WATERWORKSh DSK ( LOAD "LOADWW P$pUTIL1 , WWHELP /PWWPF0 WWPF1 WWPF2 WWPF3 WWPF4 WWPF5 WWPF6 WWPHS # WWPRG1  WWPRG2 0WWPRG3 0/{6O647666Q6x6n7Ud6{)32' COPYRIGHT D. BISHOP 1991/INITLOAD3180616SCREEN16!LOADDSK.WATERWORKS.LOADWW'13WATER`WORKS AUTOLOADER\COLOR421521621721COLOR821961sCHAR393C4299A1A199423C960000000000105AFFCOLOR021121221321?OAD "00000 9FD80B0501B1100B0000B0003B050D9FD8A9FDAA9FDCABAA327F28FF 00019FDCCB3300BFDAABFDDEBFDAABFDE8BFDAABFDF6BFDAABFE02B06A0BFE1A7F0D3F 00029FDE2BD801B8C00B0380B06A0BFE1ABD831B8C00B0602B16FCB0380B06A07F24DF 00039FDF8BFE20BDB60B8800B0002B0380B06A0BFE20BDC60B8800B1000BD4607F25CF 00049FE0EB8800B0601B0571B0642B16F7B0380B0201B4000B1001B04C1BC09D7F2CAF 00059FE24BD820BFDAFB8C02BE081BD802B8C02BC06DB0002BC0ADB0004B045B7F21EF 00069FE3AB04E0B83C4B02E0BFD8AB06A0BFEA6B0200B0580B0201B2000BC0817F25DF 00079FE50B0420BFDDABD820BFDCBBFF68BC820BFE6EBFF50B06A0BFEA6B02007F19FF 00089FE66B0580B0201BA000B0202B3000B0420BFDDABD820BFDCCBFF68BC8207F241F 00099FE7CBFEA0BFF50B06A0BFEA6BD820BFF4DB8C02B1000BD820BFF4CB8C027F1B1F 00109FE92B02E0BA000B0200B8800B0201BD000B0202B2FD8B0460BFFECB02007F29BF 00119FEA8B0500B0201BFF4AB0202B001FB0420BFDD2B020CB1100B020AB40087F296F 00129FEBEBC24AB1D00B9820B4000BFDCAB1614BC259B1312BC239BC839BFD847F210F 00139FED4B9839BFD87B160AB0201BFF54BC0A0BFD86B9E71B1604B0602B16FC7F20CF 00149FEEAB1E00B100CBC248B16EEB1E00B022CB0100B028CB2000B1420B10DF7F26EF 00159FF00B02E0BFD8AB10F6BC80CBFD82B02E0B83E0BC320BFD82BC260BFD847F1E1F 00169FF16BC820BFD86B8354BC820BFD88B8356B1D00B0699B10ECB1E00B02E07F22EF 00179FF2CBFD8ABC020BFD80B0420BFDD6B0951BD041B1601B045BB0300B00027F255F 00189FF42B02E0B83E0B0420B0000B0500B0580B0000B2000B0015B4453B4B2E7F2F4F 00199FF58B5741B5445B5257B4F52B4B53B2E57B5750B5247B31009FFECBDC507F24BF 00209FFEEB1000BD450B0601B0571B0642B16F9B0453983C4BFE3A7F4A0F 00217FFC9F 0022: 99/4 AS 0023: 99/4 AS 0024`> yU3VMBWU2VSBWB3 Ϫ231$`$``qB@ m[  h nP0 h P M L/`J   @J @Y999 Tq H,    ` T V  QA[  DSK.WATERWORKS.WWPRG1>R5>qR4>R3>}R2>R1>R0>Р^ZKG*PPqBS THE FOLLOWING KEYS ARE ACTIVE FOR THESE SCREENS: C CANCEL- RETURN TO GAME ENTER VIEW NEXT SCREEN FCTN9 VIEW PREVIOUS SCREEN 6 FCTN8 VIEW FIRST SCREEN FCTNP PRINT PRESENT SCREEN FCTND PRINT PRESENT SCREEN TO LAST SCREEN SPACE HOLD DOWN UNTILL THE PRINTER STOPS (AT THE END OF THE SCREEN). FCTNQ STOP PRINTING IMMEDIATELY 50 SCREENS PLAYING THE GAME YOUR OBJECTIVE IS TO BUILD APIPE LINE FROM THE FEED PIPE() TO THE OUTLET () ON ALL99 FLOORS AND ONE BASEMENT. ONE TO TEN PLAYERS MAY PLAY.EACH PLAYER MAY SELECT THEIRSTARTING FLOOR INDEPENDENTLYOF THE OTHER PLAYERS. THE HIGHER THE STARTING FLOOR, THE HARDER IT IS TO FINISH THE GAME. EITHER THE LEFT ORRIGHT JOYSTICK OR THE KEYBOARD MAY BE USED TO CONTROL THE MOVEMENT OF THE WRENCH, THE SELECTION OF PIPE, OR PIPE PLACEMENT. AS YOU BEGIN EACH FLOOR YOU ARE GIVEN 200 DOLLARS WITH WHICH TO BUY PIPE OR EQUIPMENT AS NEEDED FROM THEHARDWARE STORE. THE FOLLOWING DESCRIPTION OFGAME PLAY ASSUMES THAT ONE PLAYER IS USING A JOYSTICK. THE ALPHA LOCK KEY MUST BE IN THE UP POSITION