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     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).

23 Matches "23 Matches"
By Rich Tietjens.
1980, R&D ENTERPRISES, GAME PACKAGE #2.
Archived from tape in the Bob Fabris Collection.

     Description from Sourcebook, Fall 1980, Page 36" "Try to force the computer to take the last match."

Alles Lookenspeepers "Alles Lookenspeepers"
By Rich Tietjens.
19xx.
Archived from tape in the Bob Fabris Collection.

     Found in Bob Fabris collection on tape hand-labeled "Programs From Rich Tietjens". Load with ":INPUT 17". Press any key to display letter written in a sort of German/English hybrid.

Biorhythms "Biorhythms"
By Rich Tietjens.
1979.
Archived from tape in the Bob Fabris Collection.

     This is quite a bit different from the one revised by Dave Walter and published in ARCADIAN 2 no. 5 (March 24, 1980): 38,44-45. Presumably this is the original version of the program.

     As for the names, the original version prints out "BIORHYTHMS" and the revised version prints out "BIO-RYTHMS" (yes, it leaves out the 'H'), so that's why I only used the hyphen on the revised one.

Calc Input & Shift Utilities "Calc Input & Shift Utilities"
By Rich Tietjens.
19xx.
Archived from tape in the Bob Fabris Collection.

     No Description Available.

Canary "Canary"
By Rich Tietjens.
19xx.
Archived from tape in the Bob Fabris Collection.

     Found in Bob Fabris collection on tape hand-labeled "Programs From Rich Tietjens". Load with ":INPUT 6". It plays a sound that resembles birdsong.

Cash Register "Cash Register"
By John Eric, Adapted by Rich Tietjens.
"Home Statistics Package Cassette."
Archived from tape in the Bob Fabris Collection.

     Found in Bob Fabris collection on tape hand-labeled "Programs From Rich Tietjens". Load with ":INPUT 22".

     Description of program from "Sourcebook" (Summer 1981), G-9, "A teaching game for ages 7-12. The program "buys" groceries and you must take change. A starter data file is supplied, along with a routine for you to make files."

     Hold 1 to play change-making game. The items and prices are encoded in the @() array. Hold 2 to enter new items. I haven't really figured out the controls for this option. Hold 3 to view current array values.

Craps "Craps"
By Rich Tietjens.
1980.
Archived from tape in the Bob Fabris Collection.

     This is a game for 1 to 4 players. when the title appears, press "1" to begin play. Press "0" to restore color, if the screen dims. When requested, enter the number of players, then press "GO".

Custom Graphics Version 3.1 "Custom Graphics Version 3.1"
By Rich Tietjens.
19xx.
ARCADIAN 4, no. 8 (Jun. 11, 1982): 80. (Some of the Printer Drivers printed)
Archived from Bob Fabris Collection.

     This is a set of printer drivers and perhaps other utility subroutines. It doesn't appear that all of them were included when these subroutines were printed. Here are the instructions from the "Arcadian" newsletter:

     Screen Printer - While Rich Tietjens has been working on an interface with the TRS-80 for quite some time now, the solution has eluded him so far. He does have an interesting tidbit here with the capability to print the Arcade's picture off the TV screen, onto a TRS printer, their new Line Printer VII.

     The included illustration of "Jekyl and Hyde" and the artwork were done this way. I'm going to put in a disclaimer right now - I have not personally checked this material as I do not have the equipment. Those with access to the TRS are urged to experiment and report back.
  1. Custom Graphics - Bally BASIC and AstroBASIC program LISTings of "Custom Graphics" 3.1.
Dungeons And Dragons Program Package

Dungeons And Dragons Game Aid Package Version 3.2
"Dungeons And Dragons Game Aid Package"
By Rich Tietjens.
1980 and 1982.
Archived from tape in the Bob Fabris Collection and official release tape from Rich Tietjens.

