Source:Eamon Adventurer's Guild Newsletter, June 1993

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The Eamon Adventurer's Guild Newsletter, June 1993 issue.

Source

Eamon Adventurer's Guild Newsletter Archive

Date

June 1993

Author

Eamon Adventurer's Guild; Tom Zuchowski (editor)

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The use of this item is permitted and constitutes fair use on the grounds that it's free or in the public domain.

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This page contains raw text that has not yet been formatted for the wiki, and so is probably missing headings, wikilinks, styling, etc. Updating it is on my to-do list!  — Huw

The Eamon Adventurer's Guild
June 1993

News and Stuff - by Tom Zuchowski

The big news this time is that Softdisk contacted me some months back about publishing a brand-new Eamon adventure in their monthly disk magazine. I spread the word among experienced Eamon authors for them. Sam Ruby picked up the gauntlet, and wrote "Redemption", which appeared in Softdisk #137, and is reviewed in this issue.

Since "Redemption" is copyrighted and owned by Softdisk, we lose one of the very best Eamons from the Public Domain, but everybody wins on this one. Softdisk gets a great game for their monthly. Sam makes $400 or so. The EAG gets some terrific FREE advertising in Softdisk. Eamon in general gets a huge boost as thousands of people see for themselves how much better Eamon is now than it was years ago.

"Redemption" is definitely one of Sam's best. Don't miss it! See the review inside for information on how to obtain your own copy.

------------

On another front, I recently sold an article about Eamon to "II Alive" magazine. If you aren't getting "II Alive", you should look into it. It's well worth reading. The people at Quality Computers (who publishes the magazine) have long been friends of Eamon, including some Eamon stuff on the hard drives that they sell. Jerry Kindall, the editor of "II Alive", is a bit of a gamer himself.

Apart from that, QC is one of the last major bastions of Apple II support. They sell virtually everything that is available for the II and even go so far as to list their competitors in a little box in their advertising.

"II Alive" is published bi-monthly. A one-year subscription costs $19.95 for U.S. subscribers ($30 Canada/Mexico, $40 foreign surface, $50 foreign air). With the recent demise of "A+/inCider", then "II Alive" might be for you. I like it.

------------

Now that the EAG has been existence for five years, it's about time for a reality check and a contest!

This time, it's an essay contest. Write and tell me what you like about the EAG. What you don't like. What you'd like to see added or changed. What you would do different. If it's something that costs money, how you would pay for it.

Prizes: First prize will be one of my dwindling supply of Eamon notebooks. The official Eamon notebook is a very nice three-ring loose-leaf binder, with padded vinyl cover, full-size Eamon dragon on the front, and EAMON in Olde English script on the spine. The perfect place to keep your EAG newsletters!

Second prize will be any ten Eamon 5.25 disk sides of your choice. There may be additional prizes, if I get lots of good input.

There is no criteria for judging the contest. I will award the prizes to whomever I feel merits them. Essay judging is always subjective, anyway. You must submit your ideas and comments in writing; phone calls will not qualify.

------------

On a related subject, I am going to start giving prizes for contributions to the EAG. This will include binders, disks, back issues, and anything else I can come up with. Tentatively, the best newsletter article submission in a given year will get a binder as a reward for a well-written article.

You can write about anything; it doesn't have to be reviews or "Dungeon Designs" columns. I've printed quite a variety of stuff over the years. I'm sure that we all remember Pat Hurst's "Eamon Lore" series with fondness, for example.

The more astute among you might equate this program with outright bribe- offering. Want to make something of it? <grin> I don't mind writing the entire newsletter myself, but I feel that it better serves the Eamon community when a variety of viewpoints are offered. ________________________________________________ ________________________________________________

EAMON ADVENTURER'S GUILD Thomas Zuchowski, Editor

Membership/subscription fee for 4 issues: US-Canada: $7.00; foreign: $12.00; in U.S. funds The Eamon Adventurer's Guild is published 4 times per year in Mar., Jun., Sep., and Dec.

________________________________________________

We are always looking for new material! If you would like to publish your own letter or article in this newsletter, feel free to send one in. If you would like to add your own Eamon adventure to the list, send it on a disk to the above address. It will be assigned an Adventure number, and tested for bugs and other problems before release. An informal critique and disk with bug corrections will be returned. ________________________________________________

BACK ISSUES: Apple-based back issues of the formerly Apple-based NEUC's 'Adventurer's Log' are available from us: Mar'84, May'84, Aug'84, Oct'84, Jan'85, Mar'85 May'85, Aug'85, Oct'85, Jun'86, Jan'87, Oct'87

EAG back issues: Jun'88, Sep'88, Dec'88 Mar'89, Jun'89, Sep'89, Dec'89 Mar'90, Jun'90, Sep'90, Dec'90 Mar'91, Jun'91, Sep'91, Dec'91 Mar'92, Jun'92, Sep'92, Dec'92 Mar'93

Quantities of 1-5: $1.75 each Quantities of 6 or more: $1.25 each ________________________________________________ ________________________________________________

New Adventures ________________________________________________

223 Time-Shift by Corey Sena SD137 Redemption by Sam Ruby

"Time-Shift" is a foray into a small dungeon. Reviewed in this issue.

