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- Ditch Day Drifter: Interactive Fiction by Michael J. Roberts.
- Copyright (c) 1990, 1996 by Michael J. Roberts. All Rights Reserved.
-
-
- INTRODUCTION
-
- "Ditch Day Drifter" is a game that takes place on the campus of the fictitious
- California Institute of Technology in the mythical city of Pasadena. You play
- the main character: an undergraduate at Caltech. As the story opens, you find
- that today is Ditch Day, the Caltech tradition in which seniors leave campus
- for the day, but not before barring the doors to their rooms with all sorts of
- complex puzzles and devices called "stacks." Your job is to defeat the stack
- left by the senior who lives across the hall from you, in order to get into his
- room and claim whatever bribes the room's owner might have left behind.
-
- DITCH runs on several computer systems. These instructions describe the
- general operation of the game that is common to all or most of these systems.
- You may also need to know certain details that are specific to your computer,
- such as how to install the game on your computer and how to start it, or which
- keys are used for certain functions. Another file in the DITCH distribution
- should provide your system-specific information.
-
-
- A NOTE ABOUT TADS, THE TEXT ADVENTURE DEVELOPMENT SYSTEM
-
- Ditch Day Drifter was designed as a sample game written using the Text
- Adventure Development System, or TADS, which is a programming tool designed for
- writing text adventures. TADS is available as freeware, so you may be able
- to obtain TADS from the same place as DITCH.
-
-
- PLAYING THE GAME
-
- In an adventure game, you play by typing commands that describe what you want
- to do. Unfortunately, the game isn't as smart as you are, so it can't
- understand nearly as many sentences as a person could. In this section,
- we'll describe most of the types of commands that you will need to use while
- playing the game.
-
- Each time you see the prompt, ">", you type a command. Your command should
- be a simple imperative sentence, or a series of imperatives separated by
- periods. Press the RETURN (or ENTER) key when you are done typing your
- command; DITCH doesn't start interpreting the command until you press RETURN.
-
- You can use capital or small letters in any mixture. You can use words such
- as THE and AN when they're appropriate, but you can omit them if you prefer.
- You can abbreviate any word to six or more letters, but DITCH will pay
- attention to all of the letters you type. For example, you could refer to
- a FLASHLIGHT with the words FLASHL, FLASHLIG, and so forth, but not with
- FLASHSDF.
-
-
- TRAVEL
-
- At any time during the game, you are in a location. DITCH desribes your
- location when you first enter, and again any time you type LOOK. In a given
- location, you can reach anything described, so you don't need to type commands
- to move about within a location.
-
- You move from place to place in the game by typing the direction you want to
- go. DITCH will always tell you the directions that you can go from a location,
- although it usually doesn't tell you what you will find when you go there. You
- will probably find it helpful to make a map as you explore the game. The
- directions the game recognizes are NORTH, SOUTH, EAST, WEST, NORTHEAST,
- SOUTHEAST, UP, and DOWN. You can abbreviate these to N, S, E, W, NE, SE, NW,
- SW, U, and D. In some locations you can also use IN and OUT.
-
- Generally, backtracking will take you back to where you started. For example,
- if you start off in the kitchen, go north into the living room, then go south,
- you will be back in the kitchen.
-
- Most of the time, when DITCH describes a door or doorway, you don't need to
- open the door to go through the passage; the game will do this for you. Only
- when DITCH explicitly describes a closed door (or other impediment to travel)
- will you need to type a command to open the door.
-
-
- OBJECTS
-
- In DITCH, you will find many objects that you can carry or otherwise
- manipulate. When you want to do something with an object, type a simple
- command that tells the game what you want to do; be explicit. For example,
- you could type READ THE BOOK or OPEN THE DRAWER. Most of the objects in the
- game have fairly obvious uses; you shouldn't have to think of any obscure or
- unrelated words to manipulate the objects.
-
- You generally don't have to specify exactly where you want to put an object
- that you wish to carry; you can just type TAKE (followed by the object's
- name) to carry an object. We didn't think it was particularly interesting
- to force you to specify which object you wish to put in your left pocket,
- which you wish to carry in your right hand, and so forth. However, there
- is a limit to how many objects you can carry at once, and to how much weight
- you can handle. You can carry more objects (but not more weight, of course)
- by putting some items inside containers (for example, you may be able to put
- several objects into a box, and carry the box), since this reduces the number
- of objects you actually have to juggle at once.
