________________________________________________ / \ | _________________________________________ | | | | | | | | | | | | | | | DOS & Don'ts | | | | | | | | A Modern Newsletter | | | | for Vintage-minded Folks | | | | | | | | | | | | | | | | C:\>Issue #5 March 2024)_ | | | |_________________________________________| | | | \_________________________________________________/ \___________________________________/ ___________________________________________ _-' .-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-. --- `-_ _-'.-.-. .---.-.-.-.-.-.-.-.-.-.-.-.-.-.-.--. .-.-.`-_ _-'.-.-.-. .---.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-`__`. .-.-.-.`-_ :---------------------------------------------------------------: `---._.---------------------------------------------------._.---' ------------------ In this Issue... ------------------ Features ---------- Before Stella: Early Atari Systems, BlueMSX My First NES, Joe Collett Type-ins: Software From a Book, Grizzly Adam The Legend of Zelda: A Timeless Classic, Yousef Columns --------- The Latent Image, Jon Mullin Retro Living in a Modern World, Grizzly Adam Bits & Bytes -------------- Our Readers' Retro Memories BASIC Game: Codename:Arcturus Unclassified Ads ------------------------------------------------------------------------- ___ ___ ___ ___ ___ ___ ___ _____ ___ _ _ _ | _ )| __|| __| / _ \ | _ \| __| / __||_ _|| __|| | | | /_\ | _ \| _| | _| | (_) || /| _| \__ \ | | | _| | |__ | |__ / _ \ |___/|___||_| \___/ |_|_\|___| |___/ |_| |___||____||____|/_/ \_\ ________________________________________________________________________ __________________________EARLY ATARI SYSTEMS___________________________ ______________________________BY BLUEMSX________________________________ ________________________________________________________________________ The Atari Video Computer System, better known as the 2600, is Atari's most famous home console, but it was far from their first. The arcade game Pong was Atari's first big success, and their engineers were looking for a way to bring it to the home. Magnavox would be the first, releasing its version of Ralph Baer's brown box prototype as the Odyssey. Atari would strike back with their new C-100 home Pong System. Not only did it reduce the vast number of chips needed to run the arcade game, but it ran largely off a single computer chip of Atari's own design. In its first iteration the C-100 took the form of a brown rectangle atop a small pedestal, with two rotating knobs that control the paddles. It ran on batteries without any AC adapter included, just like the Odyssey. However, while the Odyssey had multiple cartridges allowing for multiple games, the C-100 included only a single Pong variation. It did include color graphics and a price tag around $75 compared to Oddysy's cost of $100 (in 1975 dollars). The C-100 would be Atari's first big success in the home market. It was such a success that mega-retailer Sears would broker a deal to release a rebranded version of the C-100 under their new Tele-Games brand. After this, Atari would release successive models continuing the C-100's nomenclature. The next model, the C-140 Super Pong, added new Pong variations. A Sears Tele-Games version would also be released which, unlike the previous model that only featured cosmetic changes, was radically altered to use detachable controllers. Aside from that, it was functionally the same. Atari would make several notable releases throughout 1977, starting with C-240 Video Music. Unlike prior models, which were meant to play games, the Video Music was a music visualizer meant to display ani- mation on a television set in timing with music. While it was a very unique device for the time, the Video Music had a hard time finding a place in the market. Atari would once more strike gold with the release of the C-380 Video Pinball. While sharing the name of Atari's hit arcade game, it was quite different in execution, similar to Atari's 1974 Pin Pong arcade game. A big selling point for the Video Pinball device was the inclusion of Atari's own mega-hit Breakout. Overall, this was a welcome change to the General Instrument's AY-3-8500 Pong-on-a-Chip powered consoles flooding the market. Like prior Atari offerings, Sears once more released their own version of it called Tele-Games Pinball. The next model, the C-402 .-------------------------------------------. Ultra Pong or Pong Doubles | .---------------------------------------. | was less exciting. It was a | | | | four player version of the | | SEND US LETTERS | | prior Pong models with even | | | | more variations. The Sears | | | | Telegames version, called | | We want your interactions! | | Pong Sports IV, was largely | | Respond to any of our articles | | unchanged from the Atari | | with your own thoughts and | | model. Mysteriously, while | | we will publish them in | | the Sears version saw wide | | our next issue! | | release the Atari version was | | | | long thought to have gone | | Letters can be submitted at | | unreleased. Atari would con- | | http://dosanddonts.mywebcommunity.org | | tinue to introduce new Pong | |_______________________________________| | games throughout the year, |___________________________________________| such as Super Pong 10, the Tele-Games Pong Sports II, Hockey Pong, and the TeleGames Speedway IV. Some of these Tele-Games systems would use the General Instrument's AY-3-8500 chips in addition to Atari's chips to add even more games. Atari themselves would make a similar move with their next model, the SC-450 Stunt Cycle. Rather than being powered by an Atari chip, Stunt Cycle made use of General Instrument's AY-3-8760 Motocross chip. A later member in General Instrument's AY-3-8500 Pong on a chip series, the chip was meant to replicate Atari's own Stunt Cycle arcade game. The home system mimicked the arcade version and, while looking quite strange by modern console standards, replicated the look and controls of an actual motorcycle. Like their Pong consoles, Atari's Stunt Cycle console also features many variat- ions to keep things fresh. Unlike prior models from Sears, which were largely unchanged internally, the Sears version of Stunt Cycle would add the chip that powers Atari's Pong Doubles into the design. This version, called the Motocross Sports Center IV, could play Stunt Cycle alongside variations of Pong using the four included paddles. The final member of Atari's C-100 series is perhaps the most mysterious-- the home Tank console. Like their Pong, Stunt Cycle, and Video Pinball consoles, it was meant to bring their popular Tank games to the home. It had a very unabashed military look to it, with two newly designed controll- ers with the same aesthetic. It's thought that like Stunt Cycle, it was to be powered by a General Instrument AY-3-8500 chip, specifically the AY-3-8700. This chip, previously used by Coleco in their Telstar Combat console, ran a game that bore great resemblance to Atari's own Tank games. Promotional material and previews of