





                  





                                                           
                          THE ADVENTURE GAME TOOLKIT

  


  
  
                                      By
                                                                               
             
                              David R. Malmberg 
                                        
                                      and

                                Mark J. Welch 




                                Distributed by

                                   Softworks
                               43064 Via Moraga 
                         Mission San Jose, California
                                     94539
  
                                (415) 659-0533 
  







  
  
 The Adventure Game Toolkit (AGT), including all source code, object code, and
 manuals on paper or on disk, is copyright 1987 and 1988 by Mark J. Welch and
 David R. Malmberg.  Portions originally copyright 1985 and 1986 by Mark J.
 Welch.



 COPYRIGHT, TRADEMARKS AND WARRANTY 

  
 COPYRIGHT:  
     The Adventure Game Toolkit is a copyrighted work, just like a book.  It 
 is protected by United States copyright law and by applicable international
 treaty provisions.  All text, program, and source code files on disk(s) are
 copyright 1987 and 1988 by Mark J. Welch and David R. Malmberg.  Portions of
 the manual and source code are copyright 1985 and 1986 by Mark J. Welch.


 TRADEMARKS: 
     "Adventure Game Toolkit" and "AGT" are trademarks of Mark J. Welch and
 David R. Malmberg.

   
 WARRANTY: 
     The program disk(s) and printed manual are warranted to be free from
 defects in materials and workmanship for a period of 90 days from the date of
 purchase.  In the event of a defect, registered users of AGT may obtain a
 replacement copy of the program disk(s) and/or manual from Softworks.  The
 remedy for any breach of warranty shall be limited to replacement or refund
 and shall not encompass any other damages, including but not limited to loss
 of profit, special, incidental, consequential, or other similar claims.

  
 DISCLAIMER: 
     THE ADVENTURE GAME TOOLKIT (AGT) COMES WITH NO OTHER WARRANTIES OF ANY
 KIND, INCLUDING WARRANTY OF MERCHANTABILITY OR OF FITNESS FOR A PARTICULAR
 PURPOSE. THE ADVENTURE GAME TOOLKIT (AGT) IS AVAILABLE AS IS. IN NO EVENT
 WILL THE AUTHORS BE LIABLE FOR DAMAGES, INCLUDING ANY LOST PROFITS OR
 INCIDENTAL AND CONSEQUENTIAL DAMAGES, EVEN IF THE AUTHORS HAVE BEEN ADVISED OF
 THE POSSIBILITY OF SUCH DAMAGES.

























                                       i

  
 LICENSE TERMS (Shareware Rules)

     The Adventure Game Toolkit (AGT) is NOT public domain or free software,
 but is being distributed as "Shareware".  This means that if you are a regular
 user of AGT, you should pay for your copy and become a registered user.  Only
 from the income from your registration fees can the authors continue to
 provide product support, make enhancements to AGT, and stay in business. 
     Non-registered users of this software are granted a limited license to
 make an evaluation copy for trial use on a private non-commercial basis, for
 the express purpose of determining whether AGT is suitable for their needs. 
 At the end of this trial period, the user should either register his/her copy
 of AGT or discontinue using it.
     Registered users of AGT may use AGT on any computer, provided that AGT is
 used on only one computer at a time, and that the copy is not routinely used
 on that computer by other people.  If other people use the copy of AGT
 routinely, they should become registered users themselves.  Registered AGT
 users may make archival and working copies of the AGT program disk(s) to back
 up their software and protect their investment.  They may also make evaluation
 copies of AGT for trial use by non-registered users, subject to the terms
 outlined above.
     Operators of electronic bulletin boards (Sysops) are encouraged to post
 the Adventure Game Toolkit and related Adventure Game files for downloading
 by their users.  However, if these bulletin boards also offer AGT-based games
 for "On-Line" or "Doors" play, these Sysops should register their copy of AGT
 because they are using AGT on a routine basis.  Such registration will entitle
 these Sysops to receive a version of AGT especially tailored for use on
 bulletin boards, plus copies of all of the latest AGT games. 
     This license to use AGT does NOT include the right to distribute or sell
 AGT.  Distribution terms are detailed below.
     AGT may be uploaded to and downloaded from commercial systems such as
 CompuServe, the Source, and BIX, so long as the only charge paid by the
 subscriber is for on-line time and there is no charge for the program.  Those
 copying, sharing, and/or electronically transmitting the program are required
 not to delete or modify the copyright notice and restrictive notices from the
 program or documentation; anyone doing so will be treated as a contributory
 copyright violator. 
     The Adventure Game Toolkit documentation may not be modified by users.
 The program may not be separated from the documentation when distributed. 
 Printed or "Xeroxed" copies of the AGT documentation (i.e., this manual) may
 not be distributed or sold without the written permission of Softworks.


 Distribution of AGT by game authors:
     Authors of AGT games may distribute the AGT "driver" program, RUN.EXE,
 with their games for the purpose of playing games written using the Adventure
 Game Toolkit.  If the game will be widely distributed, we ask that you request
 written permission and send us a copy of your game so we can notify you of
 updates or changes to AGT, especially changes that may affect your game.  If
 your game will be commercially distributed, you must obtain a written license
 to distribute RUN.EXE; there is a one-time fee of $10 for this license for
 commercial distribution.


 Distribution of AGT by disk vendors and computer dealers:
     Distributors of "public domain" or user-supported software libraries must
 obtain written permission to distribute copies of AGT and related adventure
 game files.  No one may use AGT as a promotion for any commercial venture or

                                      ii

 as an enticement for the user to pay for any program, product, or service
 unless they have received the express written permission of the program's
 authors. 

 In order to distribute AGT, a dealer or disk vendor must comply with the
 following conditions:
     (1) You must obtain written permission from Softworks to distribute AGT.
 If you receive no reply, write again: our silence does NOT constitute
 permission, and you may not distribute "pending" receipt of permission.
     (2) A fee of not more than $7 may be charged for each disk sold.  This
 includes "multi-disk" volumes: AGT may not be included on any disk sold for
 more than $7, including CD-ROM or optical disks, without express written
 permission from Softworks.
     (3) Vendors may not modify or delete ANY files on the disk.  Vendors may
 add a "GO" program, and/or a reasonable number of small text files designed to
 assist or provide a service to the user, but these added files must be easily
 identifiable and end-users must be allowed to delete the added files. 
     (4) Vendors must make a reasonable effort to distribute only the most
 recent versions of AGT.  All vendors who have requested and received written
 permission to distribute AGT will be notified of updates as they are 
 released. 
     (5) All disk vendors must comply with any and all vendor guidelines or
 vendor requirements set forth by the Association of Shareware Professionals
 (ASP); for more information about ASP, contact its chairman, Jim Button, at 
 Buttonware in Seattle.  Violation of any ASP guideline or requirement
 automatically revokes permission to distribute AGT. 
     Until formal requirements are adopted by the ASP, you must comply with
 the following guidelines: Vendors must make an attempt to educate users on the
 nature of Shareware.  Catalogs, advertisements, order forms, and all disks
 sold should contain ASP-approved or recommended wording describing the nature
 of shareware, and should explicitly state that no part of disk sale revenues
 are paid to the programs' authors.  Vendors may not advertise under the
 heading "Public Domain Software", "Free Software," or the equivalent.  When
 vendor catalogs or advertisements carry both Shareware and PD programs, the
 Shareware programs must be differentiated from the public domain programs in
 some way (in the description, with an asterisk, by listing the registration
 fee, etc.). 






















                                      iii

              ADVENTURE GAME TOOLKIT (AGT) REGISTRATION/ORDER FORM


 Remit to:
     Softworks
     43064 Via Moraga
     Mission San Jose, California  94539
     
 You can also order by phone using your Mastercard or VISA by dialing
 (415) 659-0533, 12:00 Noon to 9:00 PM., PST ONLY, Monday to Friday.


 ___ AGT Registration ................................. @ $ 20.00 ea  $ ______
     includes: (1) Notice of all future AGT upgrades, new AGT Adventures
     and related AGT products.  (2) Latest version of the program, sample
     Adventure game source files (CAVE, CRUSADE, UNDERGND, ALICE and
     others), and summary documentation on disk.  Over one megabyte of
     program and data files -- ARCed on two disks.  Normally, these disks
     will not be sent until the next AGT upgrade.  If you wish these disks
     sent immediately, put a check mark here -------------------------> ______
     (3) Telephone support from 7:00 to 9:00 PST (M-F).  (4) A warm glow
     from having supported at least one of the many Shareware products
     you probably use.  (5) The AGT authors' eternal gratitude.

 ___ Above with printed AGT manual .................... @ $ 35.00 ea  $ ______
     includes: Above items plus printed manual about 150 pages long with
     numerous detailed examples on how to use the Adventure Game Toolkit
     to create very professional and very clever Adventure games.
     The printed AGT manual has approximately 150% the amount of
     information as contained in the summary disk documentation.

 ___ Printed AGT manual (Only) ........................ @ $ 20.00 ea  $ ______

 ___ UPGRADE to the newest AGT version (Only) ......... @ $ 12.00 ea  $ ______
     includes: Latest version of the program, sample Adventure game
     source files (CAVE, CRUSADE, UNDERGND, ALICE and others), and
     summary documentation on disk.  Over one megabyte of program and
     data files -- ARCed on two disks.

 ___ AGT Turbo Pascal 4.0 source code ................. @ $ 50.00 ea  $ ______
     includes: Turbo Pascal 4.0 source code for AGT's COMPILE and RUN
     programs.  Over 10,000 lines of Turbo Pascal source code.  YOU
     MUST BE A REGISTERED AGT USER TO ORDER THE SOURCE CODE!

     Orders are normally shipped by US mail at no additional charge.

     For UPS shipment, please add $3.00..................@ $ 3.00 ea  $ ______

     For shipments outside the United States, please add @ $ 5.00 ea  $ ______

                                                     Subtotal           ______

     (California residents please add 7% sales tax)             Tax     ______

                                                                Total $ ______

 Payment by:    ( ) Check    ( ) MasterCard    ( ) VISA    ( ) Cash


                                      iv

        ADVENTURE GAME TOOLKIT (AGT) REGISTRATION/ORDER FORM -- PAGE 2


    Name: ____________________________________________________________

 Company: ____________________________________________________________

 Address: ____________________________________________________________

        : ____________________________________________________________

   State: ___________________________ Zip:____________________________

 Day Phone: _________________________ Eve: ___________________________

  Card #: _________________________________ Exp. Date: _______________

 Signature of cardholder: ____________________________________________

 ------------------------ User comments ------------------------------

 I acquired the Adventure Game Toolkit (AGT) from
      [ ] - Friend                      [ ] - Disk Vendor 
      [ ] - Computer Club               [ ] - Computer Store
      [ ] - CompuServe                  [ ] - BIX
      [ ] - GEnie                       [ ] - The Source
      [ ] - Electronic Bulletin Board
      [ ] - Other - Please Specify ________________________________

 We would also appreciate any input you would care to give concerning
 AGT.  If you have any ideas or comments that would make AGT a better
 system, then please let us know.

 We value your comments and/or suggestions:


 ____________________________________________________________________

 ____________________________________________________________________

 ____________________________________________________________________

 ____________________________________________________________________

 ____________________________________________________________________

 ____________________________________________________________________

 ____________________________________________________________________

 ____________________________________________________________________

 ____________________________________________________________________

 ____________________________________________________________________




                                       v


 ADVENTURE GAME TOOLKIT PRODUCT/TECHNICAL SUPPORT


 Softworks will make every reasonable effort to fix AGT bugs, and help
 registered users by answering technical and other AGT related questions.  This
 Product/Technical support for AGT is available to registered users (only) in
 several forms:

     (1)  By leaving a message in the 'Softworks' forum on BIX (the BYTE
          Information Exchange). 

     (2)  By telephone to David Malmberg at Softworks, Monday through Friday
          from 7:00 PM to 9:00 PM (Pacific Coast Time) at (415) 659-0533.
          Please respect these hours!

     (3)  By CompuServe E-Mail to David Malmberg, CompuServe ID 73435,1277.

     (4)  By letter to:  Softworks
                         43064 Via Moraga
                         Mission San Jose, California
                                             94539

          If you send disks or listings that you wish returned, be sure to
          enclosed a self-addressed, stamped envelope (SASE) with sufficient
          postage.  If you do not enclose a SASE, your material will not be
          returned.

 Regardless of the method you use to solicit AGT support, if you are having a
 problem and you can not get AGT to do what you think it should do, please
 provide background information on the following:

     (1)  The version of AGT you are using.

     (2)  The computer system you are using.

     (3)  Your system's configuration, i.e., amount of RAM, number and type of
          disk drives, the type of monitor you are using.

     (4)  Any memory resident programs you have installed at the same time you
          are using AGT and a "rough idea" of what they do and how much memory
          they take.

     (5)  Your problem, i.e., what is happening vs. what you think should be
          happening.














                                      vi


                               TABLE OF CONTENTS


COPYRIGHT, TRADEMARKS AND WARRANTY . . . . . . . . . . . . . . . . . . . .    i

LICENSE TERMS  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   ii

ADVENTURE GAME TOOLKIT (AGT) REGISTRATION/ORDER FORM . . . . . . . . . . .   iv

ADVENTURE GAME TOOLKIT PRODUCT/TECHNICAL SUPPORT . . . . . . . . . . . . .   vi

PART 1: INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . .    1
     FEATURES OF THE ADVENTURE GAME TOOLKIT  . . . . . . . . . . . . . . .    1
     STRUCTURE OF THIS MANUAL  . . . . . . . . . . . . . . . . . . . . . .    2
     HARDWARE REQUIREMENTS FOR AGT   . . . . . . . . . . . . . . . . . . .    3
     QUICK START FOR PLAYING ONE OF THE AGT GAMES  . . . . . . . . . . . .    3
     ADVENTURE GAME TOOLKIT FILES  . . . . . . . . . . . . . . . . . . . .    4
          FILES NEEDED TO COMPILE AN AGT ADVENTURE . . . . . . . . . . . .    4
          COMPILED OR FINAL VERSION FILES  . . . . . . . . . . . . . . . .    5
          SAMPLE AGT ADVENTURE GAME FILES  . . . . . . . . . . . . . . . .    6
     HOW TO PLAY THE ADVENTURE GAME(S) PROVIDED WITH AGT . . . . . . . . .    7
          VOCABULARY       . . . . . . . . . . . . . . . . . . . . . . . .    7
          STANDARD LEVEL VERBS . . . . . . . . . . . . . . . . . . . . . .    8
          SOME GENERAL COMMENTS ABOUT COMMANDS   . . . . . . . . . . . . .   10
          ABBREVIATIONS AND FUNCTION KEYS  . . . . . . . . . . . . . . . .   10
          SPECIAL WORDS  . . . . . . . . . . . . . . . . . . . . . . . . .   10
          NOUNS  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   11
          NOISE WORDS  . . . . . . . . . . . . . . . . . . . . . . . . . .   11
          PREPOSITIONAL PHRASES  . . . . . . . . . . . . . . . . . . . . .   11
          COMMAND LINE OPTIONS . . . . . . . . . . . . . . . . . . . . . .   11

PART 2: HOW TO WRITE AN ADVENTURE GAME     . . . . . . . . . . . . . . . .   13
     INTRODUCTION: WHY SHOULD I WRITE MY OWN ADVENTURE GAME?   . . . . . .   13
     HOW AN AGT ADVENTURE GAME WORKS   . . . . . . . . . . . . . . . . . .   13
          AN OVERVIEW  . . . . . . . . . . . . . . . . . . . . . . . . . .   13
          STANDARD LEVEL GAME FILES  . . . . . . . . . . . . . . . . . . .   15
          TITLE FILES  . . . . . . . . . . . . . . . . . . . . . . . . . .   15
          SETTING SCREEN COLORS  . . . . . . . . . . . . . . . . . . . . .   15
          INSTRUCTIONS FILES . . . . . . . . . . . . . . . . . . . . . . .   16
          THE WORK-HORSE .DAT FILE . . . . . . . . . . . . . . . . . . . .   17
     ROOMS   . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   17
          HELP MESSAGES  . . . . . . . . . . . . . . . . . . . . . . . . .   18
     NOUNS   . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   19
          TEXT   . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   21
          MULTIPLE NOUNS WITH THE SAME NAME  . . . . . . . . . . . . . . .   21
          PUSH, PULL, TURN, AND PLAY DESCRIPTIONS  . . . . . . . . . . . .   22
          EATING, DRINKING, AND DYING  . . . . . . . . . . . . . . . . . .   23
          WEIGHT AND SIZE  . . . . . . . . . . . . . . . . . . . . . . . .   23
          LIGHT AND DARKNESS . . . . . . . . . . . . . . . . . . . . . . .   23
     CREATURES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   24
          GROUPS OF CREATURES  . . . . . . . . . . . . . . . . . . . . . .   26
     SPECIALS  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   26
          "SPECIAL" SPECIALS . . . . . . . . . . . . . . . . . . . . . . .   27
     CREATING A TYPICAL ROOM   . . . . . . . . . . . . . . . . . . . . . .   29
     SCORING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   31
     OTHER DATA ITEMS IN THE .DAT FILE   . . . . . . . . . . . . . . . . .   32
          INTRODUCTION or INTRO TEXT . . . . . . . . . . . . . . . . . . .   32

                                      vii

          STARTING ROOM  . . . . . . . . . . . . . . . . . . . . . . . . .   32
          TREASURE ROOM  . . . . . . . . . . . . . . . . . . . . . . . . .   32
          VERB SYNONYMS  . . . . . . . . . . . . . . . . . . . . . . . . .   32
               WARNING . . . . . . . . . . . . . . . . . . . . . . . . . .   33
          GAME_WIN . . . . . . . . . . . . . . . . . . . . . . . . . . . .   33
          GAME_END . . . . . . . . . . . . . . . . . . . . . . . . . . . .   34
     PAGE PAUSES . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   34
     ORDER OF DEFINITIONS  . . . . . . . . . . . . . . . . . . . . . . . .   34
     HOW TO INCLUDE COMMENTS IN YOUR AGT DATA FILES  . . . . . . . . . . .   34
     CREATING YOUR SOURCE DATA FILES WITH WORD PROCESSORS  . . . . . . . .   35

PART 3: USING META-COMMANDS IN PROFESSIONAL LEVEL ADVENTURE GAMES  . . . .   36
     CUSTOM USER-DEFINED VERBS . . . . . . . . . . . . . . . . . . . . . .   36
     MAXIMUM_SCORE . . . . . . . . . . . . . . . . . . . . . . . . . . . .   37
     .MSG -- MESSAGE FILES   . . . . . . . . . . . . . . . . . . . . . . .   38
     A TYPICAL GAME TURN FOR PROFESSIONAL LEVEL GAMES  . . . . . . . . . .   38
     INTRODUCTION TO META-COMMANDS . . . . . . . . . . . . . . . . . . . .   41
     THE FORMAT OF META-COMMANDS . . . . . . . . . . . . . . . . . . . . .   42
     META-COMMANDS CONDITIONAL TESTS . . . . . . . . . . . . . . . . . . .   44
          PLAYER CONDITIONS  . . . . . . . . . . . . . . . . . . . . . . .   44
          ITEM(S) CONDITIONS . . . . . . . . . . . . . . . . . . . . . . .   45
          NOUN CONDITIONS  . . . . . . . . . . . . . . . . . . . . . . . .   46
          MISCELLANEOUS CONDITIONS . . . . . . . . . . . . . . . . . . . .   47
     META-COMMANDS ACTION TOKENS . . . . . . . . . . . . . . . . . . . . .   48
          PLAYER ACTION TOKENS . . . . . . . . . . . . . . . . . . . . . .   48
          A WORD OF WARNING  . . . . . . . . . . . . . . . . . . . . . . .   49
          ITEM/NOUN/LOCATION ACTION TOKENS . . . . . . . . . . . . . . . .   49
          MISCELLANEOUS ACTION TOKENS  . . . . . . . . . . . . . . . . . .   50
     SPECIAL META-COMMAND SITUATIONS . . . . . . . . . . . . . . . . . . .   51
          FLAGS  . . . . . . . . . . . . . . . . . . . . . . . . . . . . .   51
          DEBUG FLAG . . . . . . . . . . . . . . . . . . . . . . . . . . .   51
          COUNTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . .   51
          VARIABLES  . . . . . . . . . . . . . . . . . . . . . . . . . . .   52
          NUMBER INPUT . . . . . . . . . . . . . . . . . . . . . . . . . .   54
          ASKING AND ANSWERING QUESTIONS . . . . . . . . . . . . . . . . .   55
          OPENING AND CLOSING PASSAGEWAYS BETWEEN ROOMS  . . . . . . . . .   56
     META-COMMAND REDIRECTION  . . . . . . . . . . . . . . . . . . . . . .   57

PART 4:  SAMPLE AGT META-COMMAND SCENARIOS   . . . . . . . . . . . . . . .   61
     SCENARIO 1: "FIND" VERB ACTIONS   . . . . . . . . . . . . . . . . . .   61
     SCENARIO 2: RANDOM ACTIVITIES BY GUARD  . . . . . . . . . . . . . . .   63
     SCENARIO 3: INTERACTION WITH CHARACTERS . . . . . . . . . . . . . . .   69

APPENDIX A:  STANDARD LEVEL VERBS UNDERSTOOD BY AGT  . . . . . . . . . . .   77

APPENDIX B:  META-COMMANDS CONDITIONAL TESTS   . . . . . . . . . . . . . .   79
     PLAYER CONDITIONS . . . . . . . . . . . . . . . . . . . . . . . . . .   79
     ITEM(S) CONDITIONS  . . . . . . . . . . . . . . . . . . . . . . . . .   79
     NOUN CONDITIONS . . . . . . . . . . . . . . . . . . . . . . . . . . .   80
     MISCELLANEOUS CONDITIONS  . . . . . . . . . . . . . . . . . . . . . .   81

APPENDIX C:  META-COMMANDS ACTION TOKENS   . . . . . . . . . . . . . . . .   82
     PLAYER ACTION TOKENS  . . . . . . . . . . . . . . . . . . . . . . . .   82
     ITEM/NOUN/LOCATION ACTION TOKENS  . . . . . . . . . . . . . . . . . .   82
     MISCELLANEOUS ACTION TOKENS . . . . . . . . . . . . . . . . . . . . .   83

APPENDIX D:  AGT ERROR MESSAGES  . . . . . . . . . . . . . . . . . . . . .   84
     ERRORS DURING GAME COMPILATION  . . . . . . . . . . . . . . . . . . .   84

                                     viii

     ERRORS DURING RESTORING GAME  . . . . . . . . . . . . . . . . . . . .   84
     ERRORS DURING GAME PLAY   . . . . . . . . . . . . . . . . . . . . . .   84

APPENDIX E: VALUE RANGES FOR GAME DEFINITIONS  . . . . . . . . . . . . . .   86

APPENDIX F: ABOUT THE AUTHORS  . . . . . . . . . . . . . . . . . . . . . .   87





















































                                      ix


 PART 1: INTRODUCTION
  
  
 The Adventure Game Toolkit is designed to allow you to create and play your
 own text adventure games.  Once created, your adventure games can be shared
 with and enjoyed by others -- even if they do not have a copy of the Adventure
 Game Toolkit themselves.   
  
 The Adventure Game Toolkit (AGT) began life as a program by Mark Welch called
 the Generic Adventure Game System (GAGS).  Using GAGS it was possible for the
 non-programmer to develop complete adventure games using a fixed (but
 relatively large) vocabulary of action verbs.  David Malmberg took GAGS and
 made a number of enhancements including the ability to customize the
 vocabulary and to program complex conditional tests and a rich assortment of
 actions and messages using a special meta-language (designed specifically for
 adventure games).  The current Adventure Game Toolkit combines the best
 features of both approaches to enable the user to create two distinct levels
 of adventure games:
  
     (1)  Standard Level games that require no programming experience
          (honestly!), only a fertile imagination.  These Standard Level games
          follow the original GAGS format and only require that the user
          generate the game using a word processor or text editor to describe
          the various locations, objects and results of actions that
          collectively make up the game.

     (2)  Professional Level games that also make use of the special adventure
          game meta-language to create games as complex and rich as the game
          designer's imagination and prose style will allow.  These games
          should be technically comparable with the published text adventure
          games from firms like Infocom.


 FEATURES OF THE ADVENTURE GAME TOOLKIT

 AGT has a number of features that make it a very comprehensive adventure
 product.  These features make AGT more powerful, more professional and easier
 to use than any previously available Adventure Game development system.  Some
 of these key features are: 

     POWERFUL

          *    Big, complex games with up to 200 locations, 100 inanimate
               objects (e.g., treasures, swords, lakes, trees, books, etc.) and
               100 animate objects (e.g., people, animals or creatures).

           *   Large standard vocabulary with potential to define many more
               words unique to a specific adventure.  Typical games can have a
               vocabulary of 400 words or more.

          *    Sophisticated parser that can understand (1) complex input
               commands including pronouns (IT, HIM, HER, THEM, MY and ITS),
               and (2) compound commands separated by AND or THEN or
               punctuation symbols, and (3) commands addressed to characters
               within the game.  Here are a few examples of commands AGT can
               handle with ease:
  

                                       1

                    GET THE FLASH LIGHT AND THEN SWITCH IT ON
                    DROP THE FOOD, THE KEY AND THE BOTTLE THEN UNLOCK THE DOOR
                         WITH THE BRASS KEY AND THEN LEAVE
                    PUT ON THE CLOAK, THEN EXAMINE IT; READ ITS LABEL
                    PLACE THE GREEN ROCK AND THE SMALL PEBBLE BEHIND THE TREE
                    ENTER THE HOUSE; GET ALL; EXIT; SOUTH; SOUTH THEN DOWN
                    SULU, SET A COURSE FOR ALPHA 14
                    SCOTTY, BEAM DOWN A TRICORDER AND THE QWERTY MODULE

          *    Special, English-like meta-language (especially developed for
               writing Adventure games) that gives the game designer total
               control and flexibility in the development of his/her games.

           *   Source code available to Registered Users.  Over 10,000 lines of
               Turbo Pascal 4.0 that may be customized to fit the game
               designer's unique needs. 

     PROFESSIONAL
  
          *    "Look and feel" of Infocom adventure games with similar screen
               layout and standard vocabulary and routines.

          *    Automatic screen adaptation to use either a color or a
               monochrome monitor.  Color combinations may be specified by the
               game designer or by the player during the game.

          *    Predefined function and cursor keys to input frequently used
               commands and move directions.
  
          *    SCRIPT and UNSCRIPT commands to echo game output to printer.
  
     EASY-TO-USE

          *    Large library of completed games that can be enjoyed simply as
               great entertainment or used as a platform by the game designer
               to build upon and/or learn from.

          *    Professionally written documentation totalling about 150 pages. 
               Has numerous examples that unveil the "secrets" of great
               adventure writers.

