Nellan Is Thirsty (1980)

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lurkio
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Nellan Is Thirsty (1980)

Post by lurkio »

Here's my BBC Micro port of Nellan Is Thirsty by Furman Smith, originally published as a type-in listing in Recreational Computing magazine in 1980. It's an example of how to use Smith's "Enchanted House" template for writing text adventure games (or "computerized fantasy simulations") in BASIC. His program was written for the TRS-80 computer (and for something called a "Heath").

Play the BBC Micro version of Nellan Is Thirsty online, or download the disc-image:

The game is intended to be easy for kids to get to grips with, so it's not too hard to puzzle out, but it does use some vocab that seems odd today, such as RELOOK instead of LOOK -- and there aren't any handy abbreviations (like I for INVENTORY), so be warned! Luckily, there's a HELP command.

But the game's best feature is probably its magic adaptive map, which changes to reflect the progress you've made in the game. If only all text adventures had built-in maps!

The magic adaptive map in Nellan Is Thirsty
The magic adaptive map in Nellan Is Thirsty

I discovered the game on the Renga In Blue blog, which sent me to the Commodore 64 port, from which I managed to extract the BASIC listing, which I then translated to BBC BASIC, using fancy-schmancy MODE7 Teletext graphics. I've tried to stick as closely as possible to Smith's original line numbers and his wording of the on-screen text.

Here's the BBC BASIC listing in copy-and-paste format: it contains REMs that don't have line numbers and stand outside the actual program so that they don't take up any space in RAM when you copy and paste the listing into BeebEm:

Code: Select all

10 MODE7:FORI%=0TO1:PRINTTAB(10,3+I%)CHR$141"NELLAN IS THIRSTY":NEXT:PRINT''TAB(5)CHR$134"Written by Dr Furman H Smith"'TAB(2)CHR$134"Published in Recreational Computing"'TAB(11)CHR$134"magazine in 1980"
20 PRINT''TAB(7)"""ported shortly thereafter"'" to the Commodore 64"" by Steven Darnold"'''CHR$134" Ported to BBC BASIC for the BBC Micro"'TAB(10)CHR$134"by lurkio in 2020"TAB(39,22);:PROCd(30)

REM initializing ---------------------------------------------------------------

REM --- L% is the width in chars of the scrollable text window

100 L%=39:a$=STRING$(30," ")
105 GOSUB705:GOSUB1010:GOSUB745
110 INPUT"Are you the only person playing? "a$
115 p=1:a$=LEFT$(a$,1):IFa$="Y"THENp9=1:GOTO140
120 IFa$<>"N"THENPRINT"Please type YES or NO":GOTO110
130 INPUT"How many of you will be playing? "a$:p9=VAL(a$)
135 IFp9<1THENPRINT"Oh, come on.":GOTO130
140 IFp9>5THENPRINT"Sorry, that is too many.":GOTO130
145 DIM p$(p9):i=1:INPUTLINE"What is your name? "p$(p):p$(p)=FNt(p$(p)):GOTO150

150 IFi=p9 THEN165 ELSE i=i+1
155 PROCp("Please give me the name of the next player.")
160 INPUTp$(i):GOTO150
165 IFp9=1 THENt2=t9 ELSE t2=4

REM describing locations & manifestations --------------------------------------

205 PROCrc(r):PRINT

REM --- the current room r is described starting on line 2000+10*r
210 w4(r)=1:i=1+INT((r-1)/r8):j=r-r8*(i-1)
215 ONi GOSUB220,225,230:GOTO235
220 ONj GOTO2010,2020,2030
225 ONj GOTO2040,2050,2060
230 ONj GOTO2070,2080,2090

235 FORm=1TOm9
240 IFl(m)=r THENGOSUB265
245 NEXTm

250 IFRND(1)>t*(2-w4(1)-w4(3))/(7*t9)THEN260
256 PROCb:PROCp("A voice says, <<Type HELP if you need help.>>")
260 GOTO305

REM --- Description of manifestation M starts on line 2400+10*M
265 i=1+INT((m-1)/8):j=m-8*(i-1):PROCb
270 ONi GOTO275,280,285,290
275 ONj GOTO2410,2420,2430,2440,2450,2460,2470,2480
280 ONj GOTO2490,2500,2510,2520,2530,2540,2550,2560
285 ONj GOTO2570,2580,2590,2600,2610,2620,2630,2640
290 ONj GOTO2650

REM determining player's actions -----------------------------------------------

305 PROCb:PRINT"* ";:q$=q$(1+q9*RND(1))
310 IFRND(1)>.5THENq$=q$+", "+p$(p)
315 q$=q$+"?":PROCp(q$):INPUT"* "a$:a$=FNt(a$):i9=LEN(a$):PRINT
320 IF i9=0 THEN305

325 FORi=1TOi9:IFMID$(a$,i,1)<>" "THENNEXT
330 v$=LEFT$(a$,i-1):IFi=i9+1THENn$=v$:GOTO345 ELSEix=i:i=i9:NEXT:i=ix
335 FOR j=i9 TO i STEP-1:IFMID$(a$,j,1)<>" "THENNEXT
340 n$=RIGHT$(a$,i9-j):jx=j:j=i:NEXT:j=jx

345 v=0:n=0
350 FORi=1TOv9:IFv$(i)=v$THENv=i:i=v9:NEXT ELSENEXT
355 FORi=1TOn9:IFn$(i)=n$THENn=i:i=n9:NEXT:i=n ELSENEXT

357 IF 0<n AND n<9 THEN405
360 IFv*n>0OR(v+n>0ANDv$=n$)THEN380 ELSE3505

365 PROCp("I don't understand "+a$+".")
370 PRINT"Type LIST WORDS to see a list of"
375 PRINT"some of the words that I understand.":GOTO 305

380 IFn<29THEN405 ELSEIFn=29THENn=11 ELSEn=n-7

REM ordinary moving, getting, & dropping ---------------------------------------

405 IFn>4ANDn<9THENn=n-4
REM                                     n=1 n=2 n=3 n=4  ~
REM                                      N   S   E   W  U&D
410 IF n>4 OR n=0 THEN435 ELSE ON n GOTO412,416,420,424

