821 lines
32 KiB
Plaintext
821 lines
32 KiB
Plaintext
.fg 10
|
|
.C;REVISED STARCROSS MANUAL
|
|
.s 5
|
|
.c;Version 3 (Final)
|
|
.s
|
|
.c;4/5/84
|
|
.s
|
|
.c;Comments to SEM
|
|
|
|
.pg
|
|
.c;I. INTRODUCTION
|
|
.S 2
|
|
All it takes is one final command. Then the surge of power, the thrust,
|
|
and thousands of miles of empty space go racing into the background.
|
|
.s
|
|
Rocketing through the Asteroid Belt, you still get the thrill of first
|
|
flight, but with it comes the uneasiness of total solitude. The ship's
|
|
computer has taken over the functions of navigation and routine
|
|
maintenance. You watch the sophisticated mass detector as it unceasingly
|
|
scans your vicinity for uncharted masses. To assuage the tedium of your
|
|
long trip, you browse through the compact tape library - a compendium of
|
|
the knowledge and culture of humanity. But the drone of the ship's
|
|
systems gradually lulls you into a deep sleep.
|
|
.s
|
|
The year is 2186. Humanity has established colonies on the Moon, Mars,
|
|
and several of the larger asteroids. Earth's sky is dotted with space
|
|
habitats, and the spaceways always hum and zoom with activity. As
|
|
always, there is the urgent need for energy to power this advanced
|
|
civilization. Based on theories which began as early as the 1970's, it
|
|
has been determined that quantum black holes can provide an
|
|
inexhaustible source of power. These phenomena resulted from the Big
|
|
Bang, and they are extremely rare; approximately one 5mm-diameter hole
|
|
is found per year.
|
|
.s
|
|
Finding and harnessing a single black hole can make a person's fortune.
|
|
It is a lonely business, fraught with the known and unknown hazards of the
|
|
space frontier. You've equipped your ship, the mining vessel Starcross,
|
|
with the best gear you could afford. You've got a good mass detector to
|
|
spot the hole, and the right apparatus to bring it under control
|
|
and haul it back to a containment tank at the base on Ceres. You've put
|
|
everything into this venture, and though you've tried before, you somehow
|
|
sense that this time will be different.
|
|
.s
|
|
As you sleep, you dream of the riches that would be yours if your search
|
|
for a quantum black hole is successful. Little do you suspect that the
|
|
alarm on your mass detector is about to jolt you out of your dream - but
|
|
not to grapple with the long-sought black hole. Your quest has taken an
|
|
unexpected turn, for you are destined to rendezvous with a gargantuan
|
|
alien spaceship from the outer fringes of the galaxy.
|
|
|
|
.pg
|
|
.c;II: RULES AND STRATEGIES
|
|
.s 2
|
|
Once you have boarded the alien craft, you will find yourself in an
|
|
unknown environment full of dangerous creatures and diabolical puzzles.
|
|
You had best equip yourself with a spacesuit and safety line (for
|
|
conditions in space frequently include both weightlessness and vacuum) and
|
|
stay out of dark areas (as unknown dangers may lurk there). You may be
|
|
lucky enough to find, and clever enough to use, various tools and pieces
|
|
of equipment. Labels and signs may offer clues along the way.
|
|
.s
|
|
As you explore the alien spaceship, it is a good idea to make a map of the
|
|
geography. Such a map should include each of the locations you visit, the
|
|
directions that connect it to adjoining locations, and any interesting
|
|
objects there. (You may notice STARCROSS occasionally refer to a location
|
|
in the game as a "room", even when your location is something other than
|
|
a room.)
|
|
.s
|
|
In STARCROSS, time passes only in response to your input. You might
|
|
imagine a giant clock that ticks once per move, and the story progresses
|
|
only at each tick. Nothing happens in the story while you are thinking
|
|
and planning your next move, so you can plot your moves slowly and
|
|
carefully if you choose.
|
|
.s
|
|
Starcross keeps track of your score as a rough measure of your progress
|
|
in unraveling the mysteries of the alien probe and in gaining mastery of
|
|
the vessel itself. You will get points for acquiring certain objects,
|
|
performing certain actions, and visiting certain locations. There is
|
|
also a penalty for getting "killed".
|
|
|
|
.pg
|
|
.c;III: COMMANDS FOR EXPLORING
|
|
.s 2
|
|
When you begin playing an interactive fiction game such as Starcross, you
|
|
should first become familiar with your surroundings. Explore every location,
|
|
reading each description carefully. Take note of interesting objects and
|
|
all exits from the location. Don't forget to make a map.
|
|
.s
|
|
The best way to move from place to place is to type the direction you
|
|
want to travel. Acceptable directions are FORE (or F), AFT, PORT (or P),
|
|
STARBOARD (or SB), UP (or U), and DOWN (or D). ENTER and EXIT (also known
|
|
as IN and OUT) may work in some places.
