add several games, master text files are in text directory now, switch to Cadius for moving files into disk images

This commit is contained in:
4am 2018-02-11 12:41:39 -05:00
parent bbb4f18aff
commit e70957ebd5
39 changed files with 1080 additions and 1080 deletions

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# adapted by 4am on 2018-01-07
#
DISK=pitchdark.po
# third-party tools required to build
# https://sourceforge.net/projects/acme-crossass/
ACME=acme
# https://sourceforge.net/projects/applecommander/
AC=bin/AppleCommander.jar
DISK=pitchdark.po
MASTERDISK=res/$(DISK)
BUILDDISK=build/$(DISK)
# https://www.brutaldeluxe.fr/products/crossdevtools/cadius/
# https://github.com/mach-kernel/cadius
CADIUS=cadius
asm:
mkdir -p build
cd src && $(ACME) pitchdark.a
cp $(MASTERDISK) $(BUILDDISK)
java -jar $(AC) -p $(BUILDDISK) "PITCH.DARK" bin 0x6000 < "build/PITCH.DARK#066000"
cp res/$(DISK) build/
cp res/_FileInformation.txt build/
$(CADIUS) ADDFILE build/$(DISK) "/PDBOOT/" "build/PITCH.DARK"
txt:
mkdir -p build/text
$(PY3) bin/textnormalize.py text/*
cd build && $(CADIUS) ADDFOLDER $(DISK) "/PDBOOT/TEXT" text
clean:
rm -rf build/
mount:
osascript bin/V2Make.scpt "`pwd`" $(BUILDDISK)
osascript bin/V2Make.scpt "`pwd`" build/$(DISK)
all: clean asm mount
all: clean asm txt mount

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bin/textnormalize.py Executable file
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#!/usr/bin/env python3
import sys
fileinfo = []
for f in sys.argv[1:]:
linelength = 0
with open(f) as buffer:
lines = buffer.readlines()
shortf = f.replace(".txt", "").replace("text/", "").upper()
newf = "build/text/" + shortf
fileinfo.append(shortf + "=Type(04),AuxType(0000),VersionCreate(70),MinVersion(BE),Access(C3)")
with open(newf, 'w') as buffer:
for l in lines:
l = l[:-1]
if not l:
linelength = 0
if l and linelength:
l = l + ' '*(linelength-len(l))
buffer.write(l + "\n")
if l.startswith("[info]"):
linelength = 20
elif l.startswith("[description]"):
linelength = 77
with open("build/text/_FileInformation.txt", "w") as infobuff:
infobuff.write("\r\n".join(fileinfo))

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res/_FileInformation.txt Normal file
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PITCH.DARK=Type(06),AuxType(6000),VersionCreate(70),MinVersion(BE),Access(C3)

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sta $03
parseloop
lda ($00)
cmp #$0D ; CR -> 0x00 (WeeGUI wants null-terminated strings)
cmp #$0A ; LF -> 0x00 (WeeGUI wants null-terminated strings)
bne .notCR
lda #$00
sta ($00)

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!cpu 65c02
!ct "lcase.ct"
!to "../build/PITCH.DARK#066000",plain
!to "../build/PITCH.DARK",plain
*=$6000
lda #0 ; set Z flag always

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

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[info]
A MIND FOREVER
VOYAGING
1985 Sci-Fi
Difficulty: ^^^^^&
[description]
It's 2031. The world is on the brink of chaos. In the United States of
North America, spiraling crime and unemployment rates, decayed school
systems and massive government regulations have led to a lazy, contentious
society.
To reverse this critical situation, government and industry leaders have
developed a Plan combining the economic freedom and strong moral values of
the 1950's with the technological advancements of the 21st century. Will
the Plan ensure peace and prosperity? Or will it set the earth on a suicide
course to destruction?
As the world's first conscious, intelligent computer, only you can visit
places that have never been seen before. Only you can view the future. And
only you know what must be done to save humanity.
A major departure for Infocom, A Mind Forever Voyaging is reminiscent of
such classic works of science fiction as Brave New World and 1984. You'll
spend less time solving puzzles, as you explore realistic worlds of the
future.
[versions]
R79.DEPROT.Z4=r79 / 851122 (deprotected)
R77.DEPROT.Z4=r77 / 850814 (deprotected)
R79.851122.Z4=r79 / 851122
R77.850814.Z4=r77 / 850814

