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Text File | 1988-05-30 | 22.9 KB | 1,034 lines |
-
- INTRODUCTION
-
- You are Odieus son of Odielle of the ancient Winwood family. Coming from
- a long line of sorcerors and enchantresses, you naturally undertook the
- presevation of your ancestric traditions. In Oxvord you majored in casting
- spells and you received you Phd in Effective Cursing and Spell Flinging.
- Just two zifs ago, your bitter archenemy Blackwing son of Blackfeather has
- deviously contrived to seperate you from the most important instrument of your
- field - your magic flingshot. Being an expert Filcher, he has succesfully
- executed his evil designs. But you don't panic, you keep calm. Only after
- scrambling through the village yelling at the top of your lungs and frantically
- searching through every nook and cranny for a clue, do you finally decide to
- consult your friend and fellow Flinger, Zinness son of Zinnesess.
- Having reclined liesurely on his plush velvet sofa and chatted comfortably
- for about half a zif, he advises you to pursue Blackwing and obtain eternal
- vengeance. You bravely undertake the mission and declare your absolute
- confidence, but oddly you can't stand up since your knees are shaking too much.
- When you recover, Zinness takes you into his flingroom and transports you
- somewhere near Blackwing's abode; that is, the Pit.
-
- END_INTRODUCTION
-
- VERBS
- DROP FREE RELEASE
- Dummy_Verb1 GO
- Dummy_Verb2 GIVE
- Dummy_Verb3 CHOP
- Dummy_Verb4 PLANT BURY
- Dummy_Verb5 POUR
- Dummy_Verb6 FILL
- Dummy_Verb7 CLIMB
- Dummy_Verb8 MAKE
- Dummy_Verb9 SWIM WADE
- Dummy_Verb10 TIE
- Dummy_Verb11 BLOW
- Dummy_Verb12 TWIST
- Dummy_Verb13 SCREW INSERT
- Dummy_Verb14 ROLL
- Dummy_Verb15 WAKE PINCH SHAKE TICKLE
- Dummy_Verb16 JUMP
- Dummy_Verb17 TAME
- Dummy_Verb18 WATER
- END_VERBS
-
- MAXIMUM_SCORE 150
-
- TREASURE_ROOM 21
-
- STARTING_ROOM 25 (* Area flung *)
-
- ROOM 25
- Area Flung
- NORTH 9 (* Front of Pit *)
- SOUTH 5 (* Greenhouse *)
- EAST 2 (* Dismal cottage *)
- WEST 6 (* Statue Room *)
- END_ROOM
-
- ROOM_DESCR 25
- This cool grassy area is where Zinnes flung you. Apparently you are somewhere
- near Blackwing's Pit. To the south a glass structure glints in the sun, and a
- dismal cottage lies to the east.
- END_ROOM_DESCR
-
- ROOM 2
- Dismal Cottage
- WEST 25 (* Area flung *)
- EXIT 25 (* Area flung *)
- END_ROOM
-
- ROOM_DESCR 2
- The cottage's interior is rather nice, actually. A heavy marble table sits
- among ruby tiles, gold trimming lines ornate pillars, and the sapphire studded
- ceiling is garnished with a crystal chandelier.
- END_ROOM_DESCR
-
- ROOM 3
- Pleasant Meadow
- EAST 4 (* End of Meadow *)
- WEST 5 (* Greenhouse *)
- END_ROOM
-
- ROOM_DESCR 3
- This is the beginning of a pleasant meadow. Tall grass is swept with soft
- zephyrs, whistling through the elegant yews which surround you. There is a
- particularly large oak on your right. A glass structure glints in the sun to
- the west.
- END_ROOM_DESCR
-
- ROOM 4
- End of Meadow
- WEST 3 (* Pleasant meadow *)
- END_ROOM
-
- ROOM_DESCR 4
- You have reached the end of the pleasant meadow. The grass over here is
- curiously singed at the bottom. There is a large wooden sign here.
