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CD O ^ "O 03 CD ■> o CO >- 03 03 jO 0 CD "l* -1 3Z c Q CD OC CO =3 5 3 = o 52 g LU CO . g « 1 “ ra 03 »!■ e 80 . 03 03 a. cz co z: 03 “O 03 “O CD CC CO ^ 03 3 O ■o co CD “5_ CD O C± s "O cz CD C9 2-= co o o CD ^ 03 S t '*■ ri ra ,«2 S — -a <- “ ra §2 — J 03 o ° ZZ CD O c& rsi a- ca w Jd CO »— * 03 CD -CZ 03 -g -CZ E MtHflOSSIHJJUn 133H1S H3AIM AQ3WH3)I A33U1S 133U3S MUVd w — 1 MAIN ST. BRIDGE f. . 1 2 % s: ft o* IJI J J±C t o Page 4 GLOBAL PROBLEMS: 1. Environmental. pollution 2. Depletion of natural resources 3. Energy crisis (see also number 2 and number 5) 3. Overpopulation 4. Nuclear proliferation 5. Nuclear waste disposal (see also number 1) 6. Malnutrition (see also number 2) 7. Revolution of Rising Expectations/Disparity between rich and poor 8. Retraining workers from archaic industries for growing industries 9. Crime (see also number 7) 10. Deteriorating quality of education (see also number 8) ???others??? ISSUES (parameters you might want to change before a simulation): 1. Dividing the budgetary pie * Resource management * Military outlays * Education * Job Training * Food production and distribution * Social problems . Paying for the budgetary pie (rich vs. poor) . Size of the budgetary pie (as a percentage of GNP) . Relative importance of items in the legislative and diplomatic agenda. "M r n fh- js La c Lj^ c u ^ J (net in ty* -e ; /s C< ^ "“ 1 (v /?r S $< 4 SV\*. 7 rc. e.yg u, * Vc4,‘ 2 screen o ■f / -ft ■■ - M*Le*m^y JaJJy k.ss/ny p p(£ssf 4 / ftPl^si f 4 rcuj h (a^ ^ *•/ -Pifi , YP($Aj phi a ($ 4 GfJ Cyoed') j 1 n .4 ->?€ pe c {y>b*\ , "f t r r j fC « ft-i ///"f $ y~ htc* &■ 4i i® I $ /sf t o t+, 4 p J~ C fciiS /rtHsrtsrty 3 c ,-/<*. 7 j s S~im. t <*>- jrww> J 4^*n f*K(£s*/ U^<- / ShJt'r^k^ — l:te ? ^ tkd) nj J^'fwL us hw I 7 y ^/7 C.hs'f . ^ ^ rec^Loj <*.p ,f ) *bsj y p ( i M re?e^c 4 7 T£ ^ jT^Ctfg -1 /»> /?* • 7*7 /, # 0 » / y ;„~ ft« r^i&r- *f* /-U.S! h *,4 Cu. / / / '**? A< 0 Qjiohti I pro^U/r\ D& ^m An f'La. A ° v> ^ Ca/! V;e / n ^ c « ^ Ac 4 * in ; 76 pdtfjM*: se (£z_ J*sfsMci~ 4 ro bfesn / o f tv*.v ic; S 1, lAa££*v NlvjcWoc Holocaust - W^'coAl^ iwsfcwvV iatfAK HWr KlioA^cv'r VWloccvovt — slgxjo cWcUv ^ociecv^ w>iv>-ke>c " 2 >. Av\oorcW — ^)o 5 ^\\)l\j Jew (X \icjAj l\\ H. t>acW fW - S\^Wv^Wvc< 2 __ Ivv/vao^ y Uss A: \^cr\v\Ao^y } bav^w^^CT^* 6% Oce^^c\Viov\ — coviA“b^ occupied by ew^M/rv^ ^fxe.S, £ % PoVc<2- SfevW- ^aaA oV H< i(jKr fei>r\ ©y\lv oA no Cs - ^ 2 J 2 - W*V Jr * < hgsvftAflQE > Vaa^s ^\ . ^^Avoc.'r^-> Va>ov\A^ v\»Qi\\^ V-IaA li koiJ> Ojcr^AV ux>r\cj •— c^L^aoH" . l0„ \|S^s rr &**xrce. \aWVAsj \or e^m^W y 1 a cJWies ^ i\e\, r cr \nr\o.eVs A>tv4 ov\g- aV\ \»«vVs ^r^_ sW\\7ei vm\\sss 4Vg\j ca\A ^>Wv^ ^ocr\\>a\\ u)e\l * *Acl, * Noor uiocVA LOCATES * •* uiD^PLAC^ *■ S*teN» NCy *- fecRefimrsi - vooA<\W\\ S^aACoyw sjm>oi<\ i>o cH/\ Tft°twspo fcT / - KOVI^COUA s>pac<^ sW^K- V /\CAT / to,V> 7 1 o<~ feosmesi tawel Here are some features that might characterize the future worlds in my PRISM game. I have divided them into "desirable" and "undesirable" features. I^d like to get comments on: 1) whether my desirable-undesirable classifications are reasonable 2) any additional features of you can think of "DESIRABLE" "UNDESIRABLE" High standard of living Low standard of living Economic equality Economic inequality (disparity between rich and poor segments of the population) Social justice Social injustice (Bill of Rights type stuff vs. police state type stuff) Appreciation of art Disinterest in art (Art in the most general sense ... music, theatre, interactive fiction) Cultural diversity Cultural blandness Dynamism Stagnation Democratic government Autocratic government Racial survival ensured Racial survival questionable Good 35mm prints of Casablanca available All 35mm prints of Casablanca splice-ridden — SEM, 12/16/84 ?TW- Here are some features that might characterize the future worlds in my PRISM game. I have divided them into "desirable" and "undesirable" features. I'd like to get comments on: 1) whether my desirable-undesirable classifLcations are reasonable 2) any additional features of you can think of 'DESIRABLE" "UNDESIRABLE" High standard of living Low standard of living Economic equality Economic inequality (disparity between rich and poor segments of the population) Social justice Social injustice (Bill of Rights type stuff vs. police state type stuff) Appreciation of art Disinterest in art (Art in the most general sense ... music, theatre, interactive fiction) Cultural diversity Dynamism Cultural bLandness Stagnation Autocratic government C , ) Racial survival questionable ' ■ ^ fV y 3 Democratic government Racial survival ensured L , / Racial survival questionable k L* y Good 35mm prints of Casablanca available All 35mm prints of Casablanca splice-ridden ^ %^-ce-£nJ< ( uu: >+ o- 1 J ‘ — SEM, 1^/16/84 j Cc, \ cr>^ v v~C 'S e tAA/ uv Ia J u 1 €,*( ^ -j~» (c aA( 1 4x\(L c t ^ cC^^c-^Cc c JjL,j] 4 "i C( 5 (jrw. t^rl^o r\^ <£y>*C- 5 H Vs - Vo >rj^' ( n^O ■/"V -r? ►A jh*A-utr ■try* £ u VC t HJ^ * 4V l^\t VV A ,) 3l-iA.ff (i v 5 }/w&civ ( V < A «* $ \r> CcJ&c^ to - cSx^j "' i £ oP'f<5K^4 ^ CeTX 5 *^r + ) * r u \ (f V ' Ifi+^C? u $e^c-^s d n/vuu^vvu tTY'wJL_ £> /f\ r i? ^ c ) nj~> C-iuyi** ^t-tv 'Ji U cA VlS^p^vr^C,.C * v '“ v c ^ J ° lf \J v cf i«<;4 Cv t-O. £ d Vwc^ 5 ; ^ Sect'S* * - ' ^ Here are some features that might characterize the future worlds in my PRISM game. I have divided them into "desirable" and "undesirable" features. I'd like to get comments on: 1) whether my desirable-undesirable classifications are reasonable 2) any additional features of you can think of "DESIRABLE" "UNDESIRABLE" High standard of living Low standard of living Economic equality Economic inequality (disparity between rich and poor segments of the population) Social justice Social injustice (Bill of Rights type stuff vs. police state type stuff) Appreciation of art Disinterest in art (Art in the most general sense ... music, theatre, interactive fiction) Cultural diversity Dynamism ^ Cultural bLandness *> Stagnation emocratic government survival ensured Good 35mm prints of Casablanca available Autocratic government -gate iaX" survival questionable AH 35mm prints of Casablanca splice-ridden Pea ul- cha eeur' I i SEM, 12/16/84 $>WG f { O'* Here are some features that might characterize the future worlds in my PRISM game. I have divided them into "desirable" and "undesirable" features. I^d like to get comments on: 1) whether my desirable-undesirable classifications are reasonable 2) any additional features of you can think of "DESIRABLE" High standard of living coJj. ijj* “s&Hl °{ /,v x 7,'7. ^ ^"UNDESIRABLE" *** 'f»*p«\- M°-y $ ci'i 7*~ '0 'fke-f 4e« Atv' Low standard of living Sf S e<«rt tJc. Economic equality Economic inequality (disparity between rich and poor segments of the population) Social justice Social injustice (Bill of Rights type stuff vs. police state type stuff) Appreciation of art Disinterest in art (Art in the most general sense ... music, theatre, interactive fiction) Cultural diversity Dynamism Cultural bLandness Stagnation Here are some features that might characterize the future worlds in my PRISM game. I have divided them into "desirable" and "undesirable" features. I^d like to get comments on: 1) whether my desirable-undesirable classifications are reasonable 2) any additional features of you can think of "DESIRABLE" "UNDESIRABLE" High standard of living Low standard of living Economic equality Economic inequality (disparity between rich and poor segments of the population) Social justice Social injustice (Bill of Rights type stuff vs. police state type stuff) Appreciation of art Disinterest in art (Art in the most general sense ... music, theatre, interactive fiction) Cultural diversity/lhdividuality Cultural blandness/Everyone is alike Dynamism/Change Stagnation Benevolent government Autocratic government Human survival ensured Human survival questionable (space colonies, control of planet-killer weapons) Peace on Earth War Religious freedom Religious persecution Respect for nature Exploitation of resources, Man as God Good 35mm prints of Casablanca available All 35mm prints of Casablanca splice-ridden — SEM, 12/16/84 "PRISM" DESIGN DOCUMENT NO. 2 Revised 2/13/85 comments to SEM 3t"s 2031, and the world isn^t working very well. In the USNA (United States of North America), taxes and tax evasion have locked together in an accel- erating vicious spiral. High energy prices, massive government regulation, and an increasingly inefficient, bureaucratic, litiginous society have killed economic growth. Stagnation, recession, and a high core-rate of employment have been the norm for several decades. Continued urban decay has left millions living in substandard conditions, and the accompanying breakdown in law and order has given rise to widespread vigilantism. Young adults seem to have no interest in or respect for the responsibilities or morals of society, probably the result of a generation of schools whose primary purpose seems to be more incarceration than educa- tion, and many youths are simply "tuning out" of the world and becoming joy booth addicts. In extreme cases this leads to joy booth suicide, a pleasant way to go, except for the poor joybooth sanitation workers who have to cart away the filthy starved bodies. Internationally, the scene is even worse. The Calcuttazation of the Third World continues, with billions living in sub-poverty at the brink of starva- tion. Third World governments have their hands full fending off plagues and famine, with no thought given to long-range planning or development, and so the problems only intensify. This has created a massive breeding ground for East Bloc adventurism, and numerous unstable flash points around the globe constantly threaten a confrontation between East and West. Clouds of change are gathering on the horizon. A group of leaders in gov- ernment and industry, led by Senator Richard Ryder, have developed a Plan that would fundamentally change the direction of the country and the way the government is structured. The basic idea expostulated by this group, as outlined in Senator Ryder^s earnest speeches, is this: In some ways, the world is a better place to live today than eighty years ago, but only because of increases in technological advances. In every other way — the state of education, respect for our fel- low men, culture, love of country, smooth functioning of government, hope for the future, safety in the streets — the quality of life is universally worse than during the last century. Rylerfo rhetoric has strong nationalistic and chauvanistic overtones: Stop let- ting other countries push us around; let^s take care of our own problems be- fore we worry about the rest of the world. Other rhetorical themes include unleashing the free market potential of industry and the people, teaching today^s youth to have pride in their country, and a return to the values and morals of the golden age of the mid-twentieth century. Specific proposals of The Plan call for sLashing tax rates while vigorously fighting tax evasion, deregulating industry, decentralizing various government functions, reducing government bureaucracy and redundancy, and generally relying much more heavily on the forces of sink-or-swim laissez-faire capi- Page 2 talism. Also, a renewed emphasis on a strict, fundamental, classical educa- tion. Also, a strong defense, most notably featuring a return of the military draft, which would also serve as an alternative to reformatories for crimi- nals and shiftless youths. Also, a restructuring of the goverment, giving more power to the executive branch and increasing the Presidential term of office to eight years, in order to unclog ineffectual hallways of power from the torpor of special interests and status quo. The Plan is naturally popular among business leaders, the wealthy, members of the upper class. However, it is has also grabbed the imagination of the usually politically apathetic masses, who are drawn by the promises of re- newed prosperity and greater opportunity, and who, after years of a slowly deteriorating society, are willing to try anything new to turn things around. Cut to: Rockvil, South Dakota, where the PRISM Project is working to cre- ate the world's first intelligent computer. [See the browsie story, first draft attached.] This project was begun as a low-key theoretical research probject, but has now taken on both a practical goal and a tremendous urgency. Because of PRISM's unique combination of computational power and creative thinking abilities, as well as the simulation tehcniques available, PRISM is ideally suited to test the validity of The Plan being advocated by Senator Ryder and his cronies. PRISM is "awakened" earlier than planned, in order to simulate a world ten years hence, based on the parameters of The Plan. This is where the actual play of the game begins. In the game, you play the computer, PRISM. You can enter various modes: Communications Mode, in which you can 9ee and hear what is going on in any of the locations where you have a visual terminal (like HAL in 2001); Library Mode, where you can read through various data files full of interest- ing and useful information (like the library in Planetfall or the encyclopedia in Sorcerer, or the guide in Hitchhiker's Guide); Interface Mode, which al- lows you to communicate with or control various other computers which are connected to you (this will be needed to solve a couple of problems which we'll discuss later); and finally. Simulation Mode, in which you assume the human "persona" with which you "grew up", in order to simulate various fu- ture worlds. At some point shortly after the beginning of the game, you'll be told that everything is ready for you to begin the simulation, based on the parameters of the Plan, set ten years in the future. When you enter the simulation, the play of the game becomes similar to conventional Infocom style — objects, moving from room to room, etc. You wander around Rockvil, recording in- teresting aspects of the simulation with your RECORD feature. When you complete the simulation, the scientists and engineers in charge of the PRISM Project pass tapes of what you RECORDed along to the popu- lace. It turns out that the world of ten years hence looks much improved, with a booming economy, construction, growth, renewed opportunity, and widespread optimism. Based on the results of the simulation, the decision-making wheels began to turn in the direction of adopting the Plan. Page 3 But the game, and your rde in shaping events, is only just beginning. Plagued by doubts about the Plan, you decide to run additional simulations on your own, to see what the effects of the Plan will be further into the future. Sure enough, when you run simulations twenty, thirty, forty years hence, you discover that the early results of the Plan were false; that things begin to go downhill the further you go into the future; that in fifty years the world's totally gone to hell. What you have to do now is use your RECORD feature to document this decline. It won't be good enough to just go 50 years into the future and re- cord examples of why the world sucks — no one would believe it. (It would be the equivalent of arresting the correct person in a mystery but without any evidence). You'll have to record moments from various different simula- tions to prove the sequence of the decline. Once you've accomplished this, you'll show the recordings to the scientists in charge of the PRISM Project. They will be convinced, but when they at- tempt to inform the leaders implementing the Plan, they will run into a brick wall of disinterest. Even worse, this cabal will decide that you (PRISM) pose a threat to them, and will attempt to have you "neutralized" by saboteurs. This will be an interesting problem. If you don't detect the work of the sa- boteurs, it will manifest itself in the simulations first. For example, they might sabotage your cooling unit, and you begin to overheat, and in your current simulation you feel like you have a raging fever. You can discover the saboteurs at work via one of your monitors in Com munications Mode. The way to deal with them is to enter Interface Mode, and order the com- puter that controls Heating and Ventilation to cut off the air supply to the section where the saboteurs are at work. After this, the bad guys might even go as far as to seal off the entire PRISM facility, prevent anyone from entering or leaving the area, and cut off all com munications. It looks hopeless... At various points during the game, you will be informed that various tasks or smaller devices are being connected to you, to make use of your extra capacity. You wouldn't be aware of these functions, any more than a human is aware of his brain telling his own heart bo beat. One of this new func- tions of yours will be handling all TV transmitting. Therein lies the solution to this final problem. You simply take your record- ings, control the TV transmitters via Interface Mode, and broadcast the tapes for the entire country to see. The populace rises up against the Plan and the bad guys, throughs the scoundrels into a dungeon somewhere, and work begins toward discovering the proper steps to solve today's problems and build for a splendid future. I envision an epilogue where you enter a final simulation, based on the im- proved parameters that follow the demise of the Plan, and see a utopian world of prosperity, harmony, peace, good health, lifetimes of learning, Page 4 space colonies, spliceless prints of Casablance, etc. Date : 9 Apr 1985 1736-EST 'roin: Jon Palace Subject: PRISM thought To: SEM One criticism I have of PRISM is that it's TOO easy (horrors!) to get from simulation to simulation. I know you're trying for a more storylike, less puzzle-orien ted game -- in that you've succeeded. But since you don't have to do anything other than walk around, look, and spend X amount of time to get to the next simulation, there doesn't seem to be any MID-game reward for those players who do something “clever.” I think that mid-game reward is important. One idea I had was that as a minimum requirement, the player must perform the usual 6 actions (READ A N5WS°APER, BUY CLOTHES, TALK TO A GOVERNMENT OFFICIAL, etc.) to get to the next simulation. These might become easily solved but interesting problems. p or instance, if you go to Simon's and order a meal, the maitre d ' might check your ID (stamped ” Judeo-Christ ian” ) and throw you out of the restaurant, saying "We don't serve pagans." You can only buy a meal in a poor neighborhood. (You might even broaden the requirement to, say, BUY SOMETHING EDIBLE, so you're reduced to buying cheap wine at the liquor store.) Once newspapers can't be bought at Bodanski Square, the only available newspapers are illegal -- gotten at the University, perhaps, or at the Protestant church before it's destroyed. Talking to government officials might involve bribing; riding public transportation might necessitate your buying a gun first (at the Huang convention?) to protect yourself from thugs; whatever. Obviously you can't go beyond a 50- year simulation because you can't perform your requisite actions -- society has decayed too much. This sort of direction at least gives players some reason to walk around and DO something, by rewarding them with a new simulation. We DON'T want players to do what Suzanne did: look at the 10 -year and 20-year simulations and say "interesting," but not know that there was more. What do you think? A * I y / «J 5 pzt< ( ?