CASSETTE INSTRUCTIONS
To load and start the cassette version of the game, put the tape in your
recorder and follow the instructions below for your computer. The underlined
text is what you type (remember to press RETURN or ENTER after each command you
type).
AMSTRAD CPC464 Type _RUN""_ (RETURN).
AMSTRAD CPC664/6128 Type _|TAPE_ (RETURN) _RUN""_ (RETURN).
ATARI 400/800 Open the front cover of your Atari. Remove all
cartridges and press START while you close the cover.
Start the tape and press RETURN.
ATARI XL/XE Press START and OPTION together while you switch on the
Atari, then start the tape and press RETURN. If the game
loads without starting, type _PRINT USR(29472)_
BBC 32k Type _*TAPE_ then _CHAIN""_ and start the tape.
COMMODORE 64 Press SHIFT and RUN/STOP together, then start the tape.
In general only 1 side will load.
MSX 64k Type _RUN "CAS:"_ and start the tape.
SPECTRUM 48k Type _LOAD""_ and start the tape.
While playing the cassette version of an adventure, you can save your position
(the state of play) on tape. Start a blank tape on RECORD, type _SAVE_ and
press ENTER or RETURN. (If the tape doesn’t move, press ENTER or RETURN again.)
When the program asks you for your next command, stop the tape.
To return to a saved position, you must be playing the game. Type _RESTORE_ and
press ENTER or RETURN. If the game asks if you’re sure, reply _YES_ followed by
ENTER or RETURN again.Rewind the cassette on which the position was saved and
start it on PLAY. (If the tape doesn’t move, press ENTER or RETURN again).
CASSETTE LOADING ADVICE
We test cassettes thoroughly and you shouldn’t have any problem in loading this
game. If you do have difficulties, though, the following may help:
1. Try the other side of the cassette.
2. Load another game from cassette, to check everything’s connected.
3. Vary the volume and tone settings on the recorder if you can (fairly loud
and fairly "high" should work best).
4. Clean and demagnatise the recorder (following the maker’s instructions).
5. Can you try another recorder (or one of another type)?
GUARANTEE:
We’ll replace the cassette/disk/microdrive cartridge of this game if you return
it to Level 9. If you have any problems in the month after purchase, a
replacement of the same type is free.
Otherwise, please enclose £1 for a replacement cassette or £2.50 for a
disk/microdrive cartridge (if available). Add £1 if outside the UK.
OTHER GAMES
Level 9 Adventures are available from good computer shops. We currently have
over 100 different product lines (not all isted here) and as we don’t expect
shops to stock all of them, we run a mail order service.
To get a FULL COLOUR POSTER, with more details of Level 9 Adventures on the
back, please write to us enclosing a stamped, self addressed envelope at least
9" by 6".
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The Worm in Paradise
The Worm in Paradise is Level 9’s nineth adventure and concludes the Silicon
Dream trilogy. It takes place on the planet Eden, 100 years after the time of
Snowball and Return to Eden (though you don’t need to have played either of
these first).
You are a citizen of Enoch megapolis of Eden. Unfortunately, when the game
starts, you can remember nothing more. It is most odd. Good Luck!
INSTRUCTIONS
When the game pauses in the middle of printing text, read what is on the screen
and press SHIFT to continue. The Worm in Paradise uses Level 9’s new adventure
system and understands commands like:
EAST STAND UP
TAKE HELMET OPEN THE DOOR
WEAR IT PUSH RED BUTTON
DROP THE CARD EAT PIE
EXAMINE ALL BUT THE HELMET, DUMMY AND LEOTARD AND GO EAST.
TAKE PLUG AND PLUG HOLE.
STAND UP. SOUTH, E THEN EXAMINE TREE AND CLIMB IT.
The program copes with a wider range of English sentences than any other game
we’ve seen. Instructions can be quite complex (see above) but, of course, you
can still use one or two-word commands if you prefer.
The Worm in Paradise has a vocabulary of over one thousand words, many of which
can be sensibly abbreviated (e.g NORTH to N and NORTHEAST to NE). Here are some
of the more useful ones:
TAKE, GET, WEAR, DROP, the 8 main compass directions, IN, OUT, UP, DOWN, LEFT,
RIGHT, CLIMB, LOOK, LISTEN, LOOK AT, EXAMINE, FILL, INSERT, OPEN, CLOSE, LIGHT,
SCORE, QUIT, TAKE, DROP, EVERYTHING or IT (used with many verbs), SAVE and
RESTORE, AGAIN (repeat previous command), INVENTORY (list what is carried), and
WORDS and PICTURES (turn pictures off/on in a graphics version).
Ordinary adventures use more words in descriptions than you can use in
commands. For example, you might be “standing in a bed of bright flowers beside
a stone wall” and try to examine the flowers. A typical response might be along
the lines of “I don’t understand”. The Worm in Paradise does rather better, as
you’ll discover.
However, it still pays to keep commands simple and experiment to find the best
words to use. Good adventuring!
SCORING
No one needs treasure in paradise, so you don’t score points for collecting
things as in many games. Indeed, hoarding is actually illegal.
Points are scored for finding out about the city of Enoch and for progress
within it. And, should you get the chance to save the world, I suggest you make
the attempt.
You lose points for being recycled.
EDEN
Eden is the only Earth-like planet of Eridani E (not Eridani A as wrongly
stated in Snowball and Return to Eden). It is a most unusual world: habitable
without terraforming and covered by strange, aggressive plants.
Human colonists arrived a hundred years ago and Eden now supports half a
billion people. Most of them natives and some of them men. The population is
distributed between a handful of domed cities, of which Enoch is the first and
smallest.
