HDTenEightyP/NetNews huggingface dataset:
From: greg@Quotron.COM (Greg "Maddog" Knauss)
Subject: Re: A new idea for items in TADS
Organization: Quotron System, Inc.
Date: Fri, 20 Nov 1992 20:39:36 GMT

dmb@xbar.ai.mit.edu (David Baggett) writes:

>Perhaps collectively we could come up with a standard extension to the
>item class that would do what you've described.  (Shouldn't be too
>hard, but there may be some little issues we haven't though of.)

I implemented "heredesc"s in an adventure I was writing billions and
billions of years ago as just a flag in the object structure.  The parser
would recognize any use of the object and mark it as "referenced," leaving
the look routine to pick one of the two descriptions while displaying the
room text.
	I know you can't go playing with the TADS parser, but you should be
able to tell the first time the player references an object, right?  (My
TADS, and my OO coding in general, have been picked up almost entirely from
this group...  Forgive any weenie assumptions.)
	As for hidden problems, nope, there wasn't a one.  And it makes
room descriptions much more natural:

	> This is a rapidly decaying mine shaft, a splintered and rotting
	> wooden beam the only thing that keeps the ceiling up.  Dirty
	> wather drips from cracks overhead.
	>
	> There is a rope here.

versus

	> This is a rapidly decaying mine shaft, a splintered and rotting
	> wooden beam the only thing that keeps the ceiling up.  Dirty
	> wather drips from cracks overhead.
	>
	> Coiled on the floor, under a thick layer of dust, is an old,
	> fraying rope.
--
Greg Knauss (greg@quotron.com)                       "Llamas, dammit!  Llamas!"
From: mollems@wkuvx1.bitnet (Molley the Mage)
Newsgroups: rec.games.int-fiction
Subject: A new idea for items in TADS
Date: 19 Nov 92 12:27:23 CST
Organization: Cthulhu 1992 Campaign HQ

On the subject of implementing neat tricks in TADS, one of my favorite
things about the old Infocom games was that the first time you saw an
object, before you ever picked it up, it would have its own little
description of how and where it was.  Thus, if there was a key lying
on a dusty floor in a Grecian temple, you might see the following
description:

Grecian Temple
	This is the central room of the temmple, marble columns rising
all around you.  The main dome arches above you, giving you a sense of
extreme insignificance before the huge renderings of the gods staring
down at you from its makeshift firmament.
	Horrors!  It seems as though the disciples of the renegade god
Acme have been here before you!  Lying on the ground, in the dust of
ages, is a Spamm (tm) Kee!
	( with apologies to Mssrs. Leary and Baggett :-) )

Currently, under TADS, an ITEM lying on the ground like that is simply
given the text "You see a Spamm (tm) Kee here."  This isn't the fault
of TADS, of course, since it's not the compiler's job to write text
for us.  However, I've been tinkering with ADV.T, and have worked out
a way to give ITEMS a "heredesc" which is only valid until the item
has been taken.  Once the player has picked up and dropped the Spamm
(tm) Kee again, the description reverts to the standard "There's a
<WHATEVER> here."

The trick is creating a class:

class longitem : item
	islongitem = true
;

then, in ADV.T, I change the listcont () function to say something to
the effect that if thing.islongitem, print its longdesc instead of
"you see <<thing.adesc>> here."  Thus, the Spamm (tm) Kee above could
be done like so:

spamkey : longitem
	noun = 'key' 'kee'
	adjective = 'spam' 'spamm'
	sdesc = "Spamm (tm) Kee"
	thedesc = "the Spamm (tm) Kee"
	ldesc = "It seems to be made of an imitation meat product, yet
another innovation from the folks at Acme."
	longdesc = "Oh no!  It seems as though the disciples of the
renegade god Acme have been here before you!  Lying on the ground in
the dust of ages you see a Spamm (tm) Kee!"
... et cetera

finally, changing the general doTake action of ADV.T to revert the
item to normal status once it's been taken:

	...
	if (do.islongitem)
		do.islongitem := nil;
	...

