home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Between Heaven & Hell 2
/
BetweenHeavenHell.cdr
/
100
/
41
/
quessrc.arc
/
QUEST.DAT
< prev
next >
Wrap
Text File
|
1988-05-30
|
23KB
|
1,034 lines
INTRODUCTION
You are Odieus son of Odielle of the ancient Winwood family. Coming from
a long line of sorcerors and enchantresses, you naturally undertook the
presevation of your ancestric traditions. In Oxvord you majored in casting
spells and you received you Phd in Effective Cursing and Spell Flinging.
Just two zifs ago, your bitter archenemy Blackwing son of Blackfeather has
deviously contrived to seperate you from the most important instrument of your
field - your magic flingshot. Being an expert Filcher, he has succesfully
executed his evil designs. But you don't panic, you keep calm. Only after
scrambling through the village yelling at the top of your lungs and frantically
searching through every nook and cranny for a clue, do you finally decide to
consult your friend and fellow Flinger, Zinness son of Zinnesess.
Having reclined liesurely on his plush velvet sofa and chatted comfortably
for about half a zif, he advises you to pursue Blackwing and obtain eternal
vengeance. You bravely undertake the mission and declare your absolute
confidence, but oddly you can't stand up since your knees are shaking too much.
When you recover, Zinness takes you into his flingroom and transports you
somewhere near Blackwing's abode; that is, the Pit.
END_INTRODUCTION
VERBS
DROP FREE RELEASE
Dummy_Verb1 GO
Dummy_Verb2 GIVE
Dummy_Verb3 CHOP
Dummy_Verb4 PLANT BURY
Dummy_Verb5 POUR
Dummy_Verb6 FILL
Dummy_Verb7 CLIMB
Dummy_Verb8 MAKE
Dummy_Verb9 SWIM WADE
Dummy_Verb10 TIE
Dummy_Verb11 BLOW
Dummy_Verb12 TWIST
Dummy_Verb13 SCREW INSERT
Dummy_Verb14 ROLL
Dummy_Verb15 WAKE PINCH SHAKE TICKLE
Dummy_Verb16 JUMP
Dummy_Verb17 TAME
Dummy_Verb18 WATER
END_VERBS
MAXIMUM_SCORE 150
TREASURE_ROOM 21
STARTING_ROOM 25 (* Area flung *)
ROOM 25
Area Flung
NORTH 9 (* Front of Pit *)
SOUTH 5 (* Greenhouse *)
EAST 2 (* Dismal cottage *)
WEST 6 (* Statue Room *)
END_ROOM
ROOM_DESCR 25
This cool grassy area is where Zinnes flung you. Apparently you are somewhere
near Blackwing's Pit. To the south a glass structure glints in the sun, and a
dismal cottage lies to the east.
END_ROOM_DESCR
ROOM 2
Dismal Cottage
WEST 25 (* Area flung *)
EXIT 25 (* Area flung *)
END_ROOM
ROOM_DESCR 2
The cottage's interior is rather nice, actually. A heavy marble table sits
among ruby tiles, gold trimming lines ornate pillars, and the sapphire studded
ceiling is garnished with a crystal chandelier.
END_ROOM_DESCR
ROOM 3
Pleasant Meadow
EAST 4 (* End of Meadow *)
WEST 5 (* Greenhouse *)
END_ROOM
ROOM_DESCR 3
This is the beginning of a pleasant meadow. Tall grass is swept with soft
zephyrs, whistling through the elegant yews which surround you. There is a
particularly large oak on your right. A glass structure glints in the sun to
the west.
END_ROOM_DESCR
ROOM 4
End of Meadow
WEST 3 (* Pleasant meadow *)
END_ROOM
ROOM_DESCR 4
You have reached the end of the pleasant meadow. The grass over here is
curiously singed at the bottom. There is a large wooden sign here.
