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-
- INTRODUCTION TO THE ADVENTURE GAME TOOLKIT
-
-
- This write-up (1) gives an overview of the Adventure Game Toolkit (AGT), a
- "shareware" adventure game development system, (2) presents a complete
- "walkthru" of a small game that was created using AGT, but without any
- programming by the game developer, (3) introduces AGT's unique metalanguage
- especially designed to give the game developer total control and flexibility
- in creating adventure games comparable to those from Infocom, (4) describes
- the other "goodies" you get when you register your copy of the "Classic"
- Edition of AGT and describes the new "Master's Edition" of the AGT, and (5)
- tells how to register/order the AGT development system (either the "Classic"
- Edition or the "Master's" Edition).
-
-
- 1 -- 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 500 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.
-
- * Versions for IBM, Macintosh, Atari ST and Amiga. Games created on
- one of these computers can be played on all of the other computers
- without making any modifications to the game.
-
- WHAT THE REVIEWERS HAVE SAID ABOUT THE ADVENTURE GAME TOOLKIT
-
- "Using the Adventure Game Toolkit, anyone with an ounce of
- imagination can create a text adventure game ... similar in layout
- and sophistication to those made by Infocom and other commercial
- developers."
-
- -- Donald B. Trivette in PC Magazine
-
- "The Adventure Game Toolkit (AGT) acts as a compiler which allows
- for creating remarkably complex and sophisticated games in a fairly
- simple way .... AGT's parser reminds me of Infocom's."
-
- -- Scorpia in Computer Gaming World
-
- "If you have ever wondered what it is like to create your own
- adventure games, but didn't have the programming knowledge to do it,
- this product is for you .... The process is easy ... and you'll have
- hours of fun doing it."
-
- -- Resul DeMaria in Public Domain Software & Shareware
-
- "The Adventure Game Toolkit from Softworks ... provides all the
- tools you need to build your own text based adventure games .... The
- Adventure Game Toolkit is an extremely powerful development
- package."
-
- -- Bob Napp in Big Blue Disk
-
- Recently, the Adventure Game Toolkit was awarded the "Golden Chalice"
- Award by the Adventure And Strategy Club (of England).
-
-
- HARDWARE REQUIREMENTS FOR AGT
-
- IBM: The games created by the Adventure Game Toolkit requires a computer with
- at least 384K of memory, MS-DOS 2.1, and at least one disk drive. It is
- possible to use any kind of monitor and AGT will automatically adjust its
- output to best suit the monitor.
-
- Macintosh and Atari ST: AGT reguires at least 512K of memory and one disk drive.
-
- 2 -- A "WALKTHRU" OF A STANDARD LEVEL GAME
-
- Using AGT, it is possible to create games that do not require any programming
- knowledge or experience (honestly!). The game designer just "fills in the
- blanks" as he/she describes the locations, objects and characters that
- collectively make up the game using his/her word processor or text editor. As
- an example, the following lengthy scenario is from a Standard Level game that
- is developed in the AGT printed manual in a detailed, step-by-step tutorial.
- This game was developed without any programming skill. This game can be
- found in the file SAMPLE on the disk.
-
-
- It is the year 2093. You, a foolish explorer, decided to wander the
- radiation-filled areas near what used to be the nation's capital: Washington,
- D.C. You've found the adventure you sought, though few of your exploits
- turned out as you'd expected.
- In your six-month travels, you've been attacked by packs of wild dogs and a
- few wilder humans. Your supplies were stolen weeks ago, and you've been
- existing by eating the few surviving vegetables in long-abandoned gardens,
- despite the risks of eating food grown in this area. When you finally tried
- to leave this restricted region, you were shot at by patrols who detected too
- much radiation in your body.
- In your ever-more-desperate search for either a safe temporary home or a way
- out of the danger-zone, you've begun exploring the hills where other wanderers
- have said there are caves and tunnels. Somewhere here, it is rumored, there
- was once an underground complex where the elite few hid during the atomic
- cataclysm. No trace has ever been found of those hidden politicians and
- millionaires, though the mysterious roars of explosions were heard two years
- after the Last War ended, suggesting that the survivors above ground might
- have found and destroyed the survivors who hid below.
- After several weeks of living off the land, you discovered a deep pit,
- apparently man-made, at the center of a neatly-rounded hill. For two days,
- you explored the hill, trying to find another cave or even an out-of-place
- pile of dirt, to no avail. Far away to the south are five blackened pits in
- the earth, burned, ash-covered remnants of a few days of sheer hell; you've
- wondered if their target might have been hills like this.
- Finally, you locate a much-used rope and tie one end around some rocks near
- the pit, hoping to lower yourself into it. As you explore the top few feet of
- the cave, you drop your disposable atomic flashlight, and can hear it bounce
- against the sides of the cave for several seconds before striking the bottom.
- Slowly, in darkness, you lower yourself down the rope. Wisely, you started at
- noon, and the light is bright enough for you to see above you, though your
- body blocks most of the light below.
- As you approach what you think is the bottom of the pit, your legs push
- aside a clump of earth and suddenly you are hanging in empty space: the thin
- vertical tunnel has widened. As you turn awkwardly, you try to stop moving by
- reaching a hand out to touch the side of the tunnel, only to suddenly lose
- your grip with the other hand. You grab for the rope, but gain only rope
- burns as you feel the end of the rope slip from your fingers, hardly slowing
- your fall.
