BALLYHOO THE TRAVELING CIRCUS THAT TIME FORGOT, INC. OFFICIAL SOUVENIR PROGRAM TOMAS MUNRAB A Man With A Vision How the incredibly backward vision and superlative genius of one man set into constant motion The Traveling Circus That Time Forgot, Inc. Put yourself in the man's oxfords for a moment. A graduate magna cum laude from one of the world's most prominent business schools. Yet at the same time, a maverick at heart, independent of mind - reluctant to follow his blue-suited classmates lockstep into the boardrooms of Corporate America. A man with a vision - a vision as yet undefined, like a cloud, anticipating the release of its own charge, the lightning bolt of an idea. So what do you do if you're an out-of-work Harvard Business School grad with a dream? You do out and buy yourself a circus, of course. The idea, brilliant in its simplicity: to resurrect the classic traveling circus of old-blending innocence, flamboyance, and nostalgia - and send it off to crisscross the highways and byways of this promised land of ours, visiting upon the masses thirsty for good clean fun. Sounds so simple, yet it is hard to imagine the tremendous quantum of resistance and awesome challenge that would confront this would-be modern day P. T. Barnum. Immediately you would hear the voice of the nay-sayers, their prickly criticism intended to burst your balloon, deriding such "pipe dreams" as low tech and low brow, logistically impossible, financially unfeasible. And imagine the embarrassment of getting laughed out of the Harvard Club! Now, if you ever met Tomas Munrab, you'd know one thing for certain; the word "impossible" is unknown to him. Not through any lack of education, certainly, but by willful, steadfast determination to overcome all obstacles in his life's path. A couple of years ago, it was this personal drive coupled with this vision that compelled Mr. Munrab to invest in a small circus and to completely transform it, thus embarking on the odyssey of The Traveling Circus That Time Forgot, Inc. As President, Produces, and Chief Entertainment Officer of The traveling Circus That Time Forgot, Inc. (a wholly owned subsidiary of Munrab Enterprises, Inc.), Mr. Munrab himself has overseen whole hog the acquisition of the capital, talent, and marketing savvy necessary for transforming his circus into the growing concern you see today. "It takes some doing to maintain an exciting family show with a genuine, turn-of-the-century feel, while at the same time funding additions, improvements, and the necessary attentions to investors," say Munrab, obviously proud of his mastery over his dual roll as showman and businessman. "You could say I've had to deal with quite a few clowns over the past couple of years." Despite such good-natured banter from the Boss, it's clear from their much-practiced performances and their dogged dedication that the circus folk hold Mr. Munrab in high esteem, even reverence. And indeed who could help but have a great reservoir of admiration for the top talent of them all: Tomas Munrab, the man whose golden touch single-handedly put into motion what is well on its way to becoming the entertainment miracle of the century, The Traveling Circus That Time Forgot, Inc. THE AMAZING GENATOSSIO BROTHERS In a daring display of high wire skill and reckless abandon, the famed Genatossio Brothers thrill spectators with an array of death-defying feats. Balanced on a thin steel cable 50 feet overhead, Carlo, Giuseppe, Antonio, and Stefano Genatossio play a heart-stopping game of leapfrog, ride tandem bicycles, jump rope forward and backward, and perform a stupendous break-dance finale. The 28-year-old Genatossio quadruplets, natives of Bologna, Italy, were spotted by Tomas Munrab at a county fair in Upstate New York. After seeing their incredible performance, he asked the young men to join The Traveling Circus That Time Forgot, Inc. "Senza dubbio," says Carlo, "we accept without hesitation." GLORIOUS GLORIA Queen of the Air Not since the days of Lillian Leitzel have circus-goers been so entranced by a trapeze artiste. With her sequined tutu and halo of blond hair, Glorious Gloria Golotov embodies the glamour and daring of the big top. Gloria dazzles audiences with an extraordinary repertoire of aerial splits, somersaults, and pirouettes, culminating in the stunning death-whirl made famous by Leitzel in the 1920's. Glorious Gloria, Queen of the Air...Captivates Crowds with her Courage and Flair...Weaving her Wondrous Aerial Spell...Glorious Gloria...Artiste Nonpareil! 3 4 THE WILD KINGDOM In 1815, Hackaliah Bailey toured New England with his elephant "Old Bet," thereby creating the traveling menagerie. His show was so successful that imitations soon appeared, offering an array of exotic animals drawn from the four corners of the globs. Massive elephants from India stood side by side with savage lions from the Tanzanian plains and quick-witted apes from the jungles of the Congo. Eventually menageries combined with circuses to produce the touring extravaganzas of the late 19th century. This has remained their place to the present day. Crucial to the success of the menagerie is the animal trainer, who earns the respect of even the most ferocious tiger and arranges for the care and feeding of all. The Traveling Circus That Time Forgot, Inc. is proud to present world-renowned trainer Gottfried Wilhelm von Katzenjammer. In one of the most breathtaking moments of the show, Gottfried strides bare-chested into a cage of ferocious, snarling lions. Using only a bullwhip and chair, the fearless trainer masters the savage beasts, commanding them to perform a series of dramatic stunts. Born in Hanover, Germany, in 1952, Gottfried is the son of famed pachyderm trainers Wilma and Werner von Katzenjammer. After honing his skills in the family act, Gottfried rose to prominence in the acclaimed Cirque Martinique. He was persuaded to join The Traveling Circus That Time Forgot, Inc. in 1983, during Tomas Munrab's annual world-wide talent search. Blond and muscular, Gottfried draws as much attention as the animals he commands. From the stunning lion act to the magnificent elephant parade, the skills of Gottfried Wilhelm von Katzenjammer and his wild animals contribute immeasurably to the excitement and pagentry of The Traveling Circus That Time Forgot, Inc. 5 CLOWN ALLEY The great showman P. T. Barnum once remarked that clowns are the pegs on which circuses are hung. When the atmosphere of suspense and tension in the arena approaches unbearable limits, the clowns arrive to lighten the mood of the spectators in preparation for the next death-defying stunt. Foremost in our Clown Alley is the celebrated Comrade Constantine Thumb. Only 28 inches in height, Thumb proudly bears the title of the smallest man in the world. Born of normal-sized parents in the West Siberian Plain, Thumb was educated at the famed Surgut Acrobatics Institute. He defected in 1984, at the behest of Tomas Munrab, to join The Traveling Circus That Time Forgot, Inc. Whether cavorting with his miniature dachshund, displaying his considerable acrobatic skills, or warbling in his native Russian, our merry midget delights audiences from Dallas to Dayton. Comic comparisons to Comrade Thumb are the other members of our clown troupe, from Chuckles, the buffoon tramp, to Mystic Malcom, the stumblebum magician. All in all, the clown's profession is a noble one. The world's full of tears, and it is