"Redemption" is the first commercial Eamon adventure! Published in Softdisk issue 137, just out May 1. This is Sam's best 1-disk Eamon ever. Reviewed in this issue. ________________________________________________ ________________________________________________

Letters ________________________________________________

May thy courage never waver, May thy heart never falter, May the fair maidens ever smile warmly upon your countenance, May Truth be thy cloak and Honor thy strong right arm. May thy sword ever be sharp and never fail thee, For our enemies are many and their strength as mighty oaks. Yet, valiant are we of the EAG, and ever shall we fight... As long as the software is free!

Richard E. Hill ________________________________________________

(From GEnie's Apple II RoundTable:)

SHAREWARE SOLUTIONS II: AN EXCITING JOURNEY INTO THE FUTURE

(San Rafael, CA. May 6, 1993) Joe Kohn and Shareware Solutions is proud to announce a brand new publication for the Apple II family of computers - Shareware Solutions II: The Newsletter. Written and published entirely by long- time inCider/A+ Contributing Editor Joe Kohn, the premiere issue of Shareware Solutions II is scheduled to debut on July 1, 1993.

Joe Kohn has worked in a number of capacities in the Apple II world, including positions as Sysop of the Apple II Forums on The Source Information Network and as Freeware and Shareware Librarian for Big Red Computer Club. He has been a Contributing Editor for The Apple IIGS Buyer's Guide and inCider/A+ and has had more than 150 articles about the Apple II published in those magazines, as well as in GS+, Call-A.P.P.L.E, Softdisk G-S and Scarlett. His freeware "Connections" column has been reprinted by scores of User Groups world-wide, and his work with Apple II computers has been written about in GS+, Nibble, The AppleWorks Forum, Texas II, and the San Francisco Examiner.

Shareware Solutions II will provide timely information about new and classic public domain, freeware and shareware software, and will continue to provide subscribers with low cost access to that software via the mail. Shareware Solutions II will also provide general information and solutions to help Apple II users, educators and hobbyists continue to use their current systems well into the next millennium.

In each issue, Joe will share useful hints and tips about using Apple II computers, will offer insightful reviews of hardware and software products, will provide money saving advice, and will offer tutorials and "how to" articles. All issues of Shareware Solutions II will include in-depth articles designed to help readers get more bytes for their bucks. Subscribers will learn how to take control over their Apple II's for increased productivity and more fun. Shareware Solutions II will offer information that computer novices will understand and computer hobbyists will marvel at. Shareware Solutions II will offer an on- going source of news and views for the Apple II community, and will be an on- going Apple II resource guide.

Available by subscription only, Shareware Solutions II will provide readers with at least 12 pages of fact filled and professionally written articles in each issue. There will not be any advertising. The North American subscription price is only $25 for 12 issues; for overseas air mail delivery, the cost is $40.

In the beginning, Shareware Solutions II will be mailed on a bi-monthly schedule, with the eventual goal of publishing one issue per month.

Make all checks or money orders out to Joe Kohn. US Funds Only. Sorry, but no charge cards, purchase orders or COD orders will be accepted.

(I've met Joe. He really knows his stuff and this is very likely to be an excellent publication. My check is already in the mail. - Tom) ________________________________________________ ________________________________________________

Dungeon Designs ________________________________________________

In the past year, there has been some difficulty and bad feelings caused by misunderstandings between myself and one or two new Eamon authors. The problems could have been completely averted if we had each done a better job of communicating our opinions and plans. So it seems well past time for me to discuss the subject of new adventure evaluation:

1) Sometimes a new author will write me and ask for help in setting up this or that special event that he wants to use in the adventure he is working on. Usually, the description of the proposed special event is very vague and doesn't begin to give me enough details or even an overview of the play behind the special event.

I can't properly help you unless you give me a detailed description of what you want to do and why. More often than not, the author's original idea is either extremely difficult to implement or will never be seen by anyone because it requires obscure actions by the player. But if I have enough details, I can almost always come up with modifications that are reasonably easy to program and will be seen by the player.

For example, I once received an adventure that had an enormous amount of special programming that only kicked in if the player character had a certain name. I'm sure that you can see that the author hadn't thought this aspect out very rigorously. It was a rather mundane adventure as originally submitted, but once modified to work for all players it became an excellent play.

