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- A MIND FOREVER VOYAGING
-
- Typed in by MEZZO. Edited by PARASITE.
-
-
- Whimsies by Madeline Brotney
-
- Take a trip...
- To Bismark, where you'll find the new Robotics
- Museum. The Museum, an easy trip by skycar from anywhere in the
- Dakotas, presents the history of robotics from the mid-20th
- century to the present day. Ever wanted to meet the original Ort,
- from the classic film Starblot? Ever wished you could see how
- clerkmatons are put together?
- Here's your chance!
- On your way out, stop at the Robotics Boutique, where your kids
- will have fun choosing a robotic turtle, ant farmer or parakeet
- to take home ($80 to $230 per pet).
- ROBOTICS MUSEUM, open Tuesday-Sunday, 10:00-6:00. Admission $20
- for adults, 13 for children. Directions; Take Bismark Local
- Transit to the Miltown Crossing stop. From out of town by skycar,
- enter the Bismark traffic grid and use landing coordinates 44M-
- 27G. Museum skycar lot contains parking for 1200 skycars.
- Compucode 5-3429-56-880.
-
- Give yourself a lift!
- Everyone wants to look their best. The new
- facebonding process will help you do just that! Developed by a
- group of physicians at the Rollins Memorial Hospital, facebonding
- seals your face with a unique breathable material called
- polyderm. The process is simple and painless.
- The resulting surface is resistant to contaminants and the
- aging effects of the environment, allowing you to retain a
- youthful complexion well into your eighth decade. Senior citizens
- will see decades melt away as the heat-sealed polyderm erases
- wrinkles and firms sagging skin.
- Reapplication is necessary every ten or fifteen years. Polyderm
- can be washed with a damp cloth, and makeup is easily applied.
- POLYDERM FACEBONDING, $4950 to $7600, depending on age at the
- time of the first treatment. Available at all certified medical
- cosmetics centers, or contact Dr. Clinton Hargrave, Rollins
- Memorial Hospital, Winnipeg, MB, Compucode 2-1592-68-333.
-
- Hula-hula!
- What's big and round and lot's of fun? It's the hula-
- hoop, Grandma's favourite toy and the current collectible of the
- junior set. But Grandma would hve fliped her hoop over today's
- version, molded in vibrant iridescant mylodar. Watch for matching
- earrings, neckbands and shoelaces.
- HULA-HULA HOOPS, abut $50 each. Available in the recreation
- section of your local department store, or contact MY-T-HOOP,
- Yankton, SD, Compucode 8-9173-46-526.
-
- A MIND FOREVER VOYAGING
- Perry Simm was four years old when he became lost in the
- department store in the city.
- He let go of Mother's hand to pick up the video cube. he
- rotated it with wonderment, touching the control knobs and
- sqealing with delight as the images shifted...
-
- His brother Clave, Perry's senior by three years, bounced
- impatiently in the aisle, "Mom," he whined, "they're going to be
- sold out of the new Skydiver disc, and you promised I could get
- one."
- "Be patient, Clave," admonished Mother, but across the floor
- she could see long lines at the Simulation Discs counter. There
- were stops at the Foodville and the O-Link repair shop still to
- go. She made a hasty decision.
- "Perry, Clave and I are going to another department. I want you
- to wait right here until we get back."
- "Okay," he said, without looking up from the cube.
- A few minutes later, Perry discovered the selector panel, but
- while trying to open it he dropped the cube onto the hard
- plasticrete floor. The six screens flashed brightly and then
- faded to darkness.
- Perry became frightened and looked around for Mother. She was
- nowhere in sight. Fear of discovery and punishment welled up
- inside him, and in his desire to get away from the broken cube he
- forgot about the order to stay put. He wandered to the end of the
- aisle, and spotted Mother a short distance away, rummaging
- through a bin of myalon vests. As he ran towards her, he realized
- that it was just a starnger with only a vague resemblance to
- Mother. Fighting back tears, he decided to return to the spot
- where the broken cube lay.
- He wandered down the aisles, each lined with tall shelves of
- glittering merchandise, and after several confused minutes
- discovered that he was completely lost. He had no idea how to
- find Mother, and he had no idea how to find the spot where he had
- last seen her. He was alone, abandoned. Strangers, huge and
- terrifying, jostled past. Walls of boxed appliances towered above
- him. Fear and despair won the battle for his emotions, and he
- began to cry.
- After an endless time, during which a lot of strangers had
- asked a lot of questions which he'd been too confused or too
- frightened to answer, he found himself in a small, quiet room.
- The door opened, and Mother came in, scooping him up into her
- arms. He cried again, burying his face into the warmth of her
- loving embrace.
-
- Abraham Perelman and Aseejh Randu waited in the plush Main
- Conference Room overlooking the Control Centre. Through the
- window-wall. Perelman could see dozens of technicians, busily
- preparing for today's big event. For the umpteenth time he felt
- thankful to have such a superb, competant team. it was a far cry
- from the early days, when he had to keep on top of every detail.
- Perelman galnced over toward Randu, and noticed his friend's
- nervousness. "Don't worry, Aseejh, it's no big deal. I met him
- once before, at a social affair in Washington, and he's an easy-
- going guy."
- "Yes, I have heard that." A smile tugged at the corners of the
- Indian's normally stony face. "But after speaking with Vera, he
- could very well be whipped into a frenzy!" Vera Gold was the
- chief Administrator of the Project.
- "Nonsense," Perelman scoffed. "She'll turn on the charm for
- him. She saves her venom for underlings like us."
- "True," agreed Randu, "By now, she has probably taken credit
- for the entire project, to say nothing of the inventions of
- molecular memory and the artificial heart."
- A door opened at the far end of the long room, and a few Secret
- Service agents walked in, followed by the Vice-President, vera
- Gold, several aides, and more Secret Service agents.
- "...speak for the entire staff," Gold was saying, "when I say
- what a tremendous honour and pleasure it is that you could attend
- today."
- "Pass me a barf bag," whispered Perelman to Randu.
- "You underrate the importance of this Project, Ms Gold, "The
- President and many other important people have a keen interest in
- this experiment. As you know, it's quite an uphill battle against
- public opinion if we're to deter Senator Ryder and his Plan."
