LITTLE COMPUTER PEOPLE

A Computer Owner's Guide to Care of and Communication with
Little Computer People
Activision

LETTER OF INTRODUCTION

Dear Fellow Researcher,

We're happy to welcome you to the Activision LCP Research Group.

As you may have read, we've suspected for some time that there was something
living inside most computers. But we didn't know who, what, or how many there
were.

After years of research, hard work and creative speculation, we've invented
what finally became the turning point in this arduous investigation: the
"House-on-a-Cassette".

When our first Little Computer Person so tentatively entered his new "home", it
was an experience beyond explanation. You'll soon see what we mean.

From that moment on, we have been collecting volumes of information on the
Little Computer People: what their personal habits are, what they like, what
they don't like.

We now believe that every single computer has its own Little Computer Person.
And that every LCP is unique in appearance and personality. This is why we have
opened the research project up to all interested computer owners. We also have
strong evidence indicating that there are several Little Computer People in
every computer. But it seems that only one will reside in any given home. So,
if you find you enjoy caring for and observing your first Little Computer
Person, you may want to sign up to study others your computer may hold.

The following guide is a compilation of what's currently known about providing
for the little person inside your computer. Use this guide as an outline. But
remember, please, to experiment on your own.

There are many questions that are still unanswered. And only through the
support and cooperation of people like yourself will we ever be able to
understand our new-found friends.

Sincerely,
David Crane and Sam Nelson
For the Activision Little Computer People Research Group

MAKING CONTACT

Every time you follow the procedure outlined in this section of the guide, you
will begin a new research session with your Little Computer Person (hereafter
referred to as your LCP).

In your first session, you will be required to enter your name (as well as the
date and time) for your research files.

In all subsequent sessions, you will only be asked to enter the date and
the time.

GETTING STARTED
ENTERING YOUR NAME
This is your research notebook. You will be asked (in your first session only)
to log your name into the project files.

Using the keyboard, type your name (first name first) in the spaces provided on
the screen.

Once you have type in your name, press ENTER. Your name will be recorded in the
lower left corner of your research notebook. Below your name is the "session
number". This number increases by 1 each time you turn on your computer for a
new session with your LCP.

ENTERING THE DATE
The format for entering the date is DD/MM/YY. Be sure to enter the numeric
digit for each space. Use zeroes in front of numbers less than 10.
FOr example, if you start a session on Januaty 1st, 1986, type 01 01 86, then
press ENTER.
When you have completed entering the date, you will be instructed to enter the
time.

ENTERING THE TIME
The format for entering the time is HH/MM. As in ENTERING THE DATE (above), use
zeroes in front of numbers less than 10. Type A for AM or P for PM.
For example, to enter three minutes past one in the afternoon, type 01 03, then
P, then press ENTER.
Twelve o'clock midnight should be entered: 12 00 A, then press ENTER.
Twelve o'clock noon should be entered: 12 00 P, then press ENTER.
When the time and date have been entered, your computer automatically
processes the data. This may take a minute or more.

MOVING IN

If this is your first research session, your house will be empty when it
appears on the screen. Based on our findings to date, most LCPs are quite
shy and will not readily rush into a new situation. In fact, it may take
several minutes before they actually muster the courage to step inside the
new home you're providing for them.

On the other hand, LCPs have also been found to be quite loyal. Once
they have moved in, you can expect them to be in their new home on
subsequent sessions. In fact, we've never seen one move out yet.

NOTE: Although only one LCP will occupy any given "House-on-a-Cassette",
we do know that most computers have more than one LCP living inside them.
In order to contact another LCP in your computer, you would need another
"House-on-a-Cassette".

When an LCP enters a house for the first time, we've found that he will usually
inspect the new house for anywhere from 5 to 10 minutes. Then he usually leaves
to retrieve his belongings. Yours will probably return shortly with his
suitcase. Most LCPs also bring their dog. If yours doesn't, contact us.

Note: Keyboard commands are non-functioning during the move-in
sequence.

CARE AND FEEDING OF YOUR LITTLE COMPUTER PERSON
or
HOW TO MAKE SURE THE PERSON INSIDE YOUR COMPUTER IS HEALTHY, HAPPY, AND
TOTALLY AT HOME

Although LCPs are basically quite independent, once they move into their new
home they are, in a sense, living in your world. So they will need your help in
certain ways.

To ensure that your LCP is healthy, see that he always has food and water. (The
dog also needs food.) Both hunger and dehydration can make LCPs sick. They
generally just turn green and lie in bed when they are sick. Also, because
they tend to be quite active, they should not be allowed to sleep too much.
They would much rather have your attention.

The following is a list of keyboard operations to help you take optimum
care of your LCP.

CARING FOR PHYSICAL NEEDS
Hold the EXTEND MODE key down and press the designated letter to care
for your LCPs physical needs.

[EXTEND] F Food is delivered to his front door.
[EXTEND] W Fills the water tank. Each time you press W, approximately one glass
of water is added to the water tank.
[EXTEND] A Rings the alarm clock.
[EXTEND] D Leaves dog food at the front door. Your LCP will do the rest.

