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- The Alternative Presents...
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- How To Play
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- R a i l r o a d T y c o o n
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- by The Byter
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- Written by Microprose / Cracked by Public Enemy
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- Railroad Tycoon is another one of those fantastic games from Microprose - the
- kind that get you to play for 8 hours into the night (I started my first play
- session at 8:30 pm and played until 4:30 am - my girl almost killed me when I
- got to bed. It's a strategic game where you build a rail empire. This doc
- file is by no means comprehensive, but it should be enough to leave you with
- a general idea of how to play the game, and you should be able to work from
- there. Hopefully the group that released it (uhh.. Public Enemy, I think) will
- be courteous enough to release a complete documentation file in the near future
- to help explain some of the more obscure parts of this game. Excuse the rather
- chaotic and unorganized format of this file. It isn't that I'm a hopelessly
- unorganized person (I may be, but that ain't the reason for the screwy format
- here), but the game itself has so many aspects to cover, that it is quite hard
- to get all the info down in any kind of global organization. I suggest you
- print this file out and use it for reference when playing.
-
-
- As with many other Microprose games, the game supports a number of video cards,
- but just as the other microprose games are, the VGA/MCGA and EGA are indistin-
- guishable from one another, despite the fact that the game claims 256-color for
- VGA and MCGA. I don't have a Tandy, but I expect it looks the same as the
- 16-color VGA/MCGA/EGA graphics. On a positive note, those poor souls stuck with
- CGA will find the color choices of this game a bit better than the Cyan/Magenta/
- White/Black of most CGA games. (it still stinks though). One big disadvantage
- of this game is that it doesn't get along with DesqView, which I use to write
- these quickdoc files.
-
- It's got nice sound support, ranging from an option for no sound (which gives
- quicker operation), IBM awful sound, Tandy, Adlib, Roland MT-32, and an option
- to add a custom sound driver (they claim they may release additional sound
- drivers in the future).
-
- Controlling the game requires the keyboard, but there is a nice option to use
- a mouse which Microprose has thoughtfully provided.
-
- The object of the game is to start small and build a profitable railroad empire
- with the resources you have. You start by selling a bunch of public stock to
- provide opening capital.
-
- When you have started the game and given it your video/sound/control options,
- you'll see the "nice little trains passing by" titlepage and credits. Hitting
- the space bar will take you to a cabin where you choose your next course of
- action, which will be Loading a saved game, starting a new game, or playing
- around with the tutorial.
-
- The tutorial can be handy to start with, because it provides you with a small
- railroad already in operation with three trains, and you can build from there.
-
- When you start a non-tutorial game, you will get to choose the scenario you
- wish to play from the four possible choices:
-
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- Eastern United States - From 1830
- Western United States - From 1860
- Europe - From 1900
- England - From 1828
-
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- Each scenario offers its own geography, cities, economy, and technology. You
- will probably find one you like best, but will have fun with all of them.
-
-
-
- The Displays
- ~~~~~~~~~~~~
-
- There are four main geographic displays which you will need to get familiar
- with. They are brought up through the use of the F1-F4 keys:
-
- F1: Giant map. This shows the entire region you are playing in. Cities are
- shown as red/yellow dots. Train lines are shown as black lines. You can
- see trains as little white dots moving on the black lines.
-
- F2: Station map. This shows all of your stations within a certain range, but
- does not show any geographic detail. You only see the station displays,
- track, and trains. The station displays will show what cargo may be
- waiting for pick up in the form of colored cars (see the section on
- "Freight Class" below). If one station has a lot of cars waiting all the
- time, be sure to send more trains there. You can click on a station
- display box to bring up a detailed description of the station.
-
- F3: Area map. This shows some of your stations with display boxes, like F2
- above does, but it covers a smaller area and also shows geographic area.
-
- F4: Detail map. You must use this map when laying track, building stations,
- and the like. There are no station boxes here, but you do see trains in
- detail, detailed terrain, etc.
-
- F5: Income statement. This shows all your income sources and expenses. With
- this, you can decide what you need to spend less on, what freight gives
- you the best results, and the like.
