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-1-
t-zero V1.04
"An Adventure for the Time Being"
Copyright 1991,1992 Dennis M. Cunningham
All Rights Reserved
TABLE OF CONTENTS
PROLOGUE . . . . . . . . . . . . . . . . . . . . . . 2
CREDITS. . . . . . . . . . . . . . . . . . . . . . . 3
REVISIONS. . . . . . . . . . . . . . . . . . . . . . 4
ADVENTURE GAMING (SAMPLE SCENARIO) . . . . . . . . . 5
COMMAND LINE SWITCHES. . . . . . . . . . . . . . . . 10
INPUT BUFFER . . . . . . . . . . . . . . . . . . . . 10
PLAYER DEFINABLE FUNCTION KEYS . . . . . . . . . . . 10
COMMANDS . . . . . . . . . . . . . . . . . . . . . . 11
COMMAND SUMMARY. . . . . . . . . . . . . . . . . . . 16
ADDITIONAL COMMANDS. . . . . . . . . . . . . . . . . 17
VERB LIST. . . . . . . . . . . . . . . . . . . . . . 18
KEYBOARD LAYOUT--CURSOR. . . . . . . . . . . . . . . 19
KEYBOARD LAYOUT--DIRECTIONAL . . . . . . . . . . . . 21
BIBLIOGRAPHY . . . . . . . . . . . . . . . . . . . . 22
SHAREWARE INFORMATION. . . . . . . . . . . . . . . . 23
ASP OMBUDSMAN STATEMENT. . . . . . . . . . . . . . . 23
WARRANTY INFORMATION . . . . . . . . . . . . . . . . 24
REGISTRATION INFORMATION . . . . . . . . . . . . . . 26
BRITISH REGISTRATION . . . . . . . . . . . . . . . . 26
AUSTRALIAN REGISTRATION. . . . . . . . . . . . . . . 27
SUPPORT POLICY . . . . . . . . . . . . . . . . . . . 27
HINTS. . . . . . . . . . . . . . . . . . . . . . . . 27
REGISTRATION FORM. . . . . . . . . . . . . . . . . . 28
-2-
PROLOGUE
A dream came to you as you tossed uneasily upon an unfamiliar bed.
In your dream, a time-worn figure waved a scythe in slow arcs across
your sky-blue field of vision and picked, out of thin air, letters
from a runic alphabet. The sky-writing from the scythe crystallized
in icy trails as a new letter materialized with each sleeping breath
your dream encompassed. When the message was complete, the entire
sky was slivered with shining icicles that spelled in full:
"Somewhere scattered across ages and landscapes are six
enticingly round objects that you must locate and some-
how transport to progressively future time zones where
they can be manipulated in a fashion that will right
the troubled times."
As you deciphered the message, the icicles shattered in a brittle and
sparkling avalanche. You tossed some more and awaited your
awakening . . .
-3-
CREDITS
Copyright (c) 1991,1992 Dennis M. Cunningham
All Rights Reserved
The author considers himself a programmer with literary leanings.
The text adventure genre allows him to explore both avenues
simultaneously. He has been admitted into the Association of
Shareware Professionals and this is his first entry into the
shareware market.
_______
____|__ | (R)
--| | |-------------------
| ____|__ | Association of
| | |_| Shareware
|__| o | Professionals
-----| | |---------------------
|___|___| MEMBER
Credits due to a fine testing team:
Lead Tester: Robert Norton
Additional Testing: Scott Blight
Jay Shaffstall
This game, as originally intended, quoted extensively from the works
of T. S. Eliot. Faber and Faber, Ltd. of London, England denied
permission to quote Mr. Eliot. I hope, at some time in the future,
they will reconsider their position.
The layout of the maze was originally designed by Robert Abbott for
a Martin Gardner column in "Scientific American." My thanks to Mr.
Abbott and Mr. Gardner for granting permission to adapt it for the
game. Those intrigued by the devious machinations of Mr. Abbott's
maze may encounter similar challenges in his book, "Mad Mazes"
published by Bob Adams, Inc., Publishers.
