add several Z4 and Z5 games

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4am 2018-02-09 22:26:32 -05:00
parent 237c04b697
commit bbb4f18aff
5 changed files with 242 additions and 2 deletions

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@ -1,3 +1,74 @@
New:
* A Mind Forever Voyaging
* Beyond Zork
* Border Zone
* Bureaucracy
* Nord and Bert
- Sherlock
- Trinity
New versions:
- HGTTG
- LGOP
- Planetfall
- Wishbringer
- Zork I
[info]
SHERLOCK: THE RIDDLE
OF THE CROWN JEWELS
[description]
[info]
A MIND FOREVER
VOYAGING
1985 Sci-Fi
Difficulty: ^^^^^&
[description]
Welcome to A Mind Forever Voyaging. In this story, you will be PRISM, the
world's first sentient machine. Before you "boot up" your disk, make sure
you read the short story in the first part of the booklet.
The story begins in the world of 2031, a world on the brink of chaos. The
economy of the United States of North America (USNA) has been stagnating for
decades. Crackpot religions are springing up all over the place. Crime and
urban decay are rampant. Schools have become violent, chaotic places
ill-suited for educating children. Today's youth frequently use joybooths to
"tune-out" the world, leading in the extreme case to joybooth suicide, where
a psychological addict wastes away in his or her private nirvana.
The global situation is even grimmer. The calcuttization of the Third World
has almost reached its limit, causing extreme overpopulation and poverty.
This has created a climate ripe for East Bloc adventurism, exploiting
instability and fanning the numerous flash points around the globe. The
superpower race to build an impenetrable missile defense has ended in a tie,
with the foreseeable but unforseen result that an even more dangerous arms
race has begun -- a race to build miniature nuclear weapons, some as small
as a cigarette pack, and smuggle them into enemy cities -- a race which
threatens to turn the USNA into a giant police state.
Things are bad, and it appears that they can only get worse. So when Senator
Richard Ryder, along with a small group of leaders from government,
business, and the universities, announces the Plan for Renewed National
Purpose, everyone is only too willing to embrace it.
Only one thing stands between the Plan and its adoption: a test of its
validity. That's why you have been "awakened" from your simulated life and
had your true nature revealed to you several years ahead of schedule. You
have been chosen to use your unique abilities to enter a simulation of the
future, based on the tenents of the Plan, in order to check its
effectiveness. The eyes of the world are on you.
[versions]
R79.851122.Z4=r79 / 851122
R77.850814.Z4=r77 / 850814
--
[info]
BALLYHOO
@ -33,6 +104,128 @@ R97.851218.Z3=r97 / 851218
--
[info]
BEYOND ZORK
1987 Fantasy
Difficulty: ^^^&&
[description]
Dark times have fallen upon the Southlands of Quendor. All the enchanters
have disappeared without a trace. Monsters roam the countryside. And the
taverns are filled with disturbing rumours and un-savory characters.
A simple peasant like yourself knows better than to get involved in the
affairs of wizards. But everyone you meet seems intent on testing your
abilities to the utmost. You find yourself drawn into a web of fantasy and
magic, solving puzzles, avoiding traps and fighting monsters. Your strength
and power grow with every encounter, until the most fabulous treasure of all
- the fabled Coconut of Quendor - lies within your grasp. If only you can
survive long enough to claim it!
Unlike other Infocom stories in which your character is "set" from the
start, Beyond Zork lets you create your own character with six attributes:
endurance, strength, dexterity, intelligence, compassion, and luck. Some
situations in the story require dexterity, some require strength, some
require intelligence, and so on; some situations require a combination of
these attributes. You can choose your attributes yourself, or you can use a
character already set up by the computer.
You must fight monsters and solve puzzles to succeed in your quest. Since
your success will often depend on your attributes, mindful players will try
to improve their attributes as they venture onward.
[versions]
R57.871221.Z5=r57 / 871221
R51.870923.Z5=r51 / 870923
R49.870917.Z5=r49 / 870917
R47.870915.Z5=r47 / 870915
--
[info]
BORDER ZONE
1987 Espionage
Difficulty: ^^^^&
[description]
Washington and Moscow are the capitals of the Superpowers, but the Cold War
is fought at the front: in Eastern Bloc countries like Frobnia and adjacent
neutral countries like Litzenburg. In these countries, where all strangers
are suspect and all actions observed, paranoia and vulnerability are
inescapable. In these countries, innocent travelers get caught in the web of
international espoinage. This is the setting for Border Zone.
Border Zone consists of three chapters. In each chapter, you play a
different character (an American businessman, a Western spy, and an Eastern
spy) involved in unique puzzles and goals. The chapters take place at
different times and at different locations. As a player, you will get the
most satisfaction if you play the chapters in order.
Border Zone has a built-in clock which drives the story forward. Unlike
other Infocom stories, the clock in Border Zone continues to tick even while
you stop to think. So if you find yourself in a dangerous situation, you
can't just sit back and relax. Whether you type in a command or not,
characters will move around, events will happen, and the story will proceed.
[versions]
R9.871008.Z5=r9 / 871008
--
[info]
BUREAUCRACY
1987 Comedy
Difficulty: ^^^^&
[description]
Once upon a time (not very long ago), a man moved from one apartment in
London to another. He dutifully notified everyone of his new address,
including his bank; in fact, he went to the bank and filled out a change-
of-address form himself. The man was very happy in his new apartment.
Then, one day, the man tried to use a credit card but couldn't. He
discovered that his bank had invalidated his credit card. Apparently, the
bank had sent a new card to his old address.
For weeks, the man tried to get the bank to acknowledge his change-of-
address form. He talked to many bank officials, and filled out new forms,
and tried to get a new credit card issued, but nothing worked. The man had
no credit, and the bank behaved like, well, a bank.
It's a sad story, one that gets replayed every day for millions of people
worldwide. Of course, sometimes it's not a bank at fault: sometimes it's the
postal service, or an insurance company, or the telephone company, or an
airline, or the Government. But all of us, at one time or another, feel
persecuted by a bureaucracy.
You begin Bureaucracy in your new house. As per the letter in your package,
you will fly to Paris (for business and pleasure) just as soon as you get
some money to take you to the airport. That money should be in today's mail,
so you should be off soon... unless, of course, there's some problem with
the mail.
Oh, by the way: The man in our story about the bank was Douglas Adams, the
principal author of this game. The bank finally did send him a letter,
apologizing for the inconvenience - but they sent it to his old address.
[versions]
R116.DEPROT.Z4=r116 / 870602 (deprotected)
R86.DEPROT.Z4=r86 / 870212 (deprotected)
R116.870602.Z4=r116 / 870602
R86.870212.Z4=r86 / 870212
--
[info]
CUTTHROATS
@ -354,6 +547,37 @@ R4.860918.Z3=r4 / 860918
--
[info]
NORD AND BERT
1987 Comedy
Difficulty: ^^^^^
[description]
Nord and Bert Couldn't Make Head or Tail of It is different from any other
Infocom story you may have seen. Rather than being one long story, it's a
collection of eight short stories, or scenarios. Each of the eight stories
involves some sort of punning, wordplay, or verbal trickery.
The people and items you meet in one scenario won't appear in another, and
so each story is played independently of the others. However, to get into
the scenario called Meet the Mayor, you need to know seven passwords. You
get one password everytime you complete one of the other seven scenarios.
You can play these other seven scenarios in any order.
Nord and Bert also differs from other Infocom stories in that no mapping is
needed, and you won't use compass directions to move from one place to
another. Instead, the status line (at the top of your screen) will tell you
what places you can go next.
[versions]
R19.870722.Z4=r19 / 870722
--
[info]
PLANETFALL