- END_ROOM_DESCR
-
- ROOM 5
- Greenhouse
- NORTH 25 (* Area flung *)
- EXIT 25 (* Area flung *)
- EAST 3 (* Pleasant meadow *)
- END_ROOM
-
- ROOM_DESCR 5
- The greenhouse contains a variety of exotic plants, tropical greenery, and two
- exits. In the middle of some purple-black shrubs sits the only empty plot,
- beside which is growing a banana tree.
- END_ROOM_DESCR
-
- ROOM 6
- Statue Room
- EAST 25 (* Area flung *)
- EXIT 25 (* Area flung *)
- WEST 7 (* Sphinx room *)
- ENTER 7 (* Sphinx room *)
- END_ROOM
-
- ROOM_DESCR 6
- This grey area is filled with stone sculptures of all types of creatures. Upon
- closer examination you note they are extraordinarily well carved. A strange
- feeling you usually don't get in museums comes over you.
- END_ROOM_DESCR
-
- ROOM 7
- Sphinx Room
- EAST 6 (* Statue Room *)
- EXIT 6 (* Statue Room *)
- WEST 8 (* Guarded Cell *)
- ENTER 8 (* Guarded Cell *)
- END_ROOM
-
- ROOM_DESCR 7
- The room you've just entered is totally bare of all furniture. It is colored
- grey, and it is filled with dust.
- END_ROOM_DESCR
-
- ROOM 8
- Guarded Cell
- EAST 7 (* Sphinx room *)
- EXIT 7 (* Sphinx room *)
- END_ROOM
-
- ROOM_DESCR 8
- This is a small cell whose walls are composed of a massive inter-twining of
- trailing vines which convene above you in a big tangle of leaves and ivy.
- END_ROOM_DESCR
-
- ROOM 9
- Front of Pit
- SOUTH 25 (* Area flung *)
- END_ROOM
-
- ROOM_DESCR 9
- Before you, spiralling downward, lies the great black maw of Blackwing's Pit.
- END_ROOM_DESCR
-
- ROOM 10
- Grand Hallway
- NORTH 12 (* Dining Room *)
- EAST 22 (* Hex Room *)
- WEST 11 (* Taxedermist shop *)
- UP 9 (* Front of Pit *)
- END_ROOM
-
- ROOM_DESCR 10
- You are standing in the grand hallway of the Pit. Faint light comes from an
- opening above you. Large open doorways beckon from three sides. A fireplace
- burns behind you.
- END_ROOM_DESCR
-
- ROOM 11
- Taxedermist Shop
- EAST 10 (* Grand Hallway *)
- EXIT 10 (* Grand Hallway *)
- END_ROOM
-
- ROOM_DESCR 11
- This appears to be a taxedermist display area. Stuffed creatures abound
- everywhere with plaques marking them below. The flourescent bulbs above you
- are shattered.
- END_ROOM_DESCR
-
- ROOM 12
- Dining Room
- SOUTH 10 (* Grand Hallway *)
- EAST 14 (* Living Room *)
- WEST 13 (* Den *)
- NORTH 17 (* Elevator *)
- END_ROOM
-
- ROOM_DESCR 12
- An oval table and satin seats mark this room as the dining room. The exits to
- the east and west are labeled, respectively, living room and den. A closed
- doorway to the north is also present. A brass ring is attached to the wall.
- END_ROOM_DESCR
-
- ROOM 13
- Den (of Lions)
- EAST 12 (* Dining Room *)
- NORTH 16 (* Behind Den *)
- END_ROOM
-
- ROOM_DESCR 13
- This is obviously the den. I say obvious because the family of ferocious-
- looking lions who are glaring at you for disturbing them are presently
- occupying the room. Behind them to the north is an open doorway.
- END_ROOM_DESCR
-
- ROOM 14
- Living Room
- WEST 12 (* Dining Room *)
- END_ROOM
-
- ROOM_DESCR 14
- This is the living room. It is rather strange, since everything here seems to
- be alive. The chairs are singing, the lamp fixture is sweeping the carpet, and
- the air conditioner is coughing from your torch's smoke. There is a door to
- the north.
