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SAMPLE.ADV
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1992-10-15
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1,176 lines
>REMAR
SAMPLE ADVENTURE. COPYRIGHT 1988 DENNIS DREW. COPYRIGHT STRICTLY ENFORCED.
THIS IS A 5-ROOM ADVENTURE DESIGNED TO TEST OUT GAMESCAPE.
<
>REMAR
FLAG INFORMATION:
FLAG 1= Fuse not replaced 0 replaced 1
FLAG 2= Teleporter turned on
FLAG 3= Fusebox closed 0 open 1
FLAG 101= 50 TURNS TAKEN-GAME ENDS
<
>LOCAT
1
NSEW
MAIN ROOM #1.
You find yourself in a central room. ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓
There are four doors. Your object is to ▓ ▀▀▀▀▀▀▀▀▀ ▓
locate the key to the teleporter so you ▓ ▓
can exit before the house falls into a ▓█ █▓
dimensional warp. You have 50 moves to ▓█ █▓
do so. If you get stuck, just ask for ▓█ █▓
HELP. Have fun! ▓█ █▓
▓ ▓
▓ ▄▄▄▄▄▄▄▄▄ ▓
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓
<
>LOCAT
2
E
This is the Western Observatory.
There is a nifty telescope here for
observing all sorts of interesting
things.
<
>LOCAT
3
N
This is the work room. You find several boxes and random items. Nothing
seems to be of much interest. It's dark in here; you can barely make out
a fusebox in the corner.
<
>LOCAT
4
W
This is the security room. There is ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
a desk and a large safe in the corner. ▒ ▄▄▄▄▄▄ ▒
▒ █▐████▌█ ▒
▒ ░ █▐████▌█ ▒
▒ ░ ┌────────────────┐ ▒
▒ ░ │ ▄▄▄ ▓▓▓▓▓▓ │ ▒
▒░ │o===o │ ▒
▒ └────────────────┘ ▒
▒ █████ ▒
▒ ■█████ ▒
▒ Bird's eye view █████ ▒
▒ ▒
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
<
>LOCAT
5
S
You have found the computer room! There is a tremendously powerful
computer here capable of solving the mysteries of mankind. In other
words, a typical IBM clone.
<
>LOCAT
6
N
You are now in a brightly lit work room with a few empty boxes, a working
fusebox, and lots and lots of power!
<
>REMAR
THE FOLLOWING ILLUSTRATES THE USE OF 'INCLUDE' FILES.
NOTE THAT USUALLY THE ONLY TIME YOU WOULD USE INCLUDE FILES WOULD BE ON
VERY LARGE MODULES. THESE ARE INCLUDED HERE ONLY AS EXAMPLES.
<
>REMAR
SAMPLE ADVENTURE -- MESSAGE SECTION
NOTE: IT'S NOT NECESSARY TO SEPARATE SECTIONS. THIS IS USUALLY DONE
ONLY IN MULTIPLE-MODULE GAMES.
SEE ALSO SAMPLE.IN2 AND SAMPLE.IN3
<
>MESSG
1
When you re-enter room 1, you find ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
a large platform humming in the center ▒ . . . . ▒
of the room. You step onto it ▒ . ▒
carefully and find yourself instantly ▒ ░▒▓▒░ . ▒
transported to an atmosphere cruiser ▒ ▄████ ▓▒░░▒▓▓ █▀▀ ═Θ═Θ═Θ═Θ}}}}▒
<
>MESSG
2
bound for Toadsuck Arkansas, ▒ ▀▀▀██████████▀▀▀ . ▒
where you will live out the rest of ▒ . . ▒
your days in contentment and ▒ . . ▒
happiness. ▒ . . ▒
Congratulations! YOU HAVE WON!!!! ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
<
>MESSG
3
You have found a key in the telescope ███ ▄▄▄▄▄▄▄▄
control console! ▓▓▓ ▓▓▓▓▓▓▓▓ ██████ ▄▄▄▄▄▄ █
░░░ ░░░░░░░░ ░░░░░░ ▀▀▀▀▀▀ █
███ ▀▀▀▀▀▀▀▀ ▄▄
██▒▒▒▒
<
>MESSG
4
█▌▐█
▐█ █▌
▐█ █▌
▐█ █▌
<
>MESSG
5
OK!
<
>MESSG
6
Well, you always have enjoyed looking at stars... wait... that's not
stars. What the... why, that's the neighbor's window! You know, the cute
blonde... and she's...
WHY YOU PERVERT!!!! (Don't you wish this one had graphics?)
<
>MESSG
7
You are able to open the fusebox. Good move!
<
>MESSG
8
The fusebox is already open! Getting senile, are we?
<
>MESSG
9
Sure enough, one of the fuses is blown!
