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How to play classic text adventures!
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From the first few pages of the manual to | |
Lost Treasures of Infocom I (also Frotz): | |
============================================ | |
|| Communicating with Interactive Fiction || | |
============================================ | |
With Interactive Fiction, you type your commands in plain English each | |
time you see the prompt which looks like this: | |
> | |
Most of the sentences that the stories understand are imperative | |
sentences. See the examples below. | |
When you have finished typing your input, press the ENTER (or RETURN) key. | |
The story will then respond, telling you whether your request is possible | |
at this point in the story, and what happened as a result. | |
The story recognizes your words by their first six letters, and all | |
subsequent letters are ignored. Therefore, CANDLE, CANDLEs, and | |
CANDLEstick would all be treated as the same word. Most stories don't | |
care about capitalization, so you can just type in all-lowercase if you | |
like. | |
To move around, just type the direction you want to go. Directions can be | |
abbreviated: NORTH to N, SOUTH to S, EAST to E, WEST to W, NORTHEAST to | |
NE, NORTHWEST to NW, SOUTHEAST to SE, SOUTHWEST to SW, UP to U, and DOWN | |
to D. IN and OUT will also work in certain places. | |
There are many differnet kinds of sentences used in Interactive Fiction. | |
Here are some examples: | |
> WALK TO THE NORTH | |
> WEST | |
> NE | |
> DOWN | |
> TAKE THE BIRDCAGE | |
> READ ABOUT DIMWIT FLATHEAD | |
> LOOK UP MEGABOZ IN THE ENCYCLOPEDIA | |
> LIE DOWN IN THE PINK SOFA | |
> EXAMINE THE SHINY COIN | |
> PUT THE RUSTY KEY IN THE CARDBOARD BOX | |
> SHOW MY BOW TIE TO THE BOUNCER | |
> HIT THE CRAWLING CRAB WITH THE GIANT NUTCRACKER | |
> ASK THE COWARDLY KING ABOUT THE CROWN JEWELS | |
You can use multiple objects with certain verbs if you separate them by | |
the word "AND" or by a comma. Here are some examples: | |
> TAKE THE BOOK AND THE FROG | |
> DROP THE JAR OF PEANUT BUTTER, THE SPOON, AND THE LEMMING FOOD | |
> PUT THE EGG AND THE PENCIL IN THE CABINET | |
You can include several inputs on one line if you separate them by the | |
word "THEN" or by a period. Each input will be handled in order, as | |
though you had typed them individually at seperate prompts. For example, | |
you could type all of the following at once, before pressing the ENTER (or | |
RETURN) key: | |
> TURN ON THE LIGHT. TAKE THE BOOK THEN READ ABOUT THE JESTER IN THE BOOK | |
If the story doesn't understand one of the sentences on your input line, | |
or if an unusual event occurs, it will ignore the rest of your input line. | |
The words "IT" and "ALL" can be very useful. For example: | |
> EXAMINE THE APPLE. TAKE IT. EAT IT | |
> CLOSE THE HEAVY METAL DOOR. LOCK IT | |
> PICK UP THE GREEN BOOT. SMELL IT. PUT IT ON. | |
> TAKE ALL | |
> TAKE ALL THE TOOLS | |
> DROP ALL THE TOOLS EXCEPT THE WRENCH AND MINIATURE HAMMER | |
> TAKE ALL FROM THE CARTON | |
> GIVE ALL BUT THE RUBY SLIPPERS TO THE WICKED WITCH | |
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. | |
There are three kinds of questions you can ask: "WHERE IS (something)", | |
"WHAT IS (something)", and "WHO IS (someone)". For example: | |
> WHO IS LORD DIMWIT? | |
> WHAT IS A GRUE? | |
> WHERE IS EVERYBODY? | |
When you meet intelligent creatures, you can talk to them by typing their | |
name, then a comma, then whatever you want to say to them. Here are some | |
examples: | |
> JESTER, HELLO | |
> GUSTAR WOOMAX, TELL ME ABOUT THE COCONUT | |
> UNCLE OTTO, GIVE ME YOUR WALLET | |
> HORSE, WHERE IS YOUR SADDLE? | |
> BOY, RUN HOME THEN CALL THE POLICE | |
> MIGHTY WIZARD, TAKE THIS POISONED APPLE. EAT IT | |
Notice that in the last two examples, you are giving the characters more | |
than one command on the same input line. Keep in mind, however, that many | |
creatures don't care for idle chatter; your actions will speak louder than | |
your words. | |
================= | |
Basic Commands || | |
================= | |
BRIEF - This command causes the game to fully describe a location only | |
the first time you enter it. On subsequent visits, only the name of the | |
location and any objects present will be described. Most adventures | |
will begin in "BRIEF" mode and remain in "BRIEF" mode unless you use the | |
"VERBOSE" or "SUPERBRIEF" commands. | |
DIAGNOSE - This will give you a report of your physical condition. | |
Not all games support this command. | |
INVENTORY - This will give you a list of what you are carrying and | |
wearing. Usually you can abbreviate "INVENTORY" to "I". | |
LOOK - This will give you a full description of your location. You can | |
abbreviate "LOOK" to 'L'. | |
QUIT - This lets you stop Frotz gracefully. If you want to save your | |
position before quitting, you must use the "SAVE" command. | |
RESTORE - This restores a previously saved position. | |
RESTART - This stops the game and restarts it from the beginning. | |
SAVE - This saves a "snapshot" of your current position. You can return | |
to a saved position in the future by using the "RESTORE" command. | |
SCRIPT - This command tells Frotz to make a transcript of the story and | |
save it to a file. Transcripts can be used to aid your memory, prepare | |
maps, prepare walkthroughs, make something to brag about, and so on. | |
SCORE - This command will show your current score and often a ranking | |
based on that score. | |
SUPERBRIEF - This one causes the game to display only the name of a | |
place you enter, even if you've never been there before. In this mode, | |
not even objects present are described. Of course, you can get a full | |
description of your location and the object present by typing "LOOK". | |
In "SUPERBRIEF" mode, the blank line between turns is eliminated. This | |
mode is meant for players who are already familiar with the geography. | |
TIME - This gives your the current time in the story. Some games don't | |
have a concept of time and therefore don't have this command. | |
UNSCRIPT - Stops Frotz from making a transcript. | |
VERBOSE - This causes the game to give a complete description of each | |
location and the objects in it every time you enter a location, even if | |
you've been there before. | |
VERSION - Shows you the release number and serial number of the story | |
file. | |
WAIT - Causes time in the story to pass. Since nothing happens until you | |
type a sentence and press RETURN, you could leave your machine, take a | |
nap, then return to the story to find that nothing has changed. So, to | |
make time pass in the story, you type "WAIT". For example, if you meet a | |
wizard, you might "WAIT" to see if he will say anything. If you're aboard | |
a flying carpet, you might "WAIT" to see where it goes. There are few | |
exceptions, most notable Infocom's "Border Zone", in which the game is | |
played in real-time (take too long deciding what to do and Bad Things | |
happen). This command can often be abbreviated to "Z". |
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