- END_ROOM_DESCR
-
- ROOM 15
- Power Room
- SOUTH 14 (* Living Room *)
- EXIT 14 (* Living Room *)
- END_ROOM
-
- ROOM_DESCR 15
- This area appears to be the power source for the entire Pit complex. Pipes and
- wires are strewn about, and there is a series of holes on the far end, all
- occupied save one.
- END_ROOM_DESCR
-
- ROOM 16
- Behind Den (of Lions)
- SOUTH 13 (* Den *)
- EXIT 13 (* Den *)
- POINTS 10
- END_ROOM
-
- ROOM_DESCR 16
- You are behind the den of lions. Whatever they were placed there to guard must
- have already been removed, as there doesn't seem to be anything of value about.
- END_ROOM_DESCR
-
- ROOM 17
- Elevator
- SOUTH 12 (* Dining Room *)
- EXIT 12 (* Dining Room *)
- END_ROOM
-
- ROOM_DESCR 17
- You are in a tight closet, presumably the elevator. A red button is on the
- wall.
- END_ROOM_DESCR
-
- ROOM 18
- Downstairs in Elevator
- NORTH 19 (* Large Cavern *)
- EXIT 19 (* Large Cavern *)
- END_ROOM
-
- ROOM_DESCR 18
- You are in a tight closet, presumably the elevator. There is a red button on
- the wall. It smells extremely bad here.
- END_ROOM_DESCR
-
- ROOM 19
- Large Cavern
- SOUTH 18 (* Downstairs Elevator *)
- EXIT 18 (* Downstairs Elevator *)
- END_ROOM
-
- ROOM_DESCR 19
- This is a tremendous cavern. There is a stifling stench in the air.
- END_ROOM_DESCR
-
- ROOM 20
- Staircase
- UP 19 (* Large Cavern *)
- END_ROOM
-
- ROOM_DESCR 20
- This is the bottom of the rickety staircase. Before you stands a wooden wall,
- studded with many large keyholes. The keyholes run from bottom to top, and are
- extraordinarily big.
- END_ROOM_DESCR
-
- ROOM 21
- Safehold
- GAME_WIN
- POINTS 40
- END_ROOM
-
- ROOM_DESCR 21
- This is Blackwing's safe. Buried among his various treasures is your precious
- flingshot. You grab the flingshot ( and a fair helping to some spoils ) and
- win the game .
- END_ROOM_DESCR
-
- ROOM 22
- Hex Room
- WEST 10 (* Grand Hallway *)
- EXIT 10 (* Grand Hallway *)
- END_ROOM
-
- ROOM_DESCR 22
- This room is shaped like a hexagon. It is colored red, the overhead lights are
- shattered, and the floor has a colorful mosiac.
- END_ROOM_DESCR
-
- ROOM 23
- Above the Greenhouse
- DOWN 5 (* Greenhouse *)
- EXIT 5 (* Greenhouse *)
- END_ROOM
-
- ROOM_DESCR 23
- You are about one quarter up the tall beanstalk, and 200 feet above the
- greenhouse.
- END_ROOM_DESCR
-
- ROOM 24
- On Cloud
- DOWN 23 (* Over Greenhouse *)
- END_ROOM
-
- ROOM_DESCR 24
- This is where the tall beanstalk thins out and vanishes altogether. You are
- resting on a fluffy white cloud. It is rather silent up here.
- END_ROOM_DESCR
-
-
-
- NOUN 201
- silverware
- beautiful
- There is a setting of beautiful silverware here.
- LOCATION 2 (* Dismal cottage *)
- WEIGHT 15
- END_NOUN
-
- NOUN_DESCR 201
- There is a setting of beautiful silverware here.
- END_NOUN_DESCR
-
- NOUN 202
- plate
- dusty
- There is a dusty plate here.
- LOCATION 2 (* Dismal cottage *)
- WEIGHT 10
- END_NOUN
-
- NOUN_DESCR 202
- There is a dusty plate here.
- END_NOUN_DESCR
-
- NOUN 203
- plate
- polished
- There is a highly polished plate here.
