1. User
Commands
- the following commands may prove useful while playing the game.
VERBOSE: The
default: prints long room descriptions on first visit, 20% of the time
thereafter.
BRIEF: Prints
short room descriptions and short object descriptions for rooms which have been
visited.
SUPERBRIEF: Prints
short room descriptions and short object descriptions all the time, even on the
first visit.
INFO: Prints
information on what the game is about.
HELP: Prints
this message.
QUIT: Prints
your score, and asks whether you wish to continue playing; "Q" is
equivalent.
SCORE: Prints
your score (and deflates your ego).
TIME: Prints
how much time you have wasted playing the game.
VERSION: Prints
the current version number.
SAVE: Saves
the current game for future continuation.
RESTORE: Restores
a previous saved game.
AGAIN: Repeats
the last command.
LOOK: Describes
the current surroundings; "L" is equivalent.
ROOM: Prints
the verbose description of the current room, without object descriptions.
RNAME: Prints
the short description of the current room.
OBJECTS: Prints
the verbose description of all the objects in the current room, without
describing the room.
INVENTORY: Prints
a list of your possessions; "I" is equivalent.
DIAGNOSE: Prints
your current state of health.
WAIT: Causes
"time" to pass.
2. 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 eight letters. All others are ignored. For example, typing "DISASSEMBLE THE
ENCYCLOPEDIA" is not only meaningless, it also creates excess effort for
your fingers. Note that this truncation
may produce ambiguities in the interpretation of longer words.
You are talking to a moderately stupid
parser, which understands the following types of things:
Actions - among the more obvious of these,
TAKE, PUT, DROP, etc. Fairly general
forms of these may be used, such as PICK UP, PUT DOWN, etc.
Directions - NORTH, SOUTH, UP, DOWN, etc. and
their various abbreviations. Other more
obscure directions (LAND, CROSS) are appropriate in only certain situations.
Objects - Most objects have names and can be
referenced by them. Multiple objects,
separated by commas or AND, can be used with TAKE, PUT, and DROP. In addition, there are collective objects
EVERYTHING, VALUABLES, and POSSESSIONS, which may also be used with TAKE, PUT,
and DROP. Collective objects may be
qualified with an EXCEPT clause; for example, TAKE EVERYTHING EXCEPT THE RUG.
Adjectives - Some adjectives are understood
and required when there are two objects which can be referenced with the same
noun (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". When a preposition is used, it should be appropriate;
"GIVE CAR WITH DEMON" won't parse.
Sentences - The parser understands a
reasonable number of things. For
example, multiple commands (separated by periods or semicolons) can be placed
on the same line.
Ambiguity - The parser tries to be clever about
what to do in the case of actions which require objects that are not explicitly
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.
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 (e.g.,
take) an object which is in a container, the container must be open. For you to see such an object, the container
must be either 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. In
some cases, they may attack even if unprovoked.
Useful verbs here are "ATTACK <villain> WITH <weapon>",
"KILL", etc. Knife-throwing
may or may not be useful. You have a
fighting strength which varies with time.
Being in a fight, getting killed, and being injured all lower this
strength. Strength is regained with
time. Thus, it is not a good idea to
fight someone immediately after being killed.
Other details should become apparent after a few melees or deaths. The "DIAGNOSE" command describes
your state of health.
Vehicles - These are some objects in the
labyrinth which are rumored to have the ability to transport the fearless
adventurer to mysterious regions which are inaccessible on foot. Needless to say, the adventurer faces great
personal peril as he encounters these regions.
The vehicles can usually be entered with the "BOARD" command
and can be exited with the "DISEMBARK" command.
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