A.N.A.L.O.G. ISSUE 18 / MAY 1984 / PAGE 44
Crash Dive!
by Brian Moriarty
24K Cassette, 32K Disk
You’re on maintenance duty aboard the USS Sea
Moss, patrolling the icy North Atlantic waters with an
arsenal of twenty nuclear missiles.
The Sea Moss is no ordinary sub. She’s the first to
carry the Navy’s new experimental sonar-jammer that can
make her “invisible” to even the most sophisticated enemy
sensors. The 50-kiloton cruisers in her missile bay are the
pride of the Pentagon: fast, silent, incredibly accurate.
The enemy would love to get their hands on the Sea
Moss and her secrets. It’s not likely to happen, though.
The only way they could possibly breach the hull would be
from the inside — and your fellow crewmembers have
been carefully handpicked for their unswerving patriotism
and utter lack of imagination, No “moles” in this
bunch of sailors. No, sir!
The intercom in the equipment bay clicks to life. “I’ve
got a bad line in the forward escape tube,” a voice from
the command deck crackles. “Wanna come up here and
take a look at it?” You grab a screwdriver, scoot up a
ladder and slam the hatch of the escape tube behind you.
It’s all over in a few seconds. The General Quarters
klaxxon blares to life. You hear the shrieks and choked
coughing of friends as they stumble through the passages
outside, and a single hoarse shout: “Gas!” Some poor
sucker pounds weakly on the escape hatch. Then the
alarm cuts off as suddenly as it began. Everything is silent
as death. Frozen with fear, you sit trembling in the airtight
escape tube, knowing that now it’s just you and the Sea
Moss against whoever shut off the alarm.
The game.
Crash Dive! is a machine-language text adventure
that pits you in a race against time. As the sole
survivor of a terrible act of naval sabotage, you must
find a way to keep your ship out of the hands of The
Enemy. No sacrifice is too great to achieve this
important goal. The question is, how do you get rid
of a giant nuclear submarine and everything in it?
As the start of the game, the Sea Moss is assumed to
be cruising along the surface of the ocean. Your
mission is as follows:
- Find a way to survive in the submarine’s
poisoned atmosphere.
- Get the sub under water, so that enemy
ships will not be able to reach it easily. You have
a limited number of moves after the game begins
to accomplish this, or the Enemy will capture
the sub and kill you on the spot!
- Find a way to completely destroy the Sea
Moss.
Some of these goals will be relatively easy to
accomplish. Others will require careful thought and
a little bit of resourcefulness. Don’t forget that there
may be somebody left alive on the Sea Moss besides
yourself — and that somebody might not be very
friendly!
We’ll discuss the details of playing Crash Dive! in
a moment. First, let’s take a look at the program
itself, and how to get it up and running on your
computer.
Typing it in.
Listing 1 is an Atari BASIC program that will
create an auto-booting version of Crash Dive! on
disk or cassette. The DATA statements are listed in
hexadecimal (base 16) in order to make the program
as small as possible. It makes typing a little more
difficult, but it’s a necessary evil.
Listing 1 will not fit in a 16K Atari system. You’ll
need at least 24K of memory if you’re using cassette,
or 32K if you’re using disk. However, the machine-language
file created by Listing 1 does fit in 16K. If
you only have 16K in your computer, ask a friend
with a larger system to help you type in and RUN the
BASIC listing. After the boot tape or disk is made,
you’ll be able to enjoy the game on your 16K system.
Listing 2 is the assembly-language source code
for Crash Dive!, created with the MAC/65 Macro
Assembler. You do not have to type Listing 2 into
your computer to play the game (thank goodness!).
It’s provided for those readers interested in learning
how the program works.
Follow the instructions below to make either a
cassette or disk version of Crash Dive!
Cassette instructions.
- Carefully type Listing 1 into your computer
(remember, you need at least 24K to do
this). Use C:CHECK (page 30) to verify your
typing.
- When C:CHECK says the program is perfect,
type RUN and press RETURN. The program
will prompt you with:
MAKE CASSETTE (0) OR DISK (1)?
