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Richard Hartley Acquisitions Manager richard dayspringproperties. Jukebox consists of a square nickolodeon-encased grid. With a pair of dancing feet, you hop from box to box, making records appear and jumping on them to make them grow larger.

Eventu- ally, they will turn gold — but on- ly if you jump when the flashing gold squares appear. One mis- step, and the music's over.

Alf in the Color Caves requires four to seven year olds to wiggle a wormlike character down through a Crosshatch of colorful tunnels.

If the Wufflegumps intercept Alf, it's back to the top of the maze. If he makes it, he changes colors and dances to a tune.

Spinnaker has released Alf as part of its Early Learning Ser- ies, citing the child's opportunity to learn "the basic skills of navi- gation, form and shape recognit- ion, and prediction.

Lastly, Trains puts you behind the pince-nez of a late nineteenth century business tycoon, manag- ing an old-time railroad servicing a network of industries in the Southwest, You must pay bills, set priorities, and meet deadlines as you utilize outside and natural Valley of the duels.

The following eight are the latest Epyx releases for the C; Silicon Warrior chronicles the conflict among the Houses of Apple, Adam, Peanut, and Pong in the year The goal is a completed computer program that will unravel the mysteries of the universe; the winning warrior must be the first to program five chips on a 3D power grid in a vertical, horizontal or diagonal row.

In cartridge format for one to four players. Gateway to Apshai, the sequel to Temple of Apshai, combines role playing and strategy in a quest to collect treasures.

While lining your pockets in this one- player game, you'll have to deal with a hellish host of monsters, traps, damsels in distress, and the ubiquitous dungeons.

Jumpman Junior, sequel to Jumpman, requires the player to defend headquarters from infiltra- tion, ducking bullets and over- coming robots, dragons, bird- men, and fiying saucers, plus such inconveniences as crumbling girders and vanishing escape routes.

The cartridge, playable by one to four persons, features twelve different screens and eight speeds. Packaged on a single disk or cassette are Starfire attack ene- my fighters with lasers while fol- lowing a message pane!

Both are one-player games. Deep in his lo. You get the excitement of speech without the cost of a synthesizer! Tymac Talkies, designed by Game Gems, feature fast arcade action combined with dazzling, high-resolution graphics and software-generated speech.

They'll put you in the experience of play with an impact you never before thought possible. There are nine titles in all, including a typing tutor and a utility graphics program.

Your admission charge to all this? Far lower than the cost of playing other talking com- puter games. Tymac's Game Gems Series. The premier name in talking computer games.

Atari is a trademark of Atari. Pitstop thrusts race-game fans into the real world, where it's not all whipping around corners and weaving through the pack.

You will have to enter the pit periodically to refuel and retool. When you enter is your decision, based on factors such as how much gas you use and how fast your tires wear out.

Can be played by one to four people. Which of the fol- lowing statement s about Fax is true? A It is a coin-op game from Exidy; B It has been re- leased by Epyx for the 64; C The computer version features nine hundred multiple choice questions in sports, trivia, his- tory, and entertainment, with three levels of difficulty; D The game can be played by one per- son or by two players who race to supply the correct answer first; E It is available on disk or cassette.

All of the above. If you're in a martial mood, MicroProse Software has adapted to C fofmat four games that would quench even George S.

You can use air power, tactical nuclear weapons, and combat forces from all the NATO countries to battle the Red Threat, Solo Flight Simula- tor lets you practice takeoffs, landings, cross-country naviga- tion, and emergency procedures in Day, Night, Crosswind, and Instrument Flying scenarios.

Hellcat Ace is a three-dimension- al aerial dogfight above the Paci- fic. All of the above come on disk or cassette. Not exclusively a children's program.

Fun With Art lets the user draw freestyle or choose Puts you in the pilot's seat. Fun With Music requires the player to compose a song, then try to play the tune in game for- mat without missing a note.

Brand new from Muse Soft- ware is Rescue Squad, requiring you to pluck unfortunates from a blazing building. Both for the C In Wildcatting, one of five from Image Computer Products for the C, you will try to find a hidden oil deposit, taking into account a geological survey and the per meter cost of drilling.

The computer creates a different deposit each game. If you strike it rich, Wall Street Challenge will let you in- vest in a variety of stocks, rang- ing from steady earners to risky high-flyers.

Stock charts and the Dow Jones will assist you. Bouncer bounds from one trampoline to another, clearing off squares and avoiding arrows that burst him , Romeo traverse a scorching des- ert, a stream swimming with alli- gators, sharks, and floating logs, and treacherous terrain , and Diablo a 11 6- panel contest that requires you to keep an ever-ad- vancing ball from rolling off the board.

Broderbund's Sky Blazer char- ges VIC owners with five differ- ent missions to clear away enemy radar, tanks, and ICBM installat- ions, while evading heat-seeking missiles, explosive balloons, and enemy jets.

Also adapted to the VIC by Broderbund: Lode Run- ner, putting you in the boots of a Galactic Commando who must run, jump, drill passageways, and outfox life-threatening guards across 24 different game screens.

Players must joystick-guide Bounty Bob on his quest for lucre, avoiding radioac- tive mutants who roam the shafts, fatal falls, and miscalcul- ated jumps, while trying to claim all the mining stations seven screens in the VIC version, ten in the 64 in the allotted time.

Going from riches to rags, Infi- del from Infocom puts the 64 user in the sand-filled shoes of an explorer marooned by his fol- lowers in the middle of the des- ert.

Your only hope in this total- ly textual adventure is to reach the great lost pyramid that you came to Egypt to find— and that's when the skullduggery and cliff- hanging really begin.

One half of a new two-for-the- price-of-one offering from Xonox is Chuck Norris-Superkicks , dis- patching the martial arts champ- ion on a quest for mystical truths contained in a monastery.

Natur- ally, the only time he bends a knee is to put it through some- one's sternum. Using an assort- ment of kicks, punches, and blocks, he battles his way to the ultimate confrontation with the magical Ninja.

In Artillery Fire, you'll send salvos across a valley at your opponent, adjusting and readjusting your trajectory until you score a direct hit.

Changing wind and terrain, and your foe's return fire, make doing so more difficult. Available on cassette or Atarisoft games: Castle Wolfenstein for the C Synapse has adapted Zaxxon, claiming that their version will take full advantage of the 64's graphics capabilities.

Figuring that one giant alien menace would not satiate 64 owners. Commodore Software has adapted Bally Midway's Lazarian.

The game's three mis- sions include rescuing a ship from a swarm of meteors, travel- ing down the multilevel Tunnel of Fear, and facing off with the menacing galactic leviathan for whom the game is named.

Atari has released its first batch of adaptations for the VIC and 64, consisting of Dig Dug burrow horizontal and vertical tunnels in search of fruits and vegetables— and avoid the mon- sters they conceal , Defender save helpless humanoids from an array of creatures on an alien world , Stargate Defender's se- quel , Robotron rescue humans from robot monsters bent on mass murder.

Centipede blast the garden pest snaking its way toward you. Donkey Kong roll out the barrels , and Pac-Man scarf up the dots.

Sunrise has slated for release four action games for the In Quest for Quintana Roo, Yucatan Sam seeks to solve a Mayan mystery by crawling through the hundreds of chambers that com- pose the mystical temple of Quin- tana Roo.

NEWS help a conductor scurry around the orchestra pit, placing music balls in music maker slots to in- sure that the correct notes are played.

The educational Cam- paign '84 requires you to plot your Presidential campaign, in- cluding defining your stand on the issues and raising funds.

The goal of Gust Buster is to land in an amusement park where you will sell balloons, avoiding rides, fireworks, elephants, and other hazards.

Two arcade adaptations from Sega for both the VIC and Buck Rogers — Planet of Zoom requires you to defend the 25th century world from an alien onslaught.

In day and night scenarios, you must skim the sur- face of the planet, navigating through electron posts while bat- tling swooping alien saucers, space hoppers, and, ultimately, the alien Mothership in the trackless void of outer space.

As the hunter in Congo Bongo, you must climb Jungle Mountain and cross a chasm and a river to reach and corral the mighty ape.

