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Mysterious Adventures # 02: The Time Machine [Set 4]

Brian Howarth / Molimerx Ltd

M1 · 1981 · CMD

ma02t4bh.zip

Mysterious Adventure MYSTERIOUS ADVENTURE is a series of Adventures written by English author Brian Howarth. The feedback that we have had from customers is that the quality is better than the well known Scott Adams series. At the moment the series consists of 5 MYSTERIOUS ADVENTURES. All the MYSTERIOUS ADVENTURES are written in machine code and are therefore very fast. Lower case from the third MYSTERIOUS ADVENTURE is fully supported and the full 16k is used for the Adventure itself. Synopsis sheets can be purchased separately. The MYSTERIOUS ADVENTURE series are available on either tape or disk with a Memory Requirement of 16/32k, and are compatible with TRS-80 Model 1 & 3, SYSTEM 80 Mark I & II. The second of Brian Howarth's Mysterious Adventures is compounded by the dimension of time. Recommended for those Adventurers who enjoy a sense of historical intrigue. Tape 11-1924 Disk 11-1925
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Mysterious Adventures # 03: Arrow of Death 1 [Set 1]

Brian Howarth / Molimerx Ltd

M1 · 1981 · DAT

ma03a3bh.zip

Your Mysterious Adventures Begin With Arrow of Death, Part I. By Brian Howarth The first in our brand new, exciting Mysterious Adventure Series with all the popular features of TRS-80 Adventures plus a new, challenging mental approach. In Arrow of Death, Part I, a mysterious blight has fallen on your land. It seems to come from the Golden Baton, once good but now a source of evil incarnate. Rain has destroyed the crops, friends are at each other's throats, despair and hatred fill the hearts of the people. The King implores you to aid his sorcerer, Zardra, in banishing this evil from the land. You agree, and the adventure begins. You'll face constant danger, possibly death-but you'll also have the opportunity to perform heroic tasks. All Mysterious Adventures have a 'save the game' feature. Arrow of Death, Part I is complete in itself but we think you'll find it so challenging, you'll want to continue with Part II. Other Mysterious Adventures will include Time Machine and Golden Baton-all written to give you many hours of gaming pleasure. 16K Tape or 32K Disk. TRS-80 I & III plus $2.00 shipping and handling $19.95
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Mysterious Adventures # 03: Arrow of Death 1 [Set 2]

Brian Howarth / Molimerx Ltd

M1 · 1981 · CMD

ma03a4bh.zip

Your Mysterious Adventures Begin With Arrow of Death, Part I. By Brian Howarth The first in our brand new, exciting Mysterious Adventure Series with all the popular features of TRS-80 Adventures plus a new, challenging mental approach. In Arrow of Death, Part I, a mysterious blight has fallen on your land. It seems to come from the Golden Baton, once good but now a source of evil incarnate. Rain has destroyed the crops, friends are at each other's throats, despair and hatred fill the hearts of the people. The King implores you to aid his sorcerer, Zardra, in banishing this evil from the land. You agree, and the adventure begins. You'll face constant danger, possibly death-but you'll also have the opportunity to perform heroic tasks. All Mysterious Adventures have a 'save the game' feature. Arrow of Death, Part I is complete in itself but we think you'll find it so challenging, you'll want to continue with Part II. Other Mysterious Adventures will include Time Machine and Golden Baton-all written to give you many hours of gaming pleasure. 16K Tape or 32K Disk. TRS-80 I & III plus $2.00 shipping and handling $19.95
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Mysterious Adventures # 03: Arrow of Death 1 [Set 3]

Brian Howarth / Molimerx Ltd

M1 · 1981 · CMD

ma03a5bh.zip

Your Mysterious Adventures Begin With Arrow of Death, Part I. By Brian Howarth The first in our brand new, exciting Mysterious Adventure Series with all the popular features of TRS-80 Adventures plus a new, challenging mental approach. In Arrow of Death, Part I, a mysterious blight has fallen on your land. It seems to come from the Golden Baton, once good but now a source of evil incarnate. Rain has destroyed the crops, friends are at each other's throats, despair and hatred fill the hearts of the people. The King implores you to aid his sorcerer, Zardra, in banishing this evil from the land. You agree, and the adventure begins. You'll face constant danger, possibly death-but you'll also have the opportunity to perform heroic tasks. All Mysterious Adventures have a 'save the game' feature. Arrow of Death, Part I is complete in itself but we think you'll find it so challenging, you'll want to continue with Part II. Other Mysterious Adventures will include Time Machine and Golden Baton-all written to give you many hours of gaming pleasure. 16K Tape or 32K Disk. TRS-80 I & III plus $2.00 shipping and handling $19.95
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Mysterious Adventures # 03: Arrow of Death 1 [Set 4]