far more difficult to send us into gales of laughter than it is to make us cry. 6 HISTORY OF THE CIRCUS Glittering Extravaganzas It has been said that the circus is the only really mysterious thing left in civilization. Here in Spangleland, performers from around the globe astound audiences with a star- dusted repertoire of seemingly impossible feats. Clowns in Comical makeup leap out of unexpected places, and magnificent beasts respond as if by magic to the trainer's command. The circus can be traced back to the Roman amphitheater, although these ancient spectacles featured mostly chariot races and gladiator fights. In the Middle Ages, wandering tumblers, jugglers, acrobats, and animal trainers performed wherever people gathered. The circus as we know it did not appear until 1768, when a trick rider found that if he galloped in a circle while standing on his horse's back, centrifugal force helped him keep his balance. From then on, organized circus performances were held in rings, usually in permanent or semi-permanent buildings. The big top originated in the 1820's. At first, circus tents were very small, housing a single ring and several hundred portable seats. A few decades later, big tops rivaled the ancient hippodromes in magnitude, covering up to two acres with 11 tons of canvas. By the 1870's, American circuses were glittering extravaganzas, carried from town to town by dozens of railroad cars. Generations of families made the circus their life and livelihood. A special language evolved, mingling foreign tongues, thieves' argot, and terms used to describe objects and locations peculiar to the circus. In circus lingo, a sucker is a circus-goer, and Annie Oakley is a ticket, and a Bible is a program or magazine. Lot loafers or lot lice are townspeople who hang around the lot. The back yard is the space between the big top and the dressing rooms, where wardrobes and props are stored. The white wagon is the main office on the circus lot. The blues are the cheapest seats in the big top. Side-walling - crawling in under the canvas wall - is the last resource of local urchins who can't even afford the blues. Illegal gambling is called grift. "Hey Rube!" is the rallying cry for help in a fight between circus people and toughs or irate townspeople. A Monday Man was permitted to steal from village clotheslines. A Johnny Tin Plate is a small town marshall or constable, a First of May is a novice performer, and a roustabout is a common laborer. Extra work is called cherry pie. A keister is a trunk or wardrobe box. A clown is a Joey. And clown alley is a dressing tent or trailer reserved exclusively for clowns. As the circus parade with its gaudy wagons, proud tigers, and whistling calliope rolls through town, who among us does not feel a thrill of excitement? For we know that when the great tent is erected and the Joeys leave clown alley for the performance ring, we can all join in on the magic and mystery of the circus. 7 RIMSHAW THE INCOMPARABLE Divines the Future, Resurrects the Past! From the mysterious mountains of Eastern Europe, we bring you RIMSHAW THE INCOMPARABLE, augur of the future, interpreter of the past, diviner of hidden attributes. Born of humble parents on the fog-shrouded coast of Cornwall, England, Rodney Rimshaw astonished the world at the age of two by foretelling an assassination attempt against the visiting Czar of Bulgaria. The grateful monarch invited little Rodney and his family to join him as his spacious palace in the Bulgarian highlands. There Rimshaw was taken on as apprentice to the court astrologer, whence he learned to command the movements of the planets and stars and discern the hidden magnetic forces that control the destiny of every living creature. As seer for the Czar, young Rodney assisted in the machinations of the throne until 1943, when the monarch, ignoring Rimshaw's warnings, made an ill-fated voyage to Berlin. Grieving Bulgarians blamed Rimshaw for failing to prevent the journey, and the slandered soothsayer was forced to flee across the border to Yugoslavia. It was there Tomas Munrab found him, forty years later, plying his mystic skills in a hut outside the mountain village of Strup. Today we are fortunate to have access to the same skills that once influenced a great Balkan nation. By placing his subject under hypnosis, Rimshaw is able to recall the past in astounding detail. By tracing the distinctive lines of the palm, he is able to foretell the roads that lie ahead. And by kneading the bumps on one's head, he is able to determine individual traits and talents and how they may best be applied. Hypnotist, phrenologist, palmist, mystic beyond measure- RIMSHAW THE INCOMPARABLE. 8 TINA 827 Pounds of Feminine Charm Imagine giving birth to a 36-pound baby girl! That was the joyful surprise for Mrs. Oscar Whittlesby, statuesque wife of the renowned meteorologist, on New Year's Day 1966 at their home in the Northwest Territories. This scientific miracle was only the first in a series of fantastic milestones in the life of our alluring Tina. By the age of 8, the tyke weighed in at an astonishing 410 pounds. By 12, she weighed 639 pounds. And at age 14, when she reached her full adult height of 6'5", Tina tipped the scales at a truly monumental 827 pounds, over a third of a ton! Like the pleasingly plump maidens in paintings of your, Tina retains a winsome charm and a fashionable flair much appreciated by her fellow performers. Stop by her tent and say hello to the largest enchantress in the world! ANDREW JENNY Half Man/Half Woman Believe It or Not! In the world of physical phenomenon, few oddities can compete with the strange union of a man and a woman in one body. It is particularly rare and fascinating to find a figure split vertically, with one half entirely given over to the male and the other half entirely to the female. The Traveling Circus That Time Forgot, Inc. is honored to call itself home to Andrew Jenny, a delightful example of this particular biological quirk. Andrew is the epitome of masculine bravado, while Jenny exudes a beguiling femininity. Guests are received in Jenny's cozy boudoir, where time flies by in the distinguished company of one of nature's intriguing curiosities. 9 CIRCUS WEEK WPDL Welcomes You to the Circus! In the golden days of this century, nothing matched the great family entertainment of an evening spent around the radio - except for those magical nights when the circus was in town! The Traveling Circus That Time Forgot, Inc. harkens back to a time of simple pleasures. That's why WPDL is proud to be the official sponsor of the big top for the week of August 28 to 24. Enjoy the show! And when you get home, tune in to music that soothes the savage beast... WPDL WPDL, 1170 AM, America's foremost classical AM radio station. 10 INSTRUCTION MANUAL FOR BALLYHOO 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 owner's 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 her 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 Infocom's interactive fiction, you may not feel like reading this entire manual. However, you should at least look at the appendix of recognized verbs (on page 18); some of the verbs listed are found in all Infocom stories, while others are included especially for Ballyhoo. Table of Contents An Overview. . . . . . . . . . . . . . . . . . .Page 12 What is interactive fiction? Tips for Novices . . . . . . . . . . . . . . . . . . 