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BMUG PD-ROM B4
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PD-ROM B4.iso
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Unnkulain 2
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Read Me
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Text File
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1991-11-17
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6KB
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247 lines
Unnkulian Unventure II: The Secret of Acme
Copyright (C) 1991 by David M. Baggett. All Rights Reserved.
Difficulty Rating: Advanced
Version 1.0: released September 16, 1991
Version 1.1: released sometime in late September
Version 2.0: released November 18, 1991
INTRODUCTION
D. A. Leary's "Unnkulian Underworld: The Unknown Unventure" set the stage
for top-quality shareware interactive fiction in the 90's. Continuing the
tradition of Infocom's 80's adventure games, Leary took a fresh look at the
computer adventure "formula," in some cases turning it on its ear. While
intending to parody the Zorks and Colossal Caves we're all familiar with,
Leary managed to create a lore (hilarious as it is) that stands on
its own.
In "Unnkulian Unventure II: The Secret of Acme," I've tired to preserve
the essential elements that made Leary's game so much fun: the sense of humor
and the puzzles that hark back to the "golden era" of interactive fiction
(yet sometimes go directly against the veteran gamer's instincts), but most of
all the witty irreverence. I've also tried to add to the mythos, and in
some cases give earlier ambiguities my own interpretation while at the same
time opening up new questions for exploration in "Unnkulian Unventure III".
Though "Unnkulian Unventure II" is an outgrowth of "Unnkulian Underworld:
The Unknown Unventure," it is more challenging than its predecessor. The
later puzzles are quite difficult, and will require more time and experience
to solve. As a result, I strongly recommend that you solve the first
adventure before playing this one, particularly since some of the new puzzles
are thematically related to puzzles in the first game.
I have tried to make the geography of the new scenario as realistic
as possible. To this end, almost everything mentioned in the description
of a place can be (and, to ensure steady progress, should be) examined using
the "examine" or "x" command. There are passages, objects, and clues
throughout the game that can only be discovered by careful reading and
examining.
"Unnkulian Unventure II: The Secret of Acme" has a vocabulary of
nearly 1800 words. It has over 90 distinct locations, 64 carryable
objects, and hundreds of "decorations". Trying something silly will often
reward you with an equivalently off-the-wall message, so by all means
do weird things if you're looking for a laugh.
One design philosophy that pervades the "Unnkulian Unventure" series
is that the game should have some eventual goal, and that points are
awarded as progress towards that goal is made. This represents a
substantial departure from the traditional "treasure hunt" approach
found in early interactive fiction, where points are awarded when
the player discovers exotic items and fabulous riches.
What this means to you, the player, is that if you get points for
doing something, then you know that that action is in some way necessary
to complete the game. It is impossible to solve the game without getting
the maximum possible points. Knowing this will give you clues as to which
objects and locations are crucial to solving the game and which are
potential red herrings.
Another thing to keep in mind is that saving the game (using the
"save" command) is always a good idea, particularly if you're about
to do something that might kill you, trap you, or destroy an object
you may need later in the game. There are many ways to make the game
unsolvable if you're not careful, so be sure to save frequently.
Rest assured, however, that the game will never spring a deathtrap on
you out of the blue. If you read the descriptions carefully and be sure
to examine "decorations" mentioned in the text, you shouldn't get caught
off guard. After all, the game is intended to be challenging but fair.
I hope you'll have as much fun playing "Unnkulian Unventure II" as I
did playing Leary's "Unnkulian Underworld: The Unknown Unventure". I look
forward to hearing any comments you have about the game.
Dave Baggett
Columbia, Maryland July 11, 1991
(Internet: dmb@wam.umd.edu)
SHAREWARE!
You probably know the idea behind shareware already: you get a
program to try out for free, and if you like it you are asked to register
your copy. It's a great system, guaranteed to keep the cost of software
that we like to write and you like to use very low, but ONLY if you support
shareware authors by giving them a few bucks in return for their software.
The TADS code for "Unnkulian Unventure II: The Secret of Acme" totals
over 11,000 lines, and I've spent a great deal of time designing,
playtesting, and debugging it. If you find yourself playing "Unnkulian
Unventure II: The Secret of Acme" a lot, please take a moment to send a
$10 check to me:
David Baggett
5640 Vantage Point Road
Columbia, MD 21044 USA
You don't even have to send a note along with it -- just write
"Unnkul II" on the memo line and put it in an envelope. (Make sure
your address is somewhere on the check.) What could be simpler? When I
receive your registration, I'll send you maps, hints, and other useful
information. So if you're wondering how to get past the alligator, or what
to do about the clumsy dragon, or how to dry the labcoat, send in your
$10 registration fee and I'll give you all the help you need.
TADS, THE TEXT ADVENTURE DEVELOPMENT SYSTEM
Both "Unnkulian Underworld: The Unknown Unventure" and "Unnkulian
Unventure II: The Secret of Acme" were written using the Text Adventure
Development System, or TADS, which is a programming tool designed for writing
text adventures. TADS is available as shareware, so you may be able to
obtain TADS from the same place you found "Unnkulian Unventure II".
For more information about TADS, please contact Michael J. Roberts at
High Energy Software
P. O. Box 50422
Palo Alto, CA 94303
or through electronic mail on CompuServe (user ID 73737,417) or
GEnie (mail ID M.ROBERTS10).