'D''' when you are ready to continue to the next player. After all the players have been selected, they are displayed. To change any of the information, press '''REDO''' and the display returns you to the selections for Player 1. You then must go through all the selections for the players again. When the information is correct, press '''PROC'D'''.&lt;br /&gt;
&lt;br /&gt;
====Your Quest Begins====&lt;br /&gt;
After the players have been identified, construction of the dungeon begins. On the display, a brief explanation of your quest is told. This is the point of no return.&lt;br /&gt;
&lt;br /&gt;
''Note'': If you want to stop the game, hold down '''BACK''' for several seconds at any point during your selections or the construction of the dungeon. The display returns to the first question, &amp;quot;How many floors?&amp;quot;. However, all the information you have entered is erased.&lt;br /&gt;
&lt;br /&gt;
When the dungeon is completed, your party appears in the first room. In one corner of the room, a flight of stairs leads down to the first floor of the dungeon. The symbol for the General Store is in the opposite corner. Before you descend, your first stop is the General Store.&lt;br /&gt;
&lt;br /&gt;
====General Store====&lt;br /&gt;
To get to the general store, press any key. The display shows a list of categories:&lt;br /&gt;
&lt;br /&gt;
* ''Weapons'' - Hand weapons used to attack monsters adjacent to a player.&lt;br /&gt;
&lt;br /&gt;
* ''Ranged Weapons'' - Ranged weapons used to attack anywhere on the playing field.&lt;br /&gt;
&lt;br /&gt;
* ''Ranged Weapons'' - Stone arrows are listed, but players cannot purchase them until later in the game.&lt;br /&gt;
&lt;br /&gt;
* ''Armor'' - Three types of armor are listed.&lt;br /&gt;
&lt;br /&gt;
* ''Shields'' - Only one type of shield can be purchased.&lt;br /&gt;
&lt;br /&gt;
* ''Rations'' - Rations are purchased for the party as a whole.&lt;br /&gt;
&lt;br /&gt;
* ''Healing'' - Healing is bought for individual players.&lt;br /&gt;
&lt;br /&gt;
''Note'': Each player can carry only two weapons. Also, a player can wear only one suit of armor and carry only one shield.&lt;br /&gt;
&lt;br /&gt;
Your party has been allotted a certain number of gold pieces to begin your journey. The amount is listed under the store's categories.&lt;br /&gt;
&lt;br /&gt;
If you press '''2''' for Ranged Weapons, the following items appear on the display. The cost for each item is listed on the right-hand side of the display. Those items that are ammunition for a weapon have the price plus the amount of ammunition you receive for that amount of gold. For example, you can buy 20 arrows for 20 gold pieces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:TOD - General Store.png|General Store - Ranged Weapons|thumb|center|400px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first question, &amp;quot;Buyer?&amp;quot;, asks you to enter a player's name. After a name is entered, arrows appear beside those items that the player can purchase. Enter the number of the item you want. An error tone sounds if you try to buy an illegal item. To continue buying in this category, press '''ENTER'''. To return to the main selection list, press '''BACK'''.&lt;br /&gt;
&lt;br /&gt;
The second question that appears at the bottom of the display is &amp;quot;Buy which number?&amp;quot;. To start buying supplies, select one of the categories and type the number. Then press '''ENTER'''. The list of items under this category appears on the display.&lt;br /&gt;
&lt;br /&gt;
Note: Those items that cost the most and are farther down the list are usually better items. Each player can carry only a certain amount of ammunition to arm a weapon. If a player tries to buy more than is allowed, the &amp;quot;Sorry, no more are allowed&amp;quot; message appears on the display. Press '''ENTER''' to continue in this category or press '''BACK''' to return to the main selection list.&lt;br /&gt;
&lt;br /&gt;
You can continue to buy items until all the allotted gold is spent. At this time, the display automatically returns the party to the first room of the dungeon. To leave the store without spending all the gold, press '''PROC'D''' to go directly to the first room.&lt;br /&gt;
&lt;br /&gt;
General stores also are located on the fourth and eighth floors of the dungeon. However, if the dungeon has less than four floors, your party must return to the first floor store to buy more supplies.&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
The first room of the dungeon has a flight of stairs leading to the first floor. To go down, press '''SHIFT''' or '''FCTN X''' (↓). It takes several seconds to descend the stairs. To go up a flight of stairs, press '''SHIFT''' or '''FCTN E''' (↑).&lt;br /&gt;
&lt;br /&gt;
When your party members reach the first floor, they enter a room with several exits. While your party is in a room, the arrow keys represent north (↑), south (↓), east(→). and west(←). To leave a room, press, the appropriate arrow key.&lt;br /&gt;
&lt;br /&gt;
When entering or leaving a room and when walking through a hallway, your party members move as a whole. When your party is moving in a hallway, the arrow keys represent the way you normally walk: ↑ (E) means to move forward in the same direction, → (D) means to turn right, ← (S) means to turn left, and ↓ (X) means to turn around and face the opposite direction. (To see what the arrow keys indicate at any point during a game, press '''AID''' for the Command Summary.)&lt;br /&gt;
&lt;br /&gt;
''Note'': When you are ready to leave or enter a room or when you are moving through a hallway, the message &amp;quot;Select movement option&amp;quot; appears at the bottom of the display.&lt;br /&gt;
&lt;br /&gt;
=====''Entering a Room''=====&lt;br /&gt;
In Quest of the King, each floor has 20 rooms. Treasures and quest objects are located in the rooms only; thus, you must enter as many rooms as necessary to complete your quest.&lt;br /&gt;
&lt;br /&gt;
While your party is walking down a hallway, doors can appear on either side of the hallway or in front of your party. Before you can enter a room, you must position your party so that it is adjacent to and facing a door.&lt;br /&gt;
&lt;br /&gt;
Your party can enter a room one of two ways. The first is to press ↑ when you are directly in front of a door. Your party formation indicates how your party enters a room. With three or four players, two are in front and one or two are in back. The first two enter the room first with the others just outside the door. To get your other players in the room, you must move the first two one step away from the entrance, and then press the appropriate arrow key to move the others in the room.&lt;br /&gt;
&lt;br /&gt;
The second way to enter a room is to break through the door by pressing '''B'''. This allows all your players to enter the room at once. In addition, pressing '''B''' moves your party further into the room. This may allow your party members to participate in combat (see &amp;quot;Combat&amp;quot;) more quickly if there are monsters in the room, but it makes retreating more difficult.&lt;br /&gt;
&lt;br /&gt;
=====''Changing Player Formation''=====&lt;br /&gt;
Changing your player formation allows you to put stronger players (less wounded or better armed) in the front and weaker players in the back. The player formation relates to the way your players move in the hallways and enter rooms. In addition, it refers to the way your players take their turns during combat.&lt;br /&gt;
&lt;br /&gt;
To change your player formation, press the letter '''O'''. After you press '''O''', the display shows the present walking order of your party. To change the players' positions, press the arrow keys, as indicated on the display, until your players are in the desired formation. One limitation to your party formation is that one of your players must go first. If you move your players to the second row and have no one in the first, the second row automatically becomes the first row.&lt;br /&gt;
&lt;br /&gt;
After you have the order you want, press '''BACK''' to return to the previous location in the dungeon. If you change formation while in a room, the players do not change places until they enter the next room.&lt;br /&gt;
&lt;br /&gt;
=====''Secret Doors''=====&lt;br /&gt;
Secret doors are special entrances into rooms which can be seen only by checking for them. It can be beneficial to check for secret doors for it might help you discover the location of your quest objects. However, every time you check for secret doors, it counts as one step of time (see &amp;quot;Timers&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
You can check for secret doors while your party is in a hallway or a room by pressing '''C'''. If there is a secret door, it appears in the hallway in front of you or on one side of the room. Also, by pressing '''C''' you can check for secret doors in different directions by changing the way you face but without moving from your current position. The door disappears when you press an arrow key to continue moving.&lt;br /&gt;
&lt;br /&gt;
To enter a room through a secret door, position your party so that you are adjacent to and facing the door. You may have to check several times before you are in the right position. Also, the door must be visible before you can enter the room.&lt;br /&gt;
&lt;br /&gt;
It is best to break through a secret door. This allows all your players to enter the room together. If you enter by pressing ↑, the secret door closes, and you must check for it again before your other players can enter the room.&lt;br /&gt;
&lt;br /&gt;
=====''Listening''=====&lt;br /&gt;
You can listen at those doors you are adjacent to and facing by pressing '''L'''. Listening can be especially beneficial if all your party members are disabled (see &amp;quot;Disabled Players&amp;quot;). If monsters lay in wait for your party beyond a door, listening can warn you not to enter. It may be necessary to try several times before you hear anything. If a monster is in the room, the monster's sound may be heard.&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
Combat occurs every time your party encounters monsters, whether it be in a hallway or in a room. When this happens, the display changes to an overhead view of the hallway or room where your party is located. This display is considered the combat screen and gives you a perspective of the party's location in relation to the monsters', plus information concerning your players. A black perimeter indicates the boundaries of the combat field.&lt;br /&gt;
&lt;br /&gt;
After the display changes, player information appears in the top right-hand corner. Each player is pictured in the order in which he fights during combat. Beside each player is the current hit points (HP) and wounds (WD) the player has. Hit points are the number of wounds the player can have before being disabled (see &amp;quot;Disabled Players&amp;quot;). Wounds indicate how badly a player is injured.&lt;br /&gt;
&lt;br /&gt;
Under each player's picture is an indicator of the player's chance of hitting a monster versus the chance of a monster hitting the player.&lt;br /&gt;
&lt;br /&gt;
The following symbols are used:&lt;br /&gt;
&lt;br /&gt;
* + + = player has at least a 30 % better chance of hitting a monster.&lt;br /&gt;
&lt;br /&gt;
* + = player has a 10-30% better chance of hitting a monster.&lt;br /&gt;
&lt;br /&gt;
* 0 = even chances.&lt;br /&gt;
&lt;br /&gt;
* - = monster has a 10-30% better chance of hitting the player.&lt;br /&gt;
&lt;br /&gt;
* - - = monster has at least a 30% better chance of hitting the player.&lt;br /&gt;
&lt;br /&gt;
In addition, the speed (the number of actions each player can take in one tum) is listed below the player information.&lt;br /&gt;
&lt;br /&gt;
At the bottom of the display, the name and the number of the monsters are shown. Below the monster name, combat messages are displayed. These consist of which player's turn it is and the weapon being used. If the player hits the monster, the display reports the hit. Also, if the monster attacks, any special power it may have is displayed.&lt;br /&gt;
&lt;br /&gt;
In each round of combat, each player and monster have a turn to fight. The first player in line is the first to attack. Colons appear beside this player in the right-hand corner of the display. When the first player's turn is over, the colons move to the second player, and so on.&lt;br /&gt;
&lt;br /&gt;
=====''Player Attack''=====&lt;br /&gt;
During combat, each player's turn consists of two plays. The first play can be used to move one step in any direction. To move your player, press the arrow key for the desired direction. The second play is used to attack a monster. A player must move first and then attack. If you choose to attack first, it is the player's only play.&lt;br /&gt;
&lt;br /&gt;
Attacking a monster can be done in one of two ways. First, if a player is adjacent to and facing a monster, just press the arrow key in the direction of the monster. This method is good for any weapon or just hands.&lt;br /&gt;
&lt;br /&gt;
The second way to attack a monster is to fire a ranged weapon. If you want to move your player first, press the corresponding arrow key. When you are ready to fire your weapon, press '''F''' and a cursor appears over the player. Move the cursor so that it is over the monster you want to attack. Then press the '''SPACE BAR''' to fire the weapon. In every round of combat, each player has a tum to attack. To skip a player's turn, press '''ENTER'''. ''Note'': A player cannot attack outside the combat field.&lt;br /&gt;
&lt;br /&gt;
Your players may need to hit a monster several times before eliminating it. The player that hits the monster last and eliminates it receives the experience. Experience relates to the difficulty and level of the monster. The experience points shown on the Monster Report are the points the player receives for eliminating it (see ''Vocabulary'').&lt;br /&gt;
&lt;br /&gt;
=====''Monster's Attack''=====&lt;br /&gt;
Monsters have various degrees of meanness. The deeper you go into the dungeon, the monsters become stronger and more experienced. In addition, some monsters may be eliminated with only one blow, while others may still be standing after half a dozen blows.&lt;br /&gt;
&lt;br /&gt;
Depending on the monsters' ability, they may be able to attack anywhere in the combat field. If a monster hits one of your players, the monster flashes red and the player hit also flashes red. Damage points are added to that player's wounds (WD) in the right-hand corner.&lt;br /&gt;
&lt;br /&gt;
A monster might attack with a magic power. If the monster flashes magenta, the special power is being used. A description of the power flashes on the display. If one of your players is hit by this special power, this player also flashes. If you are not sure what the power is, check the monster report by pressing '''3''' (see &amp;quot;Monster Report&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
''Note'': Remember that you can see any of the status reports during a game by pressing '''1''' for Player Reports, '''2''' for Party Report, or '''3''' for Monster Report.&lt;br /&gt;
&lt;br /&gt;
=====''Negotiation''=====&lt;br /&gt;
Negotiation can be used to escape from a battle without further harm to the players. You have the option to try to negotiate with the monsters at any time during a battle. To begin negotiations, press '''N''' and all players' turns for the current round of combat ends.&lt;br /&gt;
&lt;br /&gt;
If negotiations fail, the monsters immediately attack your party and combat continues. If negotiations succeed, the monster's price is told. You may accept the price by pressing '''PROC'D''' which gives the monsters the desired amount of gold. This allows your party to leave the battle in peace. Another option is to continue negotiating by pressing '''N''' again. Each successful round of negotiations causes the monsters' price to be cut in half. Eventually, the price can be reduced to zero. Note: If there is any treasure in the room, you must eliminate the monsters to get it.&lt;br /&gt;
&lt;br /&gt;
If you refuse the price, press '''REDO'''. Your party then receives an extra combat move. However, refusing ends all possibilities of any further negotiations.&lt;br /&gt;
&lt;br /&gt;
=====Disabled Players=====&lt;br /&gt;
When a player's wounds (WD) equal his hit points (HP), the player becomes disabled. The player's image disappears from the display and can no longer attack, use items, or attempt to open vaults or treasure chests. However, the player still can drink from fountains, use living statues, and trade items.&lt;br /&gt;
&lt;br /&gt;
A disabled player moves with the party and is protected by the party members during combat. Through the healing process, a disabled player can be healed which returns the player's image to the display.&lt;br /&gt;
&lt;br /&gt;
Healing can be done in several ways. First, a wounded player can be healed by consuming rations that were bought at the General Store. Second, if healing was bought for a particular player at the store, the player is automatically healed while moving through the dungeon. And third, a player can use a magical item to reduce wounds.&lt;br /&gt;
&lt;br /&gt;
If all the party members become disabled by traps or magic effects, they still can move about the dungeon, although no images appear on the display. However, if a disabled party meets any monsters, the party is immediately destroyed and the game is over. In addition, if all the party members become disabled during a battle, the monsters destroy the party and the game is over.&lt;br /&gt;
&lt;br /&gt;
=====Changing Weapons=====&lt;br /&gt;
If a player wants to change weapons during a battle, press '''W'''. A player can carry only two weapons, so pressing '''W''' automatically changes the player's weapons. If a player runs out of ammunition during a battle, the message &amp;quot;You are using your hands&amp;quot; appears on the display. If the player should have another weapon and wants to use it, press '''W'''. Changing weapons is considered one action, but the player still can attack as the second action.&lt;br /&gt;
&lt;br /&gt;
=====Trading Items=====&lt;br /&gt;
Trading items can be helpful in a number of ways. First, a player might be carrying two weapons, both fully equipped with ammunition. Another player might run out of ammunition and might not have another weapon. If this should occur, the first player could trade weapons with the second player so that they both have armed weapons.&lt;br /&gt;
&lt;br /&gt;
Another way trading items can be helpful is in the use of magic items (see &amp;quot;Magic Items&amp;quot;). Remember that only wizards and heroes can use scrolls, but other players may carry them. If, for example, your fighter is carrying a scroll, trading this item with the wizard would enable the item to be used by the wizard.&lt;br /&gt;
&lt;br /&gt;
Players can trade items among themselves by pressing '''T'''. You then are asked for the player who is to start the trading. Enter the player's name. Next, select the type of item to be traded from the list on the display and then the specific item. Now enter the player's name who is to receive the item. Players cannot be given weapons or armor they cannot use. If a player is given an item that player cannot carry, the display asks you to give one of the items to another player.&lt;br /&gt;
&lt;br /&gt;
Pressing '''T''' also can be used to drop an item by not entering a player's name to receive the item. ''Note'': Trading items is considered one step in time (see &amp;quot;Timers&amp;quot;) and cannot be done during combat.&lt;br /&gt;
&lt;br /&gt;
====Status Reports====&lt;br /&gt;
At any time during your quest, you can look at the various status reports to give you information concerning your players, the party, or monsters. Press '''1''', '''2''', or '''3''' to look at the appropriate report. (Press '''AID''' for Command Summary if you need help.)&lt;br /&gt;
&lt;br /&gt;
=====''Player Report''=====&lt;br /&gt;
Press '''1''' to see the reports on the various players in your party. The display gives you the following information, starting with Player 1.&lt;br /&gt;
&lt;br /&gt;
* ''Name''&lt;br /&gt;
&lt;br /&gt;
* ''Class'' - fighter, wizard, rogue, or hero.&lt;br /&gt;
&lt;br /&gt;
* ''Current number of hit points'' - indication of the number of wounds the player can receive before becoming disabled.&lt;br /&gt;
&lt;br /&gt;
* ''Current number of wounds''&lt;br /&gt;
&lt;br /&gt;
* ''Experience'' - indication of the number and difficulty of monsters eliminated by this player.&lt;br /&gt;
&lt;br /&gt;
* ''Level'' - partial indication of the player's chance to hit monsters during combat.&lt;br /&gt;
&lt;br /&gt;
* ''Weapons'' - list of the player's weapons and the amount of ammunition left.&lt;br /&gt;
&lt;br /&gt;
* ''Bonus'' - inherent in a player and affects his chances in combat.&lt;br /&gt;
&lt;br /&gt;
* ''Damage'' - amount of damage weapon does to monster; the higher the number, the greater the damage.&lt;br /&gt;
&lt;br /&gt;
* ''Armor''&lt;br /&gt;
&lt;br /&gt;
* ''Shield''&lt;br /&gt;
&lt;br /&gt;
* ''Protection'' - combination of armor and shield; the higher the number, the greater the protection.&lt;br /&gt;
&lt;br /&gt;
Press ↑ to go to Player l's list of magic items, ↑ again to go to Player 2's report, and so on. Press ↓ to go to the previous player's report.&lt;br /&gt;
&lt;br /&gt;
=====''Party Report''=====&lt;br /&gt;
Press 2 to see the Party Report. The following information concerns all players.&lt;br /&gt;
&lt;br /&gt;
* ''Gold'' - the amount of gold the party currently holds.&lt;br /&gt;
&lt;br /&gt;
* ''Rations'' - the amount of rations left.&lt;br /&gt;
&lt;br /&gt;
* ''Quest objects'' - the list of the quest objects to be found on this mission. A number beside the object indicates the countdown to destruction. If the object has been FOUND or DESTROYED, this is indicated in place of the countdown number.&lt;br /&gt;
&lt;br /&gt;
* ''Summary'' - the list of all players and the corresponding hit points and wounds each player has accumulated.&lt;br /&gt;
&lt;br /&gt;
=====''Monster Report''=====&lt;br /&gt;
Press '''3''' to see the Monster Report. The following information pertains to the monsters you are currently fighting.&lt;br /&gt;
&lt;br /&gt;
* ''Monster's name''&lt;br /&gt;
&lt;br /&gt;
* ''Maximum hit points'' - number of wounds one monster can take before it is eliminated.&lt;br /&gt;
&lt;br /&gt;
* ''Experience'' - number of points a player receives for eliminating one monster of this type.&lt;br /&gt;
&lt;br /&gt;
* ''Monster ratings'':&lt;br /&gt;
** ''Attack'' - the higher the number, the greater chance of the monster hitting a player.&lt;br /&gt;
** ''Maximum attack damage'' - how much damage a blow by the monster can do to a player.&lt;br /&gt;
** ''Defense'' - the higher the number, the less chance of hitting a monster.&lt;br /&gt;
** ''Resistance'' - percentage of spells used against the monster that have no effect.&lt;br /&gt;
** ''Speed'' - how many actions a monster can take in a round of combat. The number of attacks a monster can make is always one less than this number.&lt;br /&gt;
** ''Mobility'' - chance that a monster has of moving toward a player it cannot attack.&lt;br /&gt;
** ''Negotiation'' - chance of paying gold to end the combat.&lt;br /&gt;
** ''Special attack chance'' - chance of a special power being used to attack the players.&lt;br /&gt;
&lt;br /&gt;
====Magic Items====&lt;br /&gt;
Magic items are found as treasures, except for the scroll the wizard or hero has at the beginning of the game. Each player can carry up to 10 magic items but might not be able to use all of them. Magic items can be anything from a fireball used on monsters to a medicinal ale which reduces a player's wounds. In ''Quest of the King'', one out of every five magic items is detrimental to a player or the party.&lt;br /&gt;
&lt;br /&gt;
When you find a magic item as a treasure, the display tells you what type of magic item it is. Next, you must designate to whom to give the item. The power from some of the magic items is used automatically when a player touches it. When this happens, the power is displayed and the item disappears.&lt;br /&gt;
&lt;br /&gt;
You can choose to use a magic item by pressing '''U''', To use a magic item during combat, the player whose turn it is must be the one to press '''U'''. The list of magic items that player is carrying appears on the display. Select the item you want to use and press '''ENTER'''. The display returns to the battle and the item's power is shown at the bottom. If you want to use an item at any other time during the game, you are asked for the &amp;quot;User?&amp;quot; of the item. The procedure is the same.&lt;br /&gt;
&lt;br /&gt;
Depending on the magic item, you may be asked on which player you want the power to be used. If this happens, type the player's name and press '''ENTER'''.&lt;br /&gt;
&lt;br /&gt;
Most magic items that affect monsters, affect all the monsters as a group. If the item should damage a single monster, a cursor appears over the player casting the spell. Move the cursor over the monster to be affected and press the '''SPACE BAR'''. Note: Some magic items can be used more than once, but you cannot tell how many uses a magic item has.&lt;br /&gt;
&lt;br /&gt;
====Treasures====&lt;br /&gt;
Throughout the quest, your party has the opportunity to find various treasure items in the rooms of the dungeon. These treasures can be found in vaults, treasure chests, or just lying in a room. However, you must be prepared to fight monsters to be able to take the treasures. The following are the types of treasures to be found in the ''Quest of the King''.&lt;br /&gt;
&lt;br /&gt;
=====''Gold''=====&lt;br /&gt;
When gold is found in a room, it appears as a pot of gold. Gold is carried by the party, not individual players. The amount your party has is displayed on the Party Report and at the General Store. Gold is used at the stores, at living statues (see &amp;quot;Living Statues&amp;quot;), and during monster negotiation. Note: The amount of gold at the end of the game partially determines the level of victory.&lt;br /&gt;
&lt;br /&gt;
=====''Armor/Shields''=====&lt;br /&gt;
Armor found in rooms appears as a suit of armor, regardless of the specific type of armor it is. Shields appear as a shield. If these types of treasures are found, you are asked to enter the player's name who is to receive the item. If this player cannot use the item, an error tone sounds. Remember that each player can wear only one suit of armor and carry only one shield.&lt;br /&gt;
&lt;br /&gt;
If you give this item to a player who already has a shield or a suit of armor, you are asked to give one of these items away. The list of items for the player appears on the display. Press the number corresponding to the item you wish to give up and press '''ENTER'''. Next, you are asked to whom to give this item. Type the name and press '''ENTER'''. If you want to drop the item instead of giving it to someone, just press '''ENTER'''. (Dropping an item may cause it to be destroyed. If this should happen, a warning message appears, giving you time to change your answer. If the item should be destroyed, you cannot retrieve it even if you should need it later in the game.)&lt;br /&gt;
&lt;br /&gt;
=====''Weapons''=====&lt;br /&gt;
All hand weapons that are found as treasures appear as swords. All ranged weapons appear as bows. Finding weapons is similar to finding armor and shields. You must designate to whom to give the item. Each player can carry only two weapons. If you give the weapon to a player who already has two weapons, you are asked to give one up and give it to another player. Follow the same steps as in &amp;quot;Armor/Shields.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=====''Maps''=====&lt;br /&gt;
In ''Quest of the King'', maps are essential to be found. Your party cannot descend to another floor without the map of the floor they are on. To see the map after you find it, press '''M'''. The map appears, showing the explored areas in black and the unexplored areas in blue.&lt;br /&gt;
&lt;br /&gt;
====Options====&lt;br /&gt;
Throughout your quest, your party encounters various options along the way. All options appear in rooms except fountains which appear in both rooms and hallways. When you come across an option, you have the choice of leaving it alone, or trying to open it, as is the case with treasure chests and vaults. The four options listed below can be either beneficial or detrimental to players.&lt;br /&gt;
&lt;br /&gt;
=====''Vaults''=====&lt;br /&gt;
If a room contains a vault, you are asked &amp;quot;Who will try to open vault?&amp;quot;. Type the player's name and press '''ENTER'''. This player's hit points and wounds appear on the display. To open a vault, you must guess the combination in a trial-and-error process. You are told the number and range of digits in the combination (for example, 3 digits ranging from 1 to 4). To make a guess, type three digits in the range given, such as 241. Your guesses appear in the upper right-hand corner of the display with an arrow pointing to the most recent guess.&lt;br /&gt;
&lt;br /&gt;
Two clues are given to help you discover the combination. First, a number to the right of your guess indicates the number of digits that are correct. Second, an arrow beside the number indicates whether the correct combination is lower (↓) or higher (↑) than your guess.&lt;br /&gt;
&lt;br /&gt;
Each vault has magical powers that can wound the player trying to open it. If a player is wounded to the point of disability, you are asked to enter another player's name to continue trying. You can guess as many times as you want or until all your players are disabled. If you do not want to try to open the vault after a player has been disabled, just press '''ENTER''' in place of a player's name. If no name is entered, the combination scrambles and you have to start over to open the vault.&lt;br /&gt;
&lt;br /&gt;
=====''Treasure Chests''=====&lt;br /&gt;
Treasure chests usually contain at least two treasures. However, traps are often on the chests, wounding the player who is trying to open it. When a chest is found in a room, ''Who will open the chest?&amp;quot; appears on the display. Enter the player's name. If a trap is on the chest, a message appears and damage points are added to that player's wounds. Remember that rogues and heroes have special trap avoidance abilities.&lt;br /&gt;
&lt;br /&gt;
=====''Fountains''=====&lt;br /&gt;
Fountains can be found in hallways and rooms. Drinking from a fountain can have various effects, such as increasing a player's hit points or decreasing a player's luck. When your party comes to one, you are asked &amp;quot;Who will use the fountain?&amp;quot;. Enter the player's name. The display shows what effect the player has obtained from drinking from the fountain. You now are asked to enter another player's name. If no one is going to drink from the fountain, just press '''ENTER'''. After all the players who wish to drink from the fountain have done so, press '''ENTER'''. ''Note'': The effects from a fountain can be beneficial or detrimental to the player drinking.&lt;br /&gt;
&lt;br /&gt;
=====''Living Statues''=====&lt;br /&gt;
Living statues are located in rooms throughout the dungeon. A living statue can tell you the power of magic items that players are carrying. The question &amp;quot;Living Statue User?&amp;quot; appears on the display. Enter the player's name about whose item you wish to know. The display shows the list of magic items that player is carrying. Type the number corresponding to the appropriate item and press '''ENTER'''. Then enter the amount of gold you are willing to spend to receive the information (this amount must be in increments of 10 or an error tone sounds).&lt;br /&gt;
&lt;br /&gt;
If the statue accepts the amount of gold, the display shows you the power that magic item possesses. If the amount of gold is not sufficient, either no information is given or the item is destroyed. Note: No matter what the result is from using the statue, the money entered has been spent.&lt;br /&gt;
&lt;br /&gt;
====End of the Quest====&lt;br /&gt;
Your quest is over when you have successfully recovered the quest objects or when your party has been destroyed. In both situations, the display indicates whether you were victorious or your party was killed. You also can receive status reports at the end of the game by pressing '''1''' for Player Reports or '''2''' for Party Reports.&lt;br /&gt;
&lt;br /&gt;
If you want to start another quest, you have two options: you can press '''1''' and start a completely new game, starting with the number of floors of the dungeon, or you can press '''2''' and restock the dungeon from the previous game.&lt;br /&gt;
&lt;br /&gt;
To end a session with the module, press '''QUIT'''. ''Note'': Pressing '''QUIT''' erases the current game in progress if it has not been saved.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-tfp&amp;quot; style=&amp;quot;margin:0.1em 0.4em 0.6em;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
1982 Tunnels of Doom Cartridge (Black label on Black).png|Tunnels of Doom Cartridge (black label on black cartridge)&lt;br /&gt;
1983 Tunnels of Doom Cartridge (Red Label on Beige).png|Tunnels of Doom Cartridge (red label on beige cartridge)&lt;br /&gt;
Tunnels of Doom Manual Cover.jpg|Tunnels of Doom Manual (front cover)&lt;br /&gt;
Tunnel of Doom Cassette.png|Tunnels of Doom cassette tape&lt;br /&gt;
Tunnels of Doom Floppy in Sleeve.png|Tunnels of Doom floppy disk with sleeve&lt;br /&gt;
Tunnels of Doom Floppy.png|Tunnels of Doom floppy disk&lt;br /&gt;
Death.wav|Tunnels of Doom - Death Sound (right click and &amp;quot;Save Audio As&amp;quot; to save)&lt;br /&gt;
Descending.wav|Tunnels of Doom - Descending Sound (right click and &amp;quot;Save Audio As&amp;quot; to save)&lt;br /&gt;
General Store.wav|Tunnels of Doom - General Store Sound (right click and &amp;quot;Save Audio As&amp;quot; to save)&lt;br /&gt;
Giant Rat.wav|Tunnels of Doom - Giant Rat Sound (right click and &amp;quot;Save Audio As&amp;quot; to save)&lt;br /&gt;
Hand Kill.wav|Tunnels of Doom - Hand Kill Sound (right click and &amp;quot;Save Audio As&amp;quot; to save)&lt;br /&gt;
Hand Weapon.wav|Tunnels of Doom - Hand Weapon Sound (right click and &amp;quot;Save Audio As&amp;quot; to save)&lt;br /&gt;
Imp.wav|Tunnels of Doom - Imp Sound (right click and &amp;quot;Save Audio As&amp;quot; to save)&lt;br /&gt;
Kobold Battle.wav|Tunnels of Doom - Kobold Battle Sound (right click and &amp;quot;Save Audio As&amp;quot; to save)&lt;br /&gt;
Kobold.wav|Tunnels of Doom - Kobold Sound (right click and &amp;quot;Save Audio As&amp;quot; to save)&lt;br /&gt;
Miss.wav|Tunnels of Doom - Miss Sound (right click and &amp;quot;Save Audio As&amp;quot; to save)&lt;br /&gt;
Ranged Weapon Hit Kobold.wav|Tunnels of Doom - Ranged Weapon Hit Kobold Sound (right click and &amp;quot;Save Audio As&amp;quot; to save)&lt;br /&gt;
Ranged Weapon Hit Victory.wav|Tunnels of Doom - Ranged Weapon Hit Victory Sound (right click and &amp;quot;Save Audio As&amp;quot; to save)&lt;br /&gt;
Ranged Weapon.wav|Tunnels of Doom - Ranged Weapon Sound (right click and &amp;quot;Save Audio As&amp;quot; to save)&lt;br /&gt;
Theme Full.wav|Tunnels of Doom - Full Theme Song (right click and &amp;quot;Save Audio As&amp;quot; to save)&lt;br /&gt;
Tunnels of Doom Manual Cover.jpg|Tunnels of Doom Manual Complete (pdf format)|link=https://4apedia.com/manuals/Tunnels%20of%20Doom%20Manual.pdf&lt;br /&gt;
1983 Tunnels of Doom Cartridge (Red Label on Beige).png|Tunnels of Doom MAME/MESS Rom (rpk format)|link=https://4apedia.com/roms/Tunnels%20of%20Doom.rpk&lt;br /&gt;
Tunnels of Doom Floppy.png|Tunnels of Doom Disk Image (dsk format)|link=https://4apedia.com/roms/Tunnels%20of%20Doom.dsk&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://crpgaddict.blogspot.com/2014/03/game-140-tunnels-of-doom-1982.html CRPG Addict: Tunnels of Doom]&lt;br /&gt;
* [http://ridingthecrest.com/edburns/classic-gaming/tunnels/ Ed Burns Tunnel of Doom Tribute Page]&lt;br /&gt;
* [https://everything2.com/title/Tunnels+of+Doom Everything&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;: Tunnels of Doom]&lt;br /&gt;
* [https://hbfs.wordpress.com/2008/12/16/tunnels-of-doom/ Harder, Better, Faster, Stronger: Tunnels of Doom!]&lt;br /&gt;
* [https://www.mobygames.com/game/ti-994a/tunnels-of-doom Moby Games: Tunnel of Doom]&lt;br /&gt;
* [http://www.ti99ers.org/timeline/cartbytitle.html#T TI-99ers On-line User Group: TI-99 Cartridge Listing]&lt;br /&gt;
* [https://www.videogamehouse.net/tunnelsdoom.html TI-99/4A Video Game House: Tunnels of Doom]&lt;br /&gt;
&lt;br /&gt;
[[Category:1982 Software]]&lt;br /&gt;
[[Category:Adventure]]&lt;br /&gt;
[[Category:Cassette Tape]]&lt;br /&gt;
[[Category:Floppy Disk]]&lt;br /&gt;
[[Category:Role-Playing Game]]&lt;br /&gt;
[[Category:Software]]&lt;br /&gt;
[[Category:Solid State Software Command Module]]&lt;br /&gt;
[[Category:Texas Instruments]]&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=Hopper&amp;diff=9421</id>
		<title>Hopper</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=Hopper&amp;diff=9421"/>
		<updated>2025-09-16T22:39:10Z</updated>

		<summary type="html">&lt;p&gt;Polluks: source code&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Hopper''' is a clone of the 1982 [https://en.wikipedia.org/wiki/Sega Sega] game [https://en.wikipedia.org/wiki/Pengo_(video_game) Pengo].  Hopper was programmed by [[John M. Phillips]] &amp;amp; [[Mike Archuleta]] and published by [[Texas Instruments|Texas Instruments (TI)]]. Hopper was part number 3229. It was released on [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]] and originally retailed for $29.95 (USD). It was released in the [[:Category:1984 Software|1st quarter of 1984]].&lt;br /&gt;
&lt;br /&gt;
{{Infobox video game&lt;br /&gt;
| collapsible = &lt;br /&gt;
| state = &lt;br /&gt;
| italic title = Hopper&lt;br /&gt;
| title = Hopper&lt;br /&gt;
| image = File:Hopper Manual Cover.jpg&lt;br /&gt;
| alt = Hopper Manual Front Cover&lt;br /&gt;
| caption = Hopper Manual (Front Cover) &amp;lt;ref&amp;gt;{{cite web|title=TI99ers On-Line User Group: TI-99 Cartridge Listing|url=http://www.ti99ers.org/timeline/cartbytitle.html#H}}&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;{{cite web|title=TI-99/4A Video Game House: Hopper|url=http://www.videogamehouse.net/hopper.html}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| publisher = [[Texas Instruments|Texas Instruments (TI)]]&lt;br /&gt;
| part = PHM 3229&lt;br /&gt;
| programmer = [[John M. Phillips]] &amp;amp; [[Mike Archuleta]]&lt;br /&gt;
| format = [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]]&lt;br /&gt;
| released = [[:Category:1984 Software|1984 (1st quarter)]]&lt;br /&gt;
| genre = [[:Category:Action|Action]]&lt;br /&gt;
| price = $29.95 (USD)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
In Hopper, the player controls a kangaroo trying to escape capture from three humans on a cargo ship. The player moves around the ship full of boxes, trying to kill or trap the human enemies by pushing boxes at them and smashing them. If the humans touch the player's kangaroo character, he/she is captured and loses a life. While not too difficult in the early levels, Hopper becomes much more challenging as the levels and the speed increase.&lt;br /&gt;
&lt;br /&gt;
==Advertising Blurb==&lt;br /&gt;
===Front Cover of Manual===&lt;br /&gt;
Three evil circus trainers are trying to capture Chadley, the Australian Kangaroo. With quick thinking and clever strategy, you can help Chadley escape danger and captivity!&lt;br /&gt;
&lt;br /&gt;
===Triton Catalog - Fall 1984===&lt;br /&gt;
The endearing kangaroo, Chadly, is in deadly danger of captivity. His only defense - your quick thinking and even quicker reflexes. 1-2 player arcade feature really demands you outwit and outmaneuver the enemy. 10 levels of increasing speed and difficulty. (Joysticks recommended.)&lt;br /&gt;
&lt;br /&gt;
==Cheat==&lt;br /&gt;
Pressing the asterisk key &amp;quot;*&amp;quot; will bring up the option of choosing which round to begin at. The player can select from round 0-9. &lt;br /&gt;
&lt;br /&gt;
==Fun Fact==&lt;br /&gt;
Unfortunately, Hopper was released just before Texas Instruments announced that they were discontinuing the production and distribution of the TI-99/4A due to fierce competition which was causing them to sell the console at a severe loss. However, Hopper still sold well since so many computers had already been circulated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--        Manual        --&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-lower&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;margin-top:4px; border:1px solid #ddcef2; background:#fff5fa; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-bottom&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;mp-tfp-h2&amp;quot; style=&amp;quot;margin:0.5em; background:#f2cedd; font-family:inherit; font-size:120%; font-weight:bold; border:1px solid #afa3bf; color:#000; padding:0.2em 0.4em&amp;quot;&amp;gt;Manual&amp;lt;span style=&amp;quot;font-size:85%; font-weight:normal;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.6em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
[[File:Hopper Cartridge.png|400px|right|thumb|Hopper Solid State Cartridge]]Chadly the Kangaroo is surrounded by crates in the cargo hold of an ocean freighter. Three circus trainers are trying to capture him. His only defense is kicking the same crates that the trainers use to trap him. Only your quick thinking and lightning reflexes can save Chadly from captivity.&lt;br /&gt;
&lt;br /&gt;
Hopper challenges you to outwit and outmaneuver the circus trainers. Some of Hopper's features include:&lt;br /&gt;
&lt;br /&gt;
* Colorful graphic characters.&lt;br /&gt;
* Exciting sound effects.&lt;br /&gt;
* Ten levels of increasing speed and difficulty.&lt;br /&gt;
* Two-player option.&lt;br /&gt;
* Individualized advancement to higher levels.&lt;br /&gt;
&lt;br /&gt;
Hopper can be played by one or two players. Movement of Chadly may be controlled by pressing the arrow keys on either side of the computer keyboard or by the Wired Remote Controllers joysticks).&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
Once you have selected Hopper, the Hopper title screen appears. Press any key to begin, or wait a moment for a demonstration game to appear.&lt;br /&gt;
&lt;br /&gt;
The demonstration game gives you an opportunity to preview the action before an actual game begins. Pressing any key takes you to the one- or two-player game option. Press the appropriate number key to choose the number of players, and the game screen appears.&lt;br /&gt;
&lt;br /&gt;
====One-Player Option====&lt;br /&gt;
When you choose a one-player game, the game screen appears and the action begins. A game begins with five kangaroos-one on your game screen and four to the right of the playing area. When a trainer captures your kangaroo, a reserve kangaroo from the right of the playing area replaces it, crates return to the screen, and action resumes. The trainers must catch all five kangaroos in order to complete a game. &lt;br /&gt;
&lt;br /&gt;
====Two-Player Option====&lt;br /&gt;
When you select a two-player game, the game screen appears and the action begins immediately with Player 1. Each player receives five kangaroos. A player's turn is over when a trainer captures the kangaroo. The number of kangaroos to the right of the playing area indicates the number of turns remaining for the current player.&lt;br /&gt;
When a trainer captures Chadly, the screen displays the message: PLAYER 2 GET READY. PRESS A KEY TO BEGIN.&lt;br /&gt;
&lt;br /&gt;
The action begins when Player 2 presses any key or the joystick '''FIRE''' button. The screen instructs the players to get ready for game play before each subsequent turn.&lt;br /&gt;
&lt;br /&gt;
=====Maneuvering Chadly=====&lt;br /&gt;
You maneuver Chadly by pressing keys on the computer keyboard. Two groups of keys on either side of the keyboard manipulate Chadly. On the left side of the keyboard, press the '''↑ (E)''' and '''↓ (X)''' keys to move Chadly up and down on the screen and the '''← (S)''' and '''→ (D)''' keys to move Chadly to the left and right. The '''Q''' and '''V''' keys execute a kick from Chadly.&lt;br /&gt;
&lt;br /&gt;
On the right side of the keyboard, press the '''↑ (I)''' and '''↓ (M)''' keys to move Chadly up and down on the screen, and the '''← (J)''' and '''→ (K)''' keys to move Chadly to the left and right. Keys '''Y''' and('''.''') execute a kick.&lt;br /&gt;
&lt;br /&gt;
====Ending the Game====&lt;br /&gt;
A game is over when a circus trainer catches your fifth and final kangaroo. Press '''REDO''' to play another game or '''BACK''' to return to the Hopper title screen. At this time, you may press any&lt;br /&gt;
key to see the one- or two-player option screen and change the number of players. To end game play, press '''FCTN = (QUIT)''' to return to the master title&lt;br /&gt;
screen.&lt;br /&gt;
&lt;br /&gt;
If you are using Wired Remote Controllers (joysticks), move the lever left or right to move Chadly horizontally. Moving the lever forward or backward moves Chadly vertically. To make Chadly kick a crate, press the '''FIRE''' button.&lt;br /&gt;
&lt;br /&gt;
Note: Pushing the '''FIRE''' button when your opponent is playing with the other joystick causes the kangaroo to travel rapidly across the playing area.&lt;br /&gt;
&lt;br /&gt;
===Playing the Game===&lt;br /&gt;
When the game begins, Chadly is in the center of the playing area. Three circus trainers, Rocko, Socko, and Jocko, search the cargo hold for Chadly. You must move Chadly swiftly around the crates, avoiding contact with the trainers. Escaping captivity and destroying circus trainers are the main objectives of the game. After all three circus trainers are destroyed, the screen flashes, missing crates return to the screen, and three new circus trainers appear. When the trainers capture&lt;br /&gt;
all five of your kangaroos, the game is over.&lt;br /&gt;
&lt;br /&gt;
====Kicking and Breaking Crates====&lt;br /&gt;
Defend Chadly and earn points by kicking and breaking crates. To execute a kick, align Chadly with the row of crates. Then, press the arrow keys or move the joystick lever to turn Chadly to face the crate. Complete a kick by pressing the '''Y''', '''Q''', '''V''', or('''.''') keys on the computer keyboard or the joystick '''FIRE''' button. If the crate you kick is blocked from behind, the crate disappears or ''breaks.'' If the crate is not blocked, it moves until it reaches another crate or the edge of the playing area. A second kick is then required to break the crate.&lt;br /&gt;
&lt;br /&gt;
====Destroying the Circus Trainers====&lt;br /&gt;
Defend Chadly and earn points by eliminating the circus trainers. You can destroy trainers two ways. You can capture a trainer by kicking a crate into him, or you can rearrange crates to trap him. Trapping a trainer requires careful planning and creative strategy. Earn extra points by trapping a trainer in one crate-sized space. You earn additional points by trapping more than one trainer in the same space. When you trap a trainer in one space, you hear a special sound and the trainer fades from the screen&lt;br /&gt;
&lt;br /&gt;
===Special Features===&lt;br /&gt;
Several special features appear in your Hopper game. Hopper enables you to pause at any time during game play, to advance to more difficult levels of play regardless of the level of your opponent, and to develop scoring strategies that help you win the game.&lt;br /&gt;
&lt;br /&gt;
====Pause Options====&lt;br /&gt;
If you wish to stop the action at any time, press either the '''P''' or '''T''' keys to pause. The screen action stops until you are ready to resume play. Press any key or the joystick '''FIRE''' button to continue the game.&lt;br /&gt;
&lt;br /&gt;
====Advancing to Different Levels====&lt;br /&gt;
There are ten levels of difficulty in Hopper. The game begins with Level 1. If you destroy all three circus trainers, the screen color changes and you advance to the next level of difficulty. After a momentary delay, you resume play at the new level until one of the circus trainers catches Chadly the Kangaroo.&lt;br /&gt;
&lt;br /&gt;
The level of play is shown to the right of the playing area. In the beginning levels, the trainers search randomly for Chadly among the crates. As you reach higher levels of play, the trainers increase their speed and become more intense in their search. Level 4 rearranges the crates into a pattern that requires skillful maneuvering and gives Chadly fewer hiding places. The pattern becomes even more complex when you reach Level 7. Level 10 demands quick reflexes and a good memory because the crates are invisible! The crates appear briefly each time you break a crate.&lt;br /&gt;
&lt;br /&gt;
====Scoring====&lt;br /&gt;
You earn 10 points when you kick a crate. Breaking a crate adds 60 points to your score.&lt;br /&gt;
&lt;br /&gt;
Destroying a circus trainer with a crate earns you 200 points. Smashing two circus trainers with one crate increases your score 800 points. Destroying all three circus trainers with one crate gives you an extra 1600 points! &lt;br /&gt;
&lt;br /&gt;
If you trap a trainer in one crate-sized space, you receive 1000 points. To achieve a maximum number of points, trap all three trainers in one crate-sized space!&lt;br /&gt;
&lt;br /&gt;
Each time you advance to a higher level of game play, you earn a 1000 point bonus. Your score is displayed in the upper right portion of the screen. When the last round of a game is complete, the program records the high score for that game and displays this score under ''High.'' When you press '''REDO''' to play again, the high score carries over to the next game. The high score returns to zero when you press '''BACK''' to return to the Hopper title screen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-tfp&amp;quot; style=&amp;quot;margin:0.1em 0.4em 0.6em;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Hopper Cartridge.png|Hopper Cartridge&lt;br /&gt;
Hopper Manual Cover.jpg|Hopper Manual Front Cover&lt;br /&gt;
File:Hopper Manual Cover.jpg|Hopper Manual Complete (pdf format)|link=https://4apedia.com/manuals/Hopper%20Manual.pdf&lt;br /&gt;
Hopper Cartridge.png|Hopper MAME/MESS Rom (rpk format)|link=http://4apedia.com/roms/Hopper.rpk&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [http://www.blackfalcongames.net/?p=159#Hopper Black Falcon Games: Hopper]&lt;br /&gt;
* [https://www.everygamegoing.com/landingThing/index/machine_type_group_default_folder/ti99_4a/ills_folder/texas_instruments/format_folder/rom_carts/item_title/Hopper/ Every Game Going: Hopper (TI99/4A)]&lt;br /&gt;
* [https://gamefaqs.gamespot.com/ti99/947239-hopper GameFAQs: Hopper (TI-99/4A)]&lt;br /&gt;
* [http://www.mobygames.com/game/ti-994a/hopper___/ Moby Games: Hopper (TI-99/4A)]&lt;br /&gt;
* [https://ramokromok.com/games/hopper-ti-99-4a/ RamOK RomOK: Hopper (TI-99/4A)]&lt;br /&gt;
* [http://www.ti99ers.org/timeline/cartbytitle.html#H TI-99ers On-line User Group: TI-99 Cartridge Listing]&lt;br /&gt;
* [http://www.videogamehouse.net/hopper.html TI-99/4A Video Game House: Hopper]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Pengo_(video_game) Wikipedia: Pengo (video game)]&lt;br /&gt;
* [https://oratronik.de/atariage/Hopper_source_code.pdf source code]&lt;br /&gt;
&lt;br /&gt;
[[Category:1984 Software]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Software]]&lt;br /&gt;
[[Category:Solid State Software Command Module]]&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=Scott_Morgan&amp;diff=9419</id>
		<title>Scott Morgan</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=Scott_Morgan&amp;diff=9419"/>
		<updated>2025-03-15T22:52:10Z</updated>

		<summary type="html">&lt;p&gt;Polluks: /* Game Credits for Scott Morgan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Morgan Scott was a software programmer for TIventures. He is credited with programming the following software titles for the TI-99/4A.&lt;br /&gt;
&lt;br /&gt;
==Game Credits for Scott Morgan==&lt;br /&gt;
* [[007: Aqua Base]]&lt;br /&gt;
* [[Fun House]]&lt;br /&gt;
* [[Haunted House]]&lt;br /&gt;
* [[In Search of: The Four Vedas]]&lt;br /&gt;
* [[Miner 2049er]]&lt;br /&gt;
* [[Stone Age]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Software programmer]]&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=Burger_Builder&amp;diff=9417</id>
		<title>Burger Builder</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=Burger_Builder&amp;diff=9417"/>
		<updated>2025-01-19T14:01:03Z</updated>

