rec.games.int-fiction FAQ 1/3

Archive-name: games/interactive-fiction/part1
URL: http://bang.ml.org/faq/
Maintainer: Stephen van Egmond <svanegmond@home.com>
Version: 1.1

   West of House
   You are standing in an open field west of a white house, with a
   boarded front door.
   
   There is a small mailbox here.
   
   >OPEN MAILBOX. READ LEAFLET
   Opening the small mailbox reveals a leaflet.
   
   (Taken)
   
     Welcome to rec.games.int-fiction! (1.0)
   
     This is the Frequently Asked Questions list for the group
     rec.games.int-fiction, a Usenet newsgroup for the discussion of
     Interactive Fiction games and related topics. To read a specific
     question, use your newsreader's search function on the string
     "(n)", where n is the question number.
     
     It is posted periodically to the following newsgroups:
     * rec.games.int-fiction
     * rec.arts.int-fiction
     * comp.sys.ibm.pc.games.adventure
     * comp.sys.mac.games.adventure
     * comp.sys.amiga.games
     * comp.sys.acorn.games
     * comp.os.os2.games
     * rec.answers
     * comp.answers
     * news.answers
       
     Contents:
    Games and source:
    Walkthroughs and hints:
    Relevant mini-FAQs and information compilations:

     Part 2 covers Infocom, and part 3 covers just about everything
     else.
     
     The current maintainer is Stephen van Egmond. Questions and
     information should be mailed to mailto:svanegmond@home.com. The
     most recent version is at http://bang.ml.org/faq/
     
     Throughout this file, there will be URL references to relevant
     files and web pages. Many files reside at ftp.gmd.de (See section
     1.5).
     
     Special thanks to Paul Smith, Magnus Olsson, Jacob Butcher, Paul
     David Doherty, Volker Blasius, Keith Lim, Luis Torres, Jacob
     Weinstein, Mark Howell, Adrian Booth, Eric Shepherd, Sascha
     Wildner, Jim Butterfield, Mark Stacey, Stu Galley, Dorinda
     Hartmann, Tomas Schafer, Hans Persson, Gareth Rees, Robert Pelak,
     Juergen Christoffel, James Montanus, Russell Bryan, Werner Punz,
     David Kinder, Matt Ackeret, Christi Alice Scarborough and Graham
     Nelson for ideas, suggestions and contributions. Scott Forbes
     created and maintained the original FAQ.
     
     No newsgroup should be without one!"
     
   >PRAY
   Altar
   This is the south end of a large temple. In front of you is what
   appears to be an altar. In one corner is a small hole in the floor
   which leads into darkness. You probably could not get back up it. On
   the two ends of the altar are burning candles. On the altar is a large
   black book, open to page 570.
   
   >READ BOOK
   Commandment #12593
   
     The purpose of this group and some history of Interactive Fiction
   (1.1)
   
     Here in the newsgroup rec.games.int-fiction we discuss games of the
     interactive fiction genre, ranging from classic games by companies
     such as Infocom and Scott Adams to 'modern' and non-text IF games.
     
     Simply put, the IF genre includes any game that tells a story as
     part of the game, usually with the player as the protagonist. The
     actions of the player affect the progress of the story, which often
     centers around solving puzzles or finding treasure, and leads to an
     endgame in which the player 'wins' and completes the adventure.
     
     One of the earliest games that could at least be termed interactive
     is Hunt The Wumpus, from the early 1970s. In this game, you have
     three arrows, and are trapped in a maze that is a dodecahedron,
     with the nodes being rooms and the edges being the room
     connections. In any room, you are given hints as to phenomena that
     are going on in adjacent rooms (you can't tell from which one
     though) - breezes from bottomless pits, grunts from the (very
     hungry) wumpus, and so on. The wumpus can move, and the bottomless
     pits are frequently rearranged by earthquakes. Your goal is to hit
     the wumpus with one of your arrows by firing it down a passageway
     into an adjacent room.
     
