Unofficial archive  ·  Infocom / Westwood, 1990

CIRCUIT'S
EDGE

A field dossier on the Budayeen — the walled quarter where vice is tolerated, moddies rewrite who you are for an hour, and a fixer named Marid Audran does the asking. Built for the people who still play it, not the abandonware bins that just host it.

SettingThe Budayeen, 1629 A.H. / ~2202 C.E.
Based onGeorge Alec Effinger's Budayeen novels
PlatformMS-DOS, 5.25"/3.5" floppy, CGA/EGA/VGA
// incoming transmission

The setup

You are not a hero. You are behind on rent.

Somewhere between Casablanca on the Atlantic and the old capitals of Persia sits a city that never made it onto a map — and inside it, the Budayeen: nine crooked streets between the East and West Gates where the law looks the other way. You wake up here most mornings with a headache, a moddy socket at the crown of your skull, and just enough kiam in your pocket to owe somebody.

You play Marid Audran, an Algerian refugee turned reluctant private investigator, wired to accept moddies — personality modules that let you become someone else entirely, real or invented — and daddies, smaller add-on chips that hand you a stranger's knowledge for as long as they stay plugged in. Marid also carries a rarer set of implants: hypothalamic daddies that let him dial down fatigue, fear, hunger, thirst, and pain on command, and turn his own senses up when he needs the edge.

Above everyone sits Friedlander Bey — Papa — more than 175 years old, worth maybe a fifth of the buildings in the quarter, and the closest thing the Budayeen has to a government. Marid used to be nobody's protégé. That's changing, whether he wants it to or not.

Circuit's Edge was Infocom's only outing into George Alec Effinger's Nebula- and Hugo-winning Budayeen universe — the world of When Gravity Fails and A Fire in the Sun. The story is new, built for the game, but the cast, the streets, and the rules of the quarter are lifted straight from the novels, and Effinger wrote both the game's opening dossier sequence and the guide to the Budayeen printed in the back of the manual himself.

"Neither in my novels nor in Circuit's Edge am I attempting to glorify the taking of drugs, excessive use of alcohol, promiscuous sexual conduct, or the use of violence as a solution to everyday problems... Marid Audran's use of drugs should be both downplayed and indeed punished."— George Alec Effinger, author's note, December 1989
GE

George Alec Effinger, 1947–2002

Cleveland-born, Yale-educated, and the first science fiction writer on record to lose a Nebula, a Hugo, and the John W. Campbell Award all for different stories in the same handful of years. He eventually won both the Hugo and Nebula anyway, for the 1988 novelette "Schrödinger's Kitten." He wrote the Budayeen novels — and this game — from New Orleans, where he'd lived since 1972, and stayed a Cleveland Indians fan the whole time.

Original story & text
George Alec Effinger
Software design & programming
Westwood Associates
Currency
The kiam
Menus
Game · Look · Talk · Inventory · Action · Map · Exit
You can carry
10 objects, plus your kiam
Chip capacity
1 moddy + 3 daddies, chipped in at once
Saved games
One slot — Marid's apartment only
Talk menu

Dramatis Personae

The Budayeen's regulars, drawn from Effinger's own guide in the back of the Player's Manual. Everyone here owes someone, sells someone, or is Someone.

01
Protagonist

Marid Audran

Half Berber, half French, early thirties, five-nine, clean-shaven, with short reddish-brown hair. Marid grew up on the street and is only now, as Papa's reluctant protégé, starting to eat regularly. He keeps his moddy plug hidden under a keffiya, dresses Western — jeans, boots, a work shirt — and rarely wears the gallebeya other men in the quarter favor. Not religious. Definitely has an addictive personality.

02
The boss of everything

Friedlander Bey

"Papa." Five foot two, pushing 200 pounds, over 175 years old, dressed in plain white cotton and gray trousers, no jewelry at all. He owns clubs, cookshops, and half the deeds in the quarter, but doesn't bother discouraging competition — vice is maybe five percent of his income. What he actually sells, in a world where borders redraw themselves every decade, is order. He dispenses favors and punishments, the manual says, "like someone's ancient idea of God."

03
Bartender, Chiriga's

Chiriga ("Chiri")

Tall, lean, around forty, tattooed in the geometric scarring of her ancestors, canines filed to points she rarely shows off. She owns her bar outright, chips into her fantasies only at home, and drinks tende — a liquor she suspects is made from fermented yams and worse. One of Marid's few real friends, and per the game's own hint file, a great source of information on anyone who's skipped town.