     Archiving this package involved plenty of work. For all the details you can read an article about it, here:

     About Archiving Dungeons & Dragons Program Package - By Paul Thacker

     This article is recommended reading if you want to understand this package. For those that prefer to "skip the manual," here is what is included in the packages:

Dungeons And Dragons Program Package (1980)

  1. Clerics & Druids
  2. Dice II
  3. Dungeon Dice
  4. Dungeon Dust
  5. Dungeon Maker
  6. Dungeons And Dragons Program Package Side A
  7. Dungeons And Dragons Program Package Side B
  8. Fighters
  9. Magic-user & Illusionist
  10. Personality
  11. Races
  12. Thieves & Assassins
Dungeons And Dragons Program Package 3.2 (1982)

Side A of Tape:
  1. Clerics & Druids
  2. Fighters
  3. Magic-user & Illusionist
  4. Personality
  5. Player Character Generator
  6. Races
  7. Thieves & Assassins
Side B of Tape:
  1. "Dungeon Dice 2.0"
  2. "Keypad Dice"
  3. "Dungeon Maker"
  4. "Dungeon Dust
  5. Unlabeled Program [Room Generator]
  6. "Traits"
  7. "Traits II"
  8. "Languages"
  9. "Character Maker Arthurian Knights"
Fahrenheit Celsius Conversion "Fahrenheit Celsius Conversion"
By Rich Tietjens.
19xx.
Archived from tape in the Bob Fabris Collection.

     This program is actually called, "Fahrenheit / Celcius conversion" (notice that "Celsius" is misspelled). This program converts between Celsius and Fahrenheit or vice-versa.

Hardcopy Converter "Hardcopy Converter"
By Rich Tietjens.
19xx.
Archived from tape in the Bob Fabris Collection.

     This is a short utility to convert characters in a listing that may not work with a printer, such as changing the division sign to a forward slash. Version 2 of the program will automatically list the program when finished.

Klingon Capture "Klingon Capture"
By Rich Tietjens.
1980.
"Space Flight Package" Cassette Archived from tape in the Bob Fabris Collection.

     The program displays a letter from Starfleet Command before loading the program. The letter is printed using BASIC comments and it says:

Alert.... Alert.... Alert..

Stardate 3150.17

To Commander
USS Enterprise
via Starbase 16

From Commander
Starfleet
SFHQ

Subject: Klingon Empire Violation Of Organian Treaty

Mastercom SFHQ
Code AA23.5 Engaged

Transmission Begins

Reports of blatant violations of Federation space by Klingon vessels have reached Starfleet from Station K7, which SFHQ personnel files indicate you have visited recently.

Your mission: Proceed immediately to K7 and capture a Klingon battle cruiser intact. You must not destroy the Klingon, but rather surround him with destroyed sectors.

Remember, each time your shields deflect an attack, your phaser-fire energy supply is reduced by one shot. Also, a supernova will prevent the Klingon from entering the affected sector.

The battle computer will keep you informed of the Klingon's last reported position.

The federation is relying on you, commander.
Good hunting!

Battle computer data transmission follows.
Please stand by.

     Use the joystick to move the Federation ship, and pull the trigger to destroy the sector it's currently in. Try to surround the Klingon ship with destroyed sectors, but don't damage the ship itself. The Klingon ship only rarely moves.

     The treaty used in this game is from an actual episode of "Star Trek" called " "Errand of Mercy."

     See this webpage for more information about the episode:

     Star Trek, "Errand of Mercy" Summary

     View this site for more information about the treaty:

     Star Trek, "Treaty of Organia" Summary

Optical Density Map "Optical Density Map"
By Rich Tietjens.
Source.
Archived from tape in the Richard Houser Collection.

     Two versions are in the archive. One sorts the characters by ASCII value, and the other sorts the characters by density.

     This is not a program, but rather a series of comments that prints to the screen. The LISTing describes itself as, "Optical density map of Bally printable characters for use in hard-copy psuedo-graphic printing."

