INFOCOM Proof of Purchase Beyond Zork

Total Page:16

File Type:pdf, Size:1020Kb

INFOCOM Proof of Purchase Beyond Zork INFOCOM Proof of Purchase Beyond Zork If you've never played Infocom' s TABLE OF CONTENTS SECTION I: The story is presented in a new ~nd interactive fiction before, you should read Section I: About Beyond Zork ABOUT BEYOND ZORK flexible way. A map in the upper~nght . this entire instruction manual. If you're an portion of your screen shows the ImmedI­ experienced Infocom player, just read Preface to the Story 3 Preface to the Story ate area and the directions you can move. Section I: About Beyond Zork. Starting the Story 4 Dark times have fallen upon the South­ You can use the on-screen map and your lands of Quendor. All the enchanters have The On-Screen Map 4 mouse to move to adjacent rooms if you disappeared without a trace. Monsters have an Apple IIgs or Macintosh, an . Function Keys 4 roam the countryside. The taverns are Amiga, an Atari ST, or an IBM-PC With a filled with disturbing rumors and unsa- Special Commands 5 Microsoft-compatible mouse. (If your vory characters. computer has a numeric keypad, you can Sample Transcript and Map 8 A simple peasant lIke yo~rself kno~s use it to move around as well - see page Hints for Better Playing 12 better than to get involved m the affaIrS of 14.) wizards. But everyone you meet seems About the Author 12 Experienced Infocom players may intent on testing your abilities to the recognize references to other Infocom Section II: About Infocom's utmost. You find yourself drawn into a games. However, there are many new Interactive Fiction web of fantasy and magic, solving commands in Beyond Zork, and character puzzles, seeking treasure, avoiding traps, An Overview 13 development adds a new degree of and fighting monsters. Your strength ~nd -What is interactive fiction? challenge. All players sh(;mld. read the rest power grow with every encounter, until of Section I before plungmg mto the story. -Moving around the most fabulous treasure of all-the -Turns and scoring fabled Coconut of Quendor-lies within Saving the Story 13 your grasp. If only you can survive long -Saving and restoring enough to claim it! -Quitting and restarting Unlike other Infocom stories in which Communicating with Infocom's your character is "set" from the start, Interactive Fiction 14 Beyond Zork lets you create your own -Basic sentences character with six attributes: endurance, -Complex sentences strength, dexterity, int~llig~nce,. compas­ -Talking to characters in the story sion, and luck. Some SItuatIOns m .the -Vocabulary limitations story require dexterity, some reqUIre strength, some require intelligence,. an~ so Tips for Novices 16 on; some situations require a combmatIOn Eleven useful pointers about of these attributes. You can choose your interactive fiction attributes yourself, or you can use a Common Complaints 17 character already set up by the computer. You must fight monsters and solye We're Never Satisfied 18 puzzles to succeed in your quest. Smce If You Have Technical Problems 18 your success will often depe~d on your Copyright and Warranty attributes, mindful players WIll try to Information 18 improve the~r attributes as they venture onward. Quick Reference Guide 19 This briefly describes the most important things to know about interactive fiction. 2 Instruction Manual Instruction Manual 3 Of course, you can always get a descrip­ ·A room with both an UP exit and a The chart below shows where the Starting the Story tion of your location and the items there DOWN exit shows both an up arrow and a function keys are on your machine. To load Beyond Zork, follow the instruc­ by typing LOOK. In SUPERBRIEF mode, tions on the Reference Card in your down arrow. • Y ou can click on the up or down arrows Apple lIe and lIe: the blank line between turns will be package. Apple-l through Apple-O eliminated. This mode is meant for When you load Beyond Zork, you'll be to move UP or DOWN (if you have an players who are already very familiar with Apple Ugs or Macintosh, an Amiga, an Apple IIgs: asked whether you want to BEGIN, the geography. The VERBOSE command Atari ST, or an IBM-PC with a Microsoft­ Command-l through Command-O RESTORE or QUIT. When you're playing compatible mouse). Apple Macintosh: tells Beyond Zork that you want a com­ for the first time, you should type BEGIN Command-l through Command-O plete description of each location, and the and press the RETURN (or ENTER) key. objects in it, every time you enter a Function Keys Amiga: Fl through FlO You will then be asked whether you Atari ST: Fl through FlO location, even