- Luckily, you were only about fifteen feet from the bottom of the pit. Of
- course, "only" is a relative term: in this case, it means you'll suffer from
- extreme pain and bruises, not broken bones.
- It takes you only a minute to realize that the sides of the pit are too
- steep and muddy to climb; the rope is dimly visible twenty feet above. By
- feeling the side of the pit, you can make out some sort of wooden or plastic
- door to the west. Despite the pain you still feel from the fall, you manage
- to kick the door open, leading to a dark room.
-
- You are in a deep pit. Climbing back up is simply impossible: the side of the
- pit is far too steep and is too slippery to grip. Through a shattered wooden
- door, you can faintly make out an exit to the west.
- There is a iron crowbar here.
- There is a disposable atomic flashlight here.
-
- What Now? GET THE FLASHLIGHT AND THEN SWITCH IT ON
- ^
- |
- Note: Throughout this example, the player's input is shown in all
- capital letters.
-
- You are now carrying the atomic flashlight.
- The flashlight it now on.
-
- What Now? GET CROWBAR THEN EXAMINE IT
-
- You are now carrying the iron crowbar.
- The iron crowbar is about three feet long and weighs about eight pounds.
- It might be useful as a weapon or as a tool, depending on the circumstances.
-
- What Now? WEST
-
- You are in a small, dimly-lit room. Empty shelves line the wall; this must
- have been a storage room of some sort. A broken plastic door leads east, back
- to the pit you fell into. Another open door leads west.
- There is a large wooden crate here.
- There is a small laser-powered handgun here.
- There is a grey wolf here, snarling and growling at you.
-
- What Now? GET THE LASER; SHOOT IT AT WOLF
-
- You are now carrying the laser gun.
- You aim the gun at the wolf and pull the trigger. It's a direct hit! The wolf
- screeches angrily, and falls to the floor for a moment. Then it leaps up and
- eyes you quite angrily. Though wounded, it seems no less dangerous or
- hostile.
- The wolf seems to be getting angrier!
-
- What Now? EXAMINE WOLF
-
- The wolf is grey, with a few white spots on its belly. It is also quite
- large, almost as tall as you are. Its claws look sharp. The wolf does not
- look friendly; it growls and snarls, plainly upset that you have disturbed it.
- The wolf seems to be getting angrier!
-
- What Now? SHOOT WOLF WITH GUN
-
- You aim the gun at the wolf and pull the trigger. It's a direct hit! The wolf
- screeches angrily, and falls to the floor for a moment. Then it leaps up and
- eyes you quite angrily. Though wounded, it seems no less dangerous or
- hostile.
-
- The wolf seems to calm down for a moment, but suddenly attacks. Its mouth
- opens to reveal teeth grotesquely out of proportion to the rest of its body, a
- fact you notice as those same teeth tear your flesh into tiny pieces.
-
- Oh dear, you seem to have gotten yourself killed.
-
- Would you like me to try to get you resurrected?.... YES
-
- I'll try...but don't blame me if something goes wr@#%&&
-
- ---- POOF ----
-
- You are engulfed in a cloud of thick orange smoke, and you emerge coughing and
- gasping, and find that you must start all over ...
-
- You are in a deep pit. Climbing back up is simply impossible: the side of the
- pit is far too steep and is too slippery to grip. Through a shattered wooden
- door, you can faintly make out an exit to the west.
-
- What Now? WEST
-
- You are in a small, dimly-lit room. Empty shelves line the wall; this must
- have been a storage room of some sort. A broken plastic door leads east, back
- to the pit you fell into. Another open door leads west.
- There is a large wooden crate here.
- There is a grey wolf here, snarling and growling at you.
-
- What Now? THROW CROWBAR AT WOLF
-
- The crowbar soars through the air toward the wolf. It's a direct hit! The
- wolf screeches angrily and writhes in agony as it fades away in a cloud of
- green smoke.
-
- What Now? GET CROWBAR
-
- You are now carrying the iron crowbar.
-
- What Now? EXAMINE THE CRATE
-
- The crate is about eight feet long by six feet wide by six feet high. It is
- extremely heavy and quite solid. There is lettering on the side. It has a
- lid nailed to its top.
-
- What Now? READ LETTERING
-
- The side of the crate says, "U.S. Emergency Radiation Supplies. Do Not
- Open."
-
- What Now? OPEN CRATE
-
- You need to unlock it first.
-
- What Now? PRY THE LID WITH THE CROWBAR
-
- You have now unlocked the wooden crate, using the crowbar.
-
- What Now? OPEN CRATE
-
- The crate is now open.
-
- What Now? EXAMINE IT
-
- The crate is about eight feet long by six feet wide by six feet high. It is
- extremely heavy and quite solid. There is lettering on the side. It has a
- lid nailed to its top.
- There is a huge solid metal cube here. (in the crate)
-
- What Now? EXAMINE THE CUBE
-
- The huge metal cube may contain something, but you'd need a heck of a knife --
- or a laser -- to cut into it.
-
- What Now? FIRE LASER GUN AT CUBE
-
- It would really make more sense to specify some living creature. Hostility
- really requires a target of some sort.
-
- What Now? GET CUBE
-
- You aren't strong enough to carry your current load plus the cube.
-
- What Now? WEST
-
- This is a large long corridor, leading north and south. To the east, an open
- door leads to a storage room of some kind. A door to the west is securely
- locked. The flashlight flickers on and off and finally goes out completely.
