Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!swrinde!elroy.jpl.nasa.gov!decwrl!mcnc!ecsgate!ecsvax!kms From: kms@uncecs.edu (Ken Steele) Newsgroups: comp.sys.amiga.games Subject: Re: Dungeon on ab20 -- problems? Summary: room placement is important Message-ID: <1991Mar26.012056.17710@uncecs.edu> Date: 26 Mar 91 01:20:56 GMT References: <91082.012358MBS110@psuvm.psu.edu> <91083.153714MBS110@psuvm.psu.edu> Organization: UNC Educational Computing Service Lines: 75 In article <91083.153714MBS110@psuvm.psu.edu>, MBS110@psuvm.psu.edu writes: > In article <1991Mar24.022236.8705@uncecs.edu>, kms@uncecs.edu (Ken Steele) says: > > > >In article <91082.012358MBS110@psuvm.psu.edu>, MBS110@psuvm.psu.edu writes: > >> I got Dungeon (the almost-original adventure game that the commercial > >> Zork Trilogy came from) off of ab20 and have started playing it, only > >> to notice a curious thing: the topology is completely nonsensical. > >> Generally, if you enter a room by going east, going east again brings > >> you back to the first room, and so forth. Is it supposed to be like > >> this, or do I have a copy with a subtly damaged map? > >> > >> / Mark "Remixed for Common Household Appliances" Sachs - > >MBS110@psuvm.psu.edu It might be instructive to compare the version ported by Rittle to another port of Dungeon. MS-DOS versions of both Dungeon and Adventure (350 pt version I believe) can be obtained by ftp from mibsrv.mib.eng.ua.edu (130.160.20.80) in pub/games. > >\ > > > >Consider the following possibility. You go north to leave a > >room. You expect to get back by going south, but there is no > >south exit. There is a west exit that does return you to > >the original room. How can this be? It could be that your > >passage way between the rooms makes a dogleg like this: > > > > ------- > > -----| | > > | ------- > > | > > +-----+ > > | | > > +-----+ > > > > Yess, well... the topology is much more bizarre than I would think is natural. > For example, here's part of the Bank of Zork, from my map: > _________________________________ > / __________________ \ Now to my untrained eye > | / \ \ it would appear that the > | \/ \ \|/ Vault Room should be between > | |--------| |--------| \_|-----| the two teller rooms here, > \_|W.Teller| |E.Teller| |Vault|__ but maybe Lebling & Co. just > | Room _ _ Room |__\|Room | \ wanted to confuse us. If > |-------|\ /|-------| /|-----| | this is what your map looks > \-----/ /\ / like, then I guess I have > (up=north) |Entry| \_____________/ nothing to complain about. > |Hall | It's still real weird though. > |-----| I haven't mapped out the bank yet, so I can't comment upon the accuracy of that. However, I also found that the spatial arrangement of the rooms on the map is important in making the passageways seem sensical or nonsensical. > (Also, I have Zork I and it exhibits very little of the bizarre topology > in Dungeon. Maybe they cleaned it up and made it sane for commercial release?) > I just obtained a copy of the zork trilogy and have noticed differences also. And I agree that some of the topology does seem a wee bit easier to follow in the commercial version. > / Mark "Remixed for Common Household Appliances" Sachs - MBS110@psuvm.psu.edu \ > | DISCLAIMER? You can't POSSIBLY be serious, can you? || // || > | "Doctor, may I speak with you in private?" "All right..." || \X/ AMIGA || > \== "Have you got a DEATH WISH?!" -- Romana & the Doctor, _Warrior's Gate_ ===/ -- Ken Steele Dept. of Psychology kms@ecsvax.bitnet Mars Hill College kms@ecsvax.uncecs.edu Mars Hill, NC 28754 {some big name site}!mcnc!ecsvax!kms