Source:Eamon Adventurer's Guild Newsletter, September 1994

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Description

The Eamon Adventurer's Guild Newsletter, September 1994 issue.

Source

Eamon Adventurer's Guild Newsletter Archive

Date

September 1994

Author

Eamon Adventurer's Guild; Tom Zuchowski (editor)

License

Permission has kindly been granted by the copyright holder for this copyrighted item to appear in the not-for-profit Eamon Wiki website. Permission granted by Matthew Clark in email with Huw Williams on 22 November 2012.

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Source:Eamon Adventurer's Guild Newsletter, June 1994

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The Eamon Adventurer's Guild
September 1994

News and Stuff

As I write this, it is September 1, and you may not see this newsletter for a couple of weeks, at least. I'm late, but I have a good excuse: I got married on August 6. Between moving and herding cats (I have four and she has six!), I haven't had time to scratch. And if that wasn't enough, we took two weeks to visit my family in Missouri and to attend the LDRS high-power rocket launch in Kansas.


The past few months have been productive in shaking out some old Eamon adventures that never came my way. I've also begun a program of finishing and releasing several partial adventures that I have that got lost in limbo as the authors apparently lost interest in working on them. Besides Bookworm 3-D, which is released in this issue, I have 3 more mostly completed Eamons in my file that have been sitting for a year or more.

People come and go in Eamon. This is fine with me. You might lose interest, or you might trade your Apple in on a newer system. That's why I am seeking permission from the authors to put finishing touches on their works and release them. If the adventure looks really promising, I may even get deeply involved in honing and testing and go for a co-author position.

Don't be fooled by the apparent "half-finished" final form of Bookworm 3-D. The second half that I abandoned (see review inside) is so very inferior to and different from the excellent first half that nothing I could have done would have brought it anywhere near the same very high standards of fun and playability.

If I remember correctly, the NEUC actually had B I Z A R R O at one time, but decided not to release it in a fit of quality control. It's not that bad, though it is certainly no shining example of the Best of Eamon.

It is the EAG policy to assign a number to every Eamon, regardless of content or quality, so that we have a complete master catalog of every Eamon in existence. This may seem at odds with my policy of not releasing modifications of existing Eamons. I agree, the potential for confusion exists. But I can't get behind people who amuse themselves by performing large mods to other people's work. Let 'em write their own Eamons.


Besides the above-mentioned partial Eamons, we currently have three more new Eamons that are well along in development. Chances are excellent that you will see them announced in the next issue.


There has been a minor disaster here, and the most recent update of the membership listing was lost. I reconstructed it from the previous update and the financial records, but there may be a few errors. Please check the mailing label on your envelope and make sure that your expiration date is correct. Thanks!


The Eamonaut of the Month this time around is Ken Kill, for his offer of assistance to his fellow Eamonauts. Ken wins any four Eamon adventures of his choice for his offer. We also have the usual suspects for runner-up: Phil Smith, Jim Grosshans, Phil Schulz, and others who no doubt deserve recognition but don't come to mind as I write this. Jim in particular deserves recognition for an endless stream of excellent ideas and suggestions.

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 March, June, September, and December.

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. We make quarterly Eamon adventure giveaways to the best contributions.

If you would like to add your own Eamon adventure to the EAG 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. Once released, you will be given any Eamon Adventure of your choice in exchange, and may be awarded several Eamon Adventures if your Eamon is of superior quality.

Back issues

NEUC Adventurer's Log:
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:
   1988: Jun, Sep, Dec
   1989,90,91,92,93: Mar, Jun, Sep, Dec
   1994: Mar, Jun

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

New Adventures

#226 Bookworm 3-D by Robert Parker
#227 B I Z A R R O by Allan Porter
#228 Shipwreck Island by Ron Ledbetter

Bookworm 3-D is a most unusual offering. Very funny! Reviewed in this issue.

B I Z A R R O is basic hack'n'slash with very little of interest. Reviewed in this issue.

Shipwreck Island is a largish though simple "escape" scenario. Reviewed in this issue.

Letters

Big Red Computer Club will be closing at the end of 1994. I am greatly saddened by this since they have been an excellent source of Apple II software. It seems that if we are to continue using our beloved Apple II's, we must pull together to maintain the Apple II community. Please encourage everyone in the EAG to support the few Apple II businesses still around (perhaps less than 30!) as well as Shareware authors. Soon we may only have Shareware and used hardware to buy. That's not so bad, but I wish I could do more if only I knew what. I don't know about everyone else, but I'm not even close to retiring my IIe!

I've developed an extensive list of contacts across the nation (and overseas) for Apple II hardware/software and information. If you or anyone else in the EAG is looking for anything, I may be able to provide some information. I have collected a large stock of Apple II reference books and I've been programming 6502 computers for 10 years. I would love to hear from other Apple II users.

