2.11BSD/games/lib/phantasia/phant.help
PHANTASIA(6) UNIX Programmer's Manual PHANTASIA(6)
NAME
phantasia - an interterminal fantasy game
SYNOPSIS
phantasia [ -s ] [ -m ] [ -a ] [ -x ] [ -h ] [ -H ] [ -p ]
DESCRIPTION
_P_h_a_n_t_a_s_i_a is a role playing game vaguely similar to dungeons
and dragons. It allows players to roll up characters of
various types to fight monsters and other players. Progres-
sion of characters is based upon gaining experience from
fighting monsters (and other players).
Most of the game is menu driven and self-explanatory (more
or less). The screen is cursor updated, so be sure to set
up the TERM variable in your environment.
The options provide for a variety of functions to support
the game. They are:
-s Invokes _p_h_a_n_t_a_s_i_a without header information.
-m Get a monster listing.
-a Get a listing of all character names on file.
-x Examine/change a particular character on file.
-h Get a help listing (this message).
-H Get header listing only.
-p Purge old characters.
The characters are saved on a common file, in order to make
the game interactive between players. The characters are
given a password in order to retrieve them later. Only
characters above level zero are saved. Characters unused
for more than nine days will be purged.
AUTHOR
Edward Estes, AT&T Teletype Corp.
PARTICULARS
Playing in General
Certain of the player's more important statistics are almost
always displyed on the screen, with maximums (where applica-
ble) in parentheses.
The character is placed randomly near the center of a carte-
sian system. One may move by hitting E, W, N, or S (lower
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case may also be used, at no time is the game case depen-
dent). To move to a particular (x,y) coordinate, use the
move ('1') command. The distance a character can move is
calculated by 1 plus 1.5 per level. Moving in a particular
compass direction will move the player the maximum allowed
distance in that direction.
A player may at any time see who else is playing with a
players ('2') option. One may see only those who are the
same distance or closer to the origin as he/she. Kings, and
council of the wise can see and can be seen by everyone. A
palantir removes these retrictions.
One can talk to other players with the talk ('3') option.
In general, this is a line or so of text. To remove a
current message, just type <return> when prompted for a mes-
sage.
The stats ('4') option shows a players characteristics in
more detail.
One may leave the game either with the quit ('5') option, or
by hitting interrupt. Quitting during battle results in
death for obvious reasons.
One may rest by default. Resting lets one regain maximum
energy level, and also lets one find manna (more is found
for larger levels and further distances from the origin).
One may call a monster by hitting '9'.
Several other options become available as the player pro-
gress in level and magic, or to other positions in the game
( valar, council of the wise, king ). These are described
elsewhere. In general, a control-L will force the redrawing
of the screen.
Other things which may happen are more or less self-
explanatory.
Fighting Monsters
A player has several options while fighting monsters. They
are as follows:
melee Inflicts damage on the monster, based upon
strength. Also decreases the monster's
strength some.
skirmish Inflicts a little less damage than melee, but
decreases the monster's quickness instead.
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evade Attempt to run away. Success is based upon
both the player's and the monster's brains
and quickness.
spell Several options for throwing spells
(described elsewhere).
nick Hits the monster one plus the player's sword,
and gives the player 10% of the monster's
experience. Decreases the monster's experi-
ence an amount proportional to the amount
granted. This also increases the monster's
quickness. Paralyzed monsters wake up very
fast when nicked.
luckout This is essentially a battle of wits with the
monster. Success is based upon the player's
and the monster's brains. The player gets
credit for slaying the monster if he/she
succeeds. Otherwise, nothing happens, and
the chance to luckout is lost.
Character Statistics
strength determines how much damage a character can
inflict.
quickness determines how many chances a character gets
to make decisions while fighting.
energy level specifies how much damage a character may
endure before dying.
magic level determines which spells a character may
throw, and how effective those spells will
be.
brains basically, the character's intelligence; used
for various fighting options and spells.
manna used as a power source for throwing spells.
experience gained by fighting monsters and other charac-
ters.
level indicative of how much experience a character
has accumulated; progresses geometrically as
experience increases.
poison sickness which degrades a character's perfor-
mance (affects energy level and strength ).
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sin accumulated as a character does certain nasty
things; used only rarely in normal play of
the game.
age number of seconds of playing time for the
character. As age increases, many personal
statistics degenerate.
