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1993-01-06
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Fantasy Land 1.50
Copr 1991 JPSoft and John Parlin
All Rights Reserved
Release Date: 11-10-1992
╒═════════════════════════════════════════════════════════════════════════════╕
│░░░░░░ LICENSING INFORMATION - READ THIS! ░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░│
╘═════════════════════════════════════════════════════════════════════════════╛
License Agreement
By using this program, you acknowledge that you understand and agree to the
terms of this license agreement. If you do not understand the terms of this
license agreement, then do not use this software until you fully comprehend
the terms of this agreement.
You are granted a limited licensed to use this program for a sixty-day trial
period. After expiration of the trial period, you must either remove this
software from your system or register with the author. No special "demo" key
files are required during the trial period. The registration fee is $20.00
U.S. Funds. A Registration Form is included in this distribution archive and
is called FANTASY.REG. Once registered, you will receive a license to use
this software on your system for an unlimited period of time.
Fantasy Land is Copyrighted 1991 by John Parlin. All rights are reserved.
You may copy this program and documentation for backup purposes. You also
may copy and share** UNMODIFIED copies of the program package, providing that
the copyright notice is reproduced and included on all copies and no fee is
charged for distributing this product.
*****************************************************************************
* IMPORTANT NOTICE** *
* *
* **Fantasy Land is an erotic fantasy game. Due to the potential mature *
* and/or erotic nature of this program, ACCESS TO MINORS SHOULD BE *
* RESTRICTED. It is recommended that SysOps NOT MAKE THIS PROGRAM *
* AVAILABLE FOR DOWNLOAD OR USE BY MINORS. *
* *
* IT IS YOUR CIVIL AND MORAL RESPONSIBILITY TO TAKE REASONABLE CARE IN *
* DISTRIBUTING THIS SOFTWARE. *
* *
* YOU MAY NOT USE OR DISTRIBUTE THIS PRODUCT IN ANY AREA WHERE SUCH USE *
* OR DISTRIBUTION IS PROHIBITED BY LAW OR IN VIOLATION OF COMMUNITY *
* STANDARDS. *
* *
*****************************************************************************
You may not sell this software for a fee and/or distribute this software
along with other products without expressed written permission from John
Parlin, nor may you modify or remove the Copyright Notice from the
program or the documentation.
Those who register this program, will receive a registration number. This
number will be delivered either by personal upload, netmail or postal
service. Allow up to 6 weeks for delivery for locations outside the
continental U.S. For locations within the continental U.S., allow 2-6 weeks
for delivery. All registrations are processed as soon as they are received.
This program is not guaranteed to do anything except take up hard drive
space (and quite a bit of it). It is not guaranteed to work on every system.
The author does not have the resources available to test this software on all
types of setups. However, reasonable efforts may be made to support those who
request it, if the resources for such support are readily available to the
author.
*The author reserves to right to revoke software licenses in lieu of any
violation to the terms of this license agreement.
Comments, suggestions and bug reports are welcome. If you have any, you
should contact John Parlin at one of the distribution systems listed below:
System Name | Location | Sysop Name |Phone Number|Fido Node
-------------------|-------------------|---------------|------------|----------
Low Voltage |Brooklyn Center, MN| John Parlin |612-566-5532|1:282/4021
Odyssey BBS |Edina, MN | Stan Hirschman|612-832-5127|1:282/40
O-Zone BBS |New Hope, MN | Jim Biggs |612-537-8659|1:282/30
Beg Borrow or Steal|Eden Prairie, MN | Paul Andre |612-934-2982|1:282/37
My primary distribution system is Low Voltage. For fastest response, call and
log on in person. First-time callers have access to my distribution area where
they can leave messages to me or download the latest release. Remember, if
you leave a message requesting support, call back in 48 hours to receive your
response.
I do read netmail received on these systems that is addressed to me.
However, if you need or expect a response, call one of the distribution
systems directly since my netmail sending capabilities are limited.
If you're reporting a bug, please give as much detail as possible about the
problem you are experiencing (including the version you're running) so that it
can be duplicated and fixed. Also be sure to call back to the same system to
check for a response (usually within 48 hours). Though the author may not
respond to all netmails due to the expense, all messages are considered.
╒═════════════════════════════════════════════════════════════════════════════╕
│░░░░░░ INTRODUCTION ░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░│
╘═════════════════════════════════════════════════════════════════════════════╛
Fantasy Land is an erotic, interactive, hit-n-run door game where players
win points for having sexual encounters with other players. Fantasy Land
can be as tame or as wild as your imagination will allow, through the use of
multiple, randomly selected .SEX encounter files that you can create and
edit. Fantasy Land comes with one set of default .SEX files and allows for
nine more sets to be created by you (see STEP 4 below).
Fantasy Land challenges players to achieve the highest monthly score.