Ken Kill

Dungeon Designs

Multi-Column Text Formatter

by Frank Kunze

(Ed. note: I was so impressed by the text parser in Frank's Eamon, Adventure in Interzone, that I asked him to write it up for us.)

The following is a quick and efficient way to print text without wrap-around in any column width. It can be easily integrated into the basic 7.1 MAIN PGM.

The text must be contained in the string variable A$ and the column width must be specified in the variable CP before use (this is normally automatically set at program startup). When you want to print your text, simply use the statement GOSUB 11.

11  GOSUB 28
	: GOTO 16
14  IF LEFT$ (A$,1) = " " THEN
	A$ = MID$ (A$,2)
	: GOTO 14
16  IF LEN (A$) < = CP -1 THEN PRINT A$
	: GOSUB 52
	: GOTO 29
17  FOR K = CP - 1 TO 1 STEP - 1 
	: IF MID$ (A$,K,1) = " " THEN 
	PRINT LEFT$ (A$,K - 1)
	: A$ = RIGHT$ (A$,LEN(A$) - K)
	: GOSUB 52
	: GOTO 14
18  NEXT
	: PRINT "STRING TOO LONG
		ERROR"
	: STOP
28  F1 = PEEK (111) + PEEK (112) * 256
	: RETURN
29  IF PEEK (111) + PEEK (112) * 256 < F1 THEN POKE 111,F1 - INT (F1 / 256) * 
256
	: POKE 112, INT (F1 / 256)
30  RETURN
45  GOSUB 28
	: F2 = F1
	: PRINT D$"READ"ED$",R"R
	: INPUT A$
	: PRINT D$ : GOSUB 51
	: GOSUB 11
	: F1 = F2 : GOSUB 29

(Delete the old Line 50.)

Explanation:

Line 14 stops any problems which would be caused by double spacing between sentences.

Line 16 checks to see if A$is equal to or less than the column width set. If so, it prints it, increments the line counter, and exits.

Line 17 starts a search for a space at CP - 1 characters and works backwards until it finds one.

Line 18 — If no space is found, then an error message is printed and the program halts. This can only occur if there is a word longer than the column width.

Lines 28–29 circumvent string "garbage collection" by discarding A$ after use.

Line 45 reads in A$ from disk and calls the rest of this routine to parse and print it.

If you want to do something special to A$ such as convert it to all caps, put it in Line 11 after GOSUB 28.

If you have any questions or need help integrating this routine into your program, write me with an exact description of what you're trying to do:

A Tour of the MAIN PGM 7.1 — Part I

A description of the workings of the MAIN PGM.

45-50 string print subroutine

45 note the top of free memory and read in A$ from disk
50 perform screen pause calculation for A$ length; print A$; then recover the memory that A$ occupied
51-59 screen pause routine
51 print blank line, increment line counter by one
52 increment line counter by one 54 print blank line, increment line counter by 3
56 print blank line, increment line counter by 2 58 check for full screen; if full then
59 pause screen and zero line counter
91-96 command error messages
98 normal return point for most commands
99 return point for Inventory, failed commands

100-200 YOU SEE routine

110-117 check status of Artifact light source
120 check status of SPEED spell
122-123 recovery of expended spell ability
   S2 is present level, SA is full ability;    if S2 is less than SA, then increase by 10% 125 check room light; skip YOU SEE if dark 130 print room name
135 print room desc. if "seen" flag is zero
140 check for monsters in room
145 print monster desc. if "seen" flag is zero
150 print single-monster name
154 print multiple-monster name
155 print blank line if desc. was printed
160 check for artifacts in room
165 print artifact desc. if "seen" flag is zero
170 print artifact name
190 print personal-weapon name if in room

200-290 Command parser

210 ask for "YOUR COMMAND?" 220 strip any leading spaces
230 use last command if <RETURN> was input
240 find end of first word of command
250 assign command verb (V$) and object (S$) 260 strip leading spaces off object
270 check for verb match to direction command (N,S,E,W,U,D)
272 if not direction command, check for match to rest of command list
275 if no match to any command, print command list and go back to 210
290 if match was found, jump to command routine

300-495 PICK FOE routine

305 print blank line
310 foes present? if not, exit routine
320 find monsters present in room
330 if monster is neutral, look for another
333 if single-monster, check courage level, determine if monster flees room
334 if monster did not flee, proceed to combat
335 check multiple-monster courage level, determine if monster(s) flee room
336 multiple-monster member(s) flee room
340 if multiple-monster has more than 8 members, limit combat rounds to 8 (on theory that a max of 8 monsters could get in a hit in one round) (BAD LINE???)
350 assign monster as attacker (OF); determine if attacker is friend; if so, go to 400
360 determine if attacker is only enemy in room
370-380 find friendly defender (DF) for attack; go to 480
400-430 find enemy defender for attack
480 proceed to DO BATTLE routine

500-900 for every-round special programming

3000-3390 MOVE routine

3010 abort move if enemy present
3020 assign direction (D)
3030 get exit data; if door then proceed to GATE/DOOR routine
3040 if valid room connection then proceed to GO routine
3060 check for exit to Main Hall
3390 abort move if invalid exit

