keep up your Stamina. You have other attributes which affect your performance, and you can collect, use and wear objects.
(SEE About You)
You will find objects on the ground and held by game characters, and must work out what they can do for you.
(SEE About Objects)
You will also encounter characters in the game, some friendly, some hostile, and you will find that some of these objects will help you deal with these characters more effectively.
(SEE About Characters)
All the information you need to know is displayed on (or accessed through) the main game window.
The Upper Panel displays the game map, information about the cell you are in and adjacent squares
(SEE The Upper Panel)
The Lower Panel displays information about your own status and possession of objects.
(SEE The Lower Panel)
A variety of transactions can be carried out on objects - they can be described, picked up, taken, bought, sold, used, worn, removed and dropped.
(SEE Object Transactions)
You can interact with the characters in the game. Not only can you buy and sell objects from and to them, but you can also try to take objects from them or attack them. They may also pre-emptively attempt to attack you, sell an object, or give you an object.
(SEE Character Encounters)
You will almost certainly not complete a game in one go from first attempt. There are, therefore, Menu functions available to save, load and re-start games, and to leave the program
(SEE File Menu Functions)
Some other functions are also available on the Menu Bar
(SEE Other Menu Functions)"
"About the Game Area"
"The game area is rectangular, comprising cells, and can be anything from 10x10 (100 cells) to 69x69 (4761 cells) in size. The player can navigate around this world, their routes constrained by the layout of roads, passages or whatever terms are used for these routes.
Two different types of scenery can be displayed: either indoors or outdoors. There is no difference in behaviour in either type of scenery, the two scenes are used to help provide landmarks.
'Roads' can either be straights, bends, T-junctions, crossroads or dead-ends. When located on a stretch of road, the game automatically offers the appropriate choices of direction, by displaying movement buttons over-laid on the central square of the map display (where you are located).
(SEE The Upper Panel)
In addition, other features can be over-laid on roads. These are detailed below:
START: There is only one start in the game, denoted by a Green 'S' in a circle.
FINISH: There is only one finish, denoted by a Red 'F' in a circle.
SAFE-HAVENS AND HAZARDS: Some crossroads are marked with an 'H' either in a circle (outdoors) or in a square (indoors). These can be one of two things: either, a SAFE-HAVEN, where no other character can enter, or, an invisible hazard, where something quickly saps at your Stamina. The name of the cell or its description may give you a clue which type of cell it is. If you stay there unprotected for more than a short while, you will die. Some objects may give protection against the hazard.
(SEE About Objects)
JUMPS: Some dead-ends have a lightning flash in a circle. This denotes that you may 'jump' from here to another location. The cell description may variously describe the 'jump' as a tunnel, teleport device or magic place. An additional movement button is available on the square (if the current location) to make the jump.
LOCKED GATES: A key in an oval denotes a locked gate (or door, or howsoever described). You cannot enter these cells. You must find the object which is the correct key, or a master key (that opens all gates). From the adjacent square you must then USE the key, and the gate will 'open' by means of the movement button which appears in the direction of the gate.
(SEE About Objects)
SWITCHED GATES: A plan view of a wooden gate/door denotes a switched gate, which may either be open or closed. Each gate has a switch located somewhere on the game map, the switches being on corners showing a graphic of a lever switch. When on the switch cell, the gate switch can be operated
(SEE The Upper Panel).
0NE-WAY ROUTES: A cell with a ramp on one side and a 'cliff-face' on the other side denotes a one-way route. Normally players can only go up the ramp and down the 'cliff', not the other way. Certain objects provide the ability to scale the 'cliff' obstacle.
(SEE About Objects)
DARK CELLS: Some cells can be dark: they are shown as dark blue, and no information is provided to the player about them. Most dark cells have a switch available somewhere on the game map which will illuminate the cell with light. The switches are on corners showing a graphic of a lever switch, identical to those for gates. When on the switch cell, the light switch can be operated.
(SEE The Upper Panel)
Some objects also provide the ability to see in the dark.
(SEE About Objects)"
"About You"
"You are wonderful. You are a very complicated being, and have many qualities which effect the outcome of the game. The major attributes about the player are as follows:
Stamina
This is the amount of energy possessed by the player. It decrements by a small amount for each cell moved. It decrements rapidly in hazard areas, and by varying amounts when fighting characters. Stamina may be restored by using appropriate objects, eg food restores Stamina.
Skill
This is ability of the player to fight successfully. The Skill level of the player will mainly depend upon the use of objects which have an effect on this attribute.
Willpower
This is the ability of the player to bargain for selling and buying. The more Willpower, the lower the price at which you can obtain objects from other characters, and the higher the price you can sell at.
Luck
This attribute has two effects:
The lower your Luck, the more likely the chance that another character will take pity on you and give you an object.
An element of Luck is consumed to determine the outcome of fights, so the higher your Luck the greater the chance of winning fights.
Torch Life
This is the amount of life in any object defined to light dark areas (eg a torch). Other objects may be available to replinish this life (eg Batteries, Fuel).
Players also possess the attributes of Sight and hearing. These both start as normal in all games, but can be improved or worsened as follows:
SIGHT
Infra-Red: Player can see in the dark and see invisible objects.
Blind: Player can see nothing.
HEARING
Ultra-sonic: Has acute hearing - can hear characters in adjacent cells.
Deaf: Can hear nothing - no sound effects.
The player can also possess objects which have been picked up, taken, given, or bought. These objects can be used as required: some when used are worn on the player and have a continuous effect whilst worn.
(SEE About Objects)"
"About Objects"
"Objects are things which can be used in the game such as weapons, food, money, etc. An object may either be located on the ground, with the player, or on a character.
If on the ground they will be evident to the player on the Upper Panel. These may be picked-up.
