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CUTTHROATS
1984 Adventure
Difficulty: OOO..
In Cutthroats, you are a skilled diver living on Hardscrabble Island, a
small seaport past its prime. You will try to salvage a treasure from one of
four shipwrecks; if you are successful, you will be fabulously and
enormously respected among old salts. Some characters in the story will help
you; others will try to stop you any way they can. If you can think
logically and keep your throat intact, the treasure can be yours.
There is more than one shipwreck in Cutthroats, but in each story you will
be trying to recover only one particular treasure. When you restart the
story, you may find yourself diving for a different treasure.
--
DEADLINE
1982 Mystery
Difficulty: OOOOO
A wealthy industrialist, Mr. Marshall Robner, locked himself in the upstairs
library of his New England colonial estate one night and committed suicide
by taking a lethal overdose of anti-depressants. Or did he?
You are the Chief of Detectives. You've been asked by Robner's attorney to
make a thorough investigation of the case, simply to "quash the suspicions
which are inevitable" when a moneyed man dies a sudden and unnatural
death. The Medical Examiner found nothing unusual, and interviews with
family members and family associates are consistent with the idea that
Robner committed suicide. Everything fits neatly -- maybe too neatly. You
smell foul play, and you have 12 hours to crack the case. If you arrest
someone, you'd better have the three traditional ingredients to an ironclad
case for the prosecution: the accused must have had a motive, a method, and
ample opportunity to commit the crime. There are many possible endings to
this case, and the one you reach is determined by your actions and by the
deductions you draw from the evidence you gather. But one ending fits the
facts better than any other, and you will know it when you reach it.
--
ENCHANTER
1983 Fantasy
Difficulty: OOO..
Welcome to the World of the Enchanter saga - a world where magic is
commonplace, a world where guilds of professional magic-users spend their
lifetimes mastering the intricacies of thaumaturgy, a world where great
forces of evil must constantly be held at bay.
An Evil Warlock has subjugated the land to his power. All who have opposed
him have failed. But many years ago, in another age, the great Elders of the
Circle of Enchanters foresaw the possibility of these dreaded occurences.
They realized that no fully accomplished Enchanter could penetrate the
Warlock's defenses unrecognized, and knew that the task of freeing the land
would fall to a journeyman conjurer.
You have been identified as the Apprentice Enchanter who must save the land
from the Warlock.
As a fledgling Enchanter, you have learned your lessons but have not faced
all your tests. You possess great power, but in the ranks of necromancers
you are a lowly and ignorant person indeed. You have been well trained in
the basics of magic, and you will be greatly aided by the spells you know
and the spells you will learn. But you must also rely on your powers of
observation and quick wits.
--
HITCHHIKER'S GUIDE
TO THE GALAXY
1984 Sci-Fi
Difficulty: OOO..
Don't Panic!
In this story, you will be Arthur Dent, a rather ordinary earth creature who
gets swept up in a whirlwind of interstellar adventures almost beyond
comprehension. As the story begins, bulldozers are waiting to reduce your
house to rubble to make way for a motorway bypass. While you attempt to deal
with this problem, your rather strange friend Ford Prefect drops by to tell
you that the Earth is about to be demolished to make way for an interstellar
bypass! If you survive this double threat, you'll embark on a series of
inter-galactic misadventures even funnier than your worst nightmares! And
because anything is possible in The Hitchhiker's Guide to the Galaxy, you
may soon not even be sure of your own identity!
A special note for people who have read the book The Hitchhiker's Guide to
the Galaxy: although the opening of the game is fairly similar to the book,
the story quickly diverges, with lots of new material and different twists.
Familiarity with the story may make a few of the early puzzles easier, but
if you rely too heavily on this previous knowledge you will certainly
befuddle yourself.
--
INFIDEL
1983 Adventure
Difficulty: OOOO.
You like to think of yourself as a bold and adventurous soldier of fortune,
daring to brave the perils of the Egyptian Desert in search of a great lost
pyramid. In fact, you're a small-time explorer, and you've just been
marooned by your crew. Thoughts of getting lost, starving to death, or dying
of thirst cross your mind, but you are sustained by the faint hope that you
can somehow find the pyramid in this smouldering heat.
You're all alone. Perhaps the sun has affected your thinking. Do you really
expect to find a lost pyramid in this vast, endless desert, much less
survive? Even if you do find it, can you get inside? Hardest of all, are
you capable of matching wits with the ancient Egyptians?
Still, you're driven onward against desperate odds. Undreamed-of riches and
treasures beyond imagination await you. And your pride and dignity, your
reputation and self-esteem, are at stake. For you are branded INFIDEL.
--
PLANETFALL
1983 Sci-Fi
Difficulty: OOO..
After the fall of the Second Galactic Union in 1716 GY, a ten-thousand-year
dark age settled upon the galaxy. Interstellar travel was non-existent, and
many star systems descended into a near-barbaric state, buring coal and gas
for energy, and growing food directly from exposed topsoil.
In 11,203 GY, a treaty between the Empires of Tremain and Galium formed the
Third Galactic Union. Ships of the Stellar Patrol (a pseudo-military wing of
the Union government on Tremain) began exploring the galaxy, searching for
the human civilizations that are the remnants of the Second Galactic Union.
You are a native of the planet Gallium. Although it is one of the most
politically powerful worlds in the Union, Gallium is no garden spot. In
fact, the Gallium Chamber of Commerce brochure entitled "Ten Great Reasons
to Visit Gallium" ends on page 3. The author ran out of reasons after
listing just two.
For five generations, your family has served in the Stellar Patrol. Your
great-great-grandfather was a High Admiral and one of the founding officers
of the Patrol. It was taken for granted that when you came of age you would
join up.