END_ROOM_DESCR
ROOM 5
Greenhouse
NORTH 25 (* Area flung *)
EXIT 25 (* Area flung *)
EAST 3 (* Pleasant meadow *)
END_ROOM
ROOM_DESCR 5
The greenhouse contains a variety of exotic plants, tropical greenery, and two
exits. In the middle of some purple-black shrubs sits the only empty plot,
beside which is growing a banana tree.
END_ROOM_DESCR
ROOM 6
Statue Room
EAST 25 (* Area flung *)
EXIT 25 (* Area flung *)
WEST 7 (* Sphinx room *)
ENTER 7 (* Sphinx room *)
END_ROOM
ROOM_DESCR 6
This grey area is filled with stone sculptures of all types of creatures. Upon
closer examination you note they are extraordinarily well carved. A strange
feeling you usually don't get in museums comes over you.
END_ROOM_DESCR
ROOM 7
Sphinx Room
EAST 6 (* Statue Room *)
EXIT 6 (* Statue Room *)
WEST 8 (* Guarded Cell *)
ENTER 8 (* Guarded Cell *)
END_ROOM
ROOM_DESCR 7
The room you've just entered is totally bare of all furniture. It is colored
grey, and it is filled with dust.
END_ROOM_DESCR
ROOM 8
Guarded Cell
EAST 7 (* Sphinx room *)
EXIT 7 (* Sphinx room *)
END_ROOM
ROOM_DESCR 8
This is a small cell whose walls are composed of a massive inter-twining of
trailing vines which convene above you in a big tangle of leaves and ivy.
END_ROOM_DESCR
ROOM 9
Front of Pit
SOUTH 25 (* Area flung *)
END_ROOM
ROOM_DESCR 9
Before you, spiralling downward, lies the great black maw of Blackwing's Pit.
END_ROOM_DESCR
ROOM 10
Grand Hallway
NORTH 12 (* Dining Room *)
EAST 22 (* Hex Room *)
WEST 11 (* Taxedermist shop *)
UP 9 (* Front of Pit *)
END_ROOM
ROOM_DESCR 10
You are standing in the grand hallway of the Pit. Faint light comes from an
opening above you. Large open doorways beckon from three sides. A fireplace
burns behind you.
END_ROOM_DESCR
ROOM 11
Taxedermist Shop
EAST 10 (* Grand Hallway *)
EXIT 10 (* Grand Hallway *)
END_ROOM
ROOM_DESCR 11
This appears to be a taxedermist display area. Stuffed creatures abound
everywhere with plaques marking them below. The flourescent bulbs above you
are shattered.
END_ROOM_DESCR
ROOM 12
Dining Room
SOUTH 10 (* Grand Hallway *)
EAST 14 (* Living Room *)
WEST 13 (* Den *)
NORTH 17 (* Elevator *)
END_ROOM
ROOM_DESCR 12
An oval table and satin seats mark this room as the dining room. The exits to
the east and west are labeled, respectively, living room and den. A closed
doorway to the north is also present. A brass ring is attached to the wall.
END_ROOM_DESCR
ROOM 13
Den (of Lions)
EAST 12 (* Dining Room *)
NORTH 16 (* Behind Den *)
END_ROOM
ROOM_DESCR 13
This is obviously the den. I say obvious because the family of ferocious-
looking lions who are glaring at you for disturbing them are presently
occupying the room. Behind them to the north is an open doorway.
END_ROOM_DESCR
ROOM 14
Living Room
WEST 12 (* Dining Room *)
END_ROOM
ROOM_DESCR 14
This is the living room. It is rather strange, since everything here seems to
be alive. The chairs are singing, the lamp fixture is sweeping the carpet, and
the air conditioner is coughing from your torch's smoke. There is a door to
the north.
END_ROOM_DESCR
ROOM 15
Power Room
SOUTH 14 (* Living Room *)
EXIT 14 (* Living Room *)
END_ROOM
ROOM_DESCR 15
This area appears to be the power source for the entire Pit complex. Pipes and
wires are strewn about, and there is a series of holes on the far end, all
occupied save one.
