| "You're traveling to another dimension, | |
| a dimension not only of sight and sound, but of mind. | |
| A journey into a wondrous land whose boundaries | |
| are that of imagination." | |
| -- Rod Sterling | |
| A Beginner's Guide to Interactive Fiction | |
| I-F Archive Edition | |
| by Joe W Aultman | |
| Welcome to interactive fiction, a medium dedicated to the power of words | |
| and of the imagination. It's a different kind of game. You won't find | |
| pretty images, music, or shoot-'em-up action, but you will find games | |
| that challenge and entertain, frustrate and delight. | |
| I discovered interactive fiction by exploring some free game disks that | |
| came with the Commodore 64 my mother gave me in 1983. I was enthralled, | |
| and I've spent the years since then introducing people to it when I can. | |
| Whether you're new to the genre or played around with it years ago, this | |
| document is for you. It's designed to serve as an instruction guide for | |
| almost all the I-F you're likely to come across. We'll cover a brief | |
| history, common commands, and playing tips. | |
| You are invited into the world-wide fan club. Hope you'll feel at home. | |
| It's a friendly place. Don't mind the low-tech computers sitting around. | |
| We use all kinds. | |
| Part One -- Introduction | |
| Interactive fiction was invented in the mid-1970's, at a time when the | |
| graphics and sound capabilities of computers were obviously poor. Game | |
| authors learned to use words alone to evoke images of fantastic places | |
| and magical events. Few games were produced, but they were new and fun | |
| and exciting. They could only run on mainframe and mini-computers, | |
| however, so they weren't incredibly wide-spread. Still, this early | |
| development left the genre well posed to move into the home as soon as | |
| the computers were there. | |
| The early to mid-1980's were a heyday for I-F. New games were written | |
| for personal computers, where they began to flourish. At first, they | |
| were a little small and constrained, but as the computers got more | |
| powerful, there was room for them to breathe. Authors could stretch | |
| their wings and experiment. For many years, all kinds of companies wrote | |
| commercial I-F, and made money. The real winners, however, were the | |
| fans, who enjoyed such classic works as Planetfall, Trinity, and the | |
| Zork series. | |
| But it didn't last. By the end of the eighties, sound and graphics cards | |
| were getting common. Games began to focus on treading the frontiers of | |
| those technologies. Companies found it hard to make pure I-F profitable, | |
| so they quit. Fans were left out in the cold. Some hacked together | |
| proprietary programs or wrote games using sub-par authoring systems, but | |
| little of real quality was produced. It was a dark age, but the programs | |
| were getting better. | |
| A few intrepid individuals kept the dream of new and sophisticated I-F | |
| alive by improving the authoring systems and inventing new ones. Slowly, | |
| it became possible for a clever and persistent individual to produce a | |
| game of quality equal to the best games of the eighties. And they did. A | |
| renaissance of I-F dawned, with fans becoming creators, and the | |
| creations winning over new fans. | |
| I-F still works today because good prose is timeless. Video games come | |
| and go as technology changes, but the best pictures are still in the | |
| mind. | |
| Part II -- The I-F Environment and Creating Commands | |
| The I-F environment is most often all text. That pretty much explains | |
| why people call the games "text adventures." The basic idea of the user | |
| interface is command and response. The program gives you a command | |
| prompt, then you type in some command and press Enter/Return. The | |
| computer chews on your input for a bit, then tells you the results and | |
| gives you a new prompt. | |
| The most important question now is: "What do I type?" | |
| BASIC COMMANDS | |
| Most of the commands you use will be simple and direct. Typing OPEN THE | |
| DESK causes your character to (you guessed it) open the desk. Type GET | |
| THE PENCIL, and you will pick it up. The process is simple. When faced | |
| with the command prompt, just think "I want to..." or "What happens if | |
