Eamon Adventurer’s Log
National Eamon User’s Club
Volume 1 Number 4 – October 1984
- President and
Senior Staff Writer
- Reviewer Extraordinaire and generally
Anybody know where he is?
tester and kibitzer
- Bug reporter! 1st class
"Norbert" Flanagan - Art director - Omaha Office
The Dover Boys
unwary adventurers have been burned. We distribute
adventure disks that are as bug free as possible, although we admit
occur sometimes. Some people go for the cheaper sources of adventures
up getting what they pay for (and less.) We recently heard of several
where people had ordered from these cheap sources (to remain nameless)
result being about half of the disks they received were totally blank.
warranty? NONE! You pays yer money and you takes yer chances. But not
try to compete with these sources, but some of them buy their diskettes
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
other sources. We ended up chasing our tail stamping out bugs that we’d
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
that we don’t have. We have enough problems doing the work we have now.
you buy your diskettes from other sources and they don’t work, we can’t
it is not the same version we have. We would be glad to look into it
it, but there’s no way we can afford to take the time to fix the same
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!)
small delay may be noticed when
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,
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
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
with the making of the notebooks. The cost of the notebooks to members
$10. each plus postage and handling. They are 100% Vinyl with padded
backs, silk-screened with the Eamon Dragon and lettered in Old English
along the spine. They will have pockets on the inside for placing notes
will be a standard size (8 1/2 x 11) 1’ thick. If we can sell enough of
we may be able to get them cheaper, but we need a commitment for 100
(minimum order from factory). The documentation will be distributed
Some member5 have expressed an interest in buying the notebooks and
diskette pages far holding their Eamon diskettes. For this reason (and
the documentation is not ready yet) we decided to sell the notebooks
documentation separately. Because the manufacture of the notebooks is
expensive, we will need a firm commitment and pre-payment by November
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
fantasy role-playing fan and Baron of the local SCA (Society for
Anachronism) in Des Moines.
Bill was killed September 14th in an automobile accident along with his
and two of their friends. A fifth person was in critical condition at a
The Baron was buried in full battle
friends from the SCA in full dress armour at the funeral. I think it
appropriate for all Eamon fans to doff their helmets, and dedicate a
silence for the person responsible for their Wonderful World of Eamon.
Then, let’s all go out there and
slay a Dragon for the
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.
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
you like to see improved in Eamon?’ question and have decided to
to have all of the improvements! All we have to do is put Hi-Res 256
graphics in it with animation routines, 12 octave sound, allow room on
for 44000 rooms, (twelve levels
64000 artifacts, 94000 intelligent monsters (capable of intellectual
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
trillionth of a nano-second and a capacity of 400 billion K! Anybody
know some REALLY GOOD programmers? They’d have to be willing to work 24
day for the next 46 years and of course it is all volunteer, since
Did you know most of you are named
Watch out for this one’ In guest
far Trezore if you manage to get Zobar’s power sceptre away from him
manage to get into the Chamber of Trezore and do a power spell, your
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
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
get this distributor to replace them, but I was told there was no
that the disks are sold ‘as is’. Can you tell me how much it would cost
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
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
us is bad (a bad COPY - don’t confuse this with a bug - bugs are not
we will re-copy it free, providing you send us the diskette packaged to
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
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
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
those you report. I tested the adventure and they do not occur on our
That must mean one of two things. Either the club copy was fixed years
(before we kept records on bugs) or they never existed on our copy. It
possible someone was playing around with the adventure and cobbled it
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
This is the most you would have to spend to bribe a monster with a
of 50% or more. When we noticed this error, we immediately calculated
you would need for other friendliness ratings. The maximum amount you
ever have to spend is 9900 gold pieces (for a monster with a
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
the adventures harder and the player must be able to figure out more
problems. For example in the Picnic in Paradise adventure, one of the
described as having a desk in the room. The desk is not actually listed
separate artifact unless you examine it. Also the desk, since it really
the room could be a necessary artifact. For example, you might be able
it. Other things might be more common in a version 6.0 dungeon. Things
secret passages, locked doors or gates, monsters bound in the room,
potions, and things inside other things. This is because these are the
available features of a version 6.0 dungeon and they are very simple
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
room could be described as having a large statue in the center of the
pillars on each side. In version 5.0 and before, the player would not
consider these items when playing the adventure, except that it would
description of the room slightly more interesting. In version 6.0, it
possible to have the statue actually be an artifact in the room,
program listing the statue as a separate artifact. Even the pillars
artifacts. The problem this presents for the adventurer is that he has
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
years to get through a very good descriptive adventure. Actually, this
presents a problem for the designer as well. He should be careful
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
production are #48 - Picnic in Paradise
#77 - Temple
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
this version here. If you have version 6.0, simply use the method
For version 5.0 and prior the
following may help make
the design easier for the author. Many different ways can be found by
at how others have done it in various adventures. If you would like to
how others have done it, the following adventures are along those that
gates where you have to have the key or some kind of a passcard to get
The list is by no means complete, but it will demonstrate a wide
Lair of the Minotaur - Iron gate
Devil’s Tomb - Steel Door
Abductor’s Quarters - Brick wall
Quest for Trezore - Brass Door
- Cell door
The Black Death - Iron Door, safe,
desk, file cabinet
Nuclear Nightmare - Gate, bubble,
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
command, some will simply check to see if you are carrying the key and
let you pass. Others will have you use an OPEN command and if you are
the key, let you go and if not, print a message that the gate or door
The easiest way is to simply check
to see if the
person is carrying the key, and having two artifacts for the gate or
artifact would be the gate or door when it is open and the other would
gate or door when it is closed. To operate the door the program would
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
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
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
locked. (If it is in the room, the door is automatically locked,
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
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
20020 PRINT "I DON’T
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
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
this is the case, you open the door by removing the locked one
room number to 0) and bringing the open one (artifact 18) into the room
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
20120 PRINT "IT’S LOCKED. YOU DON’T
HAVE A KEY THAT
The door or gate has now been
installed and should
work with no problems. The adventurer will come to the door or gate,
proceed in that direction and get the message YOU CAN’T G0 THAT WAY!