|
|
.s
|
|
When you enter a location for the first time, STARCROSS usually displays
|
|
the name of the location and a description of it. STARCROSS will then
|
|
mention any interesting objects in the location with which you might want
|
|
to interact. When you return to a location, STARCROSS normally displays
|
|
only the name of the location and the names of the objects in it.
|
|
.s
|
|
The VERBOSE command tells STARCROSS to show the full descriptions of locations
|
|
and objects every time you see them, not just the first time. The BRIEF
|
|
command tells the game to describe fully only newly encountered locations
|
|
and objects. The game starts in this mode. The SUPERBRIEF command tells
|
|
STARCROSS to show only the name of the location, even on your first visit
|
|
there, and not even to mention which objects are present. You can still
|
|
get full descriptions by typing LOOK. In SUPERBRIEF mode, a blank line
|
|
will not appear between each of your moves. This mode is recommended
|
|
only for those adventurers who already know their way around.
|
|
|
|
.pg
|
|
.c;IV: CONCEPTS FOR EXPLORING
|
|
.s 2
|
|
The essence of interactive fiction is puzzle-solving. A locked door or a
|
|
ferocious beast shouldn't loom as a permanent obstacle to a dauntless
|
|
adventurer, but merely as a puzzle to be tackled. Solving the puzzles you
|
|
encounter will frequently involve bringing a certain item with you,
|
|
and then using it in the proper way. Some ways that objects behave may
|
|
not be immediately obvious to you.
|
|
.s
|
|
Containers and Surfaces: Some objects, called containers, can hold other
|
|
objects. Some can be opened or closed, such as a box. Others are always
|
|
open, such as a bowl. Some containers are transparent, and the objects
|
|
within can be seen even when the container is closed.
|
|
.s
|
|
Similarly, some objects have surfaces on which other objects can be
|
|
placed, such as a table. Most containers and surfaces have a limited
|
|
capacity, and all objects have sizes.
|
|
.s
|
|
Another note about containers: TAKE ALL will attempt to take only those
|
|
objects which are on the ground in your current location. It will not
|
|
attempt to take objects which are present but in containers or on surfaces.
|
|
.s
|
|
Characters: You can talk to some of the characters you meet in STARCROSS,
|
|
or even order them around in a simple way. See the section titled "Talking
|
|
to Starcross" for details. Characters will usually fight back when
|
|
attacked, and may, in some cases, attack you unprovoked. However,
|
|
communication and trade are always better than fighting. Remember that
|
|
you are, in effect, an ambassador for the entire human race during this
|
|
"first contact" with life from beyond our solar system.
|
|
.s
|
|
Vehicles: There may be objects in the story that you can board. Perhaps
|
|
such an object is a vehicle that will transport you to regions that are
|
|
inaccessible on foot. When you are in a vehicle, you usually can't reach
|
|
things outside the vehicle. In addition, you'd have to stand up before
|
|
you could walk around. Furniture, such as your bunk aboard the Starcross,
|
|
also acts in this way.
|
|
|
|
.pg
|
|
.c;V: LOADING STARCROSS
|
|
.s 2
|
|
Now that you know a little bit about what to expect when you venture
|
|
into STARCROSS, it's time for you to load your diskette. To do
|
|
so, follow the instructions on your Reference Card.
|
|
.s
|
|
Following the copyright notice and the release number of the game, you
|
|
will see a description of the starting location.
|
|
.s
|
|
Whenever you see the prompt (>), STARCROSS is waiting for you to type in your
|
|
instructions. When you have finished typing a command, press the RETURN
|
|
(or ENTER) key. STARCROSS will respond to your command, and then the prompt
|
|
(>) will reappear.
|
|
.s
|
|
Here are a couple of quick exercises to help you get accustomed to interacting
|
|
with STARCROSS. First, load your game according to the instructions on your
|
|
Reference Card. Then, try typing the following next to the prompt (>):
|
|
GET OUT OF THE BUNK
|
|
.s
|
|
When you press the RETURN (or ENTER) key, STARCROSS will respond with:
|
|
You are on your own feet again.
|
|
The alarm on the mass detector is ringing stridently.
|
|
.s
|
|
Now try typing:
|
|
TURN OFF THE ALARM
|
|
.s
|
|
After you press the RETURN (or ENTER) key, STARCROSS will respond:
|
|
The alarm is on the bridge, not here.
|
|
.s
|
|
Note that there are often many different ways to word the same command. For
|
|
example, to get out of the bunk, all of the following would work:
|
|
STAND
|
|
STAND UP
|
|
GET OUT OF THE BUNK
|
|
GET OFF THE BED
|
|
|
|
.pg
|
|
.c;VI: TALKING TO STARCROSS
|
|
.s 2
|
|
When you play STARCROSS, you "talk" to it in plain English,
|
|
typing your requests on your keyboard each time you see the prompt (>).
|
|
When you have finished typing a command, press the RETURN (or ENTER) key
|
|
and STARCROSS will process your request.
|
|
.s
|
|
STARCROSS usually acts as though your sentence begins with "I want to....",
|
|
although you should not type those words explicitly. STARCROSS then displays
|
|
a response that tells you whether what you want to do is possible in the
|
|
current situation, and if it is, whether anything interesting happened
|
|
as a result.