           *   Total compatibility with GAGS.


 STRUCTURE OF THIS MANUAL 
  
 PART 1 (the section you are reading) gives an overview of the Adventure Game
 Toolkit, the various files on the disk(s), and explains how to play the
 adventure games created by the AGT.
  
 PART 2 gives a number of pointers on how to create a good adventure game.  It
 also explains the way AGT defines an adventure game in terms of files and game
 data elements like Rooms, Nouns, and Creatures and gives several examples of
 each.
  
 PART 3 explains the use of AGT's unique meta-language and how it can be used
 to create Professional Level adventure games.  Numerous examples are given.


                                       2

 PART 4 presents several detailed scenarios where meta-language commands have
 been used to create typical adventure games situations, like: (1) random
 attacks by a villain, (2) how to expand the game's vocabulary to include new
 verbs and actions, and (3) how to allow for interaction between the player and
 various characters in the game.

 The final part of the manual is a series of Appendices that give detailed
 information on a number of specific AGT topics for easy reference.


 HARDWARE REQUIREMENTS FOR AGT 

 The games created by the Adventure Game Toolkit requires an IBM-compatible
 computer with at least 384K of memory, MS-DOS 2.1, and at least one disk
 drive.  You may use any kind of monitor and AGT will automatically adjust its
 output to best suit your monitor.
  

 QUICK START FOR PLAYING ONE OF THE AGT GAMES 
  
 If you've never played an adventure game before, the best way to start to
 understand how an adventure game works is to play one.  Before you can do
 that, however, there are a few things you should do first to protect your
 disk(s) and to create the final version of the game from the source files on
 the disk(s).

 Let's make a playable copy of CAVE (the AGT version of the famous "Colossal
 Cave" adventure game). 
  
 1.  First, make a copy of the original disk(s) and put them in a safe place. 
 That way, if you accidentally damage the disk(s) you're playing with, you can
 still re-copy the original(s).  Check your DOS manual for the correct form of
 the COPY or DISKCOPY command that is appropriate for your particular system.
  
 2.  If there is a file on the disk(s) called READ.ME or README.AGT, read that
 file before going further.  These files will have information on changes
 and/or features that have been made after the documentation was created.

 3.  Copy the following files to a new, formatted disk:

     COMPILE.EXE
     CAVE.DAT
     CAVE.CMD
     CAVE.MSG

 These are the "source" files for the CAVE adventure.  Put this disk in the A:
 drive and make that drive the default drive by entering "A:<RETURN>".  Then
 enter "COMPILE CAVE<RETURN>".  AGT will then take 3 to 5 minutes to produce a
 finished version of the CAVE adventure on the same disk, by creating the
 following new files:

     CAVE.D$$
     CAVE.DA1
     CAVE.DA2
     CAVE.DA3
     CAVE.DA5

 These are the "compiled" or final files for CAVE that AGT has created.

                                       3


 4.  Next, copy the following files to a new (different) formatted disk:

     RUN.EXE
     CAVE.TTL
     CAVE.INS
     CAVE.BAT
     CAVE.D$$
     CAVE.DA1
     CAVE.DA2
     CAVE.DA3
     CAVE.DA5
     ORDERFRM.AGT

 Then type "CAVE<RETURN>" at the DOS prompt to play the finished version of the
 "Colossal Cave" adventure created by AGT.
  

 ADVENTURE GAME TOOLKIT FILES


 FILES NEEDED TO COMPILE AN AGT ADVENTURE 

 Included on the disk(s) are numerous files.  If there is a file on the disk(s)
 called READ.ME or README.AGT, read that file before going further.
  
 In order to compile or create a finished adventure from your source files, you
 will need to put the following files on a new, formatted disk:
  
    - COMPILE.EXE   The file COMPILE.EXE is the AGT program that converts your
                    AGT "source" files into the "compiled" or final files
                    needed to play the adventure. 
  
    - *.DAT         e.g., CRUSADE.DAT.  Files with the extension (suffix) .DAT
                    are source data files read by the COMPILE.EXE program when
                    it is running.
  
    - *.CMD         e.g., CRUSADE.CMD.  Each file with the extension .CMD is a
                    source data file containing a set of special meta-language
                    commands for a corresponding game in a .DAT file.  The use
                    of a *.CMD file is unique to Professional Level adventure
                    games.  Games that do not use these Professional Level
                    features (such as, the original GAGS games) would not have
                    a *.CMD file.
  
    - *.MSG         e.g., CRUSADE.MSG.  Each file with the extension .MSG is a
                    source data file containing a set of special messages for a
                    corresponding game in a .DAT file.  The use of a *.MSG file
                    is unique to Professional Level adventure games.  Games
                    that do not use these Professional Level features (such as,
                    the original GAGS games) would not have a *.MSG file.
  
 After these are on a new, formatted disk, you should enter the command
 "COMPILE GameName", e.g., "COMPILE CRUSADE".  After a few minutes, AGT will
 pause and give you a message about how much space there is on your disk
 compared to how much space you need for the "final" or "compiled" version
 files.  If you don't have enough space, the program will suggest you put in a
 clean (already formatted) disk, before it writes the final files.

                                       4


  
 COMPILED OR FINAL VERSION FILES
  
 After the game has been compiled, you can create a final, playable disk for
 the game.  This disk will have the following files:
  
     RUN.EXE        This is the program "engine" that runs your compiled
                    adventure game.  RUN.EXE must be on the disk in order to
                    play any compiled, final AGT game.  All of the information
                    that is unique to the adventure will be contained in
                    compiled data files, described below:

    - *.BAT         e.g., CRUSADE.BAT.  Each file with the extension .BAT is
                    used to start the final version of the game, i.e., it
                    contains the DOS batch instruction "RUN GameName", e.g.,
                    "RUN CRUSADE".  *.BAT files are optional.
  
    - *.TTL         e.g., CRUSADE.TTL.  Each file with the extension .TTL
                    contains the title file for a corresponding game file.
                    (*.TTL files are optional) 
  
    - *.INS         e.g., CRUSADE.INS.  Each file with the extension .INS
                    contains a set of instructions for a corresponding game.
                    (*.INS files are optional)  If the game disk contains a
                    *.INS file (i.e., CRUSADE.INS), the game will ask the
                    player "Do you wish to see the instructions?"  If the
                    player answers with a YES or Y, the instruction file will
                    be displayed.  If the game disk does not contain a *.INS
                    file, play begins normally at the starting location.
  
    - *.D$$         e.g., CRUSADE.D$$.  Each file with the extension .D$$
                    contains all the encrypted messages for the game.  *.D$$
                    files are NOT optional. 
  
    - *.DA1         e.g., CRUSADE.DA1.  Each file with the extension .DA1
                    contains general data about the game.  *.DA1 files are NOT
                    optional.

    - *.DA2         e.g., CRUSADE.DA2.  Each file with the extension .DA2
                    contains encrypted data about the ROOMS in the game.  *.DA2
                    files are NOT optional.

    - *.DA3         e.g., CRUSADE.DA3.  Each file with the extension .DA3
                    contains encrypted data about the NOUNS in the game.  *.DA3
                    files are NOT optional.
  
    - *.DA4         e.g., CRUSADE.DA4.  Each file with the extension .DA4
                    contains encrypted data about the CREATURES in the game. 
                    *.DA4 files are NOT optional if you have CREATURES in the
                    game.  If there are no CREATURES, then no *.DA4 file will
                    be created.
  
    - *.DA5         e.g., CRUSADE.DA5.  Each file with the extension .DA5
                    contains encrypted meta-language commands for the game. 
                    *.DA5 files are NOT optional if you have meta-language
                    commands in the game.  If there are no meta-language
                    commands, then no *.DA5 file will be created.

                                       5

  
 The final or compiled files of an adventure game take up less disk space than
 the source files and are encrypted.  These files are not only safe from
 "peeking" and "prying" eyes, but have the advantage of loading very fast. 
 Even the largest AGT game will load in about 15 seconds -- just long enough to
 read the title screen.

  
 SAMPLE AGT ADVENTURE GAME FILES 

 Included with the other AGT files are three sample adventure games that use
 all the power of AGT including the special meta-language.  The reader is
 encouraged to study these games for examples of how AGT can be used to
 accomplish a wide variety of Professional Level adventure game tasks and
 tricks.  These games are: 

   CAVE.*           An AGT version of the original Crowther and Woods "Colossal
                    Cave" Adventure Game.
  
   CRUSADE.*        Rescue the princess from the evil Baron's dungeon.
  
   QUEST.*          Recover your magic spells and amulets from Blackwing's Pit.


 In addition there are a number of Standard Level games that could have been
 created totally without any programming knowledge or experience:

   UNDERGND.*       A game of survival after World War III.  Uses all of the   
                    tricks of the original GAGS (Standard Level) adventures.
  
   ALICE.*          An adventure using the characters from Alice In Wonderland. 
                    This game was the winning entry in the first annual GAGS
                    game writing contest.

   DEENA.*          A woman warrior's struggle to escape from the lecherous   
                    Gendi tribe.  (R-rated)

   DRAGONS.*        An adventure in the Sultan's palace with side trips to his 
                    dungeon, the torture chamber and the harem.  (R-rated)

   FABLE.*          An allegorical quest for meaning and understanding in life.

   GHOSTTWN.*       Find and rescue the rancher's daughter from the mysterious 
                    ghost town.  (R-rated)

   LOTTERY.*        An adventure in San Francisco with emphasize on the "red   
                    light" district.  (R-rated)

   CTA.*            An allegorical adventure where you battle figures like     
                    "Unbelief", "Greed" and "Lust" using such weapons as the   
                    "Sword of the Spirit" and the "Staff of Righteousness".

   LASAR.*          Seek out and destroy the threats to peace and prosperity in 
                    the Kingdom of Ellasal.





                                       6


 HOW TO PLAY THE ADVENTURE GAME(S) PROVIDED WITH AGT 
   
  
 VOCABULARY      
  
 The Adventure Game Toolkit creates adventure games that understand a wide
 variety of commands.  A typical AGT game might have a vocabulary totalling 400
 words or more.
  
 Your game's commands should generally be in the format:  

   <verb phrase> <(multiple) noun phrase(s)> <preposition> <noun phrase/object>

 Verb phrases can consist of a simple verb like EAT, SHOOT, READ or a verb
 followed by a preposition such as CLIMB UP, JUMP THROUGH, or SWIM IN.  Noun
 (or object) phrases can consist of a single word noun like TREE, ROCK, LAKE or
 a noun and its adjective such as RED ROCK, SMALL BOWL or UGLY MUTANT.  Several
 nouns may be connected with AND's or commas.  Articles like A, AN or THE are
 optional.  The personal pronouns MY and ITS are also optional.  The pronouns
 IT, THEM, HIM and HER may be used to refer to a previously mentioned noun.

 Here are some (hypothetical) examples of valid commands:

          PLACE A RED ROCK IN THE SMALL BOWL
          PUT THE GREEN ROCK AND THE SMALL PEBBLE BEHIND THE OAK TREE
          READ MY POETRY BOOK
          SWIM IN THE SWIMMING POOL
          EXAMINE THE GOLD RING, THE DWARF AND THE SILVER NECKLACE
          EAT THE CELERY, THE TUNA, THE APPLE AND THE ONION
          THROW THE BATTLE AXE AND THE LARGE ROCK AT THE WEREWOLF
          SHOOT THE BURGLAR WITH THE REVOLVER
          ATTACK HIM
            ("HIM" will refer to last noun mentioned, e.g., the burglar)
          FIRE THE LASER PISTOL AT THE ALIEN MUTANT
          GET THE BOOK (also: TAKE THE BOOK)
          READ IT
            ("IT" will refer to last noun mentioned, e.g., the book)
          GET ALL (will get everything movable at the current location)
          GET THE KEYS, BOTTLE, FOOD AND THE CLOAK
          EXAMINE THE KEYS, BOTTLE, FOOD AND CLOAK
          PUSH THE RED BUTTON AND THE GREEN BUTTON
          UNLOCK THE FILE CABINET WITH THE STEEL KEY
          JUMP THROUGH THE OPENING
          JUMP OVER THE LOG
          NORTH
          SOUTHWEST
          PLACE AN AXE AND THE SHIELD NEXT TO THE BIG TREE
          PUT THE FOOD ON THE KITCHEN TABLE
          TURN ON THE FLASHLIGHT
          LIGHT THE TORCH WITH THE WOODEN MATCHES
          SCREAM AT THE UGLY TROLL
          CLIMB UP THE LADDER
          EXTINGUISH THE FIRE (or PUT OUT THE FIRE)
          DRINK THE WHITE WINE
          THROW THE FIRE WOOD IN THE STOVE
          PULL THE BELL CORD
          WEAR THE STUPID HAT (also: PUT ON THE STUPID HAT)

                                       7

          TAKE OFF THE HAT (also: REMOVE THE HAT)
          NE (for NORTHEAST)
          DROP THE KEY AND THE BOTTLE
          ENTER THE CAVE
          XYZZY (i.e., a "magic" word)
          TURN THE DOORKNOB
          PLAY WITH THE DOG
          TALK TO (or TALK WITH) THE OLD MAN (ABOUT THE WEATHER)
          TELL JEFF ABOUT THE SWORD
          ASK JODIE ABOUT THE CRIME

 Compound commands can be created by connecting single commands (like those
 above) with "AND", "THEN" or the punctuation symbols "," or ";" to connect two
 or more separate commands.  However, "end-of-sentence" punctuation symbols
 like ".", "!" and "?" should not be used.  Below are a few examples of valid
 compound commands:

          TURN THE DOORKNOB; OPEN THE DOOR THEN ENTER THE ROOM
          CLIMB DOWN THE LADDER THEN SOUTH, WEST AND NORTHWEST
          GET THE CLOAK AND THEN EXAMINE IT; READ THE LABEL
          DROP THE FOOD AND THE BOTTLE THEN UNLOCK THE DOOR AND THEN LEAVE
          GET THE TORCH, LIGHT IT WITH THE WOODEN MATCHES THEN EXAMINE IT

 AGT's parser also allows you to give commands to other characters in the game
 like these:

          SULU, SET A COURSE FOR ALPHA 14
          SCOTTY, BEAM DOWN A TRICORDER AND THE QWERTY MODULE
          HELMSMAN, RAISE THE DEFLECTOR SHIELDS
          BONES, COME TO THE BRIDGE

 The comma after the character's name is optional.

 One point of advice about command structure is in order.  Your commands should
 be structured to follow the most "natural" sequence of words when two or more
 sequences are possible.  For example, THROW THE GOLDEN EGGS TO THE TROLL will
 be understood by the AGT parser, whereas THROW TROLL THE EGGS will not be
 understood -- even though it is understandable to most humans as equivalent. 
 Similarly, you should avoid the verb "USE", such as USE THE KEY TO UNLOCK THE
 DOOR.  This command should be entered simply as UNLOCK THE DOOR WITH THE KEY.
  
 NOTE:  Player's input commands will be shown in all caps throughout this
 document.


 STANDARD LEVEL VERBS

 Standard level games have a fixed set of verbs -- although these may all be
 supplemented by additional synonyms.  Professional level games have all of the
 standard level verbs plus they can have additional verbs that are defined
 uniquely for each game.  The standard level verbs and the form of their
 commands are shown below:
  
 Meanings of notation: 
   [required word] 
   {optional word} 
   | (means OR, i.e., alternative words) 
  

                                       8

     Verbs that do not require nouns 
     =============================== 
      N,S,E,W,NE,NW,SE,SW,U,D, 
      NORTH,SOUTH,EAST,WEST,NORTHEAST,NORTHWEST,SOUTHEAST,SOUTHWEST,UP,DOWN 
      ENTER | GO [IN | INTO]
      EXIT | LEAVE  (* directions *) 
  
      SCORE  (* display score and status *) 
      QUIT | Q  (* end game *) 
      INVENTORY | I  (* list things player is carrying and wearing *) 
      SCREAM | SHOUT | YELL  (* make noise but seldom accomplish anything *) 
      WAIT  (* waste a turn *) 
      BRIEF | VERBOSE  (* change description mode *) 
      L | LOOK  (* repeat full description *) 
      SAVE | RESTORE {GAME}  (* save and restore game status *) 
      HELP | H  (* ask for help *) 
      SCRIPT  (* Echo all output to both printer (LP1:) and screen *) 
      UNSCRIPT  (* Send all output to screen only *) 
  
     Verbs that require nouns (and perhaps objects)
     ============================================== 
      LIST | SHOW [EXITS]  (* list visible exits *) 
      THROW | CAST | DUMP [noun] 
         {[AT | TO | IN | INTO | ACROSS | INSIDE] [noun]} 
      ATTACK | KILL | FIGHT | HIT [creature] {[WITH] [noun]} 
      DROP | PUT DOWN [noun | ALL] 
      GET | TAKE | PICK UP [noun | ALL] 
      OPEN [noun] {[WITH] [noun]} 
      CLOSE | SHUT [noun] 
      LOCK [noun] {[WITH] [noun]}
      UNLOCK [noun] {[WITH] [noun]} 
      EXAMINE | CHECK | INSPECT | LOOK AT | LOOK IN [noun] 
         (* synonym is "." or "EX" *) 
      READ [noun] 
      EAT [noun] 
      DRINK [noun] 
      PUT | PLACE [noun] 
         [IN | WITH | INSIDE | INTO | NEAR | BEHIND | BESIDE | 
          ON | UNDER] [noun] 
      PUSH | TOUCH [noun] {[WITH] [noun]}
      TURN [noun] {ON | OFF} 
      TURN {ON | OFF} [noun] 
      PULL [noun]
      PLAY {WITH} [noun]
      LIGHT [noun] 
      EXTINGUISH | PUT OUT [noun]  (* synonym is "EXT" *) 
      SHOOT | FIRE [noun] [AT] [creature] 
      SHOOT | FIRE [creature] [WITH] [noun] 
      PUT ON | WEAR [noun | ALL] 
      TAKE OFF | REMOVE [noun | ALL] 
      ASK [creature] [ABOUT] [noun] 
      TALK [TO | WITH] [creature] {[ABOUT] [noun]}
      TELL [creature] [ABOUT] [noun] 






                                       9


 SOME GENERAL COMMENTS ABOUT COMMANDS 
  
 Figuring out what words work in a game is part of the "challenge" of some
 adventure games.  The usual directions are understood by AGT games (N, S, E,
 W, NE, NW, SE, SW, UP, and DOWN; in some cases, ENTER or EXIT might also be
 appropriate).  Other events might also cause you to change location: if you
 detonate a nuclear warhead, for example, you'll likely be immediately
 transported somewhere far, far away.
  
 You can try to TAKE or GET most things that are in a room with you; you should
 EXAMINE or LOOK AT most visible nouns as well, whether or not you are carrying
 them.  You can DROP or THROW anything you're carrying.  Eating and drinking
 are often permitted, but eating strange things is usually dangerous.  If
 something seems to be closed or locked, you can try to open or unlock it --
 but it may require some special kind of key.
  
 There's no penalty for incorrect words: if the game doesn't understand a word,
 it gives you another chance and doesn't count the invalid input as a turn.

 If you try to do something foolish like EAT CHAIR or GET THE BUILDING, the
 game will give you an appropriate response like "It is impossible to eat the
 chair" or "The building can not be taken".
  
  
 ABBREVIATIONS AND FUNCTION KEYS 
  
 To look more closely at something, EXAMINE it.  The period character ('.') is
 a synonym for EXAMINE, so typing ". BOOK" is the same as "EXAMINE BOOK".  You
 can also abbreviate EXAMINE as EX (e.g., EX BOOK).  The exclamation point
 ('!') is a synonym for ATTACK.  To turn out a light, you can EXTINGUISH it,
 and EXTINGUISH can be abbreviated as EXT (e.g., EXT LAMP).

 It is also possible to use the function and cursor keys in lieu of many
 frequently used commands and directions as follows:

     F1  --  GET                  Up Arrow  --  NORTH
     F2  --  DROP                 Down Arrow  --  SOUTH
     F3  --  EXAMINE              Right Arrow  --  EAST
     F4  --  READ                 Left Arrow  --  WEST
     F5  --  OPEN                 Home  --  NORTHWEST
     F6  --  CLOSE                End  --  SOUTHWEST
     F7  --  INVENTORY            Pg Up  --  NORTHEAST
     F8  --  LOOK                 Pg Dn  --  SOUTHEAST
     F9  --  SCORE                Gray "-" Key -- UP
     F10  --  HELP                Gray "+" Key -- DOWN
                                  Ins -- ENTER
                                  Del -- EXIT
  
 If at any time during the game the player needs to be reminded of what the
 function and cursor keys stand for, hitting the ? key followed by <ENTER> will
 produce a diagram of what each cursor and function key means.
  
  
 SPECIAL WORDS 
  
 Certain words have special meanings to AGT games.  SCORE will let you see how
 much progress you've made and will give you an idea how much of the game

                                      10

 you've seen so far.  QUIT will permit you to stop the game and return to DOS. 
 SAVE will allow you to save the current game status, and RESTORE will restore
 a previously-saved game.

 In addition, AGT also allows the use of SCRIPT to echo all of the game's
 output to your printer (as well as the screen).  UNSCRIPT may be used to turn
 off the printer output.
  
 As you move around through the game, you'll notice that the game provides a
 long text description of each room only when you first enter the room.  To see
 the full description again, type LOOK or L or hit the F8 function key.  The
 game doesn't keep these long text descriptions in memory, but instead reads
 them from disk each time it needs them.  If you don't like this delay, you can
 suppress the long text by using the BRIEF command.  VERBOSE will bring them
 back.

 Further, in AGT it is possible to issue commands for HELP or alternatively hit
 the F10 key.  Be warned, however, that some game designer might feel that the
 situation does not deserve any help or, worse yet, some deviate designer might
 actually give the player a hint that is a little misleading.
    
  
 NOUNS 
  
 While the list of verbs is generally similar from game to game, all the nouns
 change every time.  One game might be filled with weapons and creatures, while
 another might contain many keys and locks.  Most nouns are unique: you
 probably won't find more than one "gold key," but you might find a "brass
 key," an "access card," and an "entry pass."  The game only understands an
 adjective if it is correctly followed by the matching noun: if TAKE RED FLUTE
 is valid, the game will not try to guess what you meant by TAKE RED or TAKE
 RED INSTRUMENT or TAKE THE RED ONE.  It will accept TAKE FLUTE, but not TAKE
 BLUE FLUTE.     

 With some verbs, nouns are optional.  For example, NORTH is quite clear by
 itself, and any "valid" words following it will be ignored completely.  EAT
 needs a noun of some kind, preferably an edible one.  And some things may not
 be possible unless you specify a tool: UNLOCK PADLOCK may not be acceptable,
 while UNLOCK THE PADLOCK WITH THE BRASS KEY may work fine.
  
  
 NOISE WORDS 
  
 The words "THE", "MY", "ITS", "A" and "AN" are ignored; so are friendly words
 like "PLEASE" and "NOW."  This way, PLEASE PUT A RED ROSE AND MY NOTE ON THE
 SMALL TABLE NOW can be understood, while the game may be quite confused by
 PLEASE YOUR MOTHER.
  

 PREPOSITIONAL PHRASES 
  
 In some cases, the preposition need not be followed by an object (TURN THE GAS
 STOVE ON is fine), but often the game will be puzzled unless you provide one. 
 For example, UNLOCK THE PADLOCK WITH or PLACE THE BOOK BESIDE just won't do.


 COMMAND LINE OPTIONS


                                      11

 In order to accommodate as many hardware systems as possible, it is possible
 to enter a "/B" option on the command line that invokes your adventure game. 
 This causes the game to use the BIOS for all output, rather than writing
 directly to the screen memory locations (which is considerably faster and
 AGT's default mode of operation).  Some clones may require this option.  Also,
 some multi-tasking environments (specifically, DesqView) need this option to
 allow an AGT game to run in its own "window".  If you find that an AGT game
 causes strange behavior on your screen, you should try this option.  For
 example, to play the game QUEST using this option, you would start the game
 from the DOS prompt with "RUN QUEST /B".

 There is one additional command line option available.  If you wish the
 player's input to be in lower case, rather than AGT's default mode of upper
 case, use the option "/L".  For example, to play CAVE with lower case player
 input, start the game from the DOS prompt with "RUN CAVE /L".












































                                      12

 PART 2: HOW TO WRITE AN ADVENTURE GAME   
  
                               
 INTRODUCTION: WHY SHOULD I WRITE MY OWN ADVENTURE GAME? 
  
 Here are a few good reasons:  
  
   - Imagine your office as an adventure game.  Imagine the wonderful
 descriptions you could provide for your co-workers' offices, the analogies you
 could make for the delivery people, and the thinly-veiled insults of your boss
 you could include.  If such an adventure game scenario were written in
 reasonable taste, it could serve as a well-deserved diversion on a Friday
 afternoon.  Of course, if it's written in poor taste, and your insults aren't
 veiled enough, it could be your last Friday.
  
   - Maybe you are trying to teach someone something.  Perhaps you want them to
 learn about computers.  Maybe you want to guide them through many screens of
 tutorials.  If you could write the text as an adventure game, and make
 learning a game, the game players might learn faster and even have fun doing
 it.  An excellent example of this is a series of spreadsheet templates called
 Templates of Doom which has introduced Lotus 1-2-3 (in the guise of an
 adventure game) to thousands of new spreadsheet users.  Another excellent
 example is a game entitled Brainscape which teaches the anatomy of the human
 brain by letting the player (who has been reduced to microscopic size) explore
 the various "locations" of the brain in search of human growth hormone and
 other "treasures" -- so the he can be restored to normal size.
  
   - Or maybe you're well-equipped with a great imagination and you want to
 develop a game that will rival the ones you've bought in stores or played with
 friends.  Perhaps this is your chance to prove your fiction-writing abilities.

   - Or last, but not least, because writing adventures is even more fun than
 playing them.
  

 HOW AN AGT ADVENTURE GAME WORKS 

  
 AN OVERVIEW 
  
 When a player begins to play an AGT game, the first thing the program does is
 look on the disk for a title file (indicated by a .TTL file extension), which
 should contain the name of the game, the author's name, and perhaps a
 copyright statement.  Each line in the file is displayed centered on the
 screen.
  
 AGT also posts its copyright notice just below the game writer's title
 information.  If, for some reason, there is no file with a .TTL extension, the
 AGT copyright information is displayed by itself.  The title screen, with the
 author's information and AGT's, stays on the screen while the program
 initializes all its data arrays and records and reads the various compiled
 data file.
  
 If the game's .DAT file contains some text preceded by the keywords INTRO or
 INTRODUCTION and ended with the keyword END_INTRO, that text is displayed at
 the beginning of the game.  It cannot be re-read during the game.   

 In addition to the INTRO section of the .DAT file, there can also be an

                                      13

 instruction file with a .INS extension.  If such a file exists for the
 adventure being played, before actual play begins AGT will ask the player if
 he/she would like instructions.  If the answer if yes, this file will be
 displayed.
  