> f y^/Vi C J. /m T > HuLCyn q H * U * F* '*-& -\<\ ! } Cc n s F u c ■/> ^ o V" 4a A Uacc ^ ^ bo 4 - J << x ^ ^ r70^~ ^1€(1 OMJ- “S/yy' Crt/)S ^ S^ 'Vjs* 0 ut r-a C 4un e'f r4c^ “ iO'iii V4/« //<£« oO^fl d -2. <■ T « , /4^ d /'4 #a-u ~ 50^^ A/« — 7e n»^ h* (/-ffs^ h< ^ .r- Afl 4e?- /// C <} o yQ o^ji * >~ i y f *r. ^ .x ^ ^ /’'V? 0 y € } ^ r*>* t 0 m. l? J } tf> / V? ^ ^ ,‘j >' ^ b^^OCt/~ y° ?4*f^, e/r. (ft yc^ &i* m t U' oc^i I J loti y>c^ ~ / ,' t <* /« ~ /y n /e~/~ pA(S/rf j £ V 4oV / P/i^b € V Itof / -~r>7 ■At- T 1 -'* -o ee ^/-f ?4? d?Jlo( r # ^ i if PKIS/i's d,«„ sj oj , y ' y S' yr* *^.1^1/0^ — d ~f y h d- & < tf j±*// . y) o- inAiyinAlat (*■'- c°ndi h (J n //• Jf). G.*\'»wyG- tKi a (aVs o^- 4 "T 4® ‘UfrCQ. )«sV f\«€d.S 1 XV &.e\s r-^-1^80, SKV €orr\e SO yec\r$. Vo-V»ri»V$c f\ms-Vt> "fo mk if a\Vy fl\af. The Plan — Rhetoric We have longer life spans and a higher standard of living that we had a hundred years ago, but that's only because of advances in technology. In all other respects, the quality of life has deteriorated since the middle of the previous century: we coddle our criminals, our schools have no discipline, our businesses are over-regulated, our people are overtaxed, our country isn't respected by others. We've become a lazy, inefficient, bureaucratic, litigi- nous, amoral society. Imagine what our nation could be like if we combined our present-day tech- nology with the values of a hundred years ago! We could keep our improved health care, our skycars and superjets, our sophisticated home entertainment centers, and yet have safe streets, calm schools, growth, prosperity, incen- tives to work hard, stream-lined government, respect from our youths, res- pect from other countries, a god-loving, moral society. Let this be our goal! The Plan — Reality Cut taxes and the size of government. Decentralize many currently central- ized government functions. End subsidies. Let the forces of the free market work. Deregulate all areas of life. Businesses would no longer need to be concerned with minority hir- ing, pollution, worker safety. People would no longer need to register cars, guns, animals, etc. USNA first. Let's worry about our problems, not the rest of the world's. Why should we support their economies? Therefore, strong protectionist measures. Let's not be pushed around. Have a strong military, with the will to use it, most notably featuring a return of the military draft. To put discipline back into the schools, give teachers and administrators broader powers. Eject troublemakers, and those who obviously aren't inter- ested in learning, keeping in mind that with a reduced social safety net, an education is more of a necessity, and that anyone not in school, on their eighteenth birthday is eligible for military service. Stricter law enforcement, and weakening of criminal rights. Mandatory jail sentences, capital punishment, military service for certain classes of of- fenders. To streamline government, strengthen the power of the Executive Branch, because the Legislative Branch is too cowed by special interests to face the problems of the nation. Increase the Presidential term of office to eight years, in order to prevent political considerations from impairing the deci- sion-making process. Various techniques to increase patriotism, strengthen the family unit, and impose morality. Loyalty oaths for public employees. Tax penalties for di- vorce. Tax penalties for unmarried or homosexual couples living together. Page 2 Prohibit marijuana, m index, and joy booths. The Plan — Popularity The Plan is naturally popular among business people and the wealthy, be- cause of its obvious pro-business aspects like lowered taxes and deregulation. It is also very popular among the masses, because of promises of prosperity, greater opportunity, and a general improvement in the quality of life. They're turned on by the rhetoric of the plan, and after a couple of decades of stagnation and decay, they want a change. The Plan is unpopular among the intelligentsia, but they're not very numer- ous, and are distrusted by the populace at large as being very much respon- sible for the current mess in the first place. It's also unpopular among younger people, but they're generally apathetic and don't vote. The Plan — Criticisms Critics of the Plan say that it is gross demagogery, a disguised attempt by a minority to gain power and wealth by duping the majority. They also say that the Plan's solutions to our problems are all cosmetic quick fixes, that will work in the short run but only create even bigger problems down the road. These critics call the Plan's supporters hypocrites, pointing out that there are obvious contradictions in the Plan. For example, calling for strict sink-or-swim laissez-faire capitalism but at the same time calling for res- trictions on imports. Or, paying lip service to the wonderful advantages of technological advance, but calling for cuts in government funding of re- search, the space program, higher education, etc. [Note: All these criticisms turn out to be correct.] The Plan — Results 2031 — The action of the game. The Plan is proposed and tested by PRISM. The Plan is approved by both houses of Congress. 2033 — Forty-seventh state approves those portions of the Plan requiring constitutional change, acheiving the required three-f orths needed for adop- tion. 2036 — Senator Ryder elected as the first eight-year-term President. 2041 — (Setting of first simulation) Widespread optimism and prosperity. Page 3 Unemployment is down. The economy is growing for the first time in de- cades. The city is dotted with new construction. Most of the other promises of the Plan seem to be coming true. There hasn't been a real improvement in the level of education yet, but schools are no longer the jungles they used to be. There still a good deal of street crime, but the perception is that the streets are safer, and more importantly people are no longer out- raged by light or non-existent sentences for thugs. There are still trouble spots around the globe, but our armed forces are more numerous and if the East Bloc tries to push us around, we'll be ready. Private industry developed several commercial uses of space, and there is talk of several permanent orbiting factories, and even a lunar mining colony to supply them with inex- pensive raw materials. Special interest groups are cowed by President Ryder's awesome popularity, and he's getting all sorts of legislation passed. 2051 (Second simulation) Some cracks are beginning to show. Woods and wet- lands are being ruthlessly developed by industry, leaving them ruined. Urban parks are being used for rampant com mercial and housing development. Farm output is down as overfarming begins to take its tdl, with erosion of topsoil and depletion of aquifers. Space development has been completely abandoned. While the growth of the economy has generally continued, the wealthiest groups have made the biggest gains, and the poorer groups have made only modest gains. There are some disturbing trends in the area of personal freedoms, such as a deterioration of the separation of church and state, or laws that make it much easier to search people or places, or rules that allow the wealthy to "buy" their way out of military service. In gener- al, though, things are still in very good shape, and President Ryder, now in the middle of his second term, still enjoys enormous popularity. 2061 (Third simulation) The cracks are widening. In an ominous step, the limit on Presidential terms was lifted, and Ryder has just been elected to his fourth term, and is in his twenty-fifth year in office. The most recent election was his smallest margin of victory ever, but the opposition was di- vided as well as harrassed by Ryder forces. Agricultural output has contin- ued to drop, due to the previously stated reasons as well as the effect of drastically increased pollution, and the USNA has become a net food import- er for the first time ever. Any forests that haven't already been strip-mined or razed for development are dying from acid rains. The gap between rich and poor has widened, and the middle class is vanishing, creating a Neo-Feudal society where vast masses of urban poor are dependent on a small number of wealthy land and business owners for their jobs. The rich are very intolerant of the poor, and the poor are always fighting among themselves. Jails, which during recent simulations have been incredibly crowded, are much emptier, as the death penalty is extended to cover any violent crime. Without any research funding, technlogical advance is at a near standstill A grossLy overpopulated Third World is forever embroiled in famines (which the USNA usually ignores) and wars (which the USNA gener- ally jumps right into). Nuclear technology has proliferated, and virtually every country bigger than Hoboken has some 9ort of nuclear weaponry. There is talk of adopting an official State Religion. Police will break into your apartment and question you if you do anything subversive, like trying to buy a newspaper. Museums and music halls are all closed down. 2071 (Fourth simulation) Pretty bad. Following the death of Ryder in 2064, Page 4 his younger brother, who was Secretary of Security, assumed the Presidency, and has moved to suspend elections. The State Religion has been adopted, and persecution of non-members is growing. (You'll probably have a card in your wallet that has a big red "CATHOLIC" or "JEW" across it). The green- house effect is beginning to warm the atmostphere, causing ice in the polar caps to start melting and raising the sea level, flooding coastal cities, thre- atening them with inundation. There is poverty and food rationing among the vast lower class, while the upper classes live sumptuous, luxuriant, almost obscenely epicurian lifestyles. The masses are kept entertained, as well as in fear, by gaudy and brutal public executions. There have been a couple of limited nuclear exchanges between third world countries, and the number of people (all from the lower class, of course) getting kille d in foreign m ilitar y adventures is at an all time high. 2081 (Fifth and final simultion) A complete breakdown of civilization. Anarch. Severe depopulation of the cities, which are now ruled by ruthless gangs (of adults, not teens). High radiation levels indicate some sort of moderate nuclear war. Your various black plague diseases are epidemic. The city is basically in ruins, and people will kill for a bit of food or some wood for heat. It's dog-eat-dog, Idll-or-be-killed. Page 5 Com merits JERRY: Ideas (of no particular quality): Conventional wars have already taken place in Europe, with either the West- ern bloc winning and China becoming the Enemy, or victory for the Eastern bloc, increasing the sense of paranoia. The U.S. has set up a colony on the moon, and there's much debate as to exactly how it fits in. The early stuff should probably have much more about groups trying to es- tablish a new religion which makes Falwell seem like Kennedy. This religion can flourish under tolerance and freedom of religion in the first simulation, but as time passes, it becomes more and more pervasive, eventually becom- ing the Official Religion of the 2071 USNA. (A feature of this is that it might give any Moral Majority cretin who can stomach the game pause to think about what they're trying to do without "insulting his beliefs".) A nuclear accident decimated much of Libya in the early '90s, with signifi- cant effects on both the nuclear energy (even though the mishap was an at- tempt at the bomb) and oil situations. The popularity of the plan is probably not nearly as knee-jerk as you make it. The intelligensia would probably be split (intelligent conservatives and stupid liberals DO exist). Some businesses would probably not be thrilled with deregulation (look at the airlines). A round of hyperinflation took place, wiping out most individuals' nest eggs. Perhaps Social Security was used to put out this fire, putting the USNA into an even worse situation than the one we currently face. How's that for a start? HOLLYWOOD: Some kind of unsuccessful, perhaps ongoing, revolution, like an underground anti-taxation movement. Trouble in Mexico, with a huge number of refugees resulting. This would cause the Plan to include a severe clamp down on illegal immigration. Euthanasia? The old get gassed because we can't support them anymore. No public official is safe to go outside unguarded or appear in public be- cause of the threat of assassination. Genetic engineering? Page 6 MARC: Stuff related to space colonization — maybe in the first simulation, you watch ’live" the dedication of the first ssttlement on ? Titan. Follow the degradation of interest in space exploration/colonization. I suppose you might argue that NONE of this would happen given the Plants anti-research bent. Better, maybe, the first is sent up to be a research and military-overtoned mission, but becomes rapidly turned into a military thing? Make joy booths banned after the first or second scenario (maybe you have to go to a bLack-market place in the second) so that you can try them out in the first one. More to follow. JEFF: I see your point [about it feeling like problems-of-1980, shifted by fifty years]. Reading your first hand-out, it sounded like Reaganism, to the Nth degree. Perhaps you can take it into space, with a cadre of intellectual "enli- ghtened" scientists (a la Oppenheimer) seeing the danger on the horizon, planning to colonize space, or at least in orbit around Earth or some other planet; to save themselves and a small sample of humanity from the anar- chy caused by the Plan. Their "plan" is to ride out the storm in orbit in the hope of putting the pieces back together once the Plan is discredited and/or most of the Earth is destroyed. That is, to re-colonize Earth with untainted persons brought up in their own idealized space colony. Does the world end in 2084, a century after "1984"? The scenario sounds like "1984," although I haven't read the book. JON: It doesn't seem that this does — nor needs to — take place so far in the future. It could (should?) take place during an unspecified time, in the not-too-distant future. The futuristic twists can and should come from your descriptions of archi- tecture, machinery (including vehicles), and fashions. Political ideals last for centuries. Idea: The plan could call for the construction of a "bubble" over all cities. It's designed to protect the populace from nuclear attacks, acid rain, UV light (ozone has been/will soon be depleted), etc. But bubble can be an in- credible drain on the economy, totally impractical (are we going to bubble wheat fields? The entire country?), make us more isolationist, make intra-country travel more difficult or restricted, make the onset of a des- troyed ecological balance seemingly less troublesome, etc. Idea: There is no other idea yet. Page 7 STU: Ideas from "1984": Telescreens (technological invasion of privacy). There could be mandatory Electronic Fund Transfers. Ministry of Truth (revising history for benefit of the rulers). Ideas from "Brave New World": Soma, feelies (technological opiates for the masses). Artificial procreation (genetic engineering for benefit of the rulers). I think your assumptions about the advance of technology dictate your "fu- turistic twists." For example, you could assume major advances in intelligent software and genetic engineering, then imagine the consequences. IMPS LUNCH: An underground of scientists, intelligentsia, etc. help you in the simulations by giving you information that helps you fight the Plan. (By your bootstraps?) Ballistic missiles are obsolete (via Star Wars system, Super ABM system, force field, etc.) Military spends all its time, money, effort trying to sneak little nuclear bombs into East Bloc's cities and bases, and trying to prevent them from doing the same to us. Result: super-powerful security agency with extraordinary latitude and huge