Now, more than a year after signing up, and two months after being
transferred to the S.P.S. Feinstein, you are still only ranked Ensign
Seventh Class. You superior officer, Ensign First Class Blather, has been
making your life miserable. You're beginning to wonder if you're really cut
out for the Stellar Patrol...
--
SEASTALKER
1984 Adventure
Difficulty: O....
Welcome to the world of Infocom's junior interactive fiction, a world where:
* you can become the hero or heroine in a story,
* you can use your own thinking to guide the story from start to finish,
* you can meet other people, who may or may not help you, and
* you can go to new places, figure out mysteries and puzzles, and fight
against monsters or enemies.
In Seastalker, you become a young inventor working in your father's
business. Your newest invention is a small submarine that has only two seats
inside, for you and your pal Tip. The submarine, called the Scimitar, can
dive deeply into the sea to capture plants and animals for you to study. But
you will have to use it to save your undersea scientific station from a sea
monster that is attacking it!
--
SORCERER
1984 Fantasy
Difficulty: OOOO.
Welcome to the World of the Enchanter saga - a world where magic is
commonplace, a world where guilds of professional magic-users spend their
lifetimes mastering the intricacies of thaumaturgy, a world where great
forces of evil must constantly be held at bay.
In your late youth you left home to join the Guild of Enchanters. After
years of schooling, you achieved the rank of Apprentice Enchanter. In
fulfillment of an ancient prophecy, you were sent to find Krill, an evil
warlock who had loosed a pestilence upon the land, and who threatened the
very existence of the Circle of Enchanters. Only someone guileless and
inexperienced in the ways of magic could slip into Krill's realm unnoticed.
By defeating Krill, you earned a seat on the Circle of Enchanters, sitting
at the right hand of your mentor, the leader of the Guild, Belboz the
Necromancer. Several years have passed, and you have grown very close to
Belboz as you studied under his tutelage, learning the ways of magic from
one of the world's most learned practitioners.
But lately, Belboz has seemed troubled, preoccupied, withdrawn... small
things only a friend would notice. You have even heard frightening noises
coming from his chamber, and the voices of conversation when Belboz was
supposedly alone. His temper has seemed short the last few days, and the
look in his eyes sends cold shivers down your back. Could some evil spirit
be at work here? You are sleepless from worry - Belboz is possibly the most
powerful Enchanter in the kingdom. If his powers were used by the forces of
darkness instead of the forces of light, who knows what would result?
And now, unbeknownst to you, Belboz has vanished.
--
STARCROSS
1982 Sci-Fi
Difficulty: OOOOO
The year is 2186. Humanity has established colonies on the moon, Mars, and
several of the larger asteroids. Earth's sky is dotted with space habitats,
and the spaceways are always busy. As usual, there is urgent need for energy
to power this advanced civilization; one of the primary sources of that
energy is quantum black holes.
In Starcross you are a miner of black holes, scouring the asteroid belt in
your one-man survey ship. Finding and harnessing a single black hole can
make a person's fortune. It's a lonely business, fraught with the known and
unknown hazards of space. You've equipped your ship, the M.C.S. Starcross
with the best gear you could afford. You've put everything into this
venture, and though you've tried before, you somehow sense that this time
will be different.
The ship's computer handles the functions of navigation and maintenance. You
watch the sophisticated mass detector as it unceasingly scans the vicinity
for unchartered masses. To assuage the tedium of your long trip, you browse
through the compact tape library, a compendium of human knowledge and
culture. But the drone of the ship gradually lulls you into a deep sleep.
As you sleep, you dream of the riches which would be yours if your search
for a quantum black hole is sucessful. Little do you suspect that the alarm
on your mass detector is about to jolt you out of your dream -- but not to
grapple with the long-sought black hole. Your quest hast taken an unexpected
turn, for you are destined to rendezvous with a gargantuan alien space ship
from the outer fringes of the galaxy.
--
SUSPENDED
1983 Sci-Fi
Difficulty: OOOOO
You are the Central Mentality on an advanced semi-automated planet. You were
supposed to sleep -- in limited cryogenic suspension -- for the next 500
years, 20 miles beneath the surface of the planet, while the great Filtering
Computers maintained all surface systems. But the computers have taken you
out of suspension because something is terribly wrong: the weather has
become brutal, food production is dangerously low, and the Transportation
System is malfunctioning, causing unprecedented accidents and casualties.
The planet is in chaos.
You are physically immobilized. But you have six robots at your disposal,
and you must manipulate them strategically to bring the Filtering Computers
back into balance. Each robot has a distinct perception of the world and
offers you specific abilities. One offers you sight; a second, hearing; a
third, access to information in the computer memory banks. Through the
robots, you must save the planet from destruction.
--
SUSPECT
1984 Mystery
Difficulty: OOOO.
Halloween night.
You are a guest at a very exclusive party: the annual Costume Ball at
Ashcroft Farm. You are mingling with society's blue bloods and power
brokers, sampling caviar and champagne, and enjoying the fine orchestra and
the outlandish costumes. Quite a treat for a newspaper reporter like you -
until someone plays a nasty trick on you.
You're framed for a murder you didn't commit.
You'll have a hard time convincing the police of your innocence. You'll have
to figure out who did the heinous crime, and why. You'll need irrefutable
proof. The murderer is no doubt watching your every move. But you have only
a few hours to escape the trap that's been laid for you.
The murderer is in your midst, laughing behind your back.
--
Title: Spellbreaker
Author: Dave Lebling
Released: 1985
Genre: Fantasy
Difficulty: Expert (5/5)
Welcome to the World of the Enchanter saga - a world founded on magic, where
guilds of magicians have mastered the powers of sorcery; a world now
threatened with destruction.
You distinguished yourself among the young Enchanters by defeating the evil
warlock Krill, whose attempt to subjugate the land was thwarted by your
clerverness, as your inexperience allowed you to succeed where others might
fave failed. This earned you a place on the Circle of Enchanters, second
only to the great Belbox the Necromancer. Then Belboz himself was nearly
destroyed, and your rescue of him from the evil demon Jeearr earned you the
ultimate honor given a mage, the leadership of the Circle of Enchanters.
