AN OVERVIEW OF ADVENTURE GAMES An adventure game is one in which YOU are the main character. Your own imagination guides the action. Each adventure presents you with a series of locations, items, characters, and events. You can interact with these in a variety of ways. To move, type the direction you want to go. When you find yourself in a new location, become familiar with the area by exploring everything. Read each description carefully. It can also be helpful to draw a map. An important element of an adventure is puzzle-solving. Don't think of a locked door as a permanent obstacle, but as a puzzle to be tackled. Solving puzzles may involve having certain items with you and using them in the proper way. Time passes only in response to your input. The story progresses only when you take action. Nothing happens until you type a command and press the RETURN (or ENTER) key, so you can plan your turns as slowly and carefully as you want. There is no scoring in "SNOSAE". The ultimate objective is to stay alive and save the earth. To play "SNOSAE", type CD C:\SNOSAE. Then type SNOSAE. You will find that "SNOSAE" is slightly different from other interactive fiction games in that it always starts you off where you last left off. It also keeps track of how much time total you have devoted to playing the game. COMMUNICATING WITH THE GAME You will be typing instructions to the computer in English words, words which the parser (command decoder) tries to interpret. Although every effort is made to make the interactive fiction program seem intelligent, it is impossible for any program to truly "understand" a language. Because of these limitations, you will soon discover that the most complicated form of instruction that this program understands is: TAKE GREEN BALL FROM BLUE BOX (verb) (adjective) (noun) (preposition) (adjective) (noun) All typed commands should be in this form. Although you don't always have to have the complete form, this is the required structure. Examples might be: JUMP (Verb only) TAKE KNIFE (Verb, Noun) KILL THE WHITE HORSE (Verb, Adjective, Noun) Type a command each time you see the prompt (>). The letters in front of the > indicate feasible directions of travel. Half the fun is finding out what words work as commands. You can use words like THE, A and AN if you want and you can use capital letters or small. After typing a command, press the RETURN (or ENTER) key. The game will then tell you whether your request is possible and what happened as a result of the command. If the computer doesn't understand what you're trying to do, try it another way. To move around, just type the desired direction: NORTH, SOUTH, EAST, WEST. You can abbreviate these to N, S, E, W respectively. You can use UP (or U) and DOWN (or D). ENTER and EXIT will work in certain places. Here are several examples of commands which our parser understands: >DOWN >GO EAST >U >TAKE CARDBOARD BOX >DROP BOX >PUSH THE BUTTON >OPEN THE DOOR >EXAMINE THE WALL >LOOK UNDER THE TABLE >HIT THE DOG WITH THE STICK You can use multiple objects with certain verbs if you separate them by the word AND. Some examples: >TAKE RED PENCIL AND PAPER AND STAMP >PUT THE CAN AND THE EGG IN THE SACK When you use multiple objects, the parser generates multiple commands. Its ability to do this depends on you using the word AND to connect multiple objects (one on each side of the word AND). Thus, TAKE RED PENCIL AND BLUE PENCIL will be interpreted as if you entered TAKE RED PENCIL and then entered TAKE BLUE PENCIL. The command TAKE RED AND BLUE PENCIL will be rejected as you are connecting adjectives only (there is only one object). Also, the command TAKE RED PENCIL AND TAKE BLUE PENCIL will be rejected as complete commands are being connected (see use of the word THEN below). You can include several commands on one line if you separate them by the word THEN or by a period. You don't need a period at the end of the input line. Note that the word THEN is used to connect whole commands only. An example: >WEST.TAKE THE GUN THEN PUT THE BULLET IN THE GUN. SHOOT HAROLD The word ALL refers to every object in a location. The only use of this word allowed in this game is: >TAKE ALL >DROP ALL You use quotes to say something "out loud" or type something on a keyboard. For example: >SAY "HELLO" If the game doesn't know a word you used you are probably trying something that is not important in continuing your adventure. If it requests that you restate your command in another way, remember that the general structure of an command is: verb, object, preposition, object (with adjectives when necessary for proper object identification). TIPS FOR NOVICES 1. Draw a map showing each location and the directions connecting it to adjoining locations. In a new location, make a note of any interesting objects there. Although the physical structure used in "SNOSAE" is relatively simple compared to other interactive fiction games, this is advantageous. 