EVEN IF YOU ARE USING THE KEYBOARD. LOAD THE GAME AND READ THE THREE MAIN SCREENS AS THEY APPEAR. THE FIRST SCREEN IS THE TITLE SCREEN AND GIVES YOU A GENERAL DESCRIPTION OF THE GAME OBJECTIVE AND PLAY. THE SECOND SCREEN IS THE PLAYER'S SETUP SCREEN. THIS SCREEN GIVES YOU OBJECT DESCRIPTIONS, INSTRUCTIONS, GENERAL INFORMATION AND THE STARTING STATUS OF EACH  PLAYER. THE THIRD SCREEN IS THE HIGHSCORES SCREEN AND PRESENT PLAYERS SCOREBOARD. THE FLOOR SHOWN IS THE FLOOR THEPLAYER IS PRESENTLY ON AND IS ONE MORE THAN THE FLOOR THAT THE SCORE WAS ACHIEVED AT.  OBSERVE THE PLAYERS SETUP SCREEN. THE PLAYERS ARE NUMBERED 0 THROUGH 9 AND AREMADE ACTIVE BY PRESSING THE KEY WITH THEIR NUMBER. PRESS THE 0 (ZERO) KEY ONCE.THE SCREEN SHOULD LOOK LIKE  THE FOLLOWING SCREEN:
q HOLD DOWN THE FCTN KEY AND PRESS THE H KEY TO DISPLAY THE HELP SCREENS. USE THE KEYBOARD OR EITHER JOYSTICK TO CONTROL YOUR WRENCH. THE SCREEN FLASHES RED THREESECONDS IF ANY ERROR OCCURS. ALPHA KEY MUST BE UP! JUL 2991PLAYER 0123456789 DLRBFLOOR 0 T 3.14THIS SELECTS THE BASEMENT ASTHE STARTING FLOOR FOR PLAYER 0. IF THERE IS NO NUMBER BELOW ]THE PLAYER'S NUMBER, THEN THAT PLAYER IS INACTIVE (NOTPLAYING). TO MAKE PLAYER 0 INACTIVE, PRESS THE 0 KEY TEN MORE TIMES. SELECT THE BASEMENT (0) AS THE STARTING FLOOR FOR PLAYER 0. TO START THE GAME HOLD DOWN THE FCTN KEY AND PRESS THE G(GO) KEY. THIS STARTS ALL PLAYERS AT THEIR STARTING FLOOR. THE PLAYER WITH THE LOWEST NUMBER GOES FIRST. EXCEPT FOR THE LINK, YOUR FLOOR SHOULD BE AS FOLLOWS: WATERWORKS 0b$200 0 0q p OBSERVE THE TOP ROW OF THE SCREEN. THIS ROW CONTAINS THE PRESENT PLAYING STATUS AND IS INTERPRETED THIS WAY:STARTING ON THE LEFT IS THE GAME TITLE, THE NEXT SPACE IS BLANK NOW BUT WILL SHOW THE SAFETY LINE WHEN YOU HAVE ONE. THE SCORE FOLLOWS AND IS SIX DIGITS LONG (THE LEADING ZEROS ARE REPLACED WITH BLANKS). THE HARDWARE STORE MARKER FOLLOWING MEANSYOU NEED TO GO TO THE STORE AND BUY EITHER A PIPE PIECE OR A HAMMER. THE NEXT THREE DIGITS INDICATE THE AMOUNT OF MONEY YOU HAVE REMAINING WITH WHICH TO COMPLETE THIS FLOOR. THE NEXT DIGIT IS THEPLAYERS NUMBER. THE CLOCK FOLLOWING THE PLAYERS NUMBERINDICATES THE REMAINING TIMEYOU HAVE TO COMPLETE THE ENTIRE BUILDING. YOU HAVE ABOUT 13 MINUTES AVERAGE PERFLOOR. THE CLOCK BEGINS TO COUNT DOWN WHEN THERE IS ABOUT 1 HOUR OF CONTRACT COMPLETION TIME LEFT. THE TWO REMAINING DIGITS SHOW THE PRESENT FLOOR. THE FIRST THING YOU MUST DO AT THIS POINT IS GO GET A PIPE PIECE FROM THE HARDWARESTORE. THE PIECE YOU WANT WILL DEPEND ON WHERE YOU WANT YOUR PIPE LINE TO GO. THIS IS WHERE YOU MUST DECIDE YOUR STRATEGY. HERE ARE A FEW STRATEGIES: 1) LEAST COST: THIS APPROACH CAN PRODUCE VERY HIGH SCORES BUT IS SUBJECT TO THE MOST REPAIR WORK. 2) MOST DURABLE: THIS WILL PRODUCE THE STRONGEST PIPE LINE SUBJECT TO THE LEAST AMOUNT OF REPAIR WORK BUT IS VERY COSTLY USING ONLY COPPER PIPE. 3) LEAST PIPE COUNT: THIS USES THE LEAST NUMBER OF PIPE PIECES BUT IS MORE COSTLY THAN METHOD 1 AND REQUIRES A LOT OF FORE- SIGHT TO REDUCE THE LARGE NUMBER OF TREKS TO THE HARDWARE STORE. THE MAIN ADVANTAGE IS THAT LESS REPAIR WORK IS NEEDED. 