13 Nine useful pointers about interactive fiction. Communicating with Ballyhoo. . . . . . . . . . . . . 14 Basic sentences Complex sentences Talking to characters in the story Vocabulary limitations Starting and Stopping. . . . . . . . . . . . . . . . 16 Starting Ballyhoo ("Booting Up") Saving and Restoring Quitting and Restarting Appendix A: Important Commands . . . . . . . . . . . 17 Appendix B: Some Recognized Verbs. . . . . . . . . . 18 Appendix C: Ballyhoo Complaints. . . . . . . . . . . 18 Appendix D: Sample Transcript and Map. . . . . . . . 20 Appendix E: We're Never Satisfied. . . . . . . . . . 22 Appendix F: If You Have Technical Problems . . . . . 23 Appendix G: About the Author . . . . . . . . . . . . 23 Appendix H: Copyright Warranty Information . . . . . 23 Appendix I: Quick Reference Guide. . . . . . . . . . 24 This is a brief summary of the most important things to know about interactive fiction. It is vital to know all these things before you begin playing. 11 An Overview Interactive fiction is a story in which you are the main character. Your own thinking and imagination determine the actions of that character and guide the story from start to finish. Each work of interactive fiction, such as Ballyhoo, presents you with a series of locations, items, characters, and events. You can interact with these in a variety of ways. To move from place to place, type the direction you want to go. The first time you find yourself in a new region, it's a good idea to become familiar with your surroundings by exploring the nearby rooms and reading each description carefully. (You may notice that Ballyhoo occasionally refers to a location as a "room," even if you are outdoors.) As you explore, it is helpful to make a map of the geography. An important element of interactive fiction is puzzle-solving. You should think of a locked door or a ferocious beast not as a permanent obstacle, but merely as a puzzle to be tackled. Solving puzzles will frequently involve bringing a certain item with you, and then using it in the proper way. In Ballyhoo, time passes only in response to your input. You might imagine a clock that ticks once for each sentence you type, and the story progresses only at each tick. Nothing happens until you type a sentence and press the RETURN (or ENTER) key, so you can plan your turns as slowly and carefully as you want. To measure your progress, Ballyhoo keeps track of your score. You may get points for solving puzzles, performing certain actions, or visiting certain locations. A perfect score is to be strived for, but of course having fun is much more important. 12 Tips for Novices 1. Draw a map. It should include each location, the directions connecting it to adjoining locations, and any interesting objects there. (See the small sample map that goes along with the sample transcript on page 20.) Note there are 10 possible directions plus IN and OUT. 2. Examine all objects you come across. Most objects in the story that you can pick up are important for solving one or more of the puzzles you'll run into. 3. Save your place often. That way, if you mess up or get "killed," you won't have to start over from the beginning. See page 16 for instructions. 4. Read the story carefully. There are often clues in the descriptions of locations and objects. Even strange or dangerous actions may provide clues, and might prove to be more fun! You can always save your position first if you want. Here's a silly example: >PUT THE SADDLE ON THE PONY As you drop the heavy saddle onto the pony, the animal is crushed by the weight, and it falls down, legs splayed. Here you have a clue that you should find either a lighter saddle or a sturdier horse. 5. Unlike other "adventure games" you may have played, there are many possible routes to the end of Ballyhoo. Some puzzles have more than one solution; other puzzles don't need to be solved at all. Sometimes you will have to solve one puzzle in order to obtain the item(s) or information you need to solve another puzzle. 6. You may find it helpful to go through Ballyhoo with another person. Different people may find different puzzles easy and can often complement each other. 7. If you really have difficulty, you can order a hint booklet and a complete map using the order form in your package. You don't need this booklet to enjoy the story, but it will make solving the puzzles easier. 8. Read the sample transcript on page 20 to get a feel for how Infocom's interactive fiction works. 9. You can word a command in many different ways. For example, if you wanted to pick up a yellow hoop, you could type in any of the following: >GET HOOP >TAKE THE HOOP >PICK UP THE YELLOW HOOP In fact, if the hoop is the only thing in sight that you can take, just typing TAKE would have been enough. But more about that in the next section... 13 Communicating with Ballyhoo In Ballyhoo you type your sentence in plain English each time you see the prompt (>). Ballyhoo usually acts as if your sentence begins "I want to.....," although you shouldn't actually type those words. You can use words like THE if you want, and you can use capital letters if you want; Ballyhoo doesn't care either way. When you finish typing a sentence, press the RETURN (or ENTER) key. Ballyhoo will respond by telling you whether your request is possible at this point in the story, and what happened as a result. Ballyhoo recognizes your words by their first nine letters, and all subsequent letters are ignored. Therefore, HYPNOTist, HYPNOTize, and HYPNOTic would all be treated as the same word by Ballyhoo. To move around, just type the desired direction. You can use the eight compass directions: NORTH, SOUTH, EAST, WEST, NORTHEAST, NORTHWEST, SOUTHEAST, and SOUTHWEST. You can abbreviate these to N, S, E, W, NE, NW, SE, and SW, respectively. You can use UP (or U) and DOWN (or D), IN and OUT will also work in certain places. Ballyhoo understands many different kinds of sentences. Here are some examples. (Note that some of these items do not actually appear in Ballyhoo.) >WALK NORTH >DOWN >NE >GO UP >READ THE BANNER >GO OUT >POUR THE WATER INTO THE POT >EXAMINE THE LARGE RED BALLOON >PUSH THE BLACK BUTTON >GIVE $1.50 TO THE HAWKER >SHOOT THE ELEPHANT WITH THE ELEPHANT GUN >GIVE THE FLY TO THE FROG >LOOK INSIDE THE CAGE >CLIMB THE FENCE >BET 75 CENTS >SET THE WATCH TO 8:30 >TAKE THE BURNING COAL WITH THE ASBESTOS You can use multiple objects with certain verbs if you separate them by the word AND or a comma. Some examples: >TAKE THE BOOK AND KNIFE >DROP THE YELLOW BALL, THE SPOTTED FROG, AND THE PEANUT >PUT THE LADYBUG AND THE SPIDER IN THE JAR 14 You can include several sentences on one input line if you separate them by the word THEN or by a period. (Each sentence will still cause time to pass.) You don't need a period at the end of the input line. For example, you could type all of the following at once, before pressing the RETURN (or ENTER) key: >READ THE SIGN. GO NORTH THEN TAKE THE CROWBAR AND MALLET If Ballyhoo doesn't understand one of the sentences on your input line, or if something unusual happens, it will ignore the rest of your input line (see "Ballyhoo Complaints" on page 18). The words IT and ALL can be very useful. For example: >TAKE THE APPLE. POLISH IT. PUT IT IN THE BOX >CLOSE THE HEAVY METAL DOOR. LOCK IT >TAKE THE SHOE. EMPTY IT. PUT IT ON >TAKE ALL >TAKE ALL EXCEPT THE WET EGG AND THE KEY >TAKE ALL FROM CABINET >DROP ALL BUT THE