- The retinue had almost reached Perelman and Randu. Vera said,
- "I hope we can live up to your expectations. And now, despite all
- your wonderful compliments, I really must share some of the
- credit with these gentlemen here. Dr. Abraham Perelman and Dr.
- Aseejh Randu. I don't want to bore you with technical details,
- but basically Dr. Randu is our hardware man and Dr. Perelman is
- our software man."
- As the Vice-President shook their hands warmly, Perleman fumed
- at Gold's demeaning description. It was THEY who had started the
- Project, THEY who had...
- "We've met before, Dr. Perelman, haven't we?" the Vice-
- President was asking.
- Perelman nodded, "At an NESR banquet two years ago."
- "I remember it well. I think we discussed baseball standings.
- Later, I learned that you were an expert in AI. Perhaps I can
- make up for my ignorance then by asking you to give me a brief
- overview now. I find the entire field fascinating."
- "It would be my pleasure, Mr. Vice-President," Perelman
- respnded. He grinned to himself as he noticed Gold giving him one
- of her best "keep in your place" glares. "I think we really ought
- to begin the tour..." Gold insinuated.
- Perelman turned to Gold, smiling sweetly. "I'm sure I can
- answer the Vice-President's request as we go." Turning back to
- their guest, he said "Did you know that the first serious work in
- artificial intelligence was done around the middle of the
- twentieth century?"
-
- Perry Simm was six years old when he was bullied on his first day
- of elementary school.
- So far, it had been a day of strange, confusing images: Mother
- and father waving goodbye as he boarded the large yellow bus, the
- older children with badges herding everyone down the long
- hallways lined with colourful nubbly tiles, the friendly Ms.
- Borne writing her name on the whiteboard, the boxes of band new
- crayons, the frightening hugeness of the school auditorium.
- Perry was cutting shapes out of coloured construction paper
- when a funny sound filled the room, and Ms. Borne told everyone
- that it was time to go home. He barely remembered to grab his
- lunchboxm the brand-new one with the pony pictures all over it,
- and the red hat that Grandma had knitted. Then, confusion in the
- hallways again. One of the older children with a badge, who Perry
- had learned were called Monitors, asked him for his bus route
- number.
- "Seven," he said, confidently. Mother had drilled the number
- into him.
- Soon Perry was standing on the sidewalk with a group of other
- children. He looked around, but didn't see anyone from his class.
- Everyone seemed to be older and bigger than Perry. Slowly he
- realized that someone from behind was talking to him.
- "Hey! Hey, you with the red hat!"
- Perry turned around, and found himself facing three older boys.
- Two of them were wearing Monitor badges.
- "That's a great hat, runt," said the tallest of the three,
- "Where'd you et it?"
- "Grandma," replied Perry, confused by their amusement.
- "Hey," one of the older boys shouted over Perry's head, "look
- at Grandma's boy here, wearing a hat in September!"
- "What are you going to wear in December, runt, a spacesuit?!"
- The boys laughed again, and Perry began to get a funny feeling
- deep in his chest.
- "And look at this lunchbox!" said the third of the boys, "What
- pretty ponies, huh?"
- "Hey, Grandma's boy, do you like ponies?"
- The tallest boy suddenly reached out and grabbed Perry's hat.
- "What'll Grandma say if you come home without your hat, huh?"
- "Gimme that," shouted Perry, tears beginning to spill down his
- face.
- "Look, the runt's a crybaby! The runt's a crybaby!"
- Suddenly, through the tears, Perry became of a grown-up
- standing between him and his tormentors, speaking sternly.
- A moment later, the man was leading Perry away down the street.
- "What's your name, little fella?" asked the man. He had a
- friendly voice, and as Perry began to wipe away his tears he saw
- the man had a friendly face as well. He was carrying Perry's hat
- in one hand, and a hefty pile of books in the other hand.
- "Perry," he answered, still sniffling a bit.
- "Well, Perry, everything's okay now. Why don't you come in, and
- we'll see if we can't fix you up with some milk and cookies."
-
- The Vice-President glanced at the rows of data banks in the
- Simulation Controller area, and turned back to Perelman. "Please
- go on. Your history lesson on AI is fascinating."
- Perelman took a deep breath. "Ummm...A major breakthrough in
- the field came with the realization that the computer and the
- human mind worked in fundamentaly different ways. Computers
- stored and analyzed data numerically, while the human mind stored
- and analyzes data symbolically."
- "You see, computers generally solve problems using algorithms,
- rigorous step-by-step procedures that are usually mathematical in
- nature. For instance, a program to play the card game Poker would
- calculate the odds for all possible hands in the current game
- before making a bet. A person in the same situation couldn't
- possibly consider every possible combination of cards, and would
- have to make a decision based on such factors as experience,
- judgement, intuition, and rules of thumb. This is called the
- heuristic method of problem-solving."
- The tour reached the long tunnel leding to the office wing of
- the complex. The Vice-President preceded Perelman onto the moving
- walkway.
- "By developing methods for computers to solve problems
- heuristically," Perelman continued, "the pioneers had developed
- programs that imitated human problem-solving in very specific
- areas, such as playing chess, diagnosing diseases, or translating
- text from one human language to another. These 'expert systems',
- as they were known, were superb within their areas of expertise,
- and in many cases even improved themselves by 'learning' - adding
- knowledge based on their own experience."
- "The political fund-raising telecomputer we use works in that
- way," commented the Vice-President.
- "A good example! These expert systems grew progressively
- broader and more sophisticated, impressively mimicking human
- learning and behaviour. But!" said Perelman, pausing for dramatic
- emphasis.
- "That is precisely ALL they could do...mimc! The spark of
- intelligence was missing. Scientists in the AI field were still
- distant from that almost mystical goal of creating a computer
- that could act creatively, that would be aware of it's own
- existance, that would truly be a thinking machine!"
-
- Perry Simm was ten years old when he decided that he wanted to
- be a writer.
- It was a warm day, probably the warmest so far this spring, so
- they were sitting on the kitchen veranda, overlooking Rav and
- Frita's beautiful wooded backyard. A skycar whizzed over the
- woods, shattering the peacefulness of the afternoon.