 Once all the data has been read and the player has had an opportunity to read
 the game's instructions (if any), the program puts the player into room 2 of
 the game (or another room if the author has specified an alternative starting
 location).  There is no room 1; a location of 1 indicates the player's
 pockets.  AGT then prints the long text description for room 2, (or the
 alternative starting location) and the player is asked what to do.
  
 Each time the player types in a command and <ENTER>, the program sends the
 input line to the "parse" module.  The parser take the input line, breaks it
 into separate words, and tries to locate an addressee (if the command is being
 directed to another character), a verb, a noun, a preposition, and another
 noun as the object of the preposition.  It does this by eliminating extra
 words like "THE" and "PLEASE"; and by checking and then eliminating
 adjectives.  It returns up to five words: addressee, verb, noun, preposition,
 and an object of the preposition.  (If any of these elements is missing, the
 "empty string" ('') is returned in its place.)  
  
 If an invalid word is found by the parser, it informs the user, indicating
 what part of speech AGT expected and which specific input command word it
 didn't recognize.  Otherwise, the program then calls the execute module; this
 section selects a procedure to call based on the verb (THROW, TAKE, EAT, MOVE,
 etc.).  Depending on the procedure's own checking, the noun, preposition and
 object might be rejected as invalid or, in some cases, ignored partly or
 completely and an appropriate "error" message will be given  For example, "EAT
 CASTLE" would typically cause the "error" message: "It is impossible to eat
 the castle."
  
 There are two ways a player can be moved to a new room.  One is by
 specifically trying to do so.  Moving east is generally accomplished by typing
 EAST or E or hitting the Right Arrow cursor key.  If the player tries to move
 in a direction that is not allowed, AGT will inform him that such a move is
 impossible. 
  
 The other way to move is by meeting a set of special requirements that the
 game's author has defined as a "special."  The special might be defined, in
 plain language, as "if the player is in the sauna, and he turns the faucet,
 then move him to another room X."  That other room X might be anything.  One
 possibility is that it may be a room with a similar or identical description,
 but with a new exit or without an old one.  It might even be the same room,
 but by executing the "special," the program displays several lines of text.
      
 In this case, the special text might be "You turn on the faucet, and scalding
 hot water pours onto your feet.  You scream in agony and kick the faucet,
 which is turned off."  If the author was cruel, the "special" here might move
 the player to a new room called "hell" and be told "As you turn the faucet,
 scalding hot water pours out onto your legs.  You scream in agony, but the
 faucet won't shut off.  In minutes, you are scalded to death.  You awaken in
 purgatory, where Satan tells you that your punishment for killing the lizard
 [something the player did earlier to get here] will be boiling in oil for
 eternity."  The new room description would describe a vat of boiling oil,
 provide no exits, and include the keyword GAME_END to end the game.
  
 For relatively simple adventure games (i.e., Standard Level games), "Specials"

                                      14

 are the way you do almost anything unusual.  Of course, a special can be used
 to move a player to a new room (i.e., TOUCH MIRROR might cause the player to
 fall through the looking-glass and into a new room).  But specials also allow
 a room to be "changed" in the player's view -- this is accomplished by
 actually moving the player to a new, but similar room.  If you want an airlock
 to close one door and open another, you use a "special" which moves the player
 to a 'new' airlock with a different exit.  If you want a player to 'teleport,'
 you use a special.  If you want to player to be surprised by some action but
 not moved (i.e., PLAY STEREO could lead to "Beethoven's Fifth plays loudly,
 awakening the neighbors.  Someone pounds loudly on the ceiling"), use a
 special.  More examples of "Specials" will be given later.
  

 STANDARD LEVEL GAME FILES

 Each Standard Level games can have up to three files: A title file (e.g.,
 ALICE.TTL), an instruction file (e.g., ALICE.INS), and a data file
 (ALICE.DAT).  Each of these file types will be explained in separate sections
 to follow.


 TITLE FILES

 If there is a file with a .TTL extension, that file is displayed first before
 the actual game play begins.  The contents of this file will be displayed
 centered on a cleared screen.  For example, the title file for the ALICE IN
 WONDERLAND game contained in the ALICE.TTL file is:

     The Adventures of Alice
     Who
     Went Through the Looking-Glass
     And
     Came Back
     Though Not Much Changed
     Based on characters created by Lewis Carroll
     Game and Text Copyright 1986 D.A. Asherman

 This would actually be centered on the screen as follows:

                            The Adventures of Alice
                                      Who
                        Went Through the Looking-Glass
                                      And
                                   Came Back
                            Though Not Much Changed
                 Based on characters created by Lewis Carroll
                  Game and Text Copyright 1986 D.A. Asherman


 SETTING SCREEN COLORS

 AGT sets the screen colors to be used during the adventure automatically.  If
 the game is being played on a color monitor, the screen output is quite
 colorful.  Specifically, the default screen colors will be:

     Normal text color is Cyan
     High lighted text color is Yellow
     Background color is Black

                                      15

     Reverse text color is Red
     Reverse background color is Light Gray

 These colors cause the normal screen output to be shown as "Cyan on Black",
 while the player's input is shown as "Yellow on Black", and the status line at
 the top of the screen is shown as "Red on Light Gray".

 These default colors can be changed to specific different colors in the first
 line of the .TTL file.  For example, if you wanted to change the color
 combinations to normal output of "White on Blue", and player input of "Yellow
 on Blue", and the status line of "Black on Cyan", then you are specifying:

     Normal text color is White
     High lighted text color is Yellow
     Background color is Blue
     Reverse text color is Black
     Reverse background color is Cyan

 This could be accomplished by putting the following line as the first line of
 the .TTL file:

     COLORS WHITE YELLOW BLUE BLACK CYAN

 If you are playing the game on a monochrome monitor, most of the screen output
 will be "White on Black", i.e., the normal monochrome output for your monitor. 
 The only exceptions will be the player input which will be shown high-lighted
 and the status line on the top of the screen which will be shown in reverse,
 i.e., "Black on White".  On monochrome monitors, this basic monochrome color
 combination will be used automatically regardless of what may have been
 specified in the COLORS command in the first line of the .TTL file.

 It is also possible for the player to change the screen color combination by
 giving input during the game.  For example, if the player inputs:

     COLORS YELLOW GREEN CYAN BLACK LIGHTGRAY

 during the game, the screen will immediately change to "Yellow on Cyan", with
 the player's input shown as "Green on Cyan", and the status line displayed as
 "Black on Light Gray" -- if the game is being played on a color monitor.  If
 the game is being played on a monochrome monitor, the above player input would
 have no effect.  Other player color commands allowed are:

     COLORS MONO

 which changes the screen to a monochrome color combination - even on a color
 monitor, and:

     COLORS DEFAULT

 which will return the screen to AGT's default color combination -- depending
 upon the type of monitor the game is currently being played upon.


 INSTRUCTIONS FILES 

 If there is a file with the correct filename and the suffix .INS, then AGT
 will ask the player if he wished to read the instructions for the game.  If
 the response is Y or YES, the filename.INS file will be displayed a screen at

                                      16

 a time with a pause between screens.  If the player responds with N or NO,
 then the instructions will be skipped and the game will begin normally in the
 starting room location.
  
 If there is no .INS file, then the instruction prompt will not appear and play
 will begin without any instructions.
  

 THE WORK-HORSE .DAT FILE
  
 Adventure games are really just a special kind of data base application.  The
 game driver (for AGT, this is RUN.EXE) just accesses the adventure data base
 to retrieve data based on the player's commands.  This is much like how a
 "standard" data base application might display all employees in the marketing
 department with salaries over a certain amount after getting a query from the
 data base user.  For Standard Level AGT games, the data base is contained in
 the .DAT file.  This file is the real work-horse file for AGT adventure games. 
 The most important data elements in an AGT game are three large data arrays:
 the game's rooms, nouns, and creatures.  Each of these data types will be
 explained in separate sections that follow.
  

 ROOMS 

 The room specification in the .DAT data file is quite simple: 
  
 Required: 
  
        |<-----significant----->|<------ignored------------------------>| 
                                | 
  
         ROOM nnn                <-- nnn is a number from 2 to 199 
         Room Name               <-- short room name (up to 30 characters),
                                     that will be shown on the status
                                         line (do not include comments!) 
         {optional characteristics} 
         END_ROOM 
  
 Optional characteristics:       <-- optional but at least one is 
                                     strongly recommended 
  
        |<---significant--->|<------ignored------------------------>| 
                            | 
  
         {direction} nnn     <-- nnn is a number from 2 to 199 
                                 (default is 0) 
                                 {any one of 12 directions can be 
                                 specified, from the list: 
                                    NORTH   NORTHEAST  UP 
                                    SOUTH   SOUTHEAST  DOWN 
                                    EAST    NORTHWEST  ENTER 
                                    WEST    SOUTHWEST  EXIT} 
         SPECIAL nnn         <-- optional, nnn is a room number.{If 
                                 present, the current definition 
                                 must include KEY xxx and there must 
                                 be a SPECIAL nnn definition} 
         KEY xxx             <-- xxx is a noun number (200-299) 
                                 {activates special nnn} 

                                      17

         LIGHT xxx           <-- xxx is a noun number (200-299) 
                                 OR the value 1 ("any light") 
                                 {default is 0} 
         POINTS xxx          <-- xxx is number of points player is 
                                 awarded just for getting here.
                                 Default is 0.
         LOCKED_DOOR         <-- default is FALSE.  If TRUE, AGT 
                                 will act as if there is a locked 
                                 door that cannot be opened in 
                                 the room and give various 
                                 appropriate messages if player 
                                 tries to do something to the 
                                 door.
         GAME_END            <-- if this line is in the definition, 
                                 the game ends as soon as the player 
                                 enters the room (the room_descr 
                                 is displayed, then the score).
                                 (Player loses game here.) 
         GAME_WIN            <-- if this line is in the definition, 
                                 the game ends as soon as the player 
                                 enters the room (the room_descr 
                                 is displayed, then the score).
                                 (Player wins game here.) 
         ROOM_SYNONYMS       <-- default is NONE.  Room synonyms are 
                                 indicated in the .DAT file as: 
                                   ROOM_SYNONYMS MAGIC_WORD XYZZY SESAME 
                                   ROOM_SYNONYMS CHANGE_LOCATIONS CLIMB 
                                   ROOM_SYNONYMS PLAY SHOW DISPLAY FLASH 
                                 These cause the first word (which must 
                                 be a valid verb) to be substituted 
                                 whenever the player enters one of the 
                                 words following the first word in that 
                                 room.  For example, if the player 
                                 entered SHOW, DISPLAY, or FLASH (above), 
                                 AGT would act as if the word PLAY (which 
                                 is a "special") was entered and react 
                                 accordingly.  There can only be one room 
                                 synonym specification in each room.
  
 It is recommended that at a minimum, one exit from each room be provided; 
 otherwise the player will be stuck in the room until he quits.  Of course,
 that direction might be a special -- which will be explained in a later
 section.
  
 A room description should also be provided in .DAT file: 
  
     ROOM_DESCR <nn> 
     Some text, any number of lines, about the room.
     END_ROOM_DESCR 
  
 This room description will be what is printed whenever the player enters the
 room or gives the command to LOOK.


 HELP MESSAGES

 An optional HELP message may also be provided for each room: 
  

                                      18

     HELP <nn> 
     Some text, any number of lines, gives a HELP message for this room.
     END_HELP_DESCR 
  
 If you don't enter a specific HELP message for a room, the default message if
 the player asks for HELP is "Sorry, but you are on your own here."

 Here is a more complete example of how a room might be specified in the .DAT
 file:

     ROOM 32
     Top of Cliff
     NORTH 33
     SOUTH 34
     WEST 35
     END_ROOM

     ROOM_DESCR 32
     You are standing near the edge on the top of a tall cliff.  To the east is
     a sheer drop of several thousand feet.  To the north, west and south are
     paths that lead down the side of the mountain.
     END_ROOM_DESCR

     HELP 32
     Be careful, don't go too near the edge!
     END_HELP_DESCR


 NOUNS 

 Nouns are necessarily more complex than rooms.  They are specified in the 
 following format, listed with the possible values (and defaults):
  
        |<-----significant----->|<------ignored------------------------>| 
                                | 
  
         NOUN nnn                <-- nn is a number from 200 to 299 
         Name                    <-- one-word name of the noun 
         Adjective               <-- one-word adjective 
         Short one-line description of the noun 

         {other characteristics go here}- 
         END_NOUN 
  
     Other characteristics (optional): 
  
         SIZE nn                 <-- nn is a number from 1 to 99+ 
                                     Default is 1.
         WEIGHT nn               <-- nn is a number from 1 to 99+
                                     Default is 1.
         UNMOVABLE               <-- default is movable (carryable) 
         LOCATION nn             <-- nn is a "room" number (1-299, 1000) 
                                     1 - if being carried 
                                     2-199 - in room 2, etc.
                                     200-299 - inside another noun
                                     1000 - if being worn 



                                      19

         READABLE                <-- default is "not readable" 
                                     {if READABLE then <TEXT nn> 
                                      must also be defined} 
         CLOSABLE                <-- default is "not closable" 
         CLOSED                  <-- default is "open" 
                                     {if open then it can hold 
                                      something} 
         LOCKABLE                <-- default is not lockable 
         LOCKED                  <-- default is unlocked 
         KEY nn                  <-- default is 0 
                                     {noun nn unlocks this noun 
                                      if it's lockable} 
         EDIBLE                  <-- default is inedible 
         DRINKABLE               <-- default is undrinkable/solid 
         POISONOUS               <-- default is nonpoisonous 
                                     {predictable effect if poisonous 
                                      edible/drinkable noun is eaten} 
         ON                      <-- default is 'off' 
         PUSHABLE                <-- default is not pushable 
                                     {PUSH_DESCR nn recommended but 
                                      not required if it is pushable} 
         PULLABLE                <--  (ditto, PULL_DESCR nn) 
         PLAYABLE                <--  (ditto, PLAY_DESCR nn) 
         TURNABLE                <--  (ditto, TURN_DESCR nn) 
         IS_LIGHT                <-- default is NOT is_light 
                                         (IS_LIGHT -> illuminates any room 
                                         defined as LIGHT 1 or LIGHT nnn 
                                         where nnn is the noun number) 
         POINTS                  <-- default is 0 (points awarded to player 
                                         if object is being carried, present or
                                         in the "treasure" room at game_end) 
         GAME_WIN                <-- default is FALSE.  Player wins game 
                                         if TRUE when he get this noun.
         CAN_SHOOT               <-- default is can't shoot (can the 
                                         weapon be used to shoot a 
                                         creature? if not, it must be 
                                         thrown) 
         NUM_SHOTS               <-- default is 0 (how many bullets/ 
                                         charges are there initially? 
                                         decremented each time the noun is 
                                         fired.) 
         WEARABLE                <-- default is not wearable 
         POSITION                <-- default in NONE.  If the game designer 
                                         wishes to have a noun's original 
                                         position as "(behind the tree)" 
                                         he would have: 
                                         POSITION behind the tree 
                                         in the .DAT file.  The verbs 
                                         PUT/PLACE and GET/TAKE change the 
                                         noun's position.
         SINGULAR                <-- default is SINGULAR.  The only 
                                         alternative is PLURAL.  AGT 
                                         verbs/pronouns will be singular 
                                         or plural depending upon this 
                                         value.




                                      20

         NOUN_SYNONYMS           <-- default is NONE.  If the .DAT file had 
                                         NOUN_SYNONYMS GOLD COIN COINS 
                                         then all of these words would be 
                                         accepted as valid synonyms for 
                                         this noun.  Of course, the 
                                         "official" NAME will also work.
  
 Note: To 'spice' up the game, you might want to put things inside other things
 initially, so the player has to open everything to be sure s/he doesn't miss
 anything important.  Be logical, though: a refrigerator seems likely to be
 open-able, but a crabapple probably ought to be 'closed' and 'unclosable' and
 thus unable to contain something else.

 Similar to the complete room descriptions, there is a way to specify a lengthy
 description of a noun by using a NOUN_DESCR in the .DAT file.  When the player
 gives the command to EXAMINE the noun, this description will be displayed on
 the screen.


 TEXT 
  
 If a noun is readable, the description that is printed whenever the player
 gives the command to READ it is contained in a TEXT description in the .DAT
 file.  Thus, the following would be a valid set of definitions:  
  
     NOUN 232 
     Book 
     Red 
     There is a small red book here.
     WEIGHT 1 
     SIZE 3 
     LOCATION 32 
     READABLE 
     NOUN_SYNONYMS Cover Title
     END_NOUN 
  
     NOUN_DESCR 232 
     The red book is quite thin, and has a hard cover.  There is writing on the
     book's cover.
     END_NOUN_DESCR 
  
     TEXT 232 
     The title of the book is "The Wisdom of Ronald Reagan."  The pages are all
     blank.
     END_TEXT 


 MULTIPLE NOUNS WITH THE SAME NAME

 AGT allows multiple nouns with the same name.  The parser examines the current
 room and player environment and assumes that if only one noun with a
 particular name is in the room then that must be the noun that the player
 meant as the NOUN or OBJECT of his command.  If there is more than one noun
 with the same name in the room, the parser gives an "error" message and asks
 the player to be more specific about which NOUN (or OBJECT) he means.  For
 example, if there are three kinds of trees in the "room" and the player had
 entered the command to EXAMINE TREES, the parser would ask for the
 clarification: "Which 'TREES', the OLIVE TREES or the OAK TREES or the PINE

                                      21

 TREES?" The player could then enter any response with one of the proper 
 adjectives to specify which trees were meant, i.e., any of these responses
 would tell the parser that the OAK trees were correct: 
  
    THE OAK TREES 
    EXAMINE THE OAKS 
    OAK
    THE OAKS, YOU OAF!! 
  
 If the player still doesn't enter a response with one of the proper
 adjectives, a message is given that asks the player to re-enter his command
 using the NOUN's adjective to clarify which NOUN is meant.  This means that if
 there are two or more nouns with the same name, their adjectives must be
 unique, i.e., you can have a RED BOWL and a GREEN BOWL, but the game should
 not contain two RED BOWLs (at least it should not have two of them if they can
 be together in the same room.) 

  
 PUSH, PULL, TURN, AND PLAY DESCRIPTIONS 
  
 Similar to TEXT descriptions if a noun is readable, you may also give unique
 descriptions if a noun is described as being pushable, playable, turnable, or
 pullable and the player takes one of those actions with the noun.  These
 descriptions are included in the .DAT file as a PUSH_DESCR, PULL_DESCR,
 TURN_DESCR and PLAY_DESCR.  They will be displayed only if the player takes
 the specified action AND that action does not activate a SPECIAL for the
 current room.  If there is no description provided, a standard ("nothing
 happens" or something equally appropriate) message is provided.

 For example, if you want to generate messages whenever the player gives the
 commands to PLAY RADIO or to TURN ON RADIO or TURN DIAL, you could set up the
 following in the .DAT file:

     NOUN 218 
     Radio
     Portable
     There is a large "ghetto blaster" portable radio here.
     MOVABLE
     WEIGHT 10
     SIZE 10
     NOUN_SYNONYMS GHETTO BLASTER DIAL DIALS KNOB KNOBS
     PLAYABLE
     TURNABLE
     END_NOUN
   
     NOUN_DESCR 218
     The radio is barely portable.  It weighs about 47 pounds and must be
     carried with both hands.  It has many dials and knobs.
     END_NOUN_DESCR 
  
     PLAY_DESCR 218
     As you turn on the radio, you hear a song by "Duran Duran."  After a few
     moments, you become bored with the music and you turn the radio off.
     END_PLAY_DESCR 





                                      22

     TURN_DESCR 218
     As you turn the dial on the radio, you hear the Beatles singing
     "Yesterday".  This sounds like a good station and you stop turning the 
     dial.  The music sounds nice and you sing along softly.
     END_TURN_DESCR 
  
  
 EATING, DRINKING, AND DYING 

 Any object defined as EDIBLE can be eaten.  Any object defined as DRINKABLE
 can be drunk.  And any object defined as POISONOUS will kill the player if
 s/he eats or drinks it.  POISONOUS has no effect if the noun is neither edible
 nor drinkable.  In most situations, it is considered poor sport to make
 completely non-threatening and logically edible things poisonous; it is
 likewise questionable to make packages of rat poison edible but non-poisonous.

 When a noun is eaten or drunk it normally disappears (into the player's
 stomach -- naturally).  The only exception to this is when the noun is
 unmovable.  This makes it possible for the player to drink from a lake without
 having all the water (or the lake itself) disappear.
  

 WEIGHT AND SIZE 

 Those values are there for a reason.  No player can lift an object heavier
 than 100, even if it's defined as MOVABLE.  Likewise, objects whose size is
 more than 100 are too awkward to be carried.  The total weight the player can
 carry is 100, so the player cannot carry two 60-weight objects at once.  Total
 size limit is also 100.  It is considered poor sport to assign large weight
 values to feathers and low values to large slabs of steel, but cruel game
 writers are able to do so.  Likewise, a game will be less baffling if small
 objects (pens, tin cans) have small size values and large ones (desks, cars)
 are larger.
  
 (Remember, of course, that if your scenario puts the player in the role of
 King Kong or Godzilla, you'd want to scale everything down so s/he might be
 able to easily carry six cars and a bus but have difficulty with more than one
 fully-loaded semi or house.) 

  
 LIGHT AND DARKNESS

 If a room has a LIGHT value other than 0 (the default), the room will appear
 pitch black if the player wanders in empty-handed.  There are two "types" of
 lights and two types of darkness.  A noun may be defined as being a light by
 specifying the word IS_LIGHT in its definition; in this case, it will light
 any dark room defined as LIGHT 1.  The light value of 1 in a room definition
 means that any light will make the room visible.  Of course, these
 "general-purpose" lights must be turned on to light the room, and thus all
 LIGHTs can be TURNed ON and OFF (or LIGHTed and EXTINGUISHed.).  (EXT is an
 acceptable abbreviation for EXTINGUISH; EX is the abbreviation for EXAMINE.)  
 If the LIGHT value is other than 1 (i.e., LIGHT 218), only the noun with the
 matching number will make the room's contents visible.  This is useful if the
 darkness comes from something other than an absence of light: for example, a
 fan might be the only object that makes a smokey room clear enough to see in. 
 A special-purpose light need not be defined as a light (i.e., it doesn't have
 to be defined IS_LIGHT), nor does it have to be on, to work as a light in a
 room with that noun as a LIGHT.  A noun can function as a special-purpose

                                      23

 light for more than one room, but each room can only be lit by one
 special-purpose light.  (A room with a LIGHT value of 1 will be lit by ANY
 noun defined as IS_LIGHT.)  
  
  
 CREATURES 
  
 Any living thing is identified as a 'creature', and can be either 'friendly'
 or 'hostile'.  Friendly creatures are quite passive; hostile creatures are not
 quite as friendly.  It is recommended that provisions be made for a weapon to
 kill any hostile creatures.  For fairness, that weapon should be accessible by
 the player before s/he meets the hostile creature.

 Players should be discouraged from wild and unwarranted killing: i.e., they
 ought not kill friendly creatures.  If no weapon will kill the creature (i.e., 
 if you leave or specify WEAPON as the default value 0), the player cannot kill
 it.  For friendly creatures, you should not lead the player on by making the
 weapon something unexpected: if the player kindly offers a jelly bean to the
 friendly creature, it ought not be fatal.  Only one weapon can kill any given
 creature, but the same weapon might be used to kill many creatures.

 The format in the .DAT file for Creatures, like rooms, are relatively simple: 

        |<-----significant----->|<------ignored------------------------>| 
                                | 
 Required: 
  
         CREATURE nnn            <-- nnn is a number from 300 to 399 
         Name                    <-- one word name 
         Adjective               <-- one word adjective 
         Short one-line description of creature.
         {optional characteristics} 
         END_CREATURE 
  
 Optional: 
  
         LOCATION nn             <-- nn is a room number from 1 to 199.
                                     {default is 0} 
         WEAPON nn               <-- nn is a noun number from 200 to 299 
                                     {default is 0} 
                                     {noun nnn kills this creature} 
         HOSTILE                 <-- default is friendly 
         THRESHOLD n             <-- {n is number of times a hostile creature
                                     can be unsuccessfully attacked before it
                                     kills the player - default 3} 
         TIME_THRESH n           <-- {n is number of turns player can be 
                                     in the same room with the creature 
                                     before it kills the player - default 
                                     value is infinite, or disabled} 
         POINTS nn               <-- nn is the number of points player 
                                     gets for having this creature in the 
                                     current room, i.e., for "capturing" 
                                     or "rescuing" the creature.
                                     {default is 0} 





                                      24

         GROUPMEMBER             <-- default is NOT a GroupMember.  If a 
                                     creature is specified as a GROUPMEMBER
                                     then it will automatically follow the
                                     player from location to location once
                                     they meet.
         GENDER                  <-- default is THING.  GENDER may also be 
                                     specified as MAN or WOMAN.  GENDER 
                                     causes pronouns and verbs to be used 
                                     that are appropriate to the specific 
                                     creature.  THINGs are ferocious and 
                                     referred to as "IT".  MANs are less 
                                     ferocious and are referred to as 
                                     "HE" and "HIM".  WOMANs are "SHE" 
                                     and "HER".
         CREATURE_SYNONYMS       <-- default is NONE.  If the .DAT file had 
                                     CREATURE_SYNONYMS BOB BILLY then all 
                                     of these names would be accepted as 
                                     valid synonyms for the creature. 
                                     Of course, the "official" NAME will
                                     also work.
  
  
 NOTE: A player cannot exit a room containing a hostile creature.  When killed,
 creatures are relocated to LOCATION 0.  Friendly/non-hostile creatures have no
 effect on the (Standard Level) game's outcome -- they just add a little
 "spice" to the game.

 For example, to define a female Froobious Bandersnatch in room 9, which can be
 killed with noun 205, we could use the following specifications in the .DAT
 file:

     CREATURE 301
     BANDERSNATCH
     FROOBIOUS
     There is a mommy froobious bandersnatch, looking for her cubs.
     LOCATION 9
     WEAPON 205
     THRESHOLD 2
     TIME_THRESH 5
     WOMAN
     HOSTILE
     CREATURE_SYNONYMS BEAST
     END_CREATURE
  
 The thresholds specify that you can try to attack the bandersnatch twice
 (unsuccessfully) or be in the room with the bandersnatch for 5 turns, before
 the beast kills you.  The player will not be able to leave the room if the
 Bandersnatch is present, because she is hostile, until the creature has been
 killed (with weapon 205).  To use the weapon to kill the creature, the player
 would FIRE THE GUN AT THE BANDERSNATCH or SHOOT THE BEAST WITH THE GUN, if the
 weapon is a gun, or THROW the weapon AT the creature or KILL the creature WITH
 the weapon, if the weapon is not a gun.