-
- F6: Train income. Take a look at this every now and then. It will show the
- type of train, its current composition, how much money it made this year,
- last year, and in its lifetime. It also shows how much you spent on
- maintaining it. Trains which aren't making a whole lot should be either
- reassigned or scrapped. Trains which are costing you a fortune to keep
- running (ie: high maintenence costs) should have the locomotive replaced.
-
- Balance Sheet: The balance sheet shows how your assets and liabilities are
- currently. Keep an eye on this from time to time.
-
- F9: Call Broker. When you call your broker, you'll be put into the stocks
- area. This shows you your railroad's status, and that of any competitors
- who are currently playing. You'll get a report of current stock values,
- net worth, profits, etc. Options at the top of the screen allow you to:
-
- 1: Cash. From the cash menu you may buy or sell $500,000 bonds. Sell them
- when interest rates are low, if possible. Pay them off when you can. If
- you are in considerable debt, you may also have an option to declare
- bankruptcy.
-
- 2: Buy stocks. You can buy treasury stock (stock in your own railroad) or
- stock in other people's railroads. If you get more than half of the stock
- in any given railroad, you will take it over. At the Investor and Financier
- levels, you may only hold stock in one railroad other than your own. At
- Mogul, you may hold stock in two other railroads. At Tycoon level, you can
- hold stock in all three.
-
- 3: Sell stock. Self-explanatory.
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- 4: Operate Railroad. If you own controlling stock in another railroad, you
- can use this option to manipulate its finances.
-
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- How to Start Playing
- ~~~~~~~~~~~~~~~~~~~~
-
- When you start the game, you will automatically sell 100,000 shares of stock,
- which will give you about $1,000,000 to work with. Now what you want to do is
- locate a large city from which to base your train operation. Hitting F1 will
- show you a big map with all the cities, and you can pick out one that looks
- larger from there. A large city will have a yellow core surrounded by red dots
- while a small city will only be red dots.
-
- Another consideration when choosing your city is to find one close to many
- resources and other cities. Decide which second city or resource area (a place
- where you can encompass many resources with one station) is to be your first
- destination, and build a track from your main city to the destination.
-
- To build a track, go to the B)uild menu and select "Build Track". Place your
- cursor on the center of the city you wish to start on (or at the center of the
- area you want your station to serve - sometimes it is better to put the station
- off-center from the main city, so that it can encompass a few resources as
- well. This may take building a few stations to get used to, but you'll pick it
- up). Once you've placed your cursor, you can start building track by hitting
- the numlock key (or shift keys work too, for small areas of track) and using
- your numeric keypad to design the path of the track. The directions are as
- follows:
- Up
-
- 7 8 9
- Left 4 6 Right
- 1 2 3
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- Down
-
- When laying track, there are a few things to consider. The best and quickest
- route is USUALLY a straight line from one location to the other, but there are
- a few variables to consider.
-
- 1: Land value. You can lay track through just about anything, but some areas
- cost a lot more. Forest, desert, hills, and plain area are the cheapest.
- Farms cost a bit more. Producers (coal mines, lumber mills, stockyards,
- chemical plants, villiages, and city centers) are quite a bit more costly.
- Moving your cursor onto a square and pressing '?' will tell you what is in
- that location and how much property rights will cost.
-
- 2: Incline. Trains go slower when they're going up hills, so it's best to
- try to use level ground. If the incline is of a high enough grade, you
- will be given the option to build a tunnel. Trains pass through tunnels
- at full speed (instead of slowing down if you built the track over the
- hill), but the tracks are only one track wide (ie: train's can't pass
- without stopping) and are expensive to build. There is a limit to how
- long a tunnel can be.
-
- 3: Rivers. When you get to a river, you'll have to build a bridge over it.
- Bridges are costly, ranging from $50,000 to $400,000 (the more expensive
- the bridge, the less likely it is to collapse and the quicker trains can
- pass over it). Avoid crossing rivers as much as possible, as they are
- expensive, but it is neccessary sometimes.
-
- 4: Resource areas. If you can pass close to a bunch of coal mines or oil
- wells or a similiar concentration of resources, do so. You can add a small
- station (like a depot) later to capitalize on those resources.
-
- Once you have finished laying the track between your two desintations, you will
- need to build a station at each one. The first station you build will be the
- center of your rail empire, and it should be big. Usually of Terminal size.
