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- BALLYHOO
-
- THE TRAVELING CIRCUS THAT TIME FORGOT, INC.
-
- OFFICIAL SOUVENIR PROGRAM
-
- TOMAS MUNRAB
- A Man With A Vision
-
- How the incredibly backward vision and superlative genius of one
- man set into constant motion The Traveling Circus That Time Forgot, Inc.
-
- Put yourself in the man's oxfords for a moment. A graduate magna
- cum laude from one of the world's most prominent business schools. Yet at
- the same time, a maverick at heart, independent of mind - reluctant to
- follow his blue-suited classmates lockstep into the boardrooms of Corporate
- America. A man with a vision - a vision as yet undefined, like a cloud,
- anticipating the release of its own charge, the lightning bolt of an idea.
-
- So what do you do if you're an out-of-work Harvard Business School
- grad with a dream? You do out and buy yourself a circus, of course.
-
- The idea, brilliant in its simplicity: to resurrect the classic
- traveling circus of old-blending innocence, flamboyance, and nostalgia -
- and send it off to crisscross the highways and byways of this promised land
- of ours, visiting upon the masses thirsty for good clean fun.
-
- Sounds so simple, yet it is hard to imagine the tremendous quantum
- of resistance and awesome challenge that would confront this would-be
- modern day P. T. Barnum. Immediately you would hear the voice of the
- nay-sayers, their prickly criticism intended to burst your balloon,
- deriding such "pipe dreams" as low tech and low brow, logistically
- impossible, financially unfeasible. And imagine the embarrassment of
- getting laughed out of the Harvard Club!
-
- Now, if you ever met Tomas Munrab, you'd know one thing for
- certain; the word "impossible" is unknown to him. Not through any lack of
- education, certainly, but by willful, steadfast determination to overcome
- all obstacles in his life's path. A couple of years ago, it was this
- personal drive coupled with this vision that compelled Mr. Munrab to invest
- in a small circus and to completely transform it, thus embarking on the
- odyssey of The Traveling Circus That Time Forgot, Inc.
-
- As President, Produces, and Chief Entertainment Officer of The
- traveling Circus That Time Forgot, Inc. (a wholly owned subsidiary of
- Munrab Enterprises, Inc.), Mr. Munrab himself has overseen whole hog the
- acquisition of the capital, talent, and marketing savvy necessary for
- transforming his circus into the growing concern you see today.
-
- "It takes some doing to maintain an exciting family show with a
- genuine, turn-of-the-century feel, while at the same time funding
- additions, improvements, and the necessary attentions to investors," say
- Munrab, obviously proud of his mastery over his dual roll as showman and
- businessman. "You could say I've had to deal with quite a few clowns over
- the past couple of years."
-
- Despite such good-natured banter from the Boss, it's clear from
- their much-practiced performances and their dogged dedication that the
- circus folk hold Mr. Munrab in high esteem, even reverence.
-
- And indeed who could help but have a great reservoir of admiration
- for the top talent of them all: Tomas Munrab, the man whose golden touch
- single-handedly put into motion what is well on its way to becoming the
- entertainment miracle of the century, The Traveling Circus That Time
- Forgot, Inc.
-
- THE AMAZING GENATOSSIO BROTHERS
-
- In a daring display of high wire skill and reckless abandon, the
- famed Genatossio Brothers thrill spectators with an array of death-defying
- feats. Balanced on a thin steel cable 50 feet overhead, Carlo, Giuseppe,
- Antonio, and Stefano Genatossio play a heart-stopping game of leapfrog,
- ride tandem bicycles, jump rope forward and backward, and perform a
- stupendous break-dance finale.
-
- The 28-year-old Genatossio quadruplets, natives of Bologna, Italy,
- were spotted by Tomas Munrab at a county fair in Upstate New York. After
- seeing their incredible performance, he asked the young men to join The
- Traveling Circus That Time Forgot, Inc. "Senza dubbio," says Carlo, "we
- accept without hesitation."
-
- GLORIOUS GLORIA
- Queen of the Air
-
- Not since the days of Lillian Leitzel have circus-goers been so
- entranced by a trapeze artiste. With her sequined tutu and halo of blond
- hair, Glorious Gloria Golotov embodies the glamour and daring of the big
- top. Gloria dazzles audiences with an extraordinary repertoire of aerial
- splits, somersaults, and pirouettes, culminating in the stunning
- death-whirl made famous by Leitzel in the 1920's.
-
- Glorious Gloria, Queen of the Air...Captivates Crowds with her
- Courage and Flair...Weaving her Wondrous Aerial Spell...Glorious
- Gloria...Artiste Nonpareil!
-
- 3
-
- 4
-
- THE WILD KINGDOM
-
- In 1815, Hackaliah Bailey toured New England with his elephant "Old
- Bet," thereby creating the traveling menagerie. His show was so successful
- that imitations soon appeared, offering an array of exotic animals drawn
- from the four corners of the globs. Massive elephants from India stood
- side by side with savage lions from the Tanzanian plains and quick-witted
- apes from the jungles of the Congo.
-
- Eventually menageries combined with circuses to produce the touring
- extravaganzas of the late 19th century. This has remained their place to
- the present day.
-
- Crucial to the success of the menagerie is the animal trainer, who
- earns the respect of even the most ferocious tiger and arranges for the
- care and feeding of all. The Traveling Circus That Time Forgot, Inc. is
- proud to present world-renowned trainer Gottfried Wilhelm von Katzenjammer.
-
- In one of the most breathtaking moments of the show, Gottfried
- strides bare-chested into a cage of ferocious, snarling lions. Using only
- a bullwhip and chair, the fearless trainer masters the savage beasts,
- commanding them to perform a series of dramatic stunts.
-
- Born in Hanover, Germany, in 1952, Gottfried is the son of famed
- pachyderm trainers Wilma and Werner von Katzenjammer. After honing his
- skills in the family act, Gottfried rose to prominence in the acclaimed
- Cirque Martinique. He was persuaded to join The Traveling Circus That Time
- Forgot, Inc. in 1983, during Tomas Munrab's annual world-wide talent
- search.
-
- Blond and muscular, Gottfried draws as much attention as the
- animals he commands. From the stunning lion act to the magnificent
- elephant parade, the skills of Gottfried Wilhelm von Katzenjammer and his
- wild animals contribute immeasurably to the excitement and pagentry of The
- Traveling Circus That Time Forgot, Inc.
-
- 5
-
- CLOWN ALLEY
-
- The great showman P. T. Barnum once remarked that clowns are the
- pegs on which circuses are hung. When the atmosphere of suspense and
- tension in the arena approaches unbearable limits, the clowns arrive to
- lighten the mood of the spectators in preparation for the next
- death-defying stunt.
-
- Foremost in our Clown Alley is the celebrated Comrade Constantine
- Thumb. Only 28 inches in height, Thumb proudly bears the title of the
- smallest man in the world. Born of normal-sized parents in the West
- Siberian Plain, Thumb was educated at the famed Surgut Acrobatics
- Institute. He defected in 1984, at the behest of Tomas Munrab, to join The
- Traveling Circus That Time Forgot, Inc. Whether cavorting with his
- miniature dachshund, displaying his considerable acrobatic skills, or
- warbling in his native Russian, our merry midget delights audiences from
- Dallas to Dayton.
-
- Comic comparisons to Comrade Thumb are the other members of our
- clown troupe, from Chuckles, the buffoon tramp, to Mystic Malcom, the
- stumblebum magician.
-
- All in all, the clown's profession is a noble one. The world's
- full of tears, and it is far more difficult to send us into gales of
- laughter than it is to make us cry.