04
Marid's best friend

Saied the Half-Hajj

Rich, tall, immaculately groomed, and a compulsive liar who considers earning money beneath him. His favorite moddy is a steel-belted tough guy with a charm chip snapped in, so he can make anyone like him on command. Strictly homosexual; his teenage boyfriend Abdul-Hassan brings home the rent. Drinks Wild Turkey or Johnny Walker, and likes to sneer.

05
Marid's ex

Yasmin

A sexchange, fully modified inside and out, with big hands and feet and hair that's still entirely her own. Famous across the Budayeen for arriving late to absolutely everything — not laziness, she'll insist, she just loves to sleep.

06
Taxi driver, East Gate

Bill

Permanently fried on RPM, a hallucinogen strong enough that he sees fire demons the rest of the Budayeen can't. Long wild sandy hair, a graying beard, blue-green tattoos gone blurry with age, skin burned red from driving in the sun. His driving matches his headspace exactly. Still how you leave the quarter — tell him where you're going through the Talk menu and hold on.

07
Police lieutenant

Hajjar

A Jordanian ex-dealer with a rap sheet of his own, recently promoted and trying, awkwardly, to be less crooked than he used to be — mostly out of fear of getting fired, not any new sense of honor. Thinning hair, a new beard the manual compares to "the skin of a kiwi fruit." Marid hates cops on principle, and Hajjar is exactly the flavor he hates most.

08
The quarter's memory

Laila

Ancient, toothless, shrill-voiced, permanently chipped into something, and possibly running on one of the first experimental implants ever wired into a human skull — her brain hasn't worked quite right since. Dry black skin, straggly white hair, yellowed eyes. Nobody enjoys her company. Everybody eventually needs what she knows about out-of-print moddies.

09
Dancer, Chiriga's

Indihar

Egyptian, and one of the rare women in the Budayeen who hasn't had her skull wired at all — everything about her is unmodified and real. A practicing Muslim by her own standard: no alcohol, just Sharab, the champagne-colored soft drink Chiri keeps behind the bar for her, worn under a peach-colored shawl that hides very little.

10
Runs and fetches

Fuad, "il-Manhous"

Tall, thin, spindly-legged, with greasy hair piled in a pompadour and elbows that stick out like apples on a stick. Not very bright, constantly robbed and swindled, and nicknamed "the chronically unlucky" by everyone but Marid, who's one of the only people in the quarter who actually feels sorry for him.

11
Organizer, Hassan's Tourist Paradise

Mahmoud

Marid's Arab friend, a sexchange who used to be a slim-hipped dancing girl on the Street and is now short, broad, and — the guide's words — "mean, like an evil djinn." These days he runs the quarter's organized prostitution for Papa out of the old Tourist Paradise.

12
Bodyguards

The Stones That Speak

Habib and Labib, Friedlander Bey's enormous, near-silent enforcers. The manual's own advice for telling them apart: insult one, and see which one blinks. It rarely matters — either way, stop insulting them.

Abdul-HassanAmerican boy, formerly Hassan the Shiite's shop-minder, now Saied's boyfriend — speaks no Arabic despite a moddy implant and several language daddies.
ArissaNew, quiet dancer at Chiri's; Chiri's told her she won't last on the circuit without getting wired to loosen up.
BlancaSexchange dancer, formerly of Frenchy Benoit's club.
Fanya"Floor-Show Fanya" — red-haired, drinks to excess at the Red Light Lounge, more often horizontal than vertical.
Fatima & NassirOwn the Red Light Lounge. Nothing but trouble ever happens there.
Signor FerrariOwns the Blue Parrot; white suit, red fez.
Frenchy BenoitClub owner, big and bearded; fines Yasmin fifty kiam every day she shows up late.
HeidiBarmaid at the Silver Palm — young, German, blue eyes, blonde bangs.
Honey PilarThe world's most famous sex-moddy star. Forty-five years old; looks eighteen.
JacquesMarid's Moroccan friend, the token straight Christian of the group; smug about both.
JamilaPre-op deb at Chiri's who never intends to finish transitioning.
JanelleReal, unmodified dancer who's always chipped in anyway; steals from the other girls and isn't well liked for it.
Jo-MamaSix feet tall, 300–400 pounds, keeps peace in her Greek-seamen's bar with a needle gun and a dagger.
KandyPre-op deb dancing the night shift for Chiri.
LilySexchange dancer, also on Chiri's night shift.
Old IbrihimRuns the Café Solace; doesn't trust Marid or his circle and wishes they'd drink elsewhere.
PualaniNew Polynesian dancer at Chiri's, heavily modified by silicone and surgery, wired for daddies but not moddies.
YoussefFriedlander Bey's butler — an old Arab who's seen everything.
Inventory → Chip Rack

Chip something in.