<
>MESSG
10
I already told you a fuse is blown. You want a kiss or something?
<
>MESSG
11
You find a fuse!
<
>MESSG
12
You already found the fuse, oh wise one! (oh, but I fear for tomorrow!)
<
>MESSG
13
The lights come on and the place hums with power!
<
>MESSG
14
The key opens the safe!
<
>MESSG
15
You can't open a safe like this without a key!
<
>MESSG
16
You MUST be joking.
<
>MESSG
17
It is very dark in here, and dangerous to move around.
You'd better go back to room 1... in fact, I'll send you there just
to frustrate you.
<
>MESSG
18
The computer hums to life! What awesome power!
Suddenly you hear a strange noise back in the central area...
<
>MESSG
19
I don't understand. That sounds pretty illogical.
<
>MESSG
20
You have taken too long! You feel space folding around you, and you
find yourself falling into a dimensional warp where you will spend
eternity watching re-runs of Leave it to Beaver.
AAAAAAARRRRRRRRRRRRGGGGGGGGGGGGHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!
<
>MESSG
21
SO YOU NEED HELP, DO YOU???
Well, glad to oblige. Directions to travel are entered by N S E W U D.
If you get stuck, you might always try SEARCHing or EXAMining things.
GETting objects is how you acquire them. INVentory will tell you what
you have acquired thus far. LOOKing at a room will describe it. Sometimes
<
>MESSG
22
There's nothing interesting at all about this desk. So forget it. Unlike
other adventure games that would have you spend the next 3 hours trying
to figure out how to get in this desk, we're telling you in advance that
doing so is an absolute waste of time. Now aren't we nice???
<
>MESSG
23
You see an open fusebox!
<
>MESSG
24
You aren't carrying a fuse!
<
>MESSG
25
The fusebox is closed.
<
>MESSG
26
You see an open fusebox with perfectly good fuses.
<
>MESSG
27
You see a very heavy safe, ▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
squarely sitting in the floor. ▒ ▒
A keyhole is in the front of it. ▒ ┌──────────────┐ ▒
▒ │┌────────────┐│ ▒
▒ ││ ││ ▒
<
>MESSG
28
▒ ││ ┌─┐ ││ ▒
▒ ││■ │█│ ││ ▒
▒ ││ └▌┘ ││ ▒
▒ ││ ││ ▒
▒ │└────────────┘│ ▒
<
>MESSG
29
▒ └──────────────┘ ▒
▒ ▀▀▀▀ ▀▀▀▀ ▒
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
<
>MESSG
30
It's dark in there! What did you expect, a white rabbit???
<
>MESSG
31
Something rattles inside.
<
>MESSG
32
You must be joking. That sucker is WAY too heavy!!!
<
>MESSG
33
The BLONDE??? You ARE a pervert!
<
>MESSG
34
You reach out for the blonde, examining her curvatious...
AAAAAAAARRRGGGHHHHHHH!!!!
In your efforts to reach for her you forgot you were standing in an
observatory, and have fallen to a terrible and grisly death!!!
<
>MESSG
35
You manage to open the boxes. There's something inside!
<
>MESSG
36
it will reveal things you didn't see in the first place.
Hope this helps, 'cause that's all you're getting.
HA HA HA HA HA HA HA HA -- evil laugh
<
>MESSG
37
It looks like any standard computer you might find. This part is
really easy... honest.
<
>REMAR
SAMPLE ADVENTURE OBJECT/WORD SECTION.
SEE SAMPLE.IN1 AND SAMPLE.IN3 AS WELL.
<
>OBJEC
1
301
KEY
>OBJEC
2
301
DISKETTE
>OBJEC
3
301
FUSE
>WORDS
N
<
>WORDS
E
<
>WORDS
S
<
>WORDS
W
<
>WORDS
U
<
>WORDS
D
<
>WORDS
SEARCH
EXAMINE
EXAM
<
>WORDS
GET
TAKE
<
>WORDS
DROP
<
>WORDS
REPLACE
FIX
<
>WORDS
TELESCOPE
SCOPE
<
>WORDS
HELP
HELP!
<
>WORDS
KEY
<
>WORDS
FUSE
FUSES
<
>WORDS
BOX
BOXES
<
>WORDS
FUSEBOX
<
>WORDS
DISKETTE
DISK
<
>WORDS
OPEN
UNLOCK
<
>WORDS
CLOSE
<
>WORDS
SAFE
<
>WORDS
INSERT
PUT
<
>WORDS
INVENTORY
INVEN
INV
I
<
>WORDS
LOOK
SEE
<
>WORDS
QUIT
Q
<
>WORDS
END
<
>WORDS
COMPUTER
IBM
<
>WORDS
DESK
<
>WORDS
KEYHOLE
HOLE
<
>WORDS
BLONDE
<
>WORDS
SAVE
<
>WORDS
LOAD
<
>REMAR
SAMPLE ADVENTURE-- COMMAND SECTION.
