HDTenEightyP/NetNews huggingface dataset:
From: rusty@groan.Berkeley.EDU (Rusty Wright)
Newsgroups: rec.games.mud.admin
Subject: coolmud on groan.berkeley.edu restarted
Date: 6 Oct 92 14:00:36
Organization: University of California Berkeley
NNTP-Posting-Host: groan.berkeley.edu

The test COOLMUDs running on groan.berkeley.edu (west) and
grunt.berkeley.edu (east) have been updated to version 2.1 of COOLMUD
and have been restarted.  If you had a player you'll need to create it
anew.  The new commands 'help' and 'news' will give you additional
information, and 'news changes' gives the changes since COOLMUD 2.0.3.

As before, they're both running in promiscuous mode, so you can run
your own coolmud and connect to either of them; they're using server
port 4000.
Organization: Ryerson Polytechnical Institute
Distribution: na
Date: Thursday, 24 Sep 1992 11:21:44 EST
From: <CENG1641@RyeVm.Ryerson.Ca>
Newsgroups: rec.games.mud.admin
Subject: Looking for a list of MUD's and accesses

Hello,
It was mentioned to me that I might be able to get a list of MUD's and
their respective accesses from this group.
If anyone out there has such a list, could they please forward it to me?
Thank you.

Alexander Hainsworth
ceng1641@ryevm.ryerson.ca
From: Unknown@plains.NoDak.edu (Unknown)
Newsgroups: rec.games.mud.admin
Subject: Mud accesses
Date: 4 Oct 92 19:29:45 GMT
Article-I.D.: plains.20929
Organization: North Dakota Higher Education Computing Network
X-Newsreader: Tin 1.1 PL3

I would also be interested in a MUD access list.  Thanks!

Jason Eide
eide@plains.nodak.edu
From: meetch@DIALix.oz.au (Mitchell Brandsma)
Newsgroups: rec.games.mud.admin
Subject: Re: Actual races in MU*
Keywords: races
Date: 28 Sep 92 14:32:25 GMT
Organization: DIALix Services, Perth, Western Australia

d0chris@dtek.chalmers.se (Christer Borang) blurbs:

>mforbes@gmuvax2.gmu.edu (Michael L Forbes) writes:
>[zap]

>>maybe include things like the fall of the Roman Empire, the Inquisition,

>Noooooobody expects the Spanish Inquisition!!

Our weapons are umm.. oh damn.  Wrong group guys.  This is alt.fan.monty-python
material. :)

>/Christer
>--
>Det finns inget som g|r kvinnor s} vackra som alkohol och st{ngningsdags...

- Meetch (meetch@DIALix.oz.au :)
From: dixjb@silver.lcs.mit.edu (Jonathan Barrymore Dix)
Newsgroups: rec.games.mud.admin
Subject: Bug With Copy
Date: 29 Sep 92 02:12:47 GMT
Organization: MIT Laboratory for Computer Science


I am trying to get copy to work inside my mud:

  System: running on Ultrix Unix

  Driver:  3.1.2 in COMPAT mode with 2.4.5 mudlib

   Now FIRST to the gentleman who told me RENAME can't work
in COMPAT_MODE, well it works ;)

   These are the errors when I tried the game inside the game.

Current object was obj/player#5
1013af85: 374          file_name                 (1)
1013af86: 277      529 string                    (1)
1013af89: 265        1 push_local_variable_lvalue (2)
1013af8b: 307        3 sscanf                    (3)
1013af8d: 270          const1                    (1)
1013af8e: 292          ==                        (2)
1013af8f: 258          jump_when_zero            (1)
1013af9b: 257    14362 jump                      (0)Connection closed by
foreign
 host.
[3]    Illegal instruction  driver 3000 (core dumped)


Any other information gladly given.
Newsgroups: rec.games.mud.admin
Subject: Help for Uconn Mudders
From: kbooth@eagle.wesleyan.edu
Date: 3 Oct 92 11:07:34 EDT
Organization: Wesleyan University




Hi!!

**Warning: I am not a computer person, so Im not quite sure what all of this
means :)***

Im writing on behalf of some Uconn students who would like to *legally* set up
a mud on their system.  They are running on a Vm/Cms Ibm mainframe, with severe
limitations on useage.  Games are strictly prohibited, but a Mud could possibly
be snuck through as an interactive communications experiment or something.
Does anyone have code that can run on one of these beasties?

