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A final, minor addition was that of a predefined Limbo location with all the usual compass directions defined on it. That serves the dual purpose of having an "out of play" location that can be tested (and where objects can be sent if needed) and letting Alan know that 'ne' is a direction even if no exit in the game points that way. Otherwise, since exit names are entirely arbitrary in the language, it wouldn't know to tell me "you can't go that way".

 

the limbo isa location
  exit north, n, south, s, east, e, west, w to limbo.
  exit northeast, ne, southeast, se to limbo.
  exit southwest, sw, northwest, nw to limbo.
  exit up, u, down, d, 'in', out to limbo.
end the limbo.

What They Say

"[the game] does not represent the real capabilities of the Alan Language but does demonstrate Alan's amazing ability to allow someone who has never done an iota of computer programming of any kind to produce SOMETHING within a few weeks!"

Eric Mayer (on his game HeBGB Horrors)