Space War, Road Race Game. Wow.

One of the tapes I recently got was this one. On the front it says “Road Race Game”, copyright “WOW”. Ok. I’m appropriately awed.

Wow road race tape

Flipping it over, I saw that the other side contains “Space War” and that “WOW” is short for “Wise Owl Workshop”.

Wow space war tape

I’d never heard of Wise Owl Workshop before. And Google barely has either. There are a couple of passing references to them, but they seem mostly unknown to the internet, and not really represented at all in online software image collections. So, it’s actually kind of likely that this tape hardly exists anywhere else, and that the images I made of it are the first to hit the internet. WOW seems to have written some education and science related software for Apple II, TRS-80, C64, some on tape, some on disk. The fact that they just used a standard data cassette with a typewritten label stuck on it suggests to me that they were a pretty small operation. At least at the time they were distributing this tape.

Anyway, on to the programs. Below are WAV and AIFF files, and I’ve tested the AIFF files in Virtual II. The DSK files below are for use if you just want to play the games without monkeying around with the tape interface.

In Space War, you can play against another player or not, and you can either be shooting at the other player, or the “stars” between you.

Space war start

In two-player mode, each player is controlled by a paddle, and you shoot horizontally, either missing entirely, or hitting the other player or a star in the way. In “shoot the stars” mode, you just shoot at the stars.

Space war play

In two-player mode, this has the potential to be kind of engaging, I suppose.

Road Race Game is a road race game. When you start it up you are presented with some options. The course complexity I believe controls how sharp and frequent the zigs and zags are. If you choose the standard course, I assume you get the same course each time, and otherwise the zigs and zags are randomized. I have not tested these hypotheses very thoroughly but it seems true and sensible.

Road race start

You control a car with the paddles. Paddle 0 controls the horizontal position and paddle 1 controls the throttle. Button 0 applies the brake, and button 1 just ends the game. If you don’t end the game intentionally, it seems to end after 2 minutes (after the clock reaches 120). The goal is to keep the car between the posts, which zig and zag, and points are awarded for progressing and taken away (quickly) for being off the track. The game is a bit like Night Driver, though more primitive. It doesn’t seem like a very hard game, though I didn’t spend much time playing it.

Road race play

Anyway, another tape saved for posterity, though I don’t expect posterity will really spend much time playing either of these games. Still, somebody put work into writing them, and now that work is at least not lost.

What happens in Cupertino stays in Cupertino

Back when the Apple II was new, there wasn’t a lot of software available for it. On the earliest price list I’ve seen, April 1977, Apple listed the Apple I™ and several cassette tapes for it, and the then new Apple II™, but with no software available. The next iteration of the price list, October 1977, dropped the Apple I entirely, listing only the Apple II, but still with no software available. One thing that I found interesting about those two early price lists is they contain the only explanation I’ve seen for the coding system that Apple used for the things it sold. Here is the legend from the April 1977 price list (cropped from the scan made available by The Mothership):

Apple codes

So, if you’ve ever wondered about the A2M0003 on the disk drives, or the A2T0008X on cassettes, this was the rationale. A is for Apple (that’s good enough for me) and 2 is for the model, both of which are basically fixed after the April 1977 price list, since no mention was made of the Apple I after that. Until we get to the Apple ///, which did use the designator A3. The next letter indicated Tape, Literature (manuals), Module (external peripherals, which would include the Disk II, A2M0003, but also smaller things like memory and the Programmer’s Aid #1 chip), Component (like printer paper), Board (back when you could order the Apple II as just a board, and also including peripheral cards), System (board in a case with keyboard, power supply, speaker). Once disks appeared, the D designation for software on disk was used. For boards and systems, a three digit code indicating the amount of memory, and an X “for future use.” For things other than boards and systems, the four digit numeric code was a sequence number in essentially the order of release.

It’s a nice scheme, though they didn’t entirely stick to it. The three digit memory code turned into a four digit code, with the first digit distinguishing between standard Apple II (as of the introduction of the red label, the model number was printed on the bottom, with a “0” in the first digit, then the three digit memory code) and Apple II+ (where the first digit was a “1”). The “X” for future expansion was for some reason explicitly included as part of the model numbers printed on the cassettes, and it was used at the very tail end of the Apple II+ (model number A2S1048A). Apple “Special Delivery Software” had codes starting with “C” rather than with “A”, then a 2 or 3 (depending on whether it was for the Apple II or Apple ///), a sub code indicating Education, Home, Business, or Science, and then a sequence number basically counting up in the order of release.