-
- 6
-
- HISTORY OF THE CIRCUS
-
- Glittering Extravaganzas
-
- It has been said that the circus is the only really mysterious
- thing left in civilization. Here in Spangleland, performers from around
- the globe astound audiences with a star- dusted repertoire of seemingly
- impossible feats. Clowns in Comical makeup leap out of unexpected places,
- and magnificent beasts respond as if by magic to the trainer's command.
-
- The circus can be traced back to the Roman amphitheater, although
- these ancient spectacles featured mostly chariot races and gladiator
- fights. In the Middle Ages, wandering tumblers, jugglers, acrobats, and
- animal trainers performed wherever people gathered.
-
- The circus as we know it did not appear until 1768, when a trick
- rider found that if he galloped in a circle while standing on his horse's
- back, centrifugal force helped him keep his balance. From then on,
- organized circus performances were held in rings, usually in permanent or
- semi-permanent buildings.
-
- The big top originated in the 1820's. At first, circus tents were
- very small, housing a single ring and several hundred portable seats. A
- few decades later, big tops rivaled the ancient hippodromes in magnitude,
- covering up to two acres with 11 tons of canvas.
-
- By the 1870's, American circuses were glittering extravaganzas,
- carried from town to town by dozens of railroad cars. Generations of
- families made the circus their life and livelihood. A special language
- evolved, mingling foreign tongues, thieves' argot, and terms used to
- describe objects and locations peculiar to the circus.
-
- In circus lingo, a sucker is a circus-goer, and Annie Oakley is a
- ticket, and a Bible is a program or magazine. Lot loafers or lot lice are
- townspeople who hang around the lot. The back yard is the space between
- the big top and the dressing rooms, where wardrobes and props are stored.
- The white wagon is the main office on the circus lot. The blues are the
- cheapest seats in the big top. Side-walling - crawling in under the canvas
- wall - is the last resource of local urchins who can't even afford the
- blues.
-
- Illegal gambling is called grift. "Hey Rube!" is the rallying cry
- for help in a fight between circus people and toughs or irate townspeople.
- A Monday Man was permitted to steal from village clotheslines. A Johnny
- Tin Plate is a small town marshall or constable, a First of May is a novice
- performer, and a roustabout is a common laborer. Extra work is called
- cherry pie. A keister is a trunk or wardrobe box. A clown is a Joey. And
- clown alley is a dressing tent or trailer reserved exclusively for clowns.
-
- As the circus parade with its gaudy wagons, proud tigers, and
- whistling calliope rolls through town, who among us does not feel a thrill
- of excitement? For we know that when the great tent is erected and the
- Joeys leave clown alley for the performance ring, we can all join in on the
- magic and mystery of the circus.
-
- 7
-
- RIMSHAW THE INCOMPARABLE
- Divines the Future, Resurrects the Past!
-
- From the mysterious mountains of Eastern Europe, we bring you
- RIMSHAW THE INCOMPARABLE, augur of the future, interpreter of the past,
- diviner of hidden attributes.
-
- Born of humble parents on the fog-shrouded coast of Cornwall,
- England, Rodney Rimshaw astonished the world at the age of two by
- foretelling an assassination attempt against the visiting Czar of Bulgaria.
- The grateful monarch invited little Rodney and his family to join him as
- his spacious palace in the Bulgarian highlands. There Rimshaw was taken on
- as apprentice to the court astrologer, whence he learned to command the
- movements of the planets and stars and discern the hidden magnetic forces
- that control the destiny of every living creature.
-
- As seer for the Czar, young Rodney assisted in the machinations of
- the throne until 1943, when the monarch, ignoring Rimshaw's warnings, made
- an ill-fated voyage to Berlin. Grieving Bulgarians blamed Rimshaw for
- failing to prevent the journey, and the slandered soothsayer was forced to
- flee across the border to Yugoslavia. It was there Tomas Munrab found him,
- forty years later, plying his mystic skills in a hut outside the mountain
- village of Strup.
-
- Today we are fortunate to have access to the same skills that once
- influenced a great Balkan nation. By placing his subject under hypnosis,
- Rimshaw is able to recall the past in astounding detail. By tracing the
- distinctive lines of the palm, he is able to foretell the roads that lie
- ahead. And by kneading the bumps on one's head, he is able to determine
- individual traits and talents and how they may best be applied.
-
- Hypnotist, phrenologist, palmist, mystic beyond measure- RIMSHAW
- THE INCOMPARABLE.
-
- 8
-
- TINA
- 827 Pounds of Feminine Charm
-
- Imagine giving birth to a 36-pound baby girl! That was the joyful
- surprise for Mrs. Oscar Whittlesby, statuesque wife of the renowned
- meteorologist, on New Year's Day 1966 at their home in the Northwest
- Territories.
-
- This scientific miracle was only the first in a series of fantastic
- milestones in the life of our alluring Tina. By the age of 8, the tyke
- weighed in at an astonishing 410 pounds. By 12, she weighed 639 pounds.
- And at age 14, when she reached her full adult height of 6'5", Tina tipped
- the scales at a truly monumental 827 pounds, over a third of a ton!
-
- Like the pleasingly plump maidens in paintings of your, Tina
- retains a winsome charm and a fashionable flair much appreciated by her
- fellow performers. Stop by her tent and say hello to the largest
- enchantress in the world!
-
- ANDREW JENNY
- Half Man/Half Woman
- Believe It or Not!
-
- In the world of physical phenomenon, few oddities can compete with
- the strange union of a man and a woman in one body. It is particularly
- rare and fascinating to find a figure split vertically, with one half
- entirely given over to the male and the other half entirely to the female.
-
- The Traveling Circus That Time Forgot, Inc. is honored to call
- itself home to Andrew Jenny, a delightful example of this particular
- biological quirk. Andrew is the epitome of masculine bravado, while Jenny
- exudes a beguiling femininity.
-
- Guests are received in Jenny's cozy boudoir, where time flies by in
- the distinguished company of one of nature's intriguing curiosities.
-
- 9
-
- CIRCUS WEEK
-
- WPDL
- Welcomes You to the Circus!
-
- In the golden days of this century, nothing matched the great
- family entertainment of an evening spent around the radio -
- except for those magical nights when the circus was in town!
-
- The Traveling Circus That Time Forgot, Inc. harkens back to a time
- of simple pleasures. That's why WPDL is proud to be the official sponsor
- of the big top for the week of August 28 to 24.
-
- Enjoy the show! And when you get home, tune in to music that
- soothes the savage beast...
-
- WPDL
- WPDL, 1170 AM, America's foremost classical AM radio station.
-
- 10
-
- INSTRUCTION MANUAL FOR BALLYHOO
-
- Spurred by your natural curiosity, you stick around after the show
- in the big top, hoping to catch an after-hours performance. Perhaps you'll
- get a peek at an impromptu clown act, or watch the late-night feedings of
- the exotic animals you goggled at earlier. But life at the circus isn't
- glamorous after the audience has gone home: instead of flashy feats, you
- overhear a mysterious conversation: a little girl - the circus owner's
- daughter - has been kidnapped! Her father is too naive (or is he too
- pompously stupid?) to do more than hire an inept detective to find her. He
- remains blindly loyal to his overworked performers, but...could it be an
- inside job? The girl might be hidden somewhere on the circus grounds...and
- one of the performers might be her abductor!
-
- So you do what anyone would do in these circumstances; set out to
- rescue the damsel in distress. The odds aren't in your favor; you - a
- spectator, a bystander, an outsider in a defensive close-knit community -
- trying to find a girl you've never met, in a place you know nothing about,
- among bizarre people who want nothing to do with you. Some would call you
- brave. Some would call you foolish.
-
- Every circus has its seedy underside. But few are as dangerous as
- this.
