From: owner-ammf-digest@smoe.org (alt.music.moxy-fruvous digest) To: ammf-digest@smoe.org Subject: alt.music.moxy-fruvous digest V14 #10514 Reply-To: ammf@fruvous.com Sender: owner-ammf-digest@smoe.org Errors-To: owner-ammf-digest@smoe.org Precedence: bulk alt.music.moxy-fruvous digest Friday, January 13 2023 Volume 14 : Number 10514 Today's Subjects: ----------------- Ninja Foodi XL Pro Grill & Griddle - Shipment Pending ["Order Confirmatio] Leave your feedback and you could WIN! ["Amazon Shopper Feedback" Subject: Ninja Foodi XL Pro Grill & Griddle - Shipment Pending Ninja Foodi XL Pro Grill & Griddle - Shipment Pending http://turmericx.shop/n5b-KogJ82lJ03swSOSqmvQ1RNc4zU6oSjePSY6EteefP7EPrA http://turmericx.shop/ubVTa4y1Om7N5E3oJhRfUUMSEpPeZlLmo2QqUvOikJOQ-aMpXA ork is a text-based adventure game wherein the player explores the ruins of the Great Underground Empire. The player types text commands for their character to traverse locations, solve puzzles, and collect treasure. The game has hundreds of locations, each with a name and description, and the player's commands interact with the objects, obstacles, and creatures within them. Commands can be one or two words (e.g., "get lamp" or "north") or more complex phrases (e.g., "put the lamp and sword in the case"). The command must fit the location's context (e.g., "get lamp" only works if a lamp is present). The program acts as a narrator, describing to the player their location and the results of certain actions. If the game does not understand the player's commands, it asks for the player to retype their actions. The program's replies are typically in a sarcastic, conversational tone, much as a Dungeon Master would use in leading players in a tabletop role-playing game. The original 1977 version of the game was a single release, Zork. When it was converted into a commercial software title, it was divided into three episodes, with new and expanded sections added to the latter two episodes ------------------------------ Date: Fri, 13 Jan 2023 10:39:07 +0100 From: "Amazon Shopper Feedback" Subject: Leave your feedback and you could WIN! Leave your feedback and you could WIN! http://peakbiot.shop/Uv5re7n-xetcFQ1e1nb1nv0WuGxd1ELx-GOzMmtDE4ZrpA http://peakbiot.shop/1OI0Sm7nym8xHKTmE20qFm0QrooBn9PnIosKHLGLzwR50w ons added to the latter two episodes. Much of the game world is composed of puzzles that must eventually be solved, such as a set of buttons on a dam or a maze to be traversed. Some puzzles have more than one solution. For instance, since the "Loud Room" is too overwhelmingly loud for the player to perform actions, the player can either empty the nearby dam to stop the sound of water falling, or shout "echo" in the room to change its acoustics. In the first episode, or Zork I, a thief character is wandering the underground as well, taking items that have been left behind or even stealing from the player's possessions. The player can fight or evade the thief, and can recover stolen items from the thief's treasure room. Some locations contain antagonists that the player must fight or overcome. Beginning in Zork II, the player can learn magic spells to use in puzzles and combat. In dark areas, the player must carry a lantern or other light source to avoid being eaten by a monster called a grue. There is a limit to how much "inventory" one can carry, determined by the combined weight of objects, rather than the quantity. A principal goal of each episode is to collect all of the treasures, many of which are hidden behind puzzles. As treasures are collected or tasks are accomplished, the player's score increases, providing a rough measure of how much of the game has been completed. The player may traverse the game world and solve puzz ------------------------------ Date: Fri, 13 Jan 2023 10:37:24 +0100 From: "Amazon Shopper Gift Opportunity" Subject: Congratulations! You can get a $100 Amazon gift card! Congratulations! You can get a $100 Amazon gift card! http://peakbiot.shop/Q8rwaEpQLDHRgXJ_aVbpVKnJfHC9mIPim3pfvR8UnNBgnxUvHQ http://peakbiot.shop/jLidIsRp9AuRXRRcWp5HHJNBLKWsK6SXUtTqGemRbh2zNWQClA ons added to the latter two episodes. Much of the game world is composed of puzzles that must eventually be solved, such as a set of buttons on a dam or a maze to be traversed. Some puzzles have more than one solution. For instance, since the "Loud Room" is too overwhelmingly loud for the player to perform actions, the player can either empty the nearby dam to stop the sound of water falling, or shout "echo" in the room to change its acoustics. In the first episode, or Zork I, a thief character is wandering the underground as well, taking items that have been left behind or even stealing from the player's possessions. The player can fight or evade the thief, and can recover stolen items from the thief's treasure room. Some locations contain