Points are earned for the number of hazards crossed and the number of screens completed within a specified time. Adapted for the C by Sirius are Wavy Navy dodge bombers and Kamikaze fighters on the high seas and Critical Mass jet around the world piecing together clues to save the earth's five largest cities from exploding.

Reston, VA Infocom, Inc. First, I'll provide a loader program which will allow you to load Multi- Draw without having to use all those poke's.

Second, I'll present the disassemblies of the graphic routines so you can examine them and hopefully learn what they do. They are well-docu- mented, but next time I will discuss them further.

Type in the loader program and SAVE it. Run this program and it will boot up Multi-Draw and run it for you. It elinii- 24 AHOY! On the subject of the disassemblies, I'm now go- ing to show you the routines that Multi-Draw uses in its operation.

We've listed all four in their entirety, to make it easy for you to cross-refer and spot the differences. Last month, I said we would incorporate 10 new commands into the Multi-Draw system.

I think I jumped the gun a little, and will wait until the cur- rent Multi-Draw system is understood totally. You can't run before you walk, right?

Running short on allotted space since the disas- semblies take up quite a bit of room, I will close this edition of the Graphics System.

In the next in- stallment, we will take an indepth look at what Multi-Draw does and how its machine code oper- ates. Also, we will look at the Raster-Scan Inter- rupt, a power of your 64 with enormous potential.

Between the split screening and the use of 64 sprites, the overall value of the RSI will become evident. Till we meet again, happy hacking!

The Multi Draw listings in the back are for reference only. Only with an assembler or a comparable monitor can these be entered. In any case, these will show you how machine language looks and how it is written.

Our world's defenses, primitive by comparison, were by no means adequate to turn back the invas- ion—not without deploying our most powerful nuc- lear weapons, certain to kill millions of humans along with the invaders.

But thanks to the foresight of the scientists of a previous generation, earth was saved from enslavement. Years earlier, a holograph generator had been erected in the middle of an uninhabited stretch of African wasteland.

When the Novan attack was sighted, the image that had been programmed into the generator's computer memory was projected: The invasion commander, naturally presuming this to be earth's capital city, ordered his entire fleet to converge on the site.

As the warships fired futiiely at the phantom ci- ty, nuclear warheads converged on them from all directions.

They exploded above the uninhabited territory, injuring no one— no one except the Novan fleet, destroyed to the last ship.

To commemorate the victory, a glistening city was built on the site of the battle— a smaller-scale representation of the ghost metropolis that had saved the planet.

It was christened Nova City. It took the Novans years longer to rebuild their invasion fleet. With that done, they have returned— their primary goal being to level the city that serves as a reminder to the entire galaxy of their humiliating defeat at the hands of a mirage.

This time, it's a fight to the end— and only you can save the people of Nova City. Five waves of vengeance-crazed aliens will attack the city; if you're dexterous enough, you will defeat them, and AHOY!

If you survive this wave, your city will be completely repaired. However, the drones' attack will be re- lentless, and you will have to survive more consec- utive waves.

To play the game, you will have to begin by typ- ing in the first section of the program and saving it on tape. Type in the second section and save it right after the first.

This is done to conserve mem- ory on the VIC The first program loads in the character set and then loads in the game program from cassette. Once you have saved both programs, rewind the tape and load the first section.

Run it, and read the instructions. The second program will be automatically loaded. As soon as the game is ready to run, you will be prompted to hit K for keyboard control.

If you are using a joystick, just hit any other key; but if you're using the keyboard, just hit the K key and you're on your way to doing life-and-death battle with ambulatory aliens!

All the instructions, including which keys to use, are de- tailed in the instruction screen of the first program. Some details you should be aware of: Once you have accumulated five hundred points a siren will go off and you will meet another wave of aliens they're shaped differ- ently.

For every five hundred points you accumu- late after that, you will hear the same siren go off and yet another wave appear.

All aliens that you miss will damage your city and once the damage is substantial the city will blow up in flames and the game will end.

Good luck and have lots of fun! If you prefer not to type in the program and would like to have it ready to run, send a blank cassette and a self-ad- dressed mailer with five dollars to: Thousands ol Com- modore 64 owners have "tuzzy" color on theii TV, Most hove interference lines crowding out theii great graphics.

Many have bought expensive monitors or new TVs, and often even that hasn't helped. We can solve them! Just plug into the monitor plug, and the color and contrast immediately im- prove, Dramatically, Crisp letters.

A new 2 prong cable, with the Color Sharp- ener built in. Better than the cable Commodore built by a lot. Also hooks your "Old 64" tothel Don't waste your money on those cheap looking, clear plastic, static filled covers.

Please send me the following: This month we continue our series on disk files by discussing the rel- ative file type. As we stated last month, data in sequential files is accessed one item after another; hence the name "sequential.

In a sequential file, in order to get to a place in the file all data previous to the item you desire must be read in. Contrary to this, in a relative file, you may jump directly to a particular place in the file.

This place is called a record. Each record is a miniature sequential file that may range up to characters.

When a relative file is created, the user must specify how long each record is, or its record length. The computer will then set aside this amount of space for each record.

There may be up to records in a single file. All these numbers add up to the fact that the only limit on the size of a relative file is the amount of data that may be stored on a disk.

Here is a diagram of a typical relative file. In this file, each record is 10 characters long and con- tains a name. There are a total of 7 records.

This represents a data termin- ator. It is usually a carriage return. These are pre- sent so that only the pertinent data is read in, and the trailing characters in each record are ignored.

Suppose that we were curious as to what was stored in record number 7. If this were a sequential file, we would have to read in all of the preceding data to get to item number 7.

As you are probably beginning to realize, rela- tive files can make life a whole lot easier, and they allow greater versatility in data manipulation.

At this time, we'll bet you're wondering how to apply this in your programs. Well, we'll not keep you in suspense any longer.

Relative files must be created a bit differently from sequential file types. The fonnat of this OPEN statement is as follows: The format for this is as follows: OPEN— Tells the computer to create a file with the following information.

In this case the device number is the 8, the disk drive. For other purposes, numbers 0, 1, and 15 have been reserved.

This is what the file will be called in the di- rectory. The ",L," is omitted when accessing a previ- ously created relative file. This is also only speci- fied when initially creating a relative file.

Once a relative file is created, a slightly easier format is used to OPEN it again. For example, to access an existing relative file called DEMO, you might use: Once a relative file has been created, you may write data into it or read from it.

Unlike sequential files, you do not have to specify whether you will be reading or writing when it is opened.

Use the following formula to determine the values for lo and hi where R is equal to the record number. For example, let's say we wanted to look at data starting at the first character in record number 6; we would use the following statement: You may not read or write past the end of a record into the next record.

If you are simply expanding the file, you may ignore this "error" message. As a result, the information being written to the record is truncated so that it fits within limits.

Commands include assemble, disassemble, registers, memory, transfer, compare, plus many more. Someday every CBM 64 owner will need a monitor such as this.

Cartridge and Manual — S This is the finest word processor available. All features are easy to use and understand, With tabs, etc.

The dictionary is user customizable to any technical words you may use. Furthermore, all paragraphs can be printed in writing and everyday letters are a snap.

The user defines the fields and then can add, change, delete and search for any category he wants. This "cartridge" system has all the features of professional systems at onlv a fraction of the cost.

Extra functions include mailmerge, embedded footnotes, extra user defined character sets, plus a complete label program.

This is a complete word processor program which allows you to create and format professional looking documents. Features include; page numbering, margin control, full screen editing and footnotes.

II allows you to create, store, and modify text easi- ly. Store text on disk or cassette to be printed or modified later! Impact dot matrix, bi-directional, 80 CPS.

Includes a powerful mail merge. Block swilches are on outside of cover! Ex- pands total memory to 33K 33, bytes. Memory block switches are on outside of cover!

Expands total memory lo 41K 41, bytes. Memory block switches are an outside cover! Allow 14 days I lor delivery, 2 to 7 days for phone orders, 1 day exorass mail!

Canada , orders must be in U. Just plug in this board and you immediately convert your VIC computer to 40 or 80 columns!