- Even if Terminal looks a lot bigger than you'd need, cities which get a lot of
- commerce will grow, and the only way to make a station larger than it was when
- you first build it is to destroy the old one and build a brand new one - quite
- expensive.
-
- The second station can be between Depot and Terminal size, depending on the
- size of the city / resource field. Again, make sure to consider growth for a
- city. Resource fields rarely grow much larger, however.
-
- Once you've built your track and two stations, it's time to build a train. Get
- a cheap locomotive to begin with, and only give it a couple of cars. You can
- choose which cars to give it initially, or just choose none. You will then be
- presented with the route menu (discussed in "Moving Goods" below), and you can
- decide which cars to use from each destination. Big cities will take any
- resources you send to them (unless you're playing Complex Economy), and resource
- fields and villiages usually don't want anything. If you've got a city and a
- set of coal mines, you'd want to send ONLY a caboose from the city to the coal
- field, and a couple coal cars in return.
-
- Once you've got a train operating between the cities or resource fields, you'll
- start making profits and can consider expansion. Connect to other nearby cities
- and resource fields, and build more trains, but don't expand TOO quickly, or you
- won't be making enough profit to sustain your empire. I recommend buying as
- much Treasury Stock as you can afford as soon as possible, while the price is
- low ($5-$20 per share). Later, if you are successful, it will rise to $40-$70
- quite quickly, and you can make a killing. Don't invest in stocks your first
- few games, however, as you'll probably just be wasting your money.
-
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- Financial Operation
- ~~~~~~~~~~~~~~~~~~~
-
- Although the game is about running a railroad, one of the most important parts
- of the game is controlling your finances. There are a number of ways to get
- the capital you need to lay track, build new trains, connect to different towns
- and cities, and make your empire larger. Periodical events (Wall Street Crash,
- Worker Strike, Boom Times, etc.) will affect your cash and cash flow.
-
- When trains haul cargo of whatever type into a city or town which will pay for
- it, you'll get a nice bit of change for the delivery service. Some cargoes,
- such as 2 tons of mail or 3 passengers, aren't worth a whole lot, and the route
- which produces it should probably be altered. Cargoes like 240 tons of coal
- (which one train I had provided - six cars full) will net you a bundle. One
- other type of cargo - a priority cargo - will give you a large bonus which can
- be as high as $980,000 (the highest I've seen), and counts down the longer it
- takes you to deliver the priority cargo. The game will tell you where to pick
- up the supplies, and where to deliver it. I keep a fast train or two around
- to be used when a priority comes through.
-
- Another way to raise quick capital is to sell a 1/2 million dollar bond. This
- will give you that half million right away, but you'll pay interest on it until
- you pay it back, so it's a good idea to avoid getting too many.
-
- Yet another way of making money is to play the stock market. You can hold
- stock in your own railroad and in any of the other three which may be in
- competition with you. At the "easy" levels of play, you may only hold stock in
- one other railroad, and at the "harder" levels, you can hold more. If you are
- playing with "Cut-throat competition" (described later), you should always hold
- on to some of your own stock. Some good advice is to buy as much of your own
- stock as you can when the game has just started (even sell a bond or two to do
- so), as it will rise QUITE quickly as you are successful. A few years down the
- line, you can sell it for multiple times what you paid for it. If you own ALL
- of the stock in another railroad, you control its board of directors, and can
- do what you like with it.
-
- How to spend your money: Your money can be spent in these basic ways.
-
- 1: Paying off debts. When you have some bonds you need to repay, its a good
- idea to pay one off whenever you get an extra 1/2 million, to keep your
- interest payments down. You should avoid selling bonds when interest rates
- are high.
-
- 2: Buying stock. As covered above, speculation can be rewarding over the long
- term. Be careful in investing in tiny railroads with really low stock
- prices, because if they go under, you'll loose your investment.
-
- 3: Laying more track. The more track you have, the more cities and resource
- areas you can reach, and thus increase your profit potential. When you make
- single tracks into double tracks, two trains can pass side by side without
- crashing or stopping. Sometimes you may wish to reroute a track for more
- efficiency, and so you can also remove track (thus reclaiming the property
- values of the used land) and re-lay it elsewhere.
-
- 4: Building and improving bridges. To cross water, you've gotta build bridges
- to span rivers. These can be of three types: Wooden ($50,000), Iron
- ($200,000) and Stone ($400,000). The better the bridge, the faster a train
- can cross it. Bridges can become a bottleneck for your train system if you
- don't plan them carefully.