Neil J. Rubenking's shareware program NAMEGRAM was used to generate
several anagrams in the game. Cipher fanatics and cruciverbists
might find this program captivating.
-4-
REVISIONS
V 1.00 -- 3/23/91
V 1.01 -- 5/11/91 -- Refinements to FIND and WHERE; backspace response;
typos.
V 1.02 -- 5/19/91 -- Fixes bugs to WHERE, FIND, and IMAGINE. Fixed bug
that allowed game to be "cheated."
V 1.03 -- 6/24/91 -- Fixes the notorious GET FROM bug introduced in
version 1.02.
V 1.04 -- 5/09/92 -- Bundles hint file with unregistered version.
Includes British and Australian registration
information.
-5-
ADVENTURE GAMING (Sample Scenario)
The following scenario (by the way, not from this game) gives you
an idea of how to interact with an adventure game. In the scenario,
your input is preceded by >>. The computer's response is preceded
by :.
:Tip of Slumbering Shale-Covered Slope
>> DOWN
:You slip and slide down the shale-covered slope. You shuffle nimbly
to waylay a fatal fall, and finally land, somewhat shell-shocked, on
your feet. Your brief confusion soon abates.
:Meandering Culvert
:You are in the V-shaped bottom of a lazy culvert that meanders
slitheringly from west to east.
>> NORTH
:You are not about to attempt to scale the slippery shale-covered
slope. Shuffling down was quite enough.
:Meandering Culvert
>> LOOK
:You are in the V-shaped bottom of a lazy culvert that meanders
slitheringly from west to east.
:Meandering Culvert
>> EAST
:You follow one branch of the culvert east and emerge into an open
space.
:Valley Floor
:The slinky culvert blossoms out into a full-fledged valley floor
here. Trilling meadowlarks compete for your attention with sun-
drenched flowers that sparkle with metallic hues. Tidbits and
junk bits of metal scraps are scattered amongst the flowers. It
is hard to tell flower from metal. You are intrigued by a barred
door blocking passage to a cave to the NW.
-5-
>> EXAMINE FLOWERS
:There is a bronze flower, a silver flower, and a copper flower
blossoming beneath the spring singing of the mad meadowlarks.
:Valley Floor
>> X COPPER FLOWER
:The copper flower shines brightly like a lucky penny found
face-up in the street.
:Valley Floor
>> INVENTORY
:You possess the following:
A bent fork.
A piece of string.
:You are wearing:
An asexual sarong.
A pair of dark sunglasses.
:Valley Floor
>> X FORK
:The fork has two tongs and a bent handle.
:Valley Floor
>> DROP FORK
:Dropped.
:Valley Floor
:A two-pronged fork lies here. It's left-hand tong points NW.
>> OPEN DOOR
:The door is locked.
:Valley Floor
:A two-pronged fork lies here. It's left-hand tong points NW.
-6-
>> GET FORK
:Taken.
:Valley Floor
>> UNLOCK DOOR
:You must use some key or implement to unlock the barred door.
:Valley Floor
>> X METAL SCRAPS
:You scour the metal with your eyes, separating the flowers from
the chaff, and, in doing so, hone in on a bronze key glinting on
the valley floor.
:A bronze key glints in the sunshine here.
:Valley Floor
>> GET KEY
:Taken.
:Valley Floor
>> I
:You possess the following:
A bent fork.
A bronze key.
A piece of string.
:You are wearing:
An asexual sarong.
A pair of dark sunglasses.
:Valley Floor
>> PICK SILVER FLOWER
:As you try to pick the silver flower, your hand feels as if you
dipped it in a pond dappled by moonlight. The petals ripple
complainingly, part and unpart, but remain unpicked.
-8-
:Valley Floor
>> EXITS
:You may travel in the following directions: E, NW, S, W.
:Valley Floor
>> NW
:The door is closed.
:Valley Floor
>> UNLOCK DOOR WITH KEY
:Unlocked.