Comes in an attractive molded case with instructions! High resolution bit image x dot matrix underlining back spacing, left and right margin settings, true lower decenders, with super and sub scripts.

Prints standard, italic, block graphics, special characters, plus 24 of user definable characters and much morel!

Prints single sheets, continuous feed and roll paper! This is Red Hot Efficiency!!! Other printer Interfaces are available at computer stores!

Money Order or Personal Check Allow 14 days for delivery. Kevelson The Commodore 64 has been selling like hotcakes and shows no signs of slacking off.

Along with the computer, copious quantities of the Commodore disk drive have been sold as well. In fact, the number of users who have bought drives along with the com- puter actually took Commodore by surprise and at one point created shortage.

Furthermore, dealers' shelves have been overflowing with high-quality, sophisticated software for the 64, making tape storage impractical at best.

In view of the proliferation of disk drives, it is rather surprising that very little has been said about the inner workings of the machine.

Commo- dore releases little or no information and the manual supplied with the drive has achieved a certain notor- iety for poor documentation.

Speaking from exper- ience, the manual presently supplied with the is 34 AHOY! In the interest of filling this information vacuum, at least to some extent, we will take you on a guided tour of the disk drive.

At the very least, your curiosity about what is inside that mysterious box should be somewhat satisfied. The more adventurous of you will also be able to change the disk device number for multiple drive use and perform basic cleaning chores.

Before we begin, a word of caution. Do not go tearing into your drive at the first sign of trouble or when you first read this article.

Most of the activities we will describe here will, at the very least, void your warranty. There are some delicate adjustments in the drive mechanism which should not be disttuised without proper training and tools.

Proper head align- ment probably requires a special alignment disk and test equipment which most users do not have. Unless you are reasonably adept at things mechanical, we suggest leaving this sort of tinkering to a qualified serviceman.

Disk drive with cover removed. To begin with, we have to establish a common reference point. As you might expect, the front of the drive is the end into which you insert your disk, the back is opposite.

Left and right will always be referenced with the front of the drive facing you. You will need a number one Philips head screwdriver.

That is the kind that has a crossed tip rather than a single flat blade. Make sure the blade is sharp and in good condition.

A worn Philips head screwdriver invariably wears out the screw head, causing no end of grief. A long-nosed pliers or a long pair of tweezers will come in handy for picking up the screws which will fall to the bottom of the case.

If you feel you are super careful, you can dis- pense with the latter. And come up and introduce yourself sometime.

I'd love to meet someone who does not drop an occasional screw! A word of cau- tion here: For cleaning the head, a small bottle of iso-propyl alcohol 91 percent should be obtained at your local drug store.

A four-ounce bottle should cost about a dollar. Do not use rubbing alcohol, as this contains additives which will leave a deposit on the head sur- face.

Some good-quality cotton swabs and a can of compressed air or a squeeze blower finish off the list. Do not go blowing into your drive, as human breath contains moisture and other corrosives which the inside of a disk drive is better off without.

We will start by turning off all power to the drive and computer. Disconnect all cables from the back of the drive and turn it over, placing it on a firm, smooth surface.

A sheet of cardboard, not cor- rugated, makes a good protective layer to prevent scratches. At each comer is a rather deeply recessed Philips head screw.

You may have to apply con- siderable pressure to these screws the first time you take them out. The screws are too short to come out of the case, so just leave them in the holes.

Hold the drive case together and turn it back over. Some of the screws may fall out at this point. Lift off the top half of the case, poke out the remainder of the screws, and put them aside.

Long board found in older units. At this point the metal housing will be visible Photo 1. This is held in place by two screws on the left side of the housing item 1, Photo I.

The right side of the housing is held in place by a pair of dimples in the sheet metal. Before removing the housing, carefully examine the wires from the green power on indicator light emitting diode in the front right comer.

If the wires are routed through the small cutout towards the front item 2, Photo I you will have to carefully swing the housing toward the left to remove the push on connector.

The wire should then be slipped through the cutout. If the wire is routed through the rear cutout on the left side item 3, Photo I , the housing can be lifted straight off.

At this point the main circuit board will be exposed. If your board looks like Photo 2, you have one of the older long boards. If it looks like Photo three, you have one of the newer short boards.

Do not be concerned about this. The boards are fiinctionally identical. Commodore is simply making use of some new large scale integrated circuit components to replace a large number of older small-scale integrated PHOTO 3: Short board showing hardware rearrange- ment, utilizing large-scale integrated circuits.

The chip that does this is item 7, Photo 3. Referring to Photos 2 or 3, item 1 is a microprocessor. This is actually the same device used in the VlC, Atari and Apple n computers.

It is also very similar to the microprocessor in the Conunodore It is items 1, 2 and 3 which make the an "intelligent" peripheral.

This means that the DOS does not have to be loaded into memory every time you turn your computer on. Incidentally, if you have a disk drive, the ROM which will have to be replaced to upgrade it to a is item 2.

These han- dle all the data transmission between the computer and the disk drive and between the components of the drive itself.

Don't go pulling any of these chips out of their sockets. Although modem semiconductors are quite sturdy, there is still some danger from static electrici- ty during handling.

As such, the chips are much safer in their sockets. We have now reached the point where the drive device number can be changed. Refer to Photo 4, item 1 on the long board.

You will notice four semicircular pads on the left side toward the back of the board. These are set up in pairs with a thin printed circuit trace connecting them.

If the trace be- tween the pads labeled 1 is broken, the device number will be changed to nine. If the trace between pads 2 is broken, the device number is changed to If both traces are broken, the device number will be 1 1.

The original device number can always be restored by simply soldering across the broken trace. Refer to Photo 5 for the short board.

In this case the circular pads have been moved to the center of the board and they are no longer numbered. Up to this point, all we have accomplished is ac- tually sanctioned by Commodore as the procedure is briefly described on page 40 of the user's manual.

As such these operations should not con- stitute a violation of the warranty. We will now ven- ture into forbidden territory, so proceed with caution.

You will notice a number of connectors around the periphery of the circuit board which will have to be removed. These are all slip-on connectors and should not pre- sent any problems.

Take careful note of the orienta- tion of each connector to avoid reversing them dur- ing reassembly. This should not be a problem in any event, as the twist of the wires tends to hold the connectors in their original orientation.

To ftirther simplify matters, each connector has a number one molded into one side of the nylon housing. This cor- responds to the number one on the printed circuit board next to the connecting pins, although some of these markings may have been left off on the short boards.

A total of six connectors will have to be removed. Working with the long board Photo 2 , the power on LED connector item CI at the front left hand comer will have been taken care of when the metal housing was removed.

On the short board Photo 3 , this connector is now the rearmost on the left side of the board. Be particularly careftil when removing the black head connector item C2 located at the right side toward the front of the long board Photo 2 and in the front left hand comer of the short board Photo 3.

Note that one of the pins on the black con- nector is missing, leaving only four out of five connections. The four remaining connectors are at the same location on both boards.

The main power connector item C3 is at the back right hand comer of the board. The drive mechanism interface connectors items C4, C5, C6 are at the center left hand side in a group.

There are a total of seven screws holding the main circuit board down to the main chassis. Three are along the top left side of the board at the front, center and back.

Two more will be found on the top of the board at the front right hand comer and at the top center position at the back. AU these locations have been marked as "SI" in Photo 2.

The last two screws are on the right hand side not on top towards the back of the main chassis. These actually screw into the heat sink at the back left hand comer of the board.

The heat sink is the black metal contraption with the rectangular fins pointing straight up. Once all seven screws and six connectors have been removed, the main circuit board can be removed and set aside.

At this point the entire drive mechanism will be exposed as shown in Photo 6. The main power transformer item 1 is the large square device towards the back.

The round motor item 2 located at the rear left hand comer of the drive mechanism subchassis is what spins the disk during read and write operations.

The disk remains stationary at all other times. Opening the drive door will lift the pressure pad arm assembly off the head, preventing possible damage to the head if the pressure pad arm should accidentally be released while cleaning.

The pressure pad assembly item 3, Photo 6 is shown lifted out of the way in Photo 7. This head is encased in glass and should be treated with great respect.