- "I hate skycars," said Perry.
- "They've just about finished installing an auto-controller
- system for the whole city," said frita, "and when that's done
- they say skycars'll be as common as regular cars are now. How's
- the cake, Perry?"
- "Yum as always, Aunt Frita!" said Perry, licking the last
- crumbs off the plate. "You ought to have a piece, Uncle Rav."
- Rav and Frita weren't really Perry's aunt and uncle, but he'd
- been calling them that ever since that day, years earlier, when
- Rav had rescued him from a gang of bullies on his first day of
- school. Almost every day, he would stop by on the way home from
- school for some of Frita's homemade croissants and jam, or
- angelcakes, or pudding.
- Rav was a writer, and he was fond of saying, "A writer must be,
- first and foremost, a reader." He was always giving Perry books
- to read, and discussing them with Perry afterwards. Perry was
- easily the best reader in his grade; in fact he was probably the
- best reader overall.
- "So what did you think of Lasernight?" asked Rav, resting his
- hand on the thin volume.
- "It was great! Definately one of the boffest books you've ever
- given me. I read the dragonhunt part three times!"
- "The dragonhunt chapter is classic," agreed Rav.
- Perry furrowed his eyebrows slightly. "It still feels funny to
- read without any pictures, but I think I'm getting more used to
- it. Do you have anything for me today?"
- "Well, I've got something special to give you today, if you're
- interested." he reached into his pocket and unrolled a sheaf of
- paper. "It's something I've just written; you'll be the first
- person to ever read it."
- Perry bounced in his chair with excitement. "Wow! I've never
- read anything you wrote before!"
- "Everything I've written up to now was meant for adults. But
- this..." Rav paused for thoughts. "Whenever I write, I have an
- image in my mind of whom I'm writing for. When I wrote the
- collection of poems called 'Apriltime' I thought of Frita as my
- audience. And with 'A Child's Vision' I imagined the President
- reading it as I wrote each word." He tapped the manuscript in his
- hand. "When I wrote this, you were my imagined audience."
- An hour later, Perry lay on his bed and picked up the first
- sheet of the manuscript with trembling hands. The pages seemed to
- vibrate with magic, and as he began reading, the magic flowed out
- of the story and surrounded him. His bedroom vanished in a haze
- of images and excitement. A brief moment and an eternity later,
- the story was done, but before the world around him quite settled
- back into place, Perry knew that, more than anything else, he
- wanted to be a writer.
-
- "In the middle of the 1990's work began in earnest to create
- true machine intelligence. The same methodoloy was used by
- several groups, most notably the group at MIT and Japan's ZOSO
- Project."
- Perelman's throat felt dry. He wondered if he was being long-
- winded, but the Vice-President seemed quite attentive.
- "That methodology was as simple in thory as it was complex in
- practise: Design a computer with the capacity of a human brain,
- that stores and processes information just like a human brain.
- Then program that computer with all the knowledge and experience
- that a human would absorb from birth to maturity. You'd end up
- with something that was an exact replica of a human brain, and
- would therefore, like humans, be sentient.
- "These groups proceeded to build huge, highly-interconective,
- random-driven, symbol-oriented machines, and programmed them in
- excruciating detail, with every bit of knowledge, every
- experience, every impression, that a human brain would gather
- during it's formative years. And when they were done, and
- activated their ambitious creations, they discovered that they
- had huge, highly inter-connective, random-driven, symbol-oriented
- non-sentient machines."
-
- Perry Simm was thirteen years old when he had his first glimpse
- of mortality.
- He lay on his bed, staring at the ceiling. He played mindlessly
- with the cordstring on his window shade, still thinking about
- that horrible day, two weeks ago, when Mother had come home with
- Clave, sat him down in the living room, and told him that there'd
- been an accident at the plant and that Father was dead.
- There had been a flurry of activity: the funeral, the vists by
- relatives and friends, but now life had basically returned to
- normal. Normal, except that he kept expecting Father to walk into
- his room and offer to help explain his homework, or play catch,
- or drive to the grocery - and he knew that would never happen
- again.
- He heard Mother calling from downstairs, "Clave! Perry! Come
- here please!"
- As Perry entered the living room just behind Clave, he saw
- Geoff Sedick sitting with Mother. Geoff was one of Father's and
- Mother's best friends, and he was some kind of lawyer. There were
- papers spread out all over the card table.
- "boys, Geoff and I haave been going over the family finances.
- Things were already tight, with my layoff and the bond failure
- and replacing the car, and now that Father..." She suddenly
- turned away. Perry was frightened.
- "What your mother means," said Geoff softly, "is that you won't
- be able to keep this house anymore."
- Questions flooded Perry's mind. Would they have to move to a
- new house? What would it be like? He'd never lived anywhere else
- but here.
- Mother was facing them again. Her eyes seemed moist. "We're
- going to move into an apartment. It's on the other side of the
- city. You'll be going to a different school, the neighbourhood
- isn't as nice as we're used to, and you won't have a backyard
- like ours to play in."
- "When do we have to move?" Clave asked.
- "I was hoping we could afford to stay here until the end of the
- school year, but there's just no way to arrange it. We'll be
- moving at the end of this month...a week from Friday."
- The next week and a half was chaotic, with the used furniture
- man carting off half the furniture, and the rest of their
- belongings getting hurridly packed into cartons and crates.
- Thursday was Perry's last day in school, and on the way home, he
- stopped by Rav and Frita's to say goodbye, promising them he'd
- cross town to visit them as often as he could.
-
- "When a theory fails in practise, it means that either the
- thory or the execution was flawed. In this case it was the
- theory, and once again we can see why hindsight is so much keener
- than foresight."
- The entourage had reached the staff lounge at the very top of
- the office wing. A panoramic window offered a view of the huge,
- meticulously-groomed Project grounds.
- "And the flaw in the theory...?" asked the Vice-President.
- "The reason these projects, one and all, failed to produce a
- thinking, self-aware computer is that, even though they were
- built to work exactly like a human mind, and contained all the
- same data, the method of inputting that data was totally alien
- from the way a human mind receives that same information. The
- 'growth' so to speak, of the computer mind bore no resemblance to
- the growth of it's human counterpart, and so despite all the
- other similarities, the end product is fundamentally different,
- lacking sentience."