2. EXAMINE everything! Many times these descriptions will suggest uses of the item or other valuable hints. Sometimes they're even humorous. 3. Some objects will help you solve puzzles. Dishonesty pays -- take everything that isn't bolted down. 4. SAVE often. That way, if you mess up or get killed, you won't have to start over from the beginning. 5. Read all descriptions carefully! There are often clues there. Note items which are described in a very particular way (such as "The rope is APPARENTLY firmly attached"). 6. Try everything - even strange and dangerous actions may provide clues, and might prove to be fun! You can always save your game first. As a matter of fact, there are times when the most illogical of actions may yield results you don't expect, but which are necessary. 7. It's helpful to play with a friend. Different people find different puzzles easy, complementing each other. 8. When all else fails, try something else. 9. Sometimes commands which you give may not be understood when you think they should be. Please have patience with the parser and try to think of another way to state your command. As an example, one might have to say "PUT THE GUM IN THE WRAPPER" rather than "WRAP THE WRAPPER AROUND THE GUM". 10. If you really have difficulty, type HINT. Hints will then be given in a order approximating the way you might try things. SPECIAL COMMANDS AGAIN (G) - Repeats the last command entered. ALL - May be used in the forms "TAKE ALL" or "DROP ALL" only BRIEF - Tells the computer to give you the full description of a location only when you enter it for the first time. This is the normal mode. EXAMINE (X) - Gives a more detailed picture of objects in the game. HINT - If you're have real difficulty while playing the game just type HINT. Each of the sets of hints available are "tied" to a particular location. These hints should be used sparingly as it takes much of the fun of overcoming obstacles away. A hint may say not to look at further hints for the location unless you've been in a another location. This means you'll have to get into that location before you can solve the puzzle posed for you in your current location. It's telling you that the location you're in is NOT the next one for which you have to figure out a solution. INVENTORY (I) - Lists the items you are currently carrying. LOOK (L) - Tells the game to describe your location in full detail. LOOK IN ___ - Investigate what is inside some item. (Useful with pockets) ME - Use in such things as "EXAMINE ME" QUIT - Allows you to stop the game. The next time you play, you will start where you left off. RESTART - Starts the game over from the very beginning. RESTORE - Restores to a SAVEd game position. You will be asked for the name of the file to which you wish to restore. SAVE - This saves your current position on the disk. You will be asked for a file name to use. It would be wise to keep careful track of these save files. STORY - Show the story behind the game - why you are where you are and what you have to do. That story is repeated below for your convenience and/or printing. VERBOSE - This tells the game that you want the complete description of a location each time you enter it. WAIT (Z) - This causes time to pass in the story. Normally, between turns, nothing happens. This command would allow you to wait to see if anything happens without having to perform some action. COMMON VERBS RECOGNIZED ANSWER EAT HUG PLUG SLEEP UNCOVER ASK EMPTY KISS POINT SLIDE UNDRESS ATTACK EXAMINE KNOCK POUR SMELL UNFURL BREAK EXTINGUISH LAND PULL SMOKE UNLOCK BURN FEED LIE PUSH STAND UNPLUG BUY FILL LIFT PUT START UNTIE CALL FIND LIGHT READ STICK USE CHAIN FIRE LISTEN REMOVE STOP WAKE CHEW FIX LOCK RIDE SWAT WASH CLIMB FLIP LOOK RING SWIM WAVE CLOSE FOLLOW LOWER RIP SWING WEAR COUNT FREE MAKE ROLL TAKE YELL COVER FURL MEASURE ROPE TALK CUT GET MOUNT RUB TELL DIG GIVE MOVE SAY THROW DISMOUNT GO OPEN SEARCH TIE DIVE GREET ORDER SELL TIGHTEN DRAW HELP PAY SHAKE TOUCH DRINK HIDE PICK SHOW TURN DROP HOLD PLAY SIT TYPE INTRODUCTION TO OUR STORY It's a chilly night. You've spent most of it putting a new transmission in your vintage corvette. Your faded coveralls are now spattered with grease. You're tired and want to get at least a few hours sleep before it's time to get up again, yet you decide to take the car for a test drive to see how good a mechanic