[editor : Christopher Morgan] [publisher : Virginia Londoner, Gordon R Williamson, John E Hayes] #Magazine
#Abstract
Playing games may not be the most important task your computer does, but it sure makes for a lot of fun. As Robert Tinney's cover illustrates, computers play a central role in our recreational activites. BYTE's writers have been working hard at playing games, and their articles and reviews will help you pick and choose from among the many computer games available. Senior editor Gregg Williams speculates on the shape of games to come in the editorial, "New Games, New Directions." Thomas W Malone analyzes the attraction of computer games in "What Makes Computer Games Fun?" To learn how you can turn your game ideas into cash, see the rules for the BYTE Game Contest, page 302. On a more serious note, the Atari Tutorial continues with Part 4, "Display-List Interrupts" and William Barden Jr presents the first installment of a new series on Radio Shack computers, "Color Computer from A to D, Make your Color Computer 'See' and 'Feel' Better." BYTE's six-year cumulative index will eliminate those random searches for that specific article. See page 366. All this, plus our regular features.
[author : Gregg Williams] #Edito
Extract : « [...] New Machines, New Games
Games will take new directions with new machines. For sound and video graphics, the Atari 400 and 800 computers are hard to beat. These two machines have special hardware that accomplishes what most game programmers have to do in software. This not only makes the game faster but also makes programming faster, simpler, and much easier.
Another exciting machine is the IBM Personal Computer. Although I'll be reviewing it in-depth next month, several features are of interest to game players and programmers. [...]
Multiplayer Games
I think there's a large market for multiplayer games. Two-player games are fine, but it's really fun to get a group of people together for an exciting game. I realized this while playing some two- and four-player video games on the Atari Video Computer System (the game cartridge system, not the microcomputer). Even though the games were simple, it was a lot of fun to be playing a game with three other people. [...]
Microcomputers and War Games
"War gaming," which usually calls to mind historical simulations with maps laid out on a hexagonal grid and plenty of cardboard playing pieces, is an area that is begging for the assistance of microcomputers. Many of us have tried war games and have balked at the hundreds of cardboard counters, the long and often unclear rule books, and the tedious resolution of combat through dice rolls and large tables. With microcomputers we can eliminate (or at least lessen) these problems; they can also do things never before possible with conventional war games. [...]
Mixea-Media Games
Using microcomputers to assist in playing a conventional war game reminds me of a new kind of game that is beginning to appear. The mixed-media game uses a microcomputer (or a hand-held unit with a microprocessor in it) to control or influence a board game of some sort. [...]
A Call for Imagination
As I look at the stunning video games and new microcomputers that have even more capabilities than previous machines, I dream of the games we'll be playing two or three years from now. [...] »
With microcomputer games, you can have your fun and your quarters too.
[author : Gregg Williams] #GameArcade #GameStrategy #GameAdventure #Overview
Extract : « A faceless stranger in the crowd presses a slip of paper into your hand and is gone. You are surprised, but only for a moment; after all, they had said that you would be contacted. You follow the confusing directions on the paper and find yourself somewhere in an unfamiliar part of town. And there it is—the neon sign above the warehouse door proclaims "The Coinless Arcade." Something deep inside you knows that it is true. You walk inside, and you see all the games you've ever played and a few you never knew existed. Clusters of people, gathered together in friendly competition, surround most of the games. You walk up to a vacant machine, one of your favorites, reach into your pocket, and pull out a quarter. You start to put it in the machine, but find no slot for it. Smiling, you replace the coin in your pocket and press the flashing red button labeled START. The fun begins, and you know it is only the beginning.
Strictly speaking, the Coinless Arcade does not exist. But, in a way, it does: in the software available for many of today's microcomputers. We just came back from the Coinless Arcade with photos of some of the newest and best computer games around. Take a stroll through our Coinless Arcade. We think you'll like what you see. [...] »
Once you get your computer to answer the telephone and decode tone signals, you can use it for remote control.
[author : Steve Ciarcia] #Electronic #Interface #Encoding #Audio #Book
Extract : « [...] The keypad on a Touch Tone telephone receiver is a readily available, convenient means of transmitting data. (Only telephone instruments from the Bell System are properly called Touch Tone; the generic term used by other telephone manufacturers is dual-tone, multiple-frequency, or DTMF, signaling.) Where only rotary-dial telephones are available, a battery-powered DTMF keypad can be carried much more easily than any full-function terminal. Decoding of DTMF signals by my home-control computer, therefore, became one cornerstone of my remote-command arrangement.