CareftiUy wipe the head with a fresh cotton swab dipped in isopropyl alcohol. Use the compressed air or squeeze blower to clean out any cotton strands.

Avoid touching the head with any hard objects. At this point, the drive should be reassembled by reversing the order of the steps above.

The following notes are for advanced tinkerers only! For ftirther disassembly, the entire drive chassis should be removed from the case. There are a total of six screws, located on the left and right sides of the chassis, which have to be removed.

The drive mechanism subchassis is held in place with four screws located on the right and left sides of the main chassis, labeled S2 in Photo 6, The pencil in Photo 9, which shows the bottom of the drive mechanism, points out an earlier mechanical fix to the drive mechanism.

In this case the drive pulley with the radial strobe markings was a press fit on the drive shaft. This screw was missing in early production models of the disk drive.

A slipped pulley can be recognized by a loud scraping noise made by its hitting the metal chassis. This problem can be easily fixed by using a drop of cyanoacrilate crazy glue on the shaft when pushing the pulley back on.

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It is always supposed to be free … the Dev wants to make money with the in app purchase … of course he submits it to the iTunes store for a high price which then gets lowered to 0.

For this reason no deal for me. I stick to my neg. Better get some EA iphone games at the moment which are discounted at the moment you pay a little bit but can't get ripped off in the future.

Worked great for a couple days, but now crashes constantly, most of the time I can not even get it to start!!! Hoped the update would fix this but didn't.

They keep adding new stuff to the game. To bad the game crashes before I can ever play it. Don't waste your money. I have found this game very good on iphone and haven't had any problems at all.

You don't have to buy any chips at all, if you lose it all, you play in a free games until you build up your chips.

It is a great game especially for free. This isn't strictly gambling. This creates huge interest in the brand and inevitably people get frustrated with the free game, as it's full of crazies going all in on every hand.

Hey, it's free right? Players then gravitate to the real money game site at… pokerstars. Clever marketing that doesn't strictly advertise gambling, thus gets around all sorts of pesky laws.

I wouldnt pay for it or the extra chips , but its not too hard to get a little kitty going…. Keep your kitty high, and you actually get quite a lot of free chips per day.

Dont knock it till you try it folks try it if you dont like it delete it …. I think it is OK to have two negative comments on this "deal". Even if it is not gambling … it is an easy entry to gambling.

All the kids who download all free apps … some will purchase chips and get hooked. But this discussion … the backlink and the downloads help the dev to get some people who are not that clever and will purchase "too many" chips.

It is NOT a bargain … as explained above … the business model of this kind of app works always with a paid app which then gets discounted. The Dark Crystal, utilizing characters, visuals, and plot se- quences from the movie, finishes this issue's list of new Sierra On- Line products for the Ah, but for the VIC, they've released nine games, seven of which are adaptations and two spanking new.

Drash has nothing to do with makeup— on the contrary, it in- volves escaping from a dungeon through a maze of subterranean NEWS corridors.

The split screen format provides the player with simul- taneous bird's-eye and floor-level looks at the action in progress. Working against him are an im- posed time limit and the monsters he encounters along the way.

Fiip-n-Match requires the play er to demonstrate a memory al- most on a level with that of his VIC as he looks behind boxes, memorizes the shapes he finds, and tries to locate their twins.

In fact, we'd imagine that the game requires a great deal of. Adaptations include Cannonball Blitz dodge projectiles as you scale a steep hill to a Redcoat castle , Jawbreaker using a set of teeth, chomp your way through a maze of moving walls.

Threshold clear trading routes of enemy spaceships , Crossfire blow away invaders that approach from all direc- tions. Lunar Leepers load your crewmen onto your ship before they're eaten by massive-beaked monsters.

Creepy Corridors tra- verse twisting passageways, col- lecting diamonds and avoiding creatures , and Frogger hippity- hop across a river and a highway without winding up a green splotch on someone's radial.

As the great, great grandson of Zorlok the wizard, you have in- herited a quest: Why couldn't the old coot just leave Confederate war bonds?

Three new C games from Spinnaker Software: Jukebox consists of a square nickolodeon-encased grid. With a pair of dancing feet, you hop from box to box, making records appear and jumping on them to make them grow larger.

Eventu- ally, they will turn gold — but on- ly if you jump when the flashing gold squares appear.

One mis- step, and the music's over. Alf in the Color Caves requires four to seven year olds to wiggle a wormlike character down through a Crosshatch of colorful tunnels.

If the Wufflegumps intercept Alf, it's back to the top of the maze. If he makes it, he changes colors and dances to a tune.

Spinnaker has released Alf as part of its Early Learning Ser- ies, citing the child's opportunity to learn "the basic skills of navi- gation, form and shape recognit- ion, and prediction.

Lastly, Trains puts you behind the pince-nez of a late nineteenth century business tycoon, manag- ing an old-time railroad servicing a network of industries in the Southwest, You must pay bills, set priorities, and meet deadlines as you utilize outside and natural Valley of the duels.

The following eight are the latest Epyx releases for the C; Silicon Warrior chronicles the conflict among the Houses of Apple, Adam, Peanut, and Pong in the year The goal is a completed computer program that will unravel the mysteries of the universe; the winning warrior must be the first to program five chips on a 3D power grid in a vertical, horizontal or diagonal row.

In cartridge format for one to four players. Gateway to Apshai, the sequel to Temple of Apshai, combines role playing and strategy in a quest to collect treasures.

While lining your pockets in this one- player game, you'll have to deal with a hellish host of monsters, traps, damsels in distress, and the ubiquitous dungeons.

Jumpman Junior, sequel to Jumpman, requires the player to defend headquarters from infiltra- tion, ducking bullets and over- coming robots, dragons, bird- men, and fiying saucers, plus such inconveniences as crumbling girders and vanishing escape routes.

The cartridge, playable by one to four persons, features twelve different screens and eight speeds. Packaged on a single disk or cassette are Starfire attack ene- my fighters with lasers while fol- lowing a message pane!

Both are one-player games. Deep in his lo. You get the excitement of speech without the cost of a synthesizer! Tymac Talkies, designed by Game Gems, feature fast arcade action combined with dazzling, high-resolution graphics and software-generated speech.

They'll put you in the experience of play with an impact you never before thought possible. There are nine titles in all, including a typing tutor and a utility graphics program.

Your admission charge to all this? Far lower than the cost of playing other talking com- puter games. Tymac's Game Gems Series.

The premier name in talking computer games. Atari is a trademark of Atari. Pitstop thrusts race-game fans into the real world, where it's not all whipping around corners and weaving through the pack.

You will have to enter the pit periodically to refuel and retool. When you enter is your decision, based on factors such as how much gas you use and how fast your tires wear out.

Can be played by one to four people. Which of the fol- lowing statement s about Fax is true? A It is a coin-op game from Exidy; B It has been re- leased by Epyx for the 64; C The computer version features nine hundred multiple choice questions in sports, trivia, his- tory, and entertainment, with three levels of difficulty; D The game can be played by one per- son or by two players who race to supply the correct answer first; E It is available on disk or cassette.

All of the above. If you're in a martial mood, MicroProse Software has adapted to C fofmat four games that would quench even George S.

You can use air power, tactical nuclear weapons, and combat forces from all the NATO countries to battle the Red Threat, Solo Flight Simula- tor lets you practice takeoffs, landings, cross-country naviga- tion, and emergency procedures in Day, Night, Crosswind, and Instrument Flying scenarios.

Hellcat Ace is a three-dimension- al aerial dogfight above the Paci- fic. All of the above come on disk or cassette. Not exclusively a children's program.

Fun With Art lets the user draw freestyle or choose Puts you in the pilot's seat. Fun With Music requires the player to compose a song, then try to play the tune in game for- mat without missing a note.

Brand new from Muse Soft- ware is Rescue Squad, requiring you to pluck unfortunates from a blazing building. Both for the C In Wildcatting, one of five from Image Computer Products for the C, you will try to find a hidden oil deposit, taking into account a geological survey and the per meter cost of drilling.

