ARCADIAN Robert Fabris 3626 Morrie Dr. San Jose, Ca. 95127-9990 Fred Rodney 1190 Albany Avenue Brooklyn, NY 11203 January 1, 1984 Dear Robert Fabris: Enclosed is a tape with the game Atlantis in AstroBASIC. Also enclosed is a copy of my instructions and of my typed program contents. The tape contains Atlantis, recorded three times on both sides and is loaded with the usual :INPUT; RUN command. I hope you will print Atlantis in the Arcadian. A lot of valuable information and programs are shared in your publication, and I would like to contribute this game. If you do print Atlantis in the Arcadian, I would submit a short article to you, for a future issue, explaining how I got the additional "island" graphics illustrated above (and on the tape). The "island" above shows a transmitting antenna, a solar collector, power station (small white box is the power vent that is the target for player 2), radar antenna facing east, and a small pine tree. Finally, a set of tutorials could be provided that would explain in detail, my approach in programming this game. I really hope you enjoy playing Atlantis. Sincerely, Fred Rodney ---------------------------------------- * ATLANTIS * Fred Rodney, 1984 Atlantis, the mythical city that rises above the waves, is under attack by a squadron of ruthless bombers. A bomber flying east, carries a lethal steerable bomb. If the bomb is guided through the city's vulnerable power vent, the aboveground structure explodes and the island's alarm sounds. In a flash, though, the structure is rebuilt. All bombers that pass over the city must return unarmed! It is during this westerly flight that Atlantis can even-up the score by firing a guided missile aimed at destroying the bomber. If the missile is on target, the bomber explodes and the sky flashes brightly. But, alas, a new bomber attacks. When all attacks (turns) are made, the game ends and both scores are displayed continuously. The best score wins... As you tally up the scores, the city of Atlantis survives, as it always has, and always will, high above the "waves.". . . . . Long Live ATLANTIS. Instructions: After you have entered the program, initiate the water drawing routine by entering a GOTO 60 command without a line number. The game will begin after the ocean waves are drawn. When the prompt "TURNS?" appears, press HALT. Set up your tape recorder and enter GOTO 5000, start the tape and press GO. The water and "STAND BY" message will be loaded as part of the program's screen memory. Now, whenever you load the program from your tape, the ocean will be loaded as well and you won't have to wait for it to be drawn. There should be no further need to initiate the GOTO 60 command again unless something goes haywire and a lot of printing appears on the screen that must be cleared. Load the tape with the usual :INPUT;RUN. Use the keypad to enter the following: 1. Number of TURNS: Choose a number between 1 and 99. If you make an error, HALT the program and RUN it again. The command RUN will be cleared. 2. SPEED: 1-slow, 2-fast. Speed affects the speed of the bombers, bombs and missiles, and the amount of control both players will have over the bombs and missiles. 3. WIND: 1-Yes, 0-No. Wind direction (east, west or calm) is random. In speed 2, the wind will change between two east and two west and calm intensities. Wind is constant once a bomb is dropped or a missile is launched. Wind changes randomly once per east or west pass of a bomber. Player 1: Defends ATLANTIS, launches missiles (trigger) and guides them (Joystick: JX). Score is on the left (No. of bombers hit) Player 2: Attacks ATLANTIS, releases bombs (trigger) and guides them (Joystick: JX). Score is on the right (No. of cities hit) Special Replay Features: 1. For a NEW game (a change in number of turns, speed, or wind): Squeeze trigger 1 after GAME OVER appears. 2. For another game (SAME: number of turns, speed, and wind): Push and hold Joystick 1 (JY) forward and THEN squeeze trigger 1. Note: Player 2 goes first! ATLANTIS is a fast-paced, two-player game with sound and color. Enjoy!! ---------------------------------------- Graphics for the Island of ATLANTIS: Enter GOTO 60 to draw the island. Press "H" after 'TURNS?' appears. Enter CY=0 to bring the cursor back to the center of the screen. Up to 3 lines may be entered and erased when the program is RUN or :PRINTed to tape. Solar Collector: BOX -18 , -33 ,1,6,1; BOX -18,-30,5,5,1;BOX -18,-30,3,3,3; CY=0 BOX -18,-30,1,1,3; Radar Antenna: BOX 18,-33,1,6,1;CY=0 LINE 20,-32,0;LINE 16,-28 ,1 ;CY=0 Transmitter Antenna: BOX -32,-30,1,12,1; BOX -32 ,-33,5,2,1;BOX -33,- 34,1,1,3;CY=0BOX -31,-34,1,1,3 ; BOX-32,-32,3,1,1;CY=0 Pine Tree: BOX 32 ,-33 ,1, 6,1 ; BOX 32,-32,5, 1,1;BOX 32,-31,3,1,1;CY=0 BOX 32,-30,1,1,1 ;B0X 32,-33 , 7,1,1;RUN When 'TURNS?' appears, press "H" and enter GOTO 5000 to store the island graphics on tape (tape should be ready to record).