| I..." and let your mind work from there. | |
| When it's appropriate, modern games also have the power to handle much | |
| more complex commands like WRITE "GREEN" ON THE BLUE PIECE OF PAPER WITH | |
| THE RED PENCIL. It's not very common, mind you, because most actions are | |
| simply not that complex, but it's good to know the games can handle a | |
| command like that when they need to. | |
| Here is an incomplete list of commands that have been used in games over | |
| the years. Don't be shaken by the size of the list; you won't have to | |
| actually use very many of these in any one game. I only show it to you | |
| here to give you an idea of the possibilities. | |
| ANSWER, APPLY, ASK, ATTACK, AVOID, BEND, BITE, BLOW, BOARD, BREAK, | |
| BRING, BURN, BUY, CALL, CAST, CLEAN, CLIMB, CLOSE, CONNECT, COUNT, | |
| CROSS, CUT, DESTROY, DIAL, DIG, DISEMBARK, DIVE, DOFF, DON, DRINK, DROP, | |
| EAT, EMPTY, ENTER, ERASE, ESCAPE, EXAMINE, EXIT, EXTEND, EXTINGUISH, | |
| FILL, FIND, FLY, FOLLOW, GET, GIVE, GO, HELP, HIDE, HIT, HOLD, IGNITE, | |
| JUMP, KICK, KILL, KISS, KNOCK, LAUNCH, LEARN, LEAVE, LICK, LIE, LIGHT, | |
| LISTEN, LOCK, LOOK, MAKE, MARRY, MEASURE, MEMORIZE, MOVE, OFFER, OPEN, | |
| PICK, PLAY, POINT, POUR, PULL, PUSH, PUT, RAISE, READ, REMOVE, RIP, | |
| ROLL, SCRUB, SEARCH, SHAKE, SHOOT, SHOUT, SHOW, SIT, SLEEP, SLIDE, | |
| SMELL, STAIN, STAND, STAY, STEP, SWIM, TAKE, TASTE, TELL, THROW, TIE, | |
| TOUCH, TURN, TYPE, UNLOCK, UNTIE, WAIT, WAKE, WALK, WAVE, WEAR, WISH, | |
| WRITE, YELL | |
| Obviously, I can't go into detail about all these verbs, but let's look | |
| at some of the most important ones, which you _will_ need for virtually | |
| every game. | |
| EXAMINE (sometimes abbreviated X and/or EXA) gives you a closer look at | |
| things. It's used hundreds of times in the course of a typical game. | |
| LOOK (abbreviated L) by itself gives you a detailed description of your | |
| location. I always type L just to be doing something while I'm thinking | |
| of what to do next. | |
| * This is one of the most versatile commands. You can LOOK AT THE | |
| CHEST, LOOK ON THE CHEST, LOOK IN THE CHEST, LOOK UNDER THE CHEST, | |
| LOOK BEHIND THE CHEST, and even (if the chest is transparent) LOOK | |
| THROUGH THE CHEST. All of these could give different, unique | |
| responses. | |
| * If you find an information source like an encyclopedia, you can | |
| often LOOK UP different subjects in it. | |
| * LOOK AT is an exact synonym for EXAMINE, but SEARCH can be a very | |
| different animal, indeed. SEARCHing is more thorough, and it can | |
| turn up things that don't otherwise appear. | |
| GO is a very important command, even if you may never actually type it. | |
| Even though GO NORTH, for example, is a command you need to move around, | |
| you can abbreviate it to NORTH or even just N. | |
| * The typical directions that can be abbreviated like this are: | |
| UP (U), DOWN (D), IN, OUT, NORTH (N), NORTHEAST (NE), EAST (E), | |
| SOUTHEAST (SE), SOUTH (S), SOUTHWEST (SW), WEST (W), and NORTHWEST | |
| (NW). | |
| * In some games with boats and the like, there are also FORE (F), AFT | |
| (A), PORT (P), and STARBOARD (SB). | |
| GET, TAKE, and PICK UP are synonyms. You'll find many objects you can | |
| pick up and carry around with you. If you can't pick something up, the | |
| game will give you a reason, which you may be able to rectify. | |
| DROP and PUT are how you put objects down. DROP is quick and easy, but | |
| it just puts the objects on the ground. PUT can be more specific, | |
| though, allowing you to PUT THE BOOK ON THE TABLE, for instance. | |
| WAIT (sometimes Z) tells the computer you want to do nothing for a turn. | |
| In almost all games, no game time actually passes while the computer is | |
| waiting for your input. Use WAIT to force time to pass. | |
| * Some games pass 3 or 5 turns when you type WAIT. | |
| * Some games that keep track of time let you, for example, WAIT UNTIL | |
| 3:00. But don't worry that something big will happen while you | |
| stand around twiddling your thumbs and looking at your watch. | |
| Whenever something interesting happens, the game will at least give | |
| you the option to stop waiting. | |
| In the early days, these were just about all the commands you needed to | |
