WARP User Manual WARP version v38, created 3/21/1985 Documentation created 9/21/1986 ____________________________________________________________ | | | W E L C O M E T O W A R P ! | | | | The paradoxical world of Warp awaits you with | | intrigue, suspense, and adventure! | | | | Please sit back and relax while I assemble the world. | | | | Brought to you by | | * Rob Lucke and Bill Frolik * | | | ---------------------------obie----------------------------- //|| | //|| | //|| | // || | \/\/ // || | \/\/ // || | // || | || // || | || // || | VVvwWWvWWWwVVvVVwWWwwVVvvWWwwwWWVvVwwVwwVVwwWWvwWVvwVwvVWvvvwVV Preface September 1986 This is an `unauthorized biography' of sorts, in the sense that it was produced without the knowledge or consent of the authors of Warp, who are Bill Frolik and Rob Lucke. The Warp game has been floating around the HP 3000 user community for about five years. The game has never actually been officially released; every copy that currently exists is an unauthorized pirate version, unless the user received it directly from one of the authors. This is true even for the copy distributed by the INTEREX users group on their B0 Contributed Software Library tape. Almost all of the information in this document comes from the game itself. WARP is wonderfully self-documented, with built-in help on many topics. This made the produc- tion of this document a very easy task. I have intentionally tried to not include much information which would make the game too easy, or would cause it to not be any fun to play. Disclaimer Neither I nor Robelle Consulting have any connection with the authors. We do not distribute the software. Michael Shumko Robelle Consulting Ltd. Welcome to WARP WARP is a fairly involved game to play. You, the player, will be presented a variety of descriptions of your immediate surroundings in the game scenario. Using your own intuition, creativity and judgement, you must explore the area in search of various treasures. Along the way, you will solve certain puzzles. If you are unfamiliar with Computer Fantasy Simulations, just follow these easy steps ... Descriptions You are about to enter a massive fantasy land. For each place you visit, I will give you a short description of where you are, what objects (if any) are in the vicinity, and any other information that may be of use. Command Structure I understand (almost) any kind of English command, so if there's something you want done, just ask me to do it for you (I'll be your eyes and hands). Commands, in general, look something like: VERB OBJECT(S) PREPOSITION OBJECT The verb is required (except in special cases ... more on that later), and an object of a verb can be a variety of things, such as BOOK, or LARGE RED BOOK, or BOOK AND LAMP, to name a few. Adjectives are required for certain objects (such as the BLACK BUTTON and the RED BUTTON, in order to differentiate them), and multiple objects can be listed by concatenating them with AND's or commas (or nothing at all, if you want). Articles (a, an, the, that) are ignored if they're present. Also, you can specify ALL if you want to refer to all objects present, or ALL BUT OBJECT(S) if you want to refer to everything except certain things. Prepositions include things like FROM, INTO, TO, etc... and always require one object. Moving Around To go somewhere, just tell me the compass direction that you want to head toward. For example, you can say things like GO WEST or WEST or even easier W. If you forget where you are, just say LOOK (or just L.) What I Can Understand I will try my best to make sense out of what you type for commands, and will let you know (usually in a very blatant way) if I don't understand. For example, I have no trouble at all with things like ... >Go north. >Get the lamp and the wrench from the toolbox. ... or even more complicated sentences, such as ... >Go west and get everything but the lamp from the toolbox. >Backtrack 2 moves. Next, inspect the peg and fountain. ... but I have to question such things like ... >Garble the furble framlicht bonzagaberry. >How can you be in two places at once? >Get everything from the toolbox except the wrench. Note the last one: prepositional phrases must have ONLY one object, and be the LAST thing in the sentence. When I Don't Understand If you get flustered because I don't seem to understand what you're trying to say, be patient. My vocabulary isn't anywhere near as large as yours (I assume), but should be complete enough that you can get your message across if you just rephrase or try other words. Some Helpful Commands Typing INVENTORY will tell you what you are carrying; HEALTH or