3400-3430 GATE/DOOR routine

3410 find room on other side of door; if door is not locked nor hidden then get room connection and return to MOVE routine
3420 if door still hidden then abort move
3430 if door locked then abort move

3500-3590 GO routine

3530 move to next room, check monster status
3540 get new room desc. and exits
3550 find number of exits from room
3560 get room natural light status and determine if room is dark
3590 exit to YOU SEE routine

3600-3670 ENEMY? subroutine

3610 initialize group monster strengths and hits
3620 check each monster...
3630 determine if monsters from last room follow and bring them in new room
3640 if monster did not follow then next monster
3650 determine monster friendliness
3660 add monster strength and hits into group totals and exit to calling routine

4000-4240 GET routine

4010 check for object of command S$; if "ALL" then go to ALL routine
4020 check to see if S$ is in room; if not, go to error message at 94
4030 if object weight is greater than 900 then abort with DON'T BE ABSURD message
4040 if object weight plus inventory would exceed ten times player's strength then abort with TOO HEAVY message
4050 if object is "prisoner" artifact than abort with TIED DOWN message 4140 get object; increase weight carried by player (WT); if player has no ready weapon and object is a weapon, proceed to READY routine
4150 exit to PICK FOE routine

4200-4240 GET ALL routine

4200 find all artifacts in room
4210 print name of artifact; if prisoner, skip
4215 if weight is over 900 then skip
4220 if weight would add too much to player's carried WT then skip
4230 get artifact and print TAKEN
4240 increment line counter and check for screen pause

4600-4780 SYNONYMS subroutine

4610 find length of object name
4620-4674 space for synonym data
4675 exit to calling routine
4680 compare synonym name to object name; if match, assign object name to artifact defined by synonym data

4700-4780 MONSTER SEARCH subroutine

4705 assign search locations to room and player inventory
4710 check for match between object name and monster names
4715 if no name match then return with F = 0
4720 if name match found then check to see if monster is in room or in player inventory
4750 increment F; if first match found then assign monster number (M) to match
4760 if name is an exact match then assign (M) and exit to calling routine
4770 check for additional matches
4780 exit to calling routine

4800-4870 ARTIFACT SEARCH subroutine

4801 assign all search locations to player inventory only; proceed to search (DROP)
4804 assign search locations to player inventory, room, and artifacts "embedded" in room (EXAMINE)
4805 assign search locations to room, artifacts "embedded" in room, and third location defined by calling routine (GET, REMOVE)
4810 check for synonyms; perform search for match to object name; abort if no match
4820-4830 determine if any artifact that is in one of defined locations matches name; if perfect match, assign artifact number (A) to match and exit subroutine
4850 search for additional matches; if found, ask WHICH DO YOU WANT? and exit to YOU SEE
4870 exit to calling routine

4900-4920 GET S$ subroutine

4905 if room is dark then abort to YOU SEE
4910 if no object defined by S$ then as for one
4920 exit to calling routine

5000-5150 DROP routine

5010 check for object of command S$; if "ALL" then go to DROP ALL routine
5030 check to see if player is carrying object; if not, go to print error at 91
5040 deduct object's weight from weight carried (WT); print "DROPPED" message and check for screen pause
5042 if dropped object was current carried light source, extinguish light and switch to room's natural light
5050 if dropping object increases weight carried beyond player's carrying capacity (eg: dropped object was something like a cart or wheelbarrow) then proceed to DROP ALL and dump entire inventory on ground
5060 if dropped object was ready weapon then change Ready Weapon status to unarmed
5070 exit to PICK FOE routine

5100-5150 DROP ALL routine

5100 search artifacts for those carried by player
5110 drop each to ground as it is found; print DROPPED and check for screen pause
5150 set weight carried to zero, mark player as unarmed

6000-6060 EXAMINE command

6010 check for object of command S$; find out if named object is an artifact present in the room or being carried; if not found then proceed to search for monster
6020 if object is an "embedded" artifact then change location to room to make visible
6032 if object is one of player's personal weapon then name it
6033 if object is hidden door then make door visible
6034 if object is drinkable then print number of swallows left; check for screen pause
6035 print artifact description; set "seen" flag to "seen"; exit to PICK FOE routine
6040 search monsters for match to object; if no match then named object is not an artifact nor a monster, so print YOU SEE NOTHING SPECIAL and exit
6050 print monster description; if group monster and uninjured then print THEY ARE IN PERFECT HEALTH; exit to PICK FOE routine
6060 print monster's health status; exit to PICK FOE routine

6500-6510 LOOK routine

6510 set room "seen" flag to zero (this will cause room desc. to be printed at next pass through YOU SEE routine); exit to PICK FOE routine

Bugs'n'Fixes

#185 The Body Revisited

(DOS 3.3 ONLY)
Date Fixed: 6/29/94

Problem: DISK FULL on Save
Fix: Delete DOS from disk.

