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, cannot 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.
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.
No comments:
Post a Comment