Players do this by collecting offensive and defensive items and using these
items during sexual encounters with other players. A Fantasy Land can be
custom-built or, you can use one of the default Fantasy Land setups provided
in the DEFAULTS.ZIP and SEXSTACY.ZIP files contained in the distribution
archive.
Your Fantasy Land can be a forest, a mansion, a city, or whatever you can
dream up. Sexual encounter text can be rated-R thru rated-X, all at your
discretion.
Players can use the built-in Match-Me computer system that runs SEX-DOS
(Super-Enhanced, eXtra Disk Operating System) to search for offensive and
defensive items, or to display computer matches that the player is compatible
with.
Or, players may stumble on a telephone or a private message reader.
Telephones allow players to dial 1-900 services such as Dial-A-Fantasy or
Dial-A-Story. The private message reader allows players to view private
messages from player-to-player (at an expense of course).
Due to the potential erotic nature of this game, it is recommended that SysOps
RESTRICT ITS USE TO USERS WHO ARE OF A MATURE AGE.
This program was written in Turbo Pascal using a customized version of
JPDoor 3.1. The program requires the DORINFO1.DEF or DOOR.SYS drop files in
order to run. This program has been tested running under RemoteAccess 1.01,
RemoteAccess 1.1x, ProBoard 1.2x and QuickBBS 2.76, in both single and
multinode configurations.
The DORINFO1.DEF format used is the RemoteAccess/QuickBBS style format. The
DOOR.SYS format used is the RemoteAccess and/or GAP/PCBoard style format.
Fantasy Land supports DesqView and automatically uses the DesqView alternate
video address if it is detected.
╒═════════════════════════════════════════════════════════════════════════════╕
│░░░░░░ INSTALLATION ░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░│
╘═════════════════════════════════════════════════════════════════════════════╛
Fantasy Land uses either an installed FOSSIL driver or its own
interrupt handler for communications. It utilizes the DORINFO1.DEF or the
DOOR.SYS BBS dropfile formats. Just follow the installation steps below and
you should have no problems installing Fantasy Land on your own system.
-----------------------------------------------------------------------------
STEP ONE: Create a subdirectory for your Fantasy Land
It is highly recommended (but not absolutely necessary) that you run
Fantasy Land in a subdirectory of its own. This will help to optimize the
performance of the game as Fantasy Land has numerous support files.
-----------------------------------------------------------------------------
STEP TWO: Construct your Fantasy Land
Included in the distribution archive are two archives; DEFAULTS.ZIP
and SEXSTACY.ZIP. DEFAULTS.ZIP contains a default 55-area Fantasy Land
and SEXSTACY.ZIP contains a default 100-area Fantasy Land. Both setups
include ASCII text maps.
If you chose to use one of these default setups, simply unpack the
archive into your Fantasy Land directory.
Included in the distribution archive is the program AREAS.EXE. This
program is used to create and edit your Fantasy Land configuration. Your
Fantasy Land will be comprised of several areas or 'rooms'. Players will
move from area to area, taking or leaving items and having sexual encounters
with other players.
When you run AREAS.EXE for the first time, and you are not using one
of the default area configurations, you will be prompted to enter the number
of areas for your Fantasy Land. It is recommended that you draw out your
Fantasy Land on paper before executing AREAS.EXE. After you have run
AREAS.EXE, you will not be able to alter the number of areas in your Fantasy
Land configuration without deleting the area file FANTASY.ARE and starting
over.
Once you have your Fantasy Land map drawn out on paper, execute
AREAS.EXE. When prompted for the number of areas, enter the number you have
decided on. Your Fantasy Land can have from 10 to 200 areas. It is
recommended that you have at least 25 areas for a game that will support up
to 15 users. If you expect to have a large number of players (more than 15)
you should figure on having at least two areas per player. For example, if
I figure that 25 players will play the game, I might create a Fantasy Land
containing 50-60 areas.
Once you have entered the number of areas to be used, you will be
presented with the main configuration menu. The following table describes
each of the functions available.
Command Description
------------ -----------------------------------------------------------
C>onfigure Allows you to edit five items:
1 - Name of Fantasy Land - You can call your Fantasy Land
anything you wish.
2 - Maximum Daily Turns - Here you can define the number of
turns each player may take per day.
3 - Maximum History File Lines - Fantasy Land maintains a
history file which players can use for their viewing
pleasure. Here you can specify the maximum number of lines
that the history file will contain. Each time a player logs
into the game, this history file will be checked and trimmed
as necessary.
4 - Maximum number of items maintained - By default, the
AREAS.EXE utility will select a number of items to be
maintained according to the number of areas you have selected.
However, this value can be increased or decreased through the
use of this option.
NOTE: If you decide to change this value when a game is in
progress, the change will not be reflected until a new game
starts (end of month) or until you manually restart the game.
Fantasy Land will, upon initialization, toss the number of
items specified here into randomly selected areas. From that
point on, this number of items will be maintained throughout
the game (excluding items held by robot players which are
in addition to this number).