-
- Some basic verbs that you will use frequently are TAKE (to pick up an object),
- DROP (to drop an object), OPEN and CLOSE, and EXAMINE (which you can abbreviate
- to X). You can PUT an object IN or ON another object when appropriate. The
- game recognizes many other verbs as well. We tried to make all of the verbs
- obvious; if you find a knob, you will be able to TURN it, and if you find a
- button, you will be able to PUSH it. By the same token, you probably won't
- need to turn the button or push the knob.
-
- Some examples of commands that the game recognizes are shown below. These
- aren't necessarily commands that you'll ever type while playing DITCH, but
- they illustrate some of the verbs and sentence formats that you may use.
-
- GO NORTH
- NORTH
- N
- UP
- TAKE THE BOX
- PUT THE FLOPPY DISK INTO THE BOX
- CLOSE BOX
- LOOK AT DISK
- TAKE DISK OUT OF BOX
- LOOK IN BOX
- WEAR THE CONICAL HAT
- TAKE OFF HAT
- CLOSE BOX
- TURN ON THE LANTERN
- LIGHT MATCH
- LIGHT CANDLE WITH MATCH
- RING BELL
- POUR WATER INTO BUCKET
- PUSH BUTTON
- TURN KNOB
- EAT COOKIE
- DRINK MILK
- THROW KNIFE AT THIEF
- KILL TROLL WITH SWORD
- READ NEWSPAPER
- LOOK THROUGH WINDOW
- UNLOCK DOOR WITH KEY
- TIE THE ROPE TO THE HOOK
- CLIMB UP THE LADDER
- TURN THE KNOB
- JUMP
- TYPE "HELLO" ON THE KEYBOARD
- TYPE 1234 ON THE KEYPAD
- GET IN THE CAR
- GET OUT OF THE CAR
- GET ON THE HORSE
- GIVE WAND TO WIZARD
- ASK WIZARD ABOUT WAND
-
-
- OTHER CHARACTERS
-
- You may encounter other characters in the game. You can interact in certain
- ways with these characters. For example, you can GIVE things to them, and you
- could try to attack them (although DITCH is a non-violent game, so you
- shouldn't expect to solve any of your problems this way). In addition, you
- can ask characters about things:
-
- ASK WIZARD ABOUT WAND
-
- You can also tell characters to do something. To do this, type the character's
- name, then a comma, then a command that you want the character to perform. You
- can type several commands for the character all on the same line by separating
- the commands with periods. For example:
-
- ROBOT, GO NORTH. PUSH BUTTON. GO SOUTH.
-
- Of course, you shouldn't expect that characters will always follow your
- instructions; most characters have minds of their own, and won't automatically
- do what you ask.
-
-
- TIME
-
- Time in DITCH passes only in response to commands you type. Nothing happens
- while the game is waiting for you to type something. Each turn takes about
- the same amount of time. If you want to let some game time pass, because
- you think something is about to happen, you can type WAIT (or just Z).
-
-
- SCORE
-
- DITCH assigns you a score while you play, indicating how close you are to
- finishing the game. At certain points in the game, DITCH will award you points
- when you solve some puzzle or obtain some item. The score is intended to
- provide you with a measure of your progress in the game, and increases as
- you get further in the game; you never lose points once they are earned.
-
-
- REFERRING TO MULTIPLE OBJECTS
-
- You can usually use multiple objects in your sentences. You separate the
- objects by the word AND or a comma. For example:
-
- TAKE THE BOX, THE FLOPPY DISK, AND THE ROPE
- PUT DISK AND ROPE IN BOX
- DROP BOX AND BALL
-
- You can use the word ALL to refer to everything that is applicable to your
- command, and you can use EXCEPT (right after the word ALL) to exclude certain
- objects.
-
- TAKE ALL
- PUT ALL EXCEPT DISK AND ROPE INTO BOX
- TAKE EVERYTHING OUT OF THE BOX
- TAKE ALL OFF SHELF
-
- The word ALL refers to everything that makes sense for your command, excluding
- things inside containers that are used in the command. For example, if you
- are carrying a box and a rope, and the box contains a floppy disk, typing
- DROP ALL will drop only the box and the rope; the floppy disk will remain in
- the box.