(SEE The Upper Panel)
If the player holds an object they may use it (which may involve wearing it if the object is so defined), drop it or sell it. If the player is wearing an object it can be dropped.
(SEE The Lower Panel)
If a character holds an object the player is informed through the Upper Panel display when both are on the same square. The player may attempt to buy it or take it; they may or may not comply depending on the nature of the character.
(SEE The Upper Panel)
Objects may have one, many or even no qualities (ie they could be useless red herrings!). These qualities may be combinations of:
OPENS GATES: The object is a key. It is either a key for a specific, or a master key which may opens gates.
INVISIBILITY: Objects might be invisible and can only be seen with infra-red vision.
CLIMBS OBSTACLES: Object may be able to be used to help climb obstacles - ie, go the 'wrong' way through a one-way route.
PROTECTS FROM HAZARD: Some objects protect against invisible hazards (eg gas mask, radiation suit, magic shield)
LIGHTS DARK AREAS: An object may be a torch or similar device. This is a special device in that it is controlled by the Player's Torch Life attribute: no Torch Life and it will not work.
WORN OBJECTS: Some objects can be worn and their effect endures whilst worn. This effect may either be applied on every move, or its effect is applied when it is put on and stopped when removed.
FIXED OBJECTS: Some objects cannot be moved from their defined cell. The player can 'take it' so that they can use it, but they then become fixed until they drop it.
MONEY: Some objects are money. Money is a special object, in that the player only ever holds one object of money. Any other items of money found along the way are added to their cumulative money amount.
MONETARY VALUE: The basic value of the object in money. Characters may not necessarily buy or sell for this price, but it gives a guide to the value.
NUMBER OF USAGES: Objects have a limited number of usages before they break, are consumed or disappear, from 1 to 1000.
USE ONLY WHEN OTHER OBJECTS ARE HELD: Some objects can only be used if another object is held. For example, the torch batteries cannot be used to recharge the torch unless the torch is held. A tin of food may need a tin opener. A floppy disk needs a computer to work and vice versa.
An object may have a number of effects on the Player's attributes of Stamina Skill Willpower Luck #TORCHLIFE, Sight and Hearing. Their effect is:
EITHER a consumptive effect on each use, ie, every time the object is used the effect is applied. A typical object of this nature would be a package of food: 1 pack of 3 sandwiches would have a consumptive effect on each of 3 usages.
OR, the effect is reversed after use. Whilst the object is in use the player's attribute(s) is/are effected: when usage ceases the effect is reversed. A typical object would be weapon such as a a sword which only increased skill whilst it was being used.
This effect varies in both value and direction: ie, the value of a player's attribute may either be increased or decreased as a result of using an object.
Finally, the object may have an effect on sight and/or hearing, or no effect.
(SEE About You)"
"About Characters"
"'Living' and normally mobile characters that are either beneficial or harmful to the player are found in the game. Each animated character has its own personality and behave in a different way. Their behaviour is defined in a number of areas:
MOBILITY
MONEY
'LIFE' ATTRIBUTES
ENCOUNTER BEHAVIOUR
MOBILITY: Their mobility will vary as follows:
DARK AREAS: Some characters are not afraid of the dark and will enter dark areas whether or not the lights are on - other characters will only enter dark areas where the lights are switched on.
INVISIBLE HAZARDS: Some characters are impervious to the effects of invisible hazards and will enter them and survive.
JUMPS: Some characters can go through jumps, others treat them as dead ends.
SWITCHED GATES: Some characters can go through switched gates whether they are open or closed - others can only pass through open gates.
LOCKED GATES: Some characters can go through locked gates.
ONE-WAY OBSTACLES: Some characters can climb the obstacles presented by One-Way routes.
RANDOM WANDERING: Some characters wander randomly during the game.
FOLLOWS PLAYERS: Some characters will follow the player once they have been on the same cell as a player, within other limitations on their movement.
Some characters may not move at all.
MONEY
Characters do not hold money objects but they hold money as a separate entity. (BUT, when they die, the money is deposited on the ground as an object)
LIFE ATTRIBUTES
The character possesses the same life attributes as a player, namely:
Stamina Skill
Willpower Luck
These are used, in comparison with the player's attributes, to determine the outcome of encounters between characters and the player.
SIGHT: A character's sight is either:
Blind: They will not see a player, and will only respond if the player interacts with them.
OR, Normal: They will behave normally.
OR, Infra-red: They can see in the dark.
ENCOUNTER BEHAVIOUR
Different characters will interact differently with the player in encounters on the same cell:
PLAYER ATTACKS: If the player attacks a character, all will defend themselves. Some will then fight back, but others will offer to sell or give an object away as appeasement.
PLAYER TRADING REQUESTS: Some characters may respond favourably to a player demand to buy (or exceptionally take) an object, or if the player is selling an object.
UNSOLICITED ATTACKS: Some characters may attack without provocation, especially if the player's Skill is low.
UNSOLICITED SELLING: Some characters may attempt to sell items unsolicited, especially if the player's Willpower is low.
UNSOLICITED GIVING: Some characters may attempt to give items unsolicited, especially if the player's Luck is low.
A player is notified of the presence of characters in the Upper Panel:
(SEE The Upper Panel)"
"The Upper Panel"
"The upper panel provides FUNCTIONS to:
Operate Switches.
Read more information about cells.
Functions controlling objects and characters are covered on other help screens.
(SEE Object Transactions)
(SEE Character Encounters)
The upper panel also includes DISPLAYS of:
A limited area of the Game Map.
The objects located nearby.
The characters located nearby.
The objects held by nearby characters.
These displays and functions are described in more detail below.