Now, a crisis has befallen the kingdom. Magic itself seems to be failing.
Spells fail to work or go strangely awry, the populace is confused and
restive, and even the Enchanters Guild is baffled. And it is at this
conclave that the final conflict between good and evil begins to unfold.
--
Title: Ballyhoo
Author: Jeff O'Neill
Released: 1986
Genre: Mystery
Difficulty: Standard (3/5)
Spurred by your natural curiosity, you stick around after the show in the
big top, hoping to catch an after-hours performance. Perhaps you'll get a
peek at an impromptu clown act, or watch the late-night feedings of the
exotic animals you goggled at earlier. But life at the circus isn't
glamorous after the audience has gone home: instead of flashy feats, you
overhear a mysterious conversation: a little girl - the circus owner's
daughter - has been kidnapped! Her father is too naive (or is he too
pompously stupid?) to do more than hire an inept detective to find her. He
remains blindly loyal to his overworked performers, but... could it be an
inside job? The girl might be hidden somewhere on the circus grounds... and
one of the performers might be her abductor!
So you do what anyone would do in these circumstances: set out to rescue the
damsel in distress. The odds aren't in your favor: you - a spectator, a
bystander, an outsider in a defensive close-knit community - trying to find
a girl you've never met, in a place you know nothing about, among bizarre
people who want nothing to do with you. Some would call you brave. Some
would call you foolish.
Every circus has its seedy underside. But few are as dangerous as this.
--
Title: Leather Goddesses of Phobos
Author: Steve Meretzky
Released: 1986
Genre: Comedy
Difficulty: Standard (3/5)
1936. In the United States, a new miracle fabric called nylon is becoming
popular, the Great Plains continue to suffer from a severe drought that is
turning the region into a Dust Bowl, Alf Landon is running for President,
Victor Hess is receiving the Nobel Prize for Physics for discovering cosmic
radiation, Gone With the Wind is the best-selling novel, and steak is
twenty-five cents a pound. Elsewhere, black track star Jesse Owen is
embarrassing Adolph Hitler by winning four gold medals at the Olympic Games
in Berlin, Edward the VIII of England is abdicating the throne to marry a
commoner, the Spanish Civil War is beginning to heat up, and the Leather
Goddesses of Phobos are completing plans to invade the Earth and turn it
into their private pleasure world.
Don't let anyone ever tell you that nothing happens in Upper Sandusky, Ohio,
because on this day in 1936, you're snatched out of your favorite bar in
Upper Sandusky - kidnapped by minions of the evil Leather Goddesses. You are
brought back to Phobos as an experimental subject, as preparations continue
to enslave every man and woman on Earth.
If you succeed in escaping the clutches of the Leather Goddesses, you will
begin an odyssey the likes of which you have never even imagined (except,
perhaps, in certain very enjoyable dreams). With your loyal friend and
fellow Earthmate at your side, you will begin a naughty, bawdy, rowdy,
rousing and very, very amusing romp across the solar system. Your mission,
should you be able to catch your breath long enough to think about it, is to
collect the materials you'll need to ultimately defeat the Leather Goddesses
of Phobos and save humanity! Are you "up" for the job?
--
Title: Moonmist
Author: Stu Galley and Jim Lawrence
Released: 1986
Genre: Mystery
Difficulty: Introductory (2/5)
In Moonmist, you are a famous young American detective. An old friend,
Tamara Lynd, has written you a letter, asking for your help. And so you have
travelled to England to test your detective skills.
As the story begins, you meet some interesting guests. But your visit soon
turns to mystery, as a trail of riddles and clues leads you to a hidden
valuable treasure.
But Tamara is worried about a ghost that is tormenting her. What does the
ghost want? Is it jealous of her? Does the ghost want the hidden treasure
for itself? Or is the ghost a fake -- just someone dressing up to frighten
Tamara? If so, why?
These mysteries and others are waiting to test your wits in Moonmist.
--
Title: Hollywood Hijinx
Author: "Hollywood" Dave Anderson and Liz Cyr-Jones
Released: 1987
Genre: Adventure
Difficulty: Standard (3/5)
As a child, you spent most of your summers with your Aunt Hildegard and
Uncle Buddy. What memories! Uncle Buddy was a Hollywood big-shot, Aunt
Hildegard his loving (and very rich!) wife. They had no children on their
own, but you and your cousins loved their house, their parties, the
Hollywood memorabilia, and them. Sure, Buddy and Hildy were a bit eccentric
- but that added to their charm.
Aunt Hildegard kept the house when Uncle Buddy passed away. And now that
she's suddenly died, you remember her unusual will. You will inherit the
entire estate - probably worth millions - if you can spend one night in the
house and on the grounds, and find a treasure or two. But if you can't, then
you inherit nothing.
And so Hollywood Hijinx begins with you being dropped off in front of a dark
house, not too far from Hollywood...
--
Title: Stationfall
Author: Steve Meretzky
Released: 1987
Genre: Sci-Fi
Difficulty: Advanced (4/5)
After the fall of the Second Galactic Union in 1716 GY, a ten-thousand-year
dark age settled upon the galaxy. Interstellar travel was nonexistent, and
many star systems descended into a near-barbaric state, buring coal and gas
for energy, and growing food directly from exposed topsoil.
In 11,203 GY, a treaty between the Empires of Tremain and Galium formed the
Third Galactic Union. Ships of the Stellar Patrol (a pseudo-military wing of
the Union government on Tremain) began exploring the galaxy, searching for
the human civilizations that are the remnants of the Second Union.
