The following gameplay instructions for Overflow were published in Antic Magazine. This was not the writeup that the A/W/A submitted with the game.
Dear Miss Goodmanners:
Is there a correct way to stem a rising tide of bathroom back-ups while entertaining distinguished guests in my 49-room mansion?
Miss Goodmanners prefers the term water closet... Sadly, overflow problems are part of our modern age and must be dealt with firmly and quickly. Miss Goodmanners would never commit the faux pas of embarrassing guests during a sumptuous banquet by confronting them with a mass of raw sewage. Miss Goodmanners would award you credit for decisively hurling your plumber's helper at each of the overflowing water closets, while tactfully running between pipelines without scaring the guests. Of course, sewage problems tend to get worse as a party wears on-especially if guests discover that the duck pate has disagreed with them.
This game was written entirely by John Weisgerber, but he graciously consented to credit the game to A/W/A authorship and even split the $200 to $300 from Antic Magazine for its publishing rights. This program uses Player/Missile graphics for the plumber, plunger and central pipe. All horizontal motion of the water flowing through the pipes is produced using a string printed at the correct place in memory.
The Antic Magazine article offered some additional insight into the programming techniques for Overflow as written in the following paragraph.
An unusual technique here is the use of basically the same memory address for every line of the playfield graphics. Each line has its own LMS and the high byte on every one is set to the same page. The water is moved back and forth by incrementing the low byte on each LMS. The increment for each line is held in a one-dimensional array. If a column of sewage is hit by the plunger, the increment's sign is simply reversed.
These were some pretty sophisticated techniques in the early days of BASIC programming.