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- From: forbes@cbnewsf.cb.att.com (Scott Forbes)
- Subject: rec.games.int-fiction Frequently Asked Questions
- Message-ID: <1993Jan22.161727.6352@cbfsb.cb.att.com>
- Sender: news@cbfsb.cb.att.com
- Organization: Usenet Sports Programming Network
- Date: Fri, 22 Jan 1993 16:17:27 GMT
- Lines: 488
-
- Archive-name: if-games-faq
- Last-updated: 21 Jan 1993
-
-
- West of House
- You are standing in an open field west of a white house, with a
- boarded front door. There is a small mailbox here.
-
- >OPEN MAILBOX. READ LEAFLET
- Opening the small mailbox reveals a leaflet.
-
- (Taken)
- "Welcome to rec.games.int-fiction!
-
- This is the Frequently Asked Questions list for the group
- rec.games.int-fiction, a USENET newsgroup for the discussion
- of Interactive Fiction games and related topics. To read a
- specific question, use your newsreader's search function on
- the string "(n)", where n is the question number.
-
- (1) Interactive fiction: What is it? Why is this group here?
- (2) Asking for and posting hints (and protecting SPOILERS!)
- (3) Lost Treasures of Infocom I
- (4) Lost Treasures of Infocom II
- (5) Missing or hard-to-find information in LToI packaging
- (6) Zmachines, vocabulary listers and other programs
- (7) FTP'able interactive fiction games and spoiler files
- (8) Our sister group, rec.arts.int-fiction
- (9) Whatever happened to Infocom, anyway?
-
- This FAQ is currently under construction; questions and info
- should be e-mailed to Scott Forbes (forbes@ihlpf.att.com).
- Special thanks to Paul Smith, Magnus Olsson, Jacob Butcher and
- many others for suggestions, ideas and contributions.
-
-
- No newsgroup should be without one!"
-
- >PRAY
- Altar
- This is the south end of a large temple. In front of you is what
- appears to be an altar. In one corner is a small hole in the floor
- which leads into darkness. You probably could not get back up it.
- On the two ends of the altar are burning candles.
- On the altar is a large black book, open to page 570.
-
- >READ BOOK
- Commandment #12593
-
- The purpose of this group and some history of IF -- (1)
- here in the newsgroup rec.games.int-fiction we discuss games of the
- interactive fiction genre, ranging from classic games by companies
- such as Infocom and Scott Adams to 'modern' and non-text IF games.
-
- Simply put, the IF genre includes any game that tells a story as
- part of the game, usually with the player as the protagonist. The
- actions of the player affect the progress of the story, which often
- centers around solving puzzles or finding treasure, and leads to an
- endgame in which the player 'wins' and completes the adventure.
-
- Interactive fiction traces its electronic roots to a 1977 program
- named ADVENT, better known as the Colossal Cave Adventure. It was
- this program, written by Willie Crother and Don Woods, that
- established many of the features now common to the genre, including
- noun-verb parsing (e.g. "TAKE BOOK"), mazes ("You are in a maze of
- twisty little passages, all alike") and the basis of most later IF
- in fantasy/adventure settings. Soon after this the game Dungeon,
- or Zork, was written by MIT grad students; these students were the
- nucleus of a 1980 startup company called Infocom, which produced
- a version of Zork for the TRS-80 Model I and other machines. This
- led to widespread popularity of interactive fiction games, and was
- later referred to as the Golden Age of the genre; for several
- years, Infocom's products were the top-selling games on the market.
-
- Later events, however, led to the decline of the IF genre. As the
- educational level of the average computer user decreased and the
- features and capabilities of the average computer increased, the
- trend in computer games went to 'arcade' games instead of text.
-
- By 1989 Infocom had been absorbed by another company and destroyed,
- leaving a legacy of high-quality, well-written interactive fiction
- and a large audience with few sources for good new material. This
- newsgroup discusses 'classic' interactive fiction games, new games
- keeping the genre alive, and non-text (even non-computer) IF.
