Spurred by your natural curiosity, you stick around after the show in the
big top, hoping to catch an after-hours performance. Perhaps you'll get a
peek at an impromptu clown act, or watch the late-night feedings of the
exotic animals you goggled at earlier. But life at the circus isn't glamorous
after the audience has gone home: instead of flashy feats, you overhear a
mysterious conversation: a little girl-the circus owners daughter-has been
kidnapped! Her father is too naive (or is he too pompously stupid?) to do
more than hire an inept detective to find her. He Remains blindly loyal to
his overworked performers, but... could it be an inside job? The girl might
be hidden somewhere on the circus grounds... and one of the performers might
be the abductor!
So you do what anyone would do in these circumstances: set out to rescue
the damsel in distress. The odds aren't in your favor: you-a spectator, a
bystander, an outsider in a defensive close-knit community-trying to find a
girl you've never met, in a place you know nothing about, among bizarre
people who want nothing to do with you. Some would call you brave. Some would
call you foolish. Every circus has its seedy underside. But few are as
dangerous as this.
If you're familiar with Infocoms interactive fiction, you may not feel
like reading this entire manual. However, you should at least look at the
appendix of recognized verbs; some of the verbs listed are found in all
Infocom stories, while others are included especially for Ballyhoo.
Developer and publisher of interactive fiction games in the early 1980s. They were acquired by Activision in 1987.
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