Whatever We Decide To Call This Game by Joel Finch, Glen Henville and little bits by Matthew Newbery If you liked the Game, give it to your friends. If you hated the Game, give it to your enemies. Just give it to someone. Our aim in writing the game was to see how far across Australia and the World we could get our names. And all we really want back is a postcard. J Finch 21a Sandy Creek Rd Gympie Qld 4570 Australia Even if you hated it, send us a postcard; we thrive on abuse Congratulations!! You are now the proud owner of the Interactive Text Adventure titled: "Whatever We Decide To Call This Game". This sheet will tell you a few things about the game, which should help in its completion. We refuse to be held responsible though, if its puzzles prove too fiendishly clever to unravel! --> If you have a hard drive on your computer, it would be to your advantage to copy the game onto it before playing. This will shorten the load-up time, and reduce the possibility of a disk error spoiling your game. --> EXAMINE everything! We can't stress this enough. Even some things from the background can be examined. Leave no object un-looked-at. --> READ most man-made objects. Just type READ {object}. For obvious reasons, reading bushes and trees and people and so forth is going to be a waste of time. However, you should read everything that might conceivably have some writing on it, even if you aren't told specifically that there is something there to read. It might be useful, or it might just be funny. When an object is changed in the course of the game, read it again. --> When dealing with characters, the correct format is TALK TO {person}, or ASK {person} ABOUT {thing}. For example, TALK TO FATHER CHRISTMAS, or perhaps you could try ASK PIRATE ABOUT WATERMELON. However, it is usually best to ask questions about the thing that relates to that particular character. For example, it would be pretty futile asking a blind man about marshmallows, while asking a diver about scuba tanks could be useful. Also, you can often get more than one response from a character. Just be a little persistent. --> When you wish to use a specific tool to perform some particular action, say, breaking the candy cane with the grapefruit, the correct format is {action} {object} WITH {tool}, in this case BREAK CANDY CANE WITH GRAPEFRUIT. --> When moving, just the initial of the compass direction in which you wish to move is fine, eg. NE for NORTHEAST. You may also use the numeric keypad at the right of your keyboard; 8 is NORTH, 3 is SOUTHEAST etc. U and { - } may be used for UP, with D and { + } for DOWN. --> A brief list of valid verbs is as follows {abbreviations in brackets}. Note that this list is far from complete. WAIT { Z } KILL/ATTACK/HIT OPEN & CLOSE PLAY WITH AGAIN { G } SMASH/BREAK LOCK & UNLOCK TURN QUIT { Q } SLICE/CUT/CHOP TAKE & DROP READ LOOK { L } GIVE/BRIBE/OFFER WEAR & REMOVE SHOOT INVENTORY { I } PUSH/PRESS/TOUCH ENTER & EXIT THROW EXAMINE { EX } FIX/REPAIR PULL & PUSH JUMP Other commands which can be used include: SCRIPT & UNSCRIPT - to print, and stop printing, a transcript of the game. SCORE - to give you a report of your progress and current score. LIST EXITS - to inform you of all the obvious exits from a location. SAVE & RESTORE - to save, and return to, your position in the game. (you will be asked to provide a name for the saved game, and if you're playing off the disk, you may need to change disks at this point) --> Keep an eye on the Status line at the top of the screen. A change in score is useful to note, as is the room title. Number of moves could be important.