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     Download digitally archived Bally Arcade tape programs that will load with AstroBASIC (the BASIC with the built-in tape-interface).

2-Letter Music Maker 2-Letter Music Maker.
By Ken Lill.
Arcadian 4, no. 10 (Aug. 06, 1982): 99.

2-Letter Music Maker is another demonstration-type program. This one illustrates the various functions of the music/noise generation system that can be controlled using the two-letter controls of "AstroBASIC." This program is only AB, of course.

Arcadian program found in Bob Fabris collection. This version includes text title screen.

2000 AD 2000 AD.
By Ed Larkin.
Arcadian 2, no. 5 (Mar. 24, 1980): 38, 42-43. (Listing)
BEST OF Arcadian 1980 (Tape)

2000 AD is a two-player shoot-em-up between an alien invader ship on a ground station. Use the knob to aim, the trigger to fire, and the joystick to move about. After five points use TR(1) to restart.

The 3D background screen graphics used in the game are from a demonstration program by Timothy Hays included in Sebree's Computing's XY Tutorial. There is an ad (with a screenshot of the background) for the XY Tutorial in Arcadian 2, no. 3 (Jan. 15, 1980): 26.

3D Corners
3D Corners.
By Dieter Heinerman.
Arcadian 3, no. 4 (Feb. 07, 1981): 49.

3D Corners is a video art program.

4D2 4D2.
By Rusty Blommaert and Dale Smith (Modified by Jim Wilcher).
Original: Arcadian 4, no. 1 (November 10, 1981): 5.
Reprint: Arcadian 6, no. 11 (Oct. 31, 1984): 126.

4D2 displays graphic art with machine language for four color panels along with some hidden messages and sound effects. The original programmers concealed the messages so that they would be a surprise to anyone who typed the program into BASIC.
  1. 4D2 - Comments
Acme Driving Test Acme Driving Test.
By Henry Sopko.
Arcadian 6, no. 9 (Jul. 27, 1984): 87.

Acme Driving Test requires you to drive your car along the road, keeping away from the curb. You must enter each stop by lining up with it, then pushing the joystick in the right direction. The computer will put you back on the road, ready to go onward. Each new screen (change in color) cuts the time factor downward, making it more and more difficult to complete the test.

Alien Alien.
By Gary Green.
Arcadian 4, no. 4 (Jan. 22, 1982): 40.

These are the instructions for Alien from the January 1982 Arcadian:

"The computer gives you 100 seconds of time to get a high score. The game stops at that time, or if you run out of bullets earlier. Hitting the Alien nets you 5 points, hitting the wall at the top of the screen yields 3 points. Once in a while, there is a 'bonus' period when hitting the Alien will increase your score by the bonus amount. When the screen buzzes, the Alien's spy satellite is whizzing by. A hit on it is worth 100 points, but it is very difficult. Use the joystick knob to move your gun laterally across the bottom of the screen, and the trigger to fire directly upward."

The Winter 1982 Sourcebook description of this game is much more basic: it says, "Shoot the alien when he crosses the screen and see how many points you can score in 100 seconds."

Alien 2000 Alien 2000.
By Henry Sopko.
Arcadian 6, no. 8 (Jun. 30, 1984): 74-75.

Here are the brief instructions from the Arcadian: "This is a shoot-em-up game where the Alien cruises across the sky above the City, and you must try to get some good hits on him before he drops bombs. Has some cute graphics."

This was the $100 contest winner for June 1984.

By Aquila and Richard Houser (possibly modified by others).
Arcadian 1, no. 8 (Jul. 20, 1979): 58,60-61.

aMAZEd in Space is a rocketship-thru-the-maze challenge with a number of levels of difficulty.

Maneuver spaceship thru maze without crashing into walls. Direction is controlled by joystick 1. Path size, maze height, maze width and degree of difficulty, are selected by keyboard input. Score is based on these inputs and time taken to complete maze. It takes quite awhile to complete maze interior, so start small.

Analog (Non-Digital) Clock Analog (Non-Digital) Clock.
By George Moses.
Bally BASIC Manual ("AstroBASIC" Version), Pg. 87.
Arcadian 3, no. 10 (Aug. 12, 1981): 105.
Arcadian 5, no. 4 (Feb. 18, 1983): 71. (Reprint)

Here are the brief instructions from the Arcadian:

"After the clock face appears on the screen, the computer will take a few seconds to figure out the coordinates for the minute dots and store them in array locations 0 thru 119. Then, in the upper-left corner of the screen you will be asked to INPUT "H", hours, "M", minutes and "S", seconds. When you press GO you'll see the three clock hands, including a moving sweep second hand keeping accurate time. If clock speed needs adjusting change the value or R in line 230. A smaller number will speed up the clock, and a larger number will slow it down."

Arcade Dice Arcade Dice.
By Klaus F. Grismayer and Mike White.
Arcadian 2, no. 1 (Nov. 29, 1979): 6-7. (Bally BASIC version)

The game was converted from Bally BASIC to "AstroBASIC" by Mike White. The Arcadian includes Klaus Grismayer's complete instructions, including a breakdown of how the program works. Here are are the instructions:

"Arcade Dice is played with the hand controls. First menu selection allows up to four players to play in rotation, just enter the number of players, then press go. Number of rolls is selected by knob on hand control, pulling the trigger will begin the rolling. After the combination is displayed, control shifts to the next hand control. After everyone has their turn, the winner is immediately selected. The second menu selection allow player to place bet with knob and trigger, then number of rolls is selected as above. Score is automatically indicated. To return to menu, press Zero (0) on keypad. This can only be done during selection stages of rolls or bet, which reset automatically.

"This program can be modified using the separate sections in other combinations, or modifying the size and location of the dice. Electronic dice can replace regular dice in board games, by keeping track of whose turn it is (everyone gets their own control, but cannot move out of turn). I hope this will give someone certain possibilities."

Arcadian Logo Arcadian Logo.
By Guy McLimore.
Arcadian 2, no. 1 (Nov. 29, 1979): 3.

Here are is a brief overview of this program from the Arcadian: "Logo shown at the head of page one is based on an idea by Guy McLimore, and embellished by myself. If you'd like to see it in action (literally) and in living color, the program is included."

Arcadian Sampler Programs Arcadian Sampler Programs
By Various Authors.

The Arcadian Sampler Programs was a document that was created "to help [the user] enjoy [the] Arcade-Plus game unit.] This would put the release of the document at about 1981.

A link to the "Arcadian Sampler Programs" document is here.

Here are all of the programs included in the archive:
  1. Bagels (Program #1) - Carl Morimoto
  2. Bingo (Program #3)- Ernie Sams
  3. Connect Four (Program #2) - Larry Camnitz
  4. Fifteen (Program #5) - Bob Wiseman
  5. Horserace (Program #4) - Paul Slezak
  6. Logo (Program #6) - Guy McLimore
  7. Microtrek (Program 7) - Bil Andrus
  8. Nichomachus (Program #8) - Hank Chiuppi
  9. Reverse (Program #9) - Brett Bilbrey and Mike Toth
  10. Spirals II (Program #10) - Matt Giwer
Note that these programs were archived from the original master tape, but the master tape did have some program errors. Paul Thacker, the person that archived this tape, used the document to correct those errors.

Artillery Duel Artillery Duel.
By John Perkins.
Arcadian 2, no. 7 (May 19, 1980): 58-59. (Original Printing for Bally BASIC)
Best of Arcadian - 1980 (Tape)
"Bally BASIC Handbook," Pages 95-96. (Referred to as the "AstroBASIC" Manual)
Arcadian 4, no. 4 (Jan. 22, 1982): 36. ("AstroBASIC" Manual, 1'st ed. Correction)
Arcadian 4, no. 5 (Mar. 05, 1982): 46. (Best of Arcadian - 1980 Announcement)
Arcadian 5, no. 4 (Feb. 18, 1983): 56. ("AstroBASIC" Manual, 2'nd ed. Correction)
Arcadian 5, no. 5 (Mar. 14, 1983): 77. (Correction to page 56 correction)

Artillery Duel, originally printed in the Arcadian newsletter in 1980, is such an outstanding game that Astrocade, Inc. reprinted it in the "AstroBASIC" manual (this is the manual that comes with the BASIC cartridge that includes the build-in interface). Both editions of the AstroBASIC manual's re-printing had errors which were corrected in the Arcadian newsletter.