Also, if that's not an option:
Is there a way to set up a mud via modems, linking directly to someone's
computer?  Admittedly, it would only be accessable by students within the local
area code, but we could live with that.
What kind of machine would be required?  What kind of phone set up?
What kind of software?

and last but not least..What are good FTP sites for mud info besides
caisr2.caisr.cwru.edu?  

Any and all information would be helpful.
Thanks in advance!

Send replies to Kbooth@eagle.wesleyan.edu as I am hardly on the news system.

-DEE (aka Kirra, Dimari, Dragonet, Greneth, Gren......)
From: jimfost@matt.ksu.ksu.edu (Jim Foster)
Newsgroups: rec.games.mud.admin
Subject: Re: Does anyone know.....
Date: 29 Sep 1992 22:27:02 -0500
Organization: Kansas State University
NNTP-Posting-Host: matt.ksu.ksu.edu

Marc Stephens <marc r stephens@um.cc.umich.edu> writes:

>Does anyone know where I can find a MudLib that can be run from a
>Macintosh? I've got MacMud, but now I need the lib. any help would be
>greatly appreciated.

I also would appreciate info along these lines...or any good advice for a neophyte MUDer.

Jim

-- 
Jim Foster                [        The stars are right... Cthulhu in '92!     ]
jimfost@matt.ksu.ksu.edu  [       "Why choose the lesser of three evils?"     ]
Kansas State University   [                                                   ]
From: IK20013@MAINE.MAINE.EDU
Newsgroups: rec.games.mud.admin
Subject: Hippo Meetings...
Date: 28 Sep 92 18:04:35 GMT
Organization: University of Maine System


  Some people out there might remember Hippocrene Meetings
in Pegasus...well, they are back.  For those who have
NO idea what I am talking about...read on...
   Hippocrene Meetings were started a long time ago, and for
some reason it got lost with time.  Well, its time we start it
back up.  For all those that like poetry, reading as well as
writing, will like these Meetings.  For those who rememeber
these meetings and want it to start again...or new people
who are interested in knowing more...Please...mail
me at ik20013@maine.maine.edu  or mail me in Pegasus
itself 128.255.21.78 2001 (name is Dark_Angel)
  I need to know what time is best for most people.  I will post
later on when this is for those who want to join in on the fun.
  Cindy

P.S.  If you want more info.  MAIL ME...I will be HAPPY to answer
any questions.
From: uerics@mcl.ucsb.edu (Eric D. Shepherd)
Newsgroups: rec.games.int-fiction
Subject: zmachine - where do I get it?
Summary: Looking for zmachine
Keywords: zmachine
Date: 3 Oct 92 22:21:36 GMT
Article-I.D.: mcl.uerics.718150896


I'm looking for a copy of zmachine, but can't find it.  If an ftp site
for it was mentioned in earlier posts, I've missed it, and my site has
already cancelled all the articles from more than a couple of days ago.

Where can I get it?

(I've been trying to build the InfoTaskForce interpreter on my system,
but there's a bug in my compiler that causes at least one routine
not to work correctly).  I thought I'd try zmachine and see if it helps.

- Eric S.

--
Eric Shepherd  |  Internet: uerics@mcl.mcl.ucsb.edu  |  AOL: Sheppy
-------- ACM Member ----- Apple II Alliance Charter Member --------
Erroneous statements and inappropriate opinions stated herein are
caused by network glitches and are not attributable to the author.
From: jml12@cunixa.cc.columbia.edu (Jonathan M Lennox)
Newsgroups: rec.games.int-fiction
Subject: Re: Infocom Game Information File
Date: 1 Oct 92 07:05:40 GMT
Reply-To: jml12@cunixa.cc.columbia.edu (Jonathan M Lennox)
Organization: Columbia University

In article <1992Sep29.234620.9643@mailhost.ocs.mq.edu.au> ifarqhar@ocs.mq.edu.au writes:
>Does anyone know anything about ZIL?  It would be fascinating to see
>how they implemented the language, especially after having seen how
>zcode works.  I must admit that I have been fascinated by their
>game implementation for some time, but never expected that their
>story files would be as low-level as they are!  The zcode is practically
>a machine language.

