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How To Play The HURRY! Adventure
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THE COMMANDS AND VOCABULARY:

     The HURRY! Adventure Game understands a wide variety of commands.
      However, it has only a limited vocabulary -- so it can get confused.
      If you give it a word that it doesn't understand, it will tell you what
      word it doesn't know.  Try entering your command again using a different
      word in place of the one the game objected to.

      Your commands should generally be in the format:

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

      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)
         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 THEN ENTER THE CAVE
         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

     If the game understands all of the words in your command, but still
      seems confused by the command -- then try to say the same thing using
      fewer words and a simpler sentence.  When in doubt, simplify your
      input commands as much as possible.  This also saves typing effort.


SPECIAL COMMANDS:

     The game uses a number of special commands for various "housekeeping"
      chores.  These are all pretty standard for most adventure games,
      specifically:

        HELP         May (or may not) give you a hint.

        SCORE        Will summarize your progress, so far.

        INVENTORY    Will display a list of the items you are carrying, and
                       those items you are wearing.

        BRIEF        Will cause location descriptions to be brief.

        VERBOSE      Will cause location descriptions to be verbose.

        LOOK         Will give you a full (verbose) description of
                       your current location.

        LIST EXITS   Will list the obvious (visible) exits from your current
                       location.  There may be other ways to exit the location
                       -- but they may not be obvious.

        OOPS         Will allow you to edit (using the cursor keys, and the
                       delete, insert and backspace keys) your previous
                       input command.  For example, if you enter THORW ROPE by
                       mistake, OOPS will enable you to edit this command and
                       correct it to THROW ROPE.

        SAVE         Will save the current game status on disk.

        RESTORE      Will restore a previously saved game from disk.

        SCRIPT       Causes output to go to both the screen and a printer
                       (using the LP1 port).

        UNSCRIPT     Causes output to go to the screen (only).

        SOUND ON/OFF SOUND OFF turns the sound off and SOUND ON turns it on.

        VIEW         Will allow you to view the various illustrations (if
                       any) available at any location.  For example, VIEW
                       SCENE will show a picture of the current location,
                       VIEW OGRE will show a picture to the ogre, etc.

        NOTIFY       Will cause the game to notify the player whenever the
                       player's score changes -- either up or down.

        QUIT         Quits the current game session.  Always exit using QUIT
                       -- so the game can erase some temporary data files and
                       save disk space!


FUNCTION AND ALT-CURSOR KEYS:

     The combination of the ALT key and the cursor keys have all been
      programmed to create an input command corresponding to their respective
      movement or compass directions, i.e., the ALT key and the up-arrow key
      causes a NORTH command to be generated, the ALT key and the home key
      causes a NORTHWEST command to be generated, etc.

      Similarly, the function keys have been predefined to stand for several
      of the most frequently used commands.  Further, by giving the command
      DEFINE, you may re-define any of the function keys to give any command
      you wish.  For example, in this game you might find it useful to
      re-define one of the function keys to give the command KILL ORC WITH AXE
      or GIVE CANDY TO BABY.

      Hitting the '?' key (during the game) will display a diagram of keys and
      their current definitions.


"LOOK-AND-FEEL" OPTIONS:

     This particular game uses a special version of the AGT (Adventure Game
      Toolkit) called the "Master's Edition" which allows the user to
      customize the manner in which the game's general interface is defined
      and to specify the game's overall "look-and-feel."  The user may define
      color schemes, status line options, command input method, size and
      "layout" of the screen, etc.  Once the player has a set of
      "look-and-feel" options he or she likes, these options may be saved as
      the standard defaults for this game and any other AGT game the user
      plays.

      One of the options available is a unique "menu-driven" input option that
      allows the player to enter game commands by selecting words from a menu.
      This option is particularly helpful for players who are often frustrated
      by their inability to figure out an adventure game's vocabulary -- since
      the menu always displays a list of "feasible" (though not always "smart"
      or even appropriate) commands from which the player may make a
      selection.

      The "look-and-feel" options are accessed by hitting the ESC key during
      the game (i.e., not now).


ACKNOWLEDGEMENTS

     This game benefitted from a great number of "inspirational" sources.
      Among them are various computer games including: (1) "Ballyhoo" by
      Infocom, (2) "Fiendish Freddy's Big Top O' Fun" by Mindscape, (3)
      Demon's Tomb," and (4) "Monty Python's Flying Circus" both by Virgin
      Games.  Books included: "Spangle" by Gary Jennings, (2) "The Headless
      Lady" by Clawton Rawson, and (3) "Circus" by Alstair MacLean.


SOLUTION AVAILABLE

     Just in case you get stuck, a complete solution in the form of a
      step-by-step "walk-thru" is available for just $1.00.  To get a copy,
      just drop the author a note requesting the HURRY solution (also enclose
      your dollar) to the Softworks address.

      DO NOT TELEPHONE WITH REQUESTS FOR HINTS!!!
