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Lunatix: The Insanity Circle
Interactive Fiction by Mike Snyder
Copyright (C)1999 by Prowler Productions
Version 1.1 (For IF.COMP 99)
Released on: 9/30/1999
*** FREEWARE ***
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(1) ABOUT THIS PROGRAM
- It's free, visit us, and learn more about IF.
(2) INTRODUCTION
- Welcome to the asylum! Have a crazy day!
(3) HOW TO PLAY INTERACTIVE FICTION
- How to play adventure games (the commands, etc).
(4) USING THE ENGINE
- How to play using this engine
(5) COMMAND-LINE PARAMETERS
- How to play in text-only mode, disable sound, etc.
(6) CREDITS & THANKS
- People who helped make this game possible.
(7) CONTACT THE AUTHOR
- My email, the Prowler Productions web site, etc.
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(1) ** ABOUT THIS PROGRAM
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This game will play on IBM PC/Compatible computers through DOS or in
Windows as a DOS program. If you are using Windows, the game should
automatically go full-screen when started. If it does not, be sure to press
[ALT]+[ENTER] to make it full-screen. The game colors/palettes will not
function correctly if the game is run "in a window".
Also note that if you run Lunatix directly after doing PkUnzip from a
DOS window in Windows 95/98, Windows may report a crash in the DOS window.
This is due to PkZip/PkUnzip using 32-bit instructions. I have no idea why
this causes Lunatix not to work directly afterwards, but it does. Anyway,
simply exit the DOS window and start again, or use the "-3" parameter when
using PkUnzip.
L:TIC is available absolutely free. If you were charged any money for
this program, you have been ripped off. A walkthrough is available upon
request. Email
[email protected] and ask for the walkthrough for
The Insanity Circle. This contains step by step commands for solving the
game and you should only do this if you are stuck beyond all hope.
***NOTE: If you are running the IF-COMP-99 version of the game, then the
walkthrough "lunatix.sol" should be automatically created after your first
time playing.
Because L:TIC *is* free, we ask that if you *enjoy* this game, you take
the time to do a few simple things.
1) Visit the Prowler Productions home page at
http://www.prowler-pro.com/.
You'll get the latest info on what new projects we're working on, such
as web-based multiplayer games, new interactive fiction, cgi scripts,
and more.
2) Visit Lunatix Online at
http://www.lunatix-online.com/. Become a patient
in the wackiest asylum ever. Lunatix Online is a multiplayer web-based
RPG with integrated chat and lots of ways to interact with other players.
3) Play more interactive fiction! You'll find a huge resource of games you
can download at the IF-ARCHIVE at
ftp://ftp.gmd.de/if-archive/. Also,
check out the usenet newsgroups rec.arts.int-fiction (for the discussion
of creating interactive fiction) and rec.games.int-fiction (for most
discussions on playing it).
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(2) ** INTRUDUCTION
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In L:TIC, you are Dr. Armund Hammer. After another uneventful day of
goofing off and not attending to the mental patients in your asylum, you
awaken from an afternoon nap. It's time to go home. Unfortunatly, your
keys are missing and you find yourself locked in Imenz Aine. You are about
to get a taste of what it's like to be a patient.
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(3) ** HOW TO PLAY INTERACTIVE FICTION
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If you have played interactive fiction ("text adventure" games) before,
then you probably won't need much in the way of instructions. If you have
NOT, then let me welcome you to a great gaming experience.
In interactive fiction, you communicate directly to the game by typing
commands at the game command prompt. What you attempt to do is limited only
by your imagination.
Although no game is sophisticated enough to understand everything you
might attempt, The parser in L:TIC should work without much need for verb
and noun guessing. For example, "PICK UP THE BOOK" and "PICK THE BOOK UP"
would work just as well as "GET NOVEL" for achieving the same function.
In addition, some things can be determined by assumed intent. For example,
if you're carrying a key and a dead trout and you attempt to "UNLOCK THE
SOUTH DOOR WITH THE TROUT" then the parser will probably accept the command
but use the key instead. This isn't always the case, but as a rule of thumb
the game will allow "assumed intent" parsing when it's obvious that you're
attempting the right thing or that you've solved the "puzzle" so that you
aren't forced to guess the exact syntax verb/noun combo to make it work.
Commands can often be two words (verb/noun) but this is just to allow
you to do less typing. As described earlier, adjectives rarely hurt and
typing a short sentence such as "SPEAK MAN" will have the same result as
"TALK TO THE STRANGE GUY WHO'S STANDING IN THIS ROOM." Don't be confused
though. Not all commands work as simple verb/noun pairs. Sometimes you
may need to be more specific such as "WRITE AUTOGRAPH ON PAPER." If you
were to simply type "WRITE AUTOGRAPH" or "WRITE ON PAPER," then the parser
might not consider that as assumed intent. The same is true when examining
things. "LOOK BOULDER" may not be the same as "LOOK BEHIND BOULDER" but in
many cases it will be.
There are a few commands (verbs) most adventure games recognize, and
knowing them is a great start. Most verbs have several synonyms which can
be used if you prefer which may not be listed here (such as "GO INSIDE" for
"ENTER" or "PICK UP" for "GET"). As examples:
N (or NORTH): Will walk to the North (E/East, S/South, and W/West too).
NE (or NORTHEAST): Will walk to the NorthEast (also NW, SW, and SE).
U (or UP): Will climb up ladders, go up stairs, etc.
D (or DOWN): Will climb down ladders, go down stairs, etc.
I (or INVENTORY): Will display a list of objects you are carrying.
QUIT (or EXIT) will end the game and exit the program.
GET (or TAKE): Will pick up something here (example: GET PUMPKIN).
