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This is version 2.2 of wanderer. I've jumped the version numbers out
of my original sequence so that they now match the same version numbers
as used by Steven Shipway.
You will need WANDERER.LBR to be able to fully use this, however the
version of WANDERER in this .LBR is the one to use - it has a couple
of bug fixes: the old version can't solve screen 31, and can't get
the monster on screen 37. Basically, all you need from the earlier
one are the screens, replace any other files with those from this
.LBR. Also replace SCREEN.050 from the old one, as this was a special
"end marker" screen, that job has now been taken over by SCREEN.061
Happy wandering :-)
.UUCP: .....!harvard!xait!lakart!pallio!dg
Internet: dg%pallio.uucp@cfisun.cfi.com
GEnie: D.GOODENOUGH
Q-link: Delta G
BBS's David Goodenough on all
(617) 965-7046
(617) 825-3135
(617) 329-8528
(617) 329-4237


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WANDERER
========
As delivered this will run on any Televideo compatible screen,
including Commodore C128 in CP/M mode; Wyse 50's; Wyse 60's;
Kaypro's; Liberty Freedom 110's, 200's and Turbo 1's; ADM3A;
and ADM31. I've included a file QTERM.PAT that talks a lot
about patching other stuff. You will see that the patch area
is a lot bigger than it needs to be, but that is because it
uses the same patch overlay as QTERM, ROGUE, etc. The two
patches needed to make WANDERER go are: clear screen and moveto.
I'd suggest just putting those two in, and setting the terminal
capability byte to zero, to nuke out everything else. ALSO NOTE
the save command will be:
A>SAVE 36 WANDERER.COM
as wanderer is a bit smaller than QTERM.
I have included all the screens that have been released so far: 1 - 49.
SCREEN.050 is present, but only contains a single period: '.' This is
to tell wanderer that after screen 49 there aren't any more. However,
if you try to jump to (say) screen 76, it won't detect the overrun, and
you'll get a rather unpleasant message from wanderer. Oh well .....
If you have any questions, suggestions, flames, comments, bug reports
or screens to be released, I can be reached at:
Q-link Delta G
.UUCP .....!harvard!xait!lakart!pallio!dg
Internet dg%pallio.uucp@cfisun.cfi.com
GEnie D.Goodenough
BBS's David Goodenough on all of them:
(617) 288-6477
(617) 825-3135
(617) 329-4237
(617) 329-8528
(617) 965-7046


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# Wanderer
For copyright, see [credits]
In the directory ``original``, the original version + the update for version 2.2 can be found.
## This version
I provide version 2.2 as stated in the file -READ.ME, so 61 levels are provided.
WANDERER.DOC provides the manual.
I patched WANDERER.COM according to QTERM.PAT to output VT100 ANSI escape sequences that work on my RC2014 VGA VT100 terminal module.