5 - Maximum number of defensive items players may carry -
Valid entries are 1..5. If set to 5, players are allowed to
carry up to 5 defensive items at one time. However, if a
player exits the game and then re-enters and is found to have
5 defensive items in his/her inventory, then the player is
"scolded" and "punished" for being frigid. Also, the player's
score is docked HALF it's value!
If set to any number other than 5, players will be allowed to
carry the specified number of defensive items. They will not
be permitted to T>ake more than the defined maximum.
E>dit Area Allows you to edit individual areas. Specifically, you
may alter:
A>reaname - Each area name can contain up to 45 characters
of text. Text is entered automatically in all upper-case
characters. Once entered the text is converted to upper
and lower case characters. NOTE: When entering area names,
keep in mind that each area name in the game will be
preceeded with "You are". Thus, an area name of "Standing
on the Porch" will be displayed in the game as "You are
Standing On The Porch at area #n".
North Exit - You can enter another area number that players
will exit to if N>orth is selected. If the area number is
set to 0, players will not be able to use this exit.
South Exit - You can enter another area number that players
will exit to if S>outh is selected. If the area number is
set to 0, players will not be able to use this exit.
East Exit - You can enter another area number that players
will exit to if E>ast is selected. If the area number is
set to 0, players will not be able to use this exit.
West Exit - You can enter another area number that players
will exit to if W>est is selected. If the area number is
set to 0, players will not be able to use this exit.
Up Exit - You can enter another area number that players
will exit to if U>p is selected. If the area number is
set to 0, players will not be able to use this exit.
Down Exit - You can enter another area number that players
will exit to if D>own is selected. If the area number is
set to 0, players will not be able to use this exit.
eFfect Number - You can specify an effect number to assign
to any area. There are three different effects that can be
used. They are:
Effect# Description
------- ----------------------------------------------------
1 Places a telephone in this area. Feel free to edit
the FPHONE#.SEX, MPHONE#.SEX, LPHONE#.SEX and
GPHONE#.SEX files to change the monologue of the
phone calls.
2 Places a Match-Me computer terminal in this area.
This operates the same as the M> command off the
main menu.
3 Places a private message reader in this area. When
this effect is used, it allows a player to view the
contents of any private message from one player to
another. Each time a message is read, the player is
charged 50 points.
4 Places a teleporter in this area. Players who use
this effect are charged 50 points and will be
prompted for the area number to teleport to.
Q>uit - When you select to quit editing a given individual
area, you will be prompted for the area number to edit.
At this prompt, you may enter N for the next consecutive
area, or you may enter a specific area number to edit.
And of course, you may press <ENTER> to quit editing areas.
L>ist Areas This command allows you to view the configuration of your
Fantasy Land either on your display or a printer. Your
configuration items are listed along with a list of all your
areas and their exit numbers. NOTE: When listing areas,
area names are trimmed down. This is done in order to fit an
area's configuration on one line of the display. It does not
indicate that the area name itself has been truncated.
Q>uit When you quit, your configuration will be saved to the
file FANTASY.ARE. It is recommended that you back this
file up since you put a bit of work into it.
-----------------------------------------------------------------------------
STEP THREE: Initialize the Data Files
Though not absolutely necessary, it is recommended that you initialize
the data files. To do this, just enter the command:
FANTASY /S
This will initialize all necessary data files. This command is also
used to manually restart the game.
NOTE: This command does not create a high score file. If you wish
to maintain the existing high score file, back up FANTASY.HSC
before initialization and then restore it when initialization
is completed.
WARNING: This command also DELETES the player data file. This means
that all players will have to log-on as new players. This
over-rides the User Retention setting in FANTFIG.EXE.
-----------------------------------------------------------------------------
STEP FOUR: Installing Fantasy Land On Your BBS
This installation process refers to installing Fantasy Land on a
RemoteAccess 1.10 system.
Create a batch file that will execute Fantasy Land. If you are
running a single node system, your batch file might look something like
this:
FANT.BAT :
CD \RA\EROTIC
FANTASY FANTASY.CFG
CD \RA
No matter what BBS software you're installing Fantasy Land under,
you should have no problems creating a batch file as shown above.
T H E C O N F I G U R A T I O N U T I L I T Y :
Fantasy Land uses a configuration utility called FANTFIG.EXE to
administer the system and game parameters. FANTFIG.EXE expects one command
line parameter and that is the filename of the configuration file to create
or edit. For example:
FANTFIG.EXE FANTASY.CFG
Creates or edits the configuration file FANTASY.CFG. Multi-line
systems will need to create more than one configuration file (one for each
line or node in use).
Here is the list of all options available in FANTFIG.EXE:
SYSTEM SETUP:
----------------------------------------------------------------------
Line Number: This is the BBS line number in use for this
configuration file. This is reflected on
the status bar.
BBS Name: This is the BBS name that you wish to use
with Fantasy Land. This is the BBS name
that you should specify when filling out
the Fantasy Land registration form.