Bottom line: be very specific in your requests for help. Always include a disk copy of your incomplete adventure. I am more than happy to help you work out special programming ideas, if you do all you can to enable me to see what you want.

2) The steps that I follow when working with new adventures are these:

a. A new adventure is submitted for assistance and/or evaluation

b. I look it over and playtest it. I return an overview of my opinion of how it plays and a critique that lists plusses and minuses of the adventure, and any problems that I see.

Generally the list of minuses is much longer and more detailed than the list of plusses. Don't get shook by this; it doesn't mean that I think that the adventure stinks. It's because the plusses are already OK, but the minuses need additional work to improve the adventure.

I will answer questions about special programming if I can figure out what the author wants to do. If I can't figure out what he wants to do, I'll ask for clarification. If he wants to do something that is very difficult to program, I'll explain the problems and recommend modifications to the idea, or may even recommend that the idea be scrapped. If a disk was included, I will sometimes go ahead and make the program mods myself and return the disk.

c. After the critique is returned to the author, I sit back and wait for him to respond with comments or a modified disk. I DON'T DO ANYTHING MORE UNTIL THE AUTHOR RESPONDS.

d. When I get a letter or new disk, I go back to step (b.) above. If I see more problems or if more modifications are requested/required, I will again wait for a response.

e. Once the author is satisfied with the state of the finished adventure, it is assigned an adventure number and released to the public domain outlets.

Comment: The bad feelings mentioned at the beginning came about because of mistaken notions about my methods. I returned a critique listing problems, and never heard from these people ever again. Meanwhile, they were waiting for me to go ahead and release their adventures. A year went by. When I got around to noticing that I had never heard from them, the responses that I got were very hot. One author assumed that I was ordering him around and refusing to release his adventures unless he rewrote them to my specifications. NOT SO!

Let's set some ground rules here. If someone sends me a buggy adventure that has loads of bad room connections and database errors that cause fatal crashes, I am not going to spend a lot of time working on the adventure, since the author obviously didn't. Usually about the fifth time it crashes or sends me to the wrong room, I quit and send a list of the problems that I saw to that point. But you must understand that I can't in good conscience release an Eamon that crashes every 50 moves.

There's no question that debugging an Eamon adventure gets old real quick. But if the author is too lazy to fix common database errors, I am not going to spend a dozen hours doing it for him. If you really and truly don't know what you're doing wrong, write and ask for help. I'll be very happy to teach you how to recognize and fix the database errors.

Any time I get an adventure that has lots of badly-written text, full of line- break, grammar and spelling errors, I always point out that such errors seriously detract from the adventure and tend to downrate it by two or three points. You don't have to fix them if you don't want to, but I won't do it, either. I am willing to release it in this condition if you want me to. If you are happy with a (4) rating when you might have gotten a (7), who am I to argue?

IT'S OK TO DISAGREE WITH ME. If you disagree with any of my criticisms, don't hesitate to tell me that I'm all wet. This is your adventure, and we will do it your way. I only offer suggestions, not orders from On High.

Sam Ruby and I strongly disagree on several aspects of Eamon gaming. The correspondence that we have exchanged over the years while calling each other idiots probably makes a stack two or three inches high. But Sam learned from this, and has evolved his style to accommodate differing tastes in adventuring without compromising his vision of how his adventures should work. I think that we all agree that Sam writes the best Eamons we will probably ever see.

Some people think that I have no right to criticize their adventures. If they feel that way, all they have to do is tell me to butt out and release it "as- is". I'll do it. But I have been directly involved in the development of 60 or 70 Eamons. I've played all 224 Eamons plus another half-dozen that were never released. People send me Eamon ratings and often describe what they like and don't like. I've been involved in numerous arguments about how an Eamon adventure should work and have developed an appreciation for differing tastes.

It used to be that I had a stable of knowledgeable playtesters and we got multiple assessments of new Eamons. But one by one they dropped out, and presently no one is testing Eamons but me. If you think that my critiques are rough, then you've never seen one from Pat Hurst! It's a very humbling experience to send a "finished" Eamon to Pat and get back a list of 130 problems, like Pat did with one of my own Eamons. Pat took no prisoners, but he was always right. I give him a great deal of credit for the quality of many of the high-rated Eamons, and for much improvement in myself, Sam, and Nate Segerlind, among others.

Bottom Line: It comes down to this. We will offer criticism and suggestions, but we will do things your way. All you have to do is tell us! We are willing to release Eamon adventures with screwed-up text and plot problems, if you want us to do so. We will not release Eamons that crash because of serious database and programming errors. Likewise, I'm not likely to release a 10-room, 2-monster Eamon (yes, I have received such).

