| GENERAL I-F INSTRUCTIONS | |
| ------------------------ | |
| [NOTE: Some of the conventions described in this file are unique to TAPESTRY.] | |
| WHAT IS INTERACTIVE FICTION? | |
| I-F is a story in which you are the main character, the flow and | |
| direction of the story is dictated by YOUR actions. This story is "written" | |
| via a dialogue between you and the computer. The computer describes your | |
| surroundings and the situation you find yourself in. You, in turn, respond | |
| by telling the computer what you wish to do. The computer then responds with | |
| the consequences of those actions, and so on... | |
| BASIC INTERFACE | |
| Below is an example of what you might see when reading a work of interactive- | |
| fiction: | |
| DEEPER IN THE CATACOMBS | |
| Your intoxicated brain whirls a bit as you make your way down the winding | |
| staircase. To either side lie the long-dead and decomposing bodies of the | |
| Montressor family. The air here is slightly damper than above, and smells | |
| faintly of rot and, oddly enough, roses. | |
| The long and twisting stairs lead upwards and a slight side-passage can be | |
| seen to the east. | |
| "Come, my friend," says Montressor, pulling at your hand and guiding you | |
| towards the passage. "The cask...the casks awaits." | |
| > ASK MONTRESSOR ABOUT THE CASK | |
| The greater-than symbol at the bottom is the computer's way of saying "What | |
| do you want to do now?" As you can see, the person reading the story has | |
| decided to try asking Montressor what he is talking about. | |
| Time in an interactive-fiction story stops when the symbol appears. It only | |
| continues when you have completed typing in your response and pressed the | |
| RETURN key. So, you can sit and think about what you want to do next for as | |
| long as you want. | |
| You can make time pass in a game without doing anything at all (if, for | |
| example, you wanted to see what Montressor would do next before taking | |
| action...) by simply typing WAIT. | |
| BASIC COMMANDS | |
| You, the main character, can take any number of actions within the context | |
| of the story. The most common action is that of movement. To move to | |
| another location within the story, simply type the direction you wish to | |
| go. Compass directions (north, south, east, west, northeast, southeast, | |
| southwest, northwest), up, down, in and out are all valid movement commands. | |
| LOOK is an important command, as it describes your immediate surrounds. | |
| EXAMINE allows you to look closer at an object nearby. If you choose, you | |
| can try TAKE, and pick it up. To get a list of what you're holding, use | |
| the INVENTORY command. And if you find that you don't want to carry an | |
| object any longer, DROP it. | |
| LIVING THINGS | |
| Many interactive-fiction tales contain NPCs (Non-Player Characters) with | |
| which you, as the main character, can interact with. There are several | |
| conventions in talking with NPCs. The ASK and TELL verbs can be used | |
| to exchange information, as in: | |
| Linus is here, pacing fretfully. | |
| > ASK LINUS ABOUT HIMSELF | |
| He looks at you, then shakes his head. "It's Susan. She's been gone for | |
| two hours and I haven't heard a word." | |
| > TELL LINUS ABOUT SUSAN | |
| "What about Susan? Do you know where she's gone?" | |
| > TELL LINUS ABOUT THE CAMPING TRIP | |
| Linus's eyes go wide, then he smiles. "Of course! I'd totally forgotten! | |
| Thank you!" | |
| Commands can be given to NPCs by addressing them directly, for example: | |
| You leap into the nearest cab. As you do, the cabbie turns around and sneers. | |
| "Where to...?" | |
| > CABBIE, TAKE ME TO WASHINGTON SQUARE PARK | |
| "You got it," he responds, slaming down upon both the meter-flag and the | |
| gas pedal simultaneously. | |
| Questions can be answered using the SAY verb: | |
| Cynthia is here, looking pensive. | |
| > ASK CYNTHIA ABOUT HERSELF | |
| She sighs deeply. "I've been looking everywhere for my grandmother's brooch. | |
| You haven't seen it have you?" | |
| > SAY YES TO CYNTHIA | |
| Her eyes widen. "Really? Where?" | |
| > SAY THE ATTIC TO CYNTHIA | |
| "Oh! I must go get it immediately!" she cries as she runs up the stairs. | |
| REFERENCES | |
| Sometimes you'll come across references such as books and papers. Interaction | |
| with them goes something like this: | |
| Your thesis papers lie here in disarray. | |
| > EXAMINE MY THESIS PAPERS | |
| They're in a horrendous pile, a mocking reminder of how disorganized you are. | |
| > READ THE PAPERS | |
| Futile sifting through the papers, you remember that they're (vaguely) | |
| organized into the introduction, the main paper, and the conclusion. | |
| > LOOK UP THE INTRODUCTION IN THE THESIS PAPERS | |
| Sifting through the papers once more, you find the introduction and read | |
| through it. Seems good enough... | |
| > READ THE MAIN PAPER | |
| *YAWN* This'll take forever, and you remember Cynthia reading through it | |
| earlier. She said it was fine. Might as well hand it in as-is. | |
| > EXAMINE THE CONCLUSION | |
| La-la-la. Sift-sift-sift. Sort-sort-sort. Now where is that conclusion...? | |
| Ten slight-more-frantic minutes later you realize that the conclusion is | |
| missing! | |
| Note that LOOK UP, READ, and EXAMINE are all valid ways off examining | |
| sections and topics within a reference. | |
| TELEPHONES | |
| Telephones in TAPESTRY are handled like this: | |
| Your old rotary phone lies on the table next to your phone book. | |
| > TAKE THE PHONE BOOK | |
| Taken. | |
| > READ IT | |
| Hmm...unlike the telephone it's brand-new. You only have two numbers in it: | |
| Linus and Cynthia. | |
| > CALL CYNTHIA | |
| The phone rings a few times, but there's no answer. | |
| > CALL PIZZA HUT | |
| You don't know that phone number. | |
| > CALL LINUS | |
| The phone rings a moment, then picks up. | |
| "Hello?" | |
| "Hi, Linus? It's me." | |
| "Hey! What's up?" | |
| > ASK LINUS ABOUT PIZZA HUT | |
| Linus laughs. "You don't know the number? Hold on, I'll look it up." | |
| There's silence for a moment, then Linus gets back on the line and gives | |
| you the number. | |
| "Thanks, Linus. You're a lifesaver." | |
| "No prob. Anything else?" | |
| > HANG UP | |
| You hang up the phone. | |
| > DIAL PIZZA HUT | |
| You dial the number Linus gave you. The phone rings a moment, then the | |
| line picks up. | |
| "Hello, Stevenson's Mortuary. How may I help you?" | |
| As you can see DIAL and CALL can be used to contact a person or location | |
| you know the number for. Once a person has been reached, they can be | |
| communicated with as if they were standing right there. and the HANG UP | |
| command hangs up the phone when you're finished. | |
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