The other cornerstone was to be output in the form of audible responses: words spoken over the telephone line by a voice synthesizer driven by the computer. Those who have read my June and September 1981 articles know I have been experimenting with two voice-synthesis integrated circuits: the Digitalker from National Semiconductor and the Votrax SC-01 from the Votrax Division of Federal Screw Works. Using these components, I designed the Micromouth and Sweet Talker speech interfaces, respectively. Either of these, interfaced in an approved way to the telephone line, could give me the voice-response capability I envisioned.
My first step was to decode the DTMF tones. As the title of this article indicates, I didn't get much further. [...] »
Hardware and software projects to tie your Color Computer to the real world.
[author : William Barden Jr] #Electronic #Interface #Encoding #Listing #BASIC #DataAcquisition #Joystick #OpticalInput
Extract : « The Radio Shack Color Computer has an amazing amount of circuitry built into it for the price. One of its most interesting features is the joystick interface, which allows you to control the screen cursor position by the use of two joysticks. Actually, this use of the joystick is one of the most mundane applications of the built-in analog-to-digital (AID) circuitry. How would you like to use the joystick inputs for reading in temperature, intensity of light in a room, or other real-world physical quantities? And do it with only a few additional inexpensive components? How would you like to have four channels of data coming into the Color Computer, making it a data-acquisition system for storing and processing real-world data?
In this article I'll show you how to accomplish all of these things. The Color Computer hardware that handles the joystick inputs, the software that drives the input electronics, and the implementation of real-world inputs will all be investigated. [For background information on the Color Computer's circuitry, see Tim Ahrens et al., "What's Inside Radio Shack's Color Computer?" March 1981 BYTE, p.90.] [...] »
How to get the most out of the Atari 400 and 800s color-graphics features.
[author : Chris Crawford] #Graphics #HowItWorks #Listing #Assembly #BASIC
Extract : « The display-list interrupt is one of the most powerful features built into the Atari personal computer system. It is also one of the least accessible features of the system, requiring of the programmer a firm understanding of assembly language as well as all of the other characteristics of the machine. Used alone, display-list interrupts provide no additional capabilities; they must be used in conjunction with the other features of the system, such as player-missile graphics, character-set indirection, or color-register indirection. With display-list interrupts, the full power of these features can be realized.
Display-list interrupts take advantage of the sequential nature of the raster-scan television display. The television draws the screen image in a time sequence, from the top of the screen to the bottom. This drawing process takes about 13,000 microseconds and looks instantaneous to the human eye. But that is a long time in comparison to the time scale the computer works in. The computer has plenty of time to change the parameters of the screen display while it is being drawn. Of course, the computer must make each change each time the screen is drawn, which happens 60 times per second. Also (and this is the tricky part), it must change the parameter in question at exactly the same moment each time the screen is drawn. That is, the cycle of changing screen parameters must be synchronized to the screen-drawing cycle. [...] »
Generate unique random mazes for puzzles and games.
[author : David Matuszek] #Algorithm #GamePuzzle
Extract : « Mazes are fun to solve. With a little imagination, mazes can be incorporated into many different computer games. If you know how, it's a simple matter to use the computer to generate random mazes.
A traditional maze has one starting point and one finishing point. In addition, all locations inside the maze are reachable from the start, and there is one and only one path from start to finish. While it is easy to place doorways and barriers randomly inside it maze, it is more difficult to satisfy the two latter constraints. This article describes a fairly simple method that efficiently produces a random traditional maze. [...] »
Implementing GOTO-less structure in an already existing language is easy with macroinstructions.
[author : Gregory Walker] #Listing #Assembly #Languages #Method #Programming
Extract : « Assembly-language programmers can have their cake and eat it too. They need not be shut out of the world of structured programming in order to make the most efficient use of a particular computer. Part 1 of this article showed a set of structured control statements that can be added to the 6809 assembly language. Now the magician will pull back the curtain to show how it was all done: I will present the actual code for the MC6809 structured macros and explain their operation.