Instructions from the "AstroBASIC" manual"

"Artillery Duel is an intriguing game submitted courtesy of The Arcadian, a monthly newsletter serving the Bally BASIC programming hobbyist and published by Bob Fabris. This program sets up a random mountain scene and adds two gun emplacements. As each player's turn is taken, he adjusts the knob for barrel elevation, moves the joystick to add or reduce the number of gunpowder bags (by whole bags sideways; by tenths back and forth). Then when ready, pull the trigger. There is gravity and a random wind. The gun recoils and fires the shell. There is an explosion when it lands. A gun is destroyed when less than half a gun remains (the repair crew can replace a gun barrel). The program uses all available space, so don't enter lines 3 and 4. Be sure to exercise the joystick to see how the variables work."

Archive notes: We're not sure if there is any differences between the different versions that are included in the archive.

Astro Black Box (With Title Screen) Astro Black Box (With Title Screen).
By Steve Walters (General Video).
Astro-Bugs Club Tape #1.
Arcadian 3, no. 10 (Aug. 12, 1981): 103-105. (Free BASIC Listing and Instructions)
Arcadian 3, no. 11 (Sep. 11, 1981): 111, 118. (More Instructions)
Arcadian 6, no. 11 (Oct. 31, 1984): 99-128. (Reprint)

This version of Black Box was written by Steve Walters who sold it on a 300-baud tape for Bally Basic (Ad: Arcadian, 3, no. 3 (January 9, 1981) :40). In the ad, the game is described as:

"Black Box: Find five balls hidden in the box by sending probes into the box and seeing where they come out. Like the Parker Brothers game but with full hand-control operation and screen feed-back (no notes to keep while playing). Scoring, 1 to 4 players, and sound effects."

For more details about Astro Black Box, see the original Bally BASIC version of the game
  1. Bally Black Box - Original version of the game, which includes links to additional information on how to play this program.
Attack Attack.
By Klaus Doerge.
Arcadian 5, no. 2 (Dec. 3, 1982): 34-35.

Here are is a brief overview of this program from the Arcadian: "This is somewhat like Bots - you have to keep walls between yourself and the ever-oncoming attackers. Use JX and JY to maneuver. TR is you want to stand fast.

Bagels Bagels.
By Carl Morimoto.
Arcadian 2, no. 3 (Jan. 15, 1980): 24-25.
Arcadian Sampler Programs (Reprint)

Bagels is a game in which a player, using logical deduction, predicts a given number. In this version, the number is a random 3 digits with no duplicating digits. After each guess the program displays one of six responses that gives the player a hint on the correct order of the numbers. The Arcadian printed complete instructions for this game. They have been OCRed and included in this archive.

The original program submission letter and a commented version of Bagels is available here:
  1. Bagels - Bagels submission letter and commented BASIC listing.
Bally Christmas Card Bally Christmas "Card."
By Ed Grobe (Edge Software).
Arcadian 5, no. 2 (Dec. 3, 1982): 29.

This program very slowly draws a Christmas tree with shimmering lights. This is a pretty good use of multiple colors for an "AstroBASIC" program. The program doesn't use a machine language routine to get extra colors, but it does make heavy use of the POKE command.

On December 26, 2002, Lance Squire archived this program. In post #1096 on the Bally Alley Yahoo group, he said, "'Christmas Card' is a type in program, that I enjoyed when it first came out. As a gift, I have archived it for all to enjoy. It's small and has no music, but it's the thought that counts. :)"

Bang Man Bang Man.
By Ernie Sams.
Arcadian 1, no. 7 (Jun 15, 1979): 47-49. (Bally BASIC version
Arcadian 6, no. 7 (May 25, 1984): 64-65. (Reprint for "AstroBASIC")

Here are is a brief overview of this program from the Arcadian: "Bangman game program included this month is by Ernie Sams. It has a good scheme for entering characters without their appearing on the screen, and a search routine can locate and account for multi-usage of a letter. I am also including Ernie's sheet of documentation that will be a help to a lot of us.

Game Instructions from reprint in Arcadian:

Bangman is a take-off on the classic Hangman word spelling game. It has two novel features - letters being entered are hidden from view of the opposing player - and the penalty for losing is not a hanging...

In-Game Instructions

One person keys in a word to 10 letters; another tries to guess it with no more than 9 wrong guesses using the knob and trigger.

Archive Note: This version of the game was made to work for "AstroBASIC" by Dave Carson, but it doesn't work properly on my Astrovision-era Astrocade system (which has a 3159 ROM). The game has difficulty printing strings. When you guess the correct letter, it isn't displayed in the right place--indeed, it's quite hard to tell when you guessed a letter correct, except that no body part is drawn on the screen. The original Bally BASIC version of this program does not have this issue on my Astrocade.

Baseball Baseball.
By Dave Martin
Arcadian 4, no. 12 (Oct. 07, 1982): 118-119.
Arcadian 6, no. 10 (Aug. 24, 1984): 90

This documentation from the August 1984 Arcadian:

A 2-player, 9-inning game. Player 1 is visitor and bats first. Player 2 is home and pitches first. Pitcher uses either trigger or joystick to start each pitch. At the top of the screen, an arrow will move quickly under a series of letters plus asterisks. The batter, using his trigger, tries to stop the arrow under a letter (single, double, triple, and home run), because stopping under an asterisk yields an out. If the arrow goes all the way without stopping, it is a strike. A hit may be caught by the computer. All runners advance on hits, but will not tag up on fly balls. Extra innings will be played if the score is tied after nine innings.

Note: Slightly different instructions were included with the original publication of this program.
  1. Baseball - Arcadian program submission letter for Baseball and the original handwritten BASIC listing.
Base Conversion Base Conversion.
By Ron McCoy
Arcadian, 2, no. 10 (September 1980): 88-89.

This is a machine language utility for BASIC. This program converts from one number system to another. Input is in either binary, decimal, hexadecimal or octal format and then is converted into the three other number systems.

Batting Average Batting Average.
By Dick Klein.
Arcadian 5, no. 9 (July 22, 1983): 135, 138. (Program and Instructions)
Arcadian 5, no. 10 (Aug 16, 1983): 149. (Corrections)

Batting Average calculates the current and cumulative statistics for a Little League player. Enter today's statistics - times at bat and the results - and allows for error correction. You will have to re-enter all the values if you make a mistake. When you are through, :PRINT the program to tape. Then when you :INPUT the program the next, all the before-after statistics will show up, ready for the new inputs.

  1. Batting Average - Instructions
Battleship Battleship.
By Bill Mead.
Arcadian 4, no. 9 (Jul. 06, 1982): 92-93. (Original Printing)
Arcadian 6, no. 11 (Oct. 31, 1984): 127. (Reprint)

This game is based on the Battleship board game.

Start the game with the regular version (0) of Battleship. Start play with player #1 placing (hiding) his fleet of ships (don't let the enemy watch!). The joystick controls where each ship is to be placed, the trigger puts it in. All ships must be placed in a straight line, either horizontal, vertical, or diagonal. All ships of the same type must touch each other. Ships not of the same type may, but do not have to, touch each other.

Each player starts with the same compliment of ships as follows:

5 - Aircraft Carriers (A)
4 - Battleships (B)
4 - Destroyers (D)
3 - Cruisers (C)
2 - Subs (S)

After both players have placed their fleets, they may shoot their 3 shot salvos, using the joystick to locate and the trigger to fire each shot. Hits are not shown until after all 3 shots are fired. All hits are displayed by ship type. Note that the Advanced Version (1) shows only a "+" for hits, making it more difficult to analyze the board.