The first price list where I found software listed for the Apple II was June 1978, at a time when the Disk II was still new and all of the software was on tape. Which brings me to A2T0008, new in the June 1978 catalog, containing Blackjack and Slot Machine.

002 0011 00 black jack a2t0008x

002 0011 00 slot machine a2t0008x

The Apple tapes have an additional number on them, this one has 002-0011-00. It’s not entirely clear to me what these signify, but I expect that the 002 was originally designating software for the Apple II. Later on in the production of the tapes, they would use 600 here instead, with sequence numbers like 20xx, and my suspicion is that the 600 designation was for tapes that were included as a set with the computer. There are also a few tapes that have 685 here. So the Startrek/Starwars tape, while always being part number A2T0002X, exists at least as 002-0006-00 and 600-2013-00.

But that was all a kind of long-winded introduction to what was really intended to be a post about Blackjack and Slot Machine. I have done the audio imaging of the cassette, and the audio files (in WAV and AIFF format, the AIFF having been tested to load fine in Virtual II) and disk versions made to simplify use in emulators are below:

Slot machine splash

Slot Machine is a simulation of a standard, quarter-taking slot machine, drawn in lo-res graphics.

Slot machine start

The mode of interaction is kind of neat, you “pull the lever” by swiping the paddle (or horizontal axis of a joystick) from one side to the other. This may have been more effective with the original paddles that Apple included with the machine, which were essentially the paddles below from the Adversary console—they actually had a “paddle” form on a one-dimensional track. Spinning a standard later paddle wouldn’t have quite the same feel, though a joystick works well to recreate the effect (as long as you hold it turned 90 degrees).

Adversary paddles b

All you do in the game is wiggle the paddle back and forth to spin the dials. You win some, you lose some, though the house gets killed. You win far more often than you lose, so you can walk away with as many virtual quarters as you have time to accumulate.

Slot machine play

The Blackjack game on the other side of the cassette is quite a bit more interactive. You start by telling it how much money (in whatever your favorite denomination is, it’s only interested in the number) you wish to start with. As far as I can tell, this makes little difference to anything. The game doesn’t stop when you reach zero, it will happily continue playing when you are down. In fact, the game doesn’t stop at all.

Blackjack start

On the play field, the dealer’s cards are shown in the top row, and yours in the second row. From here, you choose whether to hit, stay, double, or split.

Blackjack play

If you bust, you lose your bet. Here I am, 470 drachma down.

Blackjack bust

You can win it all back the next time, though, if you’re lucky and skillful…

Blackjack win

…or, if you cheat. If you’re worried about owing your Apple II hundreds of kroner, just bet a negative number and bust, and you’ll be doing fine.

Blackjack bet 6502

Set phasors to “Zap”

Here is Programma’s Phasor Zap cassette, another game of the “shoot alien spacecraft in space” variety.

Phasor zap tape

Here are the audio files. I have not tested the WAV files but the AIFF file loads fine in Virtual II. I have also put it on a disk.

Phasor zap splash

The premise of this game is pretty simple. You control the aim of a phasor, and space is full of enemy ships that you must destroy. You only have a certain number of shots to do it in, before you run out of energy.

Phasor zap instructions

One thing that makes this game particularly difficult is that you don’t actually have any kind of crosshairs that show you where you’re aiming. So you operate mostly blind, the only way to know where you are aiming is to fire and see where it goes.

Phasor zap fire

Even given the no-crosshairs handicap, sometimes you can still hit the enemy ships.

Phasor zap explosion

And in case you were worried that maybe we should have tried diplomacy instead, they do shoot back. If you leave an enemy on screen long enough for it to reach the middle of the screen, they will shoot you, which you are alerted to via a big “ZAP” screen flashed up overtop the play field.

Phasor zap enemy hit

Even without the crosshairs, I was able to get an intuitive feel for where the aim was going to be pretty quickly, and in the end I think I did ok. My current high score after only playing it a couple of times is 390, taking 6 hits. My guess is that will stand as my high score for some time to come.

Phasor zap gameover

A dazzling display of purple and green

I got two copies of Programma’s Kaleidoscope, which seem to straddle the point in time when their tape packaging changed, and for the better I’d say.

