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Download digitally archived Bally Arcade tape programs that will load with AstroBASIC (the BASIC with the built-in tape-interface).

Rebound Rebound.
By Dave Martin.
Arcadian 3, no. 12 (Oct. 05, 1981): 124. (Original Printing)
Arcadian 6, no. 6 (Apr. 20, 1984): 54. (Reprint)

Rebound was the $100 contest winner for the October 1981 issue of the Arcadian. These are the instructions from that issue:

"Rebound is a game of skill for one player. Turn knob to select ball speed (0-fast 5-very slow) and pull trigger. You try to clear as many diamonds as possible off the board using a ball that may only be controlled as it bounces off the wall. Use joystick when ball approaches a wall to tell it to bounce (45 degrees) on the right, left, up, or down, You must hold joystick position until after ball has bounced off the wall.

"If you clear the board, you are challenged to clear a second and third board. On the second board, one diamond is marked and will flash before you begin. If you do not erase this one last, the game is over. On the third board, one diamond will flash, but is not marked. You must remember this one to erase it last!

"A couple more catches: points are deducted for crossing a path you have already travelled, and finally, you cannot bounce into a corner, or the game ends."

The April 1984 issue of the Arcadian says, "Originally appeared in Vol. 3, page 124 and was the prize winner that month. There was a little space available, and some additions were made. Use the joystick to control the angle of the rebound as the ball reaches the wall."

Archiving Notes: According to the April 1984 Arcadian note, it seems that the reprint of Rebound has some additions. I'm not sure if they are included in this "AstroBASIC" archived version of the game.

Repack (AB+8k Version) Repack ("AstroBASIC" + 8k Version)."
By Mike White and Dave Carson.
Niagara Bugs Club Tape #1.
Niagara BUG Bulletin 2, no. 5 (June 1984): 21, 24-25.
Arcadian 6, no. 11 (Oct. 31, 1984): 108-109.

This is the program overview from the June 1984 Niagara BUG Bulletin:

"The Repack utility is included this month. This program puts the fancy title pages on 'AstroBASIC' games, like the ones you order from the various taped software distributors, like WaveMakers,L&M Software, etc.

"A few details will have to be covered in order to use the utility correctly. One of these is the file searching utility that was also written by Mike White a while back, and was not printed in our newsletter. We will explain that procedure later. There are two sets of instructions for the utility, one for the standard 'AstroBASIC' which most of you have, and the other for people with a more advanced system, the Blue Ram Add-On and Extended BASIC."

In September 2002, Michael White wrote and sent Lance Squire and I a new six-page article called Tricks of the Trade #18. This tutorial gives details about the Repack utility for "AstroBASIC" and Extended BASIC. The article was simply subtitled Repack, but I dubbed it Repack - (Advanced 'AstroBASIC,' Part 3). It includes updates to the Repack program as it was originally printed. Here is the first paragraph of the article:

"Arcadian, vol. 6, pg. 108 and 109 shows the 'old' listing and procedure for this utility! However, if you change file search systems to the ":PRINT H,18" method, other things change also! The complete procedure for the 'no added memory' repacking (using a ":PRINT H,18" filing is:" [Michael explains in detail how to use Repack, which I've used on numerous occasions while archiving Bally Arcade/Astrocade software.]

You can read the article here:
  1. Tricks of the Trade #18: Repack - (Advanced "AstroBASIC," Part 3
  2. Tricks of the Trade Series- This is a link to the documentation area that includes all of Mike's twenty-two tutorials/articles/programs in his Trick of the Trade series. About 1/3 of these article never appeared in the Arcadian or Niagara BUG Bulletin; they appeared for the first time on BallyAlley.com
Archiving Notes: The title screen was created by Tim White.