- However, the iron bar gives off a strange orange glow in this room, lighting
- up what would otherwise be a very dark place.
-
- What Now? OPEN DOOR
-
- You try your best, but the door won't open!
-
- What Now? NORTH
-
- This is the north end of a long corridor. An open doorway leads east; an arch
- leads north. The flashlight flickers on and off, but finally stays on.
- Over the arch is a sign.
-
- What Now? READ SIGN
-
- "Enlisted Personnel Only. No Visitors."
-
- What Now? EAST
-
- This is another storage room. The shelves on the walls are empty. The only
- exit leads west. The flashlight flickers on and off, but finally stays on.
- There is a hideous mutant here. It is hissing and cursing at you.
-
- What Now? INSPECT MUTANT
-
- The mutant is really ugly! It looks like it was once a man, but it is
- horribly disfigured and has open sores covering most of its body. It is very
- nervous and angry at you for disturbing its lair.
-
- What Now? TALK TO THE MUTANT
-
- The mutant just listens to you, but remains strangely silent.
- The mutant seems to be getting angrier!
-
- What Now? KILL MUTANT WITH CROWBAR
-
- The crowbar soars through the air toward the mutant. It's a direct hit!
- Unfortunately, the crowbar merely bounces off the mutant's head, and appears
- to make it quite angry.
- The mutant seems to be getting angrier!
-
- What Now? FIRE LASER AT MUTANT
-
- You aim the gun at the mutant and pull the trigger. It's a direct hit! The
- mutant screeches angrily and writhes in agony as it fades away in a cloud of
- green smoke.
-
- What Now? WEST
-
- This is the north end of a long corridor. An open doorway leads east; an arch
- leads north. The flashlight flickers on and off, but finally stays on.
- Over the arch is a sign.
-
- What Now? NORTH
-
- This is a small entry hall. An arch leads south to a corridor; smaller arches
- lead east and west. Another passage goes north.
- There is a metal desk near the door.
- There is a small drawer. (in the desk)
-
- What Now? LOOK AT DRAWER
-
- The drawer looks like most drawers.
-
- What Now? OPEN DRAWER
-
- The metal drawer is now open.
- What Now? EXAMINE DESK
-
- This is a rather ordinary metal desk with a single metal drawer.
- There is a small drawer. (in the desk)
- There is a small plastic key here. (in the drawer)
-
- What Now? GET THE KEY AND EXAMINE IT
-
- You are now carrying the plastic key.
- The plastic key is like most keys you've seen. It is cylindrical and has many
- tiny holes through it; optical sensors in the correct lock will respond to it
- by opening a door or doing whatever it is the key is meant to do.
-
- What Now? EAST
-
- Something terrible has happened here, probably a cave-in. The walls have
- collapsed, and all exits are blocked except the door to the west through which
- you entered. Dirt and mud cover much of the floor.
- There is a small, square, electronic module here.
-
- What Now? GET MODULE AND EXAMINE IT
-
- You are now carrying the rt module.
- This is a standard-design RT-584 module. Like all RT-584s, it is the
- functional equivalent of a complete supercomputer with gigabytes of storage
- and a knowledge base of some sort. All you need to do is plug it into an
- RT-934 console and push it to access its information.
-
- What Now? EAT THE MODULE
-
- Eat the module? You must be kidding!
-
- What Now? WEST
-
- This is a small entry hall. An arch leads south to a corridor; smaller arches
- lead east and west. Another passage goes north. There is a metal desk near
- the door.
- There is a small drawer. (in the desk)
-
- What Now? SOUTH
-
- This is the north end of a long corridor. An open doorway leads east; an arch
- leads north. The flashlight flickers on and off, but finally stays on.
- Over the arch is a sign.
-
- What Now? SOUTH
-
- For some reason, you can't see anything here.
-
- What Now? NORTH
-
- This is the north end of a long corridor. An open doorway leads east; an arch
- leads north. The flashlight flickers on and off, but finally stays on.
- Over the arch is a sign.
-
- What Now? EAST
-
- This is another storage room. The shelves on the walls are empty. The only
- exit leads west. The flashlight flickers on and off, but finally stays on.
- There is an iron crowbar here.
-
- What Now? GET CROWBAR
-
- You are now carrying the iron crowbar.
-
- What Now? WEST
-
- This is the north end of a long corridor. An open doorway leads east; an arch
- leads north. The flashlight flickers on and off, but finally stays on.
- Over the arch is a sign.
-
- What Now? SOUTH
-
- This is a large long corridor, leading north and south. To the east, an open
- door leads to a storage room of some kind. A door to the west is securely
- locked. The flashlight flickers on and off and finally goes out completely.
- However, the iron bar gives off a strange orange glow in this room, lighting
- up what would otherwise be a very dark place.
-
- What Now? INVENTORY
-
- You are carrying the following:
- iron crowbar
- plastic key
- rt module
- atomic flashlight
- laser gun
-
- What Now? UNLOCK DOOR WITH KEY
-
- Nice try, but you can't seem to unlock the door.
-
- What Now? SOUTH
-
- This is the south end of a long north-south corridor. You see a large red
- triangle painted on the wall next to a doorway to the south. The flashlight
- flickers on and off, but finally stays on.
-
- What Now? SOUTH
-
- This is an elevator car, with an electroluminescent control panel. The
- turbo-thrusters hum quietly beneath your feet, ready to rush you to your
- destination.
