home *** CD-ROM | disk | FTP | other *** search
- THE ADVENTURE GAME TOOLKIT
-
- The Adventure Game Toolkit is designed to allow you to create and play your
- own text adventure games. Once created, your adventure games can be shared
- with and enjoyed by others -- even if they do not have a copy of the Adventure
- Game Toolkit themselves.
-
- The Adventure Game Toolkit (AGT) began life as a program by Mark Welch called
- the Generic Adventure Game System (GAGS). Using GAGS it was possible for the
- non-programmer to develop complete adventure games using a fixed (but
- relatively large) vocabulary of action verbs. David Malmberg took GAGS and
- made a number of enhancements including the ability to customize the
- vocabulary and to program complex conditional tests and a rich assortment of
- actions and messages using a special metalanguage (designed specifically for
- writing adventure games). The current Adventure Game Toolkit combines the
- best features of both approaches to enable the user to create two distinct
- levels of adventure games:
-
- (1) Standard Level games that require no programming experience
- (honestly!), only a fertile imagination. These Standard Level games
- follow the original GAGS format and only require that the user
- generate 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.
-
- (2) Professional Level games that also make use of the 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.
-
-
- AGT has a number of features that make it a very comprehensive adventure
- product. These features make AGT more powerful, more professional and easier
- to use than any previously available text adventure game development system.
-
- 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.
-
- 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.
-
- The Adventure Game Toolkit (AGT) is distributed as "Shareware". Copies can be
- found on many electronic bulletin boards and time-sharing services including
- Genie, CompuServe, Source and BIX. AGT is also available by mail directly
- from the authors at:
-
- Softworks
- 43064 Via Moraga
- Mission San Jose, California 94539
-
- You can also order by phone using your Mastercard or VISA to (415) 659-0533,
- 12:00 Noon to 9:00 PM, PST ONLY.
- HOW TO PLAY THE ADVENTURE GAMES CONSTRUCTED WITH AGT
-
- If you've never played an adventure game before, the best way to start to
- understand how an adventure game works is to play one.
-
- VOCABULARY
-
- The Adventure Game Toolkit creates adventure games that understand a wide
- variety of commands. A typical AGT game might have a vocabulary totalling
- 500 words or more.
-
- Your game's commands should generally be in the format:
-
- <verb phrase> <(multiple) noun phrase(s)> <preposition> <noun phrase/object>
-
- Verb phrases can consist of a simple verb like EAT, SHOOT, READ or a verb
- followed by a preposition such as CLIMB UP, JUMP THROUGH, or SWIM IN. Noun
- (or object) phrases can consist of a single word noun like TREE, ROCK, LAKE
- or a noun and its adjective such as RED ROCK, SMALL BOWL or UGLY MUTANT.
- Several nouns may be connected with AND's or commas. Articles like A, AN
- or THE are optional. The personal pronouns MY and ITS are also optional.
- The pronouns IT, THEM, HIM and HER may be used to refer to a previously
- mentioned noun.
-
- Here are some (hypothetical) examples of valid commands:
-
- PLACE A RED ROCK IN THE SMALL BOWL
- PUT THE GREEN ROCK AND THE SMALL PEBBLE BEHIND THE OAK TREE
- READ MY POETRY BOOK
- SWIM IN THE SWIMMING POOL
- EXAMINE THE GOLD RING, THE DWARF AND THE SILVER NECKLACE
- EAT THE CELERY, THE TUNA, THE APPLE AND THE ONION
- THROW THE BATTLE AXE AND THE LARGE ROCK AT THE WEREWOLF
- SHOOT THE BURGLAR WITH THE REVOLVER
- ATTACK HIM
- ("HIM" will refer to last noun mentioned, e.g., the burglar)
- FIRE THE LASER PISTOL AT THE ALIEN MUTANT
- GET THE BOOK (also: TAKE THE BOOK)
- READ IT
- ("IT" will refer to last noun mentioned, e.g., the book)
- GET ALL (will get everything movable at the current location)
- GET THE KEYS, BOTTLE, FOOD AND THE CLOAK
- EXAMINE THE KEYS, BOTTLE, FOOD AND CLOAK
- PUSH THE RED BUTTON AND THE GREEN BUTTON