the console were shown in magazines, and Sears teased their own version of it in their 1977 Christmas Wish Book. Some of these promotional materials showed a gameplay screen which looks nearly identical to Telstar Combat. Given their prior relationship with General Instrument, Atari once more making use of one of their chips seems likely. In November 1976, the same year many of these Atari consoles were released, Fairchild debuted their Channel F system, the first to use inter- changeable ROM cartridges. The systems that Atari had been producing up to this point were made obsolete overnight! Not wanting to be left behind, Atari would begin work on their own interchangeable cartridge system-- codenamed Stella. Stella's development would run concurrently with the release of the remaining C-100 series. Atari would scrub the release of the Tank Console, with only a small number being produced for test markets. However, with it being so close to full production, and with manufacturing set up for many of its parts, some design aspects of the Tank console would be carried over into the Stella, now dubbed the Atari Video Computer System (VCS). According to Atari Designer Kevin McKinsey, the iconic CX-40 con- troller was a near direct copy of the one intended for the Tank consoles. The controller still bore the gromit and blocky design meant to fit the military look and to nest into the Tank console while not in use. Reusing the finished design greatly helped to get the Atari VCS, later known as the 2600, out to market. Many of the games that were on the C-100 series would serve as the design basis for the 2600's launch titles. The VCS/2600 would be Atari's biggest success yet, improving on the Channel F in graphics, sound, and game quality. This ultimately made the Atari 2600 one of the best selling home consoles of all time. While an often overlooked part of Atari's history, everything does have to begin somewhere. The legacy left by these early systems would pave the way for the home video game market as we know it today. Happy Gaming! ------------------------------------------------------------------------- About BlueMSX: BlueMSX, Blue for short, enjoys retro technologies, history, and learning for the sake of learning. She has been interested in retro electronics and media for nearly as long as she can remember. This fascination means that she has a lot of great stories to recount. Blue's philosophy can be summed up by the quote, "History is like a puzzle-- the more pieces you have the more sense it makes." ------------------------------------------------------------------------- ____________| |____________________________________________ | --- | | _______________________________________________________ | | | |_________________| | | | | ___ _________________ My First NES | | | | | | |_________________| by | | | | __| |__ _________________ Joe Collett | | | | | | |_________________| ______ ______ | | | | |__ __| _______________ | .--. | | .--. | | | | | | | | _____ _____ | || || || || | | | | |___| |_______________| |_'__'_| |_'__'_| | | | |_______________________________________________________| | |___________________________________________________________| I remember when my friends' grandparents first sent them their NES (Nintendo Entertainment System). I would go to their house and play the system with them. They had a few of the early games. Of course they had Super Mario Brothers, but they also had Slalom, Excite Bike and a few others. When I was 9 or 10, I finally talked my parents into getting one for our house. I had been scouring the Sears catalog and found one of the classic NES combos that included the combination Super Mario Bros. and Duck Hunt cartridge, 2 controllers, and the gray light gun. It was called the "Action Set." If you're too young to know what the Sears catalog was, it was a large, thick book of items you could order and have delivered to your house or to your nearest Sears store. (Editor's note: This is the same as the Sears Wish Book referred to in BlueMSX's Before Stella earlier in this issue). Ship to store was a little cheaper because it eliminated some shipping costs that you had to pay for. That was the option we went with. With the NES being in such demand, we had to wait a few weeks for it to get shipped to the Sears store 45 mins away from my house (I grew up in a rural area). One day after waiting my dad, sister, and I all drove in the summer heat in an un-air conditioned car to Sears. I remember waiting in the car while Dad went in to get the NES. When he finally reappeared, my eyes lit up with excitement! The box showed all natures of wonder, includ- ing available games and a depiction of a family playing the system (they weren't really playing it, though). I loved the pictures of The Legend of Zelda on that box, I wanted that one so bad. I held the box all the way home. When we got home, I ran to the living room, read the directions and connected the system on our console TV. I had played NES before, but I was now able to play my own NES in my own house! Dad even tried to play the system. He couldn't get into Mario, but he did play Duck Hunt. Dad would get mad at the dog when it would do its notorious laugh, shoot at him, and waste his bullets. This would make me laugh. I never had a big collection of NES games that I owned. Even though I really wanted Zelda, I never did own it. I would ask for it all the time on special occasions when presents were supposed to be given. I did receive some weird, but fun, games. The first one I got was The Goonies 2. I loved the movie and the game is... nothing like the movie. But I played and loved it. No one else I knew had it or really cared about it, but I did. Another game I received was Total Recall, another movie I loved and I really liked the game too. I remember playing that with my buddy Bill in my living room after school and during the summertime. The next game that I got was Dragon /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ Warrior. I was surprised to receive a \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ flyer from its publisher Enix in the /\/\ TOO BUSY TO READ? /\/\ mail advertising the game. I showed the \/\/ (or don't know how?) \/\/ the flyer to Mom and Dad and talked them /\/\ Try our YouTube Channel /\/\ into ordering it for me. I think it \/\/ @DOSandDontsNewletter \/\/ counted as some sort of birthday present /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ or something. The game is the closest I \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ ever got to owning a Zelda game; it had that same big adventure, sword and sorcery feel to it. My original Dragon Warrior cartridge remains in my physical game collection to this day. In fact, I still have all four of my original cartridges! I still have my original NES too. It is missing the flip-top door where you load the game, but it still works. I also still have the original boxes for some of my games. They are beat up a bit, but I don't care. I did