|
|
.s
|
|
All words that you type are distinguished by their first six letters,
|
|
and all subsequent letters are ignored. Therefore, SPACESuit, SPACEShip, and
|
|
SPACESickness would all be treated as the same word by STARCROSS.
|
|
.s
|
|
STARCROSS understands many different kinds of sentences. Here are some
|
|
examples, some of which don't actually occur in STARCROSS:
|
|
PICK UP THE SPACESUIT
|
|
PUT ON THE SPACESUIT.
|
|
TAKE IT OFF.
|
|
DROP THE SPACESUIT.
|
|
PICK UP SUIT THEN PUT IT ON.
|
|
GO STARBOARD.
|
|
WALK AFT.
|
|
SB.
|
|
GO COUNTERCLOCKWISE.
|
|
FORE.
|
|
DOWN.
|
|
D.
|
|
WALK AROUND THE AIRLOCK.
|
|
OPEN THE DOOR.
|
|
PUSH THE RED BUTTON.
|
|
EXAMINE THE ALIEN STATUE.
|
|
LOOK AT THE SCREEN.
|
|
LOOK UNDER THE TABLE.
|
|
LOOK INSIDE THE BROKEN CAGE.
|
|
LOOK BEHIND THE PANEL.
|
|
READ THE PLAQUE.
|
|
TAKE PLAQUE.
|
|
TAKE ALL PLAQUES EXCEPT THE TARNISHED PLAQUE.
|
|
FIRE THE RAY GUN AT THE PLAQUE.
|
|
DROP ALL.
|
|
DROP ALL BUT RAY GUN.
|
|
TAKE ALL FROM MONSTER.
|
|
KILL THE MONSTER WITH THE RAY GUN.
|
|
SHOOT THE RAY GUN AT THE MONSTER.
|
|
BREAK GLASS WITH ROCK.
|
|
.S
|
|
You are allowed to use multiple objects with certain verbs. You must
|
|
separate multiple objects of a verb by the word AND or by a comma. Some
|
|
examples:
|
|
TAKE ALL BUT THE RAY GUN AND THE TIME MACHINE.
|
|
DROP THE AIR TANK, PLIERS, AND UNIVERSAL TOOL.
|
|
PUT THE RADIOACTIVE INGOT AND THE FILMSTRIP IN THE JAR.
|
|
GIVE WIRE, JAR, AND BATTER TO ROBOT.
|
|
.S
|
|
You can include several sentences in one input line if you separate them
|
|
by the word THEN or by a period. You don't need to type a period at the
|
|
end of an input line. For example, you could input all of the following at
|
|
once, before pressing the RETURN (or ENTER) key.
|
|
TAKE LASER. EXAMINE IT.P.SHOOT LOCK THEN OPEN DOOR.AFT
|
|
.S
|
|
There are only two kinds of questions that STARCROSS understands: WHAT and
|
|
WHERE. Here are two examples that you can try in STARCROSS:
|
|
WHERE IS THE CHIEF?
|
|
WHAT IS A GRUE?
|
|
.s
|
|
You can talk to the other characters in the game, and even ask them to
|
|
do something. (Some of them may even obey your requests.) The proper
|
|
format for talking to a character is CHARACTER, DO THIS. Here are some
|
|
examples:
|
|
COMPUTER, LAND ON MARS
|
|
COMPUTER, THETA IS 320. PHI IS 48.
|
|
DOCTOR, WAIT HERE
|
|
COMPUTER, SET COURSE FOR CERES THEN REPORT STATUS
|
|
ROBOT, F.TAKE BATTERY.AFT.
|
|
.S
|
|
You can use quotes to answer a question or say something "out
|
|
loud". For example:
|
|
SAY "HELLO COMPUTER"
|
|
ANSWER "A LASER"
|
|
SHOUT "CLOSE THE DOOR"
|
|
.s
|
|
STARCROSS tries to be clever about what you really mean when you don't give
|
|
enough information. If you say that you want to do something, but don't
|
|
say what you want to do it to or with, STARCROSS will sometimes decide that
|
|
there was only one possible object that you could have meant. When it
|
|
does so, it will tell you. For example:
|
|
.no fill
|
|
.s
|
|
.lm 15
|
|
>TURN OFF
|
|
(the force field)
|
|
The shimmering curtain around you fades and vanishes.
|
|
.s
|
|
>KILL THE ALIEN
|
|
(with the ray gun)
|
|
The alien dodges the blast, and you end up putting a large hole
|
|
in the wall.
|
|
.s
|
|
.fill
|
|
.lm 10
|
|
If your sentence is ambiguous, STARCROSS will ask what you really meant. You
|
|
can answer most of these questions briefly by supplying the missing
|
|
information, rather than re-typing the entire sentence. You only have one
|
|
chance to supply the missing information; if you don't answer the question at
|
|
the very next prompt, you will have to re-type the entire command. Some
|
|
examples:
|
|
.no fill
|
|
.lm 15
|
|
.s
|
|
>TIE THE SAFETY LINE
|
|
What do you want to tie the safety line to?
