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- Create An Adventure II
-
- A Journey Through Your Imagination
-
- Create An Adventure II is an interactive adventure game in which YOU
- the user, get to actively make descisions, which will lead you through
- adventures which were created by fellow users. Each time you play Create
- An Adventure II, you can take a different path, and experience different
- outcomes each time. When you reach the end of an adventure, you have the
- ability to add to it, creating more, so that the next person may go a bit
- further. Choices can be made by using three commands. You may perform the
- following...
-
- [A] - Choose to carry out the action anteceeding the [A]
- prompt.
-
- [B] - Choose to carry out the action anteceeding the [B]
- prompt.
-
- [P] - Go back one step in the adventure. This is useful
- if you made an error in judgement, and wanted to
- choose a different path.
-
- These commands are the only ones you need to know in order to play,
- and enjoy Create An Adventure II. When you first enter this PCBoard Door,
- you will see the opening screen, and then be asked if you want help (This
- file). After this, you will be given a menu. The menu will look like
- this...
-
- Would you like to ([C]atalog, [P]lay, or [Q]uit) ?
-
- At this menu, you also have three choices about what you would like
- to do. You can do the following...
-
- [C]atalog - Catalog all of the On-Line adventures, so you
- can choose which one to play.
-
- [P]lay - Actually play an adventure. You type P and you
- will get a menu of available games. You can also
- stack commands and type "P x" where x is the
- adventure number.
-
- [Q]uit - Quit Create An Adventure II and return to the
- PCBoard.
-
- Here is an example of a sample adventure, and how our make beleive
- user John Doe played...
-
-
- You are in a dark room. After some inspection, you manage to locate
- a candle. Lighting it, you shiver rapidly, and yawn from exhaustion
- which was caused by lack of sleep. You are too afraid to go to
- sleep because it is rumored that Norman Bates is near bye, and is
- as crazy as ever, and ready to kill! Suddenly, you hear a slowly
- tapping footstep outside of the door. It must be Norman!
-
- Your choices...
-
- [A] Attack the person behind the door, as soon as he opens it.
- [B] Hide behind the old card table.
-
-
- At this point, John Doe would make his move, and continue on to
- the next scenario. However, if this was the last scenario in this
- particular adventure, our John Doe could add his own scenario! This is
- very easy to do, and can also be lot's of fun. When entering a scenario
- you should use common sense, and make sure that it is not derogatory to
- anyone as this is a fun game, and not a WAR game. When you enter a
- scenario, you have up to 6 (six) lines for the description, after you
- are done entering the description, Create An Adventure II will provide
- you with room for two choices. Once you are done adding the scenario,
- you can save it, and then play again, or leave and return to PCBoard.
-
-
- The Use Of Macros
-
- Some users really enjoy to "get into" the adventure. Macros are
- special commands which Create An Adventure II understands, which will
- make it perform certain functions. Here is a list of available
- macros...
-
- *Name* - This Macro will place the user's name within the
- adventure, providing a more real athmosphere. In
- order to use this macro, you must make sure that
- you use all CAPITAL letters when typing "NAME" (
- Done in Lower-Case for demonstration purposes)
-
- *Dead* - This Macro is used to "Kill" the player. If you
- want the scenario to be a dead end, just place
- this macro in the choice section (A or B). But,
- remember to tell how the user has died in the six
- line scenario preceeding the choices, because if
- Create suddenly says "You're dead", the user won't
- know how he or she died! This macro must also be
- in CAPITAL leters.
-
- *Input* - This macro will allow user interaction. For
- instance.
-
- As you shut the door, a voice behind you says "Don't
- turn around or else. So matey, what be your
- name?" *Input*
-
- This scenario would allow the user to type in some-
- thing, such as his name, etc. This macro must be
- in all CAPITAL letters, and must not have any text
- following it on the same line. For instance.
-
- 3]>"Who are you, kind sir?"*Input*
-
- ^^^^^^^^^^^^^^^^
- No text should go after this macro on the same line,
- however when you hit return and go to the next line,
- you can do anything you wish.
-
- 4]>"You say you're who?"
-
- *Temp* - This macro is to be used with *Input*. It will
- display whatever was typed during the last *Input*
- macro. For instance.
-
- 2]>'What be your name, matey?'*Input*
- 3]>'Ah, so you say your name be *Temp*, heh?'
-
- This macro must be in all CAPITAL letters to
- function correctly.
-
- Now, did you understand the documentation? *INPUT*
- What do you mean, *TEMP*? Oh well, it's easier than it
- looks!
-
-
- Thank you for reading the documentation for
-
- Create An Adventure II
-