-
- If you're familiar with Infocom's interactive fiction, you may not
- feel like reading this entire manual. However, you should at least look at
- the appendix of recognized verbs (on page 18); some of the verbs listed are
- found in all Infocom stories, while others are included especially for
- Ballyhoo.
-
-
- Table of Contents
-
- An Overview. . . . . . . . . . . . . . . . . . .Page 12
- What is interactive fiction?
-
- Tips for Novices . . . . . . . . . . . . . . . . . . 13
- Nine useful pointers about interactive fiction.
-
- Communicating with Ballyhoo. . . . . . . . . . . . . 14
- Basic sentences
- Complex sentences
- Talking to characters in the story
- Vocabulary limitations
-
- Starting and Stopping. . . . . . . . . . . . . . . . 16
- Starting Ballyhoo ("Booting Up")
- Saving and Restoring
- Quitting and Restarting
-
- Appendix A: Important Commands . . . . . . . . . . . 17
-
- Appendix B: Some Recognized Verbs. . . . . . . . . . 18
-
- Appendix C: Ballyhoo Complaints. . . . . . . . . . . 18
-
- Appendix D: Sample Transcript and Map. . . . . . . . 20
-
- Appendix E: We're Never Satisfied. . . . . . . . . . 22
-
- Appendix F: If You Have Technical Problems . . . . . 23
-
- Appendix G: About the Author . . . . . . . . . . . . 23
-
- Appendix H: Copyright Warranty Information . . . . . 23
-
- Appendix I: Quick Reference Guide. . . . . . . . . . 24
- This is a brief summary of the most important things to know
- about interactive fiction. It is vital to know all these things
- before you begin playing.
-
- 11
-
- An Overview
-
- Interactive fiction is a story in which you are the main character.
- Your own thinking and imagination determine the actions of that character
- and guide the story from start to finish.
-
- Each work of interactive fiction, such as Ballyhoo, presents you
- with a series of locations, items, characters, and events. You can
- interact with these in a variety of ways.
-
- To move from place to place, type the direction you want to
- go. The first time you find yourself in a new region, it's a good idea to
- become familiar with your surroundings by exploring the nearby rooms and
- reading each description carefully. (You may notice that Ballyhoo
- occasionally refers to a location as a "room," even if you are outdoors.)
- As you explore, it is helpful to make a map of the geography.
-
- An important element of interactive fiction is puzzle-solving.
- You should think of a locked door or a ferocious beast not as a permanent
- obstacle, but merely as a puzzle to be tackled. Solving puzzles will
- frequently involve bringing a certain item with you, and then using it in
- the proper way.
-
- In Ballyhoo, time passes only in response to your input. You might
- imagine a clock that ticks once for each sentence you type, and the story
- progresses only at each tick. Nothing happens until you type a sentence
- and press the RETURN (or ENTER) key, so you can plan your turns as slowly
- and carefully as you want.
-
- To measure your progress, Ballyhoo keeps track of your score. You
- may get points for solving puzzles, performing certain actions, or visiting
- certain locations. A perfect score is to be strived for, but of course
- having fun is much more important.
-
- 12
-
- Tips for Novices
-
- 1. Draw a map. It should include each location, the directions connecting
- it to adjoining locations, and any interesting objects there. (See the
- small sample map that goes along with the sample transcript on page 20.)
- Note there are 10 possible directions plus IN and OUT.
-
- 2. Examine all objects you come across. Most objects in the story that you
- can pick up are important for solving one or more of the puzzles you'll run
- into.
-
- 3. Save your place often. That way, if you mess up or get "killed," you
- won't have to start over from the beginning. See page 16 for instructions.
-
- 4. Read the story carefully. There are often clues in the descriptions of
- locations and objects. Even strange or dangerous actions may provide
- clues, and might prove to be more fun! You can always save your position
- first if you want. Here's a silly example:
-
- >PUT THE SADDLE ON THE PONY
- As you drop the heavy saddle onto the pony, the animal is crushed by the
- weight, and it falls down, legs splayed.
-
- Here you have a clue that you should find either a lighter saddle or a
- sturdier horse.
-
- 5. Unlike other "adventure games" you may have played, there are many
- possible routes to the end of Ballyhoo. Some puzzles have more than one
- solution; other puzzles don't need to be solved at all. Sometimes you will
- have to solve one puzzle in order to obtain the item(s) or information you
- need to solve another puzzle.
-
- 6. You may find it helpful to go through Ballyhoo with another person.
- Different people may find different puzzles easy and can often complement
- each other.
-
- 7. If you really have difficulty, you can order a hint booklet and a
- complete map using the order form in your package. You don't need this
- booklet to enjoy the story, but it will make solving the puzzles easier.
-
- 8. Read the sample transcript on page 20 to get a feel for how Infocom's
- interactive fiction works.
-
- 9. You can word a command in many different ways. For example, if you
- wanted to pick up a yellow hoop, you could type in any of the following:
-
- >GET HOOP
- >TAKE THE HOOP
- >PICK UP THE YELLOW HOOP
-
- In fact, if the hoop is the only thing in sight that you can take, just
- typing TAKE would have been enough. But more about that in the next
- section...
-
- 13
-
- Communicating with Ballyhoo
-
- In Ballyhoo you type your sentence in plain English each time you see the
- prompt (>). Ballyhoo usually acts as if your sentence begins "I want
- to.....," although you shouldn't actually type those words. You can use
- words like THE if you want, and you can use capital letters if you want;
- Ballyhoo doesn't care either way.
-
- When you finish typing a sentence, press the RETURN (or ENTER)
- key. Ballyhoo will respond by telling you whether your request is possible
- at this point in the story, and what happened as a result.
-
- Ballyhoo recognizes your words by their first nine letters, and all
- subsequent letters are ignored. Therefore, HYPNOTist, HYPNOTize, and
- HYPNOTic would all be treated as the same word by Ballyhoo.
-
- To move around, just type the desired direction. You can use the
- eight compass directions: NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST,
- SOUTHEAST, and SOUTHWEST. You can abbreviate these to N, S, E, W, NE, NW,
- SE, and SW, respectively. You can use UP (or U) and DOWN (or D), IN and
- OUT will also work in certain places.
-
- Ballyhoo understands many different kinds of sentences. Here are
- some examples. (Note that some of these items do not actually appear in
- Ballyhoo.)
-
- >WALK NORTH
- >DOWN
- >NE
- >GO UP
- >READ THE BANNER
- >GO OUT
- >POUR THE WATER INTO THE POT
- >EXAMINE THE LARGE RED BALLOON
- >PUSH THE BLACK BUTTON
- >GIVE $1.50 TO THE HAWKER
- >SHOOT THE ELEPHANT WITH THE ELEPHANT GUN
- >GIVE THE FLY TO THE FROG
- >LOOK INSIDE THE CAGE
- >CLIMB THE FENCE
- >BET 75 CENTS
- >SET THE WATCH TO 8:30
- >TAKE THE BURNING COAL WITH THE ASBESTOS
-
- You can use multiple objects with certain verbs if you separate
- them by the word AND or a comma. Some examples:
-
- >TAKE THE BOOK AND KNIFE
- >DROP THE YELLOW BALL, THE SPOTTED FROG, AND THE PEANUT
- >PUT THE LADYBUG AND THE SPIDER IN THE JAR
-
- 14
-
- You can include several sentences on one input line if you
- separate them by the word THEN or by a period. (Each sentence will still
- cause time to pass.) You don't need a period at the end of the input
- line. For example, you could type all of the following at once, before
- pressing the RETURN (or ENTER) key:
-
- >READ THE SIGN. GO NORTH THEN TAKE THE CROWBAR AND MALLET
-
- If Ballyhoo doesn't understand one of the sentences on your input line, or
- if something unusual happens, it will ignore the rest of your input line
- (see "Ballyhoo Complaints" on page 18).