The computer creates a different deposit each game. If you strike it rich, Wall Street Challenge will let you in- vest in a variety of stocks, rang- ing from steady earners to risky high-flyers.

Stock charts and the Dow Jones will assist you. Bouncer bounds from one trampoline to another, clearing off squares and avoiding arrows that burst him , Romeo traverse a scorching des- ert, a stream swimming with alli- gators, sharks, and floating logs, and treacherous terrain , and Diablo a 11 6- panel contest that requires you to keep an ever-ad- vancing ball from rolling off the board.

Broderbund's Sky Blazer char- ges VIC owners with five differ- ent missions to clear away enemy radar, tanks, and ICBM installat- ions, while evading heat-seeking missiles, explosive balloons, and enemy jets.

Also adapted to the VIC by Broderbund: Lode Run- ner, putting you in the boots of a Galactic Commando who must run, jump, drill passageways, and outfox life-threatening guards across 24 different game screens.

Players must joystick-guide Bounty Bob on his quest for lucre, avoiding radioac- tive mutants who roam the shafts, fatal falls, and miscalcul- ated jumps, while trying to claim all the mining stations seven screens in the VIC version, ten in the 64 in the allotted time.

Going from riches to rags, Infi- del from Infocom puts the 64 user in the sand-filled shoes of an explorer marooned by his fol- lowers in the middle of the des- ert.

Your only hope in this total- ly textual adventure is to reach the great lost pyramid that you came to Egypt to find— and that's when the skullduggery and cliff- hanging really begin.

One half of a new two-for-the- price-of-one offering from Xonox is Chuck Norris-Superkicks , dis- patching the martial arts champ- ion on a quest for mystical truths contained in a monastery.

Natur- ally, the only time he bends a knee is to put it through some- one's sternum. Using an assort- ment of kicks, punches, and blocks, he battles his way to the ultimate confrontation with the magical Ninja.

In Artillery Fire, you'll send salvos across a valley at your opponent, adjusting and readjusting your trajectory until you score a direct hit.

Changing wind and terrain, and your foe's return fire, make doing so more difficult. Available on cassette or Atarisoft games: Castle Wolfenstein for the C Synapse has adapted Zaxxon, claiming that their version will take full advantage of the 64's graphics capabilities.

Figuring that one giant alien menace would not satiate 64 owners. Commodore Software has adapted Bally Midway's Lazarian. The game's three mis- sions include rescuing a ship from a swarm of meteors, travel- ing down the multilevel Tunnel of Fear, and facing off with the menacing galactic leviathan for whom the game is named.

Atari has released its first batch of adaptations for the VIC and 64, consisting of Dig Dug burrow horizontal and vertical tunnels in search of fruits and vegetables— and avoid the mon- sters they conceal , Defender save helpless humanoids from an array of creatures on an alien world , Stargate Defender's se- quel , Robotron rescue humans from robot monsters bent on mass murder.

Centipede blast the garden pest snaking its way toward you. Donkey Kong roll out the barrels , and Pac-Man scarf up the dots.

Sunrise has slated for release four action games for the In Quest for Quintana Roo, Yucatan Sam seeks to solve a Mayan mystery by crawling through the hundreds of chambers that com- pose the mystical temple of Quin- tana Roo.

NEWS help a conductor scurry around the orchestra pit, placing music balls in music maker slots to in- sure that the correct notes are played.

The educational Cam- paign '84 requires you to plot your Presidential campaign, in- cluding defining your stand on the issues and raising funds.

The goal of Gust Buster is to land in an amusement park where you will sell balloons, avoiding rides, fireworks, elephants, and other hazards.

Two arcade adaptations from Sega for both the VIC and Buck Rogers — Planet of Zoom requires you to defend the 25th century world from an alien onslaught.

In day and night scenarios, you must skim the sur- face of the planet, navigating through electron posts while bat- tling swooping alien saucers, space hoppers, and, ultimately, the alien Mothership in the trackless void of outer space.

As the hunter in Congo Bongo, you must climb Jungle Mountain and cross a chasm and a river to reach and corral the mighty ape.

Points are earned for the number of hazards crossed and the number of screens completed within a specified time. Adapted for the C by Sirius are Wavy Navy dodge bombers and Kamikaze fighters on the high seas and Critical Mass jet around the world piecing together clues to save the earth's five largest cities from exploding.

Reston, VA Infocom, Inc. First, I'll provide a loader program which will allow you to load Multi- Draw without having to use all those poke's.

Second, I'll present the disassemblies of the graphic routines so you can examine them and hopefully learn what they do. They are well-docu- mented, but next time I will discuss them further.

Type in the loader program and SAVE it. Run this program and it will boot up Multi-Draw and run it for you. It elinii- 24 AHOY! On the subject of the disassemblies, I'm now go- ing to show you the routines that Multi-Draw uses in its operation.

We've listed all four in their entirety, to make it easy for you to cross-refer and spot the differences. Last month, I said we would incorporate 10 new commands into the Multi-Draw system.

I think I jumped the gun a little, and will wait until the cur- rent Multi-Draw system is understood totally. You can't run before you walk, right?

Running short on allotted space since the disas- semblies take up quite a bit of room, I will close this edition of the Graphics System.

In the next in- stallment, we will take an indepth look at what Multi-Draw does and how its machine code oper- ates.

Also, we will look at the Raster-Scan Inter- rupt, a power of your 64 with enormous potential. Between the split screening and the use of 64 sprites, the overall value of the RSI will become evident.

Till we meet again, happy hacking! The Multi Draw listings in the back are for reference only. Only with an assembler or a comparable monitor can these be entered.

In any case, these will show you how machine language looks and how it is written. Our world's defenses, primitive by comparison, were by no means adequate to turn back the invas- ion—not without deploying our most powerful nuc- lear weapons, certain to kill millions of humans along with the invaders.

But thanks to the foresight of the scientists of a previous generation, earth was saved from enslavement. Years earlier, a holograph generator had been erected in the middle of an uninhabited stretch of African wasteland.

When the Novan attack was sighted, the image that had been programmed into the generator's computer memory was projected: The invasion commander, naturally presuming this to be earth's capital city, ordered his entire fleet to converge on the site.

As the warships fired futiiely at the phantom ci- ty, nuclear warheads converged on them from all directions. They exploded above the uninhabited territory, injuring no one— no one except the Novan fleet, destroyed to the last ship.

To commemorate the victory, a glistening city was built on the site of the battle— a smaller-scale representation of the ghost metropolis that had saved the planet.

It was christened Nova City. It took the Novans years longer to rebuild their invasion fleet. With that done, they have returned— their primary goal being to level the city that serves as a reminder to the entire galaxy of their humiliating defeat at the hands of a mirage.

This time, it's a fight to the end— and only you can save the people of Nova City. Five waves of vengeance-crazed aliens will attack the city; if you're dexterous enough, you will defeat them, and AHOY!

If you survive this wave, your city will be completely repaired. However, the drones' attack will be re- lentless, and you will have to survive more consec- utive waves.

To play the game, you will have to begin by typ- ing in the first section of the program and saving it on tape. Type in the second section and save it right after the first.

This is done to conserve mem- ory on the VIC The first program loads in the character set and then loads in the game program from cassette.

Once you have saved both programs, rewind the tape and load the first section. Run it, and read the instructions. The second program will be automatically loaded.

As soon as the game is ready to run, you will be prompted to hit K for keyboard control. If you are using a joystick, just hit any other key; but if you're using the keyboard, just hit the K key and you're on your way to doing life-and-death battle with ambulatory aliens!

All the instructions, including which keys to use, are de- tailed in the instruction screen of the first program. Some details you should be aware of: Once you have accumulated five hundred points a siren will go off and you will meet another wave of aliens they're shaped differ- ently.

For every five hundred points you accumu- late after that, you will hear the same siren go off and yet another wave appear. All aliens that you miss will damage your city and once the damage is substantial the city will blow up in flames and the game will end.

Good luck and have lots of fun! If you prefer not to type in the program and would like to have it ready to run, send a blank cassette and a self-ad- dressed mailer with five dollars to: Thousands ol Com- modore 64 owners have "tuzzy" color on theii TV, Most hove interference lines crowding out theii great graphics.