antagonists that the player must fight or overcome. Beginning in Zork II, the player can learn magic spells to use in puzzles and combat. In dark areas, the player must carry a lantern or other light source to avoid being eaten by a monster called a grue. There is a limit to how much "inventory" one can carry, determined by the combined weight of objects, rather than the quantity. A principal goal of each episode is to collect all of the treasures, many of which are hidden behind puzzles. As treasures are collected or tasks are accomplished, the player's score increases, providing a rough measure of how much of the game has been completed. The player may traverse the game world and solve puzz ------------------------------ Date: Fri, 13 Jan 2023 08:40:51 +0100 From: "United Airlines Opinion Requested" Subject: Shopper, You can qualify to get a $90 United Airlines gift card! Shopper, You can qualify to get a $90 United Airlines gift card! http://dicksportinggoods.shop/SZevGGOZUT_1faXRMmW-lgANxl2zKfRFN0g66AShgexhBFfTeA http://dicksportinggoods.shop/SKx_TRCLrLpkWzJTyhNfufWUrRXHmyIOnP15eqBSlM0tm-j_vg understand more complicated sentences than Adventure's two-word commands. In 1979, they founded Infocom with several other colleagues at the MIT computer center. Blank and Joel Berez created a way to run a smaller portion of Zork on several brands of microcomputer, letting them commercialize the game as Infocom's first products. The first episode was published by Personal Software in 1980, after which Infocom purchased back the rights and self-published all three episodes beginning in late 1981. Zork was a massive success for Infocom, with sales increasing for years as the market for personal computers expanded. The first episode sold over 38,000 copies in 1982, and around 150,000 copies in 1984. Collectively, the three episodes sold more than 680,000 copies through 1986, making up over a third of Infocom's sales in this period. Infocom was purchased by Activision in 1986, leading to new Zork games beginning in 1987, as well as a series of books. Reviews of the episodes were very positive, several reviewers calling Zork the best adventure game to date. Critics rega ------------------------------ Date: Fri, 13 Jan 2023 09:55:28 +0100 From: "Muama Ryoko" Subject: This High Speed Portable Wi-Fi Router This High Speed Portable Wi-Fi Router http://earcleaner.shop/fD1WGAiuvpKZK7uuNYCR66-b-tHfpeLB1XdyKNUrlFRTOlxZ http://earcleaner.shop/LsYKAoHFqnwDA2iKZgGvb6qAWs6tYI7OmVsUY8gCXCmIXKfmUA ections added to the latter two episodes. Much of the game world is composed of puzzles that must eventually be solved, such as a set of buttons on a dam or a maze to be traversed. Some puzzles have more than one solution. For instance, since the "Loud Room" is too overwhelmingly loud for the player to perform actions, the player can either empty the nearby dam to stop the sound of water falling, or shout "echo" in the room to change its acoustics. In the first episode, or Zork I, a thief character is wandering the underground as well, taking items that have been left behind or even stealing from the player's possessions. The player can fight or evade the thief, and can recover stolen items from the thief's treasure room. Some locations contain antagonists that the player must fight or overcome. Beginning in Zork II, the player can learn magic spells to use in puzzles and combat. In dark areas, the player must carry a lantern or other light source to avoid being eaten by a monster called a grue. There is a limit to how much "inventory" one can carry, determined by the combined weight of objects, rather than the quantity. A principal goal of each episode is to collect all of the treasures, many of which are hidden behind puzzles. As treasures are collected or tasks are accomplished, the player's score increases, providing a rough measure of how much of the game has been completed. The player may traverse the game world and solve puzzles in mostly any order, although some passageways require problem-solving to get through, and some puzzles require the player to possess something gained from solving a different puzzle. In Zork ------------------------------ Date: Fri, 13 Jan 2023 08:17:12 +0100 From: "Nordstrom Shopper Gift Card Chance" Subject: OPEN NOW & get your reward! OPEN NOW & get your reward! http://turmericx.shop/F_DusM6MikbrV6vPMjM4ozIX9bP-94R8gAW0gBPXuFqCXf5L http://turmericx.shop/9oUm0Tsx8qmCN0SLXybGra5smwZgS4gYkMG5P8rzO48Jg12x ork is a text-based adventure game first released in 1977 by developers Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling for the PDP-10 mainframe computer. The original developers and others, as the company Infocom, expanded and split the game into three titlesbZork I: The Great Underground Empire, Zork II: The Wizard of Frobozz, and Zork III: The Dungeon Masterbwhich were released