DIAGNOSE will give you a quick check-up. SCORE reports your current progress, and QUIT will get you out of the game. For more detailed information, you can type HELP and select a subtopic. Your Name Please note: When WARP asks you for your name, it is important that you choose a response and use it consistently. USE THE SAME NAME ALL THE TIME. Certain things in the game depend upon your name, and to use a different name each time will virtually guarantee that you will be disappointed in the future. About The Game The game of WARP has been painstakingly designed to be challenging for even the most sophisticated and demanding puzzle enthusiasts. Some of the puzzles will be quite obvious, while most are elusively subtle. For example, placing items of value in the curator's case is not all that obvious. Built-in Help Warp has its own online help facility. Help is available on the following topics: Add Again Always Backtrack Brief Clear Control-y Counter Create Declare Define Delete Diagnose Die Do Echo End Execute Exit General Health Help Holidays Hours If Inventory List Load Logfile Macro Mumble Never Oops Quit Repeat Restart Restore Return Save Say Score Sethours Show Stop Subtract Superbrief Tell Verbose Warp Just type HELP . Add The ADD command lets you add some value to the counter. For example, if the counter currently is set to 15, typing ADD 9 would increment it to 24. Simply typing ADD without a number increments the counter by one. INC is synonymous with ADD. (Type HELP COUNTER for more information.) Again Typing AGAIN (or R) lets you repeat your most recent command. Additionally, you can specify a repeat count as in AGAIN 4, if you wanted to repeat your last command four more times. Some special commands like SAVE and RESTORE are not repeatable. Always The ALWAYS command lets you perpetuate macros. If you type: ALWAYS ... the macro you specify will be executed at the end of each typed-in command. A perpetuated macro will not be executed at the end of each command within another executing macro; it will only be run after each manually entered non-macro-executing command. For example, if you typed the following bunch of commands: >ALWAYS MAC1 KNIFE >ALWAYS MAC2 BEAR GUARD >GO NORTH.MAC3.S.SCORE the perpetual commands "MAC1 KNIFE" and "MAC2 BEAR GUARD" would be executed after the commands "GO NORTH", "S", and "SCORE". They would not be executed after "MAC3", since that typed-in command runs another macro. Backtrack The BACKTRACK command allows you to do the reverse of the previous moves you have made (up to 20). RETURN, BACK, B and BACKTRACK all do the same thing. Example: type "BACKTRACK 4" to reverse the previous four moves. BACKTRACK will work only if the inverse move is legal (i.e., it won't allow you to back through walls). And yes, backtracked moves are logged, so that it is possible to backtrack a backtrack and return to the same place you started. Brief The BRIEF command suppresses long room descriptions only after you have visited the room at least once. A description of all items in the room (if there are any) is still provided. (This is the mode in which Warp starts out.) See also Superbrief and Verbose. Clear The CLEAR command homes up and clears the crt screen. Control-Y If you accidently find yourself running a macro that you didn't want to run, or see millions of lines of output flooding your screen, you can usually abort any macros and flush any output by typing control-Y (hold down the CNTL key, and press Y.) Counter The COUNTER is a general-purpose register made available to you, the player, for whatever use you may find. Possible applications might be in controlling perpetual macros (type HELP ALWAYS or HELP NEVER for information on perpetual macros), performing certain feats only a limited number of times, or simply for keeping count of something. The LOAD, ADD, INC, SUBTRACT, and DEC commands let you manipulate the counter. The COUNTER command shows you what the counter currently contains. Create CREATE, DEFINE, and DECLARE are all synonomous commands for creating your own macros (type HELP MACRO if you don't know what a macro is.) The general format is CREATE , where is whatever you want to call your macro (10 characters maximum.) You will then see an equals sign (=) prompting you to type in your macro (currently limited to one line) just as you would type in a normal command line. To run a macro, type DO , or if the name is normally not a Warp-recognized word. The LIST comand will tell you what macros you have, or list out a particular macro. Declare Same as CREATE. Type HELP CREATE for further information. Define Same as CREATE. Type HELP