412 w1(r)=ABS(w1(r)):IFw1(r)=1THEN430
414 IFw1(r)=2THENr=r-r8:GOTO605ELSE505

416 w1(r+r8)=ABS(w1(r+r8)):IFw1(r+r8)=1THEN430
418 IFw1(r+r8)=2THENr=r+r8:GOTO605 ELSE505
420 w2(r+1)=ABS(w2(r+1)):IFw2(r+1)=1THEN430
422 IFw2(r+1)=2THENr=r+1:GOTO605 ELSE505

424 w2(r)=ABS(w2(r)):IFw2(r)=1THEN430
426 IFw2(r)=2THENr=r-1:GOTO605 ELSE505

430 PRINT"You can't walk through walls.":GOTO305

435 IFn<>12ANDn<>22THENGOSUB4015ELSEGOSUB4030

440 IF(v<=4ORv=13)ANDn=22THEN5410

442 IFn=28ANDv<9 GOTO480

445 IFm<>0ORv=0ORv>8THEN455
450 PROCp("That's not possible now, "+p$(p)+"."):GOTO305

455 IFm=0ORv=15ORn=9THEN505
460 IF 4<v AND v<9 THEN475

465 IFl(m)>-1ANDl(m)<>r THEN470 ELSE475
470 PROCp("It seems that the "+n$+" isn't here."):GOTO305

475 IFv>8THEN505 ELSEIFv<5THENv=1 ELSEv=5
480 IFn=28THENPRINT"The WATCH stays on your wrist.":GOTO305
485 IFn=10ORn=23ORn=24THEN5980

490 ON(v+3)/4GOSUB4045,4100
495 GOTO235

REM otherwise responding -------------------------------------------------------

505 IFn<=8ANDn>0THEN5015

510 IFn=26ORn=27THENON(n-25)GOSUB5105,5155:GOTO305
512 IFv=0THEN365

515 IFv<=14THENj=v-8:GOTO520 ELSEj=v-14:GOTO525
520 ONj GOTO5205,5255,5355,5355,5405,5605
525 ONj GOTO5705,5755,5780,5805,5980,210

REM updating -------------------------------------------------------------------

605 t=t+1:t1=t1+1
610 IF t>t9 THEN GOSUB5155 ELSE625

615 PROCb:PROCp("Time is up _ the "+STR$t9+" scoots have passed."):VDU7
620 PROCb:PRINT"If you want to play again, push RETURN.":PROCd(0):RUN

625 IFw1(r)=-1THENw1(r)=1
630 IFw1(r+r8)=-1THENw1(r+r8)=1
635 IFw2(r)=-1THENw2(r)=1
640 IFw2(r+1)=-1THENw2(r+1)=1

645 IF t1<=t2 THEN205 ELSE t1=0:IF p<p9 THEN p=p+1 ELSE p=1
650 PROCp(" # It's "+p$(p)+"'s turn now."):PROCb:GOTO210

REM instructing player ---------------------------------------------------------

705 PROCrc(2):PRINT
710 PROCp("Let's pretend that you are in an enchanted house. You should use one or two words to tell me what you want to do. I'll suggest messages at first. If you have a question while you're inside the house, type HELP.")
735 RETURN

745 PROCb:PROCp("When you have read all this, please push the button that says RETURN (or ENTER).")
755 PROCb:PROCd(30):RETURN

REM details of initializing ----------------------------------------------------

REM --- introducing values of parameters and DIMensions

1010 :
1015 r6=1:r7=3:r8=3:r9=r6*r7*r8:r0=r9-r8+1:r=r0
1020 v9=20:n9=31:m9=25

1025 DIMv$(v9),n$(n9),l(m9),n1(m9),w(m9),w4(r9),w4$(r9)
1030 DIMw1((r6*r7+1)*r8),w2(r9+1),w1$(3),w2$(3),w3$(9)

1035 t=0:t1=0:t9=72:c=0:c9=4

1040 i=RND(-TIME)

1045 q9=4:b9=4:DIMq$(q9),b$(b9)

REM --- introducing verbs

1110 FORi=1TOv9:READv$(i):NEXT
1115 DATA TAKE,GET,GRAB,PICK,DROP,GIVE,OFFER,DEPOSIT,KICK,CONSULT,OPEN,UNLOCK
1125 DATA FILL,LIST,WORTH,SIT,DRINK,HELP,GO,RELOOK

REM --- introducing nouns

1210 FORi=1TOn9:READn$(i):NEXT
1215 DATA N,S,E,W,NORTH,SOUTH,EAST,WEST,DOOR,CHAIR,RABBIT,BOWL,COUPON,WRAPPER,MAP
1225 DATA KEY,EGG,COIN,JEWEL,CATALOG,VASE,MILK,BANKER,CAT,WORDS
1230 DATA INVENTORY,SCORE,WATCH,CHULA,KLINKOYN,NELLAN

REM --- introducing graphics for the rectangular floor plan

1320 FORj=1TO9:w3$(j)=STRING$(3,CHR$255):NEXT

REM --- introducing graphics for possible doorways

1420 FORi=0TO3:READw1$(i),w2$(i):NEXT:PROCw

1430 DATA"##($($##",", ,"
REM  untried doorways

1440 DATA"########","###"
REM  walls (not doorways at all)

1450 DATA"##    ##"," ` "
REM  doorways that were clear last time tried

1460 DATA"##-*%.##","%,h"
REM  doorways that were blocked last time tried

REM --- introducing rooms

1510 FORi=0TO9:READw4$(i):w4(i)=0:NEXT
1515 DATA"  ??  "
1520 DATA"Office"," Milk "," Store"
1525 DATA"White "," Gold ","  Hot "
1530 DATA" Bank "," Green","  Cat "

REM  describing N-S possible doorways
REM   (clear doorways, locked doors, walls, blocked doors)
1610 FORi=1TO(r6*r7+1)*r8:READw1(i):NEXT

REM  line 1615 describes the North wall
1615 DATA1,1,1
REM  Office, Milk, Store

REM  line 1620 describes 3 things: Office door, clear doorway between Milk & Gold, and wall
1620 DATA-2.5,-2,-1
REM  White, Gold, Hot

