ADV.100 BY MIKE BERRO ADV.100 IS AN ADVENTURE GAME FOR THE MODEL 100. THE OBJECT OF THE GAME IS TO SOLVE RIDDLES AND FIND TREASURES. THERE ARE 200 POINTS POSSIBLE. ======================================== 1. UPLOADING FILES. ADV.100 REQUIRES 32K MEMORY, AND USES ALMOST ALL OF IT. AFTER ALL 5 FILES ARE LOADED YOU SHOULD HAVE AT LEAST 2000 BYTES LEFT FOR THE PROGRAM TO RUN PROPERLY. UPLOAD ADV.100 FIRST, THEN CONVERT IT TO ".BA", AND DELETE THE ".DO" VERSION. UPLOAD ADV0.DO THROUGH ADV4.DO. USE THE SAME FILENAMES. DO NOT WATCH AS THE FILES ARE UPLOADED. ======================================== 2. GENERAL PLAYING INSTRUCTIONS THIS VERSION DIFFERS FROM THE DISK VERSIONS IN THE FOLLOWING WAYS: A. TREASURES. 1. A TREASURE SCORES POINTS ONLY WHEN IT IS DROPPED IN THE ENTRANCE HALL. 2. A TREASURE DROPPED IN THE ENTRANCE HALL IS LOST ***FOREVER***, SO DON'T DROP IT IF YOU THINK YOU MIGHT NEED IT LATER. 3. A TREASURE DROPPED ANYWHERE BUT THE ENTRANCE HALL WILL RE-APPEAR IN THE ROOM IT WAS ORIGINALLY FOUND. 4. A TREASURE MAY BE EXAMINED ONLY IN THE ROOM IT WAS FOUND. B. COMMANDS 1. COMMANDS MAY BE 1 TO 5 WORDS. 2. MOVE BY SPECIFYING THE DIRECTION. 3. THE FUNCTION KEYS ARE DEFINED AS FOLLOWS: 1=NORTH, 2=SOUTH, 3=EAST, 4=WEST, 5=EXAMINE, 6=USE, 8=QUIT. 4. SC=SCORE, I=INVENTORY, L=LOOK. ======================================== 3. GENERAL PLAYING HINTS. 1. USE "HELP" IF NECESSARY 2. EXACT SPELLING IS IMPORTANT. THERE ARE SEVERAL WORD PUNS. 3. SOME ROOMS ARE PIRATE PROOF. IF YOU HEAR THE PIRATE APPROACHING (BEEP), HEAD FOR ONE OF THOSE ROOMS. ======================================== PLEASE NOTIFY ME OF ANY BUGS OR PROBLEMS VIA EMAIL. THE PROGRAM IS GENERAL PURPOSE, AND IT SHOULDN'T BE DIFFICULT TO PROGRAM YOUR OWN DUNGEON USING THE BUILT-IN TEXT PROCESSOR. LET ME KNOW IF YOU ARE INTERESTED IN RECEIVING INSTRUC- TIONS FOR DESIGNING YOUR OWN. --- MIKE