|
|
>THE SPACESUIT
|
|
The safety line is now tied to the spacesuit.
|
|
.s
|
|
>CLOSE THE PANEL
|
|
Which panel do you mean, the green panel or the blue panel?
|
|
>GREEN
|
|
The green panel is now closed.
|
|
.fill
|
|
.lm 10
|
|
.s
|
|
STARCROSS uses many more words than it recognizes. For example, a
|
|
description of a location might read "Through the viewport is a
|
|
staggering panorama of stars and nebulae." However, if STARCROSS doesn't
|
|
recognize the words STARS or NEBULAE in your input, you can assume that
|
|
the stars and nebulae are not important to your completion of the game, and
|
|
are included only to enhance your mental imagery of the location.
|
|
STARCROSS recognizes nearly 600 words, almost every word that you
|
|
are likely to use when conversing with STARCROSS. If you encounter a
|
|
word that STARCROSS does not understand, you might try rephrasing or
|
|
using some synonyms of the word. More likely, your action is not
|
|
important in playing the game.
|
|
.s
|
|
Completely mystifying sentences will cause STARCROSS to complain in one way
|
|
or another. After making the complaint, STARCROSS will ignore the rest of the
|
|
input line. Unusual events, such as being attacked, will also cause STARCROSS
|
|
to ignore the rest of the sentences you typed, since the event may have
|
|
changed your situation drastically. For a complete list of these
|
|
responses, see the section entitled "STARCROSS RESPONSES."
|
|
|
|
.pg
|
|
.c;VII: TIPS FOR NOVICES
|
|
.s 2
|
|
It is extremely helpful to draw a map. The geography of the alien
|
|
artifact is quite unusual, to say the least, and mapping it will make
|
|
things much less confusing. Remember that there are 6 possible directions
|
|
as well as ENTER (or IN) and EXIT (or OUT).
|
|
.s
|
|
Read everything carefully. There are clues in many of the descriptions
|
|
of locations and objects, as well as in labels, books, signs, etc.
|
|
.s
|
|
Most objects in the game that you can pick up are important, as keys to
|
|
reaching the goal of the game or as solutions to the puzzles you will
|
|
encounter along the way.
|
|
.s
|
|
Unlike other "adventure games" that you may have played, there are many
|
|
possible routes to the completion of STARCROSS. There is no "correct" order
|
|
for solving the puzzles. Some puzzles have more than one solution,
|
|
other puzzles don't need to be solved at all.
|
|
.s
|
|
It is often helpful to play STARCROSS with another person. Different people
|
|
may find different puzzles easy, and can often complement each other.
|
|
.s
|
|
Don't be afraid to try something bold or strange -- you can always SAVE
|
|
your state first if you want (see the next section). Trying the bizarre
|
|
can be fun and will often give you a clue. Here's a nonsense example:
|
|
.s
|
|
.no fill
|
|
.lm 15
|
|
>PUT ON THE GREEN CALICO DRESS
|
|
Donning the green dress fails to convince the munchkins
|
|
that you are a witch.
|
|
.fill
|
|
.lm 10
|
|
.s
|
|
You have just learned that there is probably something you could wear
|
|
that would convince the munchkins that you are a witch, and possibly even
|
|
get them to give you their enchanted broom. Perhaps if you wore that
|
|
blue dress you saw earlier in the game...
|
|
.s
|
|
Read through the sample game transcript in the next chapter to get a feel
|
|
for how interactive fiction works.
|
|
|
|
.pg
|
|
.c;VIII: SAMPLE GAME TRANSCRIPT
|
|
.s
|
|
The following transcript is not from STARCROSS, but does show many of the most
|
|
common interactions that you will use while playing. It contains several
|
|
simple puzzles and their solutions, and will give the novice player a
|
|
good idea of how a game like STARCROSS works.
|
|
.s
|
|
.no fill
|
|
.ts 14, 18, 22
|
|
Engine Room
|
|
This large, cylindrical area houses the controls for the fusion
|
|
drive of the ship. The drive itself lies below the deck you're
|
|
standing on. A hatchway, closed, leads down toward the drive.
|
|
Open doorways lie to port and starboard, and a ladder leads up
|
|
through an opening in the deck above.
|
|
.s
|
|
>PORT
|
|
Storage
|
|
This is a tiny space for storing tools and supplies. The food
|
|
dispenser is set into the wall.
|
|
There is a Frobizzmus Wrench here.
|
|
.s
|
|
>SB
|
|
Engine Room
|
|
.s
|
|
>SB
|
|
Cargo Hold
|
|
This space is for storing the ship's cargo, which on this particular
|
|
trip is a large crate containing radioactive isotopes.
|
|
.s
|
|
>P
|
|
Engine Room
|
|
From the deck above you hear Sven McGillicuddy, your navigator,
|
|
calling down to you.