I believe this covers all the angles.  What do you folks think about
this?  Note that I haven't actually DONE it yet, since I just thought
of it, but I decided to go ahead and share it :-)

Sean 
---
M. Sean Molley, CS Department, Western Kentucky University, Bowling Green, KY
RealSpace - (502) 745-4027 |   "When push comes to shove, push and shove."
All flames and other heavy ordnance should be fired at  MOLLEMS@WKUVX1.BITNET
Organization: Freshman, CIT general, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.int-fiction
Date: Tue, 17 Nov 1992 08:17:19 -0500 
From: "Jordan M. Wolbrum" <jw67+@andrew.cmu.edu>
Subject: Re: Infocom Books
	<1992Nov17.070751.24828@ils.nwu.edu>

There's an Enchanter book and a Zork book, both novels as opposed to
choose your own path books.  I liked them both, but you have to
appreciate bad puns to enjoy them IMO.  Enchanter had a cool plot, this
kid had to fight the Unseen Terror(remember it from Enchanter?). 
Supposedly, it's prison was weakened in the neophyte mage's blundering
in Krill's fortress, and now it has taken over Miznia and the
Southlands.  I always liked the spell descriptions, even the funny ones
like FILFRE, so I really loved Enchanter.
I also missed infocom games, so I had to read these books!
Has anyone here ever played the Sorcerer 101 game?  It's really funny,
and is almost just like the Zork Zero in parser acceptance, type of
puzzle, etc.  I heard 201 came out, but I haven't had the time or money.
 If you've played 201, tell me what you thought.  If not, try it.  If
it's even half as good as the first one, it's worth it.
Newsgroups: rec.games.int-fiction
From: blum@medici.ils.nwu.edu (Dan Blum)
Subject: Re: New "Infocom" Games: Just what the heck is going on?
Reply-To: blum@ils.nwu.edu
Organization: The Institute for the Learning Sciences
X-Newsreader: TIN [version 1.1 PL6]
Date: Wed, 18 Nov 1992 01:46:17 GMT

Spellcasting 201 (and 101, 301, Gateway, and Timequest) are published
by Legend, which has no connection with Infocom.  However, a few old
Infocom people (Steve Meretzky, for instance) design their games
(along with some non-Infocom people, of course).  The games I have
played are pretty good, but too easy (then again, I thought that about
some Infocom products as well - Stationfall and Bureaucracy leap to
mind).  Leather Goddesses II is published by whoever owns Infocom now,
and sounds fairly mediocre.  This is the first I've heard of Return to Zork.

--
_____________________________________________________________________
Dan Blum           Institute for the Learning Sciences   Room 327
blum@ils.nwu.edu   1890 Maple Ave., Evanston, IL 60201   708-467-2306

 He thought he saw an Argument
 that proved he was the Pope;
 he looked again and found it was
 a Bar of Mottled Soap.
"A fact so dread,"
 he faintly said,
"extinguishes all hope!"
____________________________________________________________________
Newsgroups: rec.games.int-fiction
From: zelevin@athena.mit.edu (Vladimir V Zelevinsky)
Subject: Where can I get a fuse in DSD?
Keywords: deep space drifter
Organization: Massachusetts Institute of Technology
Date: Wed, 18 Nov 1992 16:06:55 GMT

Completely stuck in DSD.  I need an unblown BlowMaster 2000 (tm),
top-of-line model (translating into English, a fuse).
I think I have everything (vacuum cleaner, the blown fuse, etc).

The second problem (maybe connected with the first one) is, how can
I open the drawer in the desk in one of the bedrooms - or is it just
a red herring?


--

Newsgroups: rec.games.int-fiction
From: trump@leland.Stanford.EDU (Michael Jason Lewis)
Subject: Re: New "Infocom" Games: Just what the heck is going on?
Organization: DSG, Stanford University, CA 94305, USA
Date: Wed, 18 Nov 92 00:20:42 GMT

In article <1992Nov17.222228.11458@mail.cornell.edu> Dave Horlick <drh2@cornell.edu> writes:
>Who knows anything about Return to Zork, Leather Goddesses of Phobos II:
>the Pulsating Inconvenience from Planet X, or this Sorceror 201 thing?
>Has anyone played these? Are they any good?

RTZ:  Dunno.  Never heard of it.

LGoP2:  Gas Pump Girls:  It's out on the IBM.  Haven't played it or really 
looked at it, so I don't know much about it.  I think it is text/graphics.