potential for abuse. Decentralization of cities and facilities? "Robotics" — intelligent traffic lights, for example. Electronic cottage turns out to be undesirable — no contact with other peo- ple — but is cheaper than communting, providing downtown office space, etc. Therefore, many low echelon people are forced to take the dehumaniz- ing job of working at home. MIKE D: Regarding greenhouse effect: (Et would take hundreds, maybe thousands of years to melt AntartLca.) Average temperature has climbed five degrees cen- tigrade. Major changes in weather patterns have drastically affected agricul- ture. Worldwide rainfall has increased dramatically, causing many deserts to bloom but also swelling major rivers forcing hundreds or millions to move. This has been a major reason for the many wars among third-world nations. Rainfall has not increased everywhere, however. The vagaries of weather have begun bo create new deserts where none were before — the Ukraine, Page 8 breadbasket of the East Bloc, and the North American Midwest have been suffering severe droughts for twelve years... Ideas for futuristic problems: Death of the Family. Pregnancy becomes unfashionable; all children pro- duced "artificially" and raised in government-run centers. They know no par- ents — major psychological problems. Rumors that "certain genes" are being selected against cause major unrest. Government denies reports that in past five years 90% of children have been bLue-eyed and red-haired (as is Presi- dent Ryder). Aging/Medical Costs. Since it is now posable to keep anyone alive indefin- itely, though at great expense and not in the vigor of youth but only as a senile vegetable, euthanasia has become mandatory at 85. (This number could decrease with each scenario, and the wealthy could buy extra years). Perfect Drug. It replaces alcohol, marijuana, etc. No physical harm, not physically addicting, gives you "constant orgasm" for as long as you want. 15% of tiie population is psychologically addicted and wasting away. Things we take for granted are forgotten. (Kind of like the feeling you get when you read "Foundation" and find out that original planet of man was forgotten.) Re-written history? Founding principles of country forgotten? Fundamentalists teaching that whites were originally created in America; all other races came later? Christianity was the original religion, and Judaism was a heresy which came later... Technology: Major advances in robotics make all manual labor unnecessary. Artificial in- telligence, "expert systems" make most intellectual work obsolete. Only top 100 or so in any given area can compete with the machines. The work force is almost totally military of in entertainment. Phone-in-brain implants, like in "The Presidents Analyst." Latest rage is "brain-hopping" — kid's breaking individual's security and invading their thoughts, particularly while sleeping. [It's hard coming up with inconceivable advances, isnt' it?] Weather control? At least eliminating dangerous storms, etc? Could be used in war also. Take interactive gaming to an extreme. 7 / 31/95 To: Mike cc : Steve , John From : Jon You're concerned that AM F V may tarnish Irfocom's image* because some of the story may be offensive to some people. I agree that Infocom should not produce or distribute any product that is racist* sexist* or in any other may morally reprehensible. Censorship MIGHT be advisable for moral reasons* but not for marketing considerations; and in no ussy can I consider A M F V immoral. Some people may be offended by the religious cult that Steve depicts. Many atrocities have been committed throughout history in the name of religion; A M F V shows* chillingly and believably* how an atrocity might happen again. And no intelligent person could think that Steve* or Infocom, is anti-religious. There is a moving scene in AMFV where Jill hides a cross in her pocket, even though crosses are forbidden; she keeps faith in spite of the dangers. I think we should avoid making seme kind of " policy" regarding artistic freedom. Instead* each story/game should be evaluateo on a case-by-case basis. If Dave Lebling wanted to write a pr o- R e ag anom i c s story* I'd say H feel free,” as long as it was enjoyable. Political opinions can differ story to story? even moral standards can differ. The only alternative (avoiding controversial issues or taking a " clease-everyone" approach) is writing mush. We're not concerned about the " kamikaze for Jesus" on Cape Cod. We needn't be concerned about people who will be offended by AMFV. ■pc jr. > I'M PN \fl-T) MPVnI [/rw^Q 0 ^^ — . ^Sr, /3o old MEW ! Csncpofl b* WM*. 2-120 fv*Jx«*pi) 2 4 *3 25 ? ' o _3l 120 - 2i> set- , Ao ♦tU'crs. 7uA Uli/KlJ *2 |?n 36. T> 3*\ &z\ ^ (20 A**v lW»VC •* 1 1 &•„, jfrc«t - IS- SfC. PMTE3? 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(3 4_ SLfeH^ ^ * (L4 .*“ bv ^ 7 hl£& P l4 i f*. to 32 3 l /i rvtlv\ ey£T MO, PAWmereF. HkMs oPeiOiwG Mo, (reMTAi,vi€> OpTiKAL HO* 1 percent i* 23 i P^Ot&FSSNVTS 4- 7 z EbUCftTlovA 02 136 Z foox> 34 112 z m 147 z HEALTH I2G 144 z RGSEA&GVV V7 136 z 3o& 30 % z K\ UTAH'S 34 G MG z &€MeF\T$ 153 153 z SPAce 24 232 3 <\ms 5 1 3 EU&EiAvcS 3 G 3 G^E&GA) 7 H 3 FInJAiAUAU 4 7 3 secoRrFf Z S 3 EH4 \ RoU HENT AL. C 3 3 ^FOLATloiA % z 3 SOCIAL 1 5 THE PARAMETERS * * * The First Set of Parameters * * * This set of parameters is concerned with taxes and setting up the National Budget. Short Parameter Name: PERCENT Full Parameter Name: Percent of GNP devoted to National Budget Opening Value: 18 Description: This is the percent of the GNP devoted to the National Budget; in other words, the average tax rate. In 1978, the figure for the U.S. was 29 % for all taxes and 18 % for Federal taxes. Basically, this boils down to "what percentage of the countries wealth should I (PRISM) spend?" Short Parameter Name: PROGRESSIVITY Full Parameter Name: ProgressLvity ratio of tax structure Opening Value: 4 Description: This is the ratio between the tax rate of the highest tax bracket (wealthiest fifth of the population) and the lowest tax bracket (poorest fifth of the population). A higher number means a more progressive tax structure ("soak the rich"). A ratio of 1 would be a "flat tax" rate; everyone would pay the same percentage of their income. When this parameter is 1, you could set the PERCENT parameter all the way up to 100%; however, as you raise this parameter, the maximum possible PERCENT setting begins dropping (asymptotically, to around 73%). I Page 2 * * * The Second Set of Parameters * * * This set of parameters is concerned with the division of the National Budget. (AH figures are in billions of dollars.) Short Parameter Name: EDUCATION Full Parameter Name: Education Opening Value: 62 Description: Pretty self-explanatory. As an example of what these parameters mean, you could set it to zero, and then only the wealthy would be able to afford a good education for their children. Or, you could set it very high, possibly throwing money away over-educating people. Ideally, of course, somewhere between. This parameter does not include job training, which is covered later. Short Parameter Name: FOOD Full Parameter Name: Food Production and Distribution Opening Value: 34 Description: Spending money to feed people without food. Not sure yet whether this would include people outside the country, or whether that would be included in the next category. It's been suggested that this just be changed to "aid to the poor for whatever they want to do with it" or some such. Short Parameter Name: AID Full Parameter Name: Foreign Aid Opening Value: 49 Description: Helping out other countries. I think this would refer only to economic aid; military help would be included in the military budget. Short Parameter Name: HEALTH Full Parameter Name: Health Care Opening Value: 126 Description: Pretty self-e xpLanatory . Short Parameter Name: RESEARCH Full Parameter Name: Health, Science, and Technology Research Opening Value: 17 Description: Pure theoretical research. Short Parameter Name: JOB Full Parameter Name: Job Training Opening Value: 30 Description: Either giving a job skill to people without a job skill or giving a new job skill to people whose old job skill is no longer useful. Short Parameter Name: MILITARY Full Parameter Name: Military Programs Opening Value: 346 Description: Guns. Tanks. Killer Sattelites. Mansions for retired generals. Fancy briefcases for spies in middle European countries. Etc. Short Parameter Name: BENEFITS Full Parameter Name: Old Age and Disability Benefits Opening Value: 153 Description: Basically, Social Security. Short Parameter Name: SPACE Full Parameter Name: Space Exploration and Development Opening Value: 29 Description: Self-explanatory. Page * * * The Third Set of Parameters * * * This set of parameters involves issues whose associated costs are minor compared to the items in the second set of parameters. Here, the problem is deciding which issues have a higher priority, given that the country can only give a limited amount of energy and attention to them. The parameter number refers to the priority order, with 1 being the highest priority. Short Parameter Name: ARMS Full parameter Name: Arms control Opening Value: 5 Description: international agreements to limit planet-threatening weapons. Short Parameter Name: EUGENICS Full Parameter Name: Cellular Eugenics Opening Value: 3 _ ... Description: Gene manipulation to produce "desirable" characteristics m offspring. Should it be allowed? Should it be made available to everyone or only those who can afford it? Short Parameter Name: ENERGY Full Parameter Name: Energy and Resource Management Opening Value: 7 Description: Covers the full gamut of energy-related issues, such as strategic reserves of various fuels, search for alternative fuels, energy independence, etc. Short Parameter Name: FINANCIAL Full Parameter Name: Financial Network Opening Value: 4 Description: This refers to a system that would provide everyone with a universal ID /credit card which could be used for virtually any transaction. Of course, there are numerous possibilities for various abuses. Short Parameter Name: SECURITY Full Parameter Name: National Security Opening Value: 2 Description: Unshackling the CIA or whatever. Allowing covert wars. Toppling unfriendly foreign governments. Putting sneezing powder in C astro'' s toothpaste. Wire-tapping at will. Etc. Short Parameter Name: ENVIRONMENTAL Full Parameter Name: Environmental Management Opening Value: 6 Description: A whole range of issue. Water and air pollution. Wildlife conservation. Conservation of scarce natural resources. Waste disposal. Short Parameter Name: POPULATION Full Parameter Name: Population Growth Control Opening Value: 8 Description: Contr ollin g overpopulation. This would particularly involve Page 5 the third world, where the problem is most acute, and therefore could tie in with the Foreign Aid parameter. Short Parameter Name: SOCIAL Full Parameter Name: Social Problems Opening Value: 1 Description: The most common one would be crime and drug-abuse prevention. There could be futuristic ones; increasing numbers of people spending all there time in senso-booths atrophying, for example. Page 6 Ideas for additional parameters (one idea: INFRASTRUCTURE)? Ideas for changing or improving the parameters? Ideas for getting rid of some of these parameters? Once tine parameters are set and you enter Simulation Mode, the parameters would used to set some internal parameters, invisible to the player. (These would probably be GLOBALs which would be set to a value between, say, 1 and 10 depending on the values of the parameters that affect it). Here is a partial list of what some of these internal parameters might be: PROSPERITY DISPARITY between rich and poor JUSTICE, social CONVENTIONAL warfare NUCLEAR warfare POLLUTION CRIME DIVERSITY, cultural CREATIVITY and interest in creative works GOVERNMENT, niceness of TECHNOLOGY RELIGIOUS freedom and diversity ORDER, social (vs. anarchy) VK-TiMt&S T€KM . ^ "UWrf' VxtcrvvxV Po^wfec6>\ i I • 4^ Ilf o % o £ o %J U) if) i £ it | <=& j 1 > C J MS -if .3 u c 1 3 j 0 • ^ "“c' O e > ur 4 o 3 _3 $ > <— > 4 ✓ ^ o t * C*t 7T i o J */ 1 i f 5 -5 _£L J U < l £ 3 & 1 $ -df J * ~~z> 3 - jj p£ Rce>AT 2 'l' 14 ?^06?©Si\lvTy u 2t rbOCATloA^ 1'4 If 14 ITT It A\b To Pcx& 1 4 A 1 it It 14 2'/ z t it F^fcjRGv^ A\T> 14 It 1 1 It 14 hGALTrt 1 4 it It feSGAGctt 1 4 li 14 it 1 4 It 1 t Military 14 1 f f- * '/it .14 14 2_t It fc£UGF\TS> 1 1 It it It StACt n It GNEP.GS 14 It It IMF^ST^CTV, 14 U Af4AS it ii foMc.G 3t It 14 1 4/ FiMAtlQAl It it a GeOJRVTN 24 2-t )fc 4/ .1 V 14 2 1 GKiMvC.cMM. 14 '/i4 3t ■/it it f^POLATior^ U u 11 It • zt ^dqal. fet 24 It - AF. 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(The alternative is replying “Did you have a particular direction in mind?") For example* if you say ENTER at MUSEUM ENTRANCE* should you get sent to the Railroad Museum even though you can also enter the Cinema from MUSEUM ENTRANCE? A t the various points where the game is asking you for a YES/NO response* should the game merely take a one-character* no-carriage-return input (a la Library Mode)? For example* "Do you want to see the list of active ports? >" If you typed a Y* you would immediately get the list* if you typed N» you would immediately end the turn* and if you typed any other key* the game would beep and ask again. its /: Should there be sirens in the morning when curfew ends* sirens in the evening when it begins? Its as well as the J What should happen in 2071 Joybooth if you just keep pressing the button? Should it not let you (like in 2041)? Should you eventually starve and die? y Should you apartment? difficult* X aM be able to talk to Jill from adjoining rooms of the It would be inconsistent with other games* probably and possibly dangerously buggy. G c»»VnSl l VV \y Are more current events needed for the Current Events Directory in Library Mode? Would anyone like to write one or two? I O WPS ScvrsC^. •Soliticing suggestions for responses to: > /give TOY TD BABY -(L- is vf i ,/TOUCH JILL (let's keep this one out of the gutter) ''Xvn SojjlS /fee D ANIMALS (at the zoo) W, ST/ - +U avxv^Js Uk ^ c^W. eis*L_ /WASH SWEATER/SCARF/VEST (at the laundromat ) ~ ^°Ai h° cCl - /OROER WINt/LIQUQR (at Simon's or The Coachman) ("too expensive"?) Here's an earth-shattering question. Should "tubecar" be capitalized? Tube system or Tube station is always capitalized. Should the various segments of the game be called P A R T s » as they are now* or do you prefer CHAPTER? How about SECTION? Any other ideas? What do you think of the whole ink-blot scene? It's a complete red herring. Should it just go entirely? It didn't come out as nice as I envisioned it when I was designing the scene. I've been deliberately avoiding ink-blot bugs and improvements until it's a definite "keep" — I don't want to waste time on it if it's going to go. ^ Vt- Vp y^o cU What should happen if you turn the ventilation back on in the Maintenance Core after the saboteurs have passed out? c\v\ \\ou,~ ck MaV°v^a\ (jsjckvA p<\VtA I've been thinking about putting a terminal in the Living Room of the apartment. It might be for receiving mail* the daily newspaper, etc. It could be broken down or gone completely by 2061. Thoughts? (a \v\ 2.ol), s -f FOOD FDR THOUGHT C M a n y of these are based on comments from your bug reports* Your comments and suggestions and input would be appreciated.] If a location is called (SOUTHING) ENTRANCE# should merely typing IN or ENTER cause you to enter the SOMETHING# even if there are other buildings or places you can go to from (SOMETHING) ENTRANCE? (The alternative is replying "Did you have a particular direction in mind?") For example# if you say ENTER at MUSEUM ENTRANCE# should you get sent to the Railroad Museum even though you can also enter the Cinema from MUSEUM ENTRANCE? * i'vv Qu%\ *tt> '■VW* StfviMjHfcjlvicy ^ 'fb . I CVvcwci\ ^ Huloxmw £ ^ 1 AC 'f'Lt/ At the various points where the game is asking you for a YES/NO response# should the game merely take a one-char act er # no-car r iage-return input (a la Library Mode)? For example# "Do you want to see the list of active ports? > " If you typed a Y# you would immediately get the list# if you typed N# you would immediately end the turn# and if you typed any other key# the game would beep and ask again. Yes. 13 uc* 44ju LaAo^ux^ / **r*/ Should there be sirens in the morning when curfew ends# as well as the sirens in the evening when it begins? Yes. What should happen in 2071 Joybooth if you just keep pressing the button? Should it not let you (like in 2041)? Should you eventually starve and die? \ tWjt v^trv. ajl^uloA 4iut fi/xpeAAJt/tv*^ • ‘'Hvo pU^CTScyk^ ^ 2^71 to -HtaJ c^uXv^xi^xrn ^ uM a> -Hv* to iXWuX j aHW* u lOkjeti" Z [ co^aA WtAjt, - lgyvxjl uh Are more current events needed for the Current Events Directory in Library Mode? Would anyone like to write one or two? y ^ ('(| -t/u^ . Soliticing suggestions for responses to: GIVE TOY TO BABY TOUCH JILL (let's keep this one out of the gutter) PEED ANIMALS (at the zoo) WASH SWEATER/SCARF/VEST (at the laundromat) ORDER WINE/LIQUOR (at Simon's or The Coachman) ("too expensive"?) Here's an earth-shattering question* Should "tubecar" be capitalized? Tube system or Tube station is always capitalized* Should the various segments of the game be called PARTst as they are now* or do you prefer CHAPTER? hou/ about SECTION? Any other ideas? 