-
- >BLORPLE BOOK
- Abruptly, your surroundings shift.
-
- Nondescript Room
- This is a drab, nondescript room. The only exit leads south.
-
- >S
- Enchanters' Retreat
- Belboz is meditating here.
-
- >BELBOZ, HELLO
- "Hello." Belboz doesn't seem pleased to see you.
-
- >ASK BELBOZ FOR A HINT (2)
- Belboz looks at you suspiciously. "Only the rawest apprentice
- would ask for a hint (or post one) without observing proper
- netiquette.
-
- 1. Above all else, don't spoil the puzzle or game for other
- people who are reading the newsgroup but DIDN'T ask for a
- hint. Use spoiler warnings in the both the posting's title
- and in the text.
-
- Good example:
- >Subject: Re: ZORK I question (SPOILERS)
- >
- >J. Random writes:
- >>How do I get into the white house?
- >
- >SPOILERS
-
-
- >Have you tried running for President?
- >
-
- *** A special note on the "form feed" character: The ASCII
- character 12, if inserted as the _first_character_of_a_line_
- in the text of an article, causes most newsreaders to pause
- and require the user to hit a key before continuing. This
- feature is useful when protecting part of a message from
- people who don't want to see it, as it gives them the option
- of hitting "n" instead and skipping the SPOILER section.
-
- Some newsreaders display this character as a caret followed
- by the letter L, thus: ^L . This is NOT the same as typing
- the two characters ^ and L. Also, it is very important that
- the "form feed" character be kept as the first character on
- the line. If you reply to a message and put a ">" in front
- of the form feed, it won't work, the message will be spoiled
- and scores of angry netters will tear you limb from limb
- (okay, maybe not THAT drastic, but it's bad manners).
-
- Most machines can generate a form feed character if you type
- a CTRL-L or (in "vi") CTRL-V CTRL-L. If you can't generate
- a form feed character, either use 24 blank lines or save
- this message and delete everything but the form feed below.
-
- The last character on this line is an ASCII form feed:
-
-
-
- 2. If you're asking for a hint, please try to ask in a way
- that doesn't spoil the puzzle, or spoil other puzzles in
- the game. Describe whatever details are relevant, but
- don't post the answer to every other puzzle you've solved
- up to this point.
-
- Good example:
- >I've figured out what the gold machine is for, but I keep
- >getting killed whenever I try to use it.
-
- Bad example:
- >I used the gold machine to send a message to Orkan, but the
- >Warlock noticed my presence and turned me into bat guano.
-
- If you can't ask the question without revealing part of the
- puzzle, protect the question with spoiler warnings as above.
-
-
- 3. When asking for a hint, please ask for responses by e-mail.
- If you don't, half a dozen people will post the same answer
- and it's more likely that one of them will spoil the puzzle.
-
- If someone else posts a hint request and you're interested
- in seeing the answer, send e-mail to the questioner and ask
- that they send whatever info they receive. Please don't
- post a message to the net asking for the same hint; you have
- a better chance of getting an answer if you send e-mail to
- the person who originally posted the request.
-
-
- 4. When giving a hint, please try to give just enough info
- to send the adventurer on his/her way. Please don't post
- the exact sequence of moves required to win the game from
- this point, or solve the next two puzzles in order to get
- the ball rolling.
-
- Good example:
- >Have you explored the area outside the house?
-
- Bad example:
- >There's a window on the east side of the house that you can
- >squeeze through in order to get in. Don't bother with the
- >front door; there's no way to open it. Don't eat the food,
- >either: You'll need it later to feed the microscopic dog.
-
- Belboz looks at you expectantly.
-
- >FROTZ BELBOZ
- Belboz stops you with a word of power.
- "Ah! Now I have you, charlatan! Fool me twice? Never!" He rises
- to his feet, makes a threatening gesture, and you find yourself
- transported to...
-
- Dark
- You can make out a shadow moving in the dark.
