From: owner-ammf-digest@smoe.org (alt.music.moxy-fruvous digest) To: ammf-digest@smoe.org Subject: alt.music.moxy-fruvous digest V14 #10515 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 10515 Today's Subjects: ----------------- Tap The top of Your Head Like This to Grow Thick Dense Hair in 30 Days ["] Eliminate toe fungus quickly, naturally! ["Toe Fungus Fix" ] High Blood Pressure Cured In 9 Minutes ["High BP Program" Subject: Tap The top of Your Head Like This to Grow Thick Dense Hair in 30 Days Tap The top of Your Head Like This to Grow Thick Dense Hair in 30 Days http://altaibalanchance.best/9kQEKLWC_BrE3a6fttJDipG3s6EKnKfMCUBS6C70cQQG-WvpcQ http://altaibalanchance.best/jKKpP3q2j37NRagFB8CFEQ9MlJ7i4AffKi4MSDpBlYITPzn3-w n 1979 Anderson, Blank, Lebling, and five other members of the Dynamic Modelling Group incorporated Infocom as a software company for members to join after leaving MIT. No specific projects were initially agreed upon and Infocom had no paid employees, but discussions were focused on developing software for smaller mainframe computers. Blank and Joel Berez came up with a plan to make Zork work on personal microcomputers, which were then beginning to become popular and which would greatly expand the audience for the game. Although microcomputers had very limited memory space compared to mainframe computers, they felt the project might be viable using floppy disks and a custom programming language if the game was cut into two pieces. The pair worked on the project through the summer and fall of 1979 without pay, as the new company had the funds for only the computers. They ported the game to a new Zork Implementation Language (ZIL), which would then be run on a standardized "Z-machine" software-based computer. For each type of microcomputer they wanted to release Zork or other ZIL-based games on, they could write an interpreter program that could run the Z-Machine instead of rewriting each game. Lebling divided Zork in half to create standalone episodes, modifying the game's layout to improve its flow and disconnecting locations now in separate episodes. By the end of ------------------------------ Date: Fri, 13 Jan 2023 14:11:28 +0100 From: "Toe Fungus Fix" Subject: Eliminate toe fungus quickly, naturally! Eliminate toe fungus quickly, naturally! http://kohlssurvey.shop/kbYOMpLbpnWrHJ_OorGgThuaKCLCprh0NVvkzgru7f6HfZVv4Q http://kohlssurvey.shop/NyxELSj0dPr1mnZwivur8xgx7l-l0dTD4FJBCYT-ITUhd__cQw ver the course of 1978, the team added the bank and Royal Zork Puzzle Museum sections, along with some puzzles and ideas suggested by players. The last puzzle was added in February 1979, though the team continued to release bug fix updates until the final update in January 1981. Anderson attributes this to the team running out of ideas and time, and having run out of space in the one megabyte of memory allocated for the game. Very little of the game was planned ahead of time, nor were aspects of the game specific to one developer; instead, whenever one of the developers had an idea they liked, that developer would add it to the game, developing the concept and writing the text to go with it. According to Lebling, Blank ended up focusing mostly on the parser, Anderson on the game code, Blank and Daniels on new puzzles, and Lebling on descriptions of locations. Anderson says that Blank wrote "forty or fifty" iterations of the parser, and describes Daniels as designing puzzles that were then largely implemented by the others. He credits Blank with vehicles and saving, and Lebling with the robot, grues, and the fighting system. To immerse the player in the game, the developers decided not to describe the player character, removing any accidental descriptions or gendered pronouns. 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Thanks, Alex Becker The E-bike Factory =================================== Is it necessary to print this email? If you care about the environment like we do, please refrain from printing emails. It helps to keep the environment forested. Please consider the environment before printing this email. Please do not print this email unless it is necessary. Every unprinted email helps the environment. If you received this message by mistake, please reply to this message and follow with its deletion, so that we can ensure such a mistake does not occur in the future. ------------------------------ Date: Fri, 13 Jan 2023 15:14:19 +0100 From: "High BP Program" Subject: High Blood Pressure Cured In 9 Minutes High Blood Pressure Cured In 9 Minutes http://kohlssurvey.shop/epgfqifr-iU6kBbpXlv7EkqlOpAlibSXFuOgm52rqpWXkws9ug http://kohlssurvey.shop/gZmCdkyeXwx5uGMhv1cm-yg9fR1aG-hppzh_HBEwxQMojUWZTw this was preferable to