Character Types
Character statistics are rolled randomly from the above
list, according to character type. The types are as fol-
lows:
magic user strong in magic level and brains , weak in
other areas. Must rely on wits and magic to
survive.
fighter good in strength and energy level , fairly
good in other areas. This adds up to a
well-equipped fighter.
elf very high quickness and above average magic
level are elves selling points.
dwarf very high strength and energy level , but
with a tendency to be rather slow and not too
bright.
halfling rather quick and smart, with high energy
level , but poor in magic and strength. Born
with some experience.
experimento very mediocre in all areas. However, the
experimento may be placed almost anywhere
within the playing grid.
The possible ranges for starting statistics are summarized
in the following table.
Type Strength Quick Manna Energy Brains Magic
_________________________________________________________________
Mag. User 20-25 30-35 50-100 30-45 60-85 5-9
Fighter 40-55 30-35 30-50 45-70 25-45 3-6
Elf 35-45 28-38 45-90 30-50 40-65 4-7
Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
Halfling 20-25 34 25-45 55-90 40-75 1-4
Experimento 25 27 100 35 25 2
Not only are the starting characteristics different for the
different character types, the characteristics progress at
different rates for the different types as the character
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goes up in level. Experimentoes' characteristics progress
randomly as one of the other types. The progression as
characters increase in level is summarized in the following
table.
Type Strength Manna Energy Brains Magic
______________________________________________________
Mag. User 2.0 75 20 6 2.75
Fighter 3.0 40 30 3.0 1.5
Elf 2.5 65 25 4.0 2.0
Dwarf 5 30 35 2.5 1
Halfling 2.0 30 30 4.5 1
Character types are identified by certain numeric values as
follows:
1: Magic User 2: Fighter 3: Elf 4: Dwarf 5: Halfling 6:
Experimento
Characters with one or more crowns are designated as a nega-
tive type. Kings have ten added to their type; members of
the council of the wise have twenty added to their type.
Valar are type 99, and ex-valar are type 90.
Spells
During the course of the game, the player may exercise
his/her particular magic powers. These cases are described
below.
cloak _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: 15 (plus level 5)
_m_a_n_n_a _u_s_e_d: 35 plus 3 per rest period
Used during normal play. Prevents monsters
from finding the character, as well as hiding
the player from other players. His/her coor-
dinates show up as '?' in the players option.
Players cannot collect manna, find trading
posts, or discover the grail while
cloaked. Calling a monster uncloaks, as well
as choosing this option while cloaked.
teleport _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: 25 (plus level 10)
_m_a_n_n_a _u_s_e_d: 20 per 75 moved
Used during normal play. Allows the player
too move with much more freedom than with the
move option, at the price of expending manna.
The maximum distance possible to move is
based upon level and magic level.
power blast _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: none
_m_a_n_n_a _u_s_e_d: 5 times level
Used during inter-terminal battle. Damage is
based upon magic level and strength. Hits
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much harder than a normal hit.
all or nothing _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: none
_m_a_n_n_a _u_s_e_d: 1
Used while combatting monsters. Has a 25%
chance of working. If it works it hits the
monster just enough to kill it. If it fails,
it doesn't hit the monster, and doubles the
monster's quickness and strength. Paralyzed
monsters wake up much quicker as a result of
this spell.
magic bolt _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: 3
_m_a_n_n_a _u_s_e_d: variable
Used while combatting monsters. Hits the
monster based upon the amount of manna
expended and magic level. Guaranteed to hit
at least 10 per manna.
force field _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: 7
_m_a_n_n_a _u_s_e_d: 20
Used during monster combat. Throws up a
shield to protect from damage. The shield is
added to actual energy level, and is a fixed
number, based upon maximum energy. Normally,
damage occurs first to the shield, and then
to the players actual energy level.
transform _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: 10
_m_a_n_n_a _u_s_e_d: 35
Used during monster combat. Transforms the
monster randomly into one of the other 100
monsters from the monster file.
increase might _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: 15
_m_a_n_n_a _u_s_e_d: 55
Used during combat with monsters. Increases
strength up to a certain maximum.
invisibility _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: 20
_m_a_n_n_a _u_s_e_d: 45
Used while fighting monsters. Makes it
harder for the monster to hit, by temporarily
increasing the player's quickness. This spell
may be thrown several times, but a maximum
level will be reached.
transport _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: 25
_m_a_n_n_a _u_s_e_d: 50
Used during monster combat. Transports the
monster away from the player. Success is
base upon player's magic and brains, and the
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monster's experience. If it fails the player
is transported instead. 60% of the time,
the monster will drop any treasure it was
carrying.
paralyze _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: 30
_m_a_n_n_a _u_s_e_d: 60
Used during monster combat. "Freezes" the
monster by putting its quickness slightly
negative. The monster will slowly wake up.