You are a native of the planet Gallium, one of the most politically powerful
but culturally barren worlds in the Union. Your great-great-grandfather was
a founding officer of the Stellar Patrol, and for five generations, your
family has served in the Patrol. It was always taken for granted that you
would sign up as soon as you came of age.
Once you joined the Patrol, you discovered that the exciting career promised
in all the Patrol recruitment brochures was nonsense. Your life was drudgery
and demerits. The one time you got to see an exotic planet was right after a
big parade, when they needed a detail to sweep up all the confetti.
Then came your big moment: shipwrecked on a seemingly deserted world, you
met an exuberant robotic companion named Floyd. Together, the two of you
discovered the secret of that mysterious planet, Resida, and saved it from
near destruction.The story of that heroic deed was told in Planetfall.
As a result of your heroics, you were offered, and quickly accepted, a juicy
promotion. Good-bye Ensign Seventh Class -- hello Lieutenant First Class! No
more scrubwork! No more bathroom details! No more cleaning groth cages!
Finally, your life in the Stellar Patrol would be as exciting as those
brochures had promised!
Oh, how naive you'd been. Your daily routine simply replaced tedious
scrubwork with tedious paperwork. Since your planetfall on Resida, five long
years have dragged by, without a single event worthy of note. Why, just look
at today's "thrilling" assignment: scooting over to Space Station Gamma
Delta Gamma 777-G 59/59 Sector Alpha-Mu-79 to pick up a supply of Request
for Stellar Patrol Issue Regulation Black Form Binders Request Form Forms...
--
Title: The Lurking Horror
Author: Dave Lebling
Released: 1987
Genre: Horror
Difficulty: Standard (3/5)
In The Lurking Horror, you are a student at G.U.E. Tech. You have braved a
snowstorm to get to the Computer Center and finish work on an assignment.
But the snowstorm has turned into a raging blizzard, and has trapped you in
a complex of buildings late at night. You are not alone, fortunately ... or
perhaps, unfortunately.
In any event, you soon find yourself wandering away from your computer and
into the dark nether regions of G.U.E. Tech. Suddenly, you're in a world
that rivals your most hideous visions, a realm of horror lurking beneath the
calm corridors and study halls.
Shapes emerge from dark corners. Eerie sounds draw closer. Slimy passageways
lead to sights so horrifying that they will feed your nightmares for weeks.
--
Title: Plundered Hearts
Author: Amy Briggs
Released: 1987
Genre: Romance
Difficulty: Introductory (2/5)
Plundered Hearts is set in the late 1600s, where you are living the gentle
life of a beautiful young Englishwoman. You have received news that your
dear father is ailing, and so you are travelling to the West Indies to care
for him.
As the story opens, the ship you are aboard is attacked by pirates, and you
are carried off by the dashing pirate captain! But this does not dissuade
you from your determination to find your father. Along the way, you shall
encounter danger, adventure ... and more than a touch of romance.
--
WISHBRINGER: THE MAGICK
STONE OF DREAMS
1985 Fantasy
Difficulty: OO...
In Wishbringer, you're a postal clerk in a small seaside village called
Festeron. You deliver a strange envelope to a magic shop, and discover that
an old woman's black cat has been kidnapped by "the Evil One." The old woman
asks for your help, and when you leave the magic shop, you find yourself
trapped in a nightmare world. Your once-quiet town is now full of goons,
trolls, vultures, fortress-like towers, and assorted wickedness. You become
entangled in the struggle between Good and Evil; extraordinary help is found
only in unusual places. Everyone seeks to possess a magic stone of dreams
known as Wishbringer; but only you can find it and use its powers to make
your town safe again. And you only have a few hours!
--
THE WITNESS
1984 Mystery
Difficulty: OOO..
In The Witness, you are a police detective working near Los Angeles. The
year is 1938, and on this stormy February night a wealthy but frightened man
has asked your for protection. In spite of your best efforts, a death will
occur, and you will have twelve hours to solve the mystery and try to arrest
the killer.
If you think you have enough evidence one or more suspects to convince a
jury of their guilt, you can arrest them and conclude the case. Your
ever-helpful assistant, Sergeant Duffy, will assist you in taking the
accused into custody. (He will also offer help before the arrest if you ask
him for it.) You can can except to receive a letter from your superiors
about the outcome of the grand jury investigation - and, if the District
Attorney gets an indictment, of the trial itself. If the jury does not
convict, your higher-ups will probably tell you where you may have erred, so
that you can profit from your mistakes.
Because the state cannot win the case unless it can prove guilt beyond a
reasonable doubt, you are expected to establish the traditional ingredients
of an ironclad case for the prosecution: the accused must have had a motive,
a method, an an ample opportunity to commit the crime. There are many
possible endings to this case, and the one you reach is determined by your
actions and by the deductions you draw from the evidence you gather. But one
ending fits the facts better than any, and you will know it when you reach
it.
--
ZORK I: THE GREAT
UNDERGROUND EMPIRE
1980 Fantasy
Difficulty: OOO..
Welcome to ZORK! You are about to experience a classic interactive fantasy,
set in a magical universe. The ZORK trilogy takes place in the ruins of an
ancient empire lying far underground. You, a dauntless treasure-hunter, are
venturing into this dangerous land in search of wealth and adventure.
Because each part of the ZORK saga is a completely independent story, you
can explore them in any order. However, since ZORK I is the least difficult,
it is usually the best place to begin.
Many strange tales have been told of the fabulous treasures, exotic
creatures and diabolical puzzles in the Great Underground Empire. As an
aspiring adventurer you will undoubtedly want to locate the treasures and
deposit them in your trophy case. You'd better equip yourself with a source
of light (for the caverns are dark) and weapons (for some of the inhabitants
are unfriendly -- especially the thief, a skilled pickpocket and ruthless
opponent).
--
ZORK II: THE
WIZARD OF FROBOZZ
1981 Fantasy
Difficulty: OOOO.