 The complete EXAMINE description might be contained in the .DAT file as:





                                      25

     CREATURE_DESCR 301
     The bandersnatch is snorting and drooling.  It is a large female and she
     appears to have misplaced her cubs, which makes her very unpleasant and
     very dangerous.  She seems to harbor few honorable intentions towards
     you.
     END_CREATURE_DESCR


 GROUPS OF CREATURES

 Creatures can be designated as a member of the "Group" by using the
 GROUPMEMBER specification.  All group members in the current location will
 automatically move with the player when he/she moves to another location. 
 However, their group status will not effect other aspects of their behavior
 during the game, i.e., they can still be talked to or killed as individuals. 
 Probably the best known example of an adventure creature following the player
 once they meet is the Robot Floyd who is the player's constant companion in
 the Infocom adventure games Planetfall and its sequel Stationfall.  The group
 can have several members, so this feature could be used to beam down a
 "landing party" consisting of the player, Spock, Sulu, McCoy and Scotty and
 have them explore the planet as a group in a Star Trek adventure.

 Part 3 of this manual introduces a variety of meta-commands that enable the
 game designer to test the status of the group and to manipulate the group in
 many ways, i.e., add or subtract members, disband the group, send the group
 off to another location, etc.


 SPECIALS 
  
 To 'activate' the special, the player must 'do something' to the noun
 specified as the room's KEY.  This can include turning it, pushing it, pulling
 it, or playing it (depending on what can be done to the noun as defined).  If
 the proper action is taken on the noun while in the room, the player will be
 relocated to the room specified in the SPECIAL line and the SPECIAL nn text
 will be displayed.  (If the Special points to the current room, the only
 effect apparent to the reader will be the display of the SPECIAL text.) 
  
 For example, to enter the house (by going to the entry hall -- ROOM 14) by
 pushing the door bell on the porch (ROOM 13) could be done with the following
 special: 
  
     ROOM 13 
     Front Porch  .
       .
       .
     SPECIAL 14 (* Entry Hall *)
     KEY 222 (* Door Bell *)
     END_ROOM 
  
     ROOM_DESCR 13 
     You are standing on the front porch of a large mansion.  The doors are
     about 10 feet high.
     END_ROOM_DESCR 





                                      26

     NOUN 222 
     Bell 
     Door
     Beside the door in a door bell.
       . 
       . 
     PUSHABLE
     UNMOVABLE
     LOCATION 13 (* Front Porch *)
     NOUN_SYNONYMS doorbell
     END_NOUN 
  
     SPECIAL 14 
     You boldly push the door bell.  Deep inside the house, you hear some
     chimes that sound vaguely like Big Ben.  After a few minutes, the door is
     opened by a butler dressed in a black morning coat.  He says "Good
     morning, Sir.  I will tell the Master that you have arrived."  With that,
     he disappears down the hall.  You are left alone in the entry hall of the
     house.
     END_SPECIAL 
  
     ROOM 14 
     Entry Hall  .
     NORTH 15
       .
       .
     END_ROOM 
  
     ROOM_DESCR 14 
     The entry hall is long and narrow.  You can see open doors at the end 
     of the hall to the north.  The front doors are behind you to the south.
     END_ROOM_DESCR 
  
  
 "SPECIAL" SPECIALS 

 AGT has two "special" specials: the verbs MAGIC_WORD and CHANGE_LOCATION. 
 These words are used in conjunction with a room synonym declaration to create
 a "special" for any words the game designer may wish to use (i.e., you are not
 restricted to PULL, PUSH, TURN and PLAY).  For example, the designer may
 specify that XYZZY and MAGIC_WORD are synonyms in a particular room -- so that
 if the player gives the command XYZZY in that room, it causes a "special" for
 that room which might send the player to another room with an appropriate
 "special" messages being written.  CHANGE_LOCATION works the same way except
 it requires a specific NOUN that is the "key" to the "special" to be present
 in the room.  For example, the game designer might make SHOW a synonym for
 CHANGE_LOCATION in particular room and make the noun PASS the "key" to the
 "special" in that room, then whenever the player gives the command SHOW THE
 PASS TO THE GUARD (in the particular room), the "special" would be executed
 and a message like "The guard examines your security pass and finds it in
 order.  He opens the steel door and allows you to enter the vault, where you
 find...." 
  
 NOTE: In AGT, each room may have only one special.  So, you will not be able
 to have a Magic_Word and another special in the same room.
  
 For example, in order to be able to define a special for CLIMB TREE or SCALE
 TREE to cause the player to go from room 10 to room 15 with a special message,

                                      27

 the game designer could use the following specifications in his data file: 
  
     ROOM 10 
     Dark Forest 
       .
       .
     SPECIAL 15 (* Top of Tree *)
     KEY 221 (* Oak Tree *)
     ROOM_SYNONYMS CHANGE_LOCATION CLIMB SCALE 
     END_ROOM 
  
     NOUN 221 
     tree 
     oak 
     There is a large oak tree at the edge of the clearing.
       .
       .
     UNMOVABLE
     LOCATION 10 (* in Dark Forest *) 
     END_NOUN 
      
     SPECIAL 15 
     You manage to climb up to the top of the oak tree.
     END_SPECIAL 
  
     ROOM 15 
     Top of Oak Tree 
        .
        .
     DOWN 10 (* going DOWN puts you back in the dark forest *) 
     END_ROOM 
  
  
 MAGIC_WORD works the same way except, the KEY for the room MUST be zero.  For
 example, if you wish to allow the player to go from room 23 to room 44 when he
 gives the commands SESAME, SHAZAM or ABRACADABRA you would do it as follows: 
  
     ROOM 23 
     Emperor's Tomb 
       .
       .
     SPECIAL 44 
     KEY 0 
     ROOM_SYNONYMS MAGIC_WORD SESAME SHAZAM ABRACADABRA 
     END_ROOM 
  
     SPECIAL 44 
     By saying the magic word $VERB$, you are suddenly transported 
     to the outside of the Emperor's Tomb.  You are very lucky to 
     have escaped, because the air in the tomb was almost gone.
     END_SPECIAL 
  
     ROOM 44 
     Outside Tomb Entrance 
       .
       .
     END_ROOM 
  

                                      28

 In this example, the SPECIAL message uses a very convenient and helpful
 feature of AGT, namely $VERB$.  This causes the original verb to be repeated
 back in the message, i.e., if the command was SHAZAM, then the special message
 would be "By saying the magic word shazam, you are suddenly transported..." 
 Similarly, in AGT, the game designer may also have the NOUN, the noun's
 ADJECTIVE, the PREPOSITION and the OBJECT of the commands repeated back in
 messages by specifying $NOUN$, $ADJECTIVE$, $PREPOSITION$ and $OBJECT$ within
 the message text.  If a command is being addressed to a character in the
 adventure, e.g., SCOTTY, BEAM ME UP, the character's name may also be echoed
 back in a message by using $NAME$.


 CREATING A TYPICAL ROOM 
  
 Let's suppose that your game contains a bedroom, connected to a closet, a
 bathroom, and a hallway.  In the bedroom are a lamp, a bed, a dresser, a
 mirror, and a werewolf.
  
 First, you want to define the room itself: 
  
     ROOM 34 
     Master Bedroom 
     WEST 33                 (33 is the hallway) 
     EAST 35                 (35 is the bathroom) 
     NORTHEAST 36            (36 is the closet) 
     END_ROOM 
  
  A description of the room is appropriate here: 
  
     ROOM_DESCR 34 
     This is the master bedroom, where Mommy and Daddy usually sleep.  Plainly
     visible in the room are a bed, a dresser, a lamp, and a large wall mirror. 
     The room smells horrible, as if a large, unclean animal had been here
     recently.
     END_ROOM_DESCR  
  
 Note that this description mentions the nouns that are initially in the room. 
 This is OK, since all of the nouns are UNMOVABLE, but if they could be taken
 by the player, they should not be described in the room description since they
 may not be there if the player should return.
  
 That werewolf is begging to be described, too: 
  
     CREATURE 315 
     Werewolf 
     Black 
     There is a menacing black werewolf here.
     LOCATION 34 
     WEAPON 217                      <-- Noun 217 will kill it  
     HOSTILE                         <-- ever met a friendly werewolf? 
     END_CREATURE 
  
     CREATURE_DESCR 315 
     The werewolf is about the size of a small horse.  Its matted fur stinks,
     and a sickening smell emerges from its open mouth, through which you can
     see sharp, large teeth.
     END_CREATURE_DESCR 


                                      29

 A HELP message might be given as follows: 
  
     HELP 34 
     The werewolf looks dangerous.  Perhaps, you should get out of here as fast
     as you can.
     END_HELP 
   
 Finally, each noun within the room ought to be defined and described:  
  
     NOUN 220 
     Bed 
     Large 
     There is a large (king-size) bed here.
     LOCATION 34 
     UNMOVABLE 
     END_NOUN 

     NOUN_DESCR 220 
     The bed is quite ordinary.
     END_NOUN_DESCR 

     NOUN 221 
     Dresser 
     Wooden 
     There is a large wooden dresser here.
     LOCATION 34 
     CLOSABLE 
     CLOSED 
     UNMOVABLE 
     END_NOUN 

     NOUN_DESCR 221 
     The wooden dresser looks pretty much like most wooden dressers.
     END_NOUN_DESCR 

     NOUN 222 
     Lamp 
     Small 
     There is a lamp on the dresser.
     LOCATION 34 
     UNMOVABLE 
     END_NOUN 

     NOUN_DESCR 222 
     The small table lamp is pink and has a green shade.
     END_NOUN_DESCR 

     NOUN 223 
     Mirror 
     Strange 
     There is a wall-size mirror here.
     LOCATION 34 
     UNMOVABLE 
     END_NOUN 





                                      30

     NOUN_DESCR 223 
     As you gaze into the mirror, you sense something unusual about it.  It
     seems to shimmer, and your reflection seems somehow unreal, as if the
     mirror weren't really there at all.
     END_NOUN_DESCR 

 Hmm.  That mirror seems rather interesting.  Maybe you could make a "special"
 out of it.  For example: when the player touches it, s/he is sent to room 50,
 the mystic cavern of the Wizardess.  To do so, you need to add a "special" to
 room 34 and specify the mirror as its key, and you need to make the mirror
 touchable.  (Note: "touch" and "push" are synonyms -- but, you should use the
 word "push," not the word "touch," in your definitions.)  
                                                          
     ROOM 34                  
     Master Bedroom 
     WEST 33                 (33 is the hallway) 
     EAST 35                 (35 is the bathroom) 
     NORTHEAST 36            (36 is the closet) 
     SPECIAL 50              <-- Special goes to room 50 (cavern) 
     KEY 223                 <-- Special activated by touching mirror 
     END_ROOM 
  
     NOUN 223 
     Mirror 
     Strange 
     There is a wall-size mirror here.
     LOCATION 34 
     UNMOVABLE 
     PUSHABLE               <-- Here's how we'll activate the special 
     END_NOUN 
  
 The player will see room 50's description when s/he gets there, but the
 SPECIAL text for room 50 will be displayed first:  
  
     SPECIAL 50 
     You reach out to touch the mirror, and are shocked to find that your
     fingers vanish through the surface.  Before you can react, you feel
     yourself drawn forward through the mirror, and into a black nothingness. 
     You look back to try to see the mirror, but everything is black.

     You are falling, but not very quickly -- it's almost as if you are
     floating.  As you fall, your eyes begin to adjust to the darkness.  Then,
     suddenly, you land on a soft cushion of some sort.  As you rest on the
     cushion, your eyes adjust to the very dim light of this new room.
     END_SPECIAL 
  
 (Note that usually, you'd want to have a PUSH_DESCR  prepared for when the
 player touches a noun when it doesn't activate a special, but the mirror can't
 be moved so it will always activate a special when touched.)  


 SCORING

 The player's progress in the game is reported in two ways: the number of rooms
 visited, and the number of points currently held.  The player receives the
 defined number of points for visiting each room (default point value is 0),
 and for possessing (i.e., carrying, wearing or in the current room or in the
 treasure room) each noun (or creature with points) when scoring is done.  The

                                      31

 point defaults for both nouns and creatures are zero.  Players get no points
 for having eaten something, since objects which are eaten or drunk are removed
 from the game.
  
 For best results, it is best to assign a point value to each room which the
 player arrives at after solving some puzzle.  It's also wise to award a few
 points for out-of-the-way rooms.  Objects should only have point values if
 they can reasonably be expected to be carried at the end of game -- if an
 object is too heavy to be lifted or moved, it's not logical to assign it a
 point value.
   

 OTHER DATA ITEMS IN THE .DAT FILE 
  

 INTRODUCTION or INTRO TEXT 

 In the .DAT file, you can include some introductory remarks by using the
 header INTRO or INTRODUCTION and ending these remarks with END_INTRO.  These
 kinds of remarks are particularly useful for telling the player what has
 happened prior to his arrival in the game's starting room.  The introductory
 text is displayed during the game's initialization and cannot be re-read
 later.  It also cannot be skipped over.


 STARTING ROOM 

 A AGT adventure normally starts in room number 2.  This location can be
 over-ridden by specifying an alternative location in the .DAT file.  For
 example, if the .DAT file had: 
  
     STARTING_ROOM 23 
  
 then the game would start in room 23.
  
  
 TREASURE ROOM 

 Normally, the player only gets points for visiting rooms and for possessing
 treasures (i.e., nouns or creatures with value).  However, many classic
 adventure games use a convention that required the player to bring his various
 treasures to a "Treasure Room".  Probably, the best example of this is the
 Well House in the original "Colossal Cave" adventure.  AGT adds this feature
 by allowing the game designer to specify a treasure room in the .DAT file as: 
  
     TREASURE_ROOM 41 (or wherever) 
  
 Normally, there is no treasure room.  This option is only activated if a
 statement like the above appears in the .DAT file.
  
  
 VERB SYNONYMS 

 To specify verb synonyms, simply create a AGT definition starting with 
 VERB (alone on a line) and ending with END_VERB (alone on a line).  For 
 example: 



                                      32

     VERB 
      KILL STAB CHOP 
      ATTACK STRANGLE CHOKE THROTTLE 
      UP CLIMB ASCEND 
     END_VERB 
  
 In the above example, if the player types STAB THE DWARF WITH THE KNIFE, AGT
 will translate the sentence to KILL THE DWARF WITH THE KNIFE and attempt to do
 so.  Synonyms do not replace the original verb, e.g., the verb KILL would also
 work.  Likewise, if the player types CLIMB the game will execute the sentence
 as if the player had typed UP -- which means that CLIMB DOWN would be
 translated to UP DOWN which would, of course, confuse the game somewhat and
 generate an error message which might, in turn, confuse the player.

 Because the verb synonyms are not actually user-defined verbs, you should
 think carefully about the possible uses of words you add, to make sure the
 player won't be confused by the meaning of a word.
    
 WARNING: It is NOT possible to define a synonym for a synonym.  For example,
 the following entry would generate an error message:  

     VERB 
      ATTACK CHOKE 
      CHOKE STRANGLE    <-- "Verb not recognized - Line ignored" 
     END_VERB 
  
 Verb synonyms defined as those above are "global" in that they apply in each
 room of the game.  On the other hand, room synonyms apply only in the
 particular room for which they are defined.  Room synonyms take precedence
 over global synonyms.  For example, you could define CHOKE to be a synonym for
 ATTACK globally (as above), then define CHOKE to be a synonym for PULL in a
 particular room.  If you were in that room, CHOKE would be treated like the
 verb PULL; outside of that room CHOKE would be treated as if you had input
 the verb ATTACK.

  
 GAME_WIN 

 Acquiring all the points defined in the game doesn't let the player "win," and
 winning isn't even related to points.  If you define a room as GAME_WIN, then
 the player wins the game upon entering the room, and the game ends and the
 final score is displayed.  It is usually desirable to make that room very
 difficult to enter and not let the player get there unless he or she has done
 everything else there is to do.

 The room description is displayed, so you should put your congratulatory
 description there.  For example:  
  
     ROOM 21                  
     End of the Rainbow
     GAME_WIN
     POINTS 50 
     END_ROOM 

     ROOM_DESCR 21
     At long last, you have reached the end of the rainbow.  The pot of gold
     lies at your feet.  You have won the game!!
     END_ROOM_DESCR

                                      33


 Note that is also possible to win the game when a specific Noun is acquired. 
 This is done be putting a GAME_WIN in the Noun's specification. 


 GAME_END 

 If you desire to have the game end, without having the player win, you can use
 a GAME_END in the room definition.  When this is done, the game will end when
 the player enters the room and the final score is displayed.  The room
 description is also displayed, so you should put any final comments to the
 player in the room description.  For example:  
  
     ROOM 26                  
     End of the trail
     GAME_END
     END_ROOM 

     ROOM_DESCR 26
     You have reached the end of the trail.  There is no turning back.
     Sorry, but your adventure is OVER!
     END_ROOM_DESCR


 PAGE PAUSES 

 Normally, the game pauses after every 22 lines of text (so that the player can
 read it), and the player then hits <CR> to read more.  As you play-test your
 game, you might try to adjust your paragraph or line spacing so that the page
 breaks don't come at awkward spots and confuse the player.  This is probably
 most important in the title screen and the INSTRUCTION and INTRO texts; it is
 less controllable in the individual room descriptions.

  
 ORDER OF DEFINITIONS 

 AGT doesn't require that the definitions be in any specific order within the
 data files.  Definitions can be freely mixed throughout your data files. 
 You'll probably want to group items together that logically belong together.
 That's how the sample games were written.  The order of definitions in the
 file has no effect on game performance, as long as each definition is properly
 structured.

  
 HOW TO INCLUDE COMMENTS IN YOUR AGT DATA FILES 
  
 Within your data file, you'll probably want to include comments which won't be
 processed by the game itself, so you'll be able to understand why you did
 certain things.

 In general, AGT treats anything it doesn't understand as a comment.  Thus, if
 you have a paragraph of text in between definitions, AGT will usually ignore
 it.

 BEWARE: If one of the lines in the paragraph begins with a keyword like "noun"
 or "text," AGT will probably decide that it's the beginning of a definition
 and get confused.


                                      34

 To avoid this, you can use a nonsense word to start each line of a comment:
 words like "REM" (for remark) are useful since they also clearly state what
 the line is.

 AGT ignores most punctuation completely, so using "comment" indicators like
 "(*" and "*)" or { and } at the beginning of a line won't help.  However,
 using these kinds of comment indicators will make your game files easier to
 read.  AGT usually only sees alphabetic characters ('a'..'z' and 'A'..'Z') or
 the digits ('0'..'9').


 CREATING YOUR SOURCE DATA FILES WITH WORD PROCESSORS 

 When creating your source data files for your AGT game, you must use a word
 processor which creates plain ASCII/DOS text files with a true carriage return
 at the end of each line.  Lines longer than 80 characters, and WordStar
 document files, will cause AGT to abort!  The best rule-of-thumb is to use the
 MS-DOS "TYPE" command to view the file.  If it looks normal, it's probably OK
 for AGT.  If words split at the end of the line and strange characters appear,
 it's probably not OK for AGT.







































                                      35

 PART 3: USING META-COMMANDS IN PROFESSIONAL LEVEL ADVENTURE GAMES 
                                

 Before discussing meta-commands in detail, it is convenient to present a quick
 overview of other changes in Professional Level games.  The principal changes
 are the addition of custom user-defined verbs and Maximum_Score to the .DAT
 file (NOTE: everything else about the .DAT files as previously presented still
 applies in Professional Level games), the addition of a .MSG file to hold your
 unique output messages, and the addition of a .CMD file to hold your game's
 meta-commands.  Each of this will be presented below in separate sections.


 CUSTOM USER-DEFINED VERBS 

 Custom user-defined verbs are defined very much like "Verb Synonyms".  For
 example, the following lines in the .DAT file will define several new verbs
 (and synonyms): 
  
   VERB 
     Dummy_Verb1 KISS HUG LOVE CARESS 
     Dummy_Verb2 GO CLIMB CROSS 
     Dummy_Verb3 CUT CHOP BREAK CRACK BUST 
     Dummy_Verb4 JUMP LEAP 
     Dummy_Verb5 SEARCH FIND 
   END_VERB 
  
 AGT adds 50 "dummy verbs" (Dummy_Verb1 ...  Dummy_Verb50) to the list of valid
 verbs.  These dummy verbs are then redefined as if they had synonyms in
 statements like the ones above.  These user-defined verbs are then used in
 meta-commands to specify new conditional tests and appropriate actions.  For
 example, the following meta-commands (in the .CMD file) would allow the player
 to CLIMB a tree and to CROSS a bridge: 
  
   COMMAND CLIMB TREE 
     InRoom 208 (* sturdy oak tree *) 
     GoToRoom 36 (* in branches at top of oak tree *) 
     PrintMessage 43 (* You climb up to the top of the tree. *) 
     DoneWithTurn 
   END_COMMAND 
  
   COMMAND CROSS BRIDGE 
     AtLocation 23 (* West side of bridge *) 
     GoToRoom 24 (* East side of bridge *) 
     PrintMessage 44 (* You walk across the bridge to the other side. *) 
     DoneWithTurn 
   END_COMMAND 
  
   COMMAND CROSS BRIDGE 
     AtLocation 24 (* East side of bridge *) 
     GoToRoom 23 (* West side of bridge *) 
     PrintMessage 44 (* You walk across the bridge to the other side. *) 
     DoneWithTurn 
   END_COMMAND 
  
 The above meta-commands could also have been done by CHANGE_LOCATION 
 specials.  However, custom verbs and meta-commands can also be used to 
 create more unusual situations, like these meta-commands for processing 
 the user's input to KISS or HUG something: 

                                      36

  
   COMMAND KISS PRINCESS 
     InRoom 305 (* Princess *) 
     AtLocation 99 (* Bridal Suite of palace *) 
     PrintMessage 45 (* The princess melts into your strong arms, etc. *) 
     PlusScore 25 (* Bonus for Kiss *) 
     WinGame (* Win the game *) 
     DoneWithTurn 
   END_COMMAND 
  
   COMMAND KISS PRINCESS 
     InRoom 305 (* Princess *) 
     NOT AtLocation 99 (* Not in Bridal Suite of palace *) 
     PrintMessage 46 (* The princess pushes you away coyly, "Not here!" *) 
     DoneWithTurn 
   END_COMMAND 
  
   COMMAND KISS TROLL 
     InRoom 307 (* Ugly Troll *) 
     PrintMessage 47 (* The troll kills you! *) 
     KillPlayer (* That will teach you to KISS THE TROLL!! *) 
     DoneWithTurn 
   END_COMMAND 
  
   COMMAND KISS ANY 
     NOUNpresent (* NOUN (whatever it is) is here *) 
     PrintMessage 48 (* You try to $VERB$ the $NOUN$ for awhile. *)
     MinusScore 10 (* penalty for sick mind *) 
     DoneWithTurn 
   END_COMMAND 
  
   COMMAND KISS ANY 
     PrintMessage 49 (* The $ADJECTIVE$ $NOUN$ isn't here! *) 
     MinusScore 10 (* penalty for sick mind *) 
     DoneWithTurn 
   END_COMMAND 
  
 Meta-commands are processed in the order encountered in the .CMD file, so the
 last two KISS ANY commands represent "default" commands and would be activated
 only if you weren't trying to KISS, HUG, etc. the PRINCESS or the TROLL.  For
 example, if you gave the input "KISS THE BLARNEY STONE", the game would
 respond with "You try to kiss the stone for a while" (Message number 48 in the
 .MSG file) or "The blarney stone isn't here!" (Message number 49) depending
 upon if the Blarney stone is present at your current location or not.

  
 MAXIMUM_SCORE 

 AGT allows the score to be manipulated via meta-language commands.  For
 example, using meta-language commands, one could adjust the score whenever the
 player: 
  
     -- Accepts a hint 
     -- Solves a particularly difficult puzzle 
     -- Gives the correct answer to a riddle 
     -- Performs a daring and/or noble act 
  
 The score can be manipulated either positively or negatively in this way.

                                      37

  
 Since in AGT you may add (or subtract) points from your score via your deeds,
 the maximum score for the game will often be different from the sum of the
 scores for visiting rooms and possessing objects.  In this situation, you will
 need to specify a maximum score for the game in the .DAT file.  For example,
 to have a maximum score of 350 points for the game you would put the following
 statement in the game's .DAT file: 
  
     MAXIMUM_SCORE 350 


 .MSG -- MESSAGE FILES 

 A file with the suffix of .MSG can contain up to 250 messages that are used by
 various meta-language commands.  The format for each message is straight-
 forward text as follows: 
  
    MESSAGE 4 
    "Oh, NNOOO!! Not the dog!", he cried hysterically.
    END_MESSAGE 
     .
     .
    MESSAGE 87 
    As you say $VERB$ into the microphone, the security door slides open 
    noiselessly.  You hurry into the vault.  The door closes behind you.
    END_MESSAGE 
  
 The messages need not be in numerical order, but it helps for debugging.

 In any message, the game designer can use $VERB$, $NOUN$, $ADJECTIVE$,
 $PREPOSITION$, $OBJECT$ and $NAME$ wherever he wants to have the original
 verb, the noun, the noun's adjective, the preposition, the objective of the
 preposition or the name of the person the command is addressed to (if any)
 echoed back in a message.  $VERB$ uses the original verb which is input by
 the player, not the verb for which it may be a synonym, e.g., if SPEAK is a
 synonym for TALK and you input the verb SPEAK, the above MESSAGE 87 would
 output "As you speak into the microphone..." 
  

 A TYPICAL GAME TURN FOR PROFESSIONAL LEVEL GAMES

 Before launching into a detailed discussion of meta-commands, it will be
 helpful to review what happens during a typical turn in a AGT game.  This is
 illustrated in the following diagram:
                                                                














                                      38

                                                                
                >      Get Player's Input Command    <           
                                                                 
                                                                 
                                   V                             
                                                                 
                   Parse into Addressee's Name (if               
                   any), then Noun, Verb, Prep, Obj              
                                                                 
                                                                 
                                   V                             
                                                                        
                                  Any       YES             Give       
                                 Errors               >     Error         
                                   ?                       Message        
                                                                       
                                      NO                
                                   V                        
                                                            
                                  Any                    
                                 Meta-     NO            
                                Language                  
                                Commands                  
                                   ?                      
                                                          
                                      YES                 
                                   V                        
                                                            
                    Do meta-commands for ANY Words          
                                                            
                                                           
                                   V                       
                                                           
                         YES      All                      
       <                         Done                      
                                   ?                       
                                                           
                                     NO                    
                                   V                       
                                                           
                   Do meta-commands for Input Words        
                                                           
                                                           
                                   V                       
                                                           
                         YES      All                      
       <                         Done                      
                                   ?                       
                                                           
                                     NO                    
                                   V                       
                                                           
                   Do Standard AGT routine for Verb  <     
                                                          
                                                          
                                                          
                                                          
 The meta-command boxes shown above are for Professional Level AGT games only. 

