Eamon Adventurer’s Log
National Eamon User’s Club
Volume 1 Number 4 – October 1984
John
Nelson
- President and
Senior Staff Writer
Bob Davis
- Reviewer Extraordinaire and generally
silly person
Jeff
Harris
-
Anybody know where he is?
Dan
Cross
- Semi-local
tester and kibitzer
Thomas Zuchowski
- Bug reporter! 1st class
Gary
"Norbert" Flanagan - Art director - Omaha Office
The Dover Boys
-
True Barbarians
Some
unwary adventurers have been burned. We distribute
adventure disks that are as bug free as possible, although we admit
problems do
occur sometimes. Some people go for the cheaper sources of adventures
and end
up getting what they pay for (and less.) We recently heard of several
cases
where people had ordered from these cheap sources (to remain nameless)
with the
result being about half of the disks they received were totally blank.
The
warranty? NONE! You pays yer money and you takes yer chances. But not
us! We
try to compete with these sources, but some of them buy their diskettes
by the
boxcar full and we can’t match that volume.
We tried to just fix bugs as they
occurred within the
adventures, but people sent in bugs from adventures that they received
from
other sources. We ended up chasing our tail stamping out bugs that we’d
stamped
out three years ago.
As a result, we have made a policy
decision and would
like to explain our actions. We print bug fixes to the versions of the
adventures that we distribute. There is no way we can fix a bug to a
version
that we don’t have. We have enough problems doing the work we have now.
So if
you buy your diskettes from other sources and they don’t work, we can’t
help if
it is not the same version we have. We would be glad to look into it
and fiy
it, but there’s no way we can afford to take the time to fix the same
bug
eighty times!
To
solve these problems, we have taken two steps:
1. We built a data base to keep track of what adventures we
are distributing and to whom.
2. We are making up and maintaining a list of revised dates
far all programs and adventures.
We will print this list in future issues so you
can compare your versions to the ones we have.
If you write to us about a
bug, tell us where you got the adventure. If you got it from us, we
will check into it right away. If not, we are still willing to help
you; but if the copy is old, the solution might be to order a new copy.
(There may have been dozens of changes since you got your copy!)
A
small delay may be noticed when
ordering or
corresponding just before newsletter time. This is unavoidable and your
patience during our peak times is appreciated.
All National Eamon User’s Club
offices in the
continental United States
will be closed from Friday, December 21, 1984,
through Wednesday, January 2, 198 for the
Christmas and New Year
Holidays. Offices in Iran,
Bahrain
and Moscow
will
remain open. (Drive-up windows will be open half-days.)
Tournament Plans have been
indefinitely postponed. The
time needed to set one up is not currently available and low interest
in it
does not justify setting a higher priority on it.
The notebook idea has struck a lot
of members fancy
and we would like to proceed with it. We need a definite commitment to
go ahead
with the making of the notebooks. The cost of the notebooks to members
will be
$10. each plus postage and handling. They are 100% Vinyl with padded
covers and
backs, silk-screened with the Eamon Dragon and lettered in Old English
script
along the spine. They will have pockets on the inside for placing notes
and
will be a standard size (8 1/2 x 11) 1’ thick. If we can sell enough of
them,
we may be able to get them cheaper, but we need a commitment for 100
notebooks
(minimum order from factory). The documentation will be distributed
separately.
Some member5 have expressed an interest in buying the notebooks and
using vinyl
diskette pages far holding their Eamon diskettes. For this reason (and
because
the documentation is not ready yet) we decided to sell the notebooks
and
documentation separately. Because the manufacture of the notebooks is
expensive, we will need a firm commitment and pre-payment by November
30th. If
not enough orders are received by that date, we will refund your money.
[FIXES OMITTED FOR INTERNET VERSION]
On a serious note, we have some bad
news about the man
we call the Grandfather of Eamon.