Pick a daddy from the rack below — one moddy socket, three daddy sockets, same rules as the game — and its knowledge loads into the reader. Pulled from Effinger's full glossary in the back of the manual.

EMPTY
Moddy socket
chip rack idle
Chip something in from the rack to read it. Slang first, Arabic and Swahili after.
Look menu

Anatomy of the interface

Every establishment and every street in the Budayeen uses the same nine-part screen. Fights swap two of the parts out — see below.

GAMELOOKTALKINVENACTIONMAPEXIT
MODDY
DADDIES
LOCATION WINDOW
— interior, or street view —
LIFE 100%
STRN 100%
STAM 100%
AGIL 100%
REST 100%
FOOD 100%
There's the saying: "The Budayeen hides from the light."

A reconstruction, not a screenshot — the real thing runs in 16-color CGA/EGA down in the terminal below.

Menu Bar
Type a menu's first letter, arrow to it, or click it. Game, Look, Talk, Inventory, Action, Map, Exit.
Chip Sockets
One large moddy socket, three smaller daddy sockets. Pop chips in and out from Inventory → Chip Rack.
Time
Only shown if the "Chronos 2000" daddy is chipped in.
Bio-Scanner Monitors
Only shown with the "Bio-Scanner" daddy chipped in — Life, Strength, Stamina, Agility, Rest, Food, all starting at 100%.
Character Window
Marid's face by default; swaps to whoever he's talking to.
Location Window
The interior of a building, or a 3-D view of the street ahead outside.
Text Window
Every conversation and description. "More" at the bottom means there's more — press any key.
Map Window
A small overhead view outside; blank inside establishments. Full-screen version lives under the Map menu.
During a fight
The menu bar freezes, chip sockets lock, and the Location Window is replaced by an Attack Selection Window plus the opponent's health bar — it drains to zero and the fight's over.
Map menu

The Business Directory of the Budayeen

Nine streets deep between the East and West Gates, every shop, club, and flophouse cross-referenced to an eight-digit commcode — copied over from the 1625 A.H. edition of the directory in the Player's Guide. Directories go out of date fast down here; ask around if a number's dead.

WEST GATE — TO THE CEMETERY EAST GATE → TO WALID AL-AKBAR ST.
From the margins of a well-used copy
  • SAIED182 BWM52
  • CHIRI301 LJC65
  • PAPA111 BWS64
  • MAHMOUD397 KKL61 / 017 JBL60
  • HASSAN THE SHIITE483 FJL62
  • LT. OKKING396 ACE58
  • BLACK WIDOWS292 KVM48 ✕✕✕
  • NEW BANK #4D424C
Command summary

How to not die in the Budayeen

The essentials, expanded from the Command Summary and the Player's Guide. Numlock off, always.

Getting around

  • ↑↓←→or keypad 2/4/6/8 — walk the Street, relative or absolute (set under Game Options)
  • Relative arrows6 turns right 90°, 4 turns left 90°, 8 moves ahead, 2 reverses
  • Absolute arrows6/4/8/2 face and step east/west/north/south directly
  • Enter an establishmentface the door, then step forward once more
  • Exittype E, or select Exit from the menu
  • East GateBill the taxi driver, via the Talk menu, takes you anywhere in the city
  • West Gateleads into the cemetery

Menus

  • Gamesave, load, restart, options, quit
  • Lookexamine your current location — worth doing more than once per room
  • Talkeveryone you can currently speak to; use "Talk about…" to ask about a specific name or thing
  • Inventoryyour ten objects, kiam, and chip rack
  • Actionfight, sleep, buy, get — the verbs
  • Mapfull-screen view of the quarter

Health & upkeep

  • Bio-Scanner daddyshows Life, Strength, Stamina, Agility, Rest, Food — all start at 100%
  • SleepAction menu, apartment only — the more hours, the better you'll feel
  • Eatplenty of cookshops along the Street
  • Bank machinefind one, insert your bank card, code 4D424C — deposit, withdraw, or check your balance
  • SaveMarid's apartment only, one slot, overwritten each time

