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game/text/Museum.lha

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Short:Night at the Museum Forever (TADS)
Author: cangelin at uoguelph.ca
Uploader:Bill Hoggett (mas supplies easynet co uk)
Type:game/text
Version:1.0
Architecture:generic
Date:1997-02-14
Requires:The TADS Run-Time module v2.2+
Download:game/text/Museum.lha - View contents
Readme:game/text/Museum.readme
Downloads:597

A Night At The Museum Forever
Version 1.0
A Text Adventure Developed With The TADS Authoring System
Written By: Chris Angelini
(This game is copyright, 1995. All rights reserved and all that.)

(1.0) WELCOME!

                And a great big thanks for playing this game! This archive should contain 
                the following: a TADS run-time file; these documents; a cheat file. If any
                of these are missing, please contact me at cangelin@uoguelph.ca (if you are
                responding before 1997, that is. I can't guarantee that I'll still be there
                afterwards).
        
(2.0) THE OBJECT OF THE GAME

                Most of this is explained in the game's introduction. However...
                a trouble consultant, who's mission is to enter an ancient artifact and 
                return...alive. This artifact is a museum which was left behind by an Ancient 
                race, that once ruled the stars. The artifacts which the museum contains were 
                pulled from various time zones; and that is the entire problem. Those who have 
                entered the museum do not fall victim to traps...but to time paradox.
                is a single, diamond ring in the museum. Can you get it, and leave without 
                succumbing to paradox? Good luck, and godspeed.
                
(3.0) COMMANDS


                You control this game through normal, English sentences. The game responds 
                with text as a result of your commands. That's why this is called Interactive 
                Fiction.
                game which direction you want to move. In an amazing yet brilliant move, early 
                text adventures used the cardinal compass directions for their directional 
                commands...and the trend stuck. Typing North, South, East, or West will move 
                your character in that direction (these can be shortened to N, S, E, or W).
                You will have to manipulate objects in this game as well. These are implemented 
                through a verb-noun combination. As an example, you might type: GET THE WRENCH 
                (assuming there was a wrench in the area, and assuming that you wanted to get 
                it!). GET is the verb, and WRENCH is the noun.
                instance, let's assume that now there is a nut that has to be turned, and you 
                have deduced that it should be turned with the wrench. You could type: TURN 
                THE NUT WITH THE WRENCH.
                (or fortunately, if you're thinking of HAL-9000). Its vocabulary is limited. 
                Therefore, if one command doesn't work, try another. Attempted to EXCAVATE DIRT 
                might make more sense to the computer as DIG DIRT. I've tried to use common 
                words (so you won't find EXCAVATE as a command, unless DIG also worked in its 
                place).
                Usually, it will tell you something (for instance, when you got the wrench, it 
                might say TAKEN). On the other hand, you may have done something that it didn't 
                recognise. It may say I DON'T UNDERSTAND, or something similar. These are all 
                in plain English, so you will know for sure, what your command has done.
                You can also do things to things, for instance - LOOK UNDER THE COUCH, or LOOK 
                IN THE CUPBOARD.
                
(3.1) TYPES OF COMMANDS

                Here are some possible verbs that you can use. Remember, this list is by no 
                means exhaustive. Other commands may exist to be used. Also, some of these may 
                not be recognised by the program.
                
                GET             
                TAKE            
                DROP            
                LISTEN
                SMELL   
                PUT             
                LOOK            
                SAY
                TURN            
                PULL            
                OPEN            
                CLOSE
                READ            
                GO              
                LIGHT   
                WEAR
                REMOVE  
                LIGHT   
                RING            
                EAT
                JUMP
                
(3.2) SPECIAL COMMANDS

                INVENTORY (or 'I') - This command will list everything in your possession.
                SCORE - This command tells you your current score and rank.
                SAVE - Saves the game.
                RESTORE - Restores as saved game.
                RESTART - Starts the game over from scratch.
                QUIT - Ends the game.
                UNDO - Undoes the last move. Helpful if you just insulted a rather large, 
                        rather nasty dragon, who behaved rather predictably.
                        