END_ROOM_DESCR
ROOM 16
Behind Den (of Lions)
SOUTH 13 (* Den *)
EXIT 13 (* Den *)
POINTS 10
END_ROOM
ROOM_DESCR 16
You are behind the den of lions. Whatever they were placed there to guard must
have already been removed, as there doesn't seem to be anything of value about.
END_ROOM_DESCR
ROOM 17
Elevator
SOUTH 12 (* Dining Room *)
EXIT 12 (* Dining Room *)
END_ROOM
ROOM_DESCR 17
You are in a tight closet, presumably the elevator. A red button is on the
wall.
END_ROOM_DESCR
ROOM 18
Downstairs in Elevator
NORTH 19 (* Large Cavern *)
EXIT 19 (* Large Cavern *)
END_ROOM
ROOM_DESCR 18
You are in a tight closet, presumably the elevator. There is a red button on
the wall. It smells extremely bad here.
END_ROOM_DESCR
ROOM 19
Large Cavern
SOUTH 18 (* Downstairs Elevator *)
EXIT 18 (* Downstairs Elevator *)
END_ROOM
ROOM_DESCR 19
This is a tremendous cavern. There is a stifling stench in the air.
END_ROOM_DESCR
ROOM 20
Staircase
UP 19 (* Large Cavern *)
END_ROOM
ROOM_DESCR 20
This is the bottom of the rickety staircase. Before you stands a wooden wall,
studded with many large keyholes. The keyholes run from bottom to top, and are
extraordinarily big.
END_ROOM_DESCR
ROOM 21
Safehold
GAME_WIN
POINTS 40
END_ROOM
ROOM_DESCR 21
This is Blackwing's safe. Buried among his various treasures is your precious
flingshot. You grab the flingshot ( and a fair helping to some spoils ) and
win the game .
END_ROOM_DESCR
ROOM 22
Hex Room
WEST 10 (* Grand Hallway *)
EXIT 10 (* Grand Hallway *)
END_ROOM
ROOM_DESCR 22
This room is shaped like a hexagon. It is colored red, the overhead lights are
shattered, and the floor has a colorful mosiac.
END_ROOM_DESCR
ROOM 23
Above the Greenhouse
DOWN 5 (* Greenhouse *)
EXIT 5 (* Greenhouse *)
END_ROOM
ROOM_DESCR 23
You are about one quarter up the tall beanstalk, and 200 feet above the
greenhouse.
END_ROOM_DESCR
ROOM 24
On Cloud
DOWN 23 (* Over Greenhouse *)
END_ROOM
ROOM_DESCR 24
This is where the tall beanstalk thins out and vanishes altogether. You are
resting on a fluffy white cloud. It is rather silent up here.
END_ROOM_DESCR
NOUN 201
silverware
beautiful
There is a setting of beautiful silverware here.
LOCATION 2 (* Dismal cottage *)
WEIGHT 15
END_NOUN
NOUN_DESCR 201
There is a setting of beautiful silverware here.
END_NOUN_DESCR
NOUN 202
plate
dusty
There is a dusty plate here.
LOCATION 2 (* Dismal cottage *)
WEIGHT 10
END_NOUN
NOUN_DESCR 202
There is a dusty plate here.
END_NOUN_DESCR
NOUN 203
plate
polished
There is a highly polished plate here.
LOCATION 0 (* Nowhere *)
WEIGHT 10
END_NOUN
NOUN_DESCR 203
There is a highly polished dish here.
END_NOUN_DESCR
NOUN 204
dwarf
gruff-looking
Sitting on a nearby tree stump is a gruff-looking dwarf.
LOCATION 3 (* Pleasant meadow *)
UNMOVABLE
END_NOUN
NOUN_DESCR 204
Sitting on a nearby tree stump is a gruff-looking dwarf.
END_NOUN_DESCR
NOUN 205
axe
sharp
A double edged axe is embedded in the ground.
LOCATION 0 (* Nowhere *)
WEIGHT 10
END_NOUN
NOUN_DESCR 205
A double edged axe is embedded in the ground.
END_NOUN_DESCR
NOUN 206
oak
huge
Lying on it's side amidst the tall grass is a huge oak.