- There is a blue square visible on the control console.
-
- What Now? EXAMINE SQUARE
-
- The blue square is an image on the touchscreen of the elevator command
- console. The command console is intended to be useful to anyone who can
- recognize simple graphic icons, even if they don't speak English.
-
- What Now? PUSH SQUARE
-
- As soon as your finger touches the blue square image on the control panel, the
- doors slide shut and you are slammed violently against the west wall as the
- car begins moving sideways, toward the east. Just as you get used to that
- motion, the car begins dropping, then seems to be both dropping and moving to
- the south. Panicked, you poke at the control panel, but nothing is displayed
- on it and it rudely ignores your whimpering.
- After a few minutes, the car's motion settles into a southeast direction,
- and seems to stop dropping. There's no way to tell how fast -- or far -- the
- car is traveling.
- As suddenly as it started, the car brakes, cuts to the west, and stops. To
- your surprise and confusion, the door opens behind you, to the south. This is
- an elevator car, with an electroluminescent control panel. The
- turbo-thrusters hum quietly beneath your feet, ready to rush you to your
- destination.
- There is a red triangle visible on the control console.
-
- What Now? SOUTH
-
- You are on a platform outside the hatch leading into a space shuttle. The
- shuttle hatch is open to the south. An elevator is to the north.
-
- What Now? ENTER SHUTTLE
-
- This is the bridge, the command hub of the shuttle. The only visible exit is
- to the north. Like most space vehicles, this one runs almost entirely
- automatically, with all flight parameters pre-programmed. There is a command
- console here, but it is dark. Mounted just below it is a small keyhole. It
- is currently set to 'off.'
-
- What Now? TURN KEY
-
- As you turn the key in the keyhole, you feel a surge as the ion drives prepare
- for a long-awaited takeoff. The whole ship begins to rumble and shake as the
- overhead bay doors are opened by huge motors built into the hillside, and you
- hear and feel vibrations as debris from above bounces off the shuttle.
- Out of fear, you reach to turn the key off, but it twists and breaks in
- the lock. The engines surge more violently, and you are slammed against the
- floor as the shuttle begins to rise into the air.
- Instantly, you realize that the bay doors have failed, because you can
- feel the shuttle collide with something as it ascends. The computer corrects
- for the damage somehow and the shuttle continues to rise, but is vibrating
- violently. The ion drives begin to squeal abnormally, and you realize that
- the shuttle cannot possibly remain in one piece for more than a few minutes.
- As if expecting your panic, a wall panel suddenly slides to one side,
- revealing an escape pod.
-
- This is the bridge. The exit to the north has been damaged by the vibrations
- and is twisted into an impossible position. An escape pod is visible to the
- west.
-
- What Now? WEST
-
- You are now in the escape pod. As you sit in the command couch, the door
- slides shut behind you and you feel the pod automatically ejecting from the
- shuttle. Not surprisingly, it hits something on the way out, and spins out of
- control for a moment before its thrusters regain control. You can hear the
- wind rushing by, and then the sound of an explosion -- very near by -- drowns
- out all other sounds. The escape pod rises for a few minutes, then begins to
- move horizontally. It's hard to tell what is happening, but it's certainly
- not as bad as what was happening just a few seconds ago.
- Directly before you is an extremely simple manual console with a small
- socket, above which are instructions which say "insert command module here."
-
- What Now? INSERT MODULE
-
- As you insert the RT-584 module, it exerts some sort of magnetic force which
- pulls it from your fingers and snugly into the RT-500 socket. The escape pod
- changes direction and velocity -- almost seeming to stop for a moment -- and
- then accelerates again toward some unknown destination. After a few minutes,
- you feel the pod turning and then decelerating and descending. Before you
- expected it, the pod touches down roughly, causing you to bump your head
- against the side of the pod. The pod's engines begin whining as they reduce
- power. The door suddenly clicks and swings open, revealing bright sunlight
- outside. Once the door is locked open, the pod's engines shut down
- completely, leaving you in complete silence.
- You are in the escape pod, which is not moving. An open door leads east.
-
- What Now? EAST
-
- You emerge from the pod to find the sun shinning brightly. The air is fresh
- and clean and smells like spring flowers. For the first time in a long while,
- you feel good about being alive.
-
- *** Congratulations. You have won the game. ***
-
- You have seen 16 rooms (out of 17), in 60 turns.
- Your score is 15 out of a possible 15 points.
- (The game was saved 0 times and restored 0 Times.)
-
- 3 -- INTRODUCTION TO AGT'S METALANGUAGE FOR CREATING PROFESSIONAL LEVEL GAMES
-
-
- The Adventure Game Toolkit comes with a number of complete, ready-to-play
- adventure games including an AGT version of the "Colossal Cave" (sometimes
- called the "Original Adventure") by Woods and Crowther. The AGT version of
- this classic game has over 140 locations, a vocabulary of about 500 words, and
- is comparable in quality and playability to professional games from firms like
- Infocom. The complete source code for this classic game is included as part
- of the basic AGT package. The AGT version of the "Colossal Cave" is a
- Professional Level game that makes use of AGT's unique English-like
- metalanguage -- developed especially for writing adventure games.
