TEENY TINY TEXT ADVENTURE (C) 1984 By Tim Ekdom All Rights Reserved STORY An adventure game is like a novel: it has a plot and an ending. Your goal is to reach the ending and along the way to discover the plot. Unlike a book, in an adventure game you create the plot as you go. And the end you reach depends on the moves you make along the way. The author has created the scenario, but you supply the action. In this game, there may be a million dollars hidden somewhere inside an old house. Your goal is to find the money and get it back to the starting point. How you accomplish that (if you do) is up to you! The clues and tools you need are accessible. However, be careful! They may get you into trouble! COMMANDS You create the action by issuing commands to your character. In this game, that consists of a one or two-word entry at the ">" prompt. The format is VERB OBJECT (uppercase required); which performs the named action upon the named object. Two-word entries must be separated by one space. Use the full word(s), spelled correctly. For example, TAKE FLASHLIGHT makes the character pick up and carry the flashlight if it's visible at his location. Some actions require only the single word entry of the appropriate verb. LOOK causes the items visible at the present location to be listed. Your character moves from one location to the next with a single letter entry of N, S, E, W, U, or D (for North, South, East, West, Up, and Down). There is another verb that also causes a movement at the appropriate location. Some of your most powerful verbs are used to provide clues about objects and their environment. EXAMINE DOOR will tell something useful about the door. LIST will list the items carried by your character (he can carry up to five at the same time), WHERE prints the current location, and QUIT ends the game. This game recognizes 21 verbs and 48 objects. Half the fun is figuring out which words work, but if you get frustrated, the verbs are listed in lines 3320-3322 and the objects in lines 3298-3304. MESSAGES The messages you receive are important clues. Do not ignore them! On the other hand, don't let them lead you astray, either! Other messages may be printed if you use a word the game doesn't recognize, if you need some- thing you don't have, if the object is not visible, or if the action cannot be performed. For example, if you tell your character to take something, but the message says he can't, maybe that item is still hidden, or maybe his arms are full and he just needs to drop something first! Permission is granted for unlimited duplication and distribution of this software as long as there is no charge for it. The copyright notices must accompany the copy. Good luck! And remember, if you need hints, I'm here on the Model 100 SIG. Tim Ekdom 72575,1473 Nov. 8, 1984