REM  line 1625 describes 3 things: clear doorway between White & Bank, wall between Gold & Green, and the clear doorway between Hot & Cat
1625 DATA-2,-1,-2
REM  Bank, Green, Cat

REM line 1630 describes the South wall
1630 DATA1,1,1

REM  describing E-W doorways
1710 FORi=1TOr9+1:READw2(i):NEXT
1715 DATA1,-1,-2.5
1720 DATA1,-2,-2
1725 DATA1,1,-2,1

REM ---  introducing certain properties of manifestations
1810 FORm=1TOm9:READl(m),n1(m):w(m)=0:NEXT
1815 DATA1,20,6,13,0,12,0,12,0,12,2,9,3,0,0,0,7,23
1820 DATA1,16,9,24,0,24,0,24,0,24,0,11,0,11,0,11,4,11
1825 DATA7,15,2,14,1,0,8,18,0,17,3,19,0,21
1830 FORi=22TO25:w(i)=25:NEXT

REM ---  initializing other than the above
1910 FORi=1TOq9:READq$(i):NEXT
1915 DATA"What are you going to do now","What now"
1920 DATA"What do you choose to do","What is your decision"

1925 FORi=1TOb9:READb$(i):NEXT
1930 DATAhappy,"glad to see you",busy,sleepy
1995 RETURN

REM details of describing rooms ------------------------------------------------

REM  R=1 => Office
2010 PROCp("Well, "+p$(p)+", you are in the Office.")
2011 PROCp(" You are standing next to a CHAIR which is next to a desk in a room with yellow walls and brown carpet.")
2015 PROCp(" There is a door in the south wall."):RETURN

REM  R=2 => Milk Room
2020 PROCp("This is the Milk Room. If you have a BOWL, you can say FILL BOWL or GET MILK and have your BOWL filled with nice cold MILK. There are doorways to the south and east.") 
2024 IFl(15)=-1ANDl(6)=2 THENl(18)=0:l(17)=2
2025 RETURN

REM  R=3 => Store
2030 PRINT"You are in the Store.":RETURN

REM  R=4 => White Room
2040 PROCp("Now you are in the White Room _ the walls are white. There is a wall to the west. You know that the Bank is through the south doorway. There's a door to the north and a doorway to the east.")
2044 RETURN

REM  R=5 => Gold Room
2050 PROCp("All the walls in this room are painted gold. There are exits to the north, east, and west.")
2053 IFl(15)=-1ANDl(23)=0THEN2054 ELSE RETURN
2054 l(15)=0:l(16)=5:l(23)=5:RETURN

REM  R=6 => Hot Room
2060 PROCp("Oh, it's hot in here! You are in the Hot Room and if cold MILK were in this room, it would be warmed.")
2062 PRINT" The MAP shows the doorways."
2063 IFl(4)=-1THENl(4)=0:l(5)=-1:RETURN ELSE RETURN

REM  R=7 => Bank
2070 PRINT"You are in a room called the Bank."'
2071 PROCp("A giant carpet on the floor says, <<Welcome "+p$(p)+">>."):PROCb
2073 PROCp("A screen says that your visit will last for "+STR$t9+" scoots. "+STR$t+" scoots have passed."):PROCb
2075 PRINT"To leave this room, type GO NORTH.":RETURN

REM  R=8 => Green Room
2080 PROCp("You are standing in a room with green walls. A green CHAIR is in the corner.")
2083 IFw1(4)<0THENRETURN ELSE PROCb:PRINT"A sign here says:"'
2084 PRINTTAB(2)STRING$(25,CHR$95)
2085 PRINTTAB(2)"|"TAB(9)"Magic works"TAB(26)"|"
2086 PRINTTAB(2)"|"TAB(11)"in the"TAB(26)"|"
2087 PRINTTAB(2)"|"TAB(7)"Enchanted House"TAB(26)"|"
2088 PRINTTAB(2)STRING$(25,CHR$95)':RETURN

REM  R=9 => Cat Room
2090 PROCp("You are in the room where "+n$(31)+" lives; this room is called the Cat Room.")
2091 RETURN

REM details of describing manifestations ---------------------------------------

REM  M=1 => CATALOG
2410 PROCp("There is a college CATALOG from the University of Houston Victoria Campus here.")
2411 RETURN

REM  M=2 => COUPON
2420 PROCp("On the floor is a COUPON. According to what is written on the COUPON, if it is DROPped in the Store while the machine is working, you will receive one blue BOWL.")
2423 RETURN

REM  M=3 => empty BOWL
2430 PRINT"There is a clean empty blue BOWL here.":RETURN

REM  M=4 => BOWL with cold MILK
2440 PRINT"The BOWL of cold MILK is here.":RETURN

REM  M=5 => BOWL with warm MILK
2450 PRINT"There is a blue BOWL with warm MILK.":RETURN

REM  M=6 => carrot DOOR
2460 RETURN
REM  Let the Carrot Door be a surprise

REM  M=7 => machine with bowls
2470 PROCp("In a corner of the room is a machine which announces that if you DEPOSIT (or DROP) a COUPON and the machine is working, you will receive whatever the coupon is good for."):PROCj
2473 PROCp(" If the machine doesn't work, you are invited to call the repairperson.")
2476 RETURN

REM  M=8 => machine without bowls
2480 PRINT"The machine in the corner has a"
2481 PRINT"flashing display announcing:"
2482 PRINT"<<out of BOWLs>>.":RETURN

REM  M=9 => BANKER
2490 PROCp("The BANKER, Mr."+n$(30)+", looks "+b$(1+b9*RND(1))+".")
2492 IFl(23)=r0 THENPRINT"Type SCORE to check your score."
2494 RETURN

REM  M=10 => KEY
2500 PRINT"There is an old brass KEY here.":RETURN

REM  M=11 => CAT telling of wanting cold milk
2510 PROCp(n$(31)+" the CAT is here. She pretty much fills up the room; she's as large as an elephant _ no kidding."):PROCp(" In a soft polite voice she says,"):PROCj
2512 PROCp(" <<I'd love to have some nice cold MILK. Many of my friends have tried to deliver cold MILK here and many have failed. Perhaps you, "+p$(p)+", would be kind enough to try. I must warn you: It will not be easy.>>")
2517 RETURN