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[info]
BALLYHOO
1986 Mystery
Difficulty: ^^^&&
[description]
Spangleland! Sawdust and glitter, buffoons and cotton candy! It's a place
where your wildest dreams come true! At least, that's what you think...
until you get behind the scenes at the big top. Then you learn how easily
sweet dreams can turn into nightmares.
Beyond the spangles lies a seedy world of deception and crime. Exploring
the tattered corners of the circus lot, you overhear a conversation about
the owner's daughter. It seems she's been kidnapped, and the hired gumshoe
couldn't find the nose on his face. Good samaritan that you are, you start
poking around on your own.
But watch your step. As the night progresses, you realize you're in as much
danger as the little girl. For the kidnapper is lurking right there on the
lot, trying to set you up for a permanent slot in the freak show.
[versions]
R97.851218.Z3=r97 / 851218

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[info]
BEYOND ZORK
1987 Fantasy
Difficulty: ^^^&&
[description]
Dread times have befallen the Kingdom of Quendor. The wizards have
mysteriously disappeared. The Enchanter's Guild Hall lies in ruins.
Villages are abandoned, drunken men mutter strange tales, and vicious
monsters haunt the streets and wastelands. Now it falls to you, a lowly
peasant, to unravel the meaning behind these ominous events. Will you
accept the challenge?
Of course you will. For you're a hardy adventurer, ready to confront the
most fearsome foe. And in Beyond Zork, you have an arsenal of new weapons
and abilities at your disposal.
You start by designing your own character. Choose from such diverse
attributes as strength, endurance, compassion, and luck, or let the
computer select for you. As you venture onward, your character will evolve,
reflecting your success in your quest.
Beyond Zork's sophisticated new interface makes interaction more natural
than ever. In the heat of battle, the special function keys let you strike
the decisive blow with a single keystroke. There's even an on-screen map to
chart your progress!
As you grow in experience and abilities, you realize that you're being
prepared for a great task, a task of which you know nothing... as yet. Your
search for the answer will lead you deep underground, where unspeakable
monsters guard the world's most fabulous treasure - the fabled Coconut of
Quendor.
Beyond Zork was written by Brian Moriarty, award-winning author of
Wishbringer and Trinity. Fans of Infocom's fantasy series will recognise
characters and locations from previous stories, while old and new players
alike will enjoy exploring the Zorkian landscape as their challenge
increases and their character grows in strength and power.
[versions]
R57.871221.Z5=r57 / 871221
R51.870923.Z5=r51 / 870923
R49.870917.Z5=r49 / 870917
R47.870915.Z5=r47 / 870915

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[info]
BORDER ZONE
1987 Espionage
Difficulty: ^^^^&
[description]
Where the Iron Curtain divides East and West, the frontier is a no man's
land between freedom and captivity, a place where moments lost or
precautions not taken exact a toll in men's lives. In Border Zone, you
cross this barrier not once, but three times, as three different characters
in a fast-paced story of international intrigue
The pulse-pounding tension of espionage is heightened by the addition of
real time, which ticks on regardless of your actions. As you race against
the clock to complete your missions, you'll find yourself caught up in a
spine-tingling adventure that's far more suspenseful than any spy thriller
you've ever read.
The story begins on the train to Litzenburg, a peaceful country just
outside the Iron Curtain. In the border town of Ostnitz, Constitution day
festivities include a speech by the American ambassador. But plans are
afoot to destabilize this key neutral territory by assassinating the
diplomat. Speeding towards the border through the Eastern bloc country of
Frobnia are an easy-going American businessman, an ambitious American spy
and a ruthless KGB agent. All three are soon to become entangled in the
assassination plot, their lives intertwining as each carries out his
perilous assignment.
You'll see the story from three viewpoints, as you step into the
shoes of a different major character in each of the three chapters of
Border Zone. Set in separate locations on or near the border, the
chapters are complete stories in themselves, each with its own
riveting conclusion.
The on-line hints in Border Zone will help you out when you need
it. But hints take you only so far. Even when you know exactly what
to do, discretion and timing are crucial as you outwit the KGB, evade
a snarling pack of search dogs, make a desperate assault on the
border, and count down the moments to the assassination.
Border Zone was written by Marc Blank, a pioneer in interactive
fiction and the author of such ground-breaking works as Zork and
Deadline. In Border Zone, Marc takes the clever plotting and masterly
prose of a top-notch thriller, brings it to life through interactive
fiction, and intensifies the experience with the addition of real
time.
So steel your nerves, and don't blow your cover, friend. You've a
long way to go before you come in from the cold.
[versions]
R9.871008.Z5=r9 / 871008