CREATE for further information. Delete DELETE lets you delete any macro which is currently defined. (For information on macros, type HELP MACRO.) Diagnose DIAGNOSE and HEALTH are identical commands for determining your current state of being in the game. If you're at your peak strength, you're 100% healthy. If you're 0% healthy, you're probably dead. Die Commits suicide by terminating the program (see QUIT). Do Type DO to run a specific macro. (The word DO is not needed if the macro has a name that is not normally recognized by Warp.) If an error occurs while running the macro, any or all macros currently in progress will abort and you will be prompted for the next command. For more information, type HELP MACRO. Echo If you type ECHO OFF, most of the output to your terminal will be suppressed (though not all of it.) ECHO ON resumes output. If you add the word MACRO anywhere after the initial word ECHO, you can turn on or off the printing of commands during macro execution. End Terminates WARP. Execute Synonomous with DO. Type HELP DO for more information. Exit Terminates WARP. Health Same as DIAGNOSE. Type HELP DIAGNOSE for more information. Help You can't be serious. If you're that far gone, you don't need me, you need a psychiatrist. Holidays Type HOLIDAYS to find out what holidays Warp knows about. >HOLIDAYS Warpian National Holidays include: January 1 April 1 May 31 June 9 June 19 July 4 November 27 December 25 There is room for 2 more holidays. Hours Type HOURS to find out during what parts of the day Warp can be played. If The IF command allows you to conditionally execute some other command. For the average player, this is probably a rather esoteric feature of Warp and is perhaps better off left unused. For the adventurous and creative, however, it may provide some interesting uses. The syntax of the IF command follows one of the forms: IF [NOT] IF [NOT] The word NOT is optional and may be included to negate the condition being checked. The or must be one of the following: ----Conditions---- ----Relations---- HAVE (or POSSESS) < (Less than zero) SEE (or VISIBLE) <= (Less than or equal to zero) OPENED = (Equal to zero) CLOSED >= (Greater than or equal to zero) WEARING > (Greater than zero) <> (Not equal to zero) while the is any ordinary group of specific objects. If the condition, when applied to the entire object list, evaluates as being true, then nothing unusual happens and execution continues with the next command. If the condition turns out to be false, however, the next single command will be skipped. For example, >IF SEE BEAR.LOOK AT BEAR.GO NORTH would check if the bear is visible and, if it is, describe it. In any event, the player would then move north. Since the word "THEN" is a command delimiter, the previous example could be stated as, >IF SEE THE BEAR THEN LOOK AT IT. GO NORTH. "IF" is parsed just like any other verb; it can take on multiple objects, but they must be specific (you can't use ALL or ALL BUT.) >IF NOT SEE PEG AND FOUNTAIN THEN FARKLEBUNS Note that the single command that gets executed if the condition is true may be a macro call. This can lead to all sorts of interesting things if IF commands themselves are used inside macros. >DEFINE GUNDOWN (Define Gundown) =SHOOT @1.IF SEE @1 THEN GUNDOWN @1 This violent but illustrative example makes it possible for the user to "machine gun" an object, with the maximum repetition limited by the macro nesting depth limit. (Type HELP MACRO for an further help concerning nesting, definition, and parameter passing via "@" symbols.) If the relational form of the IF command is used, the general-purpose player-available counter is checked against zero. If the specified relationship is true (i.e., equal to zero, greater than zero, etc.), the next command is executed. Note that this form of the IF command requires no objects (if you specify any objects anyway, they will be ignored.) Inventory Type INVENTORY (or I, or INVEN, or INVENT) to get a current list of stuff you are carrying. List LIST will print out a list of currently defined macros. To list any particular macro, type LIST . Load The LOAD command lets you load a value into the counter (type HELP COUNTER for more information on the general-purpose counter.) To load a 7 into the counter, for example, you would simply type >LOAD 7 Logfile If you want, you can set up a file called `WARPLOG' in which all initial start-ups, restarts, restores, deaths, and quits are recorded. The file must be manually built in the same group and account as the Warp database files: :BUILD WARPLOG; REC=-80,16,F,ASCII; CIR; DISC=100 for example, would set up a logfile 100 records long, though you can use DISC= if you prefer. The important things are: 1. The file must be in the same group and account as the database files. 