3 QtnvJle CUu. x 1 kJUuudl rtlwuui J. What do you think of the whole ink-blot scene? It's a complete red herring. Should it just go entirely? It didn't come out as nice as I envisioned it when I was designing the scene* I've been deliberately avoiding ink-blot bugs and improvements until it's a definite "keep" -- I don't want to waste time on it if it's going to go* "IW| (Mj s -U!a sU^jo, ilwLj urtOX) Ink. *f,,\lM***J - no btttuy, I've been thinking about putting a terminal in the Living Room of the apartment. It might be for receiving mailt the daily newspaper > etc* It could be broken down or gone completely by 2061. Thoughts? ')» i KjUv^A turn the ventilatio'n back' What should happen if you turn the ventilation back' on in Maintenance Core after the saboteurs have passed out? What should appen if you turn vent i 1 a t i o‘n back' on in the FOOD FOR THOUGHT C M a n y of these are based on comments from your bug reports. Your comments and suggestions and input would be ap pr e c i a t e d • 3 If a location is called (SOMTHING) ENTRANCE* should merely typing IN or ENTER cause you to enter the SOMETHING* even if there are other buildings or places you can go to from (SOMETHING) ENTRANCE? (The alternative is replying "Did you have a particular direction in mind?") For example* if you say ENTER at MUSEUM ENTRANCE* should you get sent to the Railroad Museum even though you can also enter the Cinema from MUSEUM ENTRANCE? fe>. At the various points where the game is asking you for a YES/NO response* should the game merely take a one-character, no-carriage-return input (a la Library Mode)? For example* "Do you want to see the list of active ports? >" If you typed a Y* you would immediately get the list* if you typed N, you would immediately end the turn, and if you typed any other key, the game would beep and ask again. Xf *f 'bt+S o< V o*- .'C »> Ch'Ort’t tAO(.oPr t > o yw w<~r •« «*- TO- ,; i r fan? Should there be sirens in the morning when curfew ends, as sirens in the evening when it begins? uuKy Aotkir * Cy/x>) well as the ( • What should happen in 2071 Joybooth if you just keep pressing the button? Should it not let you (like in 2041)? Should you eventually starve and oie? 5t +- j.ve . Should you be able to talk to Jill from adjoining rooms of the aoartment? It would be inconsistent with other games* probably difficult* and possibly dangerously buggy. Are more current events needed for the Current Events Directory in Library Mode? Would anyone like to write one or two? r *-y 3$ (at Jto Soliticing suggestions for responses to: GIVE TOY TO BABY - I ooJo't Sk. -©«// t&vz r Here's an earth-shattering question. Should "tubecar" be capitalized? Tube system or Tube station is always capitalized. Ccr . ,J n>+. Should the various segments of the game be called PARTs, as they are noiDj or do you prefer CHAPTER? How about SECTION? Any other ideas? CWfvIPrtk. , fA-Rrr * * -1~ * St*r, StXJ+VA ■3 What do you think of the whole ink-blot scene? It's a complete red herring. Should it just go entirely? It didn't come out as nice as I envisioned it when I was designing the scene. I've been deliberately avoiding ink-blot bugs and improvements until it's a definite "keep” -- I don't want to waste time on it if it's going to go. S- 0 S^y ’* .+•.*' " iVt w ^ o. ^ u**,. ( What should happen if you turn the ventilation back cn in the Maintenance Core after the saboteurs have passeo out? y gXt'4x~' jCt • ( I've been thinking about putting a terminal in the Living Room of the apartment. It might be for receiving mail* the daily newspaper, etc. It could be broken down or gone completely by 2061. Thoughts? ^°o*sds neAx ( [ FOOD FOR THOUGHT CMany of these are based on comments from your bug reports. Your comments and suggestions and input mould be appreciated.! If a location is called (SOMTHING) ENTRANCE* should merely typing IN or ENTER cause you to enter the SOMETHING* even if there are other buildings or places you can go to from (SOMETHING) ENTRANCE? (The alternative is replying "Did you have a particular direction in mind?") For example* if you say ENTER at MUSEUM ENTRANCE, should you get sent to the Railroad Museum even though you can also enter the Cinema from MUSEUM ENTRANCE? qrf i fa CcrrrrcfO fh 7hr$( ✓fad. At the various points where the game is asking you for a YES/ND response* should the game merely take a one-char act er * no-car r iage-return input (a la Library Mode)? For example, "Do you want to see the list of active ports? >" If you typed a Y* you would immediately get the list, if you typed N, you would immediately end the turn, and if you typed any other key, the game would beep and ask again. Yc$ y tflpf ptKni hc/n^**** ser&Hfbf buys { Should there be sirens in the morning when curfew ends, as well as the -V sirens in the evening when it begins? ^ h** of* HT k*** cwb'V e <\d) . (pawn rsJiV- ^iib *fV W */***/ W tr .) What s h Quid happen in 2071 Jnyhnoth if you j y s t keep pressing the button? fS h ou ld it not let you (like in 2 0 4 1 ) ?J Shoulo you eventually starve and oie? ” — Should you be able to talk to Jill from adjoining rooms of the apartffent?i It would be inconsistent with other games, probably difficult,/ and possibly dangerously buggy. ^ /v« , fotyjjh *\e*s c/leGioli /¥ ^7/ r* Pit AOi i» 'Jp! ycM y < // fa her rud*) 4 — a r~ YcM w y Tube system or Tube station is always capitalized. (vytf fft>m $ 7ME) T Should the various segments of the game be called Ip A R T si as they are noujj or do you prefer CHAPTER? How about SECTION? Any other ideas? 4, fro fojlhtfc 4 c W/i^ of- ParTS e y. twy iiht fa tnfcr or Ay&Vt SimU^^n . What do you think of the whole ink-blot scene? It's a complete red herring. Should it just go entirely? It didn't come out as nice as I envisioned it when I was designing the scene. I've been deliberately avoiding ink-blot bugs and improvements until it's a definite "keep" -- I don't want to waste time on it if it's going to go. L* ayt it 'h / * d\ rq it rh <3$ rite lef^re^ otf. Yc* jft far in k hlot fa>b tertian tf ya( \ 'fufa tod l CoMnt' iht fii *(**& & VM* lb* 0ft f £ l*>e OPF I've been thinking about putting a terminal in the Living Room (ffadj of the apartment. It might be for receiving mailt the daily neuispaper» etc. It could be broken down or gone completely by 206!. Thoughts? £ |(% ^ ^ ^ ^ ^ ^ ^ ^iM[ Tit wdboy ( { < ( FOOD FOR THOUGHT )<2>r\ CM any of these are based on comments from your bug reports* Your comments and suggestions and input would be appreciated.! If a location is called (SOM THING) ENTRANCE# should merely typing IN or ENTER cause you to enter the SOMETHING# even if there are other buildings or places you can go to from (SOMETHING) ENTRANCE? (The alternative is replying "Did you have a particular direction in mind?") For example# if you say ENTER at MUSEUM ENTRANCE, should you get sent to the Railroad Museum even though you can also enter the Cinema from MUSEUM ENTRANCE? Xi i nal^t X xcf EASTER fro'ry /lUW* " If you typed a Y# you would immediately get the list# if you typed N# you would immediately end the turn# and if you typed any other key# the game would beep and ask again. / X < 1 ° u^y > fe-f V ;■> c«„;y•* *■"!■ '~ i *\ , W« I f P* ° n * 6 ^ ^ . jr^e urtll U hy/y- TUI />*“, Soliticing suggestions for responses to: ^ 4,» hny £*is." GIVE TOY TO BABY 7 %€ ooVy g^ryles hyyly *'* sf«ee 2 es / ' TOUCH JILL (let's keep this one out of the gutter) " J % -fouc^eJ/ s c 'Y> J f yo^ T - - X 's*\ / Zosl 20*41 2 or/; " j ^e [fWj> V M 9<' /Q • r 2 ° 6/ j lot •' '"7*k FEED ANIMALS Cat the too)' jg^ /'***■ WASH SWEATER/SCARF/VEST Cat the 1 a un d r o m a t ) - Lei ***** sr ' /5 ‘ CcM 7 / y NVe, "T^ - r>p> ypUs- Cclofa] ^ <&£>** p c I f^^aj Here's an ear t h-sh a t t e r i n g question. Should "tubecar" be capitalized? 1 *^!?^ /nA^{ Tube system or Tube station is always capitalized. yau^ ft' f Should the various segments of the game be called PARTs* as they are nouij or do you prefer CHAPTER? How about SECTION? Any other ideas? A/cif f 4 &T S c4«fcf y«tko ScCTIOa/ What do you think of the whole ink-blot scene? It's a complete red herring. Should it just go entirely? It didn't come out as nice as I envisioned it when I was designing the scene. I've been deliberately avoiding ink-blot bugs and improvements until it's a definite "keep” -- I don't want to waste time on it if it's going to go. (^gj- of t'i - i U, c«~k s'clea ^t\,' c Ly cooifj b - Q What should happen if you turn the ventilation back on in the Maintenance Core after the saboteurs have passed out? f«/ Jt ? . X asf^e a c* (^ooJ OK>o*i fusnQi i £ Y au > r < 4 °'' 1 ■ lT j* s it a-'-? r T /v ^ , ^ ! C„kO^ 7 Z Xfoi M* 7 *' / Ar'svotr ,-n W~»-' k * * / ,p ? T r / / „ j-o s* ' • J-ry< Jv e/^) r° 7 ^ -/U ~OrlJ t I '<4 9 4^ " If you typed a Y* you mould immediately get the list* if you typed N, you mould immediately end the turn, and if you typed any other key* the game mould beep and ask again. 4 hit* • Should there be sirens in the morning when curf ein ends* as well as the sirens in the evening when it begins? X Jummo IW !■ y'* What should happen in 2071 Joyfcooth if you just keep pressing the button? Should it not let you (like in 2041)? Shoulo you eventually starve and oie? * P/f ■ C'O-ib ^ • Should you be able to talk to Jill from adjoining rooms of the apartment? It would be inconsistent with other games* probably difficult* and possibly dangerously buggy. T/s oh sU shoJ rmi veO vk. ^ !q u / ds rude , Are more current events needed for the Current Events Directory in Library Mode? Would anyone like to write one or two? ( { Soliticing suggestions for responses to: GIVE TOY TO BABY TOUCH JILL (let's keep this one out of the gutter) r FEED ANIMALS Cat the zoo) WASH SWEATER/SCARF/VEST (at the laundromat) ORDER WINE/LIQUOR Cat Simon's or The Coachman) ("too expensive*'?) Here's an earth-shattering question. Should "tubecar" be capitalized? Tube system or Tube station is always capitalized. r Should the various segments of the game be called PARTS, as they are now, or do you prefer CHAPTER? How about SECTION? Any other ideas? f , J~f Slo* 't' '/o f Q'i t /\ r «? 4 k € ¥ r t f What should happen if you turn the ventilation back on in the Maintenance Core after the saboteurs have passed out? A.*/, : COMpL(TTfi KILLS 3 TBctlv teutons SELF - PBFFKtSB ofi fo 4 ft PtrR / (cj?c^s a oAo/e c4 ^4 y nsrkA*s bJ I've been thinking about putting a terminal in the Living Room //,r/\ of the apartment. It might be for receiving mail, the daily 4, ;J newspaper, etc. It could be broken down or gone completely by 2061 . Thoughts? oe?J /cf ( z>v*5 ef 7^ / OttCd UjL i fgp h'e+ ^r'/L 'V) /opli > \p 7&r ej /Yfl-e "M r< Ptrry. ~Yusd Y& Yr$t Lll / cAt/? / . € j yot>c^€ \kst «. <*£> dt^i A JT »v ' " ' /['LA * Jf ' / ° M - * e <+rKL^f / So ^e re# f- ^KJ/ /* iv ?*±- ryt dd t'c o*v Jft>oLr Mddfs. Xo X?Mj? , L-/: /Qj&n/^r) dbd Oidb/LtAyi d . __y _£ the c a me currently asks "which node do you rear...." and lists them all* c e n h a c s in this case it snould just ask "which mode do you mean?" = o r one third, it would make like hsrcer fcr c e c r 1 e without a manual (that is, pirates). VUivv* When I made up the six tasks fcr P=rt C n e , I just took the first ) six things that came to it i n a • But the letter from Mattheu. W i g d a h 1 I reminded me that I had always intended to hone the list '’■ore. He \J suggests going to 3 Car and examining your apartment* which of the ) /\s ix tasks are good, which are crummy* and do you have suggestions for replacement tasks? ) Should failing tc type t * e correct security code st ter ycur second . chance kick you cut of the - a rr e ? It w o u 1 r increase c a i n for pirates* f the colons ) > > s h T a but might it also increase cam for hc-est users? N m i g n t o e s t e e n s y bit u 3 r c to differentiate (light vs. dark o r ay * vs. various clues end greens* etc). sous 1 Mav^W ccS'fer my c r i g g s * c T writes * u 1 i k » ~ r m st + c ^ end of title pag 3 » cut preferred U T T si Y K r v T r C ~ N T I N J F 1 at tre end o * Darts. " M cre cortentous. T - 1 - ^ 1 ai:0 you think? offers more s c r •= e * cut I also i i< e the consistency of metering t r e Z I c causes. What do creak." 7 7 0 c : -v #** ♦ *•*» ■£ E.\/QJ^or^ ^ fVk ) ) Ideas for responses? _ A GIVE ChlSS T G JILL 1+ A foA #X ^ ^ TuUCn MITCHELL (10 51) " X wry Iho-f 'K'c^Wk iMOr^J' / ALL V = (^cHi\(V\Q| v/jILL, r ELL ME dc-u- YIt^5L= VOcV W 0 k e ; t ? \ - w 1 1 1 1 e a .a y c r < city? r •=> r headers New ~ e t red ( orv^ It r«-feryVf\t ~tr> fV\ODt- z. M RENTER moQt£ £u>\\oK «Vv£AJT£f? /ncoe /oo » v^v , ,, C^f-fcr COA (-&G.J Yloli; n J So? nx> t^v < ■ - ^Z/ oj- -faSUs CtvC Cjoc^j EK^-7 T f~&r Cj 0 u 7 ryi^ H — - 'spO-o Of\$y , fv^ Y-y^ CT^> uJkra, ^Uou)d ^x-r 3" cej ~fe> T^oO rfa- fee; CjbdZj rfvLrs yU~ l^o<-kr) our, CQa^Xj o yA \y <3 £Xck 'fW*- )^y_ <_s iH aW' A ,' ka^rz ^ lfe?o rrj (Cvr ^i_^) o'P tD^\£> y S'n.cc (5V» ^ 0 -e\y /vt Y® X—rffg f ^ '~"1, ' " '^iuLx^e.. V-otiUr vjO *r. n f>+' £ '78 7 )\l_u ^ x i\ b^r^is Ca<-^ me 4^ytiiYUL^ ^>3vLi- ^ Tt^LE //ne, /^gooY '/cuQSz^^ ferry) vx'rt 4oz^ rV^nr/c/ ?4fe (V) ^T&ocvi >/Y\ |TC*-/£LL - n\oUrU_ rVuV-^ki^l / ') ) ) 3 > ) ) ) = CQC FCR T H Q U G M T II 1 ) ( * n e when you just refer tc ” V ^ ^ w ^ W asks "which mode go you m^.a tl case it snojld just 3 5 k ( f7hi «ju o u 1 d make like her cer /4 c r p A 4 s) t h d j t 5 n adjec+ive* the csre currently " and lists them all* 5 e r h s c s in this when I made up the six tasks for 3 six things that came to it i n <3 • ?ut reminded me that I had always inte suggests going to a bar and e x = m i n six tasks are good* which are c r u n for replacement tasks? (join* jv /n 0 /W /-* to type t *“ e correct T*(lc A V M C ««>/-" p °0 ^ ~ 6 -ooo{ j n+l^> (jr otn*\ fa> b* s- pot - -fa -fo>f G-of lj ^ A." ) chance kick you cut of the : 3T«? I but mi g n t it a 1 so i n c r ?as ; ' rain f o Uy*r ^ e/s ky C A/ IVA -fo v s-cu t w c u 1 r increase i- "> o ^ e 5 t users? Sc T e o f the colons erentist.e (light vs. c e r k gray* sous L>o;R- Tt> ^p*rJm i increase cam * o r p l r s t e s » ^ i; t nssr?? of the color? c,+.f } wift A /■"/ Vw \ «/■ Amy Briggs* c ? .Room i 1 • antes t w a t a u e likes C *■ I R r Z = t t h e end of title pages* cut preferred m I 7 2 N Y KEY tr C I N T I N J ~ 1 at the end of oarts* il o ore ccrtertous. * 4 e r = mor- cf r e ?K . cut I also iiM , Z '/ did <*• 9cw>LS AcM- Lit Cjki-C*' tuty) TTj Qc d 'k$hl of 5 (C yc^ktVYi CiK. Snould failing tc type t ** e correct security cede after your second chance kick you cut of the game? It would increase cam for pirates* ut might t also increase pain f o'* w c " e * t users? ^ r t >. T tc f the colons m i g n t be s t 5 e n 3 y bit K a r c t *■ differentiate ( 1 i h t v * . dark or ay* ecus vs. various clues and greens* e t c ) . ^ fa'kfhetl chtck$ *7 (U*UL- fok 0 IwwsjC. , iVy ^ WVy 5tM W)tE 5 v Amy 5 r 1 g g s » 0 T 1 title p r writes t u a t ages, cut pre u K> - r r z -IT ANY < £ Y T Darts. " M 0 r e cortentous...of + ers more 0 * ■= cr^,?k cut I also ii > Ideas for responses? GIVc C k l S $ T C J * L L TuU ALL Per/'-y . |f tic ^ M M ' 11 ^ lh Cm #v) Cr H I T C - i L L C I C 5 1) fofy ** W- t ^ > 20 * 5 *# yWrf jrpil^e. , te ^ Uj***svk J JIL U- ♦ ELL ME U T Y w U 5 ) u 0 m m e r t 5 on new of waiting? New c c < e ? irkclcr? \ e u title sc r .c f* W tr 3 3 •? r " \ e a method . - ■ i y C r K. ;ity? <$o APT 5 ! ) ▼ T X X =ccc fcr thcught ( t n e long - 3 0 / sited 3 a aue 1 ) when you just refer t c " v 2 D c " uj i t h o u t an adjective, the came currently asks "Which mode a o ycu mean....'* and lists them all. c e r h a c s in this case it snojld just ask "Which mode co you mean?" c o ^ one thing, it would make like harcer fcr p e c r I e «u 1 1 h o u t a manual (that is, cir stes) . \ \'\Mx YW, . When Imsde up the six tasks for P-rt Cne, I just took the first six things that came to (Tine. 3 u t the letter from Matthew Wigdshl reminded me trat I hac always intended to hone the list more. He suggests going to 3 oar and examining your apartment. Which of the six tasks are gcoa* which are crummy, and do you have suggestions for replacement tasks? ^ ^ fa's '|irury\ | 14 ) 4 t> flU i£- C/V '4 \/> ^TcvuO/t Sft*-d-7 cvO) , p^vauxo ^ Icsrsk* aA^v^a wone* ftvOl 4 tUa- -h^*k, ppvteot^tlrn ) wune* ^c^jua^jP '-fUo^, u 4ta Snojld failing to type t-e correct secu-ity coCe after ycur second - 4 r < ^«p chance kick you cut of the gate? it u/ o u 1 r increase cain * o r pirates, but might it also increase rain for c ” e “ i users? $ c T e of the colons mignt oe a t e a n a y oit h a r c to differentiate (light v s . c sr k cray, sous vs. various clues and greens, etc). oJofr'JC '\J( Vla^c^ ndr 3^ r^VVUU U)A4Ti/U^ 3 4 vvvve ^3 ? £l ^ 5 U acUa^e^fu Vr^ -two (SUvuA h^O u£gy£* imy Briggs, or -com 41. a rites t u a t s u e like- r v, " p t 2 at end of title pages, cut preferred I M I d 4 m y < - Y T C C’NtlNJtl at t re erd of parts. " M ore portentous... offers more of a oreak." I so r + of scr a ^ «., + T - 1 - w u >. a. a x 2 you think? o 1 i< e the consistency - t n a t c h i r t t ~ e l I - use w h a t do Awuuj i 4 " ^ i aj ^ jU ^ ku^wrW Avtuc^ Bn^s ? •*■ w T * b V j*' uuch MiTc-tfLL <:csn — t1 ** ”TWt b<*-v* «\ i c i< CALL l> 3 “Wi bt oV-Ud, yu. ceuw cJW me. ( ' 'U loc- ! '• ? 1 I Z - :* ^ L JILL, T £LLMEA3:u T Y “- 1 U dLoC\-W S^d CLAMStW -(LU*- Comments on new irkolct? New title server header?? \ e a - e t hod of waiting? New coke? New yor< city? UtUm-ArtLAu yvjuuO u^Adbto^ . Lt?\h6LCu iaxuj Ktu, £>cajusv\ C uo*tW sfzx^s) ( 6»r^o4" ^jouJ~k MtA^ Lxdul^ od^kju. Wl^f- uj^tijufcJ -hriAon! ^ cU^p +V WauW-, ,w(„lrli xu*.pL So,HkL pi" 'b se*L cJi* ox>p^s Lj*. So>>'‘”' VWvuz^ s^-^-cXv l^CfCA-C VV\&/pT ^sy fiA-5 ^ | paux^r | tAjlwJ upP? ^cP ^vw-S - "TW |uJ^<