Fighting & talking your way out

  • FightAction menu, then pick your target and your weapon
  • A moddy/daddycan boost a fight — an "Outlaw" daddy helps with a firearm, does nothing with a knife
  • Runningend a fight you started, or run from one you didn't
  • Wrong preferences on boot?you'll have to re-boot and reselect them — the game won't recover mid-session

Game Options, under the Game menu

  • Brief Modeoff by default — full descriptions every time; on, only the first time you meet someone or enter somewhere
  • Arrowstoggle relative ↔ absolute movement
  • Sound / Musicindependent toggles; Music only appears with a Roland or Ad Lib card
  • Recall Eventsreplays up to your last 50 events — spacebar steps back through them

Objects & chips

  • Carry limit10 objects plus your kiam; drop extras at the apartment for safekeeping
  • Chip RackInventory → Chip Rack → Chip In/Out, Use Chip Skill, Drop Chip, Look at Chip
  • Buy / Sellonly while talking to a character who has the option on their Talk menu
  • Giveworks on kiam too — select "kiam" from Inventory, then type an amount
The Gambling Den, 426 S. 5th St.

Vice, odds, and kiam

Two games are legal in the Budayeen. Everything else you'll want kiam for is a shop, a bribe, or a mistake.

Roulette

Bet with 1, 5, or 10-kiam chips, up to five per round, placed directly on the board or a side box. Play a round and watch the flashing box track the ball around the wheel; the winning number lights up top-right. Cancel your most recent chip at any time before the wheel spins.

Baccarat

Closer to Twenty-One in spirit — you're chasing a hand as close to 9 as possible, in 25-kiam bets, either to win or to tie. Face cards and tens count as zero; anything over 9 drops ten. Draw another card or stand pat. An 8 or a 9 dealt outright is a natural winner, and a tie only pays if that's what you bet.

Staying solvent

Certain characters pay for help, your benefactor can be called on in a pinch, and the street scum who try to mug you can — per the hint file — be mugged right back. If all else fails, there's always the Gambling Den. Save your position first; the house doesn't extend credit.

Experimental

Boot it, right here

A best-effort in-browser DOSBox, running the original EDGE.EXE. This is one executable and one small data file rescued from an old install — not a full set of disk images — so treat this as an attempt worth trying, not a promise it plays clean through.

C:\CIRCUIT>
A>_

The whole game bundle — EDGE.EXE and ACTIONS.DAT, zipped into a .jsdos package with an autoexec — is embedded directly in this page as data, so nothing extra needs to load except the js-dos runtime itself from its own CDN. No separate files, no broken links.

From the original Command Summary

The 1990 install process: boot clean DOS with no TSRs running, run install off Disk 1 to create a CIRCUIT directory on the hard drive, then feed it Disk 2 and Disk 3 when it asks. First launch decompresses its files for several seconds — the manual's actual advice is just "be patient."

Mouse support was included, except on Tandy machines, where the manual flatly states: you cannot use a mouse.

Game Options → Game menu

Hints & Clues

Straight from the back of the Player's Guide, reworded, collapsed by default. Open only what you're actually stuck on.

Caution — do not open a question unless you're stuck.
Exit

Who built the Budayeen

Original story & text
George Alec Effinger
Software design & programming
Westwood Associates
Game design
Michael Legg, Michael Moore
Programming
Michael Legg, Joe Bostic
Artists
Aaron Powell, Maurine Starkey
Sound & music
Paul S. Mudra
Additional text
Eydie Laramore
Director
Brett W. Sperry
Art director
Louis Castle
Producer
Scott Berfield
Associate producer
Michael E. Moore
Package illustration
Jean-François Podevin
Package design
Bob Schonfisch
Documentation
Michael Moore, Leslie Roth, Lisa Norton, Paul Strandoo, Sally Locke, Nancy Waisanen, Steven Young
Technical assistance
Glyn Anderson, Steve Snyder, Tony Van
Playtesting
Glenn Sperry, Jeff Glazier, Jerry McLane, Jon Van, Tom Bellamy, Juan Quesada, Keven Knuth, Mitzi McGilvray
As printed in 1990
Consumer Services — 415 329-7630, weekdays 8am–5pm Pacific
Recorded hints line — 415 329-7699, any time, touch-tone
Infocom BBS — 415 329-7684
Warranty — 90 days on the recording medium, replacement only, postage paid to Menlo Park, CA