Donald Brown, the father of Eamon,
was inspired to
write Eamon at the urging of a good friend: Bill Fesselmeyer who was a
great
fantasy role-playing fan and Baron of the local SCA (Society for
Creative
Anachronism) in Des Moines.
Bill was killed September 14th in an automobile accident along with his
wife
and two of their friends. A fifth person was in critical condition at a
local
hospital here.
The Baron was buried in full battle
armour; his
friends from the SCA in full dress armour at the funeral. I think it
would be
appropriate for all Eamon fans to doff their helmets, and dedicate a
moment of
silence for the person responsible for their Wonderful World of Eamon.
Then, let’s all go out there and
slay a Dragon for the
Baron!
----------
I separated the above sad news from
the below happy
news for obvious reasons.
The following are new Eamon adventures since our last issue: 77. Temple of the Trolls by John Nelson 78. The Prince’s Tavern by Bob Davis We also received three other adventures and are testing them. They will be ready before the next issue is out.
TERMINOLOGICAL
INEXACTITUDES
Things appearing in this column
must not be confused
with actual facts.
After tallying the results of the
Questionnaires we sent out, we have taken a hard look at the ‘What
things would
you like to see improved in Eamon?’ question and have decided to
rewrite Eamon
to have all of the improvements! All we have to do is put Hi-Res 256
color
graphics in it with animation routines, 12 octave sound, allow room on
the disk
for 44000 rooms, (twelve levels
deep)
64000 artifacts, 94000 intelligent monsters (capable of intellectual
pursuit) 4
million new built in features that will run on a 48K machine!
-- NO PROBLEM!!! Near as we can
tell, it would only take a 400 megabyte machine with disk access speed
of a
trillionth of a nano-second and a capacity of 400 billion K! Anybody
out there
know some REALLY GOOD programmers? They’d have to be willing to work 24
hours a
day for the next 46 years and of course it is all volunteer, since
Eamon is
non-proprietary.
Did you know most of you are named
David?
Watch out for this one’ In guest
far Trezore if you manage to get Zobar’s power sceptre away from him
and then
manage to get into the Chamber of Trezore and do a power spell, your
diskette
will melt in the drive’ This is particularly hard on the read head.
Using covert tactics seldom seen in
the free world, I was able to get a hold of Bob’s first adventure - The
Prince’s Tavern. It’s the story of a young prince who has to work his
way
through law school while supporting an elderly grandmother.
In this column we answer commonly
asked or interesting
questions we receive.
Q. I bought about a dozen
adventures from another
distributor about three weeks ago and about half of them are blank. I
tried to
get this distributor to replace them, but I was told there was no
warranty and
that the disks are sold ‘as is’. Can you tell me how much it would cost
to
replace them for me?
A. The club will re-copy an Eamon
diskette for our
members at the cost of $3.00 plus .50 for postage, if you send the
diskette to
us. If you previously purchased the diskette from us and are getting an
upgraded copy, we charge only $2.00 plus .50 postage. If the copy you
got from
us is bad (a bad COPY - don’t confuse this with a bug - bugs are not
covered),
we will re-copy it free, providing you send us the diskette packaged to
prevent
it from damage in transit. If your copy is not actually a bad copy, but
contains bugs, please report the bugs to us and we will clean them up
and
provide you with a fix.
Q. I recently obtained a copy of
the Death Star and it
is riddled with bugs. (Bug descriptions omitted) I would appreciate it
if you
could fix these for me or send me a new copy.
A. The bugs you described do not
exist on the club
copies of the diskette. I checked the records and have found no bugs
such as
those you report. I tested the adventure and they do not occur on our
copy.
That must mean one of two things. Either the club copy was fixed years
ago
(before we kept records on bugs) or they never existed on our copy. It
is
possible someone was playing around with the adventure and cobbled it
up. I
would suggest you order a new copy.
Last issue we reported that the
most you would have to
spend to bribe a monster was 100 gold pieces. This is not exactly
accurate.