- UNLOCK THE FILE CABINET WITH THE STEEL KEY
- JUMP THROUGH THE OPENING
- JUMP OVER THE LOG
- NORTH
- SOUTHWEST
-
-
- PLACE AN AXE AND THE SHIELD NEXT TO THE BIG TREE
- PUT THE FOOD ON THE KITCHEN TABLE
- TURN ON THE FLASHLIGHT
- LIGHT THE TORCH WITH THE WOODEN MATCHES
- SCREAM AT THE UGLY TROLL
- CLIMB UP THE LADDER
- EXTINGUISH THE FIRE (or PUT OUT THE FIRE)
- DRINK THE WHITE WINE
- THROW THE FIRE WOOD IN THE STOVE
- PULL THE BELL CORD
- WEAR THE STUPID HAT (also: PUT ON THE STUPID HAT)
- TAKE OFF THE HAT (also: REMOVE THE HAT)
- NE (for NORTHEAST)
- DROP THE KEY AND THE BOTTLE
- ENTER THE CAVE
- XYZZY (i.e., a "magic" word)
- TURN THE DOORKNOB
- PLAY WITH THE DOG
- TALK TO (or TALK WITH) THE OLD MAN (ABOUT THE WEATHER)
- TELL JEFF ABOUT THE SWORD
- ASK JODIE ABOUT THE CRIME
-
- Compound commands can be created by connecting single commands (like those
- above) with "AND", "THEN" or the punctuation symbols "," or ";" to connect
- two or more separate commands. However, "end-of-sentence" punctuation
- symbols like ".", "!" and "?" should not be used. Below are a few examples
- of valid compound commands:
-
- TURN THE DOORKNOB; OPEN THE DOOR THEN ENTER THE ROOM
- CLIMB DOWN THE LADDER THEN SOUTH, WEST AND NORTHWEST
- GET THE CLOAK AND THEN EXAMINE IT; READ THE LABEL
- DROP THE FOOD AND THE BOTTLE THEN UNLOCK THE DOOR AND THEN LEAVE
- GET THE TORCH, LIGHT IT WITH THE WOODEN MATCHES THEN EXAMINE IT
-
- AGT's parser also allows you to give commands to other characters in the
- game like these:
-
- SULU, SET A COURSE FOR ALPHA 14
- SCOTTY, BEAM DOWN A TRICORDER AND THE QWERTY MODULE
- HELMSMAN, RAISE THE DEFLECTOR SHIELDS
- BONES, COME TO THE BRIDGE
-
- The comma after the character's name is optional.
-
- One point of advice about command structure is in order. Your commands
- should be structured to follow the most "natural" sequence of words when
- two or more sequences are possible. For example, THROW THE GOLDEN EGGS TO
- THE TROLL will be understood by the AGT parser, whereas THROW TROLL THE
- EGGS will not be understood -- even though it is understandable to most
- humans as equivalent. Similarly, you should avoid the verb "USE", such as
- USE THE KEY TO UNLOCK THE DOOR. This command should be entered simply as
- UNLOCK THE DOOR WITH THE KEY.
-
-
- NOTE: Player's input commands will be shown in all caps throughout this
- document.
-
-
- STANDARD LEVEL VERBS
-
- Standard level games have a fixed set of verbs -- although these may all be
- supplemented by additional synonyms. Professional level games have all of
- the standard level verbs plus they can have additional verbs that are
- defined uniquely for each game. The standard level verbs and the form of
- their commands are shown below:
-
- Meanings of notation:
- [required word]
- {optional word}
- | (means OR, i.e., alternative words)
-
- Verbs that do not require nouns
- ===============================
- N,S,E,W,NE,NW,SE,SW,U,D,
- NORTH,SOUTH,EAST,WEST,NORTHEAST,NORTHWEST,SOUTHEAST,
- SOUTHWEST,UP,DOWN
- ENTER | GO [IN | INTO]
- EXIT | LEAVE (* directions *)
-
- SCORE (* display score and status *)
- QUIT | Q (* end game *)
- INVENTORY | I (* list things player is carrying and wearing *)
- SCREAM | SHOUT | YELL (* make noise *)
- WAIT (* waste a turn *)
- BRIEF | VERBOSE (* change description mode *)
- L | LOOK (* repeat full description *)
- SAVE | RESTORE {GAME} (* save and restore game status *)
- HELP | H (* ask for help *)
- AGAIN | G (* repeat last command entered *)
- SCRIPT (* echo all output to both printer (LP1:) and screen *)
- UNSCRIPT (* send all output to screen only *)
-
- Verbs that require nouns (and perhaps objects)
- ==============================================
- LIST | SHOW [EXITS] (* list visible exits *)
- THROW | CAST | DUMP [noun]
- {[AT | TO | IN | INTO | ACROSS | INSIDE] [noun]}
- ATTACK | KILL | FIGHT | HIT [creature] {[WITH] [noun]}
- DROP | PUT DOWN [noun | ALL]
- GET | TAKE | PICK UP [noun | ALL]
- OPEN [noun] {[WITH] [noun]}
- CLOSE | SHUT [noun]
- LOCK [noun] {[WITH] [noun]}
- UNLOCK [noun] {[WITH] [noun]}
- EXAMINE | CHECK | INSPECT | LOOK AT | LOOK IN [noun]
- READ [noun]
-