2. The file must be released so that any player can write into it. 3. The file must be named WARPLOG. 4. The file must be CIRCULAR (specify "CIR" in the BUILD command.) 5. The file must have 80-byte fixed-length ascii records. The file must be circular because Warp makes no checks against writing past the end of the file; circular files are not supported on early versions of MPE. You could use an ordinary file, but Warp may die a violent death if the end-of-file is encountered. Note that if WARPLOG is not found or cannot be accessed, logging is not performed. Macro A macro is a set of commands that can be summoned by referring to a single name, that is, a macro name. This is especially useful in situations where a long line of text is used over and over, such as might be the case while operating a vehicle or opening a combination safe. For example, suppose you want to move from Place A to Place B using the following sequence of moves: >N.N.E.NW.S.S.S.N.N.E.U.D.D You could, if you wanted, retype that line every time you wanted to make the trip. If you plan to make the trip often, however, you might find it easier to define the moves as a single macro and then simply call up that macro each time you needed it. The same example might then become >DEFINE ATOB (Define Atob) =N.N.E.NW.S.S.S.N.N.E.U.D.D (Atob defined) To actually do the moves, you would then type >DO ATOB or >ATOB each time you want to go from Place A to Place B. If the macro has a unique name (i.e., one that is not normally understood by Warp), you can run it by just typing its name. In any case you can run a macro by typing "DO ". Sometimes you may want to execute commands which are almost, but not quite, the same. This may be the case when handling certain objects where the way the object is handled is always the same, but the object itself may be different each time. In this case, you can add parameters to your macros: >DEFINE CHECK (Define Check) =OPEN THE @1 THEN LOOK IN IT (Check defined) The "@1" is a placeholder for another word that you specify when you run the macro. By typing: >CHECK TOOLBOX you expand the macro into the following command >OPEN THE TOOLBOX THEN LOOK IN IT You can have up to nine such placeholders, "@1" through "@9". The number following the "@" specifies the word position following the macro name from which the replacement word will be taken (position-dependant parameters). If you want to define more than one macro, you can do so with one DEFINE command. Just list the names of all the macros you want to declare after the word DEFINE, and you will be prompted one at a time for the commands of each macro: >DEFINE BOZO THE CLONE (Define Bozo) =ECHO MACRO OFF.W.N.N.E.ECHO MACRO ON (Bozo defined) (Define The) =TELL THE CURATOR "HELLO SAILOR" (The defined) (Define Clone) =PUT @1 IN @2.CLOSE @2.RUB @2.OPEN IT (Clone defined) Note that it is not possible to define a macro with a blank name. You can have up to 20 macros, each up to one line long. LIST will list currently defined macro names, while LIST will list out a particular macro definition. DEFINE and DELETE are used to create and destroy macros. Macros may also be nested or be executed recursively. That is, one macro may DO another macro, or it may even DO itself. Macros may be nested up to 5 levels deep. Any of the commands that normally terminate WARP (i.e., QUIT or END) may be used to terminate a macro and "pop back" to the previous macro or user command level. This is not necessary, however, as when an executing macro runs out of commands, it automatically pops back to the previous command level. Mumble Oh, that's just my way of telling you I don't understand a word. Never The NEVER command cancels perpetuated macros. If you type: NEVER <...> the perpetuality of the specified macros will be turned off. Type HELP ALWAYS for information about perpetuated macros. Oops If I mumble a word, it may be because you misspelled what you had intended to type. To save yourself a lot of retyping, you can say OOPS to correct the word. For example, consider the following conversation: >GET EVERYWHING BUT THE LAMS FROM THE TOOLBOX Mumble "EVERYWHING"? >OOPS EVERYTHING Mumble "LAMS"? >OOPS LAMP Rope taken Knife taken OOPS allows you to correct mumbled words at your discretion. Also note that multiple OOPSing on the same command is allowed. Synonyms of OOPS are OPPS and O. Quit Terminates WARP. Repeat Same as AGAIN or R. Type HELP AGAIN for more information. Restart If you get in a bind