		<summary type="html">&lt;p&gt;Polluks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Burger Builder''' for the TI-99/4A is a clone of the popular arcade and console game [[BurgerTime]]. Burger Builder, like [[BurgerTime]] represents a good example of an [[:Category:Action|Action]]/[[:Category:Platform|Platform]] game. It was created by Software specialties in 1983, but it was never released until the [[:Category:1987 Software|3rd quarter of 1987]] by DataBioTics. It originally retailed for $19.95.&lt;br /&gt;
&lt;br /&gt;
{{Infobox video game&lt;br /&gt;
| collapsible = &lt;br /&gt;
| state = &lt;br /&gt;
| italic title = &lt;br /&gt;
| title = Burger Builder&lt;br /&gt;
| image = Burgerbuilder-cover.jpg&lt;br /&gt;
| alt = Burger Builder Manual Cover&lt;br /&gt;
| caption = Burger Builder (Front Cover) &amp;lt;ref&amp;gt;{{cite web|title=TI99ers On-Line User Group: TI-99 Cartridge Listing|url=http://www.ti99ers.org/timeline/cartbytitle.html#B}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| publisher = [[DaTaBioTics]]&lt;br /&gt;
| part = TRI-BAAY&lt;br /&gt;
| programmer = [[Glen Groves]]&lt;br /&gt;
| format = [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]]&lt;br /&gt;
| released = [[:Category:1987 Software|1987 (3rd Quarter)]]&lt;br /&gt;
| genre = [[:Category:Action|Action]], [[:Category:Platform|Platform]]&lt;br /&gt;
| price = $19.95 (USD)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
The player in Burger Builder controls a short-order chef who's job it is to make four hamburgers on each level. He does so by climbing ladders and walking over the pieces of the hamburger (bottom bun, beef pattie, lettuce, top bun), that are suspended on platforms. A level is completed when all four hamburgers on that level have been prepared on the plates below.&lt;br /&gt;
&lt;br /&gt;
The job of completing the burgers is made more challenging with enemies that protect each platform level. These enemies start out on each level as hotdogs. The player can destroy the enemies by dropping burger parts on top of them from higher-up levels. However, upon doing so, the hotdog reincarnates into a more difficult foe. Possible enemies include Hotdog, Swiss Cheese, Pickle, and Mushroom. One unique feature of the enemies in Burger Builder vs. BurgerTime is that unlike BurgerTime where the enemies can go up and down ladders, the enemies in Burger Builder are attached to one platform of the game and don't ascend or descend ladders at all.&lt;br /&gt;
&lt;br /&gt;
A Second unique difference between Burger Builder and BurgerTime is that in BugerTime, the most effective strategy is to start with the topmost burger element, which is always the top bun. In BurgerTime, after dropping the top bun, it causes a chain reaction where the top bun falls to the next burger ingredient on the platform below, causing it to fall on the next ingredient below, etc. In Burger Builder, however; you always have to start on the bottom bun and work your way up. The parts of the burger will only drop if the platform below is devoid of another ingredient.&lt;br /&gt;
&lt;br /&gt;
Points are earned for destroying enemies by dropping burger elements on top of them. Points are also earned for each completed burger.&lt;br /&gt;
&lt;br /&gt;
==Advertising Blurbs==&lt;br /&gt;
===Triton Catalog - Fall 1988===&lt;br /&gt;
If you believe that all fast food burgers are greasy, then test your skill and challenge this philosophy with Burger Builder, the &amp;quot;hot&amp;quot; new arcade cartridge. &lt;br /&gt;
&lt;br /&gt;
You become the short-order cook as you skillfully drop the Fixin's onto buns, racing against time to make hamburgers and advance tot he next level for more excitement. Another creation of Software Specialties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--        Manual        --&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-lower&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;margin-top:4px; border:1px solid #ddcef2; background:#fff5fa; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-bottom&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;mp-tfp-h2&amp;quot; style=&amp;quot;margin:0.5em; background:#f2cedd; font-family:inherit; font-size:120%; font-weight:bold; border:1px solid #afa3bf; color:#000; padding:0.2em 0.4em&amp;quot;&amp;gt;Manual&amp;lt;span style=&amp;quot;font-size:85%; font-weight:normal;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.6em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Burger Builder Cartridge.png|left|thumb|400px|Burger Builder Cartridge for TI-99/4A]]&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
The Fast Food Industry has penetrated every nook and cranny of everyday life. In the past just as we have had House Builders, Bridge Builders, Midnite Masons (Wall Builders), now one of the most honored professions is ... BURGER BUILDER! Your job as head of your fast food franchise is to generate ever greater profits in honor of free enterprise, the American spirit and your pocketbook. Speed and agility are the ticket as some of the items used have mutated, and after being rehydrated (water added) from their freeze-dried shipping condition become very active. To preserve your profits (and you), burgers are their biggest attraction. Build those burgers fast enough and - NO PROBLEM, otherwise it's goodbye for your fast food franchise ... and you.&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
# Insert the module into the slot on the console. Turn the computer ON, and wait for the master title screen to appear.&lt;br /&gt;
# Press any key to make the master selection list appear. Press the key corresponding to the number beside BURGER BUILDER. Note. To remove the module, power OFF the computer. Then remove the module from the slot. Make sure the ALPHA LOCK is OFF.&lt;br /&gt;
&lt;br /&gt;
===Game Play===&lt;br /&gt;
Either the keyboard, or joystick 1 may be used to start the play and launch the ball.&lt;br /&gt;
&lt;br /&gt;
===Game Progression===&lt;br /&gt;
Press REDO or FIRE to begin play. Use the joystick or keyboard arrow keys (S,D,E,X) to guide the chest around the ladders and platforms. Walking over a burger part will cause it to drop to the next level if the next level is empty. Try to drop the parts onto the moving hotdog for extra points. If you succeed the hotdog will turn into a different and faster menace. Continue until all 4 hamburgers are built. You must build 4 hamburgers on the order plates at the bottom of the screen within the time limit shown on the screen bottom right.&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Hotdog || 100 points&lt;br /&gt;
|-&lt;br /&gt;
| Swiss Cheese || 200 points&lt;br /&gt;
|-&lt;br /&gt;
| Pickle || 300 points&lt;br /&gt;
|-&lt;br /&gt;
| Mushroom || 400 points&lt;br /&gt;
|-&lt;br /&gt;
|Completed Burger || 1000 points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy Tips===&lt;br /&gt;
# The Chef has just enough room to hide on the ladders between levels.&lt;br /&gt;
# The 'Fixins' always double back, in turn, from top to bottom.&lt;br /&gt;
&lt;br /&gt;
===Limited Warranty===&lt;br /&gt;
&lt;br /&gt;
YOUR RIGHTS AND OURS - This product is yours - not ours - you paid for and you own it. You may sell this product without notifying us. However we retain copyright and other property rights in the program code and documentation. We think this policy is fair to you and us, please abide it. We will not tolerate distribution of this product by any other means.&lt;br /&gt;
&lt;br /&gt;
LIMITED WARRANTY - In return for your understanding of our legal rights, we guarantee this product to reliably perform as details in this documentation, subject to limitations here described, for a period of thirty days. If this product fails to perform as specified, we will either correct the flaw(s) within a period of 30 working days of return or let you return this product to the place of purchase for a refund. If you retailer does not cooperate, return this product to us. While we can't offer more cash than we received for the product, you have this choice: 1) Cash refund of the wholsesale price. 2) You may have a merchandise credit for the retail price which can be applied to any of our products. Any product returned must include the date and proof of purchase, the original product and all packaging and documentation. If the product is defective within the warranty period return it to us for a free replacement.&lt;br /&gt;
&lt;br /&gt;
We cannot be responsible for any damage to your equipment, reputation, profit-making ability or mental or physical condition by the use or mis-use of this product. Under no circumstances will we be liable for an amount greater than your purchase price. Some states do not allow limitations on how long an implied or express warrant lasts, or the inclusion or limitation of incidental or consequential damages, so some of the above limitations or exclusions may not apply to you.&lt;br /&gt;
&lt;br /&gt;
FEEDBACK - Customer comments are VERY important to us. Please let us know how you consider the product. COPYRIGHT NOTICE - This module, module contents and documentation are Copyright &amp;amp;copy; 1987 by [[DataBioTics]].&lt;br /&gt;
&lt;br /&gt;
DataBioTics Inc.&amp;lt;br&amp;gt;&lt;br /&gt;
P.O. Box 1194&amp;lt;br&amp;gt;&lt;br /&gt;
Palos Verdes Estates, California 90274&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-tfp&amp;quot; style=&amp;quot;margin:0.1em 0.4em 0.6em;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Burger Builder Cartridge.png|Burger Builder Cartridge&lt;br /&gt;
Burgerbuilder-cover.jpg|Burger Builder Manual (front cover)&lt;br /&gt;
Burgerbuildermanual.jpg|Burger Builder Manual (content)&lt;br /&gt;
Burger Builder Cartridge.png|Burger Builder MAME/MESS Rom (rpk format)|link=https://4apedia.com/roms/Burger%20Builder.rpk&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[BurgerTime]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links== &lt;br /&gt;
:- (most valuable bolded)&lt;br /&gt;
* [https://gamefaqs.gamespot.com/ti99/202530-burger-builder GameFAQs: Burger Builder]&lt;br /&gt;
* [https://www.gamesdatabase.org/game/texas-instruments-ti-99-4a/burger-builder Games Database: Burger Builder: Texas Instruments TI 99/4A]&lt;br /&gt;
* '''[https://www.mobygames.com/game/burger-builder Moby Games: Burger Builder (TI-99/4A)]'''&lt;br /&gt;
* [http://www.ti99ers.org/timeline/cartbytitle.html#B TI-99ers On-line User Group: TI-99 Cartridge Listing]&lt;br /&gt;
&lt;br /&gt;
[[Category:DataBioTics]]&lt;br /&gt;
[[Category:1987 Software]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Platform]]&lt;br /&gt;
[[Category:Solid State Software Command Module]]&lt;br /&gt;
[[Category:Software]]&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=Burger_Builder&amp;diff=9416</id>
		<title>Burger Builder</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=Burger_Builder&amp;diff=9416"/>
		<updated>2025-01-19T13:55:51Z</updated>

		<summary type="html">&lt;p&gt;Polluks: Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Burger Builder''' for the TI-99/4A is a clone of the popular arcade and console game [[BurgerTime]]. Burger Builder, like [[BurgerTime]] represents a good example of an [[:Category:Action|Action]]/[[:Category:Platform|Platform]] game. It was created by Software specialties in 1983, but it was never released until the [[:Category:1987 Software|3rd quarter of 1987]] by DataBioTics. It originally retailed for $19.95.&lt;br /&gt;
&lt;br /&gt;
{{Infobox video game&lt;br /&gt;
| collapsible = &lt;br /&gt;
| state = &lt;br /&gt;
| italic title = &lt;br /&gt;
| title = Burger Builder&lt;br /&gt;
| image = Burgerbuilder-cover.jpg&lt;br /&gt;
| alt = Burger Builder Manual Cover&lt;br /&gt;
| caption = Burger Builder (Front Cover) &amp;lt;ref&amp;gt;{{cite web|title=TI99ers On-Line User Group: TI-99 Cartridge Listing|url=http://www.ti99ers.org/timeline/cartbytitle.html#B}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| publisher = [[DaTaBioTics]]&lt;br /&gt;
| part = TRI-BAAY&lt;br /&gt;
| programmer = [[Glen Groves]]&lt;br /&gt;
| format = [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]]&lt;br /&gt;
| released = [[:Category:1987 Software|1987 (3rd Quarter)]]&lt;br /&gt;
| genre = [[:Category:Action|Action]], [[:Category:Platform|Platform]]&lt;br /&gt;
| price = $19.95 (USD)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
The player in Burger Builder controls a short-order chef who's job it is to make four hamburgers on each level. He does so by climbing ladders and walking over the pieces of the hamburger (bottom bun, beef pattie, lettuce, top bun), that are suspended on platforms. A level is completed when all four hamburgers on that level have been prepared on the plates below.&lt;br /&gt;
&lt;br /&gt;
The job of completing the burgers is made more challenging with enemies that protect each platform level. These enemies start out on each level as hotdogs. The player can destroy the enemies by dropping burger parts on top of them from higher-up levels. However, upon doing so, the hotdog reincarnates into a more difficult foe. Possible enemies include Hotdog, Swiss Cheese, Pickle, and Mushroom. One unique feature of the enemies in Burger Builder vs. BurgerTime is that unlike BurgerTime where the enemies can go up and down ladders, the enemies in Burger Builder are attached to one platform of the game and don't ascend or descend ladders at all.&lt;br /&gt;
&lt;br /&gt;
A Second unique difference between Burger Builder and BurgerTime is that in BugerTime, the most effective strategy is to start with the topmost burger element, which is always the top bun. In BurgerTime, after dropping the top bun, it causes a chain reaction where the top bun falls to the next burger ingredient on the platform below, causing it to fall on the next ingredient below, etc. In Burger Builder, however; you always have to start on the bottom bun and work your way up. The parts of the burger will only drop if the platform below is devoid of another ingredient.&lt;br /&gt;
&lt;br /&gt;
Points are earned for destroying enemies by dropping burger elements on top of them. Points are also earned for each completed burger.&lt;br /&gt;
&lt;br /&gt;
==Advertising Blurbs==&lt;br /&gt;
===Triton Catalog - Fall 1988===&lt;br /&gt;
If you believe that all fast food burgers are greasy, then test your skill and challenge this philosophy with Burger Builder, the &amp;quot;hot&amp;quot; new arcade cartridge. &lt;br /&gt;
&lt;br /&gt;
You become the short-order cook as you skillfully drop the Fixin's onto buns, racing against time to make hamburgers and advance tot he next level for more excitement. Another creation of Software Specialties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--        Manual        --&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-lower&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;margin-top:4px; border:1px solid #ddcef2; background:#fff5fa; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-bottom&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;mp-tfp-h2&amp;quot; style=&amp;quot;margin:0.5em; background:#f2cedd; font-family:inherit; font-size:120%; font-weight:bold; border:1px solid #afa3bf; color:#000; padding:0.2em 0.4em&amp;quot;&amp;gt;Manual&amp;lt;span style=&amp;quot;font-size:85%; font-weight:normal;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.6em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Burger Builder Cartridge.png|left|thumb|400px|Burger Builder Cartridge for TI-99/4A]]&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
The Fast Food Industry has penetrated every nook and cranny of everyday life. In the past just as we have had House Builders, Bridge Builders, Midnite Masons (Wall Builders), now one of the most honored professions is ... BURGER BUILDER! Your job as head of your fast food franchise is to generate ever greater profits in honor of free enterprise, the American spirit and your pocketbook. Speed and agility are the ticket as some of the items used have mutated, and after being rehydrated (water added) from their freeze-dried shipping condition become very active. To preserve your profits (and you), burgers are their biggest attraction. Build those burgers fast enough and - NO PROBLEM, otherwise it's goodbye for your fast food franchise ... and you.&lt;br /&gt;
&lt;br /&gt;
===Setup===&lt;br /&gt;
# Insert the module into the slot on the console. Turn the computer ON, and wait for the master title screen to appear.&lt;br /&gt;
# Press any key to make the master selection list appear. Press the key corresponding to the number beside BURGER BUILDER. Note. To remove the module, power OFF the computer. Then remove the module from the slot. Make sure the ALPHA LOCK is OFF.&lt;br /&gt;
&lt;br /&gt;
===Game Play===&lt;br /&gt;
Either the keyboard, or joystick 1 may be used to start the play and launch the ball.&lt;br /&gt;
&lt;br /&gt;
===Game Progression===&lt;br /&gt;
Press REDO or FIRE to begin play. Use the joystick or keyboard arrow keys (S,D,E,X) to guide the chest around the ladders and platforms. Walking over a burger part will cause it to drop to the next level if the next level is empty. Try to drop the parts onto the moving hotdog for extra points. If you succeed the hotdog will turn into a different and faster menace. Continue until all 4 hamburgers are built. You must build 4 hamburgers on the order plates at the bottom of the screen within the time limit shown on the screen bottom right.&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Hotdog || 100 points&lt;br /&gt;
|-&lt;br /&gt;
| Swiss Cheese || 200 points&lt;br /&gt;
|-&lt;br /&gt;
| Pickle || 300 points&lt;br /&gt;
|-&lt;br /&gt;
| Mushroom || 400 points&lt;br /&gt;
|-&lt;br /&gt;
|Completed Burger || 1000 points&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Strategy Tips===&lt;br /&gt;
# The Chef has just enough room to hide on the ladders between levels.&lt;br /&gt;
# The 'Fixins' always double back, in turn, from top to bottom.&lt;br /&gt;
&lt;br /&gt;
===Limited Warranty===&lt;br /&gt;
&lt;br /&gt;
YOUR RIGHTS AND OURS - This product is yours - not ours - you paid for and you own it. You may sell this product without notifying us. However we retain copyright and other property rights in the program code and documentation. We think this policy is fair to you and us, please abide it. We will not tolerate distribution of this product by any other means.&lt;br /&gt;
&lt;br /&gt;
LIMITED WARRANTY - In return for your understanding of our legal rights, we guarantee this product to reliably perform as details in this documentation, subject to limitations here described, for a period of thirty days. If this product fails to perform as specified, we will either correct the flaw(s) within a period of 30 working days of return or let you return this product to the place of purchase for a refund. If you retailer does not cooperate, return this product to us. While we can't offer more cash than we received for the product, you have this choice: 1) Cash refund of the wholsesale price. 2) You may have a merchandise credit for the retail price which can be applied to any of our products. Any product returned must include the date and proof of purchase, the original product and all packaging and documentation. If the product is defective within the warranty period return it to us for a free replacement.&lt;br /&gt;
&lt;br /&gt;
We cannot be responsible for any damage to your equipment, reputation, profit-making ability or mental or physical condition by the use or mis-use of this product. Under no circumstances will we be liable for an amount greater than your purchase price. Some states do not allow limitations on how long an implied or express warrant lasts, or the inclusion or limitation of incidental or consequential damages, so some of the above limitations or exclusions may not apply to you.&lt;br /&gt;
&lt;br /&gt;
FEEDBACK - Customer comments are VERY important to us. Please let us know how you consider the product. COPYRIGHT NOTICE - This module, module contents and documentation are Copyright &amp;amp;copy; 1987 by [[DataBioTics]].&lt;br /&gt;
&lt;br /&gt;
DataBioTics Inc.&amp;lt;br&amp;gt;&lt;br /&gt;
P.O. Box 1194&amp;lt;br&amp;gt;&lt;br /&gt;
Palos Verdes Estates, California 90274&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-tfp&amp;quot; style=&amp;quot;margin:0.1em 0.4em 0.6em;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Burger Builder Cartridge.png|Burger Builder Cartridge&lt;br /&gt;
Burgerbuilder-cover.jpg|Burger Builder Manual (front cover)&lt;br /&gt;
Burgerbuildermanual.jpg|Burger Builder Manual (content)&lt;br /&gt;
Burger Builder Cartridge.png|Burger Builder MAME/MESS Rom (rpk format)|link=https://4apedia.com/roms/Burger%20Builder.rpk&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[BurgerTime]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links== &lt;br /&gt;
:- (most valuable bolded)&lt;br /&gt;
* [https://gamefaqs.gamespot.com/ti99/202530-burger-builder GameFAQs: Burger Builder]&lt;br /&gt;
* [https://www.gamesdatabase.org/game/texas-instruments-ti-99-4a/burger-builder Games Database: Burger Builder: Texas Instruments TI 99/4A]&lt;br /&gt;
* '''[https://www.mobygames.com/game/burger-builder Moby Games: Burger Builder (TI-99/4A)]'''&lt;br /&gt;
* [http://www.ti99ers.org/timeline/cartbytitle.html#B TI-99ers On-line User Group: TI-99 Cartridge Listing]&lt;br /&gt;
&lt;br /&gt;
[[Category:DaTaBioTics]]&lt;br /&gt;
[[Category:1987 Software]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Platform]]&lt;br /&gt;
[[Category:Solid State Software Command Module]]&lt;br /&gt;
[[Category:Software]]&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=User:Polluks&amp;diff=9045</id>
		<title>User:Polluks</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=User:Polluks&amp;diff=9045"/>
		<updated>2024-10-20T10:11:57Z</updated>

		<summary type="html">&lt;p&gt;Polluks: /* ColecoVision */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://www.ninerpedia.org/wiki/User:Stefan_Haubenthal&lt;br /&gt;
[[Tombstone City|Editor/Assembler Disk (source code)]]&lt;br /&gt;
&lt;br /&gt;
== ColecoVision top 25 ==&lt;br /&gt;
# [[Turbo]]&lt;br /&gt;
# [[Zaxxon]]&lt;br /&gt;
# [[War Games]]&lt;br /&gt;
# [[Up'n Down]]&lt;br /&gt;
# [[Tutankham]]&lt;br /&gt;
# [[Spy Hunter]]&lt;br /&gt;
# [[River Raid]]&lt;br /&gt;
# [[Q*bert]]&lt;br /&gt;
# [[Pitstop]]&lt;br /&gt;
# [[Pepper II]]&lt;br /&gt;
# [[Lady Bug]]&lt;br /&gt;
# Jumpman Junior &amp;amp;rarr; [[Junkman Junior]]&lt;br /&gt;
# [[Gyruss]]&lt;br /&gt;
# [[Gorf]]&lt;br /&gt;
# &amp;lt;s&amp;gt;Galaxian&amp;lt;/s&amp;gt;&lt;br /&gt;
# [[Frogger]]&lt;br /&gt;
# [[Frenzy]]&lt;br /&gt;
# [[Dragonfire]]&lt;br /&gt;
# [[Donkey Kong Junior]]&lt;br /&gt;
# [[Donkey Kong]]&lt;br /&gt;
# [[Defender]]&lt;br /&gt;
# [[Centipede]]&lt;br /&gt;
# [[BurgerTime]]&lt;br /&gt;
# [[Bump 'n' Jump]]&lt;br /&gt;
# [[Buck Rogers]]&lt;br /&gt;
https://www.youtube.com/watch?v=_dAmVCCXeZ4&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=Q*bert&amp;diff=9000</id>
		<title>Q*bert</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=Q*bert&amp;diff=9000"/>
		<updated>2024-04-29T17:44:16Z</updated>

		<summary type="html">&lt;p&gt;Polluks: /* External Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Q*bert''' for the TI-99/4A is a port of the popular 1982 arcade game by the same title, originally programmed by Warren Davis. It was published by [[Parker Brothers]] and released on [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]] cartridge with part # PB 1620. It originally retailed for $19.95 (USD).&lt;br /&gt;
&lt;br /&gt;
{{Infobox video game&lt;br /&gt;
| collapsible = &lt;br /&gt;
| state = &lt;br /&gt;
| italic title = &lt;br /&gt;
| title = Q*bert&lt;br /&gt;
| image = Qbert Box (front).jpg&lt;br /&gt;
| alt = Q*bert (retail packaging)&lt;br /&gt;
| caption = Q*bert (retail packaging) &amp;lt;ref&amp;gt;{{cite web|title=TI99ers On-Line User Group: TI-99 Cartridge Listing|url=http://www.ti99ers.org/timeline/cartbytitle.html#Q}}&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;{{cite web|title=TI-99/4A Video Game House: Q*bert|url=https://www.videogamehouse.net/qbert.html}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| publisher = [[Parker Brothers]]&lt;br /&gt;
| part = PB 1620&lt;br /&gt;
| programmer = Warren Davis (original programmer)&lt;br /&gt;
| format = [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]]&lt;br /&gt;
| released = [[:Category:1984 Software|1984 (2nd Quarter)]]&lt;br /&gt;
| genre = [[:Category:Action|Action]], [[:Category:Puzzle|Puzzle]]&lt;br /&gt;
| price = $19.95 (USD)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Q*bert is an [[:Category:Action|Action]]/[[:Category:Puzzle|Puzzle]] game on board with a pseudo-three-dimensional (3D) appearance. The player begins each level of the game at the top of a 28 cube pyramid. The goal is to hop from cube to cube diagonally which causes the cubes to change color. When all cubes on a level have been converted to the target color, the player progresses to the next level.&lt;br /&gt;
&lt;br /&gt;
The player faces several different enemies in his/her quest to convert the color of the cubes:&lt;br /&gt;
&lt;br /&gt;
* '''Coily''' - A bouncy snake that begins as an egg at the bottom of each pyramid. Often considered the main agonist of the game.&lt;br /&gt;
&lt;br /&gt;
* '''Ugg and Wrongway''' - These are two purple creatures that hop along the outer edges of the pyramid starting from the bottom and working their way towards the apex. They eventually fall off the pyramid when they reach the end.&lt;br /&gt;
&lt;br /&gt;
* '''Slick and Sam''' - These are two green creatures who start at the top of the pyramid and work their way down. These revert the cubes they land on back to their original color. &lt;br /&gt;
&lt;br /&gt;
When Q*bert collides with a purple enemy, it takes a life of the player. However, green-colored enemies are removed from the board when they come in contact with the player. Colored balls occasionally appear on the second row of cubes that bounce down the pyramid. Contact with a red ball it lethal to the player. Contact with a green ball temporarily immobilizes all other enemies on the screen. &lt;br /&gt;
&lt;br /&gt;
There are two multi-colored discs on the thrid level from the bottom of the pyramid. Q*bert can jump on these discs which will transport him to the top of the pyramid. If Coily is in close proximity of Q*bert when he jumps on the disc, he will follow after the player, falling into oblivion and dissapearing. It also causes all other enemies to disappear for a short period of time. &lt;br /&gt;
&lt;br /&gt;
Points are given for each color change (25), defeating Coiling with a flying disk (500), remaining discs at the end of a stage (50 or 100 points), and catching green balls (100) or Slick and Sam (300 each). Bonus points are given for completing a level, starting at 1,000 points for the first screen and increasing 250 points for each subsequent level up to 5,000 points after level 4. Extra lives are earned for reaching certain scores.&lt;br /&gt;
&lt;br /&gt;
==Advertising Blurbs==&lt;br /&gt;
===Back Cover Retail Packaging===&lt;br /&gt;
Q*bert's captivating arcade adventures hop your way with lively action, colorful graphics, and arcade-like sounds.&lt;br /&gt;
&lt;br /&gt;
Spring Q*bert up and down the steps of a &amp;quot;three-dimensional&amp;quot; pyramid, changing the color of each step as he lands. Complete an entire pyramid, then hop onto a more challenging one. &lt;br /&gt;
&lt;br /&gt;
But look out! All sorts of crafty arcade creatures pursue Q*bert. You'll need good timing and quick reflexes to hop Q*bert away from danger fast - or soar him to safety on a Flying Disc. But watch where you move Q*bert. One hop off the pyramid, and he'll be lost in space!&lt;br /&gt;
&lt;br /&gt;
Q*bert - the irresistible arcade character in a captivating game full of fanciful fun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Triton Catalog - Fall 1984===&lt;br /&gt;
All the exciting action of the arcade hit! Life's tough for Q*bert. He's got to stay one jump ahead of Coily, the slithering snake - and all the other yucky creatures that insist on popping up on the screen. So spring into action and help Q*bert bounce from step to step on the colorful, 3-D pyramids. Life will turn tough for you, too! For 1 or 2 players. (Joysticks required.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--        Manual        --&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-lower&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;margin-top:4px; border:1px solid #ddcef2; background:#fff5fa; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-bottom&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;mp-tfp-h2&amp;quot; style=&amp;quot;margin:0.5em; background:#f2cedd; font-family:inherit; font-size:120%; font-weight:bold; border:1px solid #afa3bf; color:#000; padding:0.2em 0.4em&amp;quot;&amp;gt;Manual&amp;lt;span style=&amp;quot;font-size:85%; font-weight:normal;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.6em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Object===&lt;br /&gt;
To score as many points as possible by changing the color of the cubes on the pyramid from a starting color to a destination color. You'll do this by hopping Q*bert from cube to cube while avoiding the &amp;quot;nasty&amp;quot; characters who will try to stop him. Each time you complete a pyramid, you'll proceed to a new pyramid-or round.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Setting The Console Controls===&lt;br /&gt;
1. Make sure the cartridge is placed firmly into the cartridge slot.&lt;br /&gt;
&lt;br /&gt;
2. Turn the ON/OFF switch to ON.&lt;br /&gt;
&lt;br /&gt;
3. Follow the instructions on the screen:&lt;br /&gt;
:: (a) Press any key to begin.&lt;br /&gt;
:: (b) Press 2 to play Q*bert.&lt;br /&gt;
:: (c) Press 1 or 2 for a 1- or 2- player game.&lt;br /&gt;
&lt;br /&gt;
4. In a few seconds the playing screen will appear. When the flying discs start rotating you're ready to play.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===The Joystick===&lt;br /&gt;
[[File:Qbert - Joy Stick.png|thumb|none|200px|The Joystick from the Q*bert manual]]&lt;br /&gt;
Turn the joystick to the left so that the four corners make a diamond shape.&lt;br /&gt;
&lt;br /&gt;
The joystick moves in the four diagonal directions shown. These are the directions in which Q*bert hops around the pyramid.&lt;br /&gt;
&lt;br /&gt;
Make sure the ALPHA LOCK key is not pressed; otherwise the joystick wi11 not work.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Playing===&lt;br /&gt;
You'll start the game with 3 Q*berts. The first Q*bert will appear on the topmost cube as soon as the game starts. The number of remaining Q*berts is shown to the right of the pyramid.&lt;br /&gt;
&lt;br /&gt;
Try to hop Q*bert onto each and every cube, so that eventually the entire pyramid becomes the destination color. The destination color indicator is to the left of the pyramid.&lt;br /&gt;
&lt;br /&gt;
Be careful not to hop Q*bert off the sides of the pyramid or off the bottom row of cubes. If you do, he falls and you lose that Q*bert. When this happens, the next Q*bert will appear on the topmost cube ready to try again to complete the pyramid.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
====Red Ball====&lt;br /&gt;
When Red Ball starts rolling, get Q*bert out of its path or it will squash him! If this happens, the next Q*bert will appear on the cube where the last one was squashed.&lt;br /&gt;
&lt;br /&gt;
====Purple Ball====&lt;br /&gt;
Poses the same kind of danger as Red Ball, except that when Purple Ball reaches the bottom of the pyramid, it hatches Coily the snake!&lt;br /&gt;
&lt;br /&gt;
====Coily====&lt;br /&gt;
He's the snake with the perilous pounce! The only way to get rid of Coily is to lure him off the pyramid by hopping a flying disc.&lt;br /&gt;
&lt;br /&gt;
The best way to do this is to hop Q*bert onto the exit cube. (There is only one correct exit cube for each flying disc.) Then, as soon as Coily approaches the exit cube, hop Q*bert aboard the flying disc. Q*bert flies off to safety while Coily falls into space.&lt;br /&gt;
&lt;br /&gt;
====Flying Discs====&lt;br /&gt;
When Q*bert's in trouble, he can board a flying disc that will whisk him off to safety at the top of the pyramid. The number of discs and their placement to the sides of the pyramid will differ, depending on the level and round. Just make sure Q*bert boards the flying disc from the correct exit cube or else he'll fall off the pyramid.&lt;br /&gt;
&lt;br /&gt;
====Ugg and Wrongway ====&lt;br /&gt;
Ugg and Wrongway appear on the lower portion of the pyramid and travel sideways and upwards, ready to jump on Q*bert. If one of them does, the next Q*bert will appear on the cube where the last one was jumped.&lt;br /&gt;
&lt;br /&gt;
====Slick and Sam====&lt;br /&gt;
Even though Slick and Sam can't catch Q*bert, they're still very crafty fellows. They change the cubes' colors so Q*bert's got to retrace his tracks. If Q*bert can stop them, however (by running into them), you'll earn bonus points.&lt;br /&gt;
&lt;br /&gt;
====Green Ball====&lt;br /&gt;
Green Balls the other green character that can't catch Q*bert either. But if Q•bert catches Green Ball, all the characters except Q*bert freeze for a  moment, Q*bert can continue to hop, and you'll earn bonus points.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===End of Round===&lt;br /&gt;
The round ends when you complete the pyramid. As long as you have a Q*bert remaining, a new pyramid will appear with a new destination color.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Round Progression&lt;br /&gt;
As you progress from round to round, Q*bert's speed, the speed of the other characters, and the frequency of the other characters' appearances will increase. End of Game The game ends when you run out of Q*Berts.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===To play the same game===&lt;br /&gt;
again press the Fire Button. To change games press the Function key and the &amp;quot;+&amp;quot; at the same time. This brings you back to the initial screen. See instructions under Setting the Console Controls.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Two-Player Games===&lt;br /&gt;
Player 1 goes first; players alternate turns. When it's your turn the word &amp;quot;Player&amp;quot; will flash. Your turn ends when you lose a Q•bert; you resume playing with your remaining Q*berts. The game ends when both players have lost all their Q*berts.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Scoring===&lt;br /&gt;
:: Q*bert changes cubes to destination color ... 25 points&lt;br /&gt;
:: Q*bert changes cubes to intermediate color .. 15 points&lt;br /&gt;
:: Q*bert catches lick or Sam ...... 300 points&lt;br /&gt;
:: Q*bert catches Green Ball. . . . . . . . 100 points&lt;br /&gt;
:: Q*bert lures Coily off pyramid ....... 500 points&lt;br /&gt;
&lt;br /&gt;
:: Extra points for unused flying discs ........ 50 points for each disc&lt;br /&gt;
:: Bonus points . . . . 1000 points for completing the first round; amount increases 250 points for each successive round, up to  5000 points&lt;br /&gt;
:: Bonus Q*berts . . . . . . One for the first 6,000 points you score; thereafter, one every 12,000 points&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-tfp&amp;quot; style=&amp;quot;margin:0.1em 0.4em 0.6em;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Qbert Cartridge.png|Q*bert Cartridge&lt;br /&gt;
Qbert Manual Cover.jpg|Q*bert Manual Cover&lt;br /&gt;
Qbert Box (front).jpg|Q*bert Packing (front)&lt;br /&gt;
Qbert Box (back).jpg|Q*bert Packaging (back)&lt;br /&gt;
Qbert Manual Cover.jpg|Q*bert Manual Complete (pdf format)|link=https://4apedia.com/manuals/Qbert%20Manual.pdf&lt;br /&gt;
Qbert Cartridge.png|Q*bert MAME/MESS Rom (rpk format)|link=https://4apedia.com/roms/Q-Bert.rpk&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [https://gamefaqs.gamespot.com/ti99/947247-qbert GameFAQs: Q*bert]&lt;br /&gt;
* [https://www.gamesdatabase.org/game/texas-instruments-ti-99-4a/q-bert Games Database: Q*bert]&lt;br /&gt;
* [https://www.mobygames.com/game/ti-994a/qbert Moby Games: Q*bert]&lt;br /&gt;
* [http://www.ti99ers.org/timeline/cartbytitle.html#Q TI-99ers On-line User Group: TI-99 Cartridge Listing]&lt;br /&gt;
* [https://www.videogamehouse.net/qbert.html TI-99/4A Video Game House: Q*bert]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Q*bert Wikipedia: Q*bert]&lt;br /&gt;
&lt;br /&gt;
[[Category:1984 Software]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Parker Brothers]]&lt;br /&gt;
[[Category:Puzzle]]&lt;br /&gt;
[[Category:Solid State Software Command Module]]&lt;br /&gt;
[[Category:Software]]&lt;br /&gt;
[[Category:Parker Brothers]]&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=Rob_Fulop&amp;diff=8999</id>
		<title>Rob Fulop</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=Rob_Fulop&amp;diff=8999"/>
		<updated>2024-04-29T17:43:43Z</updated>

		<summary type="html">&lt;p&gt;Polluks: /* External Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rob Fulop was a computer programmer who authored many important video games. While working for COIN, he programmed Space Invaders, Night Driver, and Missile Command for various Atari systems. While working for [[:Category:Imagic|Imagic]] he programmed [[Super Demon Attack|Demon Attack]], Cosmic Ark, Bubicolor, and Fathom, all for the Atari 2600. He later programmed Night Trap, Sewer Shark, Third Degree, Ballz, and Rabbit Jack for various companies. &lt;br /&gt;
&lt;br /&gt;
==Game Credits for Rob Fulop==&lt;br /&gt;
* [[Super Demon Attack]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&lt;br /&gt;
* [https://dadgum.com/giantlist/#F The Giant List of Classic Game Programmers]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Rob_Fulop Wikipedia: Rob Fulop]&lt;br /&gt;
&lt;br /&gt;
[[Category:Software programmer]]&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=Super_Demon_Attack&amp;diff=8998</id>
		<title>Super Demon Attack</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=Super_Demon_Attack&amp;diff=8998"/>
		<updated>2024-04-29T17:43:07Z</updated>

		<summary type="html">&lt;p&gt;Polluks: /* External Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Super Demon Attack''' is a TI-99/4A port of the [[:Category:Action|Action]], [[:Category:Space|Space]], [[:Category:Shooter|Shooter]] video game made by [[:Category:Imagic|Imagic]], and released originally simply as ''Demon Attack'' for the Atari 2600. It was distributed by [[:Category:Texas Instruments|Texas Instruments (TI)]] via [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]] as part#: PHM 3219. It was released in the [[:Category:1983 Software|3rd quarter of 1983]] and retailed for $39.95 (USD).&lt;br /&gt;
&lt;br /&gt;
{{Infobox video game&lt;br /&gt;
| collapsible = &lt;br /&gt;
| state = &lt;br /&gt;
| italic title = &lt;br /&gt;
| title = Super Demon Attack&lt;br /&gt;
| image = Super Demon Attack Manual Cover.jpg&lt;br /&gt;
| alt = Super Demon Attack Manual (Front Cover)&lt;br /&gt;
| caption = Super Demon Attack Manual (Front Cover) &amp;lt;ref&amp;gt;{{cite web|title=TI99ers On-Line User Group: TI-99 Cartridge Listing|url=http://www.ti99ers.org/timeline/cartbytitle.html#S}}&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;{{cite web|title=TI-99/4A Video Game House: Super Demon Attack|url=https://www.videogamehouse.net/superdemon.html}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| publisher = [[:Category:Imagic|Imagic]] Distributed by [[:Category:Texas Instruments|Texas Instruments (TI)]]&lt;br /&gt;
| part = PHM 3219&lt;br /&gt;
| programmer = [[Rob Fulop]]. Ported for TI by [[Bill Mann]]&lt;br /&gt;
| format = [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]]&lt;br /&gt;
| released = [[:Category:1983 Software|1983 (3rd Quarter)]]&lt;br /&gt;
| genre = [[:Category:Action|Action]], [[:Category:Shooter|Shooter]], [[:Category:Space|Space]]&lt;br /&gt;
| price = $39.95 (USD)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
In Super Demon Attack, the player controls a laser cannon at the bottom of the play screen. Waves of demons bounce around the screen in strange patterns trying to shoot the player's laser cannon with bombs or lasers. Demons replicate after being shot, or in later levels, split into two smaller demons. After destroying the required number of demons on each wave, the player moves onto the next, more difficult wave.&lt;br /&gt;
&lt;br /&gt;
==Advertising Blurb==&lt;br /&gt;
===Front Cover of Manual===&lt;br /&gt;
Suicide patrollers and tentacled terrorists from the Demon Armada shower the moon with devastating weaponry. Annihilate them with our laser cannon. Then lift off and destroy the core of Pandemonium, flagship of the Demon Armada.&lt;br /&gt;
&lt;br /&gt;
===Triton Catalog - Fall 1984===&lt;br /&gt;
Tentacled demons out of nightmares are blasting the moon. You destroy their attack waves by maneuvering and firing your laser cannon. Then dare to infiltrate their base! Two different battlefields, plus continuous play as you achieve higher levels of skill. A 1-player game. (Joysticks recommended.)&lt;br /&gt;
&lt;br /&gt;
==Fun Facts==&lt;br /&gt;
[[File:Super Demon Attack Cartridge.png|left|350px|thumb|Super Demon Attack Cartridge]]&lt;br /&gt;
&lt;br /&gt;
* The original version of Super Demon Attack for the TI-99/4A used the [[Solid State Speech Synthesizer|Solid State Speech&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Synthesizer]] to give voice cues and comments, which, for unknown reasons, was later taken out of the game. &amp;lt;ref&amp;gt;{{cite web|title=TI Video Game House: Super Demon Attack|url=https://www.videogamehouse.net/superdemon.html}}&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;{{cite web|title=Digital Press: (Super) Demon Attack|url=http://www.digitpress.com/eastereggs/tidemonattack.htm}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* According to former Texas Instruments employee Bill Barneia, &amp;quot;''Super''&amp;quot; was added to the title of the TI-99/4A version of Demon Attack for Marketing reasons. It was believed that the term &amp;quot;Super&amp;quot; in the title would make the game appear to be a sequel to the original Atari 2600 version. This is supported by the fact that the title screen lacks &amp;quot;Super&amp;quot; in the title, simply displaying &amp;quot;Demon Attack.&amp;quot; Secondly, a Texas Instruments product catalog shows a manual cover of the game labeled only as &amp;quot;Demon Attack&amp;quot; without the proceeding &amp;quot;Super,&amp;quot; although it is unknown if any the cartridges with &amp;quot;Demon Attack&amp;quot; manuals actually were released to the public. &amp;lt;ref&amp;gt;{{cite web|title=TI Video Game House: Super Demon Attack|url=https://www.videogamehouse.net/superdemon.html}}&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;{{cite web|title=Digital Press: (Super) Demon Attack|url=http://www.digitpress.com/eastereggs/tidemonattack.htm}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* In a way, Super Demon Attack can be viewed as an improvement over the Atari 2600 version. Graphically, the TI-99/4A version is much improved. Some of the demons were made to look like Medusas, others like dragons and others like flying skulls with wings. The demons attack only in groups of two and behave very differently than in other versions of the game. Further, the cannon looks more like a vehicle than in other ports of the game, with visibly turning wheels on it as it moves. &amp;lt;ref&amp;gt;{{cite web|title=Videogame Wikia: Demon Attack|url=http://videogame-database.wikia.com/wiki/Demon_Attack}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The firing mechanism in the TI-99/4A version of Demon Attack was a little different than in other versions of the game. The player had to let go of the fire button after shooting in order to move the cannon again. Also, there is a cinematic interlude where the player's cannon takes off before facing the Dracula-like boss. &amp;lt;ref&amp;gt;{{cite web|title=Videogame Wikia: Demon Attack|url=http://videogame-database.wikia.com/wiki/Demon_Attack}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--        Manual        --&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-lower&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;margin-top:4px; border:1px solid #ddcef2; background:#fff5fa; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-bottom&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;mp-tfp-h2&amp;quot; style=&amp;quot;margin:0.5em; background:#f2cedd; font-family:inherit; font-size:120%; font-weight:bold; border:1px solid #afa3bf; color:#000; padding:0.2em 0.4em&amp;quot;&amp;gt;Manual&amp;lt;span style=&amp;quot;font-size:85%; font-weight:normal;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.6em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Introducing Demon Attack===&lt;br /&gt;
Evil creatures from the Demon Armada are attacking Earth's last outpost on the Moon. Only your Laser Cannon stands between them and their conquest of the Earth! Ward off successive waves of demons in order to approach Pandemonium, the demon base, and challenge the demon leader. Outmaneuver Suicide Patrollers flying from the Core of Pandemonium. A direct shot to the demon leader destroys Pandemonium-but not for long!&lt;br /&gt;
&lt;br /&gt;
With Demon Attack, you&lt;br /&gt;
&lt;br /&gt;
* Maneuver and fire the Laser Cannon&lt;br /&gt;
* Fight adversaries on two different battlefields&lt;br /&gt;
* Enjoy continuous play as you advance to higher levels in this one-player game&lt;br /&gt;
* Use Joystick Controllers or keyboard control&lt;br /&gt;
&lt;br /&gt;
===The Mission===&lt;br /&gt;
As commander of Earth's only defense, you fight a never-ending battle against attacking demons. Your mission is to destroy the demon powers. You score points as you destroy evil forces on two battlefields-the lunar surface and Pandemonium, the demon base. First, you must outmaneuver and destroy attacking demons as you defend the lunar base. Then, you journey to Pandemonium to confront the demon leader. Conquer the leader and return to the lunar surface where the battle intensifies. Watch the top of the screen to monitor your score and weapon supply during battle.&lt;br /&gt;
&lt;br /&gt;
===War on Lunar Base===&lt;br /&gt;
As the game begins, you are defending Earth's last outpost against the demon forces sent from Pandemonium. Outmaneuver demon bombs and annihilate all of the invaders with the Laser Cannon before you face greater challenges on Pandemonium.&lt;br /&gt;
&lt;br /&gt;
====Lunar Enemies====&lt;br /&gt;
You battle 6 waves of demons that drop bombs to destroy the Laser Cannon.&lt;br /&gt;
&lt;br /&gt;
Your enemies&lt;br /&gt;
&lt;br /&gt;
* Attack in 6 waves of fiendish forces&lt;br /&gt;
* Invade in groups of 10&lt;br /&gt;
&lt;br /&gt;
===War on Demon Base===&lt;br /&gt;
Once you reach Pandemonium, you encounter new challenges as you confront the demon leader. Move quickly to destroy Suicide Patrollers and direct your fire at the base leader.&lt;br /&gt;
&lt;br /&gt;
====Demon Base Enemies====&lt;br /&gt;
Quick action and sure aim are necessary to defeat your new opponents. Your enemies are&lt;br /&gt;
* Suicide Patrollers that defend the demon base by colliding with the Laser Cannon&lt;br /&gt;
* Roving Eye that shields the demon leader and tracks the Laser Cannon&lt;br /&gt;
* Demon leader who fires at the Laser Cannon&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-tfp&amp;quot; style=&amp;quot;margin:0.1em 0.4em 0.6em;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Super Demon Attack Cartridge.png|Super Demon Attack Cartridge&lt;br /&gt;
Super Demon Attack Manual Cover.jpg|Super Demon Attack Manual Front Cover&lt;br /&gt;
Super Demon Attack Manual Cover.jpg|Super Demon Attack Manual Complete (pdf format)|link=https://4apedia.com/manuals/Super%20Demon%20Attack%20Manual.pdf&lt;br /&gt;
Super Demon Attack Cartridge.png|Super Demon Attack MAME/MESS Rom (rpk format)|link=https://4apedia.com/roms/Demon%20Attack.rpk&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [http://www.digitpress.com/eastereggs/tidemonattack.htm Digital Press: (Super) Demon Attack]&lt;br /&gt;
* [https://gamefaqs.gamespot.com/ti99/948146-super-demon-attack Game FAQs: Super Demon Attack]&lt;br /&gt;
* [http://www.mobygames.com/game/ti-994a/demon-attack Moby Games: Demon Attack (TI-99/4A)]&lt;br /&gt;
* [http://www.thelogbook.com/phosphor/1983/super-demon-attack-ti The Log Book: Super Demon Attack]&lt;br /&gt;
* [http://www.ti99ers.org/timeline/cartbytitle.html#S TI-99ers On-line User Group: TI-99 Cartridge Listing]&lt;br /&gt;
* [https://www.videogamehouse.net/superdemon.html TI-99/4A Video Game House: Super Demon Attack]&lt;br /&gt;
* [http://videogame-database.wikia.com/wiki/Demon_Attack Videogame Wikia: Demon Attack]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Demon_Attack Wikipedia: Demon Attack]&lt;br /&gt;
&lt;br /&gt;
[[Category:1983 Software]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Imagic]]&lt;br /&gt;
[[Category:Shooter]]&lt;br /&gt;
[[Category:Space]]&lt;br /&gt;
[[Category:Solid State Software Command Module]]&lt;br /&gt;
[[Category:Software]]&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=Microsurgeon&amp;diff=8997</id>
		<title>Microsurgeon</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=Microsurgeon&amp;diff=8997"/>
		<updated>2024-04-29T17:42:28Z</updated>