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[info]
BUREAUCRACY
1987 Comedy
Difficulty: ^^^^&
[description]
IMPORTANT! Our records show that you do not have a license to operate this
software. Normally, you would be required to complete a License Application
Form and mail it (with proof of purchase) to our Licensing Department, and
then wait the customary four to six months for processing.
Luckily, for your convenience, we have, at the last minute and at great
expense, installed a remarkable new on-line electronic application form on
this very disk, which will be processed by our modern 24-hour computer
service moments after you fill it in.
Bureaucracy! Everyone, at one time or another, feels bound up in an endless
swathe of red tape. In Bureaucracy, best-selling humorist Douglas Adams
draws on his own battles with beadledom to create a hilarious misadventure.
You'll find yourself in the midst of a bureaucratic muddle so convoluted
that you can't help but laugh.
You've just landed a great new job and moved to a spiffy house in a nice
little town. You're even being sent to Paris this very afternoon for a
combination training seminar and vacation. What could possibly go wrong?
The answer, of course, is everything. When the bank refuses to acknowledge
your change-of-address form, you'll find yourself entangled in a series of
bureaucratic mishaps that take you from the feeding trough of a greedy
llama to the lofty branches of a tree deep in the Zalagasan jungle.
The distinctive humor that made The Hitchhiker's Guide to the Galaxy a
runaway success will keep you in stitches as you confront a series of
bureaucratic puzzles and experience the thrill of outsmarting the powers
that be.
[versions]
R116.DEPROT.Z4=r116 / 870602 (deprotected)
R86.DEPROT.Z4=r86 / 870212 (deprotected)
R116.870602.Z4=r116 / 870602
R86.870212.Z4=r86 / 870212

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[info]
CUTTHROATS
1984 Adventure
Difficulty: ^^^&&
[description]
You're about to get yourself into very deep trouble.
You're a backwater island's top diver and foremost expert on local
shipwrecks. Which makes you perfect for the job a band of the island's
shadiest characters has in mind for you. It's a simple business
proposition: all you have to do is locate and salvage a fortune in sunken
treasure. You stand to gain millions. The only drawback is, it could cost
you your neck. Because to successfully recover the treasure, you'll have to
survive the perils of diving in unknown waters - and the even greater
danger of an untrustworthy crew. But none of that will stop you from taking
the plunge. You're the type who believes that when stakes are this high,
even when your odds are this low, it's worth running the risks of dealing
with Cutthroats.
[versions]
R23.840809=r23 / 840809

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[info]
DEADLINE
1982 Mystery
Difficulty: ^^^^^
[description]
TWELVE HOURS TO SOLVE THE MYSTERY. ONE FALSE MOVE, AND THE KILLER STRIKES
AGAIN.
It's Deadline, and it puts you, the keen-eyed sleuth, against a 12-hour
time limit to solve a classic locked-door mystery. Armed only with the
clues inside this package and your own wits, you must sift through myriads
of evidence and motives to track down the killer. No easy feat, for all six
of your suspects exercise free will - coming and going, scheming and
maneuvering independently of your actions. And some of these personalities
are so treacherous that, should you make the wrong move, one of them may do
you in.
[versions]
R27.831005.Z3=r27 / 831005
R26.821108.Z3=r26 / 821108
R22.820809.Z3=r22 / 820809
R21.820512.Z3=r21 / 820512
R19.820427.Z3=r19 / 820427
R18.820311.Z3=r18 / 820311

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[info]
ENCHANTER
1983 Fantasy
Difficulty: ^^^&&
[description]
In Enchanter, the first of a spellbinding series in the tradition of Zork,
you are a novice magician whom Fate has chosen to do singlehanded combat
with a dark and fierce power. But worldly weapons will avail you naught,
for your foe is the Evil Warlock who holds sway over the land.
To defeat him, you will have to match your skills as a necromancer against
his, casting spells you have learned from your masters in the Circle of
Enchanters and other incantations you will acquire as you proceed on your
quest.
If you succeed, you will be elevated to a seat in the illustrious Circle;
if you fail, your land will be doomed to an eternity of darkness.
[versions]
R29.860820.Z3=r29 / 860820
R24.851118.Z3=r24 / 851118
R16.831118.Z3=r16 / 831118
R15.831107.Z3=r15 / 831107
R10.830810.Z3=r10 / 830810

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[info]
HITCHHIKER'S GUIDE
TO THE GALAXY
1984 Sci-Fi
Difficulty: ^^^&&
[description]
Don't Panic! Relax, because everything you need to know about playing The
Hitchhiker's Guide to the Galaxy is contained in the pages of this manual.
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!
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. Although familiarity with the story may make a few of the early
puzzles easier, if you rely too heavily on this previous knowledge you will
certainly end up getting misled.
[versions]
R59.851108.Z3=r59 / 851108
R58.851002.Z3=r58 / 851002
R56.841221.Z3=r56 / 841221
R47.840914.Z3=r47 / 840914

