201 lines
8.1 KiB
Plaintext
201 lines
8.1 KiB
Plaintext
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|| How To Play Interactive Fiction With Frotz ||
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==========================================================
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In the late 1970s, a group of students at the Massachusetts Institute of
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Technology (MIT) formed a company called Infocom to produce a genre of
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computer games called "Interactive Fiction", that is, a game in which
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you're "playing" a novel or short story.
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Infocom wrote their games to run on an imaginary computer of their own
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design called the "Z-Machine" and so the games are said to be written in
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"Z-code". From their first game ("Zork I") to their last ("Shogun"),
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the Z-machine went through six versions. The most common versions were
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"Standard" (version 3) and "Advanced" (version 5).
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Infocom's heyday lasted through the late 1970s and all of the 1980s. In
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the early to mid 1990s the Z-machine was reverse-engineered and a new
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language called "Inform" was created to allow people to once again write
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programs for the Z-machine.
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The Z-code games written nowadays were written using this Inform
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language. These games are usually in the form of single files. The
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extensions .z3 and .z5 mean that a file is a "Z-code" game in version 3 or
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version 5. These files are not compressed, but are ordinary binary files
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and should be downloaded in 'binary' mode.
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The canonical repository of freeware games which can be played on Frotz is
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at the Interactive Fiction Archive at http://www.ifarchive.org and its
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mirrors.
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The following is borrowed from the first few pages of the manual to
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Lost Treasures of Infocom I:
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Communicating with Interactive Fiction ||
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=========================================
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With Interactive Fiction, you type your commands in plain English each
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time you see the prompt which looks like this:
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>
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Most of the sentences that the stories understand are imperative
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sentences. See the examples below.
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When you have finished typing your input, press the ENTER (or RETURN) key.
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The story will then respond, telling you whether your request is possible
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at this point in the story, and what happened as a result.
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The story recognizes your words by their first six letters, and all
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subsequent letters are ignored. Therefore, CANDLE, CANDLEs, and
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CANDLEstick would all be treated as the same word. Most stories don't
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care about capitalization, so you can just type in all-lowercase if you
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like.
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To move around, just type the direction you want to go. Directions can be
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abbreviated: NORTH to N, SOUTH to S, EAST to E, WEST to W, NORTHEAST to
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NE, NORTHWEST to NW, SOUTHEAST to SE, SOUTHWEST to SW, UP to U, and DOWN
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to D. IN and OUT will also work in certain places.
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There are many differnet kinds of sentences used in Interactive Fiction.
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Here are some examples:
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> WALK TO THE NORTH
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> WEST
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> NE
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> DOWN
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> TAKE THE BIRDCAGE
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> READ ABOUT DIMWIT FLATHEAD
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> LOOK UP MEGABOZ IN THE ENCYCLOPEDIA
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> LIE DOWN IN THE PINK SOFA
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> EXAMINE THE SHINY COIN
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> PUT THE RUSTY KEY IN THE CARDBOARD BOX
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> SHOW MY BOW TIE TO THE BOUNCER
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> HIT THE CRAWLING CRAB WITH THE GIANT NUTCRACKER
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> ASK THE COWARDLY KING ABOUT THE CROWN JEWELS
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You can use multiple objects with certain verbs if you separate them by
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the word "AND" or by a comma. Here are some examples:
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> TAKE THE BOOK AND THE FROG
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> DROP THE JAR OF PEANUT BUTTER, THE SPOON, AND THE LEMMING FOOD
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> PUT THE EGG AND THE PENCIL IN THE CABINET
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You can include several inputs on one line if you separate them by the
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word "THEN" or by a period. Each input will be handled in order, as
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though you had typed them individually at seperate prompts. For example,
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you could type all of the following at once, before pressing the ENTER (or
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RETURN) key:
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> TURN ON THE LIGHT. TAKE THE BOOK THEN READ ABOUT THE JESTER IN THE BOOK
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If the story doesn't understand one of the sentences on your input line,
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or if an unusual event occurs, it will ignore the rest of your input line.