Best of Arcadian 1980 Logo "Best of Arcadian 1980 Logo."
By Guy McLimore and (probably) Bob Fabris.
Best of Arcadian - 1980 (Tape).

This program is from the tape compilation called Best of Arcadian - 1980. This logo is based on the Arcadian Logo by Guy McLimore. Since Bob Fabris released this tape through the Arcadian, I presume that he is the one who made this slight change to the logo.

Bingo Bingo.
By Ernie Sams.
Arcadian 2, no. 4 (Feb. 25, 1980): 33, 34.

Here are is a brief overview of this program from the Arcadian: "Player card (human) is green. Drawn numbers appear on the screen. Use KNob (1) to indicate Yes or No. Pull the trigger to register. Computer also checks the card."

Biorhythms Biorhythms: Fact or Fiction.
By Collins Computer Company (Cathy Collins).
1982 (Tape Release).
Arcadian 5, no. 10 (Aug. 16, 1983): 154. (Free BASIC Listing)

Educational; one player. In Astrovision BASIC only, written by Cathy Collins for Science Fair. Leap years are accounted for and plot sine curves for physical, emotional, and intellectual cycle, with day in cycle identified.

Blackjack Blackjack.
By Dick Harris.
Arcadian, 5, no. 6 (April 4, 1983): 98-99.
Arcadian, 5, no. 7 (May 6, 1983): 106. (Corrections)

Here are is a brief overview of this program from the Arcadian: "Player's cards at top. Joystick Right = Hit, Joystick Left = Stand, Pays double for Blackjack, or 5 and under."

Black Hole Black Hole.
By Ron Picardi.
Arcadian 2, no. 6 (Apr. 25, 1980): 50. (BASIC Listing)
Arcadian 2, no. 7 (May 19, 1980): 65. (Brief Instructions)
Arcadian 2, no. 8 (Jun. 23, 1980): 73. (Incorrect Modification by Jerry Winn)
Arcadian 2, no. 9 (Jul. 28, 1980): 77-86. (Ron's Comments on Jerry's Mod)

Here are is a brief overview of this program from the May 1980 Arcadian: "The object of the game is to achieve orbit around the mystery ship with the X and Y thruster control that you have. You should be at the same speed and distance from the Black Hole as the mystery ship."

Here is additional information from the July 1980 Arcadian: "Ron has made some comments about the modification to his Black Hole program by Jerry Winn, last issue. Ron originally created a "window", or location which would "win" the game. Actually, there are three windows, depending on whether the game is easy, moderate, or hard. These windows are: X=+14 to +16, Y=+10 to -10; X=+15,Y=+5 to -5; and X=+15,Y=0, respectively. Along with all these is the requirement that C=5 (speed). Jerry's modification opened the windows too much; they encompass the Black Hole and are inside the Cygnus' orbit. To learn more about the program, Ron suggests a GOTO 500 instead of RUN."

Bots Bots.
By Ron McCoy.
Arcadian 2, no. 10 (Sep. 17, 1980): 90-91. (Bally BASIC Listing)
Best of Arcadian - 1980 (Tape).

Bots is a modified version of Robots by William Lappen, which was written for the Radio Shack TRS-80 and appeared in the June 1979 issue of Personal Computing magazine. You can read the original article for Robots here:
  1. Personal Computing 3, no. 6 (June 1979): 60-62, 64, 66.
Here are the Bots instructions from the September 1980 Arcadian: "This 1-player program is a challenge. It sets up a 9x19 grid on the screen. Fifteen "walls" are randomly placed in the squares, and the 15 "bots"(*) are also randomly placed. Then your position is similarly located.

"Hand controller 1 is used to move the target (you) in any of the eight available directions, or stand still, and the trigger makes it happen. (The knob is used to turn a little indicator to the desired direction.) After you make your move, all the bots start to advance upon you, one square at a time, each. If they hit a wall, they disappear. The object is to wipe them out, but it is a difficult job. You have to maneuver yourself so that the bots keep hitting walls. I kept saying 'next time I'll get than', to no avail."

Here are the Bots instructions from the Best of Arcadian - 1980: "A 10x20 grid is set up, and a number of 'walls' are setup randomly, and then a number of 'BOTS' (*) are randomly located. Your position (+) is then taken. Your first choice is whether to 'shoot' an adjacent BOT, and the second choice is which way to move. Either of these directions requires the use of the Knob to turn the little pointer in the desired direction, or turn until it disappears if you wish to stand still. Pull the trigger to effect the decision. Then all the BOTS will move towards you, one box at a time. If a BOT hits a wall, or another BOT, it will be destroyed."

Bots II (With Title Screen) Bots II (With Title Screen).
By Ron McCoy and Steve Walters (General Video).
Arcadian 2, no. 10 (Sep. 17, 1980): 90-91. (Original Bots Listing)
Arcadian 6, no. 7 (May 25, 1984): 61-61. (Bots II "AstroBASIC" Listing)

Here are the Bots II instructions from the May 1984 Arcadian:

Bots II is a reworked game originally submitted by Ron McCoy. The 9x19 playing field is sprinkled with walls (I) and Bots (*). Each time you pull the trigger, the Bots all move toward you. If you they hit each other or a wall, they disappear. Bots II operates with Hand Control #1.

Knob controls the pointer as in the original version, for eight possible directions of movement, or staying where you are if the pointer is not visible (far right or left of the knob). A sound was added for audible feedback when the pointer is moved.

Trigger fires the raygun if shots are left (shown at the bottom of the screen) and a BOT is within one square. Since it has a BOT sensor built in, it cannot accidentally be fired when they are out of range. The raygun sound effect is fun as the Bot vaporizes right before your eyes!

Joystick (Forward or Backward) moves you one square in the direction of the pointer, or ends your turn if you want to stay where you are.

As in the original version, after you move one square (or stay put), all Bots move one square toward you. If they hit a wall or another Bot, they are destroyed. If they reach you, you're dead! It still gets hairy once your raygun is out of power!

Bowl-a-Rama Bowl-a-Rama.
By Bob Hensel.
Arcadian 2, no. 6 (Apr. 25, 1980): 51-52.
Best of Arcadian - 1980 (Tape).

Here are the Bowl-a-Rama instructions from the April 1980 Arcadian:

Bowl-a-Rama is a two player game. The computer displays the pins and keeps score. the ball is invisible at the bottom of the screen moving between the two gutters. Whtn the player UP pulls his trigger, the ball appears and stars rolling down the alley. The player controls the curve on the ball by moving his joystick left or right. The frame number is shown in the center box at the bottom of the screen."

By Dieter Heinerman.
Arcadian 3, no. 4 (Feb. 07, 1981): 49.

Boxes is a video art program. On the program submission tape, this program was called RND Boxes.

Caterpillar Caterpillar.
By Thadd*Pro (aka Kevin O'Neill).
Niagara B.U.G. Bulletin, 1.7 (September 6, 1983): 8-10.
Arcadian, 6, no. 10 (Aug. 24, 1984): 95.

Caterpillar is a game of luck and skill. You control the direction of travel of your caterpillar and try to eat the floppy disks that appear on the screen. Be careful-- if you touch any walls or the trail that you leave, your head gets crushed and you die. You also die if the timer at the bottom of the screen runs out. There are ? different screens and each one gets harder. Scoring works by the more time you have left the more points you score.

AstroBASIC only.

Caterpillar (Revised) Caterpillar (Revised).
By Thadd*Pro (aka Kevin O'Neill) and Klaus Doerge.
Arcadian, 7.4 (Aug. 15, 1986): 84-85.

Here are is a brief overview of this program from the August 1986 Arcadian:

"Caterpillar is a solo game of skill and luck, originated by Kevin O'Neill, published in the Arcadian on August 24, 1984 in volume 6, #10, page 95, and now greatly enhanced for virtually limitless play with scoring precisely tailored to the player's performance.

"The Astrocade's accumulation limit of 32,767 has been bypassed and this rather addicting game could easily become one of those we Arcadians will play competitively for highest score. The score limit on this game is 32,789,999."