Spellcasting 101:  Sorecerers Get All the Girls
Spellcasting 201:  Sophomore Year (?)
Spellcasting 301:  Spring Break

Only played 101.  It is text/graphics.  It is also really, really well done.
It's put out by Legend, whose chief programmer (at least for this project) is
(ta-da!) Steve Meretzky.  So you know it's gotta be good.  Legend has a 1-900
line set up for hints, or at least they used to.  It's a hard game--not on the
level of Spellbreaker, but it's tough.

- Mike Lewis
trump@leland.stanford.edu
From: gxs11@po.CWRU.Edu (Gary Stonum)
Newsgroups: rec.games.int-fiction
Subject: Re: Where can I get a fuse in DSD?
Date: 18 Nov 1992 18:20:23 GMT
Organization: Case Western Reserve University, Cleveland, OH (USA)
Reply-To: gxs11@po.CWRU.Edu (Gary Stonum)
NNTP-Posting-Host: slc12.ins.cwru.edu


In a previous article, zelevin@athena.mit.edu (Vladimir V Zelevinsky) says:

>Completely stuck in DSD.  I need an unblown BlowMaster 2000 (tm),
>top-of-line model (translating into English, a fuse).
>I think I have everything (vacuum cleaner, the blown fuse, etc).

Hey, this is the first time I can remember being able to answer
such a request with a clue rather than a plain answer.



MILD SPOILER 

^L







Maybe you already have the fuse.  Have you been able to
get other electrical equipment working?
Newsgroups: rec.games.int-fiction
From: c164-aa@po.berkeley.edu (Paul DuBois)
Subject: Re: TADS fragment & moaning
Organization: University of California, at Berkeley
Date: Sun, 15 Nov 1992 22:48:02 GMT

Russell L. Bryan <rbryan@Mail.trincoll.edu> writes:

>In article Tommy Nordgren, f85-tno@nada.kth.se writes:
>>	For an example, try implementing the following commands, based on
>>infocoms Enchanter.
>>	Frotz cup.
>>	Cast the frotz spell on the cup.
>>	Enchant the cup with the frotz spell. 

>Although I haven't tried the above myself, I do know of one person who
>attempted to write an Enchanter-like magic interface.  He found it
>exceptionally difficult.  In particular, the command "gnusto frotz"
>(inscribe something into your spell book) was inaccessible because it
>required a word to be referred to as both a verb and a noun, which is
>not, as far as I know, acceptable to TADS, even after modifying ADV.T.

It sounds like a command preprocessor would be a rather useful thing in
these circumstances, i.e. to transform
	(SPELL . rest)
to
	(if (null? rest)
            `(cast ,SPELL)
	    `(cast ,SPELL on ,@rest))

to use pseudo-scheme notation.

This is not an elegant solution, but it seems like it would be a bit more
elegant than wrestling with the parser.
--
Paul DuBois				   Permanent: pdubois@soda.berkeley.edu
  If you call this a short .sig, you oppose its reality.  If you do not call
  it a short .sig, you ignore the fact.  Now what do you wish to call this?
From: mollems@wkuvx1.bitnet (Molley the Mage)
Newsgroups: rec.games.int-fiction
Subject: Re: Trinity: Problems
Date: 20 Nov 92 10:55:28 CST
Organization: Procrastinators Unlim

In article <glover.722141009@sgi.elec.uq.oz.au>, glover@sgi.elec.uq.oz.au (Stuart Glover) writes:
> Hi there,
>          Thanks to all those who relpied to my last post.  I've come
> quite a way since them but am still having problems.  Any help would
> be greatly appreciated, although I would prefer minor spoilers to 
> put me in the right direction.
> 
> I'll give a brief description of what I have done.
> 
> I have managed to control the sundial. I have manged to get the lizard,
> milk, the honey have combined them to  get the emerald.  Now for the 
> Questions.
> 
> 1) What do I do now? All visible mushrooms have no doors on them, except
> for the one that leads to arctic (where the lemmings are).

NOTE:  From here on out, there are mild spoilers.  You have been
warned.

You cannot complete the game without going through *all* the mushroom
doors.
 
> 2) I can get the lemming but this means freeing the bird, so I am not sure 
> if this is the right thing to do.

Well, you've created the emerald, right?  Who did you get the recipe
from?  Doesn't that individual deserve some kind of reward?
 
> 3) The book says something about the bird keeper.  Who is he and 
> if he exists where is he??