However, I will not stop there. As several areas of programming-language design and implementation come together to produce a structured assembly language, it is tempting to look beyond the present and try to visualize where these techniques might lead. This article will conclude with some speculation on just how "high-level" an assembly language might become.
It is not necessary to buy a new assembler in order to use these structured contol statements. Any assembler that allows user-defined macroinstructions will allow the implementation of structured control statements, Before going into a detailed presentation of the Motorola MC 6809 macroassembler, I would like to discuss macros in general for those readers who may not be familiar with them. [...] »
A TRS-80 cross-assembler package for those who are tired of hand-assembling code and loading it two bytes at a time into MIKBUG.
[author : Robert Labenski] #Listing #BASIC #Assembly #Programming
Extract : « I've always appreciated my TRS-80 Model I, largely because it's so easy to use. Recently, however, this appreciation heightened considerably when I bought the Motorola 6800 evaluation kit (MEK 6800 D1). That's when I realized I had become spoiled by the sophistication and ease of use of the Radio Shack machine.
The D1 comes with a minimum of programming support: a machine-language monitor called MIKBUG. It does a good job as a monitor, but after two years of using a disk-based editor/assembler, who wants to hand-assemble object code and load it 2 bytes at a time?
This prompted me to write a full programming system for the D1 kit. The programs run on the TRS-80, which is connected to the D1 as a terminal. As far as the D1 is concerned, the TRS-80 is nothing more than an I/O (input/output) terminal; little does the D1 know that the TRS-80 is also serving as a cross-assembler with file capabilities, a downloader, and a debugger! [...] »
Why the average outer-space game may be more educational than many classroom drill-and-practice programs.
[author : Thomas W Malone] #Game #GeneralQuestions #Book
Extract : « Rumor has it that when the Space Invaders game was first introduced in Japan the Japanese treasury ran out of the coin that was used to operate the game. True or not, the phenomenal popularity of various computer games is obvious to anyone who has wandered through a shopping mall, an airport lounge, or a toy store in the last few years.
Why are these games so captivating? And how can the same things that make computer games captivating be used to make learning with computers more interesting and enjoyable? To help answer these questions, I systematically studied more than 100 people playing computer games, looking primarily at what made the games fun. Then I developed a set of guidelines for designing highly motivating educational computer programs.
Though I focused on making educational activities more fun, these guidelines can also be used in designing noneducational computer games or in making other computer programs more fun to use. All of the work I discuss in this article is described in more detail elsewhere [...] »
Give your computer a vocabulary and challenge it to a fascinating game of micro-Scrabble.
[author : Joseph J Roehrig] #Listing #BASIC #GamePuzzle
Extract : « Scrabble is probably the best known and most frequently played word game available. Many books have been written about playing Scrabble. Unlike chess, however, very little, if anything, can be found on playing this popular game against a computer.
Scrabble has a board containing 225 squares, 61 of which have special scoring characteristics (double-letter or -word and triple-letter or -word). One hundred flat squares containing all 26 letters of the alphabet plus blank "wildcards" are the playing pieces. The piece-movement regulations can be described in three or four pages of text, plus the largest dictionary you can find.
I have several programs that play the game of Scrabble on a microcomputer. But because of the game's complexities, certain constraints must be placed on a microcomputer version. After much experimentation, the constraint I found to work best is to have the computer make up only two- or three-letter words and to maximize the scoring potential of these words. Without this or other selected constraints, the time spent calculating a move and the memory-and file-space requirements would most likely exceed the capabilties of a microprocessor. A program can be developed using words of four or more letters with response time similar to that of my model, but that type of program could not address itself to every such word in existence nor could it maximize the selection and placement of words. The program described in this article is capable of handling every two- and three-letter word conceivable and it maximizes the placement of the selected word. [...] »
Three utility programs help write the Applesoft BASIC program for you.
[author : Jacob R Jacobs] #Listing #BASIC #Programming
Extract : « Wouldn't it be great if your computer could write programs? Or if it could write those portions of your programs that you find most tedious? With the three utility programs described in this article, you simply answer a few questions interactively, and the computer automatically generates the Applesoft BASIC program for you.
The three programs are written in Applesoft BASIC, but they can be easily modified to run in, and generate programs for, another version of BASIC. The utility programs generate BASIC programs for these three sections:
• Data entry section: the area where repetitive prompting, input, and range checking are performed.