4) BRUTE FORCE: THIS METHOD IS THE EASIEST STRATEGY TO PLAY, REQUIRING VERY LITTLE THOUGHT. IT IS LESS EFFICIENT THE HIGHER YOU GO. IT IS SUBJECT TO MUCH REPAIR WORK AND TREKS TO THE HARDWARE STORE ARE FREQUENT. THIS IS THE STRATEGY OF BEGINNERS. AT THE LOWER FLOORS STRATEGY1 IS THE BEST. ON THE HIGHERFLOORS STRATEGY 3 IS THE BEST. THESE ARE BY FAR NOT THE ONLY STRATEGIES POSSIBLE AND THE BEST ONE FOR THE HIGHEST FLOORS CAN BE DEVELOPED ONLY THROUGH EXPERIENCE AND OBSERVATION. BY THIS TIME YOU MAY HAVE NOTICED A FLASHING RED THINGAPPEARING FROM THE MAIN FEEDPIPE. THIS IS CALLED AN ENCOUNTER. DURING THIS TYPE OF AN ENCOUNTER YOU ARE NOT PERMITTED TO DO ANYTHING BUTWATCH. THESE ENCOUNTERS WILL OCCUR THROUGHOUT THE GAME AT RANDOM INTERVALS. THEIR MAINPURPOSE IS TO IMPEDE YOUR PROGRESS. THE BLACK WIDOW SPIDER AND TIME BOMBS CAN BE DEADLY TO YOU. LET'S GO TO THE HARDWARE STORE. TO DO THIS PRESS THE F (FLIP) KEY ONCE AND YOU WILL IMMEDIATELY BE IN THE HARDWARE STORE. THE SCREEN SHOULD LOOK LIKE THE FOLLOWING SCREEN: ***HARDWARE b STORE*** LEAD PRICE COPPER PRICE r s 1 3 tvuw 2 6 }~| 3 9 x z 4 12 y { 4 12 BILLED FOR PIPE WHEN USED. d 10-40 MONKEY WRENCH P 20,40 RUST REMOVER O 30 HAMMER 1000 I 40 SPIRITS C N 50 MOP O T 1-122 SCREW DRIVER S 100 AIR FRESHENER T 250 SAFETY LINE THE PROGRAM WILL PLACE YOUR WRENCH ON THE PIECE YOU ARE PRESENTLY CARRYING BUT SINCEYOU HAVE NO PRESENT PIPE PIECE, THE HORIZONTAL LEAD PIPE IS THE DEFAULT. THE LEAD PIPE IS SUBJECT TO LEAKING AND EASILY BREAKS. THE COPPER IS VERY HARD AND RUST RESISTANT. MOVE YOUR WRENCH TO THE CENTER OF THE PIPE PIECE THAT YOU NEED ANDPRESS THE FIRE BUTTON TO SELECT IT. OBSERVE THE CONNECTOR ARRANGEMENT FOR EACH PIECE OF PIPE TO MAKE SURE IT FITS WHERE YOU WANT IT TO. TO VERIFY YOUR SELECTION, PRESS THE F (FLIP) KEY TO RETURN BACK TO THE PLAYING SCREEN. IF YOU SELECT A PIPE PIECE THAT YOUDO NOT WANT, THEN SIMPLY SELECT THE ONE YOU DO WANT. SOME OF THE PIPE PIECES ARE OFF CENTER AND YOU MAY HAVE TO MANEUVER THE WRENCH SLIGHTLY TO AQUIRE THE PIECE. THE PIECE YOU HAVE SELECTED WILL APPEAR WHERE THE HARDWARE STORE MARKER WAS. PRESS THE F (FLIP) KEY TO RETURN TO THE PLAYING SCREENWHEN YOU ARE READY TO CONNECT THE PIPE. TO CONNECT A PIECE OF PIPE, PLACE THE WRENCH IN THE POSITION YOU WANT THE PIPE PIECE TO CONNECT TO YOUR PIPE LINE. PRESS THE FIRE BUTTON. THE PIPE PIECE MUST BE ABLE TO CONNECT TO ALL CONNECTING PIPE PIECES IN ITS VICINITY OR IT WILL NOT BE PLACED ON THE SCREEN. VALID CONNECTION WATERWORKS 0s$200 0 0q p INVALID CONNECTION WATERWORKS 0{$200 0 0q p INVALID CONNECTION WATERWORKS 0r$173 0 0 ssssssssssssssssssssssssv r qp YOU ONLY NEED TO GO TO THE HARDWARE STORE WHEN YOU NEEDA PIPE PIECE, A DIFFERENT PIPE PIECE, OR TO BUY EQUIPMENT. ONCE THE PIPE CONNECTS, MOVE THE WRENCH TO THE NEXT POSITION AND MAKE ANOTHER CONNECTION. CONTINUEUNTIL YOUR PIPE LINE CONNECTS TO THE CONTRACT LINK. FROM HERE CONNECT PIPEOVER TO THE OUTLET. WHEN