MBS110@psuvm.psu.edu (03/23/91)
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 \ | 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_ ===/
kms@uncecs.edu (Ken Steele) (03/24/91)
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 \ > | 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_ ===/ 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: ------- -----| | | ------- | +-----+ | | +-----+ Now don't tell me that you assumed all walkways are straight, did you? :-) -- 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
<MBS110@psuvm.psu.edu> (03/24/91)
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 >\ >> | 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_ >===/ > > >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: > > ------- > -----| | > | ------- > | > +-----+ > | | > +-----+ > >Now don't tell me that you assumed all walkways are >straight, did you? :-) > > >-- >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 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. |-----| (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?) / 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_ ===/
kms@uncecs.edu (Ken Steele) (03/26/91)
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
cs326ag@ux1.cso.uiuc.edu (Loren J. Rittle) (04/01/91)
Hello all you Dungeon maniacs, Wow, go away for a week (spring break!) with no net -or- computer access and all HELL breaks loose! I think I can safely say that there are no map errors in the version of Dungeon that I ported to the Amiga. I have ye old Dungeon Map that was sent to me by a thankful Amiga person (thanks, Joe...), and it appears that unless one is outside (not lost in a forest) or underground in a well kept area, the map is crazy! There are many places in the great underground empire where all hell breaks loose. The bank area works as descibed in a recent posting. East to get in the vault room from the east teller room and east to get back. Why? I don't know, ask the designers... haha The mazes are also very difficult to map unless you know and use a few tricks (that I won't reveal here :-). Have fun and remember: there are no bugs in the game! :-) There are only bugs in your logic (i.e. the echo room problem we talked about a while ago) or the original design of the game (i.e. the strange directions used in some places). Loren J. Rittle Adventure and Dungeon Porter -- ``NewTek stated that the Toaster *would* *not* be made to directly support the Mac, at this point Sculley stormed out of the booth...'' --- A scene at the recent MacExpo. Gee, you wouldn't think that an Apple Exec would be so worried about one little Amiga device... Loren J. Rittle l-rittle@uiuc.edu