PENCIL The word ALL refers to every visible object, except those inside something else. If there were an apple on the ground and an orange inside a cabinet, TAKE ALL would take the apple but not the orange. There are three kinds of questions that Ballyhoo understands: WHO IS (someone), WHERE IS (something), and WHAT IS (something). For example: >WHO IS HARRY? >WHERE IS THE TICKET? >WHAT IS A PHRENOLOGIST? You will meet other people and creatures in Ballyhoo. You can "talk" to some of these beings by typing their name, then a comma, then whatever you want to say to them. Here are some examples: >LOIS, HELLO >FRED, WHERE IS MY TICKET? >JUGGLER, FOLLOW ME >MIDGET, GET OFF THE PONY THEN GIVE ME A TICKET >HARRY, TAKE THE GUN. SHOOT THE PENGUIN Notice that in the last two examples, you are giving a person more than one command on the same input line. But remember: most people in the story don't care for idle chatter. Your deeds will speak louder than your words. Ballyhoo tries to guess what you really mean when you don't give enough information. For example, if you say that you want to do something, but not what you want to do it to or with, Ballyhoo will sometimes decide that there is only one possible object you could mean. When it does so, it will tell you. For example: >UNLOCK THE DOOR (with the key) The door is now unlocked If your command is ambiguous, Ballyhoo will ask what you really mean. You can answer most of these questions briefly by supplying the missing information, rather than typing the entire input again. You can do this only at the very next prompt. For example: >CUT THE ROPE What do you want to cut the rope with? >THE KNIFE As you cut the rope, you hear a loud crash in the tent. or >TAKE THE BUTTERFLY Which butterfly do you mean, the delicate magenta butterfly or the fat yellow butterfly? >DELICATE The delicate magenta butterfly flutters away as you reach for it. Ballyhoo uses many words in its descriptions that it will not recognize in your commands. For example, you might read, "The full moon is bright and clean, and the wagons case eerie shadows." However, if Ballyhoo doesn't recognize the words MOON or SHADOWS in your input, you can assume they are not important to your completion of the story, except to provide you with a more vivid description of where you are or what is going on. Ballyhoo recognizes over 900 words, nearly all that you are likely to use in your commands. If Ballyhoo doesn't know a word you used, or any of its common synonyms, you are almost certainly trying something that is not important in continuing your adventure. 15 Starting and Stopping Starting the Story: Now that you know what to expect when you venture into Ballyhoo, it's time for you to "boot" your disk. To load Ballyhoo, follow the instructions on the Reference Card in your package. The story will begin with a description In the Wings, the opening location. Here's a quick exercise to help you get accustomed to interacting with Ballyhoo. Try the following command first: >LOOK AT THE BIG TOP Then press the RETURN (or ENTER) key. Ballyhoo will respond with: Soiled by endless miles of travel and heavily patched in places, the wide blue-and-white stripes nevertheless rise up to meet at the top of the towering center pole. Then try" >GO NORTHEAST After you press the RETURN (or ENTER) key, Ballyhoo will respond: Climbing up into the deserted and littered grandstands produces a disorienting sense of deja vu. You make a headachy descent down the steps. Saving and restoring: It will probably take you several days to complete Ballyhoo. Using the SAVE feature, you can continue the story at a later time without having to start over from the beginning, just as you can place a bookmark in a book you are reading. SAVE puts a "snapshot" of your place in the story onto another disk. If you are cautious, you may want to save your place before (or after) trying something dangerous or tricky. That way, you can go back to that position later, even if you have gotten lost or "killed" since then. To save your place in the story, type SAVE at the prompt (>), and then press the RETURN (or ENTER) key. Then follow the instructions for saving and restoring on your Reference Card. Some computers require a blank disk, initialized and formatted, for saves. Using a disk with data on it (not counting other Ballyhoo saves) may result in the loss of that data, depending on your computer. You can save your position as often as you like by using additional blank disks. You can restore a saved position any time you want. To do so, type RESTORE at the prompt (>), and press the RETURN (or ENTER) key. Then follow the instructions on your Reference Card. You can then continue the story from the point where you used the SAVE command. You can type LOOK for a description of where you are. Quitting and restarting: If you want to start over from the beginning, type RESTART and press the RETURN (or ENTER) key. (This is usually faster than re-booting). Just to make sure, Ballyhoo will ask if you really want to start over. If you do, type Y for YES and press the RETURN (or ENTER) key. If you want to stop entirely, type QUIT and press the RETURN (or ENTER) key. Once again, Ballyhoo will ask to make sure this is really what you want to do. Remember when you RESTART or QUIT: if you want to be able to return to your current position, you must first use do a SAVE. 16 Appendix A Important Commands There are a number of one-word commands which you can type instead of a sentence. You can use them over and over as needed. Some count as a turn, others do not. Type the command after the prompt (>) and press the RETURN (or ENTER) key. AGAIN - Ballyhoo will respond as though you had exactly repeated your previous sentence. Among the cases where AGAIN will not work is if you were just talking to another character. You can abbreviate AGAIN to G. BRIEF - This tells Ballyhoo to give you a full description of a location only the first time you enter a it. On subsequent visits, Ballyhoo will tell you only the name of the location and any objects present. This is how Ballyhoo will normally act, unless you tell it otherwise using the VERBOSE or SUPERBRIEF commands. DIAGNOSE - Ballyhoo will give you a brief report of your physical condition. INVENTORY - Ballyhoo will list what you are holding. You can abbreviate INVENTORY to I. LOOK - This will give you a full description of your current location. You can abbreviate LOOK to L. OOPS - If you accidentally mistype a word, such that Ballyhoo doesn't understand the word, you can correct yourself on the next line by typing OOPS and the correct word. Suppose for example, you typed GIVE THE YELLOW BALL TO THE KUGGLER and were told "[I don't know the word 'kuggler'.]" You could type OOPS JUGGLER rather than retyping the entire sentence. QUIT - This lets you stop. If you want to save your position before quitting, follow the instructions in "Starting and Stopping" section on page 18. You can abbreviate QUIT to Q. RESTART - This stops the story and starts it over from the beginning. RESTORE - This restores a saved position made using the SAVE command. See "Starting and Stopping" on page 16 for more details. SAVE - This puts a "snapshot" of your current position onto a storage disk. You can return to a saved position in the future using the RESTORE command. See "Starting and Stopping" on page 16 for more details. SCORE - Ballyhoo will show your current score. SCRIPT - This command tells your printer to begin making a transcript of the story as you venture onwards. A transcript may aid your memory but is not necessary. It will work only on certain computers; read your Reference Card for details. SUPERBRIEF - This commands Ballyhoo to display only the name of a place you have entered, even if you have never been there before. In this mode, Ballyhoo will not even mention which objects are present. Of course, you can always get a description of your location, and the items there, by typing LOOK. In SUPERBRIEF mode, the blank line between turns will be eliminated. This mode is meant for players who already know their away around. Also see VERBOSE and BRIEF. UNSCRIPT - This tells your printer to stop making a transcript. VERBOSE - This tells Ballyhoo that you want a complete description of each location, and the objects in it, every time you enter a location, even if you've been there before. Also see BRIEF and SUPERBRIEF. VERSION - Ballyhoo responds by showing you the release number and serial number of your copy of the story. Please include this information if you ever report a "bug" in the story. WAIT - This will cause time in the story to pass. Normally, between turns, nothing happens in the story. You could leave your computer, take a nap, and return to find that nothing has changed. You can use WAIT to make time pass in the story without doing anything. For example, you can wait for a specific time, or wait for an event to happen, etc. You can abbreviate WAIT to Z. 17 Appendix B Some Recognized Verbs These are only some of the verbs that Ballyhoo understands. There are many more. Remember that you can use a variety of prepositions with them. For example, LOOK can become LOOK INSIDE, LOOK BEHIND, LOOK UNDER, LOOK THROUGH, LOOK AT, and so on. ASK EXAMINE LOCK SIDE-WALL ATTACK EXIT LOOK SLIDE BET EXTINGUISH OFFER SMELL BOARD FILL OPEN STAND CLIMB FIND POUR TAKE CLOSE FOLLOW PULL TELL COUNT GIVE PUSH THROW CUT JUMP PUT TIE DESTROY KICK RAISE TOUCH DIG KILL READ UNLOCK DISEMBARK KISS SEARCH UNTIE DRINK KNOCK SET WAKE DROP LIE SHAKE WAVE EAT LIGHT SHOUT ENTER LISTEN SHOW Appendix C Ballyhoo Complaints Ballyhoo will complain if you type a sentence that confuses it completely, and will then ignore the rest of the input line. (Certain events in the story may also cause Ballyhoo to ignore the rest of the sentences you typed, since the event may have changed your situation drastically.) Ballyhoo's complaints always appear in brackets "[like this]" to distinguish them from the text of the story. Some of Ballyhoo's complaints: I DON'T KNOW THE WORD "__________". The word you typed is not in the story's vocabulary. Sometimes using a synonym or rephrasing will help. If not, Ballyhoo probably doesn't know the idea you were trying to get across. Remember Ballyhoo recognizes your words by their first nine letters. YOU USED THE WORD "_______" IN A WAY THAT I DON'T UNDERSTAND. Ballyhoo knows the word you typed, but couldn't use it in that sense. Usually this is because Ballyhoo knows the word as a different part of speech. For example, if you typed PRESS THE LOWER BUTTON, you are using LOWER as an adjective, but Ballyhoo might know LOWER only as a verb, as in LOWER THE BOOM. 18 THERE WAS NO VERB IN THAT SENTENCE! Unless you are answering a question, each sentence must have a verb (or a command) in it somewhere. THERE SEEMS TO BE A NOUN MISSING IN THAT SENTENCE. This usually means that your sentence was incomplete, such as EAT THE BLUE. THERE WERE TOO MANY NOUNS IN THAT SENTENCE. An example is PUT THE SOUP IN THE BOWL WITH THE LADLE, which has three noun "phrases," one more than Ballyhoo can digest in a single action. I BEG YOUR PARDON? You pressed the RETURN (or ENTER) key without typing anything. YOU CAN'T SEE ANY ________ HERE! The item you referred to was not visible. It may be somewhere else, inside a closed container, and so on. THE OTHER OBJECT(S) THAT YOU MENTIONED ISN'T (AREN'T) HERE. You referred to two or more items in the same sentence, and at least one of them wasn't visible to you in your present location. YOU CAN'T USE MULTIPLE (IN)DIRECT OBJECTS WITH "______." You can use multiple objects (that is, nouns or noun phrases separated by AND or a comma) or the word ALL only with certain verbs. Among the more useful of these verbs are TAKE, DROP, and PUT. An example of a verb that will not work with multiple objects is ATTACK; you couldn't say ATTACK ALL or ATTACK THE PRIEST AND THE POLICEMAN. YOU CAN'T GO THAT WAY. There was no passage or exit in the direction you tried to move. THAT SENTENCE ISN'T ONE I RECOGNIZE. The sentence you typed may have been gibberish, such as TAKE ROPE WITH READ. Or, you may have typed a reasonable sentence but used a syntax that Ballyhoo does not recognize, such as WAVE OVER THE MOUNTAIN. Try rephrasing the sentence. 19 Sample Transcript and Map This transcript is not from Ballyhoo, but it does show most of the usual things you can do in the story. It contains several simple puzzles and their solutions, and will give you a good idea of how Infocom's interactive fiction works. The player's sentences appear in capital letters after each prompt (>). The map represents the terrain in the sample transcript as you might have drawn it. !----------! !-------------! ! By !--! In the park,! ! the ! ! near trees ! Apple tree ! Magician ! !-------------! !----|-----! | !----|-----! !-------------! Broken plate ! By the ! ! In the park,! Lacrosse ball ! Juggler !---! South of ! Cracked candlepin !----|-----! ! trees ! Chopstick | !-------------! !----|-----! ! By the ! Monkey ! Grinder ! !----------! Every summer the circus comes to town; and every year, you and all your neighbors line the streets to watch the animals parade from t he railroad station to the big field on the hill. Many of the performers in the circus also line the streets - acrobats, magicians, musicians, jugglers, and clowns - to entertain the crowds before the parade. Usually the sideshows are better than the main event. By the Grinder You're awaiting the parade of the circus here on sunny Park Street, which runs north and south. A thick hedge to the east runs parallel to the street. People line the street as far as you can see in both directions. North of here you can see strange objects being tossed into the air sporadically; south of here you can hear "oohs" and "aahs" of a tighter crowd. In front of you is an unshaven organ-grinder, looking hot, bored, and weary. Strapped to him is a hand organ, a black-and-yellow box with a crank. On top of the organ is a little gray monkey, dressed in a red-and-gold vest and wearing a fez. >PET THE MONKEY The monkey jumps onto the organ-grinder's head, out of your reach. >MONKEY, DANCE The monkey yawns and ignores you. >TURN THE CRANK The organ-grinder steps back away from you. "No performance without a ticket," he grumbles. >INVENTORY You are carrying a circus ticket. >EXAMINE TICKET You see nothing interesting about the ticket >GO NORTH By the Juggler You're still awaiting the parade of the circus here on Park Street, which continues north and south. A thick hedge to the east runs parallel to Park Street. In front of you is a young, dark-haired man juggling a broken plate, a lacrosse ball, a cracked candlepin, and a chopstick. >APPLAUD The juggler bows, dropping everything. The candlepin lands squarely on your foot. >PICK UP THE CANDLEPIN THEN GIVE IT TO THE JUGGLER candlepin: Taken "Thanks," says the embarrassed juggler, taking the candlepin. He starts to juggle again but soon drops everything. >GO SOUTH By the Grinder The monkey is on its knees, arms outstretched, basking in the applause of a small crowd. "That was great," you hear someone say. "The best act on the street." The people disperse, talking appreciatively about the monkey's act. >GIVE MY TICKET TO THE MONKEY You gave the ticket to the monkey, who sniffs the ticket, lets out a yawn, and tosses it into the air. The ticket sails over the hedge to the east and disappears. You should've given the ticket to me," says the organ-grinder sadly. >ORGAN-GRINDER, FIND MY TICKEY [I don't know the word 'tickey'.] >OOPS TICKET "Find it yourself." >EAST There's a hedge in the way! >SOUTH You can't go in that direction. There are too many people crowded around a performer. >N By the juggler The juggler is here, dropping things. >E There's a hedge in the way! >GO NORTH By the Magician Park Street continues north and south here. A thick hedge to the east runs parallel to Park Street. A woman wearing a black top hat and a tuxedo is here. She is waving colorful handkerchiefs around, which turn into flowers, and then turn back into handkerchiefs. >EAST There's a hedge in the way! >CLIMB OVER THE HEDGE Its branches are too little and prickly to climb. >CRAWL UNDER THE HEDGE You smell dirt in your face and feel thorns on your back as you crawl under the hedge and find yourself... In the Park, Near Trees You're in a large, sunny park, nearly empty since most people are awaiting the parade of the circus on Park Street. An apple tree and an elm tree stand nearby. A large dog comes bounding up to you, tail wagging. It has something in its mouth. >LOOK AT THE DOG This is a very large dog, a cross (you'd guess) between a Great Dane and a German Shepherd. It has your ticket in its mouth. The dog runs around you playfully. >TAKE THE TICKET FROM THE DOG The dog, enjoying the game of tug-of-war, holds onto the ticket tightly. >EXAMINE THE TREE [Which tree do you mean, the apple tree or the elm tree?] >APPLE The tree already contains good-sized apples, even though apple season is weeks away. >PICK AN APPLE apple: picked >SHOW THE APPLE TO THE DOG The dog isn't interested. >THROW THE APPLE The dog briefly considers chasing the apple, which bounces away, then decides not to. It runs around you playfully. >PICK AN APPLE apple: picked >W You crawl under the hedge and find yourself... By the Magician >ASK THE MAGICIAN ABOUT THE DOG The woman ignores you. >SOUTH The juggler is here, juggling. >WAIT Time passes... The juggler drops everything. The lacrosse ball lands squarely on your foot. >TAKE THE LACROSSE BALL AND THE CHOPSTICK lacrosse ball: taken chopstick: taken 21 >JUGGLER, TELL ME ABOUT THE DOG "You mean the big dog in the park? I don't know much about him, other than he's friendly and likes to fetch sticks." >GIVE THE LACROSSE BALL AND THE APPLE TO THE JUGGLER lacrosse ball: "Thanks," says the embarrassed juggler, taking the lacrosse ball. apple: "Hey, thanks! Keep the chopstick!" He starts juggling the apple, the lacrosse ball, the broken plate, and the cracked candlepin. >I You are carrying a chopstick. >CRAWL UNDER THE HEDGE You crawl under the hedge and find yourself... In the Park, South of Trees You're in a large sunny park. North of here, you see an apple tree and an elm tree. The large dogs comes bounding up to you, tail wagging. It has something in its mouth. >SHOW THE CHOPSTICK TO THE DOG The dog looks excitedly at the stick, and starts jumping for it. >THROW THE CHOPSTICK You heave the chopstick as far as you can. The dog drops the ticket and bounds happily after the stick. >TAKE THE TICKET ticket: Taken >W You crawl under the hedge and find yourself... By the Juggler The juggler is here, juggling. >SOUTH By the Grinder The organ-grinder and his monkey are here. >GIVE THE TICKET TO THE ORGAN-GRINDER The organ-grinder smiles broadly as he takes your ticket and punches it. "Thank you, sir," he says pleasantly. He cranks his organ, and despite the tinny sound, the monkey performs a memorable interpretive dance, reminiscent of Gene Kelly in An American in Paris. Indeed, the best act on the street. Appendix E We're Never Satisfied Here at the Infocom Game Writers Clown Society, we take great pride in the quality of our products. Even after our stories are "out the door," we're constantly improving, honing and perfecting. Your input is important. No matter how much testing we do, it seems that some bugs never crawl into view until thousands of you begin doing all those wild and crazy things to the story. If you find a bug, or if you think a certain puzzle was too hard or too easy, or if you have some other suggestion, or if you'd just like to tell us your opinion of the story, drop us a letter! We love every excuse to stop working, and a letter from you is just such an excuse! Write to: Infocom 125 CambridgePark Drive Cambridge, MA 02140 Attn: RIMSHAW 22 Appendix F If You Have Technical Problems You can call the Infocom Technical Support Team to report "bugs" and technical problems, but not for hints to solve puzzles, at (617) 576-3190. If your disk develops a problem within 90 days after purchase, we will replace it at no charge. Otherwise, there is a replacement fee fo $5.00 (U.S. funds). If you call to report a bug, please provide your version number, which you can find by typing VERSION. Please return the registration card from you Ballyhoo package if you'd like to be on our mailing list and receive our newsletter, The New Zork Times. Appendix H About the Author Jeff O'Neill is a computer school dropout from Whittier, California. After graduating in 1982 from California State University, Los Angeles, he worked in journalism and for a while dabbled in computer science at a local community college. In the spring of 1984 he did the equivalent of running away with the circus by moving to Massachusetts to become a game tester for Infocom. Through diligence and hard work he finally came to fulfill the typical American boyhood dream - to get paid for writing interactive fiction. Ballyhoo is his first Infocom story. Appendix H Copyright and Warranty Information Limited Warranty This software product and the attached instructional materials are sold "AS IS", without warranty as to their performance. The entire risk as to the quality and performance of the computer software program is assumed by the user. However, to the original purchases of a disk prepared by Infocom and carrying the Infocom label on the disk jacket, Infocom warrants the medium on which the program is recorded to be free from defects in materials and faulty workmanship under normal use and service for a period of ninety (90) days from the date of purchase. If during this period a defect on the medium should occur, the medium may be returned to Infocom or to an authorized Infocom dealer, and Infocom will replace the medium without charge to you. Your sole and exclusive remedy in the event of a defect is expressly limited to replacement of the medium as provided above. This warranty gives you specific legal rights and you may also have other rights which vary from state to state. N.B. After the warranty period, a defective Infocom disk may be returned to Infocom with a check or money order for $5.00 U.S. funds for replacement. 23 Appendix I Quick Reference Guide 1. To start the story ("boot up"), see the separate Reference Card in your Ballyhoo package. 