A 100% machine code adventure
			
			To celebrate our fifth birthday issue, the Disk 
			for this Issue will have a special bonus on the reverse side – a 
			100%; machine code adventure that is too long to fit in the 
			magazine. Remember this program is only available on the Disk for 
			Issue 30. Disk subscribers will receive their copy automatically but 
			you can purchase the disk separately for just £3.95. Send £3.95 to 
			PAGE 6, P.O. BOX 54, STAFFORD, ST16 1DR and the Disk with all the 
			programs from this issue AND the bonus adventure will be on its way 
			to you.
THE ADVENTURE
			'The Castle of Cire-Nampahc' is a text adventure in 
			the traditional style. It contains a large number of locations, 
			numerous objects to be manipulated, and an extensive vocabulary.
			The primary object of the game is to escape from the 
			castle. A secondary objective is to gain the maximum number of 
			points (1000) in doing so. Points are awarded for discovering 
			valuable objects and eventually transporting them outside the 
			castle. Points are also gained for overcoming obstacles and for 
			reaching certain strategic situations.
			The castle is not without its dangers of course, and 
			though these are not likely to be immediately fatal it is not 
			advisable to collect too many bumps and grazes. All of the dangerous 
			situations can be overcome by logical means, albeit slightly 
			tongue-in-cheek at times.
			PLAYING THE GAME
			At each stage you will be presented with a 
			description of the location, followed by the request 'What shall I 
			do?'. Type a one or two word command, followed by RETURN. If the 
			command is recognised it will be actioned and an appropriate 
			response given. If the command is not understood you will be told 
			so. You can type more than two words if you wish, if so, the first 
			two words which are in the program's vocabulary will be taken to be 
			the command. For example, FOR PETE'S SAKE GET THE WRETCHED LAMP!' 
			would be understood as 'GET LAMP'.
			Movement commands can be entered merely by the 
			initial letter of the direction, i.e. N(orth), S(outh), E(ast), 
			W(est), U(p) and D(own). These commands can also be entered in full 
			if you wish. Other useful commands are:-
 
			INVENTORY – list the objects carried
			SCORE – print the current score
			LOOK – describe the current location
			SAVE GAME – save the current status for future retrieval 
			
			RESTORE GAME – restore a previously saved position.
			USEFUL HINTS
			To solve the adventure you will almost certainly need to make a map. 
			Remember that passages can twist and turn, so that a move in the 
			opposite direction to your previous move will not necessarily take 
			you back where you came from. However there is no magic or other 
			inconsistency in the game, so it can be solved entirely by logic.
			Watch out for clues which are given from time to 
			time. These are usually not obvious, but if you think about the 
			reasons for some of the statements, or the objects which are 
			present, you may get some ideas for making progress. If a command is 
			not understood, it may be worth rephrasing it.
			If you get stuck it is probably best to save your 
			current position and leave the game for another day. It is fairly 
			difficult to solve, so you will not complete it in one sitting 
			anyway. Depending on your experience and perseverance, it will 
			probably take several weeks or even months.
			Remember, THE CASTLE OF CIRE NAMPAHC is only 
			available on PAGE 6 Issue 30 Disk.
			
			
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