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PC-SIG: World of Games
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PC-SIG World of Games (CDRM1080710) (1993).iso
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ENT
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DISK2742.ZIP
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CD117ADV.ZIP
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CLIFF1.INS
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Text File
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1993-01-15
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8KB
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166 lines
You arrive at Cliff's Market Street office just minutes after the two goons
leave with their unconscious guest. Rummaging through Cliff's file cabinets
for any clue, you discover a 7-pg folder. A note reads, "Read this, kid."
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Commands And Vocabulary
While Cliff understands a wide variety of commands, he has a limited command
vocabulary (apprx 400 words) so it's possible he can get confused. Should he
hear something that he doesn't understand, he'll let you know about what word
he doesn't know. Enter your command again using a different word in place of
whatever Cliff objected to. Your commands should generally be in the format:
Verb ·· (multiple) Noun Phrase(s) ·· Preposition ·· Noun Phrase/Object
Some (hypothetical) examples of valid commands:
PLACE A RED ROCK IN THE SMALL BOWL
PUT THE GREEN ROCK AND THE SMALL PEBBLE BEHIND THE OAK TREE
READ MY POETRY BOOK
SWIM IN THE SWIMMING POOL
THROW THE BATTLE AXE AND THE LARGE ROCK AT THE WEREWOLF
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SHOOT THE BURGLAR WITH THE REVOLVER
ATTACK HIM ·· HIM refers to the last noun mentioned (the burglar)
FIRE THE LASER PISTOL AT THE ALIEN MUTANT
GET THE BOOK ·· or, TAKE THE BOOK
READ IT ·· IT refers to the last noun mentioned (the book)
GET ALL ·· Cliff will get everything [movable] at the current location
PUSH THE RED BUTTON AND THE GREEN BUTTON
UNLOCK THE FILE CABINET WITH THE STEEL KEY
JUMP THROUGH THE OPENING
JUMP OVER THE LOG
SOUTHWEST
PLACE AN AXE AND THE SHIELD NEXT TO THE BIG TREE
PUT THE FOOD ON THE KITCHEN TABLE
TURN ON THE FLASHLIGHT
LIGHT THE TORCH WITH THE WOODEN MATCHES
SCREAM AT THE UGLY TROLL
CLIMB UP THE LADDER
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EXTINGUISH THE FIRE or, PUT OUT THE FIRE
DRINK THE WHITE WINE
THROW THE FIRE WOOD IN THE STOVE
PULL THE BELL CORD
WEAR THE STUPID HAT or, PUT ON THE STUPID HAT
TAKE OFF THE HAT or, REMOVE THE HAT
NE ·· for NorthEast
DROP THE KEY AND THE BOTTLE
ENTER THE CAVE
TURN THE DOORKNOB
PLAY WITH THE DOG
TALK TO or, WITH ·· THE OLD MAN ·· ABOUT THE WEATHER
TELL JEFF ABOUT THE SWORD
ASK JODIE ABOUT THE CRIME
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Compound commands can be created by connecting single commands (those above)
with AND, THEN or the punctuation symbols , or ; to connect two or more sepa-
rate commands. However, end-of-sentence punctuation symbols like . ! and ?
shouldn't be used. Below are a few examples of valid compound commands:
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TURN THE DOORKNOB THEN ENTER THE CAVE
CLIMB DOWN THE LADDER THEN SOUTH, WEST AND NORTHWEST
GET THE CLOAK AND THEN EXAMINE IT; READ THE LABEL
DROP THE FOOD AND THE BOTTLE THEN UNLOCK THE DOOR AND THEN LEAVE
GET THE TORCH, LIGHT IT WITH THE WOODEN MATCHES THEN EXAMINE IT
GET THE KEYS, BOTTLE, FOOD AND THE CLOAK
EXAMINE THE KEYS, BOTTLE, FOOD AND CLOAK
EAT THE CELERY, THE TUNA, THE APPLE AND THE ONION
EXAMINE THE GOLD RING, THE DWARF AND THE SILVER NECKLACE
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If Cliff understands all the words in your command, but still seems confused,
try to say the same thing using fewer words and a simpler sentence. When in
doubt, simplify your commands as much as possible. This saves typing effort.
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SPECIAL COMMANDS
HELP may or may not give you a hint (remember, you're asking Cliff).
SCORE summarizes Cliff's progress, so far.
INVENTORY displays a list of the items Cliff's carrying and/or wearing.
BRIEF causes location descriptions to be brief (stands to reason).
VERBOSE causes location descriptions to be ... well, to be verbose.
LOOK gives a full (or verbose) description of Cliff's location.
LIST EXITS lists all the "visible" exits from Cliff's current location
(there may be other ways to exit, but they may not be obvious).
OOPS allows you to edit (using the cursor, delete, insert, and back-
space keys) your previous command (if you enter THORW ROPE by
mistake, OOPS allows you to edit and correct it to THROW ROPE.
SAVE GAME saves the current game status to a diskfile (makes a bookmark).
RESTORE GAME restores a previously saved game's bookmark from your disk.
SCRIPT causes output to go to both screen and printer (using LPT1).
UNSCRIPT causes output to go to the screen, period.
QUIT terminates the current adventure session (Cliff hates this).
(always exit using QUIT so the system can erase its temporary
data files, saving disk space).
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FUNCTION AND ALT-CURSOR KEYS
The ALT keys and the cursor keys have all been programmed to create an input
command corresponding to their respective movement or compass directions.
ALT + the up-arrow key causes NORTH to be generated while ALT + the home key
causes NORTHWEST to be generated.
Similarly, the F-keys have been predefined to stand for several of the most
frequently used commands. By giving the command DEFINE, you may re-define any
of the F-keys to give any input command you wish. Hitting the ? (during your
adventure) will display a diagram of keys and their current definitions.
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LOOK-AND-FEEL OPTIONS
This adventure uses a special feature in this version of the Adventure Game
Toolkit that allows you to customize the manner in which the game's general
interface is defined and to specify the game's overall look-and-feel. You may
define color schemes, status line options, command input method, size and
layout of the screen, etc. Once you have a set of options, these may be saved
as the standard defaults for this and any other AGT games.
One of the options available is a unique "menu-driven" parser that allows you
to enter game commands by selecting words from a menu. This is particularly
helpful if you're often frustrated by an inability to figure out an adventure
game's vocabulary. The menu always displays a list of "feasible" (though not
always "smart" or even ... appropriate) commands from which you may select.
The options are accessed through the ESC key during the adventure (not now).
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Having read the instructions, you set the booklet aside and park yourself at
Cliff's desk. You pound on the desk as questions race through your head. You
wish you knew where in the world they were taking him? What were they doing
to him? How could you, a kid who spent his afternoons reading comics at the
7-11, possibly help? What was the point of all this desk pounding and head-
scratching? You put your head down on the desk blotter as you try to think.
After a moment you look up, staring across the darkened office. Through the
open doorway you see a shadowy figure; a tall man, dressed in a trenchcoat.
The figure wavers, fading away to nothing. Cliff, you think to yourself, is
alive. You close your eyes and concentrate on Cliff ... Cliff ... Cliff ...