Download digitally archived Bally Arcade tape programs
that will load with AstroBASIC (the BASIC with the built-in tape-interface).
All WAV files by WaveMakers have been renamed according to the TOSEC standard naming
convention. Many of these games include more than one archived version of a program.
I have combined all of the similar named WAV files into one zip file. Both master tape
(explained in article) and non-master tape versions are
included with each archive (all of the master tape versions have been
labeled as such to avoid any confusion with earlier versions). Master-tape
versions (labeled as [From Master Tapes]) are considered to be the best version
to use when playing the game or running the program. The other versions are
still included because there may be slight differences with the program (we've
never found a satisfactory way to check this other than running the program,
which doesn't always reveal any differences).
We are fortunate to have been able to contact Mike Peace, the
programmer of WaveMaker games. He sent his master tapes, and Paul Thacker was able to archive
programs from there. Paul wrote a great article about how this was accomplished. You can read
Tape 8 (1981).
Arcadian 6, no. 11/12 (Oct. 31, 1984): 106. ("AstroBASIC" Version)
Your men are the boxes, the computers are the X's. The object of the game is to
move all of your men clockwise to the position right of the 6th spike from the
right on the top section. From this position you may move each piece off the
board based on the throws of the dice. To make your move, look for the flashing
piece, using the joystick, move this flashing box to the piece you wish to
move. Now pull the trigger for a split second, this locks the piece onto the
joystick and allows you to move 1t to the new location. (The next location must
be one of the other dice positions clockwise from the original position).
To complete the move pull the trigger again. If you have miscounted or made an
incorrect move, the computer will replace your piece and you will lose part of
your turn. When you roll doubles, you are able to make a total of four moves.
DO NOT MOVE THE TOTAL OF BOTH DICE IN ONE MOVE. Once you have moved all of your
men past the 6th spike on the top, you may move from the board to the position
on the bottom left. If you are the first to move all of the pieces to this
position you win. You cannot land on a spike that 1s occupied by two or more of
the computers pieces. If you land on a position that has only one of his
pieces, it is sent back to start over. That goes for you too. If you are sent
back to start, you may not move any of your pieces until that piece 1s restored
to the play field. To restore your piece, you must have a possible move based
on one of the die that does not land one the computers spike with more than one
piece. Watch the computers moves to get the idea of how the game is played.
|Brick 'N The Wall
||Brick 'N The Wall
Tape 12 (Part of Four Famous Freebies)
Arcadian 4, no. 8 (Jun. 11, 1982): 77.
Arcadian 6, no. 6 (Apr. 20, 1984): 53. (Reprint)
This is a BASIC version of BREAKOUT. I don't think that this was originally released on tape, as it was included as a very short, 20-line, type-in program that was originally printed in the June 1982 "Arcadian" newsletter (and later reprinted in April 1984). Or maybe this game was on tape first, as this program was included as a free program on some "WaveMakers" tapes (part of a compilation called "Four Famous Freebies").
The object of BRICK 'N THE WALL is to clear the screen of bricks. The game
isn't fast (it actually starts out quite slow). The paddle is a bit sluggish
too (but this is typical of most BASIC programs that read the hand controller's
knob). I finished playing a complete game. It took a bit of time to adjust to
the game's speed, but if I'd typed this in myself in 1982, then I wouldn't have
regretted it. Certainly, keep in mind that this is a BASIC program; don't
expect the fast speed or intensity of the game BRICKYARD. With that thought,
bear in mind that this game is only a few scant lines long, which is quite
Tape 2 (1980).
COMPUTER CLUE is for up to 6 players. Use deductive reasoning to solve the mystery of "who dun it."
Using the keypad for all entries, first enter the number of players, (detectives). Remember the name of the detective you are, this indicates your turn. You will have a choice of three rooms to go to to solve the murder. You must be in the correct room when you have figured out who did it and with what weapon, in order to win. In each room you take a guess at the suspect and weapons, using the keypad to make these guesses. The computer will inform you that one of these guesses is wrong, remember what the computer says and don't guess the same one the next time. Don't let the other players see what you have selected when you push the keypad. When you finally make all the right guesses the computer will inform you that you have solved the case. Press any key for the next case.