Welcome to ZORK! You are about to experience a classic interactive fantasy,
set in a magical universe. The ZORK trilogy takes place in the ruins of an
ancient empire lying far underground. You, a dauntless treasure-hunter, are
venturing into this dangerous land in search of wealth and adventure.
Because each part of the ZORK saga is a completely independent story, you
can explore them in any order.
In Zork II, you will explore a long hidden region of the Empire, a region
dominated by the Wizard of Frobozz. The Wizard was once a respected
Enchanter, but when his powers began to fade he was exiled by Lord Dimwit
Flathead the Excessive. Now bordering on senility, the Wizard is still a
force to be reckoned with. Your goal, as you venture into the Wizard's
realm, is to avoid his capricious tricks and learn to control his magic.
--
ZORK III: THE
DUNGEON MASTER
1982 Fantasy
Difficulty: OOOO.
Welcome to ZORK! You are about to experience a classic interactive fantasy,
set in a magical universe. The ZORK trilogy takes place in the ruins of an
ancient empire lying far underground. You, a dauntless treasure-hunter, are
venturing into this dangerous land in search of wealth and adventure.
Because each part of the ZORK saga is a completely independent story, you
can explore them in any order.
As ZORK III begins, your greatest challenge beckons as you take the final
step down into the very heart of the Great Underground Empire. Your
character and courage will be tested as the enigmatic Dungeon Master
confronts you with predicaments and perils. Your quest hinges upon
discovering his secret purpose, even as he oversees your ultimate triumph -
or destruction!

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Ballyhoo
97/851218 - done
Cutthroats
23/840809 - done
Deadline
18/820311 - done
19/820427 - done
21/820512 - done
22/820809 - done
26/821108 - done
27/831005 - done
Enchanter
10/830810 - done
15/831107 - done
16/831118 - done
24/851118 - done
29/860820 - done
The Hitchhiker's Guide to the Galaxy
47/840914 - done
56/841221 - done
58/851002 - done
59/851108 - done
31/871119 - not Z3
Hollywood Hijinx
235/861118- done
37/861215 - done
Infidel
22/830916 - done
Leather Goddesses of Phobos
50/860711 - done
59/860730 - done
4/880405 - not Z3
The Lurking Horror
203/870506- done
219/870912- done
221/870918- done
Moonmist
4/860918 - done
9/861022 - done
Planetfall
20/830708 - done
26/831014 - done
29/840118 - done
37/851003 - done
10/880531 - not Z3
Plundered Hearts
26/870730 - done
Seastalker
15/840501 - done (as "r15a.840501")
15/840522 - done (as "r15b.840522")
16/850515 - done (as "r16a.850515")
16/850603 - done (as "r16b.850603")
86/840320 - done
Sorcerer [has in-game protection]
4/840131 - done
6/840508 - done
13/851021 - done
15/851108 - done
18/860904 - done
4/840131/deprotected - done (as "r4.deprot")
6/840508/deprotected - done (as "r6.deprot")
13/851021/deprotected - done (as "r13.deprot")
15/851108/deprotected - done (as "r15.deprot")
18/860904/deprotected - done (as "r18.deprot")
Spellbreaker [has in-game protection]
63/850916 - done
87/860904 - done
63/850916/deprotected - done (as "r63.deprot")
87/860904/deprotected - done (as "r87.deprot")
Starcross
15/820901 - done
17/821021 - done
Stationfall [has in-game protection]
107/870430- done
107/870430/deprotected - done (as "r107.deprot")
Suspect
14/841005 - done
Suspended
5/830222 - done
7/830419 - done
8/830521 - done (as "r8a")
8/840521 - done (as "r8b")
Wishbringer
68/850501 - done
69/850920 - done
23/880706 - not Z3
The Witness
13/830524 - done
18/830910 - done
20/831119 - done
21/831208 - done
22/840924 - done
Zork I
2/AS000C - not Z3
5/ - not Z3
15/UG3AU5 - not Z3
20/ - done (as "r20.000000")
23/820428 - done
25/820515 - done
26/820803 - done
28/821013 - done
30/830330 - done
75/830929 - done
76/840509 - done
88/840726 - done
52/871125 - not Z3
Zork II
7/UG3AU5 - not Z3
15/820308 - done
17/820427 - done
18/820512 - done (as "r18a")
18/820517 - done (as "r18b")
19/820721 - done
22/830331 - done
23/830411 - done
48/840904 - done
Zork III
10/820818 - done
12/821025 - done
15/830331 - done (as "r15a")
15/840518 - done (as "r15b")
16/830410 - done
15/840518 - done
17/840727 - done

198
notes/ui.txt Normal file
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@ -0,0 +1,198 @@
0 1 2 3 4 5 6 7
01234567890123456789012345678901234567890123456789012345678901234567890123456789
[Pitch Dark]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]][ Exit ]
____________ _____________
|_<_Previous_| ZORK I: THE GREAT |_Next_game_>_|
UNDERGROUND EMPIRE
1980 Fantasy
Difficulty: OOOOO
_________
|__Hints__|
___________ _________
|_Play_game_| |_Box_art_|
_________
|_Options_|
[------------------------------------------------------------------------------]
[------------------------------------------------------------------------------]
| Welcome to ZORK! You are about to experience a classic interactive fantasy, ^
| set in a magical universe. The ZORK trilogy takes place in the ruins of an |
| ancient empire lying far underground. You, a dauntless treasure-hunter, are |
| venturing into this dangerous land in search of wealth and adventure. |
| Because each part of the ZORK saga is a completely independent story, you |
| can explore them in any order. However, since ZORK I is the least difficult, |
| it is usually the best place to begin. v
|______________________________________________________________________________|
[Pitch Dark]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]][ Exit ]
____________ _______________________ _____________
|_<_Previous_| /_____________________./| |_Next_game_>_|
| |||
| ZORK I: THE GREAT |||
Sort by | UNDERGROUND EMPIRE |||
____________ | |||
|____Name____| | 1980 Fantasy |||
____________ | |||
|____Year____| | Difficulty: OOOOO |||
____________ | _____________ |||
|___Genre____| | |_Play_game_>_| |||
____________ | ||/
|_Difficulty_| |______________________|/
[-------------------------------------Blurb------------------------------------]
| Welcome to ZORK! You are about to experience a classic interactive fantasy, ^
| set in a magical universe. The ZORK trilogy takes place in the ruins of an |
| ancient empire lying far underground. You, a dauntless treasure-hunter, are |
| venturing into this dangerous land in search of wealth and adventure. |
| Because each part of the ZORK saga is a completely independent story, you |
| can explore them in any order. However, since ZORK I is the least difficult, |
| it is usually the best place to begin. v
|______________________________________________________________________________|
Many strange tales have been told of the fabulous treasures, exotic
creatures and diabolical puzzles in the Great Underground Empire. As an
aspiring adventurer you will undoubtedly want to locate the treasures and
deposit them in your trophy case. You'd better equip yourself with a source
of light (for the caverns are dark) and weapons (for some of the inhabitants
are unfriendly -- especially the thief, a skilled pickpocket and ruthless
opponent).