-
- The words IT and ALL can be very useful. For example:
-
- >TAKE THE APPLE. POLISH IT. PUT IT IN THE BOX
- >CLOSE THE HEAVY METAL DOOR. LOCK IT
- >TAKE THE SHOE. EMPTY IT. PUT IT ON
- >TAKE ALL
- >TAKE ALL EXCEPT THE WET EGG AND THE KEY
- >TAKE ALL FROM CABINET
- >DROP ALL BUT THE PENCIL
-
- The word ALL refers to every visible object, except those inside
- something else. If there were an apple on the ground and an orange inside
- a cabinet, TAKE ALL would take the apple but not the orange.
-
- There are three kinds of questions that Ballyhoo understands: WHO
- IS (someone), WHERE IS (something), and WHAT IS (something). For example:
-
- >WHO IS HARRY?
- >WHERE IS THE TICKET?
- >WHAT IS A PHRENOLOGIST?
-
- You will meet other people and creatures in Ballyhoo. You can
- "talk" to some of these beings by typing their name, then a comma, then
- whatever you want to say to them. Here are some examples:
-
- >LOIS, HELLO
- >FRED, WHERE IS MY TICKET?
- >JUGGLER, FOLLOW ME
- >MIDGET, GET OFF THE PONY THEN GIVE ME A TICKET
- >HARRY, TAKE THE GUN. SHOOT THE PENGUIN
-
- Notice that in the last two examples, you are giving a person more than one
- command on the same input line. But remember: most people in the story
- don't care for idle chatter. Your deeds will speak louder than your words.
-
- Ballyhoo tries to guess what you really mean when you don't give
- enough information. For example, if you say that you want to do something,
- but not what you want to do it to or with, Ballyhoo will sometimes decide
- that there is only one possible object you could mean. When it does so, it
- will tell you. For example:
-
- >UNLOCK THE DOOR
- (with the key)
- The door is now unlocked
-
- If your command is ambiguous, Ballyhoo will ask what you really
- mean. You can answer most of these questions briefly by supplying the
- missing information, rather than typing the entire input again. You can do
- this only at the very next prompt. For example:
-
- >CUT THE ROPE
- What do you want to cut the rope with?
- >THE KNIFE
- As you cut the rope, you hear a loud crash in the tent.
-
- or
-
- >TAKE THE BUTTERFLY
- Which butterfly do you mean, the delicate magenta butterfly or
- the fat yellow butterfly?
- >DELICATE
- The delicate magenta butterfly flutters away as you reach for it.
-
- Ballyhoo uses many words in its descriptions that it will not
- recognize in your commands. For example, you might read, "The full moon is
- bright and clean, and the wagons case eerie shadows." However, if Ballyhoo
- doesn't recognize the words MOON or SHADOWS in your input, you can assume
- they are not important to your completion of the story, except to provide
- you with a more vivid description of where you are or what is going on.
- Ballyhoo recognizes over 900 words, nearly all that you are likely to use
- in your commands. If Ballyhoo doesn't know a word you used, or any of its
- common synonyms, you are almost certainly trying something that is not
- important in continuing your adventure.
-
- 15
-
- Starting and Stopping
-
- Starting the Story: Now that you know what to expect when you venture
- into Ballyhoo, it's time for you to "boot" your disk. To load Ballyhoo,
- follow the instructions on the Reference Card in your package.
-
- The story will begin with a description In the Wings, the opening
- location.
-
- Here's a quick exercise to help you get accustomed to interacting
- with Ballyhoo. Try the following command first:
-
- >LOOK AT THE BIG TOP
-
- Then press the RETURN (or ENTER) key. Ballyhoo will respond with:
-
- Soiled by endless miles of travel and heavily patched in places, the wide
- blue-and-white stripes nevertheless rise up to meet at the top of the
- towering center pole.
-
- Then try"
-
- >GO NORTHEAST
-
- After you press the RETURN (or ENTER) key, Ballyhoo will respond:
-
- Climbing up into the deserted and littered grandstands produces a
- disorienting sense of deja vu. You make a headachy descent down the steps.
- Saving and restoring: It will probably take you several days to complete
- Ballyhoo. Using the SAVE feature, you can continue the story at a later
- time without having to start over from the beginning, just as you can
- place a bookmark in a book you are reading. SAVE puts a "snapshot" of your
- place in the story onto another disk. If you are cautious, you may want
- to save your place before (or after) trying something dangerous or tricky.
- That way, you can go back to that position later, even if you have gotten
- lost or "killed" since then.
-
- To save your place in the story, type SAVE at the prompt (>), and
- then press the RETURN (or ENTER) key. Then follow the instructions for
- saving and restoring on your Reference Card. Some computers require a
- blank disk, initialized and formatted, for saves. Using a disk with data
- on it (not counting other Ballyhoo saves) may result in the loss of that
- data, depending on your computer. You can save your position as often as
- you like by using additional blank disks.
-
- You can restore a saved position any time you want. To do so, type
- RESTORE at the prompt (>), and press the RETURN (or ENTER) key. Then
- follow the instructions on your Reference Card. You can then continue the
- story from the point where you used the SAVE command. You can type LOOK
- for a description of where you are.
-
- Quitting and restarting: If you want to start over from the beginning,
- type RESTART and press the RETURN (or ENTER) key. (This is usually faster
- than re-booting). Just to make sure, Ballyhoo will ask if you really want
- to start over. If you do, type Y for YES and press the RETURN (or ENTER)
- key.
-
- If you want to stop entirely, type QUIT and press the
- RETURN (or ENTER) key. Once again, Ballyhoo will ask to make sure this is
- really what you want to do.
-
- Remember when you RESTART or QUIT: if you want to be able to return
- to your current position, you must first use do a SAVE.
-
-
- 16
-
- Appendix A
-
- Important Commands
-
- There are a number of one-word commands which you can type instead of a
- sentence. You can use them over and over as needed. Some count as a turn,
- others do not. Type the command after the prompt (>) and press the RETURN
- (or ENTER) key.
-
- AGAIN - Ballyhoo will respond as though you had exactly repeated your
- previous sentence. Among the cases where AGAIN will not work is if you
- were just talking to another character. You can abbreviate AGAIN to G.
-
- BRIEF - This tells Ballyhoo to give you a full description of a location
- only the first time you enter a it. On subsequent visits, Ballyhoo will
- tell you only the name of the location and any objects present. This is how
- Ballyhoo will normally act, unless you tell it otherwise using the VERBOSE
- or SUPERBRIEF commands.
-
- DIAGNOSE - Ballyhoo will give you a brief report of your physical
- condition.
-
- INVENTORY - Ballyhoo will list what you are holding. You can abbreviate
- INVENTORY to I.
-
- LOOK - This will give you a full description of your current location. You
- can abbreviate LOOK to L.
-
- OOPS - If you accidentally mistype a word, such that Ballyhoo doesn't
- understand the word, you can correct yourself on the next line by typing
- OOPS and the correct word. Suppose for example, you typed GIVE THE YELLOW
- BALL TO THE KUGGLER and were told "[I don't know the word 'kuggler'.]" You
- could type OOPS JUGGLER rather than retyping the entire sentence.
-
- QUIT - This lets you stop. If you want to save your position before
- quitting, follow the instructions in "Starting and Stopping" section on
- page 18. You can abbreviate QUIT to Q.
-
- RESTART - This stops the story and starts it over from the beginning.
-
- RESTORE - This restores a saved position made using the SAVE command. See
- "Starting and Stopping" on page 16 for more details.