- LOCATION 0 (* Nowhere *)
- WEIGHT 10
- END_NOUN
-
- NOUN_DESCR 203
- There is a highly polished dish here.
- END_NOUN_DESCR
-
- NOUN 204
- dwarf
- gruff-looking
- Sitting on a nearby tree stump is a gruff-looking dwarf.
- LOCATION 3 (* Pleasant meadow *)
- UNMOVABLE
- END_NOUN
-
- NOUN_DESCR 204
- Sitting on a nearby tree stump is a gruff-looking dwarf.
- END_NOUN_DESCR
-
- NOUN 205
- axe
- sharp
- A double edged axe is embedded in the ground.
- LOCATION 0 (* Nowhere *)
- WEIGHT 10
- END_NOUN
-
- NOUN_DESCR 205
- A double edged axe is embedded in the ground.
- END_NOUN_DESCR
-
- NOUN 206
- oak
- huge
- Lying on it's side amidst the tall grass is a huge oak.
- LOCATION 0 (* Nowhere *)
- UNMOVABLE
- END_NOUN
-
- NOUN_DESCR 206
- Lying on it's side amidst the tall grass is a huge oak.
- END_NOUN_DESCR
-
- NOUN 207
- key
- diamond
- There is a sparkling diamond encrusted key here.
- LOCATION 0 (* Nowhere *)
- WEIGHT 5
- END_NOUN
-
- NOUN_DESCR 207
- There is a sparkling diamond encrusted key here.
- END_NOUN_DESCR
-
- NOUN 208
- contraption
- some
- Sitting in the cabinet is some kind of a contraption.
- LOCATION 0 (* Nowhere *)
- UNMOVABLE
- END_NOUN
-
- NOUN_DESCR 208
- Sitting in the cabinet is some kind of a contraption.
- END_NOUN_DESCR
-
- NOUN 209
- sphinx
- guardian
- Facing you is a deadly stone guardian sphinx.
- LOCATION 7 (* Sphinx room *)
- UNMOVABLE
- END_NOUN
-
- NOUN_DESCR 209
- Facing you is a deadly stone guardian-sphinx. It has you fixed with it's fatal
- stare. You recall from your college lectures the result of meeting the
- sphinx's gaze - instant stonification.
- END_NOUN_DESCR
-
- NOUN 210
- beans
- white
- There are a few white beans here.
- LOCATION 8 (* Guarded Cell *)
- WEIGHT 5
- END_NOUN
-
- NOUN_DESCR 210
- There are a few white beans here.
- END_NOUN_DESCR
-
- NOUN 211
- beans
- green
- There are a few green beans here.
- LOCATION 8 (* Guarded Cell *)
- WEIGHT 5
- END_NOUN
-
- NOUN_DESCR 211
- There are a few green beans here.
- END_NOUN_DESCR
-
- NOUN 212
- beans
- blue
- There are a few blue beans here.
- LOCATION 8 (* Guarded Cell *)
- WEIGHT 5
- END_NOUN
-
- NOUN_DESCR 212
- There are a few blue beans here.
- END_NOUN_DESCR
-
- NOUN 213
- banana
- green
- Some green bananas are scattered around.
- LOCATION 0 (* Nowhere *)
- WEIGHT 10
- NOUN_SYNONYMS BANANAS
- END_NOUN
-
- NOUN_DESCR 213
- Some green bananas are scattered around.
- END_NOUN_DESCR
-
- NOUN 214
- plant
- small
- There is a four-foot-high plant occupying the plot.
- LOCATION 0 (* Nowhere *)
- UNMOVABLE
- END_NOUN
-
- NOUN_DESCR 214
- There is a four-foot-high plant occupying the plot. You can't really tell what
- it is yet.
- END_NOUN_DESCR
-
- NOUN 215
- beanstalk
- tall
- A tall, healthy, and bright green beanstalk stretches high into the heavens.
- LOCATION 0 (* Nowhere *)
- UNMOVABLE
- END_NOUN
-
- NOUN_DESCR 215
- A tall, healthy, and bright green beanstalk stretches high into the heavens.
- It is bursting with enormous beans and leaves, all too large to handle.