Klaus put a lot of effort into the documentation for this game. For the complete details about this revised version of Caterpillar, read the game's full-page of documentation in the August 1986 Arcadian.

Checkers II Checkers II.
By John Collins.
Arcadian 1, no. 6 (May 4, 1979): 41-42 (Checkers BASIC Listing)
Arcadian 2, no. 2 (Dec. 22, 1979): 10, 12. (Checkers II BASIC Listing)
Best of Arcadian - 1980 (Tape).

There were at least three versions of Checkers released by John Collins. Checkers originally appeared as a BASIC listing in Volume 1 of the Arcadian in the May 1979 issue. It took at least four issues (until November 1979)) to clear-out all the bugs from the original version of Checkers. Checkers II is an improvement on Checkers, plus it is the last version of the game that was released as a free BASIC listing. Checkers III was only available on tape from the Collins Computer Company, beginning with a small classified ad in the December 1982 issue of the Arcadian. I think that I once read that Checkers III has some bugs in it, so Checkers II is probably the most stable version of this classic board game.

The instructions for Checkers are still applicable to Checkers II. Here they are, as they appeared in the May 1979 Arcadian:

There is an amazing amount of activity in this game, that is comparable to the $75 "Checker Challenger." Before the machine makes a move, it goes through some steps, and numbers appear to tell you where it is. The code for the steps is:
  1. The computer has found that it can jump one of your men.
  2. Checking to see it you can jump it.
  3. Is a corner open?
  4. Is there an open move?
  5. Have the computer's men moving either to get kinged or toward the player's man left
  6. Any move an unkinged computer's piece can make
  7. Any move
To indicate a double jump, enter the two numbers (of the square you go through and the landing square) as if it were a single jump only.

Here is a brief overview of Checkers II from the December 1979 Arcadian

Checkers II is an upgraded version of the previous game by John Collins and I think we have it bug-free this time. It includes some enhancements suggested by subscribers in comments to version I, and it operates somewhat faster than before. Bill Templeton checked it out for me, and suggested the following color addition- FC=107;&(9)=17;&(0)=7;&(1)=7;&(2)=8;&(3)=8

Here are the instructions for Checkers II from the Best of Arcadian - 1980:

This is an updated version of the previous game by John Collins. 1 Player. All the moves of the board game, including double jumps. Use the keypad to indicate the row and column that you wish to move FROM, and then the row and column you wish to move TO. Press GO after each figure. When the computer is up, it will go through five calculations in deciding where to move, and you will see the figures 1-5 as it does so. Every so often it will redraw the playing board.

By Mike Skala
CHRDIS I. Arcadian 5, no. 1 (Nov. 5, 1982): 14-15.
CHRDIS II. Arcadian 5, no. 2 (Dec. 3, 1982): 37.
CHRDIS III. Arcadian 5, no. 4 (Feb. 18, 1983): 72.

The three-part CHRDIS article describes how to use the Bally Arcade's built-in Character Display routine from within Bally BASIC. The programs included in the article are "AstroBASIC"-only, but the general principles talked about in the article should apply to Bally BASIC too. The program, as archived here, seems to gather together several of the programs in the tutorial into one BASIC program.

"I've seen quite a bit of software lately utilizing the Graphic Character Maker, a machine code routine that Arcadian has published in the past year. This allowed us to use a display routine from the on-board ROM and put complex graphics on the screen instantly, rather than a slow series of BOX and LINE commands. The major drawback here was when moving the graphics, erasing and redrawing: it left us with considerable flashing or blinking. If you have been with us for a while, you know that we are continually evolving and improving; the following tutorial is our new generation of screen animation for the Astrocade!"

Citadel Citadel.
By Dave Martin.
Arcadian 4, no. 11 (Sep. 06, 1982): 112.

Here are the instructions of for this game from the September 1982 Arcadian:

"You are stationed in the middle of a large fort. There are four entrances to the fort, one on a side. The object is to keep the kamikaze invaders from destroying you. Move joystick to fire. To start the game, move knob to select number of players, or select demo to watch the computer play (by no means an expert). Press trigger to begin. Each player uses a different hand controller.

"By the way, your shots are only enough to stun them. You must force them out of the fort or they will keep coming. Another one will eventually come in its place. You can only hope to hold them off as long as possible. Each hit accumulates 25 points."

Archive Note: The sound is all wrong using the given "AstroBASIC" changes in newsletter.

Code-Decoder Code-Decoder
By Ed Grobe (Edge Software).
Arcadian 4, no. 1 (November 10, 1981): 6, 8.

Here are the instructions of for this game from the November 1981 Arcadian:

"Code-Decode is a 'utility' program that is used for a specific purpose. The program will automatically encrypt a message using some special rules. Only another Arcade with the same program will be able to decrypt the message. Note that this is not a substitution type of coda, but real encryption, where a single letter does not always have the same meaning."

Color Chart "Color Chart."
By Jim Winn.
Arcadian 3, no. 3 (Jan. 09, 1981): 35. (Original BASIC Listing).
Arcadian 6, no. 6 (Apr. 20, 1984): 59. (Reprint).

Here are the instructions of for this game from the January 1981 Arcadian:

"Once you have this utility program on your tapes, you will be able to make a good assessment as to the colors to be used in a particular program you are developing. It starts out by asking for a general color area, and then it will step through the hues (using the joystick). When you find one you like, moving the joystick to the left will cause the screen to split, and you can make your second choice on the left side. In this way you can easily see how the colors will look. And as you do this, the color numbers appear to identify them."
Here are the instructions of for this game from the April 1984 Arcadian:

"This program is a utility to help you select colors for a program. A menu first appears asking for a choice of 7 major colors. Once this has been picked, you can make a fine adjustment by the joystick, forward or back. Once you see one you like, move the joystick to the left, and you can make a selection for the second color. Pull the trigger to see how the colors interact, Start again by pushing the joystick right. Code numbers for each color also appear for future use.

Color Selector Color Selector.
By Klaus Doerge.
Arcadian 4, no. 12 (Oct. 07, 1982): 115, 121.

Here is an overview of Color Selector from the October 1982 Arcadian:

A utility program for the game maker. Use the Trigger and Knob controls to vary the colors and identify the numbers. Both hand controllers are used, with all functions of each. In general, the KNobs will revise the &(9) and BF/FC variables, JX and JY also vary BC and FC, and the TR are used to set values. The entire palette can be displayed and BC compared with FC, side by side. The program contains most of the instructions internally.

Here are Color Selector's in-program instructions:
JX (1)  = BC or &(0)+&(1)
JX (2)  = FC or &(2)+&(3)
JX (1)  = BC-Intensity
JX (2)  = FC-Intensity
KN(1)<0 = BC/FC Control
KN(1)>0 = &(0-3) Control
KN(2)   = Horizontal Boundary
TR(1)   = Instruction Recall
TR(2)   = To Fix Boundary
Connect Four Connect Four.
By Robert Leake.
Cursor 2, no. 1 (August 1980): 51-54. (Original BASIC Listing)
Arcadian 6, no. 9 (Jul. 27, 1984): 79-81. (Reprint of Cursor program)

Here is an overview of Connect Four from the July 1984 Arcadian:

"Connect Four was originally published in the August 1980 issue of Cursor newsletter. We do not have Mr. Leake's current address, and no one has been able to locate the Cursor's publisher since early 1982. We may publish other programs of quality that have appeared in the Cursor (later called BASIC Express) newsletter.

"The object of this game is to get four of your playing pieces in a row without any of your opponent's pieces in-between, vertically, horizontally, or diagonally, before the computer or your human opponent does. Pieces drop vertically in the selected column to the lowest unoccupied position. To select a column, move the joystick left or right and pull trigger when indicator is over desired column. Joystick 1 always goes first."

Archive Notes: This game is the same for "AstroBASIC" as it is for Bally BASIC, but the loading and saving instructions are different. For example, just look at the huge differences between how Connect Four is typed-in from Cursor compared to the Arcadian version. Previously Connect Four was archived as "(Two Player)," but this program actually does supply a computer opponent.