                                      39

 Now for a brief description of what these meta-command boxes do in an AGT
 game.  The first meta box represents the process of testing for conditions and
 performing various actions that do not depend on the player having given a
 specific Addressee-Verb-Noun-Object combination, i.e., conditions and actions
 for ANY words.  These kinds of situations are typically "random" events, such
 as, (1) having a dwarf appear in the room and throw an axe at the player, or
 (2) having a bear (that the player has befriended) follow him into a new room,
 or (3) having a voice boom out an announcement that "The Cave will close in 25
 turns", or (4) having the player die because of some random event (e.g.,
 falling into a pit).  During each turn, these ANY-words meta-commands are
 checked to see if the commands' conditions are true and (if true) the
 meta-commands' designated actions are taken.  This ANY-words process occurs
 before any specific vocabulary-dependent meta-commands are executed.  Often,
 the results of these ANY-words events will make subsequent actions unnecessary
 and/or inappropriate.  For example, if a player dies a horrible death by a
 random dwarf attack, finishing the player's specific command like GET GOLD or
 EXAMINE BOOK is certainly inappropriate.
  
 Here are a few examples of typical ANY Meta-Commands: 
  
   COMMAND ANY 
    Present 210 (* Blazing torch is here *) 
    CounterGT 2 75 (* Torch has been lit for at least 75 turns *) 
    PrintMessage 21 (* Your torch is flickering and growing weaker *) 
    CounterEquals 2 100 (* Torch has been lit for 100 turns *) 
    PrintMessage 22 (* The torch finally goes out! *) 
    TurnCounterOFF 2 (* Torch has gone out, so turn torch counter OFF *) 
    SwapLocations 210 211 (* swap blazing torch for unlit torch *) 
   END_COMMAND 
  
   COMMAND ANY 
    NOT Present 312 (* Angry guard is not in room (yet) *) 
    Chance 10 (* 10 % chance of guard appearing *) 
    PutInCurrentRoom 312 (* put guard in room *) 
    PrintMessage 23 (* An angry guard suddenly storms into the room! *) 
   END_COMMAND 
  
   COMMAND ANY 
    FlagON 5 (* Flag 5 is ON if player has befriended parrot *) 
    PutInCurrentRoom 306 (* Once befriended, parrot stays with player *) 
    VerbIsDirection (* Player is going to new room *) 
    PrintMessage 24 (* The parrot flies after you and lands nearby. *) 
   END_COMMAND 
  
   COMMAND ANY 
    InRoom 306 (* The parrot is here *) 
    FlagOFF 4 (* Parrot is thirsty if Flag 4 is OFF *) 
    Chance 5 (* 5 % chance of parrot talking *) 
    PrintMessage 25 (* The parrot squawks "Polly wants a beer!" *) 
   END_COMMAND 
  
   COMMAND ANY 
    InRoom 308 (* A vampire bat is here *) 
    Chance 5 (* 5 % chance of being bitten *) 
    PrintMessage 26 (* The vampire bat bites you on the neck!! *) 
    KillPlayer (* Too bad, but vampire bat bites are fatal! *) 
    DoneWithTurn (* No further process for this turn *) 
   END_COMMAND 

                                      40

  
 If the ANY-words meta-commands have not drastically changed the player's
 status in the game, then specific Addressee-Verb-Noun-Object combination
 meta-commands are tested and (if the conditions are true) the designated
 actions are taken.  Using these meta-commands is the way that the game
 designer can use unique verbs (that are not predefined in AGT).  For example,
 the game designer could specify a meta-command for KISS PRINCESS that would
 first check that the princess was in the room, and (if she was) print a
 message like "The princess rudely pushes you away, straightens her crown and
 loudly says, 'Stop the hanky-panky, buzzard breath!'"  The word ANY may be
 substituted for the Verb, or the Noun, or the Object in a meta-command.  For
 example, a meta-command for ATTACK ANY might be used to specify a "default"
 response for the verb ATTACK, such as, printing a message like "Don't be
 ridiculous, $VERB$ing the $NOUN$ is really sick!"  If the player entered the
 command ATTACK THE DOOR, the response would be "Don't be ridiculous, attacking
 the door is really sick!" 
  
 Meta-commands can also be used to supplement or replace standard verb
 processing.  For example, a meta-command could be used for verbs like READ,
 GET, EAST, etc.  This type of substitution of meta-commands for standard verbs
 could be used to (1) cause a key to fall out of a book the first time the
 player gave the command to GET BOOK, (2) cause a player to go into a
 hallucinatory state (i.e., a new room) whenever he gives the command DRINK THE
 STRANGE LIQUID, or (3) cause a player to fall to his death on the rocks far
 below if he gives the command NORTH (where there is a cliff to the north in
 the current room).
  
 If after doing both the ANY-words and the specific vocabulary meta-command
 processing for a specific game turn, the player is still alive and further AGT
 command processing is still appropriate, then the usual routine for the
 player's verb is executed (if the input VERB is a standard AGT verb).  This
 will be the way that the most of the player's inputs will be handled! 
 Remember, most player commands in a typical adventure game deal with
 manipulating items (GET, DROP, EXAMINE, READ, etc.) and traveling from room to
 room (NORTH, SOUTH, UP, EXIT, etc).  Standard Level AGT handles these types of
 commands quite nicely, and there will seldom be a need for meta-commands for
 this type of typical player input.
  

 INTRODUCTION TO META-COMMANDS 

 Meta-commands are specified in the .CMD file.  The .CMD file can hold up to
 400 meta-commands.  This capacity will enable the game designer to develop
 some very sophisticated adventure games -- especially since the a majority of
 a player's input will not require any meta-commands at all.
  













                                      41

 THE FORMAT OF META-COMMANDS 

 A typical meta-command in the .CMD file might look like this: 
  
   COMMAND BREAK LOCK 
    InRoom 208 (* Oak door with iron lock *) 
    NOT InRoom 307 (* Evil Wizard is not in room *) 
    IsCarrying 223 (* Battle Axe *) 
      OR 
    Present 246 (* Large Two-handed Sword *) 
    VariableGT 7 90 (* Player has enough strength to swing sword *) 
    FlagON 3 (* Sword has been pulled free from stone *) 
      OR 
    IsCarrying 221 (* Iron Mace *) 
    VariableGT 7 50 (* Player has enough strength to swing mace *) 
    SwapLocations 208 209 (* Swap locked oak door with open doorway *) 
    PrintMessage 86 (* Your blows break the lock and door swings open *) 
    ChangePassageway 1 25 (* open passage North (Dir 1) to room 25 *) 
    DoneWithTurn (* No further process for this turn *) 
   END_COMMAND 
  
 Each meta-command begins on a separate line with the keyword COMMAND. 
 Following this is the input phrase for which this meta-command applies.  The
 input phrase will be parsed, so you can use extra words for clarity.  After
 being parsed, AGT will only remember the ADDRESSEE (if there is one), the
 VERB, the NOUN and the OBJECT of the COMMAND.  If one of these is missing,
 there is an implied ANY for the missing item.  For example, the "BREAK LOCK"
 above is missing an OBJECT (and a preposition), so an implied OBJECT of ANY is
 recorded for this COMMAND.  Because of this implied object of ANY, this
 meta-COMMAND would be considered for any of the following player inputs: 
  
   BREAK LOCK 
   BREAK THE LOCK WITH MACE 
   BREAK LOCK WITH THE LARGE SWORD 
   BREAK LOCK WITH AXE 
   BREAK LOCK WITH ROCK (will not produced desired result) 
   BREAK LOCK WITH DWARF'S HEAD (will not produced desired result) 
  
 If the COMMAND is an ANY meta-command, the word ANY will be the only word
 follow the word COMMAND.  The end of the meta-command is signalled by
 END_COMMAND on a separate line.

 Between COMMAND and END_COMMAND are a series of conditional tests and actions
 to be performed.  Each condition or action appears on a separate line.  The
 first word of the action or condition line is the "Token", or abbreviation for
 the action or condition.  AGT allows 155 such tokens.  These tokens are a
 short-hand description of what condition is being tested or what action is to
 be performed.  The tokens are normally shown with each of the separate words
 of the short-hand description capitalized, e.g.  PrintMessage.  This is only
 for better readability.  Internally, AGT does not distinguish between upper
 and lower case in tokens.
  
 There may be some numerical parameters on the line following the token.  The
 number of parameters varies from none to two depending upon the specific
 token.  For example, the token "KillPlayer" has no numerical parameters; the
 token "PrintMessage" requires one numerical parameter (i.e., the number of the
 message to be printed); the token "SwapLocations" requires two numerical
 parameters (i.e., the two item numbers of the items to have their locations

                                      42

 switched).  Following the parameters (if any) on the line is space for
 comments.  It is recommended that meta-commends be very well commented and
 that the comments be written as the meta-commands are first written.  Don't
 try to document them afterwards -- because you'll never get around to really
 doing it!  For added clarity, comments should be set off by some type of
 delimiter, such as, "(*", "*)" or "{", "}" or a preceding ";".
  
 If a conditional token is preceded on the line with the word "NOT", the sense
 of the conditional test is reversed, i.e., NOT InRoom 307 tests that creature
 number 307 (the evil wizard) is NOT in the current room.

 The token OR may be used to connect two or more separate conditional tests
 within a meta-command.  The overall test will be TRUE if any of the individual
 OR conditions is TRUE.  In the above example, the sequence 
  
   IsCarrying 223 (* Battle Axe *) 
     OR 
   Present 246 (* Large Two-handed Sword *) 
   VariableGT 7 90 (* Player has enough strength to swing sword *) 
   FlagON 3 (* Sword has been pulled free from stone *) 
     OR 
   IsCarrying 221 (* Iron Mace *) 
   VariableGT 7 50 (* Player has enough strength to swing mace *) 
  
 tests if the player is carrying or has access to one (or more) of the heavy
 weapons which is capable of breaking the lock on the door.
  
 If there isn't an OR token between two conditions, there is an implied AND
 condition between successive conditions.  The end of the series of OR's is
 determined when AGT encounters the first Action token following the first OR. 
 For example, the above meta-command might be rewritten in pseudo-PASCAL as: 
  
   IF (Verb = 'BREAK') AND (Noun = 'LOCK') THEN  (* "BREAK LOCK" *)
     IF InRoom(208) THEN  (* Locked oak door is here *)
       IF (NOT InRoom(307)) THEN  (* Wizard not here *)
         IF IsCarrying(223)  (* Player has means to break door *)
            OR (Present(246) AND (Variable[7] > 90) AND FlagON[3]) 
            OR (IsCarrying(221) AND (Variable[7] > 50)) THEN 
           BEGIN 
             SwapLocations(208,209);  (* Swap open doorway for locked door *)
             PrintMessage(86);  (* Print appropriate message *)
             ChangePassageway(1,25);  (Open passage north to room 25 *)
             DoneWithTurn := TRUE;  (* Nothing more for this turn *)
           END; 
  
 When processing a meta-command, AGT starts at the first action or condition
 and continues to process each token until one of the conditions within the
 meta-command is not met, i.e., it is FALSE, then AGT skips to the next
 meta-command within the .CMD file.  For example, consider the following:










                                      43

   COMMAND ANY 
    Present 210 (* Blazing torch is here *) 
    CounterGT 2 75 (* Torch has been lit for at least 75 turns *) 
    PrintMessage 21 (* Your torch is flickering and growing weaker *) 
    CounterEquals 2 100 (* Torch has been lit for 100 turns *) 
    PrintMessage 22 (* The torch finally goes out! *) 
    TurnCounterOFF 2 (* Torch has gone out, so turn torch counter OFF *) 
    SwapLocations 210 211 (* swap blazing torch for unlit torch *) 
   END_COMMAND 
  
 In this meta-command, Counter number 2 is used to keep track of the number of
 turns that the torch has been blazing.  If the blazing torch isn't being
 carried by the player or in the current room, the very first condition is
 FALSE and AGT would skip ahead to the next meta-command -- i.e., no further
 tokens in this meta-command would be considered.  However, if the blazing
 torch was present in the room, AGT would consider the second condition,
 specifically, if the torch has been blazing for more than 75 turns.  If it
 has, then the next token would cause message 21 to be printed.  Then the next
 token would test if the torch has been blazing for exactly 100 turns.  If it
 hasn't, then AGT skips ahead to the next meta-command in the .CMD file.  If
 the torch has been blazing for exactly 100 turns, then the last three tokens
 (all action tokens) are processed and message 22 is printed, the blazing torch
 counter is turned OFF, and an unlit torch (noun number 211) is swapped for the
 blazing torch (noun number 210).  For example, the above meta-command might be
 rewritten in pseudo-PASCAL: 
  
   IF (Verb = 'ANY') THEN  (* ANY and ALL commands *)
     IF Present(210) THEN  (* Blazing torch *)
       IF (Counter[2] > 75) THEN  (* Torch burning for more than 75 turns *)
         BEGIN 
           PrintMessage(21);  (* The torch is growing weaker.  *)
           IF (Counter[2] = 100) THEN  (* Torch burning exactly 100 turns *)
             BEGIN 
               PrintMessage(22);  (* The torch goes out.  *)
               TurnCounterOFF(2);  (* Turn burn counter off *)
               SwapLocations(210,211);  (* Swap for unlit torch *)
             END; 
         END; 
  
 META-COMMANDS CONDITIONAL TESTS 

 The are a total of 84 separate condition tokens in AGT.  Since each of this
 conditions may be prefaced by a NOT condition, there are actually a total of
 168 conditional tests possible within a meta-command.  These conditional tests
 divide into several logical groups: 
  
    - Tests about the player's status and/or condition 
    - Tests about the status/condition of specific item(s) 
    - Tests about the status/condition of the current NOUN 
    - Other miscellaneous tests 
  
 Let's consider each of these logical groups in order.  First, tests about the
 player's status and/or condition: 
  
 ***********************   PLAYER CONDITIONS  ****************************** 
                       Number/Types 
 TOKEN NAME           Of Parameters              Explanation 
 ==================== ============= ========================================= 

                                      44

 AtLocation           1 Location#   Player is located at room Location# 
 AtLocationGT         1 Location#   Player is in room greater than Location# 
 AtLocationLT         1 location#   Player is in room less than Location# 
 FirstVisitToRoom     0   None      First visit to current room
 IsCarryingSomething  0   None      Player is carrying something 
 IsCarryingNothing    0   None      Player is carrying nothing 
 IsCarryingTreasure   1 Points#     Player is carrying at least one item 
                                    that is worth at least Points# 
 IsWearingSomething   0   None      Player is wearing something 
 IsWearingNothing     0   None      Player is wearing nothing 
 LoadWeightEquals     1 Number      Player's load weighs equals Number 
 LoadWeightGT         1 Number      Player's load weighs more than Number 
 LoadWeightLT         1 Number      Player's load weighs less than Number 
 NewLife              0   None      Player has just been resurrected or
                                    it is the start of the game

 All these tokens test conditions about the player current status, i.e., where
 he is/isn't located, if he is/isn't wearing or carrying something, and if his
 current load weighs a certain amount.  All these conditions are obvious except
 for 
  
      IsCarryingTreasure 10 (* Has something worth at least 10 points *) 
  
 which might be used to test whether it is appropriate to have some type of
 thief (randomly) rob the player of his valuables.
  
 The second group of conditions test the status of various items or nouns: 
  
 ***********************   ITEM(S) CONDITIONS   ***************************** 
                      Number/Types 
 TOKEN NAME           Of Parameters              Explanation 
 ==================== ============= ========================================= 
 Present              1 Item#       Item# is in room, carried or worn 
 IsWearing            1 Item#       Item# is being worn 
 IsCarrying           1 Item#       Item# is being carried 
 IsNowhere            1 Item#       Item# is located NOWHERE (room 0) 
 IsSomewhere          1 Item#       Item# is located somewhere (not in 0) 
 InRoom               1 Item#       Item# is located in current room 
 IsLocated            2 Item# Loc#  Item# is located in room Location# 
 Together             2 Itm1# Itm2# Itm1# and Itm2# are in same place 
 IsON                 1 Item#       Item# is ON 
 IsOFF                1 Item#       Item# is OFF 
 IsOpen               1 Item#       Item# is Open 
 IsClosed             1 Item#       Item# is Closed 
 IsLocked             1 Item#       Item# is Locked 
 IsUnLocked           1 Item#       Item# is UnLocked 
 IsEdible             1 Item#       Item# is Edible 
 IsDrinkable          1 Item#       Item# is Drinkable 
 IsPoisonous          1 Item#       Item# is Poisonous 
 IsMovable            1 Item#       Item# is Movable 
 IsGroupMember        1 Item#       Item# is a member of the group

 All but two of the above tokens require one parameter: the number of the item
 for which the conditional test is being considered.  Examples of these two
 exceptions are: 
  
      IsLocated 205 34 (* Tests if Noun number 205 is in Room 34 *) 
      Together 256 257 (* Tests if Nouns 256 and 257 are together *) 

                                      45

  
 The next group of conditional tokens is similar to the above except that they
 are tests for the current NOUN which has been input, not a specific item: 
  
 ************************   NOUN CONDITIONS   ******************************* 
                      Number/Types 
 TOKEN NAME           Of Parameters              Explanation 
 ==================== ============= ========================================= 
 NOUNPresent          0   None      NOUN is in room, carried or worn 
 NOUNIsWearing        0   None      NOUN is being worn 
 NOUNIsCarrying       0   None      NOUN is being carried 
 NOUNIsNowhere        0   None      NOUN is located NOWHERE (room 0) 
 NOUNIsSomewhere      0   None      NOUN is located somewhere (not in room 0)
 NOUNInRoom           0   None      NOUN is located in current room 
 NOUNIsLocated        1 Location#   NOUN is located in room Location# 
 NOUNIsON             0   None      NOUN is ON 
 NOUNIsOFF            0   None      NOUN is OFF 
 NOUNIsOpen           0   None      NOUN is Open 
 NOUNIsClosed         0   None      NOUN is Closed 
 NOUNIsLocked         0   None      NOUN is Locked 
 NOUNIsUnLocked       0   None      NOUN is UnLocked 
 NOUNIsEdible         0   None      NOUN is Edible 
 NOUNIsDrinkable      0   None      NOUN is Drinkable 
 NOUNIsPoisonous      0   None      NOUN is Poisonous 
 NOUNIsMovable        0   None      NOUN is Movable 
 NOUNpointsEquals     1 Number      NOUN's points equal Number 
 NOUNpointsGT         1 Number      NOUN's points are greater than Number 
 NOUNpointsLT         1 Number      NOUN's points are less than Number 
 NOUNweightEquals     1 Number      NOUN's weight equals Number 
 NOUNweightGT         1 Number      NOUN's weight is greater than Number 
 NOUNweightLT         1 Number      NOUN's weight is less than Number 

 The above tokens are especially useful if the game designer wants to create
 his own unique standard default responses to situations, rather than relying
 on the normal AGT responses.  For example, below are new default responses for
 the verb GET: 
  
    COMMAND GET ANY 
      NOUNInRoom (* NOUN is in current room *) 
      NOUNIsMovable (* NOUN can be moved *) 
      LoadWeightLT 90 (* carrying less than 90 pounds *) 
      NOUNweightLT 11 (* NOUN is less than 11 pounds *) 
      GetNOUN (* Add NOUN to items being carried *) 
      PrintMessage 1 (* You add the $NOUN$ to your load. *) 
      DoneWithTurn (* Nothing more required for this turn *) 
    END_COMMAND 
  
    COMMAND GET ANY 
      NOUNIsCarrying (* NOUN is currently being carried *) 
      PrintMessage 2 (* You already have it, Stupid! *) 
      DoneWithTurn (* Nothing more required for this turn *) 
    END_COMMAND 
  
    COMMAND GET ANY 
      NOT NOUNPresent (* NOUN is NOT present *) 
      PrintMessage 3 (* The $NOUN$ isn't here, you oaf! *) 
      DoneWithTurn (* Nothing more required for this turn *) 
    END_COMMAND 

                                      46

  
    COMMAND GET ANY 
      NOT NOUNIsMovable (* NOUN cannot be moved *) 
      PrintMessage 4 (* Sorry, but the $NOUN$ cannot be moved! *) 
      DoneWithTurn (* Nothing more required for this turn *) 
    END_COMMAND 
  
    COMMAND GET ANY 
      NOUNIsMovable (* NOUN can be moved *) 
      LoadWeightGT 89 (* carrying 90 pounds or more already *) 
      PrintMessage 5 (* Your load is too heavy to carry the $NOUN$. *) 
      DoneWithTurn (* Nothing more required for this turn *) 
    END_COMMAND 
  
 A series of COMMANDS like these is processed sequentially by their order of
 appearance in the .CMD file.  As a result, the COMMAND's order is very
 important!  For example, if the player gave the input GET STATUE and the
 statue was not in the room and was also not movable, the error message "The
 statue isn't here, you oaf!" would be printed rather than "Sorry, but the
 statue cannot be moved!" because of the order of their respective COMMANDS
 above (or in the .CMD file).

  
 The last group of conditional tokens is a catch-all: 
  
 ********************   MISCELLANEOUS CONDITIONS   ************************** 
                      Number/Types 
 TOKEN NAME           Of Parameters              Explanation 
 ==================== ============= ========================================= 
 NamePresent          0   None      Addressee is present in current room  
 NameIsNumber         1 Number      Addressee is Creature or Noun number  
 LightPresent         0   None      Current room has necessary light 
 RoomNeedsLight       0   None      Current room needs a light 
 FlagON               1 Flag#       Flag# is ON 
 FlagOFF              1 Flag#       Flag# is OFF 
 ScoreEquals          1 Number      Current score is equal to Number 
 ScoreGT              1 Number      Score is greater than Number 
 ScoreLT              1 Number      Score is less than Number 
 NumberEquals         1 Number      Number input is equal to Number 
 NumberGT             1 Number      Number is greater than Number 
 NumberLT             1 Number      Number is less than Number 
 AnswerIsCorrect      0   None      Last answer was correct 
 AnswerIsWrong        0   None      Last answer was wrong 
 TurnsEquals          1 Number      Number of turns is equal to Number 
 TurnsGT              1 Number      Number of turns is greater than Number 
 TurnsLT              1 Number      Number of turns is less than Number 
 CounterEquals        2 Ctr# Number Counter# is equal to Number 
 CounterGT            2 Ctr# Number Counter# is greater than Number 
 CounterLT            2 Ctr# Number Counter# is less than Number 
 VariableEquals       2 Var# Number Variable# is equal to Number 
 VariableGT           2 Var# Number Variable# is greater than Number 
 VariableLT           2 Var# Number Variable# is less than Number 
 CompareVariables     2 Var#1 Var#2 Variable#1 is less than Variable#2 
 VariableChance       2 Var# Number Variable# is less than a random number
                                    from 1 to Number 
 Chance               1 Percent     Odds percent, i.e., 10 % chance of TRUE 
 PromptForYES         0   None      Prompts for Y or N -- TRUE if Yes 
 PromptForNO          0   None      Prompts for Y or N -- TRUE if No 

                                      47

 VerbIsDirection      0   None      Verb is movement or direction 

 Just a few words of explanation about a couple of these.  PromptForYES and
 PromptForNO cause the player to be queried and to respond by entering a YES
 (or Y) or NO (or N) on the keyboard.  These conditions are then TRUE or FALSE
 depending upon the what is entered.  These tokens are particular useful when
 you want to ask the player a question that requires a YES or NO answer like
 whether he would like a hint.  AnswerIsCorrect and AnswerIsWrong are similar
 tokens for asking questions which do not have YES and NO answers like asking a
 riddle.  An example of how to ask a trivia question will be given later in
 this document.

 The number referenced by the NumberEquals, NumberGT and NumberLT is a number
 that the player inputs via the keyboard in response to a GetNumberInput action
 token.  An example of this sequence of events will be given later.
  
 The game designer has 255 Flags (1 to 255) which can be tested for being ON or
 OFF respectively by the FlagON and FlagOFF tokens.  There are 9 Counters (1 to
 9) and 9 Variables (1 to 9) which can also be tested by various tokens
 described above.  How to set these Flags, Counters and Variables will be
 described in the section on ACTION tokens below.

  
 META-COMMANDS ACTION TOKENS 

 There are a total of 71 separate action tokens in AGT.  These actions divide
 into several logical groups: 
  
    - Actions involving the player 
    - Actions involving specific item(s), the NOUN or locations 
    - Other miscellaneous actions 
  
 Let's consider each of these logical groups in order.  First, actions
 involving the player: 
  
 ********************** PLAYER ACTION TOKENS ******************************** 
                      Number/Types 
 TOKEN NAME           Of Parameters              Explanation 
 ==================== ============= ========================================= 
 GoToRoom             1 Location#   Send player to Location# 
 GoToRandomRoom       2 Loc#1 Loc#2 Randomly pick a room between Loc#1 and
                                    Loc#2 and send player to it
 GetIt                1 Item#       Item# is now being carried 
 WearIt               1 Item#       Item# is now being worn 
 DropIt               1 Item#       Drop Item# into current room 
 RemoveIt             1 Item#       Remove Item# and drop into room 
 GetNOUN              0   None      NOUN is now being carried 
 WearNOUN             0   None      NOUN is now being worn 
 DropNOUN             0   None      Drop NOUN into current room 
 RemoveNOUN           0   None      Remove NOUN and drop into room 
 DropEverything       0   None      Drop all items being carried 
 RemoveEverything     0   None      Remove all items being worn 
 KillPlayer           0   None      Make player dead at end of turn 

 These actions are all straight-forward.
  



                                      48

 A WORD OF WARNING: 

 When AGT encounters and processes an action token, it is done without fanfare
 or logical checking.  For example, if the actions 
  
      DropIt 204 (* Put the Rubber Ducky in the room *) 
      WearNOUN (* Put on or Wear NOUN *) 
  
 are encountered, they are done without checking whether the player is carrying
 the Rubber Ducky currently or if the NOUN is something that might be logically
 worn.  The game designer is warned that this kind of logical checking before
 taking actions is his responsibility -- not AGT's! 
  