- END_NOUN_DESCR
-
- NOUN 216
- leaf
- large
- There is a large leaf here which looks quite takeable.
- LOCATION 23 (* Over Greenhouse *)
- WEIGHT 12
- END_NOUN
-
- NOUN_DESCR 216
- There is a large leaf here which looks quite takeable.
- END_NOUN_DESCR
-
- NOUN 217
- banana
- golden
- There is a golden banana here, glistening in the light.
- LOCATION 24 (* Cloud *)
- WEIGHT 9
- NOUN_SYNONYMS BANANAS
- END_NOUN
-
- NOUN_DESCR 217
- There is a golden banana here, glistening in the light.
- END_NOUN_DESCR
-
- NOUN 218
- gorilla
- stout
- There is a stout gorilla here, waiting expectantly.
- LOCATION 0 (* Nowhere *)
- UNMOVABLE
- END_NOUN
-
- NOUN_DESCR 218
- There is a stout gorilla here, waiting expectantly.
- END_NOUN_DESCR
-
- NOUN 219
- gorilla
- happy
- Off to one side is a happy gorilla gaping awe-stricken at a golden banana.
- LOCATION 0 (* Nowhere *)
- UNMOVABLE
- END_NOUN
-
- NOUN_DESCR 219
- Off to one side is a happy gorilla gaping awe-stricken at a golden banana.
- END_NOUN_DESCR
-
- NOUN 220
- pool
- water
- There is a pool of cool water here with a red herring swimming in it.
- LOCATION 0 (* Nowhere *)
- NOUN_SYNONYMS WATER
- UNMOVABLE
- END_NOUN
-
- NOUN_DESCR 220
- There is a pool of cool water here with a red herring swimming in it.
- END_NOUN_DESCR
-
- NOUN 221
- cup
- big
- There is a big cup here.
- LOCATION 2 (* Dismal cottage *)
- WEIGHT 5
- END_NOUN
-
- NOUN_DESCR 221
- There is a big cup here.
- END_NOUN_DESCR
-
- NOUN 222
- cup
- water
- There is a cup filled with cool water here.
- LOCATION 0 (* Nowhere *)
- WEIGHT 7
- END_NOUN
-
- NOUN_DESCR 222
- There is a cup filled with cool water here.
- END_NOUN_DESCR
-
- NOUN 223
- stick
- rolled-up
- There is a stick, rolled up from a leaf, about torch size.
- LOCATION 0 (* Nowhere *)
- WEIGHT 12
- END_NOUN
-
- NOUN_DESCR 223
- There is a stick, rolled up from a leaf, about torch size.
- END_NOUN_DESCR
-
- NOUN 224
- torch
- small
- There is a small torch here, emitting plumes of green smoke.
- LOCATION 0 (* Nowhere *)
- WEIGHT 12
- END_NOUN
-
- NOUN_DESCR 224
- There is a small torch here, emitting plumes of green smoke.
- END_NOUN_DESCR
-
- NOUN 225
- object
- threaded
- There is a peculiarly shaped threaded object here.
- LOCATION 10 (* Grand Hallway *)
- WEIGHT 7
- END_NOUN
-
- NOUN_DESCR 225
- There is a peculiarly shaped threaded object here.
- END_NOUN_DESCR
-
- NOUN 226
- bird
- sleeping
- Oddly enough, there is a bird here who is very much alive. It is sleeping.
- LOCATION 11 (* Taxedermist shop *)
- WEIGHT 20
- END_NOUN
-
- NOUN_DESCR 226
- Oddly enough, there is a bird here who is very much alive. It is sleeping.
- END_NOUN_DESCR
-
- NOUN 227
- handle
- long
- There is a long piece of wood here. It looks like a handle of some sort.
- LOCATION 22 (* Hex Room *)
- WEIGHT 10
- END_NOUN
-
- NOUN_DESCR 227
- There is a long piece of wood here. It looks like a handle of some sort.
- END_NOUN_DESCR
-
- NOUN 228
- string
- ball
- There is a ball of string here. The string has an almost leathery feel to it.