eventually pick up another NES, but it's not special to me like the origi- nal one is. I mostly got a second one just to save wear and tear on my original system. I currently don't have either of them hooked up, but when my little one gets older, I am going to turn our playroom into a game room with all my old systems hooked to a single television. I hope it brings joy and togetherness to my kids and their friends like it did with me and my friends when I was young. ------------------------------------------------------------------------- About Joe Collett: Joe has been working with retro machines since he was a kid and the computers were new. He never lost his love of those early machines. His day job as a desktop support tech allows him to work with the newest machines, but he will always have a soft spot for the old machines and software that made the modern world possible. Joe's Website: comfortablynumb.atwebpages.com ------------------------------------------------------------------------- ,---,---,---,---,---,---,---,---,---,---,---,---,---,-------, | | | T | Y | P | E | - | I | N | S | : | | | | |---'-,-'-,-'-,-'-,-'-,-'-,-'-,-'-,-'-,-'-,-'-,-'-,-'-,-----| | | | S | O | F | T | W | A | R | E | | | | | |-----',--',--',--',--',--',--',--',--',--',--',--',--'-----| | | | | F | R | O | M | | A | | | | | |------'-,-'-,-'-,-'-,-'-,-'-,-'-,-'-,-'-,-'-,-'-,-'--------| | | | | | B | O | O | K | | | | | |------,-',--'--,'---'---'---'---'---'---'-,-'---',--,------| | | | | BY GRIZZLY ADAM | | | | '------' '-----'--------------------------'------' '------' Microcomputers first entered the consumer market in the late 1970s, bearing little resemblance to the computers of today. In 1977, the same year Atari launched the 2600, the Tandy/Radio Shack TRS-80, Commodore PET, and Apple II microcomputers were introduced. Other popular models included Atari's own 400 and 800 models (1979), the Acorn System 1 (1979), Commodore's VIC 20 (1980), the TI-99/4A from Texas Instruments (1981), and Tandy's Color Computer, aka Coco1, (1981). Two of the most popular micro- computers of the era would come onto the market in 1982-- the Commodore 64 and the ZX Spectrum. The CoCo2 (1983) and Coco3 (1986) round out the field of notable computers of this age. These microcomputers did not have any sort of built in graphical user interface, or GUI, like Windows or even DOS. Instead, they booted directly to a BASIC prompt where the user could input their own programs. The manuals for these microcomputers would typically include a collection of example type-in programs printed either in an appendix or to illustrate how to use the commands being taught within a chapter. Type-ins, as they were called, were very popular with computer users and were an inexpensive way to acquire new software. For readers that are on the younger side-- yes, you read that right. Typing programs directly into your computer was a viable way to acquire new software in the days before the internet and even BBSs. The Tandy Color Computer 3's Extended BASIC manual is a great example of how BASIC was being taught at the time and makes for a fascinating read for anyone interested in that era of comput- ing. I typed every one of these programs into my second-hand CoCo3 over the course of one summer. Computer magazines of the time, such as Compute!, Byte, and Ahoy! would also print their own programs. The same program was often listed as compat- ible with multiple computers, but may also include a list of lines that would need to be changed for specific micros. Typing a program in was often just the beginning as most times the program wouldn't run as expected on the first attempt. The user would need to troubleshoot the program and (hopefully) correct their typos. However, the printed listings were not always adequately tested and many times a user would have to buy the next month's issue to get the corrected lines. Soon the magazines would begin including machine language programs too. Each program line would include a four-digit memory address followed by 16-18 characters grouped as such: C1B0: A5 C1 A4 FC C8 4C 42 C1 99 The characters included in the machine language are from the hexadecimal set. Hexadecimal, or Hex for short, is latin for "16," so named because it includes a total of 16 unique characters (0-9 and A-F). The spacing used is arbitrary and is intended to help keep users from losing their place. The magazines would also list their own program (written in BASIC) to make machine language entry easier. Most of these programs would use a 2 digit checksum (that's those two extra characters I mentioned earlier) to verify that you typed the line in correctly. These programs would actually help a magazine to build reader loyalty as nobody wanted to type in yet another machine language entry program. Some of the different magazines, while each having their own machine language entry programs, would use the same checksum method. This would, for instance, allow you to type in a program from Byte! using the software from Ahoy! and vice-versa. Books of programs were published too, both for one specific computer and for several different micros. Usborne was the best known publisher of these and many of their books found their way into libraries or would be gifted to children by aunts, uncles, and the like. //\\ //\\ //\\ //\\ //\\ //\\ //\\ //\\ Titles such as "Practical // \\// \\// \\// \\// \\// \\// \\// \\ Things to Do With a //\\ //\\ Microcomputer," "Exper- \\// LIKE WHAT YOU ARE READING? \\// iments With Your Comp- // \\ uter," and "Computer //\\ Let us know by submitting //\\ Controlled Robots" were \\// feedback to us at \\// hard to pass up. Usborne \\ // also published a line of //\\ http://dosanddonts.mywebcommunity.org //\\ books that focused on \\// \\// just games-- spy games, \\ //\\ //\\ //\\ //\\ //\\ //\\ //\\ // creepy games, fantasy \\// \\// \\// \\// \\// \\// \\// \\// games-- you name it! A major selling point for these books was the cost-effectiveness of buying a book of 13 space games vs. buying even a couple retail games-- not to mention you might actually learn something! Perhaps most intriguing was the interactive fiction genre. These were short novels that would require you to complete a puzzle or other task before you could progress further with the story. One such book, "Micro Adventure #6 Robot Race" puts you in the role of Orion, a computer expert that must defeat a half-human, half-computer named Brutus. You do this by breaking failsafe security protocols, decoding a secret message, and re- programming Brutus' robot army to attack each other. The back cover says it best, "Robot Race is more than a great adventure story. It's danger, action, suspense-- plus computer programs for you to run." For even more BASIC goodness, see the listing for a game I wrote just for this article. It's called Codename:Arcturus and the type-in listing is at the back of this issue! It is compatible with Commodore 64, Apple 3.3, DOS, Tandy Color Computer 3, Commander X16, QB64 and MS-DOS. ------------------------------------------------------------------------- About Grizzly Adam: Grizz is one of those eccentrics that you read about. The type that people say marches to the beat of their own drum. His hobbies include writing, computers, electronics, telephone systems, pyromania, and lawn care. Grizz's Website: grizz.atwebpages.com ------------------------------------------------------------------------- ___ ( (( ) )) / /( .