Brian Howarth / Molimerx Ltd

M1 · 1981 · CMD

ma03a6bh.zip

Your Mysterious Adventures Begin With Arrow of Death, Part I. By Brian Howarth The first in our brand new, exciting Mysterious Adventure Series with all the popular features of TRS-80 Adventures plus a new, challenging mental approach. In Arrow of Death, Part I, a mysterious blight has fallen on your land. It seems to come from the Golden Baton, once good but now a source of evil incarnate. Rain has destroyed the crops, friends are at each other's throats, despair and hatred fill the hearts of the people. The King implores you to aid his sorcerer, Zardra, in banishing this evil from the land. You agree, and the adventure begins. You'll face constant danger, possibly death-but you'll also have the opportunity to perform heroic tasks. All Mysterious Adventures have a 'save the game' feature. Arrow of Death, Part I is complete in itself but we think you'll find it so challenging, you'll want to continue with Part II. Other Mysterious Adventures will include Time Machine and Golden Baton-all written to give you many hours of gaming pleasure. 16K Tape or 32K Disk. TRS-80 I & III plus $2.00 shipping and handling $19.95
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Mysterious Adventures # 03: Arrow of Death [Set 1][Original]

Brian Howarth / Molimerx Ltd

M3 · 1981 · DMK

ma03a1bh.zip

Your Mysterious Adventures Begin With Arrow of Death, Part I. By Brian Howarth The first in our brand new, exciting Mysterious Adventure Series with all the popular features of TRS-80 Adventures plus a new, challenging mental approach. In Arrow of Death, Part I, a mysterious blight has fallen on your land. It seems to come from the Golden Baton, once good but now a source of evil incarnate. Rain has destroyed the crops, friends are at each other's throats, despair and hatred fill the hearts of the people. The King implores you to aid his sorcerer, Zardra, in banishing this evil from the land. You agree, and the adventure begins. You'll face constant danger, possibly death-but you'll also have the opportunity to perform heroic tasks. All Mysterious Adventures have a 'save the game' feature. Arrow of Death, Part I is complete in itself but we think you'll find it so challenging, you'll want to continue with Part II. Other Mysterious Adventures will include Time Machine and Golden Baton-all written to give you many hours of gaming pleasure. 16K Tape or 32K Disk. TRS-80 I & III plus $2.00 shipping and handling $19.95
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Mysterious Adventures # 03: Arrow of Death [Set 2]

Brian Howarth / Molimerx Ltd

M3 · 1981 · CMD

ma03a2bh.zip

Your Mysterious Adventures Begin With Arrow of Death, Part I. By Brian Howarth The first in our brand new, exciting Mysterious Adventure Series with all the popular features of TRS-80 Adventures plus a new, challenging mental approach. In Arrow of Death, Part I, a mysterious blight has fallen on your land. It seems to come from the Golden Baton, once good but now a source of evil incarnate. Rain has destroyed the crops, friends are at each other's throats, despair and hatred fill the hearts of the people. The King implores you to aid his sorcerer, Zardra, in banishing this evil from the land. You agree, and the adventure begins. You'll face constant danger, possibly death-but you'll also have the opportunity to perform heroic tasks. All Mysterious Adventures have a 'save the game' feature. Arrow of Death, Part I is complete in itself but we think you'll find it so challenging, you'll want to continue with Part II. Other Mysterious Adventures will include Time Machine and Golden Baton-all written to give you many hours of gaming pleasure. 16K Tape or 32K Disk. TRS-80 I & III plus $2.00 shipping and handling $19.95
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Mysterious Adventures # 04: Arrow of Death 2 [Set 1]