Success is based upon player's magic and the
monster's experience. If it fails, nothing
happens.
specify _m_a_g_i_c _l_e_v_e_l _n_e_c_e_s_s_a_r_y: none
_m_a_n_n_a _u_s_e_d: 1000
Used during monster combat only by valar or
council of the wise. Allows the player to
pick which monster to fight.
Monsters
Monsters get bigger as one moves farther from the origin
(0,0). Rings of distance 125 from the origin determine the
size. A monster's experience, energy level, and brains are
multiplied by the size. Strength is increase 50% per size
over one, and quickness remains the same, regardless of
size.
Also, meaner monsters are to be found as one progress
farther out from the origin. Monsters also may flock. The
percent chance of that happening is designated as flock% in
the monster listing. Monsters outside the first ring may
carry treasure, as determined by their treasure type.
Flocking monsters, and bigger monsters increase the chances
of treasure.
Certain monsters have special abilities; they are as fol-
lows:
Unicorn can only be subdued if the player is in pos-
session of a virgin.
Modnar has random characteristics, including treas-
ure type.
Mimic will pick another name from the list of mon-
sters in order to confuse.
Dark Lord very nasty person. Does not like to be hit
(especially nicked), and many spells do not
work well against him. One can always evade
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from the Dark Lord.
Leanan-Sidhe also a very nasty person. She will per-
manently sap strength from someone.
Saruman wanders around with Wormtongue , who can
steal a palantir. Also, Saruman may turn a
player's gems into gold pieces, or scramble
her/his stats.
Thaumaturgist can transport a player.
Balrog inflicts damage by taking away experience ,
not energy.
Vortex may take some manna.
Nazgul may try to steal a ring or neutralize part of
one's brains.
Tiamat may take half a players gold and gems and
escape.
Kobold may get nasty and steal one gold piece and
run away.
Shelob may bite, inflicting the equivalent of one
poison.
Assorted Faeries
These are killed if attacking someone carry-
ing holy water. These are Cluricaun, Fir Dar-
rig, Fachan, Ghille Dhu, Bogle, Killmoulis,
and Bwca.
Lamprey may bite, inflicting 1/2 of a poison.
Shrieker will call one of its (much bigger) buddies if
picked upon.
Bonnacon will become bored with battle, fart, and run
off.
Smeagol will try to steal a ring from a player, if
given the chance.
Succubus may inflict damage through a force field.
This subtracts from energy level instead of
any shield the player may have thrown up.
This is a very easy way to die.
Cerberus loves metal and will steal all the metal
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treasures from a player if able.
Ungoliant can bite and poison. This inflicts five
poisons , and also takes one from the
player's quickness.
Jabberwock may tire of battle, and leave after calling
one of his friends ( Jubjub Bird or Ban-
dersnatch ).
Morgoth actually Modnar , but reserved for council of
the wise, valar, and ex-valar. Fights with
Morgoth end when either he or the player
dies. His characteristics are calculated
based upon the player's. The player is given
the chance to ally with him. No magic,
except force field works when battling Mor-
goth.
Troll may regenerate its energy and strength while
in battle.
Wraith may make a player blind.
Treasures
Various treasure types are as follows:
Type zero _n_o_n_e
Type one _p_o_w_e_r _b_o_o_s_t_e_r - adds manna.
_d_r_u_i_d - adds experience.
_h_o_l_y _o_r_b - subtracts 0.25 sin.
Type two _a_m_u_l_e_t - protects from cursed treasure.
_h_o_l_y _w_a_t_e_r - kills assorted faeries.
_h_e_r_m_i_t - reduces sin by 25% and adds some
manna.
Type three _s_h_i_e_l_d - adds to maximum energy level
_v_i_r_g_i_n - used to subdue a unicorn , or to
give much experience (and some sin ).
_a_t_h_e_l_a_s - subtracts one poison.
Type four (scrolls)
_s_h_i_e_l_d * - throws a bigger than normal force
field.
_i_n_v_i_s_i_b_l_e * - puts the finder's quickness to
one million.
_t_e_n _f_o_l_d _s_t_r_e_n_g_t_h * - multiplies finder's
strength by ten.
_p_i_c_k _m_o_n_s_t_e_r - allows finder to pick next
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monster to battle.
_g_e_n_e_r_a_l _k_n_o_w_l_e_d_g_e - adds to finder's brains
and magic level.
All the scrolls except general knowledge automatically call
a monster. Those that are marked with a * preserve any
spells that were already in effect. Those that call mon-
sters are only in effect while in battle.
Type five _d_a_g_g_e_r - adds to strength.
_a_r_m_o_u_r - same as a shield, but bigger.
_t_a_b_l_e_t - adds brains.