you really are. You slip off your shoes and socks, your feet reveling in new-found freedom. Slipping behind the wheel, you fire up the engine, enjoying the sound of its powerful roar. You put the car into reverse and back out of the garage. Soon you're cutting through the night with just the road for company. Then the trouble begins. A sudden violent sound of metal tearing at metal under the car sends your foot crashing on the brake. You try to control the skid of the car and slam the gear shift into neutral, hoping to save at least a part of the transmission. Coming to a stop, you let out a long sigh. You now know how good a mechanic you are -- not very good. You step out of the car and then remember the purpose of shoes. Grabbing your right foot and hopping around only makes the impact of rocks against your left foot more unenjoyable. You ungraciously fall onto your rear. You curse the rocks, your words rising in the blackness of the night. The ridiculousness of your situation hits you and your curses are followed by peals of laughter. Then the trouble accelerates. It starts as a small light in the sky. You think it merely a star, but of course, you're wrong. The light suddenly moves as you watch it in amazement. It veers in your direction and brightens. Before you know what has happened, a flying saucer (or rather, a flying sphere) is hovering directly over you. You get up and try to run, but your lack of shoes makes it impossible. Then all consciousness flees. ***** You are lying in a room. For a moment you can't remember where you are or how you got here. Then you remember. The shock of that remembrance hasn't settled when a larger shock hits. You are not alone! Staring at you like a bug-eyed monster is a bug-eyed monster (literally). If the thing's eyes protruded any further from its face, they would have been on stalks. You notice a fuzziness in your vision and shake your head to clear it, but it doesn't seem to help. You get to your feet and walk toward the green, scaly creature, trying to appear friendly. After a few steps you run into the fuzziness which you thought to be a problem with your eyes. You stagger back from the impact. Rubbing the rising bump on your head, you're shocked when the creature speaks in perfect English. "Transparent sub-molecular steel. Perfectly transparent and yet able to withstand a nuclear blast. It's really a rather amazing material." The monster's large eyes blinked -- all three of them. "But I guess you want to know what's going on? And I'm going on about my race's technology. You humans get disoriented over every little thing." "You call my abduction a little thing?" Your former desire to be friendly evaporates in the face of the slimy creature's belittling evaluation of the human race. The creature shakes his head impatiently. "We'll never get anywhere if you insist upon acting this way. Now remain quiet and do not interrupt while I explain what is required of you. We will soon be arriving". You're about to tell the creature that the only place you wish to go is back to your car and that you have no intention of doing what is 'required of you' when a motion by the creature toward a lever near him warns you that silence might be better. "I am a 'Snosae' and my race is as far ahead of yours as yours is ahead of the snails of Earth. You've been brought here for a purpose beyond your comprehension, but I will try to explain it to you anyway." "Long ago a race even more advanced than ours came to our planet to offer us membership in a galactic federation. Of course, we tried to destroy them, as is our way. But we were defeated. Still, these strangers, for unknowable reasons wished peace." "Because of our actions, they demanded that we pass a 'test' before we became member of their federation." The Snosae's voice betrayed the detest which he felt toward his race's conquerors. "Many of my people have taken this test, but none have succeeded in solving the riddles set for us. Even our attempts to cheat have failed." The creature's chest swelled slightly. "Of course, cheating is the most honorable of all ways of passing any test and my people excel at this." "We tried to break into the structure which the aliens built on our planet. We hoped to bypass their initial tests and go straight to the main point of the exercise. But the structure was built of sub-molecular steel." The Snosae paused and then explained. "The non-transparent variety, of course." "Every volunteer perished there. Magically, their remains were taken away and the whole treacherous artifact was put back into its original order." You brave the wrath of the creature and say, "You still