:Valley Floor
>> OPEN DOOR
:Opened.
:Valley Floor
>> NW
:You proceed into the dark embrace of an encompassing cavern.
:Crystal Cavern
:It is completely and utterly dark.
>> TAKE OFF DARK SUNGLASSES
:You are dazzled. The sun reflected off the metal flowers on the
valley floor enters from the SE Éand Émixes it's bronze and gold with
the blue, cyan, and cobalt hues radiating from stalactites hanging
from the roof of this gigantic crystal cavern.
:Surprisingly, it is not cold in this ice-cavern. However, you feel
a chill coming from the NE.
-9-
:Crystal Cavern
>> SCORE
:You have scored 34 out of 344 points in 82 turns.
:You have the feeling that this is the beginning of the great
adventure.
:Crystal Cavern
>> TIE STRING AROUND FINGER
:You tie the piece of string around your finger as a reminder that
this game is probably good enough to register.
-10-
COMMAND LINE SWITCHES
Normally, the game runs in 384k.
If you have memory constraints, you may run it in 256k by starting it
up as:
T-ZERO DISK
This alternative accesses the text file from disk rather
than memory and is slower.
To start directly from a save file, type:
T-ZERO <save-file name>
To run in 256k, starting directly from a save file, type:
T-ZERO DISK <save-file name>
INPUT BUFFER
Adventure gamers often find themselves in the situation where
they are repeatedly retyping the same commands. To facilitate
command processing, an input buffer of the last ten commands
processed is maintained. To utilize this facility, you may
retrieve commands in the reverse order processed by using the
gray '-' and gray '+' keys, or if you are in cursor control
keyboard mode (see commands KEYS, KEYBOARD, and the section
entitled "Keyboard Layout"), the up and down arrow keys. You
may always retrieve the last command processed using program
function key 3 (PF3).
PLAYER DEFINABLE FUNCTION KEYS
If you discover you're using a command frequently, you may equate
it to program function keys 5, 6, 7, 8, or 9. To do so, type
PF<n> (where <n> ranges from 5 to 9) on the command line, followed
by the command desired. From thenceforth, that command may be
retrieved and acted upon by depressing the equivalent program
function key. Typing USERKEYS will produce a summary of player
defined keys currently in effect.
-11-
COMMANDS
In the following command descriptions, a toggle command is
defined as a command that changes the on/off status of a feature.
If the feature is on, the toggle command turns it off. If the
feature is off, the toggle command turns it on.
BRIEF This is the default mode for room and location
descriptions. A full description of the area will
be presented to the player the first time the room
is entered. Thereafter, only the room or location's
name will appear on the screen. Full descriptions
can be activated by switching to the VERBOSE mode.
This same description can be displayed for a single
turn by simply typing LOOK.
COLORS If an EGA or above hardware is present, cycles through
four pre-defined palette selections.
COMPRESS Changes the number of lines displayed on the screen.
(Toggle) If 25 lines are currently being displayed, the toggle
switches to 43 lines if the presence of an EGA is
detected or 50 lines if the presence of a VGA is
detected. If either 43 or 50 lines are being displayed,
the toggle switches back to the default mode of 25 rows.
CREDITS Displays information on the games origins. Gives
credit and thanks to the originator's of copyrighted
information for their permission to quote that material.
Gives credit and thanks to the beta-testing team.
Provides a brief background of the author.
DOS Shells to the DOS command level. For those who are
unfamiliar with shells, this simply means that the
game is temporarily suspended and all DOS commands are
available to you until you type EXIT to return to the
game.
Why would a game have a DOS shell? For any number of
reasons--game related or otherwise. For example, if
you wish to restore a game state from a save file and
have forgotten the name of the save file, you can shell
to DOS and issue a DIR command to list all save files.
Or if your game play is threatened by some unattended
piece of PC-business impinging upon your consciousness,
you can shell to DOS, take care of that business, and
then return to the game without reloading it by simply
typing EXIT at the DOS prompt.