| win a game. They are still used for the vast majority of turns, but | |
| modern games require different things. Look to the big list for ideas of | |
| what may be possible, but always be ready to try new things. | |
| CONJUNCTIONS & PRONOUNS | |
| You can make your commands more compact and efficient with ALL, AND, | |
| BUT, IT, and THEN. Note that a comma is the same as AND, and a period is | |
| the same as THEN. | |
| >GET FIREHOSE AND WRENCH | |
| >ATTACH FIREHOSE TO HYDRANT THEN TURN HYDRANT ON WITH WRENCH | |
| >SPRAY ALL WINDOWS | |
| >DROP ALL BUT HELMET, FISH FOOD | |
| >GET LADDER. LEAN IT ON THE WALL. CLIMB IT | |
| >ENTER WINDOW | |
| >OPEN FISH FOOD | |
| >FEED IT TO THE FISH | |
| * As you may have noticed in the sequence, the word THE is optional. | |
| * Some verbs usually won't participate with ALL or with an AND list. | |
| GIVE ALL TO MERCHANT might make it too easy to figure out what the | |
| merchant wants, and it wouldn't be very satisfying to find out that | |
| way. | |
| * Most games are pretty good at figuring out what you mean when you | |
| use IT, but the amount of success varies from game to game. It | |
| depends on how hard to author worked at it. | |
| * Some games use the word THEM, too. If, for example, you just picked | |
| up a long list of items, you could PUT THEM IN THE SAFE. | |
| * If something important happens while the game is running a sequence | |
| of commands you strung together with THEN, the sequence will stop | |
| so you can change your plan if you want to. | |
| COMMUNICATING WITH NON-PLAYER CHARACTERS | |
| Most modern games feature at least one NPC, be they the sidekick or the | |
| villain, a magic mirror or the ship's computer. There are several ways | |
| provided for you to interact with them. | |
| To tell an NPC what to do, use this syntax: | |
| >SUPERMAN, LEAP TALL BUILDING | |
| >DOG, ROLL OVER AND PLAY DEAD | |
| When you want to exchange information you can use (in order from most | |
| common to least): | |
| >SHOW BOOK TO LIBRARIAN | |
| >ASK USHER ABOUT TARN | |
| >ORACLE, TELL ME ABOUT THE GIANT PURPLE SNORKLEWACKER | |
| >TELL BEOWULF ABOUT GRENDEL'S MOTHER | |
| >ANSWER FOUR or ANSWER "FOUR" | |
| >SAY "HELLO" | |
| >HELLO SAILOR | |
| >I AM REVEREND JONES | |
| Some games are set up to answer questions themselves, for general | |
| information. Just type things like: | |
| >WHAT IS MJOLNIR | |
| >WHERE IS FOOVIA | |
| >WHO IS BLACK GERTRUDE | |
| WHEN THE GAME COMPLAINS | |
| If you type something that baffles the game entirely, it will respond | |
| with one of many error messages. The messages are designed to give you | |
| some idea about what the game didn't understand. Try to rephrase your | |
| command with different word order, synonyms, or alternative verbs. | |
| * If your command fails after rephrasing, keep thinking. I once got | |
| stuck at a huge vault door, thinking I was doing the combination | |
| wrong, because the door wouldn't open when I PUSHed and PULLed on | |
| it. I'm embarrassed to admit it took me a long time to try OPEN. | |
| * If you've tried everything you can think of, and none of them work, | |
| it may just not be possible. No author can anticipate everything. | |
| When you type something the game can almost figure out, it will ask you | |
| a question to clarify what you meant. You can retype the command | |
| correctly, if you want, or just answer the question. | |
| >UNLOCK DOOR WITH KEY | |
| Which key do you want to unlock the door with, the brass key or the | |
| copper key? | |
| >BRASS | |
| Unlocked. | |
| * This is what folks in the biz call "disambiguation." | |
| PART 3 -- Sample Transcript | |
| Let's look at a transcript to see this stuff in action. Your French | |
| poodle, Fifi, has been acting strangely lately. Besides talking and | |
| planning a revolution, she's sent you to fetch her a croissant. You're | |
| afraid failure could be perilous. | |
| Pastry Shop | |
| This little shop is fairly typical. The smell of doughnuts and | |
| eclairs wafts all about you. A neon sign reading "HOT" hangs behind | |
| the counter. The sign is on. There are no empty seats in the house. | |
| The exit is south. | |
| There is a teenager in a silly uniform taking orders from behind the | |
| counter. | |
| >TEENAGER, GIVE ME A CROISSANT | |
| The teenager snorts frustratedly. "What's going on with the rush on | |