 The second group of actions involve items, nouns and locations: 
  
 ******************* ITEM/NOUN/LOCATION ACTION TOKENS *********************** 
                      Number/Types 
 TOKEN NAME           Of Parameters              Explanation 
 ==================== ============= ========================================= 
 PutInCurrentRoom     1 Item#       Put Item# in current room 
 PutNOUNInCurrentRoom 0   None      Put NOUN in current room 
 SendToRoom           2 Item# Loc#  Put Item# in room Location# 
 SendNOUNToRoom       1 Location#   Put NOUN in room Location# 
 SendAllToRoom        1 Location#   Send all carried items to Location# 
 SendTreasuresToRoom  2 Loc# Point# Send all carried items whose 
                                    points > Point# to Loc# 
 Destroy              1 Item#       Item# is now NOWHERE (in room 0) 
 DestroyNOUN          0   None      NOUN is now NOWHERE (in room 0) 
 SwapLocations        2 Itm#1 Itm#2 Swap locations of Item#1 & Item#2 
 SendToItem           2 Itm#1 Itm#2 Put Itm#1 in location of Itm#2 
 SendNOUNToItem       1 Item#       Put NOUN in location of Item# 
 OpenIt               1 Item#       Item# is now open 
 CloseIt              1 Item#       Item# is now closed 
 LockIt               1 Item#       Item# is now locked 
 UnlockIt             1 Item#       Item# is now unlocked 
 OpenNOUN             0   None      NOUN is now open 
 CloseNOUN            0   None      NOUN is now closed 
 LockNOUN             0   None      NOUN is now locked 
 UnlockNOUN           0   None      NOUN is now unlocked 
 AddToGroup           1 Item#       Adds Item# to group 
 RemoveFromGroup      1 Item#       Removes Item# from group 
 MoveGroup            1 Location#   Move group to Location# 

 Several of these deserve some explanation.  SendTreasureToRoom is useful when
 the game designer wishes to have the player's current treasures or valuables
 stolen or disappear.  For example: 
  
      SendTreasureToRoom 28 9 (* send valuables to room 28 *) 
  
 would cause any items that were being currently carried and had point values
 of 10 or more to be sent to room 28.  Items being carried with values of 9 or
 less would continue to be carried.  The conditional token IsCarryingTreasure
 can be used to test whether such a "theft" is appropriate.
  
 The SwapLocations action token is very useful whenever the game designer
 wishes to change the status or condition of an item.  For example, this action
 can be used to replace a closed door with an open door, or to replace an egg
 with egg shell pieces (when the player gives the input BREAK EGG), or to

                                      49

 replace a small plant with a larger plant (when the player inputs the command
 WATER PLANT), or to replace a frog with a handsome prince (when the player
 inputs KISS FROG).  A very useful and powerful token! 
  
 The last group of actions do a variety of tasks: 
  
 ******************* MISCELLANEOUS ACTION TOKENS **************************** 
                      Number/Types 
 TOKEN NAME           Of Parameters              Explanation 
 ==================== ============= ========================================= 
 ShowScore            0   None      Show current SCORE 
 PlusScore            1 Number      Add Number to current SCORE 
 MinusScore           1 Number      Subtract Number from current SCORE 
 ShowInventory        0   None      Show current INVENTORY 
 WaitForReturn        0   None      Print 'Hit RETURN' message and wait 
 TimePasses           0   None      Show 'Time passes...' message 
 Delay                1 Number      Delay for Number seconds 
 ClearScreen          0   None      Clear screen 
 DescribeThing        1 Number      Describe thing Number (whatever) 
 LookAtRoom           0   None      Cause a VERBOSE look at room 
 Tone                 2 Hz Ms       Makes a tone on speaker of Hz Hertz (440
                                    Hertz = A on piano) for Ms milliseconds
 PrintMessage         1 Number      Print message Number in .MSG file 
 RandomMessage        2 Num1 Num2   Randomly picks a message from Num1 to
                                    Num2 in .MSG file and prints it
 BlankLine            0   None      Print a blank line 
 GetNumberInput       2 Num1 Num2   Prompt for player to input a Number 
                                    where Num1 <= Number <= Num2.
                                    If Num1=Num2, then no range will be 
                                    given in prompt.
 AskQuestion          1 Question#   Ask and get answer to question# 
 ChangePassageway     2 Dir# Loc#   Create or close a passageway 
                                    from current_room to Loc# via Dir#.
                                    Dir# = 1 = north ...  Dir # = 12 = exit.
                                    If Loc# = 0 then closes passageway.
                                    If Loc# <> 0 then opens passageway 
                                    to room Loc# via direction Dir#.
                                    Passageways are opened or closed at 
                                    both ends simultaneously! 
 TurnFlagON           1 Flag#       Turn Flag# ON 
 TurnFlagOFF          1 Flag#       Turn Flag# OFF 
 ToggleFlag           1 Flag#       Toggle Flag# 
 TurnCounterON        1 Counter#    Turn Counter# ON -- sets to 1 
 TurnCounterOFF       1 Counter#    Turn Counter# OFF -- sets to 0 
 SetVariableTo        2 Var# Number Set Variable Var# to Number 
 AddToVariable        2 Var# Number Add Number to Var# 
 SubtractFromVariable 2 Var# Number Subtract Number from Var# 
 AddVariables         2 Var#1 Var#2 Add Var#2 and Var#1 and put answer 
                                    into Var#1
 SubtractVariables    2 Var#1 Var#2 Subtract Var#2 from Var#1 and put answer
                                    into Var#1
 RandomVariable       2 Var# Number Set Var# to a random number between 1
                                    and Number
 NounToVariable       1 Var#        Set Var# to value of noun
 ObjectToVariable     1 Var#        Set Var# to value of object
 WinGame              0   None      Player wins game at end of turn 
 EndGame              0   None      Game ends at end of turn 
 QuitThisCMD          0   None      Quit evaluating this CMD 

                                      50

 QuitAllCMDs          0   None      Finished with all meta-commands 
 DoneWithTurn         0   None      All Done this turn -- get input next 
 ReDirectTo           0   None      See explanation that follows below.


 SPECIAL META-COMMAND SITUATIONS 

 There are some very powerful (and potentially confusing) actions above!  Some
 words of explanation and some examples are in order.  Specific topics to be
 covered below are Flags, Counters, Variables, Number Input, Asking and
 Answering Questions, Opening and Closing Passageways Between Rooms, and Meta-
 command Redirection.
  

 FLAGS 

 The game designer has 255 Flags at his disposal.  They are turned on with the
 TurnFlagON token, turned off with the TurnFlagOFF token and toggled with the
 ToggleFlag token.  They are tested with the FlagON and FlagOFF condition
 tokens.  The game designer should take great care in selecting and documenting
 his use of Flags.  Always, explain what each Flag stands for and what the ON
 and OFF conditions mean in comments at the beginning of the .CMD file! 
 Whenever you change the condition of a Flag explain what this new condition
 stands for in the game! 
  
 When the game starts, all Flags are OFF.  This fact can be used to test if
 certain initial actions should be taken, such as, making sure the flashlight's
 batteries are fresh.  When the game is SAVEd and RESTOREd the condition of the
 Flags, Counters and Variables is also SAVEd and RESTOREd.
  

 DEBUG FLAG 

 There is a Flag number 0 which is used by AGT to toggle the debugging mode of
 meta-commands.  When Flag 0 is ON then each meta-command being considered will
 be output to the screen.  By giving the input command SCRIPT you can also
 route this information to the printer.  This capability can be invaluable when
 you are trying to fathom a complex meta-command "bug".  The best way to use
 this capability in your game is to define a custom verb like DEBUG in the verb
 synonym section of the .DAT file and then define a meta-command like: 
  
    COMMAND DEBUG 
      ToggleFlag 0 (* Toggles meta-command Debug mode *) 
      DoneWithTurn (* Finished with this turn *) 
    END_COMMAND 
  
 Both the sample games CAVE and CRUSADE have this capability.  Try it in one of
 those games to see how it works.

  
 COUNTERS 

 There are 9 Counters (1 to 9) in AGT that can be turned ON with the
 TurnCounterON token and turned OFF with the TurnCounterOFF token.  When a
 counter is ON, it is automatically incremented at each turn of the game.  When
 a counter is OFF, it is set to zero and is not incremented.  The condition of
 these counters can be tested using the CounterEquals, CounterGT and CounterLT
 conditional tokens.  Using counters is very useful for such things as keeping

                                      51

 track of the number of turns (1) a torch is lit, (2) a player has been
 underwater using an aqua-lung, or (3) a time-bomb has been ticking.  The value
 of a counter can be printed in a message by using #CTR5# (to print counter
 number 5). 

 The game designer's use of Counters should be very carefully commented in the
 .CMD file! 
  

 VARIABLES 

 There are 9 Variables (1 to 9) in AGT that can be set to a specific value with
 the SetVariableTo token and added to with the AddToVariable token and subtract
 from with SubtractFromVariable token.  These variables can also be set to a
 random value with the RandomVariable token, and variables can be added
 together with the AddVariables, and subtracted from one another using the
 SubtractVariables token.  The condition of these variables can be tested using
 the VariableEquals, VariableGT and VariableLT and VariableChance conditional
 tokens.  Using variables is very useful for such things as keeping track of
 the number of times (1) a player has asked for HELP, (2) a player has crossed
 a certain rickety bridge, or (3) until a specific event happens (like the cave
 closes or the lamp's batteries go out).  Other excellent uses of variables are
 to keep track of various attributes the player may have such as Strength,
 Health, Charisma, etc.  The value of a variable can be printed in a message by
 using #VAR3# (to print variable number 3).
  
 As an example, the following meta-commands in the .CMD file will (1)
 initialize the flash batteries to last a total of 100 turns, (2) decrement a
 variable for every turn the light is ON, (3) issue warnings when the battery
 will last 20 turns or less, (4) "kill" the flashlight when the batteries
 finally go out, (5) turn the flashlight ON and OFF with the input commands
 LIGHT and EXTINGUISH.
  
    ; Comments 
    ; Flag 1 is OFF at start of game and ON otherwise 
    ; Flag 2 is OFF if the flashlight is OFF and ON if it is ON 
    ; Variable 5 will count down the life of the battery 
    ; Noun 200 is FlashLight in OFF condition 
    ; Noun 201 is FlashLight in ON condition 
    ; Noun 202 is FlashLight in DEAD condition 
  
    ; ANY meta-command -- tried at each turn of game 
  
    COMMAND ANY 
      FlagOFF 1 (* First turn of game -- initialize Battery life *) 
      SetVariableTo 5 100 (* Battery life set to 100 turns *) 
      TurnFlagON 1 (* Initialization process is now over *) 
    END_COMMAND 
  
    COMMAND ANY 
      FlagON 2 (* Flashlight is turned ON *) 
      SubtractFromVariable 5 1 (* Decrement Battery life count *) 
    END_COMMAND 






                                      52

    COMMAND ANY 
      FlagON 2 (* Flashlight is turned ON *) 
      Present 201 (* No reason to give warning unless Flashlight here *) 
      VariableGT 5 0 (* At least one more turn left in batteries *) 
      VariableLT 5 21 (* Only a few more turns left in batteries *) 
      PrintMessage 22 (* Flashlight will last only #VAR5# more turns! *) 
      VariableEquals 5 20 (* Only print next message once *) 
      PrintMessage 23 (* You had better save your batteries! *) 
    END_COMMAND 
  
    COMMAND ANY 
      FlagON 2 (* Flashlight is turned ON *) 
      VariableEquals 5 0 (* The batteries are finally dead! *) 
      TurnFlagOFF 2 (* Turn it off for the last time! *) 
      SwapLocations 201 202 (* Swap ON Flashlight for DEAD one *) 
      Present 202 (* No reason to give message unless Flashlight here *) 
      PrintMessage 24 (* The Flashlight's batteries are dead!! *) 
    END_COMMAND 
  
    etc...  for other ANY meta-commands 
  
    ; Specific Vocabulary meta-command -- tried only if WORDS match 
  
    COMMAND LIGHT FLASHLIGHT 
      Present 200 (* OFF flashlight is present *) 
      TurnFlagON 2 (* Flashlight is turned ON *) 
      SwapLocations 200 201 (* Swap OFF Flashlight for ON one *) 
      PrintMessage 25 (* The flashlight is ON and shining brightly! *) 
      DoneWithTurn (* Finished with this turn *) 
    END_COMMAND 
  
    COMMAND LIGHT FLASHLIGHT 
      Present 201 (* ON flashlight is present *) 
      PrintMessage 26 (* The flashlight is already ON, dummy! *) 
      DoneWithTurn (* Finished with this turn *) 
    END_COMMAND 
  
    COMMAND LIGHT FLASHLIGHT 
      Present 202 (* DEAD flashlight is present *) 
      PrintMessage 27 (* Sorry, but the batteries are dead! *) 
      DoneWithTurn (* Finished with this turn *) 
    END_COMMAND 
  
    COMMAND EXTINGUISH FLASHLIGHT 
      Present 201 (* ON flashlight is present *) 
      TurnFlagOFF 2 (* Flashlight is turned OFF *) 
      SwapLocations 200 201 (* Swap OFF Flashlight for ON one *) 
      PrintMessage 28 (* The flashlight is now off! *) 
      DoneWithTurn (* Finished with this turn *) 
    END_COMMAND 
  
    COMMAND EXTINGUISH FLASHLIGHT 
      Present 200 (* OFF flashlight is present *) 
        OR 
      Present 202 (* DEAD flashlight is present *) 
      PrintMessage 29 (* The flashlight is already OFF! *) 
      DoneWithTurn (* Finished with this turn *) 
    END_COMMAND 

                                      53

  
 Needless to say, the game designer's use of Variables should be very carefully
 commented in your .CMD file! 
  

 NUMBER INPUT 

 By using meta-commands it is possible to accept number input from the player
 during the course of the game and to test the number he has input.  An
 example of where such a capability might be appropriate is having the player
 open a combination safe.  An example of use, GetNumberInput 4 20 would cause
 the player to be prompted as follows: 
  
      "What number (from 4 to 20) ? " 
  
 This prompt would be repeated until the player entered a number in the correct
 range (i.e., an integer from 4 to 20).  If the game designer didn't want to
 limit the input number to a specific range, both parameters should be equal. 
 For example, GetNumberInput 0 0 would cause the prompt to be 
  
      "What number ? " 
  
 Once input, the number can be tested by using the NumberEquals, NumberGT, and
 NumberLT conditional tokens.
  
 Another way that AGT will allow number input is as the Noun or Object within
 an input command.  For example, let's say the player is in an elevator and he
 needs to push a button corresponding to a floor.  Commands like "PUSH 3" will
 be accepted by the AGT parser.  The Noun "3" can then be assigned to a
 variable using the NounToVariable token, tested using the VariableEquals
 token, then the player would be sent to the appropriate floor.  For example,
 the following series of meta-commands will enable the player to go to any one
 of four floors by giving the correct command.

    COMMAND PUSH ANY
      SetVariableTo 2 0 (* Set Variable #2 to 0 *)
      AtLocation 14 (* In Elevator *)
      NounToVariable 2 (* Set Variable #2 to floor number {if any} *)
      VariableEquals 2 1 (* Did player push 1? *)
      GoToRoom 21 (* Move player to 1st floor *)
      PrintMessage 121 (* The Elevator glides to #VAR2# and you exit. *)
      DoneWithTurn (* Finished with this turn *) 
    END_COMMAND 
  
    COMMAND PUSH ANY
      AtLocation 14 (* In Elevator *)
      VariableEquals 2 2 (* Did player push 2? *)
      GoToRoom 22 (* Move player to 2nd floor *)
      PrintMessage 121 (* The Elevator glides to #VAR2# and you exit. *)
      DoneWithTurn (* Finished with this turn *) 
    END_COMMAND 








                                      54

    COMMAND PUSH ANY
      AtLocation 14 (* In Elevator *)
      VariableEquals 2 3 (* Did player push 3? *)
      GoToRoom 23 (* Move player to 3rd floor *)
      PrintMessage 121 (* The Elevator glides to #VAR2# and you exit. *)
      DoneWithTurn (* Finished with this turn *) 
    END_COMMAND 
  
    COMMAND PUSH ANY
      AtLocation 14 (* In Elevator *)
      VariableEquals 2 4 (* Did player push 4? *)
      GoToRoom 24 (* Move player to 4th floor *)
      PrintMessage 121 (* The Elevator glides to #VAR2# and you exit. *)
      DoneWithTurn (* Finished with this turn *) 
    END_COMMAND 
  
    COMMAND PUSH ANY
      AtLocation 14 (* In Elevator *)
      NOT VariableEquals 2 0 (* Did player push a number? *)
      PrintMessage 34 (* This Elevator only has four floors. *)
      DoneWithTurn (* Finished with this turn *) 
    END_COMMAND 
  

 ASKING AND ANSWERING QUESTIONS 

 Asking and answering questions can be handled by using several meta-commands. 
 For example, let's assume we want to ask the trivia question "What is the
 largest human organ?" to which the correct answer is "skin".  We would specify
 the question and answer in the .DAT file as follows: 
  
    QUESTION 3 WHAT IS THE LARGEST HUMAN ORGAN? 
    ANSWER 3 SKIN 
  
 Then the following meta-commands would ask the question and give an
 appropriate response based on whether the answer given was right or wrong: 
  
    COMMAND Verb Noun or ANY 
      various conditions 
      AskQuestion 3 (* ask it and get answer *) 
      TurnFlagON 255 (* temporary flag to test correctness of answer *) 
      AnswerIsCorrect (* tests if answer is correct *) 
      TurnFlagOFF 255 (* turn temporary flag off because answer right *) 
      PrintMessage 29 (* Fantastic, you got it right!! *) 
      PlusScore 10 (* Give player 10 points for correct answer *) 
      DoneWithTurn 
    END_COMMAND 

    COMMAND Same Verb Noun or ANY 
      FlagON 255 (* temporary flag not turned off in previous COMMAND *) 
      TurnFlagOFF 255 (* turn temporary flag off now *) 
      PrintMessage 30 (* Sorry, you got it wrong!! *) 
      DoneWithTurn 
    END_COMMAND 
  
 When a question is asked and a response is given, the correct answer is
 matched against the response by looking for the answer anywhere in the
 response.  This means that any of the following responses would be considered

                                      55

 correct by AGT: 
  
    SKIN 
    I THINK THE ANSWER IS SKIN 
    THE CORRECT RESPONSE IS "SKIN" 
    ANYONE KNOWS IT IS SKIN, YOU TURKEY COMPUTER! 
  
 The game designer can have up to 9 sets of questions and answers (1 to 9) in
 the .DAT file.  They could form the basis for a series of riddles that must be
 answered during the course of the adventure in order to get all the points and
 win the game.
  

 OPENING AND CLOSING PASSAGEWAYS BETWEEN ROOMS 

 The ChangePassageway token can be used in a meta-command to open or close
 passageways between rooms during the game.  For example, to open a secret
 passage between room 3 and room 7 when the command SESAME is given could be
 done with the following: 
  
    COMMAND SESAME 
      AtLocation 3 (* Player is at location 3 *) 
      InRoom 203 (* Solid stone wall *) 
      ChangePassageway 2 7 (* open passage South(2) to room 7 *) 
      SwapLocations 203 204 (* Swap solid wall for wall with door in it *) 
      SwapLocations 227 228 (* Swap for wall with door in room 7 also *) 
      PrintMessage 21 (* At the sound of your voice, a large doorway *) 
                      (* magically appears where a stone wall once was. *) 
      DoneWithTurn 
    END_COMMAND 
  
 Once this meta-command has opened the passageway between these rooms, the
 player could go to room 7 from room 3 by giving the SOUTH, or conversely go to
 room 3 from room 7 by giving the command NORTH.  The passageway is opened in
 both rooms in opposite directions.
  
 The same token can be used to close a passageway as well.  For example, if the
 statue in the treasure room was "booby-trapped", a command of GET STATUE might
 cause an avalanche of rocks to close the west exit from the treasure room as
 follows: 

  
    COMMAND GET STATUE 
      AtLocation 23 (* Player is in the Treasure room *) 
      InRoom 245 (* statue *) 
      FlagOFF 3 (* Booby trap has not been tripped (yet) if OFF *) 
      TurnFlagON 3 (* It has now been tripped *) 
      ChangePassageway 4 0 (* close(0) passageway to the West(4) *) 
      SwapLocations 211 212 (* Swap doorway with jumble of rocks *) 
      SwapLocations 213 214 (* Put jumble of rocks in other room also *) 
      PrintMessage 25 (* As you pick up the statue, a lever underneath *) 
                      (* pops up.  There is a terrible crash and an *) 
                      (* avalanche of rocks buries the doorway!! *) 
      GetIt 245 (* You wanted it -- You got it!! *) 
      DoneWithTurn 
    END_COMMAND 
  
  The numbers corresponding to the various directions are as follows: 

                                      56

  
      1 - North     5 - NorthEast      9 - Up 
      2 - South     6 - NorthWest     10 - Down 
      3 - East      7 - SouthEast     11 - Enter 
      4 - West      8 - SouthWest     12 - Exit 
  

 META-COMMAND REDIRECTION

 Meta-commands can be redirected to other meta-commands.  The principal use of
 this capability is when there are several player input commands which should
 be handled by the game in the same way.  For example, in the CAVE adventure,
 we want the same series of meta-commands to be used if the player enters
 "WATER THE PLANT" or "POUR WATER ON THE PLANT".  With meta-command
 redirection, the series of meta-commands we wish to use needs to be given only
 once in the .CMD file.  The second use can be simply redirected to the first. 
 For example, let's assume that all of the necessary meta-commands are given
 completely for POUR WATER ON PLANT, then the appropriate redirection for WATER
 PLANT could be accomplished by the following lines in the .CMD file:

     COMMAND WATER PLANT
     ReDirectTo POUR WATER ON PLANT
     END_COMMAND

 Notice in the above example that we redirected the meta-command for a fixed
 input command (WATER PLANT) to another fixed command (POUR WATER ON PLANT). 
 It is also possible to redirect meta-commands for ANY words.  For example, if
 we wished to redirect the meta-command WATER ANY we could do it with the
 following:

     COMMAND WATER ANY
     ReDirectTo POUR WATER ON $NOUN$
     END_COMMAND

 Notice that by using $NOUN$ in the "redirected" command, we can "map" the
 original command's noun (from WATER PLANT or WATER TREE, or WATER whatever) to
 the new command's object.  This redirected command causes the game to convert
 a command to "WATER THING" to act as if the player had actually typed in "POUR
 WATER ON THING".  In addition to $NOUN$, it is also possible to use $VERB$,
 $NAME$ and $OBJECT$ whenever we wish to "map" these words into another use
 within a redirected command.  You should not use ANY in the redirected
 command, i.e., ReDirectTo POUR WATER ON ANY would make AGT think the player
 had actually typed in "POUR WATER ON ANY". 


 ORGANIZATION OF THE .CMD FILE 

 Meta-commands like those described above are processed sequentially by their
 order of appearance in the .CMD file.  As a result, the COMMAND's order is
 very important!  For example, let's consider a series of meta-commands to
 define a new verb FILL.  We want to be able to fill a bottle with water or oil
 depending upon where we are.  We want to break a vase, whenever we try to fill
 the vase.  Finally, we want to print several default messages, such as "The
 bottle is already full.", or  "The $NOUN$ isn't here, so you can't $VERB$
 it!",  or "There is nothing here to put in the $NOUN$."  or  "You have to be
 kidding!  You can't $VERB$ a $NOUN$!!"  This can be done with the following
 seven meta-commands for the verb FILL: 
  

                                      57

    ; COMMENTS 
    ; 
    ; FLAGS: 
    ;   2  Bottle is full if ON, empty if OFF 
    ; 
    ; NOUNS: 
    ;   225 bottle filled with water 
    ;   226 empty bottle 
    ;   227 bottle filled with oil 
    ;   265 broken vase -- pottery shards 
    ;   263 Ming vase 

  
 (1)  COMMAND FILL ANY 
      NOT NOUNPresent 
      PrintMessage 29 ;The $NOUN$ isn't here, so you can't $VERB$ it! 
      DoneWithTurn 
      END_COMMAND 
  
 (2)  COMMAND FILL BOTTLE 
      FlagON 2 ;bottle is already full 
      PrintMessage 105 ;The bottle is already full.
      DoneWithTurn 
      END_COMMAND 
  
 (3)  COMMAND FILL BOTTLE 
      AtLocation 3 ;inside building 
        OR 
      AtLocation 4 ;valley by stream 
        OR 
      AtLocation 38 ;bottom of pit with stream 
        OR 
      AtLocation 95 ;cavern with waterfall 
        OR 
      AtLocation 113 ;reservoir 
        OR 
      AtLocation 141 ;by building 
      PrintMessage 107 ;bottle is now full of water 
      SwapLocations 226 225 ;swap empty bottle for water-filled 
      TurnFlagON 2 ;bottle is now full 
      DoneWithTurn 
      END_COMMAND 
  
 (4)  COMMAND FILL BOTTLE 
      AtLocation 24 ;east pit of two-pit room 
      PrintMessage 108 ;bottle is now full of oil 
      SwapLocations 226 227 ;swap empty bottle for oil-filled 
      TurnFlagON 2 ;bottle is now full 
      DoneWithTurn 
      END_COMMAND 
  
 (5)  COMMAND FILL BOTTLE 
      PrintMessage 106 ;There is nothing here to put in the $NOUN$.
      DoneWithTurn 
      END_COMMAND 




                                      58

 (6)  COMMAND FILL VASE 
      Destroy 263 ;Ming vase 
      PutInCurrentRoom 265 ;broken vase pottery shards 
      PrintMessage 145 ;You clumsy oaf!  You broke the vase.
      DoneWithTurn 
      END_COMMAND 
  
 (7)  COMMAND FILL ANY 
      PrintMessage 109 ;You must be kidding! You can't $VERB$ a $NOUN$! 
      DoneWithTurn 
      END_COMMAND 

  
 The numbers shown in front of each of the COMMAND's are just for ease of this
 discussion.  Numbers like these should NEVER actually be included in a .CMD
 file, because they would lead to serious bugs! 
  
 If these COMMAND's were in the .CMD file in the order shown, when the player
 entered a command to "FILL something", AGT would first try COMMAND (1) which
 would test whether the "something" was present.  If it was not present,
 COMMAND (1) would print the default message "The something isn't here, so you
 can't fill it!" and the DoneWithTurn would cause all AGT process to cease for
 this turn.  Only if the something was present, would AGT try COMMANDS (2),
 (3), etc.
  
 COMMAND (2) to (5) will only be tried in the "something" was the BOTTLE. 
 COMMAND (2) would be tried first, and it would test if the bottle was already
 full and give an appropriate message if it was full.  COMMAND (3), which would
 only be tried if the bottle was empty, would test if the player was located in
 places where it was possible to get water, and fills the bottle with water if
 possible.  COMMAND (4), which would only be tried if there was no water at the
 current location, would test if the player was at location 24, where there is
 oil, and fill the bottle with oil, if possible.  COMMAND (5) would only be
 tired if the player was not located near a source of water or a source of oil
 and it would print a message that "There is nothing here to put in the
 bottle".
  
 COMMAND (6) only works if the player's input is FILL VASE.  Because AGT got
 past COMMAND (1), we know that the vase is present (other wise COMMAND (1)
 would have caused an "error" message to be printed).  COMMAND (6) causes the
 broken pottery shards to be switched with the vase and an appropriate message
 to be printed.