REM  M=12 => CAT just after warm milk
2520 PROCp(n$(31)+" purrs and says, <<Thank you, "+p$(p)+", for OFFERing me this good MILK.>>")
2523 PROCp(" She doesn't mention that it was warm.")
2525 l(5)=0:l(3)=9:l(12)=0:l(11)=9:RETURN

REM  M=13 => CAT with cold milk
2530 PROCp("Wow! "+n$(31)+" can sure be loud when she purrs.")
2531 PROCp(" She looks at you and says, <<"+p$(p)+", you've made me so happy. I know that it wasn't easy to get this BOWL of cold MILK to me. You did it!")
2534 l(4)=0:l(3)=9:l(13)=0:l(14)=9:IFl(25)<>0THEN2537
2535 PROCj:PROCp(" Please accept this small present.>> She offers you a small "+n$(21)+".")
2536 l(25)=9
2537 RETURN

REM  M=14 => napping CAT
2540 PROCp(n$(31)+" is napping. She's quite happy."):RETURN

REM  M=15 => usual RABBIT
2550 PROCp(n$(29)+" the white RABBIT is here and she says, <<Well, my friend "+p$(p)+", I hope that you are enjoying your adventure.>>")
2552 RETURN

REM  M=16 => RABBIT giving egg
2560 PROCp(n$(29)+" hops out of your arms and scurries off. She returns and says, <<Please TAKE this golden EGG that I hid here in the Gold Room.>>")
2563 l(23)=5:l(15)=5:l(16)=0:c=c-1:RETURN

REM  M=17 => RABBIT eating carrot door
2570 PROCb:PROCp(n$(29)+" hops down and gobbles a growth of carrots that was blocking the east doorway. She smiles and says, <<Thanks, friend "+p$(p)+".>>")
2574 l(17)=0:l(15)=2:l(6)=0:c=c-1:RETURN

REM  M=18 => initial RABBIT
2580 PROCp("A white RABBIT is here. She hops to you and says, <<I am "+n$(29)+". Welcome to the Enchanted House, my friend, "+p$(p)+".>>")
2583 PROCp(" She hugs you and says, <<I have a present saved for you in the room to the east of here. If you say TAKE RABBIT (or TAKE "+n$(29)+") and next say GO EAST (or E or EAST), you can carry me to the Gold Room.>>")
2587 l(18)=0:l(15)=4:RETURN

REM  M=19 => magic MAP
2590 PROCp("There is a magic MAP here. If you GET the MAP, you may CONSULT the MAP.")
2591 RETURN

REM  M=20 => WRAPPER
2600 PRINT"An old gum wrapper is on the floor.":RETURN

REM  M=21 => reference and credit
2610 PROCp("A voice says, <<Furman Smith's July 1980 Recreational Computing article helps programmers remodel this Enchanted House.>>")
2612 RETURN

REM  M=22 => COIN
2620 PRINT"A heavy COIN is here.":RETURN

REM  M=23 => EGG
2630 PRINT"A golden EGG is on the floor.":RETURN

REM  M=24 => JEWEL
2640 PRINT"On the floor is a JEWEL.":RETURN

REM  M=25 => VASE
2650 PRINT"A magnificent VASE is here.":RETURN

REM responding to unlisted words -----------------------------------------------

REM You could set S=0 here & switch S to 1 if the message were understood. 
REM You'd have 3995 ON S+1 GOTO 365,305

3505 IFa$="extend time"THENt9=t9+24:n=28:GOTO5315
3995 GOTO365

REM details of getting and dropping --------------------------------------------

4015 IFv=0ORn=0THENm=0:RETURN
4020 IFn<>24 ELSE IFl(11)=9 THENm=11:RETURN ELSEm=14:RETURN
4025 FORi=1TOm9:IFn1(i)=n THENm=i:i=m9:NEXT:i=m:RETURN ELSE NEXT
4030 m=0:IFn<>22ANDn<>12THENRETURN
4035 FORj=3TO5:IFl(j)<>0THENm=j:NEXT ELSE NEXT
4040 RETURN

4045 IFl(m)=r ANDc<c9 THEN4075 ELSE IFc>=c9 THEN4055
4050 PROCp("You've still got the "+n$+"."):GOTO4140

4055 PROCp("You can only carry "+STR$c9+" objects (not counting the WATCH) and you are already carrying that much. If you really want to GET something else, then you will have to DROP something first.")
4071 GOTO4140

4075 IFw(m)=0THEN4090 ELSE PROCp("Congratulations, "+p$(p)+"!")
4080 PROCp("You'll earn points when the "+n$+" is DEPOSITed (or DROPped) in the Bank.")
4085 c=c+1:l(m)=-1:RETURN

4090 PROCp("OK, you are carrying the "+n$+".")
4095 l(m)=-1:c=c+1:RETURN

4100 IFl(m)=-1THEN PRINT"OK.":l(m)=r:c=c-1 ELSE 4135
4105 IFr=r0 THEN GOSUB5175
4110 IFr<>3ANDr<>9THEN RETURN
4115 IFl(2)=3THENl(2)=0:l(3)=3:l(7)=0:l(8)=3
4120 IFl(4)=9THENl(4)=0:l(3)=9:l(11)=0:l(13)=9
4125 IFl(5)=9THENl(5)=0:l(3)=9:l(11)=0:l(12)=9
4130 RETURN

4135 PROCp("You don't have the "+n$+".")

4140 PROCp("To see an inventory of what you're carrying, type INVENTORY."):PROCb
4145 RETURN

REM UP/DOWN movement omitted in C64 listing ------------------------------------

REM drawing map ----------------------------------------------------------------

4505 PRINT"You are in the "FNt(w4$(r))" Room now.";:VDU23,1,0;0;0;0;
4510 REPEATVDU9:UNTILPOS=36:VDU11,135:PRINT"N";:VDU10,8,8,8,135:PRINT"W+E";:VDU10,8,8,8,135:PRINT"S"