2. When you see the prompt (>) on your screen, Ballyhoo is waiting for your input. There are four basic kinds of sentences or commands that Ballyhoo understands: A. Direction commands: To move from place to place, just type the direction you want to go: N (or NORTH), S, E, W, NE, NW, SE, SW, U (or UP), D, IN, or OUT. B. Actions: Just type what you want to do. Some examples: READ THE BOOK or OPEN THE DOOR or LOOK THROUGH THE WINDOW or GIVE THE BALL TO THE CAT. Once you're familiar with simple commands, you'll want to use more complex sentences are described in "Communicating with Ballyhoo" on page 14. C. Commands given to other characters: Talk to characters in the story by typing their name, then a comma, then what you want to say to them. For example: FRED, GIVE ME THE AXE or OLD MAN, HELLO. D. Special one-word commands: Some one-word commands, such as INVENTORY or DIAGNOSE, give you specific information or affect your output. A list of these appears in the "Important Commands" appendix on page 17. 3. Important! After typing your input, you must press the RETURN (or ENTER) key before Ballyhoo will respond. 4. On most computers, your screen will have a special line called the status line. It tells you the name of your current location, your score, and the number of turns you have taken. 5. You can pick up and carry many of the items you'll find in the story. For example, if you type TAKE THE FLASK, you will be carrying it. Type INVENTORY to see a list of the items you are carrying. 6. When you want to stop, save your place for later, or start over, read "Starting and Stopping" on page 18. 7. If you have trouble, refer to the specific section of the manual for more detailed instructions. 24 When the crowds have left the big top and the performers retire to their trailers, a heightened sense of mystery pervades the circus lot. Attracted by the shadowy recesses beyond the floodlights you wander off to explore forbidden corners of the White City. There, amidst tattered banners and grotesque freaks, you find a world of corruption and crime. Overhearing a conversation between the circus owner and a local gumshoe, you learn that the owner's young daughter has been kidnapped. It soon becomes apparent that the sotted sleuth is in no condition to help. While exploring the seedy nooks and crannies of the circus, you find evidence that the child is being hidden on the lot. Can you find her? Untangling a twisted skein of motives and mayhem, you begin to realize how much of an outsider you really are. You'll need to perform a few stunts of your own to protect yourself and the missing child, as you try to break through a wall of secrecy to learn the truth. The Table of Contents for the instruction manual is on page 11. Take a look at it to find out what you need to know before you start the story. Interactive Fiction Reference Card for the COMMODORE AMIGA This booklet tells you how to run your Infocom story on your computer, and provides a few other handy bits of information. I. What You Need Required: Amiga computer For Interactive Fiction PLUS only: A monitor that supports an 80-column display, such as an RGB-type monitor. Optional: 256K memory expansion cartridge (for faster execution; especially recommended for Interactive Fiction PLUS) Extra 3-1/2 double-sided disks (for SAVEs) A second disk drive (for convenience with saves) Compatible printer (for SCRIPTing) II. Making a Backup Copy In accordance with the licensing agreement in your package, we recommend that you make a backup copy of the original story disk for your personal use. See your hardware manual for instructions on how to make disk copies. Store your original disk in a safe place and always start the story from the backup. III. Starting the Story Turn on the Amiga and wait for the Workbench to appear. Insert the story disk and open the disk icon into a window, then double- click on the story icon. The story can also be started from within the Command Line Interpreter (CLI). If the default drive and directory are not the same as the story's, they must first be changed with the "CD" command (for example, CD DF1:) Then type in the story name. IV. Talking to the Story Whenever you see the prompt (>), the story is waiting for your instructions. If you make a mistake, use the backspace key to erase the error. When you have finished typing in your instructions, press the RETURN key. The story will respond and the prompt (>) will reappear. If a description will not fit on a screen all at once, "[MORE]" will appear at the bottom of the screen. After reading the screen, press any key to see the rest of the description. V. The Status Line At the top of the screen is a status line. This line is updated after every move to show your current position in the story. Depending upon the type of story, it may also show other information. Score and Moves In stories that keep a score, such as the ZORK underground adventures, the right side of the status line will show something like this: Score: 245/920 The first number is your score and the second is the total number of moves you have made. In the example above, you have 245 points in 920 moves. Time In stories that keep track of the time, such as the mystery thriller DEADLINE, the right side of the status line will look something like the following: Time: 9:22 a.m. This shows the current time of day in the story. VI. SCRIPTing You can use the SCRIPT command to print out a transcript of your moves as you go along. SCRIPTing is an optional feature which is not necessary to complete the story and may not be available with certain hardware. 1. Connect the printer to the appropriate port at the back of the computer. Use the Preferences tool (see Section IX) to make sure the system is configured correctly for your printer. 2. Turn on the printer and make sure it's ready. 3. Type SCRIPT at the prompt (>) to start the transcript. To stop the transcript, type UNSCRIPT. 4. SCRIPT and UNSCRIPT may be used as often as desired. If a problem occurs with the printer, the story will "timeout" (appear to hang) for 30-seconds or so, then a printer error message will appear. If you don't correct the problem before the 30 seconds are up, scripting is automatically cancelled. VII. Saving a Story Position You can save your current position in the story to any disk in any drive, space permitting. The save disk must not be write- protected. No other data on the save disk will be affected. 1. Type SAVE at the prompt (>). A message will appear asking you to choose a name for the save file. 2. If you want to SAVE to the story disk itself, just enter a file name and press RETURN. 