     Interactive fiction traces its electronic roots to a 1977 program
     named ADVENT, better known as the Colossal Cave Adventure. It was
     this program, written by Willie Crowther and Don Woods, that
     established many of the features now common to the genre, including
     noun/verb parsing (e.g. "TAKE BOOK"), mazes ("You are in a maze of
     twisty little passages, all alike") and the basis of most later IF
     in fantasy/adventure settings. Soon after this the game Dungeon, or
     Zork, was written by MIT grad students; these students were the
     nucleus of a 1980 startup company called Infocom, which produced a
     version of Zork for the TRS-80 Model I and other machines. This led
     to widespread popularity of interactive fiction games, and was
     later referred to as the Golden Age of the genre; for several
     years, Infocom's products were the top-selling games on the market.
     
     Later events, however, led to the decline of the IF genre. As the
     educational level of the average computer user decreased and the
     features and capabilities of the average computer increased, the
     trend in computer games went to 'arcade' games instead of text.
     
     By 1989 Infocom had been absorbed by another company and destroyed,
     leaving a legacy of high-quality, well-written interactive fiction
     and a large audience with few sources for good new material. This
     newsgroup discusses 'classic' interactive fiction games, new games
     keeping the genre alive, and non-text (even non-computer) IF.
     
   >NORTH
   Temple
   This is the north end of a large temple. On the east wall is an
   ancient inscription, probably a prayer in a long-forgotten language.
   Below the prayer is a staircase leading down. The west wall is solid
   granite. The exit to the north end of the room is through huge marble
   pillars. There is a brass bell here.
   
   >READ INSCRIPTION
   
     Other Usenet newsgroups discussing interactive fiction (1.2)
   
     Many people make the mistake of assuming that rec.arts.int-fiction
     and rec.games.int-fiction are the same group. Nobody in rgif can
     answer programming questions, and few people in raif want to see
     hint requests. Be very careful when crossposting to both
     newsgroups: do both audiences care? Even if you do crosspost,
     direct followups to the appropriate forum with a Followup-To:
     header line.
     
     news:rec.arts.int-fiction is a newsgroup for authors of interactive
     fiction, and discusses adventure development systems such as Inform
     and TADS, features of a 'good' IF game and how to implement them,
     techniques, hazards, tradeoffs, etc. If you're thinking about
     writing a game (as opposed to playing one), rec.arts.int-fiction is
     your group. ftp://ftp.gmd.de/if-archive/rec.arts.int-fiction/FAQ is
     the FAQ. Collected knowledge and archives are at
     http://bang.ml.org/library/.
     
     news:comp.sys.amiga.games discusses all types of computer games for
     the Commodore Amiga computer, including IF games for that machine.
     
     news:comp.sys.mac.games has a similar charter, discussing games for
     the Apple Macintosh line of computers.
     
     news:comp.sys.ibm.pc.games.adventure discusses a subset of the
     topics covered in rec.games.int-ficton: Those interactive fiction
     games available for the IBM PC. If you're looking for IBM-specific
     info about a game, or for info about a game available only on IBM
     PCs, you may find help in c.s.i.p.g.adventure.
     
     The rec.games.mud hierarchy discusses MUD (multi-user dungeon)
     games.
     
     The rec.games.frp groups discuss fantasy role-playing games (not
     necessarily computer-based) such as Dungeons & Dragons.
     
     news:rec.games.roguelike.misc is for general discussion of games in
     the "Rogue" family (games that display an ASCII representation of a
     dungeon and its contents).
     
     news:rec.games.roguelike.announce is a moderated newsgroup for
     announcements about Rogue-like games. The other groups in the
     roguelike hierarchy each discuss a specific game in the "Rogue"
     genre.
     
   >BLORPLE WEST WALL
   Abruptly, your surroundings shift.
   
   Nondescript Room
   This is a drab, nondescript room. The only exit leads south.
   
   >SOUTH
   Enchanters' Retreat
   Belboz is meditating here.
   
   >BELBOZ, HELLO
   "Hello." Belboz doesn't seem pleased to see you.
   
   >ASK BELBOZ FOR A HINT
   Belboz looks at you suspiciously. "Only the rawest apprentice would
   ask for a hint (or post one) without observing proper netiquette."
   