-12-
EXITS Displays a list of all directions leading from the current
(PF4) location.
HELP(H) Displays a list of all the commands available in the
(PF1) game with an abbreviated description of their function.
The list of commands is the same as the command summary
in this document.
HINT Provides the stumped adventurer with a gentle nudge
useful in solving some puzzles. Hints are cued to
player location and what has been solved thus far.
Several hints may be available to the user at each
location, each less subtle than the previous. The
player is given the option of seeing only those they
wish to see.
HINTS Actually, there's no such command. Once hints are
disabled through the NOHINTS command, they cannot be
enabled again without restarting the game.
INFO Since t-zero is a shareware product, information is
provided on registration. This information is presented
in this document as well.
INVENTORY Provides a list of items in the adventurer's possession
(I) at the current time.
KEYS There are two keyboard layouts available to the player.
(Toggle) For reference, these are referred to as the "directional"
(PF2) mode and the "cursor control" mode. (Summaries of the
effect of depressing a particular key under each layout
is summarized in the section entitled "Keyboard Layout").
In general, directional mode interprets the arrow keys
and the numeric key pad as designating compass directions
for the player to travel (for example, the right arrow
is equivalent to East). Cursor control mode utilizes
the keys for command line editing. The KEYS command
switches between keyboard modes. If you are in cursor
control mode, it switches to directional mode. If you
are in directional mode, it switches to cursor control
mode which is the default mode. If you are unsure what
keyboard mode you're in or wish to see what editing
commands are available to you, typing KEYBOARD will let
you know.
KEYBOARD Reveals what keyboard layout you're using (either
directional or cursor control) and presents a summary
of the keystroke functions in that mode. This summary
is the same as presented in this document in the section
entitled "Keyboard Layout."
-13-
LOG Sometimes it might be convenient to review the game's
(Toggle) prose without actually playing the game (or you might be
so taken with the prose you want a permanent copy!).
To log all text displayed on the screen to the file
T-ZERO.SCR, type LOG. To turn off this feature, type
LOG again. If the file T-ZERO.SCR does not exist, it is
created. If it exists, new text is appended to the old
file.
MORE Normally, if an action by the player triggers the
(Toggle) display of more than a full screen of text, the display
will pause at each screen and the word MORE> will appear
in the lower right hand corner of the screen. The
player can then pause, read the text leisurely, and then
"hit any key to continue." However, if you are replaying
a portion of the game or are using the FIND command to
navigate between far-flung locations, you can suppress
this courteous pause by typing MORE. You can return to
the screen pause default by typing MORE once again (this
is a toggle). It is recommended that you stick to the
default mode unless you are replaying a portion of the
game. Otherwise, an important clue might scroll by you
without allowing itself to be read. Of course, unread
herrings would zip by as well.
NOHINTS The temptation to use the hint file may be strong for
some to resist. The intrepid adventurer may therefore
wish to kill the hint file for the duration of the
game. To do so, type NOHINTS. Once this command is
issued, it is no longer possible to use the HINT command
and you can't retreat to hint mode without restarting
the game.
QUIT This command quits the game (after first displaying
(Q) your score and rank) and returns you to the DOS command
level.
RESTART Recreates the initial state of the game. This is a
convenient way to start over without quitting and
reloading t-zero.
RESTORE Returns the game (from the supplied save file name) to
the state it was in when the save file was created. If
no save file name is supplied, the default T-ZERO.SAV
is used.
REVISIONS Presents a brief version history of the game and
indicates what changes have been incorporated into
each version.
-14-
SAVE You've had a hard day on the play field and want to
quit or you want to experiment with certain potentially
disastrous actions. You can save the state of the game
by typing SAVE. You will be prompted for a file name.
If you supply none, the default is T-ZERO.SAV. To
return to this saved state, type RESTORE and supply
the corresponding save file name when prompted.
SCORE No, this command doesn't increment your score but it
does display your score and a brief verbal tag
indicating your "rank."
SCRIPT Produces a hard copy of the game's prose on the
(Toggle) printer. This hard copy echoes the screen display.