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WANDERER CREDITS
==================
This file should always be available to all players of the game. Feel free to
add anything necessary, eg, if you create some new screens, but don't *delete*
anything! The people in here have worked hard and deserve all the fame they
can get :-)
-Steven Shipway
-----------------------------------------------------------------------------
Wanderer was created by Steven Shipway, a first year mathematics
student at Warwick University, England. The idea came from games such as
Boulderdash, Xor, and especially the Repton games from Superior Software.
Later improvements came from play@nl.cwi, who designed the editor
and made countless bugfixes, of which there are too many to list here. He
also improved many parts of the original code, and also designed some
screens. Also Dave (david@ist.co.uk), who did most of the work towards the
improved level jumping routine (sorry, I had to alter it a bit due to other
changes). Jason (jason@uucp.aeras) is responsible for the help routine, for
which I am eternally grateful since it saved me a lot of work.
I should really mention Harvey Thompson (hjt@uk.ac.warwick.cs) as
well, since he provided the idea behind the encryption system ( the seeded
random exclusive or ). However I won't, since it will annoy him terribly!
Thanx to meulenbr@nl.philips.prl.cst (Frans) for the idea behind the
addition of the balloons.
Assisting in the development were Rob McMahon (our systems manager)
and Mark Sunnarks. In screen development were the following:
Screens 1,2,3,4,7,8,10,12,16,23,24,26
Steven Shipway ( maujp@uk.ac.warwick.cu )
Screens 5,6 James Beckett ( csutg@uk.ac.warwick.cu )
Screen 9,27,29 Kenton Oatley ( maukr@uk.ac.warwick.cu )
Screens 11,13,14,19,20
Nameless ( play@nl.cwi )
Screen 17 David ( david@ist.co.uk )
Screens 15,18,41,42
Bruce Butterfield & Son ( bruce@au.oz.utas.tasis )
Screens 21,22 Max Rockatansky ( jn@uk.ac.ukc )
Screen 25 Will Bent ( whb@hoh-2.ATT.COM )
Screen 28 Frans Meulenbrooks ( meulenbr@nl.philips.prl.cst )
Screen 31 Alan Bland ( mab@druwy.uucp )
Screen 32 Ed Strong ( ems%nanotech@edu.princeton )
Screen 33,35 Mark Maplethorpe ( csttrjs@uk.ac.warwick.cu )
Screen 34,53 David Goodenough ( dg%lakart.uucp@xait.xerox.com )
Screen 36 Kevin Pickard ( kevin%perle@uucp.uunet )
Screens 37,38,39
Paul Metcalf ( maukw@uk.ac.warwick.cu )
Screen 40,50,51
Bill Martin ( wjmartiniii@edu.waterloo.violet )
Screen 43 Bryan Ewbank ( bdewbank@ixlpo.uucp )
Screens 44,55,56
Hans Bodlaender ( hansb@ruuinf.uucp )
Screen 45 Mark Sergent ( ai3!mark@artecon.uucp )
Screens 48 Kevin O'Donnell ( kjo@uk.ac.ukc )
Tony Newell ( adn@uk.ac.ukc )
Screen 49 Paul White ( white@pdnag1.uucp )
Screens 54,52,46,47
Hugo Wouters ( hugo@cs.kuleuven.ac.be )
Screen 57 Danny Young ( danny@iconsys.uucp )
Screens 58,59 Ronald Lamprecht ( v61%dhdurz1.bitnet@cunyvm.cuny.edu )
Screens 30,60 I cant remember. If either of these is yours, please mail
me or post to the net for correction to this list.
All of these screens are possible with the current version of Wanderer (2.2).
Any new screens you wish to have added to the list please mail to
me for release in a official update package. The address is currently
maujp@uk.ac.warwick.cu or maujp%uk.ac.warwick.cu@nsfnet-relay.ac.uk .
Please note that the bitnet address has changed recently, and several items of
email have gone astray.
The X-Windows port - which is pretty impressive - comes from Mike Cuddy.
His address is cuddy%convex@edu.umich.cc.umix or convex!cuddy. Although
I haven't been able to see this one for myself a friend assures me that the
graphics are fantastic.
The official PC Port for Wanderer was done by Greg Margo, who may be found
at gmago@uucp.netxcom or ...!uunet!netxcom!gmargo.
The Acorn Archimedes port was done by Max Rockatansky, jn@uk.ac.ukc . Mail
him if you want a copy. ( Although he could well charge for the disc... )
The port to the Amiga was courtesy of Alan Bland ( mab@druwy.uucp ) who has
included sound and graphics to the game. As before, he's the one to mail if
you want to know more.
Also thanks to Paul Metcalf for thinking of a name for the game!
- THE END -