-
- EAT [noun]
- DRINK [noun]
- PUT | PLACE [noun]
- [IN | WITH | INSIDE | INTO | NEAR | BEHIND |
- BESIDE | ON | UNDER] [noun]
- PUSH | TOUCH [noun] {[WITH] [noun]}
- TURN [noun] {ON | OFF}
- TURN {ON | OFF} [noun]
- PULL [noun]
- PLAY {WITH} [noun]
- LIGHT [noun]
- EXTINGUISH | PUT OUT [noun] (* synonym is "EXT" *)
- SHOOT | FIRE [noun] [AT] [creature]
- SHOOT | FIRE [creature] [WITH] [noun]
- PUT ON | WEAR [noun | ALL]
- TAKE OFF | REMOVE [noun | ALL]
- ASK [creature] [ABOUT] [noun]
- TALK [TO | WITH] [creature] {[ABOUT] [noun]}
- TELL [creature] [ABOUT] [noun]
-
-
- SOME GENERAL COMMENTS ABOUT COMMANDS
-
- Figuring out what words work in a game is part of the "challenge" of some
- adventure games. The usual directions are understood by AGT games (N, S,
- E, W, NE, NW, SE, SW, UP, and DOWN; in some cases, ENTER or EXIT might also
- be appropriate). Other events might also cause you to change location: if
- you detonate a nuclear warhead, for example, you'll likely be immediately
- transported somewhere far, far away.
-
- You can try to TAKE or GET most things that are in a room with you; you
- should EXAMINE or LOOK AT most visible nouns as well, whether or not you
- are carrying them. You can DROP or THROW anything you're carrying. Eating
- and drinking are often permitted, but eating strange things is usually
- dangerous. If something seems to be closed or locked, you can try to open
- or unlock it -- but it may require some special kind of key.
-
- There's no penalty for incorrect words: if the game doesn't understand a
- word, it gives you another chance and doesn't count the invalid input as a
- turn.
-
- If you try to do something foolish like EAT THE CHAIR or GET THE BUILDING,
- the game will give you an appropriate response like "Eat the chair? You
- must be kidding!" or "The building can not be taken".
-
-
- ABBREVIATIONS AND SPECIAL KEYS
-
- All of the directions can be abbreviated by using one or two key letters.
-
-
- For example, N for NORTH, SW for SOUTHWEST, U for UP, etc. You can also
- abbreviate EXAMINE as EX (e.g., EX BOOK). To turn out a light, you can
- EXTINGUISH it, and EXTINGUISH can be abbreviated as EXT (e.g., EXT LAMP).
- Other acceptable abbreviation are L for LOOK, I for INVENTORY, G for AGAIN,
- H for HELP and Q for QUIT.
-
- It is also possible to use the function and cursor keys in lieu of many
- frequently used commands and directions as follows:
-
- F1 -- GET Up Arrow -- NORTH
- F2 -- DROP Down Arrow -- SOUTH
- F3 -- EXAMINE Right Arrow -- EAST
- F4 -- READ Left Arrow -- WEST
- F5 -- OPEN Home -- NORTHWEST
- F6 -- CLOSE End -- SOUTHWEST
- F7 -- INVENTORY Pg Up -- NORTHEAST
- F8 -- LOOK Pg Dn -- SOUTHEAST
- F9 -- SCORE Gray "-" Key -- UP
- F10 -- HELP Gray "+" Key -- DOWN
- Ins -- ENTER
- Del -- EXIT
-
- If at any time during the game the player needs to be reminded of what the
- function and cursor keys stand for, hitting the ? key followed by <ENTER>
- will produce a diagram of what each cursor and function key means.
-
-
- SPECIAL WORDS
-
- Certain words have special meanings to AGT games. SCORE will let you see
- how much progress you've made and will give you an idea how much of the
- game you've seen so far. QUIT will permit you to stop the game and return
- to DOS. SAVE will allow you to save the current game status, and RESTORE
- will restore a previously-saved game. AGAIN (or its abbreviation G) will
- cause the game to respond as if the previous command had been entered
- again.
-
- In addition, AGT also allows the use of SCRIPT to echo all of the game's
- output to your printer (as well as the screen). UNSCRIPT may be used to
- turn off the printer output.
-
- As you move around through the game, you'll notice that the game provides a
- long text description of each room only when you first enter the room. To
- see the full description again, type LOOK or L or hit the F8 function key.
- The game doesn't keep these long text descriptions in memory, but instead
- reads them from disk each time it needs them. If you don't like this
- delay, you can suppress the long text by using the BRIEF command. VERBOSE
- will bring them back.