if you've been there before. want to playa character whose attributes As described elsewhere in this instruction Commodore 128: Fl through F8 already exist, or whether you want to manual, many commands have abbrevia­ IBM-PC: Fl through FlO *COLOR - If you are playing Beyond Zork create a new character. If you choose to tions: you can type N instead of NORTH, on a computer with a color monitor, you play an existing character, you will start for instance, or I instead of INVENTORY. can type COLOR to change the colors on the game right away. Inexperienced With function keys, you can use a Special Commands your screen. This command works only players should first play Beyond Zork with single keystroke as an abbreviation for There are a number of commands which on computers which support a color an existing character. whatever you choose. You can use a have special meanings. Many of these display. If you choose to create a new character, function key to abbreviate a long word commands appear in all Infocom games, you will be asked the character's name that you don't like to type (like but those that are starred (*) below are *DEFINE - This command allows you to and sex. Then the computer will ran­ HIPPOPOTAMUS), or to abbreviate a new to Beyond Zork. You can use all change the settings of the function keys. domly set up new attributes for you; you commonly used command (like RE­ special commands over and over as For example, if pressing function key 2 is will also have the opportunity to set up STORE), or even to abbreviate a whole needed. Some count as a tum, others do like typing INVENTORY, you can change attributes on your own. Simply follow the sentence (like ATTACK THE MONSTER not. Type the command after the prompt this to DROP ALL, or DROP ALL followed instructions on your screen. WITH THE SWORD). (» and press the RETURN (or ENTER) by RETURN (or ENTER), or anything else, As the story finally begins, you'll see a You start the story with the function key. by using the DEFINE command. See the description of the Hilltop, the opening keys already set to commonly used "Function Keys" section on page 4 for location. Then the prompt (» will appear, commands. To see what the function keys AGAIN - Beyond Zork will respond as if more details. indicating that Beyond Zork is waiting for are set to, or to change the settings of the you had repeated your previous command. your first command. Here are a few function keys, type DEFINE at the prompt For instance, typing HIT THE MONSTER DIAGNOSE - Beyond Zork will give you a inputs for you to try at the first several (» and press the RETURN (or ENTER) WITH THE SWORD then typing AGAIN medical report of your physical condition. prompts. After typing each input, don't key. Then use your up or down arrow would be like hitting the monster twice in forget to press the RETURN (or ENTER) keys to highlight the setting(s) you want a row. You can abbreviate AGAIN to G. INVENTORY - Beyond Zork will list what key. to change. The vertical bar (I) or exclama­ you are carrying. Occasionally an tion point (!) is used as an abbreviation for BRIEF - If you are playing in "normal" inventory list will be too long to fit in the >INVENTORY the RETURN (or ENTER) key; so changing mode instead of "enhanced" mode (see upper window. When this happens, the >EXAMINE THE TREE LOOK to LOOKI means you want the MODE below), or if you are printing a word "[MORE]" will appear in the comer >GO EAST RETURN (or ENTER) key automatically transcript as you play (see SCRIPT ofthe window, and the UP and DOWN pressed when you use that function key. below), this command tells Beyond Zork arrow keys can be used to scroll the The On-Screen Map Note: Only one RETURN (or ENTER) can to print the full description of a location window. You can abbreviate INVENTORY only the first time you enter it. O~ . The on-screen map shows only a small be included in each function key defini­ to I. tion. Anything typed after the first subsequent visits, Beyond Zork WIll pnnt part of the entire geography, so it's a good only the name of the location and the idea to draw a separate map as you play. RETURN (or ENTER) will be discarded. LOOK - This tells Beyond Zork to You can restore all the original settings objects present. This is how Beyo,:d Zork describe your location in full detail. Some notes about the on-screen map: will normally act, unless you tell It ·A question mark on the map indicates a of the function keys by highlighting the Occasionally a room description will be RESTORE DEFAULTS command and otherwise using the VERBOSE or SUPER­ too long to fit in the upper window.