This is the most you would have to spend to bribe a monster with a
friendliness
of 50% or more. When we noticed this error, we immediately calculated
how much
you would need for other friendliness ratings. The maximum amount you
would
ever have to spend is 9900 gold pieces (for a monster with a
friendliness of
1). For a monster with a friendliness of 2 it drops to 4800.
DDD 6.0 presents some interesting
problems for the
player. Because this new version
allows such sneaky-isms as artifacts in the room that are not listed as
artifacts, the player must be extremely watchful and clever. This helps
make
the adventures harder and the player must be able to figure out more
complex
problems. For example in the Picnic in Paradise adventure, one of the
rooms is
described as having a desk in the room. The desk is not actually listed
as a
separate artifact unless you examine it. Also the desk, since it really
is in
the room could be a necessary artifact. For example, you might be able
to open
it. Other things might be more common in a version 6.0 dungeon. Things
such as
secret passages, locked doors or gates, monsters bound in the room,
healing
potions, and things inside other things. This is because these are the
standard
available features of a version 6.0 dungeon and they are very simple
for the
designer to install.
To combat some of this, the
adventurer will have to be
extremely cautious. The designer also must be much more careful. For
example, a
room could be described as having a large statue in the center of the
room and
pillars on each side. In version 5.0 and before, the player would not
have to
consider these items when playing the adventure, except that it would
make the
description of the room slightly more interesting. In version 6.0, it
would be
possible to have the statue actually be an artifact in the room,
without the
program listing the statue as a separate artifact. Even the pillars
could be
artifacts. The problem this presents for the adventurer is that he has
to
search very diligently and watch the descriptions very carefully, but
if he gets
into the habit of examining every item in every description, it’ll take
him
years to get through a very good descriptive adventure. Actually, this
also
presents a problem for the designer as well. He should be careful
enough with
his descriptions so that he won’t mislead the player.
The big problem then is how to
determine if an
adventure is 6.0, 5.0 or earlier. Right now the only version 6.0
dungeons in
production are #48 - Picnic in Paradise
and
#77 - Temple
of
the Trolls.
To make a gate block a passage, you
can do it one of
several ways. Version 6.0 of the Dungeon Designer Diskette supplies the
designer with a method that requires no programming, so we will not
discuss
this version here. If you have version 6.0, simply use the method
provided.
For version 5.0 and prior the
following may help make
the design easier for the author. Many different ways can be found by
looking
at how others have done it in various adventures. If you would like to
look at
how others have done it, the following adventures are along those that
contain
gates where you have to have the key or some kind of a passcard to get
through.
The list is by no means complete, but it will demonstrate a wide
variety of
methods.
Lair of the Minotaur - Iron gate
Devil’s Tomb - Steel Door
Abductor’s Quarters - Brick wall
Quest for Trezore - Brass Door
Hogarth Castle
- Cell door
The Black Death - Iron Door, safe,
desk, file cabinet
Nuclear Nightmare - Gate, bubble,
vault
Assault on the Mole Man - Gates
Revenge of the Mole Man - Gates
Here we will go through one of the
easier methods and
I think one of the better ways to handle locked doors.
The method you use will depend on
how you want to
activate the opening of the gate. Some adventures will have a special
UNLOCK
command, some will simply check to see if you are carrying the key and
if so,
let you pass. Others will have you use an OPEN command and if you are
carrying
the key, let you go and if not, print a message that the gate or door
is
locked.
The easiest way is to simply check
to see if the
person is carrying the key, and having two artifacts for the gate or
door. One
artifact would be the gate or door when it is open and the other would
be the
gate or door when it is closed. To operate the door the program would
have a
fixed number for the door that it would check for.