     Netiquette, hints, and bug reports (1.3)
   
     Before asking for a hint, consider that many people before you have
     asked for hints. At ftp.gmd.de there are numerous hint files and
     walkthroughs available. See question 1.6 for more information. If
     the game is old, Deja News, a Usenet archiving service, may be
     useful.
    1. Above all else, don't spoil the puzzle or game for other people
       who are reading the newsgroup but didn't ask for a hint. One
       common way of doing this, if you're asking for a hint, is to put
       the number of points you have earned so far, or the area of the
       game you're dealing with, in the subject line, so that people who
       are not yet that far into the game can skip your post.
       When asking for or giving hints, try to put spoiler warnings in
       the subject line and text, and if possible, a form feed character
       in the main text before the spoiling content.
       Good example:
    >Subject: Re: ZORK I at 10 points (SPOILERS)
    >
    >J. Random writes:
    >>How do I get into the white house?
    >
    >SPOILERS


    >Have you tried running for President?
       Most machines can generate a form feed character if you type a
       CTRL-L or (in "vi") CTRL-V CTRL-L. If you can't generate a form
       feed character, use at least 24 blank lines. The form feed
       character causes most newsreaders to pause and require the user to
       hit a key before continuing.
       This feature is useful when protecting part of a message from
       people who don't want to see it, as it gives them the option of
       hitting "n" instead and skipping the SPOILER section.
    2. If you're asking for a hint, please try to ask in a way that
       doesn't spoil the puzzle, or spoil other puzzles in the game.
       Describe whatever details are relevant, but don't post the answer
       to every other puzzle you've solved up to this point.
       Good example:
    >I've figured out what the gold machine is for, but I keep
    >getting killed whenever I try to use it.
       Bad example:
    >I used the gold machine to send a message to Orkan, but the
    >Warlock noticed my presence and turned me into bat guano.
       If you can't ask the question without revealing part of the
       puzzle, protect the question with spoiler warnings as above.
    3. When giving a hint, please try to give just enough info to send
       the adventurer on her way. Please don't post the exact sequence of
       moves required to win the game from this point, or solve the next
       two puzzles in order to get the ball rolling.
       Good example:
    >Have you explored the area outside the house?
       Bad example:
    >There's a window on the east side of the house that you can
    >squeeze through in order to get in.  Don't bother with the
    >front door; there's no way to open it.  Don't eat the food,
    >either:  You'll need it later to feed the microscopic dog.
       Other common messages seen on rec.games.int-fiction involve bugs
       that the poster has found (or thinks they have found) in a
       particular game. A bug is broadly defined as behaviour that was
       not intended by the author. The most common error is one where
       characters or objects behave in strange ways; less common is the
       existence of ways of getting around a puzzle that the author did
       not intend. Lists of known errors in Infocom games are published
       in some editions of XYZZYnews and on the Infocom home page. See
       below for the locations of these resources.
       If you know that you've found a bug or contradiction in a game,
       please refrain from posting about it to the entire newsgroup.
       There is no point in embarrassing the author. Almost every author
       provides an electronic-mail address, which you should use to
       inform her about the bugs. Many authors don't see everything on
       rgif, or don't read it at all.
       On the other hand, if you're not sure whether what you've
       encountered is a bug or not, it makes sense to post about it;
       don't forget to put spoiler warnings in where appropriate.
       
   Belboz looks at you expectantly.
   
   >ASK BELBOZ ABOUT THE DUSTY SCROLL
   Belboz looks at you suspiciously. "Curious little enchanter, aren't
   you?"
   
     Are there any publications about IF? (1.4)
   
     There are two magazines archived at ftp.gmd.de which are still
     producing new issues. They are named SPAG ("Society for the
     Promotion of Adventure Games") and XYZZYnews.
     
     They are both excellent. Issues are made available in PDF
     (requiring an Adobe Acrobat Portable Document Format reader) or in
     plain text. The magazines are free. XYZZYnews encourages
     subscription by giving giving subscribers the latest issue before
     everyone else. SPAG focuses almost entirely on game reviews.
     
     Someone went through the first 33 issues of a PC-only magazine
     called SynTax and made the IF-relevant files and articles available
     in a file at ftp.gmd.de. It's a promotion for the subscription-only
     magazine.
     
     Everything is available at ftp://ftp.gmd.de/if-archive/magazines
     
   Belboz looks at you expectantly.
   
   >FROTZ BELBOZ
   Belboz stops you with a word of power.
   
   "Ah! Now I have you, charlatan! Fool me twice? Never!" He rises to his
   feet, makes a threatening gesture, and you find yourself transported
   to....
   