		<summary type="html">&lt;p&gt;Polluks: /* External Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Microsurgeon''' is an action video game created and published by [[:Category:Imagic|Imagic]] in 1982, originally for Mattel's Intellivision gaming console. It was ported to the TI-99/4A in [[:Category:1983 Software|1983]]. The TI-99/4A version was ported by [[:Category:Imagic|Imagic]] and distributed by [[:Category:Texas Instruments|Texas Instruments (TI)]]. It was programmed by [[Rick Levine]]. Microsurgeon was distributed as a [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]] with part # PHM 3220, and retailed originally for $39.95 (USD). Microsurgeon had added voice assistant features when used with the [[Solid State Speech Synthesizer|Solid State Speech&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Synthesizer]]''.&lt;br /&gt;
&lt;br /&gt;
{{Infobox video game&lt;br /&gt;
| collapsible = &lt;br /&gt;
| state = &lt;br /&gt;
| italic title = &lt;br /&gt;
| title = Microsurgeon&lt;br /&gt;
| image = Microsurgeon Manual Cover.jpg&lt;br /&gt;
| alt = Microsurgeon Manual Front Cover&lt;br /&gt;
| caption = Microsurgeon Manual (Front Cover) &amp;lt;ref&amp;gt;{{cite web|title=TI99ers On-Line User Group: TI-99 Cartridge Listing|url=http://www.ti99ers.org/timeline/cartbytitle.html#L}}&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;{{cite web|title=TI-99/4A Video Game House: Buck Rogers|url=https://www.videogamehouse.net/microsurgeon.html}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| publisher = [[:Category:Imagic|Imagic]] distributed by [[:Category:Texas Instruments|Texas Instruments (TI)]]&lt;br /&gt;
| part = PHM 3220&lt;br /&gt;
| programmer = [[Rick Levine]]&lt;br /&gt;
| format = [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]]&lt;br /&gt;
| released = [[:Category:1983 Software|1983 (3rd Quarter)]]&lt;br /&gt;
| genre = [[:Category:Action|Action]]&lt;br /&gt;
| price = $39.95 (USD)}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
In Microsurgeon, the player is a surgeon who controls a microscopic robot probe throughout a patient's body attempting to treat various illness and diseases before those ailments terminate the patient. The diseases the patient can suffer from including bacterial infections, brain tumors, cholesterol blockages in arteries, tapeworms, and various diseases of specific organs.&lt;br /&gt;
&lt;br /&gt;
The player gets a quick chance to review the patient's chart before the game begins, giving him/her the opportunity to evaluate where he/she needs to focus attention on the patient the quickest. It's generally most effective to treat the areas that are the most critical initially, and then focus on other areas as the progress or as other conditions are cured. &lt;br /&gt;
&lt;br /&gt;
The robot probe has three different treatment regimens that can be used including ultrasonic rays, antibiotics, and aspirin. The ultrasonic rays treat most conditions found during the game. Antibiotics are used to treat the various bacterial infections that appear in a patient. Aspirin can temporarily disable a virus.&lt;br /&gt;
&lt;br /&gt;
==Advertising Blurbs==&lt;br /&gt;
===Front Cover of Manual===&lt;br /&gt;
Pilot the robot probe through arteries, veins, and the lymphatic system. Eliminate deadly bacteria, tumors, cholesterol, tapeworms, tar deposits, and other life-threatening diseases as you go!&lt;br /&gt;
&lt;br /&gt;
===Triton Catalog - Fall 1984===&lt;br /&gt;
Advance from medical student to intern to brilliant surgeon in this fascinating fantasy: an operating room where you work against time to save critical patients. Choose from 1,000 patients and a variety of diagnoses. (Speech Synthesizer and Joysticks recommended.)&lt;br /&gt;
&lt;br /&gt;
==Fun Fact==&lt;br /&gt;
During the game, if the player has the [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]] connected to the computer, the program will periodically say, &amp;quot;Paging Dr. Levine,&amp;quot; a phrase in homage to [[Rick Levine]] the programmer of Microsurgeon.&lt;br /&gt;
&lt;br /&gt;
==Review==&lt;br /&gt;
'''Microsurgeon'''&lt;br /&gt;
: ''Just what the doctor ordered''&lt;br /&gt;
&lt;br /&gt;
Microsurgeon, designed by [[:Category:Imagic|Imagic]] and produced by [[:Category:Texas Instruments|Texas Instruments]], is arguably the best game cartridge ever distributed by [[Texas Instruments]]. It is also one of the newest and among the last to be manufactured by TI. In terms of its quality, I would compare it to the [[Scott Adams]] [[:Category:Adventure International|Adventure]] Series.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Review'''&lt;br /&gt;
&lt;br /&gt;
''Report Card''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Performance || A&lt;br /&gt;
|-&lt;br /&gt;
| Ease of Use || A&lt;br /&gt;
|-&lt;br /&gt;
| Documentation || A&lt;br /&gt;
|-&lt;br /&gt;
| Value || A&lt;br /&gt;
|-&lt;br /&gt;
| '''Final Grace''' || '''A'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Cost: $29.95 (cartridge)&lt;br /&gt;
&lt;br /&gt;
Manufacturer: Texas Instruments&lt;br /&gt;
&lt;br /&gt;
Requirements: console, monitor or television, (joysticks and speech synthesizer are optional)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Performance:''' Microsurgeon has been produced for a number of computer and video game machines, ranging from the Apple to Intellivision. The object of the game is straightforward: you play the role of a surgeon whose job it is to save the life of a patient by directing a microscopic probe through his body to the organ or organs that are diseased.  You determine the treatment to employ, choosing from ultrasonic rays, antibiotics, and aspirin. Medication is introduced by using the fire button on the joystick or through keyboard input. Having stabilized the patient's condition, you guide the probe out of the body to conclude the operation.&lt;br /&gt;
&lt;br /&gt;
This is a very sophisticated game and describing briefly how it works is difficult. It is impressive in many ways, including its excellent graphics, use of sound effects, and overall design.&lt;br /&gt;
&lt;br /&gt;
The first thing you notice about this game is the graphics. The screen is divided into four separate displays of different shapes and sizes. The largest display is the surgical screen, displaying an inside view of the body of your patient and the location of the probe within it. This display &amp;quot;windows&amp;quot; horizontally and vertically as you make your way through the arteries and veins.&lt;br /&gt;
&lt;br /&gt;
The status screen monitors the patient's vital organs, warning you in advance of developing problems. A small close-up scanner screen shows a magnified view of the location of the probe. A fourth screen represents the patient's room in the Intensive Care Unit. The patient is in a bed, hooked up to an intravenous bottle. Occasionally, he will be visited by a doctor.&lt;br /&gt;
&lt;br /&gt;
Microsurgeon includes several types of sound effects. If you have a speech synthesizer attached, you will occasionally hear the voice of a woman calling for a doctor. Other sounds include representations of an electrocardiogram and heartbeat. These can be turned off if desired.&lt;br /&gt;
&lt;br /&gt;
There are three levels of play: Student, Intern, and Surgeon. You choose the level at the beginning of the game. You also choose which patient to treat at the beginning. There are 1,000 to choose from.&lt;br /&gt;
&lt;br /&gt;
Success in this game is a relative thing in most cases. You can treat your patient enough to stabilize his condition and he will survive, even though the status screen may show that some of his organs are in &amp;quot;fair&amp;quot; or worse condition. Of course, if you do not treat his disease before the status indicator reaches the critical mark, you are in danger of losing him. A very critical condition can go terminal at any time. When two organs become terminal, the patient dies and the game ends.&lt;br /&gt;
&lt;br /&gt;
Your score is measured in the amount of research dollars you are able to accumulate. You start out with a certain sum based on the patient's condition and add to or subtract from it based on your success at treating his condition.&lt;br /&gt;
&lt;br /&gt;
Another complication in doing surgery in Microsurgeon is the need to maintain a power supply for your robot probe. This creates a time limit on your operation. The power supply is drained off according to how fast you are operating and how much medication you use. You can gain power units by hitting viruses with aspirin.&lt;br /&gt;
The graphics used in this game are like nothing I've seen in any other TI game. Color is used to distinguish the lymphatic system, veins, arteries, and organs. The graphics include a representational display of the upper torso of a human body.&lt;br /&gt;
&lt;br /&gt;
Each medication has its own shape and color, as does each disease. Among the medical problems you will encounter are tar deposits in the lungs, tumors, tapeworms, kidney stones, gallstones, cholesterol buildup, viruses, and infections.&lt;br /&gt;
&lt;br /&gt;
'''Ease of Use:''' While the joystick is used to control the robot probe (you may also use the keyboard to do this though it is easier to use the joystick), commands to increase the speed of the probe or turn the EKG monitor or heartbeat sound on or off are entered via the keyboard. Selection of medications is also done through the keyboard. Once you get accustomed to which keys to hit, the game is easy to play. Of course, you must have a steady hand to guide the probe through the patient's veins, arteries, and lymphatic system.&lt;br /&gt;
&lt;br /&gt;
'''Documentation:''' The manual that comes with Microsurgeon is comprehensive and extremely well designed. Included is a full-color reproduction of the body as it appears in the game, with coding to allow you to identify the body parts.&lt;br /&gt;
&lt;br /&gt;
'''Value:''' I enjoyed playing this game for a number of reasons. It is multidimensional and requires intelligence on the part of the player to succeed. It is also educational insofar as a player must gain an awareness of the body and the location of its organs to do well. Though this is not a game for younger children, those in their early teens who tried it were fascinated by it. Part of this may have been due to the fact that were studying the human body in school.&lt;br /&gt;
&lt;br /&gt;
TI has always had a reputation for producing mediocre game software for its home computer. Finally, the company started coming out with the good stuff, and now it's out of business. Too bad, this is good stuff.&lt;br /&gt;
&lt;br /&gt;
:::--John Koloen--&lt;br /&gt;
&lt;br /&gt;
''Review from Home Computer Compendium (aka Micropendium), Volume 1, Number 1, February 1984''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--        Manual        --&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-lower&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;margin-top:4px; border:1px solid #ddcef2; background:#f5faff; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-bottom&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;mp-tfp-h2&amp;quot; style=&amp;quot;margin:0.5em; background:#cedff2; font-family:inherit; font-size:120%; font-weight:bold; border:1px solid #afa3bf; color:#000; padding:0.2em 0.4em&amp;quot;&amp;gt;Manual&amp;lt;span style=&amp;quot;font-size:85%; font-weight:normal;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.6em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
[[File:Microsurgeon Cartridge.png|right|400px|thumb|Microsurgeon Cartridge]]Do you ever dream of being an expert surgeon? Microsurgeon places you in an imaginary operating room where you work against time to save patients in critical need of treatment. In this fantasy setting, you perform experimental surgery to cure a variety of conditions. Each imaginary medical case presents a new challenge to your surgical skills. You gain satisfaction from curing patients and accumulating funds for medical research. Use this manual as your guide to successful microsurgery.&lt;br /&gt;
&lt;br /&gt;
'''In Microsurgeon, you'''&lt;br /&gt;
&lt;br /&gt;
* Develop your skills in microsurgery by first performing experimental surgery at the student level on practice patient0&lt;br /&gt;
* Treat a variety of different conditions and diseases as you select from 1000 patients&lt;br /&gt;
* Use an experimental Robot Probe as your surgical tool&lt;br /&gt;
* Diagnose the patient's condition and direct the Probe through the body toward threatening conditions&lt;br /&gt;
* Eliminate the conditions with medications from the Probe&lt;br /&gt;
&lt;br /&gt;
'''With Microsurgeon, you'''&lt;br /&gt;
* Play alone or with a friend&lt;br /&gt;
* Use Wired Remote Controllers (joysticks) or keyboard control&lt;br /&gt;
* Enjoy multi-screen graphics&lt;br /&gt;
* Choose from three levels of difficulty -student,-intern, or surgeon&lt;br /&gt;
* Have more fun with synthesized speech that simulates the action and excitement of microsurgery &lt;br /&gt;
&lt;br /&gt;
'''Note:''' Microsurgeon is designed to work with or without the Texas Instruments [[Solid State Speech Synthesizer|Solid State Speech&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Synthesizer]] (sold separately). However, the Speech Synthesizer must be attached to activate the voice of the computer.&lt;br /&gt;
&lt;br /&gt;
===Preparing for Microsurgey===&lt;br /&gt;
You see four small screens during microsurgery. They show the exact position of the Robot Probe in the body, monitor the condition of each organ and the overall status of the patient, and display activity in the patient's room. During microsurgery, the Robot Probe gains and loses power. The amount of power, your accumulated research funds, and the name of the organ in which the Probe is located appear on screen. The number of your patient and level of expertise also appear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot with Areas.png|600px|thumb|center|Microsurgeon screenshot with bold red number indicating important screen areas described below]]&lt;br /&gt;
&lt;br /&gt;
'''1. Surgical Screen with Robot Probe'''&lt;br /&gt;
&lt;br /&gt;
Shows the area of the body with the Robot Probe. The Probe is located within a white-bordered square. You see&lt;br /&gt;
&lt;br /&gt;
* Red arteries&lt;br /&gt;
* Purple veins&lt;br /&gt;
* Orange lymphatic system&lt;br /&gt;
&lt;br /&gt;
'''2. Patient Number and Level'''&lt;br /&gt;
&lt;br /&gt;
Show the number of the patient and your selected level of surgical expertise. These appear below the Surgical Screen throughout the game. ''(The example above shows pateint #90 and surgical expertise as student)''&lt;br /&gt;
&lt;br /&gt;
'''3. Status Screen'''&lt;br /&gt;
&lt;br /&gt;
Lists each organ and overall status of the patient. The length of the arrows indicates the condition of the individual organs and the patient's overall status.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Arrow Length !! Status&lt;br /&gt;
|-&lt;br /&gt;
| No arrow || Good&lt;br /&gt;
|-&lt;br /&gt;
| Between 1st and 3rd dot || Fair&lt;br /&gt;
|-&lt;br /&gt;
| Between 4th and 6th dot || Serious&lt;br /&gt;
|-&lt;br /&gt;
| Between 7th and 10th dot || Critical&lt;br /&gt;
|-&lt;br /&gt;
| Red Arrow || Terminal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you successfully treat an organ, its arrow grows shorter and eventually disappears, signaling a cure. If you neglect to treat an organ, its arrow grows longer, eventually reaching the right side of the Status Screen.&lt;br /&gt;
&lt;br /&gt;
When an organ becomes terminal, its name is framed in red. In general, when two or more organs become terminal, the overall status line is framed in red. Then, the patient's condition is terminal and the game ends.&lt;br /&gt;
&lt;br /&gt;
'''4. Patient's Room'''&lt;br /&gt;
&lt;br /&gt;
Shows a hospital room with the patient lying in bed. A doctor or visitor occasionally appears.&lt;br /&gt;
&lt;br /&gt;
'''5. Close-Up Scanner'''&lt;br /&gt;
&lt;br /&gt;
Shows a magnified view of the exact position of the Robot Probe. Use the Scanner to stay within veins, arteries, and lymphatic systems for safe and fast travel. The Scanner does not scan bacteria, viruses, and white blood cells.&lt;br /&gt;
&lt;br /&gt;
'''6. Robot Probe Location and Power'''&lt;br /&gt;
&lt;br /&gt;
Shows the name of the organ in which the Robot Probe is located. The organ's name appears when the Probe is centered in the organ. The name of an organ does not appear on the Surgical Screen when the Robot Probe is between organs.&lt;br /&gt;
&lt;br /&gt;
Beneath the name you see the number of power units you have to operate the Robot Probe.&lt;br /&gt;
&lt;br /&gt;
'''7. Research Funds'''&lt;br /&gt;
&lt;br /&gt;
Shows the amount of your research funds. The amount is updated periodically.&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
When the Microsurgeon title screen appears, press any key to begin or press the FIRE button on your Wired Remote Controllers (joysticks). First, select your patient number. Second, select the level of play suited to your surgical expertise. Then, navigate the Probe through the patient's body to areas that need treatment.&lt;br /&gt;
&lt;br /&gt;
====Developing Your Skills for Microsurgery====&lt;br /&gt;
Microsurgery is complex, and your patient's health is in your hands. Follow these steps to develop your skills before advancing to more complicated medical&lt;br /&gt;
cases.&lt;br /&gt;
&lt;br /&gt;
* Study the manual before you begin.&lt;br /&gt;
* Press AID to see a preview of game play functions.&lt;br /&gt;
* Select patient number 0, a practice patient, as your first case.&lt;br /&gt;
* Select the student level of surgical expertise until your skills improve.&lt;br /&gt;
* If you do not yet have the skills to save a rapidly deteriorating organ, treat as many diseases as possible to stabilize the patient's overall condition.&lt;br /&gt;
&lt;br /&gt;
====Selecting Your Patient====&lt;br /&gt;
Patients are numbered O to 999, giving you a variety of surgical challenges.&lt;br /&gt;
&lt;br /&gt;
Type a number to select your patient and press '''ENTER'''. To change your selection, press '''ERASE''' before pressing '''ENTER'''.&lt;br /&gt;
&lt;br /&gt;
====Choosing Surgical Expertise Level====&lt;br /&gt;
Select one of the following:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Press !! Level&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Student&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Intern&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Surgeon &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Special Keys====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Press !! Function&lt;br /&gt;
|-&lt;br /&gt;
| 4 || To hear EKG sound in Intensive Care Unit room.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || To hear heart sound.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || To turn off sensors, producing quiet in the operating room.&lt;br /&gt;
|-&lt;br /&gt;
| P || To pause action during surgery. The word PAUSE appears in place of Robot Probe location. Press any key to resume action. Press key 4 or 5 to resume sound.&lt;br /&gt;
|-&lt;br /&gt;
| AID || To see a preview of game play functions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Moving the Robot Probe===&lt;br /&gt;
You can move the Robot Probe through the body at two speeds. Stay within areas that allow you to travel swiftly and avoid white blood cell attacks. After treating the patient, leave the body carefully through an approved exit. You can play Microsurgeon with one or two players using the joysticks or the keyboard.&lt;br /&gt;
&lt;br /&gt;
====Moving through the Body====&lt;br /&gt;
Control the speed of the Probe by pressing the 7 key (Slow) or 8 key (Fast). Your quickest route is through the arteries, veins, and lymphatic system. Stay within these routes to avoid constant attack by white blood cells (phagocytes).&lt;br /&gt;
&lt;br /&gt;
Stationary white blood cells (lymphocytes), located in the arteries, veins, and lymphatic system, cannot be destroyed. When moving through lymphocytes, the Robot Probe slows down and can be attacked by phagocytes.&lt;br /&gt;
&lt;br /&gt;
To move from one part of the body to another, move the Probe in the desired direction. The Surgical Screen automatically shows the new section of the body as you proceed. &lt;br /&gt;
&lt;br /&gt;
To leave the body, pilot the Robot Probe slowly through an approved exit to prevent damaging your Probe.&lt;br /&gt;
&lt;br /&gt;
====Identifying the Wired Remote Controllers====&lt;br /&gt;
Each Wired Remote Controller Joystick) serves a different function in Microsurgeon. The primary joystick controls movement and issues medication. The secondary joystick only issues medication. Be sure to identify and use the primary joystick for one-player games.&lt;br /&gt;
&lt;br /&gt;
In two-player games, the player moving the Robot Probe uses the left side of the keyboard or primary joystick. The player issuing medication uses the right side of the keyboard or the secondary joystick.&lt;br /&gt;
&lt;br /&gt;
====Using the Wired Remote Controllers for Movement====&lt;br /&gt;
To pilot the Probe, move the lever of the primary joystick in the desired direction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Lever Position !! Directions&lt;br /&gt;
|-&lt;br /&gt;
| Forward (toward the '''FIRE''' button) || Up&lt;br /&gt;
|-&lt;br /&gt;
| Backward (away from the '''FIRE''' button) || Down&lt;br /&gt;
|-&lt;br /&gt;
| Left || Left&lt;br /&gt;
|-&lt;br /&gt;
| Right || Right &lt;br /&gt;
|-&lt;br /&gt;
| Diagonal || Diagonal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The '''ALPHA LOCK''' must be in the OFF (up) position when using the Wired Remote Controllers (joystick).&lt;br /&gt;
&lt;br /&gt;
====Using the Keyboard for Movement====&lt;br /&gt;
Movement of the Robot Probe is controlled by the following keys:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key !! Directions&lt;br /&gt;
|-&lt;br /&gt;
| (↑) E || Up&lt;br /&gt;
|-&lt;br /&gt;
| (↓) X || Down&lt;br /&gt;
|-&lt;br /&gt;
| (←) S || Left&lt;br /&gt;
|-&lt;br /&gt;
| (→) D || Right&lt;br /&gt;
|-&lt;br /&gt;
| ( [[Image:Up Left Arrow.png|5px]] ) W || Diagonally left, up&lt;br /&gt;
|-&lt;br /&gt;
| ( [[File:Down Left Arrow.png|5px]] ) Z || Diagonally left, down&lt;br /&gt;
|-&lt;br /&gt;
| ( [[File:Up Right Arrow.png|5px]] ) R || Diagonally right, up&lt;br /&gt;
|-&lt;br /&gt;
| ( [[File:Down Right Arrow.png|5px]] ) C || Diagonally right, down&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Treatments===&lt;br /&gt;
There are three medications for the eight conditions that can attack the body. Each condition is treated by one medication. Three medications are contained in the Probe. You must select the right medication to treat each condition. Once a medication has been selected, you can use it repeatedly until you select another&lt;br /&gt;
medication. Because the Surgical Screen shows only a small portion of the body, a map is provided to assist you in maneuvering during surgery.&lt;br /&gt;
&lt;br /&gt;
====Selecting Medications====&lt;br /&gt;
To select medications, use these keys.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Press !! Medication&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Ultrasonic Rays&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Antibiotics&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Aspirin&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Select the appropriate medications to treat each condition.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ultrasonic Ray.png|30px]] || '''Ultrasonic Ray'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cholesterol Buildup.png|30px]] || cholesterol buildup (gray, in arteries)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Gallstone.png|30px]] || gallstones (dark green, in gall bladder)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Kidney Stone.png|30px]] || kidney stones (light green, in kidneys)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Tapeworm.png|30px]] || tapeworms (red, in intestine)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Tar Deposit.png|30px]] || tar deposits (black, in both lungs)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Tumor.png|30px]] || tumor (gray, in brain)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Ultrasonic Rays also destroy attacking white blood cells (phagocytes).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Antibiotic.png|30px]] || '''Antibiotics'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Infection.png|30px]] || infection from bacteria (green, appears throughout body)&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Aspirin.png|30px]] || '''Aspirin'''&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Virus.png|30px]] || viruses (red, appear and disappear throughout body)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Aspirin slows down viruses, but does not destroy them.&lt;br /&gt;
&lt;br /&gt;
====Body Map====&lt;br /&gt;
The numbers shown below correspond to the body map on the next page.&lt;br /&gt;
&lt;br /&gt;
# Brain&lt;br /&gt;
# Heart&lt;br /&gt;
# Lung&lt;br /&gt;
# Liver&lt;br /&gt;
# Kidney&lt;br /&gt;
# Gall Bladder&lt;br /&gt;
# Spleen&lt;br /&gt;
# Intestine&lt;br /&gt;
&lt;br /&gt;
[[File:Body Map.png|600px|thumb|center|Body Map Scanned from Microsurgeon User's Manual]]&lt;br /&gt;
&lt;br /&gt;
===Playing the Game===&lt;br /&gt;
You help your patient by issuing medication to destroy dangerous conditions. Use the convenient joysticks or keyboard to maneuver your Robot Probe carefully into&lt;br /&gt;
position. Select the correct medication. Fire medication at the condition. Some conditions require repeated medications for a cure. If you perform surgery with a friend, you have a better chance of curing difficult cases. Try to save your patient and exit the body before the Robot Probe runs out of power. When the game ends, you can play again at the same level of expertise and with the same patient, or you can choose a new challenge.&lt;br /&gt;
&lt;br /&gt;
====Using the Wired Remote Controllers for Issuing Medication====&lt;br /&gt;
To release medications from the Robot Probe using the primary joystick:&lt;br /&gt;
&lt;br /&gt;
* Hold the '''FIRE''' button down, move the lever in the direction you wish to fire, and release the '''FIRE''' button.&lt;br /&gt;
* Press the '''FIRE''' button again to issue medication in the same direction.&lt;br /&gt;
&lt;br /&gt;
To release medications from the Robot Probe using the secondary joystick:&lt;br /&gt;
* Move the lever in the desired direction. (It is not necessary to press the '''FIRE''' button.)&lt;br /&gt;
&lt;br /&gt;
====Using the Keyboard for Issuing Medication====&lt;br /&gt;
To release medications from the Robot Probe, use these keys:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Key !! Directions&lt;br /&gt;
|-&lt;br /&gt;
| (↑) E || Up&lt;br /&gt;
|-&lt;br /&gt;
| (↓) X || Down&lt;br /&gt;
|-&lt;br /&gt;
| (←) S || Left&lt;br /&gt;
|-&lt;br /&gt;
| (→) D || Right&lt;br /&gt;
|-&lt;br /&gt;
| ( [[Image:Up Left Arrow.png|5px]] ) W || Diagonally left, up&lt;br /&gt;
|-&lt;br /&gt;
| ( [[File:Down Left Arrow.png|5px]] ) Z || Diagonally left, down&lt;br /&gt;
|-&lt;br /&gt;
| ( [[File:Up Right Arrow.png|5px]] ) R || Diagonally right, up&lt;br /&gt;
|-&lt;br /&gt;
| ( [[File:Down Right Arrow.png|5px]] ) C || Diagonally right, down&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ending the Game====&lt;br /&gt;
The game ends when one of the following happens:&lt;br /&gt;
* Patient's general status becomes terminal&lt;br /&gt;
* Robot Probe exhausts power supply while still in patient&lt;br /&gt;
* Robot Probe exits the body properly through the ear, eye, nose, or mouth&lt;br /&gt;
* Robot Probe exits the body improper through any other point&lt;br /&gt;
&lt;br /&gt;
====Playing Again====&lt;br /&gt;
* Press '''REDO''' to play using the same options.&lt;br /&gt;
* Press '''BACK''' to select new options before starting a new game.&lt;br /&gt;
&lt;br /&gt;
===Earning Power Units and Research Funds===&lt;br /&gt;
As a microsurgeon, your primary goal is to save your patient. For your services, you are awarded funds to promote medical research. The total amount of research funds and power units appears on the screen. Research funds are recalculated periodically. Your level of expertise and your patient's initial and final conditions influence the number of power units and research dollars you accumulate.&lt;br /&gt;
&lt;br /&gt;
====Robot Power Units====&lt;br /&gt;
You receive power units to operate the Robot Probe. You gain and lose Robot Probe power units-and research funds-as you play the game. At the end of the game, your power units increase if you exit properly.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Action of Robot Probe !! Result in Power Units&lt;br /&gt;
|-&lt;br /&gt;
| Operate at normal speed || Use 1 every 20 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Operate at faster speed || Use 4 every 20 seconds&lt;br /&gt;
|-&lt;br /&gt;
| Issue Medication || Lose 1&lt;br /&gt;
|-&lt;br /&gt;
| Hit virus || Gain 3&lt;br /&gt;
|-&lt;br /&gt;
| Touched by virus or phagocyte || Lose 1&lt;br /&gt;
|-&lt;br /&gt;
| Hit other condition || Gain 1&lt;br /&gt;
|-&lt;br /&gt;
| Exit improperly with the  Robot Probe || Lose all&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The Robot Probe loses additional power units the longer it is touched by a virus or phagocyte (an attacking white blood cell).&lt;br /&gt;
&lt;br /&gt;
====Student Level====&lt;br /&gt;
1. You receive $1 for each power unit at the beginning of surgery.&lt;br /&gt;
&lt;br /&gt;
2. You receive additional research funds based on the patient's initial status.&lt;br /&gt;
&lt;br /&gt;
* Good $0&lt;br /&gt;
* Fair $100&lt;br /&gt;
* Serious $200&lt;br /&gt;
* Critical $300&lt;br /&gt;
&lt;br /&gt;
3. As you play, you:&lt;br /&gt;
&lt;br /&gt;
* Gain or lose $1 as you gain or lose power units&lt;br /&gt;
* Earn $200 for each organ saved&lt;br /&gt;
* Earn $200 for piloting the Robot Probe through an approved exit&lt;br /&gt;
&lt;br /&gt;
4. At the end of the game, you earn points for having improved your patient's condition from the initial status.&lt;br /&gt;
&lt;br /&gt;
* Good $4,000&lt;br /&gt;
* Fair $3,000&lt;br /&gt;
* Serious $2,000&lt;br /&gt;
* Critical $0&lt;br /&gt;
* Terminal $0&lt;br /&gt;
&lt;br /&gt;
====Intern Level====&lt;br /&gt;
1. You receive $10 for each power unit at the beginning of surgery.&lt;br /&gt;
&lt;br /&gt;
2. You receive additional research funds based on the patient's initial status.&lt;br /&gt;
&lt;br /&gt;
* Good $0&lt;br /&gt;
* Fair $1,000&lt;br /&gt;
* Serious $2,000&lt;br /&gt;
* Critical $3,000&lt;br /&gt;
&lt;br /&gt;
3. As you play, you:&lt;br /&gt;
&lt;br /&gt;
* Gain or lose $10 as you gain or lose power units&lt;br /&gt;
* Earn $2,000 for each organ saved&lt;br /&gt;
* Earn $2,000 for piloting the Robot Probe through an approved exit&lt;br /&gt;
&lt;br /&gt;
4. At the end of the game, you earn points for having improved your patient's condition from the initial status.&lt;br /&gt;
&lt;br /&gt;
* Good $40,000&lt;br /&gt;
* Fair $30,000&lt;br /&gt;
* Serious $20,000&lt;br /&gt;
* Critical $0&lt;br /&gt;
* Terminal $0&lt;br /&gt;
&lt;br /&gt;
====Surgeon Level====&lt;br /&gt;
1. You receive $100 for each power unit at the beginning of surgery.&lt;br /&gt;
&lt;br /&gt;
2. You receive additional research funds based on the patient's initial status.&lt;br /&gt;
&lt;br /&gt;
* Good $0&lt;br /&gt;
* Fair $10,000&lt;br /&gt;
* Serious $20,000&lt;br /&gt;
* Critical $30,000&lt;br /&gt;
&lt;br /&gt;
3. As you play, you:&lt;br /&gt;
&lt;br /&gt;
* Gain or lose $100 as you gain or lose power units&lt;br /&gt;
* Earn $20,000 for each organ saved&lt;br /&gt;
* Earn $20,000 for piloting the Robot Probe through an approved exit&lt;br /&gt;
&lt;br /&gt;
4. At the end of the game, you earn points for having improved your patient's condition from the initial status.&lt;br /&gt;
&lt;br /&gt;
* Good $400,000&lt;br /&gt;
* Fair $300,000&lt;br /&gt;
* Serious $200,000&lt;br /&gt;
* Critical $0&lt;br /&gt;
* Terminal $0&lt;br /&gt;
&lt;br /&gt;
===Surgical Tips===&lt;br /&gt;
As you play Microsurgeon, you discover strategies to help you become a stronger player. As you become more experienced, you may wish to play at more advanced levels that challenge your new skills. Watch your playing ability improve with each successful game.&lt;br /&gt;
&lt;br /&gt;
====The Skilled Surgeon====&lt;br /&gt;
1. A skilled microsurgeon&lt;br /&gt;
&lt;br /&gt;
* Treats the most dangerous conditions first&lt;br /&gt;
* Avoids phagocyte attacks by staying within red, purple, or orange areas&lt;br /&gt;
* Uses the Close-up Scanner to navigate the avenues of the body safely&lt;br /&gt;
* Watches the status lines to detect changing conditions of individual organs and of the patient&lt;br /&gt;
&lt;br /&gt;
2. Some conditions on the Status Screen require special diagnosis and treatment. A skilled microsurgeon&lt;br /&gt;
* Cures infection by destroying bacteria&lt;br /&gt;
* Treats heart trouble by eliminating cholesterol buildup in arteries throughout the body&lt;br /&gt;
* Destroys cholesterol buildup and tumors in the brain&lt;br /&gt;
* Improves the status of the lungs by treating both of them&lt;br /&gt;
&lt;br /&gt;
====Challenges of the Game====&lt;br /&gt;
Watch out for these special challenges for microsurgeons.&lt;br /&gt;
&lt;br /&gt;
* The Robot Probe and Scanner are experimental surgical tools and are slow to find and display diseases. When the Status Screen indicates disease in an organ, wait in the organ until the disease appears, and then destroy it with proper treatment.&lt;br /&gt;
* Lymphocytes impede the movement of the Probe and allow phagocytes to attack.&lt;br /&gt;
* Lymphocytes increase as the patient's condition becomes more serious.&lt;br /&gt;
* The Robot Probe cannot destroy lymphocytes.&lt;br /&gt;
* Viruses are disabled, not destroyed, by aspirin.&lt;br /&gt;
* Tumors reappear more quickly than other conditions.&lt;br /&gt;
* Phagocytes violently attack the Probe if you stay outside the safe travel routes for too long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Glossary===&lt;br /&gt;
The following is a glossary of terms used in Microsurgeon. These may be helpful to you in playing the game. The definitions are only related to the game and are not necessarily standard medical terms.&lt;br /&gt;
&lt;br /&gt;
'''Antibiotic'''&lt;br /&gt;
&lt;br /&gt;
A chemical substance used to treat bacterial infections.&lt;br /&gt;
&lt;br /&gt;
'''Artery'''&lt;br /&gt;
&lt;br /&gt;
Blood vessels of the circulatory system that carry blood away from the heart to other parts of the body. The Robot Probe moves through arteries smoothly.&lt;br /&gt;
&lt;br /&gt;
'''Aspirin'''&lt;br /&gt;
&lt;br /&gt;
Temporary reliever of symptoms caused by viruses.&lt;br /&gt;
&lt;br /&gt;
'''Bacteria'''&lt;br /&gt;
&lt;br /&gt;
Microscopic organisms, some of which produce disease.&lt;br /&gt;
&lt;br /&gt;
'''Bone'''&lt;br /&gt;
&lt;br /&gt;
Hard tissue making up the skeleton of the body.&lt;br /&gt;
&lt;br /&gt;
'''Brain'''&lt;br /&gt;
&lt;br /&gt;
Center of human thought and part of the central nervous system protected by the skull.&lt;br /&gt;
&lt;br /&gt;
'''Cholesterol'''&lt;br /&gt;
&lt;br /&gt;
Substance gradually blocking arteries, leading to high blood pressure and other medical problems.&lt;br /&gt;
&lt;br /&gt;
'''Ear'''&lt;br /&gt;
&lt;br /&gt;
Delicate system of bones, fluid, and hair cells that allows hearing. The Robot Probe can safely exit through the ear.&lt;br /&gt;
&lt;br /&gt;
'''Eye'''&lt;br /&gt;
&lt;br /&gt;
Sensitive organ that allows sight by detecting light intensity and color. The Robot Probe can safely exit through the eye.&lt;br /&gt;
&lt;br /&gt;
'''Gall Bladder'''&lt;br /&gt;
&lt;br /&gt;
Part of the liver system that concentrates and stores bile.&lt;br /&gt;
&lt;br /&gt;
'''Gallstones'''&lt;br /&gt;
&lt;br /&gt;
Hard pellets forming in the gall bladder and causing extreme discomfort.&lt;br /&gt;
&lt;br /&gt;
'''Heart'''&lt;br /&gt;
&lt;br /&gt;
Keeps oxygenated blood circulating throughout the body by a series of rhythmic contractions.&lt;br /&gt;
&lt;br /&gt;
'''Intestines'''&lt;br /&gt;
&lt;br /&gt;
Absorb water and nutrients and eliminate waste material.&lt;br /&gt;
&lt;br /&gt;
'''Kidneys'''&lt;br /&gt;
&lt;br /&gt;
Filter wastes and excess water from the blood.&lt;br /&gt;
&lt;br /&gt;
'''Kidney Stones'''&lt;br /&gt;
&lt;br /&gt;
Hard pellets forming in the kidneys and causing extreme pain.&lt;br /&gt;
&lt;br /&gt;
'''Liver'''&lt;br /&gt;
&lt;br /&gt;
Filters toxic wastes from the blood and secretes bile.&lt;br /&gt;
&lt;br /&gt;
'''Lungs'''&lt;br /&gt;
&lt;br /&gt;
Allow blood to exchange carbon dioxide for oxygen.&lt;br /&gt;
&lt;br /&gt;
'''Lymph'''&lt;br /&gt;
&lt;br /&gt;
Plasma-like fluid containing white blood cells.&lt;br /&gt;
&lt;br /&gt;
'''Lymphatic System'''&lt;br /&gt;
&lt;br /&gt;
System of vessels that carries lymph to the bloodstream. The Robot Probe moves easily through the lymphatic system.&lt;br /&gt;
&lt;br /&gt;
'''Lymphocytes'''&lt;br /&gt;
&lt;br /&gt;
White blood cells found in the lymphatic and circulatory systems. They slow the movement of the Probe.&lt;br /&gt;
&lt;br /&gt;
'''Mouth'''&lt;br /&gt;
&lt;br /&gt;
Opening through which food and drink pass into the body. The Robot Probe can safely exit through the mouth.&lt;br /&gt;
&lt;br /&gt;
'''Neck'''&lt;br /&gt;
&lt;br /&gt;
Connects the head and trunk.&lt;br /&gt;
&lt;br /&gt;
'''Nose'''&lt;br /&gt;
&lt;br /&gt;
Allows inhalation and detects odors. The Robot Probe can safely exit through the nose.&lt;br /&gt;
&lt;br /&gt;
'''Phagocytes'''&lt;br /&gt;
&lt;br /&gt;
White blood cells that roam through the circulatory system, destroying foreign bodies or organisms.&lt;br /&gt;
&lt;br /&gt;
'''Stomach'''&lt;br /&gt;
&lt;br /&gt;
Begins the digestive process.&lt;br /&gt;
&lt;br /&gt;
'''Tapeworms'''&lt;br /&gt;
&lt;br /&gt;
Parasites that live in the intestines, robbing the body of nutrients.&lt;br /&gt;
&lt;br /&gt;
'''Tar Deposits'''&lt;br /&gt;
&lt;br /&gt;
Dark patches on the lungs resulting from the inhalation of smoke and interfering with the exchange of gases in the lungs.&lt;br /&gt;
&lt;br /&gt;
'''Tumor'''&lt;br /&gt;
&lt;br /&gt;
Abnormal masses of tissue.&lt;br /&gt;
&lt;br /&gt;
'''Ultrasonic Rays'''&lt;br /&gt;
&lt;br /&gt;
A Robot Probe treatment using sound waves to eliminate affected tissue.&lt;br /&gt;
&lt;br /&gt;
'''Veins'''&lt;br /&gt;
&lt;br /&gt;
Vessels carrying blood from all parts of the body back to the heart.&lt;br /&gt;
&lt;br /&gt;
'''Virus'''&lt;br /&gt;
&lt;br /&gt;
An ultramicroscopic organism causing disease.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-tfp&amp;quot; style=&amp;quot;margin:0.1em 0.4em 0.6em;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Microsurgeon Cartridge.png|Microsurgeon Cartridge&lt;br /&gt;
Microsurgeon Manual Cover.jpg|Microsurgeon Manual front cover&lt;br /&gt;
Microsurgeon Manual Cover.jpg|Microsurgeon Manual Complete (pdf format)|link=https://4apedia.com/manuals/Microsurgeon.pdf&lt;br /&gt;
Microsurgeon Cartridge.png|Microsurgeon MAME/MESS Rom (rpk format)|link=http://4apedia.com/roms/Microsurgeon.rpk&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [https://gamefaqs.gamespot.com/ti99/947243-microsurgeon Game FAQs: Microsurgeon]&lt;br /&gt;
* [http://www.mobygames.com/game/ti-994a/microsurgeon Moby Games: Microsurgeon]&lt;br /&gt;
* [http://www.ti99ers.org/timeline/cartbytitle.html#L TI-99ers On-line User Group: TI-99 Cartridge Listing]&lt;br /&gt;
* [https://www.videogamehouse.net/microsurgeon.html TI-99/4A Video Game House: Microsurgeon]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Microsurgeon_(video_game) Wikipedia: Microsurgeon (video game)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:1983 Software]]&lt;br /&gt;
[[Category:Solid State Software Command Module]]&lt;br /&gt;
[[Category:Solid State Speech Synthesizer]]&lt;br /&gt;
[[Category:Software]]&lt;br /&gt;
[[Category:Imagic]]&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=Picnic_Paranoia&amp;diff=8996</id>
		<title>Picnic Paranoia</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=Picnic_Paranoia&amp;diff=8996"/>
		<updated>2024-04-29T17:41:53Z</updated>

		<summary type="html">&lt;p&gt;Polluks: /* External Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Picnic Paranoia''' is an [[:Category:Action|action]] game originally programmed by [[Russ Segal]] for Synapse Software in 1982 for the Atari 8-bit family console. It was ported over to the TI-99/4A by [[:Category:Atarisoft|Atarisoft]] during the [[:Category:1983 Software|4th quarter of 1983]]. It was sold as part # RX 8517 and sold for $44.95 (USD). Picnic Paranoia was distributed via [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]]. &lt;br /&gt;
&lt;br /&gt;
{{Infobox video game&lt;br /&gt;
| collapsible = &lt;br /&gt;
| state = &lt;br /&gt;
| italic title = &lt;br /&gt;
| title = Picnic Paranoia&lt;br /&gt;
| image = Picnic Paranoia Box (front).jpg&lt;br /&gt;
| alt = Picnic Paranoia Front of Retail Packaging&lt;br /&gt;
| caption = Picnic Paranoia - Front of Retail Packaging &amp;lt;ref&amp;gt;{{cite web|title=TI99ers On-Line User Group: TI-99 Cartridge Listing|url=http://www.ti99ers.org/timeline/cartbytitle.html#P}}&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;{{cite web|title=TI-99/4A Video Game House: Picnic Paranoia|url=https://www.videogamehouse.net/picnicparanoia.html}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| publisher = [[:Category:Atarisoft|Atarisoft]]&lt;br /&gt;
| part = RX 8517&lt;br /&gt;
| programmer = [[Russ Segal]]&lt;br /&gt;
| format = [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]]&lt;br /&gt;
| released = [[:Category:1983 Software|1983 (4th Quarter)]]&lt;br /&gt;
| price = $44.95 (USD)&lt;br /&gt;
| genre = [[:Category:Action|Action]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
[[File:Picnic Paranoia Cartridge.png|left|200px|thumb|Picnic Paranoia Cartridge]]The player in Picnic Paranoia controls &amp;quot;George&amp;quot; who attempts to protect a picnic from '''''ants''''' who try to carry off the food that has been set up on picnic blankets, '''''spiders''''' who weave webs to slow George down and bite him, and '''''wasps''''' that sting and paralyze him. The player must also try to replace food back onto the picnic blankets after it has been removed by the ants. Points are awarded for each item of food remaining on the screen at the end of each round. Rounds last for 90 seconds. The game ends when all the food is removed from the screen. There are sixteen levels or rounds to Picnic Paranoia.&lt;br /&gt;
&lt;br /&gt;
==Advertising Blurbs==&lt;br /&gt;
===Back of Retail Packaging===&lt;br /&gt;
'''George Gets Slap-Happy When Bugs Join the Picnic.''' Experience new thrills on TI 99/4A. -- Armies of ants aided by stinging wasps and poisonous spiders are out to ruin George's outing. Swat the little buggers or they'll push point-laden food right off the screen. But be careful, insect bites are paralyzing. And only when you help George escalate the conflict with bug spray, can he really turn the tables on these pests.&lt;br /&gt;
&lt;br /&gt;
===Triton Catalog - Fall 1986===&lt;br /&gt;
Insidious insects join George's picnic and try to ruin the fun. They push point-laden food off the screen; and their bites are paralyzing. Help George turn the tables with bug spray! (Requires Joysticks.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--        Manual        --&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-lower&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;margin-top:4px; border:1px solid #ddcef2; background:#f5fffa; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-bottom&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;mp-tfp-h2&amp;quot; style=&amp;quot;margin:0.5em; background:#cef2e0; font-family:inherit; font-size:120%; font-weight:bold; border:1px solid #afa3bf; color:#000; padding:0.2em 0.4em&amp;quot;&amp;gt;Manual&amp;lt;span style=&amp;quot;font-size:85%; font-weight:normal;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.6em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Can George Get Tough and Save His Lunch?'''&lt;br /&gt;
&lt;br /&gt;
[[File:Picnic Paranoia Manual Cover.jpg|300px|left|thumb|Picnic Paranoia Manual Front Cover]]Load the Picnic Paranoia cartridge into your Texas Instruments 99/4A Computer as explained in your computer owners manual, and turn on your computer. Plug the joysticks into the controller port. This is a one player game.&lt;br /&gt;
&lt;br /&gt;
     Press Enter to get to the Options Screen.&lt;br /&gt;
     Press the Plus Key (+) to choose one of 6 difficulty levels.&lt;br /&gt;
     Press Enter twice to start the game.&lt;br /&gt;
     Press the space bar to pause during a game, or to reactivate the game after a pause.&lt;br /&gt;
&lt;br /&gt;
George is having a picnic. Fortunately, it's a sunny day and there is not a cloud in the sky. He's prepared a feast fit for a king and carefully laid it out on neat little tablecloth's. Unfortunately, he spies an unwanted guest. An ant has come onto the tablecloth, attracted by food. Fortunately, George has brought his pest swatter, and he dispatches the ant with a quick flick. The ants are well organized and very hungry, and once the see foo, will continue to attack it. Often they will approach the food and sit just out of range of the swatter, until enough have gotten together to push the food off the table and then off the screen. You must swat them as they try to make off with the goods.&lt;br /&gt;
&lt;br /&gt;
Once one of the ants is eliminated, the food will stop moving, until another ant comes to help the others. George must be quick with his swatter.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there are stinging wasps in the area and they are just plain nasty. Their only purpose in life is to follow George around and make his life miserable by trying to sting him.&lt;br /&gt;
&lt;br /&gt;
The wasp may be swatted also, but if he stings you, George is deposited in the middle of the screen and is paralyzed for 5 seconds and you will be unable to move him. His face will flash red with embarrassment!&lt;br /&gt;
&lt;br /&gt;
George has also attracted spiders that bite. Although the spiders aren't interested in the food, they are not friendly! All they care about is spinning their webs which must be swatted out of the way in order to get through them, and making sure that no one gets in their way or they will bite without warning. If you are bitten, George is deposited in the middle of the screen and his face will again flash red with embarrassment. George will be paralyzed for 3 seconds and you will be unable to move him. When his face stops flashing, George is again ready for action.&lt;br /&gt;
&lt;br /&gt;
Each piece of food is worth points. The larger the food, the more points assigned to it, and the more ants it takes to move the food off the table. If the ants have managed to move the food off the table, but you have stopped them, you may be able to bring the food back. You must first swat all of the ants blocking the way back to the tablecloth, and then swat the food and drag it back to the table, swatting it again to release it. If you swat the food from the side, you may not be able to drag it back to the tablecloth in one movement. You must release the food (by swatting again), and run around the back where you can push it back onto the table. Though this may sound confusing, you can easily master this technique. The food scores half as many points if it is not on the table when the round ends.&lt;br /&gt;
&lt;br /&gt;
Each round consists of ninety seconds. The time left in the round appears in the top center of the screen. After ninety seconds are up, all action stops and the points for the food remaining are tallied. If all food is completely off the picnic tables, the game ends - if not, the remaining food is then repositioned on the table and the next round begins.&lt;br /&gt;
&lt;br /&gt;
PICNIC PARANOIA will make you think twice about any picnic you've been planning and give you hours of hilarious fun staying home instead!&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
Each round lasts 90 seconds. Each round progresses in difficulty. You can choose to start the game at any of the first 6 round #'s. The time remaining is indicated at the top of the screen.&lt;br /&gt;
&lt;br /&gt;
Points are tallied after each round is complete. You and George score points in several ways:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Ant.png|30px|right]] || &amp;quot;Robbing&amp;quot; Ants . . . . . . . . . . . . . . . . . . . . || 10 points x round #&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Wasp.png|50px|right]] || &amp;quot;Stinging&amp;quot; Wasps . . . . . . . . . . . . . . . . . .  || 40 points x round #&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Spider.png|30px|right]] ||| &amp;quot;Jumping&amp;quot; Spiders . . . . . . . . . . . . . . . . . || 20 points x round #&lt;br /&gt;
|-&lt;br /&gt;
|  || Food left on the table . . . . . . . . . . . . . . . || 40 points x round #&lt;br /&gt;
|-&lt;br /&gt;
| || Food off the table on the grass . . . . . . . . || 80 points x round #&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every 5,000 points George earns a can of bug spray. Hitting the letter &amp;quot;S&amp;quot; on the keyboard activates the spray and kills the insects on the screen, but will not destroy spider webs. The accumulated cans of spray are indicated at the top of the screen.&lt;br /&gt;
&lt;br /&gt;
The 4 red exit doors on each side of the screen can be used for a quick escape, and repositions George on the opposite side of the screen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-tfp&amp;quot; style=&amp;quot;margin:0.1em 0.4em 0.6em;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Picnic Paranoia Cartridge.png|Picnic Paranoia Cartridge&lt;br /&gt;
Picnic Paranoia Manual Cover.jpg|Picnic Paranoia Manual Front Cover&lt;br /&gt;
Picnic Paranoia Box (front).jpg|Picnic Paranoia Box (front)&lt;br /&gt;
Picnic Paranoia Box (back).jpg|Picnic Paranoia Box (back)&lt;br /&gt;
Picnic Paranoia Manual Cover.jpg|Picnic Paranoia Manual Complete (pdf format)|link=https://4apedia.com/manuals/Picnic%20Paranoia%20Manual.pdf&lt;br /&gt;
Picnic Paranoia Cartridge 2.png|Picnic Paranoia MAME/MESS Rom (rpk format)|link=https://4apedia.com/roms/Picnic%20Paranoia.rpk&lt;br /&gt;
Waranty Card.jpg|Atarisoft Warranty Card (pdf format)|link=https://4apedia.com/manuals/Atarisoft%20Waranty%20Card.pdf&lt;br /&gt;
Questionaire Card 1.jpg|Atarisoft Questionnaire Card|link=https://4apedia.com/manuals/Atarisoft%20Questionnaire%20Card.pdf&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [http://www.everygamegoing.com/litem/Picnic-Paranoia/65841/ Every Game Going: Picnic Paranoia]&lt;br /&gt;
* [http://www.mobygames.com/game/ti-994a/picnic-paranoia Moby Games: Picnic Paranoia]&lt;br /&gt;
* [http://www.pixelatedarcade.com/games/picnic-paranoia Pixelated Aracade: Picnic Paranoia]&lt;br /&gt;
* [https://www.videogamehouse.net/picnicparanoia.html TI-99/4A Video Game House: Picnic Paranoia]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Picnic_Paranoia_(video_game) Wikipedia: Picnic Paranoia]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:1983 Software]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Atarisoft]]&lt;br /&gt;
[[Category:Software]]&lt;br /&gt;
[[Category:Solid State Software Command Module]]&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=BurgerTime&amp;diff=8995</id>
		<title>BurgerTime</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=BurgerTime&amp;diff=8995"/>
		<updated>2024-04-29T17:40:26Z</updated>