Reverse Reverse.
By Brett Bilbrey and Mike Toth.
Arcadian 1, no. 5 (Mar. 23, 1979): 38. (Original Program Listing)
Arcadian 1, no. 6 (May 4, 1979): 46. (Corrections)

Reverse has the distinction of being in the Arcadian newsletter's first issue that printed BASIC programs (but the fifth issue overall). Four programs were included in that issue. One other was Simon by Brett Bilbrey. For a short while half of the programs in the Bally Arcade's BASIC library were written in some way by Brett!

These are the instructions from the March 1979 issue of the Arcadian:

Reverse is a one player game that uses one hand controller. "The object is to get 9 numbers in order (smallest at the left) that are initially in random order. Use the knob to identify the numbers to be moved, and the trigger to move them."

Archive Notes: There is a modification of Reverse by Dick Houser included in the Reverse archive. It was found in the "Bob Fabris Collection."
  1. Reverse - Additional Details
RND (Art)
RND (Art).
By Super Software (Rob Rosenhouse).
Arcadian 2, no. 7 (May 19, 1980): 66. (Classified Ad for Free Program)
Arcadian 4, no. 2 (Dec. 07, 1981): 17. (Printed BASIC Listing)

This video art program was submitted on a tape to Bob Fabris around November 1981. Neither the Arcadian, nor the program submission letter contained instructions for this program. In addition to Random Art, the same tape sent to the Arcadian also contained Falling Stars and Laser Battle. The latter two programs were not meant to be printed in the Arcadian newsletter. Bob Rosenhouse requested printouts of the latter two programs from Bob Fabris.

Rotate Rotate.
By Robert Newman.
Arcadian 6, no. 11/12 (October 31, 1984): 116.

These are the instructions from the October 1984 issue of the Arcadian:

"Rotate is a sort of 2-D Cube plus 15-puzzle, where scrambled letters have to be placed in alphabetical order by rotating a 2x2 square segment within the total board.

"Rotate a 2x2 square by keying in the letter in the upper-left hand corner of that square, and so put the whole board in order. One special move will interchange two horizontally adjacent letters at each reset if you enter "S", then the left letter of the pair. Reset by entering "R". Correct a wrong rotation with "T". Quit with "Q" . Keypad entry for each move of answer, reenter game after seeing part of answer by division sign key, or "GO" key for full speed. "LEVEL" equals approximate difficulty.

"We have a lengthy description of the operation of this game, what the computer is doing, etc., which we will send to you, on receipt of a long stamped, self-addressed envelope (LSSAS)."

The BASIC listing was sent to the Arcadian by Robert Newman on September 7,1982, but the game was not published until two years later in the October 1984 issue. The nine-page program listing and description (what Bob Fabris calls the "lengthy description" in the instructions) also have the complete play directions. The program and listing are described in great detail, giving an understanding of exactly how the program works. It may be the most detailed "AstroBASIC" listing and description ever sent to the Arcadian.
  1. Rotate - Program Listing and Description (Scan)
  2. Rotate Directions - Complete direction on how to play Rotate. These are much more detailed than the instructions that were printed in the Arcadian. These instructions have been excerpted as a text file from the original document.
Round Robin Utility Round Robin Utility.
By John Hammond.
Arcadian 6, no. 6 (Apr. 20, 1984): 56.

Here are the complete instructions from the April 1984 Arcadian:

"This program generates the opponent pairings in a round robin competition for three to 999 teams. The program begins with a set-up menu:

1. Enter the number of teams (3-999)
2. Enter the starting round to be displayed (Enter 1 when all rounds are required.)
3. Enter the team numbers to be displayed (Enter 0 when all teams are required.)

"A maximum of 16 opponent pairings will be displayed on one screen. When more pairings are required for a round or when the display for a round is complete the program computes the next screen's information; and when ready, a down arrow is displayed. Enter LIST or 'divide' sign to end the display and RETURN to set up menu. Enter NEXT or 'multiply' to bypass the remainder of the round presently being displayed. Press any other key to display the next screen. When a round is complete, the program returns to the setup menu."

Archiving Notes: This Arcadian program was found in Bob Fabris collection; it includes a graphic title screen.