___________________ ___________________
.-/| 78 ~~**~~ \ / ~~**~~ 79 |\-.
|||| : ||||
|||| Dorothy asked : The Scarecrow ||||
|||| the Scarecrow : answered "Some ||||
|||| "How can you : people without ||||
|||| talk if you : brains do an ||||
|||| haven't got : awful lot ||||
|||| a brain?" : of talking." ||||
|||| She looked at : She replied, ||||
|||| him puzzled. : "That's true." ||||
|||| : ||||
|||| The Wizard Of Oz : boba@wwa.com ||||
||||___________________ : ___________________||||
||/====================\:/====================\||
`---------------------~___~--------------------''
___
_| |_
/ |___| \
| ___ |
\_| |_/
|___|
___/
| |
|___|
___
| |
|___|
___/
| |
|___|
_|_
_| |_
|___|
0 1 2 3 4 5 6 7
01234567890123456789012345678901234567890123456789012345678901234567890123456789
1. _You_ don't.
2. Have you tried saying OPEN EGG?
3. It takes a great deal of manual dexterity and the proper
tools.
4. Someone else in the game can do it.
5. Only the Thief can open the egg. Give it to him or leave it
underground where he will find it.
01234567890123456789012345678901234567890123456789012345678901234567890123456789
0[Main Menu]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]]] [ Exit ]
1
2>LOOK
3
4You see a collection of classic Infocom games, all playable.
5
6________________________________________________________________________________
7
8
9Browse games by [ Name ] [ / Genre ] [ Difficulty ]
0
1 1. Fantasy
2
3 2. Science Fiction
4
5 3. Mystery
6
7 4. Adventure
8
9 5. Other
0
1
2
3
|^: Disk 2 (Slot 7) MAIN MENU
_______________________________________________________________________________
___________________________
| Main Menu |_____________________________________
| |
| |
| 1. Add files to the Desktop |
| |
| 2. Work with one of the files on the Desktop |
| |
| 3. Save Desktop files to disk |
| |
| 4. Remove files from the Desktop |
| |
| 5. Other Activities |
| |
| 6. Quit |
| |
|_________________________________________________________________|
SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
Type number, or use arrows, then press Return 12/16/17 10:11 pm

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!to "info#063000",plain
*=$3000
save_name = $300
;;read_size = ?? can be as large as $4000-$300 bytes
read_buffer = $3500 ;read_size bytes, must be page-aligned
file_buffer = $7400 ;$400 bytes, must not overlap with read_buffer, must be page-aligned
record_size = $40
info_buffer = $7200 ;record_size*8 (currently $200) bytes, can be anywhere
zpage_info = $fe ;word
zpage_ptr = $fd
name_offset = 0 ;1+37 bytes
time_offset = 42 ;1+8 bytes ("12:01 pm")
score_offset = 51 ;1+6 bytes (-12345)
moves_offset = 58 ;1+5 bytes (12345)
;zpage used by Infocom code
zp_8C = $8c
zp_8D = $8d
zp_8E = $8e ;word
zp_9C = $9c
zp_9D = $9d
zp_9E = $9e
zp_9F = $9f
zp_A0 = $a0 ;word
zp_A3 = $a3
zp_AC = $ac
zp_AD = $ad
zp_B0 = $b0 ;word
zp_B2 = $b2
zp_B3 = $b3
zp_C9 = $c9
zp_CA = $ca
zp_CB = $cb
zp_CC = $cc
zp_CD = $cd
zp_CE = $ce
zp_CF = $cf
zp_D3 = $d3
zp_D4 = $d4
zp_D5 = $d5
zp_D6 = $d6
zp_D7 = $d7
zp_D8 = $d8
zp_DB = $db
zp_DC = $dc
;set prefix if not defined, needed only if stand-alone code
- jsr $bf00
op_c7
!byte $c7
!word c7_parms
ldx $200
bne +
lda $bf30
sta c5_parms+1
jsr $bf00
!byte $c5
!word c5_parms
ldx $201
inx
txa
and #$0f
sta $200
lda #$2f
sta $201
dec op_c7
bne -
+
jsr exchange