BUILDING YOUR PIPE LINEMAKE SURE YOU DO NOT PRODUCE ANY PIPE LOOPS SUCH AS THE ONE SHOWN HERE: WATERWORKS 0s$160 0 0ssssssssssssssssssssszssv q r r usst IF THIS HAPPENS, THEN READ THE SECTION ON THE USE OF THE HAMMER. VERIFY THAT YOUR PIPE LINE HAS NO LEAKS (WATERPUDDLES)OR UNCAPPED PIPE OPENINGS. MAKE SURE YOU DID NOT MISS ANY CONTRACT LINKS. IF EVERYTHING APPEARS OK, THEN PRESS THE I (INSPECTOR) KEY ONCE AND THE CITY INSPECTOR,MR. EYEGLASS, WILL INSPECT YOUR WORK. IF YOU FAIL THE INSPECTION, THEN THE EYE WILL REMAIN FOR A SHORT WHILE AT THE PLACE THAT THE INSPECTION FAILED, THEN YOU WILL BE CHARGED FOR WASTING THE INSPECTOR'S TIME. EACH TIME YOU FAIL AN INSPECTION ON A SINGLE FLOOR, YOU WILL BE CHARGED MORE THAN FOR THELAST FAILURE. IT GETS VERY EXPENSIVE QUICKLY. IF YOU CAN NOT PAY THE INSPECTOR, THEN YOU LOSE THE GAME. WHEN YOU PASS INSPECTION YOUR REMAINING DOLLARS ARE ADDED TO YOUR SCORE AND YOU ARE ALLOWED TO VIEW THIS FOR A SHORT TIME. TO PAUSE THE GAME HOLD DOWN THE SPACE BAR DURING THE INSPECTION UTILL THE MESSAGE"GAME PAUSED" APPEARS. PRESSTHE SPACE BAR TO CONTINUE THE GAME. THE NEXT ACTIVE PLAYER WILL NOW BE ALLOWED TO PLAY (IF THERE IS SOMEONE ELSE). OTHERWISE YOU WILL PROCEED TO THE NEXT FLOOR, IN THIS CASE FLOOR ONE. AT ANY TIME YOU MAY PAUSE THE PRESENT GAME BY HOLDING DOWN THE FCTN KEY AND PRESSING THE B (BREAK) KEY ONCE. YOU WILL BE RETURNED TO THE MAIN SCREENS. TO CONTINUE FROM WHERE YOU LEFT OFF HOLD DOWN THE FCTN KEY AND PRESS THE C (CONTINUE) KEY ONCE. THE GAME WILL CONTINUE FROM EXACTLY WHERE YOU LEFT OFF. IF YOU NEED A LITTLE HELP, THEN FROM ANY SCREEN HOLD DOWN THE FCTN KEY AND PRESS THE H (HELP) KEY ONCE AND A CONDENSED VERSION OF THIS PLAYER'S MANUAL WILL BE DISPLAYED. THESE SCREENS DO NOT ACCESS THE DISK. TO LEAVE WATERWORKS, RETURNTO THE MAIN SCREENS AND HOLDDOWN THE FCTN KEY AND PRESS THE 0 (ZERO) KEY. TO TURN ON OR OFF THE THEME MUSIC, HOLD DOWN THE FCTN KEY AND PRESS THE T (THEME) KEY ONCE. TO TURN ON OR OFF THE SOUND EFFECTS, HOLD DOWN THE CTRL KEY AND PRESS THE S (SOUND) KEY ONCE. OBJECT DESCRIPTIONS THE CAN OF AIR FRESHENER IS USED TO EXORCISE SHIMMERING SPIRITS. THE JAR OF RUST REMOVER IS USED TO REMOVE RUST AND SMUDGE MONSTERS. THE SMUDGES REQUIRE A DOUBLE DOSE TO BE REMOVED. d THE MONKEY WRENCH IS USED TO REPAIR LEAKING PIPE. SMUDGES PREVENT THE WRENCH FROM WORKING. IF YOU TAKE A SWIG OF THESE SPIRITS, THEN YOU ARE JUST ABLE TO SEE THE OUTLINE OF A SHIMMERING SPIRIT THE FIRST TIME YOU RETURN TO THE PLAYING SCREEN. THE SCREWDRIVER ALLOWS YOU TO RESET THE TIME BOMBS PLANTED BY A TERRORIST. YOUR TRUSTY HAMMER CAN BE USED TO KNOCK OUT THE WALL PANELS, REPAIR THE WATER- DAMAGED FLOOR PANELS OR BREAK PIPE LOOPS (GOOD PIPE ONLY). USE IT TO MOVE WASHERS, HEATERS OR SINKS. THE MOP IS USED TO MOP UP THOSE PESKY WATER MONSTERS WHO ARE VERY DESTRUCTIVE. THE SAFETY LINE IS A CHEAP PIECE OF ROPE THAT ALLOWS YOU TO CROSS OVER WATER- DAMAGED FLOOR PANELS SAFELY. HOWEVER SINCE IT IS SO CHEAP, IT DOES NOT LAST VERY LONG SO BE VERY CAREFUL WHEN