|
|
.s
|
|
>U
|
|
Bridge
|
|
This is the bridge of the Moonshine, a trading vessel commissioned
|
|
nearly a decade ago. Through the viewport you can see the surface
|
|
of Luna, Earth's moon, sliding by a hundred kilometers below. Beneath
|
|
the viewport is the ship's navigation computer.
|
|
Sven is sitting in the navigator's couch; the captain's couch is empty.
|
|
Sven holds up a print-out from the communications port. "Message from
|
|
Tycho Station."
|
|
.s
|
|
>TAKE THE PRINT-OUT. READ IT
|
|
Taken.
|
|
.s
|
|
"Divert to Clavius Station. Cargo urgently needed there."
|
|
.s
|
|
>SVEN, SET COURSE TO CLAVIUS STATION
|
|
"I can give you the co-ordinates, but you'll have to tell them to
|
|
the computer yourself. You know that it's keyed only to your voice."
|
|
.s
|
|
>EXAMINE THE COMPUTER
|
|
It is a typical navigational computer with standard features such as
|
|
the ability to give it verbal commands. It was programmed by a friend
|
|
of yours from California, who has since left the programming biz to
|
|
buy an alfalfa farm.
|
|
.s
|
|
>SVEN, GIVE ME THE CO-ORDINATES
|
|
The navigator fiddles with his instruments for a moment. "Co-ordinates
|
|
for Clavius Station are: Longitude 15 West, Latitude 58 South."
|
|
.s
|
|
>COMPUTER, LONGITUDE IS 15 WEST
|
|
Lights blink across the front of the computer. "Okay, man," says the
|
|
computer. "I've got the longitute set. Wanna lay the latitude on me?"
|
|
.s
|
|
>COMPUTER, LATITUDE IS 58 SOUTH
|
|
Lights blink across the front of the computer. "Okay, man," says the
|
|
computer. "Course set. Great bunch of coordinates. Totally. Like,
|
|
awaiting confirmation, you know?."
|
|
.s
|
|
>COMPUTER, CONFIRM
|
|
"Okay. Better buckle up, man. Burn in, like, uh, around 30 seconds."
|
|
.s
|
|
>GET IN THE COUCH
|
|
Which couch do you mean, the navigator's couch or the captain's couch?
|
|
.s
|
|
>CAPTAIN'S
|
|
You are now lying in the couch.
|
|
.s
|
|
>FASEN HARNESS
|
|
I don't know the word "fasen".
|
|
.s
|
|
>FASTEN HARNESS
|
|
You are now belted securely into the couch.
|
|
.s
|
|
>WAIT
|
|
Time passes...
|
|
Suddenly you are pressed into the couch as the computer activates the
|
|
ship's powerful thrusters. The burn lasts around 20 seconds, and then
|
|
suddenly you are weightless again.
|
|
.s
|
|
>INVENTORY
|
|
You are carrying:
|
|
a print-out
|
|
.s
|
|
>GIVE PRINT-OUT TO SVEN
|
|
You can't reach him from the couch.
|
|
The computer speaks. "Hey, man...I hate to drop something like this on
|
|
you, but it looks like the reactor has, like, it's gone out. Without the
|
|
next burn we'll ram into Luna in, uh...Gag me! Just over 3 minutes!"
|
|
.s
|
|
>DOWN
|
|
You'll have to stand up, first.
|
|
.s
|
|
>UNFASTEN HARNESS. STAND UP. D
|
|
Unfastened.
|
|
.s
|
|
You are on your own feet again.
|
|
.s
|
|
Engine Room.
|
|
A red light on the controls is blinking "Reactor Malfunction--Damaged
|
|
Fuel Cylinder."
|
|
.s
|
|
>LOOK
|
|
Engine Room
|
|
This large, cylindrical area houses the controls for the fusion
|
|
drive of the ship. The drive itself lies below the deck you're
|
|
standing on. A hatchway, closed, leads down toward the drive.
|
|
Open doorways lie to port and starboard, and a ladder leads up
|
|
through an opening in the deck above.
|
|
.s
|
|
>DOWN
|
|
The hatchway is closed.
|
|
.s
|
|
>OPEN IT
|
|
It won't open by hand.
|
|
.s
|
|
>EXAMINE THE HATCH
|
|
The hatchway is closed. You'll need a Frobizzmus Wrench to open it.
|
|
.s
|
|
>P
|
|
Storage
|
|
There is a Frobizzmus Wrench here.
|
|
.s
|
|
>TAKE
|
|
(Frobizzmus Wrench)
|
|
Taken.
|
|
.s
|
|
>SB
|
|
Engine Room
|
|
.s
|
|
>OPEN THE HATCH WITH THE WRENCH
|
|
The hatch opens. A steep gangway leads downward.
|
|
.s
|
|
>D
|
|
Reactor Room
|
|
This room houses the ship's powerful fusion drive. An access panel,
|
|
labelled "Fuel Cylinder Housing", is closed.
|
|
There is a spare fuel cylinder here.