The book also mentions "Wabewalker."  Have you figured out who that is
yet?  (The birdkeeper doesn't ever appear in the game.)
 
> 4) What is the spade for??

The spade is useful when you need a little extra leverage.
 
> 5) Is the sculpture useful?

It's pleasant to look at, but serves no practical purpose, except to
give you a hint that you've reversed the orientation of the world by
going through the loop.
 
> Any help with these Q's would be greatly appreciated, but I would prefer
> minor spoilers.
> 
> Thanks in advance.
> 
> Stuart Glover
> 
> --
> 
> glover@s1.elec.uq.oz.au
--
Sean 
---
M. Sean Molley, CS Department, Western Kentucky University, Bowling Green, KY
RealSpace - (502) 745-4027 |   "When push comes to shove, push and shove."
All flames and other heavy ordnance should be fired at  MOLLEMS@WKUVX1.BITNET
Newsgroups: rec.games.int-fiction,rec.arts.int-fiction
From: daroloso@math.uwaterloo.ca (Dani A. Roloson)
Subject: Re: TADS 2.0 - Press Release
Organization: University of Waterloo
Date: Thu, 19 Nov 1992 15:44:18 GMT



For people new to the Text Adventure Development System, TADS is
a language for developing high-quality text adventure games.  TADS
uses a C-like object-oriented language.  The system includes a
compiler, run-time, and source-level debugger.  It also includes
the source code for a large sample game, and a large set of standard
adventure classes that can be used as-is or customized.

TADS is shareware.  The Debugger and the printed, 240-page Author's
Manual, plus the latest software, are included with the registration
price of US$40 (plus California sales tax for California residents,
and $3 for shipping and handling within the US and Canada, or $8 for
international air mail).  If you register "Deep Space Drifter" (our
shareware game written with TADS) at the same time, the total is
only $50 (plus tax and S&H) - the source code for Deep Space Drifter
is included when you register the game.  For more information:

   BBS:        415 493 2420 (set modem to 14400-N-8-1)
   CompuServe: 73737,417
   GEnie:      M.ROBERTS10
   Internet:   73737.417@compuserve.com
   US Mail:    High Energy Software, PO Box 50422, Palo Alto, CA 94303
From: trombley-sarah@yale.edu (Sarah Trombley)
Newsgroups: rec.games.int-fiction
Subject: Silly Deep Space Drifter Question
Date: 22 Nov 1992 14:27:03 -0500
Organization: Yale University Science & Engineering UNIX(tm), Classics Fifth Column, New Haven, CT 06520-2158
Distribution: world
NNTP-Posting-Host: minerva.cis.yale.edu


	As the subject line indicates, I'm poking through Deep Space
Drifter and I have an exceedingly silly question.  How does one manipulate
the keypad on the console in the computer room?  I've tried every sort of
combination of "touch," "push," "enter," "button," "keypad," "number,"
etc. that I can think of, but I'm having no luck...


-- 
Sarah Trombley                                       trombley-sarah@yale.edu
"I try to know what I need to know.  I make sure to know what I want to know."
From: tehyang@sal-sun21.usc.edu (Teh Kao Yang)
Newsgroups: rec.games.int-fiction
Subject: Re: Old Apple II Interactive Fiction
Date: 23 Nov 1992 18:44:36 -0800
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: sal-sun21.usc.edu

In article <1992Nov24.084510.13329@phillip.edu.au> t9114145@phillip.edu.au writes:
>
>Not really adventures, but two other favorites were Bilestoad (big guys
>fighting with axes) and Randam (a bit like robotron). No-one seems to know
>these games when I mention them. Don't forget Choplifter.
>

I'm sorry if this thread is starting to go off the topic of interactive fiction
but I feel like reminiscing...

Yes I do remember Bilestoad! Great game! Real bloody and violent! Didn't 
Datasoft do it? Choplifter was great too. But my favorite "BRUN FILENAME"
game has got to be Star Cruiser. And how about Dung Beetles, Sneakers, and 
Shamus? 

-Teh Kao

Newsgroups: rec.games.int-fiction
From: amead@s.psych.uiuc.edu (Alan Mead)
Subject: TADS: reachable list problems
Organization: UIUC Department of Psychology
Date: Thu, 19 Nov 1992 04:51:32 GMT

I'm implementing an office; it has a chair, desk and file cabinet.  The
desk has a drawer and I'm having trouble.