-
- Metalanguage commands consist of various conditional tests and actions to be
- executed. These commands are very English-like and easy to understand. For
- example, below are a few typical conditional tests:
-
- Sample Conditions Explanation
- ----------------- -----------
- NOT AtLocation 5 Tests if player is NOT in Room 5
- IsOpen 208 Tests if Noun 208 is currently open
- Present 210 Tests if Noun 210 is currently nearby
- NOT Present 210 Tests if Noun 210 is NOT currently nearby
- TurnsGT 25 Tests if game has lasted more than 25 turns
- Chance 10 Test has a 10% chance of being TRUE
- VerbIsDirection Tests if player is trying to leave Room
- ScoreLT 20 Tests if player's score is less than 20 points
- CounterEquals 4 100 Tests if Counter number 4 equals 100
- IsCarrying 203 Tests if player is carrying Noun 203
- OR OR
- IsCarrying 204 is carrying Noun 204
- NamePresent Tests that command's Addressee is nearby
- RoomNeedsLight Tests if current Room needs a light
-
- There are a total of 84 separate meta-command conditional tests. Since each
- may be prefaced by a NOT, there are actually a total of 168 conditional tests
- in the AGT metalanguage. These tests may be connected by multiple "OR's" to
- create compound conditional tests.
-
- In addition to conditions, there are 71 metalanguage action codes or tokens.
- For example:
-
- Sample Actions Explanation
- -------------- -----------
- GoToRoom 23 Sends the player to Room 23
- PutInCurrentRoom 205 Puts Noun 205 in current Room
- PrintMessage 47 Prints message number 47 from .MSG file
- LockNOUN Lock the current NOUN
- SwapLocations 206 207 Swap the locations of Nouns 206 and 207
- PlusScore 10 Add 10 points to player's score
- KillPlayer Kill player at end of current turn
- SendToRoom 225 57 Send Noun 225 to Room 57
- DestroyNOUN Destroy current NOUN (sends it to Room zero)
- DescribeThing 310 Prints the description of Creature 310
- TurnCounterON 4 Starts Counter number 4 counting at 1
- ChangePassageway 1 35 Creates a passage: North(1) to Room 35
- ChangePassageway 1 0 Closes the passage in direction 1 (North)
-
-
- META-COMMAND EXAMPLES
-
- Here are a few typical examples of AGT metalanguage commands. The following
- meta-commands would allow the adventure game player to CLIMB a TREE and to
- CROSS a BRIDGE during a game:
-
- COMMAND CLIMB TREE
- InRoom 208 (* The sturdy oak tree is in the room *)
- OR
- AtLocation 23 (* a location in the forest *)
- OR
- AtLocation 47 (* a location in the forest *)
- OR
- AtLocation 82 (* a location in the forest *)
- GoToRoom 36 (* Go to branches at top of oak tree *)
- PrintMessage 43 (* You climb up to the top of the tree. *)
- DoneWithTurn
- END_COMMAND
-
- COMMAND CROSS BRIDGE
- AtLocation 23 (* At West side of bridge *)
- GoToRoom 24 (* Go to East side of bridge *)
- PrintMessage 44 (* You walk across the bridge to the other side. *)
- DoneWithTurn
- END_COMMAND
-
- COMMAND CROSS BRIDGE
- AtLocation 24 (* At East side of bridge *)
- GoToRoom 23 (* Go to West side of bridge *)
- PrintMessage 44 (* You walk across the bridge to the other side. *)
- DoneWithTurn
- END_COMMAND
-
- The words within the "(*" and "*)" are comments; they are not actually part of
- the meta-command itself. The messages referred to in the "PrintMessage"
- actions above would be contained in a separate message file.
-
- Here is another example, where meta-commands are set up to create the proper
- game response whenever the player inputs a command to KISS something:
-
- COMMAND KISS PRINCESS
- InRoom 305 (* Princess is here *)
- AtLocation 99 (* In Bridal Suite of palace *)
- PrintMessage 45 (* The princess melts into your strong arms, etc. *)
- PlusScore 25 (* Bonus for Kiss *)
- WinGame (* Win the game *)
- DoneWithTurn
- END_COMMAND
-
- COMMAND KISS PRINCESS
- InRoom 305 (* Princess is here *)
- NOT AtLocation 99 (* Not in the Bridal Suite of palace *)
- PrintMessage 46 (* The princess pushes you away coyly, "Not here!" *)
- DoneWithTurn
- END_COMMAND
-
- COMMAND KISS TROLL
- InRoom 307 (* Ugly Troll is here *)
- PrintMessage 47 (* The troll kills you! *)
- KillPlayer (* That will teach you to KISS THE TROLL!! *)
- DoneWithTurn
- END_COMMAND
-
- COMMAND KISS ANY
- NOUNpresent (* NOUN (whatever it is) is here *)
- PrintMessage 48 (* You try to $VERB$ the $ADJECTIVE$ $NOUN$ for awhile. *)
- MinusScore 10 (* penalty for sick mind *)
- DoneWithTurn
- END_COMMAND
-
- COMMAND KISS ANY
- PrintMessage 49 (* The $ADJECTIVE$ $NOUN$ isn't here! *)
- MinusScore 10 (* penalty for sick mind *)
- DoneWithTurn
- END_COMMAND
-
- Meta-commands are processed in the order encountered -- so the last two "KISS
- ANY" meta-commands above represent "default" commands and would be activated
- only if you weren't trying to KISS the PRINCESS or the TROLL. For example, if
- you gave the input "KISS THE BLARNEY STONE", the game would respond with "You
- try to kiss the blarney stone for a while" (Message number 48 in the message
- file) or "The blarney stone isn't here!" (Message number 49) depending upon if
- the Blarney stone is present at your current location or not.