LOCATION 0 (* Nowhere *)
UNMOVABLE
END_NOUN
NOUN_DESCR 206
Lying on it's side amidst the tall grass is a huge oak.
END_NOUN_DESCR
NOUN 207
key
diamond
There is a sparkling diamond encrusted key here.
LOCATION 0 (* Nowhere *)
WEIGHT 5
END_NOUN
NOUN_DESCR 207
There is a sparkling diamond encrusted key here.
END_NOUN_DESCR
NOUN 208
contraption
some
Sitting in the cabinet is some kind of a contraption.
LOCATION 0 (* Nowhere *)
UNMOVABLE
END_NOUN
NOUN_DESCR 208
Sitting in the cabinet is some kind of a contraption.
END_NOUN_DESCR
NOUN 209
sphinx
guardian
Facing you is a deadly stone guardian sphinx.
LOCATION 7 (* Sphinx room *)
UNMOVABLE
END_NOUN
NOUN_DESCR 209
Facing you is a deadly stone guardian-sphinx. It has you fixed with it's fatal
stare. You recall from your college lectures the result of meeting the
sphinx's gaze - instant stonification.
END_NOUN_DESCR
NOUN 210
beans
white
There are a few white beans here.
LOCATION 8 (* Guarded Cell *)
WEIGHT 5
END_NOUN
NOUN_DESCR 210
There are a few white beans here.
END_NOUN_DESCR
NOUN 211
beans
green
There are a few green beans here.
LOCATION 8 (* Guarded Cell *)
WEIGHT 5
END_NOUN
NOUN_DESCR 211
There are a few green beans here.
END_NOUN_DESCR
NOUN 212
beans
blue
There are a few blue beans here.
LOCATION 8 (* Guarded Cell *)
WEIGHT 5
END_NOUN
NOUN_DESCR 212
There are a few blue beans here.
END_NOUN_DESCR
NOUN 213
banana
green
Some green bananas are scattered around.
LOCATION 0 (* Nowhere *)
WEIGHT 10
NOUN_SYNONYMS BANANAS
END_NOUN
NOUN_DESCR 213
Some green bananas are scattered around.
END_NOUN_DESCR
NOUN 214
plant
small
There is a four-foot-high plant occupying the plot.
LOCATION 0 (* Nowhere *)
UNMOVABLE
END_NOUN
NOUN_DESCR 214
There is a four-foot-high plant occupying the plot. You can't really tell what
it is yet.
END_NOUN_DESCR
NOUN 215
beanstalk
tall
A tall, healthy, and bright green beanstalk stretches high into the heavens.
LOCATION 0 (* Nowhere *)
UNMOVABLE
END_NOUN
NOUN_DESCR 215
A tall, healthy, and bright green beanstalk stretches high into the heavens.
It is bursting with enormous beans and leaves, all too large to handle.
END_NOUN_DESCR
NOUN 216
leaf
large
There is a large leaf here which looks quite takeable.
LOCATION 23 (* Over Greenhouse *)
WEIGHT 12
END_NOUN
NOUN_DESCR 216
There is a large leaf here which looks quite takeable.
END_NOUN_DESCR
NOUN 217
banana
golden
There is a golden banana here, glistening in the light.
LOCATION 24 (* Cloud *)
WEIGHT 9
NOUN_SYNONYMS BANANAS
END_NOUN
NOUN_DESCR 217
There is a golden banana here, glistening in the light.
END_NOUN_DESCR
NOUN 218
gorilla
stout
There is a stout gorilla here, waiting expectantly.
LOCATION 0 (* Nowhere *)
UNMOVABLE
END_NOUN
NOUN_DESCR 218
There is a stout gorilla here, waiting expectantly.
END_NOUN_DESCR
NOUN 219
gorilla
happy
Off to one side is a happy gorilla gaping awe-stricken at a golden banana.
LOCATION 0 (* Nowhere *)
UNMOVABLE
END_NOUN
NOUN_DESCR 219
Off to one side is a happy gorilla gaping awe-stricken at a golden banana.
