# config

databasename: TI-99/4A v3.03
gamebasewindowtitle: Texas Instruments 99/4A GameBase v3.03
firstloadmessage:
Texas Instruments 99/4A GameBase v3.03.
Created by OX and .mad. 2011-2023

v3.03 updated for 2023

Joystick 1 key map

Classic99
Cursor Keys and TAB

MAME
Cursor Keys and Left Ctrl

Joystick 2 key map
NumPad 2,4,6,8,5

MAME uses it's own internal sendkey routine.
You will need to wait for a fixed ammount time or type RUN after loading all the BASIC games.

if a game doesn't load... use CLASSIC99.
use Ti99Dir.exe to copy the TI files to a 90KB or 180KB image.
*CLASSIC99 does not load 255KB disks.

Hi to everyone who supported this GameBase over the years, and all our friends on GB64. ;)


# extras

name: The Quest For The Key Part I: Search For Murgens Keep
path: Msadvntr.zip
filetorun: Msadvntr.dsk
data:
2|~|0|~|0|~|0|~|0|~|1|~||~|mode=xb
CL99-KS=\n2\n\n\n\n DSK1.ADVDATASMK\n

keyseq=2[6]{ENTER}[3]{ENTER}[3]{ENTER}[21]{ENTER}[1]dsk1.advdatasmk{ENTER}
If Key_emu CONTAINS (*MESS*)

caps-on=true

|~|


name: The Quest For The Key Part II:The Enchanted Keep
path: Msadvntr.zip
filetorun: Msadvntr.dsk
data:
2|~|0|~|0|~|0|~|0|~|1|~||~|mode=xb
CL99-KS=\n2\n\n\n\n DSK1.ADVDATATEK\n

keyseq=2[6]{ENTER}[3]{ENTER}[3]{ENTER}[21]{ENTER}[1]dsk1.advdatatek{ENTER}

caps-on=true|~|


name: The New King
path: Msadvntr.zip
filetorun: Msadvntr.dsk
data:
2|~|0|~|0|~|0|~|0|~|1|~||~|mode=xb
CL99-KS=\n2\n\n\n\n DSK1.ADVDATATNK\n

keyseq=2[6]{ENTER}[3]{ENTER}[3]{ENTER}[21]{ENTER}[1]dsk1.advdatatnk{ENTER}

caps-on=true|~|


name: BBS Version
path: BBSBASE.zip
filetorun: BBSBASE.dsk
data:
2|~|0|~|0|~|0|~|0|~|1|~||~|CL99-KS=2 RUN"DSK1.BBSBALL1"\n
cart1=system\phm3026c.bin
cart2=system\phm3026d.bin
cart3=system\phm3026g.bin
run=bbsball1|~|


name: Playground
path: PLAYGRND.zip
filetorun: PLAYGRND.dsk
data:
2|~|0|~|0|~|0|~|0|~|1|~||~|CL99-KS=1 OLD DSK1.DEMO\n RUN\n
keyseq=1[2]old dsk1.demo{enter}[5]run{enter}
|~|


# games

name: Adult Adventure
filename: Disks\adventure\adventure.zip
filetorun: sup1.txt
scrnshotfilename: A\Adult Adventure.png
gemus: advfile=ADULT-ADV mode=XB
comment: Scott Adam's - Adventure Editor
v_comment: adv
memotext:
An adult adventure -- Author: Stephen Peacock
Walkthrough by Auraes for the TI-99/4a

Look writing
S
Go toilet
Piss
U, N
Get panties
Look panties  (Number 9)
Wear panties
Get bra
Wear bra
W
Get skirt
Wear skirt
Get blouse
Wear blouse
E, N, E, S, S
Say exam
Remove panties
Remove bra
Remove skirt
Remove blouse
Get gown
Wear gown
Go table
Press button
Look ceiling (Number 6 & 9)
U
Remove gown
Drop gown
Wear panties
Wear bra
Wear skirt
Wear blouse
N, N, E, E, E, U
Feel man (Number 2)
Remove panties
Remove bra
Remove skirt
Remove blouse
Fuck me
Wear panties
Wear bra
Wear skirt
Wear blouse
D, W, N, N
Look dancer
Feel tit (Number 2)
 W
Listen radio (Number 3)
N
Smell fish (Number 5)
N, E
Write Firetruck
Go door
Suck man (Number 5)
W, W, N
Go chair
Say eat
Open cookie
Read note (Number 3)
U, S, W, N
SAY 396253925
Remove panties
Get bag
Douch

** YOU HAVE SOLVED THIS ADULT ADVENTURE! **


name: Adventure of Bigfoot
filename: Disks\adventure\adventure.zip
filetorun: sup1.txt
scrnshotfilename: A\Adventure of Bigfoot.png
gemus: advfile=BIGFOOT mode=XB
comment: Scott Adam's - Adventure Editor
v_comment: adv
memotext:
Solution by Garry Francis
----------------------------------------
This is a minimal solution. You'll need to EXAMINE or LOOK at lots of things for this solution
to make sense. Some optional (but significant) commands are shown in brackets. You can omit these
once you know what to do.

Your inventory is limited to 5 items, so inventory management is important to avoid any
backtracking.

There are 12 rooms in the desert. You get thirsty in 10 of these rooms. I have shown these as
"thirsty rooms" on my map. For every move you spend in a "thirsty room", a
counter is incremented. When the counter gets to 5, you are warned that you are getting thirsty.
When it gets to 7, you are warned again. When it gets to 9, you die of thirst. If you take a drink
of water, the counter decreases by 4. You can drink water as often as you like, as the supply seems
to be endless. You need to spend a minimum of 6 moves in the "thirsty rooms", thus you can
get through the desert without a drink of water, but it's probably safer to take at least one
swig just to play it safe.

N
LOOK CAN (you find empty bottles, matches and box)
GET BOTTLES
GET MATCHES
GET BOX
S
GET WATER (you now have bottles of water to drink when you get thirsty)
W
W
W
W
N
W
(LOOK SHACK) (it has broken windows)
DRINK WATER
DROP BOTTLES
ENTER WINDOW (you hear a rattling sound)
SAVE GAME (in case you get bitten by a rattler next move, this is random)
MOVE COT (you find a key or get bitten by a rattler, if the latter, start again)
GET KEY
GET LANTERN
GET SHOVEL
ENTER WINDOW
S
S
W
DROP KEY
LIGHT LANTERN
DROP MATCHES
ENTER MINE (opening collapses behind you)
DIG (you find gold nuggets)
GET GOLD (you put them in the empty box)
GET AXE
GET ROPE
DIG OUT
DROP SHOVEL
GET KEY
W
N
W
W
S
CHOP TREE (with axe, logs appear)
DROP AXE
GET LOGS
N
DROP LOGS
TIE LOGS (with rope, raft appears)
PUSH RAFT (what direction?)
TO RIVER
GO RAFT
PUSH OFF (you fall asleep and wake 4 hours later, jammed into a fallen tree)
EXIT RAFT
N
GO HUT
(LOOK CHEIF) (note bad spelling, he points to sky and repeats Yeti! Yeti! Yeti!)
(GET CAGE) (chief says "No! Me trade.")
GIVE GOLD (chief takes it and runs off)
GET CAGE
EXIT HUT
N
U
ENTER OPENING
(HELP) (Bigfoot is afraid of light)
DROP CAGE
UNLIGHT LANTERN (you hear a rustling sound)
LOCK CAGE (with key)
GET CAGE (you now have Bigfoot in cage)
EXIT CAVE
U
(LOOK MOUNTAIN) (you see a path)
GO PATH (you see a town below)
GO TOWN (cheering crowd greets you, you're a hero)
***THE END***


name: [MBX] I'm Hiding
filename: Carts\mbx_im_hiding.zip
filetorun: phm3155c.bin
scrnshotfilename: I\I'm Hiding.png
gemus: rpk=mbx_im_hiding.rpk memory=32k cart2=phm3155g.bin
comment: Not Working - MBX Hardware required
memotext:
Currently not working - no emulator MBX support.

This game MUST be used with Milton Bradley's MBX System (an add-on for the TI-99/4A). The MBX allowed for the use of Voice Recognition, improved Speech Synthesis, a 360? Analog Joystick, and an Action-Input Keypad for video games designed for it. The reason for the MBX requirement is because the game requires the player to control the turtle's movements through either voice recognition or by keypad. Since there are many functions the turtle can perform, such as digging, eating, climbing, etc. the Action-Input Keypad is needed along with an overlay telling the player what button performs which action.


name: Adventure #14 - Buckaroo Banzai
filename: Disks\adventure\adventure.zip
filetorun: sup1.txt
scrnshotfilename: B\Buckaroo Banzai.png
gemus: advfile=BUCKY mode=XB
comment: Scott Adam's - Adventure #14
memotext:
          BUCKAROO BANZAI /by Scott Adams - Adventure International/
           ==========================================================

This game is strictly deterministic, without important random elements, so it
is possible to give exact step by step solution.

                                 Solution:
                                 ---------

(You start in Yoyodyne office) MOVE TABLE (you find a safe), W, E, E, GO
HOUSE, GET TOOLBOX, EXAMINE TOOLBOX (a sticker reads "Sam's Service Station"),
S, W, W, GO STATION, DROP TOOLBOX, GO BOOTH, EXAMINE TRASH (you find old car
battery), GET BATTERY, EXAMINE BATTERY (there is no water in it), N, E, N, N,
W, GO CAR, EXAMINE DASHBOARD (the car is out of fuel), EXAMINE COMPARTMENT,
INVENTORY (you find a formula and a jar of glowing fluid), READ FORMULA (how
to made a fuel for the car), GET OUT (of the car), DROP FORMULA, N, GET SAND,
GO SHACK, GET RADIO, EXAMINE RADIO (there is transmit switch but there's no
battery and no antenna), E, N, FILL BATTERY (with the water from the lake), E,
S, W, DROP BATTERY, E, S, S, W, GO SHED, DROP RADIO, CONNECT ANTENNA (to the
radio), N, E, GO YOYODYNE, DROP SAND, DROP JAR, W, N, GO STORE, GET PICK, GET
GET PUMP, EXAMINE PUMP (a hose is only 6 ft. long), GET HYDROMETER, GET
CABLES, E, N, W, CHECK BATTERY (using the hydrometer - aha, the battery is
dead), DROP HYDROMETER, E, S, S, S, E, DIG (using the pick - you dig a hole),
EXAMINE HOLE (you see an underground phone line), CUT LINE, GET LINE (it is
still attached), DIG (again - you din an another hole), CUT LINE, GET LINE
(this time you succeed), W, N, N, N, N, EXAMINE MOUNTAIN (you see a ledge 15
ft. up with a small peak), DROP PUMP, DROP CABLE, THROW LINE (now you have the
problem: your hands must be empty to climb the line but you will need the pick
later; so you must use a trick), TIE LINE, TO PICK, CLIMB LINE (you climb on
small mountain ledge), PULL LINE (now you have the pick), GET QUARTZ (using
the pick), D, DROP PICK, DROP LINE, GET PUMP, GET CABLE, S, W, GET BATTERY,
EXAMINE CAR (you see power terminals, fuel tank and a jet engine connected by
a hose), CONNECT CABLES, TO BATTERY (preparing for recharging, you will
recharge it later), GET HOSE (now you can make the hand pump hose longer), E,
S, S, GO STATION, OPEN TOOLBOX (something is inside), INVENTORY (you now have
a key, a roll of duct tape and a flashlight), EXAMINE PIPE (locked), UNLOCK
PIPE (with the key), DROP KEY, CONNECT HOSE (to the hand pump using the tape),
DROP TAPE, E, GO YOYODYNE, GET SAND, GET JAR (the glowing fluid in it is the
required catalyst), LIGHT FLASHLIGHT, GO STAIRCASE, DROP QUARTZ, DROP JAR,
DROP SAND, EXAMINE STAIRCASE, INVENTORY (you find an empty chemical jug), GO
STAIRCASE, UNLIGHT FLASHLIGHT, W, GO STATION, PUT HOSE (now, it can reach deep
enough to get the gasoline), PUMP GAS (into the jug, using the hand pump),
DISCONNECT HOSE, DROP PUMP, E, N, N, W, GET FORMULA, DROP HOSE, E, S, S, GO
YOYODYNE, GO STAIRCASE, LIGHT FLASHLIGHT, DROP JUG, MAKE FUEL, DROP FORMULA,
GO STAIRCASE, UNLIGHT FLASHLIGHT, W, N, N, W, CONNECT CABLES, TO TERMINALS
(now the battery is ready for the recharging, but the recharging is possible
only when the car engine is on), REFUEL CAR, DROP JUG, GET HOSE, N, N, WASH
HOSE (very important), S, S, REPLACE HOSE (must be washed first, else the car
engine will explode due to dirty fuel), GO CAR, EXAMINE DASHBOARD (fuel gauge
now reads full), PRESS BUTTON (engine is idling), GET OUT, GET BATTERY (now
recharged), GO CAR, CLOSE COCKPIT (you must close it if you want to drive the
car, else the engine will only idle), PRESS BUTTON (you drive to Main Street),
PRESS BUTTON (you drive inside the mountain), LIGHT FLASHLIGHT, OPEN COCKPIT,
GET OUT, EXAMINE BOMB (you can see a light marked "RFI shield" is on, a switch
and an envelope), PRESS SWITCH (something happened), EXAMINE BOMB (RFI shield
is now off - the bomb now can get commands using radio waves), GET ENVELOPE,
N, OPEN DOOR (you go through and it closes behind you), UNLIGHT FLASHLIGHT,
DROP FLASHLIGHT, W, N, W, GET CABLES, E, S, S, GO YOYODYNE, OPEN ENVELOPE
(something is inside), INVENTORY (you find a key), DROP ENVELOPE, OPEN SAFE
(with the key from the envelope), INVENTORY (you find a sheet of paper), W, W,
GO SHED, DROP BATTERY, DROP CABLE, CONNECT BATTERY (to the radio), READ PAPER
(how to deactivate the bomb), EXAMINE RADIO (there is a transmit switch),
PRESS SWITCH, TRANSMIT WARFIN, TRANSMIT YOYODYNE (The Earth is again safe, the
adventure is over).

                                  Hints:
                                  ------

- To save the game type SAVE GAME. Typing only SAVE will not be enough.
- Use flashlight only when necessary, else you will run out of light very
  soon.
- Avoid going to the freeway; there is no way to go back from there, although
  going there gives you a hint what is your task in the game.


name: Core War
filename: Disks\COREWAR.zip
filetorun: TIF.DSK
scrnshotfilename: C\Core War.png
gemus: ea3file=FORTH prgname=91 LOAD\nCOREWAR mode=EA flop2=COREWAR.dsk
v_comment: takes 2 mins to load
memotext:
only works in Classic99

load forth.
enter "91 LOAD" - takes approx 3 mins to load.
enter "COREWAR" to run program.


name: [MBX] Terry Turtle's Adventure
filename: Carts\mbx_terry_turtle.zip
filetorun: phm3154c.bin
scrnshotfilename: T\Terry Turtle's Adventure.png
gemus: rpk=mbx_terry_turtle.rpk speech=yes cart2=phm3154g.bin
comment: Not Working - MBX Hardware required
memotext:
Currently not working - no emulator MBX support.

This game MUST be used with Milton Bradley's MBX System (an add-on for the TI-99/4A). The MBX allowed for the use of Voice Recognition, improved Speech Synthesis, a 360? Analog Joystick, and an Action-Input Keypad for video games designed for it. The reason for the MBX requirement is because the game requires the player to control the turtle's movements through either voice recognition or by keypad. Since there are many functions the turtle can perform, such as digging, eating, climbing, etc. the Action-Input Keypad is needed along with an overlay telling the player what button performs which action.