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Svoa dr cx cj^oedr J\ *5 rV* WJ\ a cvv^'^ 4 ^ \ v'^v'V' ^ Ov ~Vn^ * Co\ 4 o VY^S^ C ^cdK A O’ A M F V "SCORING": The following table lists the various ways to get "points by recording "bad things" to shous Perelman. The long column of numbers just before the semi-colonec comments are the points for each individual recordina. These are on a scale from 1 (least bad) to 10 (most bad). Are there any things you think are scored too high or too low? Are there any "bad things" in the simulations which are listed here at all? If someone has free time, they can try organizing these by year, so that we can decide if the current Perelman-minimums make sense. < G l Q B A L SCGRS-T ABLE < T A B L E 2 ; "vandalized apartment lobbies, 2061 1 ; "water tastes rusty, 2061 or 2071" "5 «i "10 ii "15 it • ii 20 ii ; " 2 5 " II 30 ii • ii 35 ii ii 40 ii M45 n 2 1 2 3 5 7 3 4 5 1 2 2 2 5 8 10 1 4 2 5 1 1 1 3 3 7 1 3 1 3 2 1 1 6 8 1 6 3 n c 3 or 2071" "hot ii . or 2071 usual, 2071" water off as elevators off as usual* ^uo window glass is etched with "window view: dying forests, window view: strip mining, window view? serf village, apartment raid, 2051" apartment raid, ’ n * 1 " apartment raid, -City Hall is crumbling, 2071" "skybus sytem shut down, 2071" "Kennedy Park is a construction site* 2061" "death penalty for attempted rape, 2051" for Morality Violation, 2061" tin" n n f n n H s 1 1 n m s n r a . '/ II usual, 2061 or 2071" pollution , 2051" 2061" 2 0 71 " it 2061 2071" 2061 or 2071" 2 0 71 " or 2071" in alley, 2071" Kennedy "death penalty "life Sentence TUT nor> // ~~ deZ r s^s a Z , • j oJe-s er 5 ~ _____ “k O&l * /TVC: i t ^/ coi/e»- 3 // c'ofe+^'d cr/'w£, \Oy — S^cLoro! cl\ fd*?^ pdti/L 3 ^ *~.-e . (^*/ - &5 ^yea-r ed , r ry Jh'^c r t ,1n , )^a- ( 3 ) __ ■*■ /^6/>c JT£^«a/ 'Sd'ji i^eKvH A=v AU5^ Cu _ - fill /fr /<•>*♦, dr^tlUrj 0tuj/ j&G-SJ -//rou^i ~ fix do** & rr€ 'e~i/ *?jl. 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Skop Clerk LOcjoor . > LCcjuor Liquor /~v 0 cck S"Vor^3 ftrpretar &ook5 Clerks CloVUs / -fusLi^w-s CWrk S^eocVer JS ccls&Nz^ I tWbarvS "THU.. n UM M i*OTo At ^~Hp C^s M,o ^^LcxO-S TbMof^ftotA) AaT£> 'XoMc /VAIb UToPlA ( iVra) A WIIM1> fE>te\ie£. MAfriiOfc- ToMoRRcjoo " M y frird to me 3 kingdom is Such p e r t e c + joy therein I find As far exceeds ail earthly fciiss Tnst God or nature hath assignee.' 1 — Edward Dyer C * V MIND T Q ME A KINGDOM IS) "Tomorrow never yet On any human being rose c ^ set." -- william Mars den (WHAT IS TIME?) "Must helpless man* Roll darkling down ir ignorance secate, the torrent of his fate?" -- Samuel J 0 h n a 0 n (THE VANITY DP HUMAN WISHES) "Deep into that darkness peering* long I stood there* wondering, fearing, Doubting* dreaming dreams no mortal ever da^ed to ore am before." - - Edgar Allen 2 o e (Tn c RAVEN) "Heaven from all creatures rices the book of Fate." - - Alexander Pc pe CAN ESSAY C N M A N ) "I hold in that man is league with the in the right who is most closely future." -- Henrik loser (letter to Georg B r anc)es) "A mind forever voyaging through strange seas of thought* alone." -- william *ordsaorth (THF PRELUDE, BOCK III) "The future enters into us* in order to transfer'" us* long before it happens." -- Rainer Maria Rilke (LETTERS TC A YOUNG =>CET) "Man that is oorn of woman is of few days, and full of trouble." - - Job 14:1 "Where there is no vision, the people perish." Proverbs 2 9 : 1 5 "He was a man, take him for all in all* I shall not look upon his like again." - - William Shakespeare (HAM' l ET) "Time snail unfolo what plaited cunning ^ides." - - William Shakespeare (KING LEAR) "Those oostinate questionings Of sense and outward things* Fallings from us, vanis rings, Blank misgivings of a Creature Moving about in worlds r ot realizec." -- William Wordsworth (INTIMATIONS 0 C IMMORTALITY) "Hopes are but the dreams of those who are awake." -- Pindar (FRAGMENT) "To know much is often t H e cause of doubling mere -- vortai gne C5S C AY$ II) 11 "Defer not till tomorrow to be wise* To-morroiu's sun to thee may never rise.” -- William Congreve (letter to Lord Cobban) "what can me knom? or what can we discern, When error chokes the windows of the ^ i r d ? " -- 3 i r John Davies (T^E VANITY human LEARNING) "The day shall not be up so scon as I To try the fair adventure ot tomorrow.” * -- william Shakespear (KING JOHN) "Pursuing you in your transitions, In other Motes - Of other M ytns Your requisition be. The Prism never held the Hues, It only hearc them play - ” -- Emily Dickerson "Who hears may be incredulous* Who witnesses* believes.” -- Emily Dickenson "A guilded halo hovering round decay" (Byron) "What! will the line stretch cut to the creek of doom?" (Macbeth) "Upon this bark and skoal of time" (Hamlet) "A charge came o'er t b e spirit of my dream" C 5 y r o n ) "For men may come and men may go out I go on forever" (Tennyson) "If you can look into the seed« of time, a r d say which grain will crow ana which will rot" (Macbeth) "'gainst the tooth of time and razur? of oblivion" (Measure for Measure) "Take arms against a sea o * ^roubles* and by opposing end them" (Hamlem) "Cur towns of wasted honor, cur streets of lost delight" (K inline) From these quotes, my favorite title (in no particular order): MY MIND TD ME A KINGDOM IS -h DEEP INTO THAT DARKNESS PEERING A MIND c OR EVER VOYAGING IN WORLDS NOT REALIZE? — BUT I GO ON FOREVER lCCK INTO THE SEEDS DP TImc _ possibilities are LU1 CM k | 7 z_ - \k - ck- it \ 2 _ Apple Computer The first Apple trademark; Ronald G. Wayne, designer. Logo with apple shape and bite and sans serif type; Rob Janoff, designer. Apple mark with stripes applied to signage and vehicle identification; Rob Janoff, designer. Facing page, top row: Apple identity manual and divider pages. In a reverse from the usual development of a corporate identity program, their identity evolved and was perfected on real projects; then the manual was created to maintain the look and integrity of future projects and as a guide for design executed in other countries. Tom Suiter, creative director; Ronn Harsh, art director and designer; Steve Carroll, writer; Becker/ Bishop, photographer. Second row: signage: Rob Gemmell, designer. Legal signatures as defined in the manual: the corporate signature; two versions of the international signature. Version A is for countries where the logotype Apple Computer is legally and linguistically acceptable. Version B is for countries where the word “computer” does not translate or is not used. Third row: business card, part of the stationery /-^.system designed by Madelene Lees, Lindy Cameron and Ronn Harsh. Vehicle identity: Rob Gemmell and Ronn Harsh, designers. Bottom row: stock certificate: Tom Suiter and Steve Jobs, designers. Stanford Stadium, Palo Alto, where all the visitors to Super Bowl XIX sat on the Apple identity. 68 Communication Arts May/ June 1985 Apple Computer, Inc. 20525 Mariani Avenue Cupertino, California 95014 Apple Computer Apple 69 INTRODUCING THE Ruendly Superpower ieMan/2 and MDBS are registered mdbs ;s of Micro Data Base Systems, Inc. »= f\Z ol\C kfl nuioAftg^ \JeJTSv)^> nc^o^osly c^lurdl knsnaUctnp __L Wo AS^Sc foU_ o4 mcvvvW pAj^i^vA S A \z\v\_o^ ^e^ \i s Al^wi'flalAt'C f>S ± Pwy\e©cs (*4o's 4 ^’s) Atarv T^/\(v MpfWrV U}eiV va>r ^^/cu/y\s i ?a>vqA '^Ofse^vvS <4~ |Vtposv+>or\al U^tc pUwL c^*i\c4vy ?U^4 cWcW^rs 4- impvx>v'^ c! \VbA4 CUfes - - v£ AAal'pdl w\a' — ^ rv :r„T - g«r m ?..t > r - ^~ — - 1 — Pr-co^vn^J ava^cWir3 / W-Ti~ Wd» ftHof/cy 1 , .cA scaify i (pgfc-iV^ a 4 A\ CcvwWwa4v W^sKc \ v^rk*(ls Co vY\W^CvV^ Ae\J A WovVWNtfU kcw Jp A\a.W W\AcJ Ttto.s 4 Li L 4 Rovo^ — coV Wco /&op| |b(«-wiS. s= j -- Co aW«'Hve sc re A ce. ^Oc. ecvrly : c»r\ VUw ~4 et]e(4^ li^oaSy ^(aW^askvp- Osv'vv^ U_uaVKcS 4® 4VvJ 6o/o-K'cvlS c^mY^W Sc. \ cWv Q~> 'tes-4 14 >4^LVfce*4 l£WS\ \ bi (i N| ^w^mWAsovv : ^UgSSfe t^r^l-oncW PrttLcccW CalculoS • W c. + » e-k^X^ '> 7 - j) 0\ i f\ \ __ts l-^Jj I „ Cf. 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Most players just gape at their surroundings the first time they play. The character you play in “King's Quest" is a male, Sir Graham. Some adventure games don't make the heroes gender specific — for instance, in “Seastalker," the crew of the submarine is mostly male, the head of the Aquadome is a woman, and you are you, who- ever you are But on the whole, girls are still depressingly likely to appear only as help- Weekly Reader’s “Stickybear” teaches the concept of opposites to the youngest players while trying to escape from a bear, and when she finally gets back to her tribe’s winter camp, she finds they've al- ready left for their summer lands. Clair has to build fires, find food (including such realistic but gross items as caterpillars), make tools, fend off dangerous animals, and treat herself with medicinal HERE COHES CLAIR! “Cava Girl Clair” is a long way from home in the Rhiannon/Addison-Wesley adventure game less wimps whove been kid- napped by giant apes. That's why Rhiannon. Addison-Wes- ley’s "Cave Girl Clair” ($39.95 for Apple) s so unusual — it's part of a senes of software specially designed with real- life girls in mind (although it s obviously a game for boys, too). Clair, a New Stone Age child gets trapped in a tree plants to get through the sum- mer and fall. YOUNGER KID’S GAMES O f you have younger brothers or sisters who can't read yet, Weekly Reader's “Stickybear Oppo- sites" ($39.95 for Apple, Atari) lets them operate a computer all bv themselves A plane flies OVER a bridge (while the word “over" appears on the screen), and when the child presses any key on the keyboard, the plane flies UNDER the bridge With a few more keystrokes, a cabin in the woods goes from DAY to NIGHT. The game comes with a 32-page book. For kids who ve learned to read even a little, The Learning Company’s “Gertrude’s Se- crets" ($44.95, fo r Apple, IBM, Commodore 64) helps devel- op computer-age logic skills. Gertrude is a magic goose who leads you through a series of seven game rooms, each filled with all sorts of shapes and patterns that are actually pieces of different puzzles. You learn about such concepts as loops, arrays, and trains, and when you solve a puzzle, Gertrude flies and music plays. EDUCATIONAL SOFTWARE he kids in our family used to go eeuuww! when they heard there was a new educational game for the computer. That's be- cause some educational soft- ware isn't much more than electronic flash cards. Luckily, that's changing. Science. Thoroughbred Soft- ware has a series of biology, chemistry, and other educa- tional programs ($49.95 each, for Apple. IBM) that use daz- zling graphics to simu'ate ac- tual experiments that you would do in a school laborato. ry For instance, in "Exploring the Amazing Food Factory, the Leaf,” we put a stalk of celeg in a vat of red ink, then, while a speeded-up clock ticks away to show us the necessary pas- sage of time, we "watch" the liquid creep up the plant's tis- sue. In "Photosynthesis: Un- locking the Power of the Sun," we cover an on-screen leaf with a piece of electronic cork to see whether starch can be manufactured without the presence of light. Other pro- grams in the series show cells dividing, molecules diffusing and particles charging, all in animated living color. When Sadie tried them, her comment was: "Hey, this is like going to school in the future!" English Grammar. Design- Ware’s “Grammar Examiner” ($44.95, for Apple, Atari, IBM , Commodore 64) is an elec- tronic board game that pre- tends you're a cub reporter on a newspaper; as you land on different squares, you learn punctuation, and such gram- mar rules as when to use "who" and “whom," tense, and subject-verb agreement by “proofreading" stories through multiple-choice questions. If you're sharp, you’ll get pro- moted to editor in chief. There are various ways to make the game extra challenging, in- cluding the option to compete against another reporter named Melvin, whose IQ can be programmed from 0 to 200. The game is based on The Chicago Manual of Style (Uni- versity of Chicago Press) and Warriner's English Grammar and Composition (Harcourt, Brace Jovanovich) and is rec- ommended for ages 10 and up. Economics /Social Studies. For players 13 to aduit, Spin- naker's “President’s Choice” ($39.95 for IBM, Apple), lets you actually pretend to be the President of the United States At the beginning of the game, you choose your party (Re- publican or Democrat), and you’re then confronted with a series of bills to sign and other decisions to make (First you can consult with your chief political adviser — a woman, as it happens— or you can look at opmic amou econc count deal for in tax oi bet tf tom o Asso< gress has i like g lar v news Music Scarf Write Atari, teach music old a you keyb< let ' temp save back puter your elude the t the ($39 mod < toucl spac shoo who! incre One theg stant spee “Run for / Com playc capi" plac 112 Ms. DfcC F MRf W ! 4 at yoi; .iborato: ^iqionnp "Y t(3 uelerjf while c! ks awa^S ary pas-; tch" tht- ant's tis-| sis: Un-j ie Sun,’* j en leaf! nic cork can be «ut the; ter pro- ow cells iffusing, g, all in . When amment going I Design- ■ aminer ari, IBM, { an elec- : hat pre-j orteror ; land or. :u learr, a gram-' to use| >^e, and] it by] s through' ‘ions. I? jet pro- f. There ake the :ng, irv ompete 'eporter IQ can 0 to 200. on The 'le (Uni- ss) and 1 rammat •arcourt J is rec- j 10 and- lies. Fo Spin- j Choice' ' ’le), lets j j be the , i States ( •? game 1 1y (Re at), and d with O ad other ,-^st you chief j nan, as a look at opinion polls and a staggering amount of data about the 1 economic- situation of the count! y.) Then you’ll have to jjea : with the consequences, rt N N r w o r 1 d News N eta'ork Feed Your visual and audio circuits are now ncoked directly to the rroa-ammin W 0 r i d News Network: q of t r > L World News Network Feed Your visual and audio circuits are now hooked directly to the programming of t h World News Network: "An administration spokesman called Ryder's criticises 'unfounded' and 'demagogic'. A n w wNN poll, released this morning , showed t ha* c* the public think that the administration's educational policies h av ■ failed, and that for the first time, a majority of people a pro* t>?t cur school system is 'out 0 * control.'" r >N c RockviI Centre The name of this p 1 a z s tells it all. The stretches along the west side of the plaza, corner. Park Street leads north and begin here w >■ 1 1 - m i n t s i n e d p o r 1 1 c o of City Hell ‘jnc'r's lies on the southeast c + ^ e? t an d Centre street both and _ . _ . . south. Main _ _ . _ leading eastward * r d n o r t n e a s t a - ^ d , respectively. > N Halley L Park You are cn Park Street » at the ea stern terminus of Hal ley Drive. Nor^h c * here Park Street descents into a tunnel under Halley 0 a r k • Halley M u s e u n fronts the intersection to the southwest, and n u « n . Hall ca r be entered to the east. > S RockviI Centra r he around snakes as a huge *ruc^ rumbles down the s t r e * + City Hall Tne city's seat o f gov'-rmsnt is an ole concrete-slab building dating back to tne late twentieth century. The only exit is east. A government official is sitting on a bench in the center of the lobby, eat inc snack. ^ > R £ C 0 R D f*'- Record feature activated. > T A L < TO QFFICAL ^ Ci don't know tne word n office!' 1 . Cut I think Can Horn does, so ask him. 3 > S I T Con the bench) You are now in the bench. >T AlK You must address t h t government official directly. > H E L L 0 Talking to yours e If is a sign of impending mental collars?. > J F F I C A L t knew the m c r f * i c a t h ink D a n Horn do s a s k him .0 >0PrICIAL, HELLO r' You have a nice chat with the official* 1 n tne city are running, and how reward glances at. his watch, mumbles a poll'':® who cree-ily comments on how well thin i r g his job has been lately. Suddenly h p a r t l n g message, and hurrie* away. n- > R OR D *# ERROR : Record feature is already active. >R ECQRD DF~ Record feature deactivated. > 5 0 G 01 don't kno& the more "bog". 2ut I think Dan Horn does » sc ask hi^.R > s a v e To file: OFFICIAL.. 10k » saved. > 01 beg your nerdon?j > r- r Centre L Kennedy At this intersection* Centre Street cuts across Kennedy Street t r o m ncrtHeas* t southu/es t • A tall Hotel ^ • s entrances to the east ~rd souths ■ st. The austere facade o f -* u a n g - 1 1 rises to + n e west. Kennedy Street continues north and south. > N £ Bodanski Souare T n is i 5 a large pis? a formed by 'h9 inter sec ♦ ion 0 f c o d a r "! s k i boulevard from the east* r e n t r e Street from t n e s o u t h w e St* c n d 1 v e r s T r e e t from *h€ r 0 rth end south. There is a cs r lot or the was tern sic q o f t he s q u r e . Or 4 ^ e northeasteri corner is a restaurs n t * and the old train s t 3 t ion c a r b e entered to 4 h e s o u 4 h p s st. A covered s t a i r wa y leads down to •A- he T u b e s . There 1 s a newspaper discens e r chain e d to 3 1 a~p r\ o s t o r th? corner. > £ Museum Entrance Standing on the south side o * ~ ocansk 1 boulevard is the Railroad Museum. The street runs east toward *ha park anc w e s t t o u j ■: r d the sou ere. Nor*h of here is a car lot and to the north west is a huge cinema complex. >W Bodanski Square There is a newspaper dispenser chained to ? lame post on the corner. >PUT CARO IN CLOT l Y o u can't see any cere here! 3 >1 comprising photos of ei key a wallet Dan Her n > l at photos >i You are carrying: comprising photos of Ban horn a key s wallet > 0 PEN W^LlET Opening t n e wallet reveals a criver's license nc credit c arc > PU T CARO IN SLOT *' y o r i a News N e 1 uj o r < z e e c You'* visual and audio circuits are n c w rooked directly to + h e p r 0 : . r a m m i n c of th World News Network : "A tnpr e-week drought in India threatens t h a t country w i * h its fifth food shortage in the lest six years • A government spokesman called the outlook 'opt in i st ic * ' but saic t K a + rations might be cut by ten percent as a precautionary measure, M "Perelran to P R I $ v . The c r o g r 5 m m i n g + e a n r ~ s finished entering the parameters for the simulation. T his is it -- you can an *er Simulation Mode at any time. Th Social Science group has come uo with a list of a few things they want to make sure you record: cat 5 meal in a restaurant Read a newspaper Ride public transportation Talk to a government official Buy some clothes Go to a movie Good luck!” > e n t e r simulation CNCTE: For the time being, just type 9 C . 