This cassette tape includes five programs that can help put your business and household affairs into the computer age:
CCWRITER, CCCALC, CCMAILER, CCMERGE, CCFILE
Detailed instructions for the use of the first five programs are included with your DRAGON.
In addition, there are four game programs that let you start having fun with your DRAGON immediately:
GOLDDIGGER, TOWER OF FEAR, COURIER PILOT, AND DRAGONQUEST
After you have set up your DRAGON and a cassette recorder (the DRAGON user's Manual tells you how), you can run these game programs without further ado.
Put the cassette into the recorder with SIDE 2 facing up. Type the letters CLOAD on the keyboard, and then press the ENTER key.
Now press the PLAY button on the recorder. The T.V. screen will display an "S" as it searches for the first program and will display an "F" when it finds it. The name of the program will then be displayed. When you see "OK" on the screen, type the letters RUN and press ENTER. The program will then tell you what to do.
You should read the User's Manual first. It isn't long, and it tells you how to set up your recorder correctly as well as giving you tips on loading programs.
Note: Make a copy of each of the game programs on separate tapes. DRAGON QUEST and TOWER of FEAR let you save games - which means that the recorder could write over another file if you save the game. To save a program, CLOAD it but don't RUN it. Take out the original cassette, put in a new one, press the PLAY and RECORD keys at once, and Type CSAVE "program name" (7 letters or less), and press enter.
BLACKHEART FIRETHROWER was not lamented upon his passing into the world of shadow. Indeed, there was much cause for celebration, for he was a dark cloud upon the blue skies of Graylockland.
He was a Wizard, and the Wizards were not native to Graylock soil. Rather, they were products of the alien lands beyond the fabled stargates of Northstar Castle, driven from their holdings by an uprising of such awesome numbers of dissidents that even the powers of necromancy could not stay the tide.
But in Graylockland, the magikers flourished, BLACKHEART with them, and, in time, they grew so powerful that none could oppose them. They build impregnable fortresses and fell to fighting among themselves.
BLACKHEART FIRETHROWER was the most powerful of the outland mages, for he alone understood the secrets of immortality. With each reincarnation he grew more and more powerful until, at last, no single necromancer could withstand his attacks.
The other Wizards commissioned a questor, a lad of sixteen, who would not be suspect, to enter the service of their bane. He would gain the trust of FIRETHROWER and poison him with blood of Medusa obtained from Hiatia the serpent seller. This was the only death from which there could be no awakening for BLACKHEART.
The boy did his job well, but so powerful was his victim, that death was not immediate, rather, he employed his magic to polymorph his assailant into a cyclops who, when killed, reincarnated, thus, living death. The stricken Mage caused huge vines to grow, covering all the ground level entrances of the tower. He scattered his treasures in the mazes and corridors of the interior to confound and destroy anyone who would plunder therein.
Then he laid back his head, rested a moment and uttered a fearsome curse upon the plotters. Gathering strength from the looming darkness, he loosed a fireball the likes of which were so devestating as to level and melt the stone fortresses of his enemies. Thus acting, he died.
The human historian, Freerover outlined it best in answer to the questions of a would be explorer.
"Far from the city of Belestra, where all adventurers outfit their expeditions in Graylockland, lies, in the great outback, the TOWER OF FEAR. The great fortress of BLACKHEART FIRETHROWER has been occupied only by wraiths and cyclops for the past three hundred years. Anyone who has dared disturb the slumber of evil in that dank place has paid with his life.
You, Sir Adventurer, shall enter the Wizard's Tower, defeat all those NOTMEN who oppose you, and emerge victorious with treasure and glory. A true hero shall you be proclaimed, a man among men.
But if you fail, the slime slugs of the dungeon shall feed upon your mortal remains while the wraiths suck away your spirit. DO NOT FAIL, oh mortal or feel the hot breath of utter devestation upon your nape."
from "EXORTATION TO TOWER DELVERS" by FREEROVER THE BARD in his volume entitled THE GRAYLOCK CHRONICLES
If you still wish to enter this dungeon here's how:
TO LOAD : COLOR COMPUTER enter CLOADM
program will autoexecute
publisher's note: read this doccument carefully. There are many clues here that will help you play this game.
You are now the proud owner of the LUCKY SEVEN GOLD MINE! This mine sites right on top of rich mineral deposits mixed in with dirt, rocks and underground springs. A vertical shaft has been sunk to the bottom of the mine for your elevator. Mining may proceed at any horizontal level after which your miner may move vertically or horizontally to obtain treasure or avoid objects blocking your way. However, your miner must return to the surface using the elevator.
During the course of your exploration, you will encounter rocks, gold and
underground water supplies. The discovery of gold will trigger an audio cue.
Rock will impede your progress, forcing you to go around. Underground springs
will flood the mine to the level you are on. If your elevator is below the
water level it is inoperative and you may only continue to mine or hit the
Make frequent trips to the bank to deposit your gold and replenish your
operating points. If you deplete your points in the mine, the game is over.
Employ the (up, down, left, right) arrow keys to dig shafts in different
directions. You may conserve your points by backtracking through existing
shafts to get to new digging sites.
Best of luck in your new venture and when you get to the bank tell 'em
BACKPACK SAM sent ya.
Soar with us back to the days of cloth planes and iron men. You are a World
War One Courier Pilot with a mission. You must fly from a secret field in
France across the English Channel to intelligence headquarters in Scotland.
Your tiny biplane only holds enough petrol to skip one airfield before
refueling becomes essential.
Weather is a factor in flying this treacherous route. As long as skies are
clear you may proceed at any altitude. Flying in high clouds, however, may
produce ice on the wings causing a crash. Flying in low clouds (fog), may
inhibit your ability to see how to proceed or land. Flying below clouds in rain
is relatively safe, but ice may result from ascending in this weather.
Lightning may cause crashing, as may flaying too low or attempting to land
outside the airport.
Use the (up, down, left, right) arrow keys for control in flight. Be mindful
of wind shear and up/down drafting which can cause your biplane to change
course suddenly. Your (heading, fuel, altitude) instruments will help you
complete your mission successfully.
COURIER PILOT was written in DRAGON BASIC by 14 year-old Tyson Sawyer of
Jaffery, New Hampshire. By examining his code you may discover how easy it is
to begin programming with your DRAGON.
GOOD LUCK, MON CAPITAN
Dragon 64 Multiple programs; load each with "CLOAD". When loaded, type "RUN". © Copyright 1983 Tano CorporationCOURIER PILOT