Connect Four (Enlarged) Connect Four Enlarged.
By Harry L. Hanson.
Arcadian 6, no. 9 (Jul. 27, 1984): 79-81. (Reprint of Connect Four from Cursor)
Arcadian 6, no. 11 (Oct. 31, 1984): 110. (Connect Four Enlarged Listing)

The enlarged version of Connect Four is a modification of Robert Leake's program (originally printed in the August 1980 Cursor), which appeared as a reprint in the July 1984 Arcadian. This version of the game fills the whole screen, but otherwise plays the same.

Connect Four II Connect Four II.
By Bob Wiseman.
Arcadian 2, no. 10 (Sep. 17, 1980): 94-95. (Bally BASIC Listing)
Best of Arcadian - 1980 (Tape). (First Appearance of "AstroBASIC" version)

The Bally BASIC version of Connect Four was published in the Arcadian without any instructions. Some brief instructions were created for the "AstroBASIC" version of the game when released on the Best of Arcadian - 1980 compilation tape. Here are the instructions:

"A grid is placed on the screen. Use your Joystick to move the marker over the column that you wish to enter. Press the Trigger and the piece will go down the column as far as it can. Getting four of your pieces in a row before the computer does so will win the game. Move the Joystick back and forth to register the win."

Archive Notes: Connect Four II is the "AstroBASIC" version of the Bob Wiseman's original Bally BASIC game Connect Four that was published in the September 1980 Arcadian. Connect Four II never made an appearance in the Arcadian newsletter as a printed listing. There are random sound effects played as the computer "thinks," these sounds can be quite grating on the ear.

Connect Four Connect Four.
By Larry L. Camnitz.
Arcadian 2, no. 4 (Feb. 25, 1980): 35.

This is a two-player only version of Connect Four. Player 1 (black) uses hand controller 1. Player 2 (white) uses hand controller 2.

The Arcadian has no comments or instructions for Larry L. Camnitz's version of Connect Four, nor could I find any mention of this game in the Bob Fabris Collection.

Archive Notes: This is the earliest version of Connect Four published for Bally BASIC. When I played as player 1 (black), the computer did not "see" that I had won the game on a diagonal. The computer only acknowledged the white's horizontal win. See the picture for details of this "double win." I'm not sure if this is an original logic error in the program, a typo caused when the program was entered into BASIC, or if this version of Connect Four simply wasn't designed to "see" diagonal wins.

Control 30: Space Mission Control 30: Space Mission.
By Dale Low (Astrogames).
Arcadian 5, no. 9 (Jul. 22, 1983): 136-137, 140. (BASIC Listing)
Arcadian 5, no. 11 (Sep. 28, 1983): 170. (Program Correction)

Here are the instructions for Control 30: Space Mission from the July 1983 Arcadian:

"Control 30 is a challenging game that makes you the captain of the starship Venture, which has run off its course into a strange galaxy with vicious aliens. Guide the aliens into your missile sights and fire away. But beware! The aliens shoot at you. If they hit your ship, it will become severely damaged. Your ship can only absorb 3 hits before disintegrating. Once the warning "Enemy in range" appears, quit toying around with the controls: quickly shoot it before it destroys you. You must destroy all aliens of one set of 3 before continuing... that means all aliens even ones that leaves your view-port must be tracked down and destroyed.

"After one set of 3 have been destroyed a galactic chart will appear looking [like a rectangle with four different quadrants.] The large blip is the alien's new position. The small blip in the center of the screen is your ship's position. Move the small blip into the center of the large blip and pull the trigger. Voila! The new aliens are now ready to commence battle. Each set of aliens is harder to kill than the last because each new set has better accuracy with its laser. Destroy another set and the chart returns. After each set your shield is recharged and you start the next battle with a fresh 'ship' (Any shots that your ship may have absorbed previously are forgotten.)

"Point values are as follows:
Dynamo: 250 - 300 pts
Fargon:  75 - 175 pts
Demon:  150 - 450 pts
"(Point values vary with each set.)"

The original Control 30 instructions submitted to the Arcadian are available here:
  1. Control 30: Space Mission - Instructions in pdf format.
Convert Hex to Decimal Convert Hex to Decimal.
By Ernie Sams.
Arcadian, 1, no. 5 (March 1979): 36

The Arcadian didn't include any instructions for this program, but this is how the program works:

Convert Hex to Decimal. accepts a two-byte hex number such as $D5FF and converts it to a decimal number that can be input into BASIC (in this case $D5FF is -43 decimal). This program is useful since a POKE command in Bally BASIC inputs two bytes at a time in decimal. Because of the unusual method that Bally BASIC stores the data, the hex bytes must be reversed on input into this program to get the correct output. So, $D5FF would be input as $FFD5. This program only accepts one digit at a time.

There are two archived programs in this archive. The program Convert Hex to Decimal is exactly as it appears in the Arcadian newsletter. The program Convert Hex to Decimal - Modified has some simple instructions built in. The modified version of the program was used for the screenshot. Also, it doesn't take up so much room on the screen; both the hex number and decimal are on the same line. Finally, if there is an error, then the entire hex pair must be entered again (not just part of it). The modification of the original program was made on May 6, 2007 by Adam Trionfo.

The modified version works in the same way but it has brief instructions: Here is a same program run of the modified version:
ORDER (IE $FF00 = $00FF)
HEX #: $FFD5 = -43
HEX #: $
It is recommended that the modified version of the program be used since the user saves screen room and is able to fit far more conversions on the screen at once.

Crown of Zeus, The Crown of Zeus, The.
By Todd Johnson.
Arcadian 5, no. 1 (Nov. 5, 1982): 7-10. (AstroBASIC Listing)
Arcadian 5, no. 3 (Jan. 14, 1983): 45. (Correction for maps 3 and 4)
Arcadian 5, no. 7 (May 6, 1983): 106. (Player Map Request)
Archived from the Mike White Collection.

This program, for "AstroBASIC" only, takes you to a dark decaying castle in the evil land of Sorom. You've been asked, as the best warrior in the land of Beekum, to retrieve the Crown of Zeus which the Scromites have stolen. The crown, when worn, gives the wearer the awesome ability to cause anything he or she wishes to vanish. Apparently the Scromites have not yet discovered the crown's powers. But as you hid in the forest outside the castle, you saw a troop of orcs from the warring land of Machor slip in through the front gate. They surely know the power of the crown and will have to be dealt with...

According to an ads in Arcadian 5, no. 1 (Nov. 5, 1982): 9. and Arcadian 4, no. 10 (Aug. 06, 1982): 103., The Crown of Zeus is the first in a series of four programs that take place on the planet Gibeleous. The other three games in the series are available only on tape and are called:
  1. "The Rescue of Catherine"
  2. "Escape from Rantanam IV"
  3. "The Tower of Machor"
Regular and Expert versions of this game are included. I'm not sure what the difference between the two programs is.

Six issues after The Crown of Zeus was published, the Arcadian newsletter printed this small note about user maps: "Crown of Zeus castle floor plan - Have you determined what the castle looks like? We have one idea here and would like to get other opinions, so send in your version." (Arcadian 5, no. 7 (May 6, 1983): 106.)