Saturn Space Dock Saturn Space Dock.
By Dale Low (Astrogames).
Arcadian 6, no. 2 (Dec. 22, 1983): 12, 15.

The object is to make as many safe landings on the green planet of Saturn without running out of fuel. Type in the program and load the *(X) array. Run it and prepare for a challenge. After the land appears, 3 numbers will appear across the top of the screen. They are (1 to r) score, rate of descent, fuel. To land safely, you must land near the center of the pad with rate of descent between 3 and 7. Use the Keypad as your controls:
   1 - Left thrust     GO    - Abort landing
   + - Right thrust    ERASE - Main thrust
Drifting down will lower the rate/descent and the main thrust will increase. Use the 1 and + keys to guide your craft to the center of the pad, but wind may tend to blow you around. Crashing will cost you 500 points, but since aborting a landing costs only 50 points, use it whenever you think you are going to crash. Bonus points and fuel are awarded at the completion of each successful landing depending on your rate/descent and how close you are to the center of the pad.

Shoot the Duck Shoot the Duck.
By James Wilchen.
Arcadian 6, no. 6 (Apr. 20, 1984): 58.

The gameplay instructions for this game from the April 1984 issue of the Arcadian are simple and short: "You try to shoot the duck with less shots. You have to shoot before he is lined up with the gun in hopes he will fly into your bullet. Plays 1 to 4 players and 1 to 99 ducks."

The same can not be said of the instructions on how this game had to be originally typed into the Astrocade: the process would probably overwhelm a beginner. This game combines BASIC and machine language. So it required a lengthy explanation that explained how to type it all in. Thankfully, this program is archived, so it can just be loaded in one go. For archiving purposes and to give you a sense of what you don't have to do to play this game, here are the exact instructions that explain how the user had to type this game into BASIC:

First you must load the "Shoot the Duck data" on the data list with this routine:
FOR A=20200 TO 20312 STEP 2;INPUT %(A);NEXT A
Input the data from the keypad, then save it on tape with:
:PRINT %(20200),57
Do not rewind tape!!! Type in the BASIC program and save it on the tape just beyond the data you saved before. Important: save the main part of the program like this:
:PRINT %(-24576),900
:PRINT %(20000),46
Now that you have all this stuff on tape you can load it all into memory like this:
:INPUT %(20200);:INPUT %(-24576);:INPUT %(20000);SM=2
When it all gets loaded, find a blank spot on your tape and save it all in one block like this:
PRINT ";RUN";:PRINT %(16384),2010
Not only will this tie it all together in one piece, it will also make your program run automatically when you load it with :INPUT.

Shut Box Shutbox.
By Joseph Spiegel.
Arcadian 5, no. 11 (Sep. 28, 1983): 170-171.

These are the instructions for Shutbox from the September 1983 Arcadian:

"(1-4 players) Use KN(1) and TR (1) to select and enter number of players. Move joystick left and right to move cursor. Move forward to select number, backward to erase. Select a number or numbers from those at the top of the screen that add up to the total shown on the dice. When this is done, the selected number(s) will be covered and the dice rolled again. Play continues until the board is covered or until no more play can be made. Player's score is the sum of the remaining numbers - lowest score wins. TR(1) will start the new round.

Simon Simon.
By Brett Bilbrey (with modifications by Mike White).
Arcadian 1, no. 5 (Mar. 23, 1979): 35, 38. (Bally BASIC Printing)
Arcadian 1, no. 6 (May. 4, 1979): 45. (Correction)
Arcadian 1, no. 10 (Sep. 31, 1979): 77. (Correction)
Niagara Bugs Club Tape #1 (Modified Version by Mike White)

Here is a brief overview of Simon from the March 1979 Arcadian, "One player, hand controller. The computer shows you a pattern that you have to repeat, using joystick controls." The modified version of this program has changes. Here are the complete instructions for Simon (Modified) from Niagara Bugs Club Tape #1:

Game 1
    Repeat the pattern using Joystick #1.
    Difficulty 1-2-3-4 repeats 8-14-20-31 times respectively.
Game 2
    Repeat your own pattern using Joystick #1.
    (Simon gives the first color, then add 1 each time.)
Game 3
    4-player game using triggers on all 4-Hand Controls.
    (The numbers on the screen correspond to the Hand Controls.)
    (Repeat the pattern, mistakes eliminate players.)
    (The last player to be eliminated is declared the winner.)
LAST replays the last pattern.
LONGEST replays the longest pattern.
START restarts the program for a new game

Archiving Notes: Simon was translated to "AstroBASIC" by Mike White.

Slot Machine Slot Machine.
By Bob Mueller.
Arcadian 2, no. 3 (Jan. 15, 1980): 21.

The overview of this game from the January 1980 Arcadian says, "This version of Slot Machine has an interesting set of graphics as the 'reels' rotate. I kept losing money, maybe you'll have better luck."

Archive Notes: A modified version of Slot Machine by Mike White is in the archive, but i'm not sure what's different about it.

Slot Machine By Al Roginsky
Slot Machine.
By Al Roginsky.
Arcadian 4, no. 8 (Jun. 11, 1982): 79.

This program has no instructions in the Arcadian, nor does the Bob Fabris Collection have any additional information about this game.

The game features a well-drawn, animated slot machine. The player places bets (from $1-$5) using hand controller #1. "Pull back" on the controller (press down) to pull the lever and "spin" the reels.

Space Ape Space Ape.
By Henry Sopko.
Arcadian 6, no. 10 (Aug. 24, 1984): 96.

These are the instructions from the August 1984 issue of the Arcadian:

"Space Ape is a version of the ladder-climbing game. The object is to get to the top of the platform when the Ape is located. You must jump over barrels to avoid getting hit, using the trigger. There are three barrels in the way all the time. To climb the ladder, you must be directly in line with it. JY controls your direction, but don't fall off the ledge!"

These are Henry Sopko's original directions from the Space Ape program submission letter by:

The object is to get to the top of the platform where the Ape is. You must jump over the barrels to avoid getting hit. You can climb the ladders if you are right on them. There are three barrels continuously coming down. The way to jump is to pull the trigger. To run, JY controls the direction. Be careful you don't go off the edge or you will lose.

Space Spiders Space Spiders.
By Steve Kennedy.
Arcadian 5, no. 10 (Aug. 16, 1983): 151-152.

These are the instructions for Space Spiders from the August 1983 issue of the Arcadian:

"A multi-level laser shoot-em-up. Use trigger for a shot. Use JX and JY for direction (JX must be held to activate). Hits by JX are 2 points, by JY are 10 points. Levels determined by background color (Red, Black, Green, Blue and Yellow). Yellow is hyperspace with spider mothership (100 points). Don't let spider get you!"

Steve Kennedy's handwritten instructions with his original game submission were much more substantial. He wrote the following:

Space Spiders is a multi-level game where the trajectories of the target "spiders" change in each level. You start off in black space where only the occasional spider shoots by. The trigger shoots lasers, but each shot costs 1 point. A hit registers 10 points from upper and lower lasers, and 2 points from side lasers. Lasers are selected by joystick and angles adjusted by the knob. For upper and lower lasers, just push the joystick in the appropriate direction and release. Side lasers must be held in position. This gives you full 360 degrees aiming. There are a few secrets for success, which must be learned by trial and error.

Some hints: For rapid fire keep trigger depressed, lasers can act like tractor beams, multiple hits are sometimes necessary, near misses kill some spiders, and certain "resonant" angles kill just as well as a direct hit. You may also get a hit while the target is off the screen if you can guess its trajectory.

If you do poorly at the beginning, you will drop down into the red space and have to fight your way back to black space and on up through, green, blue and yellow space.