I have modified Main Halls coming out of my ears. There's no market for new Main Halls, but it seems like everybody does one because it is a lot easier than writing a real Eamon adventure. (NOTE: if you are interested in collecting modified Main Halls, please let me know! I have a reason for asking.)

It's my experience that the quality of an Eamon adventure is very closely related to the amount of time that the author is willing to put into it, polishing and spiffing until it is right.

This ability comes slow at first but improves with practice. My first adventure is also my highest-rated one, but I spent hundreds of hours over a period of months getting it to that state. The MAIN PGM went through over 140 significant revisions before release, with each revision encompassing dozens of modifications and a complete play-through. I certainly don't expect you to do that. But it's a truism that the quality of an Eamon is directly related to the amount of playtesting that was done. Think about it. ________________________________________________ ________________________________________________

Bugs'n'Fixes ________________________________________________

  1. 19 Death Trap

Date Fixed: 5/9/93

Problem: NBTL not properly updated when Dracula is killed. Fix: In Line 7636, change GOTO 7700 to FD%(1) = FD%(1) - MD%(DF,13) + MD%(DF,1): GOTO 7700 _______________________________________________ _ ________________________________________________

Adventure Reviews ________________________________________________

  1. 16 The Caves of Mondamen by John Nelson

Reviewed by Tom Zuchowski

MAIN PGM Version: 4 Extra Commands: OPEN, DRINK, READ, THROW Deleted Commands: None Special Features: None Playing Time: 1 hour Reviewer Rating: 8.0 Average Rating: 7.4/5

Description: 'You are summoned to the king, who says: The evil Mondamen, an evil deposed king from the South, has been amassing an army with which to attack our kingdom. This would be bad enough, but now he has acquired the services of an evil wizard.

'The wizard is going to attempt to call forth the evil Vaprak. If he succeeds his forces will be almost unstoppable. Vaprak is an evil demigod worshipped by ogres and trolls. By getting his help, Mondamen will have all the trolls and ogres in the land on his side.

'But Mondamen is leaving nothing to chance. To be doubly sure of his success, the evil lord has captured the only daughter of king Kahn of Nexdor, a neighboring kingdom. Mondamen is blackmailing Kahn into financing and aiding him.

'We need a brave warrior to enter his stronghold, kill the evil wizard before he can call up the demon Vaprak, and to bring back the daughter of Kahn. Also, if the evil wizard succeeds in calling forth his demon, you will have to find a magic spell that will return the demon to his own plane.'

Comment: This is typical Nelson fare, which is to say, pretty good. It has the feel and flavor of a hack'n'slash foray, yet there are definite puzzling elements that add an extra dimension to the play. The puzzles aren't deep and are mainly solved by finding the clues that are strewn about on scraps of paper, etc.

John has added a few of his trademark humorous touches that makes his work more fun to play. When I stumbled onto Mondamen's army, I quickly hunted for a magical way to escape; when I found it, I about fell off my chair with laughter.

It says a lot that this adventure is so highly rated even though it is very old and has none of the refinements of later versions. You must type in complete commands and objects. Screen pauses are almost nonexistent.

The difficulty rings in at about (8); many of the bad guys are pretty tough, and though the clues are easily put together, some are hidden by obscure secret doors. And if you find a need for a puzzle solution before you have stumbled across the clues, you are dead meat. Yet it's a relaxing play and I had fun. Just be sure to save early and often, and you'll enjoy it more. ________________________________________________

  1. 93 Flying Circus by Rick Krebs

Reviewed by Tom Zuchowski

MAIN PGM Version: 5 Extra Commands: READ, OPEN, UNLOCK, USE, EAT, PUSH Deleted Commands: None Special Features: Can heal companions Playing Time: 1 hour Reviewer Rating: 7.0

Description: 'Good day! We apologize most sincerely to those of you who have bought this program, under the impression it was connected in any way with the humorous television series, 'Monty Python's Flying Circus'. It is really an adventure based on World War I air heroes as compiled by Oscar Tritt.

'Good day! We apologize for the previous apology. That apology was unnecessary and appeared on this disk owing to an administrative error. This program is not as stated in the previous apology, but does contain material from the humorous television series, 'Monty Python's Flying Circus'.'

Comment: And so it goes. This adventure is largely a collection of bits and pieces from 'Monty Python' skits. If you are a fan of the show and can put the proper voices and emphases to the bits, you will likely enjoy it quite a lot. If you don't know 'Monty Python', it won't be nearly as good. Much of the adventure doesn't even try to be overtly funny, but makes references that Python fans will enjoy spotting.

