Scottadams4uk-Vic-Manual

Scottadams4uk-Vic-Manual

ADVENTURE4 WELCOME TO ADVENTURE VOODOO CASTLE YOUR GUIDE TO THE ADVENTURES OF scon ADAMS You must save Count Christie from the evil curse before you are killed or This is your guide to the incredible ADVENTURE the ADVENTURE and where you ore. cursed yourself. Magic, both good and evil, abounds within the walls of the GAMES of Scott Adams, for the COMMODORE If you wish to continue a previously saved VIC 20 Computer. They give you a wonderful game type YES and press RETURN, then follow castle. Step outside into the graveyard and see the grim warning. Beware of the excuse to spend countless hours in front of your the instructions on the screen. (See LOADING A witch but remember that not everything is out to get you (just most things). computer, struggling through mazes, wrestling GAME.) When the game is loaded you will be with brain teasing problems, trying to defeat told your starting location. magical monsters and spells, while accumulating You are now ready to start (or continue) your points as you come closer and closer to game. unlocking the secrets of your ADVENTURE. How Adventure Games Work Equipment Required ADVENTUREs are "mind-fantasies". In the To play your ADVENTURE you will require: beginning, you find yourself in a specific a COMMODORE VIC 20 with power supply; location and you have to start exploring. You a television set or monitor. can accomplish a variety of tasks by typing a one or two word command, and pressing Optional Equipment RETURN. If you make a mistake when typing, . In addition you may also connect the following you can use the CURSOR CONTROL and the equipment: INSERT /DELETE keys to correct the error, COMMODORE Cassette Unit (C2N) to allow BEFORE you press RETURN. While you are you to save the game in progress for continuation ADVENTUREing the VIC 20 screen editor still later. works normally so that you can move to any point on the screen to enter a command line. Getting Started When you type a command, it will appear on the screen in one colour, and the VIC will 1. Ensure that your VIC 20 and television are respond with messages in a different colour. turned OFF. This makes it easier to see what you did and 2. Insert the ADVENTURE cartridge into the what happened when you did it. wide Expansion Port slot at the bock of your Don't be discouraged if you don't solve the VIC 20 ensuring that the label is facing up. ADVENTURE right away. That is the challenge 3. Connect the COMMODORE Cassette Unit if of ADVENTURE games. You have to keep you intend to use it. exploring and trying different techniques to get 4. Turn on your VIC 20 and then your television. farther and farther through the ADVENTURE . 5. Type the following to stort the game: accumulating treasures or useful objects for points .. and getting closer to accomplishing SYS32592 your mission. ADVENTURE games can take anything from a few hours to days or even and press the RETURN key. weeks depending on your skill and how much time you can spend in a session. The VIC 20 will display an introductory page which gives the ADVENTURE number. It also How to Play an Adventure asks: Throughout the ADVENTURE the VIC 20 will Want to restore ask you "What shall I do now?". You should previously saved game? respond with a ONE or TWO word command. The first word is always a verb, the second word-.. If you are starting a new game, type NO and indicates o direction or an object. Suppose, for press RETURN. You will see the initial screen example, that you are in a dark room and the which contains such information as the name of VIC 20says: It's dark in here. I can't see. type the letter and press RETURN. section of the box. The actual direction is What shall I do now? N S E W U D GO NORTH, SOUTH, EAST, indicated by the first letter of that direction {N, S, WEST, UP or DOWN. E,W,U,D). If you are carrying a torch, you can light it by Take INVENTORY of what you are typing LIGHT TORCH (and pressing RETURN). carrying. N Timetable Note: All your responses to the VIC 20 should be L Look around and see what's there. typed WITHOUT the use of the SHIFT key. Car ..._ ____STATION __, EW CAR PARK STATION Storing Games on Tape Some {but not all) of the words that you may Ladder When ADVENTUREing, you may wish to take Ladder find useful are: the occasional break (for food, sleep, etc.). The CLIMB CLIMB LEAVE QUIT VIC 20 ADVENTUREs allow you