Relics of Deldroneye Instructions Written by Lee Bamber The Game -------- You are a royal explorer, serving a king of the Deldroneye Empire. It was your devine task to recover the fabled lost treasures of Deldronis. Known by every commoner as the Relics of Deldroneye. Breaking through the walls of an ancient crypt, you discovered a treasure pocket containing one of the ledgendary Di-Stones. Unfortunately, you were hit over the head and left for dead, only to awake a day later, at a court of law, where you were convicted of the theft of the treasure. As you could not reveal the location of the hidden treasure, your sentence was that of perpetual interogation, by way of torture. The real criminals were free to preparing stage two of their evil quest. One which not only threatened the life of the king, but of the Empire itself. The Controls ------------ Designed using a familiar verb layout, to control our hero is simple. If you are fortunate to remember the old text-based adventures, the method of performing actions is relatively straight forward. Using this pseudo-english, you can construct simple actions from the verb panel supplied. You are given MOVE, LOOK, TAKE, USE, OPEN and CLOSE. You are also supplied with interactive verbs like TALK, OFFER, GIVE and SHOW. There are two things you can perform actions with in the game. The items in the inventory and anything in the screen itself. Anything of importance on the screen will be prompted when you move the cursor over it. There are a number of things you can find when moving the cursor around screen. Floors and exits. Machines and mechanisms. Items you can take. People you can talk to. (Nouns) You can have any combination of verbs and nouns, but only in a simplistic sense, eg. MOVE TO Door, TAKE Pen, USE Pen ON Paper, OPEN Door. All the sentences you create are valid. But you may not get an action if it does not make sense, eg TAKE Floor, TALK TO Door. Some combinations will just not happen: If you tried to USE Floor ON Floor, the computer will not let you select Floor as something you can use. You can only USE items that are in your inventory, this also applies for OFFER, GIVE and SHOW. NOTE: If you wish to simply use something like a car, or ride a horse. If it is meant to happen in the game, you can simply MOVE to the thing and your hero will try to do it. To enter an open door, simply MOVE TO Door or if you want to walk up West Street, then MOVE TO West Street. Etc. A feature not found in games of similar genre is the ability to use more than the one control panel! Now don't get scared, it's nothing complex. If you look at the top/right corner of your panel,you'll see three square images. Click them to open the new panel... 1) Interactive - The first square is the default one, this has your interactive verbs and your inventory panel. 2) Memory - The second is the memory of your hero, where any important messages or comments are stored. By using the two verbs supplied, you can probe the information stored. 3) Credit - Pure self-indulgence. Just to let your know it was AMOS that brought you this masterpiece. The inventory and the memory displays are exactly the same. Three spaces with arrows either end. The spaces will show an image representing what is stored there. Whether it is an item or a picture of the person whos' comment you remembered. The arrows will scroll through the list of all the items/comments stored. To aid your efforts to construct suitable commands for your hero, there's a bar which is reserved for the building of the sentence. It will be added to as you click the verbs and nouns. The bar is cleared as you select a new verb. When the sentence can be understood by the computer, it will be executed immediately. This is straight forward and nothing to worry about. The sentence can only ever have a maximum of two nouns with certain verbs(USE, OFFER, GIVE). Every other verb has only one noun. Summary ------- Above is a detailed description of a control system that is immediately usable and recognised by nearly everyone. This description is given to further demonstrate that Digital Ninja is as much here to entertain you as it is to line our pockets with silver. Let's not be subtle. I've been subtle for three years and haven't seen a bean! It's time to be loud, proud and fiscally endowed. From me, Lee Bamber, and the lazy lot that is Digital Ninja, we hope you enjoy the adventure as much as we haven't enjoyed making it. Digital Ninja ------------- Admittedly, this is one of the best games we have created to date. And one we hope will win us some attension. You would be right in thinking we have written more stuff. Perhaps not to this standard, but each one written to entertain or facilitate. These other games span the PD community from freeware to licenceware, and we are happy to give you details on where they can be purchased. Rather than list them in a game that will creep through time in a static state, it's best to write in and get one of our info sheets free of charge. You must make sure you include an SSAE (Self Stamped Addressed Envelope), otherwise you won't get one. Why is it free? (I hear the sceptics whisper), because if just one person buys a licenceware title or registers to our shareware products, then the cost of 50 info sheets will have been payed for. It makes sense, so we do it. Plus we get to plug all our new developments you will not be able to read about anywhere else! For the info sheet, write to: Lee Bamber, 'Rockville', Warrington Road, Lower Ince, Wigan, Lancs, WN3 4QG. UK. ~-~-~