3 Simulation Mode is 3 Class ire Security rode, -or access, enter th® Security Code corresponding to: LIGHT GREEN 93 >99 Beginning simulation. ? lesse wait... This simulation is based 10 years hence. T^is is your last chance to abort. Do you want to abort? > N Kennedy Park Tnis is a small, oowntowr southwest. There is P a with gates leading northeast, southeast, and sprawling, free-for m of the park a; hue a- oink r. ant, swathed p o 1 y e s t e r s ui i m s slowly by. I >GG TL CITY -'ALL There is no gate on that sics of tn c park. > n There, is no gate on m n a t side of the park. > N w There is no gate on that sice of the park. >$W Elm 1 Park This is the intersection of the ^orth-south Park Street and the east-west Elm Street. A par < entrance is on the northeast corner, arc large, 0 1 a- f as h ioneo edifices occupy + h ~ other three corners of t n e intersection. The sidewalks and the street, a r ' e crowded with peoole. c r o i d e c csspite its rather steep You have entered s upscale department store , prices. The exit to the street is north j/ss 1 . > R E C 0 R D ON Record feature activate c. > 6 U Y CLDTrtcS You select a bricntly colored m y a 1 o n s u; - - * e r that ■‘its you perfectly. You dive your credit cnrd to one of the clerks* u r - o rings up your purchase and removes the a n t i - 1 h a f t tag from the -garment. He hands you back you'* credit card. > R E Cu R D OFF Record feature deactivated. > S A V E To file! C c FICIAL..^uk* saved. > L E A V E SIMULATION Aborting to Communications Mode. - - SIMULATION T:R N I N A T ? 0 __ > P E C c Dr. ^crel’-n 's Office This o large, framed pncto of famous '.micro-computer g u r u D: a nisi H or n hangs near t h e c'c o r ^»Cve^ line + h e room. desk is covered m i t h a num be •" of items, i^c 1 U d inc a d s c c d e r , a mao w the city, a call - o oint oen , and a print- cut of a m a q a z i n e article • “ Perelman h - a . We see t ha t you ' r e out o f S imulation *• ode . 4 e're about to start reviewing your r ecordi ngs n ctu . I'll let you k r o u a> u a t the experts think . Talk -* you soon . 11 > W A I T Time p a s s e s • . • >G i m e passes. •• >G Time passes... ) G Time passes... Ijrcm rtgflftr/ 1 3 / 7 / “7hl rfJhtff fo uviPi vfql/i'Yg eh € *** yw try to c()k~ - * • '-■—*■ — ^ i r *;j . U fltJflt c/v m/i 4*vu«4 j j rj 1y hi) h 0 n lC'*wH +.Jd& Vktk hrvft vte / iiy Htctih imre. . /)i m/vq sjj - x&mvi/B /rcjAtifm u Sn/Pj . P S T R f S T R ? 1 , "the M ; 2 7 2 0 1 3 6 1 z-' .FSTR FSTR72, "and " ; 1 0 4 8 525 . = $TR F S T R ? 3 ♦ " , " 5 9 71 972 .FSTR F S T R ? 4 , "The " ; 7 6 5 256 .FSTR F S T R ? 5 ♦ " . " 1665 5 6 6 .FSTR = S T R ? 6 ♦ " of " ; 5 2 2 5 23 .FSTR F S T R ? 7 ♦ "You " ; 4 8 3 162 r*~- . FSTR f s t r ? 5 , "to " ; • FSTR FSTR723 , "for " : 240 12 1 . = S T R f S T R 7 2 4 , "ir " ; 2 3 7 2 38 .FSTR FSTR725 ♦ " d i r e c t i o r " ; 224 3 3 .FSTR FSTR726 ♦"northwest" ; 217 32 .FSTR FSTR727 ♦"building " : 217 32 • FSTR f S T R 7 2 d ♦ "There " ; 2 0 5 4 2 r* .FSTR F S T R 7 2 9 ♦ "into " ; 201 6 8 .FSTR FSTR730 ♦"northeast " : 192 O c. r^ .FSTR F S T R ? 3 1 ♦ "can't " ; 1 8 5 38 .f$TR p S T R ? 3 2 ♦"southeast" ; 18 2 27 .FSTR FSTR 733 ♦ "street " ; 1 3 0 37 .FSTR = S T R 7 3 4 ♦"northeast" ; 1 68 25 r^- .FSTR f S T R 7 3 5 ♦"southeast " : 160 21 • r s T R FSTR? 36 ♦ "Church " ; 156 27 • FSTR F S T R 7 3 7 ♦ "this « ; 1 5 3 0 c r^ .FSTR F S T R 7 3 8 ♦ "have " ; 1 5 0 51 .FSTR F S T R 7 3 9 ♦ "which " ; 1 4 4 37 .FSTR f$TR 740 ♦"southwest " * 1 4 4 1 9 r^ .FSTR f S T R 7 4 1 ♦"northwest " ; 144 19 .FSTR F $ T R 7 4 2 ♦"leads " ;140 3 6 .FSTR F S T R 7 4 3 , "A " ; 1 30 131 .FSTR f S T R 7 4 4 , "River " ; 1 3 0 27 .FSTR f S T R 7 4 5 ♦ "Halley " ; 1 2 6 •> ? U w .FSTR f S T R ? 4 6 , "or " : 1 24 12 5 .FSTR f S T R ? 4 7 ♦ "arartfrent " ; 1 20 16 .FSTR F S T R ? 4 ? ♦"here" ; 1 1 4 53 . C STR F S T R 7 4 9 , " c = n " : 1 1 4 58 r*“- .FSTR F S T R 7 5 Q ♦"buildings " : 112 1 5 .FSTR F S T R 7 5 1 ♦"out " ; 1 1 0 r 4 .FSTR f S T R 7 5 2 ♦"through " : 108 1 9 /■*- .f$TR FSTR753 ♦"building" ; l o 8 1 9 .FSTR FSTR754 ♦ "has " : i 0 6 54 .FSTR FSTR755 ♦"toward " 1105 2 2 .FSTR FSTR756 ♦"Street" 1105 2 2 .FSTR = S T R 7 5 7 ♦ "south" ; 1 0 2 ■3 r .FSTR F S T R 7 5 8 ♦ "exit " ; 1 0 2 3 5 .FSTR F S T R 7 5 9 ♦ "alrescy " 1102 1 8 .FSTR F S T R ? 6 0 ♦ "don't " ; 1 0 0 *1 4. i. Ooivv^) to rv 3 //s/«s" . FSTR F S T R 7 6 1 ♦ • I Simulation " : ioo 1 1 r^ .FSTR F S T R ? 6 2 , II down ” ; 99 34 .FSTR FSTR 763 * II north " 5 96 25 .FSTR FSTR7oA , II e r t e r e c H : 9 6 1 7 .FSTR f S ' r R 7 6 5 t II people ” : 9 5 2 0 .FSTR F S T R ? 6 6 , II seme ” : 9 3 32 .FSTR f S T R 7 6 7 * II side " ♦ 9 3 32 . r S T R F S T R ? 6 8 » II door " : 93 •5 ■ .FSTR F S T R 7 6 9 , It Doctor " : 90 16 .FSTR FSTR 770 , II south " : 6 3 23 .FSTR F S T R 7 7 1 , II corner" ; s 3 2 3 .FSTR FSTR772 , II stout ” ; as 23 . = STR FSTR773 , II intersection " ; 88 9 . = S T R FSTS774 , M ere " : 8 6 4 b .FSTR F S T R 7 7 5 , II around " ; 85 18 . F S T P FSTR776, II orly M ;84 2 9 .FSTR = STR?77 , II western 11 ; 34 13 .FSTR FSTR 7 78 , ” an " • C 1 i 0 8 2 . =STR FSTR779 , II nortn" J 81 2 8 r- .FSTR F S T R 7 8 0 i II his ” ; so 4 1 .FSTR f S T R 7 8 1 , II east " ; so 4 1 .F$TR F S T R 7 8 2 , II across ” ; 3 o 1 7 r- .FSTR C STR?83 , II continue s it : 8 0 11 .FSTR F S T R ? 8 ** ♦ II been " ; 73 21 .FSTR FSTR 7 85 , II railroad n : 77 1 2 . =ST R F$TR?8F , II Kennedy !1 ;77 1 2 .FSTR FSTR787 , II construe tion ” : 77 g .FSTR f S T R 7 8 8 , ♦ 1 west n ;73 2 6 . FSTR FSTR78S , II at « ; 74 7 5 .FSTR F S T R 7 9 0 , II old " : 74 33 .FSTR F S T R 7 9 1 , II other " : 72 1 9 .FSTR FSTR792 , II large " ; 7 2 19 .FSTR FSTR793* If Park « ; 72 1 9 .FSTR FSTR794 , II Station” : 72 13 .FSTR F $ T R ? 9 5 , II Aquarium H : 7 2 10 .FSTR FSTR796, Scuthway it ; 72 10 J ui o r d frequency table 0 f 9 6 iros t common Bords r- WORDS: : .TABLE FSTR71 F S T ,R ? I FSTR73 F5TR?<* =STR?5 F S T R 7 6 F$TR?7 F S T R 7 3 FSTR79 F S T R 7 1 0 FSTR711 FSTR712 -STR713 F S T R 7 1 A. F S T R 7 1 5 F S T R ? 1 6 FS.TR717 F S T R 7 1 3 -STR71 9 3 * Co^vvprQSSi r • FSTR p ST R 7 6 1 ♦ " ncrtnscst" : 175 26 • FSTR F S T R 7 6 2 , ” o r e " J 170 86 • FSTR p ST R 7 6 3 , " b e " 169 170 • FSTR FSTR764 ♦ " south nest m ; 163 22 • FSTR FSTR765 ♦ "toward " 165 34 • FSTR FSTR766 ♦ ” construction " ; 165 16 • FSTR FSTR767 ."Vcu'r? " ; 1 6 1 5 4 • FSTR F S T R 7 6 8 ♦ "apartirent It ; 160 21 • FSTR FSTR769 , "locks " 156 40 <“■ • FSTR FSTR770 , "leads " 1 56 4 0 • FSTR p S T R 7 7 1 ♦"several " ; 156 27 • FSTR p S T R 7 7 2 ♦"people " 155 32 r^ • FSTR FSTR773 , "He " 154 73 • FSTR p S T R ? 7 4 ♦"southeast H : 152 20 • FSTR FSTR775 , " u> a s " ; 1 5 0 76 • FSTR FSTR776 ♦ "PRISM « ; 1 50 31 • FSTR p ST R 7 7 7 ♦"building" ; iso 26 • FSTR p ST R 7 7 8 ♦"I'm " J144 37 • FSTR FSTR779 ♦ »i current " ; 144 25 • FSTR F5TR780 ♦"all " 142 72 • FSTR p S T R 7 8 1 » " 3 S " 141 142 • FSTR FSTR782 ♦"mere " 141 48 • FSTR FSTR733 ♦ "at " 140 141 • FSTR FSTR784 ♦ " y o u ' r e " 138 24 >«-■ • FSTR FSTR785 ♦"Halley " 138 24 • FSTR FSTR786 ♦"That " 136 35 • FSTR FSTR787 ♦"National ; 136 18 • FSTR p ST R 7 8 8 ♦ "by " 133 134 • FSTR FSTR789 , " a n " 133 134 • FSTR FSTR790 ♦"just » 132 45 • FSTR FSTR791 ♦"will " 129 44 • FSTR c S T R 7 9 2 ♦"only " 129 4 4 • FSTR FSTR793 ♦"door " 129 44 • FSTR FSTR794 ♦"over " 126 43 • FSTR FSTR795 ♦"last " 126 43 • FSTR p ST R 7 9 6 ♦"government " ; 126 15 Juiord frequency table of 96 most common words WORDS : : r'- •TABLE F S T R ? 1 F ST R ? 2 FSTR73 F S T R ? 4 F 5 T R ? 5 FSTR76 FSTR77 FSTR7S F S T R 7 9 F5TR710 F ST R ? 1 1 FSTR712 FSTR713 FSTR714 FSTR715 FSTR716 FSTR717 FSTR718 FSTR719 FSTR F S T R 7 1 »*' the " 14866 2434 FSTR FSTR?2»"t " 12109 2110 FSTR FSTR?3»"anc " 11810 506 FSTR FSTR?4 t M The " 11527 510 FSTR FSTR75,". '« ; 1 22 3 1224 FSTR FSTR?6, M of ” 110 9 8 1099 FSTR FSTR?7,»You " ; 9 3 9 214 -STR FSTR?6, H thct " 1900 301 FSTR FSTR?9,’«to •• 873 879 FSTR FSTR?10,"you " 376 439 FSTR FSTR711 ,"ycur '• 5 7 2 9 244 FSTR FSTR712 , "with " 1714 239 FSTR FSTR713*” is " 667 668 FSTR FSTR714,"fcr " 602 302 FSTR FSTR715," There's " ; 520 6 6 FSTR FSTR?16>"Perelman ; 520 66 FSTR FSTR717*” from " 519 174 FSTR FSTR?18f w are " 518 260 FSTR FSTk?19j h This " 484 122 FSTR FSTR?20» M in " 479 480 FSTR FSTR?21»" entrance J462 6 7 FSTR FSTR?22» H have " 396 133 FSTR -STR723 , "can't » 3 5 5 72 FSTR C STR?24 , "into " 339 114 FSTR FSTR725 , "building ; 2 30 41 FSTR FSTR726 , "Church " 276 47 FSTR FSTR?27,"Thene " 275 56 FSTR FSTR723 » "southwest ; 2 73 40 FSTR FSTR?29,"Stneet " 270 4 6 FSTR FSTR730* "which " 268 68 FSTR FSTR?31,"this " 261 88 FSTR FSTR?32,"on " 253 254 FSTR FSTR733,"Rcckvil " ; 252 37 FSTR FSTR734, " Jill " : 2 4 8 63 FSTR c STR?35,"ncrthwest" 1245 36 FSTR FSTR736* "direction" ; 2 4 5 36 FSTR FSTR737, "through " ; 2 40 41 FSTR c STR?38,"out " 238 120 FSTR c STR?39,"scme " ;23<* 79 FSTR -STR740," don't " ;230 47 FSTR FSTR?41,"csn " 1220 1 1 1 FSTR FSTR742," street " ; 2 1 5 44 FSTR FSTR?43,"A " ; 2 1 0 211 FSTR FSTR744 , "around " 1210 43 FSTR FSTR745, "already " ; 210 36 FSTR FSTR746," Simulation " • 210 22 FSTR FSTR747 ,"heS " 2 06 104 FSTR FSTR748 ,"Deen " ; 2 0 4 69 FSTR FSTR749," southeast" ; 203 30 FSTR F$TR?50,"his " ; 1 93 100 FSTR FSTR?51>" but " 1194 98 FSTR FSTR 7 5 2 , "here" 1192 97 FSTR F$TR?53» "northeast ii ; 192 25 FSTR FSTR?54,"It's " ; 1 90 29 FSTR c STR7 55f "about " ; 1 8 4 47 FSTR FSTR756, "PRISM" 184 47 FSTR c ST R 7 5 7 ♦ "northwest ii ; 184 24 FSTR FSTR 75 8 , "Pereirrsn" ; 182 27 FSTR FSTR?59f" down " 180 61 FSTR FSTR76Q#" begins " 175 26 ■9NUJ&2L Product Testing Report Form Product: /\ M P ^ Tester: ^Vbt it ( (j A Release:. 77 Machine:. TO mfM wmm WW Dote: l2/) / % T l of. 1 sheets Description of Problem Resolution 1 LtoP h*} 1 h f*)i 06$ jifilb !&+) /*V f(=t?W '~WTH'* r ?J 2 (woe soy fatJy //✓ *PT /*» rvo if** t-rtfr truer ts ) 3 4 5 ( Comments: Product Testing Report Form Product Release: . 7 $ Tester- yn^>er Machine: Dote: l\/iy&S L of sheets Description of Problem Resolution 'l wk\ >Pur ouc/C /v Bab/ 7 ^? /kl&s /js /P <*- b&b y i o' — ^ 7 * 2 3 4 5 Comments: Product Testing Report Form Product: AM f~ V' Release; 77 Tester: 6 « r Y L Machine; ^ () Date ; ^ H/V) ^ of I sheets Description of Problem Resolution u F/^f ( Locqfiiw' ) ^M.oo«.cV CALL rch^ tiTom ftyclfr wh i A y arf* / lod ((erf ^ r , i/<2/ ft>¥- Mi ' 77 7 » 2 0 4 5 Comments: Product Testing Report Form Product: Mei _ Release: Date: Testen Machine s ^<1 ^ >a ^ of / sheets Description of Problem Resolution 1 P-l l 'U~ /V /-''ppra^yr Iff&JI'e / ^ /.r ei r CJ be &a^r //<=>- *£<~f&-r' ^ e qa.ne, l*J ke*^. X ^ £> /’ vi* i is* 'Je*> o*^ hLeo-fy MoJ-t q c» a.i-oa.y' /4 ^-c /t£/c/ 1 ,, " 77 ^ ' -it rolls UWer i f* k> 3 4 5 Comments: Product Testing Report Form Pmrli irr- /IAiF v/ Release: ZUL Date: 3^//^ Tester: ( -~ Xt 'V Machine: ' of f sheets Description of Problem Resolution 1 Htfte tfa/v' O^FFFk fcyilvi iff vcccvdty? tv///V c l(£dky v,aa< hotter. Should kf ibM it- off 4d ih 2 r ? MvF £*o tt'/k'Kj -Jn-fivfr Lociyf 3 i «r i/ /iisft ^w'/f /t /-» L ic «£***'-• r*.vi. f / k \< |2 i/t? 7" Xpj i bcj) f-o r as>T~ A»^/.' n v J ~H».j I 1 'CArl.Xr u.t,.. ^ £X doy ITT h*woU “-'Vuv* " . 3 A: c-fa- •*«»’<>£ 0 4 5 Comments: Product Testing Report Form Product:. Tester : _ Release:. .76 Machine:. 2 -0 DQte= fr/iysr : of sheets Comments: Product Testing Report Form Product:. XI /ufV Release:. Dote : l[/j_ 3/SX Tester:. Gury Machine:. Isb of. sheets Description of Problem Resolution >MhM£lAK /ttl fi'ne i i a 77 “SisM [ (fi.-'ortM ■ \ hlS XS ^vm e 2 >f(4t OK *«iy &l Y'U h sA 'Qlk-s f)tt- l«* ~ 1 ' ^7 r^v'sKcfitv’ -^lir ry§> Dew iC&tM ? ■ A't coW&t^ -fy ^ 3 j/ r i ^ U' ^ aT~ f.fa (av\* f€^ *V (<7j)kr(*Crtl'J ~PfrCcnu' ' ,,v t/* • Uf did«\ ^enb'o» 'fffai ^kr Uf A *u~Mf " ««t p ^5 tW c^./f a/i'C P> Comments: Product Testing Report Form Product: A*? IS Release:. 96 Dotp. v/wtsr Tester: Machine: ^6 sheets Comments: Testing Report on Mind For ewer day aging In this game , the extra memory really does make a difference. The level of detail is incredible, virtually transporting the player to the USNA of 2031 and beyond. The new interpreter seems to work satisfactorily on the lie, at least to the extent that I was able to finish the game without too many severe problems. Since this game is f undament al 1 y different than any other games currently out from in foe om, there is no real way to evaluate specific puzzles or s i t u a t i. o ns. I will a 1 1 e m pt t o deal w i t h t h e s e c t; i o n s o f t; h e q a m e in order , addi nq s u q q e s t i o n s , c o m m e n t s , a n d q la est i o n s a s I g o . To start, the reports on phvsical , technical aspects of the game. As outlined in your letter, I have checked screen and printer output . save /rest; ore commands, speed, and the s p ec i al $ V E R. I F Y c o m m a n d . Th e s c r i p t i n q o f t h e q a m e , a. s c a n b e see n i. n i n y t r a n s c r i. pts, ha s n o err o r s . Th e 1 i n e s o f t e x t q o the* full length of the page, and are in standard characters. The commands that £. type in, however, appear in italics, a nice touch that, whether accidental or not, is fine like it is. I have o n e suggest i o n f o r y o u r s c r i pt f e ature, a n d t h at i s t o make an optional script from the beginning. I always like the b e g i n n i n q parts o f Inf o c o rn g a rri e s , and s i n c e o n t his b e q i n r i i n q there is a poem that fits in with the other poems later on, it would be nice to have a copy of the beginning, to trace the game f r om start to finish. Perhaps you c ou 1 d me. k e it an o p t i o n , 1 i k e 8 0 c o 1 u m n t e x t is o n other g a m e s . Th er e were no p r ob 1 ems with for one trivial, annoyinq the end you must signal appears. Sometimes when I tvpe input I like to be able* to pass up the .just zoom past the borinq parts. As I scrolling to speaf of, except thinq. Whenever the computer gets to screen of text, and qoes to the * CMORE^’ siqnal , push the space bar or whatever key you use after the i n 1 on q lines o f t e x t pauses between pages and said, the problem is nothing much, but it can get tedious after a while Save/restore was no problem at all. I'll chalk up the two times I couldn't restore a game to disk mishandling on my part. The only thing that could possibly be bette*r would be if you could save* more games per disk, but after seeing the length of the entire program, I f m surprised you could even fit in four. I didn't have much ca] 1 to restart the name, hut the few times I did I had no problem. I think, however, that the best thing to do is to save the name at the beginning and restore it at that point if you meet an untimely end, to eliminate the need to re -load all the sundry data from the first side. ^VERIFY had a bit more wrong with it than the other system commands. I $VERIFYed four times and got :f :t BAD :f:t all but once. The other time, I $VERIFYed on the very first move of the game, and it gave me an ' Internal Error 14 — End of Game' reply about midway through the second disk side. Just in case you need to know, the other three times I checked were ten years in the future, fifty years in the future, and Commun i c a t i on s mode i n Par t 3 . The speed in this game was all right, but there seemed to be an awful lot of disk access time for a few commands. The ones T noticed were the 'order' and 'what' commands. Perhaps other guest ions also have this delay. If it is possible to do s o , a n d y o u a r e n o t air e a d v u s i n g i i » o e r h a p s y o u s 1 1 o u 1 d 1 o o k into the lie's rarndisk capability. It might tend to reduce the d i s k -spinning t i m e f o r s om e c o rn m a n d s . 