END_NOUN_DESCR
NOUN 220
pool
water
There is a pool of cool water here with a red herring swimming in it.
LOCATION 0 (* Nowhere *)
NOUN_SYNONYMS WATER
UNMOVABLE
END_NOUN
NOUN_DESCR 220
There is a pool of cool water here with a red herring swimming in it.
END_NOUN_DESCR
NOUN 221
cup
big
There is a big cup here.
LOCATION 2 (* Dismal cottage *)
WEIGHT 5
END_NOUN
NOUN_DESCR 221
There is a big cup here.
END_NOUN_DESCR
NOUN 222
cup
water
There is a cup filled with cool water here.
LOCATION 0 (* Nowhere *)
WEIGHT 7
END_NOUN
NOUN_DESCR 222
There is a cup filled with cool water here.
END_NOUN_DESCR
NOUN 223
stick
rolled-up
There is a stick, rolled up from a leaf, about torch size.
LOCATION 0 (* Nowhere *)
WEIGHT 12
END_NOUN
NOUN_DESCR 223
There is a stick, rolled up from a leaf, about torch size.
END_NOUN_DESCR
NOUN 224
torch
small
There is a small torch here, emitting plumes of green smoke.
LOCATION 0 (* Nowhere *)
WEIGHT 12
END_NOUN
NOUN_DESCR 224
There is a small torch here, emitting plumes of green smoke.
END_NOUN_DESCR
NOUN 225
object
threaded
There is a peculiarly shaped threaded object here.
LOCATION 10 (* Grand Hallway *)
WEIGHT 7
END_NOUN
NOUN_DESCR 225
There is a peculiarly shaped threaded object here.
END_NOUN_DESCR
NOUN 226
bird
sleeping
Oddly enough, there is a bird here who is very much alive. It is sleeping.
LOCATION 11 (* Taxedermist shop *)
WEIGHT 20
END_NOUN
NOUN_DESCR 226
Oddly enough, there is a bird here who is very much alive. It is sleeping.
END_NOUN_DESCR
NOUN 227
handle
long
There is a long piece of wood here. It looks like a handle of some sort.
LOCATION 22 (* Hex Room *)
WEIGHT 10
END_NOUN
NOUN_DESCR 227
There is a long piece of wood here. It looks like a handle of some sort.
END_NOUN_DESCR
NOUN 228
string
ball
There is a ball of string here. The string has an almost leathery feel to it.
LOCATION 12 (* Dining Room *)
NOUN_SYNONYMS BALL
WEIGHT 8
END_NOUN
NOUN_DESCR 228
There is a ball of string here. The string has an almost leathery feel to it.
END_NOUN_DESCR
NOUN 229
lions
many
A pack of lions are flattened against the wall, staring at you with much fear.
LOCATION 0 (* Nowhere *)
UNMOVABLE
END_NOUN
NOUN_DESCR 229
A pack of lions are flattened against the wall, staring at you with much fear.
END_NOUN_DESCR
NOUN 230
reed
flat
There is a thin flat reed here.
LOCATION 5 (* Greenhouse *)
WEIGHT 5
END_NOUN
NOUN_DESCR 230
There is a thin flat reed here.
END_NOUN_DESCR
NOUN 231
horn
magic
On the floor there is a magic horn.
LOCATION 14 (* Living Room *)
WEIGHT 18
NOUN_SYNONYMS MUSIC
END_NOUN
NOUN_DESCR 231
On the floor there is a magic horn.
END_NOUN_DESCR
NOUN 232
stairs
flight
A flight of stairs plunges downward.
LOCATION 0 (* Nowhere *)
NOUN_SYNONYMS STAIRCASE
UNMOVABLE
END_NOUN
NOUN_DESCR 232
A flight of stairs plunges downward.
END_NOUN_DESCR
NOUN 233
giant
tall
A 20 foot tall, wide and deep giant is snoring gratingly over here.