-.-.-.-.-.-.-.-.-/| ((::::::::::::::::::::::::::::::::::::::::::::::.._ ( ( ( ( ( ( ( ( ( ( | )) The Legend of Zelda: A Timeless Classic _.> `-`-`-`-`-`-`-`-`-\| ((::::::::::::::::::::::::::::::::::::::::::::::'' \ \( ) )) by Yousef (_(( The early-to-mid 1980s was quite a boom for video games. Many of the games and series that would go on to define the gaming landscape as we know it came out during this decade. Titles such as Donkey Kong, Super Mario Bros., and The Legend of Zelda were first introduced within this time. Each of these titles made innovations to their respective genres that continue to shape game design even generations later. While innovative gameplay is important, the more elusive trait of "timelessness" is key to a game staying relevant for years to come. You don't want your game being labeled a "product of its time" and have the conversation end there. Instead, timeless games are fun to play even now, decades following their release. Although being timeless is an admirable trait, it's one that is often subject to debate and can be quite tricky to nail down a concrete definit- ion for. But it's still possible to identify a few key qualities that can prevent a game from feeling like nothing more than a product of it's time. Universal qualities such as simplicity, accessibility and-- above all else-- succeeding at the goal that the development team initially set out to reach. To see some instances of games that exemplify a timeless and pure charm, there are no better examples than Tetris and Pac-man. These are true gems in the gaming world that have stood the test of time and live rent-free in our minds to this day. Their continued relevancy through successive games like Pac-Man 99 and through the modern competitive Tetris scene is unsur- prising given the addictive and accessible nature of the arcade classics. However, the original Legend of Zelda does not play like these arcade classics. Shigeru Miyamoto and Takashi Tezuka's adventure classic has an expansive world with mysteries around every corner. It can be easy to get stuck or even lost in its giant world. How did a game like The Legend of Zelda that was so far removed from the norm end up so successful? Indeed, The Legend of Zelda was not like Donkey Kong, Pitfall or most arcade games. It played more like an exploratory open-world adventure where you're allowed to go anywhere you like on the map and achieve its object- ives in any order you like.(Mixed verb tenses here. Either use past or present, not both) Naturally, this was practically unheard of in mainstream gaming at that time. There were games like Ultima, but such games were typically released on home computers and thus weren't nearly as well known. As a result, many people's first proper exposure to this type of gameplay was via Miyomoto and Tezuka's game. The Legend of Zelda would become a major hit for Nintendo thanks to a combination of ingenious design, great marketing, and an alluring 13-episode cartoon series that's still fun to watch ("Excuuuuuse me, princess!"). This juggernaut of a game would become a quintessential adventure classic and a blueprint for many similar games to come. Now while this is all good and fine, it still felt like the game had some elements working against it, particularly the game itself. How did it succeed in spite of those? Well, it might be more accurate to say that it succeeded because of the elements mentioned earlier! Enemies might be tough, but they're predictable. Getting lost is easy, but you eventually find your way back. The world might be huge, but there are quite a few unique landmarks that make it easy to memorize. Although the on-screen map is not very detailed, it still serves as a decent enough indicator of where you are. While it is possible to say a lot of this is coincidental, would you believe that this is more deliberate than you think? In a 2015 Q&A, Miyamoto recalled that his childhood memories of playing in the forest, getting lost, and inventing whimsical adventures were the real inspiration for The Legend of Zelda. This reflection gives insight into the game's unorthodox play style (for the time). Miyamoto also said that he wanted kids to discuss the game and to help each other overcome its challenges. Nintendo would aid this process by releasing tips via Nintendo Power and dedicated strategy guides. It is clear Miyamoto aimed for the game to be a unique type of experience, one which would create a sense of wonder. With The Legend of Zelda, he very much accomplished just that. Even now, almost 40 years after its release, The Legend of Zelda has been touted as an all-time classic unlikely to be forgotten anytime soon. ------------------------------------------------------------------------- About Yousef: Yousef is an avid game completionist, languages nerd, and an all-around cuisine-nut. He is passionate about cooking, traveling, languages, and learning about other cultures. ------------------------------------------------------------------------- ----------------------------------------------------------------------- [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] ----------------------------------------------------------------------- | The Latent Image - with Jon Mullin | | | | The Pocketable Olympus Pen, Part 1 | | The Dawn of the Pen | ----------------------------------------------------------------------- [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] [] ----------------------------------------------------------------------- Olympus, now OM System, is a company that always tends to innovate. Their camera designs always helped to inspire the direction of the camera market in one way or another. One of these cameras is the trendy yet friendly Olympus Pen. The camera was designed to be as portable as the writing implement of the same name. Olympus had a mission when crafting the Pen: create a beautiful camera without the bulk while retaining performance. How did the Pen evolve, and what became of the Pen lineup? The year is 1959. An engineer and designer at Olympus named Maitani Yoshihisa was about to see his latest project released onto the market. It was small, pocketable, and stylish. It was small and practical like a pen, so they gave it the symbolic name of Pen. It was a half frame camera which split a full 35mm film frame in half giving double the exposures on a roll while allowing for a smaller lens and body size. The design was a simple one with a fixed-focus lens. The camera lacked an exposure meter of any type, but it wasn't uncommon for cameras to omit