-
- >LOOK AT SHADOW
- The shadow is vaguely Ford Prefect-shaped.
-
- Vogon Hold
- This is a squalid room filled with grubby mattresses, unwashed
- cups, and unidentifiable bits of smelly alien underwear. A door
- lies to port, and an airlock lies to starboard.
-
- Ford removes the bottle of Santraginean Mineral Water which he's
- been waving under your nose. He tells you that you are aboard a
- Vogon spaceship, and gives you some peanuts.
-
- >ASK FORD ABOUT LOST TREASURES OF INFOCOM
- A long silence tells you that Ford Prefect isn't interested in
- talking about the Lost Treasures of Infocom.
-
- Ford yawns. "Matter transference always tires me out. I'm going to
- take a nap." He places something on top of his satchel. "If you
- have any questions, here's The Hitchhiker's Guide to the Galaxy"
- (Footnote 14). Ford lowers his voice to a whisper. "I'm not
- supposed to tell you this, but you'll never be able to finish
- the game without consulting the Guide about lots of stuff." As he
- curls up in a corner and begins snoring, you pick up the Guide.
-
- >CONSULT GUIDE ABOUT LOST TREASURES OF INFOCOM (3)
- The Guide checks through its Sub-Etha-Net database and
- eventually comes up with the following entry:
-
- "The Lost Treasures of Infocom" is a collection of 20 games
- available for $39.95 through most retail and mail-order
- outlets. The LToI I package is available for the IBM PC, the
- Apple Macintosh and [other machines?]; games in LToI I include:
-
- Zork I Enchanter Deadline Starcross
- Zork II Sorcerer Witness Suspended
- Zork III Spellbreaker Suspect Planetfall
- Zork Zero Ballyhoo Infidel Stationfall
- Beyond Zork Moonmist Lurking Horror Hitchhiker's Guide
-
- The package includes a manual which contains photocopies of all
- the original manuals and game pieces (such as the trading cards
- from "Spellbreaker", which are needed to solve a puzzle in the
- game), but some information was left out -- see question 5 for
- more details.
-
- The package also contains a hint book, which looks like
- somebody took all the Invisiclues booklets and typed them into
- a text file. The hint book is riddled with spelling mistakes,
- formatting errors and other problems, but in most cases the
- mistakes are not serious enough to keep you from using it.
-
- See also the entry on "Lost Treasures of Infocom II".
-
- You begin to feel distinctly groggy.
-
- >CONSULT GUIDE ABOUT LOST TREASURES OF INFOCOM II (4)
- The Guide checks through its Sub-Etha-Net database and
- eventually comes up with the following entry:
-
- "Lost Treasures of Infocom II" contains most (but not all) of
- the remaining Infocom text adventure games, and retails for
- $29.95 through retail and mail order outlets. Games include:
-
- Seastalker Wishbringer A Mind Forever Voyaging
- Trinity Cutthroats Hollywood Hijinx
- Bureaucracy Border Zone Plundered Hearts
- Sherlock Nord and Bert Couldn't Make Head or Tail of It
-
- This package contains photocopies of the original packaging,
- but does NOT contain a hint book: Instead it contains a
- 1-900 number which you can call to receive hints.
-
- You begin to feel indistinctly groggy.
-
- >CONSULT GUIDE ABOUT MISSING GAME PIECES (5)
- The Guide checks through its Sub-Etha-Net database and
- eventually comes up with the following entry:
-
- Here is a list of missing or hard-to-find info in the LToI I
- game package.
-
- _Lurking Horror_
- This story begins in a computer room, and the first "puzzle" is
- logging in at the computer and retrieving your term paper. The
- computer will ask for a Login ID and Password; the Login ID is
- the number below the bar code on your Student ID Card (see page
- 151 of the LTOI manual).
-
- _Deadline_
- The original packaging included an advertisement for a radio
- station, WPDL AM at 1170 KHz. You will need to tune the radio
- to this frequency (or TUNE RADIO TO WPDL) to get a vital clue.