  According to recent postings in alt.folklore.computers, ZIL was a
decendant of MDL, which is what the original Zork was written in.  MDL
(muddle) was apparently a LISPy language, with some features which
later got incorporated in Common LISP.

Jonathan Lennox
From: okes@essex.ac.uk (Oke S)
Newsgroups: rec.games.int-fiction
Subject: Re: The trend in adventure games
Date: 30 Sep 92 15:31:52 GMT
	<92272.212323MBS110@psuvm.psu.edu> <BvCMnp.BI6@rice.edu>
Organization: Department of Computer Science, University of Essex, UK.
In-reply-to: gamble@owlnet.rice.edu's message of 29 Sep 92 16:47:49 GMT

In article <BvCMnp.BI6@rice.edu> gamble@owlnet.rice.edu (Ben Gamble) writes:
| In article <mumble> Norman St. John Polevaulter <MBS110@psuvm.psu.edu> writes:
| |Be fair, though. Graphical adventures aren't ALL bad.
|
| I agree, especially with regard to Space Quest III, and most
| particularly getting into the complex on Pestulon.  Watching the
| Terminator's footsteps sent chills down my spine.

Well I thought SQ3 WAS a bad game. It was far too easy (even for me, and I
admit to being a pretty hopeless player). It seemed to me as if the writers had
written a funny story with the odd puzzle rather than an adventure.

Now if you were to call Manhunter New York or Manhunter San Francisco a good
game I'd agree with you...

--
This signature is copyright 12/6/1992 Simon Oke. All rights reserved. If you
like it and keep a copy for your own use, you owe me $20. Please pass it on
to your friends with all documentation.              Email okes@essex.ac.uk.
----------------------------------------------------------------------------
"Hell's bells!" the machine roared as it plummeted fifteen storeys and
	smashed itself to bits on the ground below.
Newsgroups: rec.games.int-fiction
From: ifarqhar@ocs.mq.edu.au (Ian Farquhar)
Subject: Re: Infocom Game Information File
Reply-To: ifarqhar@ocs.mq.edu.au
Organization: Macquarie University, NSW, Australia.
Date: Tue, 29 Sep 1992 23:46:20 GMT

In article 2@cs.cmu.edu, ddj+@cs.cmu.edu (Doug DeJulio) writes:
> Yow.  We've got two ZIL3 interpreters (zmachine and the InfoTaskForce
> thing), but we NEED a ZIL4 interpreter.  A Mind Forever Voyaging,
> Trinity and Bureaucracy would be playable

Actually, we don't have a ZIL interpreter yet: we have a zcode
interpreter.  ZIL is the Zork Implementation Language, and all the
references I have seen to it describe it as a LISP-like language,
but little else.  I once saw a documentary where one of the Infocom
people (David Lebling, I think) was being interviewed, and was later
shown debugging a bit of code based on a beta-tester's bug report.
From the little I could make out on the monitor, ZIL looked pretty
awful.  I remember little else about the documentary, or indeed, what
he actually said in the interview itself.

Does anyone know anything about ZIL?  It would be fascinating to see
how they implemented the language, especially after having seen how
zcode works.  I must admit that I have been fascinated by their
game implementation for some time, but never expected that their
story files would be as low-level as they are!  The zcode is practically
a machine language.

							Ian.
From: davesimp@ocf.berkeley.edu (David Simpson)
Newsgroups: rec.games.int-fiction
Subject: Re: Guild of Theives
Date: 28 Sep 1992 17:25:16 GMT
Organization: U.C. Berkeley Open Computing Facility
NNTP-Posting-Host: sandstorm.berkeley.edu


>Well , Guild Of Thieves (and all Magnetic Scrolls Adventures) had quite an 
>advanced parser. They were definetly NOT two word commands.
>
>Jim

It looks as if the content of my original message didn't survive the 
thread too well.  I originally asked about Guild of Thieves, which was
one of my favorite games as well.

Then I mention the "Colossal Cave Adventure," which was one of the very
first text-base games.  That is what the previous quote was referring
to when it said "two-word" parser.
Newsgroups: rec.games.int-fiction
From: gamble@owlnet.rice.edu (Ben Gamble)
Subject: Re: New ZORK question : " I got all the... hey!  what's up?"
Organization: Tennessee Ernie Port Authority
Date: Tue, 29 Sep 1992 16:45:19 GMT

In article <mumble> bkeener@cs.ulowell.edu (Brian E. Keener) writes:
|(1) how do you open the jeweled egg without smashing the canary?