Type 0 and press RETURN. The program will
now begin checking the DATA statements,
printing the line number of each as it goes. It will
alert you if it finds any problems. Fix any incorrect
lines and re-RUN the program as necessary
until all typos are eliminated.
- When all DATA lines are correct, the
computer will “beep” twice and prompt you to
READY CASSETTE AND PRESS RETURN.
Insert a blank cassette into your recorder, press
the PLAY and RECORD buttons simultaneously
and hit RETURN. The message WRITING
FILE will appear, and the program will
create a machine-language boot-tape version of
Crash Dive!, printing the line number of each
DATA statement as it goes. When the READY
prompt reappears, the game is recorded and
ready to play. CSAVE the BASIC program on a
separate tape before continuing.
- To play Crash Dive!, rewind the boot tape
created by the BASIC program to the beginning.
Turn your computer OFF and remove all cartridges.
Press the PLAY button on your recorder
and turn ON your computer while holding
down the START key. If you have a 600XL or
800XL computer, you must hold down the
START and the OPTION keys together when
you turn on the power. The computer will
“beep” once. Hit the RETURN key and Crash
Dive! will load and run automatically.
Disk instructions.
- Type Listing 1 into your computer and
use D:CHECK2 (see page 30) to verify your
typing.
- When D:CHECK says the BASIC code is
perfect, type RUN and press RETURN. The
program will ask:
MAKE CASSETTE (0) OR DISK (1)?
Type 1 and press RETURN. The program will
begin checking the DATA statements, printing
the line number of each statement as it proceeds.
The program will alert you if it finds any
problems. Fix incorrect lines and re-RUN the
program as necessary until all typos are
eliminated.
- When all DATA lines are correct, the program
will prompt you to INSERT DISK WITH
DOS, PRESS RETURN. Put a disk containing
Atari DOS 2.0S into drive #1 and press
RETURN. The message WRITING FILE will
appear and the program will create a binary
AUTORUN.SYS file on the disk, displaying
the line number of each DATA statement as it
goes. When the READY prompt reappears.
Crash Dive! is ready to play. Be sure the BASIC
program is SAVEd out to a disk before continuing.
- To play the game, insert the disk containing
the AUTORUN.SYS file into drive #1. Turn
your computer OFF, remove all cartridges and
turn the computer back ON. Crash Dive! will
load and run automatically.
Assuming everything went okay, you should now
be looking at the Crash Dive! title screen, which
includes the following prompt:
Press START to play new game
Press OPTION to restore old game
CRASH DIVE! (TM) EVENT # 0001
LOCATION Escape tube
EXITS None
VISIBLE Closed hatch
ITEMS
WHAT Okay
HAPPENS
YOUR TAKE SCREWDRIVER
RESPONSE
WHAT Tiny screwdriver
YOU
ARE
CARRYING
You haven’t played the game before, so press the
START key. Your TV screen should now look like
the screen shown above. Note that the screen is divided
into seven distinct sections or windows. From
top to bottom, they are:
Event Window. The EVENT # counter in the
top right corner keeps track of how many “events”
have transpired since the start of the game. In general,
each movement or other action you take during
the course of the game counts as one event.
Location Window. This window contains a brief
description of your current location.
Exit Window. The Exit Window tells you which
directions you can go from your current location.
Six voctors of movement are allowed: N (North), S
(South), E (East), W (West), U (Up) and D
(Down). “North” is towards the front of the submarine,
“South” is aft, and so forth. If you can’t move
from a given location for some reason, the Exit Window
will read “None.”
Visible Items Window. This window displays a
list of all the things you can see at your current
location. Up to six items may be present in a location
at any one time. Unoccupied locations will contain
“Nothing.”
What Happens Window. The What Happens
Window reports on the results of your actions and
lets you know if anything interesting is happening on
board the Sea Moss. Keep an eye on this window — it
may offer valuable information you will need to
complete the adventure.
Response Window. This 2-line window is the
communications link between you and the game.
The commands and sentences you type into the
Response Window tell the computer how you want
to proceed. Each new line scrolls up into the top half
of the window after you hit RETURN, so that you
can see what you just typed. A blinking green underline
keeps track of your position.
