TI99/4A Manuals

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TI99/4A Manuals A-Maze-Ing CM A-Maze-Ing CM Addison-Wesley Math Games VI CM Addition CM Addition CM Addition and Subtraction 1 CM Addition and Subtraction 1 CM Addition and Subtraction 2 CM Adventure CM Adventure CM Adventure CM Adventure CM Adventureland D Alien Addition CM Alligator Mix CM Alpiner CM Alpiner CM Alpiner CM Alpiner CM Begining Grammar CM Begining Grammar CM Beginner's BASIC Tutor Bigfoot CM Black Hole CM Blasto CM Burger Time CM BurgerTime CM Car Wars CM Car Wars CM Centipede CM Chicken Coop CM Chisolm Trail CM Computer Advantage Club Computer Math Games VI CM Congo Bongo CM Connect Four CM Decimals CM Decimals 1 CM Defender CM Demolition Division CM Demolition Division CM Division CM Division CM Division 1 CM Division 1 CM Donkey Kong CM Dragon Mix CM Early Learning Fun CM Early Learning Fun CM Early Learning Fun CM Early Reading CM Early Reading CM Early Reading CM Early Reading CM Equations CM Fathom CM Football CM Football CM Fractional Numbers CM Frogger CM Hangman CM Home Financial Decisions CM Home Financial Decisions CM Home Financial Decisions CM Home Financial Decisions CM Hopper CM Hopper CM Household Budget MAnagement CM Household Budget Management CM Household Budget Management CM Hunt the Wumpus CM Hunt the Wumpus CM Hustle CM Hustle CM Integers CM Inventory Management D Jawbreaker II CM Jawbreaker II CM Jungle Hunt CM Jungle Hunt CM Laws of Arithmetic CM M*A*S*H CM M*A*S*H CM Measurement Formulas CM Meteor Multiplication CM Meteor Multiplication CM Micro Pinball CM Microsurgeon CM Microsurgeon CM Mind Challengers CM Mind Challengers CM Miner 2049er CM Mini Memory CM Mission Impossible D Mission Impossible C Moon Mine CM Moon Patrol CM Multiplication CM Multiplication CM Multiplication 1 CM Multiplication 1 CM Munch Man CM Munch Man CM Munchman CM Munchmobile CM Mystery Fun House D Number Magic CM Number Readiness CM Numeration 2 CM Othello CM Parsec CM Parsec CM Personal Financial Aids D Personal Real Estate CM Personal Record Keeping CM Personal Record Keeping CM Personal Record Keeping CM Physical Fitness CM Picnic Paranoia CM Pole Position CM Programming Aids D Programming Aids II D Programming Aids III D Pyramid of Doom D Pyramid Puzzler CM Q*bert CM Reading Flight CM Reading Fun CM Reading On CM Reading Rally CM Reading Round-up CM Return to Pirate's Isle CM Savage Island Series D Sewermania CM Shamus CM Slymoids CM Sneggit CM Space Bandits CM Speak & Math Program C Speak & Spell Program D Speech Editor CM Speech Synthesizer Speed Reading for Children CM Spelling Teacher CM Spot Shot CM Star Maze CM Statistics CM Strange Odyssey D Strange Odyssey C Super Demon Attack CM Super Demon Attack CM Tax/Investment Record Keeping CM Tax/Investment Record Keeping CM Teach Yourself Basic C Teach Yourself Extended Basic C Teach Yourself Extended Basic C Terminal Emulator II CM Terminal Emulator II CM Terminal Emulator II CM Texas Instruments Program Recorders D The Attack* CM TI Invaders CM TI Invaders CM TI Invaders CM TI-99/4 Extended BASIC Reference Card TI-99/4 Extended BASIC Reference Card TI-99/4a BASIC Reference Card TI-99/4a BASIC Reference Card Tombstone City: 21st Century CM Tombstone City: 21st Century CM Video Chess CM Video-Graphs CM Voodoo Castle D Voodoo Castle C Wired Remote Controllers Yahtzee CM Zero Zap CM Zero Zap CM Zero Zap CM.