Sorry, you're just too damn clumsy.

|(2) how do you get into the secret passage betwixt the Cyclops Room and the
|	Living Room?

Check my .sig...

-- 
Ben Gamble                              B0 f- t+ w- g+ k- s- m- e r-v p
gamble@owlnet.rice.edu 
       Oh ye who go about saying unto each other:  "Hello sailor":
       Dost thou know the magnitude of thy sin before the gods?
From: bblumenf@ems.cdc.com (Robert Blumenfeld)
Newsgroups: rec.games.int-fiction
Subject: Re: Leather Goddess of Phobos II (was Re: Invisiclues)
Keywords: invisiclues
Date: 25 Sep 92 17:00:56 GMT
Reply-To: bblumenf@ems.cdc.com
Distribution: na
Organization: Empros Systems International, a division of CDC

In article <1992Sep24.225510.272@cbnewsm.cb.att.com>, evans1@cbnewsm.cb.att.com (Dan Evans) writes:
|> In article <27178@nntp_server.ems.cdc.com> bblumenf@ems.cdc.com writes:
|> >In article <1992Sep23.185156.23929@leland.Stanford.EDU>, jchokey@leland.Stanford.EDU (James Alexander Chokey) writes:
|> >|> In article <Bv0w0y.IEB@news.cso.uiuc.edu> ftw33616@uxa.cso.uiuc.edu (.) writes:
|> >
|> >I didn't spring for LGOPII, but I did buy LOOM (Lucasfilm) last
|> >Friday.  Finished it on Saturday morning.  Disappointed at the ease.
|> >It was more interactive story (with the emphasis on "story") than a
|> >game. 
|> >
|> 
|> They made it that way on purpose. It's part of their "game design 
|> philosophy". It's in the book. I liked it but I always got stuck on LSL III.
|> You probably like harder games.
|> 
|> Have you tried the Monkey Island series?
|> 
|> 

No, it looked like it was aimed at the younger set (<15), so I never
even considered it. 

I read the Loom book, but I didn't think it would be THAT easy.
Furthermore, I didn't like the way the story took over at critical
points.  To me it's a game for boob-tubers in the fullest sense of 
the word.  It's a pity, too.  I liked the drafts and would
have loved to have a real chance to exercise them.  

From now on I'm going to be leery of any game that comes with a
half-hour introductory audio tape.

-- Bob
From: adam@owlnet.rice.edu (Adam Justin Thornton)
Newsgroups: rec.games.int-fiction
Subject: Re: The Pawn
Date: 29 Sep 92 20:55:45 GMT
Organization: Milo's Meadow

In article <12633@sail.LABS.TEK.COM> toma@sail.labs.tek.com writes:
>In article <9227301.5705@mulga.cs.mu.OZ.AU> moeller@mundil.cs.mu.OZ.AU (Mc Mars) writes:
>>... would allow you to go around the entire game from the
>>beginning, and test out all those "death sequences", without dying.
>
>>I never saw THAT in an Infocom game.
>
>Well, not *quite* the same, but the original "Mainframe" Zork had a debugger,
>ZDT, that had a "no deaths" command. This was great fun as the program
>would joke about your magic powers. You could also travel to any room
>and get any objects you wanted. I liked to take the robot around outside
>its realm.

GDT, actually.  Great Debugging Tool.  I used it to kill the thief ;-).

Adam
-- 
"Man is conceived in sin and born in corruption and he passeth from the
 stink of the didie to the stench of the shroud.  There is _always_
 something." -- Robert Penn Warren | Vote Cthulhu in '92! | adam@rice.edu
If Rice shared my opinions I wouldn't have this disclaimer | 64,928
From: Mike.Hoffmann@ap.mchp.sni.de (Mike Hoffmann)
Newsgroups: rec.games.int-fiction
Subject: Getting LTOI in Germany - HELP!!!
Date: 6 Oct 92 15:57:40 GMT
Organization: Siemens-Nixdorf AG, AP 712

Hi!