Bring some big guns; the bad guys are fairly tough. On the other hand, you will pick up quite a few companions in your wanderings. I never once had to use the heal spell on myself, but some enemies took quite a lot of beating with my best sword before they fell.

There is some puzzling in the form of imaginatively-hidden keys and magic doorways that require the answer to a riddle before you can pass. Be sure to read descriptions closely and to examine likely-looking stuff mentioned in those descriptions; that's where the answers to the riddles will be found. Here's a puzzle hint for you: what word rhymes with 'ding' and 'dong'? Don't worry if this makes no sense now; it will be meaningful when the time comes.

I give this a (7) for difficulty, because you have to be on your toes to catch all of the puzzle clues. Apart from that, it's a pretty easy play. ________________________________________________

  1. 223 Time-Shift by Corey Sena

Reviewed by Tom Zuchowski

MAIN PGM Version: 4 Extra Commands: SWIM, READ, OPEN, PULL, DIG Deleted Commands: None Special Features: None Playing Time: 30 min. Reviewer Rating: 4.0

Description: There is no actual intro text, but the story is basically this: you find yourself at the entrance of a small cave dungeon. You decide to explore it.

Comment: This is a small 27-room dungeon. While there is no quest, a cave-in prevents your exit and you must find an alternate means of escape. Strangely, the adventure's title has nothing to do with its content. There is no time travelling that I could see.

For such a small, simple adventure, there is a surprising number of special items that kept my interest quite well. I would likely have rated it higher if it had been larger. There are a couple of death traps, but they are fairly well marked and are survivable if you luck into having the right artifacts with you.

I give it a (3) for difficulty. I'd say that this is a good pick for the Young Eamonaut. ________________________________________________

Softdisk #137 Redemption by Sam Ruby

Reviewed by Tom Zuchowski

MAIN PGM Version: 7 (heavily modified) Extra Commands: ENTER, BUY, SELL, TALK, ASK, RESUME, QUIT Deleted Commands: BLAST, POWER, SPEED, SMILE, REQUEST Special Features: Requires 80-col. display; accepts lower-case input; standalone, does not use Eamon Master. Playing Time: 2-3 hours Reviewer Rating: 9.5

Description: It all started when you returned home from a long adventure to discover that a huge dragon was terrorizing the countryside, eating the livestock and stealing anything valuable. The king's wizards and warriors had been soundly trounced by the dragon, who roamed at will with confidence because a prophecy said that he would die in his sleep, not in combat.

You hatched a plan to cast a huge golden statue, and let the dragon "steal" it, while you hid inside. That night, you would emerge from the statue and kill the dragon as he slept.

To make a long story short, the plan goes badly. The dragon gets the statue, but you don't kill him and barely escape with your life. The king, hardly amused at losing so much of his gold, convicts you of Treasonous Negligence of the Highest Degree, and sells you into slavery.

As the adventure opens, you have escaped from the Slavers. After running for three days, you arrive penniless at the gates of a small village in another kingdom. You quickly discover that they have a dragon problem as well. Dragons have fabulous treasure hoards; if you kill this one you will have the means to repay the king. Can this be the means to your redemption?

Comment: Nobody can do Eamon like Sam can, and he proves it again with this excellent offering. Presented by the Softdisk people with a 100K limit for the entire adventure, he still managed to stuff a complex storyline, varied map, plot development, numerous puzzles and special combat into this (for him) small space. Furthermore, Sam tailored this adventure for newcomers to Eamon, taking special effort to make it wonderfully forgiving and easy to play without compromising the depth of the puzzles or encounters.

This adventure hinges on the new TALK and ASK commands. Most of the play revolves around interacting with many of the characters, finding out what they know, learning how to approach people in power, earning money, gaining secret knowledge, obtaining your equipment and maps. It all is deeply interlocked in the ways that Sam does so well.

This Eamon adventure requires an 80-column display, and may not work on a II+ without modification. (Softdisk presently requires 64K and everything on issue

  1. 137 will work on a 64K machine. However, some time in the next few months they

will begin requiring 128K.)

This is in my opinion the finest single-disk Eamon that Sam has ever done, and in many ways could be argued to be his best work of any size. I found it to be an immensely good play. Hack 'n'slashers may be disappointed, but anyone who enjoys complex Eamon scenarios will not want to miss this one! I give it a (7) for difficulty.

This Eamon adventure is commercial software. You can not obtain it from the public domain but must buy it from Softdisk. Non-subscriber price is $10.95 plus $4.95 shipping charge. Ask for Softdisk issue #137.