Brian Howarth / Molimerx Ltd

M1 · 1982 · DAT

ma04a1bh.zip

ARROW OF DEATH (PART II) Having successfully completed PART 1 you are in possession of the component parts of the Arrow. These you will need to destroy Xerdon the Evil, the source of the ill which has befallen your homeland. You new find yourself on the fringe of Desolation Marsh with no clear idea about what to do next. The main objective is to seek out the only man able to create a Magical Arrow from the parts which you now possess. This man is Arnid, the royal fletcher. However, he has been kidnapped by the minions of Xerdon the Evil who have somehow learned of your intent. Hence you must set off in search of Arnid. Danger lurks at every step and your only hope of survival on this quest is to rely on quick wits and cunning! Tape 11-1928 Disk 11-1929
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Mysterious Adventures # 04: Arrow of Death 2 [Set 2]

Brian Howarth / Molimerx Ltd

M3 · 1982 · CMD

ma04a2bh.zip

ARROW OF DEATH (PART II) Having successfully completed PART 1 you are in possession of the component parts of the Arrow. These you will need to destroy Xerdon the Evil, the source of the ill which has befallen your homeland. You new find yourself on the fringe of Desolation Marsh with no clear idea about what to do next. The main objective is to seek out the only man able to create a Magical Arrow from the parts which you now possess. This man is Arnid, the royal fletcher. However, he has been kidnapped by the minions of Xerdon the Evil who have somehow learned of your intent. Hence you must set off in search of Arnid. Danger lurks at every step and your only hope of survival on this quest is to rely on quick wits and cunning! Tape 11-1928 Disk 11-1929
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Mysterious Adventures # 05: Escape from Pulsar 7 [Set 1][Disk Version]

Brian Howarth + Werner Barnes

M1 · CMD

ma05e1bh.zip

4 ESCAPE FROM PULSAR 7 You are alone or almost alone on the space freighter 'Pulsar 7 inch. As you sit in the relative safety of the social room, your thoughts drift unwillingly back to the day two weeks ago when the nightmare began It started out as a routine mission, an exploratory flight into the outer regions of the Xanotar system. The purpose of the the mission was, as always to deliver the precious ore Redennium to minor planetoids whose civilisations had evolved beyond primitive nuclear power and were seeking out new methods of energy transference in these far flung regions of the Xanotar system, consequently most governments of these planetoids were only too eager to accept samples of new elements, particularly Redennium whose energy transference characteristics were second to none. After successfully trading the current load of Redennium and also receiving as part payment of the consignment a strange but interesting creature for the intergalactic zoo in your home planet, you and your crew set course for home. Initially the trip was uneventful except for a minor disturbance when the creature broke out of its cage and took to rolling about playfully in the remains of the Redennium ore left in the cargo hold. After recapturing the creature and placing it back in its cage the Pulsar 7 resumed its monotonous course for home. In the following days, however, the creature became restless and began to grow at an astonishing rate. It was decided at this point that the creature was likely to become a danger to the crew and should therefore be sedated for the remainder of the journey home. The decision came too late. The creature, now the size of a small horse, had ripped open its cage and savagely killed and eaten two of the crew members. It has concealed itself somewhere aboard the gigantic freighter. Since then the creature had accounted for all of the remaining crew except yourself. Your only option now is to abandon the freighter and attempt to make your escape in the frail shuttle craft if you can avoid the deadly creature! Tape 11-1930 Disk 11-1931
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Mysterious Adventures # 05: Escape from Pulsar 7 [Set 2][Tape Version]