Recommended publications
  • To Play This Game Please Exit Adobe Acrobat Reader and Follow the Instructions for Your System in the CD Booklet
    To play this game please exit Adobe Acrobat Reader and follow the instructions for your system in the CD Booklet. Communicating with Interactive Fiction ( If you are not familiar with Infocom's Interactive Fiction, please read this section.) With Interactive Fiction, you type your commands in plain English each time you see the prompt (>). Most of the sentences that The STORIES will understand are imperative sentences. See the examples below. When you have finished typing your input, press the RETURN (or ENTER) key. The STORY will then respond, telling you whether your request is possible at this point in the story, and what happened as a result. The STORY recognizes your words by their first six letters, and all subsequent letters are ignored. Therefore, CANDLE, CANDLEs, and CANDLEstick would all be treated as the same word. To move around, just type the direction you want to go. Directions can be abbreviated: NORTH to N, SOUTH to S, EAST to E, WEST .to W, NORTHEAST to NE, NORTHWEST to NW, SOUTHEAST to SE, SOUTHWEST to SW, UP to U, and DOWN to D IN and OUT will also work in certain places. There are many different kinds of sentences used in "LOST TREASURES". Here are some examples: >WALK TO THE NORTH >WEST >NE >DOWN >TAKE THE BIRDCAGE >OPEN THE PANEL >READ ABOUT DIMWIT FLATHEAD >LOOK UP MEGABOZ IN THE ENCYCLOPEDIA >LIE DOWN IN THE PINK SOFA >EXAMINE THE SHINY COIN >PUT THE RUSTY KEY IN THE CARDBOARD BOX >SHOW MY BOW TIE TO THE BOUNCER >HIT THE CRAWLING CRAB WITH THE GIANT NUTCRACKER >ASK THE COWARDLY KING ABOUT THE CROWN JEWELS You can use multiple objects with certain verbs if you separate them by the word AND or by a comma.
    [Show full text]
  • The New Zork Times by Brief but Savage Downpour
    ® “All the Gnus Weather: Thic fog, followed That Fit, We Print” The New Zork Times by brief but savage downpour. VOL. 4. .No. 2 —SUMMER 1985— INTERFERON EDITION New Release: A Mind Forever Voyaging A Mind Forever Voyaging, the first were to be introduced. While you're advanced-level Science Fiction story busy exploring the future, the scien- from Infocom, is for true text- tists and programmers who created adventure buffs. Why? Because it you are honing and perfecting the has more locations to visit (several simulation's parameters. Thus, as the hundred), more things to do, more story progresses, you can travel responses, and a large vocabulary further and further in time, watching (1800+ words) than any of our previ- Rockvil prosper as the Plan ously released products. succeeds, or perish as it fails. Only The story takes place in 21st- you can tell on what course the century Rockvil, South Dakota. The country sets itself by adopting the United States of North America has Plan. fallen prey to incredibly high unem- While there are several puzzles to ployment and crime rates. Political keep players on their toes, designer indiffererence, perhaps caused by Steve Meretzky (author of Planetfall backward educational systems or and Sorcerer, and co-author of The diminishing national resources, has Hitchhiker's Guide to the Galaxy) Items from Dr. Perleman’s desk are contained in every A Mind Forever swept the nation. Exploiting this op- concentrated more on immersing the Voyaging package. portunity, Senator Richard Ryder has player in a vast, highly detailed, develop (sic) the Plan for a Renewed realistic world; a vision of the National Purpose, stressing patriot- destiny of mankind.
