BallyAlley_r1_c1.gif BallyAlley_r1_c2.gif BallyAlley_r1_c4.gif
BallyAlley_r2_c1.gif BallyAlley_r2_c2.gif Mark Keller BallyAlley_r2_c4.gif
BallyAlley_r3_c1.gif  

     These archived Bally Arcade/Astrocade programs are for use with Bally BASIC (the BASIC that requires an external tape-interface to load and save programs).

Biorhythm "Biorhythm"
By Mark Keller.
1980.
Archived from tape in Richard Houser's Collection.

     The following instructions were typed from the Mark Keller's original handwritten instructions that were included with the LISTing of the program. This can be downloaded here:

     Biorhythm 3.0 (Original Docs and BASIC LISTing) - pdf

     Biorhythm Instructions:

     This program displays the biorhythms of the user. The program will request the birthday and the month to be displayed. Up to 26 days are displayed at a time. To see the next display use the "->" function.

     The seven cycles are displayed separately by pressing their key. On the display up is +, down is - and the center line can be brought in or out with its key. There is also a moveable line to help line up particular days. It is moved with KN(1) and is on until TR(1) is pulled.

     The Cycles
* L - 13 Day - Health and Well Being
* S - 18 Day - Sexual Energies
  P - 23 Day - Physical, Strength, Endurance, Energy
  E - 28 Day - Emotions, Nerves, Feelings, Creativity
  I - 33 Day - Intelligence, Memory, Logic, Ambition
* C - 38 Day - Precognition, Premonition
* H - 43 Day - Natural High Cycle
     * - Experimental Cycles Developed at NIU

     The rest of the instructions contains a key with explanation to all the variables used in the program.

Blackjack II "Blackjack II"
By Mark Keller.
1980.
Archived from tape in Richard Houser's Collection.

     The following instructions were typed from Mark Keller's original handwritten instructions that were included with the LISTing of the program. These original instructions can be downloaded here:

     "Blackjack II" (Original Docs and BASIC LISTing) - pdf

     "Blackjack II" Instructions:

     This program implements the game of Blackjack for one player vs. the computer. The rules are the same as those in the casinos with one exception. The exception is that when you split your cards the dealer will play against each hand after you stand on it. The stake you wish to play with is input from the keyboard at the start of the game. The dealer alternates between two decks and only deals the top 26 cards from a deck. Bets are entered from KN(1) [$1-$25 or $10-250 with the joystick pushed forward].

     The commands from the joystick are:

     STD = Stand      DBL - Double Down      SPL = Split
           STD
            ^
            |
     SPL <-   -> DBL
            |
            V
           HIT
     When the dealer's face-up card is an ACE, you may buy insurance, pull or push the joystick for a "YES." All commands and bets are entered by pulling the trigger.

     The rest of the instructions contains a key with explanation to all the variables used in the program.

Blockout "Blockout"
By Mark Keller.
1981.
Archived from unpublished "Arcadian" submission tape in Bob Fabris Collection.

     The tape was missing a couple of lines, but Paul Thacker corrected it based on a note from Mark Keller found with Bob Fabris' documents.

     "Blockout 5.0" is played like Breakout or Brickyard. The game will prompt for parameters and hand controller #1 moves the paddle.

Bombardment II "Bombardment II"
By Mark Keller.
1981.
Archived from tape in Richard Houser's Collection.

     The following instructions were typed from Mark Keller's original handwritten instructions that were included with the LISTing of the program. These original instructions can be downloaded here:

     "Bombardment II 2.0" (Original Docs and BASIC LISTing) - pdf

     This is a type of guessing game where the player pits his guesses against the computer's random choices. The player starts moving the cursor with the joystick and selecting his four "forts" with the trigger. The player and computer then alternate shots. The player shoots by moving the cursor on the computer's side to choose the "fort" to shoot at and then firing with the trigger. If the cursor stays lit it was a hit. The game restarts automatically.

Bullseye II "Bullseye II"
By Mark Keller.
1981.
Archived from tape in Richard Houser's Collection.