 COMMAND (7) is the "default" condition for the verb FILL.  It is activated
 only if the player gave the input "FILL something" and the "something" is
 present, but it is not the BOTTLE or the VASE.  For example, if the player
 entered FILL THE ROCK, COMMAND (7) would cause "You must be kidding! You can't
 fill a rock!" to be printed.
  
 The order of these COMMAND's is very important!  Specifically, COMMAND (1)
 must be first and COMMAND (7) must be last in order for AGT to give the
 "correct" and logical default responses to the verb FILL.  Further, COMMAND
 (2) must precede and COMMAND (5) must follow COMMAND's (3) and (4) in order
 for the input "FILL BOTTLE" to work logically.  It is important to understand
 why the above sequence is critical.  Study the sequence again, if necessary.
  
 Besides, the order of COMMAND's for a specific verb (like FILL), it is also
 important to arrange the verbs within the .CMD file in a reasonable manner. 

                                      59

 Specifically, all the meta-commands for each verb should be grouped together
 in the .CMD file.  For example: 
  
           ; ANY Commands 
  
     (1)   COMMAND ANY 
            .
            .
     (37)  COMMAND ANY 
  
           ; READ Commands 
  
     (38)  COMMAND READ BOOK 
            .
            .
     (46)  COMMAND READ ANY 
  
           ; SEARCH Commands 
  
     (47)  COMMAND SEARCH CLOSET 
            .
            .
     (54)  COMMAND SEARCH ANY 
  
           ; CLIMB Commands 
  
     (55)  COMMAND CLIMB ROPE 
            .
            .
     (69)  COMMAND CLIMB ANY 
  
           ; SQUEEZE Commands 
  
     (70)  COMMAND SQUEEZE LEMON 
            .
            .
     (82)  COMMAND SQUEEZE ANY 
            .
            .
  
 All the ANY meta-commands are grouped together; all the READ meta-commands are
 together, etc.  Not only is this easier to follow and debug, but it is faster
 for AGT to process.  This is because, AGT processes these meta-commands using
 a variation of a technique called "Indexed Sequential Access Method" (also
 called ISAM).  What this means is: AGT keeps track of the first and last
 meta-commands for each verb.  For example, if the verb was CLIMB, AGT would
 only consider meta-commands with indices from 55 to 69.  But within this
 group, AGT considers them sequentially.











                                      60

 PART 4:  SAMPLE AGT META-COMMAND SCENARIOS 


 This Part of the manual presents several scenarios where meta-language 
 commands have been used to create typical game situations.  These scenarios
 are presented in detail by showing how ROOMs, NOUNs and CREATUREs data are
 used in the .DAT file, how messages are put in the .MSG file, and finally how
 the meta-commands are written to accomplish the desired effects in the .CMD
 file.  The specific scenarios to be presented include: (1) defining the
 actions for the new verb FILL, (2) a variety of random activities by a castle
 guard, and (3) interaction with characters in a Star Trek adventure.


 SCENARIO 1: "FIND" VERB ACTIONS 

 This scenario comes from the COLOSSAL CAVE adventure.  In this scenario, we 
 want to define several actions/responses to the player's input using the 
 custom user-defined verb "FIND".  Pay particular attention to how the player
 is offered a hint (for 5 points) if he inputs "FIND CAVE".
  
 In the CAVE.DAT file we would define a custom verb as: 
  
   VERB 
   Dummy_Verb1 FIND 
   END_VERB 
  
 Several messages are needed in the CAVE.MSG file as follows: 
  
   MESSAGE 24 
   You are already carrying the $NOUN$, dummy! 
   END_MESSAGE 
  
   MESSAGE 57 
   I don't know where the cave is, but hereabouts no stream 
   can run on the surface for very long.  I would try the stream.
   END_MESSAGE 
  
   MESSAGE 59 
   I can only tell you what you see as you move about and 
   manipulate things.  I cannot tell you where remote things are.
   END_MESSAGE 
  
   MESSAGE 86 
   Okay, If you're so smart, do it yourself! 
   END_MESSAGE 
  
   MESSAGE 94 
   I believe what you want is right here with you.
   END_MESSAGE 
  
   MESSAGE 116 
   The Dwarf's knife vanished as it struck the wall of the cave.
   END_MESSAGE 
  
   MESSAGE 138 
   I daresay whatever you want is around here somewhere.
   END_MESSAGE 
  

                                      61

   MESSAGE 143 
   The hint will cost you 5 points.
   END_MESSAGE 
  
   MESSAGE 175 
   Do you want the hint? 
   END_MESSAGE 
  
 The meta-commands for FIND in the CAVE.CMD file would be as follows: 
 (Be sure and understand the importance of the order of these COMMANDs.) 
  
   ;FLAGS 
   ;Flag 3  Cave is closed if ON and player is in a room with many sleeping 
   ;        dwarves -- who should not be awakened! 
   ;Flag 9  Temporary flag 
   ;Flag 10 A Dwarf is in the room if ON 
   ;Flag 12 Hint about how to find cave has been offered if ON 
  
   ; FIND meta-commands 
  
   COMMAND FIND KNIFE 
   PrintMessage 116 ;The dwarf's knife vanished.
   DoneWithTurn 
   END_COMMAND 
  
   COMMAND FIND ANY 
   NOUNIsCarrying 
   PrintMessage 24 ;You already have it, dummy! 
   DoneWithTurn 
   END_COMMAND 
  
   COMMAND FIND ANY 
   FlagON 3 ;cave is closed 
   OR 
   NOUNPresent ;NOUN is here already 
   PrintMessage 138 ;It must be around here somewhere.
   DoneWithTurn 
   END_COMMAND 
  
   COMMAND FIND DWARF 
   FlagON 10 ;dwarf in room 
   PrintMessage 94 ;It is here with you.
   DoneWithTurn 
   END_COMMAND 















                                      62

   COMMAND FIND CAVE 
   FlagOFF 12 ;The Cave hint has not been offered yet.
   TurnFlagON 12 ;Now Cave hint has been offered 
   PrintMessage 175 ;Do you want a hint? 
   PromptForYes 
   TurnFlagON 9 ;hint has been rejected - so far (Turn Temporary Flag ON) 
   PrintMessage 143 ;The hint will cost your 5 points 
   PrintMessage 1 ;Is that OK? 
   PromptForYes 
   TurnFlagOFF 9 ;Offer of hint has been accepted (Turn Temporary Flag OFF) 
   PrintMessage 57 ;Follow the stream to find the cave.
   MinusScore 5 ;hint costs 5 points 
   DoneWithTurn 
   END_COMMAND 
  
   COMMAND FIND CAVE 
   FlagON 9 ;Offer of hint was rejected 
      ;(Temporary Flag was not turned OFF in last COMMAND) 
   TurnFlagOFF 9 ;Turn temporary Flag OFF now 
   PrintMessage 86 ;OK, if you're so smart - do it yourself! 
   DoneWithTurn 
   END_COMMAND 
  
   COMMAND FIND ANY 
   PrintMessage 59 ;Sorry, I can't tell you where remote things are.
                   ; Default message for FIND 
   DoneWithTurn 
   END_COMMAND 
  
  
 SCENARIO 2: RANDOM ACTIVITIES BY GUARD 

 This is a modification of a scenario from CRUSADE adventure.  In this scenario
 we want to create a number of encounters with guards in various rooms of the
 Baron's castle.  We will use only one CREATURE (Guard -- 301) and move him
 around from room to room randomly.  The player can fight the guard, and will
 be thrown into a dungeon cell if he loses, and will cause the guard to be
 replaced with an unconscious guard if he wins.  The player can wear a disguise
 by wearing the Baron's armor.  If the guard encounters the player wearing the
 armor, the guard will mistake the player for the Baron and leave the room.  If
 the player attempts to talk to the guard without giving the proper password,
 the guard will capture the player and throw him into the dungeon.  If the
 player angers the guard in Room 11 (a small room -- high up in the sheer wall
 of the cavern), the guard will throw the player down to the cavern floor far
 below where the player will lose consciousness and later awake with a broken
 leg.  The leg will take a random number of turns to heal.  Before it heals,
 the player will be unable to move around.
  
 To give as complete a picture as possible, the needed data for this scenario
 will be shown from all three necessary CRUSADE.* files: i.e., CRUSADE.DAT, 
 CRUSADE.MSG and CRUSADE.CMD.  In CRUSADE.DAT we would define the CREATURE,
 ROOMs and the various NOUNs needed as: 
  
   CREATURE 301 
   guard 
   Baron's 
   You see one of the Baron's guards.  He looks very angry.
   LOCATION 11 

                                      63

   HOSTILE 
   MAN 
   END_CREATURE 
  
   CREATURE_DESCR 301 
   The guard is about 6 foot 8 inches tall, but he appears even bigger 
   as he looms over you.  He looks mean and is rather ugly.
   END_CREATURE_DESCR 
  
   ROOM 10 
   Large cavern 
   EAST   9 
   LIGHT 210  (* Blazing torch *) 
   END_ROOM 
  
   ROOM_DESCR 10 
   You are in a very large cavern with high sheer walls.  A passage 
   leads off to the east.
   END_ROOM_DESCR 
  
   NOUN 269 
   walls 
   cavern 
   The cavern walls are quite steep.  You can't see any way to climb them.
   LOCATION 10 
   UNMOVABLE 
   NOUN_SYNONYMS WALL 
   PLURAL 
   END_NOUN 
  
   NOUN_DESCR 269 
   The walls are very steep and quite smooth.  You can't see any 
   hand or foot holds.
   END_NOUN_DESCR 
  
   NOUN 219 
   opening 
   small 
   There is an opening in the wall -- high up near the roof of the cavern.
   LOCATION 10 
   UNMOVABLE 
   END_NOUN 
  
   NOUN_DESCR 219 
   You see a dim light shining out of the opening, but it is 
   too high and far to see more.  It looks impossible to get up to 
   the opening from your location at the bottom of the cavern.
   END_NOUN_DESCR 
  
   ROOM 11 
   Small room 
   SOUTH 42 
   LIGHT 210  (* Blazing torch *) 
   END_ROOM 
  
   ROOM_DESCR 11 
   You are in a small room carved into the sheer cavern wall.
   The south part of the room is totally open and looks out 

                                      64

   on to the cavern floor far below.  Be careful not to go south! 
   There is a doorway to the north.
   END_ROOM_DESCR 
  
   NOUN 215 
   leg 
   broken 
   You have a broken leg and are unable to move.
   LOCATION 0 
   UNMOVABLE 
   END_NOUN 
  
   NOUN_DESCR 215 
   Your leg hurts like the dickens!  You are quite discouraged because you
   will need two good legs to rescue the princess and solve this adventure!
   END_NOUN_DESCR 
  
   NOUN 230 
   armor 
   silver 
   The Baron's silver suit of armor stands nearby.
   LOCATION 24 
   WEIGHT 25 
   SIZE 25 
   WEARABLE 
   POINTS 10 
   END_NOUN 
  
   NOUN_DESCR 230 
   The armor is quite fancy, but it still looks like it would be useful 
   in a fight.  It would cover its occupant from head to foot.
   END_NOUN_DESCR 
  
   NOUN 259 
   guard 
   unconscious 
   An unconscious guard lies at your feet.
   LOCATION 0 
   WEIGHT 200 
   END_NOUN 
  
   NOUN_DESCR 259 
   The guard's unconscious body lies in a heap at your feet.
   You have to step over him as you move about the passageway.
   He looks like he will be out of action for a long time.
   END_NOUN_DESCR 
  
   ROOM 17 
   Guard's quarters 
   EAST 16 
   END_ROOM 
  
   ROOM_DESCR 17 
   You are in the guard's quarters.  It looks like a pig sty -- it is so 
   messy.  The door is to the east.
   END_ROOM_DESCR 
  
   HELP 17 

                                      65

   Leave quickly.  It is very dangerous to linger here! 
   END_HELP 
  
   ROOM 41 
   Cell 
   (* No obvious exits *) 
   END_ROOM 
  
   ROOM_DESCR 41 
   You are in a dingy dungeon cell.  There is straw on the floor.  The cell 
   is cold and damp.  You are very depressed by just being here.
   END_ROOM_DESCR 
  
 In the CRUSADE.MSG file we would define these needed messages: 
  
   MESSAGE 3 
   The guard looks at you suspiciously because you neglected to 
   identify yourself by using the proper password.  He knows you 
   shouldn't be here and decides that he should take you to the 
   Baron for questioning.  He rushes toward you.
   END_MESSAGE 
  
   MESSAGE 8 
   What a great idea!  You must have played this game before, but 
   unfortunately you can't do that now.  It is still a good idea 
   and you may wish to try it some other time.  But now it is impossible 
   END_MESSAGE 
  
   MESSAGE 25 
   because the guard simply won't let you $VERB$ the $NOUN$.
   END_MESSAGE 
  
   MESSAGE 33 
   An angry-looking guard suddenly enters the room.  He eyes you 
   suspiciously and begins to move quickly and carefully toward you.
   He reaches for his sword, but pauses as if he is waiting for you 
   to make the first move.
   END_MESSAGE 
  
   MESSAGE 42 
   The guard gets mad at you because he knows you aren't allowed here.
   He picks you up and throws you over the edge to the cavern floor far below.
   He stands at the edge looking down at you and laughingly cries, "Stay out! 
   If you know what is good for you.  Next time, I will get rough!" 
   He laughs again and that is the last thing you remember as you drift off 
   into unconsciousness.

   When you awake, you find...
   END_MESSAGE 
  
   MESSAGE 43 
   with a broken leg.
   END_MESSAGE 
  
   MESSAGE 44 
   Your leg has finally healed.  You are now free to resume your quest.
   END_MESSAGE 
  

                                      66

   MESSAGE 45 
   The guard looks you over very carefully, but because you are wearing the
   Baron's armor, the guard mistakes you for the Baron.  "Sorry to disturb
   you, my Lord!", he says as he quickly leaves the room.
   END_MESSAGE 
  
   MESSAGE 49 
   The guard grabs your throat with his big hands.  He squeezes until you can  
   barely breathe.  You struggle and try to pull his hands away.
   END_MESSAGE 
  
   MESSAGE 50 
   Finally, you slip into unconsciousness.  When you awake you find 
   yourself in a strange and ugly little room.
   END_MESSAGE 
  
   MESSAGE 51 
   At last, you pry his fingers off your wind pipe.  Now able to breathe, 
   you get enough strength to slam your elbow into his gut.  He lets 
   go of you and doubles over.  You kick him in a very vulnerable 
   part of his anatomy and he crumples in a pile on the floor.
   END_MESSAGE 
  
 In the CRUSADE.CMD we would have several COMMANDs.  First, the meta-commands
 that cause the random events related to the guard: 
  
   COMMAND ANY 
   NOT InRoom 301  (* Guard *) 
   NOT InRoom 259  (* Unconscious Guard *) 
   Destroy 301 (* Guard disappears from room after player leaves room *) 
   Destroy 259 (* Unconscious Guard's body disappears from room *) 
   END_COMMAND 
  
   COMMAND ANY 
   Chance 5 (* 5 % chance of guard appearing *) 
   AtLocationGT 10  (* Baron's castle area *) 
   NOT InRoom 301  (* Guard *) 
   NOT InRoom 259  (* Unconscious Guard *) 
   PutInCurrentRoom 301  (* Put guard in room *) 
   PrintMessage 33   (* Guard suddenly appears *) 
   BlankLine 
   END_COMMAND 
  
   COMMAND ANY 
   Chance 50 (* 50 % chance of guard appearing in his own quarters *) 
   AtLocation 17  (* Guard's quarters *) 
   NOT InRoom 301  (* Guard *) 
   NOT InRoom 259  (* Unconscious Guard *) 
   PutInCurrentRoom 301  (* Put guard in room *) 
   PrintMessage 33   (* Guard suddenly appears *) 
   BlankLine 
   END_COMMAND 







                                      67

   COMMAND ANY 
   InRoom 301 (* guard *) 
   IsWearing 230 (* Baron's Armor *) 
   PrintMessage 45 (* Guard thinks you are the Baron and leaves *) 
   Destroy 301 (* Guard disappears *) 
   END_COMMAND 
  
   COMMAND ANY 
   Chance 25 
   AtLocation 11 (* room in wall *) 
   InRoom 301 (* Guard *) 
   GetIt 215 (* give broken leg to player *) 
   GoToRoom 10  (* guard throws you into room 10 *) 
   PrintMessage 42 
   DoneWithTurn (* no further action -- get next input *) 
   END_COMMAND 
  
 Now the meta-commands dealing with the broken leg: 
  
   COMMAND ANY 
   IsCarrying 215 (* Broken leg *) 
   VerbIsDirection (* Trying to move *) 
   PrintMessage 8 (* Sorry, but you can't *) 
   PrintMessage 43 (* with a broken leg *) 
   DoneWithTurn (* no further action -- get next input *) 
   END_COMMAND 
  
   COMMAND ANY 
   Chance 20 
   IsCarrying 215 (* Broken leg *) 
   PrintMessage 44 (* Leg is healed *) 
   BlankLine 
   Destroy 215  (* get rid of broken leg *) 
   END_COMMAND 
  
 Now the meta-commands corresponding to specific input from the player: 
  
   COMMAND GET ANY 
   InRoom 301 (* angry guard *) 
   PrintMessage 8 (* Sorry, you can't *) 
   PrintMessage 25 (* Guard won't allow it *) 
   DoneWithTurn (* no further action -- get next input *) 
   END_COMMAND 
  
   COMMAND GET ANY 
   IsCarrying 215 (* Broken leg *) 
   PrintMessage 8 (* Sorry, you can't *) 
   PrintMessage 43 (* with broken leg *) 
   DoneWithTurn (* no further action -- get next input *) 
   END_COMMAND 
  
   COMMAND OPEN ANY 
   InRoom 301 (* angry guard *) 
   PrintMessage 8 (* Sorry, you can't *) 
   PrintMessage 25 (* Guard won't allow it *) 
   DoneWithTurn (* no further action -- get next input *) 
   END_COMMAND 
  

                                      68

   COMMAND ATTACK GUARD 
   InRoom 301 (* angry guard *) 
   PrintMessage 49 (* It was a fierce fight *) 
   TurnFlagON 255 (* Set Temporary Flag to ON *) 
   Chance 25 (* 25 % chance of winning fight *) 
   PrintMessage 51 (* but you won! *) 
   TurnFlagOFF 255 (* Turn Temporary Flag OFF now *) 
   SwapLocations 259 301 (* put unconscious guard in room *) 
   DoneWithTurn (* no further action -- get next input *) 
   END_COMMAND 
  
   COMMAND ATTACK GUARD 
   InRoom 301 (* angry guard *) 
   FlagON 255 (* Temporary Flag was not turned OFF in last COMMAND *) 
   TurnFlagOFF 255 (* Turn Temporary Flag OFF now *) 
   PrintMessage 50 (* but you lost! *) 
   SendAllToRoom 17 (* Guard's takes stuff to his quarters *) 
   GoToRoom 41 (* Guard puts you in dungeon cell *) 
   SendToRoom 202 41 (* Put torch in dungeon with you *)
   DoneWithTurn (* no further action -- get next input *) 
   END_COMMAND 
  
   COMMAND TALK TO GUARD 
   PrintMessage 3 (* chat with guard -- without using password *) 
   PrintMessage 49 (* It was a fierce fight *) 
   PrintMessage 50 (* but you lost! *) 
   SendAllToRoom 17 (* Guard's takes stuff to his quarters *) 
   GoToRoom 41 (* Guard puts you in dungeon cell *) 
   SendToRoom 202 41 (* Put torch in dungeon with you *)
   DoneWithTurn (* no further action -- get next input *) 
   END_COMMAND 
  
   COMMAND ASK GUARD ABOUT ANY 
   ReDirectTo TALK TO GUARD
   END_COMMAND 


 SCENARIO 3: INTERACTION WITH CHARACTERS

 Let's develop an example of communicating with other characters in an
 adventure game.  Specifically, let's consider a situation in a Star Trek
 adventure game were we wish to be able to experience the following interchange
 between several of the standard Star Trek characters and the player, who is
 playing the role of Captain James T. Kirk:

     You are on the Bridge, the circular room at the top of the Enterprise's
     disk.  The walls are decked with crew members seated or standing at their
     posts. In the center of the room is your command chair.  Along one side of
     the room is a large viewscreen.  The only exit, via turbolift, is aft.
       The viewscreen shows the emptiness and vastness of space.
       Spock stands alert but relaxed, with his arms folded behind his back.
       Chekov sits behind the weapons control console.
       Lieutenant Uhura listens intently to her earphones.
       At the navigator's station, Sulu sits behind a console of controls.

     What now? AFT



                                      69

     You are in the TurboLift, a small closet-like room.  The Bridge is to your
     west.
       Spock stands alert but relaxed, with his arms folded behind his back.

     What now? WARP 10

     Spock: Jim, surely you realize that you are not on the Enterprise's
     Bridge.  The command "warp 10" is quite inappropriate here.

     What now? WEST

     You are on the Bridge, the circular room at the top of the Enterprise's
     disk.  The walls are decked with crew members seated or standing at their
     posts. In the center of the room is your command chair.  Along one side of
     the room is a large viewscreen.  The only exit, via turbolift, is aft.
       The viewscreen shows the emptiness and vastness of space.
       Spock stands alert but relaxed, with his arms folded behind his back.
       Chekov sits behind the weapons control console.
       Lieutenant Uhura listens intently to her earphones.
       At the navigator's station, Sulu sits behind a console of controls.

     What now? SCOTTY, WARP 10

     Spock: Captain, should you have Doctor McCoy check your eye sight? 
     Surely, you can see that Scotty isn't here.

     What now? CHEKOV, WARP 10

     Spock: Your extensive command experience should have convinced you that
     better results can be obtained when the appropriate member of the crew
     performs this operation.  Permit me to redirection your command to the
     proper crew member.

     Spock: Sulu, warp 10

     Sulu: What course should I plot first, Captain?.

     What now? PLOT A COURSE FOR QWERTY

     Sulu: Plotting a course for the planet Qwerty, Captain.

     What now? WARP 16

     Spock: Captain, surely you realize that the Enterprise is only capable of
     Warp 1 through Warp 12, plus Impulse power, of course.

     What now? WARP 10

     Sulu: Going to warp factor 10.

 To see how this scene is achieved, first let's examine the relevant entries
 in the .DAT file.  There are only two Rooms in the scene, the Bridge and the
 TurboLift; their descriptions are as follows:






                                      70

     ROOM 114
     Bridge
     EAST 2
     ENTER 2
     EXIT 2
     END_ROOM

     ROOM_DESCR 114
     You are on the Bridge, the circular room at the top of the Enterprise's
     disk.  The walls are decked with crew members seated or standing at their
     posts. In the center of the room is your command chair.  Along one side of
     the room is a large viewscreen.  The only exit, via turbolift, is aft.
     END_ROOM_DESCR

     ROOM 2
     Turbolift: Deck 1
     WEST 114 (* Bridge *)
     ENTER 114 (* Bridge *)
     EXIT 114 (* Bridge *)
     END_ROOM

     ROOM_DESCR 2
     You are in the TurboLift, a small closet-like room.  The Bridge is to your
     west.
     END_ROOM_DESCR

 Next, let's see how the Nouns are described in the .DAT file:

     NOUN 201
     course
     ship's
     You see the course plotted on the navigator's console.
     LOCATION 0
     NOUN_SYNONYMS CONSOLE
     END_NOUN

     NOUN_DESCR 201
     The navigator's console shows the ship's course plotted in light blue. 
     The Enterprise (shown as a red circle) is on course.
     END_NOUN_DESCR

     NOUN 243
     Viewscreen
     Big
     The viewscreen shows the emptiness and vastness of space.
     LOCATION 114 (* Bridge *)
     UNMOVABLE
     NOUN_SYNONYMS SCREEN
     END_NOUN

     NOUN 246
     Qwerty
     First
     You notice on the viewscreen:  The planet Qwerty below.
     LOCATION  0
     UNMOVABLE
     NOUN_SYNONYMS PLANET
     END_NOUN

                                      71


 Notice that only the Viewscreen, Noun 243, is in the Bridge, Room 114, at the
 beginning of the scene.  The other Nouns are initially "nowhere", Room 0, and
 will be put in Room 114, the Bridge, when appropriate.  Specifically, The
 Ship's Course, Noun 201, will be put in Room 114 as soon as a command is given
 to plot a course.  Similarly, Noun 246, the planet Qwerty -- shown in the
 Viewscreen, will replace the empty Viewscreen when the Enterprise gets close
 to the planet and assumes orbit.

 There are a number of Creatures in the scene.  Their descriptions might be
 given in the .DAT file as follows:

     CREATURE 300
     Spock
     Commander
     Spock stands alert but relaxed, with his arms folded behind his back.
     LOCATION 114 (* Bridge *)
     GROUPMEMBER (* Have Spock automatically follow player *)
     END_CREATURE

     CREATURE_DESCR 300
     Spock is the only Vulcan member of your crew.  He wears a blue shirt with
     a gold Star Fleet insignia.
     END_CREATURE_DESCR

     CREATURE 301
     Chekov
     Lieutenant
     Chekov sits behind the weapons control console.
     LOCATION 114 (* Bridge *)
     END_CREATURE

     CREATURE_DESCR 301
     Chekov is sitting at his assigned station pressing keys on the weapons
     control panel and monitoring the screen in front of him.
     END_CREATURE_DESCR

     CREATURE 302
     Uhura
     Lieutenant
     Lieutenant Uhura listens intently to her earphones.
     LOCATION 114 (* Bridge *)
     UNMOVABLE
     END_CREATURE

     CREATURE_DESCR 302
     Uhura is sitting in her communications station listening to her earphones
     and monitoring all of the known hailing frequencies.
     END_CREATURE_DESCR

     CREATURE 303
     Sulu
     Commander
     At the navigator's station, Sulu sits behind a console of controls.
     LOCATION 114 (* Bridge *)
     UNMOVABLE
     END_CREATURE


                                      72

     CREATURE_DESCR 303
     Sulu is sitting next to Chekov, monitoring lit navigation console.
     END_CREATURE_DESCR

     CREATURE 305
     Scott
     Commander
     Commander Scott sits at his console, monitoring the ship's engines.
     LOCATION 52 (* Engine Room *)
     UNMOVABLE
     CREATURE_SYNONYMS SCOTTY
     END_CREATURE

     CREATURE_DESCR 305
     Scott is the best Engineering Officer in the Federation.
     END_CREATURE_DESCR

 All of these Creatures are initially in the Bridge, Room 114, except for
 Commander Scott, who is in the Engine Room, naturally.

 Only one other entry from the .DAT file needs to be specified in order for the
 scene to work as show, and that is the definition of verbs:

     VERB
     EAST AFT
     Dummy_Verb1 WARP
     Dummy_Verb2 PLOT SET CHART
     END_VERB

 Notice that AFT is defined as a synonym for EAST.  WARP is defined as a
 "custom" verb so that commands like WARP 9 will be understood by the parser
 and the rest of the AGT driver program (RUN.EXE).  Integer numbers like 9, 12,
 etc., are always acceptable "Nouns" to the parser; however, you must use
 meta-commands to deal with numbers as Nouns properly.  PLOT, SET and CHART are
 all synonyms so that the player can enter PLOT A COURSE, or SET A COURSE or
 CHART A COURSE and they will all be treated the same by AGT.