SEE ALSO SAMPLE.IN1 AND SAMPLE.IN2
<
>COMND NOTE FOR USERS OF VERSION 3.0: COMMAS,
* * COLONS: AND "QUOTES" ARE NOW ALLOWED IN
IF COMMENTS! "AINT, THAT: GREAT?"
FLAG>
101
50 If more than 50 moves game is lost.
DO
PRINT IMPORTANT NOTE! Always write down on a
20 list somewhere (or comment in your code)
END exactly what purpose you're assigning to
< your flags. You'll never remember without it!
>COMND
S *
IF
AT
5
FLAG=
2
0
DO
GOTO
1
SHOW
<
>COMND
N *
IF
AT If told to go north from lit energy room
6 then go to central room!
DO
GOTO
1
SHOW
<
>COMND
N *
IF
AT
1
FLAG= If energy is not on (fuse fixed)
1 tell them it is dark and leave them
0 in room 1
DO
PRINT
17
<
>COMND
DROP *
DO Drop any item anywhere
DROP
<
>COMND
N *
IF
AT
1 If north from center room
FLAG=
1 and fuse is in and door closed
1
FLAG=
3
0
DO go to computer room
GOTO
5
SHOW
<
>COMND
E *
IF
AT
1 If east from center room
DO go to security room
GOTO
4
SHOW
<
>COMND
S *
IF
AT
1 If go south from central room
FLAG= and energy is on go to room 6
3 instead of room 3!
0
FLAG=
1
1
DO
GOTO
6
SHOW
<
>COMND
S *
IF
AT If south from center room
1 go to work room
DO
GOTO
3
SHOW
<
>COMND
W *
IF
AT
1 If west from center room
DO go to observatory
GOTO
2
SHOW
<
>COMND
E *
IF
AT
2
DO If east from observatory
GOTO go to center room
1
SHOW
<
>COMND
N *
IF
AT
3 If north from work room
DO go to center room
GOTO
1
SHOW
<
>COMND
W *
IF
AT
4
DO If west from security room
GOTO go to center room
1
SHOW
<
>COMND
SEARCH TELESCOPE
IF
AT If key doesn't exist yet and
2 telescope is searched tell them
NOTEXIST they've found a key and move the
1 key into the room
DO
PRINT
3
PRINT
4
OBJ
1
2
<
>COMND
SEARCH TELESCOPE
IF
AT If they search the telescope after they've
2 found the key show them stars instead.
PRESENT
1
DO
PRINT
6
<
>COMND
OPEN FUSEBOX
IF
AT If they open a closed fusebox
3 tell them they did so!
FLAG=
3
0
DO
FLAGSET
3
1
PRINT
7
<
>COMND
OPEN FUSEBOX
IF
AT If they try to open an open fusebox
3 tell them they're senile.
FLAG=
3
1
DO
PRINT
8
<
>COMND
SEARCH FUSEBOX
IF If the fusebox is searched
AT and the fusebox is closed
3 and the fusebox hasn't been
FLAG= replaced then tell them the
3 fusebox is closed.
0
FLAG=
1
0
DO
PRINT
25
<
>COMND
SEARCH FUSEBOX
IF
AT If the fusebox is searched
3 after the fuse is replaced
FLAG= and if the fusebox is still
1 open tell them the fusebox
1 is open and looking good.
FLAG=
3
1
DO
PRINT
26
<
>COMND
SEARCH FUSEBOX
IF
AT
3
FLAG=
3
1 If they search an open fusebox
FLAG=
4 and they haven't seen the blown fuse yet
0
DO
PRINT tell them a fuse is blown and
9
FLAGSET
4 set flag for having seen blown fuse.
1
<
>COMND
SEARCH FUSEBOX
IF
AT
3
FLAG= If they search the fusebox
3 and it is open
1
FLAG=
4 and they've already seen a fuse is blown
1
DO
PRINT tell them so!
10
<
>COMND
SEARCH FUSEBOX
IF If they search the fusebox
AT
3
FLAG= and the fusebox is open
3
1
FLAG=
1 and they've fixed the fuse
1
DO
PRINT tell them they see an open fusebox.
23
<
>COMND
OPEN BOXES
IF
AT
3
FLAG=
1
0
NOTEXIST
3
DO
PRINT
35
<
>COMND
SEARCH BOXES
IF
AT
3 If they search boxes and a fuse
NOTEXIST does not exist tell them they find
3 a fuse and move the fuse into the room.
DO
PRINT
11
OBJ
3
3
<
>COMND
SEARCH BOXES
IF If they search the boxes but they've
AT already picked up the fuse tell
3 them they're looped.
