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141 lines
7.0 KiB
Groff
141 lines
7.0 KiB
Groff
Welcome to Dungeon!
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You are near a large dungeon, which is reputed to contain vast
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quantities of treasure. Naturally, you wish to acquire some of it.
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In order to do so, you must of course remove it from the dungeon. To
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receive full credit for it, you must deposit it safely in the trophy
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case in the living room of the house.
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In addition to valuables, the dungeon contains various objects
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which may or may not be useful in your attempt to get rich. You may
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need sources of light, since dungeons are often dark, and weapons,
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since dungeons often have unfriendly things wandering about. Reading
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material is scattered around the dungeon as well; some of it
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is rumored to be useful.
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To determine how successful you have been, a score is kept.
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When you find a valuable object and pick it up, you receive a
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certain number of points, which depends on the difficulty of finding
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the object. You receive extra points for transporting the treasure
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safely to the living room and placing it in the trophy case. In
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addition, some particularly interesting rooms have a value associated
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with visiting them. The only penalty is for getting yourself killed,
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which you may do only twice.
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Of special note is a thief (always carrying a large bag) who
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likes to wander around in the dungeon (he has never been seen by the
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light of day). He likes to take things. Since he steals for pleasure
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rather than profit and is somewhat sadistic, he only takes things which
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you have seen. Although he prefers valuables, sometimes in his haste
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he may take something which is worthless. From time to time, he examines
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his take and discards objects which he doesn't like. He may occas-
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ionally stop in a room you are visiting, but more often he just wanders
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through and rips you off (he is a skilled pickpocket).
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Useful commands:
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The 'BRIEF' command suppresses printing of long room descriptions
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for rooms which have been visited. The 'SUPERBRIEF' command suppresses
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printing of long room descriptions for all rooms. The 'VERBOSE'
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command restores long descriptions.
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The 'INFO' command prints information which might give some idea
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of what the game is about.
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The 'QUIT' command prints your score and asks whether you wish
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to continue playing.
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The 'SAVE' command saves the state of the game for later continuation.
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The 'RESTORE' command restores a saved game.
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The 'INVENTORY' command lists the objects in your possession.
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The 'LOOK' command prints a description of your surroundings.
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The 'SCORE' command prints your current score and ranking.
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The 'TIME' command tells you how long you have been playing.
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The 'DIAGNOSE' command reports on your injuries, if any.
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Command abbreviations:
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The 'INVENTORY' command may be abbreviated 'I'.
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The 'LOOK' command may be abbreviated 'L'.
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The 'QUIT' command may be abbreviated 'Q'.
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Containment:
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Some objects can contain other objects. Many such containers can
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be opened and closed. The rest are always open. They may or may
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not be transparent. For you to access (e.g., take) an object
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which is in a container, the container must be open. For you
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to see such an object, the container must be either open or
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transparent. Containers have a capacity, and objects have sizes;
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the number of objects which will fit therefore depends on their
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sizes. You may put any object you have access to (it need not be
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in your hands) into any other object. At some point, the program
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will attempt to pick it up if you don't already have it, which
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process may fail if you're carrying too much. Although containers
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can contain other containers, the program doesn't access more than
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one level down.
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Fighting:
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Occupants of the dungeon will, as a rule, fight back when
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attacked. In some cases, they may attack even if unprovoked.
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Useful verbs here are 'ATTACK <villain> WITH <weapon>', 'KILL',
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etc. Knife-throwing may or may not be useful. You have a
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fighting strength which varies with time. Being in a fight,
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getting killed, and being injured all lower this strength.
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Strength is regained with time. Thus, it is not a good idea to
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fight someone immediately after being killed. Other details
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should become apparent after a few melees or deaths.
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Command parser:
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A command is one line of text terminated by a carriage return.
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For reasons of simplicity, all words are distinguished by their
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first six letters. All others are ignored. For example, typing
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'DISASSEMBLE THE ENCYCLOPEDIA' is not only meaningless, it also
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creates excess effort for your fingers. Note that this trunca-
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tion may produce ambiguities in the intepretation of longer words.
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You are dealing with a fairly stupid parser, which understands
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the following types of things--
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Actions:
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Among the more obvious of these, such as TAKE, PUT, DROP, etc.
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Fairly general forms of these may be used, such as PICK UP,
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PUT DOWN, etc.
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Directions:
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NORTH, SOUTH, UP, DOWN, etc. and their various abbreviations.
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Other more obscure directions (LAND, CROSS) are appropriate in
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only certain situations.
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Objects:
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Most objects have names and can be referenced by them.
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Adjectives:
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Some adjectives are understood and required when there are
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two objects which can be referenced with the same 'name' (e.g.,
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DOORs, BUTTONs).
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Prepositions:
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It may be necessary in some cases to include prepositions, but
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the parser attempts to handle cases which aren't ambiguous
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without. Thus 'GIVE CAR TO DEMON' will work, as will 'GIVE DEMON
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CAR'. 'GIVE CAR DEMON' probably won't do anything interesting.
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When a preposition is used, it should be appropriate; 'GIVE CAR
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WITH DEMON' won't parse.
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Sentences:
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The parser understands a reasonable number of syntactic construc-
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tions. In particular, multiple commands (separated by commas)
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can be placed on the same line.
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Ambiguity:
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The parser tries to be clever about what to do in the case of
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actions which require objects that are not explicitly specified.
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If there is only one possible object, the parser will assume
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that it should be used. Otherwise, the parser will ask.
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Most questions asked by the parser can be answered.
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Do "R GAM:ZORK" to run the program.
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<End of GAM:ZORK.MAN - 830311>
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