    [Show full text]
  • The Zork Chronicles
    THE ZORK CHRONICLES Delve into the challenge and adventure of the world of ZORK with the fantastic imagination of GEORGE ALEC EFFINGER "We (science fiction writers) stand in awe of a writer so young, so strong, so good…." Harlan Ellison "Wry, inventive, nearly hallucinatory…" Publishers Weekly "Great entertainment…" Fantasy Review Other Avon Books in the INFOCOMTM Series ENCHANTER® by Robin W. Bailey PLANETFALL® by Arthur Byron Cover WISHBRINGER® by Craig Shaw Gardner STATIONFALLTM by Arthur Byron Cover Avon Books are available at special quantity discounts for bulk purchases for sales promotions, premiums, fund raising or educational use. Special books, or book excerpts, can also be created to fit specific needs. For details write or telephone the office of the Director of Special Markets, Avon Books, Dept. FP, 105 Madison Avenue, New York, New York 10016, 212-481-5653. George Alec Effinger THE ZORK® CHRONICLES A Byron Preiss Book AN INFOCOMTM BOOK AVON BOOKS NEW YORK Zork: The novel is an original publication of Avon Books. This work has never before appeared in book form. This work is a novel. Any similarity to actual persons or events is purely coincidental. Special thanks to Marc Blank, Dave Lebling, Richard Curtis, Rob Sears, John Douglas, David Keller, and Alice Alfonsi. AVON BOOKS A division of The Hearst Corporation 105 Madison Avenue New York, New York 10016 Copyright © 1990 by Byron Preiss Visual Publications, Inc. Cover painting copyright © 1990 by Byron Preiss Visual Publications, Inc. Published by arrangement with Byron Preiss Visual Publications, Inc. ZORK software copyright © 1980 by Infocom, Inc. ZORK and the INFOCOM logo are trademarks of Infocom, Inc.
    [Show full text]
  • A Selected List of Interactive Text Adventures
    Michigan Reading Journal Volume 22 Issue 4 Article 9 July 1989 A Selected List of Interactive Text Adventures Kent Layton Follow this and additional works at: https://scholarworks.gvsu.edu/mrj Recommended Citation Layton, Kent (1989) "A Selected List of Interactive Text Adventures," Michigan Reading Journal: Vol. 22 : Iss. 4 , Article 9. Available at: https://scholarworks.gvsu.edu/mrj/vol22/iss4/9 This Other is brought to you for free and open access by ScholarWorks@GVSU. It has been accepted for inclusion in Michigan Reading Journal by an authorized editor of ScholarWorks@GVSU. For more information, please contact [email protected]. A Selected List of Interactive Text Adventures Compiled by Kent Layton INFOCOM. 35 Wheeler Street, Cambridge, MA 02138. A Mind Forever Voyaging, Ballyhoo, Battletech, Crescent Hawk, Cutthroats, Deadline, Enchanter, Journey, Infidel, Moonmist, Planetfall, Seastalker, Shogun, Sorcerer, Spellbreaker, Starcross,, Suspect, Suspended, The Hitchhiker's Guide to the Galaxy, The Witness, Wishbringer, Zork I, Zork II, Zork Ill, and Zork Zero. SCHOLASTIC, INC. 2931 E. McCarty Street, P.O. Box 7502, Jefferson City, MO 65102. An Oval Office Odyssey, Captains of the China Trade, Cosmic Hero, Crickety Manor, Escape from Antcatraz, Haunted Channels, History Mystery, Malice and Wonderland, MicroAgent of the Body Guard, Quest for the Pole, Robot Rescue, Safari, The Funhouse Caper, The Frogs and the Fables, The Great Frankfurter, The Myths of Olympus, The Wizard of Darkling Wood, Tickets to America, Voyage to See What's on the Bottom, and Wagons West. (Available through Microzine and Microzine Jr. subscriptions.) SIERRA ON-LINE. Empire State Building, Suite 1101, 350 Fifth Avenue, New York, NY 10118.