| croissants?" Pointing, he indicates a woman at one of the tables. | |
| "She just bought the last three. It'll be a while before we have | |
| more." | |
| Hmph. He obviously doesn't know how Fifi can get! | |
| >LOOK AT WOMAN | |
| She's sitting alone at a table near the door, engrossed in a | |
| newspaper. Beside her is a plate of croissants. | |
| The woman reaches absently for a croissant and takes a bite. | |
| >GET CROISSANT | |
| You sneak over to the woman's table and swipe a croissant off of her | |
| plate. She is too busy reading the stock reports to notice. | |
| >S | |
| It's so rainy and slushy out there, it would ruin your croissant. | |
| Fifi wouldn't like that. | |
| >PUT CROISSANT IN POCKET | |
| There's too much fluff and dirt in there. It would ruin the | |
| croissant. That wouldn't go over well with Fifi. | |
| >X COUNTER | |
| The counter runs the length of the shop, with stools running all | |
| along the near side. There are people sitting on each one. On top of | |
| the counter are a cash register, and dispensers for napkins and | |
| straws. | |
| The woman reaches absently for a croissant and pauses, feeling | |
| around. | |
| >GET NAPKIN | |
| Taken. | |
| >PUT NAPKIN ON CROISSANT | |
| You put the napkin on top of the croissant, but it doesn't look like | |
| enough protection for this precious gift. Just to prove you right, | |
| the napkin falls off. | |
| The woman puts her newspaper down and eyes her plate suspiciously. | |
| >WRAP NAPKIN AROUND CROISSANT | |
| You wrap the croissant up in a nice little package. | |
| >PUT PACKAGE IN POCKET | |
| Done. | |
| The woman seems to reach a conclusion and looks around the shop | |
| excitedly. She sees you watching and twists her mouth at you | |
| uncertainly. Finally, she pulls her plate directly in front of her | |
| and returns to her newspaper. | |
| >S | |
| The bell on the door jangles as you leave the shop. The pastry smell | |
| in your nostrils is replaced by several less pleasant scents. | |
| [Your score has gone up by 5 points.] | |
| Main Street | |
| You are standing on the north sidewalk of Main Street, which | |
| stretches endlessly east and west. To the north is a small shop. The | |
| sign reads TASTEE PASTRIES. Cars are jammed bumper to bumper in the | |
| street and people are jammed shoulder to shoulder on the sidewalk. | |
| Rain dribbles down on everything. | |
| There is a taxi here, parked at the taxi stand. | |
| >OPEN TAXI DOOR. GET IN TAXI | |
| Opened. | |
| You climb into the back seat. It smells like wet dog in here. | |
| >DRIVER, TAKE ME TO FOURTH AND ELM | |
| "Woof," says the driver, flicking a switch that locks the doors. The | |
| cab lurches into traffic and bounces off a Mercedes. | |
| Part Four -- Managing Your Gaming Session | |
| These commands help you keep track of what is going on, control the | |
| gaming session, and customize some points of the presentation. Many of | |
| them do not take up any game time, since you don't actually do anything. | |
| AGAIN (sometimes G) is used to repeat the previous command without | |
| having to type it again. | |
| BRIEF tells the game that you want to receive a detailed description of | |
| locations only the first time you visit them. When you return to | |
| somewhere you've been before, you'll just see the name of the location, | |
| plus perhaps a list of some objects in the room. See SUPERBRIEF and | |
| VERBOSE. | |
| * Don't forget that you can sometimes interact with objects that are | |
| only mentioned in the detailed description. You can still get that | |
| by typing LOOK. | |
| * Most games start off in BRIEF mode. | |
| DATE, in some games that keep track of a calendar, tells you what day it | |
| is within the game. | |
| DIAGNOSE is used in some games. It tells you something about your | |
| general health, if you're tired, thirsty, hungry, etc. | |
| EXITS, in some games, will give you a list of the directions you can go | |
| from where you are. | |
| FULLSCORE (FULL), in some games, gives you your score plus a breakdown | |
| of all the things you did that earned you points. See SCORE. | |
| INDENT, in some games, toggles paragraph indentation. When on, each new | |
| paragraph will be indented. | |
| INVENTORY (sometimes I, sometimes INV) gives you a list of what you are | |