|
|
.s
|
|
>OPEN THE PANEL
|
|
Opening the panel reveals a damaged fuel cylinder.
|
|
The computer's voice comes over a speaker in the ceiling. "Hate to
|
|
bug you, man, but only a minute and a half until impact, and all
|
|
the indicators are still red to the max."
|
|
.s
|
|
>TAKE DAMAGED CYLINDER. PUT SPARE CYLINDER IN PANEL
|
|
Taken. There is now a space inside the panel for another cylinder.
|
|
.s
|
|
You're not holding the spare fuel cylinder.
|
|
.s
|
|
>TAKE SPARE CYLINDER THEN PUT IT IN THE PANEL
|
|
Taken.
|
|
.s
|
|
The spare fuel cylinder is now mounted in the reactor.
|
|
.s
|
|
>CLOSE THE PANEL
|
|
The panel is now closed.
|
|
"Way to go, man! Everything looks cool, now. Final burn in 30 seconds!"
|
|
.s
|
|
>U.U.GET IN CAPTAIN'S COUCH.FASTEN HARNESS
|
|
Engine Room
|
|
.s
|
|
Bridge
|
|
.s
|
|
You are now lying in the couch.
|
|
.s
|
|
You are now belted securely into the couch.
|
|
The ships thrusters burn long and hard, pressing you deeply into the
|
|
cushions of the couch. After what seems like an eternity, the great
|
|
weight is suddenly lifted from you, leaving you lying comfortably in
|
|
the one-sixth gravity of Luna.
|
|
|
|
.fill
|
|
.pg
|
|
.c;IX: SAVING, RESTORING, RESTARTING, AND QUITTING
|
|
.s 2
|
|
It will take you a good deal of time to play STARCROSS through to the end
|
|
of the game. You will almost certainly not finish the game in a single
|
|
session. STARCROSS allows you to continue playing at a later time without
|
|
having to start over from the beginning, just as you can place a
|
|
bookmark in a book you are reading. There is a command, called SAVE,
|
|
that makes a "snapshot" of your position in the game. If you are a
|
|
prudent player, you may want to SAVE your position before you embark
|
|
upon (or after you complete) any particularly tricky or dangerous part
|
|
of your journey. Having taken this snapshot, you can go back to that
|
|
position whenever you want, even though you may have gotten lost or
|
|
"killed" afterward.
|
|
.s
|
|
In order to SAVE your position, type SAVE at the prompt (>), and then
|
|
press the RETURN (or ENTER) key. Then follow the instructions on you
|
|
Reference Card for Saving and Restoring. ^&Note that many systems require a
|
|
blank diskette, already initialized and formatted, for a SAVE. Using a
|
|
disk with data on it may result in the loss of that data, depending on
|
|
your system.\&
|
|
.s
|
|
When you want to continue playing from where you made a snapshot, follow
|
|
the RESTORE procedure. You can RESTORE a snapshot at any time during play.
|
|
To do so, type RESTORE at the prompt (>), and press the RETURN (or ENTER)
|
|
key. Then follow the instructions on your Reference Card for Saving and
|
|
Restoring. STARCROSS will now let you continue playing from your
|
|
SAVEd position. You can type LOOK for a description of where you are.
|
|
.s
|
|
If you want to abandon your current position, but you want to continue
|
|
playing, you can use the RESTART command. STARCROSS will tell you your
|
|
current score and the number of moves you have taken. Then it will ask
|
|
if you really want to start over from the beginning of the game. If you
|
|
do, type Y and hit the RETURN (or ENTER) key.
|
|
.s
|
|
If you want to stop playing, type QUIT. STARCROSS will respond with your
|
|
score and moves, and ask if you really want to leave the game. If you
|
|
do, type Y and hit the RETURN (or ENTER) key.
|
|
.s
|
|
Remember, when you RESTART or QUIT, that if you ever want to return to
|
|
your current position you must first do a SAVE.
|
|
|
|
.pg
|
|
.c;X: STARCROSS COMMANDS
|
|
.s 2
|
|
To simplify your adventuring, there are a number of one-word commands
|
|
that order STARCROSS to give you specific information. You can use these
|
|
over and over as needed. Some of them may constitute a move, others will
|
|
not. Type the command after the prompt (>) and hit the RETURN (or ENTER) key.
|
|
.s
|
|
AGAIN - STARCROSS will usually respond as if you had repeated your previous
|
|
sentence. Among the cases where AGAIN will not work is the case where you
|
|
were just talking to another character.
|
|
.s
|
|
BRIEF - This commands STARCROSS to describe fully only newly encountered
|
|
locations and objects. STARCROSS will describe a location already visited by
|
|
displaying only its name and any objects found there. This is the initial
|
|
mode of STARCROSS.
|
|
.s
|
|
DIAGNOSE - STARCROSS will give you a medical report of your physical
|
|
condition.
|
|
.s
|
|
INVENTORY - STARCROSS lists your current possessions. You can abbreviate
|
|
INVENTORY to I.