1) MBX bank switching preliminary (use type '!'). Paging works in the same manner as 379 style ROMs 
(that is, it assumes one big ROM, so load at 8k offset for pages). But MBX only pages the top half of the cart space, so only load the top half of each page. As an example using PC99 format files:

[usercart1]
name=Terry Turtle
rom0=G|6000|2000|C:\classic99\other\TerryTurtle\PHM31546.GRM
rom1=G|8000|2000|C:\classic99\other\TerryTurtle\PHM31545.GRM
rom2=G|A000|2000|C:\classic99\other\TerryTurtle\PHM31544.GRM
rom3=!|0000|2000|C:\classic99\other\TerryTurtle\PHM31543.GRM
rom4=!|2FFE|1002|C:\classic99\other\TerryTurtle\PHM31542.GRM
rom5=!|4FFE|1002|C:\classic99\other\TerryTurtle\PHM31541.GRM
rom6=!|6FFE|1002|C:\classic99\other\TerryTurtle\PHM3154.GRM

This boots. Load values were determined from the header. But of course is rather pointless since it will 
not operate without the MBX itself, which is not emulated. If we could get the MBX files released publically, 
there were not many, we could compile simpler ROM tables for them.


name: [app] Computer Music Box - Advanced Composer / Random Music
filename: Disks\ComputerMusicBox.zip
filetorun: ComputerMusicBox.dsk
scrnshotfilename: C\Computer Music Box.png
gemus: xbfile=COMPOSER_X ;xbfile=RANDOM_X ;xbfile=ADVCOMP_X
memotext:
3 Programs on disk enter one of these to load...
or edit the GEMUS with F2, and remove the semicolon on your choice.

RUN"DSK1.COMPOSER_X"
RUN"DSK1.RANDOM_X"
RUN"DSK1.ADVCOMP_X"


name: Adventure #05 - The Count
filename: Disks\adventure\adventure.zip
filetorun: sup1.txt
scrnshotfilename: C\Count.png
gemus: advfile=COUNT mode=XB
comment: Scott Adam's - Adventure #05
memotext:
THE COUNT (Scott Adams)
-----------------------

This game is a real pain getting through, because it relies so heavily on 
timing. There isn't really a great deal to do, which means that you spend most 
of the time waiting. Well, anyway, a few notes:

1. The cigarettes: make sure to get the PACK, not just one cigarette! The pack 
may be hidden in the closet to prevent it from being stolen, but it's not 
necessary.
2. You can't avoid getting bitten by the Count!
3. Certain aspects of the game are randomized, so if the postcard/package arrive 
too late in the day, try re-scheduling or restore your game
4. Eating the tablets and lighting the torch are a matter of timing. The 
suggestions below are just that: suggestions. Try to eat the tablet when the sun 
starts to set and you'll have plenty of time.


Day 1: hide the stake and get the nail-file

GET SHEETS, GET UP, N, W, GO DUMB-WAITER, RAISE DUMB-WAITER, GO ROOM, GET GARLIC 
(protection for nighttime), GET MATCHES, GO DUMB-WAITER, LOWER DUMB-WAITER, 
LOWER DUMB-WAITER, GO ROOM, D, TIE SHEETS, TO RINGS, CLIMB SHEETS, LIGHT MATCH 
(allows you to see the torch), GET TORCH, CLIMB SHEETS, u, GO VENT (tells you 
that a bat can get thru it), GO DUMB-WAITER, RAISE DUMB-WAITER, GO ROOM, E, WAIT 
(until you hear the bell), E, GET POSTCARD, READ POSTCARD, REMOVE CLIP, DROP 
POSTCARD, DROP NOTE, W, W, GO DUMB-WAITER, LOWER DUMB-WAITER, GO ROOM, PICK LOCK 
(using the clip), OPEN DOOR, GO DOOR, EMPTY VIAL, GET TABLETS, EAT TABLET (if 
tired), LIGHT TORCH, DROP STAKE, W, CLOSE DOOR, LOCK DOOR, GO DUMB-WAITER, RAISE 
DUMB-WAITER, GO ROOM, GO OVEN (only possible after sunset), GET NAIL FILE, W, E, 
S, GO BED, UNLIGHT TORCH, SLEEP...

DAY 2: find the coffin and break its lock

DROP CLIP, GET SHEETS, GET UP, TIE SHEETS, TO BED, GET END (of sheet), OPEN 
WINDOW, GO WINDOW, DROP END, CLIMB SHEET, GO WINDOW, GO WINDOW, REMOVE PORTRAIT, 
DROP PORTRAIT, GO WINDOW, CLIMB SHEET, CLIMB SHEET, GO WINDOW, N, N, EXAMINE 
MIRROR (you have two more days), S, WAIT (until bell rings), OPEN PACKAGE, GET 
PACK, W, S, GO WINDOW, CLIMB SHEETS, GO WINDOW, GO WINDOW, EAT TABLET, LIGHT 
TORCH, GO PASSAGE, N (notice the "no smoking" sign?), DROP TABLET, WAIT (till 
sunset), GET CIGARETTE, LIGHT CIGARETTE, SMOKE CIGARETTE (Drac's coffin becomes 
visible), OPEN COFFIN, GO COFFIN, BREAK BOLT, WITH FILE, U, DROP CIGARETTE (the 
lit one), S, S, GET CIGARETTE (a new one from the pack), GO WINDOW, UNLIGHT 
TORCH, CLIMB SHEETS, CLIMB SHEETS, GO WINDOW, GO BED, SLEEP...

DAY 3: kill the Count!

(your pack has been stolen, but you still have one cigarette!!) 
DROP GARLIC, GET SHEETS, GET CLIP, GET UP, N, W, GO DUMB-WAITER, LOWER DUMB-
WAITER, GO ROOM, PICK LOCK, DROP CLIP, DROP FILE, GET MALLET, GO DOOR, GET 
STAKE, W, GO DUMB-WAITER, RAISE DUMB-WAITER, GO ROOM, E, S, OPEN WINDOW, TIE 
SHEETS, TO BED, GET END, GO WINDOW, DROP END, CLIMB SHEET, GO WINDOW, GO WINDOW, 
LIGHT TORCH, GO PASSAGE, N,
LIGHT CIGARETTE, SMOKE CIGARETTE, OPEN COFFIN, GO COFFIN, KILL DRACULA (with 
stake and mallet)

(You have won the game!!)


name: [MAME] [OS] GENEVE
filename: Disks\GENEVE.zip
filetorun: geneve.dsk
scrnshotfilename: G\GENEVE.png
gemus: emu=MAME hard1=system\geneve.hd geneve=true
memotext:
This is a Geneve Emulation representing a Hard Disk containing MDOS operating System, Games, Applications and Utilities etc.  There are Games on the Hard Disk Which will only work using Geneve emulation, EG: Infocom's Leather Goddesses of Phobos. 


name: Adventure #09 - Ghost Town
filename: Disks\adventure\adventure.zip
filetorun: sup1.txt
scrnshotfilename: G\Ghost Town.png
gemus: advfile=GHOST mode=XB
comment: Scott Adam's - Adventure #09
memotext:
The 50 Bonus Points Solution.


There are several versions of this game and the time limits regarding bonus points are not
consistent across those versions. This solution is based on the shortest known time limits and
should therefore give you the full 50 bonus points no matter which version you play. Although based
on the shortest known time limits this is not the shortest solution possible, some actions are
included because they explain later actions, though some explanatory actions (such as playing the
piano or using the compass away from the horseshoe) have been omitted because of the time
constraints.

As the time limits prevent the use of the look command this solution will make little sense when
playing a version of the game that requires you to look whenever you move to a new location or to
see the consequences of other actions. For those playing such versions it is suggested that you
first become familiar with the layout of the locations and the outcome of various actions before
playing through this solution as written.

WARNING. When carrying out this solution do not attempt to save the game as saving the game will
lose you points. Emulator snapshots, and similar, are exempt from this warning.


START
W, go store, get compass, get shovel, get matches, n, w, go office, move safe, connect wires, tap
key (this is Morse code for shake topper, or should be, in some versions of the game it reads shake
toppr), s, w, go stable, go stall, examine compass (a magnetic horseshoe), drop compass, get
horseshoe, s, s, e, e, e, open door, with horseshoe.


GHOSTLY BELLS
(If a bell has rung within the past couple of moves) W, go saloon, clap, open piano, read map, s, e,
go barbershop, shake hat (from the Morse code), get key, s, go jail, open door, drop key, go door,
get hammer, n, n, w (continue from THE MINE).

(If a bell has not rung then) Go barbershop, shake hat (from the Morse code), get key, s.

(If a bell has now rung then) W, go saloon, clap, open piano, read map, s, e, go jail, open door,
drop key, go door, get hammer, n, n, w (continue from THE MINE).

(If a bell has still not rung then) Go jail, open door, drop key, go door, get hammer, n, n, w, go
saloon (a bell must have rung by now), clap, open piano, read map, s.


THE MINE
W, w, w, w, s, go ravine, light brush, go ravine, go mine, light match, d, light match, get candle,
light candle, s, dig roof, get nugget, n, u, u, drop nugget.


GUNPOWDER AND A RIDE
Get charcoal, u, n, n, dig, get powder, s, e, e, go stable, dig manure, mix gunpowder, drop candle,
go stall, go paint, get spurs, spur paint, get up, go stall, go hole, get keg, n, empty keg, shoe
paint, go paint, say giddyup, go teepee, get tom, get necklace, beat tom, say how, get up, fill keg,
with gunpowder, drop hammer, get keg, get candle, s, e, go office, drop keg, s.


REVENGE AND STORAGE
E, e, go jail, get gun, n, e, e, shoot snake, dig, drop shovel, go grave, get coin, kill worm
(revenge for "Pyramid of Doom"), u, w, w, w, go store, read sign, drop spurs, drop
necklace, drop tom, drop coin, drop gun, n.


A ROOM FOR THE NIGHT
Go saloon, get bell, s, w, go hotel, go counter, get cashbox, n, e, ring bell, drop bell, move bed,
get tape, w, n, w, w, w, s, go ravine, get nugget, go mine, get bullet, u, u, n, e, e, e, e, go
saloon, tape mirror, break mirror, drop tape, go hole, get board, unlight candle (if it has not
already gone out), e.


SUNSET
(By now it should be completely dark, if not then take your inventory - I - a few times until it is)
Light match, dance, i (you won a silver cup), light candle, s, w, go hotel, e, go bed, unlight
candle (if it has not already gone out), sleep.


MORNING
Get up, drop candle, drop matches, w, n, w, w, w, s, jump ravine, w, go shack, examine floorboards,
get plank, drop plank, go hole, get pelts, u, tap key, s, e, jump ravine, n, e, e, e, examine safe,
get bag, e, go store, drop bullet, drop nugget, drop cashbox, drop board, drop cup, drop pelts, drop
bag, pass go (the clue from the jail, you are passing the go board and by doing so gain $200),
score.


name: Adventure #12 - The Golden Voyage
filename: Disks\adventure\adventure.zip
filetorun: suppli.txt
scrnshotfilename: G\Golden Voyage.png
gemus: advfile=GOLDEN mode=XB
comment: Scott Adam's - Adventure #12
memotext:
GOLDEN VOYAGE

To start off in Golden Voyage you arrive in a small kingdom where
the king is dying of old age.  He asks you to find the magical potion to
restore his long lost youth. You agree and begin your journey into the
high seas.  You only have 3 days to complete your mission, but first some
general hints to help get you started:

  1. The sandals will keep your feet from being stung.
  2. The only pieces of land are: Persian City, Small Island, Sandy Beach,
     and Rocky Strand.
  3. There are three fountains, only one holds the elixer..
  4. The white globe will blind the Cyclops.
  5. You will be blinded also if you do not wear the mask.
  6. The right tablets must be put into the corresponding fountains.


    To begin go [WEST] and then [NORTH] and then |GO PALACE|, |GET BAG|.
Now go [EAST,SOUTH] and |BUY COMPASS|, |BUY TELESCOPE|, |BUY TABLET|.
|GET COMPASS|, |GET TELESCOPE|, |GET TABLET| and finally go [EAST].
|BUY SANDALS|, |GET SANDALS| and go [W,W].  |BUY SHIP|, |DROP BAG|, |GO SHIP|,
|DROP COMPASS|, |WEAR SANDALS|, |WEIGH ANCHOR|, |SAIL WEST|, |GO MAST|,
|LOOK TELESCOPE|, go [DOWN], |SAIL EAST|, |SAIL EAST|, |SAIL EAST|, |GO MAST|.
|LOOK TELESCOPE|, go [DOWN], |SAIL WEST|, |SAIL WEST|, |SAIL SOUTH|, |GO MAST|.
|LOOK TELESCOPE|, |DROP TELESCOPE|, go [DOWN]. Ok, now that we got all that
sailing out of the way let's explore that Island!.  Type: |DROP ANCHOR|,
|GO STRAND|.  Now your going to have to wait until the statue comes to life.
Once it does: |GO STAIRCASE|, |PUSH STATUE|, |GET FLINT|, |WALK UP|, go [W].
Now, |LOOK ALTAR| and |PRAY|.  Then go [N] and |GET CHEST| and then head off
back to the [S].  |GO PASSAGE|, and then go [W] and |GET STONE|.  Now go
[E,N,E] and |GO STAIRCASE|, then |WALK DOWN| and |LOOK RUBBLE|.  Aha!
another one!  |GET STONE|.  Now get back on your ship and drop some of
your items off.  |GO SHIP|, |DROP STONE|, |DROP STONE|, |DROP CHEST|,
and |WEIGH ANCHOR|.  Now for some more sailing, |SAIL NORTH|, |SAIL WEST|,
and |DROP ANCHOR|.  Now, |GO ISLAND| and go [W].  |GET SHOVEL| and go [E].
|GO SHIP|, |WEIGH ANCHOR|, |SAIL EAST|, |SAIL SOUTH|, |DROP ANCHOR| and
then |GO STRAND|.  Go [SOUTH] and |DIG|, |GET KEY| and then go [NORTH].
Now, back to the ship!  |GO SHIP|, |WEIGH ANCHOR|, |UNLOCK CHEST|,
|LOOK CHEST|, |DROP KEY|.  Then |SAIL NORTH|, |SAIL EAST|, |SAIL EAST|,
|DROP ANCHOR|, |GO BEACH|, |GO JUNGLE|, and |DIG|.  Now go [NORTH] and
|DIG|, |DIG|.  Now |GET TORCH| and |GO CAVE|.  Then |LIGHT TORCH| and
then type |IN FOUNTAIN|.  Go [WEST] and |GET STONE|, go [SOUTH], |GET ROPE|,
Go [WEST] and |UNLIGHT TORCH|, |GO SHIP|, |WEIGH ANCHOR|.  O.K., Here
we go with some more sailing!  |SAIL WEST|, |SAIL WEST|, |SAIL WEST|.
|DROP STONE|, |GET TABLET|, |DROP ROPE|, |DROP ANCHOR| and |GO ISLAND|.
Go [NORTH] and |SAY SUN| then |LIGHT TORCH| and |GO CREVICE|.  Now Type:
|IN FOUNTAIN|, |LOOK FOUNTAIN|, |GET GLOBE|, |GO CREVICE|, |UNLIGHT TORCH|.
Now go [SOUTH] and |GO SHIP|, |WEIGH ANCHOR|, |SAIL EAST|, |SAIL SOUTH|.
|DROP ANCHOR|, |DROP SHOVEL|, |GET ROPE|, |GET MASK|, |GO STRAND|,
|GO STAIRS|, |WALK UP|, go [WEST], |LIGHT TORCH|, |DROP FLINT|, |GET CHALICE|.
|GO PASSAGE|, |GO HALLWAY|, go [EAST], |TO STALACTITE|, |IN PIT|.
|CLIMB ROPE|, |WEAR MASK|, and go [SOUTH], then |DROP GLOBE| and |GO CAVE|.
Go [WEST], |FILL CHALICE|, then go [E,N,N] and |CLIMB ROPE|.  Now go
[W,N,N,E] and |GO STAIRCASE|, |WALK DOWN|, and |GO SHIP|.  Finally got
off that damn island!  Now let's get back to the king!  |WEIGH ANCHOR|,
|SAIL NORTH|, |GO CITY|, then go [E,N] and |GO PALACE|.  Now!! |GIVE CHALICE|!
You saved the king and everyone is happy!  Especially you since now your
a millionare and talk of the town!