• Data output section: the part of your program that requires a careful determination of the tabs for printing headings and for printing the data in columns where the first or last character or decimal point lines up.
• Instruction section: most programs begin with instructions on how to use them, or provide some introductory text. You must be careful that the text doesn't wrap on the screen in the middle of words. It is also time consuming to center headings.
To create a program using these utilities, simply run the utility program and answer the questions. When you are finished, the utility will generate a BASIC program and store it in a text file. To use the text file, just EXEC it into your program. [...] »
Our six-year cumulative index will put an end to your random searches through past issues of BYTE for that specific article.
[author : Microcomputer Information Services] #OtherMagazine #Index
Extract : « [...] This month, as a service to our readers, BYTE presents a comprehensive, cumulative index that covers every issue of the magazine, up to and including the one you're holding in your hand. Among the information represented is every article and product review that has appeared in the pages of BYTE for the past 7S issues. [...] »
The public must be convinced that online databases provide efficiency, economy and convenience.
[author : Steven K Roberts] #OnlineService #DataManagement
Extract : « How many times have you experienced the frustration of showing someone your computer system and finding yourself confronted with such questions as: "Can I ask it something?" or "Have you got anything in there on me?" Thanks to a wealth of naive fiction and movies, the general public (still!) thinks of even the smallest computer as a great, mysterious storehouse of information that dwarfs human minds and invades personal privacy.
We all know that our little micros hardly justify this reputation, but some systems out there do harbor astonishing volumes of information. That isn't news, but recent developments have brought some of these robust resources within the grasp of the personal computer user.
An example: not long ago, when the words were coming far too slowly on a book project, I fell into a tea-sodden brainstorming session with one of my associates concerning schemes which might bring us wealth. Both design engineers with a degree of entrepreneurial fervor, we naturally settled upon high-tech products. As avid cyclists, we chose as one of our potential projects a digital bike odometer/speedometer with liquid crystal display, trip memory, and zero-drag interface with the machine.
After we refined this idea and rejected most of the other harebrained schemes, the time came for some serious research. [...] »
How to turn the TRS-80 into a communications device for severely handicapped persons.
[author : Howard Batie] #Listing #BASIC #Electronic #Keyboard #Display #HealthCare
Extract : « [...] The first step in helping Lois to communicate was to understand the nature of the physical impairments that had to be overcome. Lois is severely spastic and has very little control over the movement of her hands and arms. She cannot move around on her own. She cannot talk. Although she has enough strength in her arms to bend a sturdy mechanical joystick, she cannot control it well enough for use as an input/output device. Because of a caring family that has spent much time with her, she can read. [...] »
[author : Curtis Feigel] #Game #Review #Listing #Languages #Graphics #Programming #Robotics #Simulation
Extract : « "Welcome to the battlefield of the future!" seemed to me a rather ominous greeting. I had opened the Robotwar instruction manual expecting to educate myself about robots through experimentation. Instead, I was reading about sometime after the year 2002 AD, when international conflicts are resolved through robot warriors. In addition to its gaming aspect, Robotwar provides those interested in robotics with an off-the-shelf simulation for developing practical robot software when no robot actually exists.
Robotwar falls into the realm of multimachine games, where the computer is not an adversary but a vehicle for two or more humans to compete in a manner that would otherwise be impossible. (You certainly couldn't build an armored computer on tracks and program it to fire explosive shells for $39.95.) [...] »
[author : David A Kater] #GameSport #GameArcade #Review #Graphics
Extract : « Okay, you armchair athletes, Microsoft has a program for you. Slide your easy chair over to the computer and prepare to compete in an Olympic Decathlon—10 events requiring speed, timing, and agility.
Game of the Year
When I first heard of this program, it sounded fairly bland. With its dull name, I just knew it couldn't compare to "Super-Intergalactic-Cosmos-Blasters."
Luckily, I happened to witness the presentation of the Creative Computing Game of the Year award at the West Coast Computer Faire. Guess which program took the honors for 1980? That's right: Olympic Decathlon, by Tim Smith. At the presentation Tim gave us a firsthand demonstration of his ingenious creation. When the presentation ended, I bought a copy and raced home to try it on my computer. I wasn't disappointed; the program exceeds its promise. [...] »
[author : Robert Moskowitz] #GameShooting #GameArcade #Review #Graphics
Extract : « [...] The scenario takes place thousands of times every day, at arcades across the country and now in thousands of homes equipped with Apple computers and color TVs. At the arcade, it is Atari's Missile Command-one of the most popular games around. At home, you can have two versions of the game: Missile Defense (by On-Line Systems) and ABM (by Muse Software). All three play a tough, fast game with plenty of thrills, sound effects, and graphics. This review hopes to differentiate the subtleties, the slight distinctions, and the all-important "feel" that make for a really rousing atomic war!