Brian Howarth + Werner Barnes

M1 · CAS

ma05e2bh.zip

4 ESCAPE FROM PULSAR 7 You are alone or almost alone on the space freighter 'Pulsar 7 inch. As you sit in the relative safety of the social room, your thoughts drift unwillingly back to the day two weeks ago when the nightmare began It started out as a routine mission, an exploratory flight into the outer regions of the Xanotar system. The purpose of the the mission was, as always to deliver the precious ore Redennium to minor planetoids whose civilisations had evolved beyond primitive nuclear power and were seeking out new methods of energy transference in these far flung regions of the Xanotar system, consequently most governments of these planetoids were only too eager to accept samples of new elements, particularly Redennium whose energy transference characteristics were second to none. After successfully trading the current load of Redennium and also receiving as part payment of the consignment a strange but interesting creature for the intergalactic zoo in your home planet, you and your crew set course for home. Initially the trip was uneventful except for a minor disturbance when the creature broke out of its cage and took to rolling about playfully in the remains of the Redennium ore left in the cargo hold. After recapturing the creature and placing it back in its cage the Pulsar 7 resumed its monotonous course for home. In the following days, however, the creature became restless and began to grow at an astonishing rate. It was decided at this point that the creature was likely to become a danger to the crew and should therefore be sedated for the remainder of the journey home. The decision came too late. The creature, now the size of a small horse, had ripped open its cage and savagely killed and eaten two of the crew members. It has concealed itself somewhere aboard the gigantic freighter. Since then the creature had accounted for all of the remaining crew except yourself. Your only option now is to abandon the freighter and attempt to make your escape in the frail shuttle craft if you can avoid the deadly creature! Tape 11-1930 Disk 11-1931
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Mysterious Adventures # 05: Escape from Pulsar 7 [Set 3]

Brian Howarth + Werner Barnes

M1 · DAT

ma05e3bh.zip

4 ESCAPE FROM PULSAR 7 You are alone or almost alone on the space freighter 'Pulsar 7 inch. As you sit in the relative safety of the social room, your thoughts drift unwillingly back to the day two weeks ago when the nightmare began It started out as a routine mission, an exploratory flight into the outer regions of the Xanotar system. The purpose of the the mission was, as always to deliver the precious ore Redennium to minor planetoids whose civilisations had evolved beyond primitive nuclear power and were seeking out new methods of energy transference in these far flung regions of the Xanotar system, consequently most governments of these planetoids were only too eager to accept samples of new elements, particularly Redennium whose energy transference characteristics were second to none. After successfully trading the current load of Redennium and also receiving as part payment of the consignment a strange but interesting creature for the intergalactic zoo in your home planet, you and your crew set course for home. Initially the trip was uneventful except for a minor disturbance when the creature broke out of its cage and took to rolling about playfully in the remains of the Redennium ore left in the cargo hold. After recapturing the creature and placing it back in its cage the Pulsar 7 resumed its monotonous course for home. In the following days, however, the creature became restless and began to grow at an astonishing rate. It was decided at this point that the creature was likely to become a danger to the crew and should therefore be sedated for the remainder of the journey home. The decision came too late. The creature, now the size of a small horse, had ripped open its cage and savagely killed and eaten two of the crew members. It has concealed itself somewhere aboard the gigantic freighter. Since then the creature had accounted for all of the remaining crew except yourself. Your only option now is to abandon the freighter and attempt to make your escape in the frail shuttle craft if you can avoid the deadly creature! Tape 11-1930 Disk 11-1931
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Mysterious Adventures # 06: Circus [Set 1]

Brian Howarth + Werner Barnes

M1 · 1982 · CMD

ma06c1bh.zip

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Mysterious Adventures # 06: Circus [Set 2]

Brian Howarth + Werner Barnes

M1 · 1982 · DAT

ma06c2bh.zip

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Mysterious Adventures # 07: Feasibility Experiment [Set 1][Original]