-
- SAVE - This puts a "snapshot" of your current position onto a storage
- disk. You can return to a saved position in the future using the RESTORE
- command. See "Starting and Stopping" on page 16 for more details.
-
- SCORE - Ballyhoo will show your current score.
-
- SCRIPT - This command tells your printer to begin making a transcript of
- the story as you venture onwards. A transcript may aid your memory but is
- not necessary. It will work only on certain computers; read your Reference
- Card for details.
-
- SUPERBRIEF - This commands Ballyhoo to display only the name of a place you
- have entered, even if you have never been there before. In this mode,
- Ballyhoo will not even mention which objects are present. Of course, you
- can always get a description of your location, and the items there, by
- typing LOOK. In SUPERBRIEF mode, the blank line between turns will be
- eliminated. This mode is meant for players who already know their away
- around. Also see VERBOSE and BRIEF.
-
- UNSCRIPT - This tells your printer to stop making a transcript.
-
- VERBOSE - This tells Ballyhoo that you want a complete description of each
- location, and the objects in it, every time you enter a location, even if
- you've been there before. Also see BRIEF and SUPERBRIEF.
-
- VERSION - Ballyhoo responds by showing you the release number and serial
- number of your copy of the story. Please include this information if you
- ever report a "bug" in the story.
-
- WAIT - This will cause time in the story to pass. Normally, between turns,
- nothing happens in the story. You could leave your computer, take a nap,
- and return to find that nothing has changed. You can use WAIT to make
- time pass in the story without doing anything. For example, you can wait
- for a specific time, or wait for an event to happen, etc. You can
- abbreviate WAIT to Z.
-
- 17
-
- Appendix B
-
- Some Recognized Verbs
-
- These are only some of the verbs that Ballyhoo understands. There are many
- more. Remember that you can use a variety of prepositions with them. For
- example, LOOK can become LOOK INSIDE, LOOK BEHIND, LOOK UNDER, LOOK
- THROUGH, LOOK AT, and so on.
-
- ASK EXAMINE LOCK SIDE-WALL
- ATTACK EXIT LOOK SLIDE
- BET EXTINGUISH OFFER SMELL
- BOARD FILL OPEN STAND
- CLIMB FIND POUR TAKE
- CLOSE FOLLOW PULL TELL
- COUNT GIVE PUSH THROW
- CUT JUMP PUT TIE
- DESTROY KICK RAISE TOUCH
- DIG KILL READ UNLOCK
- DISEMBARK KISS SEARCH UNTIE
- DRINK KNOCK SET WAKE
- DROP LIE SHAKE WAVE
- EAT LIGHT SHOUT
- ENTER LISTEN SHOW
-
- Appendix C
-
- Ballyhoo Complaints
-
- Ballyhoo will complain if you type a sentence that confuses it completely,
- and will then ignore the rest of the input line. (Certain events in the
- story may also cause Ballyhoo to ignore the rest of the sentences you
- typed, since the event may have changed your situation drastically.)
- Ballyhoo's complaints always appear in brackets "[like this]" to
- distinguish them from the text of the story. Some of Ballyhoo's
- complaints:
-
- I DON'T KNOW THE WORD "__________". The word you typed is not in the
- story's vocabulary. Sometimes using a synonym or rephrasing will help. If
- not, Ballyhoo probably doesn't know the idea you were trying to get across.
- Remember Ballyhoo recognizes your words by their first nine letters.
-
- YOU USED THE WORD "_______" IN A WAY THAT I DON'T UNDERSTAND. Ballyhoo
- knows the word you typed, but couldn't use it in that sense. Usually this
- is because Ballyhoo knows the word as a different part of speech. For
- example, if you typed PRESS THE LOWER BUTTON, you are using LOWER as an
- adjective, but Ballyhoo might know LOWER only as a verb, as in LOWER THE
- BOOM.
-
- 18
-
- THERE WAS NO VERB IN THAT SENTENCE! Unless you are answering a question,
- each sentence must have a verb (or a command) in it somewhere.
-
- THERE SEEMS TO BE A NOUN MISSING IN THAT SENTENCE. This usually means that
- your sentence was incomplete, such as EAT THE BLUE.
-
- THERE WERE TOO MANY NOUNS IN THAT SENTENCE. An example is PUT THE SOUP IN
- THE BOWL WITH THE LADLE, which has three noun "phrases," one more than
- Ballyhoo can digest in a single action.
-
- I BEG YOUR PARDON? You pressed the RETURN (or ENTER) key without typing
- anything.
-
- YOU CAN'T SEE ANY ________ HERE! The item you referred to was not
- visible. It may be somewhere else, inside a closed container, and so on.
- THE OTHER OBJECT(S) THAT YOU MENTIONED ISN'T (AREN'T) HERE. You referred
- to two or more items in the same sentence, and at least one of them wasn't
- visible to you in your present location.
-
- YOU CAN'T USE MULTIPLE (IN)DIRECT OBJECTS WITH "______." You can use
- multiple objects (that is, nouns or noun phrases separated by AND or a
- comma) or the word ALL only with certain verbs. Among the more useful of
- these verbs are TAKE, DROP, and PUT. An example of a verb that will not
- work with multiple objects is ATTACK; you couldn't say ATTACK ALL or
- ATTACK THE PRIEST AND THE POLICEMAN.
-
- YOU CAN'T GO THAT WAY. There was no passage or exit in the direction you
- tried to move.
-
- THAT SENTENCE ISN'T ONE I RECOGNIZE. The sentence you typed may have been
- gibberish, such as TAKE ROPE WITH READ. Or, you may have typed a
- reasonable sentence but used a syntax that Ballyhoo does not recognize,
- such as WAVE OVER THE MOUNTAIN. Try rephrasing the sentence.
-
- 19
-
- Sample Transcript and Map
-
- This transcript is not from Ballyhoo, but it does show most of the usual
- things you can do in the story. It contains several simple puzzles and
- their solutions, and will give you a good idea of how Infocom's interactive
- fiction works. The player's sentences appear in capital letters after each
- prompt (>). The map represents the terrain in the sample transcript as you
- might have drawn it.
-
- !----------! !-------------!
- ! By !--! In the park,!
- ! the ! ! near trees ! Apple tree
- ! Magician ! !-------------!
- !----|-----!
- |
- !----|-----! !-------------!
- Broken plate ! By the ! ! In the park,!
- Lacrosse ball ! Juggler !---! South of !
- Cracked candlepin !----|-----! ! trees !
- Chopstick | !-------------!
- !----|-----!
- ! By the !
- Monkey ! Grinder !
- !----------!
-
- Every summer the circus comes to town; and every year, you and all your
- neighbors line the streets to watch the animals parade from t he railroad
- station to the big field on the hill. Many of the performers in the circus
- also line the streets - acrobats, magicians, musicians, jugglers, and
- clowns - to entertain the crowds before the parade. Usually the sideshows
- are better than the main event.
-
- By the Grinder
-
- You're awaiting the parade of the circus here on sunny Park Street, which
- runs north and south. A thick hedge to the east runs parallel to the
- street. People line the street as far as you can see in both directions.
- North of here you can see strange objects being tossed into the air
- sporadically; south of here you can hear "oohs" and "aahs" of a tighter
- crowd.
-
- In front of you is an unshaven organ-grinder, looking hot, bored, and
- weary. Strapped to him is a hand organ, a black-and-yellow box with a
- crank. On top of the organ is a little gray monkey, dressed in a
- red-and-gold vest and wearing a fez.
-
- >PET THE MONKEY
- The monkey jumps onto the organ-grinder's head, out of your reach.
-
- >MONKEY, DANCE
- The monkey yawns and ignores you.