Two notes on these reviews: First, I relied on a panel of judges, ages five to 19, to play the games extensively and give me their opinions. Second, I took Missile Command—the original arcade version of the game—as the basis for comparison. For better or worse, our judges had much more time on that game than either of the home- computer versions up for review, So it was natural to see which of the home-brew war games compares best with the original. [...] »
[author : Peter V Callamaras] #GameShooting #GameArcade #Review #Graphics
Extract : « [...] Time passes quickly when you're playing Gorgon, a new arcade-style space game from Sirius Software. This is one of the typical high-quality, highly graphic games we have come to expect from the Sirius/Nasir team. Rest assured that you Nasir Gebelli fans will not be disappointed by this one!
The premise behind Gorgon is fairly simple—the earth has entered a time warp, and strange creatures called Gorgons appear at random to abduct helpless earthlings. You are a fighter pilot trying to blast the Gorgons with your laser cannon before the kidnappings occur.
If you are too late, you can still shoot the Gorgon who is carrying off one of your people. But you must then catch the falling human and lower him safely to the earth's surface. Hitting the earthling with your cannon fire or allowing him to hit the ground costs you 50 points; saving a captured earthling gains you 100 points. [...] »
[author : George Stewart] #GameStrategy #Review #Network
Extract : « Most computer games are solitary activities. Whether you're hunting Klingons, exploring an imaginary world, or racing down an endless loop, it's you versus the computer. That relationship can become a little dry; after all, what does a computer know about the thrill of victory or the agony of defeat?
Commbat, a war game from Adventure International, offers a novel and exciting alternative to one-player games. It's a "tele-game" which you and a friend play using two computers linked by phone lines. The contest is one of strategy, tactics, and reflexes. Most important, your opponent is a human, not a computer; the computers serve merely to create an imaginary battlefield and to function as combat consoles. [...] »
[author : Steve Levine and Bill Mauchly] #Software #Review #Interface #Devices #Audio #Graphics
Extract : « [...] The alphaSyntauri music synthesizer is a software- based system and the brainchild of Charlie Kellner. Aside from the Mountain Computer synthesizer boards, the system uses an interface card and a professional music, keyboard. But the system is more than just an Apple peripheral; it is a musical instrument in its own right. Its price and performance clearly place it beside commercial synthesizers made by Moog, Oberheim, Arp, Yamaha, and Sequential Circuits. Its modular design with software flexibility makes it comparable to such digital synthesizers in the $20,000-$30,000 bracket as the Synclavier II and the Fairlight Computer Music Instrument. Obviously, these more expensive synthesizers can produce sounds with higher quality than the alphaSyntauri music synthesizer. But even these "super-synthesizers" do not allow prying into the operating system. Unique in a world of black boxes, the alphaSyntauri synthesizer is a music system that a user may customize.
The advantage of software functions over hard-wired features is that they are so easily changed. [...] »
[author : Gregg Williams] #GameArcade #Overview
Extract : « If imitation is the sincerest form of flattery, then the people who designed Atari's coin-operated video game Asteroids have a lot to be proud of Asteroids is one of the most successful commercial games around (equaled or surpassed only by Midway's Space Invaders and a newer Atari game, Missile Command) and has its own sequel (Asteroids Deluxe, also by Atari). Its popularity has inspired numerous imitations for use with personal computers. With so many versions around, the only dilemma is which one to buy. I gathered every Asteroids-like game I could find (all but one were for the Apple II) and created a chart that shows you which version does what. [...] »
[author : Rowland Archer] #Software #Review #Pascal #Programming
Extract : « [...] Pascal-80 is a stand-alone system written in Z80 machine code and distributed on a TRSDOS disk (Model I or III format). The original disk may be copied with the TRSDOS BACKUP utility. I have run Pascal-80 under NEWDOS 40 to make use of my 40-track drives. So far, I have had no problems doing so. However, I have not been able to get Pascal-80 to run under NEWDOS 80 or LDOS. [...] »
[author : Eric Grammer] #GameArcade #Review
Extract : « [...] Starfighter is somewhat similar to Atari's Star Raiders, both in its format and goals. More than a simple "shoot-em-up" game, Starfighter requires both strategy and skill. [...] »
#Book
Extract : « AIM 65 Laboratory Manual and Study Guide, Leo J Scanlon John Wiley and Sons Inc Somerset NJ, 1981, 179 pages, softcover, $7.95 [...]
