A 100% machine code adventure
To celebrate our fifth birthday issue, the Disk
for this Issue will have a special bonus on the reverse side – a
100%; machine code adventure that is too long to fit in the
magazine. Remember this program is only available on the Disk for
Issue 30. Disk subscribers will receive their copy automatically but
you can purchase the disk separately for just £3.95. Send £3.95 to
PAGE 6, P.O. BOX 54, STAFFORD, ST16 1DR and the Disk with all the
programs from this issue AND the bonus adventure will be on its way
'The Castle of Cire-Nampahc' is a text adventure in
the traditional style. It contains a large number of locations,
numerous objects to be manipulated, and an extensive vocabulary.
The primary object of the game is to escape from the
castle. A secondary objective is to gain the maximum number of
points (1000) in doing so. Points are awarded for discovering
valuable objects and eventually transporting them outside the
castle. Points are also gained for overcoming obstacles and for
reaching certain strategic situations.
The castle is not without its dangers of course, and
though these are not likely to be immediately fatal it is not
advisable to collect too many bumps and grazes. All of the dangerous
situations can be overcome by logical means, albeit slightly
tongue-in-cheek at times.
PLAYING THE GAME
At each stage you will be presented with a
description of the location, followed by the request 'What shall I
do?'. Type a one or two word command, followed by RETURN. If the
command is recognised it will be actioned and an appropriate
response given. If the command is not understood you will be told
so. You can type more than two words if you wish, if so, the first
two words which are in the program's vocabulary will be taken to be
the command. For example, FOR PETE'S SAKE GET THE WRETCHED LAMP!'
would be understood as 'GET LAMP'.
Movement commands can be entered merely by the
initial letter of the direction, i.e. N(orth), S(outh), E(ast),
W(est), U(p) and D(own). These commands can also be entered in full
if you wish. Other useful commands are:-
INVENTORY – list the objects carried
SCORE – print the current score
LOOK – describe the current location
SAVE GAME – save the current status for future retrieval
RESTORE GAME – restore a previously saved position.
To solve the adventure you will almost certainly need to make a map.
Remember that passages can twist and turn, so that a move in the
opposite direction to your previous move will not necessarily take
you back where you came from. However there is no magic or other
inconsistency in the game, so it can be solved entirely by logic.
Watch out for clues which are given from time to
time. These are usually not obvious, but if you think about the
reasons for some of the statements, or the objects which are
present, you may get some ideas for making progress. If a command is
not understood, it may be worth rephrasing it.
If you get stuck it is probably best to save your
current position and leave the game for another day. It is fairly
difficult to solve, so you will not complete it in one sitting
anyway. Depending on your experience and perseverance, it will
probably take several weeks or even months.
Remember, THE CASTLE OF CIRE NAMPAHC is only
available on PAGE 6 Issue 30 Disk.