Adventure Reviews

#210 Return of Ngurct

by Hoyle Purvis

Reviewed by Tom Zuchowski

MAIN PGM Version: 7
Extra Commands: None
Deleted Commands: None
Special Features: None
Playing Time: 45 min.
Reviewer Rating: 5.0

Description: Once again, travelers and people in the area of the old ruined citadel are being attacked by odd creatures and strange robed figures. You had thought the demon exiled from the Earth with the destruction of the medallion.

Could someone have reconstructed the medallion? The King wants you to take a look into the situation. To help you, he has sent runners to find and enlist the aid of those who helped you fight Ngurct before.

This time, the King wants you to wipe out the cult members, recover the reconstructed medallion, and destroy the demon Ngurct. The King will give you 5,000 gold pieces upon the successful completion of your task.

Comment: As you can figure out from the title, this adventure is a sequel to The Temple of Ngurct, by the Plamondon brothers. Once again, you are tasked to get rid of the demon.

Hoyle is a "hack'n'slash" kinda guy, and this adventure will please people who share his tastes in Eamon adventuring. There is a puzzle or two, but they aren't that tough. Some of the combat, though, is very intense. Be sure that you are well-prepared when you fight Ngurct!

Like all of Hoyle's adventures, this one is solidly crafted with a good map and few errors. It might have rated higher with me, except that there are lots of monsters and artifacts; by the time you reach the final confrontation you will have a following of about two screensfull of companions. Make no mistake, you will need all the help you can get to nail Ngurct, but it got a little tiresome to wade through all those — IS HERE messages after every command. I give this one a (7) for difficulty, mainly in staying alive during combat.

#226 Bookworm 3-D

by Robert Parker

Reviewed by Tom Zuchowski

MAIN PGM Version: 7
Extra Commands: TROLLSFIRE, PASSWORD, SUICIDE
Deleted Commands: None
Special Features: Not finished (see below)
Playing Time: 30 min.
Reviewer Rating: 7.5

Description: "Hokas sits in jail. An orc lies in a hospital bed. Luke loves Laura, but doesn't want to tell Beth, his wife, who secretly loves Daniel, Laura's son.

...wait...

Scratch that last sentence. Where was I? Oh, yes. The Bookworm has once again disappeared!"

Comment: Robert Parker no longer has an Apple II. Though he had been working on this Eamon for years, it was not finished before he lost his Apple. It can be cleanly divided into two parts: the first half was a collaboration with Nate Segerlind; it is a send-up of The Beginners Cave and is hilarious! The second half is set on a space station; it is much poorer in quality and is not finished in this release.

The first half is so good that we simply couldn't let it go unreleased. Some special text and code has been added to permit the player to quit any time he wishes once the Beginners Cave segment is completed. Npte that the above rating is for the Beginners Cave segment only! Players are welcome to explore the space station if they wish, but they will find it an unsatisfactory experience.

I was so unimpressed with the space station segment that I didn't feel that it was worth any attempt at debugging and cleanup. I seriously considered deleting it completely from the database for this release. 'Nuff said.

I give a difficulty rating of (3). This adventure is strictly for laughs, with absurd puzzles and super-lightweight foes. You'll see 38 rooms of great stuff.

One caveat: this is not exactly a "G"-rated adventure. It touches on some, uh, mature themes and uses some language that give it something like a "PG-13" rating.

#227 B I Z A R R O

by Allan Porter

Reviewed by Tom Zuchowski

MAIN PGM Version: 6.0
Extra Commands: HINT, RUN
Deleted Commands: EXAMINE, BLAST, HEAL, POWER, SPEED, WAVE, SAY, LIGHT, OPEN, PUT, DRINK, FREE
Special Features: None
Playing Time: 30 min.
Reviewer Rating: 2.0

Description: "A neighborhood has been terrorized!

"The police chief of De Bunk, Iowa, has called you to stop 5 renegade hackers who have barricaded themselves inside a local software publishing house. These persons have lost their minds after feeding piles of confusing commands to innocent machines."

Comment: As noted above, the EAMON.NAME file shows this to be version 6. But it much more closely resembles a late-version 5 Eamon, as shown by the extensive list of missing commands.

As near as I can make out, the five renegades are the staff of the National Eamon Users Club, and I suspect that the house is John Nelson's.

This is a very simple adventure with 26 rooms, no puzzles, 7 bad guys, no secret doors, and no Quest. It's not badly done, but there's little of interest to do or see, hence the low rating.

I put the difficulty at (6) for some pretty tough bad guys. Apart from the strong opponents, this is a low-difficulty no-brainer.