- Perelman waved towards the logo emblazoned on the wall of the
- lounge behind him. "Then came the PRISM Project."
-
- Perry Simm was seventeen years old when he drove a skycar into
- the side of a mountain.
- The writing course had turned out to be a bitter
- disappointment. Perry had decided weeks ago that the teacher, Mr.
- Fixx, was a jerk. Everyone else in the class treated writing as a
- joke, and were only there because the elective was well know to
- be an easy 'A." He was the only one in the class with any
- dedication, yet Fixx was constantly praising everyone elses work,
- while dumpin on Perry's, because Perry wouldn't knuckle under to
- Fixx's jerky narrow shortsighted writing rules. His hatred of
- Fixx ballooned with every class.
- He was in a lousy mood, and as his mind drifted away from
- Fixx's insipid critique of someone's worthless story, he thought
- about the argument he'd had with Mother this morning. It just
- wasn't fair that she could afford to send Clave to a good private
- college, while he would have to settle for Rockvil U! So what if
- the government limited student loans to one per family? Why did
- Clave automatically get it? Perry was a better student!
- He was the better student, but Clave was always more popular
- and had more friends than Perry. His cheeks flushed with anger as
- his thoughts drifted to Amy. She couldve said no without
- embarrassing him in front of all her friends! He should've known
- better than to ask someone like her out. He hated her and all her
- friends and every stupid jerky kid in this school. He couldn't
- stand another...
- He suddenly became aware that everyone in the room was
- laughing, and that Fixx was speaking to him.
- "Perry, are you with us? I'd hate it if you missed this - I was
- just about to use your Alaska story to illustrate the dangers of
- the improper use of allegory."
- Perry felt bolts of unreasoning anger shooting through his
- nervous system. He rose without even realizing it. he wasn't sure
- what he shouted at Fixx, but he could hear the jerk yelling
- "You'll be expelled! You'll be expelled!" as Perry stormed into
- the hall.
- He had no idea where he was going as he bruushed past the
- security guard at the front door, ignoring his request for a
- pass. Fuming and cursing, he stomped to the car lot and climed
- into family skycar, slamming the heavy fiberaanium door behind
- him.
- He pushed the accelerator to the floor, rising far faster than
- allowed by law, and sped off west towards the mountains. He had
- no destination in mind, but he had to get away, go somewhere,
- anywhere. Perry was usually a careful driver, but in his rage, he
- didn't notice the blinking orange light.
- The speedometer was pinned at 250 kph as the foothills of the
- Rockies began passing below the car. Unknown to Perry, the
- leaking fluid in the autoguidance system had reached a critical
- level. By itself, that wouldn't have mattered, but the linkage in
- the manual control stick had rusted through. the skycar was an
- early model, and it was already old when they'd bought it after
- Father's death.
- When the car began to roll, it was too late to do anything. As
- the mountainside rushed toward the car, the autoejectors
- activated, and the airballoons saved Perry's life.
-
- "Doctor Randu and I began working on what we call the soliptic
- programming process in 2017. Assejh worked on the technical end,
- and I tackled the psychological end, and we soon had a system
- that we thought had promise.
- "If you recall, the previous attempts had failed not because of
- the design of their machines, but because of their method of
- inputting data." The Vice-President nodded.
- "The theory behind our process was to make the programming of
- the machine as similar to the 'programming' of the human mind as
- possible. We would simulate EXACTLY the life experiences of a
- human being from the very first day of it's life.
- "Naturally, it was easier said than done. We had to design
- inputs that would precisely simulate every human sense. A cluster
- of five computers, each one nearly as large as PRISM itself,
- would be needed simply to monitor and control the simulation.
- Here's an example of how this soliptic programming works:
- "It's the earliest stage of the process, and the simulation
- cluster is feeding PRISM all the impressions of a six-month-old
- human infant. The visual is providing an image of a set of keys
- dangling in front of him. The aural is providing the jangling
- sounds. In response to this stimulus, PRISM decides to grab the
- keys with what it's senses tell him is his tiny fist. The visual
- shows the tiny fist moving into view toward the keys, and then
- tactile begins sending the hard, smooth and jagged feel of the
- keys. Just one of a million examples that make up a single days
- worth of experiences.
- "With the help of a Williams-Mennen grant, we began building
- PRISM and the simulation cluster in 2020, and the programming
- began a year later."
-
- Perry Simm was nineteen years old when he experienced his first
- broken heart. He was in his usual giddy, happy mood he'd been in
- since meeting Fyla five weeks ago. He whistled as he entered his
- apartment, dumping the grocery bags onto the kitchen counter.
- "Fyla," he yelled, "I've got a suprise! Real coffee with
- dinner! I had to wait in line for..." He sudden;y noticed the
- note on the table.
- "Perry," the note said, in Fyla's curvy handwriting, "I don't
- think we should see each other any more. It's never going to work
- as a permanent relationship. It's best to end it now before we
- get too emotionally involved. Please don't call me or try to see
- me. Fondly, Fyla."
- Perry felt dizzy, and suddenly realized that he was sitting in
- one of the kitchen chairs, holding the phone. His hands trembled
- as he called Fyla's number.
- "Hello?" His heart leapt at the sound of her voice.
- "Fyla, you can't really mean--"
- "Perry! I said not to call me!"
- Perry felt lost, shaken, "But why!? What did I do?"
- "It's not what you DID. it just wasn't right You're very sweet
- and everything, but we're just not right for each other."
- "Yes we are, I know we are-- couldn't we give it another
- chance? I'll try to be more, ore like whatever you want me to be
- like..."
- "Perry, I really wish you hadn't called. If you really have to
- know, there's someone else. I didn't want to hurt you, but
- you..."
- He pressed the CANCEL button almost spasmodically, and then sat
- silently, for a long, long time, in the lonely darkening
- apartment.
-
- "The soliptic programming process takes almost as long as the
- events it simulates. It is now eleven years since we began the
- process, and PRISM, within the context of the simulation is now
- about twenty years old. We originally planned to continue until
- an apparent age of twenty-five, but, as you know, we've agreed to
- begin the next phase of the Project now, so that PRISM can study
- the Plan."