     The following instructions were typed from Mark Keller's original handwritten instructions that were included with the LISTing of the program. These original instructions can be downloaded here:

     "Bullseye II 2.0" (Original Docs and BASIC LISTing) - pdf

     A dart game for up to 20 players. When 1-4 play, the game is pistol-grip controlled. When 5-20 play, keyboard input is used. The object of the game is to score 200 or more points. If more than 1 player score over 200 in 1 round, the highest score wins. There are three different throws:

     Fast Overarm (1) - Mostly 40's and 0's
     Controlled (2) - Mostly 10's, 20's and 30's
     Under Arm (3) - Anything 0-40

     There is no "best" or "worst" throw.

Chase III "Chase III"
By Mark Keller.
1981.
Archived from tape in Richard Houser's Collection.

     The following instructions were typed from Mark Keller's original handwritten instructions that were included with the LISTing of the program. These original instructions can be downloaded here:

     "Chase III 1.0" (Original Docs and BASIC LISTing) - pdf

     In Chase, you "*" are in a high-voltage maze. There are robots "+" trying to destroy you. If you touch an "X", a "+", or are caught by a "+", you are destroyed. When the robots walk into "X"'s they are destroyed. The robots will follow the shortest route to you; allowing you to lead them to destruction.

     When you run the game it will start with "X -> 1 IN". You then input a number. This number gives the "odds" for filling in X's. If you said 2, then about every 1 in 2 spaces would be an X. Normal values are 10 and higher; the higher the number, the harder the game.

     Move the joystick in the direction you wish to move (including no direction), then pull the trigger.

     When the game is over, pull the trigger and a new game will be started (after a slight delay).

     You also get to select the number of robots that will pursue you through the maze (N). The normal value is 5, but any number from 1 to about 15 works well depending on the "X -> 1 IN" odds.

     Note that when 1 robot is following another it can become invisible but will still be in play.

     The rest of the instructions contains a commented LISTING.

File Create "File Create"
By Mark Keller.
1980.
Archived from tape in Richard Houser's Collection.

     The following instructions were typed from Mark Keller's original handwritten instructions that were included with the LISTing of the program. These original instructions can be downloaded here:

     "File Create" (Original Docs and BASIC LISTing) - pdf

     This program is used to type in and record tape data files.
Prompt:        Actions
-------        -------
COUNT?         "Y" turns on display of @ index
HEADER-LEN     Input Length of Header - If 0 then none
DATA-LEN       Input Length of Data 0 - If 0 then none
TRAILER?       "Y" let you input a trailer byte
ASCII?         "Y" let you input data as direct ASCII keyboard
               entries. To exit ASCII input type "GOTO" and then "y"
               not "Y." Lets you input data as numbers (0-255), to
               exit number mode type in a negative number.
ANOTHER?       "Y" lets you add another record to the file.
START TAPE,    Start tape recorder and record at NT speed input
NT SPEED  
The rest of the instructions are a commented BASIC LISTing.

Life "Life"
By Mark Keller.
1980.
Archived from tape in Richard Houser's Collection.

     Both "Life 3.0" and "Life 4.2" are included in the archive.

     The following instructions were typed from Mark Keller's original handwritten instructions that were included with the LISTing of the program. These original instructions can be downloaded here:

     "Life" (Original Docs and BASIC LISTing) - pdf

     Instructions for Life 3.0 and 4.2:

     Patterns are setup using the keys to move the cursor and turn it on and off. The game is then run. Generation and population counts are displayed. The game can be stopped and the pattern changed. The fate of a cell is defined by the number of cells neighboring it.
Keypad Control
--------------

+-------------+------------+------------+------------+
|             |            |            |  STOP AT   |
|     RUN     |    PAUSE   |    HALT    |   END OF   |
|     GAME    |            |            | GENERATION |
+-------------+------------+------------+------------+
|     ,_      |      ^     |    _ ,      |            |
|     |\      |     /|\    |     /|     |   CURSOR   |
|       \     |      |     |    /       |     ON     |
+-------------+------------+------------+------------+
|             |            |            |            |
|     <---    |            |    -->     |   CURSOR   |
|             |            |            |   ERASE    |
+-------------+------------+------------+------------+
|        /    |      |     |    \       |            |
|      |/     |     \|/    |     \|     |   CURSOR   |
|      '-     |      V     |     -'     |    OFF     |
+-------------+------------+------------+------------+
|             |            |            |            |
|   CURSOR    |            |            |   CLEAR    |
|   TRACE     |            |            |            |
+-------------+------------+------------+------------+
|             |            |            |            |
|             |            |            |            |
|             |            |            |            |
+-------------+------------+------------+------------+