System Operator Name: This is the BBS System Operator (SysOp)
name that you wish to use with Fantasy
Land. This is the SysOp name that you
should specify when filling out the
Fantasy Land registration form.
Drop File Type: This setting specifies which drop file
type that Fantasy Land should use. This
is a toggle setting and valid choices
include DORINFO1.DEF and DOOR.SYS.
NOTE: When using the DORINFO1.DEF type drop
file, Fantasy Land does not look for
or recognize DORINFO.DEF or any
variation of the filename DORINFO1.DEF.
It always looks for DORINFO1.DEF. For
this reason it may be necessary to
copy filenames during batch file
execution.
Drop File Path: This is the path where Fantasy Land will
search for the drop file indicated by the
Drop File Type setting.
Communications Driver: This setting allows you to choose between
using an installed FOSSIL driver or the
internal ASYNC ENGINE. When using the
ASYNC ENGINE, you can also specify non-
standard communications port settings
(see below).
Comm. Port Name: This setting can be changed when the
ASYNC ENGINE is selected as the communica-
tions driver. Valid selections are COM1
through COM8. Use the <SPACEBAR> to
toggle this setting.
NOTE: When selecting COM1 through COM4,
default values are assigned to
the Comm. Port Address and IRQ
Number settings. These may then
be changed manually.
Comm. Port Address: This setting can be changed when the
ASYNC ENGINE is selected as the communica-
tions driver. This allows the use of
non-standard communications port base
addresses to be used.
NOTE: When selecting standard addresses
$03F8, $02F8, $03E8 or $02E8 a
default value will be assigned to
the IRQ Number setting. The IRQ
Number setting can then be changed
manually.
Standard Port Standard Address Standard IRQ
============= ================ ============
COM1 $03F8 4
COM2 $02F8 3
COM3 $03E8 4
COM4 $02E8 3
When using COM5 through COM8, you should
specify the correct base address and IRQ line
number settings that you are using.
IRQ Number: This setting can be changed when the ASYNC
ENGINE is selected as the communications
driver. Valid selections are 1 through 7.
Locked Baud Rate: This setting can be changed when the ASYNC
ENGINE is selected as the communications
driver. If this is set to any value other
than 0, the baud rate used to communicate
with your modem will be equal to the value
specified here. Valid entries are 0 (no
lock), 9600, 19200 and 38400.
Registration Number: This is the registration number you received
from JPSoft when you registered Fantasy Land.
Adopted By: This is the optional name of a user who may
have adopted (registered) Fantasy Land for
you. This is used only when Fantasy Land
has been registered.
MultiLine Operations: This setting activates multi-line operations
within the game. This tends to slow things
down a bit if you are running single line so
only change this if you are running multi-
line.
Communications Drive: This setting may only be modified when Multi-
Line operation is enabled. If this is set to
anything other than none, then this is the
drive and path that Fantasy Land will use for
all Multi-Line activity communications.
Ideally, this should be a RAM disk drive letter
with an optional directory name.
For example, if I was running a two-line
system, I might make a 16K RAM disk as my E:
drive. Setting the Communications Drive to
E:\ tells Fantasy Land to use the RAM disk
root directory for all Multi-Line
communcations.
NOTE: When using this option, it is IMPORTANT
to specify the same Communications
Drive for each configuration file used!
GAME SETUP:
----------------------------------------------------------------------
Snoop Mode: When this setting is ON, anything echoed to the
remote terminal is also echoed on the local
console. In other words, the SysOp can see
what the players are doing. When this setting
is turned OFF, the initial loading and robot
processing messages are echoed to the local
console but actual game play is not.
Play Mode: Allows the SysOp to choose between Monthly
Tournament or Continuous Play modes. When in
Monthly Tournament mode, the game is auto-
matically restarted at the end of each month.
When in Continuous Play mode, the game does
not end until the SysOp manually restarts
the game.
Snap Shots Used: This setting allows the SysOp to turn off
the display of ASCII/ASCII-Color snapshots
used during the game.
NOTE: When this setting is OFF, Fantasy Land
will not display snapshots. But, the
snapshots must still reside in the
Fantasy Land directory.
Use Handles: This settings allows the SysOp to determine
whether or not players may select an alias to
use during the game. If this setting is ON,
then players will enter the game using their
current log-on names. If this setting is OFF,
players may select their own aliases.
User Retention: This setting allows the SysOp to retain the
current player data file when the game is
automatically restarted. When this setting is
ON, player names/records are retained from
month to month during monthly tournaments and
only scores are reset. This saves the players
from having to re-enter all information
whenever a game is restarted. When this
setting is OFF, all players are deleted at the
end of each monthly tournament.
WARNING: Players are NOT retained when the game
is manually restarted using the /S
command line parameter.
Robot Messages: This setting allows the SysOp to determine
whether or not messages addressed to Robot
Players are retained or erased. This option
allows the SysOp to save a few K of space
during game play.
