ReadMe THE GREAT ADVENTURE version 1/92 ***************************************************************************** This suite of programs is the exclusive copyright of Gordon Pickard but may be freely distributed provided NO CHARGE is made beyond a reasonable sum to cover the cost of the media. ***************************************************************************** This adventure is derived from a series of interlinked adventures written for the BBC-B in the years from 1983 on and towards the end contained in compressed form on both sides of two 80 track discs !. On the advent of the Archimedes some of these were uncompressed, ported over and released into the 'Public Domain' to help get this movement going. Since then the game has been polished up by switching from mode 7 to mode 14, reducing the frequency of disc access and so on. Unlike most adventure games inspired by the original adventure game written in 1976 by William Crowther and Don Woods the emphasis here is very much on exploring rather than on fiendishly difficult or illogical puzzles. There are some puzzles however. There are the usual mazes, most of which can be solved by the usual technique of dropping objects and plotting. Two are a bit tricky because of a random element but are capable of solution with a bit of thought. Those who dislike mazes will be pleased to find that solving them is not essential and that they can go back to a previously SAVEd position and avoid the maze on the next pass. The only penalty will be that in some cases a treasure will not be found. The other type of puzzle is in finding out how to work various machines. Most of these require the use of a credit card. It is necessary to stay in credit, so you have to find and bank treasures from time to time. If you lose your credit card you will have to walk everywhere and it will be advisable to be armed because of the presence of wolves, freedom fighters etc. wandering about!. Because of the open architecture of the program it is very easy to cheat but this will of course spoil the game if you choose to. You are advised to SAVE (which is cheap) regularly. It is however a bit expensive to RESTORE or ask for HELP so be sparing. It will be essential to prepare a map as the one provided is deliberately rather vague. You will have to bear in mind that if you travel forward or back in time the map may differ in detail !. It is advisable to avoid the timegates and leave the 'experts' part of the menu until you have some experience of the game and know your way about. TECHNICAL NOTES 1. The function keys 1-13 are respectively programmed :- NORTH/WEST/EAST/SOUTH//UP/DOWN/ENTER/LOOK//INVENTORY/HELP/EXITS/SHOOT//TIME 2. Make a backup copy of the disc. 3. Keep the disc in drive 0 and do not write protect. 4. There should be no serious bugs in the program but if any are encountered the author would appreciate a note ( by post only please - to 22,Pembroke Ave.,Peterborough PE2 0EY) 5. There is a map on file 'Chart' which can be dumped on a printer. 6. "DEUS NOS DONNA BON ADVENTURAS" is the motto appearing over the entrance to the Merchant Adventurer's Hall in the City of York and seems rather appropriate.