Two people sent The Crown of Zeus maps to Bob Fabris, but they were never published in the Arcadian. You can view them here:
  1. The Crown of Zeus Maps, Set 1 - Castle Map by Edward Mahoney (April 20, 1983)
  2. The Crown of Zeus Maps, Set 2 - Floor Plans by Kent Brenden (July 9, 1983)
Crypt-O-Grams (Modified) Crypt-O-Grams (Modified).
By Ken Springsteen (Modified by Robert DeHaye).
Arcadian 4, no. 4 (Jan. 22, 1982): 42. (Original Crypt-O-Grams BASIC Listing)
Arcadian 4, no. 6 (Apr. 09, 1982): 55. (Program Mods by Ken Springsteen)
Arcadian 4, no. 7 (May 07, 1982): 69. (Fix for Program Mods)
Arcadian 6, no. 1 (Nov. 29, 1983): 3. (Crypt-O-Grams (Modified) BASIC Listing)

Here are the instructions for the original printing of Crypt-O-Grams in the January 1982 issues of the Arcadian:

"Crypt-O-Grams is a two-player game that can also be played by teams, rotating turns at guessing. When the screen asks, enter the number of letters in your word(s). (From 6 to 20). Spaces count as letters. While your opponents face the other way, enter your word(s) using the keypad. If you make an error, you must restart the game (press HALT, then WORDS RUN GO). After checking for errors, press GO. The entry will be erased, and then scrambled, using a random scrambling technique. The 'other side' must rearrange the letters/spaces into the proper relationship using a minimum number of moves.

Here are the brief instructions for Crypt-O-Grams from the November 1983 Arcadian:

"Crypt-O-Grams was originally submitted by Ken Springsteen. In this version ("AstroBASIC" only), the down arrow allows you to enter the letters without their appearing on the screen."

Ken Springsteen provided instructions for his game. The following documentation was found in the Bob Fabris Collection, along with the original program submission letter:

"Seasons greetings fellow Arcadians!

"Cryptologic is the name of a game that I was introduced to, by my nephew's Odyssey 2, a couple of months ago.

"Crypt-O-Grams is the translation I have just completed of this game to Bally BASIC, (with variations and improvements). This is a two player game that can also be played by teams, rotating turns at guessing. When the screen asks, enter the number of letters in your word(s). (No less than 6... no more than 20) Spaces also count as one. While your opponent(s) face away from the TV, you enter your word(s) using the keypad. If you make an error you must HALT the program and press WORDS RUN GO.

"After you enter your word(s), check for errors. If everything is spelled correctly press GO. Your word(s) will be erased and the computer will GOSUB to one of the two randomly selected "scramble" subroutines (this way no one can ever memorize a pattern). Your Word(s) will be scrambled and printed on the screen.

"Now it is your opponent's job to put the letters and spaces in order with the least number of extra guesses."

Cube, The Cube, The.
By Bob Weber (W&W Software Sales).
Arcadian 4, no. 4 (Jan. 22, 1982): 36-37.

This game was the $100 contest winner for January 1982.

The Cube instructions from the January 1982 Arcadian are:

"The diagram on the screen shows the cube 'unwrapped,' with the front to the left. You must mix the puzzle up yourself - the computer acts only as a recorder of your moves. Moves are always made clockwise. Use the keypad to enter the moves. To rotate section 1 by one turn clockwise, you would input 11. The computer will then rearrange the cube to match your directions.

The original program submission for The Cube included a helpful diagram:
  • The Cube (Descriptive Drawing)
Bob Weber's program submission included somewhat more detailed instructions, which I've retyped:

"I have written a program I would like entered in the contest. It's called The Cube, and is a computer version of the famous Rubik's Cube. As far as I'm know, this is an original program, that is, it is the first "Cube" program written anywhere.

"The computer does not solve the puzzle for you. To start, you must mix it up yourself, but it is interesting to watch, and could be a help for those who are frustrated by the original Rubik's Cube.

"The diagram drawn on the left side of the screen is the front of the cube, and the right side of the screen represents the rear of the cube as it would look if you could see through the cube to the other side. To rotate one of the sections of the cube, you use the keypad to input the number 1 through 9 which corresponds to the diagram I have included. The sections always rotate clockwise, and you can rotate them any number of times by inputting that number into the keypad. Let's say you want to rotate section #1, 1 turn clockwise. You would input 11, and the computer would then rearrange the Numbers on the sides of the cube to represent the new position."

You can read the complete letter can be read here:
  1. The Cube Program Submission Letter - This program submission letter includes a very helpful diagram. The BASIC source listing doesn't seem to have been included with the letter.
Cubic Rub Cubic Rub.
By Dorothy Neff.
Arcadian 6, no. 4 (Feb. 23, 1984): 36.

As the name suggests, this game was inspired by the Rubic's Cube. The short instructions from the February 1984 Arcadian are:

"To play, select cube face by rotating knob - center of cube flashes. Use joystick right to rotate selected face clockwise. Use joystick left to rotate selected face counter-clockwise. Use trigger to reset all faces solid." The original program submission for The Cube included a helpful diagram:
  • Cubic Rub (Diagram)
You can read the complete letter can be read here:
  1. Cubic Rub Program Submission Letter - This program submission letter includes a very helpful diagram. The BASIC source listing doesn't seem to have been included with the letter, although the handwrittten array data is included.
D&D Speedway D&D Speedway.
By Mario DeLaura.
Arcadian 4, no. 3 (December 24, 1981): 30-31.

The instructions for D&D Speedway were not included in the Arcadian. The Winter 1982 Sourcebook describes the game as, "A speedway race in which you steer the car around race tracks of various difficulties."

Darts Darts.
By Al Roginsky.
Arcadian, 4, no. 10 (August 1982): 102.

Here are the short instructions for Darts from the August 1982 Arcadian:

"When the machine asks for GAME POINT? enter the score you wish to play to. First person to achieve that score will be declared winner. Use TR to lauch dart, the KN with TR to put some 'English' on the pitch."

This game is graphically impressive for an AstroBASIC game that doesn't even use machine language graphics. It's amazing how much like a dart these characters look like: "-=<" Nice effects and worth a look for a simple game. This game runs circles around the other AstroBASIC game also called "Darts" by Bill Mead.

In 1983, Joe Peoples made some changes to "Darts." He sent the modifications to the "Arcadian," but the changes, while laid out for publication, were never actually published. The changes include:
  1. Use joystick to move dart up and down while in flight.
  2. Change scoring.
  3. If dart hits exact center, then it plays the Frogger music from the New 2 Voice Music article by Mike Peace in Arcadian 5, no. 4 (Feb. 18, 1983): 55-74.
The required changes for Darts (mod) are here:
  1. Darts (mod) - (Type-In Modifications by Joe Peoples)
Defender II Defender II.
By Dave Mei.
Arcadian 5, no. 7 (May 6, 1983): 110-111.

Instructions from the May 1983 Arcadian:

Use the joysticks to move your ship up and down, and use the trigger to fire a shot. Your ship cannot move back and forth. The smallest enemy ship releases an indestructible satellite ship you must dodge.

Dave Mei was thirteen years old when he submitted this game! His game instructions from his program submission letter vary a bit from what was printed in the Arcadian: "The joystick maneuvers your ship up and down, the trigger fires, watch out for the aliens. One of them shoots and they both Kamikaze."

You can read the Dave's letter of submission here:
  1. Defender II Program Submission Letter - A short note with a printed BASIC program listing.
By Dieter Heinerman.
Arcadian 3, no. 5 (March 7, 1981): 58.
Arcadian 3, no. 8 (June 8, 1981): 88. (Bug Fixes)

"Defuse is a three-dimensional guessing game where you have to locate a point in the center using "hot-cold" type clues."

This game was originally published in More BASIC Computer Games, by Creative Computing, Edited by David H. Ahl. 1979: 48.

The instructions from More BASIC Computer Games are:

"In this game, you are in an experimental building with one million rooms in it. The building is one hundred rooms long, one hundred rooms wide, and one hundred rooms high.

"You have just received a telephone call from a mad bomber who tells you he has planted a bomb someplace in the building. Fortunately you are armed with a bomb detector that registers a stronger and stronger signal as you get closer to the bomb. You start at the bottom right-hand door of the building, at the room 0,0,0. In response to the signals from your detector, every ten seconds you may try a new room to search for the bomb. You have two hundred seconds or twenty trials to find it.

"It's fairly easy to find the bomb once you get the knack of how your detector works. However, we're not going to spoil it for you and tell the secret."
  1. Defuse - pdf of Defuse from More BASIC Computer Games
By Dieter Heinerman.
Arcadian 3, no. 4 (Feb. 07, 1981): 49.