Many have bought expensive monitors or new TVs, and often even that hasn't helped. We can solve them! Just plug into the monitor plug, and the color and contrast immediately im- prove, Dramatically, Crisp letters.

A new 2 prong cable, with the Color Sharp- ener built in. Better than the cable Commodore built by a lot. Also hooks your "Old 64" tothel Don't waste your money on those cheap looking, clear plastic, static filled covers.

Please send me the following: This month we continue our series on disk files by discussing the rel- ative file type. As we stated last month, data in sequential files is accessed one item after another; hence the name "sequential.

In a sequential file, in order to get to a place in the file all data previous to the item you desire must be read in. Contrary to this, in a relative file, you may jump directly to a particular place in the file.

This place is called a record. Each record is a miniature sequential file that may range up to characters. When a relative file is created, the user must specify how long each record is, or its record length.

The computer will then set aside this amount of space for each record. There may be up to records in a single file. All these numbers add up to the fact that the only limit on the size of a relative file is the amount of data that may be stored on a disk.

Here is a diagram of a typical relative file. In this file, each record is 10 characters long and con- tains a name.

There are a total of 7 records. This represents a data termin- ator. It is usually a carriage return. These are pre- sent so that only the pertinent data is read in, and the trailing characters in each record are ignored.

Suppose that we were curious as to what was stored in record number 7. If this were a sequential file, we would have to read in all of the preceding data to get to item number 7.

As you are probably beginning to realize, rela- tive files can make life a whole lot easier, and they allow greater versatility in data manipulation.

At this time, we'll bet you're wondering how to apply this in your programs. Well, we'll not keep you in suspense any longer.

Relative files must be created a bit differently from sequential file types. The fonnat of this OPEN statement is as follows: The format for this is as follows: OPEN— Tells the computer to create a file with the following information.

In this case the device number is the 8, the disk drive. For other purposes, numbers 0, 1, and 15 have been reserved. This is what the file will be called in the di- rectory.

The ",L," is omitted when accessing a previ- ously created relative file. This is also only speci- fied when initially creating a relative file.

Once a relative file is created, a slightly easier format is used to OPEN it again. For example, to access an existing relative file called DEMO, you might use: Once a relative file has been created, you may write data into it or read from it.

Unlike sequential files, you do not have to specify whether you will be reading or writing when it is opened. Use the following formula to determine the values for lo and hi where R is equal to the record number.

For example, let's say we wanted to look at data starting at the first character in record number 6; we would use the following statement: You may not read or write past the end of a record into the next record.

If you are simply expanding the file, you may ignore this "error" message. As a result, the information being written to the record is truncated so that it fits within limits.

Commands include assemble, disassemble, registers, memory, transfer, compare, plus many more. Someday every CBM 64 owner will need a monitor such as this.

Cartridge and Manual — S This is the finest word processor available. All features are easy to use and understand, With tabs, etc.

The dictionary is user customizable to any technical words you may use. Furthermore, all paragraphs can be printed in writing and everyday letters are a snap.

The user defines the fields and then can add, change, delete and search for any category he wants. This "cartridge" system has all the features of professional systems at onlv a fraction of the cost.

Extra functions include mailmerge, embedded footnotes, extra user defined character sets, plus a complete label program. This is a complete word processor program which allows you to create and format professional looking documents.

Features include; page numbering, margin control, full screen editing and footnotes. II allows you to create, store, and modify text easi- ly. Store text on disk or cassette to be printed or modified later!

Impact dot matrix, bi-directional, 80 CPS. Includes a powerful mail merge. Block swilches are on outside of cover!

Ex- pands total memory to 33K 33, bytes. Memory block switches are on outside of cover! Expands total memory lo 41K 41, bytes.

Memory block switches are an outside cover! Allow 14 days I lor delivery, 2 to 7 days for phone orders, 1 day exorass mail! Canada , orders must be in U.

Just plug in this board and you immediately convert your VIC computer to 40 or 80 columns! Comes in an attractive molded case with instructions!

High resolution bit image x dot matrix underlining back spacing, left and right margin settings, true lower decenders, with super and sub scripts.

Prints standard, italic, block graphics, special characters, plus 24 of user definable characters and much morel! Prints single sheets, continuous feed and roll paper!

This is Red Hot Efficiency!!! Other printer Interfaces are available at computer stores! Money Order or Personal Check Allow 14 days for delivery.

Kevelson The Commodore 64 has been selling like hotcakes and shows no signs of slacking off. Along with the computer, copious quantities of the Commodore disk drive have been sold as well.

In fact, the number of users who have bought drives along with the com- puter actually took Commodore by surprise and at one point created shortage.

Furthermore, dealers' shelves have been overflowing with high-quality, sophisticated software for the 64, making tape storage impractical at best.

In view of the proliferation of disk drives, it is rather surprising that very little has been said about the inner workings of the machine.

Commo- dore releases little or no information and the manual supplied with the drive has achieved a certain notor- iety for poor documentation.

Speaking from exper- ience, the manual presently supplied with the is 34 AHOY! In the interest of filling this information vacuum, at least to some extent, we will take you on a guided tour of the disk drive.

At the very least, your curiosity about what is inside that mysterious box should be somewhat satisfied.

The more adventurous of you will also be able to change the disk device number for multiple drive use and perform basic cleaning chores.

Before we begin, a word of caution. Do not go tearing into your drive at the first sign of trouble or when you first read this article.

Most of the activities we will describe here will, at the very least, void your warranty. There are some delicate adjustments in the drive mechanism which should not be disttuised without proper training and tools.

Proper head align- ment probably requires a special alignment disk and test equipment which most users do not have. Unless you are reasonably adept at things mechanical, we suggest leaving this sort of tinkering to a qualified serviceman.

Disk drive with cover removed. To begin with, we have to establish a common reference point. As you might expect, the front of the drive is the end into which you insert your disk, the back is opposite.

Left and right will always be referenced with the front of the drive facing you. You will need a number one Philips head screwdriver.

That is the kind that has a crossed tip rather than a single flat blade. Make sure the blade is sharp and in good condition. A worn Philips head screwdriver invariably wears out the screw head, causing no end of grief.

A long-nosed pliers or a long pair of tweezers will come in handy for picking up the screws which will fall to the bottom of the case.

If you feel you are super careful, you can dis- pense with the latter. And come up and introduce yourself sometime.

I'd love to meet someone who does not drop an occasional screw! A word of cau- tion here: For cleaning the head, a small bottle of iso-propyl alcohol 91 percent should be obtained at your local drug store.

A four-ounce bottle should cost about a dollar. Do not use rubbing alcohol, as this contains additives which will leave a deposit on the head sur- face.

Some good-quality cotton swabs and a can of compressed air or a squeeze blower finish off the list. Do not go blowing into your drive, as human breath contains moisture and other corrosives which the inside of a disk drive is better off without.

We will start by turning off all power to the drive and computer. Disconnect all cables from the back of the drive and turn it over, placing it on a firm, smooth surface.

A sheet of cardboard, not cor- rugated, makes a good protective layer to prevent scratches. At each comer is a rather deeply recessed Philips head screw.

You may have to apply con- siderable pressure to these screws the first time you take them out. The screws are too short to come out of the case, so just leave them in the holes.

Hold the drive case together and turn it back over. Some of the screws may fall out at this point. Lift off the top half of the case, poke out the remainder of the screws, and put them aside.

Long board found in older units. At this point the metal housing will be visible Photo 1. This is held in place by two screws on the left side of the housing item 1, Photo I.

The right side of the housing is held in place by a pair of dimples in the sheet metal. Before removing the housing, carefully examine the wires from the green power on indicator light emitting diode in the front right comer.

If the wires are routed through the small cutout towards the front item 2, Photo I you will have to carefully swing the housing toward the left to remove the push on connector.

The wire should then be slipped through the cutout. If the wire is routed through the rear cutout on the left side item 3, Photo I , the housing can be lifted straight off.

At this point the main circuit board will be exposed. If your board looks like Photo 2, you have one of the older long boards. If it looks like Photo three, you have one of the newer short boards.