Credit card orders can call 1-800-831-2694

Mail orders should write: Softdisk Publishing P.O. Box 30008 Shreveport, LA 71130-0008 ______________________________________________________ ______________________________________________________

ProDOS Eamon Adventures _____________________________________________________

EAG ProDOS Eamon Revision Dates: Date: 5/9/93 40-col. 80-col. 1. Main Hall & Beginners Cave 06/06/91 5. Castle of Doom 02/24/90 8. The Abductor's Quarters 04/21/90 12. The Quest for Trezore 09/03/90 16. The Caves of Mondamen 03/28/90 05/08/93 19. Death Trap 05/09/93 05/09/93 20. The Black Death 09/15/90 21. The Quest for Marron 08/05/90 22. The Senator's Chambers 02/26/90 23. The Temple of Ngurct 02/15/93 02/15/93 24. Black Mountain 08/29/90 02/25/92 25. Nuclear Nightmare 02/25/90 26. Assault on the Mole Man 10/03/90 27. Revenge of the Mole Man 10/06/90 28. The Tower of London 02/25/90 33. The Orb of Polaris 08/15/91 09/21/91 34. Death's Gateway 01/18/91 09/07/91 35. The Lair of Mutants 01/15/91 36. The Citadel of Blood 07/23/90 37. Quest for the Holy Grail 10/13/90 38. City in the Clouds 10/20/90 39. Museum of Unnatural History 01/22/91 41. Caverns of Lanst 01/28/91 45. SwordQuest 08/20/90 01/31/93 47. FutureQuest 07/14/90 12/01/92 48. Picnic in Paradise 08/08/90 49. The Castle Kophinos 08/11/90 51. The Caves of Eamon Bluff 10/23/90 53. Feast of Carroll 02/26/90 55. The Master's Dungeon 03/03/90 56. The Lost Adventure 01/29/91 58. The Land of Death 02/07/91 64. Modern Problems 02/19/91 68. The Smith's Stronghold 02/24/91 69. The Black Castle of NaGog 07/11/90 09/03/91 73. The Deep Canyon 03/06/91 74. DharmaQuest 10/13/90 10/12/92 75. Temple of the Guild 03/17/91 76. The Search for Yourself 04/18/90 01/22/93 77. Temple of the Trolls 08/15/90 08/01/91 78. The Prince's Tavern 05/28/91 05/28/91 80. The Search for the Key 10/27/90 81. The Rescue Mission 10/27/90 86. Castle Mantru 03/23/91 87. Caves of Hollow Mountain 03/26/91 90. The Doomsday Clock 04/01/91 91. FutureQuest II 01/25/90 07/28/91 92. The Fugitive 11/02/90 93. Flying Circus 11/07/90 97. The House of Secrets 04/06/91 99. In the Clutches of Torrik 04/14/91 100. Sorceror's Spire 05/09/90 106. Camp Eamon 11/11/90 107. The Last Dragon 10/15/91 10/15/91 108. The Mines of Moria 04/18/90 09/29/91 109. The Forest of Fear 01/09/91 112. Hills of History 04/19/91 113. The Life-Orb of Mevtrelek 11/15/90 114. Thror's Ring 03/05/90 05/04/91 117. Dungeon of Doom 01/15/91 118. Pittfall 06/18/90 09/02/91 119. Grunewalde 04/28/91 120. Orb of My Life 06/19/91 06/19/91 121. Wrenhold's Secret Vigil 06/02/90 11/08/92 124. Assault on Dolni Keep 05/09/90 05/21/91 126. The Pyramid of Anharos 03/15/92 03/15/92 127. The Hunt for the Ring 11/20/90 128. Quest of Erebor 11/24/90 129. Return to Moria 12/01/91 12/01/91 130. Haradwaith 11/27/90 131. Nucleus of the Ruby 04/08/92 132. Rhadshur Warrior 10/03/92 10/03/92 137. The Ruins of Ivory Castle 04/26/92 138. Starfire 06/15/90 05/21/91 139. Peg's Place 11/30/90 142. The Beermeister's Brewery 04/26/92 143. The Alternate Zone 05/01/92 145. Buccaneer! 07/31/90 11/01/92 146. The House of Horrors 05/09/92 147. The Dark Brotherhood 04/11/90 05/27/91 148. Journey to Jotunheim 10/07/90 03/19/92 149. Elemental Apocalypse 01/06/91 150. Walled City of Darkness 01/23/92 01/23/92 154. A Trip to Fort Scott 06/05/90 155. Tomb of the Vampire 10/07/90 158. The Lair of Mr. Ed 12/25/90 159. The Bridge of Catzad-Dum 05/18/92 160. Monty Python & Holy Grail 01/25/90 03/20/93 161. Operation Endgame 06/29/91 06/29/91 162. Eamon 7.0 Demo Adventure 05/26/90 163. The Sands of Mars 03/17/92 164. A Real Cliffhanger 03/18/92 165. Animal Farm 04/02/92 166. Storm Breaker 01/09/93 01/09/93 169. The Black Phoenix 03/15/90 11/15/91 170. Ragnarok Revisited 09/15/90 03/10/93 183. The Boy and the Bard 06/20/90 04/10/93 188. Encounter: the Bookworm 05/31/92 191. Enhanced Beginners Cave 01/27/90 194. Attack of the Kretons 07/30/91 07/30/91 195. The Training Ground 02/12/90 196. The Cat House 04/20/92 04/20/92 198. Revenge of the Bookworm 06/06/92 204. Sanctuary 10/14/90 03/09/92 205. Utterly Outrageous 06/10/92 206. Curse of the Hellsblade 02/04/91 10/28/91 208. Assault on Helstar 06/21/92 211. Lair of the Marauders 07/04/92 213. Demongate 07/05/92 214. Deathstalker's Castle 07/15/92 215. Treasure Island 08/16/92 216. The Pirate's Cave 09/20/92 217. Eye of Agamon 09/13/92