Warning: If you allow a spider to crash into you, you are captured and lose 25 points. The spider will commence building an energy web about you, and you may be trapped for all eternity with the score that you achieved. Fortunately, most spiders eventually become dissatisfied with their web and abandon it, allowing you to continue.

If you reach yellow hyperspace, the spider mothership appears. Hit her a net 100 points worth and you will be rewarded.

P.S. The different hyperspace levels can be seen by substituting the following values for Q in line 1:
   Q = -50 - Red Hyperspace
   Q =  50 - Black Hyperspace
   Q = 150 - Green Hyperspace
   Q = 350 - Yellow Hyperspace
   Q = 250 - Blue Hyperspace
   Q = 550 - Game Termination
Spirals II Spirals II.
By Matt Giwer.
Arcadian 2, no. 8 (Jun. 23, 1980): 69. (Spirals)
Arcadian 2, no. 10 (Sep. 17, 1980): 95. (Spirals II)

Spirals II was included on page 13 of the 16-page "Welcome to the Fascinating World of Arcade Programming!" compilation that was provided by the Arcadian. The original printing of the program didn't include any documentation, but the compilation included this overview, "This is an artistic exercise that draws patterns on the screen, using a diamond motif as generated by a line following a spiral path around the center."

On July 6, 1981, Matt wrote to Bob Fabris about his offer to include Spirals II on the Arcadian's "subscription offer tape." I'm not sure if this tape was ever released, although perhaps it was renamed to Best of Arcadian - 1980. Regardless, Spirals II was not included on that tape, but it was included in "Welcome to the Fascinating World of Arcade Programming!" In his letter to Bob, Matt wrote:

"Enclosed is my acceptance of your offer for Spirals II, but for your own edification, I scratched that one out before I had ever heard of Arcadian. I was just working my tail off trying to make sense of the Bally BASIC manual. So, may I suggest that you carefully review the first few hundred programs from your subscribers?"

I can't honestly say that I know what Matt meant by that statement, but it sounds like he didn't think much of his own program.

Archive Note: The archive includes a modification of Spirals II by Dave Carson. This modified version is from the Collection of Mike White.

Starfighter Starfighter.
By James Winn.
Arcadian 4, no. 2 (Dec. 07, 1981): 19-21.

These are the instructions from the December 1981 Arcadian:

"Starfighter sets the screen up as a viewport to space, where an even dozen alien ships are waiting for you. You will see a set of crosshairs, and then an alien ship will appear. Move the joystick in the direction of the ship to line up the ship in the sight. Pull the trigger to fire. You can only get a hit, if the ship is in dead center (not easy at all). You are in trouble if your shields get to 0%, or the temperature goes up to 100."

In his July 20, 1981 program submission letter, James wrote:

"Starfighter puts you in the cockpit of your own starship. You must destroy as many aliens as possible. Your score is determined by the number of aliens destroyed, as well as the readings in your ship. For instance, the higher the temperature, the lower your score."

Stategic Air Command Strategic Air Command.
AstroBASIC version by Bob Weber and George Moses.
Arcadian 3, no. 7 (May 1981): 76. (Bally BASIC version by Bob Weber)
Arcadian 6, no. 9 (July 1984): 84. ("AstroBASIC" version)

No instructions for this game were included in either printing of this program in the Arcadian.

This game is sort of like a very simple Missile Command. Press the trigger to fire the missiles while holding left/right to steer them. Read the included text file for quite a few additional comments about this game lifted from the Bally Alley Yahoo message group.

Archiving Notes: Strategic Air Command was typed into "AstroBASIC" on May 15, 2007 by Adam Trionfo. The "AstroBASIC" version of Strategic Air Command is exactly as it appears in the Arcadian newsletter in Volume 6, no. 9. The "AstroBASIC" listing is incomplete, as lines 8000-10010 are only in the May 1981 Arcadian.