#228 Shipwreck Island

by Ron Ledbetter

Reviewed by Tom Zuchowski

MAIN PGM Version: 6.0
Extra Commands: None
Deleted Commands: None
Special Features: 10-directions
Playing Time: 1 hour
Reviewer Rating: 4.0

Description: "As you were on your way home from your last adventure, which was across a distant ocean, the ship you were on became lost in a violent storm and for several days you drifted aimlessly until suddenly on the horizon you could make out what appeared to be an island.

"As your ship is washed ashore it is torn to shreds by the sharp coral near the beach. It is several hours before you regain consciousness. And as you look around you find yourself on a deserted island."

Comment: And here you have an exact reproduction of the introduction in its entirety. This is a basic "escape" scenario.

Though there is 84 rooms, there's very little here to see and do. The map breaks into three parts: 28 rooms of uninteresting beach, 25 rooms of a complexnmaze, and the rest jungle trails. You may rate this adventure lower than I did. I like breaking mazes, but if you hate mazes, you may be less pleased. However, the maze isn't all that bad, with four of the maze rooms giving you exact directions on how to escape.

I put the difficulty at (4).

ProDOS Eamon Adventures

EAG ProDOS Eamon Revision Dates:
Date: 9/1/94		 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  08/04/93
21. The Quest for Marron	08/05/90  07/03/93
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  12/07/93
38. City in the Clouds		10/20/90  06/20/93
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  09/27/93
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  09/09/93
74. DharmaQuest			10/13/90  10/12/92
75. Temple of the Guild		03/17/91  02/06/94
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  06/03/94
93. Flying Circus		11/07/90  05/11/93
97. The House of Secrets	04/06/91
99. In the Clutches of Torrik	04/14/91
100. Sorceror's Spire		05/09/90  05/31/93
106. Camp Eamon	11/11/90  	07/11/93
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  10/25/93
129. Return to Moria		12/01/91  12/01/91
130. Haradwaith			11/27/90  01/12/94
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  11/28/93
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	01/14/94
150. Walled City of Darkness	01/23/92  01/23/92
154. A Trip to Fort Scott	06/05/90  09/30/93
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	01/14/94  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  05/15/94
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  09/18/93 

Dungeon Designer Diskette  Ver.7.1 08/22/93
Eamon Utilities Diskette	08/22/93
Graphics Main Hall		05/23/91

Eamon Adventure Listing

Ratings are given on a scale of 1 to 10 with 10 highest. Format is R/N, where R = the adventure's overall rating; N = the number of people who have rated it.

Note key:
	a: version 4 or older	h: contemporary setting
	b: version 5		i: 40/80 column capability
	c: version 6		j: 80-column only
	d: version 7		k: 40 & 80 col. versions
	e: (reserved)		l: 2-disk adventure
	f: contains a quest	m: 3-disk adventure
	g: science-fiction		n: 4-disk adventure