Dungeon Designer Diskette Ver.7.0 10/06/91 Eamon Utilities Diskette 01/26/92 Graphics Main Hall 05/23/91 ______________________________________________________ ______________________________________________________

Eamon Adventure Listing ______________________________________________________


Newsletter issues containing bug fixes:

1. Main Hall & Beginners Cave 1/85, 3/85, 5/85, 3/89, 9/89, 12/89, 3/90 2. The Lair of the Minotaur 1/85 3. The Cave of the Mind 1/85 7. The Devil's Tomb 1/85, 8/85, 12/88, 9/89 11. The Tomb of Molinar 8/84, 3/85, 12/88 12. The Quest for Trezore 8/85 13. Caves of Treasure Island 5/84, 8/84, 1/85 15. Heroes Castle 8/84, 10/84 16. The Caves of Mondamen 1/85, 9/89 17. Merlin's Castle 8/85 19. Death Trap 1/85 21. The Quest for Marron 8/84, 1/85, 3/85, 6/89 23. The Temple of Ngurct 8/85, 3/93 24. Black Mountain 9/89 25. Nuclear Nightmare 1/85 27. Revenge of the Mole Man 8/85 29. The Lost Island of Apple 6/91 30. The Underground City 5/84, 6/89 32. House of Ill Repute 8/85, 12/89 33. The Orb of Polaris 12/91 35. The Lair of Mutants 9/89 36. The Citadel of Blood 9/89 37. Quest for the Holy Grail 1/85, 12/90 38. City in the Clouds 12/90 39. Museum of Unnatural History 1/85, 10/85 41. Caverns of Lanst 8/85 42. Alternate Beginners Cave 1/85, 3/85 43. Priests of Xim! 8/85, 6/90 44. Escape from the Orc Lair 6/90 45. SwordQuest 5/85, 6/86, 9/89, 12/92 46. Lifequest 5/85 47. FutureQuest 8/85 48. Picnic in Paradise 5/84, 3/85, 5/85, 8/85, 3/92 50. Behind the Sealed Door 3/85, 3/85 53. Feast of Carroll 6/86 54. Crystal Mountain 8/85 55. The Master's Dungeon 8/84 56. The Lost Adventure 8/84 58. The Land of Death 8/85, 9/89 60. The Sewers of Chicago 9/89 61. The Harpy Cloud 10/85 62. The Caverns of Doom 5/85, 8/85 64. Modern Problems 8/85, 6/90 66. Dungeons of Xenon 8/85 67. Chaosium Caves 8/85 68. The Smith's Stronghold 3/91 69. The Black Castle of NaGog 10/87, 6/89, 9/90 70. The Tomb of Y'Golonac 8/85, 10/87 71. Operation Crab Key 10/84 72. House on Eamon Ridge 9/89 73. The Deep Canyon 1/85 74. DharmaQuest 12/88, 12/90 77. Temple of the Trolls 3/85, 3/90 78. The Prince's Tavern 10/85, 3/90, 9/91 81. The Rescue Mission 8/85, 3/89, 6/89, 9/89 82. Escape from Mansi Island 1/87 83. The Twin Castles 8/85, 1/87 84. Castle of Riveneta 5/85, 6/90, 9/90 85. The Time Portal 9/89 86. Castle Mantru 10/87, 6/88 87. Caves of Hollow Mountain 8/85, 10/85 90. The Doomsday Clock 6/91 91. FutureQuest II 6/86, 6/88 93. Flying Circus 8/85 94. Blood Feud 8/85, 9/89 95. The Maze of Quasequeton 8/85 97. The House of Secrets 6/88 98. Slave Pits of Kzorland 12/89 99. In the Clutches of Torrik 6/86, 12/88 100. Sorceror's Spire 10/87 104. The Lost World 1/87, 10/87, 6/88 107. The Last Dragon 10/87, 9/90, 12/91 108. The Mines of Moria 10/85, 9/89, 6/90, 9/90 109. The Forest of Fear 9/89 110. Fire Island 1/87, 10/87, 6/88 