By Jerry Willis; Merl K Miller; Nancy Morrice
ISBN-10: 0451128508
ISBN-13: 9780451128508
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Extra resources for Things to do with your Atari computer
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Are old houses on eaCh si de. 1:ree1: curves around a corner gOing south and ~ast frOM here . There are hoOses on each side and a woods to the N. 1'(;0 EAST I aM a1: the intersection of 2nd and Crans1:on Blvd. which runs to the 5f *roM here. There is a SMall store to the 5W, and a huge house can be seen to the ME over SOMe trees. 1'5W. x cept for long bare coun1:ers. " There is a SMall lantern here. TAKE LANTERN! 22 Domination 50 THINGS TO DO WITH YOUR ATARI COMPUTER sets the scene: You are standing on the edge of a forest .
Games of this type are likely to be more interesting to younger children . Zork I, II, and III The Zork adventure games from Infocom have enjoyed fantastic popularity. 95 each on disk. The games are made for most small computers, and their claim to fame is the large vocabulary and complicated snytax they understand. It is not necessary to type in only two-word commands as it is in most traditional adventure games. The Zork trilogy understands complex, lengthy sentences. 52 THINGS TO DO WITH YOUR ATARI COMPUTER The plot resembles most adventure games.
You can move any of six rectangular pieces you control on the screen, or you can launch a ball. When a ball is launched , it bounces around the screen in much the same way a billiard ball bounces around a pool table. If your ball hits one or more of your opponents pieces or launcher, you get points. To win the game, you must be able to arrange your pieces so they won't be easy to hit with the richocheting ball . You also set up your pieces so they help aim your ball and keep it within the playing field for as long as possible.
Things to do with your Atari computer by Jerry Willis; Merl K Miller; Nancy Morrice
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