to SAVE your The above shows that you must go East from RAILWAYTRACK DROP LIGHT READ game on tape so that you can continue from the the station to get to the car park. If you can only SIDING same point at a later time. To do this you must go in one direction, an arrow is .putatthefarend ENTER LOOK SAVE I connect a COMMODORE Cassette Unitto your l of the path. EXAMINE MOVE SAY GO PULL TAKE VIC20. HELP PUSH WEAR Lever Saving a Game CROSS ROADS Telephone If you use a command that the VIC 20 can't do To SAVE your game at any point, type SAVE Kettle or doesn't understand, it w ill respond w ith GAME and press RETURN. The VIC 20 will Cup " Don't know how to " verb" something", or respond with " PRESS RECORD AND PLAY ON N Timetable " Don't know what "object/ direction is", or TAPE". Place a blank cassette into the Cassette w Car some other appropriate message. If this Unit and press 'the RECORD and PLAY keys. STATION CAR PARK .__ ______JE Notice that from the crossroads, the exits N, S happens, try to think of another way to express When the tape stops, and the VIC 20 asks you and Ware available, but they all return to the what you want to do. For example instead of what you want to do next, you can remove the Ladder cross roads! Note also that as additional GO SWIMMING try SWIM. You will also find tape and mark it. locations were found off the car park, the map that most objects have more than one word in This indicates that upon leaving the Station was not redrawn. Instead, the locations were their names and that they can be picked up or Loading a Game you can go North to the Cross Roads, but you simply put where needed. And since we " CLIMB used by specifying the last word of their names. At the start of each ADVENTURE you are cannot return. LADDER" instead of going in a particular For example you might ~nd a GOLDEN asked if you wish to restore a previously saved The best way to use this system is to draw a compass heading, we wrote that as the direction FISHING ROD, to pick this up you would only game. If you respond with YES the VIC 20 will line representing each possible exit and its to leave the car park. have to type GET ROD. Normally you can only ask you to " PRESS PLAY ON TAPE" . Insert the direction as soon as you enter a new room. As This is an easy system to use. Once you start do th ings to objects which you are carrying or previously recorded game (see SAVING A you explore you can then connect these lines to using it, you will spend less time mapping or that are visible. GAME) into the Cassette Unit and press the the correct rooms. wandering around lost than you may have done PLAY key. When the tape has finished loading without this system. Diredional Commands and the tape has stopped your ADVENTURE will Movement within ADVENTURE is in one of six continue from where you left off. Other Hints directions, namely NORTH, SOUTH, EAST, N Be sure to examine any items that you find WEST, UP and DOWN. Each must be preceded Playing Hints throughout your ADVENTURE! by the verb GO. In other words to move outofa Mapping Keep in mind that most problems and solutions room to the North you would type GO NORTH. When playing ADVENTURE it can be of great require no more than commonsense to solve. (See also ABBREVIATED COMMANDS.) help to draw a MAP of the area as you explore. Special knowledge and information from other THE FOLLOWING IS A METHOD USEFUL IN sources is rarely required in ADVENTURE Inventory MAPPING ADVENTURES. Car games. For example, if an area is too dark to CAR PARK To see what you are carrying you can use the Each room is represented by a box labelled see, you are going to require a light to avoid INVENTORY command to display a list of what with the name of the room. Any items originally I Ladder disaster. you have. Remember you cannot carry everything found there are noted alongside. Try typing HELP if you get stuck. You may not at once. If you have too many objects you may ~ote: In ADVENTURE a room may be any loca­ get assistance, depending on what you are have to get rid of something before you can pick tion such as a clearing in a forest, the top of a This way, you will not forget to explore an exit carrying, where you are and what you were up something else. If you are carrying all that tree, a bedroom or in some cases part of a larger once you get past your initial probe.

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