Do not be concerned about this. The boards are fiinctionally identical. Commodore is simply making use of some new large scale integrated circuit components to replace a large number of older small-scale integrated PHOTO 3: Short board showing hardware rearrange- ment, utilizing large-scale integrated circuits.

The chip that does this is item 7, Photo 3. Referring to Photos 2 or 3, item 1 is a microprocessor. This is actually the same device used in the VlC, Atari and Apple n computers.

It is also very similar to the microprocessor in the Conunodore It is items 1, 2 and 3 which make the an "intelligent" peripheral.

This means that the DOS does not have to be loaded into memory every time you turn your computer on. Incidentally, if you have a disk drive, the ROM which will have to be replaced to upgrade it to a is item 2.

These han- dle all the data transmission between the computer and the disk drive and between the components of the drive itself. Don't go pulling any of these chips out of their sockets.

Although modem semiconductors are quite sturdy, there is still some danger from static electrici- ty during handling.

As such, the chips are much safer in their sockets. We have now reached the point where the drive device number can be changed.

Refer to Photo 4, item 1 on the long board. You will notice four semicircular pads on the left side toward the back of the board.

These are set up in pairs with a thin printed circuit trace connecting them. If the trace be- tween the pads labeled 1 is broken, the device number will be changed to nine.

If the trace between pads 2 is broken, the device number is changed to If both traces are broken, the device number will be 1 1. The original device number can always be restored by simply soldering across the broken trace.

Refer to Photo 5 for the short board. In this case the circular pads have been moved to the center of the board and they are no longer numbered.

Up to this point, all we have accomplished is ac- tually sanctioned by Commodore as the procedure is briefly described on page 40 of the user's manual.

As such these operations should not con- stitute a violation of the warranty. We will now ven- ture into forbidden territory, so proceed with caution.

You will notice a number of connectors around the periphery of the circuit board which will have to be removed. These are all slip-on connectors and should not pre- sent any problems.

Take careful note of the orienta- tion of each connector to avoid reversing them dur- ing reassembly. This should not be a problem in any event, as the twist of the wires tends to hold the connectors in their original orientation.

To ftirther simplify matters, each connector has a number one molded into one side of the nylon housing. This cor- responds to the number one on the printed circuit board next to the connecting pins, although some of these markings may have been left off on the short boards.

A total of six connectors will have to be removed. Working with the long board Photo 2 , the power on LED connector item CI at the front left hand comer will have been taken care of when the metal housing was removed.

On the short board Photo 3 , this connector is now the rearmost on the left side of the board. Be particularly careftil when removing the black head connector item C2 located at the right side toward the front of the long board Photo 2 and in the front left hand comer of the short board Photo 3.

Note that one of the pins on the black con- nector is missing, leaving only four out of five connections.

The four remaining connectors are at the same location on both boards. The main power connector item C3 is at the back right hand comer of the board.

The drive mechanism interface connectors items C4, C5, C6 are at the center left hand side in a group.

There are a total of seven screws holding the main circuit board down to the main chassis. Three are along the top left side of the board at the front, center and back.

Two more will be found on the top of the board at the front right hand comer and at the top center position at the back. AU these locations have been marked as "SI" in Photo 2.

The last two screws are on the right hand side not on top towards the back of the main chassis. These actually screw into the heat sink at the back left hand comer of the board.

The heat sink is the black metal contraption with the rectangular fins pointing straight up. Once all seven screws and six connectors have been removed, the main circuit board can be removed and set aside.

At this point the entire drive mechanism will be exposed as shown in Photo 6. The main power transformer item 1 is the large square device towards the back.

The round motor item 2 located at the rear left hand comer of the drive mechanism subchassis is what spins the disk during read and write operations.

The disk remains stationary at all other times. Opening the drive door will lift the pressure pad arm assembly off the head, preventing possible damage to the head if the pressure pad arm should accidentally be released while cleaning.

The pressure pad assembly item 3, Photo 6 is shown lifted out of the way in Photo 7. This head is encased in glass and should be treated with great respect.

CareftiUy wipe the head with a fresh cotton swab dipped in isopropyl alcohol. Use the compressed air or squeeze blower to clean out any cotton strands.

Avoid touching the head with any hard objects. At this point, the drive should be reassembled by reversing the order of the steps above.

The following notes are for advanced tinkerers only! For ftirther disassembly, the entire drive chassis should be removed from the case.

There are a total of six screws, located on the left and right sides of the chassis, which have to be removed. The drive mechanism subchassis is held in place with four screws located on the right and left sides of the main chassis, labeled S2 in Photo 6, The pencil in Photo 9, which shows the bottom of the drive mechanism, points out an earlier mechanical fix to the drive mechanism.

In this case the drive pulley with the radial strobe markings was a press fit on the drive shaft. This screw was missing in early production models of the disk drive.

A slipped pulley can be recognized by a loud scraping noise made by its hitting the metal chassis. This problem can be easily fixed by using a drop of cyanoacrilate crazy glue on the shaft when pushing the pulley back on.

The pulley should be nearly all the way on the shaft before adding the glue, as it sets very fast. The drive door will have to be closed and the top of the spindle on a firm support when this repair is performed.

It con- cerns the drive hub pressure assembly which holds the disk against the spinning drive hub. This assembly is supposed to have slippage, but it oc- curs at an incorrect point.

The assembly consists of a spring sandwiched between stainless steel thrust washers. This spring tends to wear away the washers causing an intermittent grinding, squealing, or howling noise.

The design of this assembly seems to be at fault in that the individual com- ponents do not work well together.

Lubrication of these components seems to cure the problem, at least for the short term. The use of any kind of lubricant in the drive area is in general not recommended, and should be approached with extreme caution.

We suggest that a small drop of AHOY! Bottom of drive mechanism. A measured amount of oil can thus be transferred into position. The components to be lubricated can be reached by removing the small "C-ring" item 1, Photo 7 at the center of the door arm assembly.

The drive mechanism door item 2, Photo 7 will have to be removed to gain access to the components. The door can be moved only a limited amount because of the restriction caused by the wires to the red drive activity LED in the front panel.

Use caution when performing this operation, as the two springs in the mechanism tend to cause the parts to fly apart.

We will close this discussion with a brief description of the head positioning mechanism. The stepper motor item 1, Photo 9 is capable of rotating in 1.

This is converted to linear motion by a drive assembly consisting of a drive pulley, an idler pulley, and a stainless steel band connecting the two with the head assembly.

The drive pulley appears to be a press fit on the stepper motor shaft. It is thus possible that slippage occuring at this point may 38 AHOY!

This conclusion is specula- tion of our part, as we do not have sufficient infor- mation regarding the problem at this time.

Many of you have probably wondered about the loud chattering noise which occurs when the drive formats a disk. This is caused by the stepper motor pulling the head to the outermost position on the disk.

A protrusion on the drive pulley is brought against a fixed stop item 1 , Photo 8 at which time the stepper motor hits this stop several times to set the head in a known starting position.

This is what causes the loud chattering noise. The quieter burp- ing noise which you may hear on occasion is caused by the stepper motor moving the head to a different track on the drive surface.

This tends to happen more frequently as the disk is filled, because of the way the DOS allocates disk space. The center tracks are filled first, moving radially outward.

Thus considerable head movement occurs when the disk is nearly full, as the head shuttles between an inner and outer track. If a read or write error should occur, the stepper motor will pull the head out against the stop, causing the loud chattering noise.

This is done to reset the head position. Depending on the nature of the error, the drive may perform this operation several times before giving up and reporting an error.

This chattering noise will occur with commercial software that uses "bad sectoring" to copy protect the disks. This is the practice where an unreadable sector is deliberately written on the disk surface at a known location.

Since these bad sectors cannot be reproduced during a copy operation, they are used as a check for copied disks. This practice may ac- tually be a contributing cause to many head align- ment problems.

The continuous chattering caused during attempts to copy these disks puts con- siderable strain on the drive components. It is conceivable that the repeated impact of the pulley against the stop can cause the drive pulley to slip on the shaft.