REM  wall colour
4515 wc%=145+6

4520 i2=r7*r8:FORi1=1TOr6
4525 IF(i1-1)*i2<r AND r<=i1*i2 THEN4530 ELSE NEXT

4530 k0=(i1-1)*i2:k9=i1*i2:k=k0:j=1

4535 IFj=1VDUwc%
4536 IFk=k0 ANDj=1THENPRINTw3$(7);
4540 IFk=k0 ANDj>1ANDj<r8+1THENPRINTw3$(8);
4545 IFk=k0 ANDj=r8+1THENPRINTw3$(9)

4550 IFk>k0 ANDk<k9 ANDj=1THENPRINTw3$(4);
4555 IFk>k0 ANDk<k9 ANDj>1ANDj<r8+1THENPRINTw3$(5);
4560 IFk>k0 ANDk<k9 ANDj=r8+1THENPRINTw3$(6)

4565 IFk=k9 ANDj=1THENPRINTw3$(1);
4570 IFk=k9 ANDj>1ANDj<r8+1THENPRINTw3$(2);
4575 IFk=k9 ANDj=r8+1THENPRINTw3$(3)

4580 IFj>r8 THEN4595
4585 IFw1(k+j)>0THENPRINTw1$(w1(k+j)); ELSE PRINTw1$(0);
4590 j=j+1:GOTO4535

4595 IFk=k9 THENVDU23,1,1;0;0;0;:RETURN ELSE j=1:VDUwc%

4600 IFw2(k+j)>0THENPRINTw2$(w2(k+j)); ELSE PRINTw2$(0);
4605 IFj>r8 THENPRINT:GOTO4620

4610 IFw4(k+j)>0THENPRINTCHR$(129+FNrc(k+j))w4$(k+j)CHR$(145+6); ELSE PRINTCHR$(129+5)w4$(0)CHR$(145+6);
4615 j=j+1:GOTO4600

4620 k=k+r8:j=1:GOTO4535

REM details of otherwise responding --------------------------------------------

REM  for n$ in (N,S,E,W)
REM  (barrier with R=1)
5015 IFr<>1THEN5040
5016 IFl(10)=-1THEN5030
5020 PROCp("The door is locked and you're not carrying the key.")
5025 w1(4)=3.5:GOTO305
5030 w1(4)=2.5:r=4:GOTO605

REM  (barrier with R=2)
5040 IFr<>2THEN5070
5041 IFl(6)<>2THEN5060
5045 PROCp("You cannot enter _ the doorway is blocked by a thick growth of carrots.")
5055 w2(3)=3.5:GOTO305
5060 r=3:w2(3)=2.5:GOTO605

REM  (barrier with R=4)
5070 IFr=4ANDl(10)<>-1THEN5020
5071 IFr=4THEN5080
5073 IFr>4THEN365
5075 r=2:GOTO605
5080 w1(4)=2.5:r=1:GOTO605

REM  for INVENTORY
5105 PROCp("Your WATCH stays on your wrist for the whole visit.")
5106 IFc=0THENPROCp(" You aren't carrying anything else."):RETURN
5115 PROCp(" Here is an inventory of what you're carrying:")
5120 FORj=1TOm9
5125 IFl(j)=-1THENPRINTTAB(2)n$(n1(j)):NEXT ELSE NEXT
5130 RETURN

REM  for SCORE
5155 GOSUB5175:PRINT"You have ";i;" points out of 100."
5160 PROCp("You earn points by DEPOSITing valuable things in the Bank.")
5165 RETURN

5175 i=0:FORj=1TOm9:IFl(j)=r0 THENi=i+w(j)
5180 IFp9>1THENa$="all " ELSE a$=""
5185 NEXTj:IFi<100THENRETURN
5190 PROCb:PROCp("Mr "+n$(30)+" shouts, <<You "+a$+"won!>>"):VDU7:GOTO620

REM  for KICK
5205 PROCp("Kicking "+n$+" will not help anything."):GOTO305

REM  for CONSULT
5255 IFNOT(n=11ORn=23ORn=24)THEN5305
5260 IFl(6)=0THEN5275
5265 PROCp("The "+n$(n1(m))+" laughs and says, <<Well, I know that you know a carrot-liking RABBIT.>>")
5270 GOTO305
5275 ON 2-w4(1) GOTO5280,5290
5280 PROCp("The "+n$(n1(m))+" says, <<"+p$(p)+", I think that you're doing great.>>"):GOTO305
5290 PROCp("The "+n$(n1(m))+" smiles mysteriously and says, <<I recommend that you SIT in the CHAIR.>>")
5300 GOTO305
5305 IFn=15THENGOSUB4505:GOTO305
5310 IFn=20THENPRINT"It doesn't help here.":GOTO305
5315 IFn=28THENPRINT;t;" scoots have passed":PROCj
5320 IFn=28THENPROCp(" and "+STR$(t9-t)+" scoots remain."):GOTO305
5325 GOTO5980

REM  for OPEN and UNLOCK
5355 IFn=9 THEN5015 ELSE5980

REM  for FILL (& GET MILK)
5405 IFn<>12ANDn<>24THEN5980
5406 IFn=24THENv=5:n=12:GOTO435
5410 IFr<>2ORl(3)<>-1THEN5425
5411 l(3)=0:l(4)=-1
5415 PROCp("Glurg; glurg; plink. Your BOWL has cold MILK now.")
5420 GOTO305
5425 IFn=22ANDm=3THENPRINT"The BOWL is empty.":n$="BOWL"
5430 IFv<>13ANDl(m)=r THENGOSUB4045:GOTO305
5435 IFm=4ORm=5THENPRINT"The BOWL is still full of MILK."
5440 IFr<>2THENPRINT"The Milk Room has lots of MILK."
5445 IFl(m)>-1ORm<3ORm>5THENPRINT"You need a BOWL."
5450 GOTO305