		<summary type="html">&lt;p&gt;Polluks: /* External Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox video game&lt;br /&gt;
| collapsible = &lt;br /&gt;
| state = &lt;br /&gt;
| italic title = &lt;br /&gt;
| title = BurgerTime&lt;br /&gt;
| image = BurgerTime Front Cover.jpg&lt;br /&gt;
| alt = BurgerTime Manual Cover&lt;br /&gt;
| caption = BurgerTime (Front Cover) &amp;lt;ref&amp;gt;{{cite web|title=TI99ers On-Line User Group: TI-99 Cartridge Listing|url=http://www.ti99ers.org/timeline/cartbytitle.html#B}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| publisher = [[Data East USA]] (Distributed by [[Texas Instruments|Texas Instruments (TI)]]&lt;br /&gt;
| part = PHM 3233&lt;br /&gt;
| programmer = [[John M. Phillips|John Phillips]]&lt;br /&gt;
| format = [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]]&lt;br /&gt;
| released = [[:Category:1984 Software|1984 (1st quarter)]]&lt;br /&gt;
| genre = [[:Category:Action|Action]], [[:Category:Platform|Platform]]&lt;br /&gt;
| price = $29.95 (USD)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''BurgerTime''' for the TI-99/4A is a port of the original arcade game of the same name by [[:Category:Data East USA|Data East USA]]. The TI-99/4A version was released during the first quarter of [[:Category:1984 Software|1984]], and distributed by [[Texas Instruments|Texas Instruments (TI)]] as part#: 3233. BurgerTime was released on [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]] and originally sold for $29.95 (USD). [[John M. Phillips|John Phillips]] debugged BurgerTime for the TI-99/4A although he didn't program the entire game for the system.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Burgertime is an [[:Category:Action|Action]]/[[:Category:Platform|Platform]] game. In BurgerTime, the player controls chef Peter Pepper. The object of the game is to complete as many hamburgers as possible by walking over the elements that make up the sandwiches, causing them to fall to the plate below. When all the ingredients of a hamburger have fallen to the plate, that burger is complete. A level in BurgerTime is finished when all the hamburgers on the level are complete.&lt;br /&gt;
&lt;br /&gt;
However, Peter Pepper is not alone on the board, allowed to complete the hamburgers at his leisure. There are enemy food items that chase him and attempt to touch and take away one of the player's lives. These enemies include Mr. Hot Dog, Mr. Pickle, and Mr. Egg. Each of the enemy types has its own skills and features. The enemies can be crushed by food items as they fall upon them, can ride food items that they are on top of as they fall, causing them to fall twice as far, or stunned with pepper spray. All these actions merely take the enemy away for a time. The enemies always return.&lt;br /&gt;
&lt;br /&gt;
Scoring occurs every time Peter Pepper causes an ingredient to fall to a level below. There are six levels of play in each round, with each level becoming increasingly more challenging, and each round getting tougher to complete. The number of peppers the player can use to stun enemies is also limited, but the player can obtain more peppers by collecting ice cream cones or coffee cups that appear on the screen during each level of play. The game ends when the player loses all of his/her Peter Peppers by allowing them to be touched by the enemies.&lt;br /&gt;
&lt;br /&gt;
==Advertising Blurbs==&lt;br /&gt;
===Front Cover of Manual===&lt;br /&gt;
[[File:Burger Time Cartridge.png|left|thumb|400px|BurgerTime Cartridge for TI-99/4A]]You are Peter Pepper&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; the chef. Ghastly pickles, terrifying hot dogs, and menacings eggs are invading your kitchen! Can you escape the villains in time to make your Burgers?&lt;br /&gt;
&lt;br /&gt;
===Triton Catalog - Spring 1984===&lt;br /&gt;
You're Peter Pepper, chef in a kitchen whose action gives new meaning to fast food! Rush to make your burgers, while under attack from horrendous hot dogs, petrifying pickles, and eggs that are scrambling to get you! Then go on to the next challenge - 6 different mazes in all. (Wired Remote Controllers recommended.)&lt;br /&gt;
&lt;br /&gt;
==Fun Fact==&lt;br /&gt;
[[John M. Phillips|John Phillips]] debugged BurgerTime, giving him the opportunity to insert a personal plug into the program. Pressing &amp;quot;*&amp;quot; on the title screen pops up a message stating, &amp;quot;Code Modification by John M. Phillips.&amp;quot; Although not a true cheat code, like [[John M. Phillips|John Phillips]] was famous for inserting into the games he coded, it's at least an Easter Egg letting others know his hand was involved in the coding.&lt;br /&gt;
&lt;br /&gt;
==Retrogaming Times Review==&lt;br /&gt;
In Retrogaming Times Magazine issue #60, in a review of several ports of BurgerTime for different consoles and computer systems, the TI-99/4A version took the silver medal behind the Colecovision port. The writer of the article stated the following concerning the TI-99/4A version:&lt;br /&gt;
    &amp;quot;The TI continues to impress and this version makes it almost a tossup for the gold (won by the Colecovision). The Gameplay is very good (8/10) but does not offer: start level options; ability to throw pepper and move at the same time; a high score display; and no bonus pepper for completing a level. Level 2 adds a 5 layer burger, with cheese being the fifth topping. The Addictiveness is enjoyable (8/10) and fun to watch the unique activity of the villains as they can get bounced or squashed and then get up and walk again. There is still a delay before they pursuit you. The Graphics are sharp (8/10) and the Sound is pleasant (8/10), complete with a musical score. The Controls are perfect (10/10) using an Atari joystick.&amp;quot; &amp;lt;ref&amp;gt;{{cite web|title=Retrogaming Times: Issue #60 - August 20th, 2002|url=http://tomheroes.com/Video%20Games%20FS/Retrotimes/retrotimes_60.htm}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--        Manual        --&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-lower&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;margin-top:4px; border:1px solid #ddcef2; background:#fff5fa; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-bottom&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;mp-tfp-h2&amp;quot; style=&amp;quot;margin:0.5em; background:#f2cedd; font-family:inherit; font-size:120%; font-weight:bold; border:1px solid #afa3bf; color:#000; padding:0.2em 0.4em&amp;quot;&amp;gt;Manual&amp;lt;span style=&amp;quot;font-size:85%; font-weight:normal;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.6em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
You are Peter Pepper&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; the chef. The food in your kitchen is out of control and is trying to catch and destroy you! As you rush through your kitchen frantically building burgers, the terrible villains - Mr. Hotdog&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt;, Mr. Pickle&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt;, and Mr. Egg&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; - chase you relentlessly. Escape the villains by crushing them with burger layers or stunning them with pepper. Make your burgers and go on to the next challenge!&lt;br /&gt;
&lt;br /&gt;
With BurgerTime, you can:&lt;br /&gt;
&lt;br /&gt;
* Move Chef Peter Pepper through six different mazes&lt;br /&gt;
* Enjoy lively graphics that feature a chef who walks and climbs&lt;br /&gt;
* Experience new challenges as your skills improve&lt;br /&gt;
* Play with Joystick Controllers or keyboard control&lt;br /&gt;
&lt;br /&gt;
''Peter Pepper, Mr. Hotdog, Mr. Pickle, and Mr. Egg are trademarks of Data East USA, Inc.''&lt;br /&gt;
&lt;br /&gt;
===Playing BurgerTime===&lt;br /&gt;
When the BurgerTime title screen appears, press any key to begin the game. Make burgers by moving Peter Pepper over the layers of food until they fall into the plates at the bottom of the screen. Avoid the villains as they chase you through the kitchen, or stun them by throwing pepper.&lt;br /&gt;
&lt;br /&gt;
You earn points and extra chefs by making burgers and by destroying villains with the falling layers. Pick up ice cream cones and coffee cups to gain extra points and pepper throws. After making four burgers, you advance to a new kitchen with a different pattern. The game ends when you lose your last chef.&lt;br /&gt;
&lt;br /&gt;
====The Hero -- Peter Pepper====&lt;br /&gt;
Chef Peter Pepper marches over buns, burger patties, lettuce, and cheese to make burgers.&lt;br /&gt;
&lt;br /&gt;
Chef Peter Pepper&lt;br /&gt;
&lt;br /&gt;
* Walks over burger layers and makes them fall to other levels&lt;br /&gt;
* Begins each game with five other chefs and five pepper throws&lt;br /&gt;
* Stuns villains with pepper&lt;br /&gt;
* Destroys one or more villains with falling burger layers&lt;br /&gt;
* Adds a chef to his staff with every 10,000 points&lt;br /&gt;
&lt;br /&gt;
'''But Beware!'''&lt;br /&gt;
&lt;br /&gt;
If Chef Peter Pepper is touched by a villain,&lt;br /&gt;
* One chef is destroyed&lt;br /&gt;
* Play resumes with a new chef&lt;br /&gt;
&lt;br /&gt;
When throwing pepper, Chef Peter Pepper&lt;br /&gt;
&lt;br /&gt;
* Cannot move&lt;br /&gt;
* Can throw pepper only a short distance in the direction he faces&lt;br /&gt;
&lt;br /&gt;
====The Villains -- Mr. Hot Dog, Mr. Pickle, and Mr. Egg====&lt;br /&gt;
The villains pursue Chef Peter Pepper through his kitchen.&lt;br /&gt;
&lt;br /&gt;
A villain can&lt;br /&gt;
&lt;br /&gt;
* Combine forces with one or two other villains&lt;br /&gt;
* Turn invisible for a few seconds&lt;br /&gt;
* Reappear in another place after being destroyed&lt;br /&gt;
&lt;br /&gt;
A villain is destroyed when&lt;br /&gt;
&lt;br /&gt;
* Crushed by a burger layer&lt;br /&gt;
* Dropped with a burger layer&lt;br /&gt;
&lt;br /&gt;
When hit by pepper, a villain&lt;br /&gt;
&lt;br /&gt;
* Stops&lt;br /&gt;
* Changes color and shape&lt;br /&gt;
* Allows the chef to pass through it unharmed&lt;br /&gt;
* Regains its usual powers after several seconds&lt;br /&gt;
&lt;br /&gt;
====The Kitchens====&lt;br /&gt;
After your chef has made four burgers, he advances automatically to the next kitchen. Each kitchen has one of six increasingly difficult patterns.&lt;br /&gt;
&lt;br /&gt;
The number of times your chef advances to a new kitchen is shown on the pattern counter.&lt;br /&gt;
&lt;br /&gt;
====Earning Points and Bonuses====&lt;br /&gt;
You earn points for each level that a burger layer falls and for destroying villains. You also earn points and pepper throws for picking up ice cream cones and coffee cups. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Food Item !! Value&lt;br /&gt;
|-&lt;br /&gt;
| Burger Layer || 50 points for each level it falls&lt;br /&gt;
|-&lt;br /&gt;
| Hot Dog || 100 points&lt;br /&gt;
|-&lt;br /&gt;
| Pickle || 200 points&lt;br /&gt;
|-&lt;br /&gt;
| Egg || 300 points&lt;br /&gt;
|-&lt;br /&gt;
| Example || Example&lt;br /&gt;
|-&lt;br /&gt;
| Ice Cream Cone || 500 points and 1 pepper throw&lt;br /&gt;
|-&lt;br /&gt;
| Coffee Cup || 1000 points and 1 pepper throw&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Strategy Tips====&lt;br /&gt;
Your chef moves more slowly on the stairs-avoid stairs if you must escape a villain.&lt;br /&gt;
&lt;br /&gt;
When possible, allow a villain to fall with a burger layer. The extra weight may cause the burger layer to fall two levels.&lt;br /&gt;
&lt;br /&gt;
If two or more villains combine, you can stun them with one pepper throw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-tfp&amp;quot; style=&amp;quot;margin:0.1em 0.4em 0.6em;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Burger Time Cartridge.png|BurgerTime Cartridge&lt;br /&gt;
BurgerTime Front Cover.jpg|BurgerTime Manual (front cover)&lt;br /&gt;
BurgerTime Theme.mp3|BurgerTime Theme Song (right click and &amp;quot;Save Audio As&amp;quot; to save)&lt;br /&gt;
BurgerTime End of Level Sound.mp3|BurgerTime End of Level Song (right click and &amp;quot;Save Audio As&amp;quot; to save)&lt;br /&gt;
BurgerTime Death Song.mp3|BurgerTime Death Song (right click and &amp;quot;Save Audio As&amp;quot; to save)&lt;br /&gt;
BurgerTime Front Cover.jpg|BurgerTime Manual Complete (pdf format)|link=https://4apedia.com/manuals/BurgerTime%20Manual.pdf&lt;br /&gt;
Burger Time Cartridge.png|BurgerTime MAME/MESS Rom (rpk format)|link=https://4apedia.com/roms/BurgerTime.rpk&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [http://www.mobygames.com/game/ti-994a/burgertime Moby Games: BurgerTime]&lt;br /&gt;
* [http://tomheroes.com/Video%20Games%20FS/Retrotimes/retrotimes_60.htm Retrogaming Times: Issue #60: BurgerTime Port Review]&lt;br /&gt;
* [http://www.ti99ers.org/timeline/cartbytitle.html#B TI-99ers On-line User Group: TI-99 Cartridge Listing]&lt;br /&gt;
* [https://www.videogamehouse.net/burgertime.html TI-99/4A Video Game House: BurgerTime]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/BurgerTime Wikipedia: BurgerTime]&lt;br /&gt;
&lt;br /&gt;
[[Category:1984 Software]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Platform]]&lt;br /&gt;
[[Category:Solid State Software Command Module]]&lt;br /&gt;
[[Category:Software]]&lt;br /&gt;
[[Category:Data East USA]]&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=Data_East_USA&amp;diff=8994</id>
		<title>Data East USA</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=Data_East_USA&amp;diff=8994"/>
		<updated>2024-04-29T17:40:01Z</updated>

		<summary type="html">&lt;p&gt;Polluks: /* External Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Data East USA was the US subsidiary of the Japanese company Data East Corporation. The US division was headquartered in San Jose, California.&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Data_East Wikipedia: Data East]&lt;br /&gt;
&lt;br /&gt;
[[Category:Software Publisher]]&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=Defender&amp;diff=8993</id>
		<title>Defender</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=Defender&amp;diff=8993"/>
		<updated>2024-04-29T17:39:31Z</updated>

		<summary type="html">&lt;p&gt;Polluks: /* External Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Defender''' for the TI-99/4A is a port of the 1981 Williams Electronics arcade game by the same name. The TI-99/4A version was published and distributed by [[Atarisoft]] on [[Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]] cartridge. It was released during the [[:Category:1983 Software|fourth quarter of 1983]]. Defender's part number for the TI home computer system is RX 8506 and originally sold for $44.95 (USD).&lt;br /&gt;
&lt;br /&gt;
{{Infobox video game&lt;br /&gt;
| collapsible = &lt;br /&gt;
| state = &lt;br /&gt;
| italic title = &lt;br /&gt;
| title = Defender&lt;br /&gt;
| image = Defender Box (front).jpg&lt;br /&gt;
| alt = Front of Retail Packaging for Defender for the TI-99/4A&lt;br /&gt;
| caption = Defender Retail Packaging &amp;lt;ref&amp;gt;{{cite web|title=TI99ers On-Line User Group: TI-99 Cartridge Listing|url=http://www.ti99ers.org/timeline/cartbytitle.html#D}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| publisher = [[Atarisoft]]&lt;br /&gt;
| part = RX 8506&lt;br /&gt;
| programmer = unknown&lt;br /&gt;
| format = [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]]&lt;br /&gt;
| released = [[:Category:1983 Software|1983 (4th quarter)]]&lt;br /&gt;
| genre = [[:Category:Action|Action]], [[:Category:Shooter|Shooter]], [[:Category:Space|Space]]&lt;br /&gt;
| price = $44.95 (USD)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Defender is a two-dimensional side-scrolling shooter. It occurs on the surface of an unknown and unnamed planet. The player can move his/her ship left or right and up or down. The player's goal is to destroy as many alien invader's spaceships as possible and to prevent them from abducting the humanoids on the surface of the planet. When the player destroys all the enemies, he/she advances to the next level. The player loses a ship when it gets hit by enemy fire or if hyperspace jumps go wrong. The game ends when the player loses all his/her ships.&lt;br /&gt;
&lt;br /&gt;
==Advertising Blurbs==&lt;br /&gt;
===Back of Retail Packaging===&lt;br /&gt;
The planet's fate is in your hands. Landers, Bombers, Baiters, Pods, and Swarmers. The alien attack has come, and defeat at the hands of crazed invaders threatens the humanoids. Their only hope is the spaceship, Defender. Armed with smart bombs and able to shift into hyperspace, Defender evens the score only to become the object of another foul attack: kidnapped humanoids transformed into killer mutants!&lt;br /&gt;
&lt;br /&gt;
===Triton Catalog - Fall 1985===&lt;br /&gt;
The sophisticated Defender spaceship is your only hope against an alien attack that takes many forms. Armed with smart bombs and able to shift into hyperspace, Defender evens the score!&lt;br /&gt;
&lt;br /&gt;
==Fun Fact==&lt;br /&gt;
The Arcade version of Defender appears in the book ''1001 Video Games You Must Play Before You Die'' by general editor Tony Mott. &amp;lt;ref&amp;gt;{{cite web|title=Moby Games: Defender Trivia|url=http://www.mobygames.com/game/ti-994a/defender/trivia}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--        Manual        --&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-lower&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;margin-top:4px; border:1px solid #ddcef2; background:#f5faff; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-bottom&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;mp-tfp-h2&amp;quot; style=&amp;quot;margin:0.5em; background:#cedff2; font-family:inherit; font-size:120%; font-weight:bold; border:1px solid #afa3bf; color:#000; padding:0.2em 0.4em&amp;quot;&amp;gt;Manual&amp;lt;span style=&amp;quot;font-size:85%; font-weight:normal;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.6em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Defender Box (back).jpg|thumb|250px|right|Back of Defender Retail Packaging]]'''Inserting the Cartridge'''&lt;br /&gt;
&lt;br /&gt;
# Make sure alpha-lock key is in the UP position.&lt;br /&gt;
# Insert the Defender cartridge.&lt;br /&gt;
# Power on the TI Home Computer.&lt;br /&gt;
# Game Selection screen will appear.&lt;br /&gt;
&lt;br /&gt;
'''Joystick Control'''&lt;br /&gt;
&lt;br /&gt;
Plug the joystick into the joystick port. Using this one device, you can thrust, reverse, and change Defender's altitude - giving you unmatched freedom of the skies as you battle the invaders. Press the fire button to fire missiles.&lt;br /&gt;
&lt;br /&gt;
'''Game Selection'''&lt;br /&gt;
&lt;br /&gt;
The options for game selection are as follows:&lt;br /&gt;
* One player, easy&lt;br /&gt;
* One player, hard&lt;br /&gt;
* Two players, easy&lt;br /&gt;
* Two players, hard&lt;br /&gt;
&lt;br /&gt;
Press + (plus) key to display options one at a time to make your selection.&lt;br /&gt;
&lt;br /&gt;
'''Game Start:''' Press fire button on joystick #1 to start game. &lt;br /&gt;
&lt;br /&gt;
'''Game Play Keys:''', active during game play.&lt;br /&gt;
&lt;br /&gt;
'''Restart:''' The + (plus) will end game and return to option screen.&lt;br /&gt;
&lt;br /&gt;
'''Pause:''' The 'P' key is used to temporarily pause game play. Pressing 'P' again resumes game play.&lt;br /&gt;
&lt;br /&gt;
'''Smart Bombs:''' The space bar is used to activate a smart bomb which destroys all aliens on the screen.&lt;br /&gt;
&lt;br /&gt;
'''Hyperspace:''' Any other key causes the Defender ship to hyperspace to a random location somewhere in the playfield.&lt;br /&gt;
&lt;br /&gt;
'''Game End'''&lt;br /&gt;
&lt;br /&gt;
Upon complete destruction of player's Defender ships, the game end screen is displayed for five seconds. After which the game is displayed. During the game end screen the fire button can be pressed to cause the game option screen to appear immediately.&lt;br /&gt;
&lt;br /&gt;
===Strategies===&lt;br /&gt;
# Fly low. Good DEFENDER players seldom fly more than two inches above the planet, in order to protect their humanoids.&lt;br /&gt;
# Mutants are not as hard to destroy as it might appear. Thrust, then reverse direction and adjust your height simultaneously, and fire.&lt;br /&gt;
# Listen to the game sounds. Most of the time you'll hear a humanoid cry for help before you see it. Use the Scanner to find it. Try playing DEFENDER using the Scanner alone a few times to get a good idea of how it works.&lt;br /&gt;
# You can carry a humanoid around with you so that the aliens can never destroy all ten of them without destroying you. But if you touch the planet, the humanoid will immediately jump free.&lt;br /&gt;
# Use Smart Bombs only in extreme emergencies, or if there are enough aliens on the screen to push you past a 10,000 point mark.&lt;br /&gt;
# When you're thrusting, move up and down and fire continuously to sweep your area clean.&lt;br /&gt;
# Aliens become confused if you quickly reverse twice, giving you time to blast them.&lt;br /&gt;
&lt;br /&gt;
===The Scanner===&lt;br /&gt;
Your view-screen shows your immediate area, but the Scanner at the top of the screen shows a much wider view. The area covered by your view-screen is bracketed in the center of the Scanner, so you can see what's happening to your right and left-a crucial factor with so many aliens around. By using your Scanner you can tell which kinds of aliens are where, and -more important - which of your humanoids are in danger. Humanoids and the different types of alien ships are distinguished by different colored blips.&lt;br /&gt;
&lt;br /&gt;
===Alien Ships===&lt;br /&gt;
Each of the alien ships has a different function.&lt;br /&gt;
&lt;br /&gt;
'''Landers,''' the first to appear, kidnap humanoids and fire white charges.&lt;br /&gt;
&lt;br /&gt;
'''Bombers''' lay mines to trap you - you can't shoot mines, so you must avoid them.&lt;br /&gt;
&lt;br /&gt;
'''Baiters''' appear if you take too long to finish off a wave - they move faster than Defender and fire white charges as they home in on him.&lt;br /&gt;
&lt;br /&gt;
'''Mutants''' - transformed humanoids - are very dangerous. Once a humanoid is lost to you, spare no effort in trying to destroy it. They'll fly directly above or below you (where you can't hit them) and then charge.&lt;br /&gt;
&lt;br /&gt;
The '''Pod''' is the most dangerous, because when it's destroyed it releases Swarmers. '''Swarmers''' track you closely, so zap them as quickly as you can.&lt;br /&gt;
&lt;br /&gt;
All aliens except Landers can exit at the bottom of the screen and emerge from the top, or vice versa.&lt;br /&gt;
&lt;br /&gt;
===Rescuing Humanoids===&lt;br /&gt;
You begin the game with ten humanoids. When a humanoid is kidnapped, it cries out for help. The Scanner is the fastest way to spot its position.&lt;br /&gt;
&lt;br /&gt;
There are two ways of rescuing a humanoid: either destroy the Lander and let the humanoid fall back to the planet; or destroy the Lander, catch the falling humanoid, and carry it back to the planet. Letting the humanoid fall only works if it's low enough to fall safely. If the humanoid falls safely, you score 250 points, plus 150 points for destroying the Lander. If the humanoid dies, you score only the 150 points for the Lander.&lt;br /&gt;
&lt;br /&gt;
Catching a humanoid in midair is more difficult and earns you more points. To catch a humanoid, shoot the Lander and maneuver Defender to touch the humanoid, then carry it to the planet. This earns you 1000 points, plus 150 for the Lander. If you catch the humanoid but don't return it safely, you still earn 500 points, plus 150 for the Lander.&lt;br /&gt;
&lt;br /&gt;
If the Lander succeeds in carrying a humanoid to the top of the screen, the humanoid becomes a Mutant and returns to attack Defender. When all of the humanoids become mutants, or are destroyed, the planet explodes and vanishes. You continue to play and score points. With every fifth wave, a destroyed planet reappears and all ten humanoids are replaced.&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
Scores appear at the top of the screen. The score for Player 1, or a single player, is on the left; the score for Player 2 is on the right. How many lives and Smart Bombs Defender has left is displayed above the scores.&lt;br /&gt;
&lt;br /&gt;
At the end of each of the first five waves, you score 100 bonus points for each surviving humanoid, multiplied by the number of the wave. At the end of each wave thereafter, you score 500 bonus points for each surviving humanoid. The wave number and the number of bonus points appear in the center of the screen. Any humanoid you're carrying returns to the planet.&lt;br /&gt;
&lt;br /&gt;
* [[File:Lander.png|35px]] Lander . . . . . . . . . .  150&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[File:Mutant.png|35px]] Mutant . . . . . . . . . .  150&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[File:Swarmer.png|35px]] Swarmer . . . . . . . . .  200&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[File:Baiter.png|35px]] Baiter . . . . . . . . . .  200&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[File:Bomber.png|35px]] Bomber . . . . . . . . . .  250  &lt;br /&gt;
&lt;br /&gt;
   &lt;br /&gt;
* [[File:Pod.png|35px]] Pod . . . . . . . . . .  . .  1000&lt;br /&gt;
&lt;br /&gt;
Humanoid Rescue Mission&lt;br /&gt;
&lt;br /&gt;
150 Points for each Lander plus:&lt;br /&gt;
&lt;br /&gt;
Humanoid falls and lives . . . . . . . . . . . . . . . . . . . . . . 250 pts&lt;br /&gt;
&lt;br /&gt;
Caught but not brought back . . . . . . . . . . . . . . . . . . . 500 pts&lt;br /&gt;
&lt;br /&gt;
Caught and brought back . . . . . . . . . . . . . . . . . . . . 1000 pts&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-tfp&amp;quot; style=&amp;quot;margin:0.1em 0.4em 0.6em;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Defender Cartridge.png|Defender Cartridge&lt;br /&gt;
Defender Manual Cover.jpg|Defender Manual Front Cover&lt;br /&gt;
Defender Box (front).jpg|Defender Box (front)&lt;br /&gt;
Defender Box (back).jpg|Defender Box (back)&lt;br /&gt;
Defender Manual Cover.jpg|Defender Manual Complete (pdf format)|link=https://4apedia.com/manuals/Defender.pdf&lt;br /&gt;
Defender Cartridge 2.png|Defender MAME/MESS Rom (rpk format)|link=https://4apedia.com/roms/Defender.rpk&lt;br /&gt;
Waranty Card.jpg|Atarisoft Warranty Card (pdf format)|link=https://4apedia.com/manuals/Atarisoft%20Waranty%20Card.pdf&lt;br /&gt;
Questionaire Card 1.jpg|Atarisoft Questionnaire Card|link=https://4apedia.com/manuals/Atarisoft%20Questionnaire%20Card.pdf&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [http://www.mobygames.com/game/ti-994a/defender Moby Games: Defender]&lt;br /&gt;
* [http://www.ti99ers.org/timeline/cartbytitle.html#D TI-99ers On-line User Group: TI-99 Cartridge Listing]&lt;br /&gt;
* [https://www.videogamehouse.net/defender.html TI-99/4A Video Game House: Defender]]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Defender_(1981_video_game) Wikipedia: Defender (1981 video game)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:1983 Software]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Atarisoft]]&lt;br /&gt;
[[Category:Shooter]]&lt;br /&gt;
[[Category:Solid State Software Command Module]]&lt;br /&gt;
[[Category:Software]]&lt;br /&gt;
[[Category:Space]]&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=Chisholm_Trail&amp;diff=8992</id>
		<title>Chisholm Trail</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=Chisholm_Trail&amp;diff=8992"/>
		<updated>2024-04-29T17:39:02Z</updated>

		<summary type="html">&lt;p&gt;Polluks: /* External Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Chisholm Trail''' is an [[:Category:Action|Action]]-[[:Category:Shooter|Shooter]] video game created for the TI-99/4A home computer system. It was released during July of 1982 and was distributed as part#: PHM 3110 by [[Texas Instruments|Texas Instruments (TI)]]. Chisholm Trail was programmed by [[John Plaster]] who also created [[Tombstone City|Tombstone City: 21st Century]]. It was distributed by [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]] and originally retailed for $39.95 (USD).&lt;br /&gt;
&lt;br /&gt;
{{Infobox video game&lt;br /&gt;
| collapsible = &lt;br /&gt;
| state = &lt;br /&gt;
| italic title = &lt;br /&gt;
| title = Chisholm Trail&lt;br /&gt;
| image = 1983 Chisholm Trail Cover.jpg&lt;br /&gt;
| alt = Chisholm Trail Manual Cover&lt;br /&gt;
| caption = Chisholm Trail (Front Cover) &amp;lt;ref&amp;gt;{{cite web|title=TI99ers On-Line User Group: TI-99 Cartridge Listing|url=http://www.ti99ers.org/timeline/cartbytitle.html#C}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| publisher = [[Texas Instruments|Texas Instruments (TI)]]&lt;br /&gt;
| part = PHM 3110&lt;br /&gt;
| programmer = [[John Plaster]]&lt;br /&gt;
| format = [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]]&lt;br /&gt;
| released = [[:Category:1982 Software|July 1982]] &lt;br /&gt;
| genre = [[:Category:Action|Action]], [[:Category:Shooter|Shooter]]&lt;br /&gt;
| price = $39.95 (USD) &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
[[File:1982 Chisholm Trail Manual Cover.jpg|left|thumb|250px|1982 Chisholm Trail Manual Front Cover (Old-Style)]]In Chisholm Trail, the player takes on the role of a cattle driver on the trail, trying to push their cattle to specific destinations. The player must defend the heard from the cattle rustlers and wranglers along the way. The wranglers in the game, take on the appearance of brands and will mark your steers as their own. The player gains mileage as points. Rustlers are worth 250 miles each, and wranglers value 150 miles.&lt;br /&gt;
&lt;br /&gt;
==Advertising Blurbs==&lt;br /&gt;
===Front Cover of Manual===&lt;br /&gt;
Chisholm Trail challenged you to drive your cattle to market on the Chisholm Trail. Perils along the way include cattle rustlers and wranglers.&lt;br /&gt;
&lt;br /&gt;
===Back Cover of Manual===&lt;br /&gt;
Relive the excitement of the era before the railroad came to Texas. With Chisholm Trail Command Module, you become the foreman on a cattle drive attempting to get your herd to market. As you travel the Chisholm Trail, you are besieged by perils, including rustlers trying to steal your cattle and wranglers trying to put their brands on your steers. &lt;br /&gt;
&lt;br /&gt;
Chisholm Trail provides the thrill of frontier days as you:&lt;br /&gt;
* Eliminate cattle rustlers who are after your herd.&lt;br /&gt;
* Avoid, and possibly destroy, the wranglers trying to put their brands on your cattle.&lt;br /&gt;
&lt;br /&gt;
Each time you successfully survive a day on the drive, you complete another segment of the trail and add another steer to your herd.&lt;br /&gt;
&lt;br /&gt;
===Triton Catalog - Fall 1984===&lt;br /&gt;
&lt;br /&gt;
Still another maze classic. This one requires you to be fast on the draw! Be a cowboy moving a &amp;quot;steer&amp;quot; through the maze. Your goal: kill four &amp;quot;Brand&amp;quot; monsters plus the worst one of all: the weird &amp;quot;Wrangler.&amp;quot; (Joysticks recommended.)&lt;br /&gt;
&lt;br /&gt;
==Cheat==&lt;br /&gt;
By pressing &amp;quot;*#*&amp;quot; in that set sequence when the game prompts the player to input the desired starting level the player enters a cheat mode where he/she can select the specific day (there are 7 days per level) and the number of shops to begin the game with. The catch, when the player does this, the word &amp;quot;TEST&amp;quot; displays on the top left-hand side of the screen making it very difficult to fool others that the player is a Chisholm Trail master. Friends and family would know the player cheated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
1982 Chisholm Trail Cartridge (Black label on Black).png|1982 Chisholm Trail Cartridge (Black Label on Black Cartridge)&lt;br /&gt;
1982 Chisholm Trail Cartridge (Red Label on Black).png|1982 Chisholm Trail Cartridge (Red Label on Black Cartridge)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--        Manual        --&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-lower&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;margin-top:4px; border:1px solid #ddcef2; background:#faf5ff; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-bottom&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;mp-tfp-h2&amp;quot; style=&amp;quot;margin:0.5em; background:#ddcef2; font-family:inherit; font-size:120%; font-weight:bold; border:1px solid #afa3bf; color:#000; padding:0.2em 0.4em&amp;quot;&amp;gt;Manual&amp;lt;span style=&amp;quot;font-size:85%; font-weight:normal;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.6em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
Imagine yourself as a cattle rancher before the railroad came to Texas. To get your cattle to market in Kansas City and Chicago, you would have to drive your herd along a cattle trail, such as the Chisholm Trail. This trail extended from San Antonio, Texas, to Abilene, Kansas. From Abilene, the cattle were sent by rail to market in the East.&lt;br /&gt;
&lt;br /&gt;
Although this sounds fairly simple, the cowboys on a cattle drive didn't have an easy time. Daily, they were besieged by perils, including rustlers trying to steal the cattle and steers straying from the rest of the herd. Often, these stray steers would join another herd, where they were branded by the wranglers driving that herd.&lt;br /&gt;
&lt;br /&gt;
Now, with the Chisholm Trail Solid State Software™ Command Module, you can relive the excitement of this era. Become the foreman on a cattle drive attempting to get your herd to market along the Chisholm Trail. The module lets you experience, day-by-day, the thrill of accomplishment as you earn points by:&lt;br /&gt;
&lt;br /&gt;
* Eliminating cattle rustlers who are after your herd.&lt;br /&gt;
* Avoiding, and possibly destroying, the wranglers who want to put their brands on your cattle.&lt;br /&gt;
&lt;br /&gt;
In addition, each time you successfully survive a day on the drive, you complete another segment of the trail and add another steer to your herd.&lt;br /&gt;
&lt;br /&gt;
Movement on the screen can be controlled by the Wired Remote Controllers or from the keyboard.&lt;br /&gt;
&lt;br /&gt;
===Beginning the Drive===&lt;br /&gt;
After you choose the game from the master selection list, the Chisholm Trail title screen appears. Press any key within two seconds to go on to the level-of-play display, or wait for the title sequence to end and the next display to appear automatically.&lt;br /&gt;
&lt;br /&gt;
To see a demonstration of the game, do not select a level of play. After a moment, a sample game begins. When you are ready to start your own game, press any key and the game's title screen reappears. Press any key to proceed to the level-of-play display.&lt;br /&gt;
&lt;br /&gt;
You can choose any level of play from 1 through 9. The level you select determines the number of days you have been on the trail, the number of steers you have, the number of shots a steer can fire, and the number of rustlers you must eliminate. These values are listed here.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Day !! Number of Steers !! Shots per Steer !! Number of Rustlers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 20%;&amp;quot; | 1 || style=&amp;quot;width: 20%;&amp;quot; | 1 || style=&amp;quot;width: 20%;&amp;quot; | 4 || style=&amp;quot;width: 20%;&amp;quot; | 50 || style=&amp;quot;width: 20%;&amp;quot; | 12&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 8 || 6 || 50 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 15 || 8 || 100 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 22 || 10 || 100 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 29 || 12 || 100 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 36 || 14 || 100 || 16 &lt;br /&gt;
|-&lt;br /&gt;
| 7 || 43 || 16 || 100 || 16 &lt;br /&gt;
|-&lt;br /&gt;
| 8 || 50 || 18 || 100 || 16&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 57 || 20 || 100 || 16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that, with each successive day, the wranglers trying to brand your steer also become smarter.&lt;br /&gt;
&lt;br /&gt;
Press a number from 1 through 9.&lt;br /&gt;
&lt;br /&gt;
===On the Trail===&lt;br /&gt;
After you select the level of play, the cattle drive begins. Your herd is in a corral on the left side of the display. At the top, bottom, and right of the display are six branding chutes. The four wranglers trying to brand your herd come out of four of these chutes. Gathered in their campground in the middle of the display are the rustlers. However, only one rustler at a time leaves the camp to chase you.&lt;br /&gt;
&lt;br /&gt;
Above the playing area, the day number, mileage (current score), and high score for this session are displayed. Finally, counters appear above and below your corral to tell you how many shots remain for your current steer.&lt;br /&gt;
&lt;br /&gt;
The number of steers you have at the start of the game depends on your level of play. However, a maximum of four steers appear in the corral. If you have more than four, four are still displayed when one leaves the corral and moves into the playing area.&lt;br /&gt;
&lt;br /&gt;
If you want to pause while playing a game, press '''P'''. The game in progress pauses indefinitely. Press '''P''' again to continue the game. After a rustler or wrangler catches any of your steers, you can either stop the game and return to the game's title screen by pressing '''BACK''' or begin the game over by pressing '''REDO'''.&lt;br /&gt;
&lt;br /&gt;
===Daily Survival===&lt;br /&gt;
As soon as the playing area appears, the game begins. One of your steers leaves the corral and is ready to begin the first day on trail, eliminating rustlers and wranglers. To move the steer around the playing area, press the arrow keys, ↑ (E), ← (S), → (D), and ↓ (X). Then, when you are ready to fire at a rustler or wrangler, aim the steer in the desired direction and press '''Q''' or '''Y'''. The steer has a limited firing range; therefore, you must be fairly close to your target before your shots can destroy it. (Note: If you are using the Wired Remote Controllers, move the lever to direct the steer and press the FIRE button to fire a shot.)&lt;br /&gt;
&lt;br /&gt;
To survive from one day on the trail to the next, you must eliminate all of the rustlers before they destroy your herd of steers. The rustlers emerge from their camp one at a time. When one is eliminated, another one appears, unless your steer is in their campground. When the steer leaves the rustlers' area, the next rustler appears. The rustlers do not destroy your steer by shooting him. Instead, they &amp;quot;stomp&amp;quot; him when they are beside him.&lt;br /&gt;
&lt;br /&gt;
In addition to the rustlers, four wranglers in the shape of brands are also after the steer. The wranglers try to &amp;quot;brand&amp;quot; your steer by firing at him. When you destroy a wrangler, it returns to its home chute, which is the same chute it comes out of at the start of the game. However, be careful after destroying a wrangler! If you are in line with a chute's opening when the wrangler is inside, the wrangler fires a high-powered rifle to eliminate the steer. After a brief delay, the wrangler moves back into the playing area. Destroying a wrangler adds to your mileage (score), but does not help you proceed to the next day.&lt;br /&gt;
&lt;br /&gt;
===Mileage===&lt;br /&gt;
As you move the steer around the playing area, you want to destroy all of the rustlers. For each rustler you eliminate, you receive 250 &amp;quot;miles&amp;quot;; wranglers are worth 150 &amp;quot;miles.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After you shoot all of the rustlers on the day in progress, the state of Texas is displayed to illustrate that you completed another segment of the Chisholm Trail. Press any key to continue. When the playing area reappears, another steer is added to your herd in the corral. &lt;br /&gt;
&lt;br /&gt;
You also receive another steer each time you complete 10,000 miles.&lt;br /&gt;
&lt;br /&gt;
===End of the Drive===&lt;br /&gt;
When your last steer is rustled or wrangled, the game is over. Press '''REDO''' to play another game on the same level. Press '''BACK''' to return to the Chisholm Trail title screen and select a different level of play. To end the session with the module, press '''QUIT''' to return to the master title screen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-tfp&amp;quot; style=&amp;quot;margin:0.1em 0.4em 0.6em;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
1982 Chisholm Trail Cartridge (Black label on Black).png|1982 Chisholm Trail Cartridge (Black Label on Black Cartridge)&lt;br /&gt;
1982 Chisholm Trail Cartridge (Red Label on Black).png|1982 Chisolm Trail Cartridge (Red Label on Black Cartridge)&lt;br /&gt;
1982 Chisholm Trail Manual Cover.jpg|1982 Chisholm Trail Manual Front Cover (Old-Style)&lt;br /&gt;
1983 Chisholm Trail Cover.jpg|1983 Chisholm Trail Manual Front Cover (Modern-Style)&lt;br /&gt;
1983 Chisholm Trail Cover.jpg|Chisholm Trail Manual Complete (pdf format)|link=https://4apedia.com/manuals/Chisholm%20Trail%20Manual.pdf&lt;br /&gt;
1982 Chisholm Trail Cartridge (Red Label on Black).png|Chisholm Trail MAME/MESS Rom (rpk format)|link=https://4apedia.com/roms/Chisholm%20Trail.rpk&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [https://elisoftware.org/w/index.php/Chisholm_Trail_(TI99%5C4A,_Cartridge)_Texas_Instruments_-_1981_USA,_Canada_Release Eli's Software Encyclopedia: Chisholm Trail]&lt;br /&gt;
* [https://www.giantbomb.com/chisholm-trail/3030-22001 Giant Bomb: Chisholm Trail]&lt;br /&gt;
* [http://www.mobygames.com/game/ti-994a/chisholm-trail Moby Games: Chisolm Trail]&lt;br /&gt;
* [http://www.ti99ers.org/timeline/cartbytitle.html#C TI-99ers On-line User Group: TI-99 Cartridge Listing]&lt;br /&gt;
* [https://www.videogamehouse.net/chisholmtrail.html TI-99/4A Video Game House: Chisholm Trail]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Chisholm_Trail_(video_game) Wikipedia: Chisholm Trail (video game)]&lt;br /&gt;
&lt;br /&gt;
[[Category:1982 Software]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Texas Instruments]]&lt;br /&gt;
[[Category:Shooter]]&lt;br /&gt;
[[Category:Solid State Software Command Module]]&lt;br /&gt;
[[Category:Software]]&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=Hunt_the_Wumpus&amp;diff=8991</id>
		<title>Hunt the Wumpus</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=Hunt_the_Wumpus&amp;diff=8991"/>
		<updated>2024-04-29T17:38:36Z</updated>

		<summary type="html">&lt;p&gt;Polluks: /* External Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Hunt the Wumpus''' for TI-99/4A is based loosely on the 1975 text-based adventure game of the same title created by Gregory Yob. [[Kevin Kenney]]'s TI-99/4A version differs significantly from the original in that it introduces graphical gameplay versus the original's text-based gaming system.  Hunt the Wumpus was published and distributed by [[Texas Instruments|Texas Instruments (TI)]] in the fourth quarter of [[:Category:1980 Software|1980]]. It initially sold for $24.95 (USD), and was distributed on [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]]. It was programmed for the TI-99/4A by [[Kevin Kenney]].&lt;br /&gt;
&lt;br /&gt;
{{Infobox video game&lt;br /&gt;
| collapsible = &lt;br /&gt;
| state = &lt;br /&gt;
| italic title = &lt;br /&gt;
| title = Hunt the Wumpus&lt;br /&gt;
| image = Hunt the Wumpus Manual Cover.jpg&lt;br /&gt;
| alt = Hunt the Wumpus Manual Front Cover&lt;br /&gt;
| caption = Hunt the Wumpus (Front Cover) &amp;lt;ref&amp;gt;{{cite web|title=TI99ers On-Line User Group: TI-99 Cartridge Listing|url=http://www.ti99ers.org/timeline/cartbytitle.html#H}}&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;{{cite web|title=TI-99/4A Video Gamehouse: Honey Hunt|url=https://www.videogamehouse.net/huntwumpus.html}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| publisher = [[Texas Instruments|Texas Instruments (TI)]]&lt;br /&gt;
| part = PHM 3023&lt;br /&gt;
| programmer = [[Kevin Kenney]]&lt;br /&gt;
| format = [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]]&lt;br /&gt;
| released = [[:Category:1980 Software|1980 (4th quarter)]]&lt;br /&gt;
| genre = [[:Category:Adventure|Adventure]], [[:Category:Maze|Maze]], [[:Category:Strategy|Strategy]]&lt;br /&gt;
| price = $24.95 (USD)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
[[File:1981 Hunt the Wumpus Manual Cover.jpg|250px|thumb|left|1981 Hunt the Wumpus Manual (Old-Style)]] Hunt the Wumpus pits the player in a contest to search for, and hunt down a mythical creature known as the Wumpus. The player navigates through an invisible cave. The visited chambers of the cave become visible once they have been visited. If the player enters the chamber where the Wumpus resides, he/she loses. Besides the beastly Wumpus, the cave system hosts other dangers including bottomless pits and cave bats. As the player navigates from chamber to chamber within the cave system, certain chambers will alert him/her to dangers close to him/her.&lt;br /&gt;
&lt;br /&gt;
==Advertising Blurbs==&lt;br /&gt;
===Front Cover of Manual===&lt;br /&gt;
An exciting simulated hunt in a hidden maze of caverns and twisting tunnels! Seek out the lair of the Wumpus, while avoiding perils along the way!&lt;br /&gt;
&lt;br /&gt;
===Back Cover of Manual===&lt;br /&gt;
Deep in a dark and twisting maze lives a creature called the Wumpus. Hiding in its lair, the Wumpus waits to ambush careless explorers who enter its cavern.&lt;br /&gt;
&lt;br /&gt;
In Hunt the Wumpus, you play a hunter, looking for clues to help you find the Wumpus and fire an arrow into its cavern. At the same time, you must avoid perils of the maze . . . slime pits, giant bats, and the Wumpus itself.&lt;br /&gt;
&lt;br /&gt;
===Triton Catalog - Fall 1984===&lt;br /&gt;
An exciting hunt in a marvel of mazes, hidden caverns, and twisted tunnels. Lurking in his loathsome lair is the dreaded Wumpus. Seek him out while avoiding perils, and be careful when you think you've found him. You have only one arrow! (Joysticks recommended.)&lt;br /&gt;
&lt;br /&gt;
==Fun Facts==&lt;br /&gt;
This was the first title programmed by [[Kevin Kenney]] who went on to create multiple titles for the TI-99/4A  home computer including [[A-MAZE-ING]] and [[Tunnels of Doom]].&lt;br /&gt;
&lt;br /&gt;
Hunt the Wumpus, [[A-MAZE-ING]] and [[Blasto]] were originally intended to be included on a single cartridge. However, [[Kevin Kenney]] added extra features to each of the titles making them viable stand-alone products.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
1981 Hunt the Wumpus Cartridge (black label on black).png|400px|1981 Hunt the Wumpus Cartridge (Black Label on Black Cartridge)&lt;br /&gt;
1982 Hunt the Wumpus Cartridge (European).png|400px|1982 European Wumpus Cartridge (Black Label on Black Cartridge)&lt;br /&gt;
1982 Hunt the Wumpus Cartridge (Red label on black).png|400px|1982 Hunt the Wumpus Cartridge (Red Label on Black Cartridge)&lt;br /&gt;
1983 Hunt the Wumpus (European).png|400px|1983 European Hunt the Wumpus Cartridge (Black Label on Black Cartridge)&lt;br /&gt;
1983 Hunt the Wumpus (red label on beige).png|400px|1983 Hunt the Wumpus Cartridge (Red Label on Beige Cartridge)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--        Manual        --&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-lower&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;margin-top:4px; border:1px solid #ddcef2; background:#f5fffa; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-bottom&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;mp-tfp-h2&amp;quot; style=&amp;quot;margin:0.5em; background:#cef2e0; font-family:inherit; font-size:120%; font-weight:bold; border:1px solid #afa3bf; color:#000; padding:0.2em 0.4em&amp;quot;&amp;gt;Manual&amp;lt;span style=&amp;quot;font-size:85%; font-weight:normal;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.6em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Introduction====&lt;br /&gt;
Deep within a maze of caverns and twisting tunnels lives a creature known as the Wumpus. Protected by giant bats and pits of slime, the Wumpus feeds on unwary visitors to its cavern.&lt;br /&gt;
&lt;br /&gt;
You are the daring hunter who tracks the Wumpus to its lair! Armed with a single arrow, you explore the maze of caverns, searching for clues to tell you where the Wumpus is hiding. Once you think you've found the Wumpus, you fire your arrow into its cavern. But be careful! If you choose the wrong cavern, you will be the next victim of the Wumpus.&lt;br /&gt;
&lt;br /&gt;
The Hunt the Wumpus [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]] combines the excitement of a hunt with the fun of colorful graphics and lively sound effects. With the module plugged into the console of your Texas Instruments Home Computer, you can:&lt;br /&gt;
&lt;br /&gt;
* Play each game in a new, randomly generated maze&lt;br /&gt;
* Choose a maze based on your own level of skill&lt;br /&gt;
* Challenge your powers of deduction, memory, and concentration with exciting options you can include in the hunt&lt;br /&gt;
&lt;br /&gt;
The module is also programmed with several convenient features. With a few simple keystrokes, you can view a map of the maze at the end of each game, reselect options for a new game, or begin a new game with the same options.&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
====Maze Difficulty====&lt;br /&gt;
After you select the module, the title sequence for HUNT THE WUMPUS begins. At the end of the sequence, you are given a choice of three levels of maze difficulty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Hunt The Wumpus Maze Options Screen.jpg|600px|center|thumb|Hunt the Wumpus Maze Options Selection Screen]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This selection list lets you choose the complexity of the maze. As a rule of thumb, the approximate number of caverns for each level of maze difficulty is as follows:&lt;br /&gt;
&lt;br /&gt;
          EASY MAZE - about 32 caverns&lt;br /&gt;
          HARD MAZE - about 24 caverns&lt;br /&gt;
          PRO MAZE - about 16 caverns&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you choose a level with fewer caverns, the caverns are connected by long, twisting tunnels. This makes it harder for you to find the location of the Wumpus and avoid the slime pits. Each curve of a tunnel may be an important clue to unexplored areas of the maze, and you may have to take unavoidable risks to reach the Wumpus.&lt;br /&gt;
&lt;br /&gt;
To select maze difficulty press '''1''', '''2''', or '''3'''. A small black Wumpus symbol appears to the left of your choice.&lt;br /&gt;
&lt;br /&gt;
====Options Selection====&lt;br /&gt;
Once you select the maze difficulty, a selection list appears with four options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Hunt the Wumpus Options Screenshot.jpg|600px|center|thumb|Hunt the Wumpus Options Selection Screen]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your choice here decides how much of your exploration is &amp;quot;mapped out&amp;quot; on the screen. The four following options are available:&lt;br /&gt;
&lt;br /&gt;
NORMAL - Here, the screen displays a map of all the territory you explore as you move through the maze. You can always see the caverns and tunnels that you've been through.&lt;br /&gt;
&lt;br /&gt;
BLINDFOLD - The Blindfold option tests your memory by erasing the map behind you. Only the cavern or tunnel segment you are in appears on the screen.&lt;br /&gt;
&lt;br /&gt;
EXPRESS - The Express option adds a new element of deduction and risk. As soon as you leave a cavern, you are instantly transported to the cavern at the other end of the tunnel. The location of each cavern you enter appears on the map, but the tunnels do not. This makes exploring more of a risk, since you can't tell&lt;br /&gt;
where a tunnel leads until you are already there. It also makes it difficult to retrace your steps, because caverns have several openings, and you may not be sure which one you came in. Watch your step!&lt;br /&gt;
&lt;br /&gt;
BLINDFOLD AND EXPRESS - This option combines the effects of Options 2 and 3 to create the game's ultimate challenge. Hunters beware!&lt;br /&gt;
&lt;br /&gt;
Press '''1''', '''2''', '''3''', or '''4''' to select an option. A black Wumpus symbol appears to the left of your choice. &lt;br /&gt;
&lt;br /&gt;
''Note:'' During the middle of a game, if you decide that you would like to change options, hold down the '''SHIFT''' key and press '''Z'''. The computer returns to the Options list so that you can select a new option. If you wish to change both the maze difficulty and the option during a game, press '''SHIFT Z''' (BACK) twice and reselect as desired. In both cases, the computer constructs a new maze, and a new game begins.&lt;br /&gt;
&lt;br /&gt;
'''AND ON TO THE HUNT!'''&lt;br /&gt;
&lt;br /&gt;
After you select an option, the computer constructs a hidden maze. The screen blanks, a bugle call sounds, and the hunt begins.&lt;br /&gt;
&lt;br /&gt;
The game starts in an empty cavern. The blinking figure of a hunter appears in this cavern.&lt;br /&gt;
&lt;br /&gt;
===Exploring the Maze===&lt;br /&gt;
You explore the maze by moving the hunter through openings in the maze. You can move up, down, left, or right by pressing the appropriate arrow key on the console keyboard  [ [[File:Up-Arrow.png|25px]] (E), [[File:Down-Arrow.png|25px]] (X), [[File:Left-Arrow.png|25px]] (S), or [[File:Right-Arrow.png|25px]] (D)]. Although these are normally shift functions on the computer, you don't have to press the '''SHIFT''' key to activate the arrow keys in this game.&lt;br /&gt;
&lt;br /&gt;
You can also use the Wired Remote Controllers to move through the maze. Only one of the controllers can be used; the other is inoperative and should be set aside. To use the controller, push the lever in the direction you wish to move.&lt;br /&gt;
&lt;br /&gt;
The directions in which you can move depend on the openings in the maze around the hunter. When inside a cavern, you may move in four directions (any one of four tunnel openings). When inside a tunnel, you can only move in two directions (either advance or retreat a step). If you move in a direction where there is no opening, the computer sounds a low error tone, and your position in the maze does not change. With each correct move, the computer gives a high beep, and the hunter moves in the direction you pressed. More than one move can be made in a direction by holding down the arrow key (or controller lever). &lt;br /&gt;
&lt;br /&gt;
Adding to the excitement of the game is the computer's &amp;quot;wrap-around&amp;quot; feature. If you move the hunter off the edge of the maze, it reappears at the opposite side. The screen &amp;quot;wraps around&amp;quot; both horizontally and vertically to connect all the tunnels and caverns, helping you imagine that you are in a three-dimensional maze.&lt;br /&gt;
&lt;br /&gt;
In the HARD and PRO mazes, a tunnel sometimes &amp;quot;wraps around&amp;quot; the screen several times. A tunnel may &amp;quot;wrap&amp;quot; from one side of the screen to the other, or from corner to corner. In the hardest mazes, a ··wrap-around'' tunnel may even form a loop that leads you around in circles. When this happens, remember that you can always move in two directions. Just carefully retrace your steps to find your way out of the loop.&lt;br /&gt;
&lt;br /&gt;
SURPRISE! Sometimes a tunnel going out of a cavern loops back into the same cavern. If you move through a loop when playing with the express option, a black looping symbol ([[File:Circle Arrow.png|15px]]) appears in the cavern, briefly replacing the figure of the hunter.&lt;br /&gt;
&lt;br /&gt;
===Tracking Down the Wumpus===&lt;br /&gt;
The Wumpus makes its lair in one of the caverns in the maze. You know you're getting near the Wumpus when you enter a cavern with bloodspots (shown on the screen as a large red dot in the cavern). These dots appear in all caverns within two caverns of the Wumpus.&lt;br /&gt;
&lt;br /&gt;
In the example below, nine out of the nineteen caverns explored by the hunter (the yellow figure in the middle right cavern) contain bloodspots (the dots inside some of the caverns). The Wumpus is probably somewhere in the middle of the eight spotted caverns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Hunt the Wumpus Game Map.jpg|600px|thumb|center|A Hunt the Wumpus Map During a Game]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's a hunting tip: If you are in a spotted cavern that is ''connected to a clear cavern'' (no red dot), you can explore one cavern further before you risk entering the Wumpus' cavern. (That's because all caverns within two caverns of the Wumpus have a red dot.)&lt;br /&gt;
&lt;br /&gt;
The trick to finding the Wumpus is to determine which cavern is more than two caverns away from all unspotted caverns. That cavern is the Wumpus' lair. NEVER enter the Wumpus' lair, or else you lose the game.&lt;br /&gt;
&lt;br /&gt;
===Caution! Slime Pit===&lt;br /&gt;
When you enter a cavern that has green walls instead of blue walls, you are approaching a slime pit. Slime pits are vast pools of stagnant water that fill a cavern. If you enter a slime pit cavern, you fall in and lose the game.&lt;br /&gt;
&lt;br /&gt;
Slime pits can usually be avoided, since all caverns within one cavern of a pit have green walls. But move carefully - there are two slime pits in the maze, and sometimes they are right next to each other.&lt;br /&gt;
&lt;br /&gt;
The example below contains two slime pit warnings (shown as caverns with green walls) in the upper left area of the maze. The warnings indicate that the slime pit is probably located in the lower left corner of the maze.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Hunt the Wumpus Game Map.jpg|600px|thumb|center|A Hunt the Wumpus Map During a Game]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sometimes the Wumpus makes its lair in a slime pit. You'll know that the Wumpus is located in or near a slime pit if you enter a cavern with green walls and a red dot.&lt;br /&gt;
&lt;br /&gt;
===Do Not Disturb the Bats===&lt;br /&gt;
Some of the caverns in the maze are inhabited by very large bats. The first time you enter a cavern containing bats, a bat symbol appears in the cavern. The bats know that you are there, but they ignore you for now.&lt;br /&gt;
&lt;br /&gt;
If you later reenter a cavern with bats, you may disturb them. If you do, they pick you up and carry you off to anywhere in the maze ... a tunnel, a slime pit, the Wumpus' lair, or even the cavern where your flight began. Then they choose a new place to live.&lt;br /&gt;
&lt;br /&gt;
The bats may set you in either a mapped or unmapped area of the maze. (Remember, if you selected the BLINDFOLD or BLINDFOLD AND EXPRESS option, there is no map.) But if the bats drop you in a slime pit or the Wumpus' lair, the game is over.&lt;br /&gt;
&lt;br /&gt;
The bats enjoy playing tricks on unwary hunters. Some of their more fiendish tricks include placing you in a cavern where slime pits block the way, or in a tunnel next to a slime pit or the Wumpus. In the latter case, you have no warning of the danger, since tunnels do not have red spots or green slime warning signals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Bats.jpg|600px|thumb|center|A Maze with Two Bats Exposed]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that bats can be in a cavern with bloodspots and/or slime (green walls). All of the symbols appear, but the bat symbol covers the bottom half of the red dot. In the above example, the hunter has &amp;quot;discovered&amp;quot; two caverns with bats. The cavern on the far right only contains bats, while the cavern in the upper left contains both bats and a red dot.&lt;br /&gt;
&lt;br /&gt;
===Once the Wumpus Is Located===&lt;br /&gt;
When you think you know where the Wumpus is, it's time to fire your arrow. (You should be in a cavern or tunnel that connects to the Wumpus' lair.) Press '''Q''' to indicate that you are ready to fire. The hunter figure turns from yellow to blue. Then press an arrow key to direct the arrow into the tunnel that you think leads to the Wumpus. The arrow follows the tunnel to the next cavern.&lt;br /&gt;
&lt;br /&gt;
When using the Wired Remote Controllers, press the FIRE button to indicate that you are ready to shoot. Then move the lever in the direction you wish to fire the arrow.&lt;br /&gt;
&lt;br /&gt;
If the cavern you fire into is the Wumpus' lair, you win! If you are wrong, the Wumpus hears the arrow and comes looking for you. You only have one arrow, so if you miss you lose the game.&lt;br /&gt;
&lt;br /&gt;
Note: If you change your mind and decide not to shoot after you've pressed '''Q''' (or the controller FIRE button). hold down the '''SHIFT''' key and press '''R'''. The hunter turns from blue back to yellow, and you can then continue to explore the maze. Once the arrow has been fired, however, pressing '''SHIFT R''' will have no effect.&lt;br /&gt;
&lt;br /&gt;
===At the Hunt's End===&lt;br /&gt;
The hunt is over when you fire your arrow, fall into a slime pit, or enter the Wumpus' lair. If you win, the screen says GOT IT! and a fanfare plays. If you fall into a slime pit, the screen shows the hunter figure falling, followed by the word PIT. If the Wumpus wins, you see its teeth close while a funeral march plays. Then the display shows a message about the outcome of the hunt and a tally board of the scores for this round of games:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Hunt the Wumpus Tally Board.jpg|600px|center|thumb|The Hunt the Wumpus Tally Board Screen]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The tally board contains three scores:&lt;br /&gt;
* The number of times you have &amp;quot;gotten&amp;quot; the Wumpus, next to the yellow hunter symbol.&lt;br /&gt;
* The number of times the Wumpus &amp;quot;got&amp;quot; you, next to the red Wumpus symbol.&lt;br /&gt;
* The number of pits you have fallen into, next to the green pit symbol.&lt;br /&gt;
&lt;br /&gt;
The display also offers you these four options:&lt;br /&gt;
&lt;br /&gt;
# Press '''Q''' (or the FIRE button on the Wired Remote Controller) to look at a complete map of the game that just ended. The map indicates the location of the Wumpus· lair with a small red Wumpus symbol. Slime pits are green and contain a solid green circle. The map also shows the most recent location of the bats. (Note: In the more difficult mazes, there may be sections of the map you can't reach. In such cases. the computer begins the hunt in a section of the map containing the Wumpus.)&lt;br /&gt;
# Press  [[File:Up-Arrow.png|25px]]  (or move the lever of the Wired Remote Controller upwards) to start a new game immediately. A new maze is constructed on the same level of difficulty as the previous one. and the same options are in effect.&lt;br /&gt;
# Hold down the '''SHIFT''' key and press '''Z''' (BACK) to choose a different level of difficulty or new options. The computer returns to the Maze Difficulty selection list.&lt;br /&gt;
# Hold down the '''SHIFT''' key and press '''Q''' (QUIT) to end this round of games and erase all scores from the tally board. The computer returns to the master title screen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-tfp&amp;quot; style=&amp;quot;margin:0.1em 0.4em 0.6em;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
1981 Hunt the Wumpus Cartridge (black label on black).png|1981 Hunt the Wumpus Cartridge (Black Label on Black Cartridge&lt;br /&gt;
1982 Hunt the Wumpus Cartridge (European).png|1982 European Wumpus Cartridge (Black Label on Black Cartridge&lt;br /&gt;
1982 Hunt the Wumpus Cartridge (Red label on black).png|1982 Hunt the Wumpus Cartridge (Red Label on Black Cartridge&lt;br /&gt;
1983 Hunt the Wumpus (European).png|1983 European Hunt the Wumpus Cartridge (Black Label on Black Cartridge&lt;br /&gt;
1983 Hunt the Wumpus (red label on beige).png|1983 Hunt the Wumpus Cartridge (Red Label on Beige Cartridge&lt;br /&gt;
1981 Hunt the Wumpus Manual Cover.jpg|1980 Hunt the Wumpus Manual Front Cover (Old-Style)&lt;br /&gt;
Hunt the Wumpus Manual Cover.jpg|1983 Hunt the Wumpus Manual Front Cover (Modern-Style)&lt;br /&gt;
Hunt the Wumpus Manual Cover.jpg|Hunt the Wumpus Manual Complete (pdf version)|link=https://4apedia.com/manuals/Hunt%20The%20Wumpus%20Manual.pdf&lt;br /&gt;
1983 Hunt the Wumpus (red label on beige).png|Hunt the Wumpus MAME/MESS Rom (rpk format)|link=https://4apedia.com/roms/Hunt%20the%20Wumpus.rpk&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [https://www.giantbomb.com/hunt-the-wumpus/3030-13729 Giant Bomb: Hunt the Wumpus]&lt;br /&gt;
* [http://www.mobygames.com/game/hunt-the-wumpus Moby Games: Hunt the Wumpus]&lt;br /&gt;
* [https://www.videogamehouse.net/huntwumpus.html TI-99/4A Video Game House: Hunt the Wumpus]&lt;br /&gt;
* [http://www.ti99ers.org/timeline/cartbytitle.html#H TI-99ers On-line User Group: TI-99 Cartridge Listing]&lt;br /&gt;
* [https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/HuntTheWumpus TV Tropes: Hunt the Wumpus]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Hunt_the_Wumpus Wikipedia: Hunt the Wumpus]&lt;br /&gt;
&lt;br /&gt;
[[Category:1980 Software]]&lt;br /&gt;
[[Category:Adventure]]&lt;br /&gt;
[[Category:Maze]]&lt;br /&gt;
[[Category:Texas Instruments]]&lt;br /&gt;
[[Category:Solid State Software Command Module]]&lt;br /&gt;
[[Category:Software]]&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=Hopper&amp;diff=8990</id>
		<title>Hopper</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=Hopper&amp;diff=8990"/>
		<updated>2024-04-29T17:38:07Z</updated>