-
- 5: Building stations. For a train to stop, it must have a station. Build a
- station wherever you wish to pick up or deliver goods and supplies. You
- should concentrate stations in cities and areas with many resources (ie:
- oil wells, coal mines, lumber mills, stockyards, etc.). There are four
- sizes of stations, which all cover different areas:
-
- 1: Signal tower. Costing but $25,000, these stations do NOT allow a train
- to transfer goods, but only allow a train to change direction. In some
- cases you will need one of these to avoid laying lots of extra track.
- 2: Depot. A small station which covers about 9 blocks (3x3), these are
- good for small towns or areas with a few resource sources you wish to
- serve. They cost $50,000.
- 3: Station. A station covers 25 blocks (5x5) and are good for serving a
- wider area. Their cost is $100,000.
- 4: Terminal. The giants cover 49 blocks (7x7), and are great for covering
- a great area like a large city or a large area of great resources. The
- cost for a terminal is $200,000.
-
- 6: Improving stations. You can pump extra money into a station to make it
- better and more powerful. The options you can add include:
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- 1: Engine shop. Allows you to build train locomotives.
- 2: Maintenence Shop. For doing general maintenence on locomotives. This
- maintenence is needed to keep the trains in good working order. A
- maintenence shop is a good investment.
- 3: Switching yard. Allows for storage of carloads of resources. Good
- for large rail empires.
- 4: Goods Storage / Cold Storage / Livestock Pens. Nonessential, these
- allow a station to keep resources around for a longer period of time.
- 5: Restaurant / Hotel. These are related to passenger comfort.
- 6: Post office. Allows for mail collection and delivery.
-
- 7: Building rolling stock. Build more locomotives to haul more trains, and
- give quicker / more frequent service. As the years pass, faster and more
- powerful locomotives will become available.
-
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- Moving Goods
- ~~~~~~~~~~~~
-
- The crux of your railroad operation will be the efficiency in which you move
- goods, passengers, and mail from location to location. Speed is important, but
- you may want to make long slow trains as well, for moving large amounts of
- cargo. Design your train routes with a thoughtful eye. Pay attention to the
- needs and resources of each location, and plan the route accordingly.
-
- You can edit a train's route by clicking on the locomotive as it steams from
- one city to another, or by clicking on the status box at the lower right hand
- side of the screen. A third way is to click on the locomotive when you are
- looking at the train income screen. When you do this, you will be presented
- with a full-page diagram showing the train's current configuration, what cargo
- it may be carrying, its speed and destination, and what locomotive it has. At
- the bottom of the screen are four "destination" areas, which can be set to
- whichever cities you desire. The destination area allows you to choose the
- configuration of the train as it leaves that station, to let you change the
- cars to optimize the train's efficiency. Clicking right before the station
- name on the destination display will place a 'W' marker there, which indicates
- that the train will sit and wait until it has a full load before moving on.
- The current destination of the train is shown in black letters, and other
- destinations will be grey.
-
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- City A City B Station C
- passengers passengers coal
- mail mail
- goods steel
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-
- City A and City B are large cities which produce mail and passengers, plus an
- extra commodity. Station C is a depot which produces a small amount of coal.
- Here is a route which would work nicely:
-
- Train begins at City A carrying a carload of passengers, a mail car, and one or
- two cars of goods, depending on production. It carries these products to City
- B, which gladly pays for them. At City B, the train takes on a new form, that
- of just a caboose (no extra cars for added speed). The new train heads to
- Station C, where it picks up a few cars of coal, and delivers them back to City
- B, which is the last destination. At City B, the train changes configuration
- to that of passenger, mail, and steel, which it carries back to destination #1,
- which is City A.
-
- Other good routes are two-station routes, such as a big city which requires
- many resources, and a large oilfeild. A slow train carrying loads of oil from
- the oilfeild to the town can be quite profitable. Another good route is a
- mail/passenger train which cycles between three or four cities in a circle.