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[info]
HOLLYWOOD HIJINX
1987 Adventure
Difficulty: ^^^&&
[description]
Vampire Penguins. A Corpse Line. Meltdown on Elm Street. Who could forget
these classic Hollywood movies produced by your uncle, Buddy Burbank? But
his greatest masterpiece has yet to be experienced... Hollywood Hijinx,
starring you!
Your Uncle Buddy and Aunt Hildegarde have passed away, but their memory
lives on in their Malibu mansion, filled with a lifetime of Hollywood
memorabilia. And you've inherited it all, with one stipulation - you can
only claim your booty if you find the treasures hidden throughout the
sprawling beachfront estate. If you can't find the treasures in one night,
you lose the whole caboodle.
It's just the sort of thing you'd expect from Aunt Hildegarde and Uncle
Buddy. And their home is familiar territory: you spent your childhood
summers there with your Cousin Herman. Although some say the house is
haunted, you're not fooled. You know that Uncle Buddy, who wore a different
polyester leisure suit each day of the week, was always rigging the place
with goofy gags and booby traps.
Inside the house, everything is just as glitzy and full of fun as you
remember it to be. There's the luxurious private screening room, the gold-
plated bathroom faucets in the shape of Oscars, and the wacky props from
old Buddy Burbank movies.
The Malibu estate seems like a funhouse at first. But the puzzles you must
solve prove that Aunt Hildegarde and Uncle Buddy weren't just kidding
around. Claiming the Burbank bundle turns out to be quite a challenge - and
it's all in your honor.
Hollywood Hijinx is as zany as its author, "Hollywood" Dave Anderson. It's
cram-packed with puzzles that will test the wits and tickle the ribs of
both first time and experienced players.
[versions]
R37.861215.Z3=r37 / 861215
R235.861118.Z3=r235 / 861118

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[info]
INFIDEL
1983 Adventure
Difficulty: ^^^^&
[description]
Infidel finds you marooned by your followers in the heart of the deadly
Egyptian Desert. A soldier of fortune by trade, you've come hither in
search of a great lost pyramid and its untold riches. Now, alone, you must
locate and gain entry to the tomb, decipher its hieroglyphics and unravel
its mysteries one by one.
Through the Antechamber, the Barge Room, the Chamber of Ra, death will lick
at your heels as you race to the shattering climax of this match of wits
between you and the most ingenious architects, builders and murderers of
all time - the ancient Egyptians.
[versions]
R22.830916.Z3=r22 / 830916

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[info]
LEATHER GOODESSES
OF PHOBOS
1986 Comedy
Difficulty: ^^^&&
[description]
And now... the next exciting episode of humanoids in space!
How did you, a regular at Joe's Bar in Upper Sandusky, Ohio, end up on a
Martian moon? Can you prevent the hideous space creature from abducting the
naked heiress? Why does scratch 'n' sniff no. 2 smell so familiar? How many
uses can you find for a rubber hose? Is it easy to remove a brass bikini?
Is it hard to outsmart a robotoid sumo wrestler? Can you stop the Leather
Goddesses' fiendish plan to turn all Earthlings into sex slaves?
Learn the answers to these burning questions in Leather Goddesses of
Phobos, Infocom's racy spoof of 1930s pulp fiction. But first, a word from
our sponsor: Why put up with only one playing mode, when you can have
three? That's right, three! So whether your tastes run to Tame, Suggestive,
or Lewd, Leather Goddesses of Phobos can satisfy you!
[versions]
R59.860730.Z3=r59 / 860730
R50.860711.Z3=r50 / 860711

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[info]
THE LURKING HORROR
1987 Horror
Difficulty: ^^^&&
[description]
Ever since you arrived at G.U.E. Tech, you've heard stories about the
creepy old campus basements and storage rooms, some so ancient that they
contain only rotting piles of unidentifiable junk. Until now, you have
never ventured lower than the ground floors of the monolithic classroom and
dorm buildings, avoiding the warren of tunnels that connect them.
But tonight, something draws you down into the mysterious depths of the
institute. Perhaps it's the blizzard raging outside, making the outdoors as
threatening as anything you could imagine within. Perhaps it's the
nightmare you had, hinting at horrific mysteries below and leaving you with
a strange object that seems to lead you inexorably downward. Or perhaps
it's just another way for you to avoid writing that twenty page term paper
you have due tomorrow.
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 you nightmares
for weeks.
THE LURKING HORROR recalls the ghastly visions of H.P. Lovecraft and
Stephen King, as author Dave Lebling turns an everyday world into a
frightening web of uncertainty. The numerous puzzles will challenge both
first-time and experienced players, and Lebling's chilling descriptions
will leave you with images you'll never forget.
[versions]
R221.870918.Z3=r221 / 870918
R219.870912.Z3=r219 / 870912
R203.870506.Z3=r203 / 870506