Typing SCRIPT once more will suppress further printing.
SOUND Normally, when you score, you're made aware of the
(Toggle) fact by an audio beep (or charge or whatever you want
to call it). As a courtesy to others in your "play
vicinity," you may wish to suppress this audio signal.
Typing SOUND will suppress the beep. Typing SOUND
again will bring it back on.
SPACE To improve readability, logical chunks of prose are
(Toggle) double-spaced. If you wish to cram more on a screen,
you can single-space screen output by typing SPACE.
Typing SPACE once more will return you to double-
spaced screen output. SPACE also effects text being
echoed to the printer through the SCRIPT command.
TIME Tells time in terms of the clock in the game's universe
(WHEN) (Alt-T) displays a time window in terms of the real
world's time. This is included for players who get so
immersed in the game they need a reality check.
UNDO Oops! I didn't mean to do that! You can undo the
(OOPS) effect of a bad or disastrous action by typing UNDO.
This, in effect, returns the game to the state it was
in before the turn was taken. Certain commands, such
as those summarized in this list, can't be undone.
And, of course, if you want to UNDO an UNDO command,
simply redo what you undid (Clear?).
USERKEYS Produces a summary of player defined function keys
currently in effect. See the section entitled "Player
Definable Function Keys" for an explanation of how
to equate a key with a command.
VERBOSE Normally, a room's description is only presented upon
first encountering (or first illuminating) that
location. To display the full room description every
time you reenter a room, type VERBOSE. To return to
the default mode, type BRIEF.
-15-
VERSION Indicates the level number of the current version of
the game.
-16-
COMMAND SUMMARY
BRIEF --Displays only the name of a location upon entry.
COLORS --Switches to a new color palette (four available).
COMPRESS --Switches between 25-row and 43/50-row mode for screen
output.
CREDITS --Displays information on the game's origins.
DOS --Shells to the DOS command level (useful for checking
save files).
HELP(F1) --Displays this command summary.
HINT --Provides a gentle nudge or clue to the stumped
adventurer.
HINTS --No such command --you can turn hints off with NOHINTS
but you can't turn them back on.
INFO --Displays information on shareware registration.
INVENTORY --Lists the player's current possessions.
KEYS(F2) --Toggles between standard and directional keyboard
layouts.
KEYBOARD --Displays keyboard commands currently in effect.
LOG --Toggles logging of screen output to file T-ZERO.SCR.
MORE --Toggles pausing after display of a full screen of text.
NOHINTS --Disables hints for the rest of the game.
QUIT --Exits the game.
RESTART --Recreates the initial state of the game (starts over).
RESTORE --Restores the game from optional <filename>.
REVISIONS --Explains any revisions to the current version of the game.
SAVE --Saves the game to optional <filename>.
SCORE --Displays your current points and your "rank."
SCRIPT --Toggles printing of screen output.
SOUND --Toggles atmospheric sound effects.
SPACE --Toggles double spacing of output.
TIME --The current time in terms of the clock in the game's universe.
UNDO(OOPS)--Undoes the effect of the previous action.
USERKEYS --Summarizes player defined function keys currently in
effect.
VERBOSE --Displays the full description of a location upon entry.
VERSION --Displays the Version number and Copyright information.
-17-
ADDITIONAL COMMANDS
If you have sufficient savvy, the following VERBS might prove
useful:
EXITS(F4) --indicates direction of paths leading from current
location.
COPY --<item> to <item>: A good way to transcribe various
bits of arcana that might slip the memory.
FIND --<item>: Locates the object and steps the player to
that location.
IMAGINE --<item>: Allows player to "visualize" unencountered
objects or locations.
WHERE --optional <item>: Gives you the current location of the
object under inquiry.
IMPORTANT NOTE: To enable the WHERE, FIND, and COPY command, you
must solve a certain puzzle.