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The words "IT" and "ALL" can be very useful. For example:
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> EXAMINE THE APPLE. TAKE IT. EAT IT
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> CLOSE THE HEAVY METAL DOOR. LOCK IT
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> PICK UP THE GREEN BOOT. SMELL IT. PUT IT ON.
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> TAKE ALL
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> TAKE ALL THE TOOLS
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> DROP ALL THE TOOLS EXCEPT THE WRENCH AND MINIATURE HAMMER
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> TAKE ALL FROM THE CARTON
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> GIVE ALL BUT THE RUBY SLIPPERS TO THE WICKED WITCH
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The word "ALL" refers to every visible object except those inside
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something else. If there were an apple on the ground and an orange inside
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a cabinet, "TAKE ALL" would take the apple but not the orange.
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There are three kinds of questions you can ask: "WHERE IS (something)",
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"WHAT IS (something)", and "WHO IS (someone)". For example:
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> WHO IS LORD DIMWIT?
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> WHAT IS A GRUE?
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> WHERE IS EVERYBODY?
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When you meet intelligent creatures, you can talk to them by typing their
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name, then a comma, then whatever you want to say to them. Here are some
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examples:
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> JESTER, HELLO
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> GUSTAR WOOMAX, TELL ME ABOUT THE COCONUT
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> UNCLE OTTO, GIVE ME YOUR WALLET
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> HORSE, WHERE IS YOUR SADDLE?
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> BOY, RUN HOME THEN CALL THE POLICE
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> MIGHTY WIZARD, TAKE THIS POISONED APPLE. EAT IT
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Notice that in the last two examples, you are giving the characters more
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than one command on the same input line. Keep in mind, however, that many
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creatures don't care for idle chatter; your actions will speak louder than
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your words.
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=================
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Basic Commands ||
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=================
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BRIEF - This command causes the game to fully describe a location only
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the first time you enter it. On subsequent visits, only the name of the
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location and any objects present will be described. Most adventures
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will begin in "BRIEF" mode and remain in "BRIEF" mode unless you use the
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"VERBOSE" or "SUPERBRIEF" commands.
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DIAGNOSE - This will give you a report of your physical condition.
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Not all games support this command.
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INVENTORY - This will give you a list of what you are carrying and
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wearing. Usually you can abbreviate "INVENTORY" to "I".
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LOOK - This will give you a full description of your location. You can
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abbreviate "LOOK" to 'L'.
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QUIT - This lets you stop Frotz gracefully. If you want to save your
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position before quitting, you must use the "SAVE" command.
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RESTORE - This restores a previously saved position.
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RESTART - This stops the game and restarts it from the beginning.
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SAVE - This saves a "snapshot" of your current position. You can return
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to a saved position in the future by using the "RESTORE" command.
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SCRIPT - This command tells Frotz to make a transcript of the story and
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save it to a file. Transcripts can be used to aid your memory, prepare
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maps, prepare walkthroughs, make something to brag about, and so on.
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SCORE - This command will show your current score and often a ranking
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based on that score.
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SUPERBRIEF - This one causes the game to display only the name of a
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place you enter, even if you've never been there before. In this mode,
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not even objects present are described. Of course, you can get a full
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description of your location and the object present by typing "LOOK".
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In "SUPERBRIEF" mode, the blank line between turns is eliminated. This
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mode is meant for players who are already familiar with the geography.
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TIME - This gives your the current time in the story. Some games don't
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have a concept of time and therefore don't have this command.
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UNSCRIPT - Stops Frotz from making a transcript.
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VERBOSE - This causes the game to give a complete description of each
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location and the objects in it every time you enter a location, even if
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you've been there before.
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VERSION - Shows you the release number and serial number of the story
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file.
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WAIT - Causes time in the story to pass. Since nothing happens until you
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type a sentence and press RETURN, you could leave your machine, take a
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nap, then return to the story to find that nothing has changed. So, to
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make time pass in the story, you type "WAIT". For example, if you meet a
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wizard, you might "WAIT" to see if he will say anything. If you're aboard
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a flying carpet, you might "WAIT" to see where it goes. There are few
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exceptions, most notable Infocom's "Border Zone", in which the game is
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played in real-time (take too long deciding what to do and Bad Things
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happen). This command can often be abbreviated to "Z".
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