-
-
- "IT" AND "THEM"
-
- You an use IT and THEM to refer to the last object or objects that you used
- in a command. Some examples:
-
- TAKE THE BOX
- OPEN IT
- TAKE THE DISK AND THE ROPE
- PUT THEM IN THE BOX
-
-
- MULTIPLE COMMANDS ON A LINE
-
- You can put multiple commands on a single input line by separating the
- commands with periods or the word THEN, or with a comma or the word AND.
- Each command still counts as a separate turn. For example:
-
- TAKE THE DISK AND PUT IT IN THE BOX
- TAKE BOX. OPEN IT.
- UNLOCK THE DOOR WITH THE KEY. OPEN IT, AND THEN GO NORTH
-
- If the game doesn't understand one of the commands on the input line, it will
- tell you what it couldn't understand, and it will ignore the rest of the
- commands on the line.
-
-
- AMBIGUOUS COMMANDS
-
- If you type a command that leaves out some important information, DITCH will
- try to figure out what you mean anyway. When the game can be reasonably sure
- about what you mean, because only one object would make sense with the command,
- the game will make an assumption about the missing information and act as
- though you had supplied it. For example,
-
- >TIE THE ROPE
- (to the hook)
- The rope is now tied to the hook. The end of the
- rope nearly reaches the floor of the pit below.
-
- If your command is ambiguous enough that the game doesn't feel safe making
- assumptions about what you meant, the game will ask you for more information.
- You can answer these questions by typing the missing information. If you
- decide you didn't want to bother with the command after all, you can just type
- a new command; the game will ignore the question it asked. For example:
-
- >UNLOCK THE DOOR
- What do you want to unlock the door with?
-
- >THE KEY
- Which key do you mean, the gold key, or the silver key?
-
- >GOLD
- The door is now unlocked.
-
-
- UNKNOWN WORDS
-
- DITCH will sometimes use words in its descriptions that it doesn't understand
- in your commands. For example, you may see a description such as, "The
- planet's rings are visible as a thin arc high overhead, glimmering in the
- sunlight." If the game doesn't know words such as "rings," you can assume
- that they're not needed to play the game; they're in the descriptions simply
- to make the story more interesting. For those objects that are important,
- the game recognizes many synonyms; if the game doesn't understand a word you
- use, or any of its common synonyms, you are probably trying something that is
- not necessary to continue the game.
-
-
- SAVING AND RESTORING
-
- You can store a snapshot of the game's state in a disk file at any time.
- Later, if your character is killed or you find that it has become impossible
- to finish the game (due to a lost or broken object, for example), you can
- restore the state of the game exactly as it was when you saved it to the
- disk file. You can save your position as many times as you like, using
- different disk files for each position. Saving the game also allows you to
- play DITCH over the course of many days, without having to start over from
- scratch each time you come back to the game.
-
- To save the game, type SAVE at any prompt. The game will ask you for the
- name of a disk file to use to store the game state. (You will have to
- specify a filename suitable for your computer system, and the disk must have
- enough space to store the game state. The game will tell you if the game
- was not saved properly for some reason.) You should give the file a name that
- does not exist on your disk. If you save the game into a file that already
- exists, the data previously in that file will be destroyed.
-
- When you wish to restore a game, type RESTORE at the command prompt. The
- game will ask you for the name of a disk file that you specified with a
- previous SAVE command. After reading the disk file, the game state will
- be restored to exactly the position when you saved it.
-
-
- SPECIAL COMMANDS
-
- The game understands several special commands that you can use to control
- the game. You can use these commands at any prompt.
-
- AGAIN or G: Repeats your last command. If your last input line was composed
- of several commands, only the last command on the line is repeated.
-
- INVENTORY or I: Shows the list of items you are carrying.
-
- LOOK or L: Shows the full description of your location.
-
- OOPS: Allows you to correct the spelling of a word in the last command.
- You can use OOPS when the game displays this complaint: "I don't know the
- word <word>." Immediately after this message, you can type OOPS followed by
- the corrected spelling of the misspelled word. You can only type one word
- after OOPS, so this command doesn't allow you to correct certain types of
- errors, such as when you run two words together without a spce.
-
- QUIT: Stops the game, and returns you to your operating system.
-
- RESTART: Starts the game over from the beginning.
-
- RESTORE: Restores a position previously saved with the SAVE command.
-
- SAVE: Stores the current state of the game in a disk file, so that you can
- come back to the same place later (with the RESTORE command).
-
- SCORE: Shows you your current score, the maximum possible score, and the
- number of turns you have taken so far.