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@ -15,14 +15,18 @@
;
!zone {
kNumberOfGames = 25
kNumberOfGames = 29
gCurrentGame
!byte $FD ; set at runtime
kTextRootDirectory
!byte 5
!raw "TEXT/"
GAMES ; length of this array must = kNumberOfGames, there is no range checking
!word .amfv
!word .ballyhoo
!word .beyondzork
!word .borderzone
!word .bureaucracy
!word .cutthroats
!word .deadline
!word .enchanter
@ -49,9 +53,21 @@ GAMES ; length of this array must = kNumberOfGame
!word .zorkiii
; length-prefixed names of each subdirectory in game directory, 1 per game
.amfv
!byte 4
!raw "AMFV"
.ballyhoo
!byte 8
!raw "BALLYHOO"
.beyondzork
!byte 11
!raw "BEYOND.ZORK"
.borderzone
!byte 11
!raw "BORDER.ZONE"
.bureaucracy
!byte 11
!raw "BUREAUCRACY"
.cutthroats
!byte 10
!raw "CUTTHROATS"

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@ -7,7 +7,7 @@
; - LoadGlobalPreferences
!zone {
kDefaultGame = 22 ; Zork I
kDefaultGame = 22 ; Zork I -- TODO fix this after adding other games
kPrefsRecord = $0800
kPrefsLength = 1
kPrefsCurrentGame = kPrefsRecord + 0