This is a list of all the user-designated variables in my shareware adventure game, A Mess O'Trouble, version 1.5.1. This list will make it easier to study the code in the game. For convenience, you should print out a copy. Please not that some possible variables were not used. Unused variables are not included in the list.
A1 -- I used this variable to hold randomly selected numbers. In some scenes I could just use the value given to A1 in a previous action. In other cases, I assigned a random number to A1 for a specific action.
A5 -- In one scene of the game, the player must find a specific directional command provided by clues in the game. After the player has found the command, the Menu is changed to include it. This variable was used to tell whether the player had found the command or not.
A6 -- Used to keep track of conversation with a vendor.
A7 -- Used to keep track of conversation with another vendor.
A8 -- Is set when the player finds the object titled -K-.
A9 -- Indicates whether or not the player has put acid into the object titled "cover".
B1 -- Keeps track of conversation in Balcony Cafe.
B2 -- Keeps track of activity at the apartment door.
B3 -- Tracks conversation with Shek Varta in her apartment.
B4 -- This variable has a bug! Do not use it!
B5 -- Tracks conversation with Voidbeast village inhabitants.
B6 -- Tracks conversation with waiter at Drop Inn.
B9 -- Tracks attempts to remove the head of the statue in "Statue Room."
C1 -- Used to alter the contents of the convention room sign.
C2 -- Tracks additional conversation with Shek Varta.
C3 -- Tracks conversation with innkeeper at Hard Rock Hotel.
C6 -- Tracks activity when player returns lost child to apartment.
C7 -- Tracks knocks at the door of the apartment.
C8 -- Tracks number of times player has knocked on CDP symbol.
C9 -- Tracks events during search of scene titled "More Cliffs."
D7 -- Tracks rescue of man in mine, adding text to journal in old house.
D8 -- Tracks food supply in old house.
D9 -- Tracks food that can be found in underwater cave.
E1 -- Tracks text at the entry of the game.
E2 -- Tracks power to elevator when circuit breaker is used.
E3 -- Tracks use of the relay in elevator control panel.
E4 -- Tracks direction of the elevator (up/down), to allow player to exit to the appropriate level.
E9 -- Tracks use of Main Generator.
F1 -- Tracks use of flashlight. When this reaches zero, the player must use new batteries.
F2 -- Tracks which character the player has chosen. If variable is set to one, it means the player is using Fearless Frank. If it is set to two, it means the player is using Daredevil Dawn.
F3 -- Is set when player first finds flashlight, to prevent it from being found in same place twice.
F8 -- Tracks whether or not the form has been filled out.
F9 -- Tracks whether or not form has been stamped.
G2 -- Tracks speech of mocking lizard.
G3 -- Tracks monitor during playback of recording in Pedestal Room.
G4 -- Tracks sound/text of recording in Pedestal Room.
G5 -- Tracks conversation at Trading Post.
G7 -- Tracks conversation with guard in Monolith City.
G8 -- Tracks player immunity to ghoulbat attacks.
G9 -- Tracks attacks by ghoulbats.
H1 -- Tracks player hunger. When this reaches zero, the player dies of starvation. If the player eats, it is reset.
H2 -- Track player thirst. When this reaches zero, the player dies of thirst. If the player drinks, it is reset.
H3 -- Tracks player's need to sleep. If this reaches zero, the player will fall asleep on the spot. Whenever the player sleeps, this is reset.
H5 -- Tracks an "easter egg" that eliminates the player's need for food.
H7 -- Tracks attempts to bribe waiter.
H8 -- Tracks use of magic word at Frozen Fountain.
H9 -- Tracks collection of honey from beehive.
I1 -- Tracks sleep/dreams at Hard Rock Hotel.
I2 -- Tracks sleep/dreams at Drop Inn.
I6 -- Tracks conversation with Specter.
I7 -- Tracks "easter egg" involving crate in mine.