Inventory Window. Look here for a list of all
the items you are carrying. Up to six items may be
held at one time. If you’re empty-handed, the window
will say “Nothing.”
Talking to Crash Dive!
Like most text adventures. Crash Dive! understands
two-word sentences in the form:
VERB NOUN
The single space character between the verb and the
noun is required. Don’t worry about capitals vs.
lower-case, numbers or funny characters — Crash
Dive! has a “smart” keyboard handler that will snarl
at you if you try entering anything illegal.
The best way to learn how to talk to Crash Dive!
is to play with it. Let’s use the opening screen as an
example. The Location Window says you’re in the
escape tube, with no obvious exits and nothing in
your inventory. You can “see” a closed hatch and a
tiny screwdriver. Type the sentence TAKE SCREWDRIVER
and you’ll see the screwdriver vanish from
the Visible Items list and reappear in your inventory.
Simple, right?
You can interact with objects on the screen much
like you can in real life. Type EXAMINE SCREWDRIVER
and the What Happens Window will tell
you that it “Seems ordinary.” Now try EXAMINE
HATCH and learn something interesting about the
escape hatch. If you try to TAKE HATCH, you’ll
find out what happens when you attempt something
impossible. DROP SCREWDRIVER will put the
tiny screwdriver back in the Visible Items list.
You may be tempted to type OPEN HATCH, but
if you read my little introductory tale carefully you’ll
know better than to try it. Think about your situation
for a while and you’ll discover a way to explore
the rest of the Sea Moss without suffocating!
Commands.
Crash Dive! also understands a limited number
of single-character commands. These are used to
control your movement around the sub, and to perform
special “internal” game functions. The following
commands are recognized by Crash Dive!:
Movement Commands
N - North S - South E - East
W - West U - Up D - Down
Internal Commands
X - Mark Game Position
Q - Quit/Restart Game
A - Again (Repeat Last Sentence)
The movement commands are easy to use. Just consult
the Exit Window to see which vectors are available,
and type the initial of the direction you want to
go. The program will scold you if you type an illegal
direction.
Saving your game.
The “X” (Mark Game Position) command is used
when you want to save the current status of your
game. Type X/RETURN and you’ll see the following
prompt:
SAVE GAME TO DISK OR CASSETTE?
If you’re using a disk drive, insert a disk containing
Atari DOS 2.0S into drive #1 and press the “D” key.
Your game will be saved out in a few seconds and
you’ll return to the main screen.
If you’re using cassette, insert a blank tape into
your recorder and press the “C” key. The computer
will “beep” twice. Press the PLAY and RECORD
keys on the recorder simultaneously and hit
RETURN. The game will be saved and you’ll return
to the main screen.
Starting over.
The “Q” (Quit/Restart) command is used when
you want to restart the game from the beginning, or
restore a game you have previously saved to disk or
tape. Type Q/RETURN and you’ll see the familiar
Crash Dive! title screen. Press the START key if
you want to start over from scratch. Press OPTION
and you’ll be asked:
RESTORE FROM DISK OR CASSETTE?
If your game was saved on disk, insert the game disk
into drive #1 and press the “D” key. Your game will
automatically resume at exactly the point where you
left it.
If your game was saved on tape, cue the tape to the
beginning of the saved game and press the “C” key.
The computer will “beep” once. Press the PLAY key
on the recorder and hit RETURN. Your game will
resume at the point where you left it.
The A command.
The third and last command recognized by Crash
Dive! is “A,” which means Again. This command
re-executes the last sentence you typed as if you had
typed it in again yourself. The A command only
repeats your last sentence (verb/noun); it will not
repeat single-character commands.
Hints for successful play.
- Draw a map. You’ll have a hard time
remembering the layout of the Sea Moss unless
you draw a map. There are no mazes in this
adventure, but a map will help you recall where
interesting items are located and how the various
rooms are connected.
- Examine everything. Objects may have
important features that will not be evident
unless you examine them closely. Most of the
items you discover in the game are essential to
your success (though I may have left a couple of
red herrings lying around…).
