The program was compiled for the regular 800 XL or XE models equipped with 64 KB RAM and tested on these ones. It does not use RAM under ROM, so it should work even on models with 48 KB RAM. However, these are very rare and so this possibility has not been verified.
It cannot work on even older models with only 16 KB RAM simply because of its size exceeding this memory.
The program does not read or store data and therefore does not need any operating system or external storage device to operate. It is therefore assumed that it can be run by any game loader.
The version in the FLOP can be run directly from the DOS system used here, which can be returned to after the game is finished and on cursory inspection did not look corrupted. It is also possible to run directly from the viewer system, which cannot then be returned to of course, in such case a return to DOS is executed.
It should be possible to run the program from any other DOS system that does not require more memory than this one. However, because of the large variety, other systems have not been verified.
It is a text-based game controlled solely by the keyboard, nothing else. The method of typing commands is described in detail below.
The program was written in C for use with the cc65 crosscompiler in 2016. The first test version was given to maybe two testers, as no more interested people were found at that time.
5.10.2016 editing of the texts according to the reported language errors by Zdeněk P.G.
For various reasons, the virtually finished transcript was then put on ice for several years, only to be found in 2024 in an uncluttered mess on disk due to a search for content for FLOP magazine. However, the first English version was not found and thus had to be created all over again.
Compared to the first test version, several minor bugs have been fixed, such as the incorrect differentiation between light and heavy objects depending on the order in which they are grabbed.
The resulting program is ready for publication in the FLOP magazine and no other version is planned. There would have to be a strong reason to do that first.
Without changing the program itself, other language versions may be created in addition to the existing Czech and English, which were prepared simultaneously. At least a German one is being considered for the friendly ABBUC club.
This adaptation is based on an original game written in BASIC several years ago. At the very start, it displays the name "MIROSLAV MZIK" using an enlarged character set, though it might more accurately be "Mžik", which appears to be a more likely Czech name. The rest of the texts uses a normal-sized font with national characters.
I do not have any contact details for the original author, nor do I know anything about him. Any information would be greatly appreciated.
Contact: Zdeněk Burian, zbak@volny.cz
This text adventure game uses one- or two-word commands entered via the keyboard, without the use of national characters. This detail is not relevant for the English version. The program already takes up considerable space, and the author didn’t want to deal with implementing support for the Czech keyboard. Both uppercase and lowercase letters can be typed.
The keywords recognized by the program are displayed in uppercase on the screen.
NORTH, SOUTH, EAST, WEST, UP, DOWN INVENTORY, HAVE got, OWN SITUATION, DESCRIPTION, LOCATION DICTIONARY HELP, ADVISE SCREEN END EXAMINE, EXPLORE TAKE, GET, GRAB, PICK up PUT, LAID, DROP, THROW away OPEN CLOSE UNLOCK ENTER on, CLIMB on READ, PERUSE USE
Words written consecutively on a line are synonyms and perform the same action, except for directions.
Commands can be abbreviated to a single character. However, since many words begin the same way, the first matching command in the dictionary will be selected. The program distinguishes between one-word and two-word commands in this process.
The minimum required abbreviations are shown in the command list using capital letters. However, it’s easier to remember that no more than three characters are ever needed for correct command identification.
Directions and inventory commands require only a single letter, as they appear at the beginning of the dictionary and do not share starting letters with other commands. For two-word commands, the first one is EXAMINE.
This game has a limit on the number of commands you can enter to successfully complete it. However, one-word auxiliary commands are not counted. For example, you can use Inventory repeatedly without affecting the count. Directions, of course, are counted.
To force a full description of a location after re-entering, which would otherwise only display briefly, you can use an empty command by simply pressing RETURN, or by entering one of three special commands for this purpose. Alternatively, commands like EXAMINE without a subject will also work.
Within the game area, various objects are present, each with certain possibilities for use, indicated by capital letters.
The special line YOU SEE: lists objects that can typically be taken, though this is not always the case. Additionally, items mentioned only in location descriptions that cannot be taken are not necessarily useless.
Only objects at the current location or those you are carrying are considered valid. Other objects, even if they exist elsewhere, will not be recognized by the game.
As with commands, a system of shortcuts applies to objects, where the first object in the list is selected based on its order. There are also preferences depending on the command type: TAKE first checks items lying around, then those in your inventory, while PUT does the opposite.
Some objects consist of multiple words, but only the part written in capital letters is used for identification. This is usually a noun, except when objects are fundamentally the same and distinguished by an adjective or adverb.
Objects are written after the action command (the verb), normally separated by at least one space. However, the program will accept any non-alphabetic character as a separator.