name: Gravity Master
filename: Disks\Grvmstr.zip
filetorun: Grvmstr.dsk
scrnshotfilename: G\Gravity Master.png
gemus: mode=XB
memotext:
choose menu option '3' (linker)
press 'N'
type name of game file to load.
 dsk1.EASYDEMO
 dsk1.HARDDEMO


name: Adventure Questprobe #1 - The Hulk
filename: Disks\adventure\adventure.zip
filetorun: sup1.txt
scrnshotfilename: H\Hulk.png
gemus: advfile=HULK mode=XB
comment: Scott Adam's - Questprobe #1
v_comment: adv
memotext:
THE INCREDIBLE HULK (Scott Adams)

Commodore 64 solution


(You are tied to a chair) BITE LIP (you become the Hulk and break your 
ropes), LOOK, GET GEM, GET FAN, E, PRESS BUTTON (to avoid dying), BITE 
LIP (Hulk again), GO TUNNEL, GET GEM, LIFT DOME (you find a gem), GET 
GEM, DIG HOLE, GO HOLE, DIG (until you find a gem), GET GEM, U, E, DROP 
GEM, DROP GEM, DROP GEM, DROP GEM, S (till you reach 'Chief Examiners 
Office'), EXAMINE DESK, GET GEM, GO DOOR, DROP GEM, S (until you reach 
the field where there is a gem but no tiny holes), GET GEM, DIG HOLE, GO 
HOLE, DIG (until you uncover another gem), GET GEM, U, LIFT DOME (yet 
another gem), GET GEM, EXAMINE DOME (you see a mesh), WAVE FAN, AT MESH 
(you blow the bees inside away), GO DOME, W, GET WAX, E, BITE LIP, GO 
TUNNEL, E, DROP GEM, DROP GEM, DROP GEM, S (until you reach the field 
with the ants' holes), GET GEM, E, DROP GEM, S (until you reach the 
ants), DIG HOLE, GO HOLE, DIG (gem hunt!), GET GEM, U, E, DROP GEM, S 
(until you reach the ants), LIFT DOME, E, S (until you reach the ants), 
GET GEM, GO DOME, DROP FAN, GET GEM, W, GET GEM, BITE LIP (until you see 
Dr. Strange), BITE LIP (until he points at the baseboard), EXAMINE 
BASEBOARD, PLUG OUTLET, USE WAX, BITE LIP, ASK STRANGE (until he tells 
you to remember your worst nightmare), ASK STRANGE (until he leaves, 
dropping a gem), GET GEM, GET WAX, E, BITE LIP, GO TUNNEL, E, DROP GEM, 
DROP GEM, DROP GEM, DROP GEM, REMEMBER NIGHTMARE (you become incredibly 
strong), S (until you reach the field without mesh on the dome and 
without ants), GO DOME, W, PULL RING, E, BITE LIP, GO TUNNEL, E (to 
'Fuzzy Area'), REMEMBER NIGHTMARE, N (you stand in an underground room), 
EAT EGG (before it explodes!), REMEMBER NIGHTMARE, EXAMINE WALL (you 
notice some scratches), REMEMBER NIGHTMARE, SCRATCH WALL (it cracks 
open), GO CRACK, EXAMINE CAGE (you see Ant-Man), GET GEM, GO CRACK, GO 
HOLE (which you made by pulling the ring), E, BITE LIP, GO TUNNEL, E, 
DROP GEM, PLUG EARS, USE WAX, HOLD NOSE, S (until you reach the ants), 
WAIT, CLOSE EYES (the ants attack you but pose no threat), GET ANTS, E, 
N, GO CRACK (Ant-Man guide the ants to release him. He gives you a gem), 
OPEN EYES, GET GEM, GO CRACK, GO HOLE, E, BITE LIP, GO TUNNEL, E, DROP 
GEM, N, GET GEM, GO HOLE, E, BITE LIP, GO TUNNEL, E, DROP BIOGEM, SCORE 
(Chief Examiner gives you the password ARIA. You have completed the 
game!)


name: Adventure #03 - Mission Impossible / Secret Mission
filename: Disks\adventure\adventure.zip
filetorun: suppli.txt
scrnshotfilename: M\Mission Impossible.png
gemus: mode=XB advfile=MISSION
comment: Scott Adam's - Adventure #03
memotext:
SECRET MISSION     /by Scott Adams - Adventure International/
=============================================================

Here will be given a complete solution. This game also depends of some random
elements, so on one place in the game it is not possible to give exact step by
step solution. However, I tried to formalize the solution as much as possible.

                                Solution:
                                ---------

START RECORDER (you will be informed what is your mission), TAKE RECORDER, W,
S, SIT (on the chair; you will see 4 control buttons), PRESS RED, PRESS WHITE
(a photo of you stamped 'visitor' will fall on the floor), STAND UP, TAKE
PICTURE, N, WAIT (until you hear a dull thud).  Now search arround using a map
until you find a dead saboteur. You can find him in the grey room or in the
yellow room, the exact location is random. TAKE SABOTEUR, FRISK SABOTEUR (you
will find a lot of useless objects, but a picture stamped 'window maintance' is
useful), TAKE PICTURE. Now return to the long sloping corridor. U, N, SHOW
PICTURE (to go through white door you need a picture stamped 'visitor'), BREAK
WINDOW, WITH RECORDER (after this, the camera will start scanning window area,
and if you don't undertake something, you will be killed very soon), SHOW
PICTURE (marked 'window maintance'; this is picture of a saboteur, so you must
carry him for successful authorization; after this, a scanning will be stoped),
GO WINDOW, TAKE KEY, GO WINDOW, PRESS WHITE (to open the door), S, D, S, SIT,
PRESS WHITE (to temporary stop the bomb), UNLOCK YELLOW (yellow button is
locked), PRESS YELLOW, PRESS RED, PRESS WHITE (a photo of you stamped
'maintance' will fall on the floor), STAND UP, TAKE PICTURE, N, D, N, SHOW
PICTURE (stamped 'maintance'), W, TAKE MOP, FRISK MOP (a blue key will fall
from it), DROP MOP, TAKE KEY, DROP SABOTEUR, TAKE CUTTERS, E, PRESS YELLOW (to
open the door), S, U, S, SIT, UNLOCK BLUE (blue button is locked), PRESS BLUE,
PRESS RED, PRESS WHITE (a photo of you stamped 'security' will fall on the
floor), STAND UP, DROP KEY, TAKE PICTURE, N, W, DROP KEY, TAKE PAIL, E, N, N,
SHOW PICTURE (stamped 'security'), U, LOOK WINDOW (not necessary, but it will
give to you a hint how to pass through a jammed door), D, W, TAKE WATER (with a
pail), E, KICK DOOR (yes, it will open it), GO DOOR, E, DROP PAIL, W, GO DOOR,
W, TAKE SUIT, WEAR SUIT (a protection against the radiation), E, GO DOOR, D
(you must not enter here without a anti-rad suit, or with a pail, because the
radiation will destroy the plastic pail), CUT WIRE (to release a bomb), TAKE
BOMB, U, E (this is the only location where the bomb may be deactivated without
danger), DROP CUTTERS, TAKE PAIL, POUR WATER AT BOMB (the end).

                                  Hints:
                                  ------

- To save the game type SAVE GAME. Typing only SAVE will not be enough.
- Usage of the buttons in the game seems strange on a first looking, but you
  will discover exact meaning of each button very easy during playing the game,
  and you will see a corelation between button colours and colours of other
  objects in the game.
- You can find a movie cartridge in the control room. If you take it, and
  insert it into empty movie projector in the projectionist room, you can start
  the movie by pressing green key in the white visitors room. If you do it,
  from a movie you can learn some hints about accessing the reactor. But, this
  is not very important, you can discover these hints anyway, if you try to
  access the reactor wrongly (but you will be killed, or your important objects
  will be distroyed).


name: Morphy (Cart)
filename: new\MORPHY_9.BIN
scrnshotfilename: M\Morphy (compiled).png
gemus: emu=classic99
comment: cart version by Tursi
memotext:
Add this line to "Morphy" and it will run fine using RXB.
This sets VDP register 5 to >0F.

5 CALL INIT :: CALL LOAD(10000,215,224,39,29,215,224,39,28,4,96,0,106,133,15,"",8192,39,16):: CALL LINK("X")
--------
Ignore the above post.
There is a much simpler way to do it with no memory expansion required:

Change one line in MORPHY-MM or add to MORPHY

15 CALL PEEKV(-31473,X)
 (It was -153,X which does not do anything in Classic99)
-------

Morphy uses a special loader that modifies the VDP space of the TI.
The game needs to run from the console only with no peripherals, but the use of the Mini Memory cartridge will obviate the need for the loader.

Requirements: Tape recorder. Mini Memory cartridge optional.
Executable to run: SPECIAL LOADER (CS1)


name: MS Adventures
filename: Disks\Msadvntr.zip
filetorun: Msadvntr.dsk
scrnshotfilename: M\MS Adventures.png
gemus: ;CL99-KS=\n2\n\n\n\n DSK1.ADVDATA mode=XB
comment: Mike Stewart
memotext:
Select the required MS Adventure from Extras

device names:

search murgens keep
DSK1.ADVDATASMK

enchanted keep
DSK1.ADVDATATEK

the new king
DSK1.ADVDATATNK


name: Adventure #07 - Mystery Funhouse
filename: Disks\adventure\adventure.zip
filetorun: sup1.txt
scrnshotfilename: M\Mystery Funhouse.png
gemus: advfile=FUNHOUSE mode=XB
comment: Scott Adam's - Adventure #07
memotext:
MYSTERY FUN HOUSE (Adventure International) ? the solution
by Stefano Lorenzin

E / LOOK TREE / TAKE BRANCH / CHEW GUM / (PUT GUM) ON STICK / LOOK GRATING / USE STICK (TO 
GET COIN) / W / BUY TICKET / GIVE DOLLAR / WEAR SHOES / GO HOUSE / N / W / W / W / W / PULL 
GREEN (KNOB) / S / DROP STICK / TAKE SPECS / N / U / W / U / U / U / U / E / DROP WATCH / TAKE COMB 
/ CRAWL / S / D / GO SLIDE / GIVE COMB (TO MERMAID) / TAKE KEY / GO STAIRS / N / D / E / PULL 
YELLOW (KNOB) / N / S / S / E / WEAR SPECTACLES / LOOK MIRROR / OPEN DOOR / GO DOOR / DROP 
SPECS / TAKE HANDLE / E / N / W / W / W / W / PULL BLUE (KNOB) / DROP TICKET / TAKE SIGN / D / 
PULL GREEN (KNOB) / S / DROP SIGN / N / TAKE TRAMPOLINE / U / W / U / U / U / U / GO LADDER / DROP 
HANDLE / DROP TRAMPOLINE / TURN VALVE / GO TRAMPOLINE / JUMP / E / TAKE MATCH / CRAWL / S 
/ D / N / D / E / PULL BLUE (KNOB) / E / PRESS BLUE (BUTTON) [ride stops] / GO MERRY / GO HORSE / 
CLIMB POLE / LOOK UP / JUMP / E / UNLOCK DOOR / TAKE WRENCH / LOOK SHELVES / DROP KEY / 
TAKE FLASHLIGHT / W / D / D / D / D / S / D / PULL YELLOW / N / E / S / E / S / E / E / OPEN GRATE /
WITH 
WRENCH / SLIDE GRATE / DROP WRENCH / LIGHT FLASHLIGHT / GO MANHOLE / E / CLOSE DOOR / 
REMOVE HEEL / READ LETTER / DROP HEEL / GET FUSE / CHEW GUM / (STICK GUM) ON FUSE / ON 
GRATE / LIGHT FUSE / GO HOLE / U / S / GET PLANS. 


name: Adventure #02 - Pirate Adventure
filename: Disks\adventure\adventure.zip
filetorun: sup1.txt
scrnshotfilename: P\Pirate Adventure.png
gemus: advfile=PIRATE mode=xb
comment: Scott Adam's - Adventure #02
memotext:
PIRATE ADVENTURE (Adventure Int.)
---------------------------------

(You begin in a flat in London) GET SACK, GET RUM AND SNEAKERS, CLIMB STAIRS, 
GET BOOK (a passage appears), READ BOOK (remember the word 'YOHO'!) GO PASSAGE, 
E, OPEN BAG, GET MATCHES AND TORCH, W, W, GO WINDOW (don't forget the shoes!), 
SAY YOHO (you are teleported to a deserted island), DROP SNEAKERS AND BOOK, DROP 
SACK, E, GO SHACK, GIVE RUM (the pirate leaves - but he'll be back!), W, E, GO 
PATH, LIGHT TORCH, GO CRACK, GO SHED, GET HAMMER AND WINGS, N, GET SAILS, GO 
CRACK, UNLIGHT TORCH, D, W, W, DROP TORCH AND MATCHES, DROP SAILS AND WINGS, GET 
BOOK AND SNEAKERS, SAY YOHO, GO WINDOW, GO PASSAGE, E, WAKE PIRATE (he returns 
to the island), GET BOTTLE, W, W, D, REMOVE NAILS (from the rug, using the 
hammer), GET RUG, DROP RUG, GET KEYS, SAY YOHO, SAY YOHO, DROP BOOK AND 
SNEAKERS, DROP HAMMER AND NAILS, GET TORCH AND MATCHES, LIGHT TORCH, DROP 
MATCHES, GET WINGS, GO LAGOON, N, GET WATER (in the bottle), GET FISH, S, S, E, 
E, GO CAVE, D, DROP FISH (the crocodiles eat it and exit), UNLOCK DOOR, GO HALL, 
E, GO SHED, GET SHOVEL, N, GET LUMBER, W, GO PIT, U, W, W, DROP TORCH, GO SHACK, 
UNLOCK CHEST, LOOK CHEST, LOOK CHEST, DROP BOTTLE, GET MAP AND PLANS (plans for 
the ship and a treasure map - whoa!), W, W, DROP LUMBER, GO LAGOON, DIG (when 
the water is away), GET ANCHOR, S, MAKE SHIP (of Nails, Lumber, Sails, Keel and 
Anchor and using Plans and Hammer), DROP PLANS, DROP WINGS, GET PARROT, GET 
HAMMER, GET SACK, GO SHIP, WAIT, SET SAIL (off to Treasure Island), GO BEACH, S, 
E, READ MAP, PACE 30, DIG, OPEN BOX (with keys and hammer), DROP HAMMER, DROP 
KEYS, GET STAMP, GO MONASTERY, RELEASE PARROT (it has followed you because of 
the crackers and now it chases the snakes away), GET DUBLOONS, W, W, N, DIG (you 
find some rum, which the pirate snatches), S, WAKE PIRATE, N, GO SHIP, SET SAIL, 
GO BEACH, DROP SACK, GET SNEAKERS AND BOOK, SAY YOHO, GO WINDOW, D, DROP 
DUBLOONS AND STAMP, SCORE (you have brought the two treasures home and have 
solved the adventure!)