| carrying around with you. This is my command of choice when I need to | |
| waste a turn. | |
| LOAD is an old form of the RESTORE command. | |
| NORMAL is sometimes a synonym for BRIEF. | |
| NOTIFY is a command used to tell the game whether you want it to inform | |
| you when your score changes. I've heard rumors that there are people who | |
| don't want to know, or at least don't want to be told flat out. See | |
| SCORE. | |
| * The default setting (with notable exceptions) is usually to keep | |
| you updated. | |
| * NOTIFY is a toggling command, used to turn notification both on and | |
| off. | |
| OBJECTS, in some games, lists the objects you've had and where you left | |
| them. | |
| OOPS (sometimes O), in some games, helps you correct a spelling mistake. | |
| >LIGHT LANTENR WITH TINDERBOX | |
| I don't know the word "lantenr." | |
| >OOPS LANTERN | |
| You strike sparks from the tinderbox onto the lantern's mantle, | |
| which begins to glow warmly. | |
| PLACES, in some games, lists the locations you have visited. | |
| PRONOUNS, in some games, will tell you what words the program will think | |
| of if you use the words IT, HIM, or HER. | |
| QUIT (Q) stops the game and ends the program. Don't forget to SAVE if | |
| you want to return to this point later. | |
| RESTART resets everything, and starts the game over from the beginning. | |
| RESTORE is the command you use to resume a game from a file that was | |
| created by the SAVE command. Type RESTORE, then when prompted give the | |
| name of the file you created with SAVE. You will find yourself right | |
| back where you were when you used the SAVE command. If restore doesn't | |
| work, try LOAD. See SAVE. | |
| SAVE is an essential feature of I-F games. It puts all the information | |
| about the current state of the game into a file that you can recall at a | |
| later time. Just type SAVE and the game will ask you the name of the | |
| file you want to save to. Once you give the name, your I-F session will | |
| continue right where you were. See RESTORE. | |
| * There's more about using SAVE in the strategy section of this | |
| document. | |
| SCORE reports the score you have achieved so far. Normally when you do | |
| something that advances your position in the game, you get points, and | |
| some games dock you points when you do something that hurts your | |
| position. The SCORE command traditionally tells you your score and ranks | |
| you in some hierarchy of titles based on that score. See NOTIFY. | |
| * The way points are given and/or taken away can vary -- a lot. It | |
| depends on how easy or hard the author wanted the game to be. | |
| * Some games don't keep score at all, and some use less quantitative | |
| methods of scoring, so expect to see some variation. | |
| * It is often possible to "win" a game without getting all the | |
| points. One I-F tradition is to make it really hard to earn one | |
| "last lousy point." | |
| * It is also possible in some games to get all the points, and still | |
| not be able to "win" or even finish the game. | |
| SCRIPT lets you send game output to the printer. See UNSCRIPT. | |
| * Some programs let you send output to a file instead. You'll have to | |
| experiment to see what features any given program has. | |
| SHORT is sometimes a synonym for SUPERBRIEF. | |
| SPACE, in some games, toggles paragraph spacing. When on, a blank line | |
| will appear between paragraphs of text. | |
| SUPERBRIEF tells the game you only want the room name when you enter a | |
| room, even if you have never been there before. In superbrief mode, the | |
| objects in the room are not even listed. LOOK still functions normally. | |
| I'm not sure if I have ever used this mode for any appreciable length of | |
| time. See BRIEF and VERBOSE. | |
| TERSE is sometimes a synonym for BRIEF. | |
| TIME, in some games that keep track of a clock, tells you what time it | |
| is within the game. | |
| UNDO sets the game back to the state it was in before the previous | |
| command, as if it never happened. | |
| * Not all games use UNDO, and some disable it in places, so make sure | |
| you've saved your game recently if you want to try something crazy. | |
| * UNDO is limited to backing up one turn in some games. Others let | |
| you back up many times in a row. | |