1. Main Hall & Beginners Cave  	D. Brown	4.3/6 a
2. The Lair of the Minotaur	D. Brown	4.4/5 a
3. The Cave of the Mind	  Jacobson/Varnum	3.2/6 a
4. The Zyphur Riverventure	J. Jacobson	5.7/7 a,f
5. Castle of Doom		D. Brown	4.6/6 a
6. The Death Star		D. Brown	4.0/8 a,f,g
7. The Devil's Tomb		J. Jacobson	5.0/7 a
8. The Abductor's Quarters	J. Jacobson	4.7/3 a,f
9. Assault on the Clonemaster  	D. Brown	3.7/3 a,f
10. The Magic Kingdom		D. Cook		4.0/4 a
11. The Tomb of Molinar		D. Brown	3.5/4 a,f
12. The Quest for Trezore	J. Jacobson	6.2/4 a,f
13. Caves of Treasure Island	Genz & Braun	4.4/5 a,f
14. Furioso			W. Davis	5.3/3 a
15. Heroes Castle		J. Nelson	4.5/2 a
16. The Caves of Mondamen	J. Nelson	7.4/5 a,f
17. Merlin's Castle		R. Hersom	4.5/3 a
18. Hogarth Castle		K. Nestle	4.5/2 a,f
19. Death Trap			J. Nelson	7.5/4 b
20. The Black Death		J. Nelson	6.5/2 a,f,h
21. The Quest for Marron	J. Nelson	7.0/3 b,f
22. The Senator's Chambers	J. Plamondon	4.9/5 b,f
23. The Temple of Ngurct	J&R Plamondon	7.2/4 b,f
24. Black Mountain		J. Nelson	7.0/4 b,f,h
25. Nuclear Nightmare		J. Nelson	6.0/3 b,f,h
26. Assault on the Mole Man	J. Nelson	6.5/2 b
27. Revenge of the Mole Man	J. Nelson	6.0/3 b
28. The Tower of London		F.& S. Smith	6.2/2 a,h
29. The Lost Island of Apple	D. Brown	2.0/1 a
30. The Underground City	S. Adelson	2.0/1 a,g,h
31. The Gauntlet		J. Nelson	5.0/1 b
32. House of Ill Repute		Anonymous	1.7/3 a,h
33. The Orb of Polaris		J. Nelson	6.7/3 b,f
34. Death's Gateway		R. Linden	6.5/2 a,h
35. The Lair of Mutants		E. Hodson	6.9/4 a,f,g
36. The Citadel of Blood	E. Hodson	6.0/4 a,h
37. Quest for the Holy Grail	E. Hodson	7.0/2 a,f
38. City in the Clouds		E. Hodson	7.2/3 a,f,g
39. Museum of Unnatural History R.Volberding	5.5/4 b,f
40. Daemon's Playground		R.Volberding	4.7/3 b
41. Caverns of Lanst		R.Volberding	5.7/3 b
42. Alternate Beginners Cave	R.Volberding	5.0/5 b
43. Priests of Xim!	      	M & E Bauman   	5.7/3 b
44. Escape from the Orc Lair	J. Hinkleman	3.8/4 b
45. SwordQuest			R. Pender	7.8/4 b,f
46. Lifequest			D. Crawford	2.0/1 b,f
47. FutureQuest			R. Pender	7.8/6 b,f,g
48. Picnic in Paradise		J. Nelson	6.0/5 c
49. The Castle Kophinos		D. Doumakes	7.0/2 b,f
50. Behind the Sealed Door	T. Berge	4.7/3 a
51. The Caves of Eamon Bluff	T. Berge	6.8/3 b
52. The Devil's Dungeon		J. Merrill	6.0/3 a,h
53. Feast of Carroll		D&J Lilienkamp	5.0/2 a
54. Crystal Mountain		K. Hoffman	5.0/1 b
55. The Master's Dungeon	J. Allen	6.5/4 a
56. The Lost Adventure		J. Allen	6.0/1 a,h
57. The Manxome Foe		R. Olszewski	5.5/2 b
58. The Land of Death		T. Berge	6.0/1 a
59. Jungles of Vietnam		J. Allen	2.1/4 a,h
60. The Sewers of Chicago	J. Allen	3.2/4 a,h
61. The Harpy Cloud		A. Forter	4.0/2 b
62. The Caverns of Doom		M. Mullin	3.0/1 b,h
63. Valkenburg Castle		J. Weener	2.0/1 a,f
64. Modern Problems   Anderson/Barban/Thompson	6.2/2 a,f,h
65. The School of Death		K. Townsend	5.5/2 b,f,h
66. Dungeons of Xenon		S. Bhayani	5.0/1 a,f
67. Chaosium Caves		S. Bhayani	3.0/1 a,f
68. The Smith's Stronghold	A. Porter	6.0/1 b,f
69. The Black Castle of NaGog	D. Burrows	7.5/2 b,f
70. The Tomb of Y'Golonac	R. Romanchuk	6.0/2 a,f
71. Operation Crab Key		J. Vercellone	1.0/1 a,h
72. House on Eamon Ridge	T. Berge	4.5/2 b
73. The Deep Canyon		K. Blincoe	7.0/3 a
74. DharmaQuest			R. Pender	7.9/5 b,f
75. Temple of the Guild		D. Doumakes	7.0/1 b
76. The Search for Yourself	D. Doumakes	7.5/2 b,f
77. Temple of the Trolls	J. Nelson	7.3/3 c,f
78. The Prince's Tavern		R. Davis1	9.0/3 b,f
79. The Castle of Count Fuey	D. Brown	5.7/5 a,f
