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- Short: Night at the Museum Forever (TADS)
- Author: Chris Angelini (cangelin@uoguelph.ca)
- Uploader: Bill Hoggett (mas.supplies@easynet.co.uk)
- Version: 1.0
- Type: game/text
- Requires: The TADS Run-Time module v2.2+
-
- A Night At The Museum Forever
- Version 1.0
- A Text Adventure Developed With The TADS Authoring System
- Written By: Chris Angelini
- (This game is copyright, 1995. All rights reserved and all that.)
-
- (1.0) WELCOME!
-
- And a great big thanks for playing this game! This archive should contain
- the following: a TADS run-time file; these documents; a cheat file. If any
- of these are missing, please contact me at cangelin@uoguelph.ca (if you are
- responding before 1997, that is. I can't guarantee that I'll still be there
- afterwards).
-
- (2.0) THE OBJECT OF THE GAME
-
- Most of this is explained in the game's introduction. However...
- a trouble consultant, who's mission is to enter an ancient artifact and
- return...alive. This artifact is a museum which was left behind by an Ancient
- race, that once ruled the stars. The artifacts which the museum contains were
- pulled from various time zones; and that is the entire problem. Those who have
- entered the museum do not fall victim to traps...but to time paradox.
- is a single, diamond ring in the museum. Can you get it, and leave without
- succumbing to paradox? Good luck, and godspeed.
-
- (3.0) COMMANDS
-
-
- You control this game through normal, English sentences. The game responds
- with text as a result of your commands. That's why this is called Interactive
- Fiction.
- game which direction you want to move. In an amazing yet brilliant move, early
- text adventures used the cardinal compass directions for their directional
- commands...and the trend stuck. Typing North, South, East, or West will move
- your character in that direction (these can be shortened to N, S, E, or W).
- You will have to manipulate objects in this game as well. These are implemented
- through a verb-noun combination. As an example, you might type: GET THE WRENCH
- (assuming there was a wrench in the area, and assuming that you wanted to get
- it!). GET is the verb, and WRENCH is the noun.
- instance, let's assume that now there is a nut that has to be turned, and you
- have deduced that it should be turned with the wrench. You could type: TURN
- THE NUT WITH THE WRENCH.
- (or fortunately, if you're thinking of HAL-9000). Its vocabulary is limited.
- Therefore, if one command doesn't work, try another. Attempted to EXCAVATE DIRT
- might make more sense to the computer as DIG DIRT. I've tried to use common
- words (so you won't find EXCAVATE as a command, unless DIG also worked in its
- place).
- Usually, it will tell you something (for instance, when you got the wrench, it
- might say TAKEN). On the other hand, you may have done something that it didn't
- recognise. It may say I DON'T UNDERSTAND, or something similar. These are all
- in plain English, so you will know for sure, what your command has done.
- You can also do things to things, for instance - LOOK UNDER THE COUCH, or LOOK
- IN THE CUPBOARD.
-
- (3.1) TYPES OF COMMANDS
-
- Here are some possible verbs that you can use. Remember, this list is by no
- means exhaustive. Other commands may exist to be used. Also, some of these may
- not be recognised by the program.
-
- GET
- TAKE
- DROP
- LISTEN
- SMELL
- PUT
- LOOK
- SAY
- TURN
- PULL
- OPEN
- CLOSE
- READ
- GO
- LIGHT
- WEAR
- REMOVE
- LIGHT
- RING
- EAT
- JUMP
-
- (3.2) SPECIAL COMMANDS
-
- INVENTORY (or 'I') - This command will list everything in your possession.
- SCORE - This command tells you your current score and rank.
- SAVE - Saves the game.
- RESTORE - Restores as saved game.
- RESTART - Starts the game over from scratch.
- QUIT - Ends the game.
- UNDO - Undoes the last move. Helpful if you just insulted a rather large,
- rather nasty dragon, who behaved rather predictably.
-
- (4.0) HINTS
-
- There should be a solution file included in this game. I suggest that you do
- not use it, as half of the fun is in discovering how to solve the puzzles.
- Here are some general hints, to help you do just that.
-
- -Examine everything. EXAMINE <object> should be the first thing you do when you
- encounter something new.
-
- -Examine the text. Not everything that's important will be obvious. Read the text carefully for clues as to what to do next.
-
- -Think about the situation. One of the biggest problems that people have with
- text adventures is that they must be thought about carefully. Modern graphic
- games are almost instinctively intuitive - by looking at pictures, you can get
- a grasp on the situation. Not so in text adventures. Try to figure out what
- the main goal of the game is, and work from there. Once you've got the main
- goal, try to see what the sub-goals are. Is there a door that needs to be
- opened? Maybe you have to find a key. Finding the key may be a sub-goal in
- and of itself.
-
- -Map. Mapping the area will keep you from getting lost, or backtracking.
-
- -Take notes. Write down what everyone says, everything does, or what you find.
- Often, when first encountering something, its use may not be clear. But through
- further adventuring, something may give you a clue as to its use. Notes might
- help you make connections more easily.
-
- -Get some rest. ;-> If you've been working on a game all night, your brain may
- be stuck. Get some sleep, read a book. Your subconscious may solve the problem
- for you!
-
- (5.0) Legal Stuff
-
- This game is protected under international copyright. Therefore, it is mine.
- You are, however, allowed to copy it, make copies for friends, and distribute
- it to other people, with some exceptions.
-
- -Exception #1: You may NOT charge money for this game when you give it to
- someone else. It has to be free. You are allowed to charge for the price of
- the disk that you put it on, or other _reasonable_ copying fees (but see #2).
-
- -Exception #2: This game may not be included in a collection, or sold by
- Share-ware vending companies without my express permission. Sorry guys, if you
- want it, you have to ask.
-
- -Exception #3: This game must be distributed intact. That means that it must
- contain the document you are reading, the cheat file, and the main game program.
-
- -Exception #4: All of these materials must remain unmodified. Don't change the
- game or the doc file. If you've got a great idea, or a bug report, send it to
- (cangelin@uoguelph.ca).
-
- (6.0) OTHER STUFF
-
- Enjoy the game! Its free, so your financial obligations to me have ended before
- they even started. I do ask that if you like the game, and you have a few
- moments, please drop me a line. Either email me at (cangelin@uoguelph.ca), or
- write:
-
- Chris Angelini
- PO Box 21
- Maidstone,
- Ontario
- NOR 1K0
- CANADA
-
- I'd love to hear from you. If you think this game is absolutely marvellous,
- and cannot go without financial transactions (ha! fat chance!), then make a
- donation to your favourite charity. For fun, try having your cat or dog make
- the donation. In person.
-
- (7.0) THAT'S IT
-
- That's it! Go play the game already!
-
-
- Chris Angelini August 22, 1995 (Read Superguy!)
-
-
- ============================= Archive contents =============================
-
- Original Packed Ratio Date Time Name
- -------- ------- ----- --------- -------- -------------
- 9733 3798 60.9% 21-Jan-97 17:10:00 Museum.readme
- 124634 49314 60.4% 25-Aug-95 16:54:00 +museum.gam
- 7471 3585 52.0% 21-Jan-97 17:01:44 +nightdoc.txt
- 1455 476 67.2% 21-Jan-97 16:44:32 +walkthru.txt
- -------- ------- ----- --------- --------
- 143293 57173 60.1% 14-Feb-97 23:44:56 4 files
-