111114444488888cccccc
1 4 8 c c
1 x 4 8 c c
1 4 8 c c
222225555599999c c
2 5 9 c c
2 5 9 c c
2 5 9 c c
3333366666aaaaac c
3 6 a c c
3 6 a c c
3 6 a c c
3333377777bbbbbc c
7 b c c
7 b c c
7 b c c
77777bbbbbcccccc
The symbol "x" indicates the starting position. The outdoor locations are not plotted here; this is a fire evacuation map of the building, visibly placed on the wall as is common practice. My program is not yet adapted to display it within the game.
The original version of the game differs in several ways from this remake. It was not rewritten from BASIC to C; rather, its content and story were transferred into my nearly complete system or engine for adventure games. Consequently, certain aspects may look and function differently.
For example, after successfully taking an item, the game provides only a standard confirmation message, rather than the varied sentences for different items as in the original.
A message such as "to which there is no means of transport" is no longer applicable, as the system now produces a "missing object" error after entering the command followed by ENTER, just like all other two-word commands. In contrast, entering any other object will generate different texts for different items.
The "YOU SEE:" line previously had three versions, intended to liven up the game, but the result was quite confusing on the screen. It is now limited to a single, concise version for all objects.
My program does not use or allow the entry of special Czech characters from the keyboard; this must be done in the original version.
KONec, END POPIs, KDE - ! problem, MÍSTo POMOc, PORAď BĚŽ, JDI, JEĎ, UTÍKEj, VSTUp VEM, VEZ, SEBE, ZVEDNi ODEM, OTE NAStup, LEZ ODLOž, ODHOď, ZAHOď INVEntář, MÁŠ, VLASTNíš
There is a problem with the KDE command for listing the location description - it is followed by a single space in the BASIC program, which seems to prevent it from working. Perhaps there is an unfinished version circulating.
Capital letters indicate the valid part of a word for recognition.
The movement command, which originally appeared as five synonyms, has been removed; now, only movement directions can be entered without a specific command. This simplifies the process and is a more commonly used method.
While the special command for movement allowed players to refer not only to the cardinal directions but also to specific objects, such as doors, it circumvented the issue of a large room with entrances to two different adjoining rooms leading in the same direction.
The use of different cardinal directions originally led to some confusion when drawing the map. To address this, UP and DOWN directions were added, which should eliminate the need to go in unexpected directions.
OPEN originally had the same meaning as UNLOCK, but in my system, which allows for the combination of commands with any available objects, these two words no longer function as synonyms. As a result, their meanings have been differentiated, and they now trigger different actions.
A virtually useless CLOSE command has been added simply because I’ve been advised in past that if there is an OPEN command, than it is logical to have a counterpart; otherwise, it appears inconsistent overall.
EXAMINE is practically a mandatory command in text adventure games and has thus been included. It can be useful here, although its use for everything is not recommended due to time constraints.
READ was added simply because it was available. It is not strictly necessary for solving the game, and time runs out mercilessly.
USE was also strangely absent. While I don’t particularly favor this overused command, I find that performing actions with objects solely through TAKE is even worse.
In situations where a more appropriate special command is lacking, USE is now required, but only when it cannot be avoided. Otherwise, it proves to be quite useless.
Another command added is SCREEN, which is used to adjust the graphical output; it does not affect the game itself.
BENZín KANYstr - These two possible synonyms for the same object have been merged into one object: "CANISTER with petrol." POTRAVIny BEDNu - These have been merged into "a CRATE of food."
My engine does not allow for different names for the same object. Additionally, since these objects can be combined with all commands, the wording of the output texts would not fully match both options.
KEY and several others
All items were originally found scattered throughout the locations, with the KEY appearing in random spots. It is no longer random; necessary items must now actually be found. This may involve using the EXPLORE command, but depending on the situation, other appropriate commands may also exist.
There is a limitation on the number of items that can be carried. These are now differentiated by weight, so keys and similar light items are no longer counted and do not need to be put away. However, heavy items still cannot be picked up in large quantities at once; the original limit of two remains.
The text output to the screen now uses word wrapping, so words at the ends of lines are no longer cut into random pieces.
The original welcome text was crammed onto one screen, likely written this way to fill it almost completely. It is now divided into two parts, improving readability.
The descriptions of the original locations are practically unchanged, with only minor rearrangements of words where necessary. However, outdoor locations have been added because it seemed too restrictive not to allow players to go outside. This addition does not affect the original plot of the game.
New information has been included at the beginning, prior to the original content.
The time countdown is now displayed. However, after these changes, it is unclear what the appropriate limit corresponds to in the original game, so it has been chosen somewhat randomly.
Programm in C and this text by Zdeněk