Map View Charge: This setting allows the SysOp to determine the
number of points, if any, that players will be
charged to view the ASCII map.
Max Make-Ups: This setting allows the SysOp to determine the
number of make-up days that players may play
per day.
B A T C H F I L E -- P R O G R A M L O A D I N G
If you are running a multinode system, there are several ways you
could go about loading Fantasy Land. One example might look like this:
RemoteAccess Type 7 Optional Data Field:
*C /C C:\RA\FANT.BAT *N
FANT.BAT :
IF %1 == 2 GOTO LINE_TWO
IF %1 == 1 GOTO LINE_ONE
:LINE_ONE
CD \GAMES\FANTASY
FANTASY FANT1.CFG
CD \RA\LINE1\
GOTO STOP
:LINE_TWO
CD \GAMES\FANTASY
FANTASY FANT2.CFG
CD \RA\LINE2
:STOP
In this example, it is assumed that the node number in use is being
passed to the batch file as a command line parameter. In the batch file it
is referred to as %1. It is beyond the scope of this document to get into
batch file programming or RemoteAccess configuration. Please consult your
DOS and/or RemoteAccess manuals for more information.
Fantasy Land should be run as a type 7 menu entry (shell). It is
also recommended that you add the optional data parameter to swap
RemoteAccess to disk prior to loading Fantasy Land. This insures that
there will be adequate memory to run Fantasy Land as a type 7 shell.
Fantasy Land uses record locking and is multinode aware. To
accomodate the multinode functions, SHARE *MUST* be loaded on the host
computer system (even on single line systems). If you run a DOS version prior
to 4.0, you may still be required to load SHARE. If Fantasy Land aborts
abrubtly without producing an error in the FANTASY.LOG file, you should verify
that SHARE is being loaded on your computer.
NOTE: If you are running Novell Netware and do not have SHARE
loaded, Fantasy Land should still function properly because
Novell emulates the DOS SHARE facility.
Fantasy Land supports locked FOSSIL and DTE rates of up to 38,400 and
utilizes JPDoor 3.1 (Custom-XL) for all communications input/output. JPDoor is
copyright 1990,91 by Motor City Software.
Fantasy Land supports DesqView video addresses and will automatically
detect if DesqView is loaded. DesqView is a trademark and copyright of
Quarterdeck Office Systems.
-----------------------------------------------------------------------------
STEP FIVE: Browse through and/or edit the customizable text files included
in the distribution archive. These files have a file extension
of ".SEX" and are also referred to as encounter text files.
Fantasy Land can be as tame or as nasty as you want it to be. Your
Fantasy Land can be rated R or rated X. You can edit the following
"encounter" files to suit your tastes.
The ~ (tilde) character is considered an embedded code (macro) in
the following list of customizable files. It represents the name of the
'opponent' or the player (whichever is appropriate for the function being
used) being encountered, aroused or spoken to. When Fantasy Land runs
accross this character, it will be expanded to the formatted name of the
person being encountered.
Fantasy Land randomly selects a number between 1 and 9 when
displaying a .SEX file. It appends the number to the end of the file name
and then checks to see if that file exists. If the file is not found, the
default file name (listed below) is displayed. The distribution archive
contains the default .SEX files listed below and also includes some alternate
.SEX files contributed by players from all over. If you care to add more
and/or different encounter files, you may do so by adding a number between
one and nine to the filename (i.e.: a second INTFF.SEX file would be named
INTFF1.SEX, a third would be named INTFF2.SEX and so on up to INTFF9.SEX).
This flexibility provides support for up to 10 sets of encounter files
(including the default encounter files).
Fantasy Land Customizable Text Files:
Filename Description
------------ ----------------------------------------------------------
69FM.SEX Text displayed during an encounter involving a "69"
between a female and a male.
69MF.SEX Same as 69FM.SEX.
69FF.SEX Text displayed during an encounter involving a "69"
between two females.
69MM.SEX Text displayed during an encounter involving a "69"
between two males.
INTFF.SEX Text displayed during an encounter involving intercourse
between two females.
INTFM.SEX Text displayed during an encounter involving intercourse
between a female and a male.
INTMF.SEX Text displayed during an encounter involving intercourse
between a male and a female.
INTMM.SEX Text displayed during an encounter involving intercourse
between two males.
RORALFF.SEX Text displayed during an encounter where a female is
receiving oral sex from another female.
RORALFM.SEX Text displayed during an encounter where a female is
receiving oral sex from a male.
RORALMF.SEX Text displayed during an encounter where a male is
receiving oral sex from a female.
RORALMM.SEX Text displayed during an encounter where a male is
receiving oral sex from another male.
GORALFF.SEX Text displayed during an encounter where a female is
performing oral sex on another female.
GORALFM.SEX Text displayed during an encounter where a female is
performing oral sex on a male.
GORALMF.SEX Text displayed during an encounter where a male is
performing oral sex on a female.
