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