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- To: Dungeon Players
- From: "The Translator"
- Subj: Game Information
- Date: 25-SEP-87
-
-
- This is the first (and last) release of the IBM PC and compatibles
- version of Dungeon. This version was ported from a version found in the
- DEC PDP-11 free software land (DECUS). This program is to be distributed
- freely and no profits are to be made from this program. Seems fair...
-
- ADDENDUM: For those who really get stuck, I have solved this game and when
- possible will answer questions on the MSG BBS (312-830-7572).
- Leave message with Steve Dover.
-
-
- 1. Components
-
- Dungeon is a maze-solving game for solitaire play. It runs on any IBM-PC
- or IBM-compatible computer with at least 150K memory and about 420K
- disk space. Dungeon consists of the following files:
-
-
- DINDX.DAT - initialization data base
- DTEXT.DAT - main data base
- DUNGEON.DOC - this file
- DUNGEON.EXE - executable program
-
-
- Notes on the executable program:
-
- - Files DINDX.DAT and DTEXT.DAT must reside in the current area.
-
- 2. Warnings and Restrictions
-
- For those familiar with the MDL version of the game on the ARPAnet,
- the following is a list of the major incompatabilties:
-
- - The first six letters of a word are considered significant,
- instead of the first five.
- - The syntax for TELL, ANSWER, and INCANT is different.
- - Compound objects are not recognized.
- - Compound commands can be delimited with comma as well as period.
-
- Also, the palantir, brochure, and dead man problems are not implemented.
-
-
- 3. Abstract of Informational Printouts
-
- SUMMARY
- -------
-
- Welcome to Dungeon!
-
- Dungeon is a game of adventure, danger, and low cunning. In it
- you will explore some of the most amazing territory ever seen by mortal
- man. Hardened adventurers have run screaming from the terrors contained
- within.
-
- In Dungeon, the intrepid explorer delves into the forgotten secrets
- of a lost labyrinth deep in the bowels of the earth, searching for
- vast treasures long hidden from prying eyes, treasures guarded by
- fearsome monsters and diabolical traps!
-
- No IBMsystem should be without one!
-
- Dungeon was created at the Programming Technology Division of the MIT
- Laboratory for Computer Science by Tim Anderson, Marc Blank, Bruce
- Daniels, and Dave Lebling. It was inspired by the Adventure game of
- Crowther and Woods, and the Dungeons and Dragons game of Gygax
- and Arneson. The original version was written in MDL (alias MUDDLE).
- The current version was translated from MDL into FORTRAN IV by
- a somewhat paranoid DEC engineer who prefers to remain anonymous.
-
- It was then transported to the PC world by another paranoid engineer.
-
- On-line information may be obtained with the commands HELP and INFO.
-
- INFO
- ----
-
- Welcome to Dungeon!
-
- You are near a large dungeon, which is reputed to contain vast
- quantities of treasure. Naturally, you wish to acquire some of it.
- In order to do so, you must of course remove it from the dungeon. To
- receive full credit for it, you must deposit it safely in the trophy
- case in the living room of the house.
-
- In addition to valuables, the dungeon contains various objects
- which may or may not be useful in your attempt to get rich. You may
- need sources of light, since dungeons are often dark, and weapons,
- since dungeons often have unfriendly things wandering about. Reading
- material is scattered around the dungeon as well; some of it
- is rumored to be useful.
-
- To determine how successful you have been, a score is kept.
- When you find a valuable object and pick it up, you receive a
- certain number of points, which depends on the difficulty of finding
- the object. You receive extra points for transporting the treasure
- safely to the living room and placing it in the trophy case. In
- addition, some particularly interesting rooms have a value associated
- with visiting them. The only penalty is for getting yourself killed,
- which you may do only twice.
-
- Of special note is a thief (always carrying a large bag) who
- likes to wander around in the dungeon (he has never been seen by the
- light of day). He likes to take things. Since he steals for pleasure
- rather than profit and is somewhat sadistic, he only takes things which
- you have seen. Although he prefers valuables, sometimes in his haste
- he may take something which is worthless. From time to time, he examines
- his take and discards objects which he doesn't like. He may occas-
- ionally stop in a room you are visiting, but more often he just wanders
- through and rips you off (he is a skilled pickpocket).
-
- HELP
- ----
-
- Useful commands:
-
- The 'BRIEF' command suppresses printing of long room descriptions
- for rooms which have been visited. The 'SUPERBRIEF' command suppresses
- printing of long room descriptions for all rooms. The 'VERBOSE'
- command restores long descriptions.
- The 'INFO' command prints information which might give some idea
- of what the game is about.
- The 'QUIT' command prints your score and asks whether you wish
- to continue playing.
- The 'SAVE' command saves the state of the game for later continuation.
- The 'RESTORE' command restores a saved game.
- The 'INVENTORY' command lists the objects in your possession.
- The 'LOOK' command prints a description of your surroundings.
- The 'SCORE' command prints your current score and ranking.
- The 'TIME' command tells you how long you have been playing.
- The 'DIAGNOSE' command reports on your injuries, if any.
-
- Command abbreviations:
-
- The 'INVENTORY' command may be abbreviated 'I'.
- The 'LOOK' command may be abbreviated 'L'.
- The 'QUIT' command may be abbreviated 'Q'.
-
- 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.
-
- 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 six 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 trunca-
- tion may produce ambiguities in the intepretation of longer words.
-
- You are dealing with a fairly stupid parser, which understands
- the following types of things--
-
- Actions:
- Among the more obvious of these, such as 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.
-
- Adjectives:
- Some adjectives are understood and required when there are
- two objects which can be referenced with the same 'name' (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'. 'GIVE CAR DEMON' probably won't do anything interesting.
- When a preposition is used, it should be appropriate; 'GIVE CAR
- WITH DEMON' won't parse.
-
- Sentences:
- The parser understands a reasonable number of syntactic construc-
- tions. In particular, multiple commands (separated by commas)
- 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.