    [Show full text]
  • Lurking Horror by William E
    uestBusters TM The Adventurer's Journal July, 1987 VolN,#7 Lurking Horror By William E. Carte This is not a typical Infocom game: It can't be called a mystery or science fiction and should not be confused with Moonmist, a "ghost story" in which you are really a detective. Instead, Lurking Horror introduces a new kind of story to the Infocom catalog: horror. Don't expect the kind of gorey horror typified by Halloween and other contemporary slash films, for this is literary horror along the lines of the eerie tales that formed H.P. Lovecraft's "Cthulhu Mythos." (A computer in the game even bears Lovecraft's name.) The result is as intriguing as it is different Penned by Dave Lebling, the story you discover a mysterious message in takes place on the campus of G. U. E. all-nighter. But the weather and that place of your term paper files. The Tech, reflecting M I. T., the school deadline-are just the first of your troubles. message tells of a hideous creature, a where the Infocom story itself began. Like Lovecraft, who borrowed the trick summoning, and even a sacrifice. Then You've put off doing an important term from Arthur Machen and Bram Stoker, you "see" a picture of the monster paper that's due the next day. Despite a Lebling successfully employs the device onscreen and faint from fright. When you blizzard that has blanketed the entire of making a fantastic story believable by awake, your files have vanished forever campus with snow, you brave the storm introducing evidence in a letter, a rare and you now possess a peculiar looking and make your way to the campus book-or in this case, a word processing stone: Drawn by the stone into the computer center to pull an file.
    [Show full text]
  • Instruction Manual for Wishbringer
    Instruction Manual for Table of Contents Wishbringer An Overview Page 12 Welcome to the world of Infocom’s interactive fiction, • What is interactive fiction? a world where: • Moving around • You are the hero or heroine in a story, • Turns and scoring • You use your own thinking and imagination to guide Tips for Novices 13 the story from start to finish, Nine useful pointers about interactive fiction • You meet other people, who may or may not help you, Communicating with Wishbringer 14 and • Basic sentences • You can go to new places, figure out mysteries and • Complex sentences puzzles, and fight against enemies. • Why doesn’t it know that word? In Wishbringer, you’re a postal clerk in a small seaside Wishing for Magic 16 village called Festeron. You deliver a strange envelope to Starting and Stopping 17 a magic shop, and discover that an old woman’s black cat • Starting Wishbringer (“Booting up”) has been kidnapped by “the Evil One.” The old woman • Saving and restoring asks for your help, and when you leave the magic shop, • Quitting and restarting you find yourself trapped in a nightmare world. Your Appendix A: Important Commands 18 once-quiet town is now full of nasty trolls, vultures, Appendix B: Some Recognized Verbs 19 fortress-like towers, and assorted wickedness. You Appendix C: Wishbringer Complaints 20 become entangled in the struggle between Good and Appendix D: Sample Transcript and Map 21 Evil; extraordinary help is found only in unusual places. Appendix E: We’re Never Satisfied 23 Others seek to possess a magic stone of dreams known Appendix F: If You Have Technical Problems 23 as Wishbringer; but only you can find it and use its powers Appendix G: About the Author 24 to make your town safe again.
    [Show full text]
  • The Status Line
    Meet Mike’s Important Dream Date Reader Poll See page 7 The Status Line See page 6 Volume VI Number 1 Formerly The New Zork Times Winter/Spring 1987 Douglas Adams' Bureaucracy Not very long ago, Douglas Adams It's a sad story, one that's replayed (who is, as everyone knows, the best- every day for millions of people selling author of that zany interactive worldwide. Of course, it's not always story The Hitchhiker's Guide to the a bank at fault. Sometimes it's the Galaxy™) moved from one apartment postal service, or the telephone com- in London to another. He dutifully pany, or an airline, or the govern- notified everyone of his new address, ment. All of us, at one time or including his bank. In fact, he person- another, feel persecuted by a bureauc- ally went to the bank and filled out a racy. What can be done? change-of-address form. Only Douglas Adams would exact Soon after, Douglas found that he such sweet revenge. He retaliated by was unable to use his credit card. He writing Bureaucracy™, a hilarious discovered that the card had been interactive journey through masses of invalidated by the bank. Apparently, red tape. the bank had sent a new card to his You begin Bureaucracy in your old address. spiffy new apartment. You're going to For weeks, Douglas tried to get the Paris this very afternoon for a combi- bank to acknowledge his change-of- nation training seminar and vacation, address form. He talked to bank offi- so you'll need to leave as soon as you cials, and filled out new forms, and get the money order your boss has applied for another credit card, but mailed you.