-18-
VERB LIST
The following verbs are accepted by the parser (abbreviations are
enclosed in parentheses:
Ascend Drop Jump Read Swim
Ask Eat Kiss Remove Take
Attach Enter Knock Reset Talk
Attack Examine(X) Leap Ride Tear
Bark Exit Leave Ring Tell
Blow Extinguish Listen Rub Throw
Break Feed Lock Scrape Tilt
Bury Fill Look(L) Shake Turn
Call Find Look Up Shoot Unlock
Climb Fix Open Shut Wash
Copy Follow Pick Sit Water
Count Get Plant Sleep Wave
Cross Give Play Smell Wear
Cut Go Pop Snap Where
Dance Hang Pour Spin Wind
Descend Hold Pull Spray Yell
Dig Ignite Punch Stand
Dip Imagine Push Step
Drink Juggle Put Stone
The following synonyms are alternative ways to express the same
actions represented in the list above:
Burn Feel Merge Run Toss
Bust Fight Mount Rush Touch
Carry Fit Move Say Transcribe
Catch Fuse Name Scream Travel
Clean Hit Observe(X) Set Untie
Close Injure Overturn Shout Walk
Connect Insert Place Slay Yank
Detach Join Pluck Slice
Donate Kick Press Slide
Drag Kill Proceed Smash
Extract Lie Rip Stare
Fasten Meld Roll Tie
For a list of game commands, type HELP(H) or press PF key 1.
-19-
KEYBOARD LAYOUT
In the following summary, an entry ^L means hitting the control
key and L simultaneously and an entry ALT-L means hitting the alt
key and L simultaneously.
CURSOR control keyboard mode:
Cursor movement commands:
Left Arrow -- left one column.
Right Arrow -- right one column.
^Left Arrow -- left one word.
^Right Arrow-- right one word.
HOME -- beginning of line.
END -- to end of line.
Command retrieval:
Up Arrow -- Previous command.
Down Arrow -- Next command.
Gray '-' -- Previous command.
Gray '+' -- Next command.
F1 -- Displays help file.
F2 -- Changes keyboard mode.
F3 -- Displays last command processed.
F4 -- Displays room exits.
F5-F9 -- Executes player defined command.
Alt-T -- Pops open time window.
Alt-X -- Quits game.
Deletion commands:
BackSpace -- Deletes character left of cursor.
DEL -- Deletes character right of cursor.
^W -- Deletes word left of cursor.
Alt-W -- Deletes word right of cursor.
^L -- Deletes all characters left of cursor.
Alt-L -- Deletes all characters right of cursor.
Alt-K or ESC-- Deletes all characters on the line or closes
time window.
Alt-U or ^U -- Pastes back deleted text at cursor (undeletes).
Insertion command:
INS -- Toggles Insert/Overwrite mode.
-20-
Bypass start-up screen:
ESC
-21-
DIRECTIONAL control keyboard mode:
Directional movement commands:
HOME -- NW. END -- SW.
Up Arrow -- N. Down Arrow -- S.
Page Up -- NE. Page Down -- SE.
Right Arrow -- E. Left Arrow -- W.
^Right Arrow-- U. ^Left Arrow -- D.
Cursor movement commands:
BackSpace -- Moves cursor left one column.
Command retrieval:
Gray '-' -- Previous command.
Gray '+' -- Next command.
F1 -- Displays help file.
F2 -- Changes keyboard mode.
F3 -- Displays last command processed.
F4 -- Displays room exits.
F5-F9 -- Executes player defined command.
Alt-T -- Pops open time window.
Alt-X -- Quits game.
Deletion commands:
DEL -- Deletes character right of cursor.
^W -- Deletes word left of cursor.
Alt-W -- Deletes word right of cursor.
^L -- Deletes all characters left of cursor.
Alt-L -- Deletes all characters right of cursor.
Alt-K or ESC-- Deletes all characters on the line or close
time window.
Alt-U or ^U -- Pastes back deleted text at cursor (undeletes).
Insertion command:
INS -- Toggles Insert/Overwrite mode.
Bypass start-up screen:
ESC
-22-
BIBLIOGRAPHY
For further exploration and reading pleasure.
