JSimpleton

Prunable
  • Content count

    499
  • Joined

  • Last visited

Everything posted by JSimpleton

  1. Zork test 2

    n0wak> look tree That sentence isn't one I recognize. > Location: Forest Path | Score: 0 | Moves: 5
  2. Zork test 2

    n0wak> north Forest Path This is a path winding through a dimly lit forest. The path heads north-south here. One particularly large tree with some low branches stands at the edge of the path. > Location: Forest Path | Score: 0 | Moves: 5
  3. Zork test 2

    Duncan> go north North of House You are facing the north side of a white house. There is no door here, and all the windows are boarded up. To the north a narrow path winds through the trees. > Location: North of House | Score: 0 | Moves: 4
  4. Zork test 2

    Duncan> go east The door is boarded and you can't remove the boards. > Location: West of House | Score: 0 | Moves: 3
  5. Zork test thread

    Stand by...
  6. Zork test 2

    Jake> read leaflet (Taken) "WELCOME TO ZORK! ZORK is a game of adventure, danger, and low cunning. In it you will explore some of the most amazing territory ever seen by mortals. No computer should be without one!" > Location: West of House | Score: 0 | Moves: 2
  7. Zork test 2

    Jake> open mailbox Opening the small mailbox reveals a leaflet. > Location: West of House | Score: 0 | Moves: 1
  8. Zork test 2

    ZORK I: The Great Underground Empire Copyright © 1981, 1982, 1983 Infocom, Inc. All rights reserved. ZORK is a registered trademark of Infocom, Inc. Revision 88 / Serial number 840726 West of House You are standing in an open field west of a white house, with a boarded front door. There is a small mailbox here. > Location: West of House | Score: 0 | Moves: 0
  9. Zork test thread

    Erkki> north North of House You are facing the north side of a white house. There is no door here, and all the windows are boarded up. To the north a narrow path winds through the trees. > Location: North of House | Score: 0 | Moves: 1
  10. Zork test thread

    ZORK I: The Great Underground Empire Copyright © 1981, 1982, 1983 Infocom, Inc. All rights reserved. ZORK is a registered trademark of Infocom, Inc. Revision 88 / Serial number 840726 West of House You are standing in an open field west of a white house, with a boarded front door. There is a small mailbox here. > Location: West of House | Score: 0 | Moves: 0
  11. Zork test thread

    null> north North of House You are facing the north side of a white house. There is no door here, and all the windows are boarded up. To the north a narrow path winds through the trees. > Location: North of House | Score: 0 | Moves: 1
  12. Zork test thread

    ZORK I: The Great Underground Empire Copyright © 1981, 1982, 1983 Infocom, Inc. All rights reserved. ZORK is a registered trademark of Infocom, Inc. Revision 88 / Serial number 840726 West of House You are standing in an open field west of a white house, with a boarded front door. There is a small mailbox here. > Location: West of House | Score: 0 | Moves: 0
  13. Zork test thread

    [ FAIL-SAFE -- By Jon Ingold © 2000 <ji207@cam.ac.uk>] With thanks to Vincent Lynch, Tom Lees, John Bichard. [Please press SPACE to boot up.] Bzzt. Crackle. *Static* "...hello? Hello? Can... me? .. Anyone! Hel.... Need.. hello?" Bleep - PLEASE WAIT - Locating/Tuning signal... .. ".. help. Repeat, can anybody hear me? Can you hear me? Hello.." >> Score: 0 | Moves: 0
  14. Zork test thread

    Unknowuser> just testing output formatting... "Hello? Hello! The .. <crackle> pretty bad. Are you receiving this? Over." >> Score: 0 | Moves: 0
  15. Zork test thread

    [ FAIL-SAFE -- By Jon Ingold © 2000 <ji207@cam.ac.uk>] With thanks to Vincent Lynch, Tom Lees, John Bichard. [Please press SPACE to boot up.] Bzzt. Crackle. *Static* "...hello? Hello? Can... me? .. Anyone! Hel.... Need.. hello?" Bleep - PLEASE WAIT - Locating/Tuning signal... .. ".. help. Repeat, can anybody hear me? Can you hear me? Hello.." >> Score: 0 | Moves: 0
  16. Zork test thread

    .od8888 .od88bo. ...ood88888888 d8888888888b 888888888888888888 d888888888888b 888888888888888888 88888888888888 888888888888888888 Y888888888888P 8888888888888 Y8888888888P 888888888888 Y88P 888888888888 ...oooo.. 888888888888 ....oooo88888 .o8888888888888o.888888888888 88888888888888888.d888888888888888888888888888888 888888888888888P'88888888888888888888888888888888 88888888888888P 8888888888P Y8888888888888 888888888P 888888888 888888888888 88888888 88888888 888888888888 88888888 88888888 888888888888 88888888 88888888 888888888888 88888888. 88888888. 888888888888 888888888 88888888b .888888888888 888888888b 888888888b.. ..o8888888888888 d8888888888b. Y888888888888888888888888888888b ood88888888888888b. 8888888888888888888888888888 8888888888888888888bo Y88888888888P 8888888888 ---------------------SOFTWARE----------------------- ---------------------PRESENTS----------------------- UPP INTIALIZED EXE: 10:40:27 10/15/02 128.0 MEGABYTE HEAP VIDEO WAIT SUCCESSFULLY ENABLED! GL_VENDOR: ATI TECHNOLOGIES INC. LOADING GL_QUAKE.... USING LUMINANCE LIGHTMAPS.... VIDEO MODE 640X480 TEXT_ONLY INITIALIZED. SOUND INITIALIZATION.... INITIALIZING CORE AUDIO.... FAILED! AUDIO SUPPORT DISABLED QUICKTIME CD DRIVER FAILED. BUILDING MESHES.... BUILDING ARENA.... RETICULATING SPLINES.... EXECING QUAKE.RC EXECING DEFAULT.CFG COULDN'T EXEC AUTOEXEC.CFG DEMO PLAYBACK DISABLED Quake 1.09 by id Software IF Quake ported and compiled by jason bergman http://www.loonyboi.com/ Type "Credits" for full list of credits. ............................................. QUAKE Copyright © 1996: id Software Release 1 / Serial number 040812 / Inform v6.21 Library 6/10 SD Welcome to QUAKE! Newbie tips: Type help for help, inventory for your inventory and health to check your health. Type credits for a complete list of credits. The Necropolis You find yourself in a room with three corridors, each leading to a slipgate. On either side of you are stone pyres, their flames flickering softly. Directly in front of you is a metal structure with the word QUAKE carved into it. The structure splits into three corridors, to the northwest, north and northeast respectively. You can see a Text File here. > Score: 0 | Moves: 0
  17. Zork test thread

