Version 1.3 of AGT/ST has several enhancements over the prior version (i.e., version 1.195). The most significant changes are: 1. SAVE and RESTORE 2. $-words 3. Debugging "magic" words 4. Move an entire location's objects with one command 5. BIG version now available 6. Bug fix: 'end_' now recognized as well as 'END_' 7. INVISIBLE objects & creatures 8. Data file security Each of these will be described in more detail below: 1. SAVE and RESTORE In version 1.3 of AGT, the player may now SAVE and RESTORE games to and from any drive and/or any subdirectory. This will be particularly helpful when disk space is scarce. 2. $-words The $-words are now case-sensitive. For example, if you use $NAME$, you will get the name echoed back to the player in the game in all caps. If you use $Name$, you will get the first letter of the name capitalized and the remainder in lower case. If you use $name$, you will get the name displayed in all lower case letters. These same case rules also apply to the other $-words, i.e., $Verb$ will cause the verb to be repeated back with its first letter capitalized and the other letters lower case. Be sure to change all of your old game source files where the $-words' case did not matter -- so that they will work properly with version 1.3. 3. Debugging "magic" words Once the "first draft" of your adventure is completed, you will want to begin a process known as "play testing" or "debugging." This process is where you (and perhaps a few friends) test your game to see that it behaves the way you intended -- not the way you actually programmed it. This process is both very rewarding and very frustrating. You can be guaranteed that you will discover "bugs" in your game. You can also be guaranteed that while debugging your game, you will come up with a whole host of improvements -- your descriptions will become brighter, your puzzles will become cleverer, and you will think of entirely new and absolutely brilliant game scenes to "spice" up the game. Version 1.3 of AGT's RUN program has some built-in "magic" words that can make debugging much easier. For example, you can give the command MOVEPLAYER (note: there is no space between MOVE and PLAYER) and you will be "transported" instantly to another room. A complete list of the debugging "magic" words follows: DEBUGCOMMANDS -- will turn on (or off) the meta-commands "debug" option, i.e., it will toggle FLAG 0. GETNOUN -- will enable you to immediately get a particular noun -- no matter where it is located. MOVENOUN -- will enable you to move a noun from its current location to any other location in the game. MOVECREATURE -- will enable you to relocate a creature from its current location to any other location in the game. MOVEPLAYER -- will enable you to be "transported" instantly to another room. LISTROOMS -- will give you a complete list of the numbers and short descriptions for all of the rooms in the game. This is particularly helpful, when you know you want to be in the "Dank Dungeon", but you can't remember its room number. LISTNOUNS -- will give you a complete list of the numbers, names and current locations for all of the nouns in the game. This is particularly helpful, when you know you want to find the "Iron Maiden", but you can't remember where you left it. LISTCREATURES -- will give you a complete list of the numbers, names and current locations for all of the creatures in the game. This is particularly helpful, when you know you want to see if the magic word "QWERTY" really does make the Ogre run away and hide, but you can't remember where the Ogre is to begin with. Remember, you can use the SCRIPT command to get a hard-copy of any of these lists. 4. Moving a location's contents Use the command RelocateAll to move all objects from loc1 to loc2 (replace these labels with room numbers). 5. BIG version This version (COMPILEB.TTP and RUNB.TTP) allows a larger number of objects, locations, and creatures to be created. If you don't have these files, you can't compile code intended for the BIG version. Conversely, code intended for the normal version (COMPILE.TTP and RUN.TTP) won't compile with the BIG version. Most existing game sources are intended for the normal version; BIG code shoould be marked as such, so watch for it. The BIG version allows for: 300 objects 200 locations 200 creatures 6. Bug fix: 'end_' and 'END_' The previous version did not always recognize a lower-case 'end_' statement in a definition. This has been fixed. 7. INVISIBLE objects & creatures Objects and creatures can now be given an INVISIBLE attribute. The room description, when given to the player, will not include these unless they are made visible. 8. Data file security The data files created by COMPILE are now encrypted to make it harder to cheat. But no one _ever_ looked at the files for hints, now, did they?