Brian Howarth + Werner Barnes

M1 · 1982 · DMK

ma07f1bh.zip

6 FEASIBILITY EXPERIMENT FEASIBILITY EXPERIMENT - THE SEVENTH MYSTERIOUS ADVENTURE Far beyond the outermost Galaxy of our Universe, beyond the wildest imaginings of mortal men lies a newly-born World. A World manufactured artificially from the raw materials of the Universe. Painstakingly created by the pure thought processes of being immeasurably superior in intellect to ourselves. Beings who posses no physical form, but exist only as clouds of pure mental energy, capable of projecting their will over infinite distances. At the geometrical centre of this artificial world there exists an immense cavern, created by these beings as a place of worship. The one solitary object of worship in this shrine, a statue carved in the image of mortal man. At the base of this statue are inscribed the three words: ALEXANDER THE GREAT. Millions of years after these beings had discarded their physical forms as an intolerable burden, their perceptions were clouded by a catastrophic vision of their own impotence. After eons of roaming the universe, fascinated by their own ability to create or destroy whole galaxies at the merest whim, they slowly became aware of their disastrous handicap their absolute inability to reproduce the one thing that would ensure their eternal existence themselves. As their power began to wane, their energy slowly dissipating over the vastness of space, they began the desperate search for a sustaining life force. At length their thoughts drifted to our world and here they beheld the spectacle of a great Warrior. They were invigorated by this spectacle, drawing power from the life force of this charismatic figure. Hence, they retired to a region beyond all reach and created for themselves a place of worship, believing that such worship could guarantee the survival of their race. Eventually they realised that this was not enough, a mere image of a hero could not sustain them; they would have to find a real, living hero and draw their essential life force from this. To this end they built on this artificial world a scenario such as they could use to test the heroism of their subjects, for their hero would have to be brave indeed to satisfy their hunger for life-force. Their thoughts turn again now to our planet As you sleep this night, your dreams are disturbed by a ghostly voice; at first the voice seems to ask you gently to follow it; at your vague refusal it becomes more insistent, eventually growing into a howling demand for your presence. As your last remnant of resistance is shattered, you jerk awake to find yourself on the floor inside what seems to be an old mansion. As you raise yourself up and try to make sense of your surroundings, you have no way of knowing that you are now the subject of a FEASIBILITY EXPERIMENT. Tape 11-1934 Disk 11-1935
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Mysterious Adventures # 07: Feasibility Experiment [Set 2]

Brian Howarth + Werner Barnes

M1 · 1982 · CMD

ma07f2bh.zip

6 FEASIBILITY EXPERIMENT FEASIBILITY EXPERIMENT - THE SEVENTH MYSTERIOUS ADVENTURE Far beyond the outermost Galaxy of our Universe, beyond the wildest imaginings of mortal men lies a newly-born World. A World manufactured artificially from the raw materials of the Universe. Painstakingly created by the pure thought processes of being immeasurably superior in intellect to ourselves. Beings who posses no physical form, but exist only as clouds of pure mental energy, capable of projecting their will over infinite distances. At the geometrical centre of this artificial world there exists an immense cavern, created by these beings as a place of worship. The one solitary object of worship in this shrine, a statue carved in the image of mortal man. At the base of this statue are inscribed the three words: ALEXANDER THE GREAT. Millions of years after these beings had discarded their physical forms as an intolerable burden, their perceptions were clouded by a catastrophic vision of their own impotence. After eons of roaming the universe, fascinated by their own ability to create or destroy whole galaxies at the merest whim, they slowly became aware of their disastrous handicap their absolute inability to reproduce the one thing that would ensure their eternal existence themselves. As their power began to wane, their energy slowly dissipating over the vastness of space, they began the desperate search for a sustaining life force. At length their thoughts drifted to our world and here they beheld the spectacle of a great Warrior. They were invigorated by this spectacle, drawing power from the life force of this charismatic figure. Hence, they retired to a region beyond all reach and created for themselves a place of worship, believing that such worship could guarantee the survival of their race. Eventually they realised that this was not enough, a mere image of a hero could not sustain them; they would have to find a real, living hero and draw their essential life force from this. To this end they built on this artificial world a scenario such as they could use to test the heroism of their subjects, for their hero would have to be brave indeed to satisfy their hunger for life-force. Their thoughts turn again now to our planet As you sleep this night, your dreams are disturbed by a ghostly voice; at first the voice seems to ask you gently to follow it; at your vague refusal it becomes more insistent, eventually growing into a howling demand for your presence. As your last remnant of resistance is shattered, you jerk awake to find yourself on the floor inside what seems to be an old mansion. As you raise yourself up and try to make sense of your surroundings, you have no way of knowing that you are now the subject of a FEASIBILITY EXPERIMENT. Tape 11-1934 Disk 11-1935
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Mysterious Adventures # 07: Feasibility Experiment [Set 3]