- LOCATION 12 (* Dining Room *)
- NOUN_SYNONYMS BALL
- WEIGHT 8
- END_NOUN
-
- NOUN_DESCR 228
- There is a ball of string here. The string has an almost leathery feel to it.
- END_NOUN_DESCR
-
- NOUN 229
- lions
- many
- A pack of lions are flattened against the wall, staring at you with much fear.
- LOCATION 0 (* Nowhere *)
- UNMOVABLE
- END_NOUN
-
- NOUN_DESCR 229
- A pack of lions are flattened against the wall, staring at you with much fear.
- END_NOUN_DESCR
-
- NOUN 230
- reed
- flat
- There is a thin flat reed here.
- LOCATION 5 (* Greenhouse *)
- WEIGHT 5
- END_NOUN
-
- NOUN_DESCR 230
- There is a thin flat reed here.
- END_NOUN_DESCR
-
- NOUN 231
- horn
- magic
- On the floor there is a magic horn.
- LOCATION 14 (* Living Room *)
- WEIGHT 18
- NOUN_SYNONYMS MUSIC
- END_NOUN
-
- NOUN_DESCR 231
- On the floor there is a magic horn.
- END_NOUN_DESCR
-
- NOUN 232
- stairs
- flight
- A flight of stairs plunges downward.
- LOCATION 0 (* Nowhere *)
- NOUN_SYNONYMS STAIRCASE
- UNMOVABLE
- END_NOUN
-
- NOUN_DESCR 232
- A flight of stairs plunges downward.
- END_NOUN_DESCR
-
- NOUN 233
- giant
- tall
- A 20 foot tall, wide and deep giant is snoring gratingly over here.
- LOCATION 19 (* Large Cavern *)
- UNMOVABLE
- END_NOUN
-
- NOUN_DESCR 233
- A 20 foot tall, wide and deep giant is snoring gratingly over here. At every
- breath you are consumed by a fog of beer-black breath. In addition to his
- breath, his socks give off an odor that almost knocks YOUR socks off.
- END_NOUN_DESCR
-
- NOUN 234
- whip
- leather
- There is a leather whip here.
- LOCATION 0 (* Nowhere *)
- WEIGHT 20
- END_NOUN
-
- NOUN_DESCR 234
- There is a whip here.
- END_NOUN_DESCR
-
- NOUN 235
- door
- xxx
- There is a door here.
- LOCATION 0 (* Nowhere *)
- UNMOVABLE
- END_NOUN
-
- NOUN_DESCR 235
- There is a door here.
- END_NOUN_DESCR
-
- NOUN 236
- ring
- twisted
- There is a twisted ring here.
- LOCATION 0 (* Nowhere *)
- UNMOVABLE
- END_NOUN
-
- NOUN_DESCR 236
- There is a twisted ring here.
- END_NOUN_DESCR
-
- NOUN 237
- cabinet
- wooden
- A wooden cabinet is fixed to the wall.
- LOCATION 2 (* Dismal Cottage *)
- UNMOVABLE
- END_NOUN
-
- NOUN_DESCR 237
- A wooden set cabinet is fixed to the wall. Sitting in the cabinet is some
- kind of a contraption.
- END_NOUN_DESCR
-
- NOUN 238
- lever
- xxx
- There is a xxx here.
- LOCATION 0 (* Nowhere *)
- UNMOVABLE
- END_NOUN
-
- NOUN 239
- plot
- xxx
- There is a xxx here.
- LOCATION 0 (* Nowhere *)
- UNMOVABLE
- END_NOUN
-
- NOUN 240
- sign
- xxx
- There is a xxx here.
- LOCATION 0 (* Nowhere *)
- UNMOVABLE
- END_NOUN
-
- NOUN 241
- label
- taped
- A label is taped over the west exit.
- LOCATION 6 (* Statue Room *)
- UNMOVABLE
- END_NOUN
-
- NOUN 242
- pit
- xxx
- There is a xxx here.
- LOCATION 0 (* Nowhere *)
- UNMOVABLE
- END_NOUN
-
- NOUN 243
- tree
- xxx
- There is a xxx here.