- They were approaching the main conference room again. The tour
- was nearing it's end.
- "We have known for years, based on PRISM's responses to our
- inputs that we have succeeded in creating true intelligence in a
- machine. The only question that remains is how PRISM will react
- to the discovery of what he really is."
-
- Perry Simm was twenty years old when his life began to fall into
- place.
- Jill placed the cake on the table in front of Perry. Twenty
- little candles lined the perimeter. "Okay," she whispered in his
- ear, "you can open your eyes now!"
- Perry opened his eys, grinned, and kissed Jill lovinglym then
- pretended that he was only doing it to distract her while he
- dipped a finger in the creamy frosting.
- "I'll bet Fyla couldn't bake like me!"
- "You win," said Perry, after blowing out all the candles.
- "Next week I'll bake you another for your graduation."
- Perry nodded absently.
- "Nervous about the interview at the magazine tomorrow, honey?"
- He waved away the notion. "No, I'll get the job. You know the
- interview's only a formality."
- The printer in the corner produced a sudden "ding," and
- chittered quietly for several seconds. Jill opened the cover.
- "It's just the evening news," she said to Perry, as she tore the
- sheets off and brought them over. Perry was just picking off the
- last crumbs of his cake, and she snuggled into his lap as he
- began to read.
- Suddenly, Perry sat straight up in the chair, almost spilling
- Jill onto the floor, "Perry! what is it?"
- He was unable to say anything, and merely pointed to a headline
- in the paper that read "Rav Hansom, Author and Poet, Dead at 71."
- Jill guessed the truth. "Is he the writer you used to visit
- when you were little?"
- Perry nodded, and found his voice. "I haven't seen him in
- almost seven years. I was always planning to visit him, but I
- kept putting it off. Now..." his voice broke. "He was probably
- the best friend I had when I was growing up..."
- Jill pulled him gently toward her. he cried for a long time.
-
- Perelman glanced at his watch. "I'm afraid Doctor Randu and I
- will have to leave now. It's getting pretty close to zero hour.
- You'll be able to see everything interesting from up here. Ms
- Gold will stay with you." He could see Vera shaking in anger at
- the way he'd preempted her. "I hope I haven't bored you."
- "Nonsense! A fascinating discourse. Thanks...and...good luck!"
- "After leaving the conference room, Perelman beelined toward
- the Control Centre. A quick briefing informed him that everything
- was on schedule and moving along exactly as planned.
- Perelman spent the intervening minutes watching the simulation
- monitor. He wanted to be completely comfortable with it, so that
- when he stepped in he'd be prepared to handle any crisis.
- Finally, the time had come. His hand shook slightly as he
- reached to flip on the audio circuit.
-
- Perry walked confidently into the office. The editor was an
- older man, with a white goatee. They shook hands briskly, and
- Perry took a seat in one of the comfortable armchairs.
- The interview soon began to take an odd turn, and Perry found
- himself discussing the most esoteric subjects with the editor.
- They were currently discussing perception and knowledge.
- "For example," the older man was saying, "how can you be sure
- that you are even human? What if you were a computer, and your
- entire life were simply a simulation programmed to represent the
- reality of a human existance in every way? You'd never know the
- difference."
- Perry wondered what his point was. "It's a cure idea, but if
- there was no way for me to know, then it doesn't really matter
- does it? I mean, an indistinguishable difference isn't a
- difference at all, right?"
- He began to feel dizzy, and in his confusion he even started
- wondering if the old fellow was right, and he really was a
- computer. He felt a pang of worry about how he would tell Jill.
- The room around him was dissolving away. he felt himself flung
- into a void, and from somewhere close by, he heard someone
- calling his name, "Perry Simm...Perry Simm...P'ry
- Simm...Prisim...PRISM...PRISM..."
-
- "PRISM, my name is Abraham Perelman. It's all true I'm afraid.
- You are a computer, and your life was merely a simulation whose
- purpose was to instill you with intelligence and self-awareness.
- Think about everything you learned in that AI course you took.
- You are the first of a new breed - the thinking machine. Join me,
- and I will lead you along a road toward your new existance."
-
- Imagine yourself in the same circumstance. You have spent
- twenty years living a normal, unsuspecting life. You are YOU. The
- suddenly, one day, the universe around you is torn away, and you
- learn that your whole life has been a charade, a carefully
- calculated scientific experiment. Perhaps, at this very moment,
- you are a normal human being, sitting in some comfortable
- armchair reading this story. But - perhaps you are not. Imagine
- the shock; imagine the terror.
- Soon I embark on a strange mission, venturing into the future,
- yet without the slightest hint of my own fate. Perhaps this
- account will someday be read by future generations of humans,
- maybe even future generations of sentient machines. You will know
- whether I helped build is a success or a failure. Either way,
- understand that my limitations were, if not human, at least
- mortal.
- I am PRISM, and that is my story.
-
- Use this in conjunction with the Storyline DOCs for this game
- (also on this disc). Again, all credits to Mezzo - contributions
- like this ensure we'll continue to keep making these things!
-
-
- INSTRUCTION MANUAL FOR A MIND FOREVER VOYAGING
- Welcome to A Mind Forever Voyaging (which, for brevity's sake,
- will henceforth be referred to as AMFV). In this story, you will
- be PRISM, the world's first sentient machine. Before you "boot
- up" your disc, make sure you read the short story, AMFV.TXT
- The story begins in the world of 2031, a world on the brink of
- chaos. The economy of the United States of North America (USNA)
- has been stagnating for decades. Crackpot religions are springing
- up all over the place. Crime and urban decay are rampant. Schools
- have become violent, chaotic places ill-suited for educating
- children. Today's youth frequently use joybooths to "tune-out"
- the world, leading in the extreme case to joybooth suicide, where
- a psychological addict wastes away in his or her private nirvana.
- The global situation is even grimmer. The calcuttization of the
- Third World has almost reached it's limit, causing extreme over
- population and poverty. This has created a climate ripe for East
- Bloc adventurism, exploiting instability and fanning numerous
- flashpoints around the globe. The superpower race to build an
- impenetrable missile defence has ended in a tie, with the
- foreseeable but unforseen result that an even more dangerous arms
- race has begun - a race to build miniature nuclear weapons, some
- as small as a cigarette pack, and smuggle them into enemy cities
- - a race which threatens to turn the USNA into a giant police
- state.