3. If you want to save to another disk, you must prefix the file name with either the name of the second disk (e.g., Saves:) or the name of the drive containing it (e.g., DF0:). The prefix is needed even if the two disks were swapped using a single drive. If the save succeeds, the prefix becomes the default prefix, and need not be typed again for the next save. The disk drive will spin for several seconds. If all is well, the story will respond: OK If it responds: FAILED consult the Troubleshooting section (see Section XI). After saving your position, you may continue with the story. NOTE: The file "Icon.Data" is used to create icons for new save files. If you delete this file, new save files will not have visible icons. VIII. Restoring a Saved Story Position You can return to a previously saved story position at any time. Type RESTORE at the prompt (>). The most recently saved or restored position will be displayed as the default. Then enter the name of a save file, as in Section VII. If you want to return to the default position, you can just press the RETURN key. IX. Amiga Preferences Several aspects of the story presentation can be changed using the Amiga Preferences tool, including text size (60 or 80 columns, except for Interactive Fiction PLUS, which requires 80 columns) and color. The size can be changed only before the story is started. You also use Preferences to specify your type of printer and the port to which it is connected. The Amiga supports both parallel and serial devices. X. Memory Usage and Multi-tasking On a multi-tasking computer such as the Amiga, all tasks share the available memory. Some tasks may require that a certain amount of memory be available to work correctly. Also, actions like opening and resizing windows or loading a printer driver can use large blocks of memory. When the Infocom story loads, it will normally leave a minimum of 64 Kbytes (32 Kbytes for Interactive Fiction PLUS). This can be changed by starting the story from the CLI with a special argument of the form "F/n", where n is the new minimum number of free bytes (for example, Deadline F/32000). If you supply an argument, memory use statistics will be displayed when the story loads. You may need to increase the amount of free memory if, for example, you are running several tasks and switching between them causes the system to hang. On the other hand, you can probably decrease free memory if you are running only the story. This may reduce or eliminate disk activity on versions of the Amiga with limited memory. X. Troubleshooting - Load, SAVE, RESTORE and Other Problems A. If the story fails to load properly, or SAVE/RESTORE or SCRIPT fails, check each of the following items. If none of these offers a solution, consult your Commodore dealer for assistance. 1. Inspect all disks carefully for any visible damage. 2. For SAVEs, make sure the save disk is not write-protected (the small opening in the corner of the disk should be covered). 3. For SCRIPTing, make sure the printer is connected properly, enabled for printing, not out of paper, etc. 4. Try again; the problem may be only momentary. If all else fails, you can call the Infocom Technical hotline at (617) 576-3190. Please note that this number is for technical problems only, not hints. B. If the story produces an error message, run the following procedure: Restart the story. When the initial screen appears, type $VERIFY and press the RETURN key. The disk drive will spin for a minute or so, and a message similar to one of the following will appear: 1. "DISK CORRECT". The disk has not been damaged and the data is intact. If you are having problems, they are most likely hardware related. It is also possible that there is a bug in the program. If you suspect that there is a bug, call the Infocom Technical Hotline. 2. "DISK FAILED" or "DISK READ ERROR". This reply indicates either hardware trouble or disk damage. Repeat the $VERIFY procedure several times. Also try the $VERIFY process on another computer (such as your dealer's). If the story ever replies "DISK CORRECT", the problem is your hardware. If you repeatedly get a negative response on more than one computer, the disk has most likely been damaged. Please send the disk only to Infocom for testing and replacement. (Also included in the package) One purple balloon inscribed "The Traveling Circus That Time Forgot, Inc. One ticket for August 21, 6:00 P.M., cost $7.50, Sec.24, Row AA, Seat 4, advertising: "Don't Miss Rimshaw the Incomparable! Palmistry, Phrenology, Hypnosis" (Two punch out dots: M [blue], F [pink] (Back of ticket) The Traveling Circus That Time Forgot, Inc. welcomes you to its two-ring extravaganza and sideshow extraodinaire! You'll see feats of skill and daring, ferocious animals from the jungles of Africa and Asia, and amazing human curiosities! This ticket also entitles you to three sessions with RIMSHAW THE INCOMPARABLE. Simply present your ticket to (1) have your palm read, (2) undergo hypnosis, and (3) allow him to read the bumps on your head. We are committed to bringing you the best entertainment value! With this in mind, we're completing a series of demographic surveys. You can help us by punching out the pink (female) or blue (male) dot on the front of this ticket to indicate your gender. The Traveling Circus That Time Forgot, Inc. is not liable for any loss of personal possessions or for any injuries or damages you might cause or personally sustain while on the circus grounds. To help prevent such injuries or damages and thus avoid the possibility of lawsuits on our behalf, we ask you to obey the following rules and regulations: Please do not throw anything into the circus ring. Severe injury to our performers may result. Please do not feed or attempt to pet the animals. These are unpredictable wild beasts. Beware of pickpockets, gamblers, thugs, and thieves. We are not responsible for local criminal elements. Please leave immediately following the performance. Do not loiter in the ring or on the circus lot. Above all, have fun! We hope to see you again next time we're in town. Card advertising: Dr. Nostrum's - A Wondrous Curative Guaranteed to Soothe All Ills - prehydrogenated genuine preparation of naturally nitrated compound herbified extract. (back of card) Dr. Nostrum's Extract This medicine was originated by Dr. Nostrum in 1863 and since that time numbers of grateful patients have testified to its worth. It should be in every medicine cabinet as it is a prompt and pleasant remedy for aches, pains, sour stomach, heartburn, sick headache, constipation, diarrhea, biliousness, itch, "singer's throat," and pin worms. De. Nostrum's contains 19% alcohol as a preservative and solvent. For Toothache - Wet cotton with Dr. Nostrum's Extract and crowd into the cavity, or lay it around the roots of the aching tooth; also bathe the face over the tooth with Dr. Nostrum's. For Itch - Lie on flannel wet with Dr. Nostrum's Extract. For Grippe & Catarrh - Take two teaspoons of Dr. Nostrum's Extract three times a day. Apply Dr. Nostrum's to all sore spots. Sleep indoors, preferably in bed, until the attack is broken. For Constipation, Diarrhea & Related Difficulties - One teaspoon of Dr. Nostrum's Extract three times a day, to be taken half an hour before meals. Eat simple food and then only when hungry. Take outdoor exercise, be regular in habits, and drink plenty of water. Sick Headache - Headache is often due to indigestion. Keep as quiet as possible, clean out the intestinal canal with Dr. Nostrum's Extract, eat slow, and chew the food well. For Sore Throat - Put a piece of flannel around the throat wet with Dr. Nostrum's Extract. Do not leave on too long or blistering may occur. For Pin Worms - Round and pin worms are transmitted to the human body as Worm Eggs, swallowed in water, or in uncooked meat and vegetables. Treat with four tablespoons of Dr. Nostrum's Extract six times a day. Dr. Nostrum's paralyzes the worm and makes it let go its hold. ============================================================================ DOCS PROVIDED BY -+*+-THE SOUTHERN STAR-+*+- for M.A.A.D. ============================================================================