Type six _p_r_i_e_s_t - rests to maximum; adds manna,
brains; and halves sin.
_R_o_b_i_n _H_o_o_d - increases shield and adds per-
manently to strength.
_a_x_e - like dagger, but bigger.
Type seven _c_h_a_r_m - protects from cursed treasure (used
before amulet ); used in conjunction with
blessing to battle Dark Lord.
_M_e_r_l_y_n - adds brains, magic, and manna.
_w_a_r _h_a_m_m_e_r - like an axe, but bigger.
Type eight _h_e_a_l_i_n_g _p_o_t_i_o_n - sets poison to -2, or sub-
tracts two from poison, whichever is better.
_t_r_a_n_s_p_o_r_t_e_r - allows finder to move anywhere.
_s_w_o_r_d - like a war hammer , but bigger.
Type nine _g_o_l_d_e_n _c_r_o_w_n - allows the player to become
king, by going to (0,0).
_b_l_e_s_s_i_n_g - cuts sin to 1/3, adds manna, rests
to max., and kills Dark Lord with a charm.
_q_u_i_c_k_s_i_l_v_e_r - adds to quickness.
Type ten _e_l_v_e_n _b_o_o_t_s - adds permanently to quickness.
Type eleven _p_a_l_a_n_t_i_r - allows one to see all the other
players; used by council of the wise to seek
the grail.
Type twelve/thirteen
_r_i_n_g - allows one to hit much harder in bat-
tle, etc.
Any treasure type 10-13 monsters may instead carry a type
nine treasure.
A monster may also be carrying gold or gems. These are used
at trading posts to buy things. A gem is worth 1000 gold
pieces. Too much gold will slow a player down. One may
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carry 1000 plus 200 per level of gold. A gem weighs one half
a gold piece. Monsters of treasure type 7 or higher may
carry gems.
The chance of a cursed treasure is based upon treasure type.
The more valuable treasures have a greater chance of being
cursed. A cursed treasure knocks energy level very low, and
adds 0.25 poison.
Rings
Rings are only carried by nazguls and Dark Lord. They come
in four different flavors. All rings rest the player to
maximum and cause him/her to hit much harder in battle with
monsters (assuming one has chosen to use the ring for bat-
tle.)
Two types of rings are cursed and come either from nazguls
or Dark Lord. After a few times of using these types, the
player falls under the control of the ring, and strange,
random things will occur. Eventually, the player dies, and
gives his/her name to a monster on the file. Dying before
the ring is used up also renames the monster.
The two remaining types of rings are much more benign. The
one from a nazgul is good for a limited number of battle
rounds, and will save the player from death if it was being
used when he/she died. The one from Dark Lord is the same,
except that it never is used up. rings disappear after sav-
ing someone from death. In general, cursed rings occur much
more often than normal ones. It is usually not a good idea
to pick one up. The only way to get rid of a ring is to
have a monster steal it.
King
A player may become king by finding a _c_r_o_w_n and going to
(0,0). Players must have a level in the range of 10 to 1000
to be able to find a _c_r_o_w_n.
Once a player is king, he/she may do certain things while in
the Lord's Chamber (0,0). These fall under the decree ('0')
option.
_t_r_a_n_s_p_o_r_t This is done to another player. It randomly
moves the affected player about. A charm
protects from transports.
_c_u_r_s_e This is done to another player. It is analo-
gous to cursed treasure, but worse. It
inflicts two poison, knocks energy level very
low, and degrades the maximum energy. It
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also removes a cloak. A blessing protects
from king's curses.
_e_n_e_r_g_y _v_o_i_d The king may put as many of these (within
reason) scattered about his/her kingdom as
he/she pleases. If a player hits one, he/she
loses manna, energy, and gold. The energy
void disappears after being hit.
_b_e_s_t_o_w This is also done to another player. The
king may wish to reward one or more loyal
subjects by sharing his/her riches ( gold ).
Or it is a convenient way to dispose of some
unwanted deadweight.
_c_o_l_l_e_c_t _t_a_x_e_s Everyone pays 10% tax on all gold collected,
regardless of the existence of a king. The
king may collect this amount with this
option.
The king may also teleport anywhere for free by using the
origin as a starting place.
Special Places
Certain regions of the playing grid have different names.
In general, this is only to give the player some idea of
his/her present location. Some special places do exist.
_T_r_a_d_i_n_g _P_o_s_t_s These are located at |x| == |y| == n*n*100
for n = 1, 2...1000. Trading posts farther
out have more things for sale. Be careful
about cheating merchants there, as they have
short tempers. Merchants are dishonest about
5% of the time.
_L_o_r_d'_s _C_h_a_m_b_e_r This is located at (0,0). Only players with
crowns may enter.