80. The Search for the Key(80a) D. Brown	4.3/3 a,f
81. The Rescue Mission    (80b) D. Brown	7.0/2 a
82. Escape from Mansi Island	S. Starkey	5.0/1 b,f
83. The Twin Castles		J. Tankard	6.0/3 c,f
84. Castle of Riveneta		R. Karsten	5.0/1 b,h
85. The Time Portal		E. Kuypers	5.0/1 a,g
86. Castle Mantru		S. Constanzo	6.0/1 c,f
87. Caves of Hollow Mountain	J. Nelson	6.3/3 c
88. The Shopping Mall		A. Porter	1.0/3 b,h
89. Super Fortress of Lin Wang  S. Bhayani	4.2/3 c,f
90. The Doomsday Clock		J. Tankard	6.0/1 c,f,h
91. FutureQuest II		R. Pender	8.0/5 b,f,g
92. The Fugitive		D. Doumakes	7.0/1 c,f
93. Flying Circus		R. Krebs	7.0/1 b
94. Blood Feud			R. Krebs	5.0/1 b,f
95. The Maze of Quasequeton	B. Kondalski	3.2/4 a,f
96. The Chamber of the Dragons  B. Kondalski	2.0/2 a
97. The House of Secrets	G. Gunn		6.0/1 a
98. Slave Pits of Kzorland	R. Hersam	3.0/1 a
99. In the Clutches of Torrik	J. Nelson	5.3/3 c,f
100. Sorceror's Spire		J. Nelson	7.5/5 c
101. Ground Zero		Sam		1.0/2 a,g
102. The Eamon Railroad		Sam		2.2/5 a,h
103. Top Secret			Sam		1.5/2 a
104. The Lost World		Sam		1.0/1 a,g
105. The Strange Resort		Sam		1.0/1 a,h
106. Camp Eamon			R. Slemon	7.0/2 b,f,h
107. The Last Dragon	      	R. Pender      	7.7/3 c,f
108. The Mines of Moria		S. Ruby		8.2/4 c,f
109. The Forest of Fear		S. Ruby		6.3/3 c,f
110. Fire Island		G. Gioia	5.0/1 c,f
111. A Vacation in Europe	D. Smith	4.5/2 c,h
112. Hills of History		D. Smith	6.0/2 c
113. The Life-Orb of Mevtrelek	R. Volberding	6.5/2 c,f
114. Thror's Ring		T. Zuchowski	9.0/6 c,f,i
115. The Ring of Doom		S. Ruby		5.0/1 c,f
116. The Iron Prison		S. Ruby		5.5/2 c,f
117. Dungeon of Doom		D. Knezek	8.0/3 a,f,k
118. Pittfall			S. Starkey	8.0/1 c,f
119. Grunewalde			P. Hurst	6.5/2 b,f,l
120. Orb of My Life		J. Nelson	9.0/1 c,f
121. Wrenhold's Secret Vigil	R. Davis1	8.2/2 c,f
122. The Valley of Death	S. Ruby		4.0/1 c
123. Wizard of the Spheres	M. Elkin	5.0/1 c,f
124. Assault on Dolni Keep	T. Zuchowski	9.2/6 c,f,i
125. The Mattimoe Palace	J. Actor	3.0/1 b,f,h
126. The Pyramid of Anharos	P. Hurst	7.3/3 c,f
127. The Hunt for the Ring	S. Ruby		6.8/2 c,f
128. Quest of Erebor		S. Ruby		6.0/1 c,f
129. Return to Moria		S. Ruby		8.6/4 c,f,l
130. Haradwaith			S. Ruby		7.0/2 c,f
131. Nucleus of the Ruby	K. Somers	6.0/1 c,f,j
132. Rhadshur Warrior		R. Pender	7.9/5 c,f,h
133. The Final Frontier		R. Slemon	5.0/1 c,f,g
134. Pyramid of the Ancients	J.& R. Pirone	4.0/1 c
135. The Tomb of Evron		M. Greifenkamp	2.0/1 b
136. The Mountain Fortress	M. Greifenkamp	3.0/1 b,f
137. The Ruins of Ivory Castle	M. Greifenkamp	6.5/2 b
138. Starfire			E. Phillips	4.8/4 c,f
139. Peg's Place		M&A Anderson	7.5/2 c,f,h
140. Beginner's Forest		M. Anderson	5.0/1 b
141. The Infested Fortress	M&P Hamaoka	3.0/2 c
142. The Beermeister's Brewery	J. Actor	6.0/3 b,f,h
143. The Alternate Zone		J. Actor	6.0/2 b,f
144. Gartin Manor		G. Gioia	5.0/1 c,f,h
145. Buccaneer!			P. Hurst	8.3/3 c,f,l
146. The House of Horrors	D. Cross	6.0/1 c,f,h
147. The Dark Brotherhood	P. Hurst	8.7/3 c,f,l
148. Journey to Jotunheim	T. Zuchowski	8.2/4 c,f,i
149. Elemental Apocalypse	S. Ruby		7.8/4 c,f,n
150. Walled City of Darkness	T. Zuchowski	8.8/2 c,f,i
151. Eamon S.A.R.-1 (Deneb Raid) D. Crawford	3.5/2 c,f,g
152. The Computer Club of Fear	N. Segerlind	5.5/2 c,f,h
153. Lost!			N. Segerlind	4.0/2 c
154. A Trip to Fort Scott	W. Trent	7.0/1 c
155. Tomb of the Vampire	Trent/Grayson	5.7/3 c,f
156. The Lake			N. Segerlind	4.0/1 c
157. Pathetic Hideout of Mr. R. N. Segerlind	5.0/1 c,f,h
158. The Lair of Mr. Ed		N. Segerlind	7.0/1 c,f,h