USING IT. THE LITTLE GREEN WOOD WORM IS A REAL BOTHER TO THE BUILDERS IN THAT THEY EAT ANYTHING MADE OF WOOD. HOWEVER FOR YOU THEY ARE A REAL BLESSING IN THAT THEY WILL REMOVE THE WALL PANELS AT NO COST TO YOU. THESE LITTLE CRITTERS ARE ALSO WORTH POINTS TO YOU WHEN YOU PASS INSPECTION, SO DON'T STEP ON THEM. APPLES THESE ARE CHERRIES ALL WORTH STRAWBERRIES VARIOUS WATERMELONS AMOUNTS OF POINTS WHEN YOU EAT THEM. TO EAT ONE OF THESE, JUST PASS YOUR WRENCH OVER THEM, BUT ACT FAST, THEY ROT AND DISAPPEAR RATHER QUICKLY. IF YOU SEE ANY LOOSE CHANGE LYING AROUND ON THE FLOOR, GRAB IT FAST! AS YOU KNOW, MONEY COMES AND GOES; HERE TODAY GONE YESTERDAY. TO PICK UP THE MONEY, JUST PASS YOUR WRENCH OVER IT. THE PIPES YOU INSTALL CAN DEVELOP LEAKS FOR ANY NUMBER OF REASONS. THE BEGINNING OF A LEAKY PIPE IS A WATER PUDDLE. WATER SPOUTS ARE THE SECOND STAGE A LEAKING PIPE GOES THROUGH BEFORE RUPTURING. THE CONSTRUCTION WORKERS HAVE A NASTY HABIT OF LEAVING THEIR USED CHEWING GUM LYING AROUND ON THE FLOOR FOR OTHERS TO STEP ON. IF YOU STEP ON THE GUM, THEN YOU WILL BE STUCK (UNABLE TO MOVE) FOR A WHILE. TO UNSTICK YOURSELF YOU MUST KEEP THE WRENCH HEADED IN THE DIRECTION YOU CAME FROM. SINKS WASHING MACHINES WATER HEATERS THE SCREEN FLASHES BLACK SHORTLY BEFORE A BLACK WIDOWSPIDER APPEARS. COMING IN CONTACT WITH MOST OF THE ENCOUNTERS HAS EITHERA GOOD OR BAD EFFECT. SOME TAKE AWAY POINTS IMMEDIATELYOR AT INSPECTION TIME. SOME WASTE TIME, OR COST DOLLARS.SOME CAUSE YOU TO LOSE THE FLOOR OR THE PIPE PIECE YOU ARE CARRYING. THE dͥ ALL COST POINTS TO USE AND WHEN SELECTED KEEP WORKING UNTIL IT FIXES ALL IT CAN OR YOU DO NOT HAVE ENOUGH POINTS TO CONTINUE USING IT. HERE ARE SOME PLAYING HINTS. FLOORS 0-37 CONCERN YOURSELF WITH DOLLARS. 38-77 CONCERN YOURSELF WITH POINTS. 78-99 CONCERN YOURSELF WITH TIME. TO MAKE THE 99TH FLOOR WILL REQUIRE A LOT OF TIME AND PLAYING EXPERINCE...SO GOOD LUCK. SAVING & LOADING GAME FILES YOU MUST BE ON ONE OF THE MAIN SCREENS TO SAVE OR LOADA GAME FILE. TO SAVE A GAME FILE, INSERT THE DISK YOU WANT TO SAVE THE GAME ON INTO DRIVE 1 ANDCLOSE THE DRIVE DOOR. HOLD DOWN THE FCTN KEY AND PRESS THE S (SAVE) KEY ONCE. SELECT A ONE CHARACTER FILE NAME FROM 0 (48) TO ~ (126). PRESS THE ENTER KEY TO SAVE OR... PRESS THE FCTN 9 (BACK) KEY TO CANCEL THE SAVE ROUTINE. IF THE SCREEN FLASHES RED, THEN THE PROGRAM WAS UNABLE TO SAVE THE GAME DATA PROPERLY. ONE SOLUTION MAY BE TO TRY ANOTHER DISK. WHAT IS SAVED ON THE DISK? THE DATA FILE ON THE DISK WILL CONTAIN THE PRESENT PLAYER'S SCREEN, THE DATA FOR EACH PLAYER, THE PRESENT GAME STATUS FOR CONTINUATIONAND THE PRESENT PRINTER DATA. AFTER SAVING THE DATA THE PROGRAM WILL RETURN TO WHERE IT LEFT OFF. TO LOAD A GAME FILE, INSERT THE DISK YOU WANT TO LOAD THE GAME FROM INTO DRIVE 1 AND CLOSE THE DRIVE DOOR. HOLD DOWN THE FCTN KEY AND PRESS THE L (LOAD) KEY. SELECT A ONE CHARACTER FILE NAME FROM 0 (48) TO ~ (126). PRESS THE ENTER KEY TO LOAD OR... PRESS THE FCTN 9 (BACK) KEY TO CANCEL THE LOAD ROUTINE. IF THE SCREEN FLASHES