ABOUT THIS RELEASE OF GUARD DUTY Those of you who played the competition version of _Guard Duty_ may remember a buggy game that, for example, crashed when the player attempted to take inventory. I was frankly baffled by this bug, since as I recalled my beta-testers and I had played through the game fully just before I submitted it. At first I thought the problem was that it had only been tested under a Unix version of Frotz, and perhaps Windows versions behaved differently. But no, as I found when I tried running the competition version again under the same Unix version of Frotz it had been tested with; even under Unix it crashed. I could think of only one possibility, only one thing that had changed between the testing and the submission: I had recompiled the game without the debug switch. Sure enough, that was the problem. Or more specifically, the strict error checking switch (which as far as I can tell automatically entails the debug switch). With strict error checking on, the game ran perfectly, without even a non-fatal error message. Without it, it crashed. Old hands at Inform may think this an obvious place to look, but this was my first Inform game. It never even occurred to me that if the game ran fine with debugging on, it might not with it off. All right, so I'm an idiot. Sorry. Anyway, _Guard Duty_ to begin with already fell short of my aspirations, due to the dynamic memory limit. There were a great many things I wanted to implement but just couldn't. This being the case, I really didn't feel motivated to spend a lot of time debugging a necessarily incomplete game (when a version of Inform or some new compiler with a higher dynamic memory limit comes out I might complete it as I had intended to), so I just went ahead and compiled it again with strict error-checking on. Since I couldn't figure out how to do this without the debug switch (if that's even possible), I manually disabled the debugging commands. Messy, yes. A kludge, yes. Makes the game run without crashing when you take inventory, yes. All in all, I suppose it's a fair trade. Also included in the zip file that this readme file should have come in is a GIF file called guardpic.gif which was inadvertently left out of the competition submission (though at the time I was going to submit it in HTML format instead). The game will notify you when to refer to this file (though if you can't read GIF files, don't despair; the GIF file isn't actually necessary to play the game). The _Guard Duty_ game also makes reference to a help file, guardhlp.z5. As of the time of this zip file's being submitted to the if archive (December 31, 1999), I haven't submitted the guardhlp.z5 file yet, but it should be there sometime next week. Thanks for downloading _Guard Duty_. Hope you have fun. Jason F. Finx