Kaleidoscope 347 tape

Kaleidoscope 435 tape

I took audio images of both tapes, but there do not appear to be any differences. I didn’t do a byte-level analysis, but they look the same when running. I found that my audio image for both of them had the property that the first load failed, and the second load worked. On pretty much all the Programma tapes I have that I’ve looked at, the program is included twice on the tape, probably for just this reason. So I have more audio files than usual to share here. First, just the actual audio images I took, which will load on the second try in Virtual II, and I haven’t tried the WAV files, but the AIFF files work. Then I have a reconstructed version of the newer one in which I just copied and pasted the second audio overtop the first, so that it will load on the first try. Finally, a DSK version that will load the program as if from tape.

The audio is actually kind of interesting to listen to, I wouldn’t normally recommend listening to the audio files, but this one is pretty groovy.

Kaleidoscope splash

As for the program, it’s pretty simple. You can choose a couple of different types of mirroring, and then it draws. Until you tire of it.

Kaleidoscope instructions

You also have the option of controlling the speed with the paddles, or pressing R to restart the pattern or C to change the colors (where the colors are chosen from among white, green, and purple). That’s it. To start it in motion initially, just press R.

Kaleidoscope running

You can list the (Integer BASIC, with some support calls in machine language) program if you like. Just press Ctrl-C to get out of the program (Reset will reboot).

Spoiler: A happy home life in the making

Old cassettes continue to show up at my door, today we’ll look briefly at Ancient Tarot from Programma International.

Ancient tarot tape

In the Spring 1980 Programma catalog on the Brutal Deluxe Programma site, this is listed as “Tarot Cards” (AP122), which matches the splash screen, but on the tape itself and in the running program, it calls itself “Ancient Tarot”.

If you wish to join in the enlightenment, I have created AIFF and Wave files, though I have only tested the AIFF file. The AIFF file loads without incident in Virtual ][. Since this is written in Integer BASIC, the DSK version (designed to be run on a 64K II+ or later) will load the language card, then load the Ancient Tarot program as if it had been loaded from tape.

I don’t have any materials for this apart from the tape itself. I have no reason to think that there ever was much else, though perhaps there was a tape cover once. Long gone if so, I’m sure.

This is actually quite large for a cassette tape program, occupying almost 24K on the tape, but it contains a lot of uncompressed text. As is common, the procedure for loading it is to drop to the monitor and load starting at the keyboard buffer, 200.6000R. This allows the tape to “autostart”—the keyboard buffer is stuffed with “220G”, the splash screen loads into the screen buffer, the rest of the program loads into the BASIC area, and then execution begins at 0220. This program is essentially just written in Integer BASIC, and it can be listed if this is interesting to you.

Tarot splash

Once the program starts up, you are asked whether you’d like instructions. We would, thank you, yes.

Tarot intro

Then follows two screens of text, which really aren’t instructions at all, but more of a justification of how a computerized tarot reader could still give you accurate results.

Tarot instructions1

Tarot instructions2

Once the instructions have been displayed, you are taken to the screen where you wait until you feel the time is right. The random number generator is (I am presuming, but probably correctly) seeded based on the number of microseconds it takes you to press a key.

Tarot randomize

When I felt the time was right, I pressed a key and my unique results were displayed:

Tarot result 1

After this summary, each of the past, present, and outlook were interpreted, based on the cards that came up. In my past, apparently, unexpected good luck came my way, and my accomplishments are admirable (but lest I get caught up in them, I am reminded that further such accomplishments will require work). There was that one time I found a $20 bill in a parking lot, maybe that was the unexpected good luck to which it refers.

Tarot result 2

Presently, I seem to be undergoing some changes in my way of life. Perhaps I’m sleeping more?

Tarot result 3

My outlook tells me I can look forward to a new beginning, a breakthrough in spiritual understanding, with wealth, prestige, prosperity, and a happy home life in the making. I’ve recently discovered that most of the things I’ve scanned using my scanner’s default settings were compressed more than I wanted them to be and show artifacts, and I’m on the verge of deciding that I need to scan basically everything over again. A new beginning indeed! And scanning does provide lots of time for contemplation. And it keeps me at work a bit longer, where I prosper and gain wealth, and that’s not always completely detrimental to the happiness of home life. This thing may be on to something.