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[info]
MINI-ZORK
1987 Fantasy
Difficulty: ^^^&&
[description]
This is a condensed version of Zork I, reduced to make it viable for the
cassette-based Commodore 64. The only Infocom story file ever intended to
be run from cassette rather than disk, Mini-Zork has been compared to a
Reader's Digest edition of a classic. It is one of several remakings of
Zork from the final years of Infocom.
In November 1990, a year after Infocom had effectively become defunct,
Mini-Zork was given away with the British Commodore magazine "Zzap! 64"
no. 67, which is now a collector's item.
[versions]
R34.871124.Z3=r34 / 871124

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[info]
MOONMIST
1986 Mystery
Difficulty: ^^&&&
[description]
More ghosts haunt the misty sea-coast and stone ramparts of Cornwall than
anyplace else on earth. One such soul roams Tresyllian Castle: a pale
phantom with flaxen hair and a luminous, flowing gown. It seems like a
fanciful legend... until the spectral "White Lady" threatens the life of
your friend Tamara!
Arriving at the fog-shrouded castle, you meet a cast of eccentric
characters ranging from a blue-blood debutante to an overly helpful butler.
Has one of them donned the ghostly guise of the White Lady? Or has the
drowned lover of Lord Jack, Tamara's fiance, returned to haunt her
successor? Perhaps the spectre is seeking the valuable treasure hidden
somewhere in the lavish rooms and secret passageways of the castle. The
solution to the mystery, as well as the location of the treasure, changes
in each of the four variations of Moonmist.
Get ready to spend the night in a haunted castle. But don't sleep too
soundly. The next victim might be you.
[versions]
R9.861022.Z3=r9 / 861022
R4.860918.Z3=r4 / 860918

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[info]
NORD AND BERT
1987 Comedy
Difficulty: ^^^^^
[description]
You are standing at the edge of a barren field. A steady wind, having
secreted away the topsoil, is now drifting sandy dirt across the plain. A
scant sign of life here is a freshly-burrowed molehill on the ground.
> MAKE A MOUNTAIN OUT OF THE MOLEHILL
There is a tremendous rumbling in the distance, getting louder and louder,
until it is deafening. The dirt around the molehill crumbles away as
mighty, jagged granite peaks emerge from deep underground. The surrounding
landscape transforms into a fertile valley before your very eyes.
Infocom's first collection of short stories takes you to a place where
nothing is quite as it seems. It's a place where you really can make a
mountain out of a molehill, where "the fur is flying" is taken literally,
and where a bow can be turned into a beau.
Each of the eight stories in Nord and Bert Couldn't Make Head or Tail of It
involves a different type of wordplay. You'll find yourself challenging
your wits and your memory to come up with the cliches, spoonerisms, and
other verbal trickeries needed to complete the puzzles. But don't view this
as a hard row to hoe. Nord and Bert contains built-in hints, which you can
call upon when the going gets rough.
All eight stories take place in the mixed-up town of Punster. However, no
two contain the same people, locations, or objects. Each is played
independently of the others, although you'll use passwords obtained in
seven of the stories to get into the eighth. As for mapping, it's out of
the window. You simply type where you want to go.
The tall tales in Nord and Bert are every bit as fun and clever as
Infocom's other interactive fiction stories. They can each be completed in
one sitting, making them a highly entertaining way to spend an evening,
alone or with friends. Nord and Bert was authored by Jeff O'Neill, whose
mind is constantly working on artful new turns of phrase.
[versions]
R19.870722.Z4=r19 / 870722

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[info]
PLANETFALL
1983 Sci-Fi
Difficulty: ^^^&&
[description]
"Join the Patrol, and see the Galaxy!" You took the poster's advice, bait
and all, and marched right over to the recruitment station near your home
on the backwater planet of Gallium. Images of exotic worlds, strange and
colorful aliens, and Deep Space heroism had danced in your head as you
signed the dotted line. And since that day the closest you've come to Deep
Space heroism was scrubbing down the radioactive leper colony on Ishmael-3.
But suppose that jumbo fortune cookie you got at Qwang's Take-Out Asteroid
last shore leave was right. Maybe you will indeed narrowly escape disaster.
It's even possible that you'll actually travel to an unknown corner of the
Universe, where you'll save a doomed planet - or die in the attempt. In
fact, we'll guarantee it - every crumb of it - because that's just the way
the cosmic cookie crumbles.
[versions]
R37.851003.Z3=r37 / 851003
R29.840118.Z3=r29 / 840118
R26.831014.Z3=r26 / 831014
R20.830708.Z3=r20 / 830708