lda #>info_buffer
sta zpage_info+1
lda #<info_buffer
sta zpage_info
jsr $bf00
!byte $c8 ;open file
!word c8_parms
lda c8_handle
sta ce_handle
sta ca_handle
;position to file offset
lda #0
sta position+1
fetch_info
ldy #name_offset
sty zpage_ptr
!if name_offset=0 {
tya
} else {
lda #0
}
sta (zpage_info),y
position
lda #0
ldx #0
stx ce_offset+2
asl
asl
asl
asl
asl
asl
ora #3
sta ce_offset+1
rol ce_offset+2
jsr $bf00
!byte $ce ;seek
!word ce_parms
bcs nextpos
lda #1
sta ca_size+1
jsr $bf00
!byte $ca ;read file
!word ca_parms
lda read_buffer+$0e
sta ca_size+1
inc ca_offset+1
jsr $bf00
!byte $ca ;read file
!word ca_parms
dec ca_offset+1
jsr dump_info
nextpos
clc
lda zpage_info
adc #record_size
sta zpage_info
bcc +
inc zpage_info+1
+ inc position+1
lda position+1
cmp #8
bcc fetch_info
jsr $bf00
!byte $cc ;close file
!word cc_parms
exchange
ldx #(zp_DC-zp_8C)
- ldy zpage_old-1,x
lda zp_8C-1,x
sty zp_8C-1,x
sta zpage_old-1,x
dex
bne -
rts
c7_parms
!byte 1
!word $200
c5_parms
!byte 2
!byte 0
!word $201
c8_parms
!byte 3
!word save_name
!word file_buffer
c8_handle
!byte 0
ce_parms
!byte 2
ce_handle
!byte 0
ce_offset
!byte 0,0,0
ca_parms
!byte 4
ca_handle
!byte 0
ca_offset
!word read_buffer
ca_size
!word 0
!word $ffff
cc_parms
!byte 1
!byte 0
dump_info
tsx
stx stack_pointer+1
;set up pointers for decompression and "score" display
lda #>read_buffer
sta zp_A3
lda read_buffer+1
and #2
sta zp_DC
clc
lda read_buffer+$0d
sta zp_AC
lda read_buffer+$0c
adc #>read_buffer
sta zp_AD
clc
lda read_buffer+$19
sta zp_B0
lda read_buffer+$18
adc #>read_buffer
sta zp_B0+1
clc
lda read_buffer+$0b
sta zp_B2
lda read_buffer+$0a
adc #>read_buffer
sta zp_B3
;dump info, actual Infocom code in upper-case
lda #42
sta max_chars
LDA #$10 ; location
JSR fetch_obj
LDA zp_8C
JSR decompress
lda zpage_ptr
!if name_offset>0 {
sec
sbc #name_offset
}
ldy #name_offset
sta (zpage_info),y
ldy #time_offset
sty zpage_ptr
lda #0
sta max_chars ;can't overflow anymore
sta (zpage_info),y
LDA #$11 ; score
JSR fetch_obj
LDA zp_DC
BNE loc_1627
ldy #score_offset
sty zpage_ptr
LDA zp_8C
STA zp_D3
LDA zp_8D
STA zp_D4
JSR sub_215D
sec
lda zpage_ptr
sbc #score_offset
ldy #score_offset
sta (zpage_info),y
JMP loc_165F
loc_1627:
LDA zp_8C
BNE loc_164B
LDA #$18
loc_164B:
CMP #$0D
BCC loc_1651
SBC #$0C
loc_1651:
STA zp_D3
LDA #$00
STA zp_D4
JSR sub_215D
LDA #$3A
JSR emit_char
loc_165F:
LDA #$12 ; moves or minutes
JSR fetch_obj
LDA zp_8C
STA zp_D3
LDA zp_8D
STA zp_D4
LDA zp_DC
BNE loc_1676
ldy #moves_offset
sty zpage_ptr
JSR sub_215D
sec
lda zpage_ptr
sbc #moves_offset
ldy #moves_offset
sta (zpage_info),y
rts
loc_1676:
LDA zp_8C
CMP #$0A
BCS loc_1681
LDA #$30
JSR emit_char
loc_1681:
JSR sub_215D
LDA #$20
JSR emit_char
LDA #$11 ; hours
JSR fetch_obj
LDA zp_8C
CMP #$0C
BCS loc_1698
LDA #$61
BNE loc_169A
loc_1698:
LDA #$70
loc_169A:
JSR emit_char
LDA #$6D
JSR emit_char
sec
lda zpage_ptr
sbc #time_offset
ldy #time_offset
sta (zpage_info),y
rts
loc_1459:
jmp * ;internal error
fetch_obj:
JSR sub_1A70
LDA (zp_8E),Y
STA zp_8D
INY
LDA (zp_8E),Y
STA zp_8C
RTS
sub_1A70:
SEC
SBC #$10
LDY #0
STY zp_8E+1
ASL
ROL zp_8E+1
CLC
ADC zp_AC
STA zp_8E
LDA zp_8E+1
ADC zp_AD
STA zp_8E+1
locret_1A85:
RTS
decompress:
JSR sub_26A0
LDY #7
LDA (zp_8E),Y
TAX
INY
LDA (zp_8E),Y
STA zp_8E
STX zp_8E+1
INC zp_8E
BNE loc_1D23
INC zp_8E+1
loc_1D23:
JSR sub_2474
JMP sub_2495
sub_1FE2:
LDA #0
SEC