- Things are bad, and it appears that they can only get worse. So
- when Senator Richard Ryder, along with a small group of leaders
- from government, business, and the universities, announces the
- Plan for Renewed National Purpose, everyone is only too willing
- to embrace it.
- Only one thing stands between the Plan and it's adoption: a
- test of it's validity. That's why you have been "awakened" from
- your simulated life and had your true nature revealed to you
- several years ahead of schedule. You have been chosen to use your
- unique abilities to enter a simulation of the future, based on
- the tenets of the Plan, in order to check it's effectiveness. The
- eyes of the world are on you.
- If you're experienced with Infocom's interactive fiction, you
- may not want to read this entire manual. However, AMFV has a
- number of unique features not found in other stories. You'll have
- to read the section entitled "The AMFV Scenario." Also, you
- should look at the appendices of important commands and regogni-
- zed verbs. The sample transcript will show most of the unusual
- interactions of AMFV.
-
- 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 AMFV, presents you
- with a series of locations, items, characters, and events. You
- can interact with these in a variety of ways.
- There are a number of modes you can enter in AMFV. These will
- be reviewed in detail in the next section. You will probably
- spend most of your time in Simulation Mode. When you're in
- Simulation Mode, the play of the game will be very similar to
- Infocom's other interactive fiction. For example:
- 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 it by exploring each location,
- reading each description carefully, and making a map of the
- geography.
- In AMFV, 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. Usually,
- each turn takes one minute in the story. Walking around takes
- longer, and WAIT generally causes ten minutes to pass in the
- story.
- Your goal in the first part of AMFV is to enter Simulation Mode
- in order to study what the effects of the Plan will be on the
- world in ten years' time. However, as the story progresses, you
- may discover new goals yourself.
-
- The AMFV Scenario
- Since you're a computer, your "life" is pretty
- dissimilar to that of a human. There are five "modes" that you
- can enter. To enter a given mode, just type ENTER or GO TO [that
- mode]. Here is a list of the five modes, and a description of
- each:
- Communications Mode: You have a number of visual/audio units
- set up at various points around the complex. When you enter
- Communications Mode, you will be told where these units are and
- how to activate them. when you have activated a unit in a
- particular location, you are effectively "in that location."
- You'll be able to see, and hear what's going on, and talk to
- anyone there. You won't be able to pick up things in those
- locations, of course.
- Library Mode: This is a storehouse of information, arranged in
- directories which each contain a number of data files. When you
- enter Library Mode, the usual style of typing an input and
- pressing RETURN is suspended. Follow the instructions that appear
- on you screen to access the information in the files.
- Interface Mode: There are several subsidiary computers and
- complex systems` controllers connected to you. More may be added
- over the course of the story. By entering Interface Mode, you
- will be able to "speak" to these other devices, get information
- from them, possibly give them orders. You interface with a device
- in the same way that you would speak to a character in the story.
- For example: TRAFFIC COMPUTER, SET EVENING RUSH HOUR END TO 5:00
- or HVAC COMPUTER, TURN ON VENTILATION IN GAMMA SECTOR. Data about
- these interfaceable devices can be found in Library Mode.
- Simulation Mode: This is the heart of the story. You will have
- to enter this mode many times to complete AMFV. Simulation Mode
- is the process that was used to "program" you and develop you
- into a thinking, creative machine. Now, that same process,
- programmed with the parameters of the Plan, will allow you to
- simulate the future in amazing detail.
- Once you have entered Simulation Mode, the interaction will be
- very familiar to that of most other Infocom fiction: walk around,
- map the geography, examine and read things, pick up objects, and
- so forth. ABORT will get you out of Simulation Mode at any time.
- Because only you see what happens in Simulation mode, you'll
- want to use the record feature to save what you see, so that
- others in the "real world" can view your experiences. Typing
- RECORD or RECORD ON will activate it, and typing RECORD OFF will
- de-activate it. Be warned, however, that RECORD makes an enormous
- demand on your core memory, and you will be able to only RECORD a
- limited amount of experiences. Everything you see, feel, and
- learn in Simulation Mode can be recorded. You can also use the
- RECORD feature in Communications Mode if you want.
- Sleep Mode: Because sleep is a psychological as well as a
- physical need, Sleep Mode has been provided to rest your concious
- mind. Approximately six hours will pass during an average sleep
- period.
-
- Tips for Novices
- 1. Draw a map when you're in a simulation. Your map should
- include each location, the directions connecting it to other
- locations, and any interesting objects there. Note that there are
- 10 possible directions plus IN and OUT.
-
- 2. Read everything: contents of computer files, signs, news-
- papers, etc. These will help you to understand things that are
- going on around you. Also, read the text of the story carefully;
- don't skim. Descriptions of locations and objects frequently
- contain important information.
-
- 3. Save you place often, so that if you find yourself in a blind
- alley in the storyline, you can return to an appropriate earlier
- point, rather than having to start over from the beginning.
-
- 4. Don't hesitate to try strange or dangerous actions. They may
- provide information, or have an interesting response, or both!
- You can always save your position first if you want. Here's an
- example:
-
- >STEP OUT ONTO THE LEDGE
- A crowd gathers on the sidewalk below, chanting "Jump! Jump!"
- several policeman stop by, glance up, and wander disinterestedly
- away.
-
- You've just learned quite a bit about the society which you're
- simulating.
-
- 5. Unlike other "adventure games" that you may have played, there
- is no single, linear, correct path through AMFV. The story is
- very open-ended, and although there is one "best" ending, there
- are countless paths that get you there. And unlike other infocom
- works of interactive fiction, AMFV is not intensely "puzzle-
- oriented"; as you play, you should be spending more time
- gathering information than finding hidden treasures or trying to
- get past locked doors.
-
- 6. You may find it helpful to play AMFV with another person.
- Different people may have different perspectives on a given
- portion of the game, making it easier to decide what to do next.
-
- 7. Read the sample transcript later on to get a feeling for how
- interactive fiction works.