Apple Machine Language,Don Inman and Kurt Inman, Reston VA, Reston Publishing Co, 1980, 224 pages, $14.95 hardcover, $9.95 softcover [...] »
#Book
Analog I/O Design, Patrick H Garrett. Reston VA: Reston Publishing, 1981; 15.5 by 23.5 cm, 264 pages, hardcover, ISBN 0-8359-0208-0, $21.95.
Apple Pascal, Arthur Luehrmann and Herbert Peckham. New York: McGraw-Hill, 1981; 16 by 23.5 cm, 428 pages, softcover, ISBN 0-07-049171-2, $14.95.
The Atari Assembler, Don Inman and Kurt Inman. Reston VA: Reston Publishing, 1981; 15.5 by 23.5 cm, 270 pages, hardcover, ISBN 0-8359-0237-4, $14.95; softcover, ISBN 0-8359-0236-6, $9.95.
The Community Computerists Directory, no. 3, Jeff Love and Stephen Pizzo. Guerneville CA: Alternet Inc, 1981; 21 by 27.5 cm, 72 pages, softcover, ISBN none, $3.50.
Computer/Law Journal, vol. II, no. 3 (Summer 1980), "Computer Crime, Part II," Jay Becker, ed. Los Angeles CA: Center for Computer/Law, 1981; 17 by 25.5 cm, 332 pages, softcover, ISSN 0164-8756, $16.
Data Base Architecture, Ivan Flores. New York: Van Nostrand Reinhold, 1981; 15.5 by 23.5 cm, 408 pages, hardcover, ISBN 0-442-22729-9, $26.50.
Data Book 1981, Intersil Inc. Cupertino CA: Intersil Inc (10710 N Tantau Ave), 1981; 18 by 23 cm, 1228 pages, softcover, ISBN none, $5.
Digital Technology with Microprocessors, Frank E Cave and David L Terrell. Reston VA: Reston Publishing, 1981; 18 by 24 cm, 372 pages, hardcover, ISBN 0-8359-1326-0, $21.95.
Evaluating Data Base Management Systems, Judy M King. New York: Van Nostrand Reinhold, 1981; 16 by 23.5 cm, 296 pages, hardcover, ISBN 0-442-23994-7, $21.95.
Feedback and Control Systems, A C McDonald and H Lowe. Reston VA: Reston Publishing, 1981; 15.5 by 23.5 cm, 532 pages, hardcover, ISBN 0-8359-1898-X, $22.95.
Fundamentals of Electronic Circuits, David A Bell. Reston VA: Reston Publishing, 1981; 18.5 by 24 cm, 720 pages, hardcover, ISBN 0-8359-2128-X, $21.95.
Graphic Software for Microcomputers, B J Korites. Duxbury MA: Kern Publications, 1981; 28 by 21.5 cm, 184 pages, softcover, ISBN 0-940254-01-8, $19.95.
Microprocessor Software: Programming Concepts and Techniques, G A Streitmatter. Reston VA: Reston Publishing, 1981; 18 by 24 cm, 357 pages, hardcover, ISBN 0-8359-4375-5, $18.95.
Natural Language Processing, Harry Tennant. Princeton NJ: Petrocelli Books, 1981; 14 by 21 cm, 276 pages, softcover, ISBN 089433-100-0, $17.50.
Optoelectronics, Robert G Seippel. Reston VA: Reston Publishing, 1981; 18 by 24 cm, 254 pages, hardcover, ISBN 0-8359-5255-X, $21.95.
Raster Graphics Handbook, Conrac Division, Conrac Corporation. Covina CA: Conrac Corporation (600 N Rimsdale Ave), 1981; 13.5 by 21 cm, 246 pages, softcover, ISBN 0-9604972-0-X, $20.