WARNING: never save your progress on the game disk. Always use a separate disk for this purpose. This applies to all versions.

LOADING THE GAME /  VERSION NOTES

Commodore 64:
Insert the game disk
Type: LOAD"*",8,1
When the computer has finished loading, type RUN

Amstrad CPC:
Insert the game disc 
Type: RUN"DISC
You have to press a key to dismiss the intro screen

Spectrum +3:
Insert the Spectrum CPM Plus disk and then use the machine's LOADER feature.
Once CPM Plus has finished loading, insert the game disk
Now type PLAY GAME
You have to press a key to dismiss the intro screen

Spectrum Next:
Your Spectrum Next has Z-machine support built-in. Just put the .z5 file on the SD card and load it from the Next file browser

Amstrad PCW: 
Insert the game disc 
Type: VEZZA

Amiga:
Just insert the game disk and the game will load automatically
You have to press a key to dismiss the intro screen

Atari 8-bit:
Insert the game disk and start the machine with BASIC disabled
The game will load automatically

Apple II:
You need a CP/M softcard to play this game on your Apple II
Additional requirements are a 80-column card and 2 disk drives

Insert disk 1 in drive A: and disk 2 in drive B:
Wait until CP/M is booted then type EMULA
When prompted to use ESC for shift modes type Y
Press RETURN for system wboot
Type VEZZA B:STORY.DAT

Atari ST:
Insert the game disk and open it
To watch the artwork launch ARTVIEW.APP and select ART.PI1
To launch the game set the machine to medium resolution
Double click on PLAY.PRG in the disk directory
This version of the game supports the UNDO command

MS-DOS:
Copy the contents in the DOS directory to your hard drive
Run PLAY.BAT to start the game
You need to press SPACE to dismiss the intro screen
This version of the game supports the UNDO command

BBC Micro / Acorn Electron:
Insert the game disk
Type *EXEC !BOOT to run the game

The game is compatible with the BBC Model B, BBC Model B+ and BBC Master 128 computers. It will run without sideways RAM, albeit slowly. Having at least 16K of sideways RAM or a 6502 second processor is recommended. Shadow RAM will make things even smoother. The game also runs on Acorn Electron computers, provided you have at least 16K of sideways RAM, which is a requirement. On the Elk, I recommend playing it with an ElkSD64, as with this device you won't need to worry about anything.

Commodore 128:
Insert the game disk
Type LOAD"*",8,1
When your C128 has finished loading, type RUN

If you wish to play the game in 80 columns, which is supported type this in BASIC:

10 GRAPHIC 5
RUN

And now load the game (see above)
This version makes use of the extended memory of the Commodore 128

Mega65:
Insert the game disk
Type BOOT 

MSX 1 / MSX 2:
Insert the game disk
The game will boot automatically
You'll have to press a key to dismiss the intro screen

The game will run in 40 columns on a MSX 1 computer and in 80 columns on a MSX 2 machine

Commodore Plus/4:
Insert the game disk
Type: LOAD"*",8,1
When the computer has finished loading, type RUN

Sam Coupé
Load Pro-DOS from the provided Pro-DOS v2 disk
Insert game disk
Type LOAD

TRS-80 Model III
Insert game disk
Turn on your computer
The game will auto-boot

In case your computer was already turned on, you need to reset
You may need to enter a date between 1980-1989

TRS-80 Model 4
Insert game disk
Turn on your computer
The game will auto-boot

In case your computer was already turned on, you need to reset

Classic Macintosh:
Insert game disk
Double click on the Moonmist Ent. disk image
Double click on Interpreter
Select -> File -> Import Z-Code file
In the menu select -> Display -> All files
Double click on the .story file

You need at least MacOS 7.5 for playing this game

Modern PC:
Just launch your Z-Machine interpreter of choice and open the .Z file

CREDITS
Disk image creation / bundling of this game: Puny BuildTools 2.0 by Stefan Vogt https://github.com/ByteProject/Puny-BuildTools