Sub Search Sub Search.
By Ron Picardi.
Arcadian 2, no. 9 (Jul. 28, 1980): 82-83.
Best of Arcadian - 1980 (Tape)

Here are the full instructions from the July 1980 Arcadian:

Your mission is to find and destroy the enemy sub before he gets you. You can launch search probes on a 10x10 map. When you have sonar contact, you will have missiles to fire, at three depths. Here is a breakdown of how the program works:
    100-180 - Search pattern and map
    400-440 - Contact
    500-650 - Missile launch and results
        660 - Ship is torpedoed
        900 - Sub is hit
        950 - Try again
       1000 - End
The short instructions from the Best of Arcadian - 1980 are a little different:

"1 Player. When asked 'Enter Search 1 to 10,' enter the horizontal value (X) (GO), and then the vertical value (Y) (GO) of your search probe. Once a probe has made contact, you will have missiles to fire to three depths. Meanwhile, the sub is looking for you..."

Symmetrical Art
Symmetrical Art
By Rob Rosenhouse.
Arcadian 3, no. 11 (Sep. 11, 1981): 113.
Archived from tape in the Bob Fabris Collection.

From Robert's June 11, 1981 program submission letter to Bob Fabris, "Enclosed you will find a tape with another "Random Art" program enclosed on it. I would appreciate it if you would print this program in the soonest possible issue."

Swordfight Swordfight.
By Brian Hildebrand.
Arcadian 5, no. 5 (Mar. 14, 1983): 80.

The overview of this program is from the March 1983 Arcadian:

Swordfight is a first program by Brian, and is included herein to give the game makers the germ for a new game. This would actually be a subroutine where one needed a swinging arm (sword) and readout if a touch was made. Other routines would put a body around the arm, move the complete body around, add background, etc. Let us know if you come up with something!

Use the joystick to position the 'base' and the knob to rotate the sword. The computer will automatically tell you if you've made the touch, while the trigger will start over.

Tower of Hanoi Tower of Hanoi.
By Bob Wiseman.
Arcadian 3, no. 5 (Mar. 07, 1981): 53-54.
Arcadian 6, no. 10 (Aug. 24, 1984): 94. (Reprint)

This game was submitted to the Arcadian on January 12, 1981. Here are the instructions from the original printing of the game:

"Tower of Hanoi is an old game, originally played with a set of rings to be placed on three pegs mounted on a board. The number of moves required to shift the pile from one location to the final location is equal to 2 -1, where n is the number of blocks. For a four-block pile then, the minimum number of moves is 15. I dug into an old Johnson-Smith catalog to find the puzzle available there for 35 cents, but the catalog is 40 years old...

"The object of this puzzle is to rebuild the Tower of Hanoi in a new location. You will be asked how many blocks you wish, and these will be stacked in descending order on the left. Now you must move them around to rebuild the tower in the center or on the right. A larger block may not rest on a smaller block.

"Moving a block is done in two stages. First, you erase it, then you redraw it. Only the top block of a stack may be moved. To indicate which stack you want, use the hand control."

Treasure Hunt Treasure Hunt.
By Tim White and Mike Kinkead.
Arcadian 7, no. 2 (Dec. 20, 1985): 14-15.
Niagara Bugs Club Tape #1.

These are the brief instructions for Treasure Hunt from the Niagara Bugs Club Tape #1 documentation:

This is a two player race game using hand controllers #1 and #2 simultaneously. The joystick controls the marker on your side of the screen. Gather up all the map parts from the chests then race your opponent to the treasure while avoiding the pits. X marks the Spot! There are 15 treasures per game. Pull trigger #1 to start another game. Good hunting!

Twinkle Star Twinkle Star.
By Stanley Kendall.
Niagara BUG Bulletin, 2, no. 1 (Jan. 1984): 4.

This video art program was printed without any instructions. When the program loads, there is a title screen that says "Line Art C-II." The BASIC listing credits this program as being written in February 1982. The program starts with two choices:
   #1 Twinkle X  
   #2 Boxes
If you choose option 1, then you must give two input options: "Step Size" and "Box Size." Both of these options affect how the art looks, though without instructions, I'm not sure what number range will give the best results. I used single-digit numbers and got pleasing graphic effects. Menu option two, "Boxes," doesn't ask for any options from the user.