-
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- Reality Levels
- ~~~~~~~~~~~~~~
-
- There are a few variables which you can decide to use or ignore during the
- course of the game which can make it more difficult or easier to play. The
- more difficulty options you enable, the higher your score. These options are:
-
- 1: Dispatcher control. If you have this turned off, trains will never crash
- (except in the case of a broken bridge) and will pass each other on single
- track. If you turn it on, the stations will use their little lights to
- tell trains when the line is safe. These are automatic, but you can change
- them by clicking on the corner of the station where the light is located.
- A green light means it is safe to head for the station. A red light means
- that it is not safe. Yellow will allow the next train to pass, and dark red
- will stop all trains.
-
- 2: Complex Economy. With a basic economy, all large cities will pay for all
- goods, regardless of their contents. If you have the complex economy option
- set, cities will only pay for the goods that they require.
-
- 3: Cut-throat competition. If you have this option turned on, other companies
- will try to buy stock in your railroad, and eventually try to take it over.
- Turning it off makes everyone passive.
-
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- Freight Class
- ~~~~~~~~~~~~~
-
- There are five types of general freight, and a train will be placed into one
- of these categories, depending on what it carries. They are:
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- Mail - Your train is primarily a mail carrier. Cars are white.
- Passenger - Your train carries passengers. Cars are light blue/cyan.
- Fast Freight - Quick-moving freight, such as livestock or food. Yellow cars.
- Slow Freight - Heavy stuff, such as steel or paper. Cars are red.
- Bulk Freight - Resources moved in great quantity, such as coal. Black cars.
-
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- News and Reports
- ~~~~~~~~~~~~~~~~
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- Throughout the game, you will be given various news flashes and reports. The
- news can be broken down into three general areas:
-
- Local News - This is the state of your personal railroad. If there is a
- crash, or if one of your cities gets its first train, or if
- a priority shipment is announced or rescinded, you'll hear about
- it as local news.
- Wall St. News- All stock market information appears here. You will also get
- various messages relating to the state of the economy, and if it
- is improving, lagging, or whatall.
- Railroad News- All news about railroads will appear here. This includes any
- information about a new railroad starting, a railroad connecting
- to a new city, or a trade war.
-
- All three news types may be turned on or off from the options menu. You will
- also be presented with periodic reports. In the upper right hand box, you will
- see shipping reports from time to time, which include the train's #, the city
- they arrive in, and a shipping roster showing the contents of the cars and the
- money you receive for shipping it. The border of the report is normally grey,
- but sometimes it will be White (which means double income) or Red (one-half
- income). These are a result of a trade war or opening a new city. For one year
- after you take control of a city, all shipping revenue is doubled. When you
- are involved in a trade war, you lower your prices to one-half normal.
-
-
-
- Command Keys
- ~~~~~~~~~~~~
-
- There are a number of keyboard commands which you will use. Here is a quick
- reference:
-
- Movement: 7 8 9 Shift or Numlock will either
- 4 6 lay or lift track, depending
- 1 2 3 on your BUILD setting.
-
-
- F1 : Regional display
- F2 : Broad area display. Station Boxes / Resource map. No geographic detail.
- F3 : Area display with geographic detail. Station boxes / resource map.
- F4 : Detail display. Resources visible. No station boxes.
- F5 : Income statement.
- F6 : Train income report.
- F7 : Build a new train.
- F8 : Build a new station.
- F9 : Make an appointment to see your stock broker.
- F10 : Enter survey mode.
- #D : Shift-D makes a single track into a double track.
- #S : Shift-S makes a double track into a single track.
- #? : Get information on a square.
- I : Also provides information.
- Alt-Q: Quit game.
- <ESC>: Abort a menu
-
- Use top-of-screen menus by pressing Alt-Letter.
-
-
-
- Conclusion
- ~~~~~~~~~~
-
- Although this is by no means a comprehensive documentation file, it should
- serve to familiarize most people with the basics of a very complex, yet
- extremely addicting game. I have probably spent more time on this game in the
- short week I've had it than anything since Simcity. It's that good!
-
-
-
- Salutations
- ~~~~~~~~~~~
-
- A big hello to the following folks out there:
-
- Public Enemy : Great job! I love this game! Congratulations on finally
- releasing something other than those shitty French imports.
-
- R. Bubba Mag. : Are you EVER gonna put up Celerity?
-
- The Slavelord : LSD is looking better and better. Good work.
