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1994-12-24
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--------------------------------------------
How To Play ASSIGNMENT FOR THE BERKELEY BARB
--------------------------------------------
COMMANDS AND VOCABULARY:
The BARB Adventure Game understands a wide variety of commands.
However, it has only a limited vocabulary, totaling approximately
four hundred words, so it can get confused. If you give it a word that
it doesn't understand, it will tell you. Try entering your command again
using a different word in place of the one the game objected to.
Your commands should generally be in the format:
<verb> <(multiple) noun phrase(s)> <preposition> <nounphrase/object>
Some good commands to start with:
EXAMINE THE PHONE or, simply, EX PHONE
SOUTH or, simply, S
WHOIS ME
Other possible commands include:
WHOIS MAX (if MAX is in the room)
EXAMINE RED ROCK (if rock is visible)
RIDE THE PONY
EXAMINE THE GOLD RING, THE DWARF, AND THE SILVER NECKLACE
SHOOT THE BURGLAR WITH THE REVOLVER
ATTACK HIM
("HIM" will refer to last noun mentioned, e.g., the burglar)
GET THE BOOK (also: TAKE THE BOOK); READ IT
("IT" will refer to last noun mentioned, e.g., the book)
GET ALL (will get everything movable at the current location)
PUT GAS IN THE CAR
UNLOCK THE FILE CABINET WITH THE STEEL KEY
SOUTHWEST (also SW)
TURN ON THE FLASHLIGHT
PULL THE BELL CORD
WEAR THE STUPID HAT (also: PUT ON THE STUPID HAT)
DROP THE KEY AND THE BOTTLE
XYZZY (i.e., a "magic" word)
TURN THE DOORKNOB
PLAY WITH THE CAT
TALK TO (or TALK WITH) THE PHARMACIST (ABOUT THE WEATHER)
ASK MAX ABOUT THE ASSIGNMENT
Compound commands can be created by connecting single commands
(like those above) with "AND", "THEN" or the punctuation symbols ","
or ";" to connect two or more separate commands. However, "end-of-
sentence" punctuation symbols like ".", "!" and "?" should not be used.
Below are a few examples of valid compound commands:
TURN THE DOORKNOB THEN ENTER THE OFFICE
CLIMB DOWN THE LADDER THEN SOUTH, WEST AND NORTHWEST
GET THE BOOK AND THEN EXAMINE IT; READ THE SIGN
DROP THE PASS AND THE BOTTLE THEN UNLOCK THE DOOR AND THEN LEAVE
If the game understands all of the words in your command, but
still seems confused -- then try to say the same idea using fewer
words and a simpler sentence. When in doubt, simplify your commands
as much as possible. This also saves typing effort.
(and use the OOPS command to correct typos.)
PEOPLE VS THINGS:
Many of the things you will encounter in this adventure are
simple predictable objects you can LIFT, DROP, OPEN and so forth.
But you will also meet many individuals with whom you can TALK and
exchange items. These individuals, like those you work and share a
home with, may behave differently at different times and in different
places. So, if at first you don't succeed, try, try again.
SPECIAL COMMANDS:
The game uses a number of special commands for various "housekeeping"
chores. These are all pretty standard for most adventure games,
specifically:
HELP May (or may not) give you a hint.
SCORE Will summarize your progress, so far.
INVENTORY Will display a list of the items you are
carrying, and those items you are wearing.
BRIEF Will cause location descriptions to be brief.
VERBOSE Will cause location descriptions to be verbose.
LOOK Will give you a full (verbose) description of
your current location.
LIST EXITS Will list the obvious (visible) exits from your
current location. There may be other ways to exit
the location -- but they may not be obvious.
OOPS Will allow you to edit (using the cursor keys, and the
delete, insert and backspace keys) your previous
input command. For example, if you enter THORW ROPE by
mistake, OOPS will enable you to edit this command and
correct it to THROW ROPE.
SAVE GAME Will save the current game status on disk.
RESTORE GAME Will restore a previously saved game from disk.
SCRIPT Causes output to go to both the screen and a
printer (using the LP1 port).
UNSCRIPT Causes output to go to the screen (only).
SOUND ON/OFF SOUND OFF turns the sound off and SOUND ON turns it on.
QUIT Quits the current game session. Always exit using
QUIT -- so the game can erase some temporary data
files and save disk space!
FUNCTION AND ALT-CURSOR KEYS:
The function keys have been predefined to stand for several of
the most frequently used commands.
The combination of the ALT key and the cursor keys have all been<
programmed to create an input command corresponding to their respective
movement or compass directions, i.e., the ALT key and the up-arrow key<
causes a NORTH command to be generated, the ALT key and the home key<
causes a NORTHWEST command to be generated, etc..
Hitting the '?' key will display a diagram of the definitions
for all of the function and cursor keys if you need a reminder.
Further, by giving the command DEFINE, you may re-define any of the function
keys to give any command you wish. For example, in this game you might find
it useful to re-define one of the function keys to give the command GET ALL.
HINTS:
There is more than one way to catch a cat and to get around
some of the many "insolvable" problems in this game. Sometimes,
slow, steady plodding is required; sometimes, a single intuitive
leap will surmount all obstacles. Sometimes, alas, you have to go all
the way to CONCORD or DALY CITY to find out how to get across the street.
SOLUTION AVAILABLE:
ASSIGNMENT FOR THE BERKELEY BARB is an interactive mystery--
you should be able to solve it yourself (after some trial and error).
However,
if you give up, and are a registered owner of this game, just
send a self-addressed stamped envelope (with the correct postage) to:
Phillip Good
Box 4216
Huntington Beach CA 92605
Be sure to enclose a note requesting a solution to BARB
Adventure, Version 3.5MS.
You may register, receive a free update, and thank the author for
his/her efforts by sending $7 to the same address along with a
stamped self-addressed envelope. Canadians and others who live
outside the U.S. should add $0.50 to their cheques in place of
postage.