Denominator is based on an article called Extended Precision Computation by Stephen Rogowski that explains "how to compute to a practically unlimited number of places with just the memory your micro has on board." The original article appeared in Creative Computing 6, no. 3 (March 1980): 94-95.
  1. Extended Precision Computation by Stephen Rogowski - pdf of original article
Digital Couch
Digital Couch.
By Bob Weber (based on a program by David Tunbo).
Arcadian 3, no. 5 (Mar. 07, 1981): 51-52.
Archived from tape in the Richard Houser Collection.

The Digital Couch program was rewritten for the Bally from a program by David Tunbo. Originally presented in [the January 1981] Creative Computing, and written for the Ohio Scientific Challenger II.

Digital Couch turns your computer into a psychiatrist. It draws a picture not unlike an inkblot and gives three choices as to what the picture looks like. The program keeps score and rates the player when the "tests" are over. This program is not to be taken seriously, and would probably be best put to use at parties, etc. The choices given, and conclusions reached, are random.

Here is the original art for this program from Creative Computing:

Digital Couch (Original Art)

Electronic Blanked
Electronic Blanked.
By Dieter Heinerman.
Arcadian 3, no. 4 (Feb. 07, 1981): 49.

Electronic Blanked is a video art program. No program documentation appeared with this program.

Exterminators, The Exterminators, The.
By Ken Springsteen (Video Wizards).
Arcadian 4, no. 11 (Sep. 06, 1982): 111.

The very brief note that the September 1982 issue of the Arcadian offers is very brief: "A fly-zapping program."

Archive Note: Arcadian listing has Bally BASIC code left in line 3.

Find Yogi Find Yogi.
By Stanley Kendall.
Arcadian 5, no. 1 (Nov. 5, 1982): 17.

The short instructions from the November 1982 of the Arcadian are:

"The computer puts up a 10 x 10 grid and hides 'Yogi' somewhere. You input your guess as to his location using X and Y coordinates. The computer will respond with a direction to try. The computer will keep track of the number of times it takes you to guess Yogi's location."

Fishin' Hole Fishin' Hole.
By Michael Montauck.
Arcadian 5, no. 7 (May 6, 1983): 116, 120.

The complete instructions from the May 1983 issue of the Arcadian are:

"The joystick controls the depth of the line and the length of the pole. For fine adjustments, hold the trigger while moving the joystick. Movement is sporadic - you move after all the fish appear, one at a time. To catch fish, get the hook to touch a fish. Different fish have different point values, except minnows - no points, while crabs subtract points. Ten points maximum."

Flaps Up! Flaps Up!
By Kevin O'Neill.
Arcadian 6, no. 2 (Dec. 22, 1983): 11, 13.
Niagara BUG Bulletin 2, no 4 (1984): 18.

These are the instructions from the December 1983 issue of the Arcadian are:

In this one-player game of skill, you become the pilot of a WW I biplane. After returning from a dangerous mission, you try to land at your home airstrip, only to find that it is being repaired. You receive points for the amount of time you manage to spend on the runway, but watch out! When you see a box of repair supplies ahead, pull up quick or you will collide with it and have 30 points taken from your score. Once you pass 20 boxes, the game will end. A squeeze of the trigger will show you the high score of the day. More squeezes will bring simple instructions, and the game. Have fun with this one!

Frogway Frogway
By Mike Skala.
Arcadian 6, no. 2 (Dec. 22, 1983): 12, 16.

Frogway is a game for one to four players where you try to help the little frogs across a busy six lane highway into the ponds at the top of the screen. Use the joysticks to make the frog hop, and please, one frog per pond. There is one more problems: chuckholes!! The faster you get across, the more flies (points) you are awarded. Final scores will be posted, and TR(1) will start a new game.

Archive Notes: This game was written in "AstroBASIC" with machine language subroutines.

Frustration Fortress Frustration Fortress.
By Ken Lill (Gambits).
Arcadian 6, no. 8 (Jun. 30, 1984): 72.

These are the instructions from the June 1984 issue of the Arcadian:

How to Play:

This is a 1 player game. The object is to get all of the keys in each room without getting hit by any of the randomly firing Laser Cannons. To move, use the joystick (the trigger and knob have no effect). To get a key, all you have to do is touch it with the Blinking Box (your piece).


1 point times the round number is given for each key. If you successfully finish getting the keys in a room, you must then go out the nearest doorway. Make sure that you are completely within the door when you try to get out. If you're not, you must reenter the room, line yourself up, and try again. If you lose your man trying to get out (0 keys left) you will have to do the entire room again! Otherwise, if you lose a man, you will go back to the point that you left the last rack

Extra Men:

You are awarded 2 extra men for completing the 3rd round, and each 4 after that. You get 5 men each time you get 500 points.


SZ=23 when this game is complete. Because it uses 11 *() string locations, you don’t have any room to add misteaks!

Good luck!

Archiving Notes: This archive has many prototypes, including an early version of the same game called Laser Fortress.

Game of War, The Game of War, The.
By Edward Mahoney
Arcadian 6, no. 11/12 (October 31, 1984): 113.

This is the classic card game of War, where each player tries to take the other player's card with a larger card. If the cards match each other, then a "war" condition exists and the next cards are selected to see who wins the war. Points are awarded based on the number of cards won.

This is an excerpt from a June 6, 1984 letter to Bob Fabris that is part of the "Bob Fabris Collection." The letter included a typed version of The Game of War and instructions on how to play the game (which were not printed in the newsletter). These are the instructions to the game:

"This is a two player or one player game where the computer does all the work and you just watch to see who wins. It is the classic game of war where each player tries to take the other players card with a larger card. If the cards match each other, then a "war" condition exists and the next cards are selected to see who wins the war. Points are awarded based on the number of cards won.

"The player who takes all the other player's cards wins. This game can take several hours if the game conditions are right. The cards are shuffled at the beginning of each game, but at the end of every game reload the program and let the computer reshuffle since the ownership of each card has been altered during the game."
  1. The Game Of War - Instructions
'Game Over' Routine "GAME OVER" Routine.
By Tom Wood.
Arcadian, 1, no. 4 (February 1979): 25

This very short "AstroBASIC" machine language routine has been modified from its original Bally BASIC form to displays the words "GAME OVER" from the Bally ROM. By the time this routine was printed, it was known that there were at least two variations of the Bally 8K on-board ROM, eventually called the "3159" and "3164" ROMs.

Archiving Notes: The instructions for this routine, including the Z80 assembly language listing and extensive documentation are included in the archive.

Ghost Fleet Ghost Fleet.
By Ken Lill.
Arcadian 5, no. 7 (May 6, 1983): 107, 111. (Original Printing)
Arcadian 5, no. 9 (Jul. 22, 1983): 144-145. (Program Analysis, Part 1)
Arcadian 5, no. 12 (Oct. 24, 1983): 181-182. (Program Analysis, Part 2)

Destroy the advancing fighter ships. Don't be too trigger-happy, for if they are beyond weapon range they don't count. The closer they are the more they count, but be careful! Bombs have a blast radius! Don't detonate them too close! Half of them are cloaked! You will have to rely on your audible radar.

These are the Ghost Fleet instructions from the May 1983 issue of Arcadian:

The object is to score 1,000 points per round by destroying enemy ships. One big problem is that most of them are invisible!! However, you do have a warning siren that lets you know how close the enemy is. You use only Joystick #1 and this is only a one player game.

JX(1) left or right will fire a "Torpedo Bomb." These are NOT refillable UNLESS you score the minimum of 1,000 points in that round. To fire your "Laser Guns," just squeeze the trigger! To refill the "GUNS," just pull back on the joystick [JY(1)=-1] JUST AFTER the stars appear and BEFORE the next ENEMY ship appears. This is the ONLY TIME you can refill either your "GUNS" or your "SHIELDS" during round play. EVERYTHING gets refilled when you make >999 points in the round! To refill your "SHIELDS," push your joystick FORWARD [JY(1)=1]! This game has an AUTOMATIC "Black-out" feature in case you leave it running. To restart the game just squeeze TR(1)!



