TRISTAM ISLAND By Hugo Labrande Manual for : MSX (1 & 2) version ================================= After crashing your plane at sea, you end up drifting to a small island, with not much to survive. You explore, and find out the island was inhabited, years ago. But why did the people leave? And why is there a fence around that big building at the top of the hill? ================================= WARNING This version has a small bug: the command 'RESTART' does not work. Should you want to restart, you should power off then on your machine. However, note that you will not need to restart in this game: there are no blocking situations and you only need one save, by design. ================================= HOW TO PLAY - Insert the disk in your MSX (or your emulator). - Start the system. - The system boots on the disk and displays the loader screen. - Press a key; the game then starts (in 40 col on MSX1, 80 col on MSX2). Example of inputs recognized by the game are: go east, examine sky, inventory, enter ocean, take pebble, open matchbook. Around 100 verbs are recognized by the game. There are no built-in hints in the game (there just isn't the space!), so I encourage you to ask other players for help! If you encounter a bug, or if a sensible command wasn't recognized, or if you want to give me any sort of feedback, don't hesitate to send me an email : hugo at hlabrande dot fr. ================================== MANY THANKS TO - Infocom, creators of the Z-Machine and of so many awesome adventure games that we're still using their tools 40 years later; - Graham Nelson, creator of Inform 6; - Andrew Plotkin, for his hard work and dedication to fixing the Inform 6 compiler's bugs that had prevented z3 releases for years; - Fredrik Ramsberg and Johan Berntsson, for the amazing PunyInform library, and many optimizations; - My testers: Manon Burz-Labrande, CrocMiam, Steve Flintham, Grimmnebulin, Brennen Kinch, Juhana Leinonen, Samuel Verschelde, Mark Walker, Jack Welch; - The players who reported bugs in the initial release: Davide Bucci, Chris Carter, Wade Clarke, Denk, Richard Hawkins, Christopher Merrimer, Brian Rushton, Tiffany Zhao; - Stefan Vogt, for his help setting up many ports of this game, and his detailed answers to my technical questions. For the MSX version more specifically: - José Lucio Mattos da Gama ("SLotman") for his work on the MSX interpreter; - Uto (Carlos Sánchez) for the code for the loader; - Stephen F. Winsor, for the game's logo; - Karen Christie, for the painting that serves as cover art; - 8bit workshop for their Dithertron tool.