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EAMON ADVENTURER'S LOG .... National Eamon User's Club .............

Volume 1 * Number 1 - March 1984

Well, the long lost (and sometimes presumed dead) Eamon newsletter has
finally arrived. The name gathering stage lasted from September through
January and the production stage started the first of February.

Doing the newsletter, debugging and distributing Eamon, answering
letters, preparing a new software package, writing new Eamon adventures
and holdinq down a full-time job was getting to be too much, so I
enlisted the aid of a close friend and my partner, Bob Davis.

Bob will be an editor of the newsletter and has been working with Eamon
off and on for a couple of years. He will be handling some of the columns
for me.

We have some ideas for what should be in the newsletter, but we would
also like to solicit your ideas and opinions as to what you would like to
see covered.


Bug Bytes


Stamp Out BUGS!!!!

Yes, bugs can be eliminated in YOUR lifetime if you help us!

The Eamon System bugs are being stamped out as fast as possible with the
limited time and number of feet available. We have compiled a master
bug list, giving the known bugs along with the cures, if they have been
corrected. As new bugs are reported or fixed, this document will be
updated. The document will have a revised date on it so you can tell how
old it is.

The thing we most need from our members are bug reports. If you have
encountered any bugs in Eamon or have any questions that you think might
be a bug, please let us know. The easiest way is by postcard but
telephone is nice if you can afford it. If it is a complicated bug it
may require a letter.

To report a bug, please give as much information as possible about the
situation at the time. A lot of times we get the comment: "Oh, I tried
to play that adventure and it bombed off. I don't remember why." That
doesn't help at all. It could take three years to find a bug from that
information. Some people have actually taken the time to write with not
only the specifics of a bug, but how to fix it. I appreciate this very
much. It saves me a lot of time. The information we need is what you were
doing at the time, if the program bombed, we need the line number that it
stopped on and the error message. Then list the line number (By typing
LIST nnnn). Print the variables that are given on that line. (e.g.
program bombs on line 123 with a bad subscript. LIST 123:=
MD%(M, 15)=I:AD%(X,4)=G. Now type PRINT	MD%(M,15): BAD SUBSCRIPT ERROR.
Then type PRINT M:= 234)

If you have fixed a bug you have run across, send in the fix. It will
greatly help us. Also, the fix you supply may be one we hadn't thought
of, or (shudder!) one that won't work under all conditions. The fixes for
bugs to Eamon adventures will be published in the newsletter when space
allows.

Please do not return Eamon diskettes for program bugs unless requested.
Instead, we will list the exact steps needed to fix your adventures
yourself, if possible. If the change is too difficult, we will not
attempt to lead you through it, but ask for return of the diskette for
correction.


Designer's Den


For those who would like to design their own Eamon adventures, but need
help getting started, the following summary of the process may help.

The first thing to do is be sure you have everything you need.:

1. Dungeon Designer Diskette - preferably version 5.0 or above
2. A scratch diskette (blank)
3. The DDD Manual - provided on the DDD Diskette
4. A map of how the dungeon is to look
5. A list of all the monsters and Artifacts
6. A theme for the adventure - What the adventurer is suppose to accomplish.

The first thing you have to do is boot the DDD. Make sure the DDD is write
protected by putting the little tape dealie over the notch (technical
jargon!)

You will be presented with a menu. Select the "Initialize New
adventure" function. The program will start and you'll see a flashing
message to replace the DDD with a blank diskette now. Better do what it
says, lest thou be forever sorry.

The program then prompts for the name of the adventure, your (the author)
name, and the adventure number. You should be clear- on all of these but
the adventure number. Use 99 for the number, since this will be assigned
by the library when you submit the adventure after finishing it.

The program will also prompt for the number of directions. Until some
kindly soul perfects the ten direction functions, we will use the six
direction. This is simply the number of directions you may move. (North,
South, East, West, Up and Down = six)

The program will then initialize the diskette and create some programs on
that diskette. You now have the beginning of the adventure to end all
beginning adventures. If you will do a catalog, you will notice a text
file called SAVE BASE PROGRAM HERE or SAVE LEADIN PROGRAM HERE. Whichever
it is, delete it.