Flying Ace (with introduction)
Tape 2 (1980).
For 1 to 4 players. Try to gun down the enemy before your time runs out. Get the "feel" of flying a fighter plane. At first everything seems backwards until you get the hang of it, then you'll become a FLYING ACE.
This includes a brief introductory program that wasn't on the master tape version. The enemy planes don't shoot back, but two players can compete to see who can shoot them down fastest. When you select number of planes, this is for both players total. So, 6 planes would be 3 for each, while 1 plane wouldn't even let the second player have a turn.
Tape 7 (1980).
Cursor 2, no. 4 (November/December 1980): 79. (Review).
This is your big chance to become a star. Why spend $15.00 or more per week on guitar lessons? Why go someplace else to do it? Now, with the help of your computer and TV, we'll teach you all the major chords, minors and tuning. We even play a few chord progressions to play along with; all at your own pace, in your own home. You'll see where to place your fingers for any chord you select. You'll hear all six strings play (the strings even vibrate). The computer acts as an excellent pitch pipe for you to tune your guitar to and is very accurate. Uses control handle #1.
A review from the Cursor newsletter is included with archive. This program is actually a collection of four programs: Guitar Course, Tuning, Chord Progression and Note Match.
Tape 1 (1980).
Four horses run five races. 1 to 4 players can bet on the horses for all races. The winning or losing status of each of the players is shown after each race. Get rich quick or loose it all! You never know until the finish line, when the loser can jump across it to become the winner just at the last second.
BASIC Express, The 3, no. 3 (July/August 1981): 28-29.
Tape 12 (Part of Four Famous Freebies) ("AstroBASIC" version).
This game works similarly to Space Invaders in that the characters march across
the screen, when they hit the sides, they move down a row. If you let them get
down to your gun emplacement, you'll be destroyed.
Hint: You gain more points by hitting two Invaders when they converge or damage
the force field on either side of the screen with an explosion from an
exploding Invader. For these feats, you get an additional 50 points plus what
you would normally get for one Invader. The top Invaders are worth more than
|Lookout For the Bull! I & II
||Lookout For the Bull! I & II
Tape 10 (1981).
You are on the right; the bull is on the left. The object is to pick all the
clovers (1 point each) and to stop picking when a bonus clover pops up. The
bonus is worth 300 points and drops 50 points for every clover you pick on the
way to the bonus. As there are fewer clovers on the field, the bonus shuts off
Sounds easy so far but look out for the bull! He's gentle at first, but what
really makes him mad is someone picking all his clovers. The more you pick the
faster he goes. The bull's speed is based on each individuals score.
|Max (Robot From Space)
||Max (Robot From Space)
Tape 1 (1980).
An ominous looking robot, capable of destroying you and the planet you are standing on, has shut down for the night. Your mission: to destroy him. We know there are some flaws in his construction, but we don't know where they are (somewhere above the belt). To destroy him, three systems must be terminated through his weak points. You can use the high power blaster with 10 shots, the medium has 20 shots and the low has 30 shots. If you fail, Max will wake up and terminate you! If you can destroy him before you run out of shots, Max goes out in flashes, electronic and mechanical noises. Good luck!
|Maze Race & Obstacle Course
||Maze Race & Obstacle Course
Tape 3 (1980).
Both games are loaded at the same time.
Maze Race is a two player game requiring each player to race through a maze
without touching a wall. If you touch a wall you lose points plus blow a hole
in it which your opponent can use to his advantage.