SBC zp_D3
STA zp_D3
LDA #0
SBC zp_D4
STA zp_D4
RTS
sub_1FF0:
LDA zp_D5
ORA zp_D6
BEQ loc_2021
JSR sub_2026
loc_1FF9:
ROL zp_D3
ROL zp_D4
ROL zp_D7
ROL zp_D8
LDA zp_D7
SEC
SBC zp_D5
TAY
LDA zp_D8
SBC zp_D6
BCC loc_2011
STY zp_D7
STA zp_D8
loc_2011:
DEX
BNE loc_1FF9
ROL zp_D3
ROL zp_D4
LDA zp_D7
STA zp_D5
LDA zp_D8
STA zp_D6
RTS
loc_2021:
LDA #8
JMP loc_1459
sub_2026:
LDX #$10
LDA #0
STA zp_D7
STA zp_D8
CLC
RTS
sub_215D:
LDA zp_D4
BPL loc_2169
LDA #$2D
JSR emit_char
JSR sub_1FE2
loc_2169:
LDA #0
STA zp_DB
loc_216D:
LDA zp_D3
ORA zp_D4
BEQ loc_2185
LDA #$A
STA zp_D5
LDA #0
STA zp_D6
JSR sub_1FF0
LDA zp_D5
PHA
INC zp_DB
BNE loc_216D
loc_2185:
LDA zp_DB
BNE loc_218E
LDA #$30
JMP emit_char
loc_218E:
PLA
CLC
ADC #$30
JSR emit_char
DEC zp_DB
BNE loc_218E
RTS
sub_237E:
LDA zp_9D
CLC
ADC zp_A3
STA zp_A0+1
LDX #$FF
STX zp_9F
INX
STX zp_A0
loc_23A0:
LDY zp_9C
LDA (zp_A0),Y
INC zp_9C
BNE loc_23B2
LDY #0
STY zp_9F
INC zp_9D
BNE loc_23B2
INC zp_9E
loc_23B2:
TAY
RTS
sub_2474:
LDA zp_8E
STA zp_9C
LDA zp_8E+1
STA zp_9D
LDA #0
STA zp_9E
STA zp_9F
RTS
sub_2483:
LDA zp_8E
ASL
STA zp_9C
LDA zp_8E+1
ROL
STA zp_9D
LDA #0
STA zp_9F
ROL
STA zp_9E
locret_2494:
RTS
sub_2495:
LDX #0
STX zp_C9
STX zp_CD
DEX
STX zp_CA
loc_249E:
JSR sub_2569
BCS locret_2494
STA zp_CB
TAX
BEQ loc_24E9
CMP #4
BCC loc_2507
CMP #6
BCC loc_24ED
JSR sub_255D
TAX
BNE loc_24C1
LDA #$5B
loc_24B8:
CLC
ADC zp_CB
loc_24BB:
JSR emit_char
JMP loc_249E
loc_24C1:
CMP #1
BNE loc_24C9
LDA #$3B
BNE loc_24B8
loc_24C9:
LDA zp_CB
SEC
SBC #6
BEQ loc_24D7
TAX
LDA byte_2686,X
JMP loc_24BB
loc_24D7:
JSR sub_2569
ASL
ASL
ASL
ASL
ASL
STA zp_CB
JSR sub_2569
ORA zp_CB
JMP loc_24BB
loc_24E9:
LDA #$20
BNE loc_24BB
loc_24ED:
SEC
SBC #3
TAY
JSR sub_255D
BNE loc_24FB
STY zp_CA
JMP loc_249E
loc_24FB:
STY zp_C9
CMP zp_C9
BEQ loc_249E
LDA #0
STA zp_C9
BEQ loc_249E
loc_2507:
SEC
SBC #1
ASL
ASL
ASL
ASL
ASL
ASL
STA zp_CC
JSR sub_2569
ASL
CLC
ADC zp_CC
TAY
LDA (zp_B0),Y
STA zp_8E+1
INY
LDA (zp_B0),Y
STA zp_8E
LDA zp_9E
PHA
LDA zp_9D
PHA
LDA zp_9C
PHA
LDA zp_C9
PHA
LDA zp_CD
PHA
LDA zp_CF
PHA
LDA zp_CE
PHA
JSR sub_2483
JSR sub_2495
PLA
STA zp_CE
PLA
STA zp_CF
PLA
STA zp_CD
PLA
STA zp_C9
PLA
STA zp_9C
PLA
STA zp_9D
PLA
STA zp_9E
LDX #$FF
STX zp_CA
INX
STX zp_9F
JMP loc_249E
sub_255D:
LDA zp_CA
BPL loc_2564
LDA zp_C9
RTS
loc_2564:
LDY #$FF
STY zp_CA
RTS
sub_2569:
LDA zp_CD
BPL loc_256F
SEC
RTS
loc_256F:
BNE loc_2584
INC zp_CD
JSR sub_237E
STA zp_CF
JSR sub_237E
STA zp_CE
LDA zp_CF
LSR
LSR
JMP loc_25AD
loc_2584:
SEC
SBC #1
BNE loc_259F
LDA #2
STA zp_CD
LDA zp_CE
STA zp_8E
LDA zp_CF
ASL zp_8E
ROL
ASL zp_8E
ROL
ASL zp_8E
ROL
JMP loc_25AD
loc_259F:
LDA #0
STA zp_CD
LDA zp_CF
BPL loc_25AB
LDA #$FF
STA zp_CD
loc_25AB:
LDA zp_CE
loc_25AD:
AND #$1F
CLC
RTS
byte_2686:
!BYTE 0
!BYTE $D, '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', '.', ',', '!', '?', '_'
!BYTE '#', $27, '"', '/', $5C, '-', ':', '(', ')'
sub_26A0:
STA zp_8E
LDX #0
STX zp_8E+1
ASL
ROL zp_8E+1
ASL
ROL zp_8E+1
ASL
ROL zp_8E+1
CLC
ADC zp_8E
BCC loc_26B6
INC zp_8E+1
loc_26B6:
CLC
ADC #$35
BCC loc_26BD
INC zp_8E+1
loc_26BD:
CLC
ADC zp_B2
STA zp_8E
LDA zp_8E+1
ADC zp_B3
STA zp_8E+1
RTS
emit_char
sty yreg+1
inc zpage_ptr
ldy zpage_ptr
sta (zpage_info),y
dec max_chars
beq fail_slot
yreg
ldy #0
rts
fail_slot
stack_pointer
ldx #0
txs
rts
max_chars !byte 0
zpage_old
!if *+(zp_DC-zp_8C)>=read_buffer {
!error "Code is too large"
}