self-publishing. Berez approached Microsoft, who declined based on the game competing with Microsoft Adventure (1979), their version of Adventure. Microsoft CEO Bill Gates was a fan of Zork, but by the time he heard of the proposal, Infocom was in negotiations with another publisher, Personal Software, one of the first professional software publishing companies. Personal Software agreed to publish the game in June 1980, sending the company an advance payment. Zork: The Great Underground Empire, also known as Zork I or just Zork, was published for the TRS-80 in December 1980. Since Personal Software declined to publish the 1979 PDP-11 version of the game, Infocom sold some copies earlier in the year after announcing to PDP-11 user groups. Lebling recalled about twenty floppy disk copies sold directly with Anderson's typewritten manual. By the end of 1980, an Apple II version of Zork I was completed and sold through Personal Software. Infocom began receiving requests for hints and maps as predicted, and Berez began handling map and poster orders while Dornbrook wrote customized hints for players; in September 1981 he founded the Zork Users Group as a separate company to handle all mail order sales and hint requests. Infocom eventu ------------------------------ Date: Fri, 13 Jan 2023 12:27:36 +0100 From: "Enence Translator" Subject: 50% OFF sale The best translator ever! 50% OFF sale The best translator ever! http://peakbiot.shop/5blOApp7H3SBYI5FCieee5UDVC9nTKSmY4L4qfVm3uvg6tcqAw http://peakbiot.shop/yffHbjnAMI3VCpWhLwT_67MZR_O7sFoMdhU9pRhVcwKG6cHsJw developing Zork in May 1977. The four were members of the Dynamic Modelling Group, a computer science research division at the Massachusetts Institute of Technology (MIT) Laboratory for Computer SciencebAnderson, Blank, and Daniels as students and Lebling as a research staff member. Their work was inspired by Colossal Cave Adventure, a text-based game that is the first well-known example of interactive fiction and the first well-known adventure game. Adventure was immensely popular among the small population of computer users of the time and a big hit at MIT in early 1977. By the end of May, players had managed to completely solve it. The four programmers began to design a game that would be a "better" text adventure game, with inputs more complex than Adventure's two-word commands and puzzles less obtuse. They believed that their division's MDL programming language would be better suited for processing complex text inputs than the Fortran code used in Adventure. The group was familiar with creating video games: Blank and Anderson had worked on a multiplayer tri ------------------------------ Date: Thu, 12 Jan 2023 15:06:56 +0100 From: "Memory Back" Subject: Reverse Alzheimer's By Playing This Game 3 Minutes A Day Reverse Alzheimer's By Playing This Game 3 Minutes A Day http://memoryprotocol.shop/KaxbwPT0rZz_xx3h66nqbKUsJ6iF02tlanQezemMT_wsdYGPaA http://memoryprotocol.shop/97YEbvpGotJnunYjUBjX6zDuyuEScz2cM-Kn7pxqudlthqWkOA Queer themes are also portrayed through the Fool, a character whose subversive aspect is hinted at in Assassin's Quest, when the minstrel Starling states to Fitz: "The Fool is a woman. And she is in love with you." The Fool alternates between masculine and feminine identities through the many Elderlings series; this blurring of gender boundaries is explored further in the Liveship Traders, Tawny Man and Fitz and the Fool trilogies. The dynamic between Fitz and the Fool, described in the Farseer trilogy as "two halves of a whole, sundered and come together again" when they connect via the Skill, is also developed further in later trilogies. Hobb sharply contrasts the two forms of magic in the series, the Skill and the Wit: though addiction is portrayed as a negative consequence of both, according to Larsson, the Skill is "more insidious". The Skill is practiced by the ruling class, but the Wit is relegated to lower classes; the Skill is also a stereotypically masculine magic, since it functions as a weapon, and the Wit, used to bond with animals, is more feminine. According to Prater, the series deconstructs these stereotypical expectations through Fitz: he possesses both forms of magic and is simultaneously an outcast and a subject of the throne. The gendered attributes are blurred in later Elderlings novels, where the Skill is shown to heal and create melodies, while the Wit can be used to manipulate humans. Larsson argues that the narrative "very cleverly" portrays the two abilities such that the reader arrives at a very different impression than the so ------------------------------ End of alt.music.moxy-fruvous digest V14 #10515 ***********************************************