| Subject: Announcing: Fyleet, Crobe, Sangraal | |
| Date: Tue, 24 Aug 1999 00:30:11 +0100 | |
| From: Graham Nelson <graham@gnelson.demon.co.uk> | |
| Newsgroups: rec.arts.int-fiction,rec.games.int-fiction | |
| Announcement: Three lost games restored: Fyleet, Crobe, Sangraal | |
| ---------------------------------------------------------------- | |
| The central computer of Cambridge University, England, an IBM mainframe | |
| usually called "Phoenix" after its operating system, was one of those | |
| to receive "Advent" (a.k.a. "Colossal Cave") and "Zork" (a.k.a. "Dungeon") | |
| in the late 1970s. Two graduate students, Jon Thackray and David Seal, | |
| began a game called "Acheton" in 1978-9: with the aid of Jonathan | |
| Partington it expanded for another two years. Possibly the first game | |
| written outside America, by 1981 it seems likely that it was also the | |
| largest in the world (it has 403 locations). "Acheton" was written | |
| with a game assembler contemporary with Infocom's proprietory "ZIL": | |
| unlike ZIL, Seal and Thackray's game assembler was available for public | |
| use, the public in question being all users of Phoenix c. 1980-95. | |
| "Acheton" and a number of other titles migrated to commercial releases: | |
| some by Acornsoft for the BBC Micro, the local Cambridge-built | |
| microcomputer; some later by Topologika for a wide range of systems, | |
| so that these games are often called "the Topologika games". However, | |
| not all the Phoenix games had a Topologika release, nor vice versa. | |
| Under the long shadow of "Acheton", the Phoenix games tend to be | |
| large cave exploration games with treasures in the traditional style, | |
| with well over 100 rooms each ("Sangraal" has 170 and "Fyleet" is | |
| not far behind). As was normal in games of the period, they have | |
| a two-word parser, but it is a good one, supporting "take all" and | |
| "drop all". | |
| The three restored here make a loose trilogy of cave games by | |
| Jonathan R. Partington, now Professor of Mathematical Analysis at | |
| Leeds University. (Jonathan has been unfailingly generous with his | |
| time but we would ask players to get in touch with us rather than | |
| emailing him directly: see below.) These games can be played in any | |
| order and do not refer to each other, but belong together in style | |
| and atmosphere, which is why we began with them. | |
| Rather than re-implementing the design in a modern system, we used | |
| a translator (a Perl script called "Phoenix") to compile these games | |
| directly from their original source code into Z-machine assembly | |
| language, which (supplemented with a small routine library) was then | |
| compiled by Inform into story files. They do not include the Inform | |
| library, and so don't have the Inform world model or parser -- | |
| instead they have the original, two-word parser and include their | |
| own implementations of standard actions. If our restorations work | |
| properly, all responses and messages are identical to the originals | |
| (with only tiny exceptions, e.g., the arrangements for saving and | |
| restoring games are more modern and not specific to Phoenix). | |
| The translator is still new. We have tested these three games, and | |
| think they're at least mostly correct, but wouldn't be too surprised | |
| to receive the odd bug report. Please send all feedback to | |
| Adam Atkinson (ghira@mistral.co.uk). | |
| "Fyleet" (1985): | |
| You are in the ruins of the ancient fortress of Fyleet. | |
| Around you lies a thick pine forest, which appears to have been | |
| cleared a bit to your west; there are also paths to the east | |
| and north, while to the south some steps lead down into the ground. | |
| > down | |
| You proceed down the steps, which twist and turn as they | |
| descend several hundred feet into the ground. Eventually | |
| you come out into a small room. | |
| You are in a small square room. Light streams in from an archway to | |
| the south. There are steps leading up to the north, and a closed door | |
| to the east. | |
| There is a bullseye lantern here, which is off. | |
| There is a piano-accordion here. | |
| There is an empty bottle here. | |
| "Crobe" (1986): Beneath the cliffs of the seaport of Crobe are caves | |
| presided over by the cordial, if not directly helpful, Warden of | |
| Crobe, and home also to Karg, king of a band of trolls. But it's | |
| far from easy even to find your way in. | |
| "The Quest for the Sangraal" (1987): A cheering crowd urges you to | |
| go out to certain death on a quest for the Sangraal (the Holy | |
| Grail), as have many knights before you. A game making much | |
| greater use of landscape, memorable for its wry puzzles on | |
| goodness versus sin. | |
| These three games are available as Fyleet.z5, Crobe.z5 and Sangraal.z5 | |
| at "ftp.gmd.de/incoming/if-archive/", and -- like all Z-code story | |
| files -- can be played using Frotz, MaxZip and many other interpreters. | |
| We intend next to release "Nidus", "Xenophobia", "BrandX" (later | |
| better known as "Philosopher's Quest") and "Parc", four rather | |
| different games by four different authors. | |
| 22 August 1999 | |
| Graham Nelson (writing translator program) | |
| Adam Atkinson (testing and restoring source code) | |
| Gunther Schmidl (seeking and clearing rights to source code) | |
| -- | |
| Graham Nelson | graham@gnelson.demon.co.uk | Oxford, United Kingdom | |
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