     This information would be used to create images on a non-graphic printer. Examples of this, using ASCII, can be found in this contemporary article in an Atari magazine:
  1. "ASCII Art Converter, 'Printer pictures' go Hi-Res," by Paul Tupaczewski ("Antic" vol. 6, no. 3 / July 1987)
or, for a an overview of the subject with more examples, read this article:
  1. ASCII Art Converter (Wikipedia)
Parallel Out "Parallel Out"
By Rich Tietjens.
ARCADIAN 2, no. 8 (Jun. 23, 1980): 70,73.
Archived from tape in the Bob Fabris Collection.

     From the Arcadian, "Parallel Output (for printer, etc) needs a subroutine to get all the bits going in the right direction, and Rich Tietjens included the following with the schematic on p. 70."

Sound Trek "Sound Trek"
By Rich Tietjens.
1981.
"Spaceflight Package #3."
Archived from tape in the Bob Fabris Collection.

     It's a space battle game played on an 8x8 grid, similar to MicroTrek.

     Comment from Sourcebook (Fall 1981): "'Sound Check' uses all available memory in the Arcade, including the keyboard and cassette buffers."

Space War (Proto) "Space War" (Proto)
By Rich Tietjens.
1980.
Archived from tape in the Richard Houser Collection.

     See archive for in-depth archiving explanation about this program.

     Controls:

Keypad (Time and No. of Players)
Joystick (Thrusters)
Trigger (Fire Laser)

     Object: Close with and destroy the enemy. Lasers are self-aiming but have limited range. Collision with the sun is fatal.

Star Trader "Star Trader"
By Rich Tietjens.
19xx.
Archived from tape in the Bob Fabris Collection.

     This game is based on "Hamurabi" by Richard Houser, but with a space theme. Some garbage collects on the screen while the code loads, but it started fine, so this may be intended. If you earn too many credits that game will crash.

Super Mastermind "Super Mastermind"
By Rich Tietjens.
Source.
Archived from tape in the Bob Fabris Collection.

     Super Mastermind lets you match wits with your bally computer system. The computer will make a code sequence of five "colors." Each color will be represented by a number and you may choose to let the computer select from up to 9 numbers. You will have 12 turns to guess the sequence. After each turn, the computer will indicate how many numbers are in the correct position ("b" for black) and how many numbers are in the wrong position but are in the hidden code ("w" for white) when the program is ready, the title will appear on the screen.

Touchtone Dialer, Directory "Touchtone Dialer, Directory"
By and Chuck Thomka.
ARCADIAN, 1, no. 8 (July 1979): 65. (Original Program by Thomka) ARCADIAN, 2, no. 10 (Sept 1980): 90. (Modifications by Tietjens) 19xx.
Archived from tape in the Bob Fabris Collection.

     The original version of this program, "Touchtone Simulate" by Chuck Thomka, appeared in Arcadian volume 1, page 65. Some modifications by Rich Tietjens were printed in Arcadian volume 2, page 90. This version is similar to that modified program, but not identical. It also includes a sample directory of phone numbers, and prints out instructions after the code loads.

ZZZ-UNK-1st Line "ZZZ-UNK-1st Line"
By Rich Tietjens.
19xx.
Archived from tape in the Bob Fabris Collection.

     This unnamed program was named '1st Line' after some text in the code. It lists some code, but doesn't really do anything.

ZZZ-UNK-Rabbit "ZZZ-UNK-Rabbit"
By Rich Tietjens.
19xx.
Archived from Bob Fabris Collection.

     I found this on the reverse side of one of Rich Tietjen's tapes in the Bob Fabris collection, unlabeled. It makes a sprite that I think looks like a rabbit, and what looks like a horizontally scrolling stage. You can move the sprite, but there's no hit detection. The tape had some commands to set variables that are never actually reached if you load it. I've included both a version exactly as it was on the tape, and one I reorganized to set these variables.

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