-
- >TURN THE CRANK
- The organ-grinder steps back away from you. "No performance without a
- ticket," he grumbles.
-
- >INVENTORY
- You are carrying a circus ticket.
-
- >EXAMINE TICKET
- You see nothing interesting about the ticket
-
- >GO NORTH
-
- By the Juggler
-
- You're still awaiting the parade of the circus here on Park Street, which
- continues north and south. A thick hedge to the east runs parallel to Park
- Street.
-
- In front of you is a young, dark-haired man juggling a broken plate, a
- lacrosse ball, a cracked candlepin, and a chopstick.
-
- >APPLAUD
- The juggler bows, dropping everything. The candlepin lands squarely on
- your foot.
-
- >PICK UP THE CANDLEPIN THEN GIVE IT TO THE JUGGLER
- candlepin: Taken
-
- "Thanks," says the embarrassed juggler, taking the candlepin. He starts to
- juggle again but soon drops everything.
-
- >GO SOUTH
-
- By the Grinder
-
- The monkey is on its knees, arms outstretched, basking in the applause of a
- small crowd. "That was great," you hear someone say. "The best act on the
- street." The people disperse, talking appreciatively about the monkey's
- act.
-
- >GIVE MY TICKET TO THE MONKEY
- You gave the ticket to the monkey, who sniffs the ticket, lets out a yawn,
- and tosses it into the air. The ticket sails over the hedge to the east
- and disappears. You should've given the ticket to me," says the
- organ-grinder sadly.
-
- >ORGAN-GRINDER, FIND MY TICKEY
- [I don't know the word 'tickey'.]
-
- >OOPS TICKET
- "Find it yourself."
-
- >EAST
- There's a hedge in the way!
-
- >SOUTH
- You can't go in that direction. There are too many people crowded around a
- performer.
-
- >N
- By the juggler
- The juggler is here, dropping things.
-
- >E
- There's a hedge in the way!
-
- >GO NORTH
-
- By the Magician
- Park Street continues north and south here. A thick hedge to the east runs
- parallel to Park Street.
-
- A woman wearing a black top hat and a tuxedo is here. She is waving
- colorful handkerchiefs around, which turn into flowers, and then turn back
- into handkerchiefs.
-
- >EAST
- There's a hedge in the way!
-
- >CLIMB OVER THE HEDGE
- Its branches are too little and prickly to climb.
-
- >CRAWL UNDER THE HEDGE
- You smell dirt in your face and feel thorns on your back as you crawl under
- the hedge and find yourself...
-
- In the Park, Near Trees
-
- You're in a large, sunny park, nearly empty since most people are awaiting
- the parade of the circus on Park Street. An apple tree and an elm tree
- stand nearby.
-
- A large dog comes bounding up to you, tail wagging. It has something in
- its mouth.
-
- >LOOK AT THE DOG
- This is a very large dog, a cross (you'd guess) between a Great Dane and a
- German Shepherd. It has your ticket in its mouth.
-
- The dog runs around you playfully.
-
- >TAKE THE TICKET FROM THE DOG
- The dog, enjoying the game of tug-of-war, holds onto the ticket tightly.
-
- >EXAMINE THE TREE
- [Which tree do you mean, the apple tree or the elm tree?]
-
- >APPLE
- The tree already contains good-sized apples, even though apple season is
- weeks away.
-
- >PICK AN APPLE
- apple: picked
-
- >SHOW THE APPLE TO THE DOG
- The dog isn't interested.
-
- >THROW THE APPLE
- The dog briefly considers chasing the apple, which bounces away, then
- decides not to. It runs around you playfully.
-
- >PICK AN APPLE
- apple: picked
-
- >W
- You crawl under the hedge and find yourself...
-
- By the Magician
-
- >ASK THE MAGICIAN ABOUT THE DOG
- The woman ignores you.
-
- >SOUTH
- The juggler is here, juggling.
-
- >WAIT
- Time passes...
-
- The juggler drops everything. The lacrosse ball lands squarely on your
- foot.
-
- >TAKE THE LACROSSE BALL AND THE CHOPSTICK
- lacrosse ball: taken
- chopstick: taken
-
- 21
-
- >JUGGLER, TELL ME ABOUT THE DOG
- "You mean the big dog in the park? I don't know much about him, other than
- he's friendly and likes to fetch sticks."
-
- >GIVE THE LACROSSE BALL AND THE APPLE TO THE JUGGLER
- lacrosse ball: "Thanks," says the embarrassed juggler, taking the lacrosse
- ball.
- apple: "Hey, thanks! Keep the chopstick!" He starts juggling the apple, the
- lacrosse ball, the broken plate, and the cracked candlepin.
-
- >I
- You are carrying a chopstick.
-
- >CRAWL UNDER THE HEDGE
- You crawl under the hedge and find yourself...
-
- In the Park, South of Trees
-
- You're in a large sunny park. North of here, you see an apple tree and an
- elm tree.
-
- The large dogs comes bounding up to you, tail wagging. It has something in
- its mouth.
-
- >SHOW THE CHOPSTICK TO THE DOG
- The dog looks excitedly at the stick, and starts jumping for it.
-
- >THROW THE CHOPSTICK
- You heave the chopstick as far as you can. The dog drops the ticket and
- bounds happily after the stick.
-
- >TAKE THE TICKET
- ticket: Taken
-
- >W
- You crawl under the hedge and find yourself...
-
- By the Juggler
-
- The juggler is here, juggling.
-
- >SOUTH
- By the Grinder
-
- The organ-grinder and his monkey are here.
-
- >GIVE THE TICKET TO THE ORGAN-GRINDER
- The organ-grinder smiles broadly as he takes your ticket and punches it.
- "Thank you, sir," he says pleasantly. He cranks his organ, and despite the
- tinny sound, the monkey performs a memorable interpretive dance,
- reminiscent of Gene Kelly in An American in Paris. Indeed, the best act on
- the street.
-
- Appendix E
-
- We're Never Satisfied
-
- Here at the Infocom Game Writers Clown Society, we take great pride in the
- quality of our products. Even after our stories are "out the door," we're
- constantly improving, honing and perfecting.
-
- Your input is important. No matter how much testing we do, it
- seems that some bugs never crawl into view until thousands of you begin
- doing all those wild and crazy things to the story. If you find a bug, or
- if you think a certain puzzle was too hard or too easy, or if you have some
- other suggestion, or if you'd just like to tell us your opinion of the
- story, drop us a letter! We love every excuse to stop working, and a
- letter from you is just such an excuse! Write to:
-
- Infocom
- 125 CambridgePark Drive
- Cambridge, MA 02140
- Attn: RIMSHAW
-
- 22
-
- Appendix F
-
- If You Have Technical Problems
-
- You can call the Infocom Technical Support Team to report "bugs" and
- technical problems, but not for hints to solve puzzles, at (617) 576-3190.
- If your disk develops a problem within 90 days after purchase, we will
- replace it at no charge. Otherwise, there is a replacement fee fo $5.00
- (U.S. funds). If you call to report a bug, please provide your version
- number, which you can find by typing VERSION. Please return the
- registration card from you Ballyhoo package if you'd like to be on our
- mailing list and receive our newsletter, The New Zork Times.
-
- Appendix H
-
- About the Author
-
- Jeff O'Neill is a computer school dropout from Whittier, California. After
- graduating in 1982 from California State University, Los Angeles, he worked
- in journalism and for a while dabbled in computer science at a local
- community college. In the spring of 1984 he did the equivalent of running
- away with the circus by moving to Massachusetts to become a game tester for
- Infocom. Through diligence and hard work he finally came to fulfill the
- typical American boyhood dream - to get paid for writing interactive
- fiction. Ballyhoo is his first Infocom story.
