Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site pur-ee.UUCP Path: utzoo!linus!decvax!harpo!eagle!mhuxl!houxm!ihnp4!inuxc!pur-ee!notes From: notes@pur-ee.UUCP Newsgroups: net.games Subject: Re: For Zork Lovers - (nf) Message-ID: <1138@pur-ee.UUCP> Date: Tue, 22-Nov-83 03:28:15 EST Article-I.D.: pur-ee.1138 Posted: Tue Nov 22 03:28:15 1983 Date-Received: Wed, 23-Nov-83 10:14:56 EST Sender: notes@pur-ee.UUCP Organization: Electrical Engineering Department , Purdue University Lines: 20 #R:uicsl:4500005:isrnix:5600001:000:948 isrnix!akp Nov 21 19:43:00 1983 I suspect they are like "Which Way books" -- You start at Page 1 with the initial scenerio. You are given options, each of which has a page number associated with it. You choose an option, turn to that page, read what's there, and choose again. My experience with these is that you can't get very involved with them... From start to death/success takes about five minutes, tops. Then you can start over, and make different decisions, and find out what happens. They're interesting, and about as good as you can get with printed pages, but they lack so much as to be boring. No items to carry around and use, and very few options: choose one, you die; choose the other, you continue. It's like being in a bad adventure game. That was my experience with the "Which Way" books (I don't have the author(s), specific titles, or company -- sorry). I kind of guess that these books are like that. -- Allan Pratt ...ihnp4!iuvax!isrnix!akp