name: [Plato Courseware] 1.3 - Subtraction Basic Concepts (disk 1)
scrnshotfilename: P\Plato Subtraction Basic Concepts.png
gemus: mode=plato
filename:
Disks\Plato Courseware 1.3 - Subtraction Basic Concepts (1982)(Texas Instruments)(Disk 1 of 3)[PHD 5205].zip

filetorun:
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name: [Plato Courseware] 1.3 - Subtraction Basic Concepts (disk 2)
scrnshotfilename: P\Plato Subtraction Basic Concepts.png
gemus: mode=plato
filename:
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filetorun:
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name: [Plato Courseware] 1.3 - Subtraction Basic Concepts (disk 3)
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gemus: mode=plato
filename:
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filetorun:
Plato Courseware 1.3 - Subtraction Basic Concepts (1982)(Texas Instruments)(Disk 3 of 3)[PHD 5205].dsk


name: [Plato Courseware] 1.3 - Subtraction Skills (disk 1)
filetorun: Plato Courseware 1.3 - Subtraction Skills (1982)(Texas Instruments)(Disk 1 of 5)[PHD 5206].dsk
scrnshotfilename: P\Plato Courseware.png
gemus: mode=plato
filename:
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name: [Plato Courseware] 1.3 - Subtraction Skills (disk 2)
filetorun: Plato Courseware 1.3 - Subtraction Skills (1982)(Texas Instruments)(Disk 2 of 5)[PHD 5206].dsk
scrnshotfilename: P\Plato Courseware.png
gemus: mode=plato
filename:
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name: [Plato Courseware] 1.3 - Subtraction Skills (disk 3)
filetorun: Plato Courseware 1.3 - Subtraction Skills (1982)(Texas Instruments)(Disk 3 of 5)[PHD 5206].dsk
scrnshotfilename: P\Plato Courseware.png
gemus: mode=plato
filename:
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name: [Plato Courseware] 1.3 - Subtraction Skills (disk 4)
filetorun: Plato Courseware 1.3 - Subtraction Skills (1982)(Texas Instruments)(Disk 4 of 5)[PHD 5206].dsk
scrnshotfilename: P\Plato Courseware.png
gemus: mode=plato
filename:
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name: [Plato Courseware] 1.3 - Subtraction Skills (disk 5)
filetorun: Plato Courseware 1.3 - Subtraction Skills (1982)(Texas Instruments)(Disk 5 of 5)[PHD 5206].dsk
scrnshotfilename: P\Plato Courseware.png
gemus: mode=plato
filename:
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name: [Plato Courseware] 1.4 - Multiplication Basic Concepts (disk 1)
scrnshotfilename: P\Plato Courseware.png
gemus: mode=plato
filename:
Disks\Plato Courseware 1.4 - Multiplication Basic Concepts (1982)(Texas Instruments)(Disk 1 of 8)[PHD 5207].zip

filetorun:
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name: [Plato Courseware] 1.4 - Multiplication Basic Concepts (disk 2)
scrnshotfilename: P\Plato Courseware.png
gemus: mode=plato
filename:
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filetorun:
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name: [Plato Courseware] 1.4 - Multiplication Basic Concepts (disk 3)
scrnshotfilename: P\Plato Courseware.png
gemus: mode=plato
filename:
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filetorun:
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name: [Plato Courseware] 1.4 - Multiplication Basic Concepts (disk 4)
scrnshotfilename: P\Plato Courseware.png
gemus: mode=plato
filename:
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name: [Plato Courseware] 1.4 - Multiplication Basic Concepts (disk 5)
scrnshotfilename: P\Plato Courseware.png
gemus: mode=plato
filename:
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filetorun:
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name: [Plato Courseware] 1.4 - Multiplication Basic Concepts (disk 6)
scrnshotfilename: P\Plato Courseware.png
gemus: mode=plato
filename:
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filetorun:
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name: [Plato Courseware] 1.4 - Multiplication Basic Concepts (disk 7)
scrnshotfilename: P\Plato Courseware.png
gemus: mode=plato
filename:
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filetorun:
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name: [Plato Courseware] 1.4 - Multiplication Basic Concepts (disk 8)
scrnshotfilename: P\Plato Courseware.png
gemus: mode=plato
filename:
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filetorun:
Plato Courseware 1.4 - Multiplication Basic Concepts (1982)(Texas Instruments)(Disk 8 of 8)[PHD 5207].dsk


name: [Plato Courseware] 1.4 - Multiplication Skills 1 (disk 1)
filetorun: Plato Courseware 1.4 - Multiplication Skills 1 (1982)(Texas Instruments)(Disk 1 of 6)[PHD 5208].dsk
scrnshotfilename: P\Plato Courseware.png
gemus: mode=plato
filename:
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name: [Plato Courseware] 1.4 - Multiplication Skills 1 (disk 2)
filetorun: Plato Courseware 1.4 - Multiplication Skills 1 (1982)(Texas Instruments)(Disk 2 of 6)[PHD 5208].dsk
scrnshotfilename: P\Plato Courseware.png
gemus: mode=plato
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name: [Plato Courseware] 3.2 - More About Sentences (disk 1)
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name: [Plato Courseware] 3.2 - Subject & Verb Agreement (disk 1)
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name: [Plato Courseware] 3.2 - Subject & Verb Agreement (disk 3)
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name: [Plato Courseware] 3.5 - Give The Employer The Correct Information
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name: [Plato Courseware] 4.4 - Sentence Structure (disk 1)
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name: [Plato Courseware] 4.4 - Sentence Structure (disk 2)
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name: [Plato Courseware] 4.4 - Sentence Structure (disk 3)
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name: [Plato Courseware] 4.4 - Sentence Structure (disk 4)
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filename:
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name: [Plato Courseware] 4.5 - Logic & Organization (disk 1)
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name: [Plato Courseware] 4.5 - Logic & Organization (disk 2)
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name: [Plato Courseware] 4.5 - Logic & Organization (disk 4)
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name: [Plato Courseware] 5.1 - Basic Number Ideas 1 (disk 1)
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name: [Plato Courseware] 5.1 - Basic Number Ideas 1 (disk 2)
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name: [Plato Courseware] 5.1 - Basic Number Ideas 1 (disk 3)
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name: [Plato Courseware] 5.1 - Basic Number Ideas 2 (disk 2)
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name: [Plato Courseware] 5.2 - Math Sentences In One Variable 1 (disk 1)
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name: [Plato Courseware] 5.2 - Math Sentences In One Variable 2 (disk 1)
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name: [Plato Courseware] 5.2 - Math Sentences In One Variable 2 (disk 3)
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name: [Plato Courseware] 5.3 - Math Sentences In Two Variables (disk 1)
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name: [Plato Courseware] 5.3 - Math Sentences In Two Variables (disk 2)
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name: [Plato Courseware] 5.3 - Math Sentences In Two Variables (disk 3 )
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name: [Plato Courseware] 6.1 - Practical Reading 1 (disk 1)
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name: [Plato Courseware] 6.1 - Practical Reading 2 (disk 2)
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name: [Plato Courseware] 6.1 - Practical Reading 2 (disk 3)
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name: [Plato Courseware] 6.3 - Prose Literature 1 (disk 1)
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name: [Plato Courseware] 6.3 - Prose Literature 1 (disk 2)
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name: [Plato Courseware] 6.3 - Prose Literature 2 (disk 1)
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name: [Plato Courseware] 6.3 - Prose Literature 2 (disk 3)
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name: [Plato Courseware] 6.3 - Prose Literature 2 (disk 4)
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name: [Plato Courseware] 6.3 - Prose Literature 3 (disk 1)
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name: [Plato Courseware] 6.3 - Prose Literature 3 (disk 2)
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name: [Plato Courseware] 6.3 - Prose Literature 3 (disk 3)
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name: [Plato Courseware] 8.3 - Behavioral Science 1 (disk 1)
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name: [Plato Courseware] 8.3 - Behavioral Science 1 (disk 2)
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name: [Plato Courseware] 8.3 - Behavioral Science 1 (disk 3)
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name: [Plato Courseware] 8.3 - Behavioral Science 2 (disk 1)
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name: [Plato Courseware] 8.3 - Behavioral Science 2 (disk 2)
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name: [Plato Courseware] 8.3 - Behavioral Science 2 (disk 3)
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name: [Plato Courseware] 8.4 - Political Science 1 (disk 1)
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name: [Plato Courseware] 8.4 - Political Science 1 (disk 2)
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name: [Plato Courseware] 8.4 - Political Science 1 (disk 3)
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name: [Plato Courseware] 8.4 - Political Science 2 (disk 1)
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name: [Plato Courseware] 8.4 - Political Science 2 (disk 2)
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name: [Plato Courseware] 8.4 - Political Science 2 (disk 3)
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name: [Plato Courseware] 8.4 - Political Science 2 (disk 4)
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name: [Plato Courseware] 8.4 - Political Science 2 (disk 5)
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name: Adventure #08 - Pyramid of Doom
filename: Disks\adventure\adventure.zip
filetorun: sup1.txt
scrnshotfilename: P\Pyramid of Doom.png
gemus: advfile=PYRAMID mode=XB
comment: Scott Adam's - Adventure #08
memotext:
PYRAMID OF DOOM (Scott Adams)
-----------------------------

(You begin in a desert) GET POLE (it's actually a shovel), GO POOL, GET WATER, 
GET KEY, E, E, N, DIG, GET KEY (tiny), S, DIG (you make a hole), GET STONE (this 
reveals a door), GO HOLE, UNLOCK DOOR (with the tiny key), U, UNLOCK DOOR (with 
the first key), GO DOOR, LIGHT FLASHLITE, DROP KEY, DROP KEY, GET PISTOL, N, E, 
GET FLUTE, W, S, S, LOOK ASHES, GET *NECKLACE*, LOOK FIREPLACE, GET COAL, WASH 
COAL (it's a ruby!), PLAY FLUTE (a cobra emerges and opens a passageway), GO 
PASSAGE (there's a small chance that the rats will kill you), N, E, DROP FLUTE, 
GET JERKY, LOOK HIEROGLYPHICS, READ MARKINGS (store treasures here - ah!), DROP 
*NECKLACE*, W, N, FEED OYSTER (with the jerky - you may now pass it instead of 
going past the rats - it also drops a pearl), W, S, OPEN SARCOPHAGUS, GO 
SARCOPHAGUS, D, POUR WATER (the mummy falls asleep), DROP CANTEEN, DROP STONE, 
DROP SHOVEL, GET TAPESTRY (this reveals an alcove), GO ALCOVE, LOOK BOX, LOOK 
BOX, GET GLOVE (the bones are worthless), LOOK SKULL, GET *TEETH*, GET SKULL, W, 
S, DROP SKULL (the skeleton lowers the ladder), N, N, WEAR GLOVE, HIT BRICKS 
(they reveal a door), GO DOOR (you are forced to switch off the light), FEEL 
FLOOR (logical?!), GET *COIN*, E, LIGHT FLASHLITE, GET *SCARAB*, W, W, LIGHT 
FLASHLITE, S, U, W, N, E, GO ARCHWAY, E, DROP *TAPESTRY*, DROP *COIN*, DROP 
*SCARAB*, DROP *TEETH*, W, N, W, S, GET KEY (should be the tiny one), GO 
SARCOPHAGUS, D, N, GET ROPE, S, S, CLIMB LADDER, S, GET *SAPPHIRE*, THROW RUBY 
("the heart of the statue" melts in the acid pool), THROW ROPE (allows you to 
climb up), W, N, LOOK EXPLORER, LOOK RUBBISH, GET *PIN*, GET *CARVING*, W, S, 
CLIMB ROPE, OPEN CHEST (if you've removed the statue), GET *CROWN*, D, W, D, N, 
U, W, N, E, GO ARCHWAY, E, DROP *CROWN*, DROP *CARVING*, DROP *PIN*, DROP 
*SAPPHIRE*, W, N, W, S, GO SARCOPHAGUS, D, S, GET SAW, CLIMB LADDER, S, CLIMB 
ROPE, PULL CHAIN (this reveals a staircase), GO STAIRCASE, WEAR GLOVE (to save 
you from a poisoned death!), OPEN COFFER, LOOK COFFER, GET *BRACELET*, SAW BARS, 
GO WINDOW, GET *BAR*, W, D, D, W, D, N, U, W, N, SAW TABLE (nice hiding place!), 
GET *NECKLACE*, E, DROP GLOVE, GET *PEARL* (from earlier), GO ARCHWAY, E, DROP 
*PEARL*, DROP *NECKLACE*, DROP *BAR*, DROP *BRACELET*, SCORE (you've stored all 
13 treasures. Way to go!)

Notes: 
If the nomad shows up, shoot him! He might not hurt you, then again...
Occasionally, the glove will fall off - just pick it up again.


name: Return to Pirates Isle
filename: Carts\return_to_pirates_isle.zip
filetorun: phm3189c.bin
scrnshotfilename: R\Return to Pirates Isle.png
gemus: rpk=return_to_pirates_isle.rpk cart2=phm3189g.bin
memotext:
Start adventure using these commands...
GET UP
WEAR GLASSES

       RETURN TO PIRATE'S ISLE /by Scott Adams - Adventure International/
       ==================================================================