and want to start the game over from the very beginning, type RESTART. This has the same effect as exiting from the program and then re-running WARP. Restore By typing RESTORE, you can reset your current game to any previously saved state, as long as a previous game was saved in an appropriate savefile using the SAVE command. Type HELP SAVE for information regarding savefiles. If you type RESTORE , the restored game will be loaded from the specified savefile. If you type RESTORE, the game comes from a temporary savefile that will disappear when you quit WARP. RESUME is synonymous with RESTORE. Return Same as BACKTRACK. Type HELP BACKTRACK for more information. Save You may save the present state of your game by typing the SAVE command. Unless you specify a savefile, your game will be put in a temporary savefile that only has room for a single game. If you quit WARP, the temporary savefile will disappear into thin air. Permanent savefiles are easily made by simply specifying the name of the file after the SAVE command. Note that you must have savefile capability (SF) on the group and account you are using! If the file already exists, the SAVE will overwrite it; if the file already exists in another group or account, the SAVE will overwrite it only if it has been released or you have write access to that group. PLEASE NOTE: "WARPSAVE" is a reserved file name that is used when you do not specify a name. You should not explicitly specify WARPSAVE as your savefile! If you specify a file in another group or account, you will have to include periods in the filename. Warp parses filenames from your command string in a special way so as to not mistake these periods as command separators; therefore, you should not put additional commands on the same line following a SAVE command! The program can easily get confused when this happens! For example, it is okay to say GET ALL.SAVE BONZO.USER.PUTZ but there will be problems with GET ALL.SAVE BONZO.USER.PUTZ.GO NORTH.SCORE. Say Sure, I talk too! Type SAY "" to try it out! (The quotes are required.) Score Type SCORE to find out how poorly you're doing. Sethours The sethours command allows the local Warpmaster to change the valid playing hours for Warp. (This may be done only if you possess the correct ASCII password.) The syntax for this command is: SETHOURS

[NEWTOKEN] where H1, H2, H3 and H4 are hours represented in 24-hour format and NEWTOKEN, and OLDTOKEN are ASCII tokens. Note that Warping will be prevented in the intervals H1 to H2 and H3 to H4 inclusive. To completely disable time checking, all hours should be set to one value such as 1200. OLDTOKEN is the 10 character ASCII key given when the hours were last set. NEWTOKEN may be used to force the new key to a specific value, otherwise, Warp will generate a new key and tell you what it is. OLDTOKEN must be correctly specified for the change to take effect. Warning: In all versions of the game that I have seen, this command causes the program to abort with a messy PASCAL PUT error. Show Same as LIST. Type HELP LIST for more information. Stop The STOP command forces the parser to prompt you for a new command. Any macros that were executing, regardless of nesting depth, are aborted and any remaining unexecuted commands in your command buffer are flushed. Subtract The SUBTRACT command allows you to subtract some value from the counter (type HELP COUNTER for more information on the counter itself). If the counter contains 47, and you type >SUBTRACT 19, the counter will be decremented to 28. If you specify no number, the counter will be decremented by one. DEC is synonymous with SUBTRACT. Superbrief Superbrief mode suppresses the printing of all full room descriptions. Very useful if you're in a hurry. Synonym: SB. Tell This command allows you to tell specific objects in Warp whatever is on your mind. Type `TELL ""' to try it out. (Like SAY, the double quotes are important! Also, note that there is a fine line of distinction between TELL and SAY, such that with TELL you are talking at something, whereas SAY just lets you mouth off into the wind.) Verbose Verbose mode forces the printing of the full room description every time you enter a room. Warp WARP \`wo(e)rp\ n 1: a series of yarns crossed by the woof 2: a mental twist or aberration 3: a computer fantasy simulation of adventure and intrigue ~ vt 1: to deplete weight by expungance of existance 2: to become warped Enabled Mode Enabled mode, also known as God mode, allows the player to debug various aspects of the game. It offers more commands with fewer restrictions. Enabled mode is for debugging the game. It is not a `better' way