Could some kind soul please help a nostalgic fanatic of the good 'ol
Infocom days to get these oft-mentioned Lost Treasures (and the hint book
if it's not included) here in Germany?

I want to run them on my Unix systems (SVR4 and Irix4.x) and to that end
I picked up the zmachine tools from the ftp sites. Now, all I need is the
*.dat files.

How much are they? Is there a way to get them via mail-order and have the
vendor charge your credit card?

HELP!
I'm sick and tired of all these graphics "adventures"! (well OK, I did enjoy
one or two...)

Mike
-- 
Mike Hoffmann, Siemens-Nixdorf AG, SNI AP 712  
INTERNET: Mike.Hoffmann@ap.mchp.sni.de
It would be easy to dismiss the Americans who are fascinated with British 
royalty as nothing but a bunch of brain-dead, no-life celebrity moonies, but 
we must not do this, because one of them is my wife. (Dave Barry)
From: jdevlin@pollux.usc.edu (Joseph T. Devlin)
Newsgroups: rec.games.int-fiction
Subject: Re: The trend in adventure games
Date: 27 Sep 1992 18:33:51 -0700
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: pollux.usc.edu


>I'm starting this thread to talk about the type of game that seems
>to be the norm today. You know the type... big on graphics, big on
>disk space, short on puzzles, short on executable commands.

[Long discussion deleted]

  Yeah, I think it's safe to assume that we're all familiar with these
types of games.  I've got to agree with Jonathon on this.  I can't begin
to express how much enjoyment I got out of the original Infocom games
and even the classics like adventure.  When the emphasis was on clever
puzzles and snazzy command interfaces such that you didn't have to blindly
find the completely obscure word that meant "jump" - that's when life
was fun.
  All these crazy graphic interfaces are so damn limiting both in the
sense that you're forced to swallow someone else's (cheesy) idea of
what this adventure looks like (same as watching _The Hobbit_ cartoon
instead of reading the book.  Who wants to see some schmoe's idea of
what hobbits should look like - I can see them perfectly well in my
mind's eye, thank you) and also the commands then are just too weak.

>What's happening? Do we, the adventure gaming public, actually prefer
>these dinosaurs of graphical adventures to the enjoyable text-based
>adventures of our younger days?

  No! Death to these "dinosaurs of graphical adventures"!
 
> How much longer will we continue to shell out our hard-earned money 
> for a $50.00 adventure game, only to discover that it is trash?

  Now that's crazy - let your friends buy them and then together discover
they're trash (the games not your friends!).

  My $0.02, anyway.

							- Joe

*************************************************************************
Joseph Devlin                      * email: jdevlin@pollux.usc.edu
University of Southern California  *
Department of Computer science     * "I spent four loney days in a
Los Angeles, CA 90089              *  brown LA haze..."  - J.B.
*************************************************************************

  

Newsgroups: rec.games.int-fiction
From: rschaaf@nyx.cs.du.edu (russ schaaf)
Subject: Vocab. Dump for Macs?
Organization: Nyx, Public Access Unix @ U. of Denver Math/CS dept.
Distribution: usa
Date: Sun, 4 Oct 92 19:52:44 GMT



Is there any way to get a vocabulary dump from infocom games for the
macintosh?
It seems to me that the story data is in the data fork of the game, and
would be relativly easy to output to a text file. 
Thank You

Russ Schaaf
rschaaf@imsa.edu
From: adam@owlnet.rice.edu (Adam Justin Thornton)
Subject: Re: Asylum (was Re: Top 10 Adventures)
Organization: Milo's Meadow
Date: Fri, 2 Oct 1992 03:45:55 GMT

"Deathmaze 5000" was, on my apple, called "Deathmaze 2000".  BUT HOW THE HELL
DID YOU GET ANYWHERE IN IT?  I never figured out the calculator.  Or the Byrds.
Or how to get past the guilliotine.  Does a solution exist anywhere?