PUZZLE AND PARADOX
Abbott, Robert, Mad Mazes, New York: Holbrook, MA: Bob Adams, Inc.
Publishers, 1990.
Carroll, Lewis, Alice in Wonderland.
Poundstone, William, Labyrinths of Reason, New York: Doubleday,
1988.
TIME
Aveni, Anthony, Empires of Time, New York: Basic Books, Inc.
Publishers, 1989.
Fraser, J. T., Time, The Familiar Stranger, Redmond, WA: Microsoft
Press, 1988.
-23-
SHAREWARE INFORMATION
Shareware distribution gives users a chance to try software before
buying it. If you try a Shareware program and continue using it,
you are expected to register. Individual programs differ on details--
some request registration while others require it, some specify a
maximum trial period. With registration, you get anything from the
simple right to continue using the software to an updated program
with printed manual.
Copyright laws apply to both Shareware and commercial software, and
the copyright holder retains all rights, with a few specific exceptions
as stated below (see "Warranty Information"). Shareware authors are
accomplished programmers, just like commercial authors, and the
programs are of comparable quality (in both cases, there are good
programs and bad ones!). The main difference is in the method of
distribution. The author specifically grants the right to copy and
distribute the software, either to all and sundry or to a specific
group. For example, some authors require written permission before
a commercial disk vendor may copy their Shareware.
Shareware is a distribution method, not a type of software. You
should find software that suits your needs and pocketbook, whether
it's commercial or Shareware. The Shareware system makes fitting
your needs easier, because you can try before you buy. And because
the overhead is low, prices are low also. Shareware has the ultimate
money-back guarantee--if you don't use the product, you don't pay for
it.
ASP OMBUDSMAN STATEMENT
"This program is produced by a member of the Association
of Shareware Professionals (ASP). ASP wants to make sure
that the shareware principle works for you. If you are
unable to resolve a shareware-related problem with an ASP
member by contacting the member directly, ASP may be able
to help. The ASP Ombudsman can help you resolve a dispute
or problem with an ASP member, but does not provide
technical support for members' products. Please write to
the ASP Ombudsman at 545 Grover Road, Muskegon, MI 49442-
9427 or send a Compuserve message via CompuServe Mail to
ASP Ombudsman 70007,3536."
-24-
WARRANTY INFORMATION
Users of t-zero must accept this disclaimer of warranty:
"t-zero is supplied as is. The author disclaims all
warranties, expressed or implied, including, without limitation,
the warranties of merchantability and of fitness for any purpose.
The author assumes no liability for damages, direct or conse-
quential, which may result from the use of t-zero."
t-zero is a "shareware program" and is provided at no charge to the
user for evaluation. Feel free to share it with your friends, but
please do not give it away altered or as part of another system.
The following files must be included in any distributed copy:
T-ZERO.EXE
T-ZERO.DAT
T-0.DAT
DOCUMENT.T-0
REGISTER.ME
HINT.DAT
(beginning with V1.04, the hint file is included in both registered
and unregistered versions).
The essence of "user-supported" software is to provide personal
computer users with quality software without high prices, and yet
to provide incentive for programmers to continue to develop new
products. If you find this game enjoyable and find that you are
playing t-zero and continue to play t-zero after a reasonable trial
period, you must make a registration payment of $20.00 to the author.
The $20.00 registration fee will license one copy for use on any one
computer at any one time. You must treat this software just like
a book. An example is that this software may be used by any number
of people and may be freely moved from one computer location to
another, so long as there is no possibility of it being used at one
location while it's being used at another. Just as a book cannot
be read by two different persons at the same time.
Anyone distributing t-zero for any kind of remuneration must first
contact the author at the address below for authorization. This
authorization will be automatically granted to distributors
recognized by the (ASP) as adhering to its guidelines for shareware
distributors, and such distributors may begin offering t-zero
immediately (However the author must still be advised so that the
distributor can be kept up-to-date with the latest version of t-zero.).