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Patching QTERM for your system.
The first thing to do is to back QTERM up, and then invoke DDT, SID, ZSID,
or whatever your local patch utility is, in the following way:
A>DDT QTERM.COM
DDT (etc.) will read in QTERM, and then prompt. The following is a list of
patch areas where QTERM should be changed to reflect your system. Some of
these are mandatory (i.e. QTERM won't work without them), whereas others
can be changed to null subroutines or empty data without preventing QTERM
from working, it just won't have all the features available.
1. Modem input status: 0110 - 011F
QTERM calls here to check RDR: status. Return with the zero flag set if
no character is available, or with the zero flag clear if a char is
available. Generally this can be an input from the usart / sio / dart
status port followed by an 'and'.
2. Read modem character: 0120 - 012F
This gets a character from the RDR: port once the input status has decided
it's there. Return the character in the a register. Generally this can be
an input from the usart / sio / dart data port.
3. Modem output status: 0130 - 013F
Check if the PUN: port can accept another character. Return with the zero
flag set if the PUN: port can't receive a character, or with the zero flag
clear if the PUN: port is ready. Generally this can be an input from the
usart / sio / dart status port followed by an 'and'.
4. Write modem character: 0140 - 014F
Send the character in the a register to the PUN: port. This will only be
called after the output status routine has returned a non-zero status.
Generally this can be an output to the usart / sio / dart data port.
These first four patches are all necessary for QTERM to work. The next few
are not necessary, but they will be useful.
5. Start break: 0150 - 015F
End break: 0160 - 016F
The start break subroutine at 0150 should initiate a break condition on
the modem output line, and 0160 should clear the break condition. If these
are to be omitted, then just put return (C9) instructions at 0150 and 0160.
6. Drop DTR: 0170 - 017F
Restore DTR: 0180 - 018F
The drop DTR subroutine causes DTR to be made inactive, and restore DTR
returns DTR to an active state. If your modem does not respond to DTR, but
can be made to hang up by sending a string, then put a return (C9) at 0170.
Use the space from 0171 to 018F to contain the string, with the following
notes: to transmit a break, use an 0FFH byte, to cause a two second delay
use an 0FEH byte, and use a 00 byte to terminate. Hence the following
could be used to hang up a Hayes compatible:
FE 2B 2B 2B FE 41 54 48 30 0D 00
FE - delay
2B - '+' sent three times
FE - delay
41 54 48 30 0D - ATH0 <return>
If neither DTR nor a string is to be used, then place a return (C9) at
0180 and 0171, and a nop (00) at 0170. The string is used only if a C9
is found at 0170, so by placing the C9 at 0171 the string print is
inhibited.
7. Baud rate setting: 0190 - 019F
Baud rate table: 01A0 - 01AF
These two patch areas work together to allow QTERM to change the baud rate
of the modem port. The baud rate table holds pairs of bytes for setting the
baud rate to eight different values: 38400, 19200, 9600, 4800, 2400, 1200,
600 and 300, in that order. In these pairs, the first byte will be passed
to the subroutine at 0190, and the second byte is used to enable that baud
rate: an 0FFH in the second byte enables the rate, and a zero disables.
So if your system only went up to 9600, (using a value of 1 to get 9600)
the first six bytes in the table would be:
00 00 no value for 38400: disable by the 00
00 00 no value for 19200: disable by the 00
01 FF 01 is the value for 9600: enable by the FF
In all cases of enabled baud rates, the subroutine at 0190 gets the
appropriate value in the a register and should use it to set the baud rate.
If this is to be omitted, then just put a return (C9) instruction at 0190,
and fill the table from 01A0 to 01AF with 00's.
8. Communication mode setting: 01B0 - 01BF
Communication mode table: 01C0 - 01CB
These two patch areas work together to allow QTERM to change the
communications format of the modem port. The mode table holds bytes for
setting 12 different formats, selecting number of data bits (7 or 8)
parity (odd, even, or none) and number of stop bits (1 or 2). In order
the 12 values are for 7n1, 8n1, 7n2, 8n2, 7e1, 8e1, 7e2, 8e2, 7o1, 8o1,
7o2, and 8o2. The subroutine at 01B0 gets one of these values in the a
register and should use it to set the communications mode. If this is to
be omitted, then just put a return (C9) instruction at 01B0.
9. Protocol transfer size: 01CD
During protocol transfers, disk reads and writes take place every 8K. This
is normally possible without causing a timeout, and reduces disk access to