Obstacle Course is a one player game. You control only up and down movement
through the maze with the joystick. The longer you hold the stick up or down
the faster it goes. It takes some practice to master this one, so don't get
Obstacle Course is probably our most popular game so far. It requires a great deal of practice to develop the skill to guide a ball through a course. After you complete the course the first time the next time gets tougher. There are seven levels per game set and seven games per set. Starting at the level one and increasing each game. So far, nobody has made it through all seven levels. But if you do, then you can try the intermediate levels or pro levels. Best of luck; you'll need it.
|Mazemaker I & II
Mazemaker I & II
Cursor 1, no. 6 (July 1980): 46. (Bally BASIC version)
"AstroBASIC" Manual, Pg. 91 (AstroBASIC version)
WaveMakers, Tape 12 (Four Famous Freebies)
This maze is far from the most complex Mike offers (Mazemaker is not included in his Maze Tape). This maze is a TOUGHIE! Mike has added an audio stress factor similar to the Bally Space Invaders cartridge. Merely move Joystick in desired direction to
Move the + in the desired direction of travel using joystick (1). Time is limited. If you don't make it, you may go back and start over. The AstroBASIC version uses the new two-letter "AstroBASIC" sound-port variables.
Tape #5 (1981) (Bally BASIC version)
Arcadian 3, no. 6 (Apr. 15, 1981): 67. ("AstroBASIC" version)
Memory Doodle allows you to draw a simple design on the screen. There is no way to "pick up" the "pen" that you're doodling with, but that's okay-- as it turns out that this isn't really a drawing program. The keyword here is "memory." When you squeeze the trigger button, the screen clears, and the design that you created is redrawn exactly as you drew it.
|Mouse In The Hat
||Mouse In The Hat
Tape 6 (1980)
After loading, eleven hats will appear. You may look under the ones shown by the words above: "You may go 4 or 3". By using joystick 1, choose left or right hat. If you find a mouse, he will run to the hat next to him and closest to the bottom of the screen. Remember this location. Try to find all three mice and remember where they have gone. You only get 6 looks. Then you move the gun base to the hat the mouse is under and fire with your trigger. You must hit a mouse each time to win. If you don't know all the locations, you will have to resort to a good guess. Watch out for the warrior mice! Good luck!
Tape 5 (1980).
Awaken the musician in you. You graphically place notes on a music staff and
once you have finished your masterpiece, you can play it back in all its glory
with each note printing on the staff as it plays. You can also save each
composition on tape to be played back later with just a flick of the handle and
a pull of the trigger. (Uses joysticks)
|Obstacle Course Tournament
||Obstacle Course Tournament
Tape 8 (1981).
We took our most popular game and improved it to tournament quality. Tape #3 contains two games on one side, so we took Obstacle Course which everyone loves and put it on a separate program. Now it has higher scoring capability. It gives you higher scores for more difficult maneuvers. It still plays exactly the same as it did before, but now you will be able to enter your name (up to six letters) if your score is one of the top six scores. It keeps in memory all six names and the scores for each (in order, highest scorer goes on top). Plus if you want to play any other games, you can save the scores on tape and re-enter them later to try to beat your best score or your friend's best scores.
|Pack-Rat I & II
||Pack-Rat I & Pack-Rat II
Tape 9 (1981).
Pack-Rat is a maze game that lets you pack it away for points while trying to avoid the relentless cat. Pack-Rat II, has the same maze, but for a change of pace, has a slightly more aggressive cat.
When the maze appears on the screen, you will be the smaller box in the lower-center portion of the screen. The cat is the larger moving box in the upper portion. Move your piece to eat up all the dots (cheese) for points. Keep your distance from the cat, he can be very clever. When the BONUS begins to flash in the center, you must avoid eating any dots and run to get the bonus by backtracking where there are no dots. If you eat more than 5 dots, the bonus will begin to stop flashing and you miss your chance for big points.
Each dot is worth one point. The BONUS is worth 100 and increases by 100 with each additional BONUS. The game is over after you get "CHOMPED" 3 times. Just pull the trigger for a new game.
Tape 4 (1980)
Bally BASIC Description:
The game which has driven Sammy Sweetcake mad. You must discover who did it, with what, and where. The possibilities are endless and the answers are a riot. Just for fun. (Uses joystick)
Perversion is a silly guessing game to find the awful pervert who drove SILLY SAVAGE crazy, what did they use, and where was it done.