Number of
Neighbors   Action
---------   ------------
0 or 1      Death Cell (Isolation)
2           Survival Cell
3           Survival Cell/Birth Cell
4 or more   Death Cell (Overpopulation)
     Note: Some good articles on the "Game of Life" can be found in the December 1978 issue of "Byte" magazine.

     The rest of the instructions contains a key with explanations to all the variables used in the program. Life 3.0 contains a commented BASIC listing.

Pinball I "Pinball I"
By Mark Keller.
1980.
Archived from unpublished "Arcadian" submission tape in Bob Fabris Collection.

     "Pinball I" is a simple pinball game (no gravity). It will prompt for parameters, triggers 1 & 2 control the flippers. [Use the player 1 trigger for the left flipper, and the player 2 trigger for the right flipper.] They stay on a set period of time when used and then are disabled for a set period of time.

Space Battle "Space Battle"
By Mark Keller.
1981.
Archived from tape in Richard Houser's Collection.

     The following instructions were typed from Mark Keller's original handwritten instructions that were included with the LISTing of the program. These original instructions can be downloaded here:

     "Space Battle" (Original Docs and BASIC LISTing) - pdf

     Instructions:

     You have 50 time units to shoot down as many enemy space-craft as you can. The joystick controls your movement relative to the space-craft. The trigger fires the laser. Three misses are allowed per time period. The space-crafts movement becomes more evasive with each hit. Before you start the game by pulling the trigger, you can change the colors with the joystick.

     The rest of the instructions contains a key with explanations to all the variables used in the program, a commented BASIC LISTing, as well as some comments on possible program changes that can be made by the user.

Star Trek III "Star Trek III"
By Mark Keller.
1981.
Archived from tape in Richard Houser's Collection.

     The play of this game is based loosely on Super Star Trek and Trek 80. You must destroy all Klingons before running out of energy or time.

     The following instructions were typed from Mark Keller's original handwritten instructions that were included with the LISTing of the program. The original instructions for "Star Trek III" can be downloaded here:

     "Star Trek" (Original Docs and BASIC LISTing) - pdf

     The instructions have been retyped and are available here:

     "Star Trek" (Original Docs and BASIC LISTing) - pdf

Tape Input/Output "Tape Input/Output"
By Mark Keller.
1980.
Archived from tape in Bob Fabris Collection.

     The following instructions were typed from the Mark Keller's original handwritten instructions that were included with the LISTing of the program. This can be downloaded here:

     "Tape Input/Output" (Original Docs and BASIC LISTing) - pdf

     Instructions:

     This program is used to input a tape data file and then record copies of it when required.

Text Editor II "Text Editor II"
By Mark Keller.
1980.
Archived from tape in Richard Houser's Collection.

     This is a text editor program that is placed at the beginning of your program. It supports replacing, inserting and deleting.

Wumpus II "Wumpus II"
By Mark Keller.
1981.
Archived from tape in Richard Houser's Collection.

     There is a cave of 20 caverns, each has 3 tunnels to other caverns. The Wumpus is in one of the 20 caverns. There are bottomless pits in 2 caverns and bats in 2 caverns. You lose if: you fall in a pit, are eaten by the Wumpus, miss with all three arrows, or shoot yourself.

     The commands are:

     M - Move
     S - Shoot

     If you enter a cavern with bats, you will be dropped in a cavern at random. There are 3 initial entry points to the program. Warnings will be given when you near: a Wumpus, a pit, or bats. If you bump or shoot at the Wumpus, the wakes up and can move. There are 6 caves supplied and more can be made with "File Create" [another program by Mark Keller].

BallyAlley_r3_c4.gif
BallyAlley_r4_c1.gif BallyAlley_r4_c2.gif BallyAlley_r4_c4.gif