Then load the LEADIN PROGRAM from the DDD. If you don't find a program
called LEADIN PROGRAM, you have an old version of the DDD. (Send in a
check.) Until you have a new version, you'll have to wing it. Write your
own program to print out a description of the adventure and when that is
done, have it run MAIN PGM. If you do have LEADIN PROGRAM, all you have
to do is type in print statements to print the description of the
mission. The LEADIN PROGRAM takes care of headings, wishing the party
luck and other such pleasantries.

Once you have the LEADIN PROGRAM ready, save it to your diskette under
the name of your adventure. Example if you entered Plato's Playground for
the adventures name, then type SAVE PLATO'S PLAYGROUND. It should save
this as the second name in the catalog.

Now load the Main program from the DDD into memory. This program will be
under the name BASE DUNGEON PROGRAM or BASE PROGRAM 2.0 or MAIN PGM
depending on the version of the DDD you have. Save this program on your
diskette under the name MAIN PGM. You will probably need to make program
modifications to this program later but for now, just save it as it is.

You are now ready to start entering data. This is done by running DUNGEON
EDIT from the DDD. The things you will need to enter are Rooms, Artifacts
and Monsters. The DDD manual will explain these things in detail so I
don't have to here.

Once these files have been created you will be ready to make your
program modifications. All Eamon adventures have them simply because
they would be too plain without any at all. In order to make the
necessary program changes you will have to have a fairly decent
knowledge of Applesoft Basic.

Use the information provided in the Dungeon Designer's Manual to provide
the details on how to create an adventure, but the above steps will
provide a good skeleton procedure.

When you want to test your adventure you will need a FRESH MEAT file on
your adventure diskette. This can be done using TEST BENCH from the Eamon
Utilities for designers or by using the Master diskette.

When you are satisfied with your adventure have a friend test your
adventure it. When you are completed, send us a copy of it. We will
review it and distribute it if you like.


Notices and junk


Eamon being a non-proprietary product is hard to provide support for.
Part of this problem stems from the fact that there are no funds to pay
anyone in order to provide the incentive to perfect the system. To
provide these incentives we charge a fee to copy the Eamon adventures
and use this money for the club. We enjoy Eamon so we do not mind
putting time into it. The second reason for this difficulty is that
everyone is free to change the system in any way they wish. This then
becomes more than just difficult to support but moves to the impossible
category.


For this reason we are forced to divide Eamon up into "official"
versions and customized versions. We will always distribute the
"official" versions, and may distribute certain customized versions but
with the understanding that these have no real support. We will attempt
to keep all club members notified of changes to their adventures
necessary to keep their adventures current and "official".

We at the club would like to point out that although Eamon adventures may
be obtained from other sources at sometimes cheaper prices, the alternate
sources do not support the adventures they sell and cannot guarantee the
most current (error-free) copies. The $5.00 we charge goes for diskette,
packaging and postage expenses and anything left over goes to the
production of the newsletter. To support YOUR newsletter and avoid undue
problems with bad programs, we urge to obtain your Eamon adventures
from the Eamon club.

Anyone wishing to contribute donations to the Eamon club is welcome to do
so. The amount of available funds will have some impact on the frequency
the newsletter is published. Special consideration will be given to
contributors as soon as we think of something suitable.




Club News


ADVENTURE LISTS - For a copy of the complete list of available adventures at any
time, please include a SASE with the request. Otherwise send $1.00 (club
donation).

UTILITIES - Utilities have been totally redone. You'll like these. All
menu driven, enhanced and debugged (?) and categorized by general
function. Vol 1 is for everyday adventuring, Vol 2 is for designers, Vol
3 contains monster battles and consolidation program and Vol 4 is for
playing God. Also (as if this wasn't enough) the utilities have been
documented! A copy is available on each utilities diskette in a text file
accessable by a word-processor. For a printed copy, send $2.50 for
printing and postage.