a minimum. However if your disk is slow, you can drop this to 4 or even 2
to reduce the size of transfer, and hence prevent timeouts. Note that there
is an unused byte between the end of the communications mode table, and the
transfer size (i.e. at 01CC). This bytes is reserved for future use, and
should not be changed.
10. Processor speed: 01CE
This is the speed in Mhz that your Z80 runs at: 4, 6 or whatever. For
a 2.5Mhz cpu, use 3.
11. Escape character: 01CF
All special functions of QTERM are activated by the use of escape sequences.
At 01CF is the byte used for the escape character (the default is ^\). Any
byte can be used, but a little used value is best selected, also using a
printable character (' ' thru '~') may have undesirable results. Note that to
transmit the escape value itself, just type it twice.
These previous three are necessary.
12. Signon message: 01D0 - 01EF
This must be a string that identifies your system / terminal. It must be
present, and is printed when QTERM first starts. It should be composed of
printable characters, and terminated by a zero byte.
13. Clear screen: 01F0 - 01FF
This must be a string that clears the terminal screen, and leaves the
cursor in the top left hand corner. This should also be terminated by a
zero byte.
14. Moveto: 0200 - 022E
QTERM requires the ability to move the cursor around the screen. It calls
this subroutine with the required coordinates in hl: where h is the row,
and l the column to move to. The top left hand corner of the screen is 0,0;
and the bottom right corner is 23,79. This subroutine will have to do
terminal output: at 0109H is a routine that prints a character in the c
register, and at 010CH is a routine to print a decimal number in hl (mainly
for the use of vt100 and vt220 compatibles). Note that the above two
subroutines will destroy all registers, and that this subroutine can also
destroy all registers.
15. Teminal capability bit map: 022F
This byte contains one bit set for each of the following terminal
capabilities:
bit 0: (01H) bright (end highlight)
bit 1: (02H) dim (start highlight)
bit 2: (04H) delete line
bit 3: (08H) insert line
bit 4: (10H) delete character
bit 5: (20H) insert character
bit 6: (40H) clear to end of line
bit 7: (80H) clear to end of screen
16. Terminal capability strings: 0230 - 026F
In this area are eight strings, each of which can be at most eight characters
long. They are the strings to be printed to perform the terminal capabilities
mentioned above. Each one of them should be terminated by a zero byte. Hence
at 0230 is the string for dim (start highlight), at 0238 is the string for
bright (end highlight), etc.; with 0268 being the string for clear to end of
screen. Programs that use these will check the terminal capability bitmap at
022F before using them, to determine if they are available.
17. Entry subroutine: 0270 - 0272
Upon entry to QTERM, this subroutine will be called. If it is not needed
then a return instruction (0C9H) should be placed at 0270, otherwise there
is enough space to put in a jump to code that is to be executed when QTERM
starts.
18. Exit subroutine: 0273 - 0275
After an <Escape> Q has been issued to exit QTERM, this subroutine will
be called immediately before exiting back to CP/M. As with the entry
subroutine, if not needed, a return instruction (0C9H) should be placed at
0273H, otherwise any termination code can be added.
19. Patch area: 0276 - 02FF
Since the area provided for the above patches is limited, it may be necessary
to use more space. The block of memory from 0276 to 02FF is set aside for
custom patches, this can be used if the individual spaces are not big enough.
Once all the patches have been made, exit the patch program (usually by
typing ^C), and finish up by saving a new copy of QTERM:
A>SAVE 51 QTERMNEW.COM
In addition, the patch area only can be saved as follows:
A>SAVE 2 QTERMPAT.XXX
Which will create a 1/2K file containing all the patches needed to make this
particular version of QTERM work. By doing this, when a new release of QTERM
needs to be patched, all that is necessary is to read in the new unpatched
version with DDT or whatever, then overlay the patch area. This is typically
done by typing:
IQTERMPAT.XXX
to DDT, SID, ZSID etc. to set up the command line to read QTERMPAT.XXX, then
follow this with a:
R
to read it. This should overlay the saved patch area on the new version,
hence doing all the patches at once. Then exit DDT with ^C, and do the
first save shown above to save the new working version.
NOTE: this "overlaying" of patches will NOT work with versions 2.8 and
earlier. In addition, three things have been added to the 3.3 patch
area.
1. changing the DTR manipulation area to include a hangup string
2. adding the transfer read / write size at 01CD
3. adding the entry and exit subroutine hooks