description of the gate or door should explain that the east exit (or
exit it is) is sealed off by the gate or door. The adventurer may then
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
use or would have to experiment. This could be done to make it more
for the player.
The USE command may look something
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
22010 GOSUB 4900 : IF S$ = "KEY" OR
S$ = AN$ (n) THEN
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
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:
22130 PRINT "THE KEY DOESN’T FIT
ANYTHING IN THIS
An added complication could be
inserted by making the
adventurer use both a USE (or UNLOCK) command and an OPEN command. This
probably require the use of a switch. A variable (for example UL for
would be set to 1 when the door has been unlocked. Then, in the OPEN
this switch would be checked and if it is not set, it would say the
locked. If the switch were set the open artifact (#6 in the above
would be put into the room by
AD%(8,4) = ROOM and the closed/locked artifact (#7 in the above
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
this kind of door without any kind of artifact at all. If you did it
instead of changing the room numbers of the open and closed artifacts,
would set the switch. Zero would be locked, 1 would be unlocked. When
adventurer comes to the locked door, the direction of movement code
something like -1 for the direction blocked by the door. The program
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
you get stuck or do not wish to re-invent the wheel.
"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
change the line and start the testing all over - go through 43 rooms,
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
known, but we can guess - many. If only there were easier and faster
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
After testing is complete and the code is removed, one final test
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
insert REM if you have a line editor.)
1055 REM ?D$ "DELETE FRESH MEAT"
CAN’T KILL ME - When testing a
and/or death traps, this little routine will revive you whenever you
setting your damage to zero. A change is needed in the ATTACK routine
program doesn’t bring in the artifact that it thinks is the
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
7640 MD% (DF,13) = MD% (DF,13 )+D2:
>= 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
(which can be shut off by typing SAY KILL again) and then simply ATTACK
name. For example, if you knew a tough dragon was in the next room and
needed to kill him to get past and test the next part of the dungeon
type SAY KILL, move into the next room and type ATTACK DRAGON.
7295 IF TEST THEN OF=0: DF=M: D=90:
16800 IF LEFT$ (S$,4) = "KILL" THEN
TEST = NOT TEST
TELEPORT - This routine will
teleport you, your
friends and possibly your enemies to the room of your choice. All you
do is type SAY ROOM room number.
16820 IF LEFT$(S$,4) = "ROOM" THEN
(S$,5)) : GOTO 3500
GIMME IT - This routine will give
you any artifact by
the artifact number without adding its weight to your carried weight.
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
that foolish bet. Now it’s too late.
The fellow looked so young, so
He looked drunk, too. So when he bet you 500 gold pieces that he had a
spell you couldn’t get yourself out of, you naturally assumed he was
He wasn’t bluffing, and he wasn’t
drunk. You have awakened in an underground labyrinth. You feel tired
It’s more than a hangover, though you certainly have one of those. No,
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, SAVEWhile
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
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.
Playing time: 1 - 2 hours
You have been split into two
selves, and what is worse, your other self is somewhere else in this
cannot survive outside this magical maze unless you merge back with
The barroom prankster was not
completely merciless, however. You find that by exerting a little
thought, you can transport your mind to your other self. (Type ‘SWITCH’
whenever you want to do this.) Unfortunately, if one self gets wounded,
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
It is very survivable (if you’re careful), the room descriptions are
(helping to make the maze confusing), the monsters and artifacts are
interesting and the theme is refreshing, warranting special
the adventure to be easily survived using test character ALDO CELLA -
15, chain armor and 55 sword ability - so go ahead and put any
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
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.
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’.