_P_o_i_n_t _o_f _N_o _R_e_t_u_r_n
This is located beyond 1.2e+6 in any direc-
tion. The only way to return from here is a
transporter or to have a valar relocate the
player.
_D_e_a_d _M_a_r_s_h_e_s This is a band located fairly distant from
the origin.The first fourteen monsters (water
monsters) can normally only be found here.
_V_a_l_h_a_l_a This place is where the valar resides. It is
associated with no particular coordinate on
the playing grid.
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_W_o_r_m_h_o_l_e_s At fixed locations on the grid are several
holes to underground defects in the playing
area. Sixty-four chambers exist; sixteen of
which open to the outside world. While in
the wormholes, one move by going forward,
backward, left, or right. One can always
undo a move by going in the opposite direc-
tion. The wormholes are mappable. For exam-
ple, to move from the first wormhole {at (-
400,0)} to the second wormhole, type 'LL'.
Miscellaneous
There are several bits of trivial knowledge which fall under
this category.
A _g_u_r_u will never be disgusted with your sins if they are
less than one.
A _m_e_d_i_c wants half of a player's gold to be happy. Offering
more than one has, or a negative amount will anger the
_m_e_d_i_c, who will make the player worse (add one poison ).
The Holy Grail does little for those who are not ready to
behold it. Whenever anyone finds it, it moves. It is
always located within 1e+6 in any compass direction of the
origin.
There is a maximum amount of manna and charms a player may
posses, based upon level. _Q_u_i_c_k_s_i_l_v_e_r is always limited to
to a maximum of 99.
_B_o_o_k_s bought at a trading post increase brains, based upon
the number bought. It is unwise, however to buy more than
1/10 of one's level in books at a time.
Players over level 10000 are automatically retired.
A _b_l_i_n_d_n_e_s_s goes away in random time.
Inter-terminal Battle
When two player's coordinates correspond, they may engage in
battle. In general, the player with the highest quickness
gets the first hit. If the two players are severely mis-
matched, the stronger player is drastically handicapped for
the battle. In order to protect from being stuck in an
infinite loop, the player waiting for response may time out.
Options for battle are:
_f_i_g_h_t Inflicts damage upon other person.
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_r_u_n _a_w_a_y Escape from battle. Has a 75% chance of
working.
_p_o_w_e_r _b_l_a_s_t Battle spell.
_l_u_c_k_o_u_t One-time chance to try to win against the
foe. Has a 10% chance of working.
Sometimes waits for the other player may be excessive,
because he/she may be battling a monster. Upon slaying a
player in battle the winner gets the other's experience and
treasures. Rings do not work for inter-terminal battle.
Council of the Wise, Valar
A player automatically becomes a member of the council of
the wise upon reaching level 3000. Members of the council
cannot have rings. Members of the council have a few extra
options which they can exercise. These fall under the
intervention ('8') option. One is to _h_e_a_l another player.
This is just a quick way for that player to be rested to
maximum and lose a little poison. The main purpose in life
for members of the council is to seek the Holy Grail. This
is done with a palantir under the _s_e_e_k _g_r_a_i_l option. The
distance cited by the seek is accurate within 10%, in order
not to make it too easy to find the grail. Seeking costs
1000 manna. A player must have infintesimally small sin, or
else it's all over upon finding the grail. In order to help
members of the council on their quest, they may _t_e_l_e_p_o_r_t
with greater ease.
Upon finding the grail, the player advance to position of
valar. He/she may then exercise more and niftier options
under _i_n_t_e_r_v_e_n_t_i_o_n. These include all of the council
members' option plus the ability to move other players
about, bless them, and throw monsters at them. Valar are
essentially immortal, but are actually given five lives. If
these are used up, the player is left to die, and becomes an
ex-valar. Valar cannot _m_o_v_e, _t_e_l_e_p_o_r_t, or call monsters.
Any monsters which a valar encounters are based upon his/her
size. Only one valar may exists at a time. A player
replaces the exiting valar upon finding the grail. The
valar is then bumped back to the council of the wise.
BUGS
Many. The whole program is a hack. The handling of
incorrectly exitted characters is a kludge. The screen is
set up assuming a 24 by 80 character screen; no attempt was
made to provide otherwise. If the program is not set uid,
it crashes on the first attempt to open a data file. If any
of the data items get too big for the allotted space on the
screen, no guarantees are made about what will happen.
Printed 11/24/99 GAMES 14
PHANTASIA(6) UNIX Programmer's Manual PHANTASIA(6)
There should be a way to change a character's name.
Printed 11/24/99 GAMES 15