-
- You begin to feel very indistinct.
-
- >WAKE FORD
- Rather like trying to wake the dead. Speaking of which...
-
- **** You have died ****
-
- Your guardian angel, draped in white, appears floating in the
- nothingness before you. "Gotten in a bit of a scrape, eh?" he asks,
- writing frantically in a notebook. "I'd love to chat, but we're so
- busy this month." The angel twitches his nose, and the nothingness
- is replaced by...
-
- It is pitch black. You could be eaten by a zmachine.
-
- >WHAT IS A ZMACHINE? (6)
- A zmachine or ZIP (Z-machine Interpreter Program) is a program
- that interprets and runs Infocom game data files. Infocom used
- a way-ahead-of-their-time implementation scheme that allowed
- them to develop one game that would run on any of 21 different
- computers, using a ZIP program specific to that computer and a
- data file common to all machines.
-
- Infocom data files are written in Z-code, a compiled version of
- the Zork Implementation Language (ZIL). ZIL is a dialect of a
- Lisp-like language called MDL. MDL is ancient history, but ZIL
- and several reverse-engineered ZIPs live on. Here is a list of
- available ZIPs and related programs, provided by Paul D. Smith:
-
- _zorkword_ by Mike Threepoint <linhart@rutgers.edu>
- Current version: 9
- Prints the vocabulary list from any Z-Code version game
-
- _zmachine_ by Matthias Pfaller <leo@marco.de>
- Current version: 2.24
- Plays most Z-Code v.3 games (except games with sound)
- Supports UNIX termcap and MS-DOS systems
-
- _infocom_ by InfoTaskForce
- Current version: 4.01 + 2 patches
- Plays all Z-Code v.1 to v.5 games. Includes features to print
- vocabulary lists, object trees, and header info for all Z-Code
- versions. Supports UNIX termcap and curses and MS-DOS systems
-
- _infocom_ by InfoTaskForce & Paul D. Smith <paul_smith@dg.com>
- Current version: 3.0
- Plays all Z-Code v.3 games. Includes features to print
- vocabulary lists, object trees, and header info for all Z-Code
- versions. Supports UNIX termcap and terminfo, MS-DOS, and
- Amiga systems. Basically does everything ITF 4.01 does and
- more (command-line restore, enhanced command-line editing
- commands, stellar Amiga interface, etc.) but only works for
- v.3 games.
-
- [I'm still looking for FTP locations for these files -- SF]
-
- >N
- Oh, no! A lurking zmachine slithered into the room and devoured you!
-
- **** You have died ****
-
- Now, let's take a look here... Well, you probably deserve another
- chance. I can't quite fix you up completely, but you can't have
- everything.
-
- Inside the Barrow
- There is a lamp here.
-
- A strange little man in a long cloak appears suddenly in the room.
- He is wearing a high pointed hat embroidered with astrological
- signs. He has a long, stringy, and unkempt beard.
-
- The Wizard draws forth his wand and waves it in your direction.
- It begins to glow with a faint blue glow. The Wizard, in a deep and
- resonant voice, speaks the word "FTP!" He cackles gleefully.
-
- FTP'able IF GAMES AND "WALKTHROUGH" SOLUTION FILES (7)
- Thanks to Magnus Olsson for much of the info in this section.
-
- Source code for some text adventures (including various versions of
- Colossal Cave/ADVENT, Dungeon/Zork and World) have been posted to
- comp.sources.games and comp.sources.misc. They're available from
- FTP sites archiving these groups, such as ftp.uu.net.
-
- The two biggest FTP sites carrying MS-DOS text adventures that I
- know of are ftp.ulowell.edu [129.63.32.1] and nic.funet.fi
- [128.214.6.100] (the latter one in Finland).
-
- Some Macintosh IF games are available from sumex-aim.stanford.edu,
- including Colossal Cave and Dungeon. [Unnkulian may be there too]
-
- "Walkthrough" solution files for many popular IF games are
- available from ftp.uu.net, in the directory "/pub/games/solutions".