- LOCATION 0 (* Nowhere *)
- UNMOVABLE
- END_NOUN
-
- NOUN 244
- chair
- xxx
- There is a xxx here.
- LOCATION 0 (* Nowhere *)
- UNMOVABLE
- END_NOUN
-
- NOUN 245
- fireplace
- xxx
- There is a xxx here.
- LOCATION 0 (* Nowhere *)
- UNMOVABLE
- END_NOUN
-
- NOUN 246
- holes
- xxx
- There is a xxx here.
- LOCATION 0 (* Nowhere *)
- UNMOVABLE
- NOUN_SYNONYMS HOLE KEYHOLES
- END_NOUN
-
- NOUN 247
- button
- red
- There is a xxx here.
- LOCATION 0 (* Nowhere *)
- UNMOVABLE
- END_NOUN
-
- NOUN 248
- table
- xxx
- There is a xxx here.
- LOCATION 0 (* Nowhere *)
- UNMOVABLE
- END_NOUN
-
- NOUN 249
- doorway
- xxx
- There is a doorway here.
- LOCATION 0 (* Nowhere *)
- UNMOVABLE
- END_NOUN
-
- NOUN 250
- statue
- xxx
- There is a xxx here.
- LOCATION 0 (* Nowhere *)
- UNMOVABLE
- NOUN_SYNONYMS STATUES CREATURE CREATURES SCULPTURE SCULPTURES
- END_NOUN
-
- NOUN 251
- herring
- red
- There is a xxx here.
- LOCATION 0 (* Nowhere *)
- UNMOVABLE
- NOUN_SYNONYMS FISH
- END_NOUN
-
- NOUN 252
- springs
- hot
- There is a hot springs here. It is bubbling violently and giving off steam.
- LOCATION 4 (* End of Meadow *)
- UNMOVABLE
- NOUN_SYNONYMS SPRING
- END_NOUN
-
- NOUN 253
- plaques
- xxx
- There is a xxx here.
- LOCATION 0 (* Nowhere *)
- UNMOVABLE
- NOUN_SYNONYMS PLAQUE
- END_NOUN
-
- NOUN 254
- paper
- crumpled-up
- You see a crumpled-up piece of paper with writing on it.
- READABLE
- LOCATION 25
- END_NOUN
-
- NOUN_DESCR 254
- As you uncrumple the paper, you see that the letters are quite faded and
- difficult to read.
- END_NOUN_DESCR
-
- TEXT 254
- This adventure game was created using the Adventure Game Toolkit.
-
- A BRIEF 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 400 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.
-
- * Total compatibility with the last version of Generic Adventure Game
- System (GAGS version 1.07) and GAGS' large established library of
- text adventures. GAGS was the precursor to AGT.
-
- TO LEARN MORE ABOUT THE ADVENTURE GAME TOOLKIT
-
- Look for a file named AGTBLURB.TXT on this disk or the place/service where you
- got this disk. This file is a short description of the features of the
- ADVENTURE GAME TOOLKIT. This file presents an overview of AGT's special
- metalanguage for creating PROFESSIONAL LEVEL games, plus presents a complete
- STANDARD LEVEL adventure created without any programming.
-
- HOW TO GET THE LATEST VERSION OF THE ADVENTURE GAME TOOLKIT AND SAMPLE GAMES
-
- For only $20.00 you can be a "registered" user and receive the latest version
- of AGT plus the source code for this adventure game and others just as good.
- Registered users can also order a printed AGT manual that reveals many of the
- secrets of the "Great Adventure Masters" for creating clever and fun adventure
- games. Registered users can also order the Turbo PASCAL 4.0 source code for
- AGT for only $50.00!
-
- Just write or call:
-
- Softworks
- 43064 Via Moraga
- Mission San Jose, California 94539
-
- VISA or MasterCard accepted for telephone orders
- (415) 659-0533 12:00 Noon to 9:00 PM -- PST only
-
- If you wish to learn more AGT products and prices, just enter the command:
-
- PRINT ORDER FORM
- END_TEXT
-
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