-
- Meta-commands can also be used for "random events", such as, (1) having a
- dwarf appear in the room and throw an axe at the player, or (2) having a bear
- (that the player has befriended) follow him into a new room, or (3) having a
- voice boom out an announcement that "The Cave will close in 25 turns", or (4)
- having the player die because of some random event (e.g., falling into a pit).
-
-
- Below are a few examples of typical "random event" meta-commands. These meta-
- commands will be tested for ANY player input and if the conditions are
- satisfied, the meta-command's actions will be taken.
-
- COMMAND ANY
- Present 210 (* Blazing torch is here *)
- CounterGT 2 75 (* Torch has been lit for at least 75 turns *)
- PrintMessage 21 (* Your torch is flickering and growing weaker *)
- CounterEquals 2 100 (* Torch has been lit for 100 turns *)
- PrintMessage 22 (* The torch finally goes out! *)
- TurnCounterOFF 2 (* Torch has gone out, so turn torch counter OFF *)
- SwapLocations 210 211 (* swap blazing torch for unlit torch *)
- END_COMMAND
-
- COMMAND ANY
- NOT Present 312 (* Angry guard is NOT in room (yet) *)
- Chance 10 (* 10 % chance of guard appearing *)
- PutInCurrentRoom 312 (* put guard in room *)
- PrintMessage 23 (* An angry guard suddenly storms into the room! *)
- END_COMMAND
-
- COMMAND ANY
- FlagON 5 (* Flag 5 is ON if player has befriended parrot *)
- PutInCurrentRoom 306 (* Once befriended, parrot stays with player *)
- VerbIsDirection (* Player is going to new room *)
- PrintMessage 24 (* The parrot flies after you and lands nearby. *)
- END_COMMAND
-
- COMMAND ANY
- InRoom 306 (* The parrot is here *)
- FlagOFF 4 (* Parrot is thirsty if Flag 4 is OFF *)
- Chance 5 (* 5 % chance of parrot talking *)
- PrintMessage 25 (* The parrot squawks "Polly wants a beer!" *)
- END_COMMAND
-
- COMMAND ANY
- InRoom 308 (* A vampire bat is here *)
- Chance 5 (* 5 % chance of being bitten *)
- PrintMessage 26 (* The vampire bat bites you on the neck!! *)
- KillPlayer (* Too bad, but vampire bat bites are fatal! *)
- DoneWithTurn (* No further process for this turn *)
- END_COMMAND
-
-
- 4 -- THE "CLASSIC" AND THE "MASTER'S" EDITIONS OF THE ADVENTURE GAME TOOLKIT
-
- IMPORTANT NOTE: Everything that has been described above refers to the
- "Classic" Edition of AGT.
-
- The "Classic Edition" (i.e., the normal/old/regular version) of AGT is very
- simple to use and can be used by programming novices or even by
- non-programmer's to create very professional text adventures similar to those
- from firms like Infocom. Versions of the "Classic Edition" are available for
- IBM, Macintosh, Atari ST and Amiga computers and games created on any of these
- computers can be re-compiled and played on any of the other computers. The
- Classic Edition is still supported and available from Softworks as Shareware
- for only $20 (or $40 including a 223 page printed manual with lots and lots of
- detailed examples).
-
- Anyone who orders the "Classic" Edition will get two disks filled with a
- number of "goodies" that are NOT included with the "unregistered" versions of
- AGT -- specifically, you will get a number of great games (in AGT source code
- format):
-
- QUEST Recover your magic spells and amulets from Blackwing's Pit.
-
- SQUYNCH Challenge the evils and mysteries of the Land of Squynch.
- Very clever! As good as Infocom!
-
- PARANOIA An adaptation of a classic fantasy role-playing game from
- "SpaceGamer/FantasyGamer" magazine.
-
- ELF Help Santa make it a merry, merry Christmas by discovering
- how to make Rudolph's nose shine bright enough to fly the
- sleigh through the fog covering the North Pole.
-
- UNDERGND A game of survival after World War III. Uses all of the
- tricks of the original GAGS (Standard Level) adventures.
-
- DEENA A woman warrior's struggle to escape from the lecherous
- Gendi tribe. (R-rated)
-
- DRAGONS An adventure in the Sultan's palace with side trips to his
- dungeon, the torture chamber and the harem. (R-rated)
-
- BIGDATE Get ready for your big date. An adventure told from a
- woman's point of view.
-
- CTA "Cristian Text Adventure" is an allegorical adventure where
- you battle figures like "Unbelief", "Greed" and "Lust" using
- such weapons as the "Sword of the Spirit" and the "Staff of
- Righteousness".
-
- FABLE An allegorical quest for meaning and understanding in life.
-
- LOTTERY An adventure in San Francisco with emphasize on the "red
- light" district. (R-rated)
-
- NMR "Adventures in NMR" is an example of how one might use an AGT
- game format to explain/describe something like a complex
- product or how to diagnois a problem with equipment, etc.
- Specifically, in NMR, the object is to purchase an NMR
- spectrometer and measure a spectrum without killing yourself
- in the process.
-
- EASTER A game aimed at and suitable for children from 7-12. Hunt for
- Easter Eggs around the house. Truly charming!