| UNSCRIPT turns off printer or file output. See SCRIPT. | |
| VERBOSE tells the game to give you the long description of a room every | |
| time you enter it. It is like typing LOOK whenever you enter the room. I | |
| have always used this mode nearly exclusively, even on the old C-64, | |
| where it was a measurable performance drain. See BRIEF and SUPERBRIEF. | |
| Part V -- Basic Strategy | |
| It's easy to play a game, but sometimes it's hard to win. "Winning" is | |
| generally defined as reaching the most positive ending, but there are | |
| other ways to look at it. I've compiled a list of general hints and tips | |
| to make your journey a little easier. There's nothing here you wouldn't | |
| pick up yourself with experience, but some of it may help in your early | |
| campaigns. | |
| First and foremost, TAKE YOUR TIME and PAY ATTENTION. Things can change | |
| in a room while you are gone, and you might miss it if you don't read | |
| the description again. If you are hurrying through an area you already | |
| know well, something can still happen, and you could miss it. It's | |
| better to quit and come back later if you are getting impatient or bored | |
| than to let your concentration lapse and miss an important game event. | |
| You'll enjoy the game more. | |
| * This is an easier piece of advice to give than to follow. That's | |
| why I was a better gamer in my C-64 days than I am now. I had NO | |
| CHOICE but to take my time, and that made it easier to pay | |
| attention, too. | |
| It's a good idea to pause at the beginning of a gaming session, take a | |
| deep breath, and really get relaxed and open to the story. Remember that | |
| (in a good game) the author has put in a great amount of work to develop | |
| the story and the setting. Notice the little things -- a turn of phrase, | |
| an interesting room description -- which enhance the experience. | |
| Take notes whenever something happens that might prove significant | |
| later. Especially pay attention to things you will probably only read | |
| once. | |
| If you can arrange it, play with others. You'll find that even one other | |
| person can help considerably by bringing other experiences and | |
| perceptions to the game. With someone else along, you'll get stuck less, | |
| and you can brainstorm when it does happen. | |
| When you get good and stuck (and you will) turn the game off and go | |
| away. Let your unconscious mind work on it for a while. I completed 90% | |
| of a game in 1986 and put it away. When I fired it up again on Christmas | |
| break in 1988, I solved the puzzle I was stuck on and finished the game | |
| in less than ten minutes. | |
| If it crosses your mind to try something, try it. At the worst the game | |
| won't know what you're talking about or something bad will happen and | |
| you'll have to restore. At the best you'll get a humorous response or | |
| maybe even a hint about what you really should do -- or it might | |
| actually work! | |
| Watch for themes. Many games are written with repeating concepts which | |
| can shed light on what you are expected to do. If you find a red crystal | |
| shard, watch for a blue one, or a green one. They will probably all work | |
| similarly or together. | |
| Make a habit of asking yourself why things work or don't work, what's | |
| going on, what relationships exist between events and objects, etc. | |
| Fiddle with everything. There is a good chance (though it's not | |
| guaranteed) that you can look at an object more closely or interact with | |
| it if it is mentioned in the room description. It is vital that you | |
| experiment with all the things you come across, since you can never know | |
| what is important. | |
| Remember to LOOK AT all of the objects you find. If you come across a | |
| shovel, don't just assume it's a shovel, pick it up, and move on. If you | |
| look closer, you might find something important, like an inscription | |
| indicating that it's magic. | |
| Keep a list of all the objects in the game, and another list of the | |
| puzzles you haven't figured out yet. Study your lists and see if you can | |
| match up objects to puzzles. In most games, almost every object is used | |
| somewhere. | |
| You will probably not be able to carry around every portable object in | |