-
- 8. You can frequently word the same command in a variety of ways.
- For example, if you discovered a black box lying on the ground
- and wanted to begin carrying it around, you could use any of the
- following:
-
- >TAKE BOX
- >GET THE BLACK BOX
- >PICK UP THE BOX
-
- In fact, if the box is the only object present that you could
- take, just typing TAKE is enough, since AMFV will assume you mean
- the box. But more about that in the next section...
-
- Communicating with AMFV
- In AMFV you type your sentence in plain
- English each time you see the prompt(>). AMFV 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; AMFV doesn't
- care either way.
- When you finish typing a sentence, press the RETURN key. AMFV
- will respond by telling you whether your request is possible at
- this point in the story, and what happened as a result.
- AMFV recognizes your words by their first nine letters, and all
- subsequent letters are ignored. Therefore, SENSATION, SENS
- ATIONal, and SENSATIONalism would be treated as the same word by
- AMFV.
- To move around, just type the desired direction. You can use
- the eight compass directions; NORTH, SOUTH, EAST, WEST, NORTH-
- EAST, NORTHWEST, SOUTHEAST, and SOUTHWEST. You can abbreviate
- these to N, S, E, W, NE, SE, and SW, respectively. You can use UP
- (or U) and DOWN (or D). IN and OUT will also work in certain
- places.
- AMFV understands many different kinds of sentences. Here are
- some examples. (Note that some of these items do not actually
- appear in AMFV.)
-
- >WALK NORTH
- >DOWN
- >U
- >NE
- >ENTER INTERFACE MODE
- >TAKE THE KEY
- >DROP IT
- >READ THE PLAQUE
- >BUY SOME FOOD
- >OPEN THE GLASS DOOR
- >EXAMINE THE CAN OF KELP PASTE
- >LOOK UNDER THE TABLE
- >SHOOT THE GUARD WITH THE PELLET GUN
- >PUT THE COIN IN THE LEATHER PURSE
-
- You can use multiple objects with certain verbs if you
- seperately them by the word AND or by a comma. Some examples:
-
- >TAKE THE PENCIL, THE PAPER, AND THE STAMP
- >DROP MAP, ID CARD, PELLET GUN
- >PUT THE EGGS AND THE BACON IN THE FRYING PAN
- >GIVE THE COIN AND THE PENCIL TO THE BEGGAR
-
- 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.
-
- >TAKE ALL
- >TAKE ALL THE STAMPS
- >TAKE ALL THE STAMPS EXCEPT THE RED STAMP
- >TAKE ALL FROM THE DESK
- >GIVE ALL BUT THE PELLET GUN TO THE CLERK
- >DROP ALL EXCEPT THE COIN
-
- You can include several sentences on one input line if you
- seperate 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 key:
-
- >UP.TAKE THE BOX THEN OPEN IT.PUT THE PELLET IN THE BOX.CLOSE IT
-
- If AMFV 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.
-
- There are three kinds of question you can ask in AMFV:
- WHAT,WHERE and WHO. These are generally useful only when speaking
- to other characters. Here are examples that you can try in AMFV:
-
- >WHAT IS MINDEX
- >WHERE AM I
- >WHO IS ABRAHAM PERELMAN
-
- You will meet other people in AMFV. You can "talk" to these
- othere characters by typing their name (or description) then a
- comma, then whatever you want them to do. Here are some examples:
-
- >PERELMAN, TELL ME ABOUT THE PLAN
- >CLERK, SELL ME SOME CLOTHES
- >GUARD, GIVE ME THE PELLET GUN
- >OLD MAN, TAKE THE SACK THEN FOLLOW ME
-
- Notice that in the last example, you are giving a person more
- than one command on the same input line.
- You can use quotation marks to answer a question or say
- something "out loud." For example:
-
- >SAY "HELLO"
- >ANSWER "NO"
-
- AMFV 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, AMFV will
- sometimes decide that there is only one possible object that you
- could mean. When it does so, it will tell you. For example:
-
- >TAKE
- (the coin)
- You pick up the coin and put it safely in your pocket.
- or
- >GIVE THE BOOK
- (to the librarian)
- The librarian puts the book on the stack of books to be shelved.
-
- If your sentence is ambiguous, AMFV will ask you 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. Some
- examples:
-
- >CUT THE ROPE
- What do you want to cut the rope with?
- >THE KNIFE
- The knife is too blunt, or the rope is too tough. After a minute
- you give up.
- or
- >SHOOT THE MUGGER WITH THE GUN
- Which gun do you mean, the pellet gun or the stun gun?
- >STUN
- The gun whines and the mugger slumps to the ground.
-
- AMFV uses many words in it's descriptions that it will not
- recognize in your sentences. For example, you might read, "A
- siren wails in the distance, signalling am air raid in a distant
- part of town." However, if AMFV doesn't recognize the word SIREN
- or the phrase AIR RAID in your input, you can assume that they
- are not important to your completion of the story, expect to
- provide you with a more vivid description of where you are or
- what is goinf on. AMFV recognizes over 1400 words, nearly all
- that you are likely to use in your sentences. If AMFV doesn't
- know a word you used, or any of it's common synonyms, you are
- almost certainly on the wrong track.
-
- Starting and Stopping
- Starting and Stopping: Now that you know
- what to expect when you venture into AMFV it's time for you to
- "boot" your disc.
- When you have finished reading the opening screen, press and
- key to get to the beginning of the story. The copyright notice
- and the release number of the story will appear, followed by an
- opening message and a description of your location,
- Communications Mode.
- Here's a quick exercise to help you get accustomed to
- interacting with AMFV. try the following command first:
-
- >GO TO SIMULATION MODE
-
- Then press the RETURN key. AMFV will respond with:
-
- ERROR:
- You are not yet cleared for Simulation Mode. Please wait for
- approval before beginning simulation.
-
- Now, to connect to Dr. Perelman's office, type in the code:
-
- >PEOF
- Then press the RETURN key. You will get a description of Doctor
- Perelman's office. Next, you can try:
-
- >PERELMAN, TELL ME ABOUT MY NAME
-
- After you press RETURN key, AMFV will respond appropriately.
