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-
- General TADS Game Instructions
-
- Written by Michael J. Roberts
- (Edited slightly by David Baggett for ADVENTIONS)
-
-
-
- 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; the game 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 the game 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. The game
- 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. The game 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 the game 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 the game explicitly describes a closed
- door (or other impediment to travel) will you need to type a command
- to open the door.
-
-
- OBJECTS
-
- In the game, 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
- the game, 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. In addition, you can ask
- characters about things:
-
- ASK WIZARD ABOUT WAND
-
- Some characters will tell you quite a bit in response to such
- queries, while others will be more taciturn.
-
- TIME
-
- Time in the game 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
-
- The game assigns you a score while you play, indicating how close you
- are to finishing it. At certain points in the game, you will be
- awarded 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, the
- game 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
-
- The game 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.
-
-
- 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 the game 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 it. 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.
-
- INDENT: Controls paragraph indentation. By default the game will
- indent paragraphs. The INDENT command toggles this feature on and
- off.
-
- 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.
-
- SPACE: Controls spacing between paragraphs of text. By default the
- game will put a blank line after each paragraph. The SPACE command
- toggles this feature on and off.
-
- 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: Tells the game you want to take back your last command. The
- game state will be restored to the way it was before the undone
- command, as though the command were never issued at all. You can do
- this more than once in a row.
-
- 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, the game 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 the game 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.
-