commercially for a range of personal computers beginning in 1980. In Zork, the player explores the abandoned Great Underground Empire in search of treasure. The player moves between the game's hundreds of locations and interacts with objects by typing commands in natural language that the game interprets. The program acts as a narrator, describing the player's location and the results of the player's commands. It has been described as the most famous piece of interactive fiction. The original game, developed between 1977 and 1979 at the Massachusetts Institute of Technology (MIT), was inspired by Colossal Cave Adventure (1976), the first well-known example of interactive fiction and the first well-known adventure game. The developers wanted to make a similar game that was able to understand more complicated sentences than Adve ------------------------------ Date: Fri, 13 Jan 2023 09:53:30 +0100 From: "Portable WiFi" Subject: Internet.connection.anywhere.anytime.for.anyone Internet.connection.anywhere.anytime.for.anyone http://earcleaner.shop/g444MiPdTi4az9Cgls0cTAz7x4pHwPj6BzN8q3U7qEXxlUiFKA http://earcleaner.shop/f4Wg3njqjT0Fm6HNkSiz1gtH3G9Gt8pTCpRWz1Wd0IkPqbCg8Q ections added to the latter two episodes. Much of the game world is composed of puzzles that must eventually be solved, such as a set of buttons on a dam or a maze to be traversed. Some puzzles have more than one solution. For instance, since the "Loud Room" is too overwhelmingly loud for the player to perform actions, the player can either empty the nearby dam to stop the sound of water falling, or shout "echo" in the room to change its acoustics. In the first episode, or Zork I, a thief character is wandering the underground as well, taking items that have been left behind or even stealing from the player's possessions. The player can fight or evade the thief, and can recover stolen items from the thief's treasure room. Some locations contain antagonists that the player must fight or overcome. Beginning in Zork II, the player can learn magic spells to use in puzzles and combat. In dark areas, the player must carry a lantern or other light source to avoid being eaten by a monster called a grue. There is a limit to how much "inventory" one can carry, determined by the combined weight of objects, rather than the quantity. A principal goal of each episode is to collect all of the treasures, many of which are hidden behind puzzles. As treasures are collected or tasks are accomplished, the player's score increases, providing a rough measure of how much of the game has been completed. The player may traverse the game world and solve puzzles in mostly any order, although some passageways require problem-solving to get through, and some puzzles require the player to possess something gained from solving a different puzzle. In Zork ------------------------------ Date: Fri, 13 Jan 2023 10:49:59 +0100 From: "URGENT Notification" Subject: BONUS: $50 Starbucks Gift Card Opportunity BONUS: $50 Starbucks Gift Card Opportunity http://redlobstr.shop/lVftkF2iIDyaQd40AtOWI0-TvMgmw2vP--kbyqakJof-j_F6BQ http://redlobstr.shop/d4Z1dOTtYlb1dCT_pj6MJRW6L19cI9uJUwLs-8iAY7ox86ZsRw ork does not follow a linear storyline. Most of the setting is established through the game's written descriptions of items and locations, as well as manuals in later game releases. Long before the time the game is set in, the Quendor empire, having conquered everywhere above ground, built a massive cave complex to expand. Two hundred years later, the ruler Lord Dimwit Flathead renamed the empire to the Great Underground Empire and spent his reign building massive, largely pointless projects such as an underground dam and the royal museum. A century later, the empire's overspending caused it to collapse, and all the residents left. The abandoned empire is the setting of the three episodes of Zork. Zork I begins with the unnamed player character near a white house in a small, self-contained area; most of the game occurs underground, as do the subsequent episodes. In Zork II, the player learns of the Flatheads, and meets the Wizard of Frobozz, who was once a respected enchanter but was exiled by Lord Dimwit Flathead when his powers began to fade. The wizard appears randomly throughout the game and casts spells that begin with the letter "F" on the player. These have several effects, such as "Fluoresce", which causes the player to glow, and "Freeze", which keeps the player stuck in place for a few turns. In Zork III, the player character gathers th ------------------------------ Date: Thu, 12 Jan 2023 14:43:10 +0100 From: "Patriotic Opinion" Subject: Russian virus attacking US power grid Russian virus attacking US power grid http://peakbioboostx.shop/BR4XnW8017HYqH2DbMSicDlmk04sYgYVpEBIkkzPV6gqL3BMtA http://peakbioboostx.shop/HAo-T143tCX9koitwz-ssik9FyBuyYB-aGOc9JQpWPkIicOU_Q