- Save your game frequently. Use the X
command to save your current status after
important discoveries and breakthroughs, and
before trying anything that might be dangerous.
Otherwise you may find yourself starting all
over again in the escape tube.
- Try anything. Don’t be afraid to test the
game to find out what you can or can’t do. The
worst that can happen is that you will be captured
and killed by enemy agents, shot in the
back or cooked by a blast of radiation.
- Study the clue photo. The photograph
on page 46 contains information that you may
find very helpful in solving the adventure. The
game will refer you to this photo occasionally.
- Don’t give up hope. It is possible to
survive in the Sea Moss long enough to destroy
it. Really and truly it is! If you’re hopelessly
stuck, ask for other people’s suggestions. A
fresh outlook might uncover a solution you
didn’t think of yourself.
- Use C:CHECK or D:CHECK on the
program before you try to use it. It only takes
one byte in the wrong place to make Crash
Dive! totally unplayable.
- Don’t call ANALOG. We are absolutely
not giving out adventure hints over the telephone!
If you’re really stuck, send me a self-addressed,
stamped envelope at the following
address:
CRASH DIVE CLUES
c/o Brian Moriarty
ANALOG Computing Magazine
P.O. Box 23
Worcester, Mass. 01603
BASIC Listing.
10 REM *** CRASH DIVE ***
20 TRAP 20:? "MAKE CASSETTE (0), OR DISK (1)";:INPUT DSK:IF DSK>1 THEN 20
30 TRAP 40000:DATA 0,1,2,3,4,5,6,7,8,9,0,0,0,0,0,0,0,10,11,12,13,14,15
40 DIM DAT$(91),HEX(22):FOR X=0 TO 22:READ N:HEX(X)=N:NEXT X:LINE=990:RESTORE 1000:TRAP 120:? "CHECKING DATA"
50 LINE=LINE+10:? "LINE:";LINE:READ DAT$:IF LEN(DAT$)<>90 THEN 220
60 DATLIN=PEEK(183)+PEEK(184)*256:IF DATLIN<>LINE THEN ? "LINE ";LINE;" MISSING!":END
70 FOR X=1 TO 89 STEP 2:D1=ASC(DAT$(X,X))-48:D2=ASC(DAT$(X+1,X+1))-48:BYTE=HEX(D1)*16+HEX(D2)
80 IF PASS=2 THEN PUT #1,BYTE:NEXT X:READ CHKSUM:GOTO 50
90 TOTAL=TOTAL+BYTE:IF TOTAL>999 THEN TOTAL=TOTAL-1000
100 NEXT X:READ CHKSUM:IF TOTAL=CHKSUM THEN 50
110 GOTO 220
120 IF PEEK(195)<>6 THEN 220
130 IF PASS=0 THEN 170
140 IF NOT DSK THEN 160
150 PUT #1,224:PUT #1,2:PUT #1,225:PUT #1,2:PUT #1,128:PUT #1,31:CLOSE #1:END
160 FOR X=1 TO 25:PUT #1,0:NEXT X:CLOSE #1:END
170 IF NOT DSK THEN 200
180 ? "INSERT DISK WITH DOS, PRESS RETURN";:DIM IN$(1):INPUT IN$:OPEN #1,8,0,"D:AUTORUN.SYS"
190 PUT #1,255:PUT #1,255:PUT #1,128:PUT #1,31:PUT #1,190:PUT #1,58:GOTO 210
200 ? "READY CASSETTE AND PRESS RETURN";:OPEN #1,8,128,"C:":RESTORE 230:FOR X=1 TO 40:READ N:PUT #1,N:NEXT X
210 ? :? "WRITING FILE":PASS=2:LINE=990:RESTORE 1000:TRAP 120:GOTO 50
220 ? "BAD DATA: LINE ";LINE:END
230 DATA 0,55,88,31,127,31,169,0,141,47,2,169,60,141,2,211,169,0,141,231,2,133,14,169,56,141,232,2
240 DATA 133,15,169,128,133,10,169,31,133,11,24,96
1000 DATA A2008E4402E886092065E44CB81F7070707042403C901002901002901002020202020290100202901002028080,119
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