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  • An Brief Introduction to Interactive Fiction
    An Brief Introduction to Interactive Fiction Todd W. Neller What is Interactive Fiction? • A work of interactive fiction (IF, a.k.a. text adventure) is a puzzle game with – nonlinear storytelling with user-directed actions driving story, – text-based interaction (e.g. “go north”, “unlock door with skeleton key”), and – text description of locations and objects. • Environment changes with user interactions. • Puzzles are often solved by finding hidden objects or discovering creative uses for non-hidden objects (e.g. swamp gas + wine bladder + flint + steel + brick wall = loose bricks + new passage). Homestar Runner Parody See it here: http://www.homestarrunner.com/sbemail94.html • STRONG BAD: {typing} On the other hand, it might be cool to be in one of those text-based adventures. You know, for those intellectual people with better imaginations. – {Cut to a black screen with a green arrow at the top (and moving green lines), similar to the Tandy 400.} • STRONG BAD: {voiceover} It'd be like... • {reading text} – Ye find yeself in yon dungeon. Ye see a FLASK Obvious exits are NORTH, SOUTH, and DENNIS. What wouldst thou deau?{Strong Bad doesn't say the last sentence.} • STRONG BAD: {voiceover} And you'd be all like... – Get ye flask • STRONG BAD: {voiceover} And it'd say, – You can't get ye flask! • STRONG BAD: {voiceover} And you'd just have to sit there and imagine why on Earth you can't get ye flask! Because the game's certainly not going to tell you. – {At this the screen adds "I'm certainly not going to tell thou."} • STRONG BAD: {voiceover} And there's no precious graphics to help you out, either! – {At this the screen adds "Graphics, shmaphics." and a few seconds later, " .
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  • Scott Adams' BOOK of HINTS FOR
    Scott Adams' BOOK OF HINTS FOR 1 THROUGH 12 Adventure 1 Adventureland Adventure 2 Pirate Adventure Adventure 3 Mission Impossible Adventure 4 Voodoo Castle Adventure 5 The Count Adventure 6 Strange Odyssey Adventure 7 Mystery Fun House Adventure 8 Pyramid of Doom Adventure 9 Ghost Town Adventure 10 Savage Island-Part 1 Adventure 11 Savage Island-Part 2 Adventure 12 Golden Voyage PLUS SPECIAL MAP MAKING SECTION THE FOLLOWING IS A METHOD USEFUL IN MAPPING ADVENTURES Each room is represented by a box with the name of the room in it, and all original items found in it noted alongside. FOREST Directions from a location are indicated by a line coming out of anywhere on the box, but with the direction leaving the box indicated by the first letter of that direction. GROVE GROVE The above shows it is East from the grove to the swamp and West from the swamp to the grove. In the case of being able to go only in one direction, an arrow is put at the end of the path. FOREST GROVE GROVE This indicates that upon leaving the grove you go north to the forest, but that you cannot return! The best way to use this system is that, upon entering a location, you draw a line representing each possible exit and its location. Later you connect them to rooms as you continue your exploration. FOREST MEADOW GROVE GROVE The advantage is that you will not forget to explore an exit once you get past your initial probe. Another advantage of this system is that you never need redraw your map as you stick extra locations anywhere on your paper.
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  • The Adventurers Club Ltd. 64C Menelik Road, London NW2 3RH
    The Adventurers Club Ltd. 64c Menelik Road, London NW2 3RH. Telephone: 01-794 1261 MEMBER'S DOSSIERS Nos 35 & 36 - NOVEMBER 1988/DECEMBER 1988 *********************************************************** REVIEWS: INGRID'S BACK! SHADOWGATE SCOTT ADAM'S SCOOPS THE INHERITANCE POLICE QUEST BARD' S TALE II CLOUD 99 BUGSY HAUNTED HOUSE THE ALIEN FROM OUTER SPACE DR JEKYLL AND MR HYDE ARTICLES BY: RICHARD BARTLE TONY BRIDGE KEITH CAMPBELL MIKE GERRARD HUGH WALKER LATEST NEWS ON THE ADVENTURING SCENE BASIC ADVENTURING DISCOUNTED SOFTWARE AND MUCH MORE!!! 12 Help-Line Details #3 ***************** EDITORIAL ********* Members have access to our extensive databank of hints and solutions Dear Fellow Adventurer, for most of the popular adventure games. Help can be obtained as follows: Welcome to MDs Nos 35-36, our Christmas issue! * By Mail: We have been very active during the past few weeks, and the most Please enclose a Stamped Addressed Envelope. Give us the title and important item of news this month is the announcement of the version of the game(s), and detail the query(ies) which you have. We "Golden Chalice Awards Presentation Ceremony". Please refer to the shall usually reply to you on the day of receipt of your letter. enclosed leaflet for full details about this important occasion, and Overseas Members using the Mail Help-Line should enclose an I.R.C. for do make sure you that you pencil 25.02.89 in your diary! a speedy reply, otherwise the answers to their queries will be sent Owing to popular demand, we have now produced specially-designed together with their next Member's Dossier.
