*********************************** {Willy Byte in the Digital Dimension} *********************************** Player's Guide by Dr. Micro A crack by the Pacific Pirate's Guild (PPG) on March 17, 1985 YOUR MISSION: To guide bytes of information from the computer. Move from one to six bytes from the keyboard to the disk drive. You are the protagonist, Willy. You must watch out for the antagonist, Hex Luthor, who throws power surges at you. Also, you must worry about the power or the clock going haywire. OPTIONS MENU: After choosing to play with the keyboard or the joystick, you'll be prompted either to enter your own message or to allow the program to choose the message for you. You'll be attempting to send this message to the computer by playing the game. Your skill level will be determined by the number of characters in your message, e.g. the more characters, the higher the skill level. CPU: [room with X,Y,A,ALU,Flags] The room is merely an options menu and a place where you construct your flowchart (if you are going to play a full game). Choose a room to go to by jumping from platform to platform and then walking off the edge onto the room name you want. It'll turn inverse, then you go stand on the clear platform and jump up. This will take you to the room you selected. Don't select PROG as a room. If you do type CTRL-F to correct your mistake. Flowcharting: This is the controlling factor of the game and is important to winning a game. The better you flowchart the better Efficency Rating you'll receive. To start flowcharting jump on the PROG space. Then keeping in mind that your goal is to take 1 to 6 bytes through the computer [keyboard, ram, disk] you need to make a flow chart. example for a 1 char. word example for a 6 char. word KEYBOARD LOOP RAM KEYBOARD IF-THEN IF-THEN DISK RAM DISK IF-THEN LOOPEND 6 Many types of flowcharts are possible. The loops are needed for words with more than one character. To make a loop jump on LOOP, to end a loop jump on LOOP again and then input how many (1-6). The purpose of the IF-THEN is to check the status of the Power and the Clock which go haywire quite often. If the power or the clock fail then bytes won't by handled correctly. You have to use good stategy when placing the IF-THEN statements in the flowchart. If you make a mistake on the entry of an option of your flowchart CTRL-D will delete it. KEYBOARD: [room with 8 vines hanging down] Go up one of the vines and jump on the button in the center. In the upper left hand corner will be the char. you are trying to get through the keyboard and in the upper right is it's hexidecimal representation. 8 balls should have appeared at the top of the vines, these are the bits that form your letter. Push all the bits to the bottom of the vines. When you have down this they will leave. You should leave now by jumping through the tube at the lower right. Repair breaks in the lines by climbing over them. RAM: [room with bits falling like rain] Run to the right avoiding the falling pulses, double back through the chip and jump on the rope at the left.At the top there are four buttons to jump on. The one on the far left is the power switch---don't jump on that. The up and down arrow move the tube up & down. The tube should start at the top for the first byte. The --> button will start loading the byte into RAM. The end of the byte will emerge from the tube and Willy has to go down there and pull it out. Cool down the heatsink with the fan (Hex Luther carries this heat lamp that looks like an upside down lightbulb). Demagnetize Hex's magnet w/ your anti-magnet. Mop up water that drips from Hex's water can. Catch static with the thing that looks like a Devo hat. Note: Failure to neutralize any of Hex's tricks will be damaging to your data. If Hex jumps on the power switch hurry up there and turn it on again. After pulling the byte all the way out it's character will appear. You can leave at any time by jumping into the tube you came from. DISK DRIVE: [room with a disk] Start the drive by jumping on the button. Then jump on the read/write head (it's hanging over the disk). Stay on the head until a small orange spot appears on the disk. This means your byte has been saved. Again Hex Luther is hear to bother you, all the tools work the same. This time you must stop him from over heating the drive with his heat lamp. POWER: [room that reminds you of J-Bird] Turn all the disks to orange by avioding all the pulses. The toolbox will make Willy invincible for about five seconds. CTRL-P lets you program your own screen using hexidecimal code. The first four pads (left side) can be programmed by typing 0-F, the next four are programmed the same way (right side). X= OFF 0=ON 0= 0 0 0 0 8= X 0 0 0 CTRL-P will return you to 1= 0 0 0 X 9= X 0 0 X the game. 2= 0 0 X 0 A= X 0 X 0 3= 0 0 X X B= X 0 X X CTRL-N will show you all the 4= 0 X 0 0 C= X X 0 0 levels using the arrow keys. 5= 0 X 0 X D= X X 0 X 6= 0 X X 0 E= X X X 0 7= 0 X X X F= X X X X CLOCK: When the clocks goes haywire, you've got to reset it. To do this, jump from level to level, avoiding the pulses running through the lines. Once you get to the top, run up one of the spokes at either end of the clock and jump on the huge button. To leave, jump back down the levels and out the tube. EFFICIENCY RATING: You'll be evaluated at the end of the game. Many facters make up your score (1-64) like: time of play, whether your data gets through or not, the status of the program and the clock. Your name will be saved to disk if you are in the top 8 players of all time. NOTE: This is a great program for Mockingboard users. It features music, sound effects, and speech. Button (0) jumps and picks up objects. Button (1) drops things. [pPg] These dox created by Dr. Micro [pPg]