|
|
.s
|
|
LOOK - This command will cause STARCROSS to describe your surroundings in full
|
|
detail. You can abbreviate LOOK to L.
|
|
.s
|
|
QUIT - This command, which can be shortened to Q, gives you the option
|
|
to quit playing. If you want to SAVE your position first, follow the
|
|
instructions for doing so in the previous section.
|
|
.s
|
|
RESTART - This ends the game and starts it over from the beginning.
|
|
.s
|
|
RESTORE - This restores a game position made using the SAVE command. See the
|
|
previous section for more details.
|
|
.s
|
|
SAVE - This makes a snapshot of your current game position onto your storage
|
|
diskette. You can return to a SAVEd position in the future using the
|
|
RESTORE command. See the previous section for details.
|
|
.s
|
|
SCORE - STARCROSS will show your current score and the number of moves you
|
|
have made. SCORE will also display your rank, which is your rating as a
|
|
STARCROSS player and is based on the number of points you have.
|
|
.s
|
|
SCRIPT - This command assumes that you have a printer. It commands the
|
|
printer to begin printing a transcript of your game session. This option
|
|
is not required for playing STARCROSS, and is only available on some systems;
|
|
consult your Reference Card for details.
|
|
.s
|
|
SUPERBRIEF - This command tells STARCROSS to display only the name of a
|
|
location you have entered, even if you have never been there before.
|
|
When you are in SUPERBRIEF mode, STARCROSS will not mention which objects
|
|
are present unless you type LOOK.
|
|
.s
|
|
UNSCRIPT - This commands your printer to stop printing.
|
|
.s
|
|
VERBOSE - This command tells STARCROSS to show you the full description of
|
|
each location, and the objects in it, every time you enter it.
|
|
.s
|
|
VERSION - STARCROSS responds by showing you the Release number and the Serial
|
|
number of your copy of the game. You should include this information if
|
|
you ever report bugs in the game or problems with your disk.
|
|
.s
|
|
WAIT - This command causes time in the game to pass. Normally, between
|
|
moves, no time is passing as far as STARCROSS is concerned. You could leave
|
|
your computer, take a nap, and return to the game to find that nothing
|
|
has changed. WAIT is used when you want to find out what will happen in
|
|
the game if you do absolutely nothing while time passes. For example, if
|
|
you encounter an alien being, you could WAIT and see what it will do.
|
|
Or, if you are in a moving vehicle, you could WAIT to see where it will
|
|
go.
|
|
|
|
.pg
|
|
.c;XI: USEFUL VERBS
|
|
.s 2
|
|
The following list includes only some of the verbs that STARCROSS
|
|
understands. Keep in mind that these verbs can be combined with a
|
|
variety of prepositions. For example, LOOK can become LOOK INSIDE,
|
|
LOOK BEHIND, LOOK UNDER, LOOK THROUGH, LOOK AT and so on.
|
|
.s
|
|
.ts 15, 30, 45, 60
|
|
ATTACK FLY PICK STAND
|
|
BOARD FOLLOW POINT STEP
|
|
BREAK GIVE PULL SWIM
|
|
CANCEL JUMP PUSH TAKE
|
|
CLIMB KICK PUT TELL
|
|
CLOSE KILL RAISE THROW
|
|
CONFIRM KNOCK READ TIE
|
|
DIG LAND REMOVE TOUCH
|
|
DRINK LAUNCH SEARCH TURN
|
|
DROP LEAVE SET UNLOCK
|
|
EAT LOCK SHAKE UNTIE
|
|
ENTER LOOK SHOOT WAKE
|
|
EXAMINE LOWER SLIDE WALK
|
|
EXIT MOVE SMELL WAVE
|
|
FIND OPEN SMILE WEAR
|
|
|
|
.pg
|
|
.c;XII: STARCROSS RESPONSES
|
|
.s 2
|
|
STARCROSS may occasionally have a few words for you when it wants you to
|
|
clarify your instruction. Some of STARCROSS's responses are:
|
|
.s
|
|
I DON'T KNOW THE WORD "[your word]". The word you typed is not in the
|
|
game's vocabulary. Sometimes a synonym or rephrasing will be understood.
|
|
If not, STARCROSS probably doesn't know the idea you were trying to get
|
|
across, and you can assume that it isn't necessary for completing the game.
|
|
.s
|
|
I CAN'T USE THE WORD "[your word]" HERE. STARCROSS knows the word you typed,
|
|
but couldn't use it in that sense. Most commonly, this is because STARCROSS
|
|
knows the word as a different part of speech. For example, if you said PRESS
|
|
THE LOWER BUTTON, STARCROSS might recognize LOWER only as a verb, not as an
|
|
adjective as it is used in your sentence.
|
|
.s
|
|
I CAN'T FIND A VERB IN THAT SENTENCE! Unless you are answering a
|
|
question, each sentence must have a verb (or a command) in it somewhere.
|
|
.s
|
|
I THINK THAT SENTENCE WAS MISSING A NOUN. This usually
|
|
indicates an incomplete sentence, such as PUT THE LAMP IN THE, where
|
|
STARCROSS expected a noun and couldn't find one.