REM  for LIST
5605 IFn<>25THEN5980 ELSE PRINT"I know these verbs: ";
5610 FORi=1TOv9:a$=v$(i):GOSUB5655:NEXT
5615 PROCb:PRINT"I know these nouns: ";
5620 FORi=1TOn9:a$=n$(i):GOSUB5655:NEXT
5625 PROCb:PROCp("I know some one-word messages (for example HELP) and I know some two-word messages (for examples FILL BOWL, OFFER MILK)."):PROCj 
5630 PROCp(" Whatever you say, I'll look at the first and last words; you could say SIT IN THE CHAIR or CONSULT THE SLEEPY MR "+n$(30)+".")
5650 GOTO 305
5655 IFPOS=1VDU8
5656 IFL%-POS<LENa$+1PRINT
5660 PRINTa$;:IFa$=v$(v9)ORa$=n$(n9)THENPRINT"."ELSE PRINT", ";
5666 RETURN

REM  for WORTH
5705 IFm=0THEN5980
5706 PROCp("The "+n$+" is worth "+STR$w(m)+" points."):IFw(m)<>0THEN305
5710 PROCp("The "+n$+" might be useful as a tool.")
5720 IFn=11ORn=23ORn=24THENPRINT"Friends are valuable."
5725 IFn=20THENPROCp("A college education is a worthwhile and stimulating experience.")
5735 GOTO305

REM  for SIT
5755 IFn<>10THEN5980
5756 IFr=1ORr=8THENr=9-r:GOTO605
5760 PRINT"There's no CHAIR in here.":GOTO305

REM  for DRINK
5780 IFn<>22THEN5980
5781 IFl(4)=-1ORl(5)=-1THEN5790
5785 PRINT"You're not carrying any MILK.":GOTO305
5790 PRINT"Glug; glug.":l(4)=0:l(5)=0:l(3)=-1:GOTO305

REM  for HELP
REM --------- version for 39 chars
5805 PRINT"Lost? "STRING$(11,". ")"CONSULT MAP"
5810 PRINT"Not sure what you're carrying? "STRING$(19,". ")"INVENTORY"
5815 PRINT"How many scoots are left? CONSULT WATCH"
5820 PRINT"Want room redescribed? "STRING$(5,". ")"RELOOK"
5825 PRINT"What's a certain thing worth? "STRING$(16,". ")"WORTH that thing";
5830 PRINT"Examples: WORTH COIN,"'TAB(10)"WORTH CATALOG, WORTH CAT"'
5835 PRINT"Want a hint? "STRING$(6,". ")"CONSULT friend";
5840 PRINT"Examples: CONSULT BANKER, CONSULT "n$(29)
5845 PRINT"Not sure how to say something?  "STRING$(18,". ")"LIST WORDS"
5850 PRINT"Not sure what the clues mean --- ";
5855 PRINT"think"'"and experiment.":GOTO 305

5980 IFn$=v$THENPRINT"You'll need to use two words.":GOTO305

REM  for defaulting
5982 PROCp("The "+n$+" is hard to "+v$+"."):GOTO305

REM Per-room text-colour
6000 DEFPROCrc(r):C%=129+FNrc(r):VDU26,23,1,0;0;0;0;12,C%:FORY%=1TO24:VDU10,8,C%:NEXT:VDU28,40-L%,24,39,0,30,23,1,1;0;0;0;:ENDPROC
6020 DEFFNrc(r):=VAL(MID$("264620515",r,1))

REM Word-wrap
7000 DEFPROCp(s$):LOCALa%,z%,l%,c$,n%:l%=L%:n%=LENs$:a%=1:z%=l%+2-POS:REPEAT:IFz%>n%+1z%=n%+1ELSEREPEATz%=z%-1:c$=MID$(s$,z%,1):UNTILc$=" ":IFz%<a%z%=a%+l%+1
7010 PRINTMID$(s$,a%,z%-a%);:VDU32,-8*(POS=1):IFz%-a%<=l%ANDPOS>0PRINTELSEIFc$=" "a%=a%+1ELSEz%=z%-1
7020 a%=z%+1:z%=a%+l%+1:UNTILa%>n%:IFPOS>0PRINT:ENDPROC ELSEENDPROC

REM Is the previous line blank?
8000 DEFFNb:VDU23,1,0;0;0;0;11,8:A%=&87:B%=TRUE:FORI%=1TOL%:VDU9:C%=(USR(&FFF4)AND&FF00)DIV256:IFC%=32NEXT ELSEB%=FALSE:I%=L%:NEXT
8010 VDU10,13,23,1,1;0;0;0;:=B%
8050 DEFPROCb:IFNOT(FNb)PRINT:ENDPROC ELSEENDPROC

REM Backtrack to previous non-space char
9000 DEFPROCj:VDU23,1,0;0;0;0;:A%=&87:REPEATVDU8:C%=(USR(&FFF4)AND&FF00)DIV256:UNTILC%<>32:VDU9,23,1,1;0;0;0;:ENDPROC

REM Trim leading and trailing spaces
9100 DEFFNt(s$):IFLEFT$(s$,1)=" "REPEATs$=RIGHT$(s$,LENs$-1):UNTILLEFT$(s$,1)<>" "
9110 IFRIGHT$(s$,1)=" "REPEATs$=LEFT$(s$,LENs$-1):UNTILRIGHT$(s$,1)<>" "
9120 =s$

REM Delay for s% seconds
9200 DEFPROCd(s%):*FX21,0
9210 IFs%=0THENIFGET:ENDPROC ELSE TIME=0:REPEATUNTILTIME>100*s%ORINKEY(0)<>-1:ENDPROC

REM Replace each # with a CHR$255
9300 DEFPROCw:FORI%=0TO3:a$="":FORJ%=1TOLENw1$(I%):C%=ASC(MID$(w1$(I%),J%,1)):IFC%=35a$=a$+CHR$255:NEXTELSEa$=a$+CHR$C%:NEXT
9310 w1$(I%)=a$:a$="":FORJ%=1TOLENw2$(I%):C%=ASC(MID$(w2$(I%),J%,1)):IFC%=35a$=a$+CHR$255:NEXTELSEa$=a$+CHR$C%:NEXT
9320 w2$(I%)=a$:NEXT:ENDPROC
EDIT: Minor updates to listing and disc-image.
EDIT 2: Another minor update.
EDIT 3: Minor updates to loop-termination and cursor-control.
EDIT 4: Bugfix for DROP/GET WATCH. Plus other minor changes.
EDIT 5: Removed and worked around hard-coded CHR$255 chars.
EDIT 6: Added colon to line 1010 for Matrix Brandy. Added comments. Plus minor changes.
EDIT 7: Corrected word-wrap routine.
EDIT 8: Blank-line checking and general text formatting.
EDIT 9: Minor changes.
Last edited by lurkio on Tue Jan 21, 2020 8:35 pm, edited 10 times in total.
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Re: Nellan Is Thirsty (1980)