that during the era. The original Pen had all the modern comforts of a camera for the late 1950s in a stunning design. Olympus followed this up a year later in 1960 with the updated Pen S. The Pen S line included a brighter lens and manual focusing to account for the shallower focus. This also increased available shutter speeds to help in darker situations. The camera had two sister models released later on, one with the original Pen lens and one with a wider lens. ______________________________ 1961 gave birth to the Pen EE series, / \ \ which stood for Electric Eye. Gone | | The DOS & Don'ts | were the days of having to understand \_ | Newsletter | shutter speed and aperture, as this | is | camera had fully automatic exposure. The | Looking for Authors | Pen EE retained the 28mm lens from the | to write articles on | original Pen with fixed focus. Olympus | retro subjects that they | revised this camera just like they did the | are passionate about. | Pen S by offering models with flash | | support and expanded exposure ranges. The | Sound like you? | EE was followed up by the EE-S which gave | Contact Grizz at | us focus and a brighter lens much like the | grizzsoft@gmail.com | Pen S did for the original Pen. | _________________________|___ | / / Olympus decided that 1962 was time to \_/____________________________/ release a professional line of Pens. The Pen D lineup featured high-end Pens with faster lenses and more control. Shutter speeds now went up to 1/500th of a second, and the lens was now a bit more zoomed in and over twice as bright as the fastest Pen available! The camera also had a built in exposure meter. In 1963, the Pen series joined the SLR craze. Olympus released their interchangeable lens Pen F, a marvel of engineering. It featured a reflex mirror that allowed the viewfinder to look through the lens and aid in focusing. There were a whole range of lenses available from wide, telephoto, fixed focal length, and zooms. All of the lenses were smaller and more compact than their larger SLR counterparts. It still retained the half frame design that the Pen was known for. The original Pen F models came in two colors, black and silver, but all had a striking gothic F on the body next to its Olympus Pen branding. While it lacked a light meter, it did have the option to add a light meter onto its lens mount for those who desired. Later Pen F models would forego the gothic F lettering. The Pen FT would add a built-in exposure meter and the much less popular FV added a self timer instead. Olympus even made scien- tific microscope versions of the Pen F and FT. The Pen F was the flagship of Maitani Yoshihisa's Design work. Even compared to his later OM system cameras, the Pen F always stood out as unique and beautiful. Most every pen saw revisions throughout the 1960s. Some gained brighter and different lenses, more flexibility with film types, better exposure meters, and more. Olympus also released the Pen EM in 1966 with a motor driven film advance and rewind, full manual control, and full automatic exposure in one body-- a combination of all non SLR Pens best features. Full frame 35mm cameras from other manufacturers were getting smaller and small- er though. Olympus themselves would release their portable Trip 35 camera, a full frame camera built off the Pen EE's technology that was not much bigger than their half framed Pens. Production of the original Pen, Pen D, and Pen F series was winding down by the turn of the 1970s. The Pen EE series wasn't going to die quietly though. The Pen EE-3 was the sole Pen camera released in the 1970s. This camera stayed in production until the 1980s and was eventually replaced by the final film Pen. The Pen EF was an EE series camera, but with a built-in flash. It was the least "Pen-looking" of the entire family with its modern '80s style. Eventually the Pen's time would come to an end. The Pen was phased-out in favor of more advanced battery-powered cameras. With the Pen put to pasture, it initially seemed that there would be no return for the beloved camera line. Over two decades later, Olympus announced the Pen-E series. These Pens used Olympus' new Micro 4/3rds CMOS sensor and lens mount and ushered a digital age to the pen lineup. The original film cameras we know and love may be gone, but the ongoing Pen-E line-up still remains as a testament to the hard work and dedication of Maitani Yoshihisa. ------------------------------------------------------------------------- About Jon Mullin: Jon has been photographing professionally since 2008, but has been surrounded all his life by the small and quirky point and shoot Kodaks that his father collected. Now he photographs pets and people in unique and interesting ways. Jon's Website: jonmullin.com ------------------------------------------------------------------------- ,---. ,---. / /"`.\.--"""--./,'"\ \ \ \ _ _ / / `./ / __ __ \ \,' / /_O)_(_O\ \ | .-' ___ `-. | .--| \_/ |--. ,' \ \ | / / `. / `. `--^--' ,' \ .-"""""-. `--.___.--' .-"""""-. .-----/ \------------------/ \--------. | .---\ /----------------- \ /------. | | | `-`--`--' `--'--'-' | | | | Retro Living in a Modern World | | | | | | | | with Grizzly Adam | | | | | | | | This Installment: Keeping Up Appearances | | | |_________________________________________________| | |_____________________________________________________| In earlier installments I discussed how I have some modern tech in my retro room, such as a Roku and the modifications that I have done to my Gameboy. While many would draw a line in the sand and shun such things, I feel that if done well these items can actually help add to the overall retro experience. In truth, I would not be playing my Gameboy if it didn't have a modern screen that doesn't strain my eyes. As for choosing the Roku over OTA broadcasts and cable feeds, they all have their pros and cons. OTA, or over the air broadcasts, are the stations that can be received via antenna. Since 2009 the majority of OTA broadcasters have gone fully digital, meaning that my console TV is no longer capable of tuning in without an additional digital tuner. What's more, only the local PBS broad- cast is able to be picked-up in my area. Cable, while being able to direct- ly interface with my console, does have an additional monthly cost that I am unwilling to pay. No matter which I pick-- the Roku, OTA, and cable all bring modern broadcasts and commercials into the retro room. This month we are going to unpack the complicated issue of embracing modernity to enhance your retro experience. While some may fault me for it, I am not a retro purist. I have zero issue with using a modern solution that is in keeping with the overall aesthetic. Last month I wrote about the upgrades I made to my original Gameboy-- it received a new screen, a rechargeable battery, and a ROM-loading cart. When the gameboy is off, it would be very hard to spot any of these changes. When I turn it on, it comes to life with a bright, crisp screen capable of producing actual color. It