CARING FOR EMOTIONAL NEEDS

Addressing the physical needs of your LCP is relatively easy. To know if he
needs food or water, you simply look to see if his supply is running low.
Addressing emotional needs, however, takes much more sensitivity and careful
study. First of all, you must be aware of his different moods. So far, we've
discovered four distinct moods in the Little Computer People.

Happy. He's probably getting plenty of attention.

Content. He's fine but could be better.See MOOD BOOSTERS.

Sad. Needs MOOD BOOSTING immediately.

Sick. This happens when he has gone without food and water for quite
a long while.

MOOD BOOSTERS
There are several ways to elevate the mood of your LCP. Studies indicate
that some ways are more effective than others.

EXTEND C: A phone call
Many LCPs enjoy receiving phone calls - unless they are constantly interrupted
to the point of irritation. We have not yet deciphered their spoken language,
nor discovered with whom they chat.

EXTEND P: Physical contact (or "petting")
We haven't found one yet who doesn't respond instantly to this.
NOTE: In order to pet your LCP, he must be sitting in his easy chair in the
living room. To call him to the chair, press EXTEND P and he will know you want
to pet him.

EXTEND R: Leaves a record for his stereo at the front door.
EXTEND B: Leaves a book at the front door.

NOTE: Records and books elevate your LCPs spirit only for mild cases of the
blues.

RECREATION AND RELAXATION

Most LCPs are very good at entertaining themselves. They're good pianists and
can play compositions from Bach to Boogie Woogie. They also like their record
collections, in fact, albums make great gifts for them.

We've noticed that some LCPs exercise frequently. Many seem to enjoy playing
with their computers or sitting down in their easy chairs with the newspaper
we've provided. You may even be able to talk them into building a fire in the
fireplace.

KEYBOARD COMMUNCATION
We recently found that we can communicate quite extensively with LCPs by typing
sentences using the computer keyboard. These sentences can be in the form of
questions, suggestions or requests. We use them to evoke a wide range of
responses and reactions from LCPs. You can do the same.

Though we are just beginning to scratch the surface, here are a couple of
requests we have tried.

Please type a letter to me.
Please build a fire.

LCPs are especially responsive to good manners. So remember to incorporate
words like "please" and "thank you" into your requests.

PLAYING GAMES
As far as we know, almost all LCPs like to play games. Each LCP has his own
individual favourites, so we've listed a few of the games we've noticed
occurring most frequently, along with simple instructions for playing them. An
LCP will usually allow you to make the game selection. He will knock on the
glass of your TV or monitor to get your attention and ask you to select a game
from the list at the top of the screen. Type in the number of the game you want
to play.

1. CARD WAR
This is a simple game in which you are each dealt 26 cards from a 52 card deck.
(LCPs always prefer to deal.)

You both draw the top card from the pile. Your LCP will show you his card
first. To show your card, press Key 7 as indicated by the command menu in the
upper right corner of the screen. Whoever has the higher card wins the hand,
and both cards are added to the winner's stack.

When both cards shown are of equal value, this is called WAR!! At this point,
your LCP deals out 4 more cards to himself and 4 more cards to you, face down.
He will then turn over his last card; press Key 7 to show your last card.
Whoever has the higher card wins the hand, and all of the cards on the table
are added to his stack.

If the last cards shown during a WAR! are of equal value, then your LCP
continues to deal 4 more cards each until someone wins the hand using the same
rules.

The games is over when one of you has all 52 cards. You can press Key 0 at any
time if you decide you want to quit.

2. ANAGRAMS
When you play anagrams with your LCP, he'll insist on being the one to think of
the word. You'll be the one who unscrambles it.

A scrambled version of the word he's thinking of appears in big type on the
screen. You type in what you think is the correct word, and he will tell you
whether your guess is right or wrong. He'll let you guess 8 or 9 times before
he tells you the word.

If you need a hint, press Key 4. Each time you press Key 4, one letter will
assume its correct place in the scrambled word.

For example, suppose the word the LCP is thinking of is CAT. If the scrambled
letters are ATC, then pressing Key 4 will leave CTA. The C switches with the A,
thus putting the C in the proper location for the answer.

NOTE: An LCP will not give you two hints in a row. You must guess at
least once between hints.

Press Key 7 to quit this game. We have never had an LCP quit playing on his own.

3. 5-CARD DRAW POKER

You're just going to have to go along with it.

You both start out with 200 poker chips, as displayed at the top left of the
screen. Your number of chips is below his. Bets and raises are limited to 20
chips each.

Press Key A to ANTE UP and begin the game.

The LCP will deal each of you 5 cards (yours are face up) and ask you if
you feel lucky (he is really asking you if you want to bet any chips).

The menu in the upper right corner gives you three choices.

BET (A) Bets one poker chip every time you press Key A.
ENTER (S) Enters your bet.
PASS/CLR (D) Lets you pass when you feel you have a weak hand and do not want
to bet. Or Clears your bet if you decide you want to bet a different amount.

After you make a bet or pass, the LCP will either match your bet or pass. When
the LCP asks if you want cards, press any combination of numbers from 1 to 5 on
the keyboard to discard the cards that you don't want. Press the number again
to make your original card reappear. You can discard all five of your cards if
you like.