One problem is I cannot get the reachable list to include the contents of
of drawer.  I can put AN item into the list, but I cannot do something like:

reachable = [ desk drawer cabinet ] + cabinet.contents + drawer.contents

or

reachable = { [desk drawer cabinet ] + cabinet.contents + drawer.contents; }

Second problem: I have a files fixeditem located in the file cabinet, but (1)
the cabinet ldesc lists the contents of the cabinet, even when closed, and (2)
doesn't count the files object ("The file cabinet is closed.  It is empty.").

Thanks.

-alan mead
From: dag@hpsemc.cup.hp.com (David A Graves)
Date: Fri, 20 Nov 1992 19:16:46 GMT
Subject: Re: Infocom Books
Organization: HP VAB Programs
Newsgroups: rec.games.int-fiction

Russell Hoore asked:  

> Could one of the Infocom historians enlighten me as to the story of Infocom
> books?

The books were written by a writer at Infocom.  S. Eric Meretzky (the author
of the books) is Steve Meretzky, author of the Infocom games Planetfall,
Sorcerer, Hitchhiker's Guide (co-author), A Mind Forever Voyaging, Leather
Goddesses, Stationfall, and Zork Zero.

> So which is the real Zork?

The "real" Zork is the computer game.  The books were written after the fact.

> Were there other books for the Enchanter series?

Nope.  There were four Zork books, based on the three Zork games.

> The book is obviously a childrens' book - why do so many adults enjoy the
> computerised version?

The books were focused on a younger audience, apparently because only young
people are interested in "paper IF".  The Zork games had more of an adult
appeal.  It seems to me that the Zork books were intended to get young people
interested in IF and the Zork subculture, thus helping bring a new generation
of Infocom game players.

I enjoy reading these books to my daughter, who then makes the choice on which
page to turn to. "Let's not take the path with all the leaves on it, Dad.
That way seems kind of scary."
From: mollems@wkuvx1.bitnet (Molley the Mage)
Newsgroups: rec.games.int-fiction
Subject: Re: Old Apple II Interactive Fiction
Date: 23 Nov 92 12:00:24 CST
Organization: Procrastinators Unlim


I most certainly remember Gruds in Space, it occupied my time for
quite a while many years ago... it remains one of my all-time
favorites.

As for the "one where you had to go to Hell and kill Hitler," are you
referring to Mindwheel (I believe that's what it was called) which was
one where you adventured in the minds of three other people in search
for the key to saving humanity?  I've still got that (text-only) game,
as well as the mini-novel which came with it...

Sean 
---
M. Sean Molley, CS Department, Western Kentucky University, Bowling Green, KY
RealSpace - (502) 745-4027 |   "When push comes to shove, push and shove."
All flames and other heavy ordnance should be fired at  MOLLEMS@WKUVX1.BITNET
Newsgroups: rec.games.int-fiction
From: rdippold@qualcom.qualcomm.com (Ron Dippold)
Subject: Re: Old Apple II Interactive Fiction
Organization: Qualcomm, Inc., San Diego, CA
Date: Tue, 24 Nov 1992 04:26:29 GMT

tehyang@aludra.usc.edu (Teh Kao Yang) writes:
>Wizard and Princess							
>Cranston Manor (<- one of my favorites)
>Sherwood Forest
>Escape from Rungistan(?)
>Alpine Encounter
>Gruds in Space
>Devil's Forge
>Tass Times in Tonetown
>Borrowed Time
>Dark Crystal

>I can't believe these are the only ones I can remember now... there were so
>many, but I can't remember their names. There was a really good one where you
>are sent to hell to defeat Hitler

Mindwheel.

Here's some more for thought:

Aztec (more arcade, but killer)
Ulysses
Caves of Olympus
Infidel
Witness
Critical Mass
Interstellar Sharks
Empire: World Builders
Xyphus
Galactic Trader (DOS 3.2)
Galactic Empire (DOS 3.2)
Escape from Rungistan (First adventure I ever beat)
Dunzhin
Stone of Sisyphus (eauck!  Lame)
Curse of Crowley Manor
Mask of the Sun
Prisoner
Prisoner 2 (strange)
Apventure to Atlantis (killer)
Alkabeth (pre-Ultima)
Blade of Blackpool
Morloc's Tower
Microbe
Transylvania (I, II, III)
Swordthrust (and all the Eamons)
The Incredible Hulk
Death in the Carribean
Secret Agent: Mission 1
Crypt of Medea (great death scenes!)
Wizardry (and sequels)
All the Ultimas...
Ali Baba (killer killer killer!)
Race for Midnight (cheezy)
Telengard
Masquerade
Voyage of the Valkyrie
Robot Odyssey I (killer)
Serpent's Star
Coveted Mirror
Softporn (Yes!  Leisure Suit Larry 0)
Questron
Expedition Amazon
Theseus and the Minotaur (hiss)
Crime and Punishment
Fahrenheit 451
The Standing Stones
Seven Cities of Gold
Shadowkeep
Beneath Apple Manor (original and graphical)
Adventure Construction Set
Wilderness - Sierra Nevada Adventure
Empire III - Armageddon
Rendezvous with Rama
Bard's Tale
Below the Root (awesome, had to finish this one)
Phantasie (I, II)
The Quest
Kabul Spy
RingQuest
Wizard's Crown
James Bond - A View to a Kill
The Hobbit
Operation Apocalypse
Cyborg
The Shard of Spring
Murder on the Mississippi
Cosmic Balance
Return of Heracles (another Scott Smith)
Survival
Imperium Galacticum
Time Zone (Huge!  12 sides)
Moebius: The Orb of Celestial Harmony (awesome)
Moebius II: Windwalker (awesome)
Alternate Reality: The Dungeon and The City
Might and Magic
Expedition Amazon
Mind Shadow
Dunjunquest - Temple of Aphshai
Hellfire Warrior
Sherlock Holmes: Another Bow
Sun Dog (yes yes yes yes!)
Auto Duel
Star Trek: The Kobayishi Alternative
Lords of Conquest
Universe II
Portal
Sherlock
Demon's Winter
2400 AD
Zubran the Explorer
Time of Lore
Star Trek: First Contact
Shadows of Mordor
Eternal Dagger
Deathlord
Legend of Blacksilver
Muryaden
Castles and Kings
King's Bounty
Breakers
Crack of Doom
Corruption
Lost Ark of the Covenant
Space Rogue
Bronze Dragon
Wasteland (yes! too bad the sequel sucked)


-- 
Only fools are quoted. -- Anonymous
From: yjc@po.cwru.edu (Jerome Chan)
Newsgroups: rec.games.int-fiction
Subject: Re: Old Apple II Interactive Fiction
Followup-To: rec.games.int-fiction
Date: 24 Nov 1992 03:28:19 GMT
Organization: The Tofu Society of Singapore
Distribution: world
NNTP-Posting-Host: b61539.student.cwru.edu

In article <1es4ukINNora@sal-sun21.usc.edu>, tehyang@sal-sun21.usc.edu (Teh
Kao Yang) wrote:

> Yes I do remember Bilestoad! Great game! Real bloody and violent! Didn't 
> Datasoft do it? Choplifter was great too. But my favorite "BRUN FILENAME"
> game has got to be Star Cruiser. And how about Dung Beetles, Sneakers, and 
> Shamus? 
> 
> -Teh Kao

Bilestoad is coming out for the Macintosh. I've not heard of Star Cruiser.
Dung Beetles make my eyes squint. 

Since this is rec.games.int-fiction...
Has anyone _solved_ Scott Adam's The Count?! I've been thinking about it
for years now...

---
The Evil Tofu
From: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Newsgroups: rec.games.int-fiction
Subject: Re: New "Infocom" Games: Just what the heck is going on?
Date: 18 Nov 92 21:27:49 GMT
Reply-To: jmkaraka@eos.ncsu.edu (JOHN MARTIN KARAKASH)
Organization: North Carolina State University, Project Eos
Originator: jmkaraka@c00801-247dan.eos.ncsu.edu


|>>Who knows anything about Return to Zork, Leather Goddesses of Phobos II:
|>>the Pulsating Inconvenience from Planet X, or this Sorceror 201 thing?
|>>Has anyone played these? Are they any good?
|>
	Return to Zork - not played it..... yet
	LGoP II        - sucks badly, avoid at all costs
	Sorcerer 201   - very good (not infocom, though)
		Also try Sorceror 101!


-john-
Newsgroups: rec.games.int-fiction,rec.arts.int-fiction