haven't said why you've brought me here." The Snosae appeared momentarily nonplused. "Examination of your species reveals that you think differently." The alien's green face shaded, as if he felt ashamed. "Perhaps you can succeed in this piddling test where our race has failed." Realizing the light in which his words put his own species, the Snosae rushed on. "Of course, we don't expect you to succeed. It's a long shot at best, considering how primitive you are." Feeling a small advantage due to the creature's need for you, you brave another question. "What is the ultimate goal of this test?" A smile lighted up the creature's face, rows of triangular teeth making his face more hideous-looking. "Our conquerors said our violent tendencies are the result of our race being individual-oriented. They felt that only a race where the individual ego is sacrificed for the good of the whole would be a asset to them. This is nonsense, but it is what they believe." "The goal of the test is to acquire four objects and by doing so bring the people of my race together. Supposedly the process of acquiring these objects, along with other clues, will suggest a magic word which will unify us. I know it sounds ridiculous, but we have little choice. We can accept their word for the existence of this magic or be quarantined from the rest of the galaxy." "And what's in it for me?" you ask. "Life itself. If you do not die within the structure I will let you live. And if that isn't enough incentive, I will destroy your miserable planet if you fail. In the spirit of revenge, of course." You shiver a bit at the cold sound in the creature's voice. You can tell it would give him extraordinary pleasure to be the executioner of humanity. "How long do I have?" "As long as you wish. My race is an extremely patient one. Our tests of your DNA structure show that you will live to the age of 84. I would imagine that you would starve long before that." "Are there any other details of which I should be aware?" The Snosae shrugged. "We will shortly be landing on the roof of the structure. From there you will descend into its center. It is in the shape of a cross, with wings going north, south, east, and west. Of the inside, there is little information. If you accidentally succeed, you will know all. If you do not, you will have no use for information. It's all quite tidy, in that way." You're about to tell the Snosae what you think about his concept of tidiness when a large gong sounds through the ship. "Ah, we've arrived. Now, if you will kindly step down the ramp." It turns out you have little choice despite the tone of the alien's words. An opening appears at your feet, a ramp descending through it. The creature gestures toward the lever with one hand while using his other to give a very familiar gesture -- that of cutting a throat. Limited Warranty. This software is sold "AS IS," without warranty as to its performance. The entire risk as to the quality and performance of the computer software program is assumed by the user. NO FRILL SOFTWARE warrants for a period of 60 days to the original purchaser that the medium on which the software is recorded is free from defects in material and workmanship. If during that period ending 60 days from purchase a defect should become apparent, return the disk to NO FRILLS SOFTWARE and the disk will be replaced without charge to you. Your sole and exclusive remedy in the event off a defect is expressly limited to replacement of the disk as provided above. This warranty gives you specific legal rights and you may also have other rights which vary from state to state. The warranties set forth above are in lieu of all warranties, express or implied, including any implied warranties of merchantability or fitness for any particular purpose. Some states do not allow limitations on how long an implied warranty lasts, so the above limitation may not apply to you. In no event shall NO FRILLS SOFTWARE or anyone else who has been involved in the creation or production of this computer software program be liable for direct, indirect, special, or consequential damages arising out of use of this software or any breach of the warranty set forth above. Some states do not allow the exclusion or limitation of incidental or consequential damages, so the above limitation may not apply to you. Copyright. This software product is copyright(C), 1992, by NO FRILLS SOFTWARE. All rights are reserved. It may not, in whole or part, be copied except as might be reasonably necessary for your personal use. Unreasonable copying and/or distribution is a violation of law providing for statutory damages of up to $50,000.