0 1 h e r t h a n t hi is, t h i n g s such as room desc r i pt i ons printed out at a good sneed . and mo r t random (?) events occurred without undue del av. The on 1 v other problem is with waiting in Simulation Mode. It takes an i n o r d i nate a m o u n t o f t i. m e t o w a it f o r 1. o n o o c r i o d s t h e r e . wit h the disk d r i. v e r u n n i. n a c o n stent 1 y . w h i 1 e i n C o m m u n i c a t i o n s M o d e t her e is no pr ob 1 em with wai ting, and the disk dr i ve doesn ' t spin, either. Couple this with the time— synch bug mentioned on my bugsheets, and a large, confusing mess can result while you wait for the curfew or for a tubecar . Now for some comments on the game itself. The premise of the game, a sentient computer, is ideal, allowing for strange, superhuman things to be done without totally breaking from reality. This helps the story immeasurably. In addition, the computer is human at heart, Just like the player, so that the player can really get into the game. I didn't want to stop playing when I first received it. I liked the short story that preceded the game, also. It helped rue to sympathize with PRISM, and thus identify more with him. Since that is the object of detail, and you obviously attempted to set the time— frame of the story with Library Mode, perhaps an additional perk might make the game even more realistic. Maybe a newspaper page from 2031, like the one in The Witness, might serve to flesh out Rockvil's geoaraohy with fictitious events and stories. They would never have to be included in the programmed game, because the* pi aver would never be able to leave the complex and check them out. The characters in the story were few, but the ones dealt with (Per el man, Jill, Mitchell, and Ryder ) were done fairly well. Per el man seemed to me to be the most human of them al 1 , d u e t o t h e fact t h a t h e h a d m o r e r e s p o n s e s . B v s p y i n q o n h i. m , I q o t t h e i in p r e s s i o n t h a t h e w a s s o f t — h e a r t e d . v e t; n r o t e c t i v e , not only of the Project, but his family also. He also seemed to be a little impulsive, as his aborted resionation letter showed. Jill, of course, was full of bugs and didn't say too much anyway; I pictured her as sort of the stereotypi cal "oood wi f e-mot her -and-homemaker " that Just qets overwhelmed with events as time passes. I saw very little in Mitchell, althouqh I sort of forsaw his joining the Church. (I tried to give him the Church pamphlet, but got an internal error 14.) Ryder, of course, is the hot-headed, f i r e-and-br i riist one politician. It was nice to hear his vitriolic speeches and to see the actual author of the Plan, after witnessing its effect on the world of the future. I didn't talk with h i m muc h , and q ot the impression that I really didn't want to. Part One was the most clear of all three, having a definite objective and limited ground. After some initial f oo 3 i sh ness with map ma king, I decided to f or ego t h e hand wr i 1 1 en map and rely on yours. It might have been easier to do my own mapping if you hadn't had five or more exits from every room. Main and Kennedy was particularly bad. It wasn't too hard to find City Hall, and after that Dunbar's, and of course the transportation was always visible, but I had a little more di fficulty with the movie. If you qo down Bod an ski , you find all of the last three things, but the entrance to the cinema f r o m A i r p o r t w a y i. s h a r d to f i n d . It's t o o b a d t h a t t h e r e a r e not more things to do, like visiting a bar or examining your a p a r t m e n t , as these t h i n q s m i nht m a k e m o r e o f the c i t v e a s i 1 v seen and prepare the player for Part Two. I have only a few complaints for Part One. When you wait on the Tubecars, you have to wait many times to arrive at your destination if it is more than one station away. This was a major source of tedium, eliminating much of the fun of using alternative transportation. A solution to this might be to bring back the 'do you want to keep waiting' question if something happens, so you can pass up things you really don't want to react to. In addition, Tube schedules might be nice, so that the player can make the best use of time as his explorations continue. Fixed times would not be necessary, just say that after some interval the Brownline Tubecar will arrive, etc. Other than these small items, Part One was really great ! Part Two was a little more confusing than the first part, but it made sense, and it was fun to figure out the object of the game. At first, I just sat around, waiting for another message, but when nothing happened, I started poking around the other modes. When I checked the Simulation Controller, I knew at least how to start. This section is by far larger than any o t h e i se c t; i o n o f t h e q a m e , and rep u i r e s m o re t i m e . m a k inq i t muc h mor e c omp 1 i c at ed an d c on fusing t h an t h e ot her p ar t; s . However, it also makes it more fun. Since Part Two takes place over thirty-one years, you can see changes each decade, making it a lot of fun to trv to get d i fferent responses from the same places and people. Gathering information is more difficult than it seems, especial 1 v because 1 t seems you need to spend a lot of time in each simulation (450+ minutes). T am not yet sure if this is due to the need for varied experience or to the fact that there is a minimum time needed to auaiifv the n 1 aver for t h e h i a h e r levels, h u t T s u s r> e c t t h e 1 a 1 1 e r , There are a lot of problems with action responses in Simulation Mode. I assume that thev are the standard set that all basic games come with, and I hope thev will be changed to something better before the game is released. For instance, the ' unc 1 i mbab 1 e fence" . Is it really unclimb able, or are you . i ust s a yi no that because y o u hi a v e n o r c • o m s o n t hi e o t h e r si d e . If it is .iust a cop-out, you should allow the player that knowledge, or hide it with a better message. Something like the following might work well for a "'climb' command: "A uniformed beat cop strolling by notices you attempting to climb the CN0UN1, and with several vigorous swings of his truncheon persuades you to stop." Doesn ' t that sound better than, ' you can't climb the fence'? It takes up memory, but it has a nice feel to it. Descriptions like my example are worth their weight in RAM. because thev add to the feel and mood of the q a m e . A n t i septic, a u s t e r e d e s c r i pt i o n s o n 3 v a 1 i e n ate t h e p 1 a y e r a n d r e rri i n d hi m h e is d 1. a v inq a g a m e . Another idea for an expanded Part Two is the record computer. If you added a computer that stored the recordings you make in simulation mode, you could access it in Interface Mode and review the recordings yourself, before committing them to Per el man. You could also add a percentage indicator to the status of that computer, or the simulation controller, if you decide not to utilize the first idea, that would tell the player exactly how much memory he has left in the record buffer. My rationale for the record computer is that it would be loads of fun to view everything you had recorded, especially if you could see everything, whether currently on buffer or transcribed into permanent memory (I assume that's what happens when Per el man views the buffer). CNOTE: If you thought last paragraph's ideas were memory-costly, what about this one's?} Part Three was less confusing than Part Two, but harder. I felt most at home here, due to the more standard puzzle structure. All it took was time to figure out where* I should be at what time. The bit in Per el man's office was a breeze, even without Abe's not -so-subt 1 e hints. The part in the Maintenance Core was even tougher, almost more so to find than to solve. In fact, I'm not regally sure I solved it the right way. I tried recording them all the way from the Core to the roof, but Per el man wasn't there for me to give the recordings to. I tried shutting off heating and turning on cooling, first for maintenance and then for the rest of the sections, and when that didn't work I shut off the ventilation, too. Nothing seemed to work. What finally worked for me was sleeping. Immediately after I recorded Ryder, I went to sleep. By the time I got up, the WNN Feeder was on-line, and I could send my recordings out to the world. It was as if the saboteurs were never there. I am almost c er t a i n that this was not the way the problem was intended to be solved. If, as I suspect, my way was not the intended way, please inform me as to what the correct solution was. That was a tough problem, but I keep thinking I']] kick mvsel f once T net the right answer. The epilog was a nice touch, but I have some Questions and suggestions for it. Since the New Plan simulation takes place* SO years in the future, wouldn't PRISM be 80 in human years? Aging always kept pace with time in ear 1 i er simulations, so why not in this one, too? And also, I think that one com muni cat i on port should be left open, so that if there is another national emergency (read: sequel >, PRISM can be recalled, if he is willing. The premise of this game is so new and fresh that one game based on it is not nearly enough to explore all the possi bi 1 i t i es . After going through the game (I got it finished in two days), and checking the puzzles and situations over, I think if I had to rate this game on your ranking levels, I would give it a standard rating. I would consider an introductory level, but as I said, I do not know i f I solved the sabotage problem correctly. Without knowledge of how hard the problem real, ly was, I can't really tell what the ranking should be, but I assume there is a solution there somewhere which has Just baredy eluded me. I really liked this game, though, and hope to be ab 1 e to c on t i nue t es t inq f or you . MEMORANDUM FOR: INFOCOM IMS’ FROM: SUBJECT: BETA TEST OF AMFV After receiving the third game disk, I was finally able to play the game to completion. Because the final' game disk arrived so late and my own time was constrained by my vacation schedule, I was not able to try out various combinations to look for hidden bugs and inconsistencies. I simply played the game straight through as fast as I could. My comments are thus based on what amounts io a quick iook. I did not find AMFV to be a very satisfying the following reasons: g ~* 1%^ £> ■£***»* ainw iwc — Although the game is certainly rich in descriptive material, the game itself is tedious with very little that is new or different happening once you figure out that you are supposed to run around taking snapshots of future conditions. — It became clear, at least to me, exactly how the game was going to proceed before I was halfway through, and the rest was simply going through the motions to make it happen. There was no feeling of discovery or suspense. — The rather blatant parody of the political philosophy of the current administration is out of place in a game that is purchased for recreation. The large map, the multiple modes and the resulting complexity of possibilities will make the game moderately difficult, but it is fundamentally a rather simple game scenario without the interesting twists and suprises that I am used to finding in INFOCOM games. In other words the difficulty comes primarily in separating the wheat from the chaff (which gets tedious) rather than in problem (not necessarily puzzle) solving which is more fun. In my relatively quick run-through I found the game to be fairly bug-free except for the following: — There doesn't seem to be any penalty for not going to sleep mode. When you do go to sleep mode for the full 6 hours, • • the game sits idle for too long. — After I had completed my 40 year survey and Perelman had told me he wanted some 50 year data, the game would not N A. o. give me access to 50 until I had gone back and gotten some more 40 year data. — In part III when I am in Perelman's office waiting for flp Ryder to show up, the game has Perelman seated at his desk. As you wait the game then says Perelman comes through the door followed by Ryder etc.' — In the 20 year scenario when you go to your apartment, Mitchel comes down the hall, says something to you and goes into the apartment. When you try to go in, the door is shut and locked — not a very logical sequence. SOME FURTHER THOUGHTS. The OOPS command is better than nothing I suppose, but there are still many typo mistakes that it can't help with. With 128K to play with can't we have the DOS edit keys. I found that I had to go to more than 256K of RAM before the game would play without going back to the disk. Even though the game will play at 128K, you might want to tell the user how much RAM is required to eliminate annoying disk reads. ‘ * 4 A *-‘P July 15, 1985 Infocorn Prod uc t Testing 1£5 Cambridge Park Drive Cambridge, M A 0£ 1 40 Attention: Amy Dear Amy : I Forever Outside gaming. have enclosed all Infocorn materials relating to "A Mind Voyaging,” including my Product Testing Report Forms, Tester’s Game Request Form and a transcript of my early My comments about AMFV follow: 1. I don’t suggest enclosing a map of Rockvil. Let the player create his/her own maps, as required in the other Infocorn game releases. £. I don’t think that you should include the sample transcript as written in Appendix D of the Instruction Manual. It is too explicit, revealing too much of what the player should do in the actual story line. If a sample transcript is necessary, it should reflect various command options but with a scenario unlike AMFV’ s. 3. I consider the level of the game to be "standard. " 4. I think that AMFV is suitable for teenagers. 5. The "browsie" was well done and made for good reading. 6. Although the story itself was interesting and well written, I found the going very strai ght forward with the objective quite easy to accomplish. I kept waiting for a "whole new world" to open up after completing Part III, and was very disappointed when I saw the word "Epilogue." AMFV seemed to be more of a novelette than an adventure or game. Expectations of more challenging parts to the story were never fulfilled. I was left with an empty feeling, sort of like "is that all there is?" To put this in perspective, I was challenged by the Zork trilogy, Enchanter, Sorcerer, Infidel, Planet-fall, Starcross and Hitchhiker and really enjoyed them. Page Two July 15, 1985 I’d like to thank you and Product Testing for giving me the opportunity to test AMFV and look forward to your next release. Please call if you need anything in addition to what I have enclosed. Sincerely, A ft l ND FOREVER VOYAGING - L'OMMENTftRY I feit that A NiND FOREVER VOYAGING (ANFv) was a beautifully written story. However, wmle it was well written, I die not reel that AMFV represented vintage Infocom interactive fiction. The problem with the game was chat there were no actual puzzles to figure out. The hardest part of tne game was finding the different p laces that needed recording in part one. After that;, most of tne game needed only a pit of common sense to fimsn. The other major problem that occurred in the game was that after part one of the game was finished, there was no way of telling what to co next. I spent over two hours just WAITing. Also, in part three, the only way that I found to keep from dying before the world News Network was attached to me, was to make a recording of anything, tell Perelrnan to view it, and thus restart part t nree . T his didn’t seem right. Qt her pro b 1 erns that I encountered are in the product testing report forms. Instead of the game being interactive fiction, it is a very well written story in which the user merely participates. It seems that instead of the adventure waiting for tne user to figure out the right thing to do, the story keeps on moving whether tne user knows what is going on or not. To win in ANFV the user must predict the future and then act accordingly. This is not to say that this is a bad idea, or that tne game is less enjoyable. The idea is a totally new approach to interactive fiction that might very well work out. Personally, however, 1 prefer earlier Infocom games such as Zork I, II, and III. When AMFV is marketed, it should oe given standard rat ing. I can see no reason why this game would not be suitable for teenagers. The only part that would need editing if it was decided that the game is not suitable, would be the year £061. Some people probably feel that cannibalism and being torn apart oy dogs is not for their teenaoer. 25 . July 1905 Dear Suzanne, Enclosed please find your testing materials for ANFU , as well as error reports, transcripts, some suggestions and my game request. I thought AflFU was one of your best new games to date. The premise was excellent and the story seemed logically consistent throughout. It was not a difficult game in the traditional sense, but one that required a little more ’’getting into” before things started to become clear. Because of this, and because the goal was not obvious at the start I would be tempted to suggest an Advanced rating. As far as the game’s suitability for teenagers is concerned, I’d rate it your equivalent of PG-13. I showed several of the transcripts to my wife Ca teacher) and her opinion was roughly the same. Children younger than 13 or so may not understand it well enough to finish it. Kids older than that should have no more trouble than with any other advanced adventure. I suspect you’ll have problems not with the people playing the games Cwho tend to be incredibly broad-minded and intelligent) but with parents reading over their shoulder. While I thought the text was neither particularly violent nor offensive Ccertainly no worse than getting hacked to death by a troll with an axe), don’t be surprised if you get a few letters complaining about the ’’cynical view of religion” or ’’pessimistic opinion of the future” you’re foisting off on their poor kids. I think the ’’oops” feature is great! It saved me alot of the frustration I usually exerience in retyping a long command containing one mistake. In the past I would invariably correct the old error and insert a new one. I didn’t understand the sequence with the ’’ink blots”. Nothing I typed in seemed to make any difference to the story, nor did I ever hear anything about the results of the test. When it first occurred, I assumed I would fail and be ’’unplugged” or ’’re- programmed” a certain number of turns later, imposing a time limit on the game. Instead, it Just seemed to be an isolated section. I remain somewhat confused by the ’’plus” designation. This is my first game on the Apple, and I expected it to be faster than the Commodore I usually test on, but other than a little speed, I couldn’t see any difference between ’’plus” and ’’standard”. If the distincton is the amount of available vocabulary C1200+ words versus 000 or so in the past), your literature didn’t make it clear. Thanks again for the opportunity to test one of your games. If you have any questons about my report, feel free to call me at home or work. Perhaps by the next time you need a ’’Plus” game tested I’ll also have one of the Commodore 120 ’s available. Sincerely , Suggestions 1. With only four or five ’’saves” per disk it seems likely that people mill have to use several disks before they’re finished with a game. It might be useful to have a short C<16 characters or so) title for each save that could be displayed whenever saving or restoring. I occasionally write