|
|
.s
|
|
I FOUND TOO MANY NOUNS IN THAT SENTENCE. An example is PUT THE SOUP IN
|
|
THE BOWL WITH THE LADLE. A valid STARCROSS sentence has, at most, one
|
|
direct object and one indirect object.
|
|
.s
|
|
I BEG YOUR PARDON? You did not type anything after the prompt (>) and
|
|
before hitting the RETURN (or ENTER) key.
|
|
.s
|
|
IT IS TOO DARK HERE TO SEE. In the story, there was not enough light to see
|
|
the objects you referred to.
|
|
.s
|
|
YOU CAN'T SEE ANY "[object]" HERE. The object you referred to was not
|
|
present, or was not accessible to you (for example, it was present but
|
|
inside a closed container).
|
|
.s
|
|
YOU CAN'T GO THAT WAY. There was no passage or exit in the direction
|
|
you tried to move.
|
|
.s
|
|
I CAN'T USE MULTIPLE (IN)DIRECT OBJECTS WITH "[your verb]". You can use
|
|
multiple objects (that is, nouns or noun phrases separated by
|
|
AND or a comma) only with certain verbs. Among the more useful of these
|
|
verbs are TAKE, DROP, PUT, and EXAMINE. This restriction also applies to
|
|
the use of ALL, as in DROP ALL. An example of a verb that will not work
|
|
with multiple objects is ATTACK; you couldn't say ATTACK ALL or ATTACK
|
|
THE ROBOT AND THE ANDROID.
|
|
.s
|
|
I DON'T UNDERSTAND THAT SENTENCE. The sentence you typed was gibberish,
|
|
such as GIVE ALIEN WITH LASER. Or, you may have typed a reasonable sentence
|
|
but used a syntax that STARCROSS does not understand, such as SMELL UNDER
|
|
THE BUNK. Try rephrasing the sentence.
|
|
|
|
.pg
|
|
.c;XIII: SENTENCE SYNTAX
|
|
.s 2
|
|
A STARCROSS sentence must contain a verb or a command (such as AGAIN).
|
|
.s
|
|
You must separate multiple objects of the verb by the word AND
|
|
or by a comma.
|
|
.s
|
|
You must separate several sentences typed to STARCROSS at one time by a
|
|
period or by the word THEN. A period is not needed at the end of a line
|
|
of input.
|
|
.s
|
|
You can ask only two kinds of questions, WHERE and WHAT.
|
|
.s
|
|
You can abbreviate compass directions to N, E, S, W, NE, NW, SE, SW. UP
|
|
and DOWN may be shortened to U and D, respectively.
|
|
.s
|
|
Other abbreviations include L for LOOK and I for INVENTORY.
|
|
|
|
.pg
|
|
.c;XIV: COMMAND SUMMARY
|
|
.s 2
|
|
You can enter the following commands when the prompt (>) has appeared
|
|
on the screen. For an explanation of these commands, see the section
|
|
entitled Starcross Commands.
|
|
.s
|
|
.TS 15, 40
|
|
AGAIN SAVE
|
|
BRIEF SCORE
|
|
DIAGNOSE SCRIPT
|
|
INVENTORY (or I) SUPERBRIEF
|
|
LOOK (or L) UNSCRIPT
|
|
QUIT (or Q) VERBOSE
|
|
RESTART VERSION
|
|
RESTORE WAIT
|
|
|
|
.pg
|
|
.c;XV: WE'RE NEVER SATISFIED
|
|
.s 2
|
|
Here at Infocom, we take great pride in the quality of our games. Even
|
|
after they're "out the door", we're constantly improving, honing and
|
|
perfecting.
|
|
.s
|
|
Your input is important. No matter how much testing we do, it seems that
|
|
there are some bugs that never crawl into view until thousands of you begin
|
|
doing all those wild and crazy things to the game. If you find a bug, or if
|
|
you have a suggestion for some additional sentence syntaxes and vocabulary
|
|
words, or if you found a certain puzzle too hard or too easy, or if
|
|
you'd just like to tell us what you thought of the game, drop us a note!
|
|
We love every excuse to stop working and fool around for a while, and a
|
|
letter from you is just such an excuse! Write to:
|
|
.s
|
|
.lm 15
|
|
.no fill
|
|
INFOCOM, INC.
|
|
55 WHEELER STREET
|
|
CAMBRIDGE, MA 02138
|
|
.S
|
|
Attn: GURTHARK
|
|
.s
|
|
.lm 10
|
|
.fill
|
|
You can call the Infocom Technical Support Team to report bugs and
|
|
technical problems by dialing (617) 576-3190. Note that this is NOT a
|
|
hint line. If you develop a problem with your diskette within 90 days
|
|
after purchase, we will replace your diskette at no charge. Otherwise,
|
|
there is a replacement fee of $5 (U.S. currency). Please return your
|
|
registration card if you'd like to be on our mailing list and receive
|
|
our customer newsletter, The New Zork Times. |