Introduction Dreamtime has 200+ locations, 100 objects and 200+ messages. In total, the squashed data files comprise over 75K. Instructions The game understands one or two word commands, e.g. CLIMB TREE or JUMP. If it doesn't understand, try a different work, for example, if you type: PUSH BUTTON and it responds: 'I don't know how to PUSH' you could then try: PRESS BUTTON. The second word in your command, the object, may also produce an error. Maybe you have typed GET MATTRESS and it responds: 'I can't see a matador with a green cape'. This is because there is a matador with a green cape. This is because there is a matador somewhere else in the game and the computer does not recognise the word MATTRESS. You can only manipulate those objects that are prefixed with 'You can see'; you cannot manipulate objects mentioned in the room description. The program distinguishes between objects whose status has changed. For example, it says 'You see an empty bottle'. To get it, type: GET EMPTY BOTTLE, because later you might be able to fill it and the message would be 'You see a full bottle', and to get it you say: GET FULL BOTTLE. This would also apply to objects like ropes (tied or untied) and keys (various types; skeleton, brass, etc.). When checking your response, the computer refers only to the first few letters in each word; four letters for the first word and three letters for the second word, so the words: CLIMB THE TREE could be written as: CLIM TRE to save time. Commands Dreamtime recognises a wide range of words. Some you will have to discover for yourself, others are standard, for example: Command Meaning GO NORTH or N Move northwards GET KNIFE Take the knife WEAR COAT Put the coat on DROP ROPE Put the rope down EXAMINE NOTE Look at the note more closely GET ALL Pick up everything from the floor. LOOK or L What does the room look like? SCORE How am I doing and for how long have I been playing? INVENTORY or I What am I carrying and wearing? There are some commands which have little to do with playing the game but are commands to the program. Command Meaning QUIT Abandon the game. SAVE Save the current state of play to disc. RESTORE Load a previously saved position. *CAT, *. or CAT Catalogue the disc. (Directory paths can be given) Saving and Loading Game Positions When using SAVE and RESTORE, note the following: 1. Do not attempt to save a position on the adventure disc itself. You can't. 2. Trying to SAVE on a disc which is full or whose catalogue is full will result in a 'Disc full' or 'Cat full' error message. 3. The 'Channel' error appears if you attempt to RESTORE a non-existent file. 4. You will be prompted for a filename and drive number. Do not save a game on anything other than a disc of the same track size, or you will have to start again. Remember to put the adventure disc back in drive 0 after saving or restoring a position. Scoring You score for getting on in the game, for holding or wearing certain objects and, of course, for winning. Hints Almost everything in Dreamtime has a purpose. EXAMine every object you come across. Messages can often give you some help. If you try to get an object and the reply is 'You can't' then it means that the object is too heavy,e.g. you have tried to get a spaceship, or that you have to do something to the object first, e.g. you have tried to get a robot; maybe you have to unplug it first. Read the description of locations; they often contain clues, e.g. if a room is floored with soft earth then maybe you should try digging. Use SAVE and RESTORE regularly. Since the journey through the game is very long and extremely difficult, it is inevitable that at some time you will be killed. You don't want to have to start from the beginning all over again just because you hadn't saved a position. Use SAVE whenever you think you may be going into danger. It might also be a good idea to SAVE your positions under numbered files, e.g. GAME1, GAME2, GAME3, etc. just in case you find that you have lost an object that you need later on in the game. Finally, make a map as you go along, summarising each location and showing its exits. Dreamtime is fairly easy to map pictorially and a map will help you to find your way around the game. Background It's Thursday evening and you've just finished watching Top of the Pops (or Emmerdale Farm, depending on your taste). Your mother folds up her Sun 'news'paper and places it on her lap. She says that it's time that you were going to bed. You protest strongly, but a stern word from your father tells you that if you don't get up those stairs pretty sharpish, you won't be going to see Rocky XXIV at the cinema tomorrow night. You gloomily plod upstairs, mourning at having to miss EastEnders and shoving your hands in your pockets sulkily. Bedtimes are so boring. If going to bed was interesting or exciting, little kiddies' parents wouldn't get so much hassle. You just lie there, trying to get to sleep, but failing miserably. You come across something squidgy in your pocket which, on closer examination, turns out to be a piece of cheese. How on earth had that got there? At the time, you were completely oblivious to the fact that the Messiahs of Dreamtime had placed it there, and had also given you a strong impulse to eat it, although it smells distinctly like a farmer's sock. Yeuch! Horrible! You spit it out on the floor. But it's too late. Although you don't know it, the special powers of the cheese will take effect. You wash out your mouth and slip beneath your comfortable bed covers. Unusually, you feel extremely sleepy. Consciousness slowly drifts away from you as you embark on the long journey into the Land of Nod, more commonly known as "Dreamtime". The Messiahs are sending you to a dimension which promises adventure and excitement, intrigue and fascination. It also promises to have a complete lack of magical wizards, fire-breathing dragons and underground caverns. So, without further ago, I welcome you to Dreamtime... Dreamtime was written and conceived by Tony Heap using a highly modified version of Jonathan Evans' Adventurescape program, and a clapped out Issue 3 Beeb. The game took a very, very long time to program, mainly due to the loss of all the puzzle data at least three times, and also partly due to Howard's rather neat wiping of the only master copy in existence. The original scripts and maps are available for the small sum of £2,000 per sheet. Thanks to Howard, Gaz, Hugh, Fatty and Cath for testing and criticising the game (in other words, finding loads of bugs in it) and to Alan Heap and Ken Roberts for proof-reading the adventure text.