Some elementary precautions will extend the useful life of the disk drive. Maintain adequate clearance above the drive to allow dissipation of heat.

Two or three inches is generally sufficient. Avoid smoky or dusty atmospheres. Smoke or dust particles can play havoc with the disk surface.

We have noted a minor bug in the disk operating system. This occurs if a disk is formatted im- mediately after a disk error occurs and results in an improperly formatted disk.

Retype these lines, then save the corrected version. END [1] is the name you gave voice 1. Normal speed is To turn on music within the main program, enter: To turn off music; SYS Now here's the loader for the program: This way you can load the interrupt machine code and the music without the editor.

The loader program also lowers the top of memory for you; if the top of memory weren't lowered, the variables would over- write your music, destroying it.

Altogether you lose around 18K for the privilege of having this massive amount of music in the program at once. Most programs will still fit in the 20K left, but if for some reason your program doesn't fit you'll have to wait till next time when I'll discuss how to relocate the music and ML to a more convenient and economical location.

In the meantime, keep ex- perimenting and have fun. Try typing in a sample song— I think you'll enjoy it! Next, type DSR and you will be able to enter attack-decay and sustain-release.

On return- ing to the normal editor screen, you can then enter the music note by note till the end. Before entering the music you should be aware of one thing: When the computer asks for the new duration, enter 0.

Now you should return to the change menu. Enter X to get back to editor. Now you can enter the music for Voice 1.

After finishing the music for Voice 1 , follow the same procedure for Voice 2. Now type X for exit and you will see Voice 2 in the upper right corner of the editor screen.

Taking the sub- ject of writing on a computer one step at a time, the authors guide the reader through the jargon jungle that has been inflicted on the world by techies who, like the alchemists and sorcerers of old, have attempted to create their own secret language.

Writing in the Computer Age tells you how to choose a computer and a word processing program which will fulfill your own needs. Best of all, even the com- pletely non-technical person will benefit from this book.

In addition to being written in a clear, straightforward manner, authors Fluegelman and Hewes have added another very nice touch.

They describe in detail how they used their computers to write the book, communicate with one another via telephone and modem, and finally to trans- mit the edited manuscript to the typesetter.

The book is worth ev- ery penny you pay for it, and whether you are on the brink of going electronic, or have already taken the plunge, you will be glad you bought it.

Carta Blanche and Diners Club. Among the first books written in non- technical language, the McWilliams duo taken singly or together are worth reading.

He approaches the subject with a kind of zany humor, which tends to humanize it, and that is good, if his cutesiness doesn't become too cloying for your taste after awhile.

The author also provides a fairly comprehensive buying guide, which, despite the fact that such an effort becomes ob- solete before a book even goes to press, is still of value, because it offers practical information that can still be used.

It is not only for the poten- tial buyer and the computer nov- ice, but for the "computer wid- ow," and everyone in creation who has ever been bored stiff at some gathering by one or more computerniks speaking in elec- tronic tongues and preaching the gospel of the chip and the byte.

Although Crichton goes over some of the territory that has been covered by others in ex- plaining the anatomy of the com- puter and how to buy one, he does it with intelligence, and in thoroughly human terms.

Conse- quently, by the time you finish the section in which he explains some of the more obtuse comput- er jargon, you know that when you encounter it again, you will not be intimidated or put off.

We understand that you have a background in physical therapy. How did you make the jump to computers and game design? Before I became interested in computers I was teaching indirect methods for physical therapists.

Before that I was photographer in Boston for about ten years. Then I moved to Berkeley, where I got very interested in what the active elements were in the Tibetan language and how those elements in- fluenced the language; how you extract active cultural elements and translate them into language.

That led me into the study of hypnosis and therapy. I studied with a couple of guys in Santa Cruz for a while who were interested in linguistics— how people derive meaning out of their experiences, how they represent it in language, and how language shapes experience and how experience shapes language.

Then 1 wanted to formalize my thinking. The com- puter seemed like a real good way of doing it. I studied subsets of natural language, machine language, BASIC, Fortran, and the other languages that were structured on the computer.

I wanted to make some sort of analogy that would translate to the human experience. It served as a very good model, a simplistic one, but it led me into more pra;ise ways of thinking about what experience is and at what level you can change people's experience.

I was interested in games, in emotional reactions to games, and the differences between a reader and a protagonist in novels.

I was interested in how a com- puter structures the environment for someone to react with. That's really the direction that I'm most in- terested in right now.

Who is the character you're representing? Does your character have attributes in the same way you have attributes? What things do you expect the player as the player to remember, what do you expect the player as a character to remember?

One of your company spokesmen referred to the psychological "hooks" that you like to in- troduce into your games. I'll tell you a little about hooks.

I was interested in the player and the projection of the player through the character in any kind of game, whether it's an adventure game or a skill-and-action game.

One of the things I've experimented with is giving the pro- jection of the player some volition in addition to merely being controUal by the joystick.

For example, if you take a three second pause while playing Alley Cat, the cat kind of takes off on his own. He starts meowing and moving around by himself.

You have to constantly be aware. Through the pauses you become aware that the cat has a per- sonality of his own, rather than you feeling that you have an inanimate thing that you have to animate through some force of will.

It's a cooperative effort. Obviously the proportions of that can change. We're experimenting with a teamwork approach. I'm very interested in the whole 42 AHOY!

In order to be really suc- cessful in games, you have to engage players on all levels of expertise.

The way that games have tradi- tionally done this is to present a learning curve. When you first enter the game you say, "This is trivial, no problem at all.

Unfortunately, what happens with a linear set-up like this, each game becomes repetitive. You have to work through the problems that you've solved already.

So the question is, how do you get the game to engage you at the level you want to play? I don't want to level-orient games at all. I think that's an artificial distinction.

When you play Monopoly, you never play it on levels. The initial stages of the game change every time you set up the game board.

Exactly, and they change on the basis of who is playing against you. So, how do you make a level- less computergame that is engaging, that has some way of rewarding the better player and yet brings along the player that isn't that experienced?

The way we've done it is to divide the game into episodes. Sentinel is rated according to how quickly the episode takes place, what the number of hits was versus the number of shots fired, what the basic tactics are, how much movement there was of the joystick, at what level did the ship come in toward you, what speed was their rapidity of fire, what other obstacles were there?

There are many other factors built into the equation. Based on these factors, we change the kind of objects that come toward you, what kinds of things they do in reference to how quick they are, what their patterns are, how many engagements you have.

Every minute that you play, the game makes intrinsic judgements that gear the game to level of play.

In another game, we present a firing pattem that shoots one bolt at you, then backs off and circles around you. As you build more and more in- telligence into the attacker, there will be patterns that he goes through based on what your reactions are.

The game notices if you try to center in a particular way and it will call up a pattem based on what your strategy has been thus far.

You can use that then to stay a step ahead? And that's an intuitive decision; it's not something explicit. You can bluff the computer.

If you're rated on the basis of every minute, how can you plan a strategy that will fool the computer into shooting where your character is not.

This is where I think that computergames begin to diverge from videogames: And that is your answer to the problem of maintaining the interest of players of unequal ability or experience?

Each game you play is completely different. This is the first step in deter- mining how to make the computer react to you as an individual.

You said before that the response is in- tuitive on the part of the player, not explicit. Could you expand on that?

When you're talking about the building blocks of games, you have to engage people aurally and visually. I don't care if people intellectually under- stand what's going on or not.

The most effective learning in anything that we do comes on a subliminal basis. Every time you hear that warning siren, a certain kind of emotional response is evoked.

The designer must take all sorts of elements into ac- count and really think about them. The designer must ask himself: Is there some kind of subliminal learning and response matrix being set up as you're designing the game all the way through?

If the game looks good, that's fine. That'll engage some people who are visually oriented. However, if the game doesn't have playability, it will ultimately fail, and it will dis- appoint the people that it impressed in the first place.

In fact, it wUl disappoint them more than if it didn't promise them as much in the fu-st place. You use humor to elicit an emotional response in the player.

What other elements are employed? Well, for one thing, I feel that to the greatest extent possible, the control of the game should be in- tuitively obvious.

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