		<summary type="html">&lt;p&gt;Polluks: /* External Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Hopper''' is a clone of the 1982 [https://en.wikipedia.org/wiki/Sega Sega] game [https://en.wikipedia.org/wiki/Pengo_(video_game) Pengo].  Hopper was programmed by [[John M. Phillips]] &amp;amp; [[Mike Archuleta]] and published by [[Texas Instruments|Texas Instruments (TI)]]. Hopper was part number 3229. It was released on [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]] and originally retailed for $29.95 (USD). It was released in the [[:Category:1984 Software|1st quarter of 1984]].&lt;br /&gt;
&lt;br /&gt;
{{Infobox video game&lt;br /&gt;
| collapsible = &lt;br /&gt;
| state = &lt;br /&gt;
| italic title = Hopper&lt;br /&gt;
| title = Hopper&lt;br /&gt;
| image = File:Hopper Manual Cover.jpg&lt;br /&gt;
| alt = Hopper Manual Front Cover&lt;br /&gt;
| caption = Hopper Manual (Front Cover) &amp;lt;ref&amp;gt;{{cite web|title=TI99ers On-Line User Group: TI-99 Cartridge Listing|url=http://www.ti99ers.org/timeline/cartbytitle.html#H}}&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;{{cite web|title=TI-99/4A Video Game House: Hopper|url=http://www.videogamehouse.net/hopper.html}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| publisher = [[Texas Instruments|Texas Instruments (TI)]]&lt;br /&gt;
| part = PHM 3229&lt;br /&gt;
| programmer = [[John M. Phillips]] &amp;amp; [[Mike Archuleta]]&lt;br /&gt;
| format = [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]]&lt;br /&gt;
| released = [[:Category:1984 Software|1984 (1st quarter)]]&lt;br /&gt;
| genre = [[:Category:Action|Action]]&lt;br /&gt;
| price = $29.95 (USD)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
In Hopper, the player controls a kangaroo trying to escape capture from three humans on a cargo ship. The player moves around the ship full of boxes, trying to kill or trap the human enemies by pushing boxes at them and smashing them. If the humans touch the player's kangaroo character, he/she is captured and loses a life. While not too difficult in the early levels, Hopper becomes much more challenging as the levels and the speed increase.&lt;br /&gt;
&lt;br /&gt;
==Advertising Blurb==&lt;br /&gt;
===Front Cover of Manual===&lt;br /&gt;
Three evil circus trainers are trying to capture Chadley, the Australian Kangaroo. With quick thinking and clever strategy, you can help Chadley escape danger and captivity!&lt;br /&gt;
&lt;br /&gt;
===Triton Catalog - Fall 1984===&lt;br /&gt;
The endearing kangaroo, Chadly, is in deadly danger of captivity. His only defense - your quick thinking and even quicker reflexes. 1-2 player arcade feature really demands you outwit and outmaneuver the enemy. 10 levels of increasing speed and difficulty. (Joysticks recommended.)&lt;br /&gt;
&lt;br /&gt;
==Cheat==&lt;br /&gt;
Pressing the asterisk key &amp;quot;*&amp;quot; will bring up the option of choosing which round to begin at. The player can select from round 0-9. &lt;br /&gt;
&lt;br /&gt;
==Fun Fact==&lt;br /&gt;
Unfortunately, Hopper was released just before Texas Instruments announced that they were discontinuing the production and distribution of the TI-99/4A due to fierce competition which was causing them to sell the console at a severe loss. However, Hopper still sold well since so many computers had already been circulated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--        Manual        --&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-lower&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;margin-top:4px; border:1px solid #ddcef2; background:#fff5fa; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
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===Introduction===&lt;br /&gt;
[[File:Hopper Cartridge.png|400px|right|thumb|Hopper Solid State Cartridge]]Chadly the Kangaroo is surrounded by crates in the cargo hold of an ocean freighter. Three circus trainers are trying to capture him. His only defense is kicking the same crates that the trainers use to trap him. Only your quick thinking and lightning reflexes can save Chadly from captivity.&lt;br /&gt;
&lt;br /&gt;
Hopper challenges you to outwit and outmaneuver the circus trainers. Some of Hopper's features include:&lt;br /&gt;
&lt;br /&gt;
* Colorful graphic characters.&lt;br /&gt;
* Exciting sound effects.&lt;br /&gt;
* Ten levels of increasing speed and difficulty.&lt;br /&gt;
* Two-player option.&lt;br /&gt;
* Individualized advancement to higher levels.&lt;br /&gt;
&lt;br /&gt;
Hopper can be played by one or two players. Movement of Chadly may be controlled by pressing the arrow keys on either side of the computer keyboard or by the Wired Remote Controllers joysticks).&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
Once you have selected Hopper, the Hopper title screen appears. Press any key to begin, or wait a moment for a demonstration game to appear.&lt;br /&gt;
&lt;br /&gt;
The demonstration game gives you an opportunity to preview the action before an actual game begins. Pressing any key takes you to the one- or two-player game option. Press the appropriate number key to choose the number of players, and the game screen appears.&lt;br /&gt;
&lt;br /&gt;
====One-Player Option====&lt;br /&gt;
When you choose a one-player game, the game screen appears and the action begins. A game begins with five kangaroos-one on your game screen and four to the right of the playing area. When a trainer captures your kangaroo, a reserve kangaroo from the right of the playing area replaces it, crates return to the screen, and action resumes. The trainers must catch all five kangaroos in order to complete a game. &lt;br /&gt;
&lt;br /&gt;
====Two-Player Option====&lt;br /&gt;
When you select a two-player game, the game screen appears and the action begins immediately with Player 1. Each player receives five kangaroos. A player's turn is over when a trainer captures the kangaroo. The number of kangaroos to the right of the playing area indicates the number of turns remaining for the current player.&lt;br /&gt;
When a trainer captures Chadly, the screen displays the message: PLAYER 2 GET READY. PRESS A KEY TO BEGIN.&lt;br /&gt;
&lt;br /&gt;
The action begins when Player 2 presses any key or the joystick '''FIRE''' button. The screen instructs the players to get ready for game play before each subsequent turn.&lt;br /&gt;
&lt;br /&gt;
=====Maneuvering Chadly=====&lt;br /&gt;
You maneuver Chadly by pressing keys on the computer keyboard. Two groups of keys on either side of the keyboard manipulate Chadly. On the left side of the keyboard, press the '''↑ (E)''' and '''↓ (X)''' keys to move Chadly up and down on the screen and the '''← (S)''' and '''→ (D)''' keys to move Chadly to the left and right. The '''Q''' and '''V''' keys execute a kick from Chadly.&lt;br /&gt;
&lt;br /&gt;
On the right side of the keyboard, press the '''↑ (I)''' and '''↓ (M)''' keys to move Chadly up and down on the screen, and the '''← (J)''' and '''→ (K)''' keys to move Chadly to the left and right. Keys '''Y''' and('''.''') execute a kick.&lt;br /&gt;
&lt;br /&gt;
====Ending the Game====&lt;br /&gt;
A game is over when a circus trainer catches your fifth and final kangaroo. Press '''REDO''' to play another game or '''BACK''' to return to the Hopper title screen. At this time, you may press any&lt;br /&gt;
key to see the one- or two-player option screen and change the number of players. To end game play, press '''FCTN = (QUIT)''' to return to the master title&lt;br /&gt;
screen.&lt;br /&gt;
&lt;br /&gt;
If you are using Wired Remote Controllers (joysticks), move the lever left or right to move Chadly horizontally. Moving the lever forward or backward moves Chadly vertically. To make Chadly kick a crate, press the '''FIRE''' button.&lt;br /&gt;
&lt;br /&gt;
Note: Pushing the '''FIRE''' button when your opponent is playing with the other joystick causes the kangaroo to travel rapidly across the playing area.&lt;br /&gt;
&lt;br /&gt;
===Playing the Game===&lt;br /&gt;
When the game begins, Chadly is in the center of the playing area. Three circus trainers, Rocko, Socko, and Jocko, search the cargo hold for Chadly. You must move Chadly swiftly around the crates, avoiding contact with the trainers. Escaping captivity and destroying circus trainers are the main objectives of the game. After all three circus trainers are destroyed, the screen flashes, missing crates return to the screen, and three new circus trainers appear. When the trainers capture&lt;br /&gt;
all five of your kangaroos, the game is over.&lt;br /&gt;
&lt;br /&gt;
====Kicking and Breaking Crates====&lt;br /&gt;
Defend Chadly and earn points by kicking and breaking crates. To execute a kick, align Chadly with the row of crates. Then, press the arrow keys or move the joystick lever to turn Chadly to face the crate. Complete a kick by pressing the '''Y''', '''Q''', '''V''', or('''.''') keys on the computer keyboard or the joystick '''FIRE''' button. If the crate you kick is blocked from behind, the crate disappears or ''breaks.'' If the crate is not blocked, it moves until it reaches another crate or the edge of the playing area. A second kick is then required to break the crate.&lt;br /&gt;
&lt;br /&gt;
====Destroying the Circus Trainers====&lt;br /&gt;
Defend Chadly and earn points by eliminating the circus trainers. You can destroy trainers two ways. You can capture a trainer by kicking a crate into him, or you can rearrange crates to trap him. Trapping a trainer requires careful planning and creative strategy. Earn extra points by trapping a trainer in one crate-sized space. You earn additional points by trapping more than one trainer in the same space. When you trap a trainer in one space, you hear a special sound and the trainer fades from the screen&lt;br /&gt;
&lt;br /&gt;
===Special Features===&lt;br /&gt;
Several special features appear in your Hopper game. Hopper enables you to pause at any time during game play, to advance to more difficult levels of play regardless of the level of your opponent, and to develop scoring strategies that help you win the game.&lt;br /&gt;
&lt;br /&gt;
====Pause Options====&lt;br /&gt;
If you wish to stop the action at any time, press either the '''P''' or '''T''' keys to pause. The screen action stops until you are ready to resume play. Press any key or the joystick '''FIRE''' button to continue the game.&lt;br /&gt;
&lt;br /&gt;
====Advancing to Different Levels====&lt;br /&gt;
There are ten levels of difficulty in Hopper. The game begins with Level 1. If you destroy all three circus trainers, the screen color changes and you advance to the next level of difficulty. After a momentary delay, you resume play at the new level until one of the circus trainers catches Chadly the Kangaroo.&lt;br /&gt;
&lt;br /&gt;
The level of play is shown to the right of the playing area. In the beginning levels, the trainers search randomly for Chadly among the crates. As you reach higher levels of play, the trainers increase their speed and become more intense in their search. Level 4 rearranges the crates into a pattern that requires skillful maneuvering and gives Chadly fewer hiding places. The pattern becomes even more complex when you reach Level 7. Level 10 demands quick reflexes and a good memory because the crates are invisible! The crates appear briefly each time you break a crate.&lt;br /&gt;
&lt;br /&gt;
====Scoring====&lt;br /&gt;
You earn 10 points when you kick a crate. Breaking a crate adds 60 points to your score.&lt;br /&gt;
&lt;br /&gt;
Destroying a circus trainer with a crate earns you 200 points. Smashing two circus trainers with one crate increases your score 800 points. Destroying all three circus trainers with one crate gives you an extra 1600 points! &lt;br /&gt;
&lt;br /&gt;
If you trap a trainer in one crate-sized space, you receive 1000 points. To achieve a maximum number of points, trap all three trainers in one crate-sized space!&lt;br /&gt;
&lt;br /&gt;
Each time you advance to a higher level of game play, you earn a 1000 point bonus. Your score is displayed in the upper right portion of the screen. When the last round of a game is complete, the program records the high score for that game and displays this score under ''High.'' When you press '''REDO''' to play again, the high score carries over to the next game. The high score returns to zero when you press '''BACK''' to return to the Hopper title screen.&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Hopper Cartridge.png|Hopper Cartridge&lt;br /&gt;
Hopper Manual Cover.jpg|Hopper Manual Front Cover&lt;br /&gt;
File:Hopper Manual Cover.jpg|Hopper Manual Complete (pdf format)|link=https://4apedia.com/manuals/Hopper%20Manual.pdf&lt;br /&gt;
Hopper Cartridge.png|Hopper MAME/MESS Rom (rpk format)|link=http://4apedia.com/roms/Hopper.rpk&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [http://www.blackfalcongames.net/?p=159#Hopper Black Falcon Games: Hopper]&lt;br /&gt;
* [https://www.everygamegoing.com/landingThing/index/machine_type_group_default_folder/ti99_4a/ills_folder/texas_instruments/format_folder/rom_carts/item_title/Hopper/ Every Game Going: Hopper (TI99/4A)]&lt;br /&gt;
* [https://gamefaqs.gamespot.com/ti99/947239-hopper GameFAQs: Hopper (TI-99/4A)]&lt;br /&gt;
* [http://www.mobygames.com/game/ti-994a/hopper___/ Moby Games: Hopper (TI-99/4A)]&lt;br /&gt;
* [https://ramokromok.com/games/hopper-ti-99-4a/ RamOK RomOK: Hopper (TI-99/4A)]&lt;br /&gt;
* [http://www.ti99ers.org/timeline/cartbytitle.html#H TI-99ers On-line User Group: TI-99 Cartridge Listing]&lt;br /&gt;
* [http://www.videogamehouse.net/hopper.html TI-99/4A Video Game House: Hopper]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Pengo_(video_game) Wikipedia: Pengo (video game)]&lt;br /&gt;
&lt;br /&gt;
[[Category:1984 Software]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Software]]&lt;br /&gt;
[[Category:Solid State Software Command Module]]&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=The_Attack&amp;diff=8989</id>
		<title>The Attack</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=The_Attack&amp;diff=8989"/>
		<updated>2024-04-29T17:37:26Z</updated>

		<summary type="html">&lt;p&gt;Polluks: /* External Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''The Attack''' is a video game programmed by [[Jim Pettingell]] with music and play-balancing programmed by [[Kevin Kenney]]. It was produced by Milton Bradley, and distributed by [[:Category:Texas Instruments|Texas Instruments (TI)]]. It was released in the [[:Category:1981 Software|first quarter of 1981]] and retailed for $39.95 (USD). It is an [[:Category:Action|Action]] [[:category:Space|Space]] [[:Category:Shooter|Shooter]] game that was distributed via [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]].&lt;br /&gt;
&lt;br /&gt;
{{Infobox video game&lt;br /&gt;
| collapsible = &lt;br /&gt;
| state = &lt;br /&gt;
| italic title = &lt;br /&gt;
| title = The Attack&lt;br /&gt;
| image = TheAttackManualNew.jpg&lt;br /&gt;
| alt = The Attack Manual Cover&lt;br /&gt;
| caption = The Attack (Front Cover) &amp;lt;ref&amp;gt;{{cite web|title=TI99ers On-Line User Group: TI-99 Cartridge Listing|url=http://www.ti99ers.org/timeline/cartbytitle.html#T}}&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;{{cite web|title=TI-99/4A Video Game House: The Attack|url=https://www.videogamehouse.net/theattack.html}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| publisher = [[Milton Bradley]] (Distributed by [[Texas Instruments|Texas Instruments (TI)]]&lt;br /&gt;
| part = PHM 3031&lt;br /&gt;
| programmer = [[Jim Pettingell]] &amp;amp; [[Kevin Kenney]]&lt;br /&gt;
| format = [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]]&lt;br /&gt;
| released = [[:Category:1981 Software|1981 (1st Quarter)]]&lt;br /&gt;
| genre = [[:Category:Action|Action]], [[:Category:Shooter|Shooter]], [[:Category:Space|Space]]&lt;br /&gt;
| price = $39.95 (USD)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
[[File:TheAttackManualOld.jpg|left|300px|thumb|Old-style The Attack Manual Front Cover]]The player controls a spaceship with its weapons that he/she uses to blast apart &amp;quot;spores&amp;quot; that connect together to form dangerous aliens. Once formed, the aliens must be obliterated, else, they will destroy the player. Incubators, black boxes with countdown numbers on them, continually release new spores as the game progresses, or, in later levels, give birth to aliens.&lt;br /&gt;
&lt;br /&gt;
==Advertising Blurbs==&lt;br /&gt;
===Front Cover of Manual===&lt;br /&gt;
You and your ship have been given a mission. Destroy the aliens before they destroy you!&lt;br /&gt;
&lt;br /&gt;
===Back Cover of Manual===&lt;br /&gt;
With The Attack Command Module, you command a ship that is cruising the far limits of outer space. The region is infected by spores. Suddenly, an alien emerges. You, as commander, are the only one who can maneuver your shop to avoid the clutches of an alien and fire your missiles.&lt;br /&gt;
&lt;br /&gt;
===Triton Catalog - Fall 1984===&lt;br /&gt;
You're the commander of a ship in a region of space infested by double-barrelled danger. Both &amp;quot;spores&amp;quot; and &amp;quot;aliens&amp;quot; must be destroyed. Simultaneously, you must maneuver to avoid the enemies and fire missiles to destroy them. (Joysticks recommended.)&lt;br /&gt;
&lt;br /&gt;
==Fun Facts== &lt;br /&gt;
* As the original Creator, Designer, and Developer at Milton Bradley, Jim Pettingell gave the game the name ''Alien Attack''. Inspired by the movies ''Alien'' (1979) and ''Barbarella'' (1968). When sold to TI, they changed it to ''The Attack''. &amp;lt;ref&amp;gt;{{cite web|title=TI-99/4A Video Game House: The Attack|url=https://www.videogamehouse.net/theattack.html}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* A prototype version of the game exists with different theme music and some variations in play. Jim Pettingell’s original game used monolithic colors, Black for the eggs with Red countdown numbers. All Red for the aliens. The double-shot from the nibs on the wings are a movie reference. When sold to TI, they updated it with multi-colors to demonstrate the capability of the TI Home Computer.  &amp;lt;ref&amp;gt;{{cite web|title=TI-99/4A Video Game House: The Attack|url=https://www.videogamehouse.net/theattack.html}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
1980 the attack cartridge (prototype cartridge).png|1980 The Attack Prototype Cartridge&lt;br /&gt;
1981 the attack cartridge (prototype black &amp;amp; blue).png|1981 The Attack Prototype Cartridge&lt;br /&gt;
1981 the attackecartridge (black label).png|1981 The Attack Retail Cartridge&lt;br /&gt;
1983 the attack cartridge (red label on beige).png|1983 The Attack Retail Cartridge&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--        Manual        --&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-lower&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;margin-top:4px; border:1px solid #ddcef2; background:#f5fffa; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-bottom&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;mp-tfp-h2&amp;quot; style=&amp;quot;margin:0.5em; background:#cef2e0; font-family:inherit; font-size:120%; font-weight:bold; border:1px solid #afa3bf; color:#000; padding:0.2em 0.4em&amp;quot;&amp;gt;Manual&amp;lt;span style=&amp;quot;font-size:85%; font-weight:normal;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.6em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
The report that outer space is being overrun by aliens has been verified. You, equipped with ten ships and your skill as a commander, are assigned to rid the cosmos of these menaces.&lt;br /&gt;
&lt;br /&gt;
Activate all systems.&lt;br /&gt;
&lt;br /&gt;
Texas Instruments brings you The Attack• [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]], developed by the [[Milton Bradley|Milton Bradley Company]]. This one-player, four-skill-level game challenges your ability to plan and carry out a successful attack against the onslaught of the aliens. You maneuver your ship through space with the arrow keys or the Wired Remote Controllers. When you are ready to fire, press '''ENTER''' or the FIRE button on the handheld controllers. Every time you successfully attack a spore or an alien, you score points. The object of the game is to score as many points as possible by ridding outer space of the aliens. The game ends when the aliens deplete your ship supply.&lt;br /&gt;
&lt;br /&gt;
''•trademark of [[Milton Bradley|Milton Bradley Company]]''&lt;br /&gt;
&lt;br /&gt;
===Activating All Systems===&lt;br /&gt;
After you have selected the module, the title screen appears. Press any key to continue. You have just completed the initial stages of&lt;br /&gt;
activation. &lt;br /&gt;
&lt;br /&gt;
The screen now displays the skill level options and tells you to press '''SHIFT A''' (AID) for an explanation of the rules and scoring system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:The Attack Options Screenshot.jpg|400px|thumb|center|The Attack Options Screenshot]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As commander, it is necessary for you to check out all systems prior to final activation. Press '''SHIFT A''' (AID) to display this vital information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:The Attack Scoring Screenshot.jpg|400px|thumb|center|The Attack Scoring Screenshot]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As indicated on the display, you maneuver your ship through space with the arrow keys,  [[File:Up-Arrow.png|25px]]  (E),  [[File:Left-Arrow.png|25px]]  (S),  [[File:Right-Arrow.png|25px]]  (D), and  [[File:Down-Arrow.png|25px]] (X), or the lever on the Wired Remote Controllers. When you are ready to fire, press the '''ENTER''' or '''SHIFT''' key on the console (or the FIRE button on the controllers).&lt;br /&gt;
&lt;br /&gt;
Each black square box or incubator (  [[File:Incubator.png|25px]]  ) houses spores (  [[File:Spore.png|25px]]  ) or an alien (  [[File:Alien.png|25px]]  ). No points are scored if you fire on the incubators. However, each time you destroy a spore or an alien, points are added to your score. Spores are worth 50 points each, and aliens are worth 100 points.&lt;br /&gt;
&lt;br /&gt;
Once you are familiar with the information on the display, you have completed the second stage of activation. Now you are ready to select the skill level for your mission. Press '''SHIFT Z''' (BACK) to return to the selection screen.&lt;br /&gt;
&lt;br /&gt;
There are four skill levels of play:&lt;br /&gt;
&lt;br /&gt;
* NOVICE - This region of outer space has the fewest spores and aliens. The attacking aliens move at their slowest speed towards your ship.&lt;br /&gt;
&lt;br /&gt;
* INTERMEDIATE - There are more spores and aliens in this area of space. The aliens' attack on your ship is also more aggressive.&lt;br /&gt;
&lt;br /&gt;
* MASTER - The onslaught of spores and aliens is relentless. Complete control of your ship and missiles is necessary if you want to maintain your present course.&lt;br /&gt;
&lt;br /&gt;
* PRO - This region of space is densely infested with aliens. There are very few spores. Only the ultimate in combat strategy will rid outer space of the aliens.&lt;br /&gt;
&lt;br /&gt;
Press '''1''', '''2''', '''3''', or '''4''' to choose the skill level on which you want to play. This completes the final stages of activation. Good luck on your mission!&lt;br /&gt;
&lt;br /&gt;
===Attacking the Alliens===&lt;br /&gt;
Once you select your skill level, outer space forms on the display. Incubators and spores randomly appear. (Note: The number of each depends on the selected skill level.) Colored numbers appear inside the incubators and start counting down to zero. When an incubator reaches zero, two or three spores or an alien hatch, depending on the skill level you selected and the stardate. The stardates in which attacking aliens hatch from the incubators are shown here:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Level || Stardate&lt;br /&gt;
|-&lt;br /&gt;
| 1 Novice || 8&lt;br /&gt;
|-&lt;br /&gt;
| 2 Intermediate || 6&lt;br /&gt;
|-&lt;br /&gt;
| 3 Master || 4&lt;br /&gt;
|-&lt;br /&gt;
| 4 Pro || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Using the arrow keys or the remote controllers, maneuver your ship and begin firing on the spores and aliens. Plan your attack carefully and you'll be able to destroy a line of spores with repeated fire. When four spores cluster together forming a square, music alerts you that a large red alien has appeared. Skilled maneuvering will get you to the alien before it gets to your ship!&lt;br /&gt;
&lt;br /&gt;
Each time you hit a spore, you get 50 points. A destroyed alien increases your score by 100 points, as shown here:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Shooting an Alien.jpg|400px|center|thumb|Screenshot of shooting an alien in The Attack]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you are in a stardate where aliens emerge from the incubators, mount your best attack. All hits are doubled! If your attack is extremely skillful and you score 500000 points, the score display rolls over and restarts at 000000. Be sure to add both scores together when calculating your total score.&lt;br /&gt;
&lt;br /&gt;
At the beginning of Stardate 1, you command ten ships. Each time your ship is engulfed by an alien, your ship supply decreases by one. Your attack continues when a new ship appears. A stardate is completed when you have destroyed all the aliens and there are less than ten spores remaining. At this time, bonus points (determined by the level of difficulty and the stardate of the game) are added to your score for the remaining spores. Also, one ship is added to your supply. As the stardates increase, so must your ability to carry out a strategic attack. (''Note'': To start the current game over with the same level of difficulty, you can press '''SHIFT R''' (REDO) at any time during the game.)&lt;br /&gt;
&lt;br /&gt;
When the aliens deplete your ship supply, the game is over. Your score appears in the upper right-hand corner of the screen. To play another game on the same level, press '''SHIFT R''' (REDO). To play again with a different level of difficulty, press '''SHIFT Z''' (BACK) to return to the selection list. Next game, see if you can increase your score, advance your skill level, spend more stardates in space, or do all three!&lt;br /&gt;
&lt;br /&gt;
To deactivate all systems when you have completed your mission, press '''SHIFT Q''' (QUIT) to return to the master screen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-tfp&amp;quot; style=&amp;quot;margin:0.1em 0.4em 0.6em;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
1980 the attack cartridge (prototype cartridge).png|1980 The Attack Prototype Cartridge (Pink and White Label on Black Cartridge)&lt;br /&gt;
1981 the attack cartridge (prototype black &amp;amp; blue).png|1981 The Attack Prototype Cartridge (Black Label on Blue and Black Cartridge)&lt;br /&gt;
1981 the attackecartridge (black label).png|1981 The Attack Cartridge (Black Label on Black Cartridge)&lt;br /&gt;
1983 the attack cartridge (red label on beige).png|1983 The Attack Cartridge (Red Label on Beige Cartridge)&lt;br /&gt;
TheAttackManualOld.jpg|The Attack Manual Front Cover (Old-Style)&lt;br /&gt;
TheAttackManualNew.jpg|The Attack Manual Front Cover (New-Style)&lt;br /&gt;
File:TheAttackManualNew.jpg|The Attack Complete Manual (pdf format)|link=https://4apedia.com/manuals/The%20Attack%20Manual.pdf&lt;br /&gt;
1983 the attack cartridge (red label on beige).png|The Attack MAME/MESS ROM (rpk format)|link=http://4apedia.com/roms/Attack.rpk&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [http://www.computinghistory.org.uk/det/25669/The-Attack Centre for Computing History: The Attack]&lt;br /&gt;
* [http://elisoftware.org/w/index.php/Attack,_The_(TI99%5C4A,_Cartridge)_Texas_Instruments_-_1981_USA,_Canada_Release Eli's Software Encyclopedia: The Attack]&lt;br /&gt;
* [https://gamefaqs.gamespot.com/ti99/952776-the-attack Game FAQs: The Attack]&lt;br /&gt;
* [https://www.giantbomb.com/the-attack/3030-22022 Giant Bomb: The Attack]&lt;br /&gt;
* [http://www.pixelatedarcade.com/games/the-attack Pixelated Arcade: The Attack]&lt;br /&gt;
* [http://www.ti99ers.org/timeline/cartbytitle.html#T TI-99ers On-line User Group: TI-99 Cartridge Listing]&lt;br /&gt;
* [http://www.videogamehouse.net/theattack.html TI-99/4A Video Game House: The Attack]&lt;br /&gt;
* [https://www.videogamehouse.net/prototypes/theattack TI-99/4A Video Game House: The Attack Prototype Cartridge]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/The_Attack_(video_game) Wikipedia: The Attack]&lt;br /&gt;
&lt;br /&gt;
[[Category:1980 Software]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Milton Bradley]]&lt;br /&gt;
[[Category:Shooter]]&lt;br /&gt;
[[Category:Solid State Software Command Module]]&lt;br /&gt;
[[Category:Software]]&lt;br /&gt;
[[Category:Space]]&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=Scott_Adams&amp;diff=8988</id>
		<title>Scott Adams</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=Scott_Adams&amp;diff=8988"/>
		<updated>2024-04-29T17:36:24Z</updated>

		<summary type="html">&lt;p&gt;Polluks: /* External Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scott Adams was the co-founder of Adventure Internation Inc. and programmer of many software titles. He programmed, with his wife [[Alexis Adams]], [[Adventure: Pirate's Adventure]]. Scott Adams also released the following ''Adventure'' series games that could be played with the same cartridge as [[Adventure: Pirate's Adventure]] with the additional purchase of a floppy disk or cassette tape:&lt;br /&gt;
&lt;br /&gt;
{{Infobox person&lt;br /&gt;
| name = Scott Adams&lt;br /&gt;
| alt = Scott Adams with Mythical Monster&lt;br /&gt;
| image = Scott Adams Monster.jpg&lt;br /&gt;
| caption = Scott Adams with Mythical Monster&lt;br /&gt;
| website = http://www.msadams.com/index.htm&lt;br /&gt;
| birth_date  = {{Birth date and age|1952|7|10|mf=y}}&lt;br /&gt;
| occupation = [[:Category:Software programmer|Software Programmer]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
* Adventureland&lt;br /&gt;
* Voodoo Castle&lt;br /&gt;
* The Count&lt;br /&gt;
* Strange Odyssey&lt;br /&gt;
* Mystery Fun House&lt;br /&gt;
* Pyramid of Doom&lt;br /&gt;
* Ghost Town&lt;br /&gt;
* Savage Island Part 1&lt;br /&gt;
* Savage Island Part 2&lt;br /&gt;
* Golden Voyage&lt;br /&gt;
&lt;br /&gt;
==Byte Magazine Article==&lt;br /&gt;
The following appeared in the December 1980 issue of Byte Magazine (Volume 5, Number 12). It appears to be written by Scott Adams himself. The article begins on page 192 of that issue of the magazine. &amp;lt;ref&amp;gt;{{cite web|title=The Internet Archive: Byte Magazine December 1980|url=https://archive.org/details/byte-magazine-1980-12}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===A Short History===&lt;br /&gt;
Time flies. The copyright date on my game, [[Adventure: Pirate's Adventure|Pirate's Adventure]], reads 1978. It seems like yesterday, but it has been two and a half years since I started on my Adventures . . .&lt;br /&gt;
&lt;br /&gt;
At the time I was working as a systems programmer for Stromberg Carlson when I was first introduced to the classic Adventure game written by Crowther and Woods to run on a DEC (Digital Equipment Corporation) PDP-10. After playing for only a few minutes I was hooked. It took almost ten days of early-morning and late-evening sessions before I achieved the coveted score of 350 and the title of Grand Master. I had done it--I was a bona fide adventurer! Yet it seemed unfair that such a fascinating game was restricted to such an expensive machine. &lt;br /&gt;
&lt;br /&gt;
[[File:Scott-Adams.png|500px|right|thumb|Scott Adams programming at his computer]] Back then, I had just gotten my Radio Shack TRS-80 Level II computer, and (having recently finished my backgammon program) I was looking for another good game to write. The concept of character strings intrigued me, and I wanted a game that used them. (Up to that point, I had programmed primarily in FORTRAN and assembly language, neither of which can handle strings easily.)&lt;br /&gt;
&lt;br /&gt;
Adventure seemed to fit my needs exactly. But I didn't want to copy someone else's program, and I was afraid I wouldn't get much of an Adventure in a 16 K-byte BASIC computer-especially when the FORTRAN version I played took about 300 K bytes!&lt;br /&gt;
&lt;br /&gt;
I mentioned the idea of getting some sort of Adventure into my small machine to friends; fortunately, I was not daunted by their laughter. After all, I could remember when it was supposedly impossible to get a BASIC interpreter to run on an 8080 microprocessor!&lt;br /&gt;
&lt;br /&gt;
Interpreter? Did I say ''interpreter''? Suddenly the idea fell into place! I had written many compilers and operating systems. Why not write an Adventure interpreter? This would allow me to write many Adventures and would also provide the compression I needed to fit them into a small machine. (Inside, I'm really a frustrated science-fiction writer; I have over 3000 science-fiction books in my collection but have never tried to write one myself.)&lt;br /&gt;
&lt;br /&gt;
So, weeks later, my initial scribblings had evolved into a working interpreter with a skeleton Adventure to play on it. It took some six months of play-testing before my first Adventure, Adventureland, was finally released through The Software Exchange of Milford, New Hampshire, and Creative Computing Software. Thus the Scott Adams Adventure Series was born.&lt;br /&gt;
&lt;br /&gt;
And, at that same moment, it almost died. For six months I had been so engrossed in programming Adventure that my wife [[Alexis Adams|Alexis]] (who at the time was pregnant with Maegen, our daughter) started hiding my floppy disks around the house to get my attention. Once she hid them in the oven-boy, did she get some attention that time! I then decided that one Adventure was enough.&lt;br /&gt;
&lt;br /&gt;
Some time after that, Alexis unexpectedly announced that she wanted to write an Adventure, and it was this effort that led to the Scott Adams Adventure given in listings 1 and 2, Pirate's Adventure. With her basic ideas, we created an Adventure that was different from any that had ever been written before. Instead of simply searching for treasures in this Adventure, you now had an added ingredient-a &amp;quot;mission.&amp;quot; (In this case, you had to figure out how to build a pirate's ship!) This set the stage for many of my later mission-oriented Adventures that replace a cumulative score with a do-or-die situation. These include my Mission Impossible, The Count, Voodoo Castle, and Mystery Fun House Adventures.&lt;br /&gt;
&lt;br /&gt;
All my current Adventures, for the Apple II, the Radio Shack TRS-80, and the Exidy Sorcerer, are written in machine language and run much faster and cleaner than the original BASIC versions (of which there were only two and a half). I probably would never have written these programs in machine language if it had not been for the gentle nudges I received from a friend I've never met but greatly respect, Lance Micklus.&lt;br /&gt;
&lt;br /&gt;
===Program Notes===&lt;br /&gt;
[[Adventure: Pirate's Adventure|''Pirate's Adventure'']] was first sold commercially to run in Level II BASIC on a 16 K-byte TRS-80. Both the Adventure-interpreter program (in BASIC) and a data file created by the Adventure-editor program were on the cassette tape. After you loaded the interpreter program, you used it to read the data file, an operation that took 20 minutes but allowed me to compress a lot of Adventure into very little memory space.&lt;br /&gt;
&lt;br /&gt;
[[File:Scott Adams Current.jpg|300px|left|thumb|Scott Adams with Newer Products]] In planning this article, I had to devise a means of creating the tape data file without using the Adventure editor. The BASIC program in listing 1 provides the means. This program, which runs on a TRS-80 with 16 K bytes of memory, has the sole purpose of generating the Adventure-data file that will be read by the&lt;br /&gt;
Adventure-interpreter program. The program of listing 1 writes the data on a C-60 cassette and verifies that the tape has been correctly written. Allow about 45 minutes for this program to run.&lt;br /&gt;
&lt;br /&gt;
The Adventure-interpreter program appears in listing 2. It will read the tape data file in about 20 minutes and then start play of the game. &lt;br /&gt;
&lt;br /&gt;
If you plan to run Pirate's Adventure, on a 32 K-byte TRS-80 or larger machine, you can merge the two programs as follows: delete lines 6510 thru 6790 of listing 1. Append the data statements of listing 1 to listing 2, replacing all occurrences of INPUT#D in listing 2 with the word READ.&lt;br /&gt;
&lt;br /&gt;
It is possible to run this program on machines other than the TRS-80. If your machine runs a version of Microsoft BASIC (eg: Apple II running Applesoft, Commodore PET, Exidy Sorcerer, or any Ohio Scientific computer), you will have fewer changes to make. Here are some of the obscure changes that may have to be made (depending on your machine and version of BASIC):&lt;br /&gt;
&lt;br /&gt;
* A logical operation returns the value -1 (or hexadecimal FF) when true, and 0 otherwise. For example, executing:&lt;br /&gt;
&lt;br /&gt;
PRINT (1=2), (1=1)&lt;br /&gt;
&lt;br /&gt;
causes the numbers 0 (denoting false) and -1 (denoting true) to be printed.&lt;br /&gt;
&lt;br /&gt;
* The flag SF is a 16-bit integer that is set and tested with boolean algebra commands. This can be replaced by the following:&lt;br /&gt;
# Dimension SF as SF(15)&lt;br /&gt;
# Replace F1=SF AND CINT(2↑LL+.5) with F1=SF(LL)&lt;br /&gt;
# Replace SF= F OR CINT(2↑P+.5) with SF(P)= -1&lt;br /&gt;
# Replace SF=SF AND NOT CINT(.5+2↑P) with SF(P)=0&lt;br /&gt;
&lt;br /&gt;
* IF ... THEN ... ELSE statements in TRS-80 Level II BASIC assert that, if the condition being tested is true, the statements between the words THEN and ELSE are performed. If the condition is false, the statements following the ELSE are performed. If your BASIC does not have the ELSE clause, you will have to split the statement into multiple lines.&lt;br /&gt;
&lt;br /&gt;
* LEFT(A$,B) returns the substring of A$ from the first character to the Bth character. Similarly, MID$(A$,B,C) returns the substring from the Bth character on, for a total of C characters, and RIGHT$(A$) returns the last (ie: rightmost) B characters in the string.&lt;br /&gt;
&lt;br /&gt;
* If you cannot create a two-dimensional array of strings (eg: DIM A$(20,3) as a twenty-row by three-column array of strings), you will find conversion nearly impossible because this feature is used heavily in the program.&lt;br /&gt;
&lt;br /&gt;
Happy adventuring, and watch out for the tides on Pirate's Island-they can be tricky.&lt;br /&gt;
&lt;br /&gt;
==Game Credits for Scott Adams==&lt;br /&gt;
Scott Adams is credited with working on the following games for Adventure International:&lt;br /&gt;
&lt;br /&gt;
* [[Adventureland]]&lt;br /&gt;
* [[Voodoo Castle]]&lt;br /&gt;
* [[The Count]]&lt;br /&gt;
* [[Strange Odyssey]]&lt;br /&gt;
* [[Mystery Fun House]]&lt;br /&gt;
* [[Pyramid of Doom]]&lt;br /&gt;
* [[Ghost Town]]&lt;br /&gt;
* [[Adventure: Pirate's Adventure|Pirate's Adventure]]&lt;br /&gt;
* [[Savage Island Part 1]]&lt;br /&gt;
* [[Savage Island Part 2]]&lt;br /&gt;
* [[Golden Voyage]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [https://archive.org/details/byte-magazine-1980-12 The Internet Archive: Byte Magazine December 1980 Issue]+&lt;br /&gt;
* [https://www.giantbomb.com/scott-adams/3040-3584/ Giant the Bomb: Scott Adams]&lt;br /&gt;
* [http://www.msadams.com/index.htm SAGA: Scott Adams Grand Adventures - The Offical Site for the Creator of the Personal Computer Gaming Industry!]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Scott_Adams_(game_designer) Wikipedia: Scott Adams (Game Designer)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Adventure International]]&lt;br /&gt;
[[Category:Software programmer]]&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=Parsec&amp;diff=8987</id>
		<title>Parsec</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=Parsec&amp;diff=8987"/>
		<updated>2024-04-29T17:35:44Z</updated>