Brian Howarth + Werner Barnes

M1 · 1982 · DAT

ma07f3bh.zip

6 FEASIBILITY EXPERIMENT FEASIBILITY EXPERIMENT - THE SEVENTH MYSTERIOUS ADVENTURE Far beyond the outermost Galaxy of our Universe, beyond the wildest imaginings of mortal men lies a newly-born World. A World manufactured artificially from the raw materials of the Universe. Painstakingly created by the pure thought processes of being immeasurably superior in intellect to ourselves. Beings who posses no physical form, but exist only as clouds of pure mental energy, capable of projecting their will over infinite distances. At the geometrical centre of this artificial world there exists an immense cavern, created by these beings as a place of worship. The one solitary object of worship in this shrine, a statue carved in the image of mortal man. At the base of this statue are inscribed the three words: ALEXANDER THE GREAT. Millions of years after these beings had discarded their physical forms as an intolerable burden, their perceptions were clouded by a catastrophic vision of their own impotence. After eons of roaming the universe, fascinated by their own ability to create or destroy whole galaxies at the merest whim, they slowly became aware of their disastrous handicap their absolute inability to reproduce the one thing that would ensure their eternal existence themselves. As their power began to wane, their energy slowly dissipating over the vastness of space, they began the desperate search for a sustaining life force. At length their thoughts drifted to our world and here they beheld the spectacle of a great Warrior. They were invigorated by this spectacle, drawing power from the life force of this charismatic figure. Hence, they retired to a region beyond all reach and created for themselves a place of worship, believing that such worship could guarantee the survival of their race. Eventually they realised that this was not enough, a mere image of a hero could not sustain them; they would have to find a real, living hero and draw their essential life force from this. To this end they built on this artificial world a scenario such as they could use to test the heroism of their subjects, for their hero would have to be brave indeed to satisfy their hunger for life-force. Their thoughts turn again now to our planet As you sleep this night, your dreams are disturbed by a ghostly voice; at first the voice seems to ask you gently to follow it; at your vague refusal it becomes more insistent, eventually growing into a howling demand for your presence. As your last remnant of resistance is shattered, you jerk awake to find yourself on the floor inside what seems to be an old mansion. As you raise yourself up and try to make sense of your surroundings, you have no way of knowing that you are now the subject of a FEASIBILITY EXPERIMENT. Tape 11-1934 Disk 11-1935
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Mysterious Adventures # 08: The Wizard of Akyrz

Brian Howarth + Cliff J Ogden

M1 · DAT

ma08w1bh.zip

THE WIZARD OF AKYRZ - THE EIGHTH MYSTERIOUS ADVENTURE Begin the Adventure in the Throne Room of the Palace. The old King grieves for his kidnapped daughter and the theft of the Crown Jewels. All the King seems to have left now is advice! He beseeches you to rescue his daughter from the evil wizard. If you succeed your reward will be priceless failure will bring certain death. Memory Requirement 16/32K TRS 80 Tape/Disk Model 1 & 3
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Mysterious Adventures # 09: Perseus and Andromeda

Brian Howarth

M1 · DAT

ma09p1bh.zip

PERSEUS AND ANDROMEDA - THE NINTH MYSTERIOUS ADVENTURE Travel into the realms of ancient mythology Battle with grotesque monsters and supernatural powers as you search for the hidden secrets of myth and legend Memory Requirement 16/32K TRS 80 Tape/Disk Model 1 & 3
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Mysterious Adventures # 10: Ten Little Indians

Brian Howarth

M1 · DAT

ma10t1bh.zip

TEN LITTLE INDIANS - THE TENTH MYSTERIOUS ADVENTURE The mystery begins with a train journey into a strange country. What secrets are held by the strange country mansion? What meaning is attached to the strange idols? Maybe you will find out if you live long enough Memory Requirement 16/32K TRS 80 Tape/Disk Model 1 & 3
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Mysterious Adventures # 11: Waxworks

Brian Howarth + Cliff J Ogden

M1 · DAT

ma11w1bh.zip

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Mysterious Island Adventure [Set 1]

David R von Bose

M1 · 1983 · BAS

mysis1db.zip

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Mysterious Island Adventure [Set 2][TD13]

David R von Bose

M3 · 1983 · BAS

mysis2db.zip

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Mystery Computer [Find Your Number By Using 6 Charts]