Tarot result 4

You can if you like, continue to gather information about your past, present, and outlook, without limit. But I’m happy enough with the results I got, so I’ll stick.

Red 5, standing by

Next up is Softape’s Star Wars and Space Maze, written by Bob Bishop. Again we find that the tape’s cover doesn’t quite match. In nearly everything I’ve seen, the relevant game is referred to as Star Wars, but on the cover it’s called Star Warriors, and on the tape case, Star-Wars. If it were today, the name on the cover would certainly just be a thinly veiled attempt to keep lawyers away, but I don’t think could have been the rationale in 1979, since it’s still called Star Wars in the catalogs I’ve seen. Or whatever year it’s from, since it is given as 1977 in the program listing, 1978 on the tape case, and 1979 on the splash screen. In any event, here’s the tape.

Star wars tape

Space maze tape

Star warriors cover

As with other tapes, I’ve created both WAV and AIFF files, and the AIFF files load with the default settings in Virtual II, and I’ve created DSK versions that load up the Integer BASIC ROMs and then run the program as it was loaded from tape. Nothing fancy, there’s no copy protection to contend with.

Probably not surprisingly, there are actually a number of different games called Star Wars on the Apple II platform alone. I’ll put screenshots of this one below. Apple Computer Inc. also had a cassette with a game called Starwars, which is kind of like a souped-up version of this one (and written by somebody else). Softape also has a different game called Star Wars included on Module 8 of their Instant Library, but that game is a lo-res version (and is as far as I can tell, practically impossible). The plot of all of these is basically the same, however. Maneuver a TIE fighter into your crosshairs and shoot it.

Star wars splash

Star wars play

Star wars game over

It’s even possible to read through the program to see how it works. I haven’t really done this, though. And even though the skeleton of the program is visible in Integer BASIC, a lot of the action takes place in calls to routines written directly in machine language code hidden within the BASIC program.

Star wars list

The game on the other side, Space Maze, seems to be a result of having written Star Wars and deciding that some of the elements could be recycled. In this game, you seem to have gone over to the Dark Side, and are now driving the TIE fighter. Your goal is to move it through a maze without hitting the walls, scored by how quickly you accomplish this feat. The instructions on the screen suggest this was initially a game to be played with paddles, which I imagine would be even more difficult than it would be with a joystick.

Space maze splash

Space maze ready

Space maze midpoint

Space maze 82sec

I can’t say the game play really holds up, I probably won’t be spending a lot of time playing either of these in the future. But it is an interesting bit of history anyway, as people were just beginning to explore what these machines could do.

A fierce competitor from 1979

Here are the contents of the Softape Othello tape, now that I have opened it up. There was no instruction card or anything, just the tape and the cover insert. The two sides of the tape contain different versions of the game, one side has a version for the standard Apple II (with Integer BASIC ROMs) and the other side has a version for the II+ (or upgraded II, with Applesoft/AutoStart ROMs). As with several of these tapes, the name on the cover doesn’t precisely match the name on the tape, though oddly, it does match the name in the program itself. Strange that this didn’t bother people. This game is “actually” called Othello, like it says on the tape cover, although on the tape casing, it’s called Super Othello.

Othello tape integer

Othello tape applesoft

Othello tape cover

Below are the audio files, as well as two DSK images that I created to load the data from the tape without having to wait around for the loading procedure. As before, I’ve tested the AIFF file and it loads fine with Virtual II, but I have not tested the WAV file.

I included both the Applesoft and Integer versions because I was just being thorough. There is no difference between the two programs, as I’ll detail below.

Starting up the game, you see the following:

Othello splash

I opted to go first, at which point the game board is drawn:

Othello start

Despite claims on the cover that Super Othello is a “fierce competitor,” I pretty much destroyed it on my first attempt.

Othello won

The loading procedure is quite straightforward, you just LOAD either the Integer BASIC or Applesoft BASIC version and RUN it. You might have thought it would have been a lot of work to translate from one dialect to the other, but you’d have been wrong. The game is actually written in machine language, wrapped within the BASIC program. So, if you were hoping to derive a learning experience in programming from examining how it is done, you’ve got a lot of work ahead of you.

Othello int list

Othello fp list

So, that’s (Super) Othello. Further tapes to come in further postings.