113. The Life-Orb of Mevtrelek 6/86, 1/87 114. Thror's Ring 1/87, 10/87, 12/89, 3/90, 6/90 115. The Ring of Doom 6/86, 1/87 116. The Iron Prison 6/86, 1/87, 10/87, 9/92 117. Dungeon of Doom 6/86, 1/87 118. Pittfall 6/86, 6/89 119. Grunewalde 10/87 120. Orb of My Life 1/87, 9/90, 9/91 121. Wrenhold's Secret Vigil 1/87 122. The Valley of Death 10/87 124. Assault on Dolni Keep 6/88, 9/88, 3/90 125. The Mattimoe Palace 6/86 126. The Pyramid of Anharos 10/87, 6/92 127. The Hunt for the Ring 10/87 128. Quest of Erebor 10/87 129. Return to Moria 10/87, 3/90, 9/90, 3/92 130. Haradwaith 10/87, 9/90, 3/91 131. Nucleus of the Ruby 10/87, 9/88 132. Rhadshur Warrior 10/87, 12/88, 12/92 133. The Final Frontier 12/90 134. Pyramid of the Ancients 10/87 138. Starfire 6/88, 9/88, 9/89 139. Peg's Place 3/91 140. Beginner's Forest 9/88 141. The Infested Fortress 6/88, 9/88, 12/88 142. The Beermeister's Brewery 9/88, 9/89 143. The Alternate Zone 10/87, 9/89 145. Buccaneer! 10/87 146. The House of Horrors 9/88, 3/90, 6/90 147. The Dark Brotherhood 3/90 148. Journey to Jotunheim 6/88, 9/88, 12/90 149. Elemental Apocalypse 9/89 150. Walled City of Darkness 9/88, 3/90 151. Eamon S.A.R.-1 (Deneb Raid) 9/88 152. The Computer Club of Fear 9/88, 12/89 155. Tomb of the Vampire 9/89, 12/90 157. Pathetic Hideout of Mr. R. 12/88 158. The Lair of Mr. Ed 12/88, 3/90 159. The Bridge of Catzad-Dum 12/88, 6/92 160. Monty Python & Holy Grail 3/90 161. Operation Endgame 9/89, 9/91 162. Eamon 7.0 Demo Adventure 9/89 164. A Real Cliffhanger 3/89 165. Animal Farm 3/90 166. Storm Breaker 3/90, 3/93 167. Expedition to the Darkwoods 9/89 169. The Black Phoenix 9/89, 3/90 170. Ragnarok Revisited 3/90 171. The Pyramid of Cheops 9/89 173. The House that Jack Built 9/89 174. Escape from Granite Hall 9/89 175. Anatomy of the Body 9/89 176. Dirtie Trix's Mad Maze 9/89 177. Shippe of Fooles 9/89 178. The Alien Intruder 9/89 179. The Wizard's Tower 3/90, 9/90 180. Gamma 1 9/90 183. The Boy and the Bard 12/89 186. Beginners Cave II 3/90 194. Attack of the Kretons 9/91 198. Revenge of the Bookworm 9/92 202. The Plain of Srevi 9/90

Dungeon Designer Ver.7.0 3/89, 9/89, 12/89, 3/90, 6/90, 9/90, 12/90, 12/91 DDD 7.0 Multi-Disk Supplement 9/89, 12/92 Dungeon Designer Ver.6.2 6/89, 12/89, 9/90 Dungeon Designer Ver.6.0 8/84, 10/84, 1/85, 3/85, 8/85, 10/85 Eamon Utilities Diskette 3/90, 12/91, 3/92 Graphics Main Hall 3/90 General 12/88, 3/90 Ver.7.0 MAIN PGM 9/89, 12/89, 9/90, 12/90, 12/91 Ver.6.2 MAIN PGM 12/89, 9/90 Ver.6.0 MAIN PGM 8/84, 10/84, 1/85

==== ProDOS-only fixes ====

Dungeon Designer Diskette 7.0 9/90 Graphics Main Hall 12/90, 6/91 1. Main Hall & Beginners Cave 12/90, 6/91, 9/91 117. Dungeon of Doom 3/91 148. Journey to Jotunheim 6/92 150. Walled City of Darkness 3/92 166. Storm Breaker 3/93 170. Ragnarok Revisited 12/90 194. Attack of the Kretons 3/91