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=======================\OOO*OOOO/#OO####
*O O:# O/ \OOOOOO/# ::A**#
# O #### #:# **/ \OOOO/ ######
# # O *#:# \OO/ ## -
# #* * ###:# OOO O/ ## -
# ######:::#***** :/ *###* O -
# #* @ *<*###*< -
#*#! ### \ *###* -
### ! :: \ ## -
# # \ /=O= :::: \O / O/
#* O O = :: / \* / */-
### #***# = / \ O/ -
X < !!! #\*/# = / O*O*O*O -
>* * *< # # = / =**O*O= -
!!! ! !# #! =! \ / =:O*O:= -
! *#T#*:::::\**/ =::::::*-
########################################
1000


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C O OOO ## \OOO*OOOO/ O *
* *# \OOOOOO/ > A
#! / # \OOOO/ -
O / O *<\OO/ =*==\ -
\O< / : :O/!!! O\*/
>O / / := -
#O\ / = * -
#O / @ \ ====
#O / O *< \ -
** : / -
====/ / -
\ / -
X! \ *\ / -
! /!!!*/!!!!!/*< / * -
>* \!!!/ !!\ / -
* * *\ */T *
########################################
350


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====>*O O< /O: -
* :* *< / *< O
##< / *<\ O/
* O< O/*
######## #\ ### OO====== O/ O
AOO*OOO/*<<# */ **/ */
\OO!OO/: *# /\ O#: * / -
*\OOO/::\* /#O\ / :#\ / -
\O/ @ * /O*<#* OO# \ / \-
* ::: * #O< ##\O# \**/ !*
::/:O# # O * : */ >< !!
/# * :##O## ######O \ *
###\ ::::#O#: :::::::::#####::####
::OOO# ::::#:::::/>>::O /##O*O:*::O*O
::*OOO ::::!:#*## ##/*<!! #!*O:*::O:*:*
*::::*O::::::#:#*>T* X# O:*::*::O:*
########################################
750


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X#O# * O
*#: O O O *<<<<<<<<<
#\ : ## -
##A# * \ #* -
!* >O< \ # \ -
!! * \ \ -
#O# \ < O != \ < -
*< > * *= -
* *# = >/ -
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== \ \< -
O *## \ > -
>/\ #* : /
\* # == \ / O<#
\< \ = = *\ / :O#
*! \< !*! = M\*!*! =::T
########################################


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X##O#:::/O*#*#*## *#O#*#*#*#*#*#*#*##**#
*#::::# : :<#>>O #
#######:#: : :#:: : #########>:::::#
#*#**#**::::::::# #OO :O *#>:::::#
* ##O#*######:### #*O /####*######
<<<<<::::::O# *< **# OOO O#
>::: *# ::########!*****#
## / : #O## /###
#/ *<# ##*#
/ * #
O\ \ # #*#
O/ /\ ##*** : \ ##
*/ /##:::##>*: : \ : #
/**/\ ##*:#:*#**# \ O<#
*>/!! ##*#/:<<#***# />:: \ :O#
A/*****# #***@#*#*# ! *\:*T
########################################
750


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###O#######################*############
#*>:* ::::= O=*OO :<<<O=
#==: ! OOO:= *=*:: ==*<*<*=
# *<<>>>>::::=== = = X=======
# =\ / ! O :<*= >OO/=====/ * O<
#O==*/* :<<<<<<====== :*=O* O* =O=
#O===============O=**=======::O== ::=
#: : :<<*=O= : == :* == =
# :</ :<<====O : ==== =
# = =O*=** = ::<== =
# = ====== : ===== =====O : : :== =
#*= =*=**======O O= ============= =
#==*:=O= O :: ::**= =*::::* ::O<
#***= : =*=O====\ \ ======= *=O=
# === / ==:>>>:***=>\OO O<====:@=O=
# *>: : ==****=A=T*****<<<==* :<<=
########################################
750


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X M
= = == -
= O= = O: : -
==== = == -
= =*A= -
=== == -
O * OOOO
# # # ## # * \OO/
## ## # # ## #*< # # * \O=
# # * O # ## # #*# # /=O=
# # # # # # # ## # O O=
# # # # ## T # # /* **
/ ===
/ -
>< / -
COO! / @
########################################


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!\ ! /\ * >>OOOO*OOOOOM
! \! !XA! >>>OOOOOOOOOO
! ! \/ >>>>OOOOOOOO<
O >>>>>OOOOOO<<
!= /== /= /=\ !=\ != * >>>>>OOOOO<<*
! ! ! ! ! ! ! ! * >>>>//OOO<<<<
!= \=\ ! !=! !=/ != * OO<<<<<
! ! ! ! ! ! ! :<<<<<<
!= ==/ \= ! ! ! != * *O<<<<<
:O<<<<
* # # # # # # ! :\<<<
# # # # # # # # ! \ \<<
### ### ### ### ! \ \<
# # # # # # # # \ -
# # # # # # # # ! -
T @ *
########################################