GORALMM.SEX Text displayed during an encounter where a male is
performing oral sex on another male.
MPHONE.SEX Text displayed to player while using a telephone. This file
is displayed to male players. Program randomly selects
MPHONE1..MPHONE5.SEX and if the file is not found, defaults to
displaying MPHONE.SEX.
FPHONE.SEX Text displayed to player while using a telephone. This file
is displayed to female players. Program randomly selects
FPHONE1..FPHONE5.SEX and if the file is not found, defaults to
displaying FPHONE.SEX.
GPHONE.SEX Text displayed to player while using a telephone. This file
is displayed to male players who have a sexual preference of
gay. Program randomly selects GPHONE1..GPHONE5.SEX and if the
selected file is not found, defaults to displaying GPHONE.SEX.
LPHONE.SEX Text displayed to player while using a telephone. This file
is displayed to female players who have a sexual preference of
gay. Program randomly selects LPHONE1..LPHONE5.SEX and if the
selected file is not found, defaults to displaying LPHONE.SEX.
Starting with release 1.2, Fantasy Land includes extra encounter
and encounter-graphics files. I want to thank all who contributed but I keep
losing thier names. I apologize to those who worked so hard and I promise
that if you send me your names again I won't lose them!! I do remember a few
off hand; Bob Norvik, Rich Wheeler, and Private Moments.
-----------------------------------------------------------------------------
STEP SIX: Edit Robot Players
Let's face it, Fantasy Land requires user interaction. There's no
fun in playing when there is no one to have an encounter with. To make
matters worse, many BBS's will have unbalanced genders (i.e. more males
than females).
For this reason, Fantasy Land allows the use of robot players.
It is recommended that you maintain at least one female and one male robot
player. This is done through the use of robot definition files. These are
simply ASCII text files which end in a .FRB extension. The format for such
a file is as follows:
Line 1 : Name of robot player (keep it short if possible)
Line 2 : Sex of robot player (M, F)
Line 3 : Preferrence of robot player (S, B, G)
Line 4 : The robot player's "Unwilling" statement (45 characters)
Line 5 : The robot player's "Willing" statement (45 characters)
For example, if I wanted to create a female robot player named
Suzzie Queue who had a sexual preferrence of Bisexuality, I might have a
file like this:
Filename: SUZZIE.FRB
And in this file would be the following contents (no blank lines!):
SUZZIE QUEUE
F
B
Not tonight. I have a headace!
Okay but can I be on top?
Upon startup, Fantasy Land will look for any files ending with the
extension of .FRB. When it finds one, it will process it. If the robot
player does not exist, it will be added. If the robot player does exist,
it will be updated. That is, the robot player's status will be updated to
take another encounter and the robot player will be moved to a different,
randomly selected area. Upon creation of a robot player, Fantasy Land assigns
that player with two randomly-selected defensive items. This is the only
means that a robot player has to score.
NOTE: All .FRB robot definition files must reside in the same
directory as FANTASY.EXE in order to be processed. Processing does
not take place if a player is already in the game when another
player enters.
-----------------------------------------------------------------------------
STEP SEVEN: Let your users play!
╒═════════════════════════════════════════════════════════════════════════════╕
│░░░░░░ SUPPORT FILES ░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░│
╘═════════════════════════════════════════════════════════════════════════════╛
In addition to the files listed above, Fantasy Land has other
support files related to program operation. These are:
Filename Description
------------ -------------------------------------------------------------
FANTASY.EXE The main program executable.
AREAS.EXE The Fantasy Land Area Configuration Utility.
FANTFIG.EXE The program configuration editor.
FANTHELP.HLP The main program help file displayed when a player selects
I>nstructions.
FLPED13.ZIP A full screen player editor for Fantasy Land written by
Dennis Ayala.
FANTASY.DOC This documentation.
FANTASY.REG Program registration form.
SUPPORT.DOC A text file of frequently asked questions along with the
most common answers.
FLSTRUCT.DOC This is the data file structure document for the current
release. This data is subject to change, without notice in
future releases.
FANTASY.BUM This is a bummer list of aliases that cannot be used in
the game. This is an ASCII text file which contains NO
BLANK LINES. Each line contains a string of characters
that you do not want to be used in an alias. When a new
player logs on, this file is referrenced (if it exists)
and a comparison is made on the alias that the new player
has selected. If any string contained in the bummer list
is found to be imbedded in the player's alias, the player
will receive a short message and will be reprompted for an
alias.
Example: If a line of FANTASY.BUM contains the word
"HATER", and a player signed on and chose an alias of
"WOMAN HATER", the alias would not be allowed.
Example of FANTASY.BUM contents:
hater
sysop
pedophile
It doesn't matter if the characters are in upper and/or
lower case. Fantasy Land will convert to all uppercase for
the comparison.
