Mr. Bill's   AdventurelandHOME



If you are not familiar with Infocom's Interactive Fiction, please read this section

With Interactive Fiction, you simply type your commands in plain English each time you see this prompt ( > ).  Most of the sentences that the games will understand are imperative sentences (see the examples below).  When you have finished typing your input, press the RETURN (or ENTER) key.  The game will then respond, telling you whether your request is possible at this point in the story, and what happened as a result.

To move around, just type the direction you want to go.  Directions can be abbreviated:  NORTH to N,  SOUTH to S,  EAST to E,  WEST to W,  NORTHEAST to NE,  NORTHWEST to NW,  SOUTHEAST to SE,  SOUTHWEST to SW,  UP to U,  and DOWN to D.  The words IN and OUT will also work in certain places.

The game recognizes your words by their first 6 letters, and all subsequent letters are ignored.  Therefore CANDLE, CANDLEs, and CANDLEstick would all be treated as the same word.

There are many different kinds of sentences used in Text Adventures.  Here are some examples:

You can use multiple objects with certain verbs if you separate them by the word AND, or by a comma.  Some examples:

You can include several inputs on one line if you separate them by the word THEN, or by a period.  Each input will be handled in order, as though you had typed them individually at separate prompts.  For example, you could type all of the following at once, before pressing the RETURN (or ENTER) key:

If the game doesn't understand one of the sentences on your input line, or if an unusual event occurs, it will ignore the rest of your input line.

The words IT and ALL can be very useful.  For example:

The word ALL refers to every visible object except those inside something else.  If there were an apple on the ground and an orange inside a cabinet, TAKE ALL would take the apple but not the orange.

There are 3 kinds of questions that you can ask:  WHERE IS (something),  WHAT IS (something),  and WHO IS (someone).  For example:

When you meet intelligent creatures, you can talk to them by typing their name, then a comma, then whatever you want to say to them.  Here are some examples:

Notice that in the last two examples, you are giving the character more than one command on the same input line.  (Keep in mind, however, that many creatures don't care for idle chatter; your actions will speak louder than your words.)


Please read this section before playing the games

This command fully describes a location only the first time you enter it.  On subsequent visits, only the name of the location and any objects present will be described.  The adventures will begin in BRIEF mode, and remain in BRIEF mode unless you use the SUPERBRIEF or VERBOSE commands.

This command gives you the sparsest level of description.  It displays only the name of a place you have entered, even if you have never been there before.  In this mode, not even objects there are described.  Of course, you can always get a full description of your location and the items there by typing LOOK.  In SUPERBRIEF mode, the blank line between turns will be eliminated.  This mode is meant for players who are already familiar with the geography.

This command gives you the wordiest level of description.  It gives a complete description of each location, and the objects in it, every time you enter a location, even if you've been there before.

This will give you a report of your physical condition.

This will give you a list of what you are carrying and wearing.  You can abbreviate INVENTORY to I.

This will give you a full description of your location.  You can abbreviate LOOK to L.

Causes time in the story to pass.  Since nothing happens until you type a sentence and press RETURN (or ENTER), you could leave your computer, take a nap, then return to the game to find that nothing has changed.  You can also use WAIT to make time pass in the game without doing anything.  For example, if you met a wizard, you might WAIT to see if he will say anything; if you were aboard a flying carpet, you might WAIT to see where it goes.

This command gives you the current time in the story (not available in all games).

This lets you stop.  If you want to save your position before quitting, you must use the SAVE command.

This saves a "snapshot" of your current position.  You can return to a saved position in the future using the RESTORE command.

This restores a previously saved position.

This stops the story and starts it over from the beginning.

This command will show your current score and a ranking which is based on that score.

This command tells your printer to begin making a transcript of the story.  A transcript may aid your memory, but is not necessary.

This tells your printer to stop making a transcript.

Shows you the release number and the serial number of your copy of the story.

Be sure to read the "SPECIAL COMMANDS" section included in selected games

Mr. Bill's   Adventureland
Copyright  1999
All Rights Reserved