of playing the game. In fact, you cannot play the game properly when enabled, as certain checks are bypassed. The enabled command prompt is "*" instead of ">". Becoming Enabled Enabled mode can be acquired in a number of ways. The most legitimate way is to completely solve the game. As a reward you will be given a phrase which, when uttered, will put you into enabled mode. The second, less legal method requires running the program with the DEBUG parameter, and changing the appropriate program variables to allow enabled operation. For the version distributed on the B0 library tape, v38 compiled 2/10/1983, you set a one-time breakpoint at location 3.2674. When the program breaks, modify locations DB+156 and DB+157 to contain %400, then resume execution. You are now enabled. For a later version, also labelled v38 but with a compile date of 3/21/1985, the breakpoint should be 31.245, and the variables are at DB+157 and DB+160. A very early version didn't require these tricks. You only had to say "Twas Brillig And The Slithy Toves" and you were in! This is no longer the case. I think there may be now be a phrase which looks like "Pity Not This Lonely Monster", but I haven't figured it out yet. This may be the phrase which only operates after you have solved the endgame. A third method of becoming enabled involves first becoming enabled using one of the preceding methods, then saving your enabled game in a file. Upon resuming this game, you are once again in enabled mode. Enabled Help In addition to the regular HELP available to all players, enabled mode provides help on the following additional topics: Altname Buffers Change Debug Dictionary Disable Find Goto Keyword Locate Pitroom Report Set Setholiday Status Weight Altname Type ALTNAME if you want to change your username. This is useful if you wish to access someone else's savefile, or change your endgame incantation. If the name you wish to assume contains 10 or less characters, you can specify it on the same line as the ALTNAME command: >ALTNAME FRIBBLE would change your name to FRIBBLE. Buffers Commands in WARP pass through a double-buffer so that OOPS, AGAIN, and partial command buildup may exist. Also, there are several separate input buffers for processing type-in and macros. To see buffer contents while WARP is running, type DEBUG BUGBUFS. Change CHANGE allows you to change most of the attributes associated with any noun. See SET for details. Debug This command sets the debug flags in various routines in the main program. The command syntax is DEBUG where ::=(debug token) (debug token) ... For a list of debug tokens type `DEBUG'. Type ON or OFF in command string to set debug mode for subsequently specified options. The debug tokens are: Alphadec Backtrack Blankbufs Bus Canhandle Combuf Compile Counter Defmac Delmac Describe End Error Execute Fetch Flush Forcepromp Getbuff Getcomm Getput Gettoken Handle Initbufs Inpbuf Listmac Logtoken Lookup Macronum Moveto Newholiday Newhours Oops Otherstuff Printnoun Push Qualify Random Rebuild Replace Restore Save Savemove Ship Stacks Swapbufs Torpedo Transfer Visible Wander Weight Worderror Dictionary The DICTIONARY (or DICT) command lets you list dictionary entries for specific word groups. You can say DICTIONARY with nothing after it to get a listing of available groups, or DICTIONARY NOUNS VERBS to get a list of all understood nouns and verbs, for example. The word groups are: Adjectives Articles Conjuncts Directions Exclusives Ifs Inclusives Nouns Plurals Preps Rconds Specials Synonyms Vconds Verbs Disable Type DISABLE to fall from the rank of god to that of a mere mortal. Find FIND allows you to locate any item in the game and get a brief description of where it is without suffering through all of the information listed by the REPORT command. Goto The GOTO command allows you to move immediately to a specific room. The format is GOTO , where the room number is in the range of 1 to the maximum number of rooms allowed. You can find out which rooms are associated with which room numbers by using the LIST ROOMS command. It is also possible to goto the location of a specific object. The syntax for this command is GOTO . Keyword The keyword command gives you the ability to see the magic token used to incant into the Endgame. Also listed is the token used for becoming enabled (along with the proper phrase). The keywords are a perversion of your user name. List The LIST command is more powerful in enabled mode than in normal user mode. You may list any of the following items: CELLS, COUNTERS, HOLIDAYS, HOURS, LINKS, MACROS, NOUNS, ROOMS, PUZZLES or TREASURES. Locate LOCATE is