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[info]
PLUNDERED HEARTS
1987 Romance
Difficulty: ^^&&&
[description]
In the 17th century, the seas are as wild as the untamed heart of a young
woman. But when you set out on the schooner Lafond Deux, bound for the West
Indies, your thoughts are only of your ailing father who awaits your care.
Little do you know that your innocent journey will soon turn to dangerous
adventure. You barely survive an encounter with pirates, whose plans for
you include a fate worse than death. The explosives, the rocky reefs, the
vicious crocodile - all these are obstacles which you must overcome with
cunning and agility. True, it's not easy; but at least you can control your
fate. What you cannot control is much more dangerous: your passion for
Nicholas Jamison, the handsome pirate captain.
Tall and lean, with azure eyes that penetrate deep into your soul, he makes
your blood quicken despite his unsavory past. When you're in his arms,
swirling around the dance floor or secluded in the flowered depths of the
gazebo, you are apt to forget your mission.
But don't dally too long with Nick. For your father is waiting, and on his
rescue lies the fate of more than one man. Prepare for adventure on the
high seas, lass. You'll need every bit of pluck you can muster.
In Plundered Hearts, Infocom brings your wildest fantasies to life. You'll
throll to spine-tingling peril, heart-pounding romance, and challenging
predicaments. To create this exotic adventure, author Amy Briggs read
hundreds of romance novels, researched 17th century costumes and ships, and
was wooed by a dashing pirate.
[versions]
R26.870730.Z3=r26 / 870730

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[info]
SEASTALKER
1984 Adventure
Difficulty: ^&&&&
[description]
There's something down there in the ocean, something terrifying. And you
have to face it - because only you can save the Aquadome, the world's first
undersea research station.
The alarm sounds and your submarine, the Scimitar, is docked nearby. But
not so fast - you haven't even tested the Scimitar in deep water, and the
crew at the Aquadome may have a traitor in its ranks. So be careful! You
have many possibilities to consider, mysteries to unravel, and life-and-
death decisions to make!
Success won't come easily. It may not come at all - because, if you
challenge the deep without using all your wits, you just might wind up as
shark bait!
[versions]
R16B.850603.Z3=r16 / 850603
R16A.850515.Z3=r16 / 850515
R15B.840522.Z3=r15 / 840522
R15A.840501.Z3=r15 / 840501
R86.840320.Z3=r86 / 840320

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[info]
SORCERER
1984 Fantasy
Difficulty: ^^^^&
[description]
Sorcerer, the second of a spellbinding fantasy series in the tradition of
Zork, takes you on a magical tour through the darker side of Zorkian
enchantment. Your journey begins with a cryptic diary - the last trace of
the now-vanished Belboz the Necromancer, grand and powerful leader of the
Guild of Enchanters. It is feared that Belboz is in thrall to evil sorcery.
If so, the very existence of the Circle of Enchanters could be forfeit.
To rescue the kingdom and locate your mentor in the treacherous mists of
time, you must gain the power and cunning of a true Sorcerer.
[versions]
R18.DEPROT.Z3=r18 / 860904 (deprotected)
R15.DEPROT.Z3=r15 / 851108 (deprotected)
R13.DEPROT.Z3=r13 / 851021 (deprotected)
R6.DEPROT.Z3=r6 / 840508 (deprotected)
R4.DEPROT.Z3=r4 / 840131 (deprotected)
R18.860904.Z3=r18 / 860904
R15.851108.Z3=r15 / 851108
R13.851021.Z3=r13 / 851021
R6.840508.Z3=r6 / 840508
R4.840131.Z3=r4 / 840131

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[info]
SPELLBREAKER
1985 Fantasy
Difficulty: ^^^^^
[description]
Spellbreaker, the riveting conclusion to the Enchanter trilogy, explores
the mysterious underpinnings of the Zorkian universe. A world founded on
sorcery suddenly finds its magic failing, and only you, leader of the
Circle of Enchanters, can uncover and destroy the cause of this paralyzing
chaos.
The very core of your civilization is under siege, and only a perilous
journey through the black foundation of magic itself will yield a chance
for survival.
And although your triumph over this unknown Evil is uncertain, you must
embark without hesitation and prove yourself the worthiest mage in the
land.
[versions]
R87.DEPROT.Z3=r87 / 860904 (deprotected)
R63.DEPROT.Z3=r63 / 850916 (deprotected)
R87.860904.Z3=r87 / 860904
R63.850916.Z3=r63 / 850916