159. The Bridge of Catzad-Dum	N. Segerlind	6.5/2 c,f,h
160. Monty Python & Holy Grail	N. Segerlind	7.0/2 c,f
161. Operation Endgame		S. Ruby		8.9/5 c,f,h,m
162. Eamon 7.0 Demo Adventure	T. Zuchowski   	(N/A) d,i
163. The Sands of Mars		T. Swartz	5.7/3 a,f,g
164. A Real Cliffhanger		T. Swartz	6.0/1 a,h
165. Animal Farm		S. Ruby		6.8/2 c,f,h,l
166. Storm Breaker		S. Ruby		8.5/2 c,f,m
167. Expedition to the Darkwoods G. Gioia	3.5/2 c,f
168. The High School of Horrors M.Haney/A.Hunt	4.5/2 a,h
169. The Black Phoenix		R. Pender	8.1/5 c,f,g
170. Ragnarok Revisited		N. Segerlind	7.8/3 c,f,i
171. The Pyramid of Cheops	R. Parker	5.0/1 b
172. The Mountain of the Master M. Dalton	5.2/2 a,f
171. The Pyramid of Cheops      R. Parker      	5.0/1 b
172. The Mountain of the Master M. Dalton	5.2/2 a,f
173. The House that Jack Built	R. Parker	2.0/2 b,h
174. Escape from Granite Hall	R. Parker	3.5/2 b
175. Anatomy of the Body	R. Parker	3.5/2 b,g
176. Dirtie Trix's Mad Maze	R. Parker	3.0/1 b,h
177. Shippe of Fooles		R. Parker	3.0/1 b
178. The Alien Intruder		R. Parker	4.0/1 b,g
179. The Wizard's Tower		R. Parker	4.4/2 b
180. Gamma 1			R. Parker	3.5/2 b,g
181. The Eamon Sewer System	R. Parker	1.0/1 b
182. Farmer Brown's Woods	R. Parker	1.0/1 b,h
183. The Boy and the Bard	S. Ruby		7.8/3 c,f
184. Quest For Orion		P. Gise		5.4/5 d,f,i
185. The Body Revisited		R. Parker	5.0/3 d,f,i
186. Beginner's Cave II		J. Nelson	2.0/2 c
187. Batman!!			A. Geha		2.0/1 b
188. Encounter: The Bookworm	R. Parker	6.5/4 d,f,i
189. The Ruins of Belfast	D. Sparks	3.0/1 a,h
190. Shift Change at Grimmwax	D&A Sparks	4.5/2 a,f,h
191. Enhanced Beginners Cave	Brown/Nelson	5.0/1 c
192. Mean Streets		T. Tetirick	4.0/1 c,h
193. The Creature of Rhyl	R. Parker	7.0/1 d,f,i
194. Attack of the Kretons	N. Segerlind	9.0/2 d,f,i
195. The Training Ground	C. Hewgley	5.0/1 c
196. The Cat House		Anonymous	1.0/1 b,h
197. Star Wars-Tempest One	S. Averill	2.0/1 c,g
198. Revenge of the Bookworm	R. Parker	6.5/1 d,f,i
199. Quest of the Crystal Wand	R. Davis2	5.0/1 c,f
200. The Lost Isle		R. Davis2	4.0/1 c
201. The Caverns of Vanavara	C. Hewgley	5.0/1 c,f
202. The Plain of Srevi		K. Ivers	4.5/1 c
203. Lotto's Masterpiece	H. Haskell	5.5/2 d,f,i
204. Sanctuary			S. Ruby		9.0/1 d,f,l
205. Utterly Outrageous		P. Gise		6.5/1 d,f,h,i
206. Curse of the Hellsblade  Nelson/Zuchowski  -.-/0 d,f,i 
207. Eamon Renegade Club	P. Schulz	5.0/1 d,f,h,i
208. Assault on Helstar		P. Schulz	6.0/1 d,f,h
209. Apocalypse 2021		H. Purvis	5.0/1 d,f,g,i
210. Return of Ngurct		H. Purvis	5.0/1 d,f,i
211. Lair of the Marauders	H. Purvis	6.0/1 d,i
212. Haunted Keep		H. Purvis	5.0/1 d,i
213. Demongate			H. Purvis	7.0/1 d,i
214. Deathstalker's Castle	P. Schulz	6.5/1 d,f
215. Treasure Island		M. Anderson	6.0/1 d
216. The Pirate's Cave		M. Anderson	5.0/1 d,f
217. Eye of Agamon		H. Purvis	7.0/1 d,f
218. Return to Pendrama		H. Purvis	6.5/1 d,f,i
219. The City of Sorcerors	R. Osgood	5.0/1 a,f
220. Catacombs of Terror	P. Schulz	5.0/1 d,i
221. Count Dracula's Castle	R. Parker	2.0/1 b,f
222. The Halls of the Adept   Berge/Cottingham	7.0/1 b,f
223. Time-Shift			C. Sena		4.0/1 a
224. Prisoner of Darkness	P. Schulz	7.0/1 d
225. Adventure in Interzone	F. Kunze	8.0/1 d
226. Bookworm 3-D		R. Parker	7.5/1 d
227. B I Z A R R O		A. Porter	2.0/1 c
228. Shipwreck Island		R. Ledbetter	4.0/1 c

SD#137  Redemption		S. Ruby		9.5/1 d,f,j

	Dungeon Designer Diskette	Version	7.1
	DDD	7.1 Multi-Disk Supplement
	Dungeon Designer Diskette	Version	6.2
	Eamon Utilities Diskette
	Graphics Main Hall
	EAG Tutorial #1 (1988-1991)