RED, THEN THE PROGRAM WAS UNABLE TO LOAD THE GAME DATA. MAKE SURE YOU HAVE THE CORRECT DISK. IF THE DATA IS LOADED SUCCESSFULLY, THEN THE PROGRAM WILL RESTART WATERWORKS WITH THE DATA FROM THE LOADED GAME. IF THE DATA DID NOT LOAD SUCCESSFULLY, THEN THE PROGRAM WILL CONTINUE FROM WHERE IT LEFT OFF. A FAILURETO LOAD A DATA FILE WILL NOTAFFECT THE PROGRAM. IF YOU SAVE THE GAME AT THE BEGINNING OF EACH NEW FLOOR,THEN YOU WILL NEVER HAVE TO REDO MORE THAN ONE FLOOR IF THINGS GO BAD FOR YOU. ALSO IT IS NOT POSSIBLE TO VERIFY EVERY POSSIBLE EVENT THAT CAN TAKE PLACE IN WATERWORKS, SO IF THERE IS A BUG IN THE PROGRAM, THEN WHAT IS LIKELY TO OCCUR IS THAT THE COMPUTER WILL HANG (LOCKS UP). YOU WILL NEED TO RESET THE COMPUTER BY TURNING IT OFF. **DO NOT USE THE WATERWORKS DISK TO SAVE GAME FILES.** PRINTING THE SCREENS WATERWORKS COMES WITH A UNIVERSAL PRINTER SETUP ROUTINE THAT ALLOWS YOU TO TELL THE PROGRAM EXACTLY HOWTO COMMUNICATE WITH YOUR PRINTER IN BOTH ALPHA- NUMERIC AND BIT-IMAGE MODES. TO ENTER THIS ROUTINE YOU MUST BE ON ONE OF THE MAIN SCREENS. HOLD DOWN THE CTRL KEY AND PRESS THE P (PRINTER SETUP) KEY ONCE. YOU WILL NOW BE IN THE PRINTER SETUP SCREEN USING THE SCREEN EDITOR UTILITY. THE SCREEN SHOULD LOOK LIKE THE FOLLOWING SCREEN: PRINTER SETUP MODES: A S F I M C L X SC EC Y/N N N N N N Y Y N __ BION 1B 4B E0 00 __ __ __ __ BIOF __ __ __ __ __ __ __ __ LFL 1B 41 09 __ __ __ __ __ RST __ __ __ __ __ __ __ __ FF 0D 0A __ __ __ __ __ __ INDENT 10 TOF 00 BE 002 2FD DEVICE PIO.CR_______________________________________________________________________ PRESS DELETE, INSERT, ERASE, CLEAR, PROCEED, REDO, BACK. ALL NUMERIC DATA IS ENTERED IN AS HEXADECIMAL NUMBERS. THE FOLLOWING TABLES WILL AID YOU IN TRANSLATING DECIMAL NUMBERS INTO HEXADECIMAL NUMBERS. HEX DEC HEX DEC 00.......0 00........0 01 1 10 16 02.......2 20.......32 03 3 30 48 04.......4 40.......64 05 5 50 80 06.......6 60.......96 07 7 70 112 08.......8 80......128 09 9 90 144 0A......10 A0......160 0B 11 B0 176 0C......12 C0......192 0D 13 D0 208 0E......14 E0......224 0F 15 F0 240 TO CONVERT THE HEX NUMBER >A9 (> MEANS A HEX VALUE FOLLOWS) TO DECIMAL DO THIS: >A0 FROM RIGHT TABLE 160>09 FROM LEFT TABLE 9>A9 IS DECIMAL 169 TO CONVERT THE DECIMAL NUMBER 187 TO HEX DO THIS: LARGEST HEX VALUE LESS THAN OR EQUAL TO 187 IS >B0187-176 (>B0) LEAVES 11 WHICH IS HEX >0B187 DECIMAL IS HEX >BB ONE OF THE APPENDICES IN THEBACK OF YOUR PRINTER MANUAL SHOULD GIVE YOU A HEX TO DECIMAL CHART AND A LISTING OF WHAT THEY MEAN TO YOUR PRINTER. SOME PRINTER MANUALS CALL THE BIT-IMAGE MODE THE GRAPHICS-MODE. THE FIRST LINE OF DATA ON THE PRINTER SETUP SCREEN DISPLAYS THE VARIOUS MODES THAT WATERWORKS IS TO USE WHEN COMMUNICATING WITH YOURPRINTER. THESE MODES ARE SETUSING EITHER: Y FOR YES (ACTIVE) N FOR NO (INACTIVE) READING FROM LEFT TO RIGHT THE VARIOUS MODES ARE; A WATERWORKS IS INFORMED THAT YOUR PRINTER DOES NOT HAVE A BIT-IMAGE MODE AND THE SCREEN MUST BE DUMPED AS ALPHA-NUMERIC (TEXT). S N A=Y OUTPUTS ASCII CODE 32 TO 95 