-
- Lord Icon / Dr. Crunch / Humble Slave #7: Keep up the good work with the bug
- reports. Now if I can shake my Railroad Tycoon addiction,
- I'll start fixing some of those and implimenting new features.
-
- The Viking : Get ahold of The Hitman yet?
-
- Plus congratulations to The Humble Guys, I.N.C., N.Y.C., and The FiRM for
- getting the new wares out.
-
-
-
- Celerity & Board Ads
- ~~~~~~~~~~~~~~~~~~~~
-
- Now a plug for Celerity, the BBS of the future.
-
- Sick of run-of-the-mill forum clones which all look alike? Tired of seeing the
- same old Emulex or TCS software everywhere? Ready for something new with unique
- features that no other BBS software has? Consider Celerity.
-
- -- Celerity is optimized for speed.
- -- It takes advantage of 286 / 386 processors if present for quick access
- -- It fully supports the 16550 buffered UART for greater efficiency
- -- It was designed for use on the USRobotics HST, and has full support for
- 9600, 14400, and Dual Standard modems. No generic modem drivers here.
- -- True high-speed 38400/19200 DTE rates. Get the maximum from your modem.
- -- Sustained transfer speeds as high as 1790 cps using Zmodem.
-
- -- Celerity is designed to make the sysop's life easy.
- -- New users can be "Quick Validated" with one keystroke. No need to edit
- each access flag unless you desire to.
- -- The new user newscan quickly locates all new users awaiting validation.
- -- Complete user editing available while the user is online.
- -- "Suggested Point Value" for uploads. Sysop definable, of course.
- -- Automatic ZIP commenting if desired.
- -- Auto-Validate allows the sysop to have all uploads automatically cleared
- for downloading as soon as they are uploaded.
- -- Easy-to-use Config program, unlike any other Forum-clone config.
- -- A multitude of sysop-configurable options.
-
- -- Celerity has the features you want and need.
- -- Full conferencing. Celerity supports up to five entirely independent
- message bases and transfer sections, ideal for support of multiple
- computer types. Celerity conferences are more than just an access flag.
- If you don't desire conferencing, it is a simple matter to turn it off.
- -- Fully configurable matrix. Matrix commands can be added and removed as
- the sysop desires, and each command is fully configurable. The matrix
- is optional, and can be disabled.
- -- Configurable prompts. Every Celerity system can have its own distinctive
- prompt if the sysop desires.
- -- Celerity will run on com ports 1-4, with fully configurable addresses,
- inturrupts, and IRQ's.
- -- Fully configurable file listings. Each user can choose what file list
- information he or she desires.
- -- Celerity is reserved for boards of high prestige only. Not everyone will
- get a copy, and it will not become run-of-the-mill like others have.
- -- File commission system. If the sysop desires, users will get file points
- every time their upload is downloaded. You can even have it set up so
- a user gets NO points for uploading, and only gets points when people
- download his file. This way, users are not rewarded for uploading crap
- that nobody wants, and users who upload good stuff are well rewarded for
- their efforts.
-
- -- Celerity supports TRUE NETWORKING, not lame "Net-Mail" like other Forum
- clones have.
- -- ONE call per day from your system transfers data to and from the entire
- net.
- -- Networked subs and email are standard features.
- -- Network-wide Onliner database, BBS Listings, and Network News are special
- features no other Network has.
- -- Network Update service delivers recent Celerity updates to your system.
- No need to call around and download them on your own time.
- -- Many new and unique networking features to be added in the near future.
-
- These are but a few of the awesome features of Celerity. Call one and check it
- out, or download a demonstration version to play with. You're sure to agree
- that Celerity is indeed the BBS of the future. Call some of these Celerity
- systems today.
-
-
- The Lexicon................Home of Celerity and The Alternative....714-627-0601
- The Unknown Division.......Part of Binary Systems/TSAN.............805-492-7174
- The Genisis Division.......Part of Binary Systems/TSAN.............818-706-9839
- Instant Replay.....................................................714-544-7571
- The Citadel........................................................213-271-4232
- Absolute Monarchy!.........I.N.C. Courier System...................214-343-0600
- The Lost Caverns...................................................404-451-0521
- The Proving Grounds........TRIAD-90/TSAN...........................913-842-9828
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- Thanks for reading all of this...
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- The Byter
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