Post by 8bitAG »

Very cool. Presumably the "Heath" mentioned is something like the Heathkit H8, H88 or H89.
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Re: Nellan Is Thirsty (1980)

Post by fuzzel »

Great work lurkio, I agree the map is a great idea, very well suited to adventures with "limited" location descriptions (and there've been quite a few of those for the beeb!). I've just looked on CASA for a bit of background and I see you've been there already !
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Re: Nellan Is Thirsty (1980)

Post by lurkio »

Thanks, guys.
fuzzel wrote: Sun Jan 12, 2020 8:04 pmI agree the map is a great idea, very well suited to adventures with "limited" location descriptions
Yes, although there is a surprising amount of text and gameplay in Nellan. And, by the way, Furman Smith's "Enchanted House" template/framework/thingy is quite ambitious and allows for a house or building with multiple floors and hence multiple floorplans in a map!

On the Beeb, memory will always be a limiting factor, but I've always thought it would be great if there were a text adventure for the Master 128 that made use of the extra RAM in the Master to offer a built-in dynamic map..!

:?:
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Re: Nellan Is Thirsty (1980)

Post by Soruk »

I had some problems with the cut'n'paste code in Matrix Brandy, but the tokenised version here viewtopic.php?f=12&t=18534&p=257513#p257590 loads and runs fine.
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Re: Nellan Is Thirsty (1980)

Post by Arcadian »

What a fantastic mini-project - great work, Chet ... will give it a try this arvo!
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Re: Nellan Is Thirsty (1980)

Post by lurkio »

Arcadian wrote: Fri Jan 17, 2020 3:58 pm What a fantastic mini-project - great work
Cheers!
Soruk wrote: Fri Jan 17, 2020 3:25 pm I had some problems with the cut'n'paste code in Matrix Brandy
Fixed!

:idea:
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Re: Nellan Is Thirsty (1980)

Post by Soruk »

lurkio wrote: Fri Jan 17, 2020 8:02 pm
Soruk wrote: Fri Jan 17, 2020 3:25 pm I had some problems with the cut'n'paste code in Matrix Brandy
Fixed!

:idea:
Nearly 8) Line 1010, being blank, is taken as a command to delete the line, thus the GOSUB on line 105 fails. Make it read 1010 : and all is good.
When loading as tokenised, the blank line is present and works, but I'm not sure how you entered it!
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Re: Nellan Is Thirsty (1980)

Post by lurkio »

Soruk wrote: Fri Jan 17, 2020 8:47 pm Line 1010, being blank, is taken as a command to delete the line, thus the GOSUB on line 105 fails. Make it read 1010 : and all is good. When loading as tokenised, the blank line is present and works, but I'm not sure how you entered it!
There should be a single space on the line..?

:?:
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Re: Nellan Is Thirsty (1980)

Post by Soruk »

lurkio wrote: Fri Jan 17, 2020 9:44 pm
Soruk wrote: Fri Jan 17, 2020 8:47 pm Line 1010, being blank, is taken as a command to delete the line, thus the GOSUB on line 105 fails. Make it read 1010 : and all is good. When loading as tokenised, the blank line is present and works, but I'm not sure how you entered it!
There should be a single space on the line..?

:?:
That might be a Brandy-ism, it strips whitespace after line numbers. Still, replacing with a : works on all Acorn BASICs, should work on BBCSDL and certainly works on Brandy.
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Re: Nellan Is Thirsty (1980)

Post by Deleted User 9295 »

Soruk wrote: Sat Jan 18, 2020 9:49 amshould work on BBCSDL and certainly works on Brandy.
Neither BB4W nor BBCSDL currently allows you to load a program using *EXEC (which AFAIK should be the only circumstance when a line having only a line number implies 'delete') so the issue doesn't arise. If Brandy is interpreting a blank line that way when simply LOADing a program, that doesn't sound right to me; I wouldn't have expected LOAD to have any 'editing' side-effects.
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Re: Nellan Is Thirsty (1980)

Post by Soruk »

Richard Russell wrote: Sat Jan 18, 2020 10:04 am
Soruk wrote: Sat Jan 18, 2020 9:49 amshould work on BBCSDL and certainly works on Brandy.
Neither BB4W nor BBCSDL currently allows you to load a program using *EXEC (which AFAIK should be the only circumstance when a line having only a line number implies 'delete') so the issue doesn't arise. If Brandy is interpreting a blank line that way when simply LOADing a program, that doesn't sound right to me; I wouldn't have expected LOAD to have any 'editing' side-effects.
It loads a tokenised program with a line like that just fine, as it also allows LOADing a text file with a line number like that (just tested!)
But the cut'n'paste code above fails when pasted / *EXECed in.
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Re: Nellan Is Thirsty (1980)

Post by Deleted User 9295 »

Soruk wrote: Sat Jan 18, 2020 10:14 amBut the cut'n'paste code above fails when pasted / *EXECed in.
I agree it's reasonable for paste (if supported) to work like *EXEC. To paste a program into BB4W/BBCSDL one would use the IDE, so that's an entirely different process from *EXECing directly into the interpreter's immediate mode (and it doesn't have the effect of ignoring un-numbered lines since lines without numbers are the norm in BB4W/BBCSDL anyway!).
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Re: Nellan Is Thirsty (1980)

Post by julie_m »

BBC BASIC historically used to be able to store and interpret lines in a program that the editor would reject, if you made careful use of the ? operator.

BASIC 4 and later stripped spaces after line numbers if LISTO 1 was active, in order to prevent proliferation of extraneous spaces through COPYing; so 1010<space> would delete a line, but in LISTO 0 or on a Model B it should be enterable into a program.