For example, if the key were
artifact #6, and the
closed/locked door were artifact #7 and the open/unlocked door were
artifact
18, the program could work like this:
1. In the move routine:
3035 IF AD%(7,4) = ROOM AND D=3
THEN PRINT ‘THE DOOR IS LOCKED. YOU’LL NEED A KEY’:GOTO 100
The variable AD%(7,4) is the room
number of the locked
door. The D = 3 check means the door will block passage only to the
east. (East
is the 3rd direction in NSEWUD in the command table and D is always the
direction of movement). It is compared to the Room number to see if the
door is
locked. (If it is in the room, the door is automatically locked,
because the
OPEN routine will do this:)
2. An OPEN command will be needed
to get the locked
door (artifact #7) out of the room and the open door (artifact #8) into
the
room:
20000 REM /// OPEN COMMAND
First, check to see if they typed
OPEN DOOR or OPEN
(name of door) instead of OPEN LUNCH BOX or some such silliness:
20010 IF (S$ = AN$(7) OR S$ =
"DOOR" ) THEN GOTO 20100
If they did say something crazy,
print an error
message:
20020 PRINT "I DON’T
UNDERSTAND.":GOTO 100
Now, for the routine that will
verify everything is
o.k. First, we have to lake sure the door is really in the room, and if
not,
print an error message:
20100 IF AD%(7,4) <>
ROOM THEN PRINT ‘THERE’S NO
DOOR HERE’’: GOTO 100
Now check to see if they have the
key. If the room
number of the key (artifact #6) is = -1, then the person does have the
key. If
this is the case, you open the door by removing the locked one
(changing its
room number to 0) and bringing the open one (artifact 18) into the room
by
setting its room number equal to ROOM:
20110 IF AD%(6,4) = -1 THEN PRINT
"YOU’VE OPENED THE
DOOR!!": AD%(7,4)=0: AD%(8,4)=ROOM: GOTO 300
If the person doesn’t have the key,
we have to print a
message:
20120 PRINT "IT’S LOCKED. YOU DON’T
HAVE A KEY THAT
FITS.":GOTO 100
The door or gate has now been
installed and should
work with no problems. The adventurer will come to the door or gate,
try to
proceed in that direction and get the message YOU CAN’T G0 THAT WAY!
The
description of the gate or door should explain that the east exit (or
whichever
exit it is) is sealed off by the gate or door. The adventurer may then
try the
open command. If he has the key, the gate will open.
An alternative would be to have a
USE command for
using the key. This would mean the adventurer would have to know which
key to
use or would have to experiment. This could be done to make it more
challenging
for the player.
The USE command may look something
like this:
22000 REM /// USE COMMAND
First we have to be sure the player
provided a subject
to be used. (i.e. KEY or whatever the name of the item he is trying to
use):
22010 GOSUB 4900 : IF S$ = "KEY" OR
S$ = AN$ (n) THEN
22100
If there is anything else in the
adventure that can be
used, the coding to check for this would go between 22010 and 22099.
Now we need to print a message in
case they try to use
something the program doesn’t recognize:
22099 PRINT "I DON’T KNOW HOW TO
USE THAT.":GOTO 100
The actual use key portion of the
routine:
22100 REM /// USE KEY
See if the adventurer is really
carrying the key:
22110 IF AD%(6,4) <>
-1 THEN PRINT "YOU DON’T
HAVE ANY KEY": GOTO 100
Check to see if the locked door is
in this room:
22120 IF AD%(7,4) = ROOM
THEN PRINT "THE DOOR UNLOCKS AND SWINGS OPEN!": AD%(7,4) = 0: AD% = ROOM:
GOTO
300
22130 PRINT "THE KEY DOESN’T FIT
ANYTHING IN THIS
ROOM.":GOTO 100
An added complication could be
inserted by making the
adventurer use both a USE (or UNLOCK) command and an OPEN command. This
would
probably require the use of a switch. A variable (for example UL for
UnLock)
would be set to 1 when the door has been unlocked. Then, in the OPEN
command,
this switch would be checked and if it is not set, it would say the
door is
locked. If the switch were set the open artifact (#6 in the above
example)
would be put into the room by
setting
AD%(8,4) = ROOM and the closed/locked artifact (#7 in the above
example) would
be moved into the twilight zone (room 0).