FANTASY.LOG This is an error log that Fantasy Land creates when an
error is encountered. If it exits, it recommended that you
view it to determine if an actual problem exists.
FANTASY.ARE This is the area configuration file. This file contains
not only the configuration but also the individual area
information used by the program. It is created by AREAS.EXE
and is maintained by FANTASY.EXE throughout the game.
FANTASY.DAT This is the player data file. This file is created and
maintained by the main program executable.
FANTASY.DTE This is a date file used internally by Fantasy Land to
determine when a tournament has ended.
FANT1.ANS/.ASC An ANSI graphics file displayed to all users who enter the
game. Fantasy Land randomly selects to display either
FANT1 or FANT2 when a player logs on for a variety of
opening screens. An ASCII version (.ASC) supports players
who do not have ANSI enabled.
FANT2.ANS/.ASC An alternate of FANT1.ANS.
WELCUM.ANS An ANSI color text file displayed to new players who log
into the game.
WELCUM.ASC An ASCII text file displayed to new players who enter the
game but do not have ANSI enabled.
ALIAS.ANS An ANSI color text file displayed to new players just prior
to being prompted for an alias to use.
ALIAS.ASC An ASCII text file displayed to new players who enter the
game but do not have ANSI enabled; just prior to being
prompted for an alias to use.
GORALFM.ANS This is an ANSI file which is displayed during an encounter
where a female is performing oral sex on a male.
RORALMF.ANS This is an ANSI file which is displayed during an encounter
where a male is receiving oral sex from a famale.
RORALMM.ANS This is an ANSI file which is displayed during an encounter
where a male is receiving oral sex from another male.
RORALMM1.ANS This is a secondary file to RORALMM.ANS.
GORALMM.ANS This is an ANSI file which is displayed during an encounter
where a male is performing oral sex on another male.
GORALMM1.ANS This is a secondary file to GORALMM.ANS.
INTMM.ANS This is an ANSI file which is displayed during an encounter
where a male is having intercourse with another male.
INTMF.ANS This is an ANSI file which is displayed during an encounter
where a male is having intercourse with a female.
MOVEHELP.ANS This is an ANSI file which lists the commands that are
available while moving around.
MOVEHELP.ASC This is the ASCII equivalant of MOVEHELP.ANS. Displays
to players who do not have ANSI enabled.
MAXTURNS.ANS An ANSI color text file displayed to players who have
used up all their turns for the day.
MAXTURNS.ASC An ASCII text file displayed to players who have used up
all their turns for the day but do not have ANSI enabled.
VD.ANS ANSI file displayed to a player who contracts a mild venereal
disease.
VD.ASC The ASCII text file version of VD.ANS.
VD2.ANS ANSI file displayed to a player who contracts a SERIOUS
venereal disease.
VD2.ASC The ASCII text file version of VD2.ANS displayed to players
who do not have ANSI enabled.
SNAP*.ANS/ASC All SNAP* files are snapshots of player portraits used by
the players. If you can come up with some better, or if
you would like to edit the snapshots for your game, feel
free.
MSELECT.ANS The male portrait selection file (ANSI).
MSELECT.ASC The male portrait selection file (ASCII).
FSELECT.ANS The female portrait selection file (ANSI).
FSELECT.ASC The female portrait selection file (ASCII).
*.FRB An ASCII text file that defines a robot player (see above).
*.FSG An ASCII text file message from one player to another.
Formatted by the main program executable. These files will
begin appearing as the game progresses. Don't be alarmed
by the growing number of these files. They are deleted
when read by players or when the game is restarted.
########.LOG ASCII text files which are log remnants. Fantasy Land
creates temporary log files when a player enters the game.
That log is then specific to that player. As players exit,
Fantasy Land processes these log files and integrates them
into the history file. If you find remnants of log files
and no player is in the game, you can delete these as they
have somehow been missed (power loss, lockup, etc.).
DEFAULTS.ZIP An archive that contains a default 55-area Fantasy Land
along with an ASCII text file map.
SEXSTACY.ZIP An archive that contains a default 100-area Fantasy Land
along with an ASCII text file map (courtesy of Greg Jansen).
REVIVE.EXE This is a standalone maintenance utility that will revive
any player who is recovering from a previous encounter. This
can be run from the batch file that calls Fantasy Land, if
desired. If REVIVE detects that someone is currently in the
game, then it will abort rather than process the user file.
REVIVE.EXE requires one command line parameter and that is
the configuration file name to be used.
Example: REVIVE.EXE FANT1.CFG
Uses the Communications Drive specified in FANT1.CFG to
determine if any one is currently playing the game.
NOTE: It does not matter what configuration file name is
specified as long as it is a valid configuration file
name. The only information used is the Communications
Drive setting which should be the same for all
configuration files.
REMOVE.EXE This is a utility that is used to remove unwanted players from
the player and area data files. For example, if you created a
robot and later got rid of it, the robot's player data would
still be contained in the player and area data files.