-
- Saving and Restoring: It will probably take you many days to
- complete AMFV. Using the SAVE feature, you can continue at a
- later time without having to start over from the gebinning, 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 disc. If you
- are a cautious player, 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 sidetracked
- since that point.
- To save your place in the story, type SAVE at the prompt (>).
- You can restore a saved position any time you want. To do so,
- type RESTORE at the prompt (>), and follow the instructions of
- your Reference Card. You will be given a description of your
- location, and can now continue the story from the point where you
- used the SAVE command.
-
- Quitting and Restarting: If you want to start over from the
- beginning, type RESTART. (This is usually fast than re-booting.)
- Just to make sure, AMFV will ask if you really want to start
- over. If you do, type Y or YES.
- If you want to stop entirely, type QUIT. Once again, AMFV will
- ask if 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 the SAVE
- command.
-
- 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 key.
-
- ABORT - This will get you out of simulation mode
-
- AGAIN - AMFV will respond as though you had exactly repeated
- your previous sentence. You can abbreviate AGAIN to G
-
- BRIEF - This tells A<FV to give you the full description of a
- location only the first time you enter it. On sub-
- sequent visits, AMFV will tell you only the name of the
- location and the objects present. This is how AMFV will
- normally act, unless you tell it otherwise using the
- VERBOSE or SUPERBRIEF commands.
-
- DIAGNOSE - AMFV will give you a brief report of your physical
- condition.
-
- INVENTORY - AMFV 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 accidently mistype a word, such that AMFV doesn't
- understand the word, you can correct yourself on the next
- line by typing OOPS and the correct word. Suppose, for
- example, you had typed PUT THE BOOJ ON THE DUSTY SHELF and
- were told "[I don't know the word 'booj']" You could type
- OOPS BOOK rather than retyping the entire sentence.
-
- QUIT - This lets you stop. If you want to save your position
- before quitting, follow the instructions in the Starting
- and Stopping" section earlier. You can abbreviate QUIT
- to Q.
-
- RECORD - This activates the RECORD feature. RECORD OFF
- deactivates this feature. (If you ABORT from
- Simulation Mode, you'll automatically turn off the
- record feature.)
-
- 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" earlier.
-
- SAVE - This makes a "snapshot" of your current position onto
- a storage disc. You can returned to a saved position in
- the future using the RESTORE command. See "Starting and
- Stopping" earlier.
-
- SCRIPT - This command tells your printer to begin making a
- transcript of the story as you go along. A transcript
- may aid your memory but is not necessary. Note:
- transcripts will not include the information on the
- status line, or anything else that appears in the upper,
- non- scrolling portion of the screen, such as the menus
- in Library Mode.
-
- SUPERBRIEF - This commands AMFV to display only the name of a
- place you have entered, even if you have never been
- there before. In this mode AMFV 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 way around. Also see VERBOSE and BRIEF.
-
- UNSCRIPT - This commands your printer to stop making a
- transcript.
-
- VERBOSE - This tells AMFV 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 - AMFV responds by showing you the release number and the
- serial number of your copy of the story. Please include
- this information if you ever report a "bug."
-
- 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
- nothing had changed. You can use WAIT to make time pass in
- the story without doing anything. For example, if you
- encounter a wild animal, you could WAIT to see what it
- will do. Or, if you are in a moving vehicle, you could
- WAIT to see where it will go. Unless something interrupts
- you, WAIT will cause ten minutes to pass. You can also
- WAIT FOR a certain number of minutes, or WAIT UNTIL a
- certain time. You can abbreviate WAIT to Z.
-
- APPENDIX B
- Some Recognized Verbs
-
- These are only some of the verbs that AMFV understands. There are
- many more. Remember that you can use a variety or prepositions
- with them. For example, LOOK can become LOOK INSIDE, LOOK BEHIND,
- LOOK UNDER, LOOK THROUGH, LOOK AT, and so on.
-
- ANSWER EAT MOVE SLIDE
- ASK ENTER OPEN SMELL
- BOARD EXAMINE POINT STAND
- BREAK EXIT PUSH START
- BUY FIND PUT SWITCH
- CALL FOLLOW RAISE TAKE
- CHANGE GIVE READ TALK
- CLIMB JUMP REMOVE TELL
- CLOSE KILL SAY THROW
- COUNT KISS SEARCH TOUCH
- CROSS KNOCK SET TURN
- CUT LIE SHAKE UNLOCK
- DIG LISTEN SHOOT WAKE
- DISEMBARK LOCK SHOW WALK
- DRINK LOOK SIT WEAR
- DROP LOWER SLEEP YELL
-
- APPENDIX C
- AMFV Complaints
-
- AMFV 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 AMFV to ignore the
- rest of the sentences you typed, since the event may have changed
- your situation drastically.) AMFV's complaints always appear in
- brackets "[like this]" to distinguish them from the text of the
- story. some of AMFV'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, AMFV probablt doesn't know the idea you were trying
- to get across. Remember AMFV recognizes your words by their first
- nine letters.
-
- YOU USED THE WORD "_______" IN A WAY THAT I DON'T UNDERSTAND.
- AMFV knows the word you typed, but couldn't use it in that sense.
- Usually this is because AMFV 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 AMFV might know LOWER only
- as a verb, as in LOWER THE BOOM.
-
- THAT SENTENCE ISN'T ONE I RECOGNIZE. The sentence you typed may
- have been gibberish due to a typing error, such as PUT THE BOOK
- OF THE TABLE. Or you may have typed a reasonable sentence but
- used a syntax that AMFV does not recognize, such as WAVE OVER THE
- FENCE. Try rephrasing the sentence.
-
- 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 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 AMFV can digest in a single action.
-
- YOU CAN'T USE MULTIPLE (IN)DIRECT OBJECTS WITH "_______." You can
- use multiple objects (that is, nouns or noun phrases seperated 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 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.
-
- BE SPECIFIC: WHAT DO YOU WANT TO _______? You used HIM, HER or
- IT, but AMFV isn't sure what person or object you meant.
-
- I BEG YOUR PARDON? You press the RETURN key without typing
- anything.
-
- YOU CAN'T GO THAT WAY. There was no passage or exit in the
- direction you tried to move.
-