| the game at the same time, so it's important to use good inventory | |
| management techniques. | |
| * Find a safe, centrally located area to act as an inventory | |
| repository. Leave objects here when you are not using them. If a | |
| game has lots of objects, you might want to designate more than one | |
| room for different types of objects -- treasures, unused objects, | |
| used objects, unimportant seeming objects, etc. | |
| * Use GET and DROP to determine which objects are heavy and which are | |
| light. Don't carry heavy objects around unnecessarily. | |
| * Use bags, buckets, pockets, and other containers to hold objects. | |
| This can help you carry more items around with you than you could | |
| without the container. You might be able to gain even more room by | |
| nesting full containers inside other containers. | |
| Mapping can be an important part of playing a game. Personally, I almost | |
| never map (somehow I remember how everything connects), but I still | |
| think it's a good thing. I have a friend who carefully maps every | |
| location. Not only does it help him play, but when he finishes the game, | |
| he's always got these really neat and enviable maps and notes catalogued | |
| in a stenographer's pad. It makes we WISH I mapped, too. | |
| * Start in the middle of the page and work your way out. | |
| * Don't try to make your first draft perfect. Make a rough draft map | |
| first (in pencil), then when you've corrected mistakes and have an | |
| idea how to center it, make a better copy on the other side or a | |
| clean sheet. | |
| * Label your map with room names and include the interesting features | |
| and objects found in each room. Use lines to show connecting | |
| passages. | |
| * Don't forget to clearly label where you go up and down. | |
| * It might come in handy to start a new map when you enter a new | |
| level or general area. | |
| * If you feel like being a conservationist and/or making an up-front | |
| investment, you can use little pieces of scrap paper, string, and | |
| thumbtacks on a cork board. Dry erase boards or chalk boards can be | |
| useful, too. I can't in good conscience even mention sticky notes. | |
| It's not too hard to do things that will keep you from winning the game | |
| later. Some games make it pretty clear when this happens, and some won't | |
| do a thing to clue you in. You may find out that you need to restore to | |
| a much earlier save and do something differently. | |
| * Save often and keep your old save files. | |
| * Avoid doing the iffy things for as long as possible, then save | |
| before you do any of them. Repeat as often as needed. This will | |
| help keep you from having to repeat steps unnecessarily should you | |
| need to restore. | |
| * Keep track of the things you have done prior to each saved game. | |
| This will eliminate guesswork and keep you from forgetting to do | |
| something after you restore. I use save file names like 01begin and | |
| 02house to note what I've done and in what order. | |
| * Minimize your moves. When you're planning to save, first restart or | |
| restore and do all the new things in the smallest number of moves | |
| you can, then save. Most games give you all the time in the world, | |
| but some don't, so you'll want to conserve as many moves as you | |
| can. | |
| Part 6 -- Conclusion | |
| Thus concludes our introduction to interactive fiction. There's so much | |
| more I'd like to tell you, but, honestly, I wouldn't know where to stop, | |
| and I'd get beyond the scope of a beginner's guide very quickly. Besides, | |
| I need to leave some things for you to discover yourself, don't I? | |
| If you find that you enjoy I-F, let me suggest two things: | |
| * Pick up the old works. Fortunately, many classics have been | |
| re-released several times, so they aren't too hard to find. | |
| * If you find yourself with access to the Internet, tune in to the | |
| newsgroup rec.games.int-fiction for a while. It's the best place to | |
| start learning what's out there. | |
| You've heard a hundred times that every journey begins with a single | |
| step. Now I'm going to let you in on a secret. That first step is... | |
| >VERBOSE | |
| You'll have to take it from here. | |
| Good luck, | |
| Joe | |
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