Superappleinvader Game captured

I made some attempts at capturing the audio from the cassettes, and the first one, Invader Game Apple Invader Super Invader Superinvader, was successfully transferred.

The audio files are below, in WAV and AIFF formats. I have tested the AIFF file in Virtual II, but I have not tested the WAV file. Note that this game is old enough that it assumes you have the Integer ROMs, so to use this you need to boot from the System Master and switch to integer with INT before dropping to the monitor and loading it with 200.6000R.

I also made a loader DSK image that contains the data captured from the cassette and will load the language card, switch to the Integer ROMs, and the load the game. Although the cassette load starts at $200, it immediately proceeds to $280, so the version on the disk just starts at $280 and can be BRUN. Note that this game was also distributed on disk, but the DSK image below is one I made just now, and uses the data read from this cassette. Later I will probably image the disk version (I have two of the disks), although I’m pretty sure it already exists out there, and it probably only differs in how the game code is loaded.

This game seems to have gone through several name changes in the course of development. The label says “Superinvader” but the initial splash screen says “Super Invader”, then a second splash screen calls it “Invader Game”, and then both the demo legend screen and the gameplay screen say “Apple Invader”. So it goes.

Superinvader splash

Superinvader invadergame

Superinvader legend

Superinvader game

Superinvader tape front

Superinvader tape back

Apple cassettes

Back in the days before the disk drive, one of the primary methods of distributing software for the Apple II was on cassette tapes, and there were actually quite a large number of tapes produced for the platform. However, they also were relatively short-lived, since the floppy disk provided a faster, more reliable, and larger storage medium. Disk drives were expensive initially, so cassette tapes persisted for a while, but it wasn’t very long before the 5.25″ floppy disk took over as a distribution medium.

Antoine Vignau at Brutal Deluxe has amassed a large catalog and archive of cassette tapes, a truly monumental (and valuable) effort. For each of the many cassettes he and the other contributors have archived, you can download the sound files and play them into a real Apple II or emulator. But just like software on disks, there are still some missing (though fairly few by now I expect). The records available on the internet of what was there are fairly slim. Here and there, a catalog appears, listing the offerings, but reviews are scarce, and most of the time all that exists is a line item in a listing or magazine advertisement.

Apple Computer Inc. itself distributed a set of cassettes with its earlier machines, and those cassettes are, relatively speaking, not so hard to find. I have amassed a fairly sizable collection of these, though it is by no means exhaustive (particularly since there were several versions). But there were quite a number of third-party software producers who distributed software on cassettes. And those are getting extremely hard to come by, mostly because there were not nearly as many of them to begin with. One possible exception is Hayden’s Sargon (chess) cassette, this seems to have been very popular, and I’ve in fact wound up with two of them. But a lot have practically vanished. One of the major software companies selling cassettes was Softape. They had a fairly large catalog of software.

What leads me to write about this is that I recently managed to get my hands on what was probably leftover stock from a dealer, in which were a number of Softape cassettes still in their shrink wrap. The shrink wrap is in bad shape, both ripped and quite dirty, but the tapes within are surely in great condition. I have opened one of them (Tic-Tac-Talker), but not yet opened the others.

So, I’ll take this opportunity to show pictures of the Softape tapes, and then run through the rest of the tapes I have. Partly, this was to do an inventory so that I can see if I have anything that Antoine does not yet have up on his site (either audio images, or cassette pictures and scans). I may well get more after this post, but this is what I have as of now, and I’ve made some nice pictures of them. What I have not done so far is any of the audio imaging. I will notate which of the tapes below can be retrieved from the Brutal Deluxe site as of now with a “(cBD)” (‘see Brutal Deluxe’), but you’ll need to go there to download the actual software. It turns out that I seem to have quite a few that have not been captured there, so it will be a project of mine fairly soon to capture those and submit them, and dig around to see if I have any more relevant documentation. I do intend to spotlight individual tapes, programs, and companies later on, but for now I’m just going to dump my pictures.

First, the Softape tapes: Star Warriors and Space Maze (SSB-1077), Othello (OHS-279), and Tic-Tac-Talker (TTT-978) (cBD).

St swar front

St swar spine

St swar back

St oth front

St oth spine

St oth back

St ttt front wrapped

St ttt spine wrapped

St ttt back wrapped

The last of these, Tic-Tac-Talker, I actually opened, so here is the tape that was inside, and a PDF scan of the cover and the instruction leaflet that was inside.