To use REMOVE.EXE just run it from your Fantasy Land directory.
Enter the player's name to remove and REMOVE will do the rest.
NOTE: REMOVE.EXE does not utilize record locking and should
not be run while Fantasy Land is in use.
LISTDATA.EXE This is a utility that allows the SysOp to examine player
data that is contained in the player data file FANTASY.DAT.
All player data is displayed to the screen.
To use LISTDATA.EXE just run it from your Fantasy Land
directory.
NOTE: LISTDATA.EXE does not utilize record locking and should
not be run while Fantasy Land is in use.
WHOSON.EXE This is a utility that is intended for use on multinode
systems. It can be run in a separate window as long as it is
run from the Fantasy Land directory. This utility will
display what players are on what nodes in the game. The
display is updated approximately every 5 seconds.
WHOSON.EXE requires one command line parameter and that is
the configuration file name to be used.
Example: WHOSON.EXE FANT1.CFG
Uses the Communications Drive specified in FANT1.CFG to
monitor player activity.
Manually Restarting The Game:
-----------------------------
Since there is much data manipulation that needs to be done to
restart a game, a function has been added so that you, the SysOp can restart
a game should the need arise.
To manually restart a game, call Fantasy Land with the /S command
line parameter:
FANTASY.EXE /S
This will alter the necessary data files and keep the area files
intact.
WARNING: The use of this parameter will DELETE all players
regardless of the User Retention setting in the FANTFIG.EXE
configuration utility.
╒═════════════════════════════════════════════════════════════════════════════╕
│░░░░░░ PLAYING THE GAME ░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░│
╘═════════════════════════════════════════════════════════════════════════════╛
Fantasy Land is a land of areas or "rooms". Players move from area
to area, taking and leaving offensive and defensive items. If a player has
ANSI enabled, offensive items are displayed in green text while defensive
items are displayed in red text. Players may carry up to 5 items at any
given time.
Offensive items are used on other players during encounters. Each
offensive item can be 'blocked' by a particular defensive item.
Further, each time an offensive item is used on an opponent, the
opponent's resistance level is reduced by a number corresponding to the
offensive item's strength value. If a player has the defensive item that
blocks an offensive item used, the player gains 25 points and an increase
in resistance level which corresponds to the strength value of the offensive
item. The following list describes the offensive items and their strength
along with the defensive item required to 'block' an encounter.
Offensive Item Strength Defensive Blocking Item
------------------------- -------- -------------------------
Tickle Feather 2 Not Ticklish Spell
Rose Petals 2 Not Ticklish Spell
Erotic Pictures 3 Cold Shoulder
Vibrator 5 Non-Seductive Spell
Enormous Dildo 7 Force Field
Leather Whip 8 Numbness Spell
Love Potion 9 Non-Seductive Spell
Rope and Gag 10 Rope Disolver
Each time a player uses an offensive item, it is removed from the
player's possesion and 'tossed' into another randomly selected area.
Defensive items may be retained for as long as a player wishes. However,
when a player selects to pick up (T>ake) a defensive item, the player is
charged 50 points which is removed from the player's score.
New players are started out with a resistance level of 10 and are
given 200 points so they can afford to use some of the features which require
a point-charge fee, if desired.
When a player selects to have an encounter with another player,
both players must be in the same area. To start the encounter, the
aggressor selects the command A>rouse and enters the number of the
player to be aroused or encountered. If the player being aroused has
already had an encounter since the last time they played, they are
considered "recovering" and are not available for an encounter.
Once an encounter attempt is started, the aggressor may U>se
offensive items on the defending opponent. Each time an offensive item is
successfully used, the defending opponent's resistance level is worn down
by the value corresponding to the strength of the item used. Once the
defending player's resistance level reaches 0, the defending player will
submit to the aggressor!
Once a defending player has submitted, the aggressor is presented
with a sub-menu. This menu is self-explanatory, so just go for it!!
But beware! All this screwing around can be hazardous to your
health! You can purchase protection against sexually-transmitted diseases
off the main menu. But protection costs 1000 points. If you do not have
protection, and your score is over 1500 points, you have about a 1 in 5
chance of contracting a venereal disease after having a sexual encounter.
If you contract a mild venereal disease, a vaccine shot will cost you 1500
points. If you contract a serious venereal disease, a surgical procedure
is necessary to save your life but renders your character scoreless, forcing
your character to start the game over and also terminates play for that day.
Once you have purchased protection, your "sexperience" level
will begin to accumulate. Each sexual encounter increases the aggressor's
sexperience level by two points. Once a player reaches 100 sexperience
points, he is considered to be at "Sexpert" level. The main advantage to
achieving this level is that all offensive items double in strength. But
beware... the defending player's block also doubles in strength.
The player with the highest score at the end of the month is
declared the winner and the game is restarted automatically except when the
game is placed in continuous play mode by the SysOp. When in continuous
play mode, the game does not come to an end until the SysOp manually resets
the game.