-
- There is a new archive at ftp.gmd.de (129.26.8.90) dedicated
- exclusively to Interactive Fiction and to the USENET newsgroups
- rec.games.int-fiction and rec.arts.int-fiction. This site is
- hoping to become *the* archive site for interactive fiction, and
- already contains a fair collection of games, development systems
- and "walkthrough" solution files. Uploads are encouraged.
-
-
- >YONK WIZARD
- The wizard glows brightly for a moment.
-
- The Wizard points his wand at you again, and incants "Freeze!" The
- spell is so effective that you end up frozen for half a century...
-
-
- FC ALERT!
- Planetside systems are deteriorating. FC imbalance detected.
- Emergency reviving systems completed. You are now in control of
- the complex.
-
- SENSA INTERRUPT: Seismic aftershock detected ten meters north of
- Beta FC. Tremor intensity 9.7. Projected damage: connecting cables
- in Primary and Secondary Channels.
-
- FC INTERRUPT: All Robots, report locations.
-
- IRIS: In the Weather Monitors.
- WALDO: In the Gamma Repair.
- SENSA: In the Central Chamber.
- AUDA: In the Entry Area.
- POET: In the Central Chamber.
- WHIZ: In the Advisory Peripheral.
-
- >IMPOSSIBLE
- FC: Okay, you asked for it...
-
- FC INTERRUPT: External sensors detect huge radiation abnormalities
- in the star which provides Contra with all light and heat.
-
- WARNING! TIME CRITICAL!!
-
- External sensors detect significant instability in the star.
-
-
- >WHIZ, PLUG IN.
- FC: Cryolink established to Whiz.
- WHIZ: It's great to be home. Plugged in to the Advisory Pedestal.
- Ready to process queries.
-
- >ASK ABOUT REC.ARTS.INT-FICTION (8)
- AP: rec.arts.int-fiction, our older sibling, is a group for
- _authors_ of Interactive Fiction. Before rec.games.int-fiction
- came along that group was periodically flooded with requests
- for hints about the Babel fish puzzle and other queries from
- players and readers of IF, so they tend to get a bit annoyed
- when such requests start popping up in the writer's group.
-
- If you're writing an IF game, or are interested in the aspects
- of writing an IF game (puzzles, mazes, non-player characters,
- length of games, length of descriptions, development systems
- and other topics), check out rec.arts.int-fiction. If you're
- more interested in playing IF games than writing them, then
- this is the place to be.
-
- >ASK ABOUT INFOCOM (9)
- AP: This info is taken from the comp.sys.ibm.pc.games FAQ,
- with thanks to Infocom's Stu Galley for passing it along:
-
- [Thanks to Dave Lebling (Infocom co-founder) for the definitive
- info on this]
-
- ...
-
- Infocom never went out of business. It went deeply into debt to
- develop a database product (named Cornerstone) that was a commercial
- flop. It went shopping for a merger and found Activision, which
- later changed its name to Mediagenic. What did happen is that
- in May of 1989 Mediagenic closed down the "real" Infocom in
- Cambridge, MA, and laid (almost) everyone off. All the releases
- up through Zork Zero, Shogun, Journey, and Arthur were developed
- in Cambridge.
-
- Mediagenic licensed the UK rights to the games to Virgin Mastertronic
- about two years ago.
-
- Mediagenic went nearly bankrupt, was taken over by outside investors,
- and taken through a so-called "pre-packaged Chapter 11 bankruptcy" in
- January, 1992. As part of that process, they changed their name back
- to Activision, moved from Silicon Valley down to LA, and recently
- merged with a company owned by the investors (called The Disc Company).
-
-
- FC INTERRUPT: Oh oh.
- Abnormalities in star approaching critical level. NOVA IMMINENT!
-
- So long from all the gang -- Iris, Waldo, Sensa, Auda, Poet, Whiz,
- FRED, and last but not least, we three FCs.
-
- Press any key to continue
-