Once the program is loaded the story begins. Remember who was driven mad in the beginning. This is the victim and cannot be one of the suspects. Using the knob #1, select from the various lists to guess the following: who is the pervert, where did he or she do it, and what was used to drive our poor victim mad. The computer will inform you that one of your choices is incorrect. (All may be incorrect but the computer only tells you one.)
Using deductive reasoning and patience you can eventually find the pervert. Once the pervert is found the whole story is revealed and if you pull the trigger you can do it all again. You pervert.
By WaveMakers (Mike Peace).
Cursor, 2, no. 3 (October 1980): 69.
"AstroBASIC" Manual, Pg. 89.
Instructions from the Cursor newsletter:
Your goal is to steer your car through and around the other vehicles on the road at the same time making sure you don't hit the sides of the road. Your car is the one with the broken boxes at the top of the screen. The road moves up toward you from the bottom of the screen as shown in the photograph. Mike, as usual, has done a very thorough job using very limited memory. This program uses some interesting sounds, and a unique method of movement. Use Hand Control Knob #1.
Instructions from the "AstroBASIC" manual:
The car appears on the top of the screen moving toward the bottom. Steer your car using knob (1) to avoid obstacles as they approach. Top score is 100 points. You lose 3 points for each sideswipe and 10 points for each collision.
Tape 4 (1980).
There are a lot of slot machine games available on tape. This one is said to have some of the best graphics and realistic odds. The highest jackpot is $1,000, but it is rarely hit. You can play $25 and it should last about fifteen minutes before this bandit cleans you out. Like Vegas, it pays just enough to keep you interested. You might get lucky. Give it a try.
Tape 3 (1980)
Uses few graphics, but has good sound effects. You try to guide your ship through 200 light years to your destination. You may be attacked by enemy ships, run out of fuel, collide with meteors, etc. You're at the controls: warp 1, warp 2, wait for help, fire phaser or evasive actions. It's a long way to go, but a good captain can make it with a little help from friendly alien.
|Speed Math, Note Match
||Speed Math / Note Match
Tape 6 (1980)
In Speed Math, fast thinking is required to beat an opponent or the computers timer. The timer can be set fast or slow depending on your skill. In Note Match, test your musical ear by trying to match your note against the Computers.
|WaveMakers Fortune Teller
||WaveMakers' Fortune Teller|
Tape 3 (1980) (Bally BASIC version)(Freebee with Space Chase)
"AstroBASIC" Manual, Page 92 ("AstroBASIC" version)
This program puts a touch of whimsy into computerized fortune telling. There are about 10,000 possibilities. Press any key for another fortune.
Make sure to use the alternate version of Fortune Teller, because it doesn't crash.
|Whiz Quiz - Common Knowledge
||Whiz Quiz: Common Knowledge
Tape 11 (1982).
Trivia. This is the first program of its kind. It's not limited by the amount of memory in the Bally, since all the questions are fed from the tape to the computer. (over 250 total questions). These are all multiple choice questions and the answers are selected with the hand control.
The computer keeps track of right and wrong answers. We've given you a big variety of questions ranging from astrology to TV trivia. They may not separate the dummies from the Einsteins, but they should give you a good idea. Who knows, what's what, who's who, how many, when was, and who cares, anyway! This game is for all those who love trivia. Don't miss WaveMakers' tape 11, Whiz Quiz.
Note: The Bally BASIC, 300-baud, version of Whiz Quiz is still not digitally archived: it is in a RAW format, which takes up about 31MB in compressed (zipped) format. The "AstroBASIC" version of Whiz Quiz, which uses different questions, has been digitally archived
|Wavemakers Tapes Are
||Wavemakers Tapes Are
Possibly from Tape 5 (1980).
This program is a promotional listing of the first six WaveMakers tapes.
Tape 5 (1980).
Based on the Milton Bradley game of the same name. If you ever have played the real game, you'll know what fun this one can be. No fussing with adding up score or keeping track of what combinations you have. If you have a full house, small straight, large straight, four of a kind, chance or Yahtzee, the computer knows and figures out your score. You even get bonuses like the real game. Five graphic dice for each play and two playing fields. You try to get the highest score determined by various combinations of the dice. One to four players, use separate hand controls.