is also capable of reproducing the green-tinged display of the original Gameboy and the black and white display of the Gameboy pocket. It's my world and I get to make the decision-- and I am not choosing to play on a Gameboy with a blurry screen that hurts my eyes. Gamers, in particular, tend to adhere to a stricter set of rules than most retronauts. The ROM loading carts that I hold dear are frowned upon by "true gamers" who point to the Billy Mitchell Donkey Kong scandal as evidence of the correctness of their ways. While Twin Galaxies is located in my home state, I am at no risk of ever having my scores enshrined within its hallowed halls. To be perfectly blunt, I am not a good enough gamer to concern myself with anything other than my own personal preferences, and what I prefer is to not maintain a large library of physical games when I can instead store them digitally. Using ROM carts in my gaming setup also enables me to explore modded, imported, and homebrew games. Castlevania II: Simon's Quest for the NES has a reputation for being a bit of a tough nut. The game designers did a lot of things right and a few things wrong. The wrongs, which include needing to read Nintendo Power to obtain necessary information to finish the game, made it an exercise in frustration. A ROM hack called Simon's Quest Redaction has changed this and made a Castlevania II that is much more enjoyable. The hack is the superior version and is the one I choose to play, even if it's not the "true" game. I have also obtained some very good foreign language games for the NES, to which I have applied language patches. Some of these standout titles are the original Mother, Love Warrior Nicol, Mr. Gimmick and Joy Mech Fight. The Atari 2600 has an active modding community too, particularly on the AtariAge board. Several ROMs, Space Invaders included, have been hacked to include game selection menus, thus eliminating the need to look up the game variation you want to play and toggle the appropriate console switches. Some of the Atari hacks add a second button, for those playing with an appropriate controller. There is even a Rom hack of Battlezone that utilizes two joysticks to provide tank controls. I do prefer many of these modded ROMs to the original simply because they make my life easier or give me a better gameplay experience. One can also disguise modern tech to make it fit the overall aesthetic desired. I mentioned earlier that I have a Roku in the retro room. With the Roku is a HDMI to coax adapter, which allows the Roku to connect to the console television. To make these modern devices blend in with the rest of the room, I have modified a vintage cable box to hide the Roku and its adapter within. An added bonus is that with the Roku and HDMI adapter hidden away, I have significantly less cables to deal with. Have you made any similar modifications in your retro setup? As always, any feedback is welcome! ------------------------------------------------------------------------- About Grizzly Adam: Grizz is one of those eccentrics that you read about. The type that people say marches to the beat of their own drum. His hobbies include writing, computers, electronics, telephone systems, pyromania, and lawn care. Grizz's Website: grizz.atwebpages.com ------------------------------------------------------------------------- ,------------------. ( Our Readers' ) > Retro < ( Memories ) `-----------(_)----' 0 o Yousef from Kuwait writes: The Gameboy is an endlessly fun handheld for me. It feels like I never run short on hidden gems to uncover or revisit. Just this Saturday, our very own Grizzly Adam recommended me I try the WWF line of games on the little handheld, a suggestion that I was delighted by due to me also being a wrestling-nut. This intrigued me given the lack of discourse around these handheld titles and hey, no better way to pique my interest than to suggest something that's both a hidden gem and one that's not brought up often! While we're at it, Operation C, the Dragon Warrior ports and Castlevania Adventure are some other underrated Gameboy classics I would recommend. .-=-._.-=-._.-=-._.-=-._.-=-._.-=-._.-=-._.-=-._.-=-._.-=-._.-=-._.-=-. To submit your own memory, visit our homepage (dosanddonts.mywebcommunity. org) and look for the link! ------------------------------------------------------------------------- For your own typing pleasure, I have developed my own BASIC type-in program, a game called Codename:Arcturus. You take on the role of a computers experts and space pilot. Your mission, to decode the software for your enemy's mega weapon, is in peril. You are tasked with repairing your damaged ship, successfully returning to your base and decoding the software. You are humanity's only hope! The program will run on Commodore 64, Apple DOS 3.3, Tandy Color Computer 3, Commander X16, QB64, and DOS (BASICA, GWBASIC, QBASIC). The program uses a 40 character display. Type in the main listing and then the additional lines listed for your system (located immediately after the main listing. Enjoy! -Grizz CODENAME ARCTURUS BY GRIZZLY ADAM 3610 RETURN 3710 FOR X= 1 TO 8 100 DIM I$(24) 3720 PRINT X;"- " M$(X,1): PRINT 110 I$(1)="" M$(X,2) 120 I$(2)="YOUR ARE CODENAME: 3730 NEXT X ARCTURUS, A COMPUTERS" 3740 PRINT 130 I$(3)="EXPERT FOR THE HUMAN 3750 PRINT " ENTER COMMAND";: LIBERATION LEAGUE." INPUT CD 140 I$(4)="YOUR MISSION IS TO 3760 PRINT INFILTRATE ZEYRN-" 3770 PRINT "YOU CROSS YOUR FINGERS 150 I$(5)="CONTROLLED SPACE, AS YOU REACH OUT" INTERFACE YOUR HYPER-" 3780 PRINT "TO MAKE THE REPAIR...": 160 I$(6)="COMPUTER WITH THEIR PRINT NEW WEAPON-" 3790 RETURN 170 I$(7)="THE GRAVITY 3800 PRINT "OH NO, YOU DID SOMETHING DETONATOR AND TAKE IT'S EN-" WRONG! THE" 180 I$(8)="CRYPTED PROGRAM BACK 3810 PRINT "RADIATION LEAK GOES TO BASE FOR DE-" CRITICAL. YOUR SHIP" 190 I$(9)="CRYPTION. THE WEAPON 3820 PRINT "EXPLODES, LEAVING YOUR IS CAPAPBLE OF DE-" CHARRED BODY TO" 200 I$(10)="STROYING HUMAN 3830 PRINT "SLOWLY EXPIRE IN THE BASES IN A FRACTION OF A" VACUUM OF SPACE." 210 I$(11)="SECOND! MERE 3840 GOTO 4020 MOMENTS AFTER COMPLETING" 3900 CO=1 220 I$(12)="THE DOWNLOAD YOU 3910 N=3:GOSUB 3600: IF R=1 THEN WERE DISCOVERED AND" BUG=1 230 I$(13)="YOU WERE LUCKY TO 3920 RETURN MAKE IT BACK TO YOUR" 4000 PRINT "AS YOU ARE MAKING YOUR 240 I$(14)="SHIP WITH YOUR REPAIRS, A POWER" LIFE. THE ZERYN'S SHIPS" 4010 PRINT "SURGE SHOOTS THROUGH THE 250 I$(15)="MANAGED TO LAND A SHIP'S COMPUTER" FEW LASER BLASTS ON" 4020 PRINT "SYSTEM, CATCHING FIRE. 260 I$(16)="YOUR NEXUS X-12, THE COCKPIT IS" DISABLING ITS NAVICOM." 4030 PRINT "SOON ENGULFED IN FLAMES. 270 I$(17)="YOU WERE ABLE TO YOU ARE" TAKE COVER WITHIN A" 4040 PRINT "STRANDED IN SPACE 280 I$(18)="NEARBY ASTEROID WITHOUT TRANSPORT. YOU" BELT, BUT THE ZERYNS" 4050 PRINT "THINK BACK ON YOUR LIFE, 290 I$(19)="ARE STILL YOUR REGRETS," PATROLLING THE AREA. YOU MUST" 4060 PRINT "AND YOUR LOST LOVES. YOU 300 I$(20)="RETURN TO YOUR BASE WILL DIE NOW," AND DECRYPT THE" 4070 PRINT "COLD AND ALONE." 