-
- Further, in AGT it is possible to issue commands for HELP or alternatively
- hit the F10 key. Be warned, however, that some game designers might feel
- that the situation does not deserve any help or, worse yet, some deviate
- designers might actually give the player a hint that is a little
- misleading.
-
- NOUNS
-
- While the list of verbs is generally similar from game to game, all the
- nouns change every time. One game might be filled with weapons and
- creatures, while another might contain many keys and locks. Most nouns are
- unique: you probably won't find more than one "gold key," but you might
- find a "brass key," an "access card," and an "entry pass." The game only
- understands an adjective if it is correctly followed by the matching noun:
- if TAKE RED FLUTE is valid, the game will not try to guess what you meant
- by TAKE RED or TAKE RED INSTRUMENT or TAKE THE RED ONE. It will accept
- TAKE FLUTE, but not TAKE BLUE FLUTE.
-
- With some verbs, nouns are optional. For example, NORTH is quite clear by
- itself, and any "valid" words following it will be ignored completely. EAT
- needs a noun of some kind, preferably an edible one. And some things may
- not be possible unless you specify a tool: UNLOCK PADLOCK may not be
- acceptable, while UNLOCK THE PADLOCK WITH THE BRASS KEY may work fine.
-
-
- NOISE WORDS
-
- The words "THE", "MY", "ITS", "A" and "AN" are ignored; so are friendly
- words like "PLEASE" and "NOW." This way, PLEASE PUT A RED ROSE AND MY NOTE
- ON THE SMALL TABLE NOW can be understood, while the game may be quite
- confused by PLEASE YOUR MOTHER.
-
-
- PREPOSITIONAL PHRASES
-
- In some cases, the preposition need not be followed by an object (TURN THE
- GAS STOVE ON is fine), but often the game will be puzzled unless you
- provide one. For example, UNLOCK THE PADLOCK WITH or PLACE THE BOOK BESIDE
- just won't do.
-
-
- COMMAND LINE OPTIONS
-
- In order to accommodate as many hardware systems as possible, it is
- possible to enter a "/B" option on the command line that invokes your
- adventure game. This causes the game to use the BIOS for all output,
- rather than writing directly to the screen memory locations (which is
- considerably faster and AGT's default mode of operation). Some clones may
- require this option. Also, some multi-tasking environments (specifically,
- DESQview) need this option to allow an AGT game to run in its own "window".
- If you find that an AGT game causes strange behavior on your screen, you
- should try this option. For example, to play the game QUEST using this
- option, you would start the game from the DOS prompt with "RUN QUEST /B".
-
- There is one additional command line option available. If you wish the
- player's input to be in lower case, rather than AGT's default mode of upper
- case, use the option "/L". For example, to play CAVE with lower case
- player input, start the game from the DOS prompt with "RUN CAVE /L".
-
- FEATURES OF THE ADVENTURE GAME TOOLKIT
-
- AGT has a number of features that make it a very comprehensive adventure
- product. These features make AGT more powerful, more professional and
- easier to use than any previously available Adventure Game development
- system. Some of these key features are:
-
- POWERFUL
-
- * Big, complex games with up to 200 locations, 100 inanimate
- objects (e.g., treasures, swords, lakes, trees, books, etc.)
- and 100 animate objects (e.g., people, animals or
- creatures).
-
- * 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
- DROP THE FOOD, THE KEY AND THE BOTTLE THEN UNLOCK THE
- DOOR
- WITH THE BRASS KEY AND THEN LEAVE
- 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
-
- * Special, English-like meta-language (especially developed for
- writing Adventure games) that gives the game designer total
- control and flexibility in the development of his/her games.
-
- * Source code available to Registered Users. Over 13,000 lines
- of Turbo Pascal 4.0/5.0/5.5/6.0 that may be customized to fit
- the game designer's unique needs. Other Pascal versions
- available for the Macintosh and Atari ST. Amiga version is
- written in Modula-2.
-
-
- PROFESSIONAL
-
- * "Look and feel" of Infocom adventure games with similar screen
- layout and standard vocabulary and routines.
-
- * Automatic screen adaptation to use either a color or a mono-
- chrome monitor. Color combinations may be specified by the
- game designer or by the player during the game.
-
- * Predefined function and cursor keys to input frequently used
- commands and move directions.
-
- * SCRIPT and UNSCRIPT commands to echo game output to printer.
-
- EASY-TO-USE
-
- * Large library of completed games that can be enjoyed simply as
- great entertainment or used as a platform by the game designer
- to build upon and/or learn from.
-
- * Professionally written documentation totalling over 200 pages.
- Has numerous examples that unveil the "secrets" of great
- adventure writers.