Adam
-- 
"Man is conceived in sin and born in corruption and he passeth from the
 stink of the didie to the stench of the shroud.  There is _always_
 something." -- Robert Penn Warren | Vote Cthulhu in '92! | adam@rice.edu
If Rice shared my opinions I wouldn't have this disclaimer | 64,928
Newsgroups: rec.games.int-fiction
From: trump@leland.Stanford.EDU (Michael Jason Lewis)
Subject: Re: ending of Sorcerer 101
Keywords: ending  
Organization: DSG, Stanford University, CA 94305, USA
Date: Mon, 5 Oct 92 08:28:37 GMT

In article <4OCT199218183961@zeus.tamu.edu> fts5792@zeus.tamu.edu (SRONCE, FRANK T) writes:
>Well, I too like the Legend system of combining text and graphics.
>
>And Sorcerer 101 is very cute and lots of fun, although shorter than I had
>hoped it would be.
>
>Unfortunately, I am stuck at the very, very end, when you have to make 
>(I believe it was) 3 moves in 2 turns or something similar...
>
>I have been completely unable to find a solution, and would appreciate any clues
>or hints available. I don't want an outright answer unless the solution is too
>simple to hint at without revealing it.
>
Have you looked at the painting on the wall?  (God, but it's been a long time
since I solved this.)  Doesn't it seem like it should be useful somehow?  At
least for Artistic value, if nothing else.

- Mike
trump@leland.stanford.edu

Newsgroups: rec.games.int-fiction
From: pds@lemming.webo.dg.com (Paul D. Smith)
Subject: Re: Asylum (was Re: Top 10 Adventures)
Date: 05 Oct 92 16:14:40 GMT
	<librik.717979171@cory.Berkeley.EDU>
	<xeno.717994955@pv34ad.vincent.iastate.edu> <BvH6GJ.75F@rice.edu>
Organization: NSDD/ONSD, Data General Corp., Westboro, MA

[] Regarding Re: Asylum (was Re: Top 10 Adventures);
[] adam@owlnet.rice.edu (Adam Justin Thornton) writes:

    ajt> "Deathmaze 5000" was, on my apple, called "Deathmaze 2000".
    ajt> BUT HOW THE HELL DID YOU GET ANYWHERE IN IT?  I never figured
    ajt> out the calculator.  Or the Byrds.  Or how to get past the
    ajt> guilliotine.  Does a solution exist anywhere?

I solved it but have forgotten most of it--my TRS-80 died making the
trip to college :(

However, as I recall the guilliotine solution was: "don't go there".
You just had to avoid going down that hall: there was no need to I
don't think.

The Byrds solution (I assume you mean "turn turn turn") was turn 5
times left, then 4 times right, then 3 times left (or did you start
right?)... anyway, I don't think it was 6 6 6 as previously posted.
The clue was in the number of times "turn" appeared on the wall (I
think...)

Heck, those were some of the easier puzzles :)  Sure wish I could
remember more of that game.  I'll have to go dredge out my maps and
see if something rings a bell ...
--

                                                                paul
-----
 ------------------------------------------------------------------
| Paul D. Smith                          |    paul_smith@dg.com    |
| Data General Corp.                     | pds@lemming.webo.dg.com |
| Network Systems Development Division   |                         |
| Open Network Systems Development       |   "Pretty Damn S..."    |
 ------------------------------------------------------------------
Newsgroups: rec.games.int-fiction
From: gamble@owlnet.rice.edu (Ben Gamble)
Subject: Re: Guild of Theives
Organization: Tennessee Ernie Port Authority
Date: Tue, 29 Sep 1992 16:35:12 GMT

In article <mumble> salim@tigger.cs.Colorado.EDU (Salim Alam) writes:
|In article <1992Sep25.012414.21353@pasteur.Berkeley.EDU> c60c-2gf@web-4a.berkeley.edu () writes:
|>
|>Actually, what was the first text game?  I came accross a version of 
|>the "Collosal (sp?) Cave Adventure" for Microsoft Windows, the other
|
|Yes, it is one of the oldies!

THE oldie.  Yes, the first one.  I'll ask around for the dates and
stuff, but Adventure and Dungeon (later to become Zork) were the first
two, and Adventure predated Dungeon by a pretty healthy margin, as I
remember.

-- 
Ben Gamble                              B0 f- t+ w- g+ k- s- m- e r-v p
gamble@owlnet.rice.edu 
       Oh ye who go about saying unto each other:  "Hello sailor":
       Dost thou know the magnitude of thy sin before the gods?
Newsgroups: rec.games.int-fiction,comp.sys.ibm.pc.games