St ttt front

St ttt back

St ttt cover

St ttt insert

I have a couple of tapes from MUSE, who went on after this to be quite successful in the disk medium as well (responsible for Castle Wolfenstein, Super Text, and a bunch of other things—I will definitely write them up as a separate topic). Below are the tapes for U-Draw, and Global War (cBD).

Muse udraw cover

Muse udraw front

Muse gwar cover

Muse globalwar tape front

Hayden produced quite a bit of software on tape and later on disk, but among the more popular titles were the Sargon series of chess games. I have the tapes for Sargon (cBD) and Sargon II (cBD).

Sargon tape cover

Sargon tape front

Sargonii tape cover

Sargon ii tape front

Another big producer of software on cassette was Programma, I have a couple of loose Programma cassettes: Football Predictions, and Ampersort II.

Football predictions tape front

Ampersort ii tape front

subLOGIC sold a number of things, mainly later in the disk era, most somehow related to rendering 3D graphics (mostly flight simulators). I have a very early 3D library on tape, the main program on the front and a demo on the back. I removed the screws in order to replace the pad, which had fallen off, in order to get a read of the tape, and apparently I didn’t put them back in.

Sublogic 3d graphics tape front

Sublogic 3d graphics tape back

Then, I have a few single cassettes. Personal Software’s Bridge Challenger (cBD) (the company that also produced VisiCalc), Rainbow Computing’s Apartment Building Cost Analysis, Cosmos/Astar’s Super Invader, Mountain Hardware’s Setting the Time (cBD) (software for setting the time on their Apple Clock).

Bridge challenger tape front

Bridge challenger tape back

Rainbow apt building cost tape front

Superinvader tape front

Superinvader tape back

Mountain setting time tape front

And then… and then I have a whole slew of Apple Computer Inc. cassettes. The oldest one I have is the Apple Software Bank Checkbook and Database Management System program (cBD). This may well have been the first ASB title, and I believe there are also screen shots of it in action included on some of the earliest Apple II ads. The style of the cassette is quite different, and it came in a nice folder. The writing on the cassette is extremely faded, I did some contrast tricks in the picture below to make it readable at all.

Checkbook tape set

Checkbook tape contrasted

The rest of the tapes are kind of a mix between the tapes that were supplied originally with the Apple II, the Apple II+, and I believe some that were sold separately, probably through Apple Software Bank. I still need to finish researching these. For now, I will content myself with the pictures and then finish this very long posting. What is pictured below is:

  • 002-0001-01 Breakout / Color Graphics (P/N A2T0003X) (cBD)
  • 002-0007-01 Applesoft IIa / Floating Point BASIC Demo (P/N A2T0004X) (cBD)
  • 002-0014-01 Leases / Loans (P/N A2T0011X) (cBD)
  • 002-0015-01 Finance / Savings (P/N A2T0011X) (cBD)
  • 600-2013-00 Startrek / Starwars (P/N A2T0002X) (cBD)
  • 600-2023-00 Little Brick Out / Color Demosoft (cBD)
  • 600-2024-00 Alignment Test Tone / Renumber/Append (cBD)
  • 600-2025-00 Finance I / Penny Arcade (cBD)
  • 600-2026-00 Hopalong Cassidy / Lemonade (cBD)
  • 600-2027-00 Brian’s Theme / Phone List (cBD)
  • 685-0001-00 Tape Measure / Alignment Test Tone (and accompanying card) (cBD)
  • 685-0005-00 Applevision / Biorhythm (cBD)

002 0001 01 breakout

002 0001 01 color graphics

002 0007 01 applesoft iia

002 0007 01 fp basic demo

002 0014 00 leases

002 0014 00 loans

002 0015 00 finance

002 0015 00 savings

600 2013 00 startrek

600 2013 00 starwars

600 2023 00 brickout

600 2023 00 colordemosoft

600 2024 00 alignment

600 2024 00 renumber

600 2025 00 pennyarcade

600 2025 00 finance1

600 2026 00 hopalong

600 2026 00 lemonade

600 2027 00 brianstheme

600 2027 00 phonelist

685 0001 00 tape measure front

Prom tape measure front

685 0005 00 applevision

685 0005 00 biorhythm