    Unknowuser> I can hear you just fine "Hello? Hello! The .. <crackle> pretty bad. Are you receiving this? Over." >> Score: 0 | Moves: 0
  18. Zork test thread

    [pre] [ FAIL-SAFE -- By Jon Ingold © 2000 <ji207@cam.ac.uk>] [/pre] With thanks to Vincent Lynch, Tom Lees, John Bichard. [Please press SPACE to boot up.] Bzzt. Crackle. *Static* "...hello? Hello? Can... me? .. Anyone! Hel.... Need.. hello?" Bleep - PLEASE WAIT - Locating/Tuning signal... .. ".. help. Repeat, can anybody hear me? Can you hear me? Hello.." >> Score: 0 | Moves: 0
  19. Zork test thread

    Unknowuser> q You dive into the water, only to discover that it in fact has no bottom, but rather is puzzlingly suspended in mid-air. You think about this for a moment, before realizing that while this water may not be bound by the laws of physics, you are, and the next thing you know, you are falling. You land right on your rear, causing you no small amount of discomfort. That's sure to leave a mark, and it robs you of 10 hit points. East Portal Room (Bottom) >[/b] Score: 0 | Moves: 0
  20. Zork test thread

    Unknowuser> south East Slipgate Room As you walk up the plain wooden stairs, the metal bars retract into holes in the ceiling, like some sort of medieval supermarket door. To call the area you walk into next a room would be a deep insult to rooms everywhere (and lord knows they're an easily offended lot). This closet has two very small bodies writhing in agony on the walls and an archaic-looking metal slipgate in front of you to the north. And that's it. Clearly the designers of this room expected you to be wowed by the aquatic passageway they installed in lieu of a normal door to the previous room. >[/b] Score: 0 | Moves: 0
  21. Zork test thread

    Unknowuser> north You dive into the water, only to discover that it in fact has no bottom, but rather is puzzlingly suspended in mid-air. You think about this for a moment, before realizing that while this water may not be bound by the laws of physics, you are, and the next thing you know, you are falling. You land right on your rear, causing you no small amount of discomfort. That's sure to leave a mark, and it robs you of 10 hit points. East Portal Room (Bottom) You find yourself in a circular stone room with wooden planks positioned around, presumably holding the ceiling (and by proxy, the water that's just hovering there) in place. Directly in front of you to the north, at the top of some plain wooden stairs, lies a small room with metal bars blocking the entrance. Behind you to the south lies a plain old boring (but still quite pretty) slipgate. >[/b] Score: 0 | Moves: 0
  22. Zork test thread

    Unknowuser> e East Portal Room You walk up the rather dull wooden steps to come to a plain room with two flickering torches and a big pool of water in the center. As you approach, the words "THIS IS THE FOURTH EPISODE: THE ELDER WORLD. YOUR WORST NIGHTMARES COME TRUE..." appears in your mind. You find this peculiar, because as of this morning your worst nightmare was mysterious words appearing in your mind. The only path by land is the one by which you arrived here, to the west. >[/b] Score: 0 | Moves: 0
  23. Zork test thread

    Unknowuser> n Portal Room You emerge from the slipgate into a room with four hallways. To the West, a metallic frame beckons you, with bright red arrows pointing to it, making you wonder why on Earth someone would bother putting bright red arrows on a doorway. To the Northwest is an oddly shaped doorway covered in some sort of latticework, with checkered stone steps leading you into a gothic hallway. To the Northeast is a box-like doorway adorned with what can only be described as "Gothic Aztec" wallpaper, and a pair of pseudo-Nordic runes. And to the East is a plain old wooden doorway, with plain old wooden steps. You can see the flickering light from a torch coming down its hallway. Directly beneath your feet is a metal plate with something scratched on its surface. Behind you to the south lies the slipgate you just emerged from. >[/b] Score: 0 | Moves: 0
  24. Zork test thread

    Unknowuser> It crashed again because of a connection failure. I'll try to bring it up again soon. That's not a verb I recognise. >[/b] Score: 0 | Moves: 0
  25. Zork test thread

    Unknowuser> n North Corridor As you make your way into the north corridor, the phrase "THIS HALL SELECTS NORMAL SKILL" manifests itself in front of you. The effect is quite disconcerting. To the north is a pulsating, rectangular slipgate with the word "NORMAL" etched on each side. To your right and left are stone carvings of some sort of demon. The path you followed to get here lies behind you to the south. >[/b] Score: 0 | Moves: 0