310 I$(21)="ZEYRN'S PROGRAM OR 4080 PRINT ALL OF HUMANITY IS" 4090 PRINT " - GAME 320 I$(22)="DOOMED. GOOD OVER - " LUCK, ARCTURUS!" 4100 END 330 I$(23)="" 4200 PRINT "WHICH REPAIRS SHALL WE 340 I$(24)="HIT ENTER TO CONTINUE!" MAKE?":LO=4 400 FOR X=1 TO 24: 4210 PRINT: PRINT 410 G=INT((38-LEN(I$(X)))/2) 4220 RETURN 420 FOR Y=1 TO G 4300 IF SCAN=0 THEN PRINT "NAVICOM 430 IF G<1 GOTO 460 OFFLINE, RUN DIAGNOSTICS SCAN": 440 PRINT " "; GOTO 690 450 NEXT Y 4310 IF BS=1 THEN PRINT "WHAT? 460 PRINT I$(X) YOU'RE ALREADY BACK AT BASE!": 470 NEXT X GOTO 690 510 GOTO 500 4320 LO=4 600 FOR X=1 TO 30:PRINT:NEXT X 4330 FOR X=1 TO 3 610 D$(1)=" 1) NAVICOM 2) RADIO 4340 PRINT "PLEASE ENTER COORDINATE 3) LEAVE SHIP" SEGMENT"; X 620 D$(2)="1) PATH 2) FLY MANUAL 4350 PRINT " ENTER COORDINATES";: 3) DIAG 4)EXIT" INPUT CD$ 630 D$(3)=" 1) REPAIR NAVICOM 2) 4360 IF CD$="CANCEL" THEN LO=2: RETURN TO SHIP" GOTO 690 640 D$(4)="" 4370 IF CD$<>CO$(X) THEN PRINT 650 D$(5)="1) GET COORDINATES 2) "INVALID ENTRY! TRY AGAIN!":PRINT: SEND CODE 3) EXIT" GOTO 4340 660 D$(6)=" 1) NAVICOM 2) RADIO 4380 PRINT 3) LEAVE SHIP" 4390 NEXT X 670 D$(7)="1) DECODE PROGRAM 2) 4400 IF FAKE=2 THEN GOTO 4670 SPACE COFFEE" 4410 PRINT "COORDINATES ACCEPTED, 680 LO=1: NAVI=0 GOING HOME!" 690 PRINT 4420 LO=6: BS=1 700 PRINT D$(LO) 4430 GOTO 690 710 PRINT" ENTER COMMAND:"; 4500 IF FXED=0 THEN PRINT "NAVICOM 720 INPUT CD: PRINT OFFLINE. RUN DIAGNOSTICS SCAN!": 730 IF LO=1 THEN GOTO 800 RETURN 740 IF LO=2 THEN GOTO 900 4510 IF BS=1 THEN PRINT "WHAT? 750 IF LO=3 THEN GOTO 1000 YOU'RE ALREADY BACK AT BASE!": 760 IF LO=5 THEN GOTO 1100 GOTO 690 770 IF LO=6 THEN GOTO 1200 4520 PRINT "WARNING: NAVICOM DOES 780 IF LO=7 THEN GOTO 1300 NOT VERIFY" 790 GOTO 690 4530 PRINT "THAT SIGNAL SOURCES ARE 800 CHOICES=3: REM COCKPIT(1) FRIENDLY!": PRINT 810 GOSUB 2800 4540 N=4: GOSUB 3600: ALLY=R 820 IF CD=1 THEN LO=2: GOTO 690 4550 N=4: GOSUB 3600: AGENT=R 830 IF CD=2 THEN GOTO 2700 4560 IF QLEAK=1 THEN TRACKED=1 840 IF CD=3 THEN GOTO 2900 4570 PRINT "THERE ARE FOUR SIGNALS. 850 GOTO 5200 IT LOOKS LIKE" 900 CHOICES=4: REM NAVICOM(2) 4580 PRINT "SIGNAL NUMBER" AGENT 910 GOSUB 2800 "IS FRIENDLY." 920 IF CD=1 THEN GOTO 4300 4590 PRINT " CONTINUE? (Y/N)";: 930 IF CD=2 THEN GOSUB 4500: INPUT CD$ GOTO 690 4600 IF CD$="Y" THEN GOTO 4630 940 IF CD<>3 GOTO 970 4610 IF CD$="N" THEN GOTO 690 950 IF FXED=1 THEN GOTO 2500 4620 GOTO 4590 960 GOTO 2100 4630 PRINT "HERE GOES NOTHING...": 970 IF CD=4 THEN IF BS<>1 THEN PRINT LO=1:GOTO 690 4640 IF NAVI=1 THEN GOTO 4800 980 IF CD=4 THEN IF BS=1 THEN 4650 IF FAKE=2 THEN GOTO 4800 LO=6:GOTO 690 4660 N=2: GOSUB 3600: WB=R 990 GOTO 5200 4670 PRINT "YOU WERE DUPED! THE 1000 CHOICES=3: REM SPACE(3) SIGNAL WAS" 1010 IF CD=1 THEN GOTO 3000 4680 PRINT "FRAUDULENT AND NOW YOU 1020 IF CD=2 THEN GOTO 3500 ARE AT A ZEYRN" 1030 GOTO 5200 4690 PRINT "OUTPOST, SURROUNDED. 1100 CHOICES=3: REM RADIO(5) DESTINED FOR" 1110 GOSUB 2800 4700 PRINT "DEATH, YOU ARM YOUR 1120 IF CD=1 THEN GOTO 1400 LASERS AND TRY TO" 1130 IF CD=2 THEN 1700 4710 PRINT "TAKE AS MANY OF THEM 1140 IF CD=3 THEN IF BS<>1 THEN WITH AS POSSIBLE!" LO=1:GOTO 690 4720 GOTO 4080 1150 IF CD=3 THEN IF BS=1 THEN 4800 LO=6: BS=1 LO=6:GOTO 690 4810 PRINT "SUCCESS! YOU NOW SIT 1160 GOTO 5200 OUTSIDE HOME BASE!" 1200 CHOICES=1: REM OUTSIDE BASE(6) 4820 RETURN 1210 GOSUB 2800 4900 IF CD<1 THEN GOTO 4930 1220 IF CD=1 THEN LO=2: GOTO 690 4910 IF CD>8 THEN GOTO 4930 1230 IF CD=2 THEN GOTO 2700 4920 GOTO 4970 1240 IF CD=3 THEN GOTO 2900 4930 PRINT "INVALID ENTRY!" 1250 GOTO 5200 4940 IF FX=1 GOTO 3100 1300 CHOICES=2: REM COMPUTER(7) 4950 IF FX=2 GOTO 3160 1310 IF CD=1 THEN GOTO 6100 4960 IF FX=3 GOTO 3250 1320 IF CD=2 THEN GOTO 7000 4970 IF DING=1 THEN BD=1 1330 GOTO 5200 4980 IF DING=2 THEN GOTO 3800 1400 IF BS=1 THEN PRINT "WHAT? 4990 IF DING=3 THEN GOSUB 3900 YOU'RE ALREADY BACK AT BASE!": 5000 IF DING=4 THEN REVERSE=1 GOTO 690 5010 IF DING=5 THEN GOTO 4000 1410 GOSUB 5700 5020 IF DING=6 THEN QLEAK=1 1500 PRINT "GREAT TO HEAR FROM YOU 5030 RETURN ARCTURUS!":PRINT 5100 IF DING=1 THEN BD=0 1510 PRINT "YOUR RETURN COORDINATES 5110 IF DING=3 THEN CO=0 ARE AS FOLLOWS:" 5120 IF DING=4 THEN REVERSE=0 1520 FOR X=1 TO 3 5130 IF DING=6 THEN QLEAK=0 1530 N=899:GOSUB 3600: CO(X)=R+100 5140 RETURN 1540 CO$(X)=STR$(CO(X)) 5200 PRINT " INPUT A NUMBER FROM 1560 NEXT X 1 -";CHOICES 1570 FOR Y=1 TO 13 5210 PRINT 1580 PRINT " "; 5220 GOTO 690 1590 NEXT Y 5300 PRINT "AS YOU BEGIN TO REMOVE 1600 PRINT CO$(1)"-";CO$(2);"-"; THE PANEL YOU" CO$(3) 5310 PRINT "ARE HIT WITH A STRONG 1610 GOTO 690 FEELING OF DEJA" 1700 IF BS<>1 THEN PRINT"YOU MUST 5320 PRINT "VU. DIDN'T I ALREADY DO FIRST TRAVEL TO YOUR BASE": THIS?" GOTO 690 5330 GOTO 690 1710 IF TRACKED=0 THEN GOTO 1800 5340 PRINT "WHAT TO FIX... WHAT TO 1720 PRINT "AS YOU POWER UP THE FIX... MAYBE I" RADIO YOU REALIZE" 5350 PRINT "SHOULD RUN A DIAGNOSTICS 1730 PRINT "YOU WERE FOLLOWED. THE SCAN BEFORE" ENEMY IS AT THE" 5360 PRINT "TOUCHING THIS STUFF..." 1740 PRINT "DOOR! YOU WATCH IN 5370 GOTO 690 HORROR AS YOUR BASE" 5400 BD=1 1750 PRINT "AND EVERYONE INSIDE IS 5410 RETURN DESTROYED!" 5500 REVERSE=1 1760 GOTO 4080 5510 RETURN 1800 A1$(1)="TRS":A2$(1)="X16": 5600 QLEAK=1 A3$(1)="6809" 5610 RETURN 1810 A1$(2)="IBM":A2$(2)="C64": 5700 IF NAVI=0 THEN GOTO 5720 A3$(2)="6502" 5710 GOTO 5740 1820 A1$(3)="PET":A2$(3)="ZXS": 5720 PRINT "WARNING: NAVICOM IS A3$(3)="8088" UNAVAILABLE TO" 1830 N=3: GOSUB 3600:AC$(1)=A1$(R) 5730 PRINT "VERIFY FRIENDLY SIGNAL": 1840 N=3: GOSUB 3600:AC$(2)=A2$(R) PRINT 1850 N=3: GOSUB 3600:AC$(3)=A3$(R) 5740 N=4: GOSUB 3600: ALLY=R: 1860 PRINT "GREAT TO HEAR FROM YOU AGENT=R ARCTURUS!":PRINT 5750 IF NAVI=1 THEN GOTO 5810 1870 FOR Y=1 TO 11 5760 IF BUG=1 THEN AGENT=5-ALLY 1880 PRINT " "; 5770 N=4: GOSUB 3600: HEARD=R 1890 NEXT Y 5780 IF HEARD=1 THEN TRACKED=1 1900 PRINT AC$(1);"-";AC$(2);"-"; 5790 IF HEARD=2 THEN GOTO 5900 AC$(3): PRINT 5800 N=2: GOSUB 3600: FAKE=R 1910 FOR X=1 TO 3 5810 PRINT "THERE ARE FOUR SIGNALS. 1920 PRINT "PLEASE TRANSMIT IT LOOKS LIKE" SEGMENT"; X; "OF THE ACCESS" 5820 PRINT "SIGNAL NUMBER" AGENT "IS 1930 PRINT "CODE ON YOUR SCREEN": FRIENDLY. HERE" PRINT 5830 PRINT "GOES NOTHING...": PRINT 1940 PRINT " ENTER ACCESS CODE";: 5840 RETURN INPUT CD$ 5900 PRINT "IT APPEARS THAT YOUR 1950 IF CD$="CANCEL" THEN LO=5: TRANSMISSION GAVE GOTO 690 5910 PRINT "AWAY YOUR LOCATION. YOU 1960 IF CD$<>AC$(X) THEN PRINT ARE SURROUNDED" "INVALID ENTRY! TRY AGAIN!": 5920 PRINT "BY ARMED ZEYRN SHIPS. "; GOTO 1920 CHR$(34);"JUST AS WELL" 1970 NEXT X 5930 PRINT "TAKE SOME OF THEM WITH 1980 IF WB=1 GOTO 6900 ME,";CHR$(34);" YOU SAY AS" 1990 PRINT "ACCESS GRANTED: WELCOME 5940 PRINT "YOU ENGAGE YOUR SHIP'S HOME ARCTURUS!" SELF-DESTRUCT" 2000 LO=7 5950 PRINT "SEQUENCE. WITH YOUR LAST 2010 GOTO 6000 BREATHE YOU" 2100 PRINT "NAVICOM IS NON- 5960 PRINT "CURSE THE ZEYRN EMPIRE." FUNCTIONAL. REPAIRS ARE" 5970 GOTO 4080 2110 PRINT "NEEDED. COMPLETE THESE 6000 LO=7 TASKS FROM" 6010 PRINT "YOU KISS THE METAL FLOOR 2120 PRINT "OUTSIDE OF SHIP IN THE OF THE BASE." ORDER LISTED:" 6020 PRINT CHR$(34);"I DIDN'T THINK 2130 IF SCAN=1 THEN GOTO 2340 I WOULD SURVIVE THIS" 2140 N=6:GOSUB 3600:DMG(1)=R 6030 PRINT "TIME!";CHR$(34);" YOU 2150 GOSUB 3600:DMG(2)=R: SAY TO THE GROUP OF HUMANS" IF DMG(2)=DMG(1) THEN GOTO 2150 6040 PRINT "THAT HAVE GATHERED BY 2160 GOSUB 3600:DMG(3)=R: THE SUPER-" IF DMG(3)=DMG(2) THEN GOTO 2160 6050 PRINT "COMPUTER. HAVE LET'S SEE 2170 IF DMG(3)=DMG(1) THEN GOTO 2160 IF I CAN" 2180 M$(1,1)="SYSTEM BUS ERROR!" 