 The messages needed for the scene are contained in the .MSG file and are
 shown below:

     MESSAGE 105
     Spock: Captain, should you have Doctor McCoy check your eye sight? 
     Surely, you can see that $NAME$ isn't here.
     END_MESSAGE

     MESSAGE 106
     Spock: Your extensive command experience should have convinced you that
     better results can be obtained when the appropriate member of the crew
     performs this operation.  Permit me to redirection your command to the
     proper crew member.
     END_MESSAGE

     MESSAGE 107
     Spock: Sulu, $VERB$ $NOUN$.

     END_MESSAGE



                                      73

     MESSAGE 108
     Spock: Jim, surely you realize that you are not on the Enterprise's
     Bridge.  The command "$VERB$ $NOUN$" is quite inappropriate here.
     END_MESSAGE

     MESSAGE 109
     Spock: Captain, surely you realize that the Enterprise is only capable of
     Warp 1 through Warp 12, plus Impulse power, of course.
     END_MESSAGE

     MESSAGE 110
     Sulu: What course should I plot first, Captain?.
     END_MESSAGE

     MESSAGE 111
     Sulu: Going to warp factor $NOUN$.
     END_MESSAGE

     MESSAGE 112
     Sulu: Plotting a course for the planet $OBJECT$, Captain.
     END_MESSAGE

 Now for the heart of the scene's interaction, the .CMD file meta-commands. 
 First, any input command that the player addresses to a valid Creature in the
 game will first be tried against a group of meta-commands that are addressed
 to ANYBODY.  This will happen automatically.  For example, consider the
 following ANYBODY meta-commands:
  
     COMMAND ANYBODY, ANY
     NOT NamePresent (* Addressee isn't here. *)
     PrintMessage 105 (* Sorry, but $NAME$ doesn't seem to be here. *)
     DoneWithTurn
     END_COMMAND

     COMMAND ANYBODY, WARP ANY
     AtLocation 114 (* On Enterprise's Bridge *)
     NOT NameIsNumber 303 (* Command isn't being addressed to Sulu *)
     PrintMessage 106 (* Spock: You should address appropriate person. *)
     PrintMessage 107 (* Spock redirects command to Sulu for you. *)
     RedirectTo WARP $NOUN$
     END_COMMAND

     COMMAND ANYBODY, WARP ANY
     RedirectTo WARP $NOUN$
     END_COMMAND

 The first of the above will be tried for any player command that has been
 addressed to a Creature, no matter what the command is.  For example, this
 command will be tried if the player enters SPOCK, FOLLOW ME or SULU, WARP 12. 
 However, it would not be tried if the player did not direct his command to
 anyone, i.e., it would not be tried if the player simply inputs WARP 12
 without addressing it to a specific creature.  This first meta-command simply
 tests that the Creature being addressed in the command is at the current
 location and prints a "error" message if the creature isn't there.

 The second and third meta-commands above are tried whenever a player addresses
 his command to a Creature (any Creature, however) and the command is to WARP
 something.  The second meta-command checks if the creature being addressed is

                                      74

 Sulu, and if it isn't -- gives an "error" message and redirects the command to
 Sulu.  The third meta-command would only be tried if the player input SULU,
 WARP Something.  This meta-command simply redirects the command to WARP
 Something, as if the command had not been addressed to anyone.

 These WARP Something meta-commands would be defined in the .CMD file as
 follows:

     COMMAND WARP ANY
     NOT AtLocation 114 (* NOT On Enterprise's Bridge *)
     PrintMessage 108 (* Spock: "$VERB$ $NOUN$" is inappropriate here. *)
     DoneWithTurn
     END_COMMAND

     COMMAND WARP ANY
     NounToVariable 1 (* Convert Noun to Variable number 1 *)
     VariableGT 1 12
     OR
     VariableLT 1 1
     PrintMessage 109 (* The Enterprise can only travel at warp 1 to 12. *)
     DoneWithTurn
     END_COMMAND

     COMMAND WARP ANY
     FlagOFF 1 (* Course has not been plotted yet *)
     PrintMessage 110 (* Sulu: What course to plot first, Captain?. *)
     DoneWithTurn
     END_COMMAND

     COMMAND WARP ANY
     FlagON 1 (* Course has been plotted already *)
     PrintMessage 111 (* Sulu: Going to warp factor $NOUN$. *)
     DoneWithTurn
     END_COMMAND

 The first three of the above meta-commands check for various "error"
 conditions and give "error" messages if appropriate.  Specifically, the first
 meta-command tests if the player is not on the Bridge; the second tests if the
 warp speed is outside the acceptable range; and the third tests that a course
 has already been plotted.  Only if none of these "error" conditions are met,
 would the fourth meta-command tell that player that the Enterprise was going
 to the indicated warp speed.

 There are only two more meta-commands required in order for the scene to work
 as shown at the start of this section.  These meta-commands are both for the
 situation where the play enters a command to PLOT A COURSE TO Somewhere:

     COMMAND PLOT COURSE FOR ANY
     NOT AtLocation 114 (* NOT On Enterprise's Bridge *)
     PrintMessage 108 (* Spock: "$VERB$ $NOUN$" is inappropriate here. *)
     DoneWithTurn
     END_COMMAND







                                      75

     COMMAND PLOT COURSE FOR ANY
     TurnFlagON 1 (* Course has now been plotted *)
     DropIt 201 (* Put plotted course on Navigator's console *)
     PrintMessage 112 (* Sulu: Plotting course for $OBJECT$. *)
     DoneWithTurn
     END_COMMAND





















































                                      76


 APPENDIX A:  STANDARD LEVEL VERBS UNDERSTOOD BY AGT 

  
 Meanings of notation: 
   [required word] 
   {optional word} 
   | (means OR, i.e., alternative words) 
  
     Verbs that do not require nouns 
     =============================== 
      N,S,E,W,NE,NW,SE,SW,U,D, 
      NORTH,SOUTH,EAST,WEST,NORTHEAST,NORTHWEST,SOUTHEAST,SOUTHWEST,UP,DOWN 
      ENTER | GO [IN | INTO]
      EXIT | LEAVE  (* directions *) 
  
      SCORE  (* display score and status *) 
      QUIT | Q  (* end game *) 
      INVENTORY | I  (* list things player is carrying and wearing *) 
      SCREAM | SHOUT | YELL  (* make noise but seldom accomplish anything *) 
      WAIT  (* waste a turn *) 
      BRIEF | VERBOSE  (* change description mode *) 
      L | LOOK  (* repeat full description *) 
      SAVE | RESTORE {GAME}  (* save and restore game status *) 
      HELP | H  (* ask for help *) 
      SCRIPT  (* Echo all output to both printer (LP1:) and screen *) 
      UNSCRIPT  (* Send all output to screen only *) 
  
     Verbs that do require nouns (and perhaps objects)
     ================================================= 
      LIST | SHOW [EXITS]  (* list visible exits *) 
      THROW | CAST | DUMP [noun] 
         {[AT | TO | IN | INTO | ACROSS | INSIDE] [noun]} 
      ATTACK | KILL | FIGHT | HIT [creature] {[WITH] [noun]} 
      DROP | PUT DOWN [noun | ALL] 
      GET | TAKE | PICK UP [noun | ALL] 
      OPEN [noun] {[WITH] [noun]} 
      CLOSE | SHUT [noun] 
      LOCK [noun] {[WITH] [noun]}
      UNLOCK [noun] {[WITH] [noun]} 
      EXAMINE | CHECK | INSPECT | LOOK AT | LOOK IN [noun] 
         (* synonym is "." or "EX" *) 
      READ [noun] 
      EAT [noun] 
      DRINK [noun] 
      PUT | PLACE [noun] 
         [IN | WITH | INSIDE | INTO | NEAR | BEHIND | BESIDE |
          ON | UNDER] [noun] 
      PUSH | TOUCH [noun] {[WITH] [noun]}
      TURN [noun] {ON | OFF} 
      TURN {ON | OFF} [noun] 
      PULL [noun]
      PLAY {WITH} [noun]
      LIGHT [noun] 
      EXTINGUISH | PUT OUT [noun]  (* synonym is "EXT" *) 
      SHOOT | FIRE [noun] [AT] [creature] 
      SHOOT | FIRE [creature] [WITH] [noun] 
      PUT ON | WEAR [noun | ALL] 

                                      77

      TAKE OFF | REMOVE [noun | ALL] 
      ASK [creature] [ABOUT] [noun] 
      TALK [TO | WITH] [creature] {[ABOUT] [noun]}
      TELL [creature] [ABOUT] [noun] 























































                                      78

 APPENDIX B:  META-COMMANDS CONDITIONAL TESTS 

  
 ***********************   PLAYER CONDITIONS  ****************************** 
                      Number/Types 
 TOKEN NAME           Of Parameters              Explanation 
 ==================== ============= ========================================= 
 AtLocation           1 Location#   Player is located at room Location# 
 AtLocationGT         1 Location#   Player is in room greater than Location# 
 AtLocationLT         1 location#   Player is in room less than Location# 
 FirstVisitToRoom     0   None      First visit to current room
 IsCarryingSomething  0   None      Player is carrying something 
 IsCarryingNothing    0   None      Player is carrying nothing 
 IsCarryingTreasure   1 Points#     Player is carrying at least one item 
                                    that is worth at least Points# 
 IsWearingSomething   0   None      Player is wearing something 
 IsWearingNothing     0   None      Player is wearing nothing 
 LoadWeightEquals     1 Number      Player's load weighs equals Number 
 LoadWeightGT         1 Number      Player's load weighs more than Number 
 LoadWeightLT         1 Number      Player's load weighs less than Number 
 NewLife              0   None      Player has just been resurrected or 
                                    start of game 
  
 ***********************   ITEM(S) CONDITIONS   ***************************** 
                      Number/Types 
 TOKEN NAME           Of Parameters              Explanation 
 ==================== ============= ========================================= 
 Present              1 Item#       Item# is in room, carried or worn 
 IsWearing            1 Item#       Item# is being worn 
 IsCarrying           1 Item#       Item# is being carried 
 IsNowhere            1 Item#       Item# is located NOWHERE (room 0) 
 IsSomewhere          1 Item#       Item# is located somewhere (not in 0) 
 InRoom               1 Item#       Item# is located in current room 
 IsLocated            2 Item# Loc#  Item# is located in room Location# 
 Together             2 Itm1# Itm2# Itm1# and Itm2# are in same place 
 IsON                 1 Item#       Item# is ON 
 IsOFF                1 Item#       Item# is OFF 
 IsOpen               1 Item#       Item# is Open 
 IsClosed             1 Item#       Item# is Closed 
 IsLocked             1 Item#       Item# is Locked 
 IsUnLocked           1 Item#       Item# is UnLocked 
 IsEdible             1 Item#       Item# is Edible 
 IsDrinkable          1 Item#       Item# is Drinkable 
 IsPoisonous          1 Item#       Item# is Poisonous 
 IsMovable            1 Item#       Item# is Movable 
 IsGroupMember        1 Item#       Item# is a member of the group













                                      79

 ************************   NOUN CONDITIONS   ******************************* 
                      Number/Types 
 TOKEN NAME           Of Parameters              Explanation 
 ==================== ============= ========================================= 
 NOUNPresent          0   None      NOUN is in room, carried or worn 
 NOUNIsWearing        0   None      NOUN is being worn 
 NOUNIsCarrying       0   None      NOUN is being carried 
 NOUNIsNowhere        0   None      NOUN is located NOWHERE (room 0) 
 NOUNIsSomewhere      0   None      NOUN is located somewhere (not in room 0) 
 NOUNInRoom           0   None      NOUN is located in current room 
 NOUNIsLocated        1 Location#   NOUN is located in room Location# 
 NOUNIsON             0   None      NOUN is ON 
 NOUNIsOFF            0   None      NOUN is OFF 
 NOUNIsOpen           0   None      NOUN is Open 
 NOUNIsClosed         0   None      NOUN is Closed 
 NOUNIsLocked         0   None      NOUN is Locked 
 NOUNIsUnLocked       0   None      NOUN is UnLocked 
 NOUNIsEdible         0   None      NOUN is Edible 
 NOUNIsDrinkable      0   None      NOUN is Drinkable 
 NOUNIsPoisonous      0   None      NOUN is Poisonous 
 NOUNIsMovable        0   None      NOUN is Movable 
 NOUNpointsEquals     1 Number      NOUN's points equal Number 
 NOUNpointsGT         1 Number      NOUN's points are greater than Number 
 NOUNpointsLT         1 Number      NOUN's points are less than Number 
 NOUNweightEquals     1 Number      NOUN's weight equals Number 
 NOUNweightGT         1 Number      NOUN's weight is greater than Number 
 NOUNweightLT         1 Number      NOUN's weight is less than Number 
































                                      80

  
 ********************   MISCELLANEOUS CONDITIONS   ************************** 
                      Number/Types 
 TOKEN NAME           Of Parameters              Explanation 
 ==================== ============= ========================================= 
 NamePresent          0   None      Addressee is present in current room  
 NameIsNumber         1 Number      Addressee is Creature or Noun number  
 LightPresent         0   None      Current room has necessary light 
 RoomNeedsLight       0   None      Current room needs a light 
 FlagON               1 Flag#       Flag# is ON 
 FlagOFF              1 Flag#       Flag# is OFF 
 ScoreEquals          1 Number      Current score is equal to Number 
 ScoreGT              1 Number      Score is greater than Number 
 ScoreLT              1 Number      Score is less than Number 
 NumberEquals         1 Number      Number input is equal to Number 
 NumberGT             1 Number      Number is greater than Number 
 NumberLT             1 Number      Number is less than Number 
 AnswerIsCorrect      0   None      Last answer was correct 
 AnswerIsWrong        0   None      Last answer was wrong 
 TurnsEquals          1 Number      Number of turns is equal to Number 
 TurnsGT              1 Number      Number of turns is greater than Number 
 TurnsLT              1 Number      Number of turns is less than Number 
 CounterEquals        2 Ctr# Number Counter# is equal to Number 
 CounterGT            2 Ctr# Number Counter# is greater than Number 
 CounterLT            2 Ctr# Number Counter# is less than Number 
 VariableEquals       2 Var# Number Variable# is equal to Number 
 VariableGT           2 Var# Number Variable# is greater than Number 
 VariableLT           2 Var# Number Variable# is less than Number 
 CompareVariables     2 Var#1 Var#2 Variable#1 is less than Variable#2 
 VariableChance       2 Var# Number Variable# is less than a random number
                                    from 1 to Number 
 Chance               1 Percent     Odds percent, i.e., 10 % chance of TRUE 
 PromptForYES         0   None      Prompts for Y or N -- TRUE if Yes 
 PromptForNO          0   None      Prompts for Y or N -- TRUE if No 
 VerbIsDirection      0   None      Verb is movement or direction 
























                                      81


 APPENDIX C:  META-COMMANDS ACTION TOKENS 

  
 ********************** PLAYER ACTION TOKENS ******************************** 
                      Number/Types 
 TOKEN NAME           Of Parameters              Explanation 
 ==================== ============= ========================================= 
 GoToRoom             1 Location#   Send player to Location# 
 GoToRandomRoom       2 Loc#1 Loc#2 Randomly pick a room between Loc#1 and
                                    Loc#2 and send player to it
 GetIt                1 Item#       Item# is now being carried 
 WearIt               1 Item#       Item# is now being worn 
 DropIt               1 Item#       Drop Item# into current room 
 RemoveIt             1 Item#       Remove Item# and drop into room 
 GetNOUN              0   None      NOUN is now being carried 
 WearNOUN             0   None      NOUN is now being worn 
 DropNOUN             0   None      Drop NOUN into current room 
 RemoveNOUN           0   None      Remove NOUN and drop into room 
 DropEverything       0   None      Drop all items being carried 
 RemoveEverything     0   None      Remove all items being worn 
 KillPlayer           0   None      Make player dead at end of turn 

  
 ******************* ITEM/NOUN/LOCATION ACTION TOKENS *********************** 
                      Number/Types 
 TOKEN NAME           Of Parameters              Explanation 
 ==================== ============= ========================================= 
 PutInCurrentRoom     1 Item#       Put Item# in current room 
 PutNOUNInCurrentRoom 0   None      Put NOUN in current room 
 SendToRoom           2 Item# Loc#  Put Item# in room Location# 
 SendNOUNToRoom       1 Location#   Put NOUN in room Location# 
 SendAllToRoom        1 Location#   Send all carried items to Location# 
 SendTreasuresToRoom  2 Loc# Point# Send all carried items whose 
                                    points > Point# to Loc# 
 Destroy              1 Item#       Item# is now NOWHERE (in room 0) 
 DestroyNOUN          0   None      NOUN is now NOWHERE (in room 0) 
 SwapLocations        2 Itm#1 Itm#2 Swap locations of Item#1 & Item#2 
 SendToItem           2 Itm#1 Itm#2 Put Itm#1 in location of Itm#2 
 SendNOUNToItem       1 Item#       Put NOUN in location of Item# 
 OpenIt               1 Item#       Item# is now open 
 CloseIt              1 Item#       Item# is now closed 
 LockIt               1 Item#       Item# is now locked 
 UnlockIt             1 Item#       Item# is now unlocked 
 OpenNOUN             0   None      NOUN is now open 
 CloseNOUN            0   None      NOUN is now closed 
 LockNOUN             0   None      NOUN is now locked 
 UnlockNOUN           0   None      NOUN is now unlocked 
 AddToGroup           1 Item#       Adds Item# to group 
 RemoveFromGroup      1 Item#       Removes Item# from group 
 MoveGroup            1 Location#   Move group to Location# 








                                      82

 ******************* MISCELLANEOUS ACTION TOKENS **************************** 
                      Number/Types 
 TOKEN NAME           Of Parameters              Explanation 
 ==================== ============= ========================================= 
 ShowScore            0   None      Show current SCORE 
 PlusScore            1 Number      Add Number to current SCORE 
 MinusScore           1 Number      Subtract Number from current SCORE 
 ShowInventory        0   None      Show current INVENTORY 
 WaitForReturn        0   None      Print 'Hit RETURN' message and wait 
 TimePasses           0   None      Show 'Time passes...' message 
 Delay                1 Number      Delay for Number seconds 
 ClearScreen          0   None      Clear screen 
 DescribeThing        1 Number      Describe thing Number (whatever) 
 LookAtRoom           0   None      Cause a VERBOSE look at room 
 Tone                 2 Hz Ms       Makes a tone on speaker of Hz Hertz (440
                                    Hertz = A on piano) for Ms milliseconds
 PrintMessage         1 Number      Print message Number in .MSG file 
 RandomMessage        2 Num1 Num2   Randomly picks a message from Num1 to
                                    Num2 in .MSG file and prints it
 BlankLine            0   None      Print a blank line 
 GetNumberInput       2 Num1 Num2   Prompt for player to input a Number 
                                    where Num1 <= Number <= Num2.
                                    If Num1=Num2, then no range will be 
                                    given in prompt.
 AskQuestion          1 Question#   Ask and get answer to question# 
 ChangePassageway     2 Dir# Loc#   Create or close a passageway 
                                    from current_room to Loc# via Dir#.
                                    Dir# = 1 = north ...  Dir # = 12 = exit.
                                    If Loc# = 0 then closes passageway.
                                    If Loc# <> 0 then opens passageway 
                                    to room Loc# via direction Dir#.
                                    Passageways are opened or closed at 
                                    both ends simultaneously! 
 TurnFlagON           1 Flag#       Turn Flag# ON 
 TurnFlagOFF          1 Flag#       Turn Flag# OFF 
 ToggleFlag           1 Flag#       Toggle Flag# 
 TurnCounterON        1 Counter#    Turn Counter# ON -- sets to 1 
 TurnCounterOFF       1 Counter#    Turn Counter# OFF -- sets to 0 
 SetVariableTo        2 Var# Number Set Variable Var# to Number 
 AddToVariable        2 Var# Number Add Number to Var#
 SubtractFromVariable 2 Var# Number Subtract Number from Var# 
 AddVariables         2 Var#1 Var#2 Add Var#2 and Var#1 and put answer 
                                    into Var#1
 SubtractVariables    2 Var#1 Var#2 Subtract Var#2 from Var#1 and put answer
                                    into Var#1
 RandomVariable       2 Var# Number Set Var# to a random value between 1 and
                                    Number
 NounToVariable       1 Var#        Set Var# to value of noun
 ObjectToVariable     1 Var#        Set Var# to value of object
 WinGame              0   None      Player wins game at end of turn 
 EndGame              0   None      Game ends at end of turn 
 QuitThisCMD          0   None      Quit evaluating this CMD 
 QuitAllCMDs          0   None      Finished with all meta-commands 
 DoneWithTurn         0   None      All Done this turn -- get input next 
 ReDirectTo           0   None      See explanation in manual.




                                      83


 APPENDIX D:  AGT ERROR MESSAGES 


 ERRORS DURING GAME COMPILATION 
 ------------------------------ 
 Error: "VERB is not a valid verb" -- VERB is not a standard AGT verb,  nor has
 it been defined (so far) as a synonym for another verb.  This error is in the
 *.DAT file.
  
 Error: ">>> Ignored: ASCII text" -- ASCII text encountered during reading of 
 *.DAT file.  Text does not correspond to anything normally expected in  this
 file.  Probably, just a comment by the game designer.
  
 Error: "FOR COMMAND VERB NOUN OBJECT -- MAXIMUM DATA SIZE" -- This 
 meta-command is too big.  i.e., too many conditions and actions.  Break into
 two separate commands for VERB NOUN OBJECT.  One COMMAND right after the
 other.  This is a game designer error.
  
 Error: "Too many commands -- Processing halted" -- AGT only allows 400
 meta-commands.  The current meta-command being read from the  *.CMD file would
 have been number 401.  This is a game designer error.
  
 Error: "FOR COMMAND VERB NOUN OBJECT -- ILLEGAL VERB" -- This meta-command 
 has a VERB which the parser does not recognize as a standard AGT verb, a
 custom verb or a synonym for a valid verb.  This is a game designer error.
  
 Error: "FOR COMMAND VERB NOUN OBJECT -- ILLEGAL NOUN or OBJECT" -- This 
 meta-command has a NOUN or OBJECT which the parser does not recognize as a
 standard AGT noun or a synonym for a valid noun.  This is a game designer
 error.
  
 Error: "FOR COMMAND VERB NOUN OBJECT -- ILLEGAL TOKEN" -- This meta-command
 has something in it that the program does not recognize as a token.  Probably,
 a game designer comment or a spelling mistake.
  
  
 ERRORS DURING RESTORING GAME 
 ------------------------- 
 Error: "File not found, can't restore FileName" -- FileName is not on disk.
  
  
 ERRORS DURING GAME PLAY 
 ----------------------- 
 Error: "I don't understand VERB as a verb." -- Try another VERB.  Probably a
 spelling mistake.
  
 Error: "I don't understand NOUN as a noun." -- Try another word to identify
 this noun.  May be a noun that does not really play a significant part in the
 game, i.e., something described in general in the room description, but not a
 separate object in the room.  May also be a spelling mistake.
  
 Error: "I don't understand PREP as a preposition." -- Try another preposition. 
 May be a spelling mistake.
  
 Error: "I don't understand OBJECT as the object of a preposition." -- Try
 another word to identify this noun.  May be a noun that does not really play a
 significant part in the game, i.e., something described in general in the room

                                      84

 description, but not a separate object in the room.  May also be a spelling
 mistake.
  
 Error: "Which NOUN do you mean, the ADJ1 NOUN or the ADJ2 NOUN?" -- Two or
 more nouns with the same name are present in the current room.  Specify the
 one you mean by some phrase that includes the appropriate NOUN's adjective.

 Error :"I don't understand WORD as either a verb or a noun".  Try another word
 to convey what you mean.  May be a spelling mistake.

 Error: "You need a preposition and an object whenever you try to VERB a NOUN." 
 Some verbs require prepositions and objects in order to work properly.  For
 example, PLACE BOOK ON THE TABLE is fine, but PLACE BOOK by itself will
 generate this error.

 Error: "Too many words in command".  AGT allows for a maximum of 12 words in
 each part of a compound command (i.e., between AND's and THEN's).  Re-phrase
 your command to be more succinct.









































                                      85

  
 APPENDIX E: VALUE RANGES FOR GAME DEFINITIONS


 The following are the valid ranges of numbers for nouns, rooms, and creatures. 
 DO NOT assign improper numbers to any category, or you will experience
 unpredictable (but consistently erroneous) results.
  
         Player Carrying:   1 
         Player Wearing: 1000 
         ROOMS:             2     to      199 
         NOUNS:           200     to      299 
         CREATURES:       300     to      399 
  
 In addition, if the game designer is also using meta-commands, then the
 following valid ranges are appropriate: 

         FLAGS              1     to      255 
         COUNTERS           1     to        9 
         VARIABLES          1     to        9 
         QUESTIONS          1     to        9 
         MESSAGES           1     to      250 
         META-COMMANDS      1     to      400 
  



































                                      86


 APPENDIX F: ABOUT THE AUTHORS 


 Mark J. Welch is a 1983 graduate of the University of Massachusetts at Amherst
 [journalism/interdisciplinary (computer science)].  He worked as an editor,
 writer, and reporter for BYTE and InfoWorld until August 1986, when he began
 studies at the Boalt Hall School of Law of the University of California in
 Berkeley.  He is co-author of a syndicated column of computer reviews for
 lawyers, published weekly in legal newspapers across the nation.  He also
 continues to write reviews and other articles for several publications.

 In addition to games of all types, he is interested in law, programming
 languages, politics, applications software, and technology in general.  He is
 just skilled enough at darts and juggling to embarrass (and possibly injure)
 himself and those nearby.


 David Malmberg has been active in the world of personal computer since 1977. 
 He is the author or co-author of five published software products.
  
 His most successful products were the Turtle Graphics series published by
 HESware.  These two programs have sold over 80,000 copies world-wide, been
 translated into Spanish, and won two Consumer Electronic Software Showcase
 awards as some of the best software of 1983.  These programs are widely used
 in schools to teach computer literacy to children and other computer novices.
  
 Dave has also published numerous articles and programs in a computer
 magazines.  He has been a Contributing Editor of both COMPUTE!'s HOME &
 EDUCATIONAL COMPUTING and MICRO magazines.  He was one of the principal
 authors of COMPUTE!'s FIRST BOOK OF VIC, the best selling computer book of
 1983.  He has written regular columns on educational uses of computers and on
 LOGO for COMMODORE and POWER/PLAY magazines.
  

























                                      87