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[info]
STARCROSS
1982 Sci-Fi
Difficulty: ^^^^^
[description]
Starcross, Infocom's science fiction mind-bender, launches you headlong
into the year 2186 and the depths of space. And not without good reason,
for you are destined to rendezvous with a gargantuan starship from the
outer fringes of the galaxy, peopled with both harmful and helpful
beings. But the great starship serves a far larger purpose than mere
cultural exchange. It bears a challenge that was issued eons ago, from
light years away - and only you can meet it.
[versions]
R17.821021.Z3=r17 / 821021
R15.820901.Z3=r15 / 820901

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[info]
STATIONFALL
1987 Sci-Fi
Difficulty: ^^^^&
[description]
What a trotting krip! Since your incredible heroics in Planetfall, where
you risked life and limb to save the planet Resida, things have hardly
changed at all. Sure, you were promoted to Lieutenant First Class, but this
only meant that your dull life of cleaning grotch cages was replaced by an
equally dull life of paperwork. Now you've got another assignment tailor-
made for a grotchbrain: pilot a spacetruck to a nearby station to pick up a
load of trivial forms. Trot and doublt trot!
But all is not lost. By a happy twist of fate, your companion for the
journey is your old pal Floyd! That's right, it's the same mischievous
little robot, crayons and paddleball at the ready, who was your helpful
buddy in Planetfall.
Getting to the space station is easy. But once there, you find it strangely
deserted. Even the seedy space village surrounding the station is missing
its ragtag tenants. A spooky alien ship carrying only an empty pedestal
rests in a docking bay. An ostrich and an Arcturian balloon creature are
found, abandoned but in perfect health. The commander's log describes the
mysterious breakdown of machiner, demonstrated by a roving hull-welder who
seems bent on your destruction. And finally even Floyd begins acting
oddly...
Steve Meretzky, whose interactive fiction successes include The
Hitchhiker's Guide to the Galaxy and Leather Goddesses of Phobos, won a
Best Computer Software Designer award for Planetfall. Infocom fans,
consistently rating Planetfall among their favorite computer games, have
been begging for a sequel. Even if you've never played Planetfall, you will
enjoy Stationfall: the puzzles will challenge your intellect, the humor
will keep you laughing, and Floyd will win your heart.
[versions]
R107.DEPROT.Z3=r107 / 870430 deprotected
R107.870430.Z3=r107 / 870430

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[info]
SUSPECT
1984 Mystery
Difficulty: ^^^^&
[description]
YOU'RE GUILTY UNTIL PROVEN INNOCENT
You have walked into a hotbed of deceit and trickery. And now they're
accusing you of something you couldn't have done. But they have proof that
you did it. "You're a killer," they say. And until you can prove them
wrong, you're guilty as charged - murder.
Among society's upper crust, murder is the kind of nastiness that must be
cleaned up quickly. So isn't it convenient that you, a struggling
journalist looking for a good time and a good story, end up the scapegoat?
The evidence is stacked against you, and you're being forced to prove your
own innocence. And someone else's guilt. But, no one wants to help you.
You're an outsider. And only an outsider could be so rude as to accept an
invitation to the social event of the season. Then spoil it all.
[versions]
R14.841005.Z3=r14 / 841005

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[info]
SUSPENDED
1983 Sci-Fi
Difficulty: ^^^^^
[description]
They said you would sleep for half a millennium - not an unreasonable
length of time, considering you'd be in limited cryogenic suspension. Your
body would rest at the planet's nerve center, an underground complex 20
miles beneath the surface. Your brain, they told you, would be wired to a
network of computers; your mind would continue to operate at a minimal
level, overseeing maintenance of surface-side equilibrium. And you would
not awake, so they promised, until your 500 years had elapsed - barring, of
course, the most dire emergency.
Then, and only then, you would be awakened to save your planet by
strategically manipulating six robots, each of whom perceives the world
differently. But such a catastrophe, you have been assured, could not
possibly occur.
Good morning.
[versions]
R8B.840521.Z3=r8 / 840521
R8A.830521.Z3=r8 / 830521
R7.830419.Z3=r7 / 830419
R5.830222.Z3=r5 / 830222

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[info]
WISHBRINGER
1985 Fantasy
Difficulty: ^^&&&
[description]
It's an ordinary day in your ordinary little town, and you've been
performing your ordinary mail clerk's duties in an altogether ordinary
way. But there's something quite extraordinary in today's mail. It's a
ransom note for a kidnapped cat, and it will lead you through unbelievably
harrowing adventures to Wishbringer, a stone possessing undreamt-of powers.
For though the note in question is addressed to someone in your ordinary
little town, it's postmarked for Special Delivery to Parts Unknown. And its
true destination is somewhere beyond your wildest dreams, c/o the magic of
Infocom's interactive fiction.
[versions]
R69.850920.Z3=r69 / 850920
R68.850501.Z3=r68 / 850501