GAME MAP: In the centre of the Upper Panel is displayed a game map, of an area of 5 by 5 cells. The current cell is always the central cell. Only cells which the player has previously been on, or are immediately adjacent, can be seen. For the present cell and immediately adjacent cells a verbal description is shown in the displays on the right of the panel. A larger game map area can be displayed if desired:
(SEE Other Menu Functions)
For information on the symbols used on the game map:
(SEE About the Game Area)
OBJECTS: On the top left of the panel, any objects located on the ground at the current location are listed. If objects are located on adjacent cells the player is informed in the verbal description on the right of the panel.
CHARACTERS: In the middle left of the panel, any LIVE characters located at the player's current location are listed. If characters are located on adjacent cells the player is informed in the verbal description on the right of the panel; the location of DEAD characters on the current cell is similarly notified.
CHARACTER'S OBJECTS: On the lower left of the panel, objects possessed by the currently selected character (if any) are displayed.
Under the map are located two function buttons:
OPERATE SWITCH: This button is only enabled if the player is located on a cell with a switch (either for a light or gate). Clicking the button will toggle the switch either up or down.
MORE INFO: If the player is on a cell for which a more detailed description is available, clicking the button will provide it."
"The Lower Panel"
"The lower panel provides FUNCTIONS to:
Describe, use, drop or sell objects held
Describe or remove objects worn
(SEE Object Transactions)
The lower panel also provides DISPLAYS of:
The current value of the player's life attributes.
The objects held by the player.
The objects worn by the player.
The displays are described in more detail below.
On the left of the panel are displays of the current status of the player's life attributes. For more information on these:
(SEE About You)
On the right of the panel is displayed information about the state of the player's sight and hearing, for more info also:
(SEE About You)
In the middle are two list boxes: the left one displays objects which are possessed, the right one objects which are worn. For more detail on transactions on these objects:
(SEE Object Transactions)"
"Object Transactions"
"Objects can be Described, Picked Up, Bought, Taken, Used, Sold, Dropped or Removed (when worn). The appropriate transaction will depend on where the object is located: whether it is on the ground, on a character, possessed by the player or worn. In whichever one of the 4 lists the object is listed, it must first be selected (either by clicking on it or with the cursor keys) before any transaction can be carried out on it.
These transactions are described in more detail below:
DESCRIBE: In each of the 4 object lists there is a 'Describe' button. Pressing it will bring up a more detailed description.
PICK UP: If the object is located on the ground at the current location (top left of upper panel) it can be picked up by pressing this button.
BUY: If the object is located on a character (bottom left of upper panel), the player can press this button to REQUEST the character to sell it. The character may or may not respond with an offer to sell, or respond in a different way. If a deal is agreed the object will be transferred from the character's to the player's object list and money will transfer from player to character.
TAKE: If the object is located on a character (bottom left of upper panel), the player can press this button to REQUEST the character to give it to him. The character may or may not respond with an offer to give, or respond in a different way. If the gift is accepted the object will be transferred from the character's to the player's object list.
USE: If the object is possessed by the player it may be used. In certain circumstances use may be denied:
If it is already in use.
If it is money.
If it needs another object to be used.
When used, a description of it behaviour/effect on use appears and may have various effects on the player's atttributes. If it is an object that is worn, it will be transferred to the list of objects worn. It is on its last usage, an additional message box will inform the player of this, and the item will be removed from the list.
SELL: If an object is possessed by a player, and it is not money, a player may attempt to sell it to the currently selected character. The character may or may not respond favourably with an offer to buy. If a deal is agreed the object will be transferred from the player's to the character's object list and money will transfer from character to player.
DROP: If an object is possessed by a player, they may drop it, the object being removed from the list of player objects and added to the list of items in the current cell.
REMOVE: If an object is worn by the player, clicking this button will transfer the object from the worn list to the possessions list."
"Character Encounters"
"When a player is on the same square as a character, the player may interact with the character. Interactions associated with the buying, selling and taking/giving of objects has been described elsewhere:
(SEE Object Transactions)
The other type of encounter is an attack, either by the player or the character. If either party attacks, the game automatically evaluates the outcome of a fight where the attacked party always defends themselves. The outcome will be controlled by the relative values of the Skill life attribute of the player and character, albeit that a player's Luck is also used to contribute to the outcome. The net effect of the encounter will be a reduction in both parties Stamina as displayed in the encounter message box.
Repeated attacks may take place, initiated either by the player or the character. The attacking party always has a slight advantage through surprise. The ultimate outcome of continued attacks will be that one of the characters will run out of Stamina and will die - if it is you your game is then over. If it is the character, any objects they possess will be dropped on the ground at that point."
"File Menu Functions"
"Games can be loaded and saved, and the application exited. Under the FILE menu heading, the following can be actioned:
SAVE: Up to nine different versions of the same adventure game can be saved, and given descriptive names.
LOAD: Any of the saved games can be loaded, as well as loading a new game with the player at the start location.
EXIT: The application can be exited, although you are asked if you wish to save first."
"Other Menu Functions"
"There are three other functions on the menu bar as follows:
SOUND: Game noises can be turned on or off. Turning them off may deny warnings of characters on adjacent cells.
GAME MAP: A map of the part of the game area which you have visited so far can be displayed on selecting this item.
HELP: This information has been retrieved throught the help system! Context sensitive help can be obtained by pressing the F1 key. The program will provide the most apt help window to the area of the window which has the current cursor focus."