(4.0) HINTS

                There should be a solution file included in this game. I suggest that you do 
                not use it, as half of the fun is in discovering how to solve the puzzles. 
                Here are some general hints, to help you do just that.
                
                -Examine everything. EXAMINE <object> should be the first thing you do when you 
                encounter something new. 
                
                -Examine the text. Not everything that's important will be obvious. Read                the text carefully for clues as to what to do next.
                
                -Think about the situation. One of the biggest problems that people have with 
                text adventures is that they must be thought about carefully. Modern graphic 
                games are almost instinctively intuitive - by looking at pictures, you can get 
                a grasp on the situation. Not so in text adventures. Try to figure out what 
                the main goal of the game is, and work from there. Once you've got the main 
                goal, try to see what the sub-goals are. Is there a door that needs to be 
                opened? Maybe you have to find a key. Finding the key may be a sub-goal in 
                and of itself.
                
                -Map. Mapping the area will keep you from getting lost, or backtracking.
                
                -Take notes. Write down what everyone says, everything does, or what you find. 
                Often, when first encountering something, its use may not be clear. But through 
                further adventuring, something may give you a clue as to its use. Notes might 
                help you make connections more easily.
                
                -Get some rest. ;-> If you've been working on a game all night, your brain may 
                be stuck. Get some sleep, read a book. Your subconscious may solve the problem 
                for you!
                
(5.0) Legal Stuff

                This game is protected under international copyright. Therefore, it is mine. 
                You are, however, allowed to copy it, make copies for friends, and distribute 
                it to other people, with some exceptions.
                
                -Exception #1: You may NOT charge money for this game when you give it to 
                someone else. It has to be free. You are allowed to charge for the price of 
                the disk that you put it on, or other _reasonable_ copying fees (but see #2).
                
                -Exception #2: This game may not be included in a collection, or sold by 
                Share-ware vending companies without my express permission. Sorry guys, if you 
                want it, you have to ask.
                
                -Exception #3: This game must be distributed intact. That means that it must 
                contain the document you are reading, the cheat file, and the main game program.
                
                -Exception #4: All of these materials must remain unmodified. Don't change the
                game or the doc file. If you've got a great idea, or a bug report, send it to 
                (cangelin@uoguelph.ca).
                
(6.0) OTHER STUFF

                Enjoy the game! Its free, so your financial obligations to me have ended before 
                they even started. I do ask that if you like the game, and you have a few 
                moments, please drop me a line. Either email me at (cangelin@uoguelph.ca), or 
                write:
                
                Chris Angelini
                PO Box 21
                Maidstone, 
                Ontario
                NOR 1K0
                CANADA
                
                I'd love to hear from you. If you think this game is absolutely marvellous, 
                and cannot go without financial transactions (ha! fat chance!), then make a 
                donation to your favourite charity. For fun, try having your cat or dog make 
                the donation. In person.
                
(7.0) THAT'S IT

                That's it! Go play the game already!
                
                
Chris Angelini August 22, 1995 (Read Superguy!)


Contents of game/text/Museum.lha
 PERMSSN    UID  GID    PACKED    SIZE  RATIO METHOD CRC     STAMP          NAME
---------- ----------- ------- ------- ------ ---------- ------------ -------------
[generic]                 3798    9733  39.0% -lh5- b54c Jan 21  1997 Museum.readme
[generic]                49314  124634  39.6% -lh5- 58c8 Aug 25  1995 museum/museum.gam
[generic]                 3585    7471  48.0% -lh5- 5be3 Jan 21  1997 museum/nightdoc.txt
[generic]                  476    1455  32.7% -lh5- e077 Jan 21  1997 museum/solution/walkthru.txt
---------- ----------- ------- ------- ------ ---------- ------------ -------------
 Total         4 files   57173  143293  39.9%            Feb 14  1997
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