DUNGEON DESIGNER VERSION 6.0!? COMING SOON?!

NEW ADVENTURES!
	38. City in the Clouds 	(not quite so new as the others)
	39. Museum of Unnatural History (still a little bit new)
	40. Daemon's Playground
	41. Caverns of Lanst
 	42. Alternate Beginners Cave
  	43. Priests of Xim!
	44. Escape from the Orc Lair
	45. Sword quest
	46. Lifequest 		(no relation to the other 'quest's)
  	47. Futurequest		(reviewed in this newsletter)
 	48. Picnic in Paradise 	(club exclusive!)


Terminological Inexactitudes


Things appearing in this column must not be confused with actual facts.

Donald Brown? Dead??? Best remembered as the father of Eamon, he hadn't
been seen or heard from since Swordthrust #6 appeared. Last known Eamon
work - #11 Tomb of Molinar (Molinar is believed to be an old alias of
Brown's). Official sources deny this vehemently and claim he is working
on utilities to improve access time to WOM (write only memory) chips.
However if Tomb of Molinar is played backwards you can see the words
'Brown is dead' in the mirror.

Several known Eamon authors have taken recluse near Bathurst Inlet in Canada for
the purpose of designing the next tournament diskette. Information received from
the counter girl at McDonald's indicates the adventure will have 1365 rooms 937
monsters 844 artifacts, 1 effect and 127 different missions - all but 3
insolvable. The prize for the highest score? A 1985 Chrysler Cordoba with an
easy payment plan.

Rumours that John Nelson is an alias of Don Brown's are highly exaggerated.
Although they are joined at the hips, they in no way associate with each
other.


Spotlight On: by Bob Davis


This feature will spotlight adventures, old and new, giving a short description
of the adventure along with a rating and a difficulty score, (1 to 10).
Sometimes I'll ramble on and give my own likes and dislikes as critics will. If
you have a particular adventure you would like to see reviewed here or just have
no one else to write to, please drop me a line.

The first spotlight is on a new adventure called FUTUREQUEST by Roger Pender. As
the name implies, this adventure takes place in the distant future with some
machine-like commands being used to fit your surroundings; SCAN is used in
place of LOOK, REPAIR for HEAL and TRANSMIT for SAY are just some examples. This
adventure isn't for the beginning character or the character that likes to snoop
into every little corner of the unfamiliar environment.

A lengthy description tells how you came to be in this future society along with
(what is now) some history on the last few hundred years which strengthen your
convictions that the need for adventurers will never diminish.

You start out aboard a space ship in a cryogenic sleep knowing that your mission
is to assasinate a futuristic emperor with an enormous and elite fighting force.
Suddenly awakened during an attack, you must find your way off the ship. Luckily,
this is not hard to do. Once off the ship, you land on a planet in a barren desert.
Now, knowing how to get out of the desert isn't difficult, but actually surviving
what should be a short journey isn't easy with an inexperienced character.
(Don't ask me how I know.)

After crossing the desert, it is very helpful to acquire friends. Let's say
almost necessary. The emperor just doesn't lay around by himself and wait to be
assassinated. Besides, he's on another planet and at the moment
you have no way of getting there. Obviously, there is still a lot to do before
you can accomplish your mission and FUTUREQUEST has several environments that,
once you're home, make you feel you've been on a 3-day tour of a solar system.

And that is where I'll leave you, with a little uncertainty but an ever pressing
urge to tackle the unknown and face any danger with a smile and a sword (or in
this case a laser rifle.)

The rating I mentioned earlier is based on a scale 1 to 10 and is purely my own
arbitrary decision based on the already existing ratings of Eamon adventures and
how I believe it compares to them. In other words, not scientific. Personally, I
found FUTUREQUEST to be refreshing in the various environments and somewhat
difficult. My ratings are:

	Pleasure rating -------	8
  	Difficulty rating -----	7

Thank you for reading my article and I hope you found it somewhat enjoyable.
And again all comments are welcome.