    [Show full text]
  • Two for Infocom (Pdf)
    Two for Infocom∗ Boris Schneider The requests we receive prove it: the recently published Infocom ad- ventures Stationfall and The Lurking Horror are great favourites among our readers. The respective authors let us in on some of their secrets. We met Steve Meretzky (Station- almost exactly five years ago. fall) and Dave Lebling (The Lurking Dave: Horror) at the fringes of a computer I can say that I started at the be- exhibition somewhere in the United ginning; I was there when Infocom was States, where they very kindly answer- born. The founders of Infocom were ed some of our questions. all professors or students at MIT. We Power Play: belonged to a group of people who Steve, Dave, please tell us how you played the first real text adventure, the joined Infocom. famous Colossal Cave Adventure. At Steve: first we thought \This is really great," When Infocom was founded I was and then \but we can do it better." a student at MIT. I had nothing to do At that time Zork was started as with computers, but I had met some a project on a mainframe. It was a Infocom employees at student parties. diversion for us, just for fun. Then I graduated with a degree in civil one day someone had this crazy idea: engineering, and then had a number of \If we publish this for home comput- jobs in that field. I found them ter- ers, someone might actually buy it." ribly boring. After a few years I was At this time (around 1980) only ten lucky enough to be hired at Infocom percent of all home computers in the as a tester.
    [Show full text]
  • Adventure Anecdotes from the U.S.A. (Pdf)
    Adventure anecdotes from the U.S.A.∗ Gregor Neumann and Boris Schneider You wouldn't believe the complications you can encounter when trying to sell software. The adventure specialists at Infocom share their experi- ences with matchbooks, special types of paper, and freeze-dried astronaut food. On the highway between New York three-year-old is playing the violin for and Boston a small Japanese car races the very first time. Again and again through the first hours of morning. In- the unnerving sound was heard. The side are Gregor Neumann and Boris people at Infocom seem to be used to Schneider. Their destination: Cam- it. Perhaps a poltergeist? It is then bridge, near Boston, the town of res- explained to us that the sound effects idence of the Infocom software com- for the 16-bit versions of the adven- pany. ture Sherlock are digitized and tested Once before we had a glimpse at that moment. Following some pecu- behind-the-scenes with the adventure liar logic, the tests of the most ghastly experts at Infocom, when Steve Meret- sounds are the longest and loudest. zky and Dave Lebling explained to us how they write adventure games in our first issue. Nevertheless, our morning drive to the Infocom headquarters is more than a courtesy visit. We are looking for new stories that may inter- est the readers of PowerPlay. The offices of Infocom are lo- cated on the fifth floor of a very new commercial building. A sign saying These are the people who invent the \Infocom|Imagination sold and ser- \feelies": Elisabeth Langosy, Gail Syska, Carl viced here" is found next to the en- Genatoffio, and Angela Crews.
    [Show full text]
  • Spellbreaker™ Is Here!
    11 All the Gnus Weather: State of the That Fit, We Print" atmosphere VOL. IV. .. No. 4 - FALL 1985 - INTERFLUVIAL EDITION SPELLBREAKER™ IS HERE! The Exciting Conclusion to the Enchanter® Trilogy In a world founded on magic, master has been turned into an sorcerers rule the land, creating amphibian! All, that is, but the spells needed to do everything yourself . and a shadowy cloak­ from making bread to taming ed figure who slips quietly out wild animals. Your position as a the door. leader of the Circle of Enchanters Thus begins Spellbreaker,. ·the has earned you respect from all riveting conclusion to lnfocom's others :in the kingdom. Enchanter series (including En­ But now a crisis has fallen. chanter and Sorcerer'") and the Magic itself seems to be failing. final chapter in the story of a Spells go strangely awry or cease magician's rise from novice to to work altogether. The populace mage. is becoming restive, and rum­ Spellbreaker was written by blings are heard concerning Dave Lebling, co-author of the Enchanters. A great conclave is held, con­ Marathon: p. 2 vening all the guildmasters in the land. One by one, they step for­ Zork® trilogy and Enchanter and A Froboz.z. Magic Magic Equipment Catalog, an Enchanter's Guild pin, and six ward, describing the devastating author of StGicrosSE' and Suspect'!' Enchanter trading cards are included in eveiy Spellbreaker package. effects of the diminished magic. According to Lebling, "You don't Beer tastes like grue bathwater, have to have played the other breaker also contains technical while crackerjacks will find their pastries are thick and greasy, games in our fantasy series in innovations, such as allowing skills tested by the most huntsmen are unable to control order to enjoy this one, although you to add some words to the challenging puzzles ever con­ wild beasts.