		<summary type="html">&lt;p&gt;Polluks: /* External links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Parsec''' is a TI-99/4A original video game created by [[Jim Dramis]] (programmer of [[Car Wars]] and [[Munch Man]]) and [[Paul Urbanus]], who was a summer intern at the time. &amp;lt;ref&amp;gt;{{cite web|title=Xona Games: Rare Parsec Facts - TI-99/4A|url=http://xona.com/ti994a/parsec.html}}&amp;lt;/ref&amp;gt; Parsec was release in the third quarter of 1982 and was published by Texas Instruments (TI), and was released on [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]]. The original price was $39.95 (USD). Parsec is perhaps, the most known and loved video game made for the TI-99/4A. The TI [[Solid State Speech Synthesizer|Solid State Speech&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Synthesizer]]'' enhanced gameplay by adding alerts and warnings, but the game could be played without it.&lt;br /&gt;
&lt;br /&gt;
{{Infobox video game&lt;br /&gt;
| collapsible = &lt;br /&gt;
| state = &lt;br /&gt;
| italic title = &lt;br /&gt;
| title = Parsec&lt;br /&gt;
| image = Parsec Manual Cover.jpg&lt;br /&gt;
| alt = Parsec Manual (Front Cover0&lt;br /&gt;
| caption = Parsec Manual (Front Cover) &amp;lt;ref&amp;gt;{{cite web|title=TI99ers On-Line User Group: TI-99 Cartridge Listing|url=http://www.ti99ers.org/timeline/cartbytitle.html#P}}&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;{{cite web|title=TI-99/4A Video Game House: Parsec|url=https://www.videogamehouse.net/cartsnr.html#parsec}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| publisher = [[Texas Instruments|Texas Instruments (TI)]]&lt;br /&gt;
| part = PHM 3112&lt;br /&gt;
| programmer = [[Jim Dramis]] and [[Paul Urbanus]]&lt;br /&gt;
| format = [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]]&lt;br /&gt;
| released = [[:Category:1982 Software|1982 (3rd Quarter)]]&lt;br /&gt;
| genre = [[:Category:Shooter|Shooter]], [[:Category:Space|Space]]&lt;br /&gt;
| price = $39.95 (USD)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Speech==&lt;br /&gt;
Parsec can be played with or without the use of the TI [[Solid State Speech Synthesizer]]&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt;. The speech synthesizer helps alert the player to upcoming waves of attacks. [[Jim Dramis]], the [[:category:software programmer|programmer]] of Parsec, chose a female's voice for the game because &amp;quot;It seems to have a sort of mystical effect. Also, somebody told us that you couldn't digitize female speech because of things like high-frequency patterns. So, we just had to go off and do it.&amp;quot; &amp;lt;ref&amp;gt;{{cite web|title=TI-99/4A-Pedia: Jim Dramis (See Interview from 99'er Magazine|url=http://4apedia.com/index.php?title=Jim_Dramis}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The optional speech synthesis, although advanced at the time, adds drama to the gameplay:  Although it warns of advancing enemy craft (except for Killer Satellites) and of low fuel levels, both of these features are duplicated by on-screen visual cues and are easily predictable by an experienced player.  The sole exception is in the asteroid belts between levels, whose length increases with the level number:  The speech synthesizer provides a spoken countdown not duplicated by any on-screen display, such that without the speech synthesizer there is no indication of how long the asteroid belt will last.&lt;br /&gt;
&lt;br /&gt;
The voice of the on-board computer was performed by Aubree Anderson, who at the time was a student at Texas Tech University.&amp;lt;ref&amp;gt;{{cite web|title=Twenty Questions with the Voice of Parsec|url=https://archive.org/details/99er8302/page/n41/mode/2up/search/99'er+magazine?q=99%27er+magazine|work=99'er Magazine - Feb 1983|accessdate=12 September 2012}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Quotations===&lt;br /&gt;
* &amp;quot;Press fire to begin.&amp;quot;&lt;br /&gt;
* &amp;quot;Alert! Alien craft advancing!&amp;quot;&lt;br /&gt;
* &amp;quot;Alert! Ships attacking!&amp;quot;&lt;br /&gt;
* &amp;quot;Nice shooting.&amp;quot;&lt;br /&gt;
* &amp;quot;Good shot.&amp;quot;&lt;br /&gt;
* &amp;quot;Great shot, pilot!&amp;quot;&lt;br /&gt;
* &amp;quot;Laser on target.&amp;quot;&lt;br /&gt;
* &amp;quot;Enemy destroyed.&amp;quot;&lt;br /&gt;
* &amp;quot;Warning! Time to refuel.&amp;quot;&lt;br /&gt;
* &amp;quot;Congratulations.&amp;quot; (when refueling, ''i.e.'', at halfway point of refueling tunnel)&lt;br /&gt;
* &amp;quot;Nice flying.&amp;quot; (after exiting a refueling tunnel)&lt;br /&gt;
* &amp;quot;Extra ship.&amp;quot;&lt;br /&gt;
* &amp;quot;Caution! Asteroid belt.&amp;quot;&lt;br /&gt;
* &amp;quot;Countdown... 5... 4... 3... 2... 1... Advance to next level.&amp;quot;&lt;br /&gt;
* &amp;quot;Sorry, you are out of fuel.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Legacy==&lt;br /&gt;
The speech data for ''Parsec,'' ''Alpiner'' and ''Moon Mine'' was later acquired by Plogue Art et Technologie, Inc. The data for all three games was used for the software Chipspeech to create the voice of the character &amp;quot;Lady Parsec&amp;quot;.&amp;lt;ref&amp;gt;{{Cite web|url=https://cdm.link/2015/01/story-plug-recaptured-robot-voices-childhood/|title=How A Plug-in Recaptured the Robot Voices of Your Childhood|date=January 14, 2015}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
The game begins when the player presses fire. The game proceeds in the following order of enemies on each level: &lt;br /&gt;
# Swoopers&lt;br /&gt;
# Urbites&lt;br /&gt;
# Light Triangular Fighter (LTFs)&lt;br /&gt;
# Dramites&lt;br /&gt;
# Saucers&lt;br /&gt;
# Bynites&lt;br /&gt;
# Asteroid Belt&lt;br /&gt;
&lt;br /&gt;
One exception, beginning at the beginning of level 4, is that Killer Satellites start to appear and can do so randomly starting with the beginning of level 4. &lt;br /&gt;
&lt;br /&gt;
===Swoopers===&lt;br /&gt;
The first of the enemies, the Swoopers, advance from the right of the screen and moving to the left (the exact opposite of the player's ship). Swoopers don't fire on the player's ship, but continually pick up speed until destroyed, making it imperative that the player destroys them as quickly as possible. Five Swoopers make up a wave of attack, and all six must be destroyed to move on.&lt;br /&gt;
&lt;br /&gt;
===Urbites===&lt;br /&gt;
The next enemy is an armed fighter called the Urbites. Unlike the swoopers, the Urbites fire on the player's ship, thus, the player must both avoid getting hit with enemy fire while maneuvering in a way to allow themselves the opportunity to destroy the enemy. Urbites enter the screen on the right and move to the left, and fire two parallel lasers at the player. The player must destroy four Urbite ships to advance.&lt;br /&gt;
&lt;br /&gt;
===Light Triangular Fighters (LTFs)===&lt;br /&gt;
The next of the enemies to appear are the Light Triangular Fighters or LTFs. Like the Swoopers, these enemies do not fire on the player and enter the screen from right to left coming at the player head-on. The LTFs are somewhat harder to shoot than the swoopers because of their streamlined shape, and like the swooper, gain speed the longer they are around making it important to destroy them quickly. A player must destroy all five LTFs to advance.&lt;br /&gt;
&lt;br /&gt;
===Dramites===&lt;br /&gt;
The next enemy is the armed fighter known as the Dramites. Just like the Urbite ships, the Dramites fire upon the player. The ship itself appears exactly the same as the Urbites, but Dramites fire a different weapon upon the player, a single laser. Dramites appear on the right of the screen and advance towards the player on the left. Dramites seem to be more aggressive and intelligent than Urbites.&lt;br /&gt;
&lt;br /&gt;
===Saucers===&lt;br /&gt;
Saucers are the third non-firing enemies that the player encounters. Unlike Swoopers and LTFs, however, Saucers enter the screen from the left, behind the player, potentially quickly rear-ending the player unawares. They then sling back towards the player, and continue through the left edge of the screen and re-appear via the right-hand screen just like the other enemies. The player must destroy six Saucers to advance.&lt;br /&gt;
&lt;br /&gt;
===Bynites=== &lt;br /&gt;
Bynites are the third of the armed enemies that fire upon the player. Instead of firing lasers, Bynites fire a photon cannon which consists of a large cluster for the player to avoid. Bynites aren't quite as aggressive as Dramites, however, on levels 2 and onward, they disappear after being hit the first time, and the player has to hit them blind. &lt;br /&gt;
&lt;br /&gt;
===Asteroid Belt===&lt;br /&gt;
After destroying all the waves of fighters, the player faces the asteroid belt. The asteroid belt consists of hundreds of asteroids that hurtle themselves at the player simultaneously, instead of one at a time like the fighters. The asteroid belt lasts longer with each level and becomes more difficult to pass.&lt;br /&gt;
&lt;br /&gt;
===Laser Overheating===&lt;br /&gt;
One feature that makes Parsec different than many space shooters is that the player can't simply lay on the fire button for the whole game. Pressing fire increases the heat of the laser, and eventually cause the player's ship to explode when overheated. The lasers overheat quicker with each level, so the player has to ensure his/her aim is as accurate as possible.&lt;br /&gt;
&lt;br /&gt;
==Advertising Blurbs==&lt;br /&gt;
===Front Cover of Manual===&lt;br /&gt;
You are commander of the starship PARSEC under attack by the most hostile, deadly aliens in the galaxy. Your mission: destroy as many aliens fighters and cruisers as possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:1982 Parsec Cartridge (Purple label on black).png|300px|1982 Parsec cartridge (Black cartridge with Purple label)&lt;br /&gt;
File:1983 Parsec Cartridge (Red label on black).png|300px|1983 Parsec Cartridge (Black cartridge with Red label)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Triton Catalog - Fall 1984===&lt;br /&gt;
As you battle alien ships, a voice keeps telling you the current changing conditions. These terrible terrors include battleship attacks, guiding your ship through refueling tunnels, and weaving through asteroid belts. (Speech Synthesizer and Joysticks recommended.)&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Two of the cruiser ships (armed fighters) are named Urbites and Dramites after the co-creators of Parsec, Jim Dramis, and Paul Urbanus. &lt;br /&gt;
* The various planet surfaces hold the authors' initials as well JED and URB for James E. Dramis and Paul Urbanus.&lt;br /&gt;
* Parsec was the first TI-99/4A game to use bit map graphics which is why its quality exceeds the visual quality of previous TI games.&lt;br /&gt;
&lt;br /&gt;
==Cheats==&lt;br /&gt;
* After the game says &amp;quot;Press Fire to Begin,&amp;quot; if the player crashed into the ground instead of firing, the player will sometimes be warped to a further stage in the game. This doesn't always work, however. &lt;br /&gt;
* Holding down the fire buttons on two joysticks simultaneously will make it so the player never overheats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--        Manual        --&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-lower&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;margin-top:4px; border:1px solid #ddcef2; background:#faf5ff; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-bottom&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;mp-tfp-h2&amp;quot; style=&amp;quot;margin:0.5em; background:#ddcef2; font-family:inherit; font-size:120%; font-weight:bold; border:1px solid #afa3bf; color:#000; padding:0.2em 0.4em&amp;quot;&amp;gt;Manual&amp;lt;span style=&amp;quot;font-size:85%; font-weight:normal;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.6em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
You are the commander of the starship PARSEC patrolling an alien planet. Suddenly, the onboard computer announces that you are about to come under attack by small alien fighters and large, heavily armed, hostile alien cruisers!&lt;br /&gt;
&lt;br /&gt;
The fighters are highly mobile, and unless they are eliminated by your laser, they fill the screen, restrict maneuvering of your craft, and may cause a deadly collision. The cruisers are highly aggressive and their armament devastating. Armed with photon missiles, they track your ship and fire on it. You must outmaneuver and destroy them with accurate fire from your ship's laser. If you survive the waves of alien craft, do not let down your guard, for you also have to blast through an asteroid belt or refuel your ship, demanding the utmost in skillful flying.&lt;br /&gt;
&lt;br /&gt;
The Parsec Solid State Cartridge is a challenging, exciting game packed with thrills. Danger and excitement are brought on with each new attack. Some of Parsec's features include:&lt;br /&gt;
* Waves of attack from seven different alien craft.&lt;br /&gt;
* Challenging flights through refueling tunnels.&lt;br /&gt;
* Asteroid belts through which you must blast a path for your starship.&lt;br /&gt;
* Synthesized speech to warn of approaching alien craft or when it's time to refuel.&lt;br /&gt;
* Three different lifts to vary the speed at which the ship moves vertically.&lt;br /&gt;
* Increased difficulty levels to challenge you.&lt;br /&gt;
&lt;br /&gt;
Parsec is a one-player game which tests your skills and strategy. Movement of the ship on the screen may be controlled by the arrow keys on the keyboard or by the Wired Remote Controllers.&lt;br /&gt;
&lt;br /&gt;
Parsec is designed to work with or without the Texas Instruments Solid State Speech&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Synthesizer (sold separately). However, the Speech Synthesizer must be attached to activate the voice of the computer. The voice enhances the game by simulating an onboard computer in your starships. It warns you of oncoming alien craft and refueling tunnels, and it congratulates you for good performance.&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
After you select Parsec, the title screen appears. Press any key to leave the screen and go to the game, or wait a few seconds and the title screen ends automatically and is replaced by a space scene.&lt;br /&gt;
&lt;br /&gt;
On the screen the patrolling starship, Parsec, is cruising above the surface of the planet. Directly beneath the surface of the planet is the command PRESS FIRE TO BEGIN. Below this command the word FUEL and an orange band indicate how much fuel your patrol ship has. An arrow at lower right indicates your score.&lt;br /&gt;
&lt;br /&gt;
Under the current score is the word TOP, which indicates the highest score in the series of games currently underway.&lt;br /&gt;
&lt;br /&gt;
To control the speed of the vertical movement of your ship, choose from three LIFTS. Lift 1 is the slowest and is generally used when refueling. Lifts 2 and 3 are used for combat. The game always starts in Lift 3. Change Lifts simply by pressing the 1, 2, or 3 key. The Lift your ship is using is displayed at the bottom center of the screen.&lt;br /&gt;
&lt;br /&gt;
Directly to the left of the Lift indicator is the remainder of your fleet. You begin patrol with five ships. If your current ship is destroyed during the course of the game, one of the reserve ships automatically takes its place to continue fighting. The total number of ships in your fleet is the sum of the ships in reserve at the lower left of the screen plus the ship involved in combat.&lt;br /&gt;
&lt;br /&gt;
====Controlling Your Ship====&lt;br /&gt;
Your ship can be vertically or horizontally maneuvered for fighting by pressing the arrow keys. Pressing the ←(S) key cuts the rockets in your ship back to an idle, and your ship drifts back to the left. Pressing the → (D) key increases the rockets' thrust and accelerates the ship to the right. Pressing ↑ (E) or ↓ (X) moves your ship up or down to maneuver you into firing position or out of danger of being hit by an alien ship, a photon missile, or an asteroid. To fire the starship's laser, press the Period (.) key. You may also press a or Y to fire; however, the ship will not move while you are firing with these two keys.&lt;br /&gt;
&lt;br /&gt;
If you are using the Wired Remote Controllers, move the lever right or left to maneuver the ship horizontally on the screen, and move the lever forward (toward the FIRE button) or backward (away from the FIRE button) to maneuver vertically on the screen. Press the FIRE button to activate the laser.&lt;br /&gt;
&lt;br /&gt;
====Stopping the Game====&lt;br /&gt;
If at any time in the game you wish to stop the action, press the P key (for pause) and hold it down momentarily. The screen action stops and the words TIME WARP ACTIVATED appear directly below the planet surface. Press any key to resume the game.&lt;br /&gt;
&lt;br /&gt;
===Playing the Game===&lt;br /&gt;
After going to the game screen from the title sequence as described in the previous section, press the FIRE button on the Wired Remote Controller or the Period (.) key to start the game. A series of six different craft appears, one type at a time, which must be destroyed with your laser. Carefully position your ship and fire at the alien craft.&lt;br /&gt;
&lt;br /&gt;
Note: If the laser is continuously fired, the ship begins to flash red and green. If it is fired too long, your ship will explode from an overheated laser.&lt;br /&gt;
&lt;br /&gt;
====Alien Craft Advancing!====&lt;br /&gt;
First to appear are the SWOOPERS, which attack from the upper right of the screen and drop down to varied altitudes above the surface of the planet. They pose the danger of collision, and the longer they are allowed to fly, the faster they become. If you lose a ship through collision with an enemy craft or with the ground, you must start over until all have been successfully eliminated.&lt;br /&gt;
&lt;br /&gt;
Now comes the first of the armed cruisers. The URBITES, larger than the SWOOPERS, are heavily armed with twin photon cannon. They appear on the right side of the screen and track the vertical movement of your ship. Each time your starship crosses their sights, they fire.&lt;br /&gt;
&lt;br /&gt;
Next comes another group of small fighters. The LIGHT TRIANGULAR FIGHTERS or LTF's are similar to the SWOOPERS, except that their streamlined, triangular shape makes them a more challenging target. LTF's also bring about the danger of collision, and their acceleration makes them difficult to hit if left on the screen too long. Losing a ship to them requires that you face them again until all are eliminated.&lt;br /&gt;
&lt;br /&gt;
If you are successful with the LTF's, prepare to meet what many commanders consider to be the most vicious, deadly group of aliens within light years of the galaxy. The DRAMITE cruisers are armed with a single photon cannon, but the maneuverability of each cruiser and the rapid-fire capability of its cannon make them utterly wicked. They are vertically faster than the URBITES, and they attack your ship with ferocity, drawing nearer to you as they track your up-and-down movement.&lt;br /&gt;
&lt;br /&gt;
The next set of fighters, the SAUCERS, have the sinister habit of sneaking up from behind, trying to crash into you from the rear. If they miss, they pass you, reverse their course, and try to ram you from the front. The number of ships you have determines their attack pattern. If you have four or more ships in reserve, the SAUCERS attack in random patterns. If you have three or less ships left, they attack in a pattern starting at the top of the screen and moving down. Aim well and fly carefully, for the SAUCERS are dangerous. Losing a ship means that you must fight another wave of them until you get them all. &lt;br /&gt;
&lt;br /&gt;
The last cruiser group is the BYNITES. Similar to the URBITES and DRAMITES, they are armed with a photon cannon that shoots clusters of photon missiles. They are just as deadly as the other cruisers. WARNING-Do not underestimate any of these aliens!&lt;br /&gt;
&lt;br /&gt;
====Asteroid Belts====&lt;br /&gt;
After successfully eliminating all of the aliens, you next encounter the asteroid belt. A wall of asteroids threatens to destroy your ship. You must blast through with your laser. Again, be careful not to fire so long that your laser overheats.&lt;br /&gt;
&lt;br /&gt;
When you are into the asteroid belt, your onboard computer begins a countdown to indicate the distance to the end of the belt. When you reach the end, the entire yellow surface of the planet turns green, indicating that you have reached the second level.&lt;br /&gt;
&lt;br /&gt;
====Advancing to Different Levels====&lt;br /&gt;
&lt;br /&gt;
Second-level play is similar to first level, except that alien ships must be hit twice to be destroyed. When hit once, they change color. Hit them again and they are destroyed. After the second-level asteroid belt, the planet surface turns red, and you have reached the third level.&lt;br /&gt;
&lt;br /&gt;
Starting in Level Two, the BYNITE ships become invisible when hit once, but continue to fire at you until they are hit the second time. They continue this throughout the higher levels.&lt;br /&gt;
&lt;br /&gt;
During third-level play, you must hit the aliens three times to destroy them. From this point on in the game, no matter what level you may achieve, you must hit the aliens three times to eliminate them. &lt;br /&gt;
&lt;br /&gt;
As you progress to the higher levels, the armed cruisers appear closer and closer to your ship, rather than on the far right side of the screen. Also, the small fighters accelerate more quickly as the levels increase. Good luck!&lt;br /&gt;
&lt;br /&gt;
===Special Features===&lt;br /&gt;
&lt;br /&gt;
====Scoring====&lt;br /&gt;
In Level One the first two groups of aliens, the SWOOPER fighters and the URBITE cruisers, are worth 100 points per ship. The next two groups, the LTF's and the DRAMITES, are worth 200 points, and the last two groups, the SAUCERS and the BYNITES, are worth 300 points. Each asteroid which is destroyed counts 100 points. Getting through the asteroid belt successfully adds 1000 points to your score.&lt;br /&gt;
&lt;br /&gt;
In Level Two, the aliens increase in value by 100 points. Thus, the first two groups of aliens count 200 points for each ship you destroy. The second and third groups of two are worth 300 and 400 points respectively. The asteroid belt is worth 2000 points, although individual asteroids still count only 100 points.&lt;br /&gt;
&lt;br /&gt;
In the third level, the aliens' values are increased by another 100 points to 300, 400, and 500 points for the different groups of two, and the asteroid belt is worth 3000 points.&lt;br /&gt;
&lt;br /&gt;
From this point on, the aliens maintain the third level values. However, the asteroid belts keep adding point value. In the fourth level (blue planet surface), the asteroid belt is worth 4000 points. In the fifth level (magenta planet surface), surviving the asteroid belt adds 4500 points to your score, and the belt begins to add point value at 500 per level until it reaches a total of 10,000 points for successful completion. Asteroid belts build up in value because they become progressively longer and more difficult with each level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; vertical-align:center; text-align:center;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!  !!  !! [[File:Swooper.png|75px|center]] !! [[File:Dramite, Urbite, Bynite.png|75px|center]] !! [[File:LTFs.png|75px|center]] !! [[File:Dramite, Urbite, Bynite.png|75px|center]] !! [[File:Saucers.png|75px|center]] !! [[File:Dramite, Urbite, Bynite.png|75px|center]] !! [[File:Asteroid.png|75px|center]] !! [[File:Killer Satellite.png|75px|center]]&lt;br /&gt;
|-&lt;br /&gt;
| Level || Screen Color || Swoopers || Urbites || LTFs || Dramites || Saucers || Bynites || Asteroid Belt || Killer Satelites&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Dark Yellow || 100 || 100 || 200 || 200 || 300 || 300|| 1000 || -&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Dark Green || 200 || 200 || 300 || 300 || 400 || 400 || 2000 || -&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Dark Red || 300 || 300 || 400 || 400 || 500 || 500 || 3000 || -&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Dark Blue || 300 || 300 || 400 || 400 || 500 || 500 || 4000 || 400&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Magenta || 300 || 300 || 400 || 400 || 500 || 500 || 4500 || 400&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Light Red || 300 || 300 || 400 || 400 || 500 || 500 || 5000 || 400&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Light Green || 300 || 300 || 400 || 400 || 500 || 500 || 5500 || 400&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Cyan || 300 || 300 || 400 || 400 || 500 || 500 || 6000 || 400&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Dark Blue || 300 || 300 || 400 || 400 || 500 || 500 || 6500 || 400&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Medium Red || 300 || 300 || 400 || 400 || 500 || 500 || 7000 || 400&lt;br /&gt;
|-&lt;br /&gt;
| 11 || Light Blue || 300 || 300 || 400 || 400 || 500 || 500 || 7500 || 400&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Medium Green || 300 || 300 || 400 || 400 || 500 || 500 || 8000 || 400&lt;br /&gt;
|-&lt;br /&gt;
| 13 || Grey || 300 || 300 || 400 || 400 || 500 || 500 || 8500 || 400&lt;br /&gt;
|-&lt;br /&gt;
| 14 || White || 300 || 300 || 400 || 400 || 500 || 500 || 9000 || 400&lt;br /&gt;
|-&lt;br /&gt;
| 15 || Dark Yellow || 300 || 300 || 400 || 400 || 500 || 500 || 9500 || 400&lt;br /&gt;
|-&lt;br /&gt;
| 16 || Dark Yellow || 300 || 300 || 400 || 400 || 500 || 500 || 10000 || 400&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Refueling Tunnels====&lt;br /&gt;
If you keep a ship fighting long enough, it eventually depletes its entire fuel supply. When your ship runs low on fuel, refueling tunnels appear in the planet's surface, and you must fly into and out of them, without crashing, to refuel. The first tunnel is worth 1000 points. The second is more difficult to fly through, and it adds 2000 points to your score. The third tunnel is harder still and much longer and is worth 3000 points.&lt;br /&gt;
&lt;br /&gt;
====New Ships====&lt;br /&gt;
At a score of 5000 points, you are awarded another ship. If you still have a total of five ships, the new ship does not appear on the screen when it is awarded. But the computer holds it in memory and displays it on the screen if you lose a ship. If you have less than five ships when the new ship is awarded, it is displayed immediately. A second ship is awarded at 15,000 points and a third is awarded at 25,000. Thus, ships are awarded at intervals of 10,000 points.&lt;br /&gt;
&lt;br /&gt;
====Advanced Play====&lt;br /&gt;
Following the asteroid belt in Level Four, a type of alien appears that is not seen in the first three levels. KILLER SATELLITES, worth 400 points each, appear for a surprise attack, as they are able to elude the sensing devices of your onboard computer. They need only be hit once to be destroyed. However, they attack a randomly generated number of times. You never know how many you will meet in a single attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-tfp&amp;quot; style=&amp;quot;margin:0.1em 0.4em 0.6em;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
1982 Parsec Cartridge (Purple label on black).png|1982 Parsec Cartridge (Purple Label on Black Cartridge)&lt;br /&gt;
1983 Parsec Cartridge (Red label on black).png|1983 Parsec Cartridge (Red Label on Black Cartridge)&lt;br /&gt;
Parsec Manual Cover.jpg|Parsec Manual Front Cover&lt;br /&gt;
Parsec Manual Cover.jpg|Parsec Manual Complete (pdf format)|link=https://4apedia.com/manuals/Parsec%20Manual.pdf&lt;br /&gt;
1983 Parsec Cartridge (Red label on black).png|Parsec MAME/MESS Rom (rpk format)|link=https://4apedia.com/roms/Parsec.rpk&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
&lt;br /&gt;
* [https://gamefaqs.gamespot.com/ti99/946868-parsec GameFAQs: Parsec]&lt;br /&gt;
* [http://www.gamesdatabase.org/game/texas-instruments-ti-99-4a/parsec Games Database: Parsec]&lt;br /&gt;
* [https://www.giantbomb.com/parsec/3030-4527 Giant Bomb: Parsec]&lt;br /&gt;
* [http://www.mobygames.com/game/ti-994a/parsec Moby Games: Parsec]&lt;br /&gt;
* [http://www.thelogbook.com/phosphor/1982/parsec-ti The Log Book: Parsec]&lt;br /&gt;
* [http://www.ti99ers.org/timeline/cartbytitle.html#P TI-99ers On-line User Group: TI-99 Cartridge Listing]&lt;br /&gt;
* [http://www.videogamehouse.net/parsec.html TI-99/4A Video Game House: Parsec]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Parsec_(video_game) Wikipedia: Parsec]&lt;br /&gt;
* [http://xona.com/ti994a/parsec.html Xona Games: Rare Parsec Facts - TI-99/4A]&lt;br /&gt;
&lt;br /&gt;
[[Category:Shooter]]&lt;br /&gt;
[[Category:1982 Software]]&lt;br /&gt;
[[Category:Solid State Software Command Module]]&lt;br /&gt;
[[Category:Solid State Speech Synthesizer]]&lt;br /&gt;
[[Category:Software]]&lt;br /&gt;
[[Category:Space]]&lt;br /&gt;
[[Category:Texas Instruments]]&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=Car_Wars&amp;diff=8986</id>
		<title>Car Wars</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=Car_Wars&amp;diff=8986"/>
		<updated>2024-04-29T17:34:27Z</updated>

		<summary type="html">&lt;p&gt;Polluks: /* External links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''''Car Wars''''' is a video game for the Texas Instruments TI-99/4A home computer. ''Car Wars'' is a clone of the 1979 Sega game [https://en.wikipedia.org/wiki/Head_On_(video_game) ''Head On'']. The player controls a car starting at the bottom of the screen and navigates it through an open grid full of dots. The object is to collect all the dots while avoiding crashing into other cars. The player's car is always moving counter-clockwise. The player, who can never stop the car or change direction, is only able to control the relative speed of the car and move the car across one or two lines of the grid. After the player comes close to collecting all the dots, the other cars begin speeding up.&lt;br /&gt;
&lt;br /&gt;
{{Infobox video game&lt;br /&gt;
| collapsible = &lt;br /&gt;
| state = &lt;br /&gt;
| italic title = &lt;br /&gt;
| title = Car Wars&lt;br /&gt;
| image = Car Wars Manual.jpg&lt;br /&gt;
| alt = Car Wars Manual Cover&lt;br /&gt;
| caption = Car Wars Manual (Front Cover) &amp;lt;ref&amp;gt;{{cite web|title=TI99ers On-Line User Group: TI-99 Cartridge Listing|url=http://www.ti99ers.org/timeline/cartbytitle.html#C}}&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;{{cite web|title=TI-99/4A Video Game House: Car Wars|url=https://www.videogamehouse.net/carwars.html}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| publisher = [[Texas Instruments|Texas Instruments (TI)]]&lt;br /&gt;
| part = PHM 3054&lt;br /&gt;
| programmer = [[Jim Dramis]]&lt;br /&gt;
| format = [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]]&lt;br /&gt;
| released = [[:Category:1981 Software|November 1981]]&lt;br /&gt;
| genre = [[:Category:Maze|Maze]], [[:Category:Racing|Racing]]&lt;br /&gt;
| price = $39.95 (USD)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Car Wars''' was programmed by [[Jim Dramis]] (creator of both [[Munch Man]] and [[Parsec]]). It was released in November of [[:Category:1981 Software|1981]] and distributed on [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]]. Car Wars originally sold for $39.95 (USD).&lt;br /&gt;
==Preparation==&lt;br /&gt;
Prior to the game, the player can select playing options from a menu. These will determine the speed of the player's and computer's cars and when the computer's cars will speed up.&lt;br /&gt;
&lt;br /&gt;
There are three speeds, identified as ''slow'', ''fast'', and ''flyin'''. Both the player and the computer will move at the selected speed. The three speed-up options are titled ''late'', ''early'', and ''lookout''. The computer's cars will speed up after clearing 150, 120, and 90 dots, respectively.&lt;br /&gt;
&lt;br /&gt;
The player has the ability to speed up at any time by pressing the joystick button, but it is sometimes advantageous to move slowly.&lt;br /&gt;
&lt;br /&gt;
==Description of Game Screen==&lt;br /&gt;
[[File: 1981_-_Car_Wars_Manual.jpg|300px|thumb|thumb|frame|left|1981 (Original) Car Wars Manual Front Cover]] During the play of the game, the player is represented by a red car, and the computer, in the beginning, uses a yellow car. The player's car always moves counterclockwise around the board, and the computer's cars move clockwise.&lt;br /&gt;
&lt;br /&gt;
There are five &amp;quot;lanes,&amp;quot; each of which forms a circumference around the board. The outer lanes are larger than the inner ones. The lanes (from inner to outer) have 4, 20, 36, 52, and 68 dots respectively. Each lane is divided into four sectors, with breaks at the 12:00, 3:00, 6:00 and 9:00 points. It is at these locations where lane-changing is possible. The player has the ability to switch up to two lanes at each break, while the computer's cars can only switch one lane at a time.&lt;br /&gt;
&lt;br /&gt;
In the center of the screen is a &amp;quot;pit,&amp;quot; where spare cars are displayed. The game begins with two cars in the pit. When a level is cleared, a new car is added to the pit, and bonus points are scored. When a crash occurs, a car is removed from the pit. A maximum of four cars can occupy the pit at any given time. If a level is cleared with four cars in the pit, bonus points are scored, but no new cars are added.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
When the game starts, the player's red car and the computer's yellow car face-off back-to-back at the bottom of the screen (6:00 position), and start off moving in the opposite direction.&lt;br /&gt;
&lt;br /&gt;
After one level is cleared, the starting position of the computer's yellow car moves to the left of the screen (9:00 position). When the second screen is cleared, the yellow car moves back to its original position, but the computer adds a new ''blue'' car, which starts at the left. After this level is cleared, the blue car shifts to the second-outermost lane.&lt;br /&gt;
&lt;br /&gt;
On the fifth level, the computer adds a third car, which is ''green''. The three cars start at different positions, depending on the level. No new cars are added from this point on.&lt;br /&gt;
&lt;br /&gt;
The object is to clear all 180 dots from the board, which will result in bonus points, a new car being added to the pit (unless full), and advancement to the next level. The maximum score is 99,990. Any scoring thereafter results in the scoreboard rolling over to 0, requiring the player to mentally keep track of the score.&lt;br /&gt;
&lt;br /&gt;
The game ends when the player crashes into a computer car while no spare cars are in the pit.&lt;br /&gt;
&lt;br /&gt;
==Advertising Blurbs==&lt;br /&gt;
===Front Cover of Manual===&lt;br /&gt;
It's your car against the computer's in this exciting race! Score points by out-maneuvering the computer's car as it tries to run you off the track!&lt;br /&gt;
&lt;br /&gt;
===Back Cover of Manual===&lt;br /&gt;
&lt;br /&gt;
Enjoy the excitement of high-speed racing, combined with the challenge of out-maneuvering a canny opponent, as you pit your speed and skill against the computer in this challenging, fast-paced game.&lt;br /&gt;
&lt;br /&gt;
With the Car Wars module, you try to:&lt;br /&gt;
&lt;br /&gt;
* Score points by clearing as many dots as possible from the lanes. Avoid the computer's yellow car. Obtain extra cars by clearing all the driving lanes on the display.&lt;br /&gt;
&lt;br /&gt;
* In addition, various levels of difficulty allow you to add even more excitement to the Car Wars action as your skills increase. Movement on the screen can be controlled by the Wired Remote Controllers or from the keyboard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:1981 - Car Wars Cartridge.png|300px|1981 Car Wars cartridge (black cartridge with black label)&lt;br /&gt;
File:1983 - Car Wars Cartridge.png|300px|1983 Car Wars cartridge (beige cartridge with red label)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Triton Catalog - Fall 1984===&lt;br /&gt;
Here's high-speed racing with a vengeance! This 1-player game pits your speed, skill and strategy against the computer, as you race around the track out-maneuvering a canny opponent. Increase the level of difficulty for even more excitement. (Joysticks recommended.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--        Manual        --&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-lower&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;margin-top:4px; border:1px solid #ddcef2; background:#f5fffa; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-bottom&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;mp-tfp-h2&amp;quot; style=&amp;quot;margin:0.5em; background:#cef2e0; font-family:inherit; font-size:120%; font-weight:bold; border:1px solid #afa3bf; color:#000; padding:0.2em 0.4em&amp;quot;&amp;gt;Manual&amp;lt;span style=&amp;quot;font-size:85%; font-weight:normal;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.6em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''CAR WARS&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt;'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cartridge Instructions'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''TI-99/4A'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Programmer: James E. Dramis&amp;lt;br&amp;gt;&lt;br /&gt;
Book developed and written by: Staff members of the Texas Instruments&amp;lt;br&amp;gt;&lt;br /&gt;
Education and Communications Center. &lt;br /&gt;
&lt;br /&gt;
Copyright &amp;amp;copy; 1981, Texas Instruments Incorporated&amp;lt;br&amp;gt;&lt;br /&gt;
Command Module program and data base contents copyright &amp;amp;copy; 1981, Texas Instruments, Inc.&amp;lt;br&amp;gt;&lt;br /&gt;
See important warranty information at back of book.&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
If you enjoy the excitement of high-speed racing, combined with the challenge of out-maneuvering a canny opponent, this is your kind of game! With Car Wars Solid State Software(TM) Command Module, you pit your speed and skill against the computer's as you try to get your car around the track without getting &amp;quot;crashed&amp;quot; off the field. &lt;br /&gt;
&lt;br /&gt;
With the Car Wars Module, you try to: &lt;br /&gt;
&lt;br /&gt;
*Score points by clearing as many dots as possible from the lanes.&lt;br /&gt;
&lt;br /&gt;
*Avoid the computer's yellow car.&lt;br /&gt;
&lt;br /&gt;
*Obtain extra cars by clearing all of the driving lanes on the display.&lt;br /&gt;
&lt;br /&gt;
Movement on the screen can be controlled by the Wired Remote Controllers or from the keyboard.&lt;br /&gt;
&lt;br /&gt;
[[File:Car Wars - 1018.gif|center]]&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
After you select the module, a demonstration of Car Wars begins. To stop the demonstration, simply press any key and the option selection list appears; or you can wait for the sample game to end and the selection list to appear automatically.&lt;br /&gt;
&lt;br /&gt;
To set up your own game, you need to choose the speed of both cars and to select the point in the game when the computer's car will increase its speed.&lt;br /&gt;
&lt;br /&gt;
Player/Computer Car Speed:&lt;br /&gt;
&lt;br /&gt;
You can choose from three speed options which affect both your car and&lt;br /&gt;
the computer's.&lt;br /&gt;
&lt;br /&gt;
*Creepin' - Cars move slowly.&lt;br /&gt;
&lt;br /&gt;
*Fast - Cars move faster.&lt;br /&gt;
&lt;br /&gt;
*Flyin' - Cars move fastest.&lt;br /&gt;
&lt;br /&gt;
Press 1, 2, or 3 to select the speed of the cars.&lt;br /&gt;
&lt;br /&gt;
Computer Car Speed up:&lt;br /&gt;
&lt;br /&gt;
During the game, the computer's car automatically doubles its speed. After you select the starting speed of both cars, you choose the point in the game when the computer's car speeds up. You have three options:&lt;br /&gt;
&lt;br /&gt;
*Late - The computer's car speeds up after you clear 150 dots from the playing field.&lt;br /&gt;
&lt;br /&gt;
*Early - The computer's car speeds up after you clear 120 dots from the playing field.&lt;br /&gt;
&lt;br /&gt;
*Look-out! - The computer's car speeds up after you clear 90 dots from the playing field. &lt;br /&gt;
&lt;br /&gt;
Press 1, 2, or 3 to select when you want the computer's car to speed up. Note that at any time during the game selection process, you can return to the first option selection group (Player/Computer Car Speed) by pressing BACK. &lt;br /&gt;
&lt;br /&gt;
===Playing the Game=== &lt;br /&gt;
&lt;br /&gt;
After you select the game options, the playing field appears, consisting of dots and solid lines representing car lanes.&lt;br /&gt;
&lt;br /&gt;
A red car and a yellow car appear in their starting positions at the bottom of the display. You control the red car; the yellow car is controlled by the computer. Two additional player cars appear in the &amp;quot;pit&amp;quot; in the center of the display.&lt;br /&gt;
&lt;br /&gt;
To the left of the playing field is a &amp;quot;traffic light&amp;quot; which signals the start of each game. The current score and the best score in the present series of games are displayed just above the traffic signal.&lt;br /&gt;
&lt;br /&gt;
You can stop a game at any time and return to the option selection display by pressing BACK. To start a game over with the same options, press REDO.&lt;br /&gt;
&lt;br /&gt;
===Object of The Game===&lt;br /&gt;
&lt;br /&gt;
The object of the game is to clear the dots from the playing field by successfully maneuvering your car through the maze of lanes, without being &amp;quot;crashed&amp;quot; by the yellow computer car. You get three chances to clear the field. The number of cars in the pit show how many chances you have left at any point in the game.&lt;br /&gt;
&lt;br /&gt;
To start the game, press any key. The game begins when the traffic light at the left-hand side of the display turns green to signal &amp;quot;Go!&amp;quot; Then the two cars begin moving in opposite directions around the outside driving lane.&lt;br /&gt;
&lt;br /&gt;
To maneuver your car around the field to avoid the computer's car, press the arrow keys, [UP ARROW] (E), [LEFT ARROW] (S), [RIGHT ARROW] (D), and [DOWN ARROW] (X). To move your car two lanes over, instead of one, simply hold the key down for a moment (this capability provides a strategic player-advantage because the computer's car can move only one lane at a time).&lt;br /&gt;
&lt;br /&gt;
As the game begins, the two cars are traveling at the same speed. The yellow car automatically doubles its speed sometime during the game, depending on the &amp;quot;speed up&amp;quot; level you selected (See &amp;quot;Getting Started&amp;quot;). To accelerate your car, press &amp;quot;Y&amp;quot; (Note that you can also accelerate by pressing ENTER on the TI-99/4 console or the period key on the TI-99/4A console).&lt;br /&gt;
&lt;br /&gt;
If you are using the Wired Remote Controllers, move the lever to direct your car, and press the FIRE button to accelerate.&lt;br /&gt;
&lt;br /&gt;
===Scoring===&lt;br /&gt;
&lt;br /&gt;
As you move your car around the field, your object is to clear as many lanes of dots as you can before the computer's car can crash into yours. For each dot cleared in the first round, you receive 10 points. If you successfully clear all the dots without being &amp;quot;crashed&amp;quot;, a BONUS message flashes on the display, and bonus points are added to your score. The number of bonus points awarded depends on the type of game you set up, as shown on the chart below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! SELECTION / POINTS !! CREEPIN' !! FAST !! FLYIN'&lt;br /&gt;
|-&lt;br /&gt;
| LATE || 200 || 400 || 600&lt;br /&gt;
|-&lt;br /&gt;
| EARLY || 400 || 600 || 800&lt;br /&gt;
|-&lt;br /&gt;
| LOOK-OUT || 600 || 800 || 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Thus, you could receive from 200 bonus points, for a game where you've chosen a car speed of &amp;quot;creepin'&amp;quot; and a computer-car speed-up point of &amp;quot;late&amp;quot;, to as much as 1,000 points, if you select a car speed of &amp;quot;flyin'&amp;quot; and a speed-up point of &amp;quot;look-out!&amp;quot; When the bonus scoring is completed, an extra player car is added to the pit (you may receive up to four additional cars).&lt;br /&gt;
&lt;br /&gt;
To begin the second round, press any key. The yellow computer car appears in a new starting position. Scoring, bonus points, and additional cars are awarded exactly as in the first round.&lt;br /&gt;
&lt;br /&gt;
If you again succeed in clearing all the dots from the field without being crashed, the third round begins with two computer cars simultaneously attempting to crash your car off the field.&lt;br /&gt;
&lt;br /&gt;
At the two-computer car level, each dot is worth 20 points; and when a bonus is received, double bonus points are awarded.&lt;br /&gt;
&lt;br /&gt;
Should you successfully complete two rounds at this two-computer-car level by clearing all the dots, you can then move on to the three-car level, playing three computer cars simultaneously. At the three-computer-car level, each dot is worth 30 points, and triple bonus points are awarded. The game continues in this way with an additional computer car appearing and more points being awarded after every two rounds.&lt;br /&gt;
&lt;br /&gt;
===End of the Game===&lt;br /&gt;
&lt;br /&gt;
The game is over when the computer car crashes all the player cars off the field. The computer flashes your highest score for this session with the module on the display.&lt;br /&gt;
&lt;br /&gt;
To play another game with the same options, press REDO. To change the options for the next game, press BACK and the option selection display appears. When you finish playing Car Wars, press QUIT to return to the master title screen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-tfp&amp;quot; style=&amp;quot;margin:0.1em 0.4em 0.6em;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
1981 - Car Wars Cartridge.png|1981 Car Wars Cartridge (Black Label on Black Cartridge)&lt;br /&gt;
1983 - Car Wars Cartridge.png|1983 Car Wars Cartridge (Red Label on Beige Cartridge)&lt;br /&gt;
1981 - Car Wars Manual.jpg|1981 Car Wars Manual Front Cover (Old-Style)&lt;br /&gt;
Car Wars Manual.jpg|1982 Car Wars Manual Front Cover (Modern-Style)&lt;br /&gt;
Car Wars 1000px.gif|Car Wars Animated gif&lt;br /&gt;
Car Wars Manual.jpg|Car Wars Manual Complete (pdf format)|link=https://4apedia.com/manuals/Car%20Wars%20Manual.pdf&lt;br /&gt;
1983 - Car Wars Cartridge.png|Car Wars MAME/MESS Rom (rpk format)|link=https://4apedia.com/roms/Car%20Wars.rpk&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://elisoftware.org/w/index.php/Car_Wars_(TI99%5C4A,_Cartridge)_Texas_Instruments_-_1981_USA,_Canada_Release Eli's Software Encyclopedia: Car Wars]&lt;br /&gt;
* [https://gamefaqs.gamespot.com/ti99/948154-car-wars Game FAQs: Car Wars]&lt;br /&gt;
* [http://www.mobygames.com/game/car-wars Moby Games: Car Wars]&lt;br /&gt;
* [http://www.pixelatedarcade.com/games/car-wars Pixelated Arcade: Car Wars]&lt;br /&gt;
* [http://www.ti99ers.org/timeline/cartbytitle.html#C TI-99ers On-line User Group: TI-99 Cartridge Listing]&lt;br /&gt;
* [http://www.videogamehouse.net/carwars.html TI-99/4A Video Game House: Car Wars]&lt;br /&gt;
* [https://web.archive.org/web/20070412064248/http://my.stratos.net/~hewston95/RTM10/RTM10.html#TI994_Arcade Web Archive: Retrogaming Times Monthly, March 2005, Issue #10]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Car_Wars_(video_game) Wikipedia: Car Wars]&lt;br /&gt;
&lt;br /&gt;
[[Category:1981 Software]]&lt;br /&gt;
[[Category:Maze]]&lt;br /&gt;
[[Category:Racing]]&lt;br /&gt;
[[Category:Solid State Software Command Module]]&lt;br /&gt;
[[Category:Software]]&lt;br /&gt;
[[Category:Texas Instruments]]&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=Alpiner&amp;diff=8985</id>
		<title>Alpiner</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=Alpiner&amp;diff=8985"/>
		<updated>2024-04-29T17:33:23Z</updated>