ONLY. A * FOR ALL OTHER CODES. N A=N NORMAL DUMP. Y A=Y DATA OUTPUT AS IS. Y A=N INTENSITY DUMP. F A=N PRINTS LINE INVERTED. I A=N WHITE DOTS ON BLACK. M A=N MAGNIFIES PRINT (X2) S M BYTES/LINE LINES ROWS N N 224 >00E0 1 24 N Y 448 >01C0 2 48 Y N 896 >0380 4 96 Y Y 1792 >0700 8 192 C GENERATES A CR AT THE END OF EVERY LINE. L GENERATES A LF AT THE END OF EVERY LINE. BION THIS CODE TURNS ON THE PRINTER'S BIT-IMAGE MODE. BIOF THIS CODE TURNS OFF THE PRINTER'S BIT-IMAGE MODE. LFL THIS CODE DEFINES THE NUMBER OF DOT ROWS THE PRINTER STEPS FOR A LF. RST CODE TO RESET PRINTER. FF THIS CODE DEFINES THE PRINTER'S FORM FEED. THE INDENT AND TOF COUNTERS ARE USED TO POSITION THE IMAGE ANYWHERE ON THE SHEET OF PAPER. THE BE POINTERS DESCRIBE THEPRINT RECTANGLE (BEGIN/END).THE NEXT THREE LINES ARE THEDEVICE INTERFACE IDENTITY. TURN OFF THE CR/LF OF THE INTERFACE WITH (.CR). THE NEXT TWO ROWS TELL YOU WHICH EDITING KEYS ARE ACTIVE. DELETE-CHARACTER. INSERT-CHARACTER. ERASE-LINE. CLEAR-THE SCREEN. PROCEED-WITH THE GAME. REDO--USE THE DEFAULT DATA. BACK--USE THE PRESENT DATA. EACH LINE HAS ITS OWN RESTRICTIONS ON WHAT CAN BE DONE OR THE TYPE OF DATA THAT IS ALLOWED. TO PRINT ANY SCREEN HOLD DOWN THE FCTN KEY AND PRESS THE P (PRINT) KEY. ?= THE EC INDICATES THE LAST I/O ERROR TO OCCUR. BLANK MEANS NO ERROR. IF YOU HOLD DOWN THE CTRL KEY AND PRESS THE O (OUTPUT)KEY, THEN THE DATA ON THE BION LINE WILL BE SENT TO THE PRINTER. ORDER OF CODE OUTPUT IS: RST, LFL, TOF. INDENT, BION, DATA, BIOF (EACH LINE). FF. **** FCTN KEY OPTIONS: **** B-(BREAK) PAUSES THE GAME C=CONTINUES AN OLD GAME G=(GO) STARTS A NEW GAME H DISPLAYS HELP SCREENS I=LOADS DEFAULT PRINTER DATAL=LOADS AN OLD GAME N-SKIPS TO NEXT PLAYER O=SAVES PRESENT PRINTER DATAP PRINTS THE PRESENT SCREEN S=SAVES THE GAME TO DISK 1 T=TURNS THEME MUSIC ON/OFF 0=(QUITS) EXITS WATERWORKS CODE MEANING: ALL SCREENS = MAIN SCREENS ONLY (3) - PLAYING SCREENS ONLY (2) **** CTRL KEY OPTIONS: **** D=RUNS THE DEMO PROGRAM D-DROPS THE CARRIED PIECE H=DISPLAYS PLAYERS MANUAL L=PRINTS LAST PLAYING SCREENO=OUTPUTS THE BION LINE P=ENTERS THE PRINTER SET UP R=RESTARTS WATERWORKS S TURNS SOUND EFFECTS ON/OFF0-PRESENT PLAYER QUITS GAME CODE MEANING: ALL SCREENS = MAIN SCREENS ONLY (3) - PLAYING SCREENS ONLY (2) ADDITIONAL OPTIONS: 0-9 =ADVANCES THE PLAYERS STARTING LEVEL (GO) W E R -KEYBOARD WRENCH S D DIRECTIONAL KEY Z X C CONTROLS F -FLIPS BETWEEN YOUR PLAYING FLOOR AND THE HARDWARE STORE P -CONNECTS OR SELECTS A PIPE PIECE, OR SELECTS EQUIPMENT (ALSO FIRE BUTTON). C CANCELS THE SELECTION ENTER COMPLETES DATA INPUT. ALL SCREENS = MAIN SCREENS ONLY (3) - PLAYING SCREENS ONLY (2) **** NOTES **** IN THE PRINTER SETUP THE BE RECTANGLE IS NOT ACTIVE. THE INTENSITY DUMP IS NOT ACTIVE. X FUNCTION (RASTER SCAN DUMP) IS NOT ACTIVE. IF YOU SET A=Y AND S=Y, AND PRINT TO A DISK FILE, THEN CONVERT WILL BE ABLE TO TRANSLATE THE FILE INTO A TI-ARTIST COMPATIBLE FILE. SC SCREEN COUNT. SCREENS PERPAGE. THIS IS NOT ACTIVE. CR CARRIAGE RETURN, >0D. LF LINE FEED, >0A. TOF