-
- Appendix H
- Copyright and Warranty Information
-
- Limited Warranty
-
- This software product and the attached instructional materials are sold
- "AS IS", without warranty as to their performance. The entire risk as to
- the quality and performance of the computer software program is assumed by
- the user. However, to the original purchases of a disk prepared by
- Infocom and carrying the Infocom label on the disk jacket, Infocom warrants
- the medium on which the program is recorded to be free from defects in
- materials and faulty workmanship under normal use and service for a period
- of ninety (90) days from the date of purchase. If during this period a
- defect on the medium should occur, the medium may be returned to Infocom
- or to an authorized Infocom dealer, and Infocom will replace the medium
- without charge to you. Your sole and exclusive remedy in the event of a
- defect is expressly limited to replacement of the medium as provided
- above. This warranty gives you specific legal rights and you may also
- have other rights which vary from state to state.
-
- N.B. After the warranty period, a defective Infocom disk may be
- returned to Infocom with a check or money order for $5.00 U.S. funds for
- replacement.
-
- 23
-
- Appendix I
-
- Quick Reference Guide
-
- 1. To start the story ("boot up"), see the separate Reference Card in your
- Ballyhoo package.
-
- 2. When you see the prompt (>) on your screen, Ballyhoo is waiting for your
- input. There are four basic kinds of sentences or commands that Ballyhoo
- understands:
-
- A. Direction commands: To move from place to place, just type the
- direction you want to go: N (or NORTH), S, E, W, NE, NW, SE, SW, U (or UP),
- D, IN, or OUT.
-
- B. Actions: Just type what you want to do. Some examples: READ THE BOOK
- or OPEN THE DOOR or LOOK THROUGH THE WINDOW or GIVE THE BALL TO THE CAT.
- Once you're familiar with simple commands, you'll want to use more complex
- sentences are described in "Communicating with Ballyhoo" on page 14.
-
- C. Commands given to other characters: Talk to characters in the story by
- typing their name, then a comma, then what you want to say to them. For
- example: FRED, GIVE ME THE AXE or OLD MAN, HELLO.
-
- D. Special one-word commands: Some one-word commands, such as INVENTORY or
- DIAGNOSE, give you specific information or affect your output. A list of
- these appears in the "Important Commands" appendix on page 17.
-
- 3. Important! After typing your input, you must press the RETURN (or ENTER)
- key before Ballyhoo will respond.
-
- 4. On most computers, your screen will have a special line called the
- status line. It tells you the name of your current location, your score,
- and the number of turns you have taken.
-
- 5. You can pick up and carry many of the items you'll find in the story.
- For example, if you type TAKE THE FLASK, you will be carrying it. Type
- INVENTORY to see a list of the items you are carrying.
-
- 6. When you want to stop, save your place for later, or start over, read
- "Starting and Stopping" on page 18.
-
- 7. If you have trouble, refer to the specific section of the manual for
- more detailed instructions.
-
- 24
-
- When the crowds have left the big top and the performers retire to
- their trailers, a heightened sense of mystery pervades the circus lot.
- Attracted by the shadowy recesses beyond the floodlights you wander off to
- explore forbidden corners of the White City. There, amidst tattered
- banners and grotesque freaks, you find a world of corruption and crime.
-
- Overhearing a conversation between the circus owner and a local
- gumshoe, you learn that the owner's young daughter has been kidnapped. It
- soon becomes apparent that the sotted sleuth is in no condition to help.
- While exploring the seedy nooks and crannies of the circus, you find
- evidence that the child is being hidden on the lot. Can you find her?
-
- Untangling a twisted skein of motives and mayhem, you begin to
- realize how much of an outsider you really are. You'll need to perform a
- few stunts of your own to protect yourself and the missing child, as you
- try to break through a wall of secrecy to learn the truth.
-
- The Table of Contents for the instruction manual is on page 11.
- Take a look at it to find out what you need to know before you start the
- story.
-
- Interactive Fiction Reference Card for the
-
- COMMODORE AMIGA
-
- This booklet tells you how to run your Infocom story on your computer, and
- provides a few other handy bits of information.
-
- I. What You Need
- Required:
- Amiga computer
- For Interactive Fiction PLUS only: A monitor that supports
- an 80-column display, such as an RGB-type monitor.
-
- Optional:
- 256K memory expansion cartridge (for faster execution;
- especially recommended for Interactive Fiction PLUS)
- Extra 3-1/2 double-sided disks (for SAVEs)
- A second disk drive (for convenience with saves)
- Compatible printer (for SCRIPTing)
-
- II. Making a Backup Copy
- In accordance with the licensing agreement in your package, we recommend
- that you make a backup copy of the original story disk for your personal
- use. See your hardware manual for instructions on how to make disk copies.
- Store your original disk in a safe place and always start the story from
- the backup.
-
- III. Starting the Story
- Turn on the Amiga and wait for the Workbench to appear. Insert the story
- disk and open the disk icon into a window, then double- click on the story
- icon.
-
- The story can also be started from within the Command Line Interpreter
- (CLI). If the default drive and directory are not the same as the
- story's, they must first be changed with the "CD" command (for example, CD
- DF1:) Then type in the story name.
-
- IV. Talking to the Story
- Whenever you see the prompt (>), the story is waiting for your
- instructions. If you make a mistake, use the backspace key to erase the
- error. When you have finished typing in your instructions, press the
- RETURN key. The story will respond and the prompt (>) will reappear.
-
- If a description will not fit on a screen all at once, "[MORE]"
- will appear at the bottom of the screen. After reading the screen, press
- any key to see the rest of the description.
-
- V. The Status Line
- At the top of the screen is a status line. This line is updated after
- every move to show your current position in the story. Depending upon the
- type of story, it may also show other information.
-
- Score and Moves
-
- In stories that keep a score, such as the ZORK underground adventures, the
- right side of the status line will show something like this:
-
- Score: 245/920
-
- The first number is your score and the second is the total number of moves
- you have made. In the example above, you have 245 points in 920 moves.
-
- Time
-
- In stories that keep track of the time, such as the mystery thriller
- DEADLINE, the right side of the status line will look something like the
- following:
-
- Time: 9:22 a.m.
-
- This shows the current time of day in the story.
-
- VI. SCRIPTing
- You can use the SCRIPT command to print out a transcript of your moves as
- you go along. SCRIPTing is an optional feature which is not necessary to
- complete the story and may not be available with certain hardware.
-
- 1. Connect the printer to the appropriate port at the back of
- the computer. Use the Preferences tool (see Section IX) to
- make sure the system is configured correctly for your
- printer.
-
- 2. Turn on the printer and make sure it's ready.
-
- 3. Type SCRIPT at the prompt (>) to start the transcript. To
- stop the transcript, type UNSCRIPT.
-
- 4. SCRIPT and UNSCRIPT may be used as often as desired.
-
- If a problem occurs with the printer, the story will "timeout" (appear to
- hang) for 30-seconds or so, then a printer error message will appear. If
- you don't correct the problem before the 30 seconds are up, scripting is
- automatically cancelled.
-
- VII. Saving a Story Position
- You can save your current position in the story to any disk in any drive,
- space permitting. The save disk must not be write- protected. No other
- data on the save disk will be affected.
-
- 1. Type SAVE at the prompt (>). A message will appear asking
- you to choose a name for the save file.
-
- 2. If you want to SAVE to the story disk itself, just enter a
- file name and press RETURN.
-
- 3. If you want to save to another disk, you must prefix the
- file name with either the name of the second disk (e.g.,
- Saves:) or the name of the drive containing it (e.g., DF0:).
- The prefix is needed even if the two disks were swapped
- using a single drive. If the save succeeds, the prefix
- becomes the default prefix, and need not be typed again for
- the next save.