There is a note after the program listing and options that says, "The nice thing about art of this type, and actually all Astro programs, is that they can always be changed, upgraded, improved, etc. It also gives one new ideas."

Archive Notes: The main BASIC program listing in the newsletter is followed by four groups of additional program options (between 4-5 BASIC lines each). These appear to have been entered into this archived version of Twinkle Star.

Word Hunt Word Hunt.
By Anthony Ross.
Arcadian 4, no. 12 (Oct. 07, 1982): 115, 117.
Arcadian 5, no. 1 (Nov. 5, 1982): 21. (Correction)

The Arcadian contained an overview for Word Hunt on page 115, but it's not easy to read due to the phrase "$100 PRIZE WINNER" being pasted across the paragraph, which obscures many of the words. Here is my reconstruction of the overview, based upon what I could make out (a dash identifies one, or possibly more, words that are missing):

"- letters are displayed by the computer. You have to create as many words as possible from the -- up as you can in the time allotted. As each - is selected by the hand controller, it will reappear under the first grouping. When a word is formed, push the joystick forward to register the word and you can continue. For Bally BASIC and 'AstroBASIC.'"
These are the instructions for Word Hunt from the October 1982 issue of the Arcadian:

When the program asks "# PLAYERS?", turn KN (1) and pull the TRigger. Then input the "MAX SCORE", and "SET TIMER" values (timer refers to the number of times a program loop is executed.) Pull TR(1) to stop the subsequent flashing and start the game. Using the KNob you can move the flashing down arrow to the desired letter and pull the TRigger. Keep doing this until you have made a word. Register the word and get ready to try for another word (with the same letters) by pushing the joystick forward. All players must use controller #1.

Archiving Notes: This was the $100 prize winner for October 1982.

Yahtzee Yahtzee.
By Bob Wiseman.
Arcadian 2, no. 8 (Jun. 23, 1980): 74-75. (Original Printing)
Arcadian 2, no. 9 (Jul. 28, 1980): 82. (Mod and Improvements by Rich Tietjens)
Arcadian 2, no. 10 (Sep. 17, 1980): 88. (Corrections for Rich Tietjens' Mod)
Best of Arcadian - 1980. (Tape)
Arcadian 6, no. 1 (Nov. 29, 1983): 9. (2-Player Mod and Improvements by Klaus Doerge)

These are the instructions from the June 1980 Arcadian:

"One to four players. On your turn, use the JY to position the arrow to the dice you want re-rolled, then push JX to erase the dice (once gone, they're gone for good). After you have 'turned off' the dice you want rolled, pull the trigger. After three rolls, you will be shown the scores. Use JY to position the arrow to the one you want, and then pull the trigger. Scores almost like real Yahtzee."

These are the instructions from the Best of Arcadian - 1980 tape:

"Use the Joystick (JY) to position the arrow on the die you want re-rolled. Push JX to erase the die. Pull the trigger to re-roll. After three rolls, you will be shown the scores. Use JY to position the arrow to the one you want and pull the trigger. Scores almost like the real game."

These are the brief instructions for Klaus Doerge's modified version of Yahtzee, from the November 1983 Arcadian:

"Yahtzee, the dice game originally published by Bob Wiseman, reworked for better play ability. Two-Player only. JX and JY move the indicator and locate the die to be re-rolled. Trigger makes the move. The ending scoreboard keeps track of everything."

Zappit Zappit.
By Roger Swearingen.
Arcadian 2, no. 3 (Jan. 15, 1980): 23.

No instructions for this game were printed in the Arcadian. Zappit did include short in-game instructions that said, "This game does not keep time. The trigger fires the laser. No hit is scored unless the screen reads "LOCKED."

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