    [Show full text]
  • The Status Line See Page 10 Volume VI Number 3 Formerly the New Zork Times Fall 1987 Peril & Passion in Plundered Hearts
    Three classic VisiClues: No titles revisited marker needed See page 6 The Status Line See page 10 Volume VI Number 3 Formerly The New Zork Times Fall 1987 Peril & passion in Plundered Hearts “Infocom’s first romance does the genre proud. Play- You are a beautiful young woman, the daughter of a ing Plundered Hearts was like opening a romance nobleman. You receive news of your beloved father novel and walking inside.” from M. Jean Lafond, who claims to be his dearest —Judith C. friend. Lafond is the governor of St. Sinistra, the tiny tropical isle where your father moved after the death “The main character may be a woman, but I found of your mother. Lafond sends the tidings that spur you Plundered Hearts every bit as challenging and exhila- across the Atlantic: Papa is deathly ill, and needs your rating as other Infocom stories. I can’t think of a bet- loving care to keep him alive. You set out aboard the ter way to exercise my imagination.” Lafond Deux, one of the governor’s ships that just —Andrew I. happens to be in port.. “I love this! This is the most vivid and evocative Info- Falcon, captain of the pirates. com game I’ve seen yet.” As Plundered Hearts begins, just two nights from —Mrs. Thomas E. the end of the hitherto uneventful voyage, the thunder and lightning of cannon fire disturb your slumber— “I was a little afraid that I wouldn’t like the game at pirates! Within minutes you are face to face with the first, being male and playing it as a female, but once notorious Falcon, captain of the pirates.
    [Show full text]
  • Building an Anthology Of" Interactive Fiction."
    DOCUMENT RESUME ED 275 991 CS 008 584 AUTHOR Lancy, David F.; Hayes, Bernard I. TITLE Building an Anthology of "Interactive Fiction." PUB DATE Apr 86 NOTE 15p.; Paper presented at the Annual Meeting of the American Educational Research Association (67th, San Francisco, CA, April 16-20, 1986). PUB TYPE Reports - Research/Technical (143) -- Speeches/Conference Papers (150) EDRS PRICE MF01/PC01 Plus Postage. DESCRIPTORS *Computer Assisted Instruction; *Computer Software; Critical Thinking; Elementary Secondary Education; *Independent Reading; Motivation Techniques; *Problem Solving; *Reading Attitudes; *Reading Comprehension; Reading Instruction; Recreational Reading IDENTIFIERS Computer Games; *Interactive Fiction; Reading Motivation ABSTRACT A study determined whether students with an average interest in reading would become more interested in reading if they used interactive fiction computer games involving a quest or solving a problem in conjunction with required reading. Eight students in grades five through eight participated in a workshop that met 3 hours a day, 4 days a week, for 4 weeks. The students began with the easier games that involve little text reading and gradually moved on to the most sophisticated text-oriented interactive fiction. An observer helped the students to overcome problems in solving the quest so that the students would keep reading. All students were deeply engrossed in these programs, and the only condition that diminished student interest or motivation was an inability, after repeated attempts, to move ahead or solve a dilemma in the quest. None of the students reacted negatively to the considerable amount of reading required of most of the programs. Results suggest (1) students with no more than average interest in reading will spend large amounts of time engaged in interactive fiction that requires heavy amounts of reading if they are successful at carrying forward with the quest and (2) interactive fiction could be used to encourage students to read independently.
    [Show full text]