		<summary type="html">&lt;p&gt;Polluks: /* External Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''''Alpiner''''' is an [[:Category:Action|action]] video game designed by [[Janet Srimushnam]] for the TI-99/4A computer and published by [[Texas Instruments|Texas Instruments (TI)]] in the [[:Category:1982 Software|fourth quarter of 1982]]. It initially retailed for $39.95 (USD). Alpiner was released on [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]] by [[:Category:Texas Instruments|Texas Instruments (TI)]]. In the game, the player climbs the worlds six highest mountains while avoiding obstacles such as trees, animals (skunks, bears, cougars, snakes, vultures, and Yetis on skis) and falling rocks or landslides. The mountains in the game include Mount Hood, The Matterhorn, Mount Kenya, Mount McKinley (now known as Denali), Mount Garmo and Mount Everest. The names of the mountains along with their corresponding elevations appear on the main screen.&lt;br /&gt;
&lt;br /&gt;
{{Infobox video game&lt;br /&gt;
| collapsible = &lt;br /&gt;
| state = &lt;br /&gt;
| italic title = &lt;br /&gt;
| title = Alpiner&lt;br /&gt;
| image = Alpiner Manual Cover.jpg&lt;br /&gt;
| alt = Alpiner Manual Front Cover&lt;br /&gt;
| caption = Alpiner Manual (Front Cover) &amp;lt;ref&amp;gt;{{cite web|title=TI99ers On-Line User Group: TI-99 Cartridge Listing|url=http://www.ti99ers.org/timeline/cartbytitle.html#A}}&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;{{cite web|title=TI-99/4A Video Game House: Alpiner|url=https://www.videogamehouse.net/alpiner.html}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| publisher = [[Texas Instruments|Texas Instruments (TI)]]&lt;br /&gt;
| part = PHM 3056&lt;br /&gt;
| programmer = [[Janet Srimushnam]]&lt;br /&gt;
| format = [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]]&lt;br /&gt;
| released = [[:Category:1982 Software|1982 (4th Quarter)]]&lt;br /&gt;
| genre = [[:Category:Action|Action]]&lt;br /&gt;
| price = $39.95 (USD)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Sound==&lt;br /&gt;
The game can be played with or without the commentary or voices, but to play with them requires the use of the TI ''Solid State Speech Synthesizer''&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt;. The voices and commentary help to warn you of approaching obstacles and comment on your progress. Other sounds in the game, alert you to upcoming animals.&lt;br /&gt;
&lt;br /&gt;
The music heard during gameplay is Anitra's Dance from Act IV of Peer Gynt by Norwegian composer Edvard Grieg.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
After selecting 1-2 players and moving past the main screen with the mountains and elevations the game begins. The player must climb the side of each mountain and make it to the summit in the allotted time.&lt;br /&gt;
&lt;br /&gt;
Obstacles placed in the Alpiner's way include falling rocks, wild animals, trees, and brush fires that must be avoided to continue up the mountain. In level 7 the avalanche obstacle is introduced and in level 13 the Ice Falls.  Being hit by obstacles will result in sliding down the mountain, some further than others. If the Alpiner slides all the way down the mountain one of the lives is lost. The game awards an extra life after the end of each round of six mountains, after reaching the top of Mount Everest.&lt;br /&gt;
&lt;br /&gt;
There are 18 levels in the game divided into 3 rounds, the player must climb each of the six mountains successfully to continue on to the next round.&lt;br /&gt;
&lt;br /&gt;
A fully playable JacaScript version is available for play online at [http://www.globeron.com/ti99/alpiner.html Bloberon: Alpiner].&lt;br /&gt;
&lt;br /&gt;
==Advertising Blurb==&lt;br /&gt;
===Front Cover of Manual===&lt;br /&gt;
Climb six of the world's tallest mountains and evade dangerous obstacles with ALPINER. Be careful -- the Abominable Snowman is waiting for you atop Mt. Everest!&lt;br /&gt;
&lt;br /&gt;
===Triton Catalog - Spring 1984===&lt;br /&gt;
Be a mountain-climber challenging the 6 toughest peaks in the world: Hood, Matterhorn, Kenya, McKinley, Garmo, and Everest. Face rockfalls, forest fires, avalanches and - ugh! - the Abominable Snowman. 1-2 players. (Speech Synthesizer and Wired Remote Controllers recommended.)&lt;br /&gt;
&lt;br /&gt;
==Cheat==&lt;br /&gt;
Pressing the keys &amp;quot;*#*&amp;quot; (in that exact sequence) on the game's title screen, allows the player to choose how many lives he/she wishes to start the games with. The player can choose from 1 to 9 lives and the level of difficulty (from 1 to 18). Be aware, however, that enabling this cheat displays the word &amp;quot;Test&amp;quot; on the bottom left of the screen, so you won't fool your friends with the cheat enabled. &amp;lt;ref&amp;gt;{{cite web|title=TI-99/4A Video Game House: Alpiner|url=http://www.videogamehouse.net/alpiner.html}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:1982 - Alpiner Cartridge (red).png|200px|1982 Alpiner Cartridge (Black cartridge with red label)&lt;br /&gt;
File:1982 - Alpiner Cartridge (purple).png|200px|1982 Alpiner Cartridge (Black cartridge with purple label)&lt;br /&gt;
File:1983 - Alpiner Cartridge.png|200px|1983 Alpiner Cartridge (Beige cartridge with red label)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--        Manual        --&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-lower&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;margin-top:4px; border:1px solid #ddcef2; background:#faf5ff; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-bottom&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;mp-tfp-h2&amp;quot; style=&amp;quot;margin:0.5em; background:#ddcef2; font-family:inherit; font-size:120%; font-weight:bold; border:1px solid #afa3bf; color:#000; padding:0.2em 0.4em&amp;quot;&amp;gt;Manual&amp;lt;span style=&amp;quot;font-size:85%; font-weight:normal;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.6em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''ALPINER&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt;''' Cartridge Instructions TI-99/4A&lt;br /&gt;
&lt;br /&gt;
Programmed by: Janet Srimushnam&amp;lt;br&amp;gt;&lt;br /&gt;
Voices by: Aubree Anderson, Cliff Easthom&amp;lt;br&amp;gt;&lt;br /&gt;
Book developed and written by: Staff members of Texas Instruments Creative Communications. &amp;lt;br&amp;gt;&lt;br /&gt;
Copyright © 1982 by Texas Instruments Incorporated.&amp;lt;br&amp;gt;&lt;br /&gt;
Solid State Cartridge program and data base contents copyright © 1982 by Texas Instruments Incorporated.&amp;lt;br&amp;gt;&lt;br /&gt;
See important warranty information at back of book. &lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
You're struggling against two enemies: perilous obstacles and time. The mountain's summit is within your grasp. But watch out! A rockslide is heading straight for you! Can you move your Alpiner to safety in time?&lt;br /&gt;
&lt;br /&gt;
Alpiner challenges you to climb the brutal terrain of six mountains filled with dangerous animals and falling hazards. As you climb onward and upward, you find that crafty wild animals which dwell in the mountain forests have crept onto the slopes, threatening not only your success, but your survival as well. While you must keep your Alpiner from touching these creatures, several of the mountain beasts tempt you with the possibility of making bonus points, requiring movements &lt;br /&gt;
of phenomenal speed and accuracy from you.&lt;br /&gt;
&lt;br /&gt;
Carefully, you continue forward. Suddenly, a rockslide appears out of nowhere! You've got to move fast to get out of danger. You're almost at the mountain peak-don't lose control now. You made it! But do you dare attempt to defy the next mountain's perils?&lt;br /&gt;
&lt;br /&gt;
With the Alpiner Solid State Cartridge, each mountain you climb presents obstacles and hazards which must be met with speed, accuracy, and endurance. Some of Alpiner's features include:&lt;br /&gt;
&lt;br /&gt;
*Obstacles in the form of wild animals and terrain.&lt;br /&gt;
&lt;br /&gt;
*Falling hazards which you must avoid.	&lt;br /&gt;
&lt;br /&gt;
*Synthesized speech that warns you of imminent danger and comments on your performance.&lt;br /&gt;
&lt;br /&gt;
*A wrap-around playing screen to increase your maneuvering capabilities.&lt;br /&gt;
&lt;br /&gt;
*Daring tactics to obtain bonus points.	&lt;br /&gt;
&lt;br /&gt;
*Eighteen increasingly difficult levels of play to test your skills.&lt;br /&gt;
&lt;br /&gt;
Alpiner is a one- or two-player game which requires speed and skillful manipulation. Movement of the Alpiner on the screen may be controlled by the arrow keys on the keyboard or by the Wired Remote Controllers (joysticks). &lt;br /&gt;
&lt;br /&gt;
Alpiner is designed to work with or without the Texas Instruments Solid State Speech&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Synthesizer (sold separately). However, the Speech Synthesizer must be attached to activate the voices of the Alpiner and the commentator. The voices enhance the game by warning you of approaching obstacles, commenting on your performance, and congratulating you for obtaining bonus points.&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
After you select the desired language version of Alpiner, the title screen appears. Press any key to leave the screen, or wait a few seconds and the title screen ends automatically and is replaced by another screen.&lt;br /&gt;
&lt;br /&gt;
First, type either 1 or 2 for the number of players. Next, type the names of each player (up to 10 characters for each name), pressing ENTER after each name is typed.&lt;br /&gt;
&lt;br /&gt;
Now the screen displays the names of the six mountains you must climb-Hood, Matterhorn, Kenya, McKinley, Garmo, Everest-and their respective elevations.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mountain !! Elevation&lt;br /&gt;
|-&lt;br /&gt;
| Hood || 3427 M.&lt;br /&gt;
|-&lt;br /&gt;
| Matterhorn || 4477 M.&lt;br /&gt;
|-&lt;br /&gt;
| Kenya || 5193 M.&lt;br /&gt;
|-&lt;br /&gt;
| McKinley || 6194 M.&lt;br /&gt;
|-&lt;br /&gt;
| Garmo || 7495 M.&lt;br /&gt;
|-&lt;br /&gt;
| Everest || 8848 M.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Directly beneath the mountain elevation chart, the command PRESS ANY KEY TO GO ON appears. Press a key and the game begins. Below the Alpiner figure on your screen is an information table. The table lists your current playing level, seconds allotted for the climb, the mountain you're presently climbing, and its height. Your CURRENT ELEVATION is displayed-this is updated as you climb.&lt;br /&gt;
&lt;br /&gt;
To the right of your name are three black boots, indicating the number of Alpiners you have for the game in addition to the one on the screen. Your current score is recorded directly to the right of the Alpiners in reserve. At the bottom of the table either your HIGH SCORE, or in the two-player option, the second player's score is recorded.&lt;br /&gt;
&lt;br /&gt;
===Moving Your Alpiner===&lt;br /&gt;
&lt;br /&gt;
The movement of the Alpiner on the screen can be controlled either from the keyboard or by the Wired Remote Controllers. For convenience in two-player games, movement keys are designated both on the left and right sides of the keyboard.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Left Side Keys !! Right Side Keys !! Action &lt;br /&gt;
|-&lt;br /&gt;
| (E) || (I) || Moves the Alpiner upward on the screen.&lt;br /&gt;
|-&lt;br /&gt;
| (W) || (U) || Moves the Alpiner diagonally upward to the left.&lt;br /&gt;
|-&lt;br /&gt;
| (R) || (O) || Moves the Alpiner diagonally upward to the right.&lt;br /&gt;
|-&lt;br /&gt;
| (S) || (J) || Moves the Alpiner left across the screen.&lt;br /&gt;
|-&lt;br /&gt;
| (D) || (K) || Moves the Alpiner right across the screen.&lt;br /&gt;
|-&lt;br /&gt;
| (X) || (M) || Moves the Alpiner downward on the screen.&lt;br /&gt;
|-&lt;br /&gt;
| (Z) || (N) || Moves the Alpiner diagonally downward to the left.&lt;br /&gt;
|-&lt;br /&gt;
| (C) || (,) || Moves the Alpiner diagonally downward to the right.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you are using the Wired Remote Controllers, eight directions are available also. Move the lever forward (toward the FIRE button) to make your Alpiner go up the mountain. Move the lever backward (away from the FIRE button) to make your Alpiner go down the mountain. Right and left movement is controlled by moving the lever in those directions. Control diagonal movement by moving the lever to the position that corresponds to the diagonal direction you desire for the Alpiner.&lt;br /&gt;
&lt;br /&gt;
===Playing the Game===&lt;br /&gt;
&lt;br /&gt;
With a watchful eye and a fast hand, you begin your climb on Mt. Hood (Level 1-you always begin playing on this mountain) by moving your Alpiner on the screen. Numerous wild animals inhabit the mountainous terrain that lies before you. Move past them quickly, for when the Alpiner is not in motion on the screen, you lose valuable time. In addition to these perils, you must always be on the alert for falling objects which could send your Alpiner plummeting down the mountainside.&lt;br /&gt;
&lt;br /&gt;
Note: To learn more about the levels of game play, see the Levels of Game Play chart in the section &amp;quot;Advancing to Different Levels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Watch Out!====&lt;br /&gt;
&lt;br /&gt;
A total of eleven obstacles in the form of trees, stumps, brush fires, and wild animals make your climb to the top of each mountain extremely&lt;br /&gt;
dangerous. Warning tones sound to alert you when danger could be near.&lt;br /&gt;
&lt;br /&gt;
You ascend 46 meters for each upward step your Alpiner takes. Bumping any obstacle, with the exception of the trees, makes your Alpiner fall back at least two steps. Each penalty step knocks you back 46 meters.&lt;br /&gt;
&lt;br /&gt;
If your Alpiner falls down as a penalty for touching an obstacle, the Alpiner could hit another obstacle during this descent. When this occurs, your Alpiner falls all the way to the bottom of the mountain, and you will lose one Alpiner from your reserve.&lt;br /&gt;
&lt;br /&gt;
====Mountain Obstacles====&lt;br /&gt;
&lt;br /&gt;
The plant life of the mountains poses the initial threat to your climb. TREES which are scattered all over the mountainside inhibit the Alpiner's movement. Although there is no penalty for bumping into them, you must find a way around them. Bumping into tree STUMPS, however, costs you two steps (92 meters).&lt;br /&gt;
&lt;br /&gt;
'''BRUSH FIRES''' are another concern, for they appear when you least expect them. If you go too close to the flames, your Alpiner falls back five steps.&lt;br /&gt;
&lt;br /&gt;
The wild animals in the mountain forests threaten the survival of your Alpiner. They are a crafty lot, for you cannot predict where or when you'll run into them.&lt;br /&gt;
&lt;br /&gt;
At lower mountain elevations, you encounter '''SKUNKS''' and '''SNAKES'''. The skunk is a dual threat-not only will touching it force you to fall two steps, but also, if you're caught in the skunk's line of fire, you'll go back two steps. Coiled, green rattlesnakes thoroughly infest the mountains. With venomous guile, they send you down three steps if you bump them.&lt;br /&gt;
&lt;br /&gt;
As you climb higher, cunning black '''BEARS''' are waiting to knock your Alpiner back six full steps. Huge '''MOUNTAIN LIONS''' silently repose in their lairs, waiting to knock your Alpiner back seven steps if you accidentally disturb a resting cat.&lt;br /&gt;
&lt;br /&gt;
Other mountain creatures venture out of the forests and onto the slopes at still higher elevations. '''BATS''' are a major obstacle to be avoided at this point. You can detect their presence by observing when their black, crescent-shaped caves appear. They fly out unexpectedly and make you descend five steps.&lt;br /&gt;
&lt;br /&gt;
Scavenging '''VULTURES''' also loom ominously against the mountain peaks. You know you're in a vulture's territory when you have its nesting site in view. Only the foolhardy dare to tempt fate by going too near these nests, for the mother vulture jealously guards her infants, and she'll drop a rotten egg on you for disturbing her nest, causing you to fall eight steps!&lt;br /&gt;
&lt;br /&gt;
Wild '''RAMS''' also await you near the mountain summits. These sure-footed climbers will zap you down nine steps if you accidentally run into them.&lt;br /&gt;
&lt;br /&gt;
When you near the top of Mt. Everest, you come face to face with the most feared of all the mountain beasts-the '''ABOMINABLE SNOWMAN'''-on skis! Treacherous and fast, the SNOWMAN skis toward you and, in the blink of an eye, sends you crashing to the bottom of the mountain.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' With certain consoles, you may see the Alpiner figure momentarily flash on the left side of the screen just before falling. This does not affect game play.&lt;br /&gt;
&lt;br /&gt;
====Beware, Falling Objects!====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Rockslide.png|Rockslide&lt;br /&gt;
Avalanche.png|Avalanche&lt;br /&gt;
Icefalls.png|Icefalls&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Falling hazards strike terror in the heart of the bravest Alpiner. You must exercise maximum control to avoid being hit by these tumbling terrors-you'll drop to the bottom of the mountain if you're careless!&lt;br /&gt;
&lt;br /&gt;
These falling objects consist of ROCKSLIDES, AVALANCHES, and ICEFALLS. Rockslides appear throughout lower levels of game play. Avalanches and icefalls occur at increasingly difficult levels of game play.&lt;br /&gt;
&lt;br /&gt;
During lower levels of game play, each type of falling hazard descends at a different speed. Rockslides fall slower than avalanches, while icefalls are lightning-fast. However, at the highest levels of game play, all of these hazards may fall upon your Alpiner simultaneously, at any speed, and on any mountain.&lt;br /&gt;
&lt;br /&gt;
You have been warned-these hazards are unpredictable, powerful, and menacing to the most skillful Alpiner!&lt;br /&gt;
&lt;br /&gt;
====Pausing During the Game====&lt;br /&gt;
&lt;br /&gt;
If you wish to stop the game temporarily, press the P or T key. Press any key to resume game play.&lt;br /&gt;
&lt;br /&gt;
====The Two-Player Option====&lt;br /&gt;
&lt;br /&gt;
If you select the two-player option, the game is played just as in the one-player option. Each player climbs a different side of the same mountain with similar obstacles for his or her turn. If one player uses all of his or her Alpiners, the surviving player continues the game until all Alpiners are lost. &lt;br /&gt;
&lt;br /&gt;
====Advancing to Different Levels====&lt;br /&gt;
&lt;br /&gt;
Alpiner has eighteen different levels of increasingly difficult game play to challenge you. The eighteen levels of play are divided into three rounds of six levels each. Each level corresponds to one of the six mountains you must climb.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;|Levels of Game Play&lt;br /&gt;
|-&lt;br /&gt;
! Mountain !!colspan=&amp;quot;3&amp;quot;|Level in Each Round !! Elevation&lt;br /&gt;
|-          &lt;br /&gt;
! !! Round 1 !! Round 2 !! Round 3 !!&lt;br /&gt;
|-&lt;br /&gt;
| Hood || 1 || 7 || 13 || 3,427 M.&lt;br /&gt;
|-&lt;br /&gt;
| Matterhorn || 2 || 8 || 14 || 4,477 M.&lt;br /&gt;
|-&lt;br /&gt;
| Kenya || 3 || 9 || 15 || 5,193 M.&lt;br /&gt;
|-&lt;br /&gt;
| McKinley || 4 || 10 || 16 || 6,194 M.&lt;br /&gt;
|-&lt;br /&gt;
| Garmo || 5 || 11 || 17 || 7,495 M.&lt;br /&gt;
|-&lt;br /&gt;
| Everest || 6 || 12 || 18 || 8,848 M.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Advanced levels of game play are similar to lower levels. After Level 6, all mountain obstacles may be encountered on any mountain. As previously discussed, there is a correlation between mountain elevation and the appearance of obstacles, and this factor remains the same throughout higher levels of Alpiner.&lt;br /&gt;
&lt;br /&gt;
Climbing is much more difficult in Rounds Two and Three because the falling hazards descend more frequently and at higher speeds. At Level 7, you are met with a new falling object, the AVALANCHE, which descends at a faster speed than rockslides. Then, at Level 13 the barrage of incredibly fast ICEFALLS begins. Beware, for at mid-level game play in Round Two, the falling objects begin to aim straight for your Alpiner, requiring your utmost in skill to survive wave after wave of falling obstructions.&lt;br /&gt;
&lt;br /&gt;
====Scoring====&lt;br /&gt;
&lt;br /&gt;
Points are awarded for each upward step your Alpiner makes successfully. The point value for each step is relative to each particular mountain and your present level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Score Chart&lt;br /&gt;
|-&lt;br /&gt;
! Mountain !! Round One !! Round Two !! Round Three&lt;br /&gt;
|-          &lt;br /&gt;
! !! Levels 1-6 !! Levels 7-12 !! Levels 13-18 &lt;br /&gt;
|-&lt;br /&gt;
| '''Hood''' || 10 || 20 || 30 &lt;br /&gt;
|-&lt;br /&gt;
| '''Matterhorn''' || 12 || 24 || 36&lt;br /&gt;
|-&lt;br /&gt;
| '''Kenya''' || 15 || 30 || 45&lt;br /&gt;
|-&lt;br /&gt;
| '''McKinley''' || 20 || 40 || 60&lt;br /&gt;
|-&lt;br /&gt;
| '''Garmo''' || 25 || 50 || 75&lt;br /&gt;
|-&lt;br /&gt;
| '''Everest''' || 30 || 60 || 90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' When your Alpiner falls to the bottom of a mountain for any reason, you do not accumulate points on your way back up that same mountain until you reach the altitude from which you fell on your previous climb.&lt;br /&gt;
&lt;br /&gt;
====Bonus Points====&lt;br /&gt;
&lt;br /&gt;
'''Bonuses for Beating the Clock'''&lt;br /&gt;
&lt;br /&gt;
A bonus of twice the base points for each step is allowed for each second you have remaining on the time recorder when you reach the top of a mountain. For example, if you reach the top of Mt. McKinley in Round One with 10 seconds remaining on the time recorder, 400 bonus points are added to your score (20 x 10 x 2).&lt;br /&gt;
&lt;br /&gt;
Note: Time allotted for your climb is not counted down except when the Alpiner is not moving. If, during game play, the Alpiner is not moving on the screen, seconds are lost which could be contributed toward bonus points. Therefore, plan your strategy as quickly as possible to avoid Losing valuable time.&lt;br /&gt;
&lt;br /&gt;
If you fall to the bottom of a mountain and lose one Alpiner, the time recorder will be reset for the maximum time limit during your new Alpiner's attempt to climb the mountain from which you fell.&lt;br /&gt;
&lt;br /&gt;
Time limits vary for each mountain, but as you advance to different levels, time limits shorten for each mountain. Therefore, it is much more difficult to obtain bonus points as you progress to different playing levels. As the chart below indicates, you've got to move faster to get bonus points!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Time Limits&lt;br /&gt;
|-&lt;br /&gt;
! Mountain !! Round One !! Round Two !! Round Three&lt;br /&gt;
|-          &lt;br /&gt;
! !! Levels 1-6 !! Levels 7-12 !! Levels 13-18 &lt;br /&gt;
|-&lt;br /&gt;
| '''Hood''' || 60 sec. || 45 sec. || 30 sec. &lt;br /&gt;
|-&lt;br /&gt;
| '''Matterhorn''' || 75 sec.  || 60 sec. || 45 sec.&lt;br /&gt;
|-&lt;br /&gt;
| '''Kenya''' || 90 sec. || 75 sec. || 60 sec.&lt;br /&gt;
|-&lt;br /&gt;
| '''McKinley''' || 105 sec. || 90 sec. || 75 sec.&lt;br /&gt;
|-&lt;br /&gt;
| '''Garmo''' || 120 sec. || 105 sec. || 90 sec. &lt;br /&gt;
|-&lt;br /&gt;
| '''Everest''' || 135 sec. || 120 sec. || 105 seec. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Target Bonuses'''&lt;br /&gt;
&lt;br /&gt;
Bonus points are also awarded for touching the small green targets that flash periodically in the extended paws of the bears and mountain lions and the uplifted hooves of the rams. Caution: Hitting the target requires that you exercise an extraordinary amount of skill. You must dodge onslaughts of falling hazards while you position yourself for an accurate hit. If you miss the target and touch the animal's paw or hoof instead, you fall to the bottom of the mountain and lose one Alpiner.&lt;br /&gt;
&lt;br /&gt;
A light touch is necessary to hit the target. If you hold the key down too long or the joystick lever in position too long, you may touch the target twice. In this case, you obtain bonus points, but you also fall the given number of penalty steps for the animal you touched. Keep in mind that during this penalty descent, you may bump another object and fall to the bottom of the mountain.&lt;br /&gt;
&lt;br /&gt;
You're awarded a bonus of 500 points for hitting the bear's target, 750 points for the mountain lion's target, and 1000 bonus points for hitting the ram's target.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' If you fall to the bottom for any reason, you may try for the same target bonuses that you hit on your first ascent if you go back up the same mountain. You are awarded the same point value for hitting the target again.&lt;br /&gt;
&lt;br /&gt;
====New Alpiners====&lt;br /&gt;
&lt;br /&gt;
A new Alpiner is added to your reserve each time you complete a round of gameplay. Thus, you obtain a new Alpiner every time you reach the top of Mt. Everest.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-tfp&amp;quot; style=&amp;quot;margin:0.1em 0.4em 0.6em;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
1982 - Alpiner Cartridge (purple).png|1982 Alpiner Cartridge (Purple Label on Black Cartridge)&lt;br /&gt;
1982 - Alpiner Cartridge (red).png|1982 Alpiner Cartridge (Red Label on Black Cartridge)&lt;br /&gt;
1983 - Alpiner Cartridge.png|1983 Alpiner Cartridge (Red Label on Beige Cartridge)&lt;br /&gt;
Alpiner Manual Cover.jpg|Alpiner Manual Front Cover&lt;br /&gt;
Alpiner Manual Cover.jpg|Alpiner Manual Complete (pdf format)|link=https://4apedia.com/manuals/Alpiner%20Manual.pdf&lt;br /&gt;
1982 - Alpiner Cartridge (red).png|Alpiner MAME/MESS Rom (rpk format)|link=https://4apedia.com/roms/Alpiner.rpk&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [https://everything2.com/title/Alpiner Everything&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;: Alpiner]&lt;br /&gt;
* [https://gamefaqs.gamespot.com/ti99/947232-alpiner GameFAQs: Alpiner] &lt;br /&gt;
* [https://www.giantbomb.com/alpiner/3030-15443/ Giant Bomb: Alpiner]&lt;br /&gt;
* [http://www.globeron.com/ti99/alpiner.html Globeron: Alpiner]&lt;br /&gt;
* [http://www.mobygames.com/game/ti-994a/alpiner Moby Games: Alpiner]&lt;br /&gt;
* [http://www.ti99ers.org/timeline/cartbytitle.html#A TI-99ers On-line User Group: TI-99 Cartridge Listing]&lt;br /&gt;
* [http://www.videogamehouse.net/alpiner.html TI-99/4A Video Game House: Alpiner]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Alpiner_(video_game)#cite_ref-book_2-0 Wikipedia: Alpiner]&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:1982 Software]]&lt;br /&gt;
[[Category:Software]]&lt;br /&gt;
[[Category:Solid State Software Command Module]]&lt;br /&gt;
[[Category:Solid State Speech Synthesizer]]&lt;br /&gt;
[[Category:Texas Instruments]]&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=Adventure:_Pirate%27s_Adventure&amp;diff=8984</id>
		<title>Adventure: Pirate's Adventure</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=Adventure:_Pirate%27s_Adventure&amp;diff=8984"/>
		<updated>2024-04-29T17:31:05Z</updated>

		<summary type="html">&lt;p&gt;Polluks: /* External Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''''Adventure: Pirate's Adventure''''', more commonly known simply as '''Adventure''', is a video game developed for the TI-99/4A home computer system (and many other computer systems) distributed on both [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]] with accompanying cassette tape or floppy disk. This cartridge and cassette or disk contain Adventure #2: Pirate's Adventure. The cartridge can be used to play Adventure's 1 - 12, along with two Questprobe titles, although all other Adventure game cassettes or floppies had to be purchased separately. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Infobox video game&lt;br /&gt;
| collapsible = &lt;br /&gt;
| state = &lt;br /&gt;
| italic title = &lt;br /&gt;
| title = Adventure&lt;br /&gt;
| image = 1982_adventure_manual_cover.jpg&lt;br /&gt;
| alt = Adventure Manual Front Cover&lt;br /&gt;
| caption = Adventure (Front Cover) &amp;lt;ref&amp;gt;{{cite web|title=TI99ers On-Line User Group: TI-99 Cartridge Listing|url=http://www.ti99ers.org/timeline/cartbytitle.html#A}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| publisher = [[Adventure International]]&lt;br /&gt;
| part = PHM 3041&lt;br /&gt;
| programmer = [[Alexis Adams]] &amp;amp; [[Scott Adams]]&lt;br /&gt;
| format = [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]] &amp;amp; Cassette or Floppy Disk&lt;br /&gt;
| released = [[:Category:1981 Software|1981 (4th Quarter)]]&lt;br /&gt;
| genre = [[:Category:Adventure|Adventure]]&lt;br /&gt;
| price = $49.95 (USD)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It was programmed by [[Alexis Adams|Alexis]] and [[Scott Adams]] and released in the [[:Category:1981 Software|fourth quarter of 1981]] by [[:Category:Adventure International|Adventure International]], a company created by Scott and Alexis Adams. Adventure sold for $49.95 (USD). Scott Adams had completed Adventure #1 earlier, although to do so, he ended up ignoring his then-pregnant wife, Alexis, who seemingly disapproved of his endeavor. However, shortly thereafter, Alexis unexpectedly announced her desire to write a follow-up Adventure and helped Scott with the programming. &amp;lt;ref&amp;gt;{{cite web|title=Byte Magazine, 05/121980|url=https://archive.org/stream/byte-magazine-1980-12/1980_12_BYTE_05-12_Adventure#page/n193/mode/1up}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All games playable with this cartridge (although only game #2 - Pirate Adventure can be played without purchasing the remaining cassette tapes or floppy discs, include the following:&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
# Adventureland&lt;br /&gt;
# Pirate Adventure&lt;br /&gt;
# Mission Impossible)&lt;br /&gt;
# Voodoo Castle&lt;br /&gt;
# The Count&lt;br /&gt;
# Strange Odyssey&lt;br /&gt;
# Mystery Fun House&lt;br /&gt;
# Pyramid of Doom&lt;br /&gt;
# Ghost Town&lt;br /&gt;
# Savage Island Part 1&lt;br /&gt;
# Savage Island Part 2&lt;br /&gt;
# Golden Voyage&lt;br /&gt;
# Questprobe 1: The Hulk&lt;br /&gt;
# Questprobe 2: Spiderman&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
Adventure is a text-based game lacking any graphical elements. The game proceeds based upon the player's decisions when faced with various question. Due to its decision-based gaming model, each adventure can be played multiple times producing unique endings based upon the decision sequence the player chooses on each attempt.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:1981 adventure cartridge with adventure international copyright.png|200px|1981 Adventure cartridge with Adventure International copyright (black cartridge with black label)&lt;br /&gt;
File:1981 adventure cartridge with ti copyright.png|200px|1981 Adventure cartridge with TI copyright (black cartridge with black label)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:1982 adventure cartridge red labeling.png|200px|1982 Adventure cartridge (black cartridge with red label)&lt;br /&gt;
File:1983 adventure cartridge beige.png|200px|1983 Adventure cartridge (beige cartridge with red label)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Advertising Blurbs==&lt;br /&gt;
===Front Cover of Manual===&lt;br /&gt;
Adventure takes you on a variety of challenging adventures, depending on the cassette- or diskette-based game you use with the command module. Pirate's Adventure, the game included with the module, challenges you to score points by discovering treasures.&lt;br /&gt;
&lt;br /&gt;
===Back Cover of Manual===&lt;br /&gt;
Have you ever dreamed of going on an Adventure and facing numerous challenges along the way? With the Adventure [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]] and one of the many cassette- or diskette- based games developed by [[Adventure International]] Incorporated, you can experience many different adventures without leaving the comfort of your home.&lt;br /&gt;
&lt;br /&gt;
===Triton Catalog - Spring 1984===&lt;br /&gt;
You're on a fantasy island - a world teeming with monstrous evils. But you've got to stay, because 13 treasures are hidden here and you must unearth them and escape! Only logic and ingenuity can help you defend yourself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--        Manual        --&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-lower&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;margin-top:4px; border:1px solid #ddcef2; background:#f5fffa; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-bottom&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;mp-tfp-h2&amp;quot; style=&amp;quot;margin:0.5em; background:#cef2e0; font-family:inherit; font-size:120%; font-weight:bold; border:1px solid #afa3bf; color:#000; padding:0.2em 0.4em&amp;quot;&amp;gt;Manual&amp;lt;span style=&amp;quot;font-size:85%; font-weight:normal;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.6em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Adventure&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt;''' Cartridge Instructions TI-99/4A&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
You are standing on the edge of a high cliff. To your left, you see a hungry python slithering your way. To the right, a quicksand bog surrounded by bleached bones awaits unsuspecting travelers. Behind you a large grizzly bear blocks the only path into the forest. Suddenly, you notice a sturdy rope hanging over the edge of the cliff. But -- there's a thick mist below so you can't see where the rope leads. Should you chance climbing down the rope, or should you try to kill the python or the bear?&lt;br /&gt;
&lt;br /&gt;
With the Adventure Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module and one of the many cassette- or diskette-based Adventure games developed by Adventure International, Incorporated, you can face challenges similar to this one. The program describes the situation and waits for you to decide the action you want to take. Based on your choices, you might find valuable treasures, free a count trapped by an evil spell, or save the world's first automated nuclear reactor - all without leaving the comfort of your own home.&lt;br /&gt;
&lt;br /&gt;
To play Adventure, you need both the Adventure Command Module and a cassette- or diskette-based Adventure game. The module contains the general program instructions which are customized by the particular cassette tape or diskette game you use with it. For your convenience, one game, Pirate's Adventure, is included with the module. For a description of, and ordering information for, other Adventure games, see &amp;quot;Other Adventure Games&amp;quot; in this manual. Before you begin playing, note that each Adventure game challenges your powers of logical reasoning and may require hours, or even weeks, to complete. To leave a game and continue it at another time, you can save your current adventure on a cassette tape or diskette.&lt;br /&gt;
&lt;br /&gt;
===Beginning an Adventure===&lt;br /&gt;
When you select the module, the title screen appears. Press any key to continue. The program then asks you to answer a few preliminary questions before the game actually begins. First, the computer asks where the data base is.&lt;br /&gt;
&lt;br /&gt;
To play a cassette-based Adventure game, insert the tape into your recorder and position it at the start of the game (see &amp;quot;Loading Cassettes&amp;quot;). Then type CSl and press ENTER. Now follow the step-by-step instructions on the display to load the game into the computer's memory.&lt;br /&gt;
&lt;br /&gt;
If the game is on diskette, insert the appropriate diskette into Disk Drive 1. Then enter the name of the data base as DSK1.filename, where filename is the name of the game on the diskette. For example, with a file name of A2, you would type:&lt;br /&gt;
&lt;br /&gt;
DSK1.A2&lt;br /&gt;
&lt;br /&gt;
and press ENTER. The game then automatically loads into the computer's memory.&lt;br /&gt;
&lt;br /&gt;
Each game begins with a brief introduction to the Adventure series. When you finish reading this information, press ENTER to continue.&lt;br /&gt;
&lt;br /&gt;
The program now explains the word or direction abbreviations that are allowable in the game and then asks, &amp;quot;Do you want to restore a previously saved game?&amp;quot; At this point, you choose to continue a previous game or begin a new game. To continue a game from a previous session, remove the Adventure tape from the cassette recorder or the diskette from Disk Drive 1. Next, insert the tape or diskette which contains your previous game. (For a tape, be sure it's positioned properly as explained in &amp;quot;Loading Cassettes.&amp;quot;) Now, type Y for &amp;quot;yes.&amp;quot; The program then asks for the file name of the saved game. With a cassette tape, enter the name as CSl. For a diskette, enter DSK1.filename, where filename is the name you gave the game when you saved it. The computer then loads the program into memory, and the game continues from the point where you stopped.&lt;br /&gt;
&lt;br /&gt;
If you are starting a new game or did not save your previous game, answer N for &amp;quot;no&amp;quot; to the question about restoring a previous game. The adventure then begins.&lt;br /&gt;
&lt;br /&gt;
===Playing the Game===&lt;br /&gt;
You are now ready to start an adventure. If you are playing &amp;quot;Pirate's Adventure,&amp;quot; the game included with the Adventure module, the following display appears next.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Adventure_Screenshot.png|400px|center|thumb|Adventure Opening Screen]]&lt;br /&gt;
&lt;br /&gt;
In most Adventure games, the top of the display gives a brief description of your location, the visible items, the directions in which you can move, and the items you are carrying. Any additional background information needed for the game appears below the line and moves down to about the middle of the display. The question&lt;br /&gt;
&amp;quot;WHAT SHALL I DO?&amp;quot; is then displayed below the line, followed by the cursor (a flashing underline).&lt;br /&gt;
&lt;br /&gt;
Now it's your turn to give the computer instructions. Type a two-word command consisting of an action verb followed by a noun, and then press ENTER. For example, if one of the visible items is a bottle, you could enter LOOK BOTTLE or TAKE BOTTLE.&lt;br /&gt;
&lt;br /&gt;
In some Adventure games, the display does not list the items you are carrying. As you play these games, enter the command TAKE INVENTORY to see a list of the items you are carrying. Note that this command can also be abbreviated as INVENTORY or I.&lt;br /&gt;
&lt;br /&gt;
Since the direction commands are entered so often, you can simply enter the directions as N (North), S (South). E (East). W (West), U (Up). or D (Down), without a verb preceding the direction. In addition, as noted at the beginning of the game, the program only &amp;quot;reads&amp;quot; the first three or four letters of each word so that you can abbreviate any of the commands.&lt;br /&gt;
&lt;br /&gt;
To correct typing errors, press the left-arrow key before you press ENTER. The cursor moves left, one space at a time, erasing the letters as it goes. To erase an entire command, press ERASE before you press ENTER.&lt;br /&gt;
&lt;br /&gt;
If you enter a command that the program doesn't understand, it tells you so. First, check for spelling errors. If the spelling is correct, try rewording the command, or enter a completely different command. Each time you enter an acceptable command, the computer responds. Check the top of the display for any changes the command may have caused. If no change occurs, try a different command. &lt;br /&gt;
&lt;br /&gt;
Occasionally a message you receive from the program may be too long to fit on one display. If the message is a note, try taking it to another location to read it. If you cannot take the message to another location, simply remove some of the items from the room, and then reenter the command necessary to see the message. It should then appear on a single display. If so, you can read the message and then return the items to the room.&lt;br /&gt;
&lt;br /&gt;
When certain events occur in the game, the display changes color. Most of the time, the display is green with black letters. To indicate darkness, the display turns blue with white letters. If you are &amp;quot;killed,&amp;quot; the display turns red with white letters. When you win an Adventure game, the display turns yellow with black letters.&lt;br /&gt;
&lt;br /&gt;
====Common Verbs====&lt;br /&gt;
To help you enter commands, some of the common acceptable verbs are listed here.&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;CLIMB &lt;br /&gt;
&lt;br /&gt;
DROP&lt;br /&gt;
&lt;br /&gt;
ENTER&lt;br /&gt;
&lt;br /&gt;
EXAMINE &lt;br /&gt;
&lt;br /&gt;
GO &lt;br /&gt;
&lt;br /&gt;
HELP&lt;br /&gt;
&lt;br /&gt;
LEAVE&lt;br /&gt;
&lt;br /&gt;
LIGHT&lt;br /&gt;
&lt;br /&gt;
LOOK&lt;br /&gt;
&lt;br /&gt;
MOVE&lt;br /&gt;
&lt;br /&gt;
PULL&lt;br /&gt;
&lt;br /&gt;
PUSH&lt;br /&gt;
&lt;br /&gt;
QUIT&lt;br /&gt;
&lt;br /&gt;
READ&lt;br /&gt;
&lt;br /&gt;
SAVE&lt;br /&gt;
&lt;br /&gt;
SAY&lt;br /&gt;
&lt;br /&gt;
TAKE&lt;br /&gt;
&lt;br /&gt;
WEAR&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The nouns or directions that you enter to complete your commands are taken from the list of visible items or directions shown at the top of the display. Note: Sometimes when you enter a command to TAKE an item, the program tells you that you are wearing it; at other times, you must enter WEAR item if you want to put the item on.&lt;br /&gt;
&lt;br /&gt;
You now have the basic information needed to play the game. To keep up the spirit of adventure, you're on your own from here. Good luck!&lt;br /&gt;
&lt;br /&gt;
===Saving Adventure===&lt;br /&gt;
[[File:1981 adventure manual cover.jpg|300px|thumb|frame|right|1981 Adventure Manual Cover]]As you play an Adventure game, you may decide that you want to continue the current game at another time. Or, you could be faced with the possibility of losing the game on your next move. If so, save the game before entering your next command. Then, if you lose, you can reload the game and try a different move.&lt;br /&gt;
&lt;br /&gt;
To save an Adventure in progress, enter the command SAVE GAME when the program asks, &amp;quot;WHAT SHALL I DO?&amp;quot; Next, the program asks you to type the file name for saving the game. Remove the Adventure game cassette tape from the recorder or the diskette from Disk Drive 1. Then insert the tape or diskette on which you want to save the game. Now type the file name as explained here.&lt;br /&gt;
&lt;br /&gt;
For a cassette tape, type CS1, and press ENTER. Then follow the instructions on the display. The game you save replaces any other information on the tape. &lt;br /&gt;
&lt;br /&gt;
With a diskette, type DSK1.filename (the name you give the game}, and press ENTER. Be sure that a file with the name you choose is not already on the diskette. Otherwise, the game replaces that file.&lt;br /&gt;
&lt;br /&gt;
After you save the game, the computer asks again, &amp;quot;WHAT SHALL I DO?'' To continue the game, enter a command. To stop the program, enter the QUIT command. If you are playing &amp;quot;Pirate's Adventure&amp;quot; and enter QUIT, you see the number of stored treasures and the corresponding score. The program then asks if you want to try this Adventure again. To leave the program and return to the master title screen, type N and press ENTER. To play the same game again, enter Y. You are then asked if you want to reload a previously saved game. Press either Y or N, and continue as you did at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The module allows you to save a game played with one Adventure program and then load it back into the computer with a different Adventure program. However, if you do this, you can get unusual results as you play the game, unless you are playing a multi-part Adventure game.&lt;br /&gt;
&lt;br /&gt;
===Ending the Game===&lt;br /&gt;
If you enter the command QUIT or lose the game in some way, such as being eaten by a dragon or getting trapped in a tunnel, the program asks, &amp;quot;Want to try the adventure again?&amp;quot; To start the same game again without reloading it, type Y and press ENTER. To stop the program and return to the master title screen, type N and press ENTER.&lt;br /&gt;
&lt;br /&gt;
Note: If you enter the QUIT command, all data stored in the computer's memory is lost. To continue a game at another time, save it on a cassette tape or diskette before entering QUIT.&lt;br /&gt;
&lt;br /&gt;
===Other Adventure Games===&lt;br /&gt;
&lt;br /&gt;
In addition to the &amp;quot;Pirate's Adventure&amp;quot; game which comes with the Adventure module, the following games are available on either cassette tape or diskette from &lt;br /&gt;
* Adventure International, Incorporated.&lt;br /&gt;
&lt;br /&gt;
* Adventureland - Explore an enchanted world and try to find all 13 treasures.&lt;br /&gt;
&lt;br /&gt;
* Mission Impossible Adventure - Decide whether to accept the mission to save the world's first automated nuclear reactor.&lt;br /&gt;
&lt;br /&gt;
* Voodoo Castle - Save Count Cristo from the fiendish curse placed on him by his enemies.&lt;br /&gt;
&lt;br /&gt;
* The Count - Discover who you are, what you are doing in Transylvania, and why the postman delivered a bottle of blood.&lt;br /&gt;
&lt;br /&gt;
* Strange Odyssey - Collect treasures from an ancient alien civilization on the edge of the galaxy. Also, try to repair your ship so that you can return home.&lt;br /&gt;
&lt;br /&gt;
* Mystery Fun House - Attempt to enter the fun house and discover its mysteries.&lt;br /&gt;
&lt;br /&gt;
* Pyramid of Doom - Explore a pyramid recently uncovered by the shifting sands, and try to collect its treasures and then escape.&lt;br /&gt;
&lt;br /&gt;
* Ghost Town - Search for treasures among the ghosts in a deserted western mining town.&lt;br /&gt;
&lt;br /&gt;
* Savage Island - Discover the awesome secret of a small island in a remote ocean in this first installment of a multi-part adventure.&lt;br /&gt;
&lt;br /&gt;
* And More - Check with Adventure International, Incorporated or your local dealer for a list of other available Adventure games.&lt;br /&gt;
&lt;br /&gt;
To order an Adventure game, write to:&lt;br /&gt;
&lt;br /&gt;
[[Adventure International]], Incorporated&amp;lt;br&amp;gt;&lt;br /&gt;
P.O. Box 3435&amp;lt;br&amp;gt;&lt;br /&gt;
Longwood, Florida 32750&amp;lt;br&amp;gt;&lt;br /&gt;
or call, toll free, 1-800-327-7172.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-tfp&amp;quot; style=&amp;quot;margin:0.1em 0.4em 0.6em;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
1981 adventure cartridge with adventure international copyright.png|1981 Adventure Cartridge with Adventure International Copyright (Black Label on Black Cartridge)&lt;br /&gt;
1981 adventure cartridge with ti copyright.png|1981 Adventure Cartridge with TI Copyright (Black Label on Black Cartridge)&lt;br /&gt;
1982 adventure cartridge red labeling.png|1982 Adventure Cartridge (Red Label with Beige Cartridge)&lt;br /&gt;
1983 adventure cartridge beige.png|1983 Adventure Cartridge (Red Label on Beige Cartridge)&lt;br /&gt;
Pirate Adventure Cassette.png|Pirate's Adventure Cassette Tape&lt;br /&gt;
Aventure Floppy.png|Pirate's Adventure Floppy Disk&lt;br /&gt;
1981 adventure manual cover.jpg|1981 Adventure Manual Front Cover (Old-Style)&lt;br /&gt;
1982 adventure manual cover.jpg|1982 Adventure Manual Front Cover (Modern-Style)&lt;br /&gt;
Adventure Screenshot.png|Pirate's Adventure Screenshot&lt;br /&gt;
1982 adventure manual cover.jpg|Adventure: Pirate's Adventure Manual Complete (pdf format)|link=https://4apedia.com/manuals/Adventure%20Manual.pdf&lt;br /&gt;
1983 adventure cartridge beige.png|Pirate's Adventure MAME/MESS Rom (rpk format)|link=https://4apedia.com/roms/Adventure.rpk&lt;br /&gt;
Aventure Floppy.png|Pirate's Adventure Floppy Disk Image (dsk format) (right click and save link)|link=https://4apedia.com/roms/Adventure.dsk&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [https://archive.org/stream/byte-magazine-1980-12/1980_12_BYTE_05-12_Adventure#page/n193/mode/2up/ The Internet Archive: Byte Magazine, Vol 05: Number:12, Page 192]&lt;br /&gt;
* [http://www.pixelatedarcade.com/games/pirate-adventure/ Pixelated Arcade: Pirate Adenture]&lt;br /&gt;
* [http://www.videogamehouse.net/gamemain/cartsab/adventure/ TI-99/4A Video Game House: Adventure]&lt;br /&gt;
* [http://www.ti99ers.org/timeline/cartbytitle.html#A TI-99ers On-line User Group: TI-99 Cartridge Listing]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Pirate_Adventure Wikipedia:Pirate Adventure]&lt;br /&gt;
&lt;br /&gt;
[[Category:1981 Software]]&lt;br /&gt;
[[Category:Adventure]]&lt;br /&gt;
[[Category:Adventure International]]&lt;br /&gt;
[[Category:Solid State Software Command Module]]&lt;br /&gt;
[[Category:Software]]&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=User:Polluks&amp;diff=8979</id>
		<title>User:Polluks</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=User:Polluks&amp;diff=8979"/>
		<updated>2023-12-14T08:29:02Z</updated>

		<summary type="html">&lt;p&gt;Polluks: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://www.ninerpedia.org/wiki/User:Stefan_Haubenthal&lt;br /&gt;
[[Tombstone City|Editor/Assembler Disk (source code)]]&lt;br /&gt;
&lt;br /&gt;
== ColecoVision ==&lt;br /&gt;
# [[Turbo]]&lt;br /&gt;
# [[Zaxxon]]&lt;br /&gt;
# [[War Games]]&lt;br /&gt;
# [[Up'n Down]]&lt;br /&gt;
# [[Tutankham]]&lt;br /&gt;
# [[Spy Hunter]]&lt;br /&gt;
# [[River Raid]]&lt;br /&gt;
# [[Q*bert]]&lt;br /&gt;
# [[Pitstop]]&lt;br /&gt;
# [[Pepper II]]&lt;br /&gt;
# [[Lady Bug]]&lt;br /&gt;
# Jumpman Junior &amp;amp;rarr; [[Junkman Junior]]&lt;br /&gt;
# [[Gyruss]]&lt;br /&gt;
# [[Gorf]]&lt;br /&gt;
# &amp;lt;s&amp;gt;Galaxian&amp;lt;/s&amp;gt;&lt;br /&gt;
# [[Frogger]]&lt;br /&gt;
# [[Frenzy]]&lt;br /&gt;
# [[Dragonfire]]&lt;br /&gt;
# [[Donkey Kong Junior]]&lt;br /&gt;
# [[Donkey Kong]]&lt;br /&gt;
# [[Defender]]&lt;br /&gt;
# [[Centipede]]&lt;br /&gt;
# [[BurgerTime]]&lt;br /&gt;
# [[Bump 'n' Jump]]&lt;br /&gt;
# [[Buck Rogers]]&lt;br /&gt;
https://www.youtube.com/watch?v=_dAmVCCXeZ4&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=References&amp;diff=8978</id>
		<title>References</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=References&amp;diff=8978"/>
		<updated>2023-12-13T19:35:44Z</updated>

		<summary type="html">&lt;p&gt;Polluks: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The are dozens of incredible references online dealing with the history of computing, and especially about the TI-99/4 and TI-99/4A computers. I list as many as I can find for your reference:&lt;br /&gt;
&lt;br /&gt;
* [http://www.99er.net 99er - The TI-99/4A Home Computer Page] = '''One of my favorite TI-99/4A websites'''. This site provides a ton of information about the computer and includes downloads of many TI-99/4A manuals (although most, I've found, are of lower quality). &lt;br /&gt;
* [http://www.ricks-graphics.co.uk/area99 Area99] = A unique, though not information-rich TI-99 website.&lt;br /&gt;
* [http://ti99.atariage.com/ AtariAge TI-99/4A Forum] = A great TI-99/4A forum covering many topics and offering multiple downloads.&lt;br /&gt;
* [http://www.computinghistory.org.uk/ Centre for Computing History] = This is a UK-based, general computing history website that has numerous articles involving the TI-99/4A. &lt;br /&gt;
* [https://elisoftware.org/w/index.php/Main_Page Eli's Software Encyclopedia] = This software-focused website includes many articles about TI-99/4A software. It's written using MediaWiki (the same software as this website and Wikipedia).&lt;br /&gt;
* [http://www.everygamegoing.com Every Game Going] = A huge database of video games and software developers for pretty much any console.&lt;br /&gt;
* [https://gamefaqs.gamespot.com GameFAQs] = A large database of gaming information for many consoles, not just the TI.&lt;br /&gt;
* [http://www.gamesdatabase.org Games Database] = A large, generalized database for all types of video games, including many TI-99/4A games.&lt;br /&gt;
* [https://www.gamespot.com GameSpot] = Another database containing information about many games from numerous gaming systems.&lt;br /&gt;
* [https://dadgum.com/giantlist The Giant List of Classic Games Programmers] = Exactly what it sounds like, this site focuses on programmers, and the games and systems they worked on, specifically on systems pre-NES.&lt;br /&gt;
* [https://archive.org/search.php?query=ti+99%2F4a&amp;amp;sin=TXT Internet Archive: Texas Instrument TI 99/4A Books Collection] = This is a collection of scanned manuals, magazine, and other TI-99/4A references about the TI-99/4A. Not easily searchable, but fun to peruse. While you're visiting the [https://archive.org/ Internet Archive], search it for other TI-99/4A texts that haven't made it into the TI-99/4A Collection.&lt;br /&gt;
* [http://www.thelogbook.com/phosphor/category/home-computer-system/ti-994a The Log Book - Category Archives: TI 99/4a] = Although a The Log Book has a small list of TI-99/4A software that it treats, it's entertaining to read and informative.&lt;br /&gt;
* [http://www.mainbyte.com Mainbyte] = A retrogaming website including information about the TS 1000, TI-99/4A, TRS 80 PC-4, and the VIC-20. &lt;br /&gt;
* [http://www.mobygames.com Moby Games] = A general video game website that hosts several TI-99/4A game pages. &lt;br /&gt;
* [https://www.ninerpedia.org/wiki/Main_Page Ninerpedia] = A great resource run on Mediawiki (the same software as Wikipedia and this website).&lt;br /&gt;
* [http://oldcomputers.net/ti994a.html Obsolete Technology Website] = This website is dedicated to preserving the history, and important background information covering computing devices from 1970 through 1993.&lt;br /&gt;
* [https://pcmuseum.ca The Personal Computer Museum: Canada's Video Game Museum] = This is a fairly extensive website featuring old computer systems, hardware, and antiquated software. It's a fun place to reminisce and waste some time.&lt;br /&gt;
* [http://www.pixelatedarcade.com/ Pixelated Arcade] = Refers to itself as &amp;quot;A museum of vintage video games featuring photos, information, screenshots, artwork, and more.&amp;quot; It really contains what it says.&lt;br /&gt;
* [https://pixelpedant.com/ PixelPedant's Texas Instruments Manuals Compendium] = This site has hundreds of manuals in .pdf format for cartridge, disk, and cassette software.&lt;br /&gt;
* [http://www.rediware.com/ti994a/ti994a.html Rediware's TI-99/4A Page] = Rediware has information about software and other items, including a fairly extensive set of TI-99/4A pages. I link to Rediware's main TI-99/4As landing page.&lt;br /&gt;
* [https://ti99resources.wordpress.com/ Resources for the TI-99 line of retro computers] = Tons of information and documents for the TI-99/4A home computer system.&lt;br /&gt;
* [http://my.stratos.net/~hewston95/RTM/RTM_Home.htm Retrogaming Times Monthly] = An archive of an older website covering multiple 1980's computing devices.&lt;br /&gt;
* [https://www.ti994.com TI-99/4 Home Computer 1979] = This is a great reference with plenty of information about software and hardware.&lt;br /&gt;
* [http://www.ti99.eu TI-99 Infospot] = This is a very broad website covering many more TI items than the TI-99 and 99/4A, but has great, high-resolution photos and links to various other sources.&lt;br /&gt;
* [http://www.tigameshelf.net TI Game Shelf] = This is a unique site that I rarely, if ever, reference on any pages within my site. It hosts several games, most of which never appeared in command module format. Many of them are even newer creations folks are still making today. A great reference when you're looking for something unique and fresh for your TI-99/4A or an emulator.&lt;br /&gt;
* [http://www.unige.ch/medecine/nouspikel/ti99/titechpages.htm The TI-99/4A Tech Pages] = A mostly hardware-focused website.&lt;br /&gt;
* [http://www.ti99ers.org/news.php/ TI99ers On-Line User Group] = A vast collection of useful TI-99/4A information (if you can find it). Not the easiest site to navigate, but certainly worth some time.&lt;br /&gt;
* [http://www.videogamehouse.net TI-99/4A Video Game House] = A strictly TI-99/4A page covering many of the most popular video games for the TI-99/4A. '''One of my favorite resources'''. It hasn't been updated for a while, but neither has the TI-99/4A, so it's totally legit.&lt;br /&gt;
* [http://www.ti99db.org/index.php/ TIDB] = Like the name implies, this is a large database of TI related information. It isn't very in-depth, but fairly complete.&lt;br /&gt;
* [http://ftp.whtech.com/ Whtech] = A large database of downloadable files dealing with the TI-99/4A. Although there is a ton of information, the website isn't terribly intuitive nor visually appealing. But, if you know what you're looking for, Whtech probably has it.&lt;br /&gt;
* [http://wikipedia.org WikiPedia] = A site I'm sure everyone is familiar with. This presents many articles on TI-99/4A hardware and software.&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=User_talk:Amycjgrace&amp;diff=8976</id>
		<title>User talk:Amycjgrace</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=User_talk:Amycjgrace&amp;diff=8976"/>
		<updated>2023-09-25T11:11:16Z</updated>