-
- SCRIPT: Starts writing everything you see on the screen (your commands and
- the game's responses) to a disk file. The game will ask you for a filename
- to be used for the transcript; you should select a filename that does not yet
- exist on your disk, because if you use an existing filename, data in the file
- will be destroyed. Use the UNSCRIPT command to stop making the transcript.
-
- TERSE: Tells the game that you wish to see only short descriptions of
- locations you have already seen when you enter them. This is the default
- mode. See also the VERBOSE command.
-
- UNDO: Takes back the previous turn. You can undo more than one turn;
- typically, more than a hundred turns can be undone. Note that you are
- offered the option to undo the last turn when your character is killed.
-
- UNSCRIPT: Turns off the transcript being made with the SCRIPT command.
-
- VERBOSE: Tells the game to show you the full description of every location
- you enter, whether or not you have seen the description before. By default,
- the game will show you the full description of a location only when you first
- enter it, and will show you the short description each time you enter the
- location thereafter. Of course, you can get a full description at any time
- by typing LOOK. See also the TERSE command.
-
- VERSION: Shows you the current version of the game.
-
- WAIT or Z: Causes game time to pass. When the game is waiting for you to
- type command, no game time passes; you can use this command to wait for
- something to happen.
-
-
- COMMAND EDITING AND RECALL
-
- On most computer systems, DITCH has a special feature that allows you to
- use your keyboard's editing keys to modify an input line as you are typing
- it, and to recall commands that you have previously typed for editing and
- re-entry. The specific keys you use vary depending on your system, and some
- systems don't support this feature at all; see the system-specific
- documentation for more information.
-
- While you are typing a command, the game allows you to go back and change
- part of the line without "backspacing" over the rest of the line to get there.
- Simply use your left and right cursor-arrow keys to move the cursor to any
- point in the command line. The BACKSPACE key deletes a character to the left
- of the cursor, and the DELETE key deletes the character at which the cursor
- is located.
-
- You can insert new text at the cursor simply by typing the text. You can
- press the RETURN (or ENTER) key with the cursor at any point in the line (the
- cursor need not be at the end of the command line).
-
- You can recall the previous command that you entered by pressing the up
- cursor-arrow key; pressing the up-arrow key again recalls the command before
- that, and so forth. Using the down cursor-arrow key reverses this process,
- until you get back to the original command that you were typing before you
- started pressing the up-arrow key.
-
- Once you have recalled a prior command, you can re-enter it by pressing the
- RETURN key. In addition, you can edit the command, as described above, before
- entering the command.
-
- The exact number of commands the game retains depends on the lengths of the
- commands, but more than a hundred of the most recent commands are generally
- retained at any given time.
-
-
- REVIEW MODE
-
- Another special feature that DITCH supports on many computer systems is
- called "review mode." The game remembers text as it "scrolls" off the screen;
- by invoking recall mode, you can go back and look at text that is no longer
- visible on the screen. On most systems, review mode is activated by pressing
- the function key F1.
-
- Once in review mode, the status line that is normally at the top of the
- screen will be replaced by the review mode help line. This line shows the
- keystrokes you use to view previous screenfuls of text, and also shows you the
- key that exits review mode and resumes normal game play (this is generally the
- game key that you used to activate review mode).
-
- While in review mode, your screen becomes a window onto the text that the
- game has stored away. When you first activate review mode, you are looking
- at the very bottom of this text, which is the screenful of text that was
- just displayed. Use the up and down cursor-arrow keys to move the window up
- and down. Pressing the up cursor-arrow key moves the window up one line,
- showing you one line of text that has scrolled off the screen. Most systems
- also provide keys to move up and down by a full screenful (also called a
- "page.")
-
- To resume game play, press the same key that you used to activate review
- mode.
-
- The number of screenfuls of text that the game stores away for review depends
- on how much text is actually on each screen, since the game has a limit on the
- number of characters it can store, not on the number of lines. Normally, more
- than twenty of the most recent screens of text are saved and available for
- review at any given time.
-
-
- ABOUT HIGH ENERGY SOFTWARE
- --------------------------
-
- High Energy Software formerly distributed TADS as a shareware system,
- but is no longer in business. Mike Roberts, the developer of TADS,
- is now maintaining and distributing the system as freeware. We have
- made an effort to remove references from these files to High Energy
- Software and its former telephone and other contact information,
- since all of those numbers and addresses are no longer in service.
- If we inadvertantly left any such references intact, please disregard
- them, since they're oversights.
-
-