ADVENTURE 'C'
SHIP OF DOOM
Fatal SHIP
===============
Authors: Artic Computing (C) 1982
The second program, which we present, was circumvented
attention, we think, because of its
venerable age and terrible interface.
Once it was made complete
Disk version, upgraded input / output, get something that meets
in our view current requirements. This game
in English. But you should not have this
scare, because description of the game short and
understandable.
As we know, this program is the third in a series
adventyurnoy. In the first (ADVENTURE 'A'), as far as is known,
must be "... on an alien planet to find and free the trapped
and powerless spaceship. "What should do ADVENTURE 'B' - is
unknown. Likely to have it repaired. If anyone have any
thoughts about this or the above programs - call, write, COME!
So the plot. When the intelligence
fly your ship was captured by the gravitational beam with alien
craft. Your goal - to free your vehicle by pressing the
control button on the main computer
Hall. Do not confuse this button with ESCAPE BUTTON, which will
fall to you in the first location. ESCAPE BUTTON need to fly,
and managing Konopka - to turn off the gravitational beam.
So, make sure of the uselessness
ESCAPE BUTTON go south and take away
aboard an alien ... To take
key, located under the lid, you need a screwdriver ultrasound
SONIC SCREWDRIVER. But it still needs to be assembled from
parts scattered throughout the ship. With you constantly robot
FRED, which sometimes gives smart tips or useful information.
Need to say about governance.
The program only understands design:
"Verb + noun" or "verb".
In addition, a different perception of the name of some items.
Ie If you see ANDROID MAN, you should check
which part of the name of the program understands (ANDROID or
MAN). Unfortunately, the program has no equivalent command
LOOK. Rather, the team is there, but She serves as EXAMINE. And
in order to recall a description of the location,
need to get out of it and enter again. Most
big problem is not guessing, and selection of readable
phrases. Example: you have the key KEY, and you
see keyhole KEYHOLE. Logically
suggest that we must insert a key:
INSERT KEY. Here the question arises:
INTO WHAT? Do not attempt to try to be clever, such as
INSERT KEY INTO KEYHOLE. Just specify:
INTO HOLE. Besides, sometimes you have to specify what to give,
and sometimes - to whom. Check experiment.
GOOD LUCK!
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