Another alternative - one that does
not require the
use of two artifacts (one open and the other closed) for the door -
would be to
set switches to indicate when the door is locked or unlocked. You could
set up
this kind of door without any kind of artifact at all. If you did it
this way,
instead of changing the room numbers of the open and closed artifacts,
you
would set the switch. Zero would be locked, 1 would be unlocked. When
the
adventurer comes to the locked door, the direction of movement code
would be
something like -1 for the direction blocked by the door. The program
would then
have statements such as that below in the move routine:
3070 IF R2 -1 AND UL THEN R2=nn
The nn in the above statement would
be the number of
the room to move into.
There are probably millions of ways
to handle locked
doors and gates in Eamon, this has been just a sampling. It should help
out if
you get stuck or do not wish to re-invent the wheel.
by Bob
Davis
"Okay, now I’ve got the key and
I’ll unlock the safe
and ..." - BOOP! SYNTAX ERROR LINE 21140. - "Crudy Bumpkins! Now I’ll have
to
change the line and start the testing all over - go through 43 rooms,
find all
the artifacts needed, kill the troll …"
How many hours are wasted testing
and retesting, and
how many bugs are not detected because of this tedious method will
never be
known, but we can guess - many. If only there were easier and faster
ways to
test newly written adventures…
Well, here they are! The following
routines can be
temporarily added to MAIN P6fl (versions 5.0 and 6.0) to facilitate
testing.
After testing is complete and the code is removed, one final test
should be
given.
FRESH MEAT - Remark the line that
deletes FRESH MEAT.
This will allow you to
RUN MAIN PGM anytime without having
to come from the
Master Diskette (after you do it the first time.) Type in the following
(or
insert REM if you have a line editor.)
1055 REM ?D$ "DELETE FRESH MEAT"
CAN’T KILL ME - When testing a
monster’s toughness
and/or death traps, this little routine will revive you whenever you
die,
setting your damage to zero. A change is needed in the ATTACK routine
so the
program doesn’t bring in the artifact that it thinks is the
adventurer’s dead
body (lines 7640 and 7690).
2005 IF DIE THEN DIE=0: PRINT : PRINT "YOU'RE
NOT REALLY DEAD.":
MD%(0,13)=0: PRINT "YOU’RE FEELING MUCH BETTER NOW.": GOTO 210
Change 7640 to be:
7640 MD%(DF,13) = MD%(DF,13)+D2: IF
MD%(DF,13)>=MD%(DF,1)
THEN 7690
from:
7640 MD% (DF,13) = MD% (DF,13 )+D2:
IF MD%(DF,13)
>= MD%(DF,1) THEN 7700
7690 IF NOT DF THEN ?:?"YOU ARE
DEAD!" : GOTO 740
AUTO KILL - This will kill any
monster in the Tool
that you deem unfit to live. To activate, SAY KILL. This will set an
indicator
(which can be shut off by typing SAY KILL again) and then simply ATTACK
monster
name. For example, if you knew a tough dragon was in the next room and
you
needed to kill him to get past and test the next part of the dungeon
you would
type SAY KILL, move into the next room and type ATTACK DRAGON.
7295 IF TEST THEN OF=0: DF=M: D=90:
S=5:GOSUB
7635:GOTO 300
16800 IF LEFT$ (S$,4) = "KILL" THEN
TEST = NOT TEST
GOTO 100
TELEPORT - This routine will
teleport you, your
friends and possibly your enemies to the room of your choice. All you
need to
do is type SAY ROOM room number.
16820 IF LEFT$(S$,4) = "ROOM" THEN
R2=VAL (MID$
(S$,5)) : GOTO 3500
GIMME IT - This routine will give
you any artifact by
the artifact number without adding its weight to your carried weight.
Just SAY
GIMME artifact number.