-
- VANPELT An orientation to the Van Pelt library at the University of
- Pennsylvania. Used to teach new students how to find their
- way around the library and how to undertake basic library
- research.
-
- Plus, anyone who orders the "Classic" Edition will get several great game
- creation utilities:
-
- AA "Adventure Author" -- a utility to create Standard Level games
- by "filling-in-the-blanks" using a form. The form is then
- turned into the basic data file that AGT needs.
-
- AGTMACRO A TSR that creates "templates" for ROOMs, NOUNs, etc. from
- within your text editor or word processor -- saving you both
- time, errors and typing.
-
- AGTNUM A utility than enables you to use meaningful "labels" rather
- than numbers, e.g., NOUN 233 can be expressed as NOUN [Big Ax],
- and MESSAGE 41 can become MESSAGE [Don't go near the dragon!].
-
-
- DIFFERENCES BETWEEN THE CLASSIC EDITION AND THE MASTER'S EDITION OF AGT
-
- The "Master's Edition" is the long-awaited and long-promised version 2.0 of
- AGT and represents the response to over five years of AGT user's requests for
- improvements and additional capabilities and features.
-
- The MASTER'S EDITION of ADVENTURE GAME TOOLKIT is designed to allow a game
- designer/writer to create and play his/her own high-quality text adventure
- games with optional graphic illustrations, sound effects and music. 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.
-
- FEATURES OF MASTER'S EDITION OF THE ADVENTURE GAME TOOLKIT
-
- In addition to ALL the features and capabilities of the "Classic" Edition, the
- Master's Edition of AGT has a number of additional features, including:
-
- * Bigger games; approximately twice as large as "Classic" games, e.g.,
- up to 300 rooms, 200 nouns, 900 messages, etc., and a typical game
- can have a vocabulary of 1000 words or more.
-
- * An OOPS feature that allows you to edit/correct your input commands.
-
- * Optional graphic illustrations using PCX formatted pictures for
- display on CGA, EGA or VGA screens. The PCX format is the most
- widely available of any picture format and is supported by most PAINT
- and/or DRAW programs. Plus -- a great deal of PCX "clip-art" is
- available.
-
- * Optional animation using FLI files (produced by Autodesk's Animator,
- Animator Pro, 3D-Studio and other animation packages) that can be
- displayed on VGA screens (only). The FLI format is the most widely
- used animation format. Plus -- a great deal of FLI animation
- "clip-art" is available.
-
- * Optional music and sound effects that can be played in the
- "background" during the game. These sound effects can either use the
- PC's internal speaker or use an AdLib or SoundBlaster (or compatible)
- "sound card" (if one is available).
-
- * Optional user-definable "look-and-feel" interface including a
- menu-driven player input option that displays feasible commands for
- the player to pick from.
-
- * Optional "pop-up" hints available when the <Alt> and <h> keys are
- pressed at the same time.
-
- * Optional fonts (EGA and VGA monitors only) that can be changed to
- suit the needs of the game. The Master's Edition comes with over
- 30 sample fonts including Old English, Scrawl, Computereze. Plus, a
- Font Editor is provided that allows you to create your own unique
- fonts.
-
- The "Master's Edition" is totally compatible with the Classic Edition and
- games originally developed for the Classic Edition can be easily converted
- to (using a provided conversion utility) and used with the Master's Edition.
- The Master's Edition is available only for IBM (or compatible) computers.
-
- However, be warned: The Master's Edition is aimed at the more sophisticated
- and experienced programmer/game designer.
-
- The Master's Edition is available from Softworks for only $50. This price
- includes the cost of six ZIPped disks with over 5 megabytes of goodies
- including complete documentation on disk, a bunch of game creation utilities,
- several brand new sample games including the complete AGT source code to:
-
- * HUMONGOUS CAVE (believed to be the largest text adventure game
- available on any microcomputer). Based on the "Colassal Cave"
- adventure, but expanded to 1000 points, 300 locations, hundreds of
- objects, elves and other creatures, treasures and puzzles.
-
- * HURRY! HURRY! HURRY! -- an illustrated, musical text adventure about
- a mystery in a traveling circus with all of the game's related font,
- music, sound effects and pictures files.
-
- * SHERLOCK HOLMES -- a very unusual, menu-driven adventure where you
- play the famous detective and try to solve a total of 18 separate
- cases. This adventure illustrates the Master's Edition's vastly
- improved capability to handle questions and answers.
-
- * BRAINSCAPE -- an adventure that takes place inside the brain similar
- to the novels (and movie) by Isaac Asimov "Fantastic Voyage" and
- "Fantastic Voyage II: Destination Brain".
-
- * SQUYNCH -- a classic adventure in-the-style-of-Infocom in which you
- challenge the evils and mysteries of the Land of Squynch. Very clever!
-
- * PORK -- a parody of the Infocom ZORK series of adventures. If
- you were frustrated by ZORK, play PORK and enjoy the sweet fruits of
- revenge.
-
- * ADVENTURELAND and PIRATE'S ADVENTURE -- two true classic games by
- Scott Adams converted to AGT. See how a real master of the genre
- does his magic!
-
-
- WHICH VERSION IS RIGHT FOR YOU?
-
- If you are a "power" gamer/programmer and know that you can use (or need) the
- full power of the Master's Edition, then by all means -- get the Master's
- Edition. If you have less experience with programming or game design, then
- you should probably start with the Classic Edition. If you select the Classic
- Edition, you can always upgrade later when you need the full power of the
- Master's Edition -- for a special "registered AGT user" upgrade price of only
- $35.