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**********= >* \>* \>* \>* *< O
OOOOOOOOOO== O O := @/
::::O::O::O ===:=:=:=:=:=:=: /-
::::*::*=== O :OO /*T
===:::::::= ================: /OO: /:O/
::::==== =: ! :: / /*
::=:*= = =O==O==O==O==O==O== /< -
::O<:= O==*O::::::::::::::::: /: *\ /
: O :=::O:==X :: =!*!
::/::=::O::=============================
:A:===:/O=:=:::<=O=O=O=O=O=O=O=:=#######
>::**=***=:::O:::::::*:*:*:*:*:*<## #
# ###########:/#################### ## #
# # #
###########::::###################### :#
* * * * * >>>>:: M >/#
########################################
2001


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OOOOO OC >O
! === :OO:: /\ >O
!O!!!!=== =*= :: / *O
/=== = = = = =*= *O
! = = =+= = = \=/ >O
\==== = === == S O
* ==== = + O:
= S ====== : :/
== ===== ::: / -
=== /\ : ===== : -
/==\ ==+X! :=S S= \ -
======= =S *! :: * = -
= S S = == ===O=: ===== -
== ! = = := \ -
C+ = OOO== =:= * \ -
C+ @* *** +=: \ -
########################################
25


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*OOO:::O:::::O*::<:>::<::O:O:*:O:::O::*<
:::*O::::O:::::>*:::OO:*<:>::O::O:::O:O*
:OO:::O:::O:O:*::O:O:::O:O:O:*O:::<:::::
O:*:O:::O:::::O*>:O::O::::::*<::O:O>:O:<
::O::>*O:O:O:<::<:O:::*:O:O::O:::::*::O:
:::::O:>*::::O<:O:::O:O*::::O::O:O::>*:O
:O::O:::::O*::::::O:::<*:<>::::::::*:O::
::::::<*O::::>:O:O:OX::>*:O:>::>::O:<::*
>::O::O::::>:*:::>:@O::::O:*:::::::::*OO
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Wanderer.
The idea of the game is to wander around the screen picking up diamonds,
and when you have them all, exit. However there are a few things to make
life difficult. Here is a list of what you will see in the play area.
@ You.
= # Impassable rock.
! Landmines - these explode if you move on top of them.
/ \ Deflectors - boulders, arrows and balloons slide off these.
O Boulders - these will fall down when their support is
removed. They kill you if they land on you.
< > Speeding Arrows - These run left or right as appropriate,
and will slide off boulders, just like they do off deflectors.
These also kill you when they hit you.
^ Balloons - these go up, they are also popped if hit by
speeding arrows. They do not kill you if they hit you.
* Diamonds - these are what you are after - score 10 points.
: Passable earth - goes away when you dig through it - score
1 point.
T Teleport - Moves you somewhere else, and scores 20 points when
you use it.
X The way out - you can't get out unless you have got all the
diamonds - score 250 for a successful escape
C Time capsule - on some screens where moves are limited these
give you 250 extra moves, and scores 5 points.
M Big monster - always chases you. It can be killed by falling
boulders, or speeding arrows, but not by balloons. Scores 100
when you kill him.
S Small monster - these run round things, but if they run
into you they will eat you. They can be caught in .....
+ Cages. These catch one Small monster each, and turn into
diamonds, and score 20 points
To move around use H J K L (H left, J down, K up, L right)
To quit, use Q
There is a screen jump facility built in, to jump to any screen, type ~
and the number of the screen you want to jump to
In addition there is a screen editor built into wanderer. This allows
you to create your own screens. Just say
A>WANDERER -E
and you are in the editor. The motion keys will move you around (HJKL),
typing other letters (as shown in the instructions) will place that
item at the current cursor location. Other commands are:
Q Quits editing session, and save current changes. While
a screen is being edited, it is kept in a file SCREEN,
this command writes the screen out to SCREEN, and returns
to CP/M.
P Play the current screen. This first writes the screen to
file SCREEN, and then enters normal play mode so you can
test the screen.
V Alter the number of moves for the screen. To allow unlimited
moves, enter zero.
A note about screens:
In the rightmost column of screens, you may see '-' characters. These are
translated to spaces for playing, and are necessary because certain
editors have a tendancy to trim trailing spaces from text files being
edited. It would be best to leave these as is, because if someone else
ever goes to work on your screen with such an editor, and the '-'s are
NOT there, then the screen will get broken.