-
- The disk drive will spin for several seconds. If all is
- well, the story will respond:
- OK
- If it responds:
- FAILED
- consult the Troubleshooting section (see Section XI).
-
- After saving your position, you may continue with the story.
-
- NOTE: The file "Icon.Data" is used to create icons for new save
- files. If you delete this file, new save files will not have visible icons.
-
-
- VIII. Restoring a Saved Story Position
-
- You can return to a previously saved story position at any time. Type
- RESTORE at the prompt (>). The most recently saved or restored position
- will be displayed as the default. Then enter the name of a save file, as
- in Section VII.
-
- If you want to return to the default position, you can just press
- the RETURN key.
-
- IX. Amiga Preferences
- Several aspects of the story presentation can be changed using the Amiga
- Preferences tool, including text size (60 or 80 columns, except for
- Interactive Fiction PLUS, which requires 80 columns) and color. The size
- can be changed only before the story is started. You also use Preferences
- to specify your type of printer and the port to which it is connected. The
- Amiga supports both parallel and serial devices.
-
- X. Memory Usage and Multi-tasking
-
- On a multi-tasking computer such as the Amiga, all tasks share the
- available memory. Some tasks may require that a certain amount of memory
- be available to work correctly. Also, actions like opening and resizing
- windows or loading a printer driver can use large blocks of memory.
-
- When the Infocom story loads, it will normally leave a minimum of
- 64 Kbytes (32 Kbytes for Interactive Fiction PLUS). This can be changed
- by starting the story from the CLI with a special argument of the form
- "F/n", where n is the new minimum number of free bytes (for example,
- Deadline F/32000). If you supply an argument, memory use statistics will
- be displayed when the story loads.
-
- You may need to increase the amount of free memory if, for
- example, you are running several tasks and switching between them causes
- the system to hang. On the other hand, you can probably decrease free
- memory if you are running only the story. This may reduce or eliminate
- disk activity on versions of the Amiga with limited memory.
-
- X. Troubleshooting - Load, SAVE, RESTORE and Other Problems
-
- A. If the story fails to load properly, or SAVE/RESTORE or SCRIPT fails,
- check each of the following items. If none of these offers a solution,
- consult your Commodore dealer for assistance.
-
- 1. Inspect all disks carefully for any visible damage.
-
- 2. For SAVEs, make sure the save disk is not write-protected
- (the small opening in the corner of the disk should be
- covered).
-
- 3. For SCRIPTing, make sure the printer is connected properly,
- enabled for printing, not out of paper, etc.
-
- 4. Try again; the problem may be only momentary. If all else
- fails, you can call the Infocom Technical hotline at (617)
- 576-3190. Please note that this number is for technical
- problems only, not hints.
-
- B. If the story produces an error message, run the following procedure:
-
- Restart the story. When the initial screen appears, type $VERIFY and press
- the RETURN key. The disk drive will spin for a minute or so, and a message
- similar to one of the following will appear:
-
- 1. "DISK CORRECT". The disk has not been damaged and the data is
- intact. If you are having problems, they are most likely hardware
- related. It is also possible that there is a bug in the program. If you
- suspect that there is a bug, call the Infocom Technical Hotline.
-
- 2. "DISK FAILED" or "DISK READ ERROR". This reply indicates either
- hardware trouble or disk damage. Repeat the $VERIFY procedure several
- times. Also try the $VERIFY process on another computer (such as your
- dealer's). If the story ever replies "DISK CORRECT", the problem is your
- hardware.
-
- If you repeatedly get a negative response on more than one
- computer, the disk has most likely been damaged. Please send the disk only
- to Infocom for testing and replacement.
-
- (Also included in the package)
- One purple balloon inscribed "The Traveling Circus That Time
- Forgot, Inc.
-
- One ticket for August 21, 6:00 P.M., cost $7.50, Sec.24, Row AA,
- Seat 4, advertising: "Don't Miss Rimshaw the Incomparable! Palmistry,
- Phrenology, Hypnosis" (Two punch out dots: M [blue], F [pink]
-
- (Back of ticket) The Traveling Circus That Time Forgot, Inc.
- welcomes you to its two-ring extravaganza and sideshow extraodinaire!
- You'll see feats of skill and daring, ferocious animals from the jungles of
- Africa and Asia, and amazing human curiosities!
-
- This ticket also entitles you to three sessions with RIMSHAW THE
- INCOMPARABLE. Simply present your ticket to (1) have your palm read, (2)
- undergo hypnosis, and (3) allow him to read the bumps on your head.
-
- We are committed to bringing you the best entertainment value!
- With this in mind, we're completing a series of demographic surveys. You
- can help us by punching out the pink (female) or blue (male) dot on the
- front of this ticket to indicate your gender.
-
- The Traveling Circus That Time Forgot, Inc. is not liable for any
- loss of personal possessions or for any injuries or damages you might cause
- or personally sustain while on the circus grounds. To help prevent such
- injuries or damages and thus avoid the possibility of lawsuits on our
- behalf, we ask you to obey the following rules and regulations:
-
- Please do not throw anything into the circus ring. Severe injury to our
- performers may result.
-
- Please do not feed or attempt to pet the animals. These are unpredictable
- wild beasts.
-
- Beware of pickpockets, gamblers, thugs, and thieves. We are not
- responsible for local criminal elements.
-
- Please leave immediately following the performance. Do not loiter in the
- ring or on the circus lot.
-
- Above all, have fun! We hope to see you again next time we're in town.
-
- Card advertising: Dr. Nostrum's - A Wondrous Curative Guaranteed to Soothe
- All Ills - prehydrogenated genuine preparation of naturally nitrated
- compound herbified extract. (back of card)
- Dr. Nostrum's Extract
-
- This medicine was originated by Dr. Nostrum in 1863 and since that
- time numbers of grateful patients have testified to its worth. It should
- be in every medicine cabinet as it is a prompt and pleasant remedy for
- aches, pains, sour stomach, heartburn, sick headache, constipation,
- diarrhea, biliousness, itch, "singer's throat," and pin worms.
-
- De. Nostrum's contains 19% alcohol as a preservative and solvent.
-
- For Toothache - Wet cotton with Dr. Nostrum's Extract and crowd
- into the cavity, or lay it around the roots of the aching tooth; also bathe
- the face over the tooth with Dr. Nostrum's.
-
- For Itch - Lie on flannel wet with Dr. Nostrum's Extract.
-
- For Grippe & Catarrh - Take two teaspoons of Dr. Nostrum's Extract
- three times a day. Apply Dr. Nostrum's to all sore spots. Sleep indoors,
- preferably in bed, until the attack is broken.
-
- For Constipation, Diarrhea & Related Difficulties - One teaspoon of
- Dr. Nostrum's Extract three times a day, to be taken half an hour before
- meals. Eat simple food and then only when hungry. Take outdoor exercise,
- be regular in habits, and drink plenty of water.
-
- Sick Headache - Headache is often due to indigestion. Keep as
- quiet as possible, clean out the intestinal canal with Dr. Nostrum's
- Extract, eat slow, and chew the food well.
-
- For Sore Throat - Put a piece of flannel around the throat wet with
- Dr. Nostrum's Extract. Do not leave on too long or blistering may occur.
-
- For Pin Worms - Round and pin worms are transmitted to the human
- body as Worm Eggs, swallowed in water, or in uncooked meat and vegetables.
- Treat with four tablespoons of Dr. Nostrum's Extract six times a day. Dr.
- Nostrum's paralyzes the worm and makes it let go its hold.
-
- ============================================================================
- DOCS PROVIDED BY -+*+-THE SOUTHERN STAR-+*+- for M.A.A.D.
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