                                 Solution:
                                 ---------

(It is too dark) FEEL AROUND (you feel a mattress - ok, you are in the bed),
GET UP, FEEL ARROUND (you find "something" and got "it"), EXAMINE IT (aha, the
glasses), WEAR GLASSES (much better), LISTEN (a hint), GO BED (notice that you
are in a bottom bunk - so, the top bunk also exists), MOVE MATTRESS, INVENTORY
(you find a booklet), READ BOOKLET (a hint about the glue), DROP BOOKLET, GET
UP, MOVE BED, INVENTORY (you find a diamond ring), GO TOP, GET MASK, GET
WATCH, D, D, GO ENGINE, EXAMINE ENGINE, INVENTORY (you find the screwdriver),
D, U, EXAMINE FAN (it turns), EXAMINE PORTHOLE (nothing special), EXAMINE
CEILING (you find a button), PUSH BUTTON, EXAMINE PORTHOLE (aha, the button
turns on the light; now the timing is extremely important: you need to wait
until the ship batteries become too low for the fan, but not so low that the
recharging is still possible), WAIT, WAIT, WAIT, EXAMINE FAN (stopped; you
find something, but look later what is it), REMOVE BLADE (using the
screwdriver), PRESS BUTTON (end of critical timing zone), INVENTORY (you find
a diamond brooch), GET PAINTING, EXAMINE PAINTING, REMOVE FRAME (using the
screwdriver), DROP FRAME, GET PICTURE, EXAMINE PICTURE (you find a map), READ
MAP (ohoho), EXAMINE PICTURE (another picture is hidden), INVENTORY (Rembrandt
painting), U, GO DOCK, N, DIG (with the blade), INVENTORY (of course, the
rum), DROP BLADE, E, GET ROCKS (tricky), EXAMINE ROCKS (covered in algae),
EXAMINE ALGAE, INVENTORY (you find a piece of Amber), EXAMINE ALGAE (Funori -
do you remember a hint from the booklet), W, GO HILL, JUMP SUMMIT ("jump"
alone is deadly), EXAMINE PIRATE, EXAMINE PIRATE (again), INVENTORY (you find
a box and a gold earring), DROP RUM (essential), WAKE PIRATE, GO CRACK (there
is no light inside, but this is the same crack from the "Pirate Adventure" -
so, there is a shed inside in which is a hammer), GO SHED (be careful in the
dark), GET HAMMER, N, GO CRACK (light again), JUMP LEDGE ("jump" alone is
again deadly), D, S, GO BOAT, D, WEAR MASK (impossible together with glasses -
it is time for one trick), DROP ROCK, DROP ALGAE, MAKE GLUE (from the algae -
a hint from the booklet), EXAMINE GLASSES (lenses and wire rim), REMOVE
LENSES, GLUE LENSES, TO MASK, SPIT MASK (a protection against fogging), WEAR
MASK (the trick is done), U, DROP PAINTING (essential), DROP RIM, DROP
SCREWDRIVER, GO SEA, HOLD BREATH, SWIM DOWN, SWIM WEST, SWIM UP (something is
in the way), LOOK UP, EXAMINE BOAT (something odd), FEEL BOAT (aha, the
opening), SWIM OPENING, GO BOAT, OPEN BOX (with the hammer - you find rare
stamps), DROP HAMMER, DROP BOX, DROP AMBER, DROP WATCH, DROP EARRING, DROP
BROOCH, DROP RING, GO POOL, HOLD BREATH, SWIM DOWN, FEEL SILT, INVENTORY (you
find oyster), SWIM EAST, SWIM UP, GO BOAT, GO DOCK, GO SEA, HOLD BREATH, SWIM
DOWN, SWIM EAST, SWIM EAST (something is in the way), LOOK EAST (pilings),
EXAMINE PILINGS, INVENTORY (you find a snail), SWIM UP, EXAMINE SNAIL
(Urosalpinx Cinera - a hint, if this means anything to you), OPEN OYSTER, WITH
SNAIL, INVENTORY (you find a pearl), GO DOCK, DROP OYSTER, DROP SNAIL, GET
DOLLAR, EXAMINE BEAM, INVENTORY (you find a diamond pin), D, HOLD BREATH, SWIM
DOWN, SWIM WEST, SWIM UP, GO DOCK, N, E, GO SEA, HOLD BREATH, SWIM DOWN, FEEL
SILT, SWIM UP, INVENTORY (you find doubloons), GO BEACH, W, S, GO BOAT, D, D,
START ENGINE, U, SAIL SHIP (long trip, night feel), PUSH BUTTON (remember that
it turns on the light), D, STOP ENGINE (else you will run out of fuel; now the
timing is very important: if you take too much time, the battery will run
out), U, U, GO SEA, HOLD BREATH, SWIM DOWN, GO SHIP (sunken ship), GET CHEST,
U, SWIM UP, GO BOAT, D, D, START ENGINE, U, SAIL SHIP (return trip), PRESS
BUTTON (end of critical timing zone), U, GO SEA, HOLD BREATH, SWIM DOWN, SWIM
WEST, SWIM OPENING, GO BOAT, OPEN CHEST, INVENTORY (you find a rare book),
READ BOOK (a hint how you can see without the glasses), DROP BOOK, DROP
DOUBLOONS, DROP DOLLAR, DROP PIN, DROP PEARL, DROP CHEST, DROP MAP, DROP MASK
(you need to drop everything to pass through the narrow crawlway), GO
CRAWLWAY, SQUINT (a hint from the book), E, SQUINT (at least, the damned clock
is here lock), GET CLOCK, READ SIGN (the writting says that you need to drop
treasures here, but you can not bring anything here), GET SIGN, W, W, DROP
SIGN (so, the sign "drop treasures here" is moved to the room where the
treasures are already stored - how nasty trick), GET MASK, WEAR MASK (much
better), GO POOL, HOLD BREATH, SWIM DOWN, SWIM EAST, SWIM UP, GO BOAT, D, DROP
CLOCK, OPEN PORTHOLE, DROP MASK (again, you must not have anything to pass
through the porthole), GO PORTHOLE, SQUINT, GET RAINCOAT, GO SEA (tricky, but
you can not go back through the porthole with the raincoat), SQUINT (aha, a
known place), GO BOAT, D, GET MASK, WEAR MASK (uhhh), U, GET PAINTING, WRAP
PAINTING, IN RAINCOAT (necessary to bring them through the water without
damaging), GO SEA, HOLD BREATH, SWIM DOWN, SWIM WEST, SWIM OPENING, GO BOAT,
UNWRAP PAINTING, DROP PAINTING, SCORE (finally, the end).

                                  Hints:
                                  ------

- To save the game type SAVE GAME. Typing only SAVE will not be enough.
- Do exactly what is described in the solution. This game is full of false
  traps which can prevent you to finish the game (I will describe some of them
  below).
- Don't try to swim down without holding breath; it is deadly. If you want to
  stay longer under the water, hyperventilate before holding breath (have you
  played Savage Island 2?).
- Don't open the box or the chest before you are in the smugglers hold,
  because there is no way to bring rare stamps or rare book through the water
  without the damage of them.
- Don't forget to drop algae before making a glue, else you would not be able
  to drop the glue, so you later wouldn't be able to pass through the narrow
  crawlway.
- Opening the oyster using the snail must be done somewhere in the water, else
  the snail will die. Also, don't try to open the oyster using the hammer!
- Don't try to enter the sea with the blade, else you will lost it.
- Don't feel the silt in the water under the place where you see "Boat to the
  west", else you will stirred it up, and your mask would become dirty. If
  this happened, then REMOVE MASK, CLEAN MASK, WEAR MASK (of course, not under
  the water).
- Spitting the mask before wearing it is not strictly necessary, but if you
  forget to do so, the mask would become fogged from time to time (you can not
  see through the fogged mask). If this happened, REMOVE MASK, CLEAN MASK,
  WEAR MASK.
- Jumping must be done exactly as described in the solution (alternatively,
  instead of JUMP SUMMIT, JUMP UP or JUMP TOP is acceptable too).
- Every starting the ship engine will recharge the battery, else if the
  battery is completely died (you can type LOOK BATTERY whenever you are on
  the boat to check its state). A playing with this is essential to discover
  how to stop the fan, but it is very easy to make the battery unrechargeable
  if the boat lights are on for a long time, without the engine running.
- If the engine is on for a long time, you can run out of fuel (which is
  deadly). To check fuel condition, type LOOK FUEL whenever you are on the
  boat.


name: Adventure #10 - Savage Island, Part I
filename: Disks\adventure\adventure.zip
filetorun: sup1.txt
scrnshotfilename: S\Savage Island Part I.png
gemus: advfile=SAVAGE1 mode=XB
comment: Scott Adam's - Adventure #10
memotext:
                        Savage Island - Part 1
                         ----------------------

This is game number 10 in the Scott Adams series and is a higher degree 
of difficulty than those that have gone before.  Save the game 
frequently.  The mystery that unfolds is quite intriguing but all is 
not revealed until Savage Island Part 2.

You start on the beach of an idyllic island.  After taking a look 
around, check out the stone head and then do some digging in the 
sand with your hands.  In the resultant hole, you'll find a bottle 
of rum.  The rum is not for you....you'll need it later in the game but 
the bottle will serve a dual purpose.

Armed with the rum, head south.  Climb the volcano on the plain and go 
into the large crater inside.  There is no climbing out the way you got 
in.  Here you'll find a lake and a cave and somewhere about, an 
unhealthy looking bear.  The poor beast has been trapped in the crater 
for years and is deficient in a certain mineral that only you can supply. 
In the process of obtaining this you'll be eaten so be careful.  Save the 
game frequently from now on and avoid the bear until you can supply his 
needs another way.

Go into the cave and empty the bottle of rum into the stone basin you 
will find there.  Keep hold of the bottle.  There are other exits which 
you can explore if you like, although you'll need a light source 
(obtained later) for one.

Exit the cave and drop the bottle and the watch.  The watch records your
moves but it's not much good for anything else.  You can't carry anything 
across the lake without assistance.  Now go for a swim in the lake.  Swim 
west (not an obvious exit) and you'll come to a sheltered ledge.  If the 
hurricane hasn't started by now type "wait", and it will.  SAVE THE GAME 
FIRST!  

Move through the crevice onto the sand ledge.  Then "jump" to get down 
to the beach.  Yes, it IS dangerous to move in a hurricane but as far 
as I know you don't have a choice.  At some stage you will hear a crash, 
which is a palm tree falling over.  Go along the beach to where the palms 
are and get a log.  Gee, this would come in handy for ferrying goods 
across the lake.  Take a log and make your way back to the volcano.  
Once there, pick up the bottle, go into the lake and head west.  Drop 
the bottle on the sheltered ledge and go back to the lake.

In the middle of the lake, let the log go and hold your breath.  Then 
swim down and go north.  Get the knife.  Swim east.  Get the small 
plastic block and swim up.  Get the log, swim west and deposit this 
with the rest of the goods.

OK., now time to get the bear what he wants so he won't bother you.  
Go through the crevice and jump down to the beach.  Move along it and 
then down to water's edge.  Get some seawater, then take it back to the 
volcano.  Enter the cave and then go through the crevice to the hot rocky 
ledge.  Hopefully the wind won't blow you away.  Empty the bottle and soon 
you'll see a pile of salt as all the seawater evaporates.  Take the 
salt and drop it in front of the bear.  The bear will gobble it up and 
leave you alone.

Go to the cave, (if you're not already in it) and take the rum from the 
basin where you left it.  Drop it by the lake shore and swim across to 
get the log.  Swim back, get the rum and then swim to the secluded ledge.  
Drop the bottle here.

The next task is to get the log out of the volcano because you're going 
to need it.  There is no way it will fit though the crevice so still 
holding it, swim back across the lake (you're a strong swimmer by this 
stage) to the other side.  Climb up the volcano slope.  You won't get 
to the other side but the log will.  Swim back to the secluded ledge.

By this time it should be getting dark.  What better place to sleep 
than exactly where you are, a secluded ledge.  Type SLEEP for a rest.

Morning, and still there is a lot to be done.  Today, you're going to 
travel.  Something's out to sea.  You may have heard a cannon offshore 
and seen the island from the top of the stone head.  Collect your items 
(knife, block and bottle of rum) and go through the crevice and jump 
down to the beach.  Do you remember hearing TWO crashes during the storm.  
Go along to where the palm trees were and collect the other log that's 
fallen.  Drag this down to the water's edge.  Leave it there, and head 
back to the volcano.  Surprise, surprise, here's your other log lying on 
the slopes.  Pick this up and head back to the beach.  Cut some vines 
from the jungle and take everything down to the water where you've left 
the other log.  Everything you need to make a raft is now here.

One move later and you're ready to set sail.  SAVE THE GAME AT THIS 
STAGE.  Get onboard the raft and sail in any direction.  There are two 
locations to be found.  The first is a atoll, the second is a beach.

There doesn't seem to be any way to get to these locations in an 
ordered way, at least no way I've discovered.  Simply sail this way 
and that until you hit them.  You should visit the atoll before the 
beach.  Hopefully, you will get to them before your raft disintegrates.  
If the latter starts to occur you can always get off at the tidepool,
cut the vines, get some more vines and make the raft up again.  You may 
also run out of daylight.  If night is coming on, you must abandon the 
quest, make you're way back to the tidepool and from there to the volcano 
to sleep on the secluded ledge.  Don't forget to leave all objects with 
the raft or you'll lose them in the lake. 

When you set foot on the atoll, there may or not be a surly pirate 
waiting for you.  If not, wait for him.  Once he arrives, give him 
the bottle of rum.  He'll leave you an important note and a bandanna.  
Read the note and take the bandanna with you.

Now to the beach.  Get off the raft and go into the cave.  Note the 
drawings.  Weird aren't they, and this gives you a taste of the sort 
of thing the adventure will start to turn into.

There is a dark crevice but you can't go up there.  Hit the stalactite 
with a coconut.  Egad!, a crevice opens in the rock.  Leave the 
coconuts here, you won't need them again.  Go into the crevice and 
you're in a metal-lined tunnel with exits in all directions.  Things 
are certainly becoming strange!

Explore the rooms east and west.  Then go back to the tunnel, go north, 
then west.  Examine the control console and go into the force field.  
Nothing's there so go out again.  Notice anything different?  What 
about the plastic block you found.  It's now glowing!  What use is a 
glowing block?  Well, it's a light source for a start.  Go east and 
then east again.  Now go south into the darkness.  Ah, ha...alien 
machinery!

An examination of the machinery will reveal a wire missing. Where could 
this be?  Well, remember the dark opening right back in the cave in the 
volcano...the place you couldn't explore because you had no light source?  
You guessed it...!

Go back to the raft and sail to the tidepool.  Cut the vines and take 
one of the palm logs.  You'll need this to cross the lake, remember.  
Trudge back to the volcano and go into the dark opening in the cave. 

This is a maze, so don't get lost.  Go south and then north.  Phew, 
bat droppings!  Dig in the bat droppings to find what you're looking 
for.  Take the wire, go out the opening, exit the cave and swim the 
lake to the sheltered ledge.  Drop everything but the log and swim 
back.  Haul the log up the volcano as before, swim back, collect 
everything and go through the crevice back to the beach.  Collect 
the palm log, get some new vines, rebuild the raft and re-find the 
beach.  Now for the final phase.

You'll need to re-charge you're light source so make your way to the 
force field, and go in then out.  The go to the alien machinery and 
fix it with the wire you collected from the cave.  Go to the place 
where the caveman resides in the sealed display case.  Press the button.  
This time it works!  Don't try this with the T-Rex in the other display 
case otherwise its Jurassic park all over again!

Return to the control console. The Neanderthal will follow and when you 
get there, he will push the button.  Say the password (remember what was 
on the note the pirate gave you).  Then go into the place the Neanderthal 
is pointing at.

Hey presto, a password is delivered and you've reached the end of the 
game, with many questions still unanswered.  The answers to these and 
other mysteries, can be found in Savage Island Part 2.


name: Adventure #11 - Savage Island, Part II
filename: Disks\adventure\adventure.zip
filetorun: sup1.txt
scrnshotfilename: S\Savage Island Part II.png
gemus: advfile=SAVAGE2 mode=XB
comment: Scott Adam's - Adventure #11
memotext:
                     SAVAGE ISLAND - PART 2
                     ----------------------


Ok, so you've solved Savage Island Part 2 and now have the password (123), 
but where to now?  First, you're in a state of extreme undress except for 
the bandanna given to you by the pirate in Savage island!  Second, outside 
the force field, things are a little lacking too, particularly in the 
oxygen department.  You can't get very far, even if you do expel all the 
air from your lungs after leaving the force field.

The lack of clothes is the least of your problems but you can get 
somewhere providing you breath properly.  The answer, of course, is to 
hyperventilate.  Do this, exit the force field and then breath out.  Then 
go east, south, west and west again.  You should be in a room with another 
force field and your air will be getting very short indeed!  Enter the 
force field and suck in the good air.

Hmm...strange room.  Look in the hydroponics and you'll see some plants.  
Look at these and you'll see a flower.  Take the flower, you're going to 
need it.  Wake the Neanderthal man in the display case by pressing the 
button.  The Neanderthal man is dangerous so crush the flower to put him 
to sleep.  HOLD YOUR BREATH FIRST!  Then drag him north, north and then 
east.  Leave him in the red room whilst you go west back to the control 
console.  It's time for Psychotransfiguration!

Wear the bandanna.  This is a rayshield to protect your brain.  Press the 
button and say the password (Free).  Then press the button again and zap!  
Open your eyes.  Strange, your in the red room?  That's because your mind 
is now in the Neanderthal's body!

Go back to the room containing the hydroponics.  You'll pass yourself on 
the way. Take the bandanna from you, as you'll need it later.  Being a 
strapping Neanderthal, you can now fit a lot more air into your lungs.  
Hyperventilate as before and move out of the force field.  Don't forget 
to breath out once you've done this.

Move east, east, east, then north, north and north again.  You'll go past 
a weakly flickering force field but don't go in there just yet.  Close 
your eyes as protection against the flickering red light and enter 
"go field".  Open your eyes and you'll find yourself in a sort of 
gymnasium.  This section of the ship seems to have been the living 
quarters of the alien beings who were in charge of this "project".

Play with the ball and punching bag if you like (you don't have to) then 
go exploring.  Move north and then east.  Examine the viewscreen there.  
Look over the console but don't be concerned if nothing seems to happen.  
It's not for you.  Move west and the north.  Ah ha, the captain's quarters.
Pick up the wafer.  This will give you some explanation of what is 
happening.  Drop the wafer when it's finished otherwise it will play 
incessantly each time you move.