LOCATION 19 (* Large Cavern *)
UNMOVABLE
END_NOUN
NOUN_DESCR 233
A 20 foot tall, wide and deep giant is snoring gratingly over here. At every
breath you are consumed by a fog of beer-black breath. In addition to his
breath, his socks give off an odor that almost knocks YOUR socks off.
END_NOUN_DESCR
NOUN 234
whip
leather
There is a leather whip here.
LOCATION 0 (* Nowhere *)
WEIGHT 20
END_NOUN
NOUN_DESCR 234
There is a whip here.
END_NOUN_DESCR
NOUN 235
door
xxx
There is a door here.
LOCATION 0 (* Nowhere *)
UNMOVABLE
END_NOUN
NOUN_DESCR 235
There is a door here.
END_NOUN_DESCR
NOUN 236
ring
twisted
There is a twisted ring here.
LOCATION 0 (* Nowhere *)
UNMOVABLE
END_NOUN
NOUN_DESCR 236
There is a twisted ring here.
END_NOUN_DESCR
NOUN 237
cabinet
wooden
A wooden cabinet is fixed to the wall.
LOCATION 2 (* Dismal Cottage *)
UNMOVABLE
END_NOUN
NOUN_DESCR 237
A wooden set cabinet is fixed to the wall. Sitting in the cabinet is some
kind of a contraption.
END_NOUN_DESCR
NOUN 238
lever
xxx
There is a xxx here.
LOCATION 0 (* Nowhere *)
UNMOVABLE
END_NOUN
NOUN 239
plot
xxx
There is a xxx here.
LOCATION 0 (* Nowhere *)
UNMOVABLE
END_NOUN
NOUN 240
sign
xxx
There is a xxx here.
LOCATION 0 (* Nowhere *)
UNMOVABLE
END_NOUN
NOUN 241
label
taped
A label is taped over the west exit.
LOCATION 6 (* Statue Room *)
UNMOVABLE
END_NOUN
NOUN 242
pit
xxx
There is a xxx here.
LOCATION 0 (* Nowhere *)
UNMOVABLE
END_NOUN
NOUN 243
tree
xxx
There is a xxx here.
LOCATION 0 (* Nowhere *)
UNMOVABLE
END_NOUN
NOUN 244
chair
xxx
There is a xxx here.
LOCATION 0 (* Nowhere *)
UNMOVABLE
END_NOUN
NOUN 245
fireplace
xxx
There is a xxx here.
LOCATION 0 (* Nowhere *)
UNMOVABLE
END_NOUN
NOUN 246
holes
xxx
There is a xxx here.
LOCATION 0 (* Nowhere *)
UNMOVABLE
NOUN_SYNONYMS HOLE KEYHOLES
END_NOUN
NOUN 247
button
red
There is a xxx here.
LOCATION 0 (* Nowhere *)
UNMOVABLE
END_NOUN
NOUN 248
table
xxx
There is a xxx here.
LOCATION 0 (* Nowhere *)
UNMOVABLE
END_NOUN
NOUN 249
doorway
xxx
There is a doorway here.
LOCATION 0 (* Nowhere *)
UNMOVABLE
END_NOUN
NOUN 250
statue
xxx
There is a xxx here.
LOCATION 0 (* Nowhere *)
UNMOVABLE
NOUN_SYNONYMS STATUES CREATURE CREATURES SCULPTURE SCULPTURES
END_NOUN
NOUN 251
herring
red
There is a xxx here.
LOCATION 0 (* Nowhere *)
UNMOVABLE
NOUN_SYNONYMS FISH
END_NOUN
NOUN 252
springs
hot
There is a hot springs here. It is bubbling violently and giving off steam.
LOCATION 4 (* End of Meadow *)
UNMOVABLE
NOUN_SYNONYMS SPRING
END_NOUN
NOUN 253
plaques
xxx
There is a xxx here.
LOCATION 0 (* Nowhere *)
UNMOVABLE
NOUN_SYNONYMS PLAQUE
END_NOUN
NOUN 254
paper
crumpled-up
You see a crumpled-up piece of paper with writing on it.