he reader, according to scholar Susan Mandala. When Fitz first shares a dream with a dog, the narration matches how he experiences the dream b as a perfectly natural, as opposed to fantastic, event b through language that is "lexically coherent" across the human and animal segments, in Mandala's view. Similarly, when Fitz first mentions the telepathic Skill, the narrative does not address the term directly, assuming that its meaning is known in-world, but instead focuses on the Skill's potential effect on Fitz's memory, and its addictive qualities. The story is narrated as a first-person retrospective, with an adult protagonist reflecting on his childhood memories: this has been described as an unusual style in fantasy, and critic John Clute termed it a "painfully confessional memoir". Fitz finds some of his recollections painful and imagines "the hurt of a boy" spilling into the ink; along with this self-commentary, the story is "rich" with implicit clues that "most effectively" uncover Fitz's character, according to Mandala. For instance, Fitz describes his immediate family in the same terms as the strangers he meets: his grandfather becomes "the tall man", and his ------------------------------ Date: Thu, 12 Jan 2023 11:58:29 +0100 From: "Home Disinfection" Subject: Sterilize X - Home Disinfection UV Lamp Sterilize X - Home Disinfection UV Lamp http://acehardwaresurvey.shop/PRTX3PtA4jK_iZxgxyNIJZZrJEXJW8NanKnyowW4vVkd7j-hsA http://acehardwaresurvey.shop/jsHrQDePyeo0cXW_bDf9vVMNUs-6kyDwAKtiBGqVsScpNv1YIQ eturning to Buckkeep, the capital of the Six Duchies, Fitz develops a Wit bond with a wolf named Nighteyes, after buying him as a cub from a trapper. He also develops a romantic relationship with a maid, Molly, and a friendship with the enigmatic court jester, who is known as the Fool. Fitz attempts to keep both his Wit and obligations as an assassin a secret from Molly, but their relationship later ends as the result of conflict over Fitz's duties. The kingdom continues to be harassed by the Red-Ship raiders of the Out Islands. The raiders are able to turn any captives into "Forged ones"; they are rendered emotionless and behave like feral animals. Prince Verity attempts to wage war on the Red-Ship Raiders through his use of the Skill, and recruits Fitz as an apprentice, creating a Skill link between them. Fitz also hunts the Forged with Nighteyes, relying on their Wit link. Verity and Fitz are unable to turn the tide of the war, and so Verity departs on a journey in search of Elderlings, beings from myth who may be able to help his people. In Verity's absence, Regal plots to kill his father, King Shrewd, and the pregnant Kettricken. Shrewd dies despite Fitz's efforts, and Fitz is accused of his murder. Regal has him tortured, trying to wrest a confession; on the brink of death, he retreats to Nighteyes' body at the wolf's plea. His seemingly dead body is buried. Burrich and Chade later exhume the body and persuade Fitz to return to it, which he ------------------------------ Date: Fri, 13 Jan 2023 12:10:33 +0100 From: "Ninja Air Fryer Department" Subject: Your Name Came Up For a Ninja Air Fryer customer Gift Your Name Came Up For a Ninja Air Fryer customer Gift http://smartbloodsugarr.rest/PJNzEOg1jU_upsyYAfM93G0NJgDx7JQY1PFxeoRASgEv2anOAg http://smartbloodsugarr.rest/M4i_gtPTl8UXIvqKzbZDh93phyttR5hvdP5YlOaEgtbnxieeIQ nd Lebling was heavily involved with Maze (1973), a multiplayer first-person shooter and the first 3D first-person game ever made. Lebling first created a natural language input system, or parser, that could process typed two-word instructions. Anderson and Blank built a small prototype text game to use it. Zork's prototype was built for the Digital Equipment Corporation (DEC) PDP-10 mainframe computer, the only system that supported their programming language. While Lebling took a two-week vacation, Anderson, Blank, and Daniels designed an adventure game concept, which Anderson and Blank then developed as an early version of Zork. This prototype contained simple versions of many concepts seen in the final game, including puzzles and locations. According to Anderson, "it took time for people to learn how to write good problems", and Lebling's first, uncomplex parser was only "almost as smart as Adventure's". The game was unnamed, but the group had a habit of naming their programs "zork" until they were completed, a term in the MIT community for an in-development program. The group, referring to themselves as the "implementers", continued working on the game after Lebling returned, adding features and iterating on the parser through June 1977. Grues were added to replace pits that would kill players in the dark; while play-testing, Lebling notice ------------------------------ End of alt.music.moxy-fruvous digest V14 #10514 ***********************************************