The story cover appears first. Choose whether to enable story narration (text-to-speech) and theremin ambience, then press SAVE SATURDAY NIGHT. Audio only ever starts after that press. You begin in Row C of the Starlite Drive-In.
Type commands into the entry line (Enter to submit), or use the button palette: pick an ACTION, then a highlighted CONTEXT target; DIRECTIONS buttons move you. Useful commands: LOOK, EXAMINE, TAKE, DROP, USE, SEARCH, READ, TALK TO, INVENTORY, JOURNAL, QUESTS, HINT, SAVE name, RESTORE name, RESTART.
Type NAUGHTINESS TAME, CHEEKY, or SULTRY — or click the ◈ DIAL footer button — at any time, including mid-game. Only the prose changes; puzzles and scoring do not. SULTRY is capped at innuendo. Your setting persists between sessions.
This is a single-player parser adventure: each command is one turn (looking and checking inventory are free). Move with compass directions plus UP and DOWN. The right-hand map panel charts the cruiser as you explore it. Locked ways stay locked until you find what tickles them.
100 points total: taking key items, one canny trade, building a certain ray gun, and using it in the right place. The game is won at the broadcast spire; the score/moves bar tracks progress and the QUESTS panel shows your objectives. Talk to everyone — repeatedly. Gossip is a resource.
You cannot die or make the game unwinnable. The worst outcome is embarrassment, which the Sirens consider a delicacy.
SAVE mysave and RESTORE mysave manage named slots; the ▣ SAVE MANAGER footer button lists them. RESTART (or ↻) begins anew — your dial and audio preferences persist.
The ♿ ACCESSIBILITY footer button offers six profiles plus individual switches: narration with TEST/STOP, captions, high contrast, larger controls, reduced typing, simplified layout, reduced motion, and screen-reader optimization. The game is fully completable with all audio disabled.
HINT gives staged nudges tuned to your situation — gentle first, explicit third.