You could enter 1010: and then use a memory or disc sector editor to change the colon to a space, if you really wanted!
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Re: Nellan Is Thirsty (1980)

Post by Soruk »

Richard Russell wrote: Sat Jan 18, 2020 10:26 am
Soruk wrote: Sat Jan 18, 2020 10:14 amBut the cut'n'paste code above fails when pasted / *EXECed in.
I agree it's reasonable for paste (if supported) to work like *EXEC. To paste a program into BB4W/BBCSDL one would use the IDE, so that's an entirely different process from *EXECing directly into the interpreter's immediate mode (and it doesn't have the effect of ignoring un-numbered lines since lines without numbers are the norm in BB4W/BBCSDL anyway!).
When Brandy encounters un-numbered lines in a file (such as pasting the above code into a file then LOADing it), it inserts the un-numbered lines in place then does a RENUMBER 1,1 - so where possible GOTO, GOSUB and RESTORE aren't broken.

The reasoning for the numbering of 1 step 1 is that an error message will then line up with the actual line number in the source text file.
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Re: Nellan Is Thirsty (1980)

Post by lcww1 »

What a delightful bit of retrocomputing archeology! Thanks for unearthing this Lurkio!
8bitAG wrote: Sun Jan 12, 2020 4:36 pm Very cool. Presumably the "Heath" mentioned is something like the Heathkit H8, H88 or H89.
Spot on! There’s a section at the end of the Recreational Computing article as follows:
Documentation and Dissemination

Documenation is very expensive in terms of storing the program. My 48k system will not hold both BASIC and the program printed in this article. Fortunately, I have a single disk system (a Heath H89 "All-in-One") and there's plenty of room on a disk. I wrote a program I call Hack and Pack which takes a program as input, hacks out all comments, deletes unnecessary blanks, and thus produces an output program that is difficult to read but which can be stored in much less space. An example line of output is found in line 35 of the program printed here.
There’s a brief description of the Heathkit H89 system here: https://en.m.wikipedia.org/wiki/Heathkit_H8#H89
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Re: Nellan Is Thirsty (1980)

Post by 8bitAG »

lcww1 wrote: Sat Jan 18, 2020 11:28 am There’s a brief description of the Heathkit H89 system here: https://en.m.wikipedia.org/wiki/Heathkit_H8#H89
Yeah, I disappeared down an Internet rabbit-hole the other day, looking at all the Heath and Zenith stuff. A very interesting series of machines.
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Re: Nellan Is Thirsty (1980)

Post by lurkio »

lcww1 wrote: Sat Jan 18, 2020 11:28 amWhat a delightful bit of retrocomputing archeology! Thanks for unearthing this Lurkio!
My pleasure. I enjoy catching up on some of the 8-bit history that I missed out on BITD, especially the American side of things.

Converting the prog to BBC BASIC was something I did just for the fun of it, mainly, but I do also think that the in-browser-playable version at bbcmicro.co.uk is slightly easier to access (quicker to boot up) than the venerable C64 port as served up at archive.org (though I admit there's not much in it).

:idea:
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Re: Nellan Is Thirsty (1980)

Post by lurkio »

Just found that Furman Smith, the original author of Nellan Is Thirsty, wrote a retrospective article about the game, possibly in 2001:
:idea:
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Re: Nellan Is Thirsty (1980)

Post by Deleted User 9295 »

julie_m wrote: Sat Jan 18, 2020 10:38 amYou could enter 1010: and then use a memory or disc sector editor to change the colon to a space, if you really wanted!
That won't work (reliably) in any of my BASICs, because my interpreters assume that lines don't have any leading spaces. For example when the interpreter is scanning the program for an ENDIF statement it will only detect it when it is the very first thing on a line; a space before the ENDIF token will cause it to be 'invisible' to the search. Similarly an ENDCASE statement will not be seen if it is preceded by one or more spaces.

So all my versions of BBC BASIC automatically and unconditionally strip leading spaces from a line on entry, although the IDE will add a space in the listing for clarity (even if indentation is otherwise disabled). Trailing spaces are also stripped, because a similar issue arises when scanning for OF or THEN, which must be the very last thing on the line.
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Re: Nellan Is Thirsty (1980)

Post by 8bitAG »

As promised in the original article, there was, apparently, a second game 'Deliver the Cake' published in the same magazine about a year later, adapting the same 'Enchaned House' base code (and I've found mention of a third game by Dr Smith, 'Deposit the Chair'). The relevant issue of Recreational Computing doesn't seem to be archived, though.
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Re: Nellan Is Thirsty (1980)

Post by 8bitAG »

Aha! The original link I found to this page was dead, but I managed to locate where it had moved to...
http://draperg.cis.byuh.edu/programming/cake/

The page is by Geoff Draper, who was behind an animated point-and-click port of Nellan is Thirsty, called 'Thirsty Nellan'.
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Re: Nellan Is Thirsty (1980)

Post by lurkio »

8bitAG wrote: Thu Apr 09, 2020 12:28 pmI've found mention of a third game by Dr Smith, 'Deposit the Chair'
8bitAG wrote: Thu Apr 09, 2020 12:32 pmAha! The original link I found to this page was dead, but I managed to locate where it had moved to... http://draperg.cis.byuh.edu/programming/cake/
I believe that Deposit The Chair is outlined in the original article about Nellan. But yes, it's a shame that the next issue of the magazine, with the article about Deliver The Cake, seems not to have been scanned and archived anywhere online.

:(
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Re: Nellan Is Thirsty (1980)

Post by 8bitAG »

lurkio wrote: Thu Apr 09, 2020 1:37 pm I believe that Deposit The Chair is outlined in the original article about Nellan. But yes, it's a shame that the next issue of the magazine, with the article about Deliver The Cake, seems not to have been scanned and archived anywhere online.
There seems to be a fairly plain .BAS file in Geoff's CAKE port zip archive, which doesn't have his MS-DOS enhancements, which will probably be quite close to the original listing. A shame that more issues, of what seems to have been a very interesting (if quite academic) magazine aren't archived online.

[Edit: I'd completely missed the link you posted earlier to Dr. Smith's short retrospective on the games]

[Edit2: Yes, going back to the original article, Dr. Smith outlines the scenario for Deposit the Chair but doesn't go into the programming in detail... setting it as an exercise and suggesting the listing for that program & accompanying article will appear in a future issue.]
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