Have a look around the other rooms, and eventually make your way back 
to the gymnasium.  Read the dial on the console.  Eight electrons...hmm 
could that be oxygen?  How can you get the thing to work?  There is a 
treadmill and a lever that won't budge.  Remove your bandanna.  Examine 
it closely.  You'll see some golden threads.  Unravel the threads and 
tie one end to the lever. Tie the other end to the treadmill.  Then 
go onto the treadmill.  Take the railing and run.  The lever will move.  
Then release the railing and walk off the treadmill.

Don't go through the force field to check out the air on the other side 
otherwise you will get sucked into outer space.  It's the weakly 
flickering force field which must be reset, as beyond this lies a 
door open to the void!  Untie the thread and take it.  Then move 
north and east to the room with the viewscreen.  Now for something 
cunning.  Tie the thread to itself to make a loop. Drop the loop and 
go into it.  Surprise, another part of the ship!  Take the alien 
device you find in the machinery and then turn your attention to 
the console.  Read the dial and push the button.  It's done.  Go 
through the dark hole back to the room you came from then take the 
loop and return to the gymnasium.  Now go through the force field.

Hmm..fresh air. Make your way back to the room you first entered after 
leaving the force field at the beginning of the adventure.  Check out 
what's beyond the now-reset force field on the way back if you like 
but don't stay there too long.  There's no air!

Now to deal with the dinosaurs.  You're about to send the bomb back 
through time.  Read the dial and press the button on the console.  
You can't talk so move the red switch on the alien device to provide 
the password.  Take the block and go through the force field with it.  
Drop the block and exit the force field.  Press the button to send the 
bomb on it's way.

Now for the final phase.  Drop the loop and go into it.  Move the 
blue switch on the alien device.  You will be moved to a new location.  
Now all you need to do is press the button in front of you.

The game ends, and you are left with a coded message.  Deciphering this 
reveals what happens next and answers any remaining questions you may 
have about what has already happened.

If you don't have the instructions for the game then the meaning of the code can be found on the "interactive fiction" archive site ftp.gmd.de. under the IF-ARCHIVE in 
the Scott Admas subdirectory, in the file adamshin.zip.


name: Sewermania
filename: Carts\mb_sewermania.zip
filetorun: sewermaniag.bin
scrnshotfilename: S\Sewermania.png
gemus: rpk=mb_sewermania.rpk memory=32k speech=yes
memotext:
It will not operate without the MBX itself, which is not emulated.
some games don't require it. SewerMania works, like so:

[usercart2]
name=SewerMania
rom1=G|6000|1800|C:\classic99\other\SewerMania\PHM31505.GRM
rom2=G|8000|1800|C:\classic99\other\SewerMania\PHM31504.GRM
rom3=!|0000|2000|C:\classic99\other\SewerMania\PHM31503.GRM
rom4=!|2FFE|1002|C:\classic99\other\SewerMania\PHM31502.GRM
rom5=!|4FFE|1002|C:\classic99\other\SewerMania\PHM31501.GRM
rom6=!|6FFE|1002|C:\classic99\other\SewerMania\PHM3150.GRM


name: Adventure #13 - Sorcerer of Claymorgue Castle
filename: Disks\adventure\adventure.zip
filetorun: sup1.txt
scrnshotfilename: S\Sorcerer of Claymorgue Castle.png
gemus: advfile=SORCERER mode=XB
comment: Scott Adam's - Adventure #13
memotext:
THE SORCEROR OF CLAYMORGUE CASTLE (Scott Adams)
-----------------------------------------------

(You begin on a field outside the castle) GO MOAT, HOLD BREATH, SWIM DOWN, GET 
TOWEL, SWIM DOWN, SWIM EAST, BREATHE, U, GET CRATE, S, DROP CRATE, S, PUSH EAST 
(the wall moves), CAST SEED (the door opens), W, PULL WEST, GET UNRAVEL, GET 
METHUSELAH, E, PUSH SOUTH, D, CAST LYCANTHROPE (the rats run off), GO HOLE, GET 
* STAR, GO HOLE, WALK UP, GET * STAR, N, N, DROP STAR, DROP STAR, E, CAST 
UNRAVEL (the rope supporting the chandelier will soon fall down), W, W, PULL 
LEVER (the drawbridge is lowered), DROP WOOD, E, N, OPEN CABINET (you find Bliss 
Spell), GO DRAIN, HOLD BREATH, SWIM DOWN (4 times), LOOK BOTTOM (you find a * 
STAR), CAST BLISS (you return to the field, floating above the ground), GO 
DRAWBRIDGE, E, E, S, PUSH EAST, GO DOOR, D, GO LAVA (using Bliss you float 
across the lava - but hurry!), S, GET * STAR, GET DIZZY DEAN, N, N, U, U, W, N, 
DROP STAR, DROP STAR, GET CRATE, E, GO CHANDELIER, GET * STAR, CAST WICKED QUEEN 
(the glass turns into a mirror), GET MIRROR, CAST LIGHT (the chandelier floats 
up), GO LOFT, THROW CRATE (it breaks open), GET POTION, JUMP (using Bliss you 
survive), GO CRATE, GO HOLE, GET METAL, GO HOLE, JUMP, W, GET BRICK, W, GO 
DRAWBRIDGE, LOOK BATTLEMENTS, CAST DIZZY, THROW BRICK, AT CAN ('SAVE' first - 
hitting or not is randomized!), E, E, GET CAN, OPEN CAN, USE METAL, LOOK CAN 
(another * STAR), DROP CAN, DROP METAL, DROP TOWEL, DROP MIRROR, S, PUSH EAST, 
GET DUST, W, DRINK POTION, PUSH DOWN (the potion saves you), THROW DUST, GET * 
STAR, LOOK DRAGON (here's yet another star * STAR), GO HOLE, GET * STAR, GET 
FIREFLY, W, U, N, DROP METHUSELAH, GET PERMEABILITY, GET STAR, W, GO DRAWBRIDGE, 
W, DIG (ah! en * STAR), W, CAST FIRE, AT TREE, LOOK ASHES (and another * STAR), 
CAST PERMEABILITY, CAST FIREFLY (you are inside the tree), DROP STAR (8 times), 
CAST YOHO (you appear on the field again), GO DRAWBRIDGE, E, E, GET METHUSELAH, 
GET STAR, GET STAR, GET STAR, GO FOUNTAIN, GET * STAR, CAST METHUSELAH (to 
survive!), GO CENTREPIECE, GO SHAFT, GET * STAR, CAST YOHO, DROP STAR (5 times), 
SCORE (you have collected all the stars and hence solved the game!) 


SPELLS

Bliss - takes you from the bottom of the moat and up, across the lava and down 
from the loft.
Dizzy Dean - helps you to hit the can on the battlements.
Fire - ignites a tree in the forest. This leaves a star in the ashes.
Firefly - provides light inside the tree.
Light - lifts the chandelier to the loft.
Lycanthrope - scares the rats away.
Methuselah - cures the disease when you are on the fountain.
Seed - opens the door in the dusty room.
Permeability - allows you to enter the tree in the forest.
Unravel - brings down the chandelier in the ball room.
Wicked Queen - gathers the shards of glass on the chandelier into a mirror.
Yoho - takes you to the field.


name: Adventure Questprobe #2 - Spider-Man
filename: Disks\adventure\adventure.zip
filetorun: sup1.txt
scrnshotfilename: S\Spider-Man.png
gemus: advfile=SPIDEY mode=XB
comment: Scott Adam's - Questprobe #2
v_comment: adv
memotext:
SPIDERMAN (Scott Adams)
-----------------------

(You begin in a hallway) CLIMB ROOF (to avoid Sandman), W, LOOK CRIB, LOOK CRIB,
GET FORMULA, GET *GEM*, E, GO FLOOR, E, OPEN DOORS, GO SHAFT, LOOK SHAFT, LOOK
NICHES, GET *GEM*, U, LOOK NICHES, GET *GEM*, U, LOOK NICHES, GET *GEM*, LOOK UP
(you see the elevator), PUSH ELEVATOR, U, LOOK NICHES, GET *GEM*, W, LOWER
THERMOSTAT, LOWER THERMOSTAT, LOOK THERMOSTAT (the temperature is now 31 degrees
F. So Hydroman is fairly cool now!), OPEN DESK, GET *GEM*, LOOK PAINTING, RIP
PAINTING (a formula drops out), GET PAPER, READ PAPER (a web-formula!!), GET
DESK, GET COUCH, GET CLOCK, GET PAINTING, GO SHAFT, D, D, D, W, W, N, N, DROP
GEM * 6, SCAN LIZARD MAN (this gives you his chemical data), S, E, GET STATUE
(it is really Hydroman), GET BLOCK, W, S, E, GO SHAFT, U, U, W, W, CLOSE EYES,
W, PRESS KNOB, TURN KNOB (Ringmaster is history!), OPEN EYES, GET *GEM*, GO
COMPUTER, TYPE RUN (it takes 950 pounds to start the press), E, S, GET ACID, GET
CALCIUM, N, N, MIX CHEMICALS (you produce some calcium chloride), GET CHLORIDE, S, E,
GO SHAFT, D, D, W, W, S, THROW CHLORIDE (Lizard Man turns into Doc Conners),
LOOK CONNERS, GET *GEM*, GET CONNERS, N, N, N, DROP GEM * 2, S, S, E, GO SHAFT,
U, U, W, W, S, GET CHEMICALS, N, N, MAKE WEB, S, E, GO SHAFT, D, W, W, CLIMB
ROOF, REMOVE MESH, DROP MESH, GO DUCT, GET *GEM*, LOOK FAN (unless you want to
be cut to pieces you'd better stop the fan - fortunately, it has a button!),
SPRAY WEB, AT FAN (until it's at 50 mph), SPRAY WEB, AT BUTTON (the fan stops),
GO FAN, D, D, D, D, D, GET DOCTOR, HIT ELECTRO (both scoundrels are stunned), W,
LOOK DIAL (it only 2 pounds of paper!), DROP CONNERS, DROP COUCH, DROP CLOCK,
DROP PAINTING, DROP DESK, E, LOOK DOCTOR, LOOK ELECTOR, GET *GEM*, GET *GEM*,
GET DOCTOR, GET ELECTRO, W, DROP DOCTOR, DROP ELECTRO, DROP STATUE, LOOK DIAL
(the weight now shows 957 pounds!), GET *GEM*, E, U, U, U, U, U, GET *GEM*, GO FAN,
D, D, FEEL NORTH (you find a door), GET *GEM*, S, FEEL SOUTH, GET *GEM*, N, E,
E, GO SHAFT, U, W, W, W, GO COMPUTER, TYPE RUN (1 newspaper ready!), E, E, GO
SHAFT, U, W, RAISE THERMOSTAT (the aquarium thaws), EMPTY AQUARIUM, DROP AQUARIUM, GET *GEM*,
GO SHAFT, D, D, W, W, CLIMB ROOF, GO DUCT, GO FAN, D, D, D, D, D, OPEN

NEWSPAPER, GET *GEM*, U, U, U, U, U, GO FAN, D, D, E, E, GO SHAFT, D, W, W, N,
LOOK WEST (a Biogem - is this Scott Adams or not??), SPRAY WEB, AT BIO, GET GEM, N, DROP GEM * 10,
SCORE (Chief Examiner gives you the codeword Micah -
whatever use that is I don't know. Anyway, now you have solved Spiderman!)


name: Adventure #06 - Strange Odyssey
filename: Disks\adventure\adventure.zip
filetorun: sup1.txt
scrnshotfilename: S\Strange Odyssey.png
gemus: advfile=ODYSSEY mode=XB
comment: Scott Adam's - Adventure #06
memotext:
                      Strange Odyssey

Down, Get Suit, Get Shovel, Get Phaser, Up,
Look console, Push red.
Wear suit, Go door,
Push red, Go door,
Jump.

N, N, go cave,
Set phaser, to destroy, Shoot boulder.
Go curtain.

[conserve air supply, Read gauge on suit.]
[remove suit when air is breathable.]

[hexagonal room - Teleport] (Air is breathable).
get goggles,
Pull rod, Push  rod (# times).
Plastic will glow one to seven times to show destination of teleporter.
Touch plastic.
Go curtain (go light).

*reset glow count to zero (when over 7) with pull rod, touch plastic.

1. One glow: back to initial cave entry point.

2. Two glows: [grassy plain] (Air is breathable)
   SAVE GAME
   dig (with shovel). Get pick. Set phaser. "To stun".
   go jungle, n,n,n,e, Shoot hound.
   Take hound.
   Return to Hexagonal room.

3. Three glows: [methane snow storm]
   drop hound. Find mound. Set Phaser. To destroy.
   Pick mound. Shoot hound. Take diamond. Shoot mound.
   Return.
   (Save game on entry as hound is unpredictable and
   there are areas from which no return is possible.)

4. Four glows: refill air supply here.
   Connect hose. Push white. Push black. Read gauge.
   If under 90, push black again.
   [Note that another time can pop the suit.]

5. Five glows: nothing except an easy way to get killed.

6. Six glows: [alien meuseum]
   get sculpture. Take belt [from sculpture].
   wear goggles, push yellow, Look painting.

7. Seven glows: [jovian mining colony] (strong gravity-death) 
    wear belt. Twist buckle. Go light. Get brandy.
    Return.
    [Repeat, getting the piece of metal.]

Reset to scoutship location.
Pull rod. Touch plastic.
Push rod. Touch plastic.
pull rod. Break rod, take rod.

Return to spaceship with all 5 treasures.
*You will need to take two trips.
Treasure #1 RARE ALIEN PAINTING
Treasure #2 ALIEN SCULPTURE
Treasure #3 STRANGE ALIEN BELT
Treasure #4 ANCIENT FLASK SAURIAN BRANDY
Treasure #5 RIGILIAN ICE DIAMOND

12. Go to storage hold.
    Open access hatch (with piece of metal).
    Drop rod. Push blue. Exit ship.
    drop all five treasures.
    Type Score.