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>*firstG=Ü/║IÜ8bT*]The drop-down box lists all applications which can be chosen for installation; selecting one Ü/╝KI∞5KIP+É
vÜ8╩* Installable ApplicationG=42╕G=Ü8⌠* been found: G=l+DG=Ü8(+"Please wait whilst details of the G=42║G=Ü8F+ application are loaded.G=48@Ü8$n+INSTALLABLE APPLICATIONS FOUND⌠RKI42╝Ü8<₧+6and pressing 'About Application' gives details of it. G=├nJ└rL└KI48░ºJ≥rL└KIφ79░nJRrL└KIφ79░nJérL└KI2─σ7░°7░7╚ ^,XIφ79░!-─¿LLrL └XIφ79░!-─¿L4rL └XI2─╚ (,KIφ79░σ7░¿L.rL└KIφ79░nJ\rL└KIφ79░nJbrL└KIσ7░nJhrL└KIσ7░nJFrL└KIφ79░φ7░¿L.rL└KI▒gnJR├Og7aKlXKⁿOj7KI2─φ7░P+É░7╢ 4-5I▒gnJR├Og7!-─P9^h■ aKDXKⁿOj7KI2─╢ ⁿ,KIφ79╠.ΩKIσ7░nJRrL└KInJF L└úk.ÆKIl+Æöu
■7░hD┤4Ç-l+Æ°7{juk.ÆKIl+Æ°7{juk.·KI48░ºJ≥rL└KI▒gºb&úk.■KI▒gºb*úk.KIσ7░ºJ≥rL└KIφ79╠.⌠KIÜ8Dα->The directory list box on the right shows the directory where ├nJR L└nJR╟N└▀@Ü8>. is located.├▀@nJLrL└KI┘e^[KI▒gΩgºb H/╚KI┴,╚è8 ╡:H/╩KI┴,╩48{$9_wÜ8₧..G=┴,╩48{>9_wG=óvIz8═╠╠╠╠╠@P<5╪.5Iφ79╫.KI∞5KI48L{Ü8µ._ûv╗úk.╪KIºJ╬ L└ú{SKIºJ╬ L└úÜ/╨XI42╨φ7{∩uÜ8$/\÷=5H/42╨42╨öu
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Registered =░²B╖4å<I▒gÜ8@h;;Do you want to have the facility of later creating another ├φ7░¿LL L└▀@Ü8
╛;, or ├▀@°7░¿LL L└▀@Ü8α;, in the future?├▀@ú48$Ü8<LATER DISTRIBUTION ?S░╘/≡I!-≡8░hD╖4t<I▌bX IÜ8D<for later distribution├σ7░¿L4rL└I■5Ç<I▌bÉ I∞55I■5Æ<I▌bÉ 5I∞55Il+╠Ü8₧<\G=l+ⁿG=├nJ\rL└KI>F=φ7j9MΓ<─<5I▌bX 5Il+ⁿ├nJ\rL└KI>F=°7j9MD=∞<5I▌bX 5Il+∞Ü8
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╢= of ├▀@nJR L└nJR╟N└▀@Ü88▄=3. This may be changed to any valid directory name.├▀@nJ÷rL└KIσ7░ºJ≥rL└KI┘e^[KInJF L└╘/KIP+Ω R>EI>·@σ7j9Mv@\>5I╢~N?5InJF L└ú{S5Iφ7⌠4╓>IP+<9f╠SP+<9f÷=5á>IA▄>I∞5InJF L└φ7░jAnJFrL└InJF L└nJF╟N└ú{S5I⌡5r>5I╢~ eIP? 5InJF L└nJF╟N└úk.ⁿ5Il+ⁿöu
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\├hD²B╖42\5Il+h.5Il+k.KI■5R^5InJ\ L└Ü8B\├hD╖4Ω\IÜ8RV\LNo directory name available. One must be specified, except when producing a ├°7░¿LL L└▀@Ü8╛\ to a Floppy Disk.├▀@ú▀7D8⌠RIJDc5I∞55InJ\ L└úÜ/T5Il+k.5IΘ5I42T├Ü8]\├
^ =5]5Il+Ü8 ^\G=├nJ\ L└▀@úh.5IP+Ω°7m95N^i+k.KI∞5KIP+:9,h.÷KIÜ8j^Cannot create ├P+Ω░¿LL L└▀@Ü8û^ on same target ├▀@úÜ/TKIÜ82╝^,) as the source. Please change target driveÜ/ZKIP+Ωφ7m9P+Ω°7m9l+∞Ü8_FLOPPY÷=τ9╬I≥95╠_5Il+·l+÷=5╞_I42TÜ8>_drive (G=l+G=42ZG=480Ü8`_
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Incompleteσ7òKI╢~¿aKIl+cj╬I▌b░rjKI▒gÜ8╞`The directory proposed (i+G=Ü8,ε`') already exists - do you wish to load G=P+:9^G=Ü8,a into it?G=48$Ü8DaDIRECTORY EXISTSS░╘/\KI!-\8░hD╖4~a5I▌b╕KI■5áa5I▒gnJ\├Og7aKêXKⁿOj7KI∞5KIJDcKIeI╢a KID~┤aeI╢b KI╢~┤bKInJ\ L└úÜ/TKIφ7░╘/`KIΘ55I!-``42T├Ü8≥a\├5u╘/V5I!-V╖46bI42T!-Vφ7░jA`juÜ/ZI!-Vφ7░▀@╘/`5I■5NbI42TÜ/ZIσ7░╘/`5I∞55Il+Ü8Zb\G=42ZG=TKI!-`╗5▐aKI╢~└bKIi+cj▌b░rjKIl+Æcj▌b░rjKI▌b╕KIJDcKIeI┬b KI]~KIeI╬b KID~╠beI KIÜ80┌b+There is a problem creating the directory: l+G=Ü8(c#. Please try a different directory.G=▀7D8⌠RKI┘e^[KI╢~ⁿgKInJR L└φ7░▀@P╠.:KIP+:9,Ü8xc\pepyinst.lstG=φ7m7;7KIφ7m7Æ642d╢6î6KI▒g42dºbÜ/dKI42dP+:9^ =5╘c5IAⁿgKI∞5KIP+:9,Ü/dKI42döu
h.There is an error loading 'pepyinst.lst' for: P+:9^G=Ü8Nh in directory: G=P+:9,G=Ü82th,. Please try selecting another application.G=▀7D8⌠R5Iφ7m716KID~╝heI KI┘e^[KIl+@(8╔tG=Ü/jKIÜ8ΓhÜ/lKI╕,höu
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îsHARD├╘/¼5Il+▄k.¿5Il+α├╘/░KI∞5KIÜ8╝sTo create the ├P+Ω░¿LL L└▀@úÜ/┤KI42┤Ü8⌠s selected, a G=─,ªG=Ü8t DRIVE is required. G=l+DG=Ü/┤KIl+¿Ü8Bt÷=5u5I42┤Ü8HXtB Such a drive cannot be found. Please try inserting a floppy disk.G=Ü/┤5I42┤480Ü8┤tCANNOT FIND FLOPPY DRIVE⌠R5Iφ79░σ7░¿L.rL└5Iè8 nJ@rL└KI■5bw5Il+¿├l+µ├
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"!The Training Game is a training module to help you to learn all about the elements of the Adventure Gamer system and how to use the game controls.