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You are encouraged to pass a copy of t-zero along to your
friends for evaluation. Please encourage them to register their
copy if they find that they can use it. All registered players
will receive a copy of the latest version of t-zero.
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REGISTRATION INFORMATION
Registered users will receive a disk containing the most recent
version of t-zero. If your version number has changed, save
files may not be compatible between the two versions. The cover
letter accompanying the registered version will indicate which
versions have compatible save files. Those of you who wish,
will also be sent a complete walk-thru detailing a step-by-step
solution to the game and a diagram that maps the maze.
To register, send $20.00 (check or money order) + $2.00 (shipping
and handling--total $22.00) and the attached registration form to:
Dennis Cunningham
No. 405
25-6 NW 23rd Pl.
Portland, OR
97210-3534
The author also welcomes comments and suggestions and can be reached
at the above mailing address or the following E-Mail addresses:
CompuServe: 71107,3037
GEnie: D.CUNNINGHA9
PRODIGY: DNSB02A
Delphi: D.CUNNING
Phone: (503) 227-7751
FAX: (503) 228-8397 (please specify box 405 on cover sheet).
BRITISH REGISTRATION
British players may register t-zero through my British represen-
tative, Graham Cluley (you may want to check out his "Humbug" at
the same time) for 12 pounds British including shipping and handling.
Graham Cluley
"Malvern"
Seaton Road
Camberley
Surrey, Great Britain
GU15 3NG
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AUSTRALIAN REGISTRATION
In Australia this program can be registered through BUDGETWARE
for $25.00 Australian including shipping and handling. The
latest version will be sent to you direct from the author.
Payment can be made by cheque (I'll use the Australian spelling
here) drawn on an Australian bank, money order, Bankcard,
Mastercard, or Visacard. Send payment with details to:
BUDGETWARE
P O Box 496
Newtown NSW 2042
Australia
Phone (02) 519-4233
FAX (02) 516-4236
SUPPORT POLICY
The author will willingly track down and correct any reported bugs
and create a new version to correct them. He has been known to
provide gentle nudges that go where no hints have gone before.
He also provide telephone, E-Mail, and mail support. Prior to
5:00 PM, Pacific Time, a voice-messaging system will take your
query (he cannot return long-distance calls but will get back
to you by mail). After 5:00 PM, you may talk directly to the
author.
Even if you decide not to register, your comments are always welcome.
Thanks for your interest in the game. A new one is already in the works!
HINTS
It's easy to get stuck! I do it all the time. Contacting fellow
players is a good way to edge your way past roadblocks. Different
players seem to bog down in different places. I would recommend
the following boards for assistance:
GO GAMERS on CompuServe.
SCORPIA bulletin board on GEnie.
Computer Club, Adventure Games, L-Z on Prodigy.
In particular, a large number of players on Prodigy have completed
the game and are always willing to lend a hand.
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Registration Form (t-zero V1.04)
Name: ______________________________________________________________
Address: ___________________________________________________________
City, State: _______________________________________________________
Zip Code: __________________________________________________________
Telephone Number (optional): _______________________________________
Disk Format: [5.25"] ________ [3.5"] ________
Do you wish to receive a walk-thru?: Yes ________ No ________
WARNING: A walk-thru is a step-by-step solution to the game and
may diminish the pleasure you derive from the game.
You may answer or leave these questions blank at your discretion:
1) Where did you obtain your copy of t-zero?
2) What types of themes would you like to see explored in text
adventures?
3) What features would you like to see added to a text adventure
like t-zero?
4) What type of hardware do you play games on?
5) Additional comments:
Send form and payment to:
UNITED STATES GREAT BRITAIN AUSTRALIA
($22.00) (12 pounds) ($25.00)
Dennis Cunningham Graham Cluley BUDGETWARE
No. 405 "Malvern" P O Box 496
25-6 NW 23rd Pl. Seaton Road Newtown NSW 2042
Portland, OR Camberley Australia
97210-3534 Surrey, Great Britain
GU15 3NG