		<summary type="html">&lt;p&gt;Polluks: works again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=User:Polluks&amp;diff=8975</id>
		<title>User:Polluks</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=User:Polluks&amp;diff=8975"/>
		<updated>2023-09-24T14:20:56Z</updated>

		<summary type="html">&lt;p&gt;Polluks: /* ColecoVision */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://www.ninerpedia.org/wiki/User:Stefan_Haubenthal&lt;br /&gt;
&lt;br /&gt;
== ColecoVision ==&lt;br /&gt;
# [[Turbo]]&lt;br /&gt;
# [[Zaxxon]]&lt;br /&gt;
# [[War Games]]&lt;br /&gt;
# [[Up'n Down]]&lt;br /&gt;
# [[Tutankham]]&lt;br /&gt;
# [[Spy Hunter]]&lt;br /&gt;
# [[River Raid]]&lt;br /&gt;
# [[Q*bert]]&lt;br /&gt;
# [[Pitstop]]&lt;br /&gt;
# [[Pepper II]]&lt;br /&gt;
# [[Lady Bug]]&lt;br /&gt;
# Jumpman Junior &amp;amp;rarr; [[Junkman Junior]]&lt;br /&gt;
# [[Gyruss]]&lt;br /&gt;
# [[Gorf]]&lt;br /&gt;
# &amp;lt;s&amp;gt;Galaxian&amp;lt;/s&amp;gt;&lt;br /&gt;
# [[Frogger]]&lt;br /&gt;
# [[Frenzy]]&lt;br /&gt;
# [[Dragonfire]]&lt;br /&gt;
# [[Donkey Kong Junior]]&lt;br /&gt;
# [[Donkey Kong]]&lt;br /&gt;
# [[Defender]]&lt;br /&gt;
# [[Centipede]]&lt;br /&gt;
# [[BurgerTime]]&lt;br /&gt;
# [[Bump 'n' Jump]]&lt;br /&gt;
# [[Buck Rogers]]&lt;br /&gt;
https://www.youtube.com/watch?v=_dAmVCCXeZ4&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=User_talk:Amycjgrace&amp;diff=8974</id>
		<title>User talk:Amycjgrace</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=User_talk:Amycjgrace&amp;diff=8974"/>
		<updated>2023-09-24T14:14:44Z</updated>

		<summary type="html">&lt;p&gt;Polluks: Created page with &amp;quot;Your wiki has some trouble &amp;quot;The lua binary is not executable!&amp;quot;... -- ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your wiki has some trouble &amp;quot;The lua binary is not executable!&amp;quot;... -- [[User:Polluks|Polluks]] ([[User talk:Polluks|talk]]) 14:14, 24 September 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=User:Polluks&amp;diff=8973</id>
		<title>User:Polluks</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=User:Polluks&amp;diff=8973"/>
		<updated>2023-09-24T14:06:12Z</updated>

		<summary type="html">&lt;p&gt;Polluks: ColecoVision&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://www.ninerpedia.org/wiki/User:Stefan_Haubenthal&lt;br /&gt;
&lt;br /&gt;
== ColecoVision ==&lt;br /&gt;
# [[Turbo]]&lt;br /&gt;
# [[Zaxxon]]&lt;br /&gt;
# [[War Games]]&lt;br /&gt;
# [[Up'n Down]]&lt;br /&gt;
# [[Tutankhan]]&lt;br /&gt;
# [[Spy Hunter]]&lt;br /&gt;
# [[River Raid]]&lt;br /&gt;
# [[Q*bert]]&lt;br /&gt;
# [[Pitstop]]&lt;br /&gt;
# [[Pepper II]]&lt;br /&gt;
# [[Lady Bug]]&lt;br /&gt;
# Jumpman Junior &amp;amp;rarr; [[Junkman Junior]]&lt;br /&gt;
# [[Gyruss]]&lt;br /&gt;
# [[Gorf]]&lt;br /&gt;
# [[Galaxian]]&lt;br /&gt;
# [[Frogger]]&lt;br /&gt;
# [[Frenzy]]&lt;br /&gt;
# [[Dragonfire]]&lt;br /&gt;
# [[Donkey Kong Junior]]&lt;br /&gt;
# [[Donkey Kong]]&lt;br /&gt;
# [[Defender]]&lt;br /&gt;
# [[Centipede]]&lt;br /&gt;
# [[BurgerTime]]&lt;br /&gt;
# [[Bump 'n' Jump]]&lt;br /&gt;
# [[Buck Rogers]]&lt;br /&gt;
https://www.youtube.com/watch?v=_dAmVCCXeZ4&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=Category:Br0aderbund&amp;diff=7724</id>
		<title>Category:Br0aderbund</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=Category:Br0aderbund&amp;diff=7724"/>
		<updated>2022-06-11T13:39:21Z</updated>

		<summary type="html">&lt;p&gt;Polluks: Polluks moved page Category:Br0aderbund to Category:Broderbund: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[:Category:Broderbund]]&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=Category:Broderbund&amp;diff=7723</id>
		<title>Category:Broderbund</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=Category:Broderbund&amp;diff=7723"/>
		<updated>2022-06-11T13:39:19Z</updated>

		<summary type="html">&lt;p&gt;Polluks: Polluks moved page Category:Br0aderbund to Category:Broderbund: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Br0aderbund is a software development and distribution company that created the following titles for the Texas Instruments TI-99/4A home computer system.&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=Video_Chess&amp;diff=7706</id>
		<title>Video Chess</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=Video_Chess&amp;diff=7706"/>
		<updated>2022-06-07T18:17:20Z</updated>

		<summary type="html">&lt;p&gt;Polluks: /* Load Cassette Game */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Video Chess''' is a [[:Category: Strategy|strategy]]/[[:Category:Board Game|board game]] software title created for the TI-99/4 and TI-99/4A home computer system. It was originally released during the [[:Category:1979 Software|2nd quarter of 1979]] on [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]] with part number PHM 3008. It was programmed by Texas Instruments (TI) programmer [[Tom Merrow]] and originally retailed for $69.95.&lt;br /&gt;
&lt;br /&gt;
{{Infobox video game&lt;br /&gt;
| collapsible = &lt;br /&gt;
| state = &lt;br /&gt;
| italic title = &lt;br /&gt;
| title = Video Chess&lt;br /&gt;
| image = Video Chess Manual Cover (New).jpg &lt;br /&gt;
| alt = Video Chess Manual Cover&lt;br /&gt;
| caption = Video Chess Manual (Front Cover) &amp;lt;ref&amp;gt;{{cite web|title=TI99ers On-Line User Group: TI-99 Cartridge Listing|url=http://www.ti99ers.org/timeline/cartbytitle.html#V}}&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;{{cite web|title=TI-99/4A Video Game House: TI Invaders|url=https://www.videogamehouse.net/videochess.html}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
| publisher = [[Texas Instruments|Texas Instruments (TI)]]&lt;br /&gt;
| part = PHM 3008&lt;br /&gt;
| programmer = [[Tom Merrow]]&lt;br /&gt;
| format = [[:Category:Solid State Software Command Module|Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module]]&lt;br /&gt;
| released = [[:Category:1979 Software|1979 (2nd Quarter)]]&lt;br /&gt;
| genre = [[:Category:Board Game|Board Game]], [[:Category:Strategy|Strategy]]&lt;br /&gt;
| price = $69.95 (USD)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Advertising Blurbs==&lt;br /&gt;
===Front Cover of Manual===&lt;br /&gt;
Choose your own opponent - or play against the computer on any of 3 levels. With this module, your computer can serve as a willing teacher - or a challenging opponent.&lt;br /&gt;
&lt;br /&gt;
===Back Cover of Manual===&lt;br /&gt;
For centuries, chess has been a challenging game enjoyed equally by beginners and masters. The Video Chess Command Module brings a new dimension to the game through your TI Home Computer. Now you'll always have a tireless opponent whose skill level you can set - from beginner, through novice, to intermediate. And if you want, you and a friend can play chess, with your computer making the moves, keeping track of time, noting whose move it is, all while keeping a complete record of the game. &lt;br /&gt;
&lt;br /&gt;
'''Video chess''' module activities are designed to give you several playing options:&lt;br /&gt;
* '''Play Beginner Game''' - Play against the computer at the beginning skill level in a normal style of play.&lt;br /&gt;
* '''Choose Game Type''' - Choose the type of games you want to play against by selecting the computer's skill level and style of play (from losing to aggressive). &lt;br /&gt;
* '''Use Chessboard''' - Use the Video Chess module's chessboard to play a game against a friend.&lt;br /&gt;
* '''Set up a Problem''' - Set up a special chess position other than the normal games with your TI Home Computer.&lt;br /&gt;
* '''Play Simultaneously''' - Play as many as nine simultaneous games with your TI Home Computer (with 16K bytes of memory).&lt;br /&gt;
* '''Load Cassette Games''' - Use a cassette tape recorder to store and then re-enter a favorite fame of an unfinished game for later completion.&lt;br /&gt;
&lt;br /&gt;
===Triton Catalog - Fall 1984===&lt;br /&gt;
A powerful, easy-to-use program for chess players of all ages and levels of skill. You play an opponent or the computer. Tracks moves, helps you when you wish, even stores games for later replay. You control the level of difficulty. Developed with the assistance of International Master David Levy&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--        Manual        --&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-lower&amp;quot; class=&amp;quot;MainPageBG&amp;quot; style=&amp;quot;margin-top:4px; border:1px solid #ddcef2; background:#f5fffa; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-bottom&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h2 id=&amp;quot;mp-tfp-h2&amp;quot; style=&amp;quot;margin:0.5em; background:#cef2e0; font-family:inherit; font-size:120%; font-weight:bold; border:1px solid #afa3bf; color:#000; padding:0.2em 0.4em&amp;quot;&amp;gt;Manual&amp;lt;span style=&amp;quot;font-size:85%; font-weight:normal;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/h2&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding:0.6em&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===PREFACE===&lt;br /&gt;
Chess is a wonderful game for many reasons. Its rules are simple enough to be learned in a few minutes; yet it is so complex that every game is different. It can be enjoyed equally by beginners and masters. It can be played quickly, with only a few seconds' thought spent on each move, or it can take many minutes, hours or even days to make a move. Chess can be played by telephone or by mail; by people suffering from almost any physical disability; in fair weather or in foul; for fun or for serious competition. It requires no special equipment, apart from the chess clocks used in competitions (and the Video Chess module has its own built-in chess clock). Above all, chess is great fun.&lt;br /&gt;
&lt;br /&gt;
I have been playing chess for more than twenty years. It has given me untold pleasure, just as it has brought pleasure to those many millions of people who have played the game since it was invented, probably in India, some fourteen centuries ago. We have designed the Video Chess module so that you will be able to share in this wonderful experience and improve your game. W hether you are learning chess for the first time or have played before, the Video Chess module welcomes you to its club. &lt;br /&gt;
&lt;br /&gt;
David Levy&lt;br /&gt;
&lt;br /&gt;
''International Master''&lt;br /&gt;
&lt;br /&gt;
===INTRODUCTION===&lt;br /&gt;
The Video Chess Solid State Software&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; Command Module is designed for your enjoyment of chess. It's easy to use - it keeps track of all of the moves, gives you help if you want it, and provides a challenging, tireless opponent. You decide the level of skill for the computer (beginner, novice, or intermediate). And if you just want to use the computer as a chess set when playing against another opponent, the Video Chess module will make the moves for you, keep track of time, note whose move it is and keep a running record of the game. Whether you're playing against a friend or the computer, you can save your game for later replay to review your brilliant plays - or to figure out the crucial move that cost you the game! All of this - and more - is readily available with your Video Chess module.&lt;br /&gt;
&lt;br /&gt;
Because this module is designed not only for the beginner, but also for those who already know how to play chess, we've divided the manual into two major sections:&lt;br /&gt;
&lt;br /&gt;
* If You're just Beginning The first section briefly describes &amp;quot;How to Play Chess.&amp;quot; If you've never played chess before, or if you want to brush up on the rules, we suggest that you read this section before using the module.&lt;br /&gt;
&lt;br /&gt;
* If You Already Play Chess The second section, &amp;quot;Using the Solid State Software Command Module,&amp;quot; gets you right into how to use the Video Chess module. If you're familiar with chess, you can skip the first section, start on page 24, and immediately begin using the module.&lt;br /&gt;
&lt;br /&gt;
===HOW TO PLAY CHESS===&lt;br /&gt;
Chess is a game of simulated combat for two players using a &amp;quot;battlefield&amp;quot; with a set of medieval style armies. You can either play against a friend, using the Video Chess module for your board and set, or you can compete against the computer itself. It will prove to be a challenging opponent.&lt;br /&gt;
&lt;br /&gt;
The battlefield is an 8 X 8 board placed so that each player has a white square in his right hand corner. When using the Video Chess module, the white squares are colored white and the black squares are light blue. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Video Chess - Battlefield.png|400px|center|thumb|Video Chess - Battlefield]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Looking at the board from White's side we label the vertical columns A through H. These columns are called files. The horizontal rows, called ranks, are labeled 1 through 8, with the first rank being nearest to White and the eighth rank nearest to Black. This method of notation, called algebraic notation, enables us to identify each square of the board by its unique file-rank (column-row) coordinates, such as '''A3''' or '''ES'''. It also allows us to record the moves of a game and to describe what is happening in a game situation.&lt;br /&gt;
&lt;br /&gt;
====The pieces and their moves====&lt;br /&gt;
The opposing armies are made up of 32 pieces, 16 white and 16 black. On your color screen the white pieces appear as white or blue and the black ones as black. At the start of the game, these armies face each other on an 8 x 8 board, as shown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Video Chess - Game Start.png|400px|center|thumb|Video Chess - Beginning Board]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====The King=====&lt;br /&gt;
Each player has one king ( [[File:Video Chess Piece - Black King.png|15px]]  [[File:Video Chess Piece - White King.png|15px]] ). At the start of the game White's king is on E1 and Black's king is on E8. The king, as its name suggests, is the most important piece in the game, and the game is over when this piece is &amp;quot;captured.&amp;quot; The king can move one square in any direction - horizontal, vertical, or diagonal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Video Chess - Knight Moves.png|400px|center|thumb|Video Chess - Possible King Moves]]&lt;br /&gt;
&lt;br /&gt;
=====The Queen=====&lt;br /&gt;
Each player has one queen ( [[File:Video Chess Piece - Black Queen.png|15px]]  [[File:Video Chess Piece - White Queen.png|15px]] ). At the start of the game White's queen is on D1 and Black's queen on D8. Some players get confused about which way the kings and queens are placed at the beginning of the game. An easy rule to remember is &amp;quot;White queen on white square, black queen on black square.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The queen is the most powerful piece on the board, and after the king it is the most valuable. If you lose your queen without capturing an opponent's piece, you will almost always lose the game. The queen moves horizontally, vertically or diagonally, across as many empty squares as the player wishes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Video Chess - Queen Moves.png|400px|center|thumb|Video Chess - Possible Queen Moves]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====The Bishop=====&lt;br /&gt;
Each player has two bishops ( [[File:Video Chess Piece - Black Bishop.png|15px]]  [[File:Video Chess Piece - Black Bishop.png|15px]]  [[File:Video Chess Piece - White Bishop.png|15px]]   [[File:Video Chess Piece - White Bishop.png|15px]] ). At the start of the game White's bishops are on C1 and F1, Black's on C8 and F8. The bishops move only along the diagonals, but like the queen they can cross as many empty squares as the player wishes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Video Chess - Bishop Moves.png|400px|center|thumb|Video Chess - Possible Bishop Moves]]&lt;br /&gt;
&lt;br /&gt;
=====The Rook (or Castle)=====&lt;br /&gt;
Each player has two rooks ( [[File:Video Chess Piece - Black Rook.png|15px]]  [[File:Video Chess Piece - Black Rook.png|15px]]  [[File:Video Chess Piece - White Rook.png|15px]]   [[File:Video Chess Piece - White Rook.png|15px]] ), sometimes called castles. At the start of the game, White's rooks are on A1 and H1, Black's rooks are on A8 and H8. The rook moves horizontally or vertically, across any number of empty squares. Note that the queen combines the moves of the rook and the bishop - this is why the queen is so very powerful and so valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Video Chess - Rook Moves.png|400px|center|thumb|Video Chess - Possible Rook Moves]]&lt;br /&gt;
&lt;br /&gt;
=====The Knight=====&lt;br /&gt;
Each player has two knights ( [[File:Video Chess Piece - Black Knight.png|15px]]  [[File:Video Chess Piece - Black Knight.png|15px]]  [[File:Video Chess Piece - White Knight.png|15px]]   [[File:Video Chess Piece - White Knight.png|15px]] ). At the start of the game White's knights are on B1 and G1, Black's on B8 and G8. The knight's move is unusual for two reasons: (i) it is the only piece that can jump over an occupied square; and (ii) it moves two squares horizontally or vertically, followed by one square at right angles to the first part of its move. This double maneuver is all part of the same move and counts as one move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Video Chess - Knight Moves.png|400px|center|thumb|Video Chess - Possible Knight Moves]]&lt;br /&gt;
&lt;br /&gt;
=====The Pawn=====&lt;br /&gt;
Each side has eight pawns ( [[File:Video Chess Piece - Black Pawn.png|15px]]  [[File:Video Chess Piece - White Pawn.png|15px]] ). At the start of the game, White's pawns occupy all the squares on the second rank (A2, B2, C2, ... H2) while Black's pawns occupy the seventh rank (A7, B7, C7, ... H7). The pawn is the most modest and least valuable piece. Normally it moves by advancing one square, but on its first move, each pawn has the right to move two squares. ''Pawns never move backwards'' and cannot move diagonally except when capturing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Video Chess - Pawn Moves.png|400px|center|thumb|Video Chess - Possible Pawn Moves]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Capturing====&lt;br /&gt;
Sometimes, as part of a move, a player may capture one of his opponent's pieces and take it off the board. This happens when a player decides to move a piece to a square occupied by an enemy piece. The opposing piece is then removed from the board. The pawn captures in a different way than the other pieces. It cannot capture a piece which is directly in front of it, but it can capture something which is one square diagonally in front of it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here is a layout showing several possible captures as described below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Video Chess - Possible Capture Moves.png|400px|center|thumb|Video Chess - Possible Capture Moves]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The white queen on A4 can capture the black knight on D7.&lt;br /&gt;
&lt;br /&gt;
The white knight on FS can capture the black pawns on G7, E3, and H4.&lt;br /&gt;
&lt;br /&gt;
The white bishop on F3 can capture the black rook on B7.&lt;br /&gt;
&lt;br /&gt;
The white bishop on D8 can capture the black pawn on H4.&lt;br /&gt;
&lt;br /&gt;
The black king on E8 can capture the white bishop on D8.&lt;br /&gt;
&lt;br /&gt;
The black rook on B7 can capture the white knight on B2.&lt;br /&gt;
&lt;br /&gt;
The black pawn on C3 can capture the white knight on B2 but it cannot move backwards to capture the white pawn on D4.&lt;br /&gt;
&lt;br /&gt;
The black pawn on E3 can capture the white pawn on F2 and vice versa, but the white pawn on F2 cannot capture the black pawn on H4 because pawns can only capture on the square diagonally adjacent to them.&lt;br /&gt;
&lt;br /&gt;
''Note:'' When a player's piece is in position to capture an opponent's piece it is said to be &amp;quot;attacking&amp;quot; the opponent's piece by attacking the chessboard square occupied by the opponent's piece. Often the term &amp;quot;attacking a square&amp;quot; is used to describe the possible chessboard squares on which a player's piece could capture an opponent's piece.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Video Chess - Attacking.png |400px|center|thumb|Video Chess - Attacking Squares]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For example, the white knight is &amp;quot;attacking&amp;quot; squares C2, B3, BS, C6, E6, FS, F3 and E2 but can only capture the black pawn in square E6. (Note: The black pawn is attacking two squares - D5 and FS, but no captures are available. If the white knight were to move to square F5, it could then be captured by the black pawn.)&lt;br /&gt;
&lt;br /&gt;
If you have a bigger army than your opponent, it will normally be easier for you to win. It is usually an advantage to capture an opponent's piece if you can do so without losing one of your pieces, or if you can capture a piece in return for a less valuable one of your own. As a rough guide the values of the pieces are:&lt;br /&gt;
&lt;br /&gt;
Pawn = 1&lt;br /&gt;
Knight = 3&lt;br /&gt;
Bishop = 3¼&lt;br /&gt;
Rook = 5&lt;br /&gt;
Queen = 9&lt;br /&gt;
&lt;br /&gt;
The king is not given a point value because you lose the game if you lose your king.&lt;br /&gt;
&lt;br /&gt;
===Special Moves===&lt;br /&gt;
There are three special moves which are different from all other moves.&lt;br /&gt;
&lt;br /&gt;
====Castling ====&lt;br /&gt;
This is a double move (counting as one move) made with the king and one of the rooks, the purpose of which is to put the king in a safer place and to bring the rook into play. To castle, a player moves his king two squares in the direction of the rook and then the rook jumps over the king, landing on the square next to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Video Chess - Castling Moves.png|400px|center|thumb|Video Chess - Possible Castling Moves]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order for castling to be possible, all of the following conditions must be satisfied:&lt;br /&gt;
&lt;br /&gt;
# Neither the king nor the rook involved may have moved earlier in the game.&lt;br /&gt;
# The squares between the king and the rook must all be empty.&lt;br /&gt;
# The opponent must not be attacking (checking) the king - more on this in a moment - and he must not be attacking the squares over which the king passes or the square on which it lands.&lt;br /&gt;
&lt;br /&gt;
Here White can castle king-side, (the right hand side of the board) moving his king to G 1 and his rook from H1 to Fl, but not on the queen-side (the left hand side of the board) because Black's bishop on G4 attacks D1. &lt;br /&gt;
&lt;br /&gt;
Black cannot castle king-side because the white knight on H6 attacks G8, but Black can castle queen-side, moving his king to C8 and his rook from A8 to D8, even though White's queen on BS attacks B8.&lt;br /&gt;
&lt;br /&gt;
Each player may castle only once during a game. Normally this is done during the first ten or fifteen moves.&lt;br /&gt;
&lt;br /&gt;
====Pawn Promotion====&lt;br /&gt;
&lt;br /&gt;
If a pawn succeeds in marching all the way up the board to the far rank, it is given a special bonus. It is removed from the board and changed, as part of its last move, into a queen, rook, knight, or bishop at its owner's choice. This is called &amp;quot;promoting&amp;quot; a pawn. Since the queen is by far the most valuable of these pieces, a pawn is almost always promoted to a queen.&lt;br /&gt;
&lt;br /&gt;
[[File:Video Chess - Pawn Promotion.png|400px|center|thumb|Video Chess - White Pawn Advances from D7 . . . ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Video Chess - Pawn Become Queen.png|400px|center|thumb|Video Chess - . . . D8 and becomes a queen.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====En Passant Captures====&lt;br /&gt;
If a pawn advances two squares (on its first move) and lands on a square adjacent to an enemy pawn, the pawn which has just moved may be captured by its new neighbor, as though it had advanced only one square. This type of capture is called an en passant capture (from the French, meaning &amp;quot;in passing&amp;quot;). If a player wishes to make an en passant capture he must do so immediately when the opportunity presents itself. If the player makes any move other than the en passant capture, the right to make that en passant capture is lost, though he may be able to make another en passant capture later on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Video Chess - Pawn Moves 2 Spaces.png|400px|center|thumb|Video Chess - White's pawn advances from C2 to C4,]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File: Video Chess - En Passnat Capture.png|400px|center|thumb|Video Chess - and is captured, en passant, by Black's pawn from B4.]]&lt;br /&gt;
&lt;br /&gt;
===Being In Check===&lt;br /&gt;
A player is &amp;quot;in check&amp;quot; when his king is attacked by an opposing piece. He must then move &amp;quot;out of check&amp;quot; immediately. This may be done in one of three ways: &lt;br /&gt;
# Capture the enemy piece which is giving check.&lt;br /&gt;
# Move the king to an unattacked square.&lt;br /&gt;
# In the case of a check from a rook, bishop or queen, interpose a piece between the king and the checking piece.&lt;br /&gt;
&lt;br /&gt;
When you check your opponent, it is considered polite to say &amp;quot;check&amp;quot; in case the move was not noticed. In tournament play, however, it is considered polite not to say &amp;quot;check&amp;quot; - you would not wish to insult your opponent by suggesting that the move went unnoticed.&lt;br /&gt;
&lt;br /&gt;
''Note:'' A player is ''never'' allowed to move into check.&lt;br /&gt;
&lt;br /&gt;
===Closing Moves===&lt;br /&gt;
====Checkmate====&lt;br /&gt;
&lt;br /&gt;
If your king is in check and there is no way out of the check, you have been checkmated. No matter what you do, your opponent could capture your king on his next move. The object of the game is to checkmate your opponent's king - once you have done so you have won the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File: Video Chess - Black Checkmate.png|400px|center|thumb|Black has been checkmate]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Stalemate====&lt;br /&gt;
If a player is not in check, and all possible moves result in check, then that player is &amp;quot;stalemated&amp;quot; and the game is a draw - neither side has won. In tournament play a win counts as 1 point, a draw as 1/2 and a loss as zero. Therefore, a stalemate is an advantage to a player in a potentially hopeless situation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File: Video Chess - No Legal Move.png|400px|center|thumb|Black to move Black is stalemated. He is not in check and has no legal move.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Rules of the Game===&lt;br /&gt;
The players move alternately, White having the first move. The game is won by the player who gives checkmate, or whose opponent declares that he resigns. If you have many fewer pieces than your opponent and you know enough about his ability to be absolutely sure that you will lose, it is considered good manners to resign the game. To continue would only be to insult your opponent's skill.&lt;br /&gt;
&lt;br /&gt;
If neither player wins the game, the result is a draw. In addition to stalemate there are four other ways in which the game can end in a draw:&lt;br /&gt;
&lt;br /&gt;
====1) The Players Agree to a Draw====&lt;br /&gt;
One player, when making a move, asks &amp;quot;Do you want a draw?&amp;quot; To turn down the offer of a draw, the opponent will normally say &amp;quot;No thank you,&amp;quot; or simply make a reply move on the board. Making this reply move automatically rejects the draw offer. Once an offer of a draw has been made, it cannot be revoked, but when it has been declined the offer is no longer valid until it is made again. It is considered bad manners to offer a draw more than twice in a game. Once your opponent knows that you want a draw, he will offer you a draw when he also wants one.&lt;br /&gt;
&lt;br /&gt;
====2) Repetition of Position====&lt;br /&gt;
If the same position for both players occurs three times with the same player having the right to move each time, the game is a draw. &lt;br /&gt;
&lt;br /&gt;
====3) The 50-move Rule====&lt;br /&gt;
If each player makes 50 successive moves without capturing anything and without moving a pawn, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
====4) Insufficient Mating Material====&lt;br /&gt;
If neither side has sufficient material on the board for checkmate to be possible, the game is a draw. For example, two lone kings, or king and bishop against a lone king.&lt;br /&gt;
&lt;br /&gt;
===Chess Notation===&lt;br /&gt;
The algebraic system of notation has many forms, but all are based on the use of the square identifiers, A1, C6, E3, etc. We shall use a simple system in which every move is recorded by naming the square from which a piece moves, followed by the square to which it moves. For example:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File: Video Chess - Chess Notation.png|400px|center|thumb|Chess Notation]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
White has opened the game by moving his pawn from E2 to E4, and Black has responded by moving his knight from G8 to F6. We would write these moves E2 E4 and G8 F6 respectively. Castling king-side is written 0 0 and castling queen-side is 0 0 0.&lt;br /&gt;
&lt;br /&gt;
===Ten Hints on How to Play===&lt;br /&gt;
====In the opening phase of the game:====&lt;br /&gt;
:: 1) Bring out your pieces quickly, starting with the knights and bishops, and then castle to put your king into safety.&lt;br /&gt;
:: 2) Do not bring out the queen too early - it can easily be attacked by your opponent's pieces. &lt;br /&gt;
:: 3) Try not to move the same piece many times - it wastes moves which might be useful for something else.&lt;br /&gt;
&lt;br /&gt;
====In the middle phase of the game:====&lt;br /&gt;
Once you have brought out your pieces and castled, you are ready to engage your opponent's army. You should:&lt;br /&gt;
&lt;br /&gt;
:: 4) Keep your king well protected - do not advance the pawns near your king unnecessarily because the king will then be more vulnerable to attack.&lt;br /&gt;
:: 5) Try to place your pieces so that they attack as many squares as possible, particularly squares in the center of the board and squares near your opponent's king.&lt;br /&gt;
:: 6) If you want to protect a piece do so with something of lesser value (pawn, knight or bishop) rather than a high valued piece (rook or queen).  &lt;br /&gt;
:: 7) Play actively - make every move count. If in doubt about what to do, improve the position of your worst placed piece by bringing it nearer to the center of the board or to your opponent's king.&lt;br /&gt;
&lt;br /&gt;
====Near the end of the game:====&lt;br /&gt;
When there are few pieces on the board:&lt;br /&gt;
:: 8) It is important to advance pawns in an attempt to promote them to queens.&lt;br /&gt;
:: 9) If you think it is safe to do so, use your king as a fighting piece - with fewer pieces on the board the chances of a surprise checkmate are much lower.&lt;br /&gt;
&lt;br /&gt;
====All the time:====&lt;br /&gt;
:: 10) Swap off pieces when you are ahead, but avoid exchanges when you are behind. Exception - near the end of the game, if you are in bad shape and fighting for a draw, try to swap off as many pawns as possible so that your opponent has less chance of promoting his pawns to make new queens.&lt;br /&gt;
&lt;br /&gt;
===Playing Video Chess===&lt;br /&gt;
&lt;br /&gt;
Now you're ready to use the Video Chess module.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot;| '''Press''' !! Video Chess&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot;| '''1''' || TO PLAY BEGINNER GAME&lt;br /&gt;
&lt;br /&gt;
The computer will select black or white at random and will start to play at the beginning level of difficulty in the normal style of play. Now turn to &amp;quot;Playing a Game&amp;quot; on page 30.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot;| '''2''' || CHOOSE GAME TYPE&lt;br /&gt;
&lt;br /&gt;
This option allows you to choose the type of game (level of difficulty, style, and color) you want to play against the computer. See &amp;quot;Playing a Game,&amp;quot; page 30.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot;| '''3''' || USE CHESSBOARD&lt;br /&gt;
&lt;br /&gt;
This choice allows you to play a game against a friend, using the Video Chess module's chessboard. Now turn to &amp;quot;Person vs. Person,&amp;quot; page 33. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot;| '''4'''|| SET UP A PROBLEM&lt;br /&gt;
&lt;br /&gt;
You can use this option to set up a special chess position other than the normal starting position. You can then play a game from this special position, or you can use the computer while solving a particular chess problem. See &amp;quot;Setting Up a Problem,&amp;quot; page 33.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot;| '''5''' || PLAY SIMULTANEOUSLY&lt;br /&gt;
&lt;br /&gt;
Your TI-99/4 Home Computer can use its 16K byte memory to play as many as nine separate games at the same time. Turn to &amp;quot;Simultaneous Play,&amp;quot; page 36.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:right;&amp;quot;| '''6''' || LOAD CASSETTE GAME&lt;br /&gt;
&lt;br /&gt;
This allows you to load in (via cassette tape) a previously stored game for replay and study, or for continuation of an unfinished game. See &amp;quot;Load Cassette Game,&amp;quot; page 38.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Keyboard===&lt;br /&gt;
With your Video Chess module, you will be using the keyboard for making selection choices and entering the individual chess moves. In addition, there are several special functions available as you need them. The keyboard functions are summarized here. &lt;br /&gt;
&lt;br /&gt;
====Move Entries====&lt;br /&gt;
Moves are selected by pressing the file letter (A-H) and rank number (1-8) of the piece's current position, followed by the desired file and rank for the piece's new position. The move is completed by pressing the '''ENTER''' key. (''Note:'' The move can be erased by pressing '''SHIFT C''' before pressing the '''ENTER''' key.)&lt;br /&gt;
&lt;br /&gt;
====Back-up (Shift B)====&lt;br /&gt;
This function allows you to cancel your last move (and the computer's) and return to the previous setup before the move. The computer keeps track of how many times you back up and will indicate this at the completion of each game. In-Person vs. Person, '''SHIFT B''' only backs up one player's move. (''Note:'' The clocks do not back up.)&lt;br /&gt;
&lt;br /&gt;
====Help (Shift H)====&lt;br /&gt;
This option allows the computer to act as a chess tutor  by evaluating your move and suggesting alternatives if better moves were available. If you press HELP ('''SHIFT H''') instead of entering your move, the computer will suggest a move for you to enter (for this move only). Then enter your move in the usual way. If you press HELP to enter your move by pressing '''SHIFT H''' rather than '''ENTER''', the computer will go into an automatic help mode and evaluate your move. It then tells you if it's a good move - or indicates what another move could have been. Once you place the computer in this &amp;quot;automatic help&amp;quot; mode, it will continue to evaluate each of your moves until you again press HELP ('''SHIFT H''') to turn off the Help feature. (Note: The computer's thinking time will be doubled while in the Help mode. Also, if the computer is playing in the losing mode, it will give losing advice.)&lt;br /&gt;
&lt;br /&gt;
====Resign (Shift E)====&lt;br /&gt;
This function allows you to resign the game.&lt;br /&gt;
&lt;br /&gt;
====Draw (Shift D)====&lt;br /&gt;
This option allows you to offer the computer a tie or draw. You use this feature by selecting your move and pressing '''SHIFT D''' (rather than '''ENTER'''). The computer then has the option of accepting the DRAW or continuing to play. If it continues to play, the DRAW has been refused.&lt;br /&gt;
&lt;br /&gt;
====Time Out (Shift T)====&lt;br /&gt;
This feature allows you to stop the chess clocks (for breaks, phone calls, etc.). At this point, all keys are disabled except '''SHIFT Q''' and '''SHIFT T'''. Press '''SHIFT T''' to restart the clocks and resume the game.&lt;br /&gt;
&lt;br /&gt;
====Replay (Shift R)====&lt;br /&gt;
This allows you to replay the current game from the start, displaying each move for about 2 seconds before the next move appears. During this you can pause for examination of a particular position by pressing and holding Replay again until STOP is displayed in the message section at the bottom of the screen. To restart the action, press Replay once more. &lt;br /&gt;
&lt;br /&gt;
====Store (Shift X)====&lt;br /&gt;
This function allows you to use a cassette recorder to save your current game on a cassete tape, following the prompting instructions given by your computer. This can be used during a game when ENTER MOVE is displayed, or at the end of a game.&lt;br /&gt;
&lt;br /&gt;
====Switch (Shift S)====&lt;br /&gt;
This function lets you change sides with the computer so it can play your move (and vice versa). The computer will play itself if you use this option each time it's your move. (''Note:'' Switch does not work in the &amp;quot;setting up a problem&amp;quot; mode.&lt;br /&gt;
&lt;br /&gt;
====Position Shift P)====&lt;br /&gt;
This option allows you to disregard the status of the game being played and rearrange the board without regard to the legality of the moves taken. Anytime the computer displays &amp;quot;ENTER MOVE,&amp;quot; '''SHIFT P''' can be used. When first pressed, the current positions on the chessboard remain, but the computer allows you to make changes to the board following the sequences used in the &amp;quot;Setting Up a Problem&amp;quot; section on page 33. (Note: Once '''SHIFT P''' is used, you cannot use the replay, back-up, or record features.)&lt;br /&gt;
&lt;br /&gt;
====Mode Change (Shift M)====&lt;br /&gt;
This option allows you to change the style of play being used by the computer. During a game, you can press '''SHIFT M''' when it's your turn and then change the skill level, &amp;quot;thinking time&amp;quot; (if intermediate level chosen), and the computer's style of play. When these choices are completed, the computer returns you to the previous board set up. It's still your move, and play will resume with the new changes in place. (''Note:'' '''SHIFT M''' cannot be used in &amp;quot;Person vs. Person&amp;quot; except to replace one of the players with the computer.)&lt;br /&gt;
&lt;br /&gt;
====Quite (Shift Q)====&lt;br /&gt;
This key sequence tells the computer to leave the module and return to the main title display.&lt;br /&gt;
&lt;br /&gt;
===Game Options===&lt;br /&gt;
====Playing a Game====&lt;br /&gt;
Two basic options are available for playing a game against the computer. Option 1, playing a beginner's game, is automatically started by the computer. With option 2, choosing a game type, several selections are required before the game begins. These selections include:&lt;br /&gt;
* Choosing level of play for the computer (beginner, novice, or intermediate)&lt;br /&gt;
* Choosing computer &amp;quot;thinking time&amp;quot; (between 30 and 200 seconds per move). This is offered only when the intermediate level is chosen. The longer the time allowed, the better the computer plays.&lt;br /&gt;
* Choosing the style of play for the computer (normal, aggressive, defensive, or losing. ''Note:'' Losing style of play is available only with the beginner level.)&lt;br /&gt;
* Choosing the color you want to play (white or black - white moves first).&lt;br /&gt;
&lt;br /&gt;
With option 1, the beginner's game, the computer automatically sets up the chessboard for a beginner-level, normal style of play. The computer randomly picks white or black for itself - if it chooses black, it waits for your move; if the computer chooses white, it makes the first move and then indicates it's your turn by showing &amp;quot;ENTER MOVE&amp;quot; on the bottom of the screen. &lt;br /&gt;
&lt;br /&gt;
A typical playing screen is shown here:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File: Video Chess - Typical Screen.png|400px|center|thumb|Typical Start Screen]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each time it is your turn to move, the message ENTER MOVE is displayed. You indicate your move by typing the square from which your piece moves, then the square on which it lands. (Remember to enter the letter before the number.) Then press the '''ENTER''' key to register the move.&lt;br /&gt;
&lt;br /&gt;
If you wish to castle king-side, you enter 0 0; casting queen-side is O O 0. You can also enter the king's move in standard notation to accomplish castling, i.e., E1G1, E1C1, E8G8, or E8C8. &lt;br /&gt;
&lt;br /&gt;
The computer will not accept illegal moves. Play will continue until a checkmate, stalemate, draw, or resignation is reached. &lt;br /&gt;
&lt;br /&gt;
''Pawn Promotion'' - If your move puts a pawn in the far rank you have the choice between making it into knight, bishop, rook, or queen as part of the same move. The computer will display a screen asking for your choice.&lt;br /&gt;
&lt;br /&gt;
''Offering a Draw'' - If you wish to offer the computer a draw, you may do so by pressing DRAW ('''SHIFT D''') after you type your move instead of pressing '''ENTER'''. The computer will consider your offer; if it decides to accept, it will display DRAW BY AGREEMENT. If it declines your offer, it will reply to your move in the usual way.&lt;br /&gt;
&lt;br /&gt;
''Backing Up'' - If you wish to go back one move, press BACKUP ('''SHIFT B'''). This will reset the board to your previous position. If you're playing the computer, both the computer's last move and your last move are backed&lt;br /&gt;
up. In Person vs. Person, the computer will only back up one move.&lt;br /&gt;
&lt;br /&gt;
''Switching Sides'' - If you wish to switch sides with the computer, so that you play from the computer's position and it plays from your position, press SWT ('''SHIFT S''').&lt;br /&gt;
&lt;br /&gt;
''Game Over'' - When the game is over, the status is shown (checkmate, draw, etc.), the number of times back up was used is displayed, and the option is given to press '''ENTER''' for a new game. If you would like to see an action replay of the game, press REPLAY ('''SHIFT A'''). You can also record your game on a cassette tape at this point using the STORE ('''SHIFT X''') option.&lt;br /&gt;
&lt;br /&gt;
====Person vs. Person====&lt;br /&gt;
Two people can use the Video Chess module simply as a chess set and board for playing a game between themselves. When this option is chosen, the computer will set the clocks at zero and start White's clock running. When White enters a move, the white clock stops and the black one starts, and vice versa. Play will then follow all normal rules with the computer moving the pieces, checking for legal moves, etc., until game completion. If during the game, one player needs to leave the game, play can continue by pressing '''SHIFT M''' and turning over one of the positions to the computer.&lt;br /&gt;
&lt;br /&gt;
====Setting up a Problem====&lt;br /&gt;
Sometimes you will wish to set up a special position, other than the normal starting position. This might be because you wish to start from a particular position, or because you wish to resume an unfinished game that began some time back, or because you want the computer to try to solve a chess problem such as those found in the chess column of your newspaper.&lt;br /&gt;
&lt;br /&gt;
Special positions are entered with the help of prompting messages on the screen after you choose this option. For each piece in the special position it is necessary to supply three items of information: its color, the type of &lt;br /&gt;
piece and the square it is on. Suppose that you wish to put a white bishop on C6. The first choice that you see says ENTER COLOR OF PIECE. You then press '''1''', to signify White. You are then asked to ENTER PIECE, whereupon you press 3 for bishop. You are then asked on which square you wish this bishop to stand, by ENTER POSITION, and you respond with C6. The program places the white bishop on square C6 and returns you to the ENTER COLOR OF PIECE choice. &lt;br /&gt;
&lt;br /&gt;
Once the position of all desired pieces has been set up and you are satisfied that it is correct, press '''4''' on the &amp;quot;Enter Color of Piece&amp;quot; screen to start. ''Note:'' The computer will not start until both kings are placed on the board and are not adjacent to each other. Also, the defending king cannot be in check.&lt;br /&gt;
&lt;br /&gt;
If your setup includes a possible castling move, the program will ask you questions such as: IS CASTLING POSSIBLE?, WHITE 0 0, and you will respond with '''1''' or '''2''' for yes or no depending on whether the side in question has lost the right to castle in your special position.&lt;br /&gt;
&lt;br /&gt;
After pressing '''4''' for '''START''', you are given these choices:&lt;br /&gt;
&lt;br /&gt;
Press/For&lt;br /&gt;
&amp;lt;ol start=&amp;quot;1&amp;quot;&amp;gt; &lt;br /&gt;
&amp;lt;li&amp;gt;'''Mate in Two'''&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
: The program will search for all moves that force checkmate in no more than two moves by the player whose turn it is to move. (See important note following.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol start=&amp;quot;2&amp;quot;&amp;gt; &lt;br /&gt;
&amp;lt;li&amp;gt;'''Mate in Three'''&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
: Same as Mate in Two but looks for checkmate in no more than three moves. (See important note following.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol start=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;'''Play a Game'''&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
: This option allows you to start and play the computer from this special starting position. You are also allowed to choose the level of difficulty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol start=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;'''Use as Board'''&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
: This choice allows you and a friend to play from the special starting position with the computer being used as a chess set.&lt;br /&gt;
: After pressing '''1''', '''2''', '''3''', or '''4''' you are shown a screen that asks you to choose the piece color for the starting play. It asks &amp;quot;White to play?&amp;quot; You press '''1''' for yes to select white or '''2''' for no to select black. Then play begins automatically with the computer always making the first move. (''Note:'' Play cannot begin if the starting player can capture the opponent's king.)&lt;br /&gt;
&lt;br /&gt;
: ''Important Note:''&lt;br /&gt;
: If you choose Mate In Two or Mate in Three, these points should be noted:&lt;br /&gt;
:* The color choice determines the side the computer uses to search for possible checkmate. For example, if white is chosen, the computer searches for all possible checkmates by ''white'' in 2 or 3 moves as previously selected. This search process can be rather lengthy, particularly if there are many possible checkmates.&lt;br /&gt;
:* To let you know the computer is searching, a flashing asterisk will appear in the upper left of the screen below the word PLAYS.&lt;br /&gt;
:* When the computer is finished, the possible mates are listed below the word PLAYS in this format:&lt;br /&gt;
&lt;br /&gt;
[[File:Video Chess - Possible Mates.png|400px|center|thumb|Video Chess - Possible Mates Screen]]&lt;br /&gt;
&lt;br /&gt;
: If no mates are found, the message NO MATES appears. If more mates are possible than can be shown on one screen, then PRESS ENTER FOR MORE SOLUTIONS is shown. After all have been listed, the message NO MORE MATES appears at the end of this list.&lt;br /&gt;
:* The search for checkmates can be halted only by pressing and holding '''SHIFT Q'''. This returns you to the main title screen. &lt;br /&gt;
&lt;br /&gt;
When you're through using these options, press '''ENTER''' to return to the main selection list.&lt;br /&gt;
&lt;br /&gt;
===Simultanious Play===&lt;br /&gt;
One of the amazing feats that can be performed by outstanding human chess players is that they can play a number of games simultaneously against different opponents and still play each game well. The Video Chess module used with the TI-99/4 can also play simultaneous games (16K bytes of memory required). Up to 9 games may be played simultaneously, although certain options (BACKUP, HELP, SWITCH, REPLAY, RECORD, and TIME OUT) are not available to the&lt;br /&gt;
players. &lt;br /&gt;
&lt;br /&gt;
When this option is used, the computer first asks for the player number. (Active player numbers are displayed on the screen.) Once entered, the computer checks to see if this is an &amp;quot;active&amp;quot; player. If so, the computer instructs&lt;br /&gt;
the player to enter the move. The computer will give its corresponding move and then advance to the next player by asking for player number. If the player number entered is for a new player, the computer asks for that opponent's selection of level of play, thinking time (if required), style of play, and color choice. Then play begins for that player. After the player's move and the computer's move are both entered, the computer asks for the next player number. If for some reason, the next player is not ready to enter a move, press '''SHIFT C''' instead of move entry, and the computer asks for player number again. (''Note:'' An illegal move also causes the computer to ignore the move and ask for player number again.)&lt;br /&gt;
&lt;br /&gt;
Up to 9 players can be active at any one time. If less than 9 players are active, a new one can join by entering an unused player number. However, if all 9 positions are active, a player must finish a game before a new player can be added. If a player wants to resign, follow this procedure. When the computer asks for player number, enter the player number. Then press '''SHIFT E''' for that player to resign. That player's number is now available for any new player that's ready to play.&lt;br /&gt;
&lt;br /&gt;
We recommend that the simultaneous exhibitions be controlled by someone who is not playing. This person enters the playing choices for each player and then goes through the players in rotation. When the controller calls out &amp;quot;PLAYER 1&amp;quot; and presses 1, the appropriate position appears on the screen. Player 1 calls out his move (e.g., A7A6) and this move is entered. When the computer replies, the controller calls back the reply move and then passes on to player 2, and so on, though it is not necessary to play in any particular order. If the controller is energetic, he can walk back and forth between the console and the players, each of whom has his own board and chess set, so that the moves can be made in silence. This avoids disturbing the players. (''Note:'' It is important that each player remembers his number!)&lt;br /&gt;
&lt;br /&gt;
During simultaneous play, any player has the option of changing the style and level of computer play. To do so, first enter the player number and then press '''SHIFT M'''. The computer then asks for the new level of play and style of play. Then the game resumes at the same point.&lt;br /&gt;
&lt;br /&gt;
====Load Cassette Game====&lt;br /&gt;
One of the options available is the use of a cassette tape to save or store a game for future reference. This option can be used by pressing '''SHIFT X''' and following the instructions shown. Once a tape has been used to store a game (or part of a game) the LOAD CASSETTE GAME option can be used. When this is chosen, the computer will give you the step-by-step instructions for loading the cassette tape data into your Home Computer. (See the User's Reference Guide for complete cassette loading and saving details.) Once the tape is loaded, the game will begin at the last move entered. To see the complete game, press '''SHIFT R''' for replay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mp-tfp&amp;quot; style=&amp;quot;margin:0.1em 0.4em 0.6em;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downloads==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Video Chess - 1979 Cartridge (Black label on Black Cartridge).png|Video Chess 1979 Cartridge (Black label on Black Cartridge)&lt;br /&gt;
Video Chess - 1983 Cartridge (Black label on Beige Cartridge).png|Video Chess 1983 Cartridge (Black label on Beige Cartridge)&lt;br /&gt;
Video Chess - 1983 Cartridge (Red Label on Beige Cartrige).png|Video Chess 1983 Cartridge (Red label on Beige Cartridge)&lt;br /&gt;
Video Chess - 1979 Manual Cover.jpg |Video Chess 1979 Manual Cover (Black &amp;amp; White)&lt;br /&gt;
Video Chess Manual Cover (Old).jpg |Video Chess Manual Cover (Old-Style)&lt;br /&gt;
Video Chess Manual Cover (New).jpg|Video Chess Manual Cover (Modern-Style)&lt;br /&gt;
Video Chess Manual Cover (New).jpg|Video Chess Manual Complete (pdf format)|link=https://4apedia.com/manuals/Video%20Chess%20Manual.pdf&lt;br /&gt;
Video Chess - 1983 Cartridge (Red Label on Beige Cartrige).png|TI Invaders MAME/MESS Rom (rpk format)|link=https://4apedia.com/roms/Video%20Chess.rpk&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [http://www.ti99ers.org/timeline/cartbytitle.html#V TI-99ers On-line User Group: TI-99 Cartridge Listing]&lt;br /&gt;
* [https://www.videogamehouse.net/videochess.html TI-99/4A Video Game House: Video Chess]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:1979 Software]]&lt;br /&gt;
[[Category:Board Game]]&lt;br /&gt;
[[Category:Solid State Software Command Module]]&lt;br /&gt;
[[Category:Software]]&lt;br /&gt;
[[Category:Strategy]]&lt;br /&gt;
[[Category:Texas Instruments]]&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
	<entry>
		<id>https://4apedia.com/index.php?title=Category:1979_Software&amp;diff=7705</id>
		<title>Category:1979 Software</title>
		<link rel="alternate" type="text/html" href="https://4apedia.com/index.php?title=Category:1979_Software&amp;diff=7705"/>
		<updated>2022-06-07T16:39:52Z</updated>

		<summary type="html">&lt;p&gt;Polluks: Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of software created for the TI-99/4 during 1979.&lt;br /&gt;
&lt;br /&gt;
[[Category:Software]]&lt;/div&gt;</summary>
		<author><name>Polluks</name></author>
		
	</entry>
</feed>