(Start in a one man scoutship)
Go Down (to storage hold) Get Suit, Get Phaser, Get Shovel,
Go Up (to a one man scoutship) Push Red, Go Door (to a small airlock) Wear Suit, Push Red, Go Door (to outside the airlock on a ledge) Jump (on a small planetoid) Go North, Go North, Go Cave (You are now in a large cavern) Set Phaser, to destroy, Shoot Boulder, Go Light (you are now in a strange hexagonal room)

Remove Suit, Drop Phaser,
Pull Rod, Push Rod,
Pull Rod, Push Rod,
Pull Rod, Push Rod,
Pull Rod, Push Rod,
Touch Plastic,
Wear Suit, Go Light (to the Alien Art Museum)

Get Painting (Treasure #1 RARE ALIEN PAINTING)
Get Sculpture (Treasure #2 ALIEN SCULPTURE)

Go Light (to the strange hexagonal room) Remove Suit, Wear Goggles, Look Painting, Drop Painting, Drop Goggles,

Get Belt (Treasure #3 STRANGE ALIEN BELT)

Drop Sculpture, Pull Rod, Push Rod, Touch Plastic, Wear Belt, Drop Shovel, Twist Buckle, Wear Suit, Go Light (to a deserted Jovian mining colony)

Get Brandy (You've got Treasure #4 ANCIENT FLASK SAURIAN BRANDY)

Go Light (to the strange hexagonal room) Drop Brandy, Go Light (to a deserted Jovian mining colony) Get Metal, Go Light (to the strange hexagonal room) Remove Suit, Twist Buckle, Drop Belt, Drop Metal, Get Shovel, Get Phaser, To Stun, Pull Rod, Touch Plastic, Push Rod, Pull Rod, Push Rod, Touch Plastic, Go Light (to a large grassy plain at edge of a jungle) Dig, Get Pick, Drop Shovel, Go Jungle (you are now in a strange jungle) Go East (to the ruins of an intergalatic ZOO) Save Game, Shoot Hound, Get Hound, Go South (to a strange jungle) Go West (to a large grassy plain at edge of a jungle) Go Light (to the strange hexagonal room) Pull Rod, Push Rod, Touch Plastic, Wear Suit, Go Light Go West (into a methane snow storm) Drop Hound, Wake Hound, Go West (into a methane snow storm) Pick Mound, Shoot Hound,

Get Diamond (You've got Treasure #5 RIGILIAN ICE DIAMOND)

set phaser, To Destroy, Shoot Mound, Go North (into a methane snow storm) Go North (into a methane snow storm) Go Light (to the strange hexagonal room) Remove Suit, Drop Pick, Get Brandy, Get Belt, Get Painting, Pull Rod, Touch Plastic, Push Rod, Touch Plastic, Wear Suit, Go Light (to a large cavern) Go Up (onto a small planetoid) Go West (on a small planetoid) Go Ship (to a small airlock) Remove Suit, Drop Brandy, Drop Diamond, Drop Belt, Drop Painting, Wear Suit, Push Red, Go Door (to outside the airlock on a ledge) Jump (onto a small planetoid) Go North (on a small planetoid) Go North (on a small planetoid) Go Cave (to a large cavern) Go Light (to the strange hexagonal room) Get Metal, Get Sculpture, Break Rod, Go Light (to a large cavern) Go Up (on a small planetoid) Go West (on a small planetoid) Go Ship (to a small airlock) Push Red, Remove Suit, Go Door (to a one man scoutship) Go Down (to a storage hold) Open Hatch, Go Crawl (to a maintenance crawl way) Put Rod, In Holder, Go Up (to a storage hold) Drop Hatch, Drop Metal, Go Up (to a one man scoutship) Push Red, Push Blue, Push Red, Go Door (to a small airlock) Drop Suit, Get Diamond, Get Belt, Get Painting, Get Brandy, Push Red, Go Ship (to a storage hold of the mother ship) Drop Belt, Drop Brandy, Drop Diamond, Drop Painting, Drop Sculpture, Score. 


name: Tunnels of Doom (Select Game Levels from EXTRAS)
filename: Disks\TunnelsofDoom.zip
filetorun: Tunnels Of Doom Games.dsk
scrnshotfilename: T\Tunnels of Doom.png
gemus: ; gemus for main game mode=ea ea5file=TOD ; gemus for editors ; mode=xb
comment: disk version contains Character and Monster editor. Edit GEMUS (F2).
memotext:
Play user created levels from EXTRAS.

(Note:- Use MESS emulation to save game as Classic99 has no disk-write facility up to V3.65, future versions may differ)

Special Key Funtions
[up] E, [left] S, [right] D, [down] X 	

 Move your party through hallways and rooms.
 Move your players during combat.
 Move the cursor before firing a ranged weapon.

FCTN X (down) 	Moves your party down a flight of stairs.
FCTN E (up) 	Moves your party up a flight of stairs.
FCTN 7 (AID) 	Displays the Command Summary of special key functions.
FCTN 8 (REDO) 	

 Changes information and enters new information.
 Refuses monster's price during negotiations.

FCTN 9 (BACK) 	Returns from looking at a status report, map, or Command Summary.
FCTN 6 (PROC'D) 	

 Proceeds to the next display or action.
 Leaves the store.

FCTN 3 (ERASE) 	Erases your selection if pressed before you press ENTER.
Shift S (left) 	Moves the cursor to the left, deleting each character.
ENTER 	ENTER 	

 Inputs information.
 Passes a player's turn during combat.
 Leaves a treasure in a room.
 Returns from buying items in a store's subcategory, from using an item, and from selecting an item at a living statue.

FCTN 5 (BEGIN) 	Goes to the game selection display.
FCTN = (QUIT) 	Returns to the master title screen

K Saves a game.
1 Shows player status report.
2 Shows party status report.
3 Shows monster status report.
F Fires a ranged weapon
M Shows the map.
N Negotiates with monsters during a battle.
U Enables a player to use a magic item.
W Changes a player's weapons.
C Checks for secret doors.
B Enables the party to break through a door.
L Enables the party to listen at a door which is adjacent to and facing the party.
O Changes party formation.
T Trades items between players except during a battle. 


name: Adventure #04 - Voodoo Castle
filename: Disks\adventure\adventure.zip
filetorun: sup1.txt
scrnshotfilename: V\Voodoo Castle.png
gemus: advfile=VOODOO mode=XB
comment: Scott Adam's - Adventure #04
memotext:
VOODOO CASTLE (Scott Adams)
---------------------------

(You begin at a coffin) OPEN COFFIN, EXAMINE COFFIN (it is count Christo), GET 
RING, E, WAVE RING (the door vanishes and a chute appears), DROP RING, GO CHUTE, 
GET PLAQUE, GO HOLE, EXAMINE BALL (spirits drive you away), W, S, W, S, E, GET 
SWORD, GET SHIELD, W, N, E, GET GLASS, E, N, E, E (the shield protects you 
against the tubes), EXAMINE CHEMICALS, MIX CHEMICALS, GET CHEMICALS, DRINK 
CHEMICALS (you shrink), W, W, S, MOVE KETTLE (you notice a hole), GO HOLE, READ 
PLAQUE (in the dark, using the glass, you read the safe's code), GET FOOT, U, N, 
REMOVE HEADS (with the sword), DROP HEADS, DROP SWORD, TURN 38, TURN 33, EXAMINE 
SAFE, GET HAMMER, DROP GLASS, DROP PLAQUE, S, W, W, S, GO DOOR (you can pass, 
since you have shrunk), GET SAW, EXAMINE GRAVE, GET CLOVER, E, N, GO CELL, READ 
LEAFLET (a hint), SAW DOOR, E, N, DROP FOOT, ON MAN, W, GO FIREPLACE, GET IDOL, 
DUST IDOL (it glows), OPEN FLUE, GO FLUE, REMOVE NAILS (with the hammer), DROP 
NAILS, DROP HAMMER, REMOVE BOARDS, DROP BOARDS, SAW GRATING (there's a button 
behind it), DROP SAW, DROP GRATING, PRESS BUTTON (you?re sucked upwards), PUSH 
SWEEP (he gives you a piece of paper regarding the Ju-Ju statue), READ PAPER, D, 
D, S, E, S, GO STAIRS, SAY ZAP (the statue comes alive), LISTEN (you receive a 
bag), DROP PAPER, D, E, N, E, E, GET BAG, W, DROP SHIELD, W, S, W, N, E, GO 
CHUTE, OPEN BAG, EXAMINE BAG, GET BOOK, GET STICK, READ BOOK, WAVE BAG, GO 
CRACK, DROP BAG, READ PAGE (it has the rest of the voodoo formula), S, GO HOLE, 
SUMMON MEDIUM (she gives you a hint), EXAMINE BALL, GET KNIFE, W, N (the clover 
keeps the window open), GO WINDOW, GET DOLL (it is the doll that keeps the count 
ill), S, S, CIRCLE COFFIN, WAVE STICK, YELL CHANT (the spell has been broken - 
the count is saved!!)


name: Leather Goddesses Of Phobos
filename: Disks\leather.zip
filetorun: leather.dsk
scrnshotfilename: L\Leather Goddesses Of Phobos.png
gemus: ea5file=LEATHGODDS mode=EA emu=classic99
comment: no need to change disk - just press ENTER
memotext:
You must use the EA module to load this game from EA5.

With a real 99/4A you need a supercart.
PC99 and the Geneve automatically have supercart memory available.
*Classic99 is configured to run this.


name: Mad Marvin's Great Escape [preview]
filename: Disks\marvin [f].zip
filetorun: marvin [f].dsk
scrnshotfilename: M\Mad Marvin's Great Escape.png
gemus: ea5file=MARVINDEMO mode=EA
memotext:
Regards to Marc Hull, check out the website to purchase the full version and for latest developments - http://www.dsapsc.com


name: Schwarze Kristall, Der
filename: Disks\geschick-3.zip
filetorun: geschick-3.dsk
scrnshotfilename: S\Schwarze Kristall.png
gemus: xbfile=KRIS-WERTE
memotext:
geschick-3.zip - RUN"DSK1.KRIS-WERTE"

Schwarze Kristall.zip - level select version (auto booting)
press B-K to load level, enter level code to run.


name: Adventure #01 - Adventureland
filename: Disks\adventure\adventure.zip
filetorun: sup1.txt
scrnshotfilename: A\Adventureland1.png
gemus: advfile=ADVLAND mode=xb
comment: Scott Adam's - Adventure #01
memotext:
Walkthrough (solution) for the "original" TRS-80 BASIC version of Scott Adams's text
adventure game Adventureland, as published in SoftSide magazine in 1980, and for the 2020 BBC Micro
port thereof

Note that handling the BEES near the end of the game can be tricky. They sometimes sting you, and
you may be sent to limbo, from where you can escape if you GO EAST. (Or just try again.)

Note also that whenever there's a blank line in the walkthrough below, you must pause and check
whether you've been bitten by chiggers. If you have, then you must GET MUD to heal the bites,
and then DROP MUD.

GO EAST
GO EAST
GET AXE
GO EAS
BUNYON
SWIM
GO WES
GO WES
GET OX
GET AXE
GET FRUIT
GO EAS

CLI TRE
GET KEYS
GO DOW
CHOP TREE
DROP AXE

GO STUMP
DROP FRUIT
DROP OX
GET LAMP
RUB LAMP
RUB LAMP
GET BOTTL
GO DOW
GET RUB
GO UP
DROP RUB
GO DOWN
GO HOLE
UNLO DOOR
DROP KEYS
DROP BOTTL
GO HALL
LIGHT LAMP
GO DOW
GO SOU
GET BLA
GO NOR
GO DOW
GO DOW
GET FLINT
GO WEST
GO NOR
GET RUG
GO DOWN
GET NET
GO UP
AWAY
LAMP OFF
GO SOU
DROP BLA

GO STUMP
GO DOWN
GO HOLE
GET BOTTL
GO UP
GO UP
DROP FLINT
GO UP

GO NOR
GO EAS
GET FISH
GO SOU
GO WES

GO STUMP
DROP FISH
DROP NET

DROP BOTTLE
GO UP
GET BLA
GET GAS

GO STUMP
GET FLINT
GO DOWN
GO HOLE
GO HALL
LAMP ON
GO DOWN
GO SOUTH
GO UP 
DROP BLA
LIGHT GAS
DROP FLINT
GO LEDGE
JUMP
YELL
GET MIRR
GO THRONE
GET CROWN
GO DOW
JUMP
GO WES
GO DOW
GO NOR
GO UP
GO UP
GO UP
GO UP
DROP CRO
GO DOW
GO HOLE
GO HALL
GO DOW
GO SOU
GO UP
GET BRICK
GO DOW
GO NOR
GO DOW
GO DOW
GO WES
GO NOR
GO DOW
DROP BRI
GET FIR
GO UP
AWAY
LAMP OFF
GO SOU

GO STUMP
DROP FIR
DROP RUG
DROP MIR
GET BOTT
GO UP
GET MUD

GO STUMP
GO DOWN
GO HOLE
GO HALLWAY
LIGHT LAMP
GO DOWN
GO NOR 
GET HONEY
DRINK WATER
GET BEES
GO SOUTH
GO UP
GO UP
GO UP
GO UP
DROP MUD
GO UP

GO NORTH
DROP BEES
GET EGGS 
GO SOUTH

GO STUMP
DROP EGGS
DROP HONEY
SCORE


name: Wishbringer
filename: Disks\Wishbrin.zip
filetorun: Wishbrin.dsk
scrnshotfilename: W\Wishbringer.png
gemus: ea5file=WISHBRINGR mode=EA ;machine=genmod
comment: requires Super Cart 8k memory.
memotext:
This game can only be played directly from Classic99 due to limitations in MESS but can be played via the "Geneve" entry.


name: America's Agent
filename: Disks\3564[f].zip
filetorun: 3564[f].dsk
scrnshotfilename: A\America's Agent.png
comment: not working in MAME
gemus:
CL99-KS=2 CALL APESOFT\nCALL LOAD(-31952,210,027,212,126)\nCALL LOAD(-25,0)\nRUN"DSK1.AGENTPROG"\n
mode=XBAPE
apefile=yes
speech=yes
memory=32k


name: Jack Space On Mars
filename: Disks\JACKSPACE.zip
filetorun: JACKSPACE.dsk
scrnshotfilename: J\Jack Space On Mars.png
gemus: mode=XB force-dsk0=true
memotext:
Only works in Classic99

The starting level password for it is "SEULC"
The password for the tower  program is WIZARD
The password for the tower  program is WIZ.
The password for the tower  program is END


JS Upgrade 04 NOV 1996
Unless you want no help of any kind
read the file "*JSDOCS".
This file details loading procedures and has many helpful hints without giving away any game solutions.
This graphic adventure game has many docs, clues, etc. in the hope that everyone who gets it will finish it one way or another.
I do not like the idea of spending hours on areas that 90% of the users
won't see.

If you want no help, put the files from the archive files JSGAME1&2
on a DSSD or larger disk and run the file "LOAD" in XB. These files
have boot tracking. A ramdisk will reduce loading times.
Leave regular disks in the drive as you play.
SSSD users see file by that name.
Don't forget to backup the files.


name: Splat
filename: Disks\CV47.zip
filetorun: CV47.DSK
scrnshotfilename: S\Splat.png
gemus: xbfile=1103
memotext:
mercury 12.2
venus 28.30
earth 32.16
moon 5.15
mars 12.5
jupiter 85.2
saturn 37.6
uranus 33.8
neptune 39.6
sun 89.6
pluto 6.432


name: Return To Treasure Island
filename: Disks\mc\return treasure island.zip
filetorun: return treasure island.dsk
scrnshotfilename: R\Return To Treasure Island.png
gemus: mode=XB ;xbfile=TREASURE
memotext:
E,S,D,X

W = Wealth
R = Reveal Clue / Dig
B = Bargain with pirate

to disable Hi-Score enter.
92 GOTO 98


name: Space and Beyond [-bug-]
filename: Disks\Space and Beyond [f].zip
filetorun: Space and Beyond [f].dsk
scrnshotfilename: S\Space and Beyond.png
gemus: xbfile=SPACE
memotext:
fixed 1170 with :: goto.
but game stops with 1 or 2 at this point (team A or B).