Author Unknown

M1 · BAS

mystcomp.zip

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Mystery Guest

Richard Ramella (x2020) / 80 Microcomputing

M1 · 1983 · BAS

mysgstrr.zip

Appears in Issue 043 of 80 Microcomputing
Article Begins:
First, let's find out who the mystery guest is. You get 20 guesses. Even if it seems hopeless at first, keep trying because there are some hidden clues. You won't find them even if you key in the program.
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Mystery Mansion Adventure v9.8 [LD]

Greg Hassett

M1 · 1980 · CMD

mysmangh.zip

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Mystery Program [h June Short]

Kilobaud

M1 · 1978 · BAS

mysprgkb.zip

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Mystery Tower Adventure [Je Bent In De Grote Hal][Set 1]

Author Unknown

M1 · BAS

mysttwr1.zip

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Mystery Tower Adventure [Je Bent In De Grote Hal][Set 2]

Author Unknown

M1 · BAS

mysttwr2.zip

Advertisement

Mystery WordsMISSING

Academic Therapy Publications

M3

Mystery Words III/4 Description: This is a variation of 'Hangman' that focuses on the basic sight vocabulary. It presents sentences with missing words, so that the student can capitalize on context clues. This program includes animated graphics and allows the teacher to add words from classroom spelling lessons. Grade Level: 2-6. Hardware Requirements: Disk. Support: Academic Therapy Publications. 90-5137 20.00
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Mystic Calendar

John R Olsen Jr

M0 · 1979 · CAS

myscl1c1.zip

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Mystic Calendar

John R Olsen Jr

M1 · 1979 · CAS

myscl2c1.zip

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Mystifying Oracle [Put a Proposal to Me]

Author Unknown

M1 · BAS

myorfomo.zip

Advertisement

MyTee Music-1MISSING

Mytee Music

M1

NEW MUSIC SOFTWARE TRS-80 LEVEL II (16K) MINI-KEYS play 7 octaves like any keybd. instrument. 100's of speeds. $12.95 ReKord - hear prerecorded data play. Stars & Stripes Forever, Hallelujah! $16.95 MYTEE MUSIC - assemble over 3000 tones in a music score. E-Z to use. E-Z to edit. Whole notes thru 1/64, dotted & triplet. 100's of speed signatures. Instruction booklet makes program fun to use! MYTEE MUSIC-1 good $14.95 MYTEE MUSIC'2 better $29.95 MYTEE MUSIC-1 good $14.95 MYTEE MUSIC-2 better $29.95 MYTEE MUSIC-3 best $44.95 (add $5.00 for disc) MYTEE MUSIC P.O. Box 2432 Evansville, IN 47714
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MyTee Music-2MISSING

Mytee Music

M1

NEW MUSIC SOFTWARE TRS-80 LEVEL II (16K) MINI-KEYS play 7 octaves like any keybd. instrument. 100's of speeds. $12.95 ReKord - hear prerecorded data play. Stars & Stripes Forever, Hallelujah! $16.95 MYTEE MUSIC - assemble over 3000 tones in a music score. E-Z to use. E-Z to edit. Whole notes thru 1/64, dotted & triplet. 100's of speed signatures. Instruction booklet makes program fun to use! MYTEE MUSIC-1 good $14.95 MYTEE MUSIC'2 better $29.95 MYTEE MUSIC-1 good $14.95 MYTEE MUSIC-2 better $29.95 MYTEE MUSIC-3 best $44.95 (add $5.00 for disc) MYTEE MUSIC P.O. Box 2432 Evansville, IN 47714
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MyTee Music-3MISSING

Mytee Music

M1

NEW MUSIC SOFTWARE TRS-80 LEVEL II (16K) MINI-KEYS play 7 octaves like any keybd. instrument. 100's of speeds. $12.95 ReKord - hear prerecorded data play. Stars & Stripes Forever, Hallelujah! $16.95 MYTEE MUSIC - assemble over 3000 tones in a music score. E-Z to use. E-Z to edit. Whole notes thru 1/64, dotted & triplet. 100's of speed signatures. Instruction booklet makes program fun to use! MYTEE MUSIC-1 good $14.95 MYTEE MUSIC'2 better $29.95 MYTEE MUSIC-1 good $14.95 MYTEE MUSIC-2 better $29.95 MYTEE MUSIC-3 best $44.95 (add $5.00 for disc) MYTEE MUSIC P.O. Box 2432 Evansville, IN 47714
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