The Gates of Macrohard is based on a future where the JCN Macrohard Corporation has taken over the world, and located it in the 3.11th dimension. Your task, should you agree to accept it, is to find the Gates of Microhard and release the world from the terrible domination of the double centarian, Old Bill."
"You've tried the Shareware version and liked it. Now we can offer you a registered run-time version with all the normal benefits of registration (ie documentation, support etc) plus TWO additional games to play, Quest for the Moon Gem AND The Magic of Camelot. A wider range of sounds are employed in these games than used in the shareware game.
This version does not contain any authoring facilities. Full authoring and distribution facilities are available in the registered version."
8.99
.7
junct.bmp
ADVENTURE GAME AUTHOR
"This includes full authoring facilities to produce a game with up to 4750 locations, defining routes, descriptions, features, inaminate objects and animated characters. You can distribute the game files so created to others. Pepys will consider distributing games so created.
Facilities for automated distribution and personalisation of the software are only available in ADVENTURE GAME DISTRIBUTOR."
11.99
.7
junct.bmp
ADVENTURE GAME DISTRIBUTOR
"Includes all the authoring facilities of ADVENTURE GAME AUTHOR plus the capability to generate a personalised application, creating a fully distributable package with the run-time application, all data files, documentation and installation program."
59.99
.7
junct.bmp
EUROPOLY - Shareware Version
"Europoly is a board game for up to 4 players. The aim of the game is to buy and sell commercial leases profitably within the loaded environment of the European Economic Community. The last or wealthiest player is the winner of the game.
People who are accustomed to playing Monopoly will find it easy to pick up the concepts of Europoly. However, it is stressed that Europoly is a substantially different game that does not infringe Monopoly's copyrights."
0
.25
europoly.bmp
EUROPOLY - Registered Version
"Europoly is a board game for up to 4 players. The aim of the game is to buy and sell commercial leases profitably within the loaded environment of the European Economic Community. The last or wealthiest player is the winner of the game.
People who are accustomed to playing Monopoly will find it easy to pick up the concepts of Europoly. However, it is stressed that Europoly is a substantially different game that does not infringe Monopoly's copyrights.
In the registered version, players can be intelligently controlled by the PC. Additionally, in the registered version, sound is included, games can be saved in mid-game for later re-loading and player's names changed."
9.99
.25
europoly.bmp
Postage Calculator - Shareware
"This UK application is designed to go in your Start-Up group in Windows and be available at any time of the day.
Just select the country, speed of service required, type of mail and input the weight and this quick'n'easy application gives you an instant indication of the postage cost. Covers ALL types of mail to ALL countries.
Specialist postal weighing scales cost ú200 - this application is free, although supported versions are available - see the next two entries."
0
.1
letter.bmp
Postage Calculator - Registered 1
"This UK application is designed to go in your Start-Up group in Windows and be available at any time of the day.
This license entitles you to full support, printed documentation and the next update of postal rates."
9.99
.1
letter.bmp
Postage Calculator - Registered 5
"This UK application is designed to go in your Start-Up group in Windows and be available at any time of the day.
This license entitles you to full support, printed documentation and the next 5 years of updates of postal rates."
19.99
.1
letter.bmp
QUIZ MACHINE Demonstrator
"This program emulates the electronic Quiz Machines to be found in bars and pubs the world over. The advantage of this QUIZ MACHINE is, however, that you will not lose any money in it!
With different levels of difficulty, and potentially a wide choice of question subjects, this program suits all abilities and interests.
The demonstrator program is SHAREWARE and comes complete with 2 or 3 demonstration files of 120-160 questions.
Further questions files are available from us - see the other QUIZ software lines for details."
0
.2
quiz.bmp
QUIZ - General Knowledge ONE
"This contains over 2000 questions in 6 different categories:
People and Places
Science and Technology
Sports and Games
Culture and Entertainment
Pot Luck
Natural World
The file comes complete with the QUIZ MACHINE program - see that title entry for details of the program. It is designed primarily for UK citizens - see World Knowledge ONE if you prefer a more international quiz."
9.99
.25
quiz.bmp
QUIZ - Sport ONE
"This contains over 1500 questions in 6 different categories:
Football
Cricket
Athletics
Motor Sport
Golf
Pot Luck
The file comes complete with the QUIZ MACHINE program - see that title entry for details of the program. It is designed primarily for UK citizens - for a more international flavour see the 'World Sports and Entertainment' entry."
9.99
.25
quiz.bmp
QUIZ - Entertainment ONE
"This contains over 1500 questions in 5 different categories:
Pop Pickers
Culture Vultures
Film Fans
TV Topics
Pot Luck
The file comes complete with the QUIZ MACHINE program - see that title entry for details of the program. It is designed primarily for UK citizens - for a more international flavour see the 'World Sports and Entertainment' entry."
