Atari ST - 1993
Unnkulian Unventure II - The Secret of Acme
1 / 2- Genre
- Adventure - Text
- Year
- 1993
- Language
- The Adventure Development Systems (TADS)
- Publisher
- [no publisher]
- Controls
- Keyboard
- Distributor
- —
- Players
- 1
- Developer
- [n/a]
- Resolution
- Medium / High
- Licensed from
- -
- Programmer(s)
- Baggett, David
- Country

- Graphic Artist(s)
- [n/a]
- Software
- English
- Game design
- Baggett, David
- Box/Instructions
- English
- Musician(s)
- [n/a]
- License
- PD / Freeware / Shareware
- Sound FX
- [n/a]
- Serial
- —
- Cover Artist(s)
- —
- ST Type
- ST, STe / 1MB
- MIDI
- —
- Version
- 3.0
- Dump
- Download
- Number of Disks
- 1 / Single Sided
- Dump format
- MSA
- Protection
- —
OTHER VERSIONS WITH THE SAME TITLE (1)
INSTRUCTIONS
Unnkulian Unventure II: The Secret of Acme Copyright (C) 1991 by David M. Baggett. All Rights Reserved. Difficulty Rating: Advanced Version 1.0: released September 16, 1991 Version 1.1: released sometime in late September Version 2.0: released November 18, 1991 INTRODUCTION D. A. Leary's "Unnkulian Underworld: The Unknown Unventure" set the stage for top-quality shareware interactive fiction in the 90's. Continuing the tradition of Infocom's 80's adventure games, Leary took a fresh look at the computer adventure "formula," in some cases turning it on its ear. While intending to parody the Zorks and Colossal Caves we're all familiar with, Leary managed to create a lore (hilarious as it is) that stands on its own. In "Unnkulian Unventure II: The Secret of Acme," I've tired to preserve the essential elements that made Leary's game so much fun: the sense of humor and the puzzles that hark back to the "golden era" of interactive fiction (yet sometimes go directly against the veteran gamer's instincts), but most of all the witty irreverence. I've also tried to add to the mythos, and in some cases give earlier ambiguities my own interpretation while at the same time opening up new questions for exploration in "Unnkulian Unventure III". Though "Unnkulian Unventure II" is an outgrowth of "Unnkulian Underworld: The Unknown Unventure," it is more challenging than its predecessor. The later puzzles are quite difficult, and will require more time and experience to solve. As a result, I strongly recommend that you solve the first adventure before playing this one, particularly since some of the new puzzles are thematically related to puzzles in the first game. I have tried to make the geography of the new scenario as realistic as possible. To this end, almost everything mentioned in the description of a place can be (and, to ensure steady progress, should be) examined using the "examine" or "x" command. There are passages, objects, and clues throughout the game that can only be discovered by careful reading and examining. "Unnkulian Unventure II: The Secret of Acme" has a vocabulary of nearly 1800 words. It has over 90 distinct locations, 64 carryable objects, and hundreds of "decorations". Trying something silly will often reward you with an equivalently off-the-wall message, so by all means do weird things if you're looking for a laugh. One design philosophy that pervades the "Unnkulian Unventure" series is that the game should have some eventual goal, and that points are awarded as progress towards that goal is made. This represents a substantial departure from the traditional "treasure hunt" approach found in early interactive fiction, where points are awarded when the player discovers exotic items and fabulous riches. What this means to you, the player, is that if you get points for doing something, then you know that that action is in some way necessary to complete the game. It is impossible to solve the game without getting the maximum possible points. Knowing this will give you clues as to which objects and locations are crucial to solving the game and which are potential red herrings. Another thing to keep in mind is that saving the game (using the "save" command) is always a good idea, particularly if you're about to do something that might kill you, trap you, or destroy an object you may need later in the game. There are many ways to make the game unsolvable if you're not careful, so be sure to save frequently. Rest assured, however, that the game will never spring a deathtrap on you out of the blue. If you read the descriptions carefully and be sure to examine "decorations" mentioned in the text, you shouldn't get caught off guard. After all, the game is intended to be challenging but fair. I hope you'll have as much fun playing "Unnkulian Unventure II" as I did playing Leary's "Unnkulian Underworld: The Unknown Unventure". I look forward to hearing any comments you have about the game. Dave Baggett Columbia, Maryland July 11, 1991 (Internet: dmb@wam.umd.edu) SHAREWARE! You probably know the idea behind shareware already: you get a program to try out for free, and if you like it you are asked to register your copy. It's a great system, guaranteed to keep the cost of software that we like to write and you like to use very low, but ONLY if you support shareware authors by giving them a few bucks in return for their software. The TADS code for "Unnkulian Unventure II: The Secret of Acme" totals over 11,000 lines, and I've spent a great deal of time designing, playtesting, and debugging it. If you find yourself playing "Unnkulian Unventure II: The Secret of Acme" a lot, please take a moment to send a $10 check to me: David Baggett 5640 Vantage Point Road Columbia, MD 21044 USA You don't even have to send a note along with it -- just write "Unnkul II" on the memo line and put it in an envelope. (Make sure your address is somewhere on the check.) What could be simpler? When I receive your registration, I'll send you maps, hints, and other useful information. So if you're wondering how to get past the alligator, or what to do about the clumsy dragon, or how to dry the labcoat, send in your $10 registration fee and I'll give you all the help you need. TADS, THE TEXT ADVENTURE DEVELOPMENT SYSTEM Both "Unnkulian Underworld: The Unknown Unventure" and "Unnkulian Unventure II: The Secret of Acme" were written using the Text Adventure Development System, or TADS, which is a programming tool designed for writing text adventures. TADS is available as shareware, so you may be able to obtain TADS from the same place you found "Unnkulian Unventure II". For more information about TADS, please contact Michael J. Roberts at High Energy Software P. O. Box 50422 Palo Alto, CA 94303 or through electronic mail on CompuServe (user ID 73737,417) or GEnie (mail ID M.ROBERTS10).