16840 IF LEFT$(S$,5) = "GIMME" THEN
AD% (VAL (MID$
(S$,6)),4)=-1: GOTO 100
To remove these changes when
testing is complete,
delete the following line numbers:
2005, 7295, 7690, 16800, 16820,
16840 and lines 1055
and 7640 should be changed to:
1055 ?D$"DELETE FRESH MEAT"
7640 MD% (DF,13)=MD%(DF,13)+D2: IF
MD%( DF,13) >=
MD%(DF,1) THEN 7700
With these test routines, testing
should be faster,
less tedious and (hopefully) more accurate.
#76 - Search for Yourself (8:6) -
by Dan Doumakes
Extra commands: SWITCH, SAVE
Playing time: 4 - 6 hours (if you
don’t know what
you’re doing - 4 to 6 weeks.)
I believe the author does an
excellent job of describing this adventure; so as not to do him or his
adventure any injustice, here’s Don...
You were drinking too much. You
know that now. If you hadn’t been drinking too much, you wouldn’t have
made
that foolish bet. Now it’s too late.
The fellow looked so young, so
inexperienced.
He looked drunk, too. So when he bet you 500 gold pieces that he had a
magic
spell you couldn’t get yourself out of, you naturally assumed he was
bluffing.
He wasn’t bluffing, and he wasn’t
drunk. You have awakened in an underground labyrinth. You feel tired
and drawn.
It’s more than a hangover, though you certainly have one of those. No,
it’s as
if a part of yourself were missing.
A part of yourself IS missing!"
173 - The Deep Canyon (6:4) - by Kenn Blincoe
Extra commands: DIG, SET, WAIT, SAVE
Playing time: 1 - 2 hours
While
walking along a plateau, you meet a man who professes to help you find
your way and then promptly pushes you off a cliff into a deep canyon.
Luckily, a magic spell saves you from being crushed on the hard, rocky
ground below. After determining your physical state, you find yourself
in a hot, dry environment with no idea how to get out of the deep
canyon.A
basic escape adventure, the Deep Canyon is excellent for beginning
and/or young adventurers with a small puzzle to solve before being able
to leave. The descriptions are good, with some interesting effects and
the designer did keep with the theme throughout the entire scenario.You have been split into two
selves, and what is worse, your other self is somewhere else in this
maze. You
cannot survive outside this magical maze unless you merge back with
your other
self.
The barroom prankster was not
completely merciless, however. You find that by exerting a little
concentrated
thought, you can transport your mind to your other self. (Type ‘SWITCH’
whenever you want to do this.) Unfortunately, if one self gets wounded,
the
other is injured simultaneously.
Remember, you must not try to leave
the dungeon unless you have merged with your other self.
Bob again. Two big pluses this
adventure has is 1) a very original idea and 2) the most complex maze
in Eamon.
It is very survivable (if you’re careful), the room descriptions are
generic
(helping to make the maze confusing), the monsters and artifacts are
interesting and the theme is refreshing, warranting special
consideration.
I found
the adventure to be easily survived using test character ALDO CELLA -
hardiness
15, chain armor and 55 sword ability - so go ahead and put any
character
through this adventure with little fear of losing him or her.
I think one hint is deserved here;
the secret passages
cannot be detected by the LOOK command, so the adventurer must stumble
upon
them. But after all, what’s a secret passage if it isn’t secret?
171 - Operation Crab Key (0:3) - by Joe Vercellone
Extra Commands: None
Playing time: Seems like forever.
‘You
are in a charming double bedroom in modern Miami style, with dark green
walls and a polished oak floor.’ Room after room, they’re all the same.
Another description the author painstakingly mulled over to set the
proper mood, ‘Too normal to bother describing. The writer, obviously
short on ideas after the first room or two, persevered to create 100
rooms of boredom (quantity vs. quality). One actual warning sums up
this ‘adventure’: ‘Don’t waste your time, just leave’.