9.99
.25
quiz.bmp
UCKERS
"This is an implementation of Ludo - the name given to the game by the Royal Navy is used! Up to 4 people can play, any number of them being computer players. Get your four men to the finish, 'bopping' other men and being 'bopped' on the way.
3D graphics provide a real board-game feel to this software. Kids (and grown-up kids) will just love this traditional game. This game is NOT available as shareware - the only way to obtain it is through Pepys, so order it now."
8.99
.25
DICE.BMP
BATTLESHIPS
"This is an implementation of the old favourite battleships, but using the power of the PC to add some enhancements. Place your ships on the naval battlefield of your choice - you select the size and the number of ships. Then start trying to find the enemy - the computer plays your opponent.
Select different levels of computer intelligence to play against, from moronic through normal to genius. 3D and motion sequences of sinkings add impact to the game as you see your fleet go under the waves - it motivates you to hit the enemy's radar images first.
This game is NOT available as shareware - the only way to obtain it is through Pepys, so order it now."
8.99
.25
SHIP.BMP
QUIZMAKER
"Want to make your own quizzes for the family or your friends to use ? Teachers! Quiz Machine is a fun way for students to test their knowledge ! Do you run pub/club quizzes and want a means of making up paper quizzes ?
As used by Pepys Ltd to create their quiz files, QUIZMAKER allows you to make you own computer or paper-based quizzes. It allows source files (one per question category) to be selected and different mixes of questions to be concocted.
It supports proof reading of the questions, generation of encrypted .quz files (limit of 250 questions) for use in Quiz Machine and of .qzz (text) files which can be read into a Word Processor for formatting. See also QUIZMAKER WORD below if you have Word for Windows."
17.99
.25
quiz.bmp
QUIZMAKER WORD
"This is an add-on to Quizmaker. It is a Word 2.0 Macro which reads in the .qzz files and formats them into tables, creating quiz sets of the specified length."
5.99
.1
WORD.bmp
ORDER FORM
"We hope you are impressed by the order form! If you are selling software written in Visual Basic yourself, you may wish to avail yourself of our offer to provide the source code for this form.
The form can be added to any VB application - all you need to do is to set a Tag on the calling form. The data can be constructed in Notepad and the pictures in Paintbrush so nothing could be simpler."
14.99
.1
order.bmp
ORDER PROCESSING SYSTEM
"Most order processing systems have worked their way backwards from the ledger or a stock control system. We have started with the order processing, and backed it up with simple-to-use accounts and stock control systems.
Available only at the present time as a Shareware Demonstrator, this package will ultimately become available as a Registered program with full documentation and support."
0.00
1
order.bmp
INSTALLATION PROGRAM
"Did you like the installation program? If you are selling software then we can make the source code for this program available to you.
After having failed to make the Visual Basic Distribution Wizard work, we decided to create our own generic installer. The program allows you to set up multiple programs (one per directory) on each floppy disk. VBRUN300.DLL and the installation program (PEPYINST.EXE) sit above the program directories.
You define the files to be installed (and created - simple text files such as configuration and system data files can be created on installation) in a file packlist.txt - see our example on the our distribution disk. The user then just follows some simple instructions. You can even use it to create your distribution disks."
14.99
.1
floppy.bmp
Installation Program (Source Code)
"The source code of this application can be obtained for a more substantial licence fee. This would enable any author to extend the installation standard further. Please refer to the information contained in the VENDINFO.DIZ file for the Installation Program (which may be named PEPYINST.DIZ if you have received a Bulletin Board download)."
59.99
.2
floppy.bmp
VENDVIEW (To read VENDINFO.DIZ)
"This product is Shareware copyright by Rams' Island Software. It is freely available as shareware, however, for end users to view the VENDINFO.DIZ documentation file.
As all Pepys' software is now supported by VENDINFO.DIZ files, you may wish to order a copy of this Shareware to help view the structured documentation record produced for our products.
Other software vendors may also used VENDINFO.DIZ files, and VENDVIEW can be used to view them too."