6060 PRINT "DECODE THIS PROGRAM." 2190 M$(1,2)="RE-ROUTE SYSTEM BUS 6070 GOTO 690 TO PORT C" 6100 PRINT "YOU INTERFACE THE 2200 M$(2,1)="RADIATION LEAK!" PROGRAM INTO THE" 2210 M$(2,2)="USE SEALING COMPOUND 6110 PRINT "SUPER-COMPUTER. SEVERAL TO REPAIR" BEEP-BOOPS" 2220 M$(3,1)="MEMORY FRAGMENTED!" 6120 PRINT "LATER THE COMPUTER HAS 2230 M$(3,2)="RUN DEFRAGMENTING NARROW DOWN THE" SOFTWARE" 6130 PRINT "ENCRYPTION TO THREE 2240 M$(4,1)="CORRUPT DATA!" DIFFERENT METHODS.": PRINT 2250 M$(4,2)="REPLACE DATA COUPLING 6200 LANG$(1)="- ZERYN" INTERFACE" 6210 LANG$(2)="- ZYREN" 2260 M$(5,1)="POWER FAILURE!" 6220 LANG$(3)="- ZRYEN" 2270 M$(5,2)="JUMPER POWER SOURCE TO 6230 N=3: GOSUB 3600: L(1)=R TERMINAL C" 6240 GOSUB 3600: L(2)=R 2280 M$(6,1)="QUANTUM SHIELDING 6250 IF L(2)=L(1) THEN GOTO 6240 BREACHED!" 6260 GOSUB 3600: L(3)=R 2290 M$(6,2)="WELD THE BREACH SHUT" 6270 IF L(3)=L(1) THEN GOTO 6260 2300 M$(7,1)="SYSTEM BUS ERROR" 6280 IF L(3)=L(2) THEN GOTO 6260 2310 M$(7,2)="RE-ROUTE SYSTEM BUS 6300 FOR X=1 TO 3 TO TERMINAL C" 6310 PRINT X;LANG$(L(X)) 2320 M$(8,1)="POWER FAILURE!" 6320 NEXT X 2330 M$(8,2)="JUMPER POWER SOURCE 6330 PRINT TO PORT C" 6400 PRINT "CHOOSE DECRYPTION 2340 FOR X = 1 TO 3 METHOD";: INPUT CD 2350 PRINT 6410 PRINT 2360 PRINT M$(DMG(X),1): PRINT 6420 FOR X=1 TO 3 M$(DMG(X),2) 6430 IF L(CD)=1 THEN GOTO 6500 2370 NEXT X 6440 IF L(CD)=2 THEN GOTO 6600 2380 SCAN=1 6450 IF L(CD)=3 THEN GOTO 6700 2390 GOTO 690 6460 NEXT X 2500 PRINT "NAVICOM IS FUNCTIONAL 6470 PRINT "INVALID ENTRY!" BUT REPAIRS MAY" 6480 GOTO 6400 2510 PRINT "STILL NEEDED. COMPLETE 6500 PRINT CHR$(34);"SUCCESS! I CAN ANY TASKS FROM" TOTALLY READ THE CODE " 2520 PRINT "OUTSIDE OF SHIP IN THE 6510 PRINT "NOW, AND IF I CHANGE ORDER LISTED:" THIS LINE... I" 2530 TN=1 6520 PRINT "CAN DESTROY THE ZERYN 2540 IF BD=1 THEN DMG(TN)=1:TN=TN+1 BASE.";CHR$(34);" YOU MAKE" 2550 IF CO=1 THEN DMG(TN)=3:TN=TN+1 6530 PRINT "THE CHANGE AND JUST LIKE 2560 IF REVERSE=1 THEN DMG(TN)=4: THAT THE" TN=TN+1 6540 PRINT "ZERYNS ARE DESTROY, YOU 2570 IF QLEAK=1 THEN DMG(TN)=6 ARE THE HERO," 2580 IF BD=0 THEN IF CO=0 THEN IF 6550 PRINT "AND YOU GET TO RETIRE REVERSE=0 THEN GOTO 2610 EARLY WITH FULL" 2590 FXED=2 : PRINT "FXED=2": 6560 PRINT "HONORS. YOU SPEND YOUR GOTO 2340 REMAINING DAYS" 2600 IF QLEAK=0 THEN FXED=1 6570 PRINT "ON THE BEACHES OF 2610 IF QLEAK=1 THEN FXED=2: TANGORIA DRINKING" GOTO 2340 6580 PRINT "FRUITY COCKTAILS." 2620 GOTO 690 6590 GOTO 7100 2700 LO=5 6600 PRINT CHR$(34);"HMMMM. I THINK 2710 IF FXED=1 THEN GOTO 690 I UNDERSTAND... IF I" 2720 PRINT "WARNING: USING YOUR 6610 PRINT "CHANGE THIS LINE..."; RADIO WHILE THE": CHR$(34);" YOU MAKE THE" 2730 PRINT "NAVICOM IS DOWN MAY 6620 PRINT "CHANGE AND CROSS YOUR GIVE AWAY YOUR" FINGERS. OH NO!" 2740 PRINT"LOCATION!" 6630 PRINT "YOU HAVE TRIGGER THE 2750 GOTO 690 GRAVITY " 2800 IF REVERSE=1 THEN 6640 PRINT "DETONATOR'S SELF- CD=CHOICES+1-CD DESTRUCT SEQUENCE." 2810 IF REVERSE=1 THEN PRINT "WAIT A 6650 PRINT "YOU HAVE WON FOR NOW, SECOND, MY CONTROLS ARE REVERSED!" BUT IT'S ONLY A" 2820 RETURN 6660 PRINT "MATTER OF TIME BEFORE 2900 PRINT "YOU PUT ON YOUR HELMET, THEY REBUILD IT." UNSTRAP YOURSELF" 6670 GOTO 7100 2910 PRINT "AND HEAD THROUGH THE 6700 PRINT "WHAT'S THIS?!?" AIR LOCKS." 6710 PRINT "HOW TO MAKE MUDBLUP 2920 LO=3 SOUP" 2930 GOTO 690 6720 PRINT "6C DIHYDROGEN OXIDE" 3000 IF FXED=1 THEN GOTO 5300 6730 PRINT "1# MUDBLUP MEAT" 3010 IF SCAN=0 THEN GOTO 5340 6740 PRINT "2 LG ROOT VEGETABLE" 3020 GOSUB 4200 6750 PRINT "4 CLOVES SPACE GARLIC" 3030 IF DMG(2)=0 THEN DMG(3)=DMG(1): 6760 PRINT "STEW UNTIL THE MEAT HAS GOTO 3250 RELEASED ITS" 3040 IF DMG(3)=0 THEN DMG(3)=DMG(2): 6770 PRINT "OOZE. SERVE DMG(2)=DMG(1): GOTO 3160 IMMEDIATELY": PRINT 3100 FX=1: GOSUB 3700 6780 PRINT "AS YOU CONTEMPLATE THE 3110 DING=DMG(1) MEANING OF THE" 3120 IF CD<>DING THEN GOSUB 4900 6790 PRINT "PRINTOUT, YOU ARE HIT 3130 IF CD=DING THEN GOSUB 5100 WITH A FLASH-BANG" 3140 PRINT"WELL, NOTHING IS ON FIRE. 6800 PRINT "AND YOUR BASE I I GUESS I" COMPACTED TO THE SIZE" 3150 PRINT "FIXED THAT ONE!": PRINT 6810 PRINT "OF A WALNUT, YOU 3160 FX=2: GOSUB 3700 INCLUDED." 3200 DING=DMG(2) 6820 GOTO 4080 3210 IF CD<>DING THEN GOSUB 4900 6900 PRINT 3220 IF CD=DING THEN GOSUB 5100 6910 PRINT "FOOLISH HUMAN, YOU JUST 3230 PRINT"FINGER COUNT. 1-2-3-4-5. TRANSMITTED" THEY'RE ALL" 6920 PRINT "YOUR ACCESS CODE TO A 3240 PRINT "STILL HERE!": PRINT ZEYRN BASE!" 3250 FX=3: GOSUB 3700 6930 PRINT "THANKS TO YOU, WE NOW 3300 DING=DMG(3) HAVE THE KEY TO" 3310 IF CD<>DING THEN GOSUB 4900 6940 PRINT "THE DESTRUCTION OF YOUR 3320 IF CD=DING THEN GOSUB 5100 SPECIES." 3330 PRINT CHR$(34);"THAT SHOULD BE 6950 PRINT "EVERYONE YOU KNOW WILL THAT ALL SORTED,";CHR$(34)" YOU" DIE, BUT YOU" 3340 PRINT "SAY AS YOU REPLACE THE 6960 PRINT "WILL LIVE A LONG LIFE ACCESS PANEL." KNOWING THAT YOU" 3400 IF BD=0 THEN IF CO=0 THEN IF 6970 PRINT "CAUSED THEIR DEATHS!" REVERSE=0 THEN GOTO 3420 6980 GOTO 4080 3410 GOTO 3430 7000 PRINT "MMMM SPACE COFFEE. BAD 3420 IF QLEAK=0 THEN IF SCAN =1 HABIT=GOOD CODE!" THEN NAVI=1 7010 GOTO 690 3430 FXED=1: DMG(1)=0: DMG(2)=0: 7100 PRINT DMG(3)=0 7110 PRINT " - YOU WIN! - " 3440 GOTO 2920 7120 END 3500 PRINT "YOU HEAD BACK THROUGH THE AIRLOCKS AND" ADDITIONAL LINES FOR APPLE II DOS 3510 PRINT "RETURN TO THE COCKPIT." 500 IF PEEK(-16384)>127 THEN goto 600 3520 IF BS<>1 THEN LO=1:GOTO 690 3600 R=INT(RND(N)*10) 3530 IF BS=1 THEN LO=6:GOTO 690 3540 GOTO 690 ADDITIONAL LINES FOR COMMODORE 64 10 POKE 53280,0: POKE 53281,0: ADDITIONAL LINES FOR DOS/QB64 POKE 646,1: ? CHR$(147) 10 WIDTH 40:CLS:KEY OFF 500 GET X$: IF X$<>"" THEN GOTO 600 500 X$=INKEY$: IF X$<>"" THEN 1550 CO$(X)=RIGHT$(CO$(X),3) GOTO 600 3600 R=INT(RND(1)*N)+1 1550 CO$(X)=RIGHT$(CO$(X),3) 3600 RANDOMIZE TIMER: R=INT(N*RND)+1 ADDITIONAL LINES FOR TANDY COCO3 10 WIDTH40:CLS3:ATTR3,2 ADDITIONAL LINES FOR COMMANDER X16 500 X$=INKEY$: IF X$<>"" THEN 10 SCREEN3:COLOR 1,0: CLS GOTO 600 500 GET X$: IF X$<>"" THEN GOTO 600 1550 CO$(X)=RIGHT$(CO$(X),3) 1550 CO$(X)=RIGHT$(CO$(X),3) 3600 R=RND(N) 3600 R=INT(RND(1)*N)+1 ------------------------------------------------------------------------- ================== | UNCLASSIFIED ADS | ================== ############################### # POLARIS NUCLEAR SUB # # Fires ROCKETS and TORPEDOES # # Only $6.98 # ############################### *Over 7 feet long *Seat 2 kids *Controls that work *Rockets that fire *Real periscope *Firing torpedoes *Electrically lit Instrument panel How proud your child will be as commander of his own POLARIS SUB--the most powerful weapon in the world! 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