the same as the FIND command. Pitroom The PITROOM command allows you to predict where the pit in the endgame will appear. Which "Corridor of Vines" room it will be found in is determined by the first two characters of your user name. Report The REPORT command lets you get information about objects. By typing REPORT you will be given all pertinent information, such as noun number, weight, power, value, location, etc, about each item in the list. Example: *REPORT FOUNTAIN ***** Fountain, number 35, entry 88 ***** Location: Central Plaza. [Room 1, locale 0] Weight: 0 (content limit): 5 Power: 0 State of being: Inanimate, exists Open/closed: Open, cannot be closed Not wearable; Not handlable; Not Lockable; Set The SET command lets you modify most of the attributes of any noun. This provides a convenient means of, for example, moving objects from place to place without physically touching them, or changing the point value of an object, or altering its weight or existance. Type SET with nothing after it to get a list of possible options. You can also use the SET command to alter the states of the various counters used in Warp. The LIST COUNTERS command will give you the current counter values and their meanings. WARNING: This command is VERY powerful, and, if misused, can abort the program! Synonymous with SET are the commands FORCE, ALTER, CHANGE and CH. The command must be followed by <[ADJECTIVE] NOUNNAME> or and then one or more of the following: LOC WT POWER STATE <0 to 100> CONTAIN OPEN <0 or 1> VALUE PUSH GET <0 or 1> EXISTS WEAR SEEN ATTACH ADJ or command may be followed by COUNTER ALIVE SCORE LINK CELL WASENABLED HOURS

[] HOLIDAY HOLIDAY Setholiday The setholiday command allows you to add, delete, or change an entry in the Warpian National Holidays list. The syntax for the command is: SETHOLIDAY [ ] where Mx is a month name (at least the first three characters) and Dx is a day of the month. If the optional M2 and D2 are specified, the current list is searched for M1 and D1, which, if found, are overwritten by M2 and D2. To delete an entry, specify M2 as `XXX'. For example, SETHOLIDAY JULY 17 Declares July 17 as a holiday SETHOLIDAY JULY 17 MAY 19 Replaces July 17 with May 19 SETHOLIDAY MAY 19 XXX 99 Deletes May 19 from the list. Warning: In all versions of the game that I have seen, this command causes the program to abort with a messy PASCAL PUT error. Status The STATUS command reports to you various information about the Warp dictionary, such as how many nouns there are, etc ... Weight WEIGHT or WT can be used to report the weight of your current inventory. Other Stuff This section contains some of the most helpful information in this manual, such as what treasures are to be found, and what puzzles must be solved. Object Of The Game Good question. Treasures These are the treasures to be found in Warp, with their respective point values. You only get half the points when the object is in your possession. You get the whole point value only when the object is safely stashed in the curator's display case. Platinum Apple [15] Astrolabe [20] Koala Bear [19] Railroad Bond [20] Golden Bullion [35] Expensive Camera [25] Carpet [30] Chalice [20] Nautical Chart [10] Silver Coins [15] Silver Cross [20] Jeweled Dagger [20] Crystal Decanter [20] Yellow Diamond [20] Ebony Diamond [20] Jade Egg [15] Green Emerald [20] Red Emerald [20] Blue Emerald [20] Silver Flute [20] Golden Globe [20] Leeverite [1] Ruby Lense [20] Holy Mackeral [15] Treasure Map [15] Golden Matador [20] Memoirs [20] Black Opal [20] Painting [20] Large Pearl [20] Shiny Quarter [5] Silver Ring [20] Scarab Ring [10] Mink Slippers [10] Crystal Sphere [10] Green Stamp [10] Tablet [20] Devil's Trident [15] Ivory Tusk [20] Uranium [20] Egyptian Urn [25] Patagonian Vase [20] Deadly Warponium [15] Digital Watch [20] Silk Web [20] Total of all treasures: 815 points. Puzzles The puzzles for which points are awarded are listed below. Note that there are more puzzles to be solved than those listed here. These are just the ones that you get points for solving. For example, you don't get points for using the trampoline to get the platinum apple, even though this is a kind of puzzle. (You do get 15 points for the apple itself.) On the other hand, some of the puzzles listed don't seem like puzzles at all, since they're not particularly devious. Travelling to the island is an example of this. Nonetheless, points are awarded as a kind of incentive, just to keep you interested, and to let you know that you're on the right track. Puzzles are worth different point values. Mostly they seem to be 20 points apiece. Used the hole