There is no contact between humans and the native fauna, so rumours of aliens
are rife. It is said that flying saucers are regularly seen and that
intelligent moles live in deep tunnels. But no proof has ever been produced.
This game takes place during the reign of the third Kim, when Eden is run as a
benevolent bureaucracy.
It is truly a paradise for the silent majority, with peace in our time, no
crime, full employment (with a fifteen-hour week), good housing, more
entertainment than anyone could watch etc. etc.
Of course, there’s no way that anyone can challenge the system. But then, what
right-thinking person would want to?
POLITICS
Governments can theoretically run at a profit, extorting no taxes from their
citizens but getting income from such sources as fines for criminal offences
and printing money (arguably a positive benefit in an expanding economy). This
also involves tight controls on services and routine supervision of the
citizens to catch trouble-makers.
The Government of Enoch is run without taxes. Note that the system is
underpinned by millions of robot servants who not only work hard, but are
immune from corruption.
ENOCH HEALTH SERVICE
Enoch hospitals make a profit, partly from the re-sale of body parts to ageing
recipients and partly by charging for in-patient care. They also cut costs by:
* Medicating the drinking water.
* Making medical advice freely available via computer.
* Minimising the time patients spend in hospital.
* Rewards for being vaccinated and for reporting infectious people as a threat
to public health. Disease spreaders would be fined.
* Restricting mentally abnormal people while enabling them to do useful work if
possible (they are the groups who do worst in Eden, as in many societies).
The result is the greatest good for the greatest number at the lowest price,
but tough luck for the minority with expensive illnesses.
ENOCH POLICE
The Enoch Police Force also makes a profit. This entails:
* Fines rather than imprisonment.
* Rewards to informants. (How many expired tax disks would you see if the
police paid a £10 reward for each one reported?)
* Prosecution of wealthy people for a change. They can afford fines.
* Summary justice where possible to cut court costs. The accused is assumed
guilty but can opt for trial at the risk of a greater penalty.
* Extensive supervision, to detect crime efficiently.
* Concealing crime , which increases police costs, is heavily penalised.
* Replacement of remaining taxes by fines. (In 20th Century Britain, alcohol is
taxed while some narcotics attract a fine. Everything is fined on Eden.)
People are potentially immortal on Eden, provided they can replace body organs
as these fail. Penniless criminals can easily raise the money to pay fines by
cashing in their other assets...
WORK
Robots run the Eridani system, doing all the important work and most of the
menial jobs. Whether humans are leisured aristocrats, or pets of the robots is
difficult to tell.
Humans are obliged by law to do some work and this involves:
* extensive “training” schemes;
* many pen-pushing jobs;
* fraternities control access to the few good jobs;
* status is the main concern, not money.
MEANWHILE, IN SPACE
The space robots have finished stripping the Eridani E starsystem, mining every
asteroid and hollowing every moon.
The probes sent out from Eden form an ever-expanding sphere, three hundred
light years across. They have already found a dozen habitable planets and
colonisation has started.
But the people of Eden have no part to play. Originally intended as a source
for future colonists, their role is redundent. Machines have learnt how to
build people on site (or, strictly speaking, to grow them from ova). Spanners
maketh Man.
AFTERWORD
Machines evolved just as surely as any animal. They may not be able to
reproduce unaided (nor can many forms of life) but they increase steadily in
number and sophistication.
In perhaps ten thousand years, machines have evolved from flints and wooden
sticks to videos and Golf GTi’s. And evolution continues.
The Silicon Dream Trilogy postulates autonomous robots, each equipped with
simple tools and a million blueprints. A robot would travel through space and
select any convenient asteroid. There it would land and build with local
materials, just like a human castaway.
But where Crusoe built a house, the robot would construct a small factory for
tools and mining machinery. Then better tools, simple robots, better factories,
better robots, and eventually a production line for robots like the one that
started it all. Lots of them.
Imagine trillions of robots, coasting through the Galaxy to colonise every
solar system. This is the situation at the time of The Worm in Paradise.
Now let millenia go past. The Galaxy could be colonised by inconceivably
advanced robots. It seems almost inevitable.
Our Galaxy is very big and billenia old. Our sun is a fairly ordinary star.
Probably there are other intelligent beings out there, some more advanced than
us. I wonder where, or who, their robot colonists are?
IMPLEMENTATION
The Worm in Paradise is the first game designed and coded at Level 9 West,
somewhere in the Mendip Hills which rise from the Somerset Levels.
We have spent 12 months enhancing our adventure system with world-beating
features for the coming years and the Worm in Paradise is the first game to use
the new system.
Standard features include a 1000+ word vocabulary, the most advanced English
ever understood by a cassette-based game, better than 50% text compression,
type-ahead on all micros and multi-tasking so players need never wait while a
picture draws.
Fortunately you can ignore all this and just play.
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┃ ┌───────────────────────────────────────────┐ ┃
┃ │ │ ┃
┃ │ CREDITS │ ┃
┃ │ │ ┃
┃ │ System Design: Mike Austin │ ┃
┃ │ Implementation: Nick Austin │ ┃
┃ │ Game Design: Pete Austin │ ┃
┃ │ Implementation: Mike Austin │ ┃
┃ │ Graphics: James Horsler │ ┃
┃ │ To your Micro: Nick Austin │ ┃
┃ │ Delayed by: Adrian Mole │ ┃
┃ │ Cover Design: Margaret Austin │ ┃
┃ │ Cover Picture: Godfrey Dowson │ ┃
┃ │ Production: Simon Stable, │ ┃
┃ │ A & M Litho, │ ┃
┃ │ Option A, etc. │ ┃
┃ │ Tested by: Pete Austin │ ┃
┃ │ Packed by: Bernard Wise │ ┃
┃ │ │ ┃
┃ └───────────────────────────────────────────┘ ┃
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