TOP OF FORM. OUTPUTS BLANK LINES. INDENT OUTPUTS SPACES. TO MOVE THE CURSOR, USE THE FOLLOWING KEYS; E UP (PREVIOUS FIELD) S D LEFT, RIGHT X DOWN (NEXT FIELD) ENTER NEXT FIELD IF THE PRINT RECTANGLE WAS ACTIVE, THEN THE BYTES/LINE AND NUMBER OF ROWS PRINTED COULD BE MORE OR LESS. IN FUTURE VERSIONS 4.00 AND HIGHER, THE PRINT FILES WILLBE CREATED FROM SCRIPTS. THESE SCRIPTS CAN BE CREATEDBY YOU WITH A TEXT EDITOR ORWORD PROCESSOR APPLICATION. THEY WILL CONTAIN SEQUENCES OF MACROS THAT WILL DESCRIBETO THE DUMP ROUTINE HOW TO CONTROL YOUR PRINTER. THIS WILL ALLOW RASTER SCAN AND COLOR PRINTERS. RASTER SCAN PRINTING CREATESAN IMAGE ON A PIECE OF PAPERTHE SAME WAY THAT THE IMAGE IS DRAWN ON YOUR T.V. OR MONITOR, ONE PIXEL ROW LEFT TO RIGHT AT A TIME. PATTERN SET 0123456789ABCDEF 0000000000000000 00 0@P`p 01!1AQaq 02"2BRbr 03#3CScs 04$4DTdt 05%5EUeu 06&6FVfv 07'7GWgw 08(8HXhx 09 )9IYiy 0A *:JZjz 0B +;K[k{ 0C ,N^n~ 0F/?O_o THIS TABLE WILL HELP YOU TO ENTER SPECIAL CHARACTERS INTO THE HIGH SCORES SCREEN.WHEN GAME PLAY ENDS AND THERE ARE NO ACTIVE PLAYERS REMAINING, THE HIGH SCORE SCREEN WILL BE UPDATED. EACH PLAYER THAT SUCCEEDS IN ESTABLISHING A NEW HIGH SCORE ENTRY WILL BE ALLOWED TO ENTER HIS NAME. USE THE FOLLOWING KEYS: FCTN7 THIS TOGGLES 01 BETWEEN PATTERNS LOA 0 TO 127 AND 128 TO 255. FCTNS MOVE CURSOR RIGHT 08FCTND MOVE CURSOR LEFT 09ENTER ACCEPT INPUT 0D ALL OTHER KEY COMBINATIONS ARE ACCEPTABLE. YOU MAY ENTER ANY OF THE GRAPHICS FROM THE PREVIOUS SCREEN. **** CREDITS **** RAIDERS MARCH PARAMOUNT PICTURES PRESENTS A LUCASFILM LTD. PRODUCTION A STEVEN SPIELBERG FILM "RAIDERS OF THE LOST ARK"  MUSIC BY JOHN WILLIAMS WATERWORKS THEME IS THE COMPUTER RENDITION OF 35 MEASURES OF A PIANO RENDITION OF SPIELBERG'S FILM THEME. )1984/1985 MOVIE SONGBOOK 1984 COLUMBIA PICTURES PRODUCTIONS COPYRIGHT 1981 BY BANTHA MUSIC AND ENSIGN MUSIC CORPORATION, NEW YORK, N.Y. WATERWORKS HISTORY AVERSION DATE LANGUAGE 1.00 DECEMBER 1983 XB 2.00 MARCH 1984 ASM 3.00 NOVEMBER 1986 ASM 3.01 OCTOBER 1988 ASM 3.13 NOVEMBER 1990 ASM 3.14 JULY 1991 ASM 2 ONLY THE EXTENDED BASIC VERSION IS PUBLIC DOMAIN 290791 DLRB X1 COPYRIGHT D. BISHOP 1991 ALL RIGHTS RESERVED 5JK11316÷K129[Y111Y2YY1Y22Y224X224Y217˷X1˷Y1|S53X1Y12)X111X2XX1X2KA  PIO.CR_______________________________________________________________________gNW=dc?x/NW_5??z/NW_5??KA PIO.CR_______________________________________________________________________J2JJKK!K#K%K)K-(K1K5KA PIO.CR_______________________________________________________________________J2JJKK!K#K%K)K-(K1K5KA  PIO.CR_______________________________________________________________________gNW=dc?x/NW_5??z/NW_5??&S0224T16> PIO.CR_______________________________________________________________________J2JJKK!K#K%K)K-(K1K5. S0448T16> PIO.CR_______________________________________________________________________J2JJKK!K#K%K)K-(K1K5&S0224T18> PIO.CR_______________________________________________________________________gNW=dc?x/NW_5??z/NW_5?? 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