READABLE
LOCATION 25
END_NOUN
NOUN_DESCR 254
As you uncrumple the paper, you see that the letters are quite faded and
difficult to read.
END_NOUN_DESCR
TEXT 254
This adventure game was created using the Adventure Game Toolkit.
A BRIEF OVERVIEW OF THE ADVENTURE GAME TOOLKIT
The ADVENTURE GAME TOOLKIT (AGT) is designed to allow a game designer/writer to
create and play his/her own high-quality text adventure games. Once created,
these adventure games can be shared with and enjoyed by others -- even if they
do not have a copy of the Adventure Game Toolkit themselves. Using AGT the
game developer can create two distinct levels of adventure games:
STANDARD LEVEL games that require no programming experience (honestly!!),
only a fertile imagination. These Standard Level games only require that
the game designer/writer generates the game using a word processor or text
editor to describe the various locations, objects and results of actions
that collectively make up the game.
PROFESSIONAL LEVEL games that also make use of AGT's special adventure game
metalanguage to create games as complex and rich as the game designer's
imagination and prose style will allow. These games should be technically
comparable with the published text adventure games from firms like
Infocom.
FEATURES OF THE ADVENTURE GAME TOOLKIT
AGT has a number of features that make it a very comprehensive adventure game
creation product. Some of these key features are:
* "Look and feel" of Infocom adventure games with similar screen layout
and standard vocabulary and routines.
* Large standard vocabulary with potential to define many more words
unique to a specific adventure. Typical games can have a vocabulary
of 400 words or more.
* Sophisticated parser that can understand (1) complex input commands
including pronouns (IT, HIM, HER, THEM, MY and ITS), and (2) compound
commands separated by AND or THEN or punctuation symbols, and (3)
commands addressed to characters within the game. Here are a few
examples of commands AGT can handle with ease:
GET THE FLASH LIGHT AND THEN SWITCH IT ON
PUT ON THE CLOAK, THEN EXAMINE IT; READ ITS LABEL
PLACE THE GREEN ROCK AND THE SMALL PEBBLE BEHIND THE TREE
ENTER THE HOUSE; GET ALL; EXIT; SOUTH; SOUTH THEN DOWN
SULU, SET A COURSE FOR ALPHA 14
SCOTTY, BEAM DOWN A TRICORDER AND THE QWERTY MODULE
DROP THE FOOD, THE KEY AND THE BOTTLE THEN UNLOCK THE DOOR WITH
THE BRASS KEY AND THEN LEAVE
* Function and cursor keys predefined to input frequently used commands
and move directions.
* SCRIPT and UNSCRIPT commands to echo game output to printer.
* Total compatibility with the last version of Generic Adventure Game
System (GAGS version 1.07) and GAGS' large established library of
text adventures. GAGS was the precursor to AGT.
TO LEARN MORE ABOUT THE ADVENTURE GAME TOOLKIT
Look for a file named AGTBLURB.TXT on this disk or the place/service where you
got this disk. This file is a short description of the features of the
ADVENTURE GAME TOOLKIT. This file presents an overview of AGT's special
metalanguage for creating PROFESSIONAL LEVEL games, plus presents a complete
STANDARD LEVEL adventure created without any programming.
HOW TO GET THE LATEST VERSION OF THE ADVENTURE GAME TOOLKIT AND SAMPLE GAMES
For only $20.00 you can be a "registered" user and receive the latest version
of AGT plus the source code for this adventure game and others just as good.
Registered users can also order a printed AGT manual that reveals many of the
secrets of the "Great Adventure Masters" for creating clever and fun adventure
games. Registered users can also order the Turbo PASCAL 4.0 source code for
AGT for only $50.00!
Just write or call:
Softworks
43064 Via Moraga
Mission San Jose, California 94539
VISA or MasterCard accepted for telephone orders
(415) 659-0533 12:00 Noon to 9:00 PM -- PST only
If you wish to learn more AGT products and prices, just enter the command:
PRINT ORDER FORM
END_TEXT