Editorials 1. Users on ITS: say ZORK^K to DDT rather than :ZORK to get a zork--this keeps you from tying up more than one of the three available slots. 2. Bugs, comments, etc. are always welcome. Send mail to DUNGEON@MIT-DMS Special characters, cautions, &c. The characters ctrl-D and ctrl-L are useful for redisplaying what you've typed before you terminate--particularly when you're on a printing terminal (or TENEX/TOPS-20) where echoes the character deleted rather than erasing it. Ctrl-@ (null) deletes the entire line you've typed. Dungeon may occasionally type out a message 'GIN FREE STORAGE- GOUT TIME=10.92'. This indicates that a garbage collection is occurring. We have attempted to prevent this, since it may take a significant amount of real time on a loaded system; should it ever occur, please send mail to DUNGEON@MIT-DMS describing the circumstances--how many moves have been made, whether a RESTORE has been done, and so on. THIS IS NOT FATAL: after the GOUT message is printed, you may continue playing. Useful commands The 'brief' command suppresses printing of long room descriptions for rooms which have been visited. The 'unbrief' command turns this off. The 'superbrief' command suppresses printing of long room descriptions for all rooms; 'unsup' turns this off. The 'info' command prints a file which might give some idea of what the game is about. The 'quit' command (or ctrl-G) prints your score, and asks whether you wish to continue playing. The 'script', 'unscript', 'save', and 'restore' commands are useful if you are a local user. Although the best way to report bugs is to send mail to DUNGEON@MIT-DMS, there are 'bug' and 'feature' commands built in to the game. These generate files which must, alas, be manually transmitted to the maintainers. It is, however, better than nothing. Dungeon Command Parser A command is one line of text terminated by a carriage return. For reasons of simplicity all words are distinguished by their first five letters. All others are ignored. For example, your typing 'DISASSEMBLE THE ENCYLOPEDIA' while meaningless is also creating excess effort for your fingers. Note also that ambiguities can be introduced by this: 'unscr' is 'UNSCRipt', not 'UNSCRew'. You are talking to a fairly stupid parser, which understands the following types of things. Actions: Among the more obvious of these, TAKE, DROP, etc. Fairly general forms of these may be used: PICK UP, PUT DOWN, etc. Directions: NORTH, SOUTH, UP, DOWN, etc. and their various abbreviations. Other more obscure directions (LAND, CLIMB) are appropriate in only certain situations. Because words are only five letters, you must say 'nw' for 'northwest': the latter is truncated to 'north', which isn't quite what you had in mind. Objects: Most objects have names, and can be referenced by them. Adjectives: Some adjectives are understood and are required when there are two objects which can be referenced with the same 'name' (e.g. DOORs, BUTTONs) Prepositions: It may be necessary in some cases to include prepositions, but the parser attempts to handle cases which aren't ambiguous without. Thus 'Give car to demon' will work, as will 'Give demon car.' 'Give car demon' probably won't do anything interesting. When a preposition is used, it should be appropriate: 'Give car with demon' does not parse. Sentences: The parser understands a reasonable number of things. Rather than listing them, we advise you to do reasonable things. Multiple Objects: Sentences of the following forms will parse: Put A and B and C in trophy case Put A, B, and C in trophy case Give A and B to the troll The following will not: Put A B in case Take A B C The point is that an AND or a are required so as not to hopelessly confuse the parser. Ambiguity: The parser tries to be clever about what to do in the case of actions which require objects in the case that the object is not specified. If there is only one possible object, the parser will assume that it should be used. Otherwise, the parser will ask. Most questions asked by the parser can be answered (e.g. With what?). Inventory: Lists the objects in your possession. Look: Prints a description of your surroundings. Containment: Some objects can contain other objects. Many such containers can be opened and closed; the rest are always open. They may or may not be transparent. For you to access (take, for example) an object which is in a container, the container must be open; for you to see such an object, the container must either be open or transparent. Containers have a capacity, and objects have sizes; the number of objects which will fit therefore depends on their sizes. You may "put" any object you have access to (it need not be in your hands) into any other object; at some point, the program will attempt to pick it up if you don't already have it, which process may fail if you're carrying too much. Although containers can contain other containers, the program doesn't access more than one level down. Fighting: Occupants of the dungeon will, as a rule, fight back when attacked; they may in some cases attack you unprovoked. Useful verbs here are 'attack with ', 'kill', etc. Knife-throwing may or may not be useful. The adventurer has a fighting strength, which varies with time: in particular, being in a fight, getting killed, and getting injured, all lower it. One's carrying capacity may also be reduced after a fight. Strength is regained with time. (Thus, it is not a good idea to fight someone immediately after being killed.) Other details may become apparent in the course of a few melees. The 'diagnose' command describes your state of health.