   Maze
   This is part of a maze of twisty little passages, all alike.
   
   >PLUGH
   A hollow voice says:
   
     The ftp.gmd.de IF archive and other Net resources (1.5)
   
     The interactive fiction archive site at ftp.gmd.de is by far the
     largest collection of interactive fiction games, development
     systems, "walkthrough" solution files and related IF materials
     available. It is generously maintained by Volker Blasius, with help
     from David M. Baggett and David Kinder. Uploads of new material are
     encouraged, and should be placed in
     ftp://ftp.gmd.de/incoming/if-archive/.
     
     Other mirror sites:
     * USA: ftp://wuarchive.wustl.edu/doc/misc/if-archive
     * USA: http://wuarchive.wustl.edu/doc/misc/if-archive/
     * Finland: ftp://ftp.funet.fi/pub/misc/if-archive
       
     The other area where considerable information is available is
     through WWW. The known offerings:
     
   http://bang.ml.org/if-archive/
          A browsable hypertext index of the ftp.gmd.de archive. You can
          look through the file listings, click on a file name to
          download it, and view game reviews (contributions of reviews
          encouraged). Some information for Inform developers is also
          available.
          
   http://www.csd.uwo.ca/~pete/Infocom/
          The unofficial "Infocom" home page, compiling a lot of widely
          distributed Infocom-specific information into a very usable
          form. There's articles on Infocom published in the computer
          industry and in Infocom's own newsletter, as well as
          invisiclues, maps and known bugs on every Infocom text
          adventure.
          
   http://www.escape.com/~baf/if/
          A huge pile of game-reviews written by Carl Muckenhoupt with
          links to the files they're talking about, specific to
          ftp.gmd.de, and primarily the games/pc directory.
          
   http://interactfiction.miningco.com/
          Stephen Granade, an Interactive Fiction enthusiast, maintains
          the content for this site which contains a wide assortment of
          topics, including interviews with authors, opinion columns, and
          an up to date set of annotated links.
          
   >S.W.SW.W.W.
   Flathead Ocean
   Passing alongside the shore now is an old boat, reminiscent of an
   ancient Viking ship. Standing on the prow of the ship is an old and
   crusty sailor, peering out over the misty ocean.
   
   >HELLO SAILOR
   The seaman looks up and maneuvers the boat toward shore. He cries out:
   
     "Games, walkthroughs, hints, source and other FAQs" (1.6)
   
     Thanks to Magnus Olsson for much of the info in this section.
     
Games and source:

     * At the IF archive in the directories games/, programming/,
       infocom/compilers/inform/, and their subdirectories. Read part 3
       of this FAQ for more information on continuing game development.
     * Source code for some text adventures (including various versions
       of Colossal Cave/ADVENT, Dungeon/Zork and World) have been posted
       to comp.sources.games and comp.sources.misc. They're available
       from FTP sites archiving these groups, such as ftp.uu.net. Many
       versions of Dungeon and Colossal Cave have been unearthed -- even
       source code in FORTRAN -- and are in the IF archive
     * Some Macintosh IF games are available from sumex-aim.stanford.edu,
       including Colossal Cave and Dungeon. [Unnkulian may be there too.]
     * Amiga IF games are available from any Aminet mirror site, such as
       ftp://ftp.wustl.edu in the pub/aminet/games/role directory.
       
Walkthroughs and hints:

     A walkthrough is a start-to-finish "most direct route" way to
     finish the game, which guarantees that you will miss out on lots of
     the pleasant details that make IF worthwhile. Hint files are
     usually in the question-and-answer form. Infocom's variation on
     this was the Invisiclue booklet: answers were printed in invisible
     ink and you used a special marker to make them visible when you
     needed a hint. The electronic version of this (receiving
     progressively more hints on the screen) is implemented in many
     games. Type HINT or HELP to see if they're available. There is also
     a shareware-ish program called UHS ("Universal Hint System") which
     has many hint files compiled for it; beware of the author's
     registration scheme and the lack of attention given to porting the
     UHS reader to non-PC platforms.
     * ftp.gmd.de in the solutions/ and infocom/hints/ directories.
     * Walkthroughs for many popular IF games are available from
       ftp://ftp.uu.net/pub/games/solutions/.
     * The Invisiclues for all v3 to v5 Infocom games are available
       through the Infocom home page at
       http://www.csd.uwo.ca/~pete/Infocom; these are derived from the
       Invisiclues stored at
       ftp://ftp.gmd.de/if-archive/infocom/hints/invisiclues/
       