√√√√√tdg≈dg√√√√√√√°H┐┐┐┐┐╖G╖FG┐┐┐┐┐┐┐┐╩√√√√√≈ddtg√√√√√√√ⁿ9┐┐┐┐┐╖FFvFG┐┐┐┐┐┐┐╜√√√√√≈ddtdg√√√√√√√⌠%┐┐┐┐┐╖FFvF┐┐┐┐┐┐┐╢⌡√√√√√≈ddtd{√√√√√√√≥¿┐┐┐┐┐╖FFvF┐╕┐┐┐┐┐░√√√√√≈dddg√√ê√√√√√≡┐┐┐┐Å╖╢╢╢G┐╕ê┐┐┐┐┐░√√√√ïww{kk√°ê√√√√√≡┐┐┐╕Åx╖ww┐╕Å┐┐┐┐┐░√√√êï{;k{w√°ï√√√√√≡┐┐╕ê┐╖╖┐╕Å┐┐┐┐┐░√√êï√{pw√°ï√√√√√ⁿ"┐╕ê┐┐┐╕Å┐┐┐┐┐░√êï√√p√°ï√√√√√≡┐êÅ┐┐p░┐êÅ┐┐┐┐┐░√êï√√{≡√êï√√√√√≡┐êê┐┐░╖êÅ┐┐┐┐┐░√°ê{√{±≈{x√√√√√√≡┐┐ç╖┐│┐┐┐x┐┐┐┐┐┐░√√≈√w{;√√√;{√√√√√√≡┐┐┐s┐╖w│╖┐┐┐┐┐┐┐░√√√≈;√≈xêw{√√√√√√√≡0┐┐┐┐wwxÿ┐┐┐┐┐┐┐┐┐╕√√√√√√√yëï√√√√√√√√≡┐┐┐┐┐┐┐xêÅ┐┐┐┐┐┐┐┐░√√√√√√≈ììê√√√√√√√√≡┐┐┐┐┐┐░ê┐┐┐┐┐┐┐┐░√√√√√√√√√√√√√√√≡┐┐┐┐┐┐┐░┐┐┐┐┐┐┐┐┐░Training Game
Master
Dollar
9
9
{row 0
2
2
dead-end
26
2
Start
10
2
straight road
10
2
straight road
10
2
straight road
10
2
straight road
10
6
a dark place
28
2
corner with a switch
0
0
0
0
{row 1
6
0
corner
10
4
straight
10
0
straight
28
0
corner with a switch
6
2
corner
10
2
straight road
58
2
gates
41
2
corner with a another switch
0
0
0
0
{row 2
3
2
corner
74
0
locked gate
12
0
corner
3
0
corner
9
2
corner
6
0
corner
90
0
one-way barrier
12
0
corner
0
0
0
0
{row 3
4
0
dead-end
4
0
dead-end
19
0
corner with a switch
58
0
switched gates
10
0
straight
15
2
cross
90
0
one-way barrier
13
2
junction
0
0
0
0
{row 4
19
0
corner with a switch
127
2
safe-haven
10
0
straight road
10
2
straight road
56
2
jump-point
1
0
dead-end
50
2
jump-point
9
0
corner
0
0
0
0
{row 5
0
0
53
0
switched gate
0
0
128
0
134
0
corner
142
0
junction
138
0
straight
140
0
corner
0
0
0
0
{row 6
2
0
dead-end
79
2
a crossroads with an 'H' on it
10
2
straight
138
0
straight
139
0
junction
255
0
cross
140
0
corner
133
0
straight
0
0
0
0
{row 7
0
0
1
0
dead-end
0
0
128
0
134
0
corner
141
0
junction
135
0
junction
141
0
junction
0
0
0
0
{row 8
2
0
dead-end
42
0
Finish
10
2
straight
140
0
corner
135
0
junction
143
0
cross
141
0
junction
133
0
straight
0
0
0
0
{row 9
0
0
0
0
0
0
131
0
corner
139
0
junction
139
0
junction
139
0
junction
137
0
corner
0
0
0
0
{jumps
1
6
4
4
4
{swtchs
5
7
1
6
1
3
1
1
1
2
3
3
3
0
4
1
5
7
0
6
0
{attrb
Energy
4
2
Skill
1
1
Willpower
2
3
Luck
6
0
Torch Life
2
2
2
2
1
0
{objct
8
1
"Torch"
"An ordinary torch which takes U2 batteries. Try using it and see what happens to the 'Torch Life' attribute."
"A beam springs forth from your torch enabling you to see clearly in the dark. But, the 'Torch Life' attribute is going down. If you carry on like this you will need to use a new U2 Battery."
"You switch the torch on, but nothing happens; it must have broken."
-1
-1
16
1
25
100
"1, Creature"
0
0
0
0
0
0
0
0
-2
0
0
0
TORCH.BMP
CHIMES.WAV
0
2
"U2 battery"
"An electric battery which will fit a torch. However, it is no use without having a torch. Where will you get one of those?"
"You open the torch and insert the battery - the torch now has extra life"
"The torch has a new life, but the battery will eventually run out and is not rechargeable."
-1
-1
0
0
10
1
"2,0"
0
0
0
0
0
0
0
0
12
0
0
0
BATTERY.BMP
DING.WAV
1
3
"Piece of Pie"
"Wrapped in a cellophane packet, it seems to be filled with some brown substance. However, you need it to restore your energy"
"It all looks very boring but you know you must eat."
"You finish the food, if it can be called that, and feel stronger."
-1
-1
0
1
20
1
"2, Creature"
8
4
0
0
0
0
0
0
0
0
0
0
3DPIE.ICO
CHIMES.WAV
0
4
"Key"
"A training key"
"It turns in the lock and opens the door"
"This key can only be used once"
1
2
0
2
25
1
"1,1"
0
0
0
0
0
0
0
0
0
0
0
0
KEY.BMP
CHIMES.WAV
0
5
"Clothes"
"A pair of jeans and a T-shirt. They will be more use if you use them."
"You are now wearing them. Notice that your skill has been enhanced slightly as a result. Now try taking them off and putting them back on again."
"You have been practising hard at taking your clothes on and off!"
0
0
32
17
25
26
"Me"
0
0
2
0
0
0
0
0
0
0
0
0
CLOTHES.BMP
CHORD.WAV
0
6
"Gun"
"A shooting gun"
"It fires bullets"
"It is empty"
0
0
0
16
100
6
"4,3"
0
0
8
0
0
0
0
0
0
0
0
0
PISTOL.ICO
TADA.WAV
0
7
"Gas Mask"
"An ugly thing, but it will protect you from invisible hazards."
"It smells of rubber"
"It falls apart"
0
0
40
17
50
1
"3, Creature"
0
0
-2
0
0
0
0
0
0
0
0
1
GASMASK.BMP
CHORD.WAV
0
8
"Money"
"Some gold coins"
""
""
0
0
128
1
50
1
"Me"
0
0
0
0
0
0
0
0
0
0
0
0
MONEY2.BMP
DING.WAV
0
{cretr
3
1
"Missionary"
"The missionary is clad in a green zoot suit with a cross hanging on a chain around his neck. A halo shines over his head. If your luck is low he might give you something useful"
"Despite his peaceful demeanour, if you will insist on making an unprovoked attack, you must expect him to defend himself."
"The missionary dies peacefully muttering 'May God forgive you for this act of sin my son'"
0
0
25
"4,0"
12
2
10
12
2
3
LEMMING.ICO
DING.WAV
2
"Trader"
"The trader is dressed similarly to you, and looks rather ordinary. He should offer to sell you something. You could also try selling things to him."
"Whilst he would rather make a profit, the University of Life has taught him how to fight to keep his profits."