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[info]
THE WITNESS
1984 Mystery
Difficulty: ^^^&&
[description]
February 1938, Los Angeles. FDR's New Deal is finally rolling. Hitler's
rolling, too; this time through Austria. But as Chief Detective for a quiet
burgh on the outskirts of L.A., you've got other fish to fry.
One gilt-edged society dame is dead. And now it looks like some two-bit
grifter is putting the screws to her multi-millionaire old man. Then you
step in, and the shakedown turns ugly. You're left with a stiff and race
against the clock to nail your suspect... unless you get nailed first!
Nobody said a sordid family affair like this was going to be a cinch.
Everyone from the knock-out heiress to the poker-faced butler may end up in
the slammer before it's over. Ahead of you is a Gordian knot of motives and
alibis. And the only testimony you can trust is that of your own eyes -
because you are The Witness.
[versions]
R22.840924.Z3=r22 / 840924
R21.831208.Z3=r21 / 831208
R20.831119.Z3=r20 / 831119
R18.830910.Z3=r18 / 830910
R13.830524.Z3=r13 / 830524

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[info]
ZORK I: THE GREAT
UNDERGROUND EMPIRE
1980 Fantasy
Difficulty: ^^^&&
[description]
> Throw the sack at the troll.
The troll, who is remarkably coordinated, catches the brown sack and, not
having the most discriminating taste, gleefully eats it. The flat of the
troll's axe hits you on the head...
Welcome to Zork I: The Great Underground Empire.
It beckons you into a world fraught with danger and discovery. Using all
the cunning you can muster, you'll plunge far below the surface of the
earth in search of the incomparable treasures of Zork. But this is no mere
treasure hunt. During your amazing journey, you'll come face to face with
creatures so outlandish, they defy description. And you'll wander through
an underground domain so vast, with so many twists and turns, it can offer
you new surprises no matter how many times you explore it.
[versions]
R88.840726.Z3=r88 / 840726
R76.840509.Z3=r76 / 840509
R75.830929.Z3=r75 / 830929
R30.830330.Z3=r30 / 830330
R28.821013.Z3=r28 / 821013
R26.820803.Z3=r26 / 820803
R25.820515.Z3=r25 / 820515
R23.820428.Z3=r23 / 820428
R20.000000.Z3=r20 / 000000

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[info]
ZORK II: THE WIZARD
OF FROBOZZ
1981 Fantasy
Difficulty: ^^^^&
[description]
The Wizard appears, floating nonchalantly in the air beside you. He grins
sideways at you.
The Wizard incants "Fantasize," but nothing happens. He shakes his wand.
Nothing happens. With a slightly embarrassed glance in your direction, he
vanishes.
Expect the unexpected when you take on Zork II: The Wizard of Frobozz.
As you explore the subterranean realm of Zork, you'll continually be
confronted with new surprises. Chief among these is the Wizard himself,
who'll constantly endeavor to confound you with his capricious powers. But
more than that, you'll face a challenge the likes of which you've never
experienced before.
[versions]
R48.840904.Z3=r48 / 840904
R23.830411.Z3=r23 / 830411
R22.830331.Z3=r22 / 830331
R19.820721.Z3=r19 / 820721
R18B.820517.Z3=r18 / 820517
R18A.820512.Z3=r18 / 820512
R17.820427.Z3=r17 / 820427
R15.820308.Z3=r15 / 820308

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[info]
ZORK III: THE
DUNGEON MASTER
1982 Fantasy
Difficulty: ^^^^&
[description]
An old, oddly youthful man turns toward you slowly. His long, silver hair
dances about him as a fresh breeze blows. "You have reached the final test,
my friend! You are proved clever and powerful, but this is not yet enough!
Seek me when you feel yourself worthy!"
Zork III: The Dungeon Master draws you into the deepest and most mysterious
reaches of the Great Underground Empire. Nothing is as it seems. And the
one responsible for the shadow and darkness - the Dungeon Master - embodies
the greatest mystery of all.
In this test of wisdom and courage, you will face countless dangers. But
what awaits you at the culmination of your odyssey is well worth risking
all.
[versions]
R17.840727.Z3=r17 / 840727
R16.830410.Z3=r16 / 830410
R15B.840518.Z3=r15 / 840518
R15A.830331.Z3=r15 / 830331
R12.821025.Z3=r12 / 821025
R10.820818.Z3=r10 / 820818