-
- REMEMBER: Softworks is a member of the Association of Shareware Professionals
- -- your guarantee of quality in shareware software.
-
- ⁄ƒƒƒƒƒƒƒƒƒø
- ⁄ƒƒƒƒƒ¡ƒƒƒø ≥ (tm)
- ƒƒƒ≥ ≥O ≥ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ
- ≥ ⁄ƒƒƒƒƒ¡–ƒƒø ≥ Association of
- ≥ ≥ √ƒŸ Shareware
- ¿ƒƒƒ¥ O ≥ Professionals
- ƒƒƒƒƒƒƒ≥ ∫ ≥ƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒƒ
- ¿ƒƒƒƒ–ƒƒƒƒŸ MEMBER
-
-
-
- 5 -- HOW TO GET A COPY OF THE ADVENTURE GAME TOOLKIT
-
- Mail Orders to: Softworks, 43064 Via Moraga, Mission San Jose, California 94539
-
- You can order by phone using your Mastercard or VISA by dialing
- (510) 659-0533, 6:00 PM to 9:00 PM., PST ONLY, Monday to Thursday
- 9:00 AM to 5:00 PM., PST ONLY, Saturday and Sunday
-
- AGT Registration (Classic Edition)........................ $ 20.00 $ ______
- includes: (1) Notice of future AGT upgrades, new AGT Adventures and
- related AGT products. (2) Latest version of the programs, sample
- Adventure game source files (CAVE, CRUSADE, UNDERGND, ALICE and others),
- and summary documentation on disk. Over one and half megabyte of program
- and data files -- ZIPped on two disks. (3) Telephone support from 7 PM to
- 9 PM PST (M-Th) plus Weekends. (4) The option to upgrade to the Master's
- Edition of AGT at any time for only $ 35.
-
- Above with printed AGT manual (Classic Edition)........... $ 40.00 $ ______
- includes: Above items plus printed manual (223 pages) with numerous
- detailed examples on how to use the Adventure Game Toolkit to create very
- professional and very clever Adventure games. The printed AGT manual has
- approximately 300% the amount of information as contained in the summary
- disk documentation.
-
- Printed "Classic Edition" AGT manual (Only) .............. $ 25.00 $ ______
-
- Master's Edition AGT Purchase ............................ $ 50.00 $ ______
- The Master's Edition of AGT is for the IBM only and is aimed at
- more sophisticated programmers/game designers. The package includes:
- (1) Notice of future AGT upgrades, new AGT Adventures and related AGT
- products. (2) Latest version of the Master's Edition programs and
- utilities, sample Adventure game source files (HUMONGOUS CAVE, HURRY,
- PORK, HOLMES, PIRATE and others), and complete documentation on disk.
- Over three megabyte of program and data files -- ZIPped on four disks.
- (3) Telephone support from 7 PM to 9 PM PST (M-Th) plus Weekends.
-
- Orders are normally shipped by US mail at no additional charge.
- For UPS ground shipment, please add $5.00............. $ 5.00 $ ______
-
- Shipments outside the United States are sent via Air Mail:
- For shipments to Africa, Hong Kong, Japan, New Zealand
- or Australia add ................................ $ 14.00 $ ______
- For shipments to Canada or Mexico add............... $ 6.00 $ ______
- For shipments to Great Britain and Europe add....... $ 10.00 $ ______
- For shipments elsewhere outside the USA add......... $ 12.00 $ ______
-
- Subtotal $ ______
-
- (California residents please add 8.25% sales tax) Tax $ ______
-
- ******** U.S. Dollars ONLY!!! -------------->>> Total $ ______
-
- Payment by: ( ) Check ( ) MasterCard ( ) VISA ( ) Cash
- ADVENTURE GAME TOOLKIT (AGT) REGISTRATION/ORDER FORM -- PAGE 2
-
-
- Name: ____________________________________________________________
-
- Company: ____________________________________________________________
-
- Address: ____________________________________________________________
-
- : ____________________________________________________________
-
- City : ____________________________________________________________
-
- State: ___________________________ Zip:____________________________
-
- Country: ____________________________________________________________
-
- Day Phone: _________________________ Eve: ___________________________
-
- Card #: _________________________________ Exp. Date: _______________
-
- Signature of cardholder: ____________________________________________
-
- AGT Version/Disk Size desired: ______ Macintosh ______ Atari ST ______ Amiga
-
- ______ IBM 5 1/4 ______ IBM 3 1/2
-
-
- ------------------------ User comments ------------------------------
-
- I heard about the Adventure Game Toolkit (AGT) from
- [ ] - Friend [ ] - Disk Vendor
- [ ] - Computer Club [ ] - Computer Store
- [ ] - CompuServe [ ] - BIX
- [ ] - GEnie [ ] - Electronic Bulletin Board
- [ ] - Other - Please Specify ________________________________
-
- We would also appreciate any input you would care to give concerning
- AGT. If you have any ideas or comments that would make AGT a better
- system, then please let us know.
-
- We value your comments and/or suggestions:
-
- ____________________________________________________________________
-
- ____________________________________________________________________
-
- ____________________________________________________________________
-
- ____________________________________________________________________
-
- ____________________________________________________________________
-
- ____________________________________________________________________
-
- ____________________________________________________________________
-
-