"He utters 'You didn't have to kill me, I would have given you a good price'"
128
0
300
"4,1"
5
5
5
5
2
2
TRADER.BMP
CHIMES.WAV
3
"Pacman"
"It is large, menacing, and has a large mouth"
"It lunges for your throat with its mouth"
"Thrashing away on the ground, it is still trying to lunge for you as it dies"
128
0
0
"3,4"
8
4
2
2
3
1
3DPACM.ICO
TADA.WAV
"This is not really an adventure game - it is a training module to help you to learn all about the elements of the Adventure Gamer system and how to use the game controls."
"This is not really an adventure game - it is a training module to help you to learn all about the elements of the Adventure Gamer system and how to use the game controls.
After a move, on first arrival on any cell, a training note is displayed which explains what you need to do at that point. If you retrace your steps, these descriptions are not automatically displayed but can be recalled by pressing the button 'More Info about this Place'.
After you have mastered the Training Game and reached the finish, you can then go on and play a proper Adventure Game,
Alternatively you can go into the Authoring facility and have a go at either changing the Training Game or writing your own game."
8
0
"You cannot get anywhere with dead-ends unless they have something or someone useful on them.
This is a useful moment to say that if you would like to find out more about yourself in this game, click on 'About You' in the Help Menu."
1
"This is the Start of the Game, denoted by the green 'S' on the ground. Your aim is to get to a cell with a red 'F' on the ground.
Firstly, take stock of what there is on offer at this point:
What directions can you travel in (as indicated by the arrow buttons in the centre of the game map) ?
What objects do you possess, or are there any located here? If so, select them in the list box and press the appropriate 'Describe' button first before attempting to do anything with them.
What characters are there here (if any ?)
The descriptions of the adjacent squares may also give you clues as to what you will find when you move.
The lower panel also gives full details of your own qualities of Energy, Skill, Willpower, Luck, Sight and Hearing. In other games using the same system, these might be given different names."
2
"If you have been observant you will have noticed that there is an object here - try picking it up and using it.
If you want to find out more about objects in general, click on 'About Objects' in the Help Menu."
3
"We are now progressing - keep your eyes open for warning of what might be located in adjacent cells. Why not also try dropping an object and picking it up again.
Also, if you would like to find out more about the game area, try clicking on 'About the Game Area' under the Help Menu."
4
"You should have noticed on the last cell that there is a character here. Select him and click the 'Describe' button, but if you are slow he will introduce himself to you anyway.
If you would like to find out more about characters, click on 'About Characters' under the help menu."
5
"The dark blue of the next square indicates that it is dark. You torch will help here; if you do not use you will be unable to find out anything about the square."
6
"You will only be reading this description if you have put your torch on, or if you have found and operated the light switch."
7
"Surprise, surprise. We have just come through a dark area and here is a switch. But do not jump to conclusions - identical switches operate either lights or gates.
Light Switches:
Up is lights off
Down in lights on
Gate Switches:
Up is closed
Down is open
Switches are operated by the 'Operate Switch' button which becomes enabled under the map when on such a cell. Try using it here and see what happens.
"
4
7
"To the west is an open gate and the switch here is down. Try operating the switch and see what happens. You will not get any farther forward if you leave it up."
6
"If you have operated the gate switch on the previous cell, you will have noticed that the graphic for this cell changes when gates are closed, and that you are not allowed onto the cell."
5
"By now you should have your wits about you and be ready for any unplanned encounters"
4
"This person may have something useful for you. Whilst the names in an actual game may be different, there are three fundamentally different character types:
Missionaries, who give things away
Traders, who are trying to make a profit
Fighters, who like trying to kill you.
Having said that, dependent on circumstances, these characters may act 'out-of-character'.
The 'About characters' item under and 'Character Encounters' will tell you more these characters. Also the 'Object Transactions' item will tell you more about interacting them in respect of buying, selling and taking objects.
"
2
4
"These descriptions will now cease for a while, to see if you can find your own way in the world. You did buy the food from the Trader and use (ie, eat) it didn't you? Otherwise you may not have much energy left."
0
"You will notice that there is a key symbol to the east - this means a locked gate. You did find the key didn't you?
If you did - good, now use it to unlock the gate, and allow the east direction button to appear.
If you did not - you had better go back and look for it!"
2
5
"You should now have a gun which will come in useful if you meet a hostile character. Try using it once - you will find that it sends your skill soaring.
You have arrived at the first junction of the Training Game. You have choice of directions to go in, but do not worry, they both lead to the same place."
7
"You have come over some obstacles which you cannot go back against. Some objects give you the power to scale them, however, but we have not provided any here."
4
6
"This is the first time we have come up against one of these symbols. It is a 'jump-point' and can be used to represent soemthing mundane like a tunnel or under-bridge, or something sophisticated like a teleporter or a magic carpet.
It takes you from a point on the game map to another point remote from it. In this case, we are just going under the dead-end leg of the crossroads we just passed."
4
"That was simple, but the encounter on the next cell may not be quite so simple. We would advise that you need to have eaten the food and have the gun ready."
3
"This character is quite unfriendly and may attack without provocation. He will also follow you within limitations. A fight to dispose of him would make your life safer in many respects."
1
"The 'H' symbol can mean 'safe-haven' - no characters in the game can come onto it.
However, the 'H' symbol can also stand for 'invisible Hazard', so you should take care before going onto an 'H'.
You will need to open the gate to the south before you can progress."
2
1
"There is a horrible smell here, and you feel the need for protection."
2
"To your east you can see a change of scenery.
There are two types of scenery - outdoors, where you have been so fat, and 'indoors', where you are going. The properties of the roads are exactly the same, albeit that some of the graphics are slightly different.
You need to find the other exit from the building to get to the Finish"
1
2
"You have found your way out - well done.
As you can see the next square is the Finish!"
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