DROP (or LEAVE): Will drop something you are carrying (DROP PUMPKIN).
LOOK (or L or X): Will look at or examine something (LOOK DOOR).
LOOK: If typed by itself, will re-display the room description.
TALK TO (or ASK): Speaks to a person. Optionally, TALK ABOUT something.
SAVE (or SAVE #): Will save your game where the save # is 1 to 9.
LOAD (or LOAD #): Will load a saved game (RESTORE will also work).
OPEN: Will open something, such as a door or a box. (OPEN DOOR).
UNDO: This will "undo" the last command of any importance.
There are many other action verbs. Some you may try and the game doesn't
understand them. Some might only be understood in the right context.
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(4) ** USING THE ENGINE
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NOTE: If you are familiar with popular IF-specific engines then you may
notice that things like UNDO, arrows to recall commands, multiple commands
at once (such as "E THEN OPEN DOOR THEN N"), GET ALL and DROP ALL, pronouns
(such as "GET BOOK THEN READ IT"), X for "Examine" and more WILL WORK here
as well. Although I don't feel that these things should have any impact on
a game, many people feel otherwise and are (for lack of a better term)
"spoiled" on them.
L:TIC is an "illustrated" text adventure. This means that even though
it has graphical scenes, they're mainly there to make the play experience
more enjoyable. It's still a "text" adventure. Clicking things with your
mouse on the picture of the room will have no effect.
However, you can use your mouse for other things. In the upper-right
corner of the play area is an "X" you can click to exit the game. The
room description area and the contents area can be scrolled up and down by
clicking the scroll bar. The input box at the bottom has an UP and DOWN
arrow for retreiving previosly typed commands and an OK button to sending.
A mouse is not required, though. Everything is available by pressing
keys too. Use the TAB key to select the area (room description, contents,
or input box). Use the Up/Down keys (arrows and Page Up/Down) to simulate
scrolling. Type "EXIT" instead of clicking the "X". Press the ENTER key
to send a command without having to click on the "OK" button.
When you enter a room, the room description frame is the first to be
highlighted. This will allow you to arrow up and down to read it if you
don't have a mouse. Simply start typing and the focus will jump down to
the input box automatically (or you can TAB down to it if you want to do
it the hard way). To use the up/down arrow keys to retreive previously
typed commands, you should press ENTER first if the input box isn't
currently highlighted (such as when first entering a room). With only a
little practice, using the keyboard will probably be faster than mousing.
You can also play in TEXT-ONLY mode. Although the larger font of the
graphics mode might be hard to get used to initially for "jaded" players,
it has been designed to be easy to read and any discomfort from it "not
being what you're used to" should go away after playing only a while. To
play in text-only mode, start Lunatix with the /T parameter (for example,
LUNATIX /T to play in text-only mode). Text-only mode plays the same but
there is no mouse support and no graphic illustrations.
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(5) ** COMMAND-LINE PARAMETERS
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Several command-line parameters have been set up to allow you to
run the game a variety of ways. You don't have to use any command line
parameters and the game will run with defaults. Or, you may opt to use one
or more command line arguments:
/M - Disable the mouse (game will play with the keyboard only).
/Q - Quiet Mode, has no music or sound effects.
/C - Turn key clicks on (clicking sound when entering keystrokes).
/T - Play in Text-Only Mode (in color, but no graphics or mouse).
/B - Same as text mode, but all text will be black & white (no color).
/U - Display all text in upper case (works in text and graphics modes).
Because these options can be combined, you can do things like play in
black-and-white text mode without sound, or play in text-only mode with
key-clicks turned on and all text in upper case. Here are a few examples:
LUNATIX /T - Play in Text-Only mode
LUNATIX /Q - Play without music or sound effects.
LUNATIX /BC - Play in Black-and-White Text-Only Mode with KeyClicks
LUNATIX /TQ - Play in Text-Only mode, no sound effect or music.
LUNATIX /TQC - Play in Text-Only mode, no music, DO enable KeyClicks
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(6) ** CREDITS & THANKS
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Mike Snyder - I did everything that's not listed below, which includes
concept, programming, parser, story, writing, layout,
graphic editing/resizing, documentation, music, and many
other things I can't think of. In other words, I wrote
the game. However, many other people helped in one way
or another with its creation, as described below.
Anna Kasl - Designed original artwork for Lunatix Online, some of
which has been used in Lunatix: The Insanity Circle.
Steven Tucker - Additional original artwork for Lunatix Online, some of
which has been used in Lunatix: The Insanity Circle.
www.scour.net - Some public domain images which were modified/resized
and altered for use in Lunatix: The Insanity Circle.
Tim Truman - Public domain source code for programming sound card's
FM register. Was intended for sound effects, modified
for Lunatix: The Insanity Circle to play music as well.
Unknown - Public domain source code found at www.qbasic.com which
simply loads a .gif image to the screen. Modified to
save as QB-compatible sprite array into a resource file.
James Kurth - Public domain source code to extract palette information
from a .gif image. Modified to save as a QB-compatible
string into a resource file.
Ken Rockot - Public domain source code for handling a customized
graphic-mode font. Modified to improve font and save
as a QB-compatible string into a resource file.
Also, a big thanks to the people who helped beta test this game, including
Stephanie Powell, Gary Mattson, Blind_Igor, Jennifer Baxter, Ben Rachlin,
Night Raven, Chastity Vore, MasterP, Michele Wyse, CrazyLady, and
Cortney Campbell.
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(7) ** CONTACT THE AUTHOR
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My email is
[email protected].
My company home page is http//www.prowler-pro.com/
My personal info page is
http://www.prowler-pro.com/mike/
Lunatix Online (web-based RPG) is at
http://www.lunatix-online.com/
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