Relevant mini-FAQs and information compilations:

     * ftp://ftp.gmd.de/if-archive/info/adventure-game-history A history
       of the interactive fiction genre. (Hans Persson)
     * ftp://ftp.gmd.de/if-archive/info/tolkien-games.list A list of
       computer games related to J.R.R.Tolkien's works. (Fredrik Ekman)
     * ftp://ftp.gmd.de/if-archive/info/fact-sheet.txt Games, authors,
       history, statistics, interpreters, and tools for Infocom games.
       (Paul David Doherty)
     * ftp://ftp.gmd.de/if-archive/info/gameinfo.txt Infocom game
       information table. (Paul D. Smith)
     * ftp://ftp.gmd.de/if-archive/games/infocom/how-to-play-these-games
       FAQ by Gareth Rees on what to do if you have an Infocom-format
       game file (.z3, .z5, .z7, .z8 or .dat) but don't know how to "make
       it go". See also section 2.8 of this FAQ.
     * ftp://ftp.gmd.de/if-archive/info/playgame.FAQ FAQ by
       stephen.griffiths@moc.govt.nz (Stephen Griffiths) oriented towards
       owners of MS-DOS machines who wish to play any of the games at
       ftp.gmd.de. Covers all different games systems there are. Very
       helpful if you're stuck.
       
   "Please accept this gift. You may find it useful!" He throws something
   which falls near you in the sand, then sails off toward the west,
   singing a lively, but somewhat uncouth, sailor song. The boat sails
   silently through the mist and out of sight.
   
   A seedy-looking individual with a large bag just wandered through the
   room. On the way through, he quietly abstracted some valuables from
   your possession, mumbling something about:
   
     Disclaimer and copyright/trademark notice (1.7)
   
     This FAQ Copyright 1995-1997 by Stephen van Egmond. Reproduction of
     this document and printing it for personal use is OK. Putting it
     into an off-Net compilation without permission is not OK. Ask
     first.
     
     All trademarks remain the property of their respective companies.
     
   >XYZZY
   Nothing happens. In the distance you hear a voice:
   
     XYZZY? (1.8)
   
     People frequently ask about the origins of XYZZY. From the Jargon
     file 3.2.0:
     
     :xyzzy: /X-Y-Z-Z-Y/, /X-Y-ziz'ee/, /ziz'ee/, or /ik-ziz'ee/
     adj. [from the ADVENT game] The canonical `magic word'. This comes
     from ADVENT, in which the idea is to explore an underground cave
     with many rooms and to collect the treasures you find there. If you
     type `xyzzy' at the appropriate time, you can move instantly
     between two otherwise distant points. If, therefore, you encounter
     some bit of magic, you might remark on this quite succinctly by
     saying simply "Xyzzy!"
     
     "Ordinarily you can't look at someone else's screen if he has
     protected it, but if you type quadruple-bucky-clear the system will
     let you do it anyway."
     "Xyzzy!" 
     
     Xyzzy has actually been implemented as an undocumented no-op
     command on several OSes; in Data General's AOS/VS, for example, it
     would typically respond "Nothing happens", just as ADVENT did if
     the magic was invoked at the wrong spot or before a player had
     performed the action that enabled the word. In more recent 32-bit
     versions, by the way, AOS/VS responds "Twice as much happens".
     
     The popular `minesweeper' game under Microsoft Windows has a cheat
     mode triggered by the command `xyzzy[enter][right-shift]' that
     turns the top-left pixel of the screen different colors depending
     on whether or not the cursor is over a bomb.
     
   >SE
   Maze
   This is part of a maze of twisty little passages, all alike.
   
   Someone carrying a large bag is casually leaning against one of the
   walls here. He does not speak, but it is clear from his aspect that
   the bag will be taken only over his dead body.
   
   >KILL THIEF WITH SWORD
   A good slash, but it misses the thief by a mile. The thief comes in
   from the side, feints, and inserts the blade into your ribs.
   
   It appears that that last blow was too much for you. I'm afraid you
   are dead.
   
     **** You have died ****
     
   Press any key to continue