2 oophos
1,1,2,(2)

2080 & 2090 repeated gotos maybe a problem.


name: Dunjon
filename: Disks\mc\dunjon.dsk
scrnshotfilename: D\Dunjon.png
gemus: cxbfile=DUNSTART mode=XB
comment: repaired corrupt level files 5 & 6 (incomplete)
memotext:
keys

E = Up
X = Down
S = Left
D = Right

C = Check (search for secret doors/traps)
H = Health
P = (no gems)
U = Unlock Door / Select Key (Emerald,Ruby,Silver,Gold)
O = Open Chest
G = Get / Item in chest
A = Avoid  / Trap
F = (Theif only)
W = Weild Staff of Healing (Preist only)
R = (Magician Only)
Z = Status


name: Citadel
filename: CITADEL(save).dsk
scrnshotfilename: C\Citadel.png
datelastplayed: 10-03-2023
gemus: mode=XB
comment: 0190b - RUN "DSK1.B" at game over
v_comment: saves character to disk - re-load not working in emulator
memotext:
despite what the intro screen says...
*the game breaks on game over and the character file gets deleted.
*you need to reload [RUN"DSK1.B"] and create a new character.

the original tempory character filename was named (7f 7f 7f 7f):
now it's called "CHAR"

old dungeon continune filename:
@name

surviving char filename:
#name


use keys

E up
S left
D right
X down
R run
W weapon - change
O open - chest (can explode and kill you)
T take (object or stairway)
U use - magic
K kill
Q quit


name: Scopa
filename: Disks\scopa [f].zip
filetorun: scopa [f].dsk
scrnshotfilename: S\Scopa.png
gemus: xbfile=SCOPA
memotext:
remove SIZE(x) from listing to avoid syntax errors.
e.g. change "BEEPSIZE(1)" to "BEEP".
1620
1640
1650
1700
1720
1730

3051 size(2)
3061 size(2)
1420 ON CE-47


name: Dark Star (TurboForth v1.2)
filename: Disks\darkstar.zip
filetorun: darkstar.dsk
scrnshotfilename: D\Dark Star (1).png
memotext: s" DSK1.DARKSTAR" USE 30 BLOAD DROP DARKSTAR
gemus:
CL99-KS=2s" DSK1.DARKSTAR" USE\n30 BLOAD DROP DARKSTAR\n
mode=turboforthv12
mameks=s""" DSK1.DARKSTAR""" USE\n30 BLOAD DROP DARKSTAR\n


name: [Cart Application] SMU Electrical Engineering Library
filename: Carts\smu_electrical_engineering_library.zip
filetorun: phm3045g.bin
scrnshotfilename: S\SMU Electrical Engineering Library.png
gemus: rpk=SMU_Electrical_Engineering_Library.rpk autoselect=false
memotext:
This module requires disk /tape images PHM 3045D which are not yet found.

PHM 3045D - SMU Electrical Engineering Library (2 diskettes)
PHM 3045T - SMU Electrical Engineering Library (10 cassettes)


name: Bug Simulation
filename: Disks\AI.zip
filetorun: AI.dsk
scrnshotfilename: B\Bug Simulation.png
gemus: xbfile=GAMMA
memotext:
S: Stop the program
R: Restart a fresh simulation
G: Display a graph of the current genetic composition of the bugs, which will give you an idea of the dominant genes at any stage of the simulation. The relative number of bugs for each genetic trait is shown by a star. Press any key to return to the simulation


name: Gravity Master
filename: New\DSK\Grvmstr.zip
filetorun: Grvmstr.dsk
scrnshotfilename: G\Gravity Master (1).png
gemus: mode=XB
memotext:
from menu press
 3.Linker
and enter game filename to load
DSK1.EASYDEMO
DSK1.HARDDEMO

from menu press
 2.tester
load a screen "DSK1.filename"

BREAKAWAY
CASTLE
COILS
CRUMBLES
FIREBOX
HIGHDIVE
KING
LEAPIN
MESS
PENDRAGON
PETES
PHASES
PLATFORMS
PODS
SIMPLETON
SNAIL
SQUEEZER
TF
TF2
WARMUP
ZIGGARAT
ZIPPER



name: Jet Pac (TurboForth v1.2.1.5)
filename: New\DSK\JetPac.zip
filetorun: JetPac.dsk
scrnshotfilename: j\jetpac.png
gemus: mode=TurboForth
comment: disk - requires TurboForth v1.2.1:5 (built in to Classic 99)
memotext:
Jet Pac running instructions:

To run it from disk, just place the Jetpac.dsk file in DSK1 for Classic99 or MESS, insert the TurboForth cartridge version 1.2.2 (latest version), and reset the computer. Jet Pac will auto-boot.
 
To run as a cartridge, below are the instructions for Classic99:
 
To load the cart in Classic99, you need to copy the file into the Classic99/MODS folder, then add the following to your classic99.ini file (make sure classic99 is not running):
[UserCart3]
name="Jetpac"
rom0=3|0000|10000|MODS\JPCart.bin
You may already have a UserCart3 so just change it to the next in the sequence. Once this is done, save the ini file, start classic99, you will then find the cartridge in the Cartridge --> User menu.
 
If you have a 64K Guidry cart, you should be able to burn the exact same bin file to an EPROM and run it on real iron.
 
Real cartridges will be soon available at arcadeshopper.com as well.
 
Jet Pac can be run with a joystick (recommended), or with the keyboard as noted below:
W boost left
E boost up
R boost right
S move left
F move right
L fire


name: Word Search (Printer)
filename: Disks\WordSearch.zip
filetorun: WordSearch.dsk
scrnshotfilename: W\WordSearch(printer).png
gemus: mode=XB
memotext:
i think you need a printer for this?.

word files.
ENTER DSK1.??????


animals
artists
birds
britcity
cancity
cars
cats
cities
civil
college
countries
cpje
dogs
engl/town
fish
flowers
foods
ford
francity
frenchrev
games
germany
gmc
ireland
islands
italy
jobs
lakes
mountains


name: Titanium
filename: Carts\rasmus_Titanium.zip
filetorun: Titanium9.BIN
scrnshotfilename: T\Titanium(f18).png
gemus: rpk=rasmus_Titanium.rpk memory=32k size=10000 f18a=yes
comment: cart - f18a
memotext:
Press "F" to change hardware mode, defaults to F18A mode by default, F18A is only supported in Classic99.


name: [disk compilation] Timelost
filename: Disks\ti994a-timelost-v9t9.zip
filetorun: ti994a-timelost.dsk
scrnshotfilename: T\Timelost.png
gemus: mode=XB
comment: CALL DIR(1)
memotext:
Read The Manual

Caverns of Carnage
OLD DSK1.CAVERN

ESCAPE
PITDEMONS
ROCKFALL

Attack of the Slime Creatures
SLIME

STONEHENGE


name: [disk compilation] Games Tis Play (Side One)
filename: Disks\games-tis-play-v9t9.zip
filetorun: games-tis-play-side-one.dsk
scrnshotfilename: G\Games Tis Play (Side One).png
gemus: CL99-KS=1OLD DSK1.
comment: CALL DIR(1)
memotext:
Read The Manual
ARTIST

BARREL

BIORHYTHM

BLOCK-EM

BRAINTEASE

CONNECT5

CRAPS

DIGITS

FAUCET

FLIP-EM

GRUESTEW

HANGMAN

IRSMAN

ITCHE

KINGDOM

LEARNER

MAGICSQRS


name: [disk compilation] Micro Adventure #6 - Robot Race
filename: Disks\micro-adventure-six-robot-race-v9t9.zip
filetorun: micro-adventure-six-robot-race.dsk
scrnshotfilename: R\Robot Race.png
gemus: CL99-KS=1OLD DSK1.PROGRAM
comment: Requires modifications to run on TI-994a
memotext:
Read the Instructions.
For Ti-99/4a - Make these changes:

Program 1: Decoder
120 A=ASC(SEG$(B$,I,1))
160 A=ASC(SEG$(B$,I,1))-ASC("A")+1

Program 2: Lockpick
15 RANDOMIZE
20 N=INT(RND*200)+1

Program 5: Robotshoot
15 RANDOMIZE
130 K=INT(RND+.5)

Program 6: Scramble
120 I$=SEG$(C$,I,1)
160 P$=P$ & I$
190 K=ASC(SEG$(K$,J,1))-ASC("A")+1
240 P$=P$ & CHR$(P+ASC("A")-1


name: Jungle Rajdeep
filename: Disks\JungleV2.zip
filetorun: Jungle.dsk
scrnshotfilename: J\Jungle Rajdeep.png
gemus: mode=XB KB=emulated
memotext:
This game needs to start in "Emulated" keyboard mode in order to work and hence cannot autoselect the startup options - the user must select any key and then press key 2 for TI Extended Basic.


name: Multicart - 1MB Game ROM
filename: Carts\multi-1megGames.zip
filetorun: 1megGames_(31-08-2015)_8.bin
scrnshotfilename: comp\1MB Game ROM.png
gemus: size=100000 rpk=multi-1megGames.rpk memory=32k
comment: Tony Knerr. - Wing War corrupt or prototype
v_comment: <pcb type="paged377">
memotext:
Virus Attack not working in this 1MB cart.
Use Multicart - GAMES#5 (512k) which has a huge chuck of identical data.


name: Tutankham
filename: Carts\pb_Tutankham(proto).zip
filetorun: atmega1284p-code_u.BIN
scrnshotfilename: T\Tutankham (pre).png
comment: prototype
gemus:
rpk=pb_Tutankham.rpk

cart-rom1=U|0000|1E000|
cart-rom2=8|0000|80000|
cart-rom3=T|0000|1000|

cart1=atmega1284p-code_u.BIN
cart2=at49F040_8.bin
cart3=atmega1284p-data_t.BIN


name: Never-Lander
filename: New\DSK\Neverlnd.zip
filetorun: Neverlnd.dsk
scrnshotfilename: N\Never-lander.png
gemus: mode=EA ea3file=EA3GAME
comment: disk
memotext:
TI NEVERLANDER.....
.
Run the game as an Editor/Assembler opt 3 or equivilent.  It will load and auto start..
.
The object is pretty simple.  Miss the rocks and stay alive.  You must use.
Joystick number one to play.
.
The game is organized as 5 stages of 5 zones each.  You must pass all zones.
to reach a new stage.  Each succeeding stage will have an element which.
makes it a bit more challenging than the previous ones.
.
Manuvering is done via the joystick left and right controls and the fire .
button which activates the thrusters (and decreases your fuel.)you may not.
scroll your ship left or right or up and down..
.
If you hit a rock you will lose some fuel.  If you run out of fuel then the.
game is over.  Occasionally you will see flashing red fuel bottles.  If you.
hit one of these you will regain some of your spent or lost fuel.            .
.
Points are awarded for ; 1) surviving, 2) picking up fuel and 3) the amount.
of fuel left at the end of the zone..
.
As in all 80's genere vid games there really is no way to win NEVERLANDER
(hence the name.)  You can only prolong the inevitable.  I have only been able
to get to zone 3 of THE CHAINSAW before succumbing to my pitiful reflexes.  As
a result of this I have added a "cheat" mode that allows you to start at any
stage from the title screen.  If you press 1,2,3,4 OR......5 you should hear a
tune popularized in the 3rd grade to notify you that you indeed are a
cheater.cheater......cheater.  But what the hell it is the only way I will ever
see stage 5....
.
If you like this program then feel free to send me 1 million dollars or maybe
an "attaboy".  If you don't like this program then don't play it (and don't
bitch cause it didn't cause you anything.)  If you don't like the program and
you want to whine about how it could have been better or otherwise want to
break my balls then I suggest you either; 1) get off your ass and write
something better -OR- 2) kiss mine.... ;-).
.
Some fun facts about NEVERLANDER....
 
.
1)     It was written on a TI console with the SNUG 32K16 Kit, Fast Crystal and
Tursi's PS/2 keyboard adapter.  I/O was through a SNUG HRD16 ramdisk and WHT
SCSI set up.  No emulators were harmed in the production of NEVERLANDER..
.
2)     More than a few beers were drunk during programming and many more during
debbuging but....I never once passed out at the keyboard.....
.
3)     The title logo was designed by Calvin Hull,  noted graphic artist
working out of the 5th grade at Classen School for Advanced Studies..
.
4)     Music composed by Alec Hull(budding guitar hero) 8th grade at Classen
School for Advanced Studies.
.
     (BTW...CSAS is a PUBLIC school in the Oklahoma City school system
currently rated as the 41st overall public school in the nation!  GO Comets...).
.
Not bad for a bunch of hard scrabble oil patch jockeys huh ???.
.
.
Any way my friends.  Enjoy the game as well as the TI.  Don't sweat the trolls
or the naysayers.  Keep the beer cold and the coffe hot.  Your friend
.
The Destroyer........HAHAHhahahahahahaa............
.


name: Santa and the Goblins
filename: New\Intrigue Software\Santa and the Goblins.zip
filetorun: SantaGob.dsk
scrnshotfilename: S\Santa and the Goblins.png
gemus: mode=minimem cbsfile=SANTAGOB emu=classic99
comment: classic99 only
memotext:
this game requires the maximum available memory in BASIC.
on real hardware this means removing the disk drive and loading from tape.

classic99 has a special command.
CALL FILES(0)
this allows large files to be run from disk.

RXB (Rich Extended BASIC).
The Latest version (2022d) has similar CALL FILES code and can now be used to load them in MAME. 


name: TGV (n142-144) [XB]
filename: hebdo\TGV (n142-144) [XB].zip
filetorun: 142 TGV.txt
scrnshotfilename: T\TGV.png
gemus: xbfile=TGV2
memotext:
CE JEU SE RAPPROCHE LE PLUS POSSIBLE DE LA REALITE.
LE GRAPHISME DU PAYSAGE N'EST LA QUE POUR DONNER DE
L'ANIMATION MAIS NE PARTICIPE PAS AU JEU.

VOUS ETES AUX COMMANDES DU  **T.G.V.**
LE TABLEAU DE BORD COMPORTE TROIS PARTIES:

1- LA PARTIE TRACTION ET LES AUXILIAIRES:
   -TRACTION:   disjoncteur principal,blocs moteur(DJp)
   -AUXILIAIRES:disjoncteur auxiliaire, le convertisseur (AUX), la charge batterie, lespompes a huile(DJa).

2-FREIN:conduite generale(CG) de 0 a 5 bars et frein electro pneumatique(FEP).

3- SECURITE ET VITESSE:
-un visualisateur de CAB.SIGNAL (vitesse limite(VL),
-un compteur de vitesse avec controle (CV).
-un visualisateur complemen-taire coupez courant (SECt).
ATTENTION AU $$$ IL Y A CONTROLE A 30 AVEC LES (DJ) ET FREINAGE D'URGENCE.
LE 000 EST CONTROLE A 160.
LA VITESSE DU T.G.V. EST DE 270,A 280 ALARME,A 290 CONTROLE DE VITTESSE (CV).

COMMENT JOUER :
VOUS AVEZ UN CREDIT DE 1000 PTS.
pour commencer vous devez rearmer la partie traction et auxiliaire <TOUCHE R>, lapartie frein <TOUCHE F>

VOUS ETES PRET A PARTIR ?
pour cela utilisez la manette 1 <AV=> pour accelerer <AR=> pour ralentir.
ne jamais perdre de vue le  visualisateur. a chaque changement de vitesse (SON  BOIS) il faut arreter la
vigilance par le bouton <TIR> vous gagnez 50 pts sinon tout s'arrete et vous perdez 100 pts.

si votre vitesse est sup-erieure a la vitesse afficheil faudra freiner <TOUCHE F>
et vous gagnez 50 pts sinon tout s'arrete vous etes prisen controle de vitesse (CV) et vous perdez 100 pts.
le 270 et le VL ne sont pas vigiler mais repris par un (SON CLAIR).
le coupez courant(SECt)n'aaucun repere son (ATTENTION) achaque oubli vous perdez 100pts, pour evitez cela il faut
ouvrir les disjoncteurs par la <TOUCHE D> et les rearmerpar la <TOUCHE R> et vous gagnez 50 pts.

a 0 pts vous avez perdu a 2000 pts vous etes recu a  l'examen de CONDUCTEUR du T.G.V.
vous n'avez que quelques secondes pour reagir sur chaque phase.
*************
*BONNE ROUTE*
*************


name: Panzer Strike
filename: new\xb\PSTRIKE.dsk
scrnshotfilename: P\Panzer Strike.png
gemus: xbfile=PSTRIKE
memotext:
Mission 1: Escape
Mission 2: Defend
Mission 3: Resupply
Mission 4: Attack
Mission 5: Defeat
Mission 6: End


name: Burger
filename: new\COMPILEDISK\Burgers(1985)(Fredrik_Oehrstroem).zip
filetorun: Burger.txt
scrnshotfilename: B\Burger.png
gemus: xbfile=BURGER
comment: bugged / bad coding on burger items.
memotext:
You MUST clear complete parts of burger (so it falls), before walking over another part above it.
failure to do so will crash the game.