When Enemy is too far away (Out of Range) - 0 points
When Enemy is not too close - 100 points
When Enemy IS too close - 75 points


When Enemy is NOT too close - 100 points
When Enemy IS too close - 50 points and loss of a SHIELD unit

GAME OVER is when you get a negative score for a round OR if you fail to get 1000 points in any round! To restart the game use TR(1)!

Gobblers Gobblers.
By Bob Wiseman.
Arcadian 3, no. 12 (Oct. 05, 1981): 125. (Original Version)
Arcadian 5, no. 4 (Feb. 18, 1983): 56, 70. (Klaus Doerge Mod)

These are the instructions from the October 1981 Arcadian:

"This is a two-player game played on a 10x5 field. The object of the game is to have your Gobbler gobble-up more squares than you opponent. When play begins, use the JX and JY to direct your Gobbler around the screen. Each printed square is worth 1, 2, 3, or 4 points, depending upon how many dots are there. The game ends when the last square is eaten."

These are the instructions from the February 1983 Arcadian:

"This 2-player game requires you to eat a bunch of squares, where each square has one to four points in it, resulting in a score of 1 to 4 for each one eaten. They are positioned in a 5 x 10 grid, and you utilize the JX and JY directions of your controller to move your man. Of course, your opponent is doing the same. The computer is keeping score. It is listed in Bally BASIC, but plays in 'AstroBASIC' as well, just a bit faster."

Archiving Notes: Some sound differences in "AstroBASIC." Colors in archived version are by Dave Carson. The Klaus Doerge modification is not included in this archive, but it is archived in Bally BASIC 300-baud format.

Golf Golf.
By Bob Hensel.
Arcadian 3, no. 4 (Feb. 07, 1981): 46-47. (Original Listing)
Arcadian 3, no. 5 (Mar. 07, 1981): 51. (Correction)

These are the instructions from the February 1981 Arcadian:

"Golf is a game of skill for 1 to 4 players. The computer generates 9 different holes each game, randomly placing each green and hazards such as tress, water, or sand traps. Each player selects the direction the ball will travel by moving JX(1) until the rotating line points in the proper direction. The distance is dependent on the club selected using JY(1). Remember the flight of the ball is affected by the direction and velocity of the wind."

From Bob Hensel's Golf program submission letter:

"If you land on a hazard or go out of bounds, the ball will stop and you will be penalized 1 stroke. When the ball lands on or near the green, an enlarged picture of the green will be shown for putting. When all players have finished a hole, all scores will be printed as well as par for the course. The object of the game is to beat your opponent or shoot under par.

"When prompted for N, enter Number of Players (1-4)"

Halloween Ghost Halloween Ghost.
By James Wilkinson.
Arcadian 2, no. 10 (Sep. 17, 1980): 103-104.

These are the instructions from the September 1981 Arcadian:

"Halloween Ghost is a self-running program that is topical. The author sets up a TV at a window near his front door, and the program, a 'talking' skull, makes snide remarks about the people going by. It re-cycles, and uses random statements on the screen, shifting colors as well."

When the program is run it says: "HORRIBLE HARRY THE INSULTING TV GHOST MYSTERIOUSLY APPEARS HERE EVERY HALLOWEEN" The nine insults that "Harry" will throw at those passing by are:
Archive Notes: This program is also known as 'Horrible Harry.' Alternate version 2 has sound that works correctly with AstroBASIC. I'm not sure if there is any difference between the versions.

A modified version of this program, called "New Ghost," by Ron Picardi is also included with the archive. Ron's mod is an unpublished submission to the Arcadian newsletter. Ron comments on his modified version of HALLOWEEN GHOST: "Here is a revision to Horrible Harry. He pops in and out of the TV. Then he insults you with his ghostly laughter." This modified version's BASIC listing is very different from the original version of the program.

Hamurabi Hamurabi.
By Dick Houser.
Arcadian 2, no. 4 (Feb. 25, 1980): 32-33.
Best of Arcadian - 1980 (Tape)

These are the instructions from the February 1980 Arcadian:

"You are the King, and must make decisions on running the kingdom economically. Start with 100 people, 1,000 acres/land and 3,000 bushels/food. Buy and sell land, feed people, and plant the crops using food as barter. And things happen. The object is to garner performance points based on how you govern and to figure out how the game works. It takes bushels to plant land and people can plant only so many acres. If you last ten years, then your reign will be complete."

These are the instructions from the Best of Arcadian - 1980 tape:

"Push any key after the Castle appears. You are the King, and must make decisions on running the kingdom economically. Start with 100 people, 1,000 acres/land and 3,000 bushels/food. Buy and sell land, feed people, and plant the crops using food as barter. And things happen. The object is to garner performance points based on how you govern and to figure out how the game works. It takes bushels to plant land and people can plant only so many acres. If you last ten years, then your reign will be complete. Of course, we have thrown in a few random disasters to keep it from being too easy..."

Here is some additional information about this program:
  1. Hamurabi Program - This is Richard Houser's handwritten program and his notes that explain what each program line is doing.
  2. King and Emperor - These two programs seem to be updates from 1982 of Hamurabi. Emperor is for two players.
  3. King Hamurabi - This is probably the original program submission that Richard Houser made to the Arcadian in 1979.
Hex Poker Hex Poker.
By Al Rathmell.
Arcadian, 3, no. 7 (May 1981): 78.

These are the instructions from the May 1981 Arcadian:

"Machine Code Mystery. We've had very few machine code programs for you, and I believe part of the problem has been the awkward entry of the values. The following program by Al Rathmell makes the machine do all the work of swapping pairs of hex code, converting them to decimal, and POKEing them into memory slots.

"The Hex Poker program is a small utility routine that will store hexadecimal Z80 Opcodes into memory one byte at a time. The starting address is entered in decimal (such as using 20180, the Bally BASIC line buffer starting location - note that it is 20154 in the AstroVision BASIC - Robert Fabris). This is identified as variable "B". As each memory location is listed on the screen by this program, enter a two-digit hex code from the keypad. After the last byte, key in WORDS RETURN. To run the machine code routine, enter CALL B where "B" was the starting address."

Archiving Notes: This archive includes additional information written in May 2007 by Adam Trionfo about using Hex Poker. It includes a short demonstration and example of how to use the utility.

Hockey Hockey.
By Brian Hildebrand, Inspired by Pete Murray.
Arcadian, 6, no. 11/12 (Oct. 31, 1984): 115.

This game was published with no instructions. Brief documentation was included with the program's June 1983 submission to the Arcadian, but it was not published. It has been OCRed from the Bob Fabris Collection:

"Hockey is a two player game. Controller #1 guards the left goal and shoots for the fight goal. Controller #2 guards the right goal and shoots for the left goal, your men are controlled by the knob. Turning the knob moves the men up or down. If the puck hits the edge of your men the puck will glance off at an angle. I noticed one flaw that I couldn't correct. At the start of the game, if both controls are equal player #2's men won't appear until controller #1 moves. To reset the game just pull either trigger. All values are reset."
  1. Hockey - Original program submission, including a BASIC LISTing and documentation.
Horserace Horserace.
By Paul Slezak.
Arcadian 3, no. 2 (Dec. 05, 1980): 26-27. (Original Listing)
Arcadian Sampler Programs (1980): 6. (Reprint)

No instructions or comments were included in the original printing of Horserace, but when the program was reprinted in Arcadian Sampler Programs in 1980, very brief instructions were added:

"Eight horses are available to bet upon, using the keypad to enter your horse (B) and the value you bet (C). The computer then randomly moves the horses across the screen and calculates the winnings."

Paul Slezak gives a few details on his game in his original program submission letter, "It took me about 50 hours to create. I was debating on whether to have it published or put up for sale, but since it is my first attempt (not at programming- I'm a programmer/analyst) and the Arcadian has given me so much, I thought I owe it at least one program."

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