EXIST
3
302
DO
PRINT
12
<
>COMND
REPLACE FUSE
IF If they replace the fuse
AT
3
EXIST and they have the fuse to use
3
302
FLAG=
3 and fusebox is open
1
DO
PRINT
5 tell them they've fixed the fuse
FLAGSET
1 set the fuse as being replaced
1
OBJ
3 and move the fuse to limbo.
301
<
>COMND
REPLACE FUSE
IF
AT If they replace the fuse but the
3 fusebox is closed then tell them
FLAG= the fusebox is closed.
3
0
EXIST
3
302
DO
PRINT
25
<
>COMND
REPLACE FUSE If they try to replace a fuse they
IF don't own let them know.
AT
3
NOTEXIST
3
DO
PRINT
24
<
>COMND
CLOSE FUSEBOX
IF
AT
3 If they close the fusebox
FLAG= and it is open
3
1
FLAG= and fuse hasn't been replaced
1
0
DO
FLAGSET
3 shut the fusebox door
0
PRINT and tell them OK you've shut it!
5
<
>COMND
CLOSE FUSEBOX
IF
AT
3 If try to close the fusebox
FLAG= and the fusebox is open
3
1
FLAG=
1 and the fuse is in place
1
DO
PRINT turn the power ON...
13
FLAGSET
3 and close the fusebox
0
GOTO and send them to room 6.
6
<
>COMND
OPEN SAFE
IF
AT
4 If they open the safe
EXIST
1 and have the key
302
DO
PRINT tell them they've done so and
14
OBJ move the disk into the safe.
2
4
<
>COMND
OPEN SAFE
IF
AT If they open the safe and
4
NOTEXIST the key doesn't exist
1
DO tell them they need a key.
PRINT
15
<
>COMND
GET DISKETTE
IF
NOTEXIST If they get the disk and it's not around
2
DO tell them they're screwy.
PRINT
16
<
>COMND
INSERT DISKETTE
IF
AT If they insert the disk
5
FLAG= and the fuse is replaced
1
1
FLAG= and the fusebox door closed
3
0
EXIST
2 and the disk exists
302
DO
PRINT Tell them the place is live with energy
18
FLAGSET
2 Set the teleport flag on.
1
<
>COMND
EXAM COMPUTER If exam computer describe.
IF
AT
5
DO
PRINT
37
<
>COMND
INVENTORY * List their inventory.
DO
INVEN
<
>COMND
LOOK *
DO Show the current location.
SHOW
<
>COMND
END *
DO End the game.
END
<
>COMND
QUIT * Quit the game.
DO
QUIT
<
>COMND
S *
IF
AT
5
FLAG= If they go south and
2 the teleporter is on
1 tell them they win the game.
DO
CLS
PRINT
1
PRINT
2
END
<
>COMND
HELP * Display the help screen.
DO
PRINT
21
PRINT
36
<
>COMND
GET TELESCOPE If they try to get the
IF telescope, tell them it's
DO too durn heavy!
PRINT
32
<
>COMND
GET BOXES
IF
AT If they try to get the boxes
3 tell them they rattel.
NOTEXIST
3
DO
PRINT
31
<
>COMND
SEARCH DESK
IF If they search the desk tell them
AT they are wasting their time.
4
DO
PRINT
22
<
>COMND
OPEN DESK
IF
AT Does the same thing as SEARCH DESK
4 only it works with OPEN DESK instead.
DO It's not often this is needed but once
PRINT in a while it's the only way to cover
22 all bases!
<
>COMND
SEARCH SAFE
IF
AT If they search the safe and
4 the diskettes don't exist, tell them
NOTEXIST there's a big, heavy safe
2
DO
PRINT
27
PRINT
28
PRINT
29
<
>COMND
SEARCH SAFE
IF If they search the safe after
AT finding the disk show them the
4 room (which will also display that
PRESENT the disk is now present).
2
DO
SHOW
<
>COMND
SEARCH BLONDE
IF If they search the blonde
AT tell them they're a pervert.
2
EXIST
1
302
DO
PRINT
33
<
>COMND
GET BLONDE
IF If they get the blonde, kill them.
AT
2
DO
PRINT
34
END
<
>COMND
SEARCH KEYHOLE
IF If they search the keyhole, tell them
AT it's dark.
4
DO
PRINT
30
<
>COMND
SAVE *
DO Save the game
SAVE
<
>COMND
LOAD *
DO
LOAD Load a previous game
<
>COMND
GET *
DO
OBJ STANDARD GET FUNCTION
0
302
INVEN
<
>COMND
* *
DO
PRINT If words OK but illogical
19 tell them about it.
<
>DONE!