over saves I wasn’t finished with so a designation of Cempty) might also be useful. Typing SAUE might cause the program to prompt INSERT SAUE DISKETTE, read it and display something like: Position 1 2 3 4 Title theatre, 2041 ink blots Cempty ) Cempty ) Please type position number or ”D” for another disk. Pressing ”1” or ”2” at this point might prompt a ”Do you really want to write over this position?” query, but I don’t ^ think that’s really necessary. Pressing ”3” or ”4” should prompt for the title to be saved with the position. The titles wouldn’t be used for anything except to jog the player’s memory. Pressing ”D” would allow the player tD display the titles on another save disk. 2. This may seem silly but I think you should add the word ’’goto” in the context of ’’goto interface mode”. This is the way it’s often spelled in high level computer languages Ce.g. BASIC) and would have saved me countless retypings. V “A Tlitwi forever Poking" Gamma Test Results July 23, 1985 Even though I am on summer vacation, your test game couldn’t have arrived at a worse time! The game arrived two days after my new Apple Macintosh did! It was hard to pull myself away from the new machine to try out your test game, even though the main premise of the game did sound quite interesting. Luckily, the game was a fairly easy one and once I got started on it I estimate that it took about 20 hours to finish, working on the game on and off for a period of two weeks. I only read through the manuals quickly before starting the game and I quickly found myself reading them more carefully after the first hour of play. I enjoyed the layout of the game at first but there certainly is a great deal of background information that you must digest in the early part of the game. I really did enjoy the WNNF reports. They were quite Clevel- and also added more valuable information that the game player needed to understand just what the whole game was about. I really didn’t fool around with the INTERFACE MODE till much later in the game. I really didn’t get too excited about the game until I read the details of THE PLAN in the library section of the computer's memory. At that point I started to understand just what I was about to get into as I journeyed into the future simulation. I'rn sure that Ronald Reagan would be a firm supporter of the plan. The political leanings of the author were certainly quite evident as the game continued, I doubt that he will be voting for George Bush in the 64 elections. The political aspects of the game and the emphasis on social problems might make the game interesting to students who have recently had an American Civics course or people who are really up to date in current events. For people who have no understanding 01 - in ter est in these areas, the game will have little to offer. After reading The PLAN I was anxious to begin the simulation part of the adventure and the game let me know that it was okay to begin the simulation. I thought that the security code device was a clever way to add more realism to the game and an effective deterent to some software pirates. I almost went into- shock the third time I played the game and discovered that I had misplaced rny decoder somewhere! After an hour of frantic searching I finally found it. After that experience I almost decided to make a "back up" decoder, just in case. The enclosed map proved very handy in exploring the city initially. I started to make a detailed map to go along with it, but I soon discontinued the map when I discovered how T little interaction took place at most locations in the city. It did take me a while to realize that only a few specific locations were really important in the city. I did waste a lot of time trying to talk to people and get in buildings that couldn't be entered. A person who was new to adventure games probably wouldn't have the same expectations as a person who has played them a lot. I know that the manual explained that there w T ere fewer puzzles involved but it took me several hours to get a sense of just how few there were. After awhile I began to understand that taking the recordings was the only real task that needed to be done and that most of the buildings and people were just for effect. Going through the various ten year intervals was quite interesting. The progressive destruction of the city under THE PLAN was predictable, but the author did have a few interesting twists here and there. xAfter doing recordings in all five time periods the game informed me that I hadn't picked up enough evidence in two time periods and it was easy enough to go back and record enough atrocities to delight Dr. Perelman. The ending of the game was also pretty predictable but novice adventurers may find it tricky because they really have not been asked to solve any difficult puzzles throughout the whole adventure and suddenly they have to figure out how to escape being destroyed by sabotage! They may figure out that it is finally time to use the INTERFACE MODE and that just maybe, the ventilation in the MACO could be the key, but I think many beginners will get stuck here. The WNNF feed at the end seemed easy enough and the ending to the game was good, but a little too sweet, a typical Meretzky ending! I feel that the game is probably best rated as an introductory game and it probably would be appropriate for teenagers who had some understanding of what is going on in the real world as I mentioned earlier. I enjoyed most of the adventure though I w T as a little disappointed by the lack of interaction available in the simulation mode. I’m looking forward to testing other games for you in the future, especially the third part of the "Enchanter" series which I hope is already on the drawing boards. "A Ttind forever Voyaging " Bug Sheet 1. The biggest problem that I had was that about 70% of the time the disk loaded, the inverse characters were unreadable. For example, when Part I would come up it would be the white box with some scrambled symbols and letters in it that didn't make any sense. The library listings which were also in inverse mode were totally unreadable, same problem. The regular text, for the game was unaffected and looked normal. This problem occured on two different computers, a lie and a lie. The other 30% of the time the disk loaded and worked normally. You could never predict when the problem would occur, sometimes the entire game would load properly and the next, time you loaded it. the problen would occur again. AffW 2 a P 2. On three different, occasions the security decoder numbers and colors were not. accepted by the computer. The illegal codes that. I discovered were: Yellow 33 - 67 ^ White 77- 54 White 69-70 7 3- In the year 206 1 after the BSF raid at. the apartment there is a mistake in the description of the room. The words messy after lack a space between them. 4. Either 10 or 20 years into the simulation Jill is sitting on the couch reading a book. When you try to sit. down with her you get this strange message, "you can't sit. on the us p are mlkdesdk Rockvil r." AF 5. In Part. Ill of the game you ask the Dr. to look at. the recordings, he says / that he will and leaves the room. If you hit. “AGAIN" at. this point he is suddenly back in the room again and does the same thing. If you keep hitting “AGAIN" he keeps appearing even though he has left the room. Commen-fs Itve gome. e.one.ejjj'F UJft-5 ver^j ivrW'iguing e X \m.rious -fft.ee. 4-s v H\od‘ , uh fk. 4^ s pe^ ( He. q <3Lme u;*~S ^e^uevuirl^ owdd k^oe. preferred £L lugker le\/cA ©t i io.4e.nx.c4-i o /t m fk<2- si mbLleEifrns - p^rkaps eve^n pu.gk \\ is lAwiersAo^cL Etuajk Eke qajtfie (S kioE w pM.fcale- (Vilest v"t wu^kt Wave been m/xde more ek^Uen^i' ”3'. x (to/vS tier \\ 4t? be. e>P sda^Adtind cXfkieiA'pj j (v.a.V(R.^ VweB ^reader •ifvo-UeJ'VA e s> iw. '*' e.rvVv-'-j - Exi<.es ^utl^e o\o\jlous 1 oe-f© u^du_e ~E\ me kes edeepsed. X^ dekb«.radeJy M spu./v mij u^keeAs IK. ParE IDl, # fcLilvn^ pro^pev'tu progress -\-T>cO&^rriA ( 2-05l u)ir\.eM yvuj ae-coder S^ouAd k.,tl ao proddl Iftfl f-iTOVW 1-W^Iwuma. , er serm.&fin aouAd civscov/er iw -Hie. ^WauAd ^rovile, o*\ ervdev-'l-a.i vu a ^^xd-tA^V-V" k 4eje.kv -oj^oP *ftAi See cOk<*A edse s ( mu.(^4i Cry^S • _ tW 1 j.i uersi ©vt ■|-£> Ga.tne, INFOCQM Product Testing 1 25 Camb ridge Par k Dr i ve Camb r i d g e , MA 02 i 40 Attn: Suzanne Frank Dear Suzannes I'm sorry to tell you that I was only able to spend 8-3.0 hours on the game "A Mind Forever Voyaging" as I had an unfortunate stay in the hospital. I spent just enough time to get comfortable with it, but I must admit that I had difficulty getting into it. AMFV lacks the spontaneity and humor of recent Infocom releases and is, in fact, a quite serious simulation of its own. Clearly, I did not finish the game, and what I saw was interesting, but not particularly entertaining. I found the comparisons of the 10 and 20 year simulations to be time consuming and very similar to my own work (Project Leader on a Fleseatrch and Development program) . It would also seem that The Great Merescu has chosen this vehicle to vent his political spleen on the sanctity of the Bill of Rights in general and the separation of church and state in particular. Although his political philosophy does not bather me, there are some folks in this country who may take umbrage at his characterizations of the present admi ni strat i on and big time religion. This is a clear change in direction from the usually entertaining Infocom games. Enough on the soap box. I found three relatively small bugs. First, using "Exit" does perform an exit from the trains but also yields the response "Did you have any direction in mind?" Obviously, this response is not needed. Second, the Stock Exchange description contains the sentence "Much of the building has converted to office space." I believe "has been converted" is better. E0C5K? /o 5 u6 6f)W* - Af AF i 1 am a 80 trillion dollar resear days on end doing nothing. Per routine paper work. One possib dummy simulation project going How about testing the psycholo The other innate illog predicted this way. If you wer and the report came back from you accept it without question not. And it is laughably ludic simulation could accurately pr headlines, much less the text believe that Ryder was absolut based on a simulated newspaper must always be an uncertainty future the simulation, the gre suggest using one line of the report and assign a declining simulation that would increase each simulation. Of course, it ch project sitting around for elman is doing nothing but ility here would be to have a faft'Jsyrj on that we could work on. ^ gical impact of spacef 1 ight ? _J * ic is that the future can be e an ardent foe of the Plan the 10 year simulation, would ing its validity? Of course rous to suggest that any edict the newspaper of the articles. Would you ely destined to be president ? Don’t be stupid. No. There factor and the further in the ater the uncertainty. I would simulation interface status certainty factor to each as we spent more time in must never reach 100%. -tf fa ^ ' Anyway, so much for general philosophy. Into the more specific problems. As with the last three games I’ve tested. . . I 1) The reference card implies that the game will run on a PCjr in 40 column mode. It won’t. I always got a fatal crash when I tried. 2) I’m running my PCjr with an amber monochrome monitor. The words "A Mind Forever Voyaglng ,r are nearly invisible . I also tried it on the machine at the office, monchrome mode, those words come up in dark blue and are very hard to read. Same complaint about the airport sign. 3) The commands to enter the modes don’t work per In SIMULATION and ENTER can understand Library I expected the program to meant. Same line, I suggest bf X A? Af the manual. Specifically, ENTER LIBRARY give strange results. I since there is such a building, be smart enough to know which I GOTO as a synonym for .GO TO. 4) Read Terminal should be a reasonable command. The refusal should say that it is turned away from me rather than telling me what a weird idea it is. 5) In the 10 year simulation, Jill told me she was busy with her housework while she was eating her lunch. 6) In my house we don’t store sandwichs in the refrigerator. We store the fixings and make our own. 7) The follow command doesn’t seem to work right, don’t seem to be able to follow people unless they aren’t going anywhere. This seemed especially annoying with Jill. 8) I think the men in the churchs should be ministers rather than church officials. X A* 5 Vo Af A ( > c(i Q fkZftfdN Air f\£ AP 7VU mi^V ■me. ?om X AF 7 * X AP AT 1 , I iA> ^ di^rc&v lo e 3. Oni_e you have made recordings it is extremely boring to wait around to tell Per el man what you have found. I don’t know how fast this goes by on the main frame you are using for development j but it is slow as molasses on an Apple^ and probably on a Commodore or other personal computers. Currently you have to wait around for Per el man to show up, then you have to wait around for him to consult other people about what he has found, then you have to meet him in 10 minutes. Why all the waiting? There is nothing to do — you probably have already read the Library stuff during Part I and there is nothing happening. If you reenter the simulation you can’t record more while you wait, so why bother reentering itt The result is you sit and type Wait, Wait or Wait for 120 minutes, etc., and this runs into 1 0— 1 5— or even more minutes of boredom in player real time. 3° get rid of all that waiting — as soon as you end a simulation, have rerelman waiting for you, read your report, and then give you the results. Obviously a lot of work has gone into this game, it is just a shame that it has gone astray - it should "be a lot more challenging. A better scenario by far would have Prism eitjifcr?' trying to develop his own plans and then seeing how they change the future; or having Prism see how the future is changed with the bad plan and do assorted things to change it. As the game now stands I don’t know who it is intended for or who would like it — if anyone — it is not a traditional puzzle-solving adventure game, it is not educational, it is too full of statistics and so on to be a fun game, it is humorless. Sigh. Wha<_ a waste of talent! Steve Meretzky has written your two best games - FTanetfall and Hitchhiker’s Guide - why didn’t he spend all the time devoted to this turkey on seguels to them: He has a pr eat sense of humor — let the man use it and let hima develop a funny, inventive and challenging, game ! y ^ Ok - bugs. I am enclosing transcripts w£th several labeled. As I mentioned on the phone I ran into some others — Part II appeared during one booting, instead of Part I (after I turned over to side 2). Don’t know what happened. If you are not in the PEOF during Part III when Ryder appear ;=■ you can wait around forever and never even realize you missed something. When you have enough points there should be no chance to wait around — Ryder should immediately appear in the opening of Part III; or there should be an announcement of his arrival on the loudspeaker or something so even if you are in the WNNF or PPCC or wherever you know he has arrived and have a chance to get to the PEOF. Page 3 Also, there is a bug such that if you did miss Ryder's j arrival and Perel man's removal , Perelman is still in his V office! And if you show him another recording statement, you'll get the start of Part III again! When you type Sleep Mode or Sleep while in communications mode there is an extremely lonq wait while you sleep. Why doesn't the clock lust go ahead 8 hours, and instantly another line says "8 hours be fast on your main frame takes 10-20 minutes to get have passed — again, sleep may computer, but on the Apple it through sleep!! The security mode and selector wheel became annoying after awhile. Why not iust have this the first time you enter simulation in Part I and eliminate it other times? Obviously this is iust for piracy protection and serves no useful purpose to the player — but it does take player time and effort and results in the dreaded "boredom" and annoyance. I had some problems with restoring from position 1 - don't know why — possibly a bad disk? It worked sometimes and didn't work sometimes. O 0 you chanqe ventilation settinqs etc., Perelman reprimands - but he always says he was "woken up in the middle of niqht" — even if you do this durinq the day and he sits his office! I had some sort of bug while in the cell durinq one of the simulations (the 40 year one I believe) - I Aborted Simulation. I went to PEOF and typed Wait 100 minutes and suddenly I found myself back in the cell and I was killed. In 30 year mode at the Church Entrance on 5/25/2061 I had record on, when I turned it off I qot Internal Error #04 — don't know why. ? Well that is about it. I don't know any easy way of really improving this game by inserting more challenge to it. Unf ortunatel y it iust doesn't seem aimed as a parti ci patory game. Oh another criticism - I never could really figure out why- certain elements in the Plan caused some of the changes. It would have helped somewhat as an excersize in logic if there were more of an obvious cause-effect relationship to the Plan/Simulation. But without having any real challenge for the player (and not even havinq the saving qrace of humor), MIND iust ends up being talky and dull. Product Testing Report Form ' Release: /?£- Machine / Lc. on,p. r-rr sheets Description of Problem Resolution t/i£ /si /Af /+*&// jft'c i ft “Ti/i fc/ fa T/ Corned ^0/ f/f jA jhe i* AF 1 ^ C&esSe Af/*~ "R&M£r" /Jt’A.y^ i&L Wi 1 u - i ton 01^^ fishes, / r /y v*«c " fit < K/ eyk. f^s&S *;Jni /& j^os &■/?/> ; / ^rv n c sts\

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