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  • Acme ↓ Ti-99/4A
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  • Scottadams-Hintbook-Book
    Scott Adams' BOOK OF HINTS FOR flt;)11 dventure ~By Scott Adams 1 THROUGH 12 Adventure 1 Adventureland Adventure 2 Pirate Adventure Adventure 3 Mission Impossible Adventure 4 Voodoo Castle Adventure 5 The Count Adventure 6 Strange Odyssey Adventure 7 Mystery Fun House Adventure 8 Pyramid of Doom Adventure 9 Ghost Town ' Adventure 10 Savage Island-Part 1 Adventure 11 Savage Island-Part 2 Adventure 12 Golden Voyage PLUS SPECIAL MAP MAKING SECTION THE FOLLOWING IS A METHOD USEFUL IN MAPPING ADVENTURES SHORE S Each room is represented by a box with the name of the room in it, and all w LAKE original items found in it noted alongside. N BOG Directions from a location are indicated by a line coming out of anywhere on the box, but with the direction leaving the box indicated by BOTTOM N the first letter of that direction. OF HOLE IN ~ ""' o. Also notice that on the forest the exets N, S, W are available, but that I GROVf N SWAMP I r. .. they al I return to the forest! Note also that as additional locations were F· . •' ~. ,.. found off the swamp, the map was not redrawn. Instead, the locations were simply put where needed. And since we "climb tree" instead of go­ The above shows it is East from the grove to the swamp and West"from ing in a particular compass heading, we wrote that as directions to leave the swamp to the grove. In the case of being able to go only in one direc­ the swamp. tion, an arrow is put at the end of the path.
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  • TEXAS INSTRUMENTS HOME COMPUTER RETURN to PIRATE's ISLE Entertal NMENT Adventure #14 Return to Pirate's Isle
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  • Scottadamsscoops.Pdf
    PLAYING HINTS SPECTRUM Draw a map as you go, there are a lot more places than you think and without a map you will end up going round in circles or missing areas which you Connect the EAR socket on your Spectrum to the EAR socket on your haven't tried. It doesn't need to be perfect as long as you have some record of recorder and ensure the MIC lead is disconnected. where you have been and what you've found (as well as where you found it). Ensure cassette is fully rewound. Zeroise tape counter. Type LOAD"" Examine things you find and try to remember that most problems have press PLAY on your cassette recorder and ENTER on your Spectrum. solutions that require no more than some careful thought and a little The required program will then load automatically. When the program has common sense. If you get stuck try typing HELP-you may or may not get loaded you will be asked if you wish to start a new game or reload a saved assistance but you won't know until you ask and be careful about assuming game. To commence play simply answer the prompt for a new game. If things, it can be fatal. you wish to continue a saved game, respond appropriately to the prompt and insert the cassette of your saved game (fully rewound) into your To speed things up you may use the following abbreviations: N, S, E, W, U, D, recorder. Press PLAY and then press RETURN as instructed on the for Go North, South, East, West, Up or Down.
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  • Scottadams-Hintbook-Alt6
    Scott Adams' BOOK OF FOR ADVENTURES 1 THROUGH 1 2 ALSO INCLUDES SPECIAL MAP MAKING SECTION THE FOLLOWING IS A METHOD USEFUL IN MAPPING ADVENTURES Each room is represented by a box with the name of the room in it , and all THE ADVENTURES. • • original items found in it noted alongside. #ADVENTURELAND - Wander through an enchanted realm and try to recover the 13 lost treasures. There are wild animals and magical beings to reckon with as well as many other perils and mysteries. Can you rescue the Blue Ox from the quicksand? You 'll never know until you try ADVENTURE # 11 This is the Adams Classic which started the whole ball of wax I Try it, you won 't be sorry. Difficulty Level: Moderate #2 PIRATE ADVENTURE - The lost treasures of Long John Silver lie hidden somewhere Directions from a location are indicated by a line coming out of - will you be able to recover them? Only by exploring this strange island will you be able to anywhere on the box, but with the direction leaving the box indicated by uncover the clues necessary to lead you to your elusive goal! Difficulty Level: Beginner the first letter of that direction. #3 MISSION IMPOSSIBLE - In this exciting Adventure, time is of the essence as you race the clock to complete your mission in time - or else the world 's first automated nuclear IN ••• o.. reactor is doomedl So, tread lightly and don't forget your bomb detector! If you survive this GROVE challenging mission, consider yourself a true Adventurer! Difficulty Level: Advanced I N--.-..-u-,-, "" #4 VOODOO CASTLE - The Count has fallen victim to a fiendish curse placed on him by his enemies.
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  • Stephen M. Cabrinety Collection in the History of Microcomputing, Ca
    http://oac.cdlib.org/findaid/ark:/13030/kt529018f2 No online items Guide to the Stephen M. Cabrinety Collection in the History of Microcomputing, ca. 1975-1995 Processed by Stephan Potchatek; machine-readable finding aid created by Steven Mandeville-Gamble Department of Special Collections Green Library Stanford University Libraries Stanford, CA 94305-6004 Phone: (650) 725-1022 Email: [email protected] URL: http://library.stanford.edu/spc © 2001 The Board of Trustees of Stanford University. All rights reserved. Special Collections M0997 1 Guide to the Stephen M. Cabrinety Collection in the History of Microcomputing, ca. 1975-1995 Collection number: M0997 Department of Special Collections and University Archives Stanford University Libraries Stanford, California Contact Information Department of Special Collections Green Library Stanford University Libraries Stanford, CA 94305-6004 Phone: (650) 725-1022 Email: [email protected] URL: http://library.stanford.edu/spc Processed by: Stephan Potchatek Date Completed: 2000 Encoded by: Steven Mandeville-Gamble © 2001 The Board of Trustees of Stanford University. All rights reserved. Descriptive Summary Title: Stephen M. Cabrinety Collection in the History of Microcomputing, Date (inclusive): ca. 1975-1995 Collection number: Special Collections M0997 Creator: Cabrinety, Stephen M. Extent: 815.5 linear ft. Repository: Stanford University. Libraries. Dept. of Special Collections and University Archives. Language: English. Access Access restricted; this collection is stored off-site in commercial storage from which material is not routinely paged. Access to the collection will remain restricted until such time as the collection can be moved to Stanford-owned facilities. Any exemption from this rule requires the written permission of the Head of Special Collections.
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  • By Scott Adams
    by Scott Adams AN OVERVIEW By definition, an adventure is a dangerous or risky undertaking; a novel, ex- • down, carry them, etc.), and perform actions as if you were really there. citing, or otherwise remarkable event ot experience. On your personal com- The object of a game is to amass treasure for points or accomplish some puter, Adventure is that and more. other goal such as preventing the destruction of the automated nuclear plant in Playing any of the Adventure series consists of three elements: you, the Mission Impossible. Successfully completing a game, however, is far easier to user; the games themselves; and the author, Scott Adams of Orlando, Florida. state than achieve. In many cases you will find a treasure but be unable).- ,•ake In beginning any Adventure, you will find yourself in a specific location: a it until you are carrying the right combination of objects you find in the us forest, on bowl a_srnaltspacestlip, outs•de a fun house, in the briefing room-of locations. _ a nuclear plant, in a desert, etc. The top portion of your video display will tell If you're tired of video games of bouncing balls or shooting at targets; if you where you are and what you can see; the bottom section of the display is you're ready for an intellectual challenge that transports you to new worlds of devoted to inputting commands to your robot computer and receiving experience; if you want to see what a skilled programmer can do with a micro, messages that may arise as the result of your orders.
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  • Al-Strad Blizzard Pass the Castle Castle Blackstar Castle Eerie
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  • The Adventurers Club Ltd. 64C Menelik Road, London NW2 3RH
    The Adventurers Club Ltd. 64c Menelik Road, London NW2 3RH. Telephone: 01-794 1261 MEMBER'S DOSSIERS Nos 31 & 32 - APRIL 1988/MAY 1988 *************************************************** REVIEWS: DUNGEON MASTER TIME & MAGIK WOLFMAN CRASH GARRETT THE JADE STONE DOUBLE AGENT AMERICAN SUDS LOADS OF MIDNIGHT THE CHALLENGE PASSENGERS ON THE WIND II FOUR MINUTES TO MIDNIGHT KENTILLA ARTICLES BY: RICHARD BARTLE TONY BRIDGE KEITH CAMPBELL MIKE GERRARD HUGH WALKER LATEST NEWS ON THE ADVENTURING SCENE BASIC ADVENTURING DISCOUNTED SOFTWARE AND MUCH MORE!!! 12 Help-Line Details ***************** EDITORIAL Members have access to our extensive databank of hints and solutions ••••••••• for most of the popular adventure games. Help can be obtained as follows: Dear Fellow Adventurer, * By Mail: Welcome to MDs Nos 31-321 Please enclose a Stamped Addressed Envelope. Give us the title and version of the game(s), and detail the query(ies) which you have. We "There's no doubt in my mind that many of the best adventures around shall usually reply to you on the day of receipt of your letter. at the moment are from the independent software labels, the mail-order Overseas Members using the Mail Help-Line should enclose an I.R.C. for only operations that are frequently one-man (or one-woman) businesses" a speedy reply, otherwise the answers to their queries will be sent Mike Gerrard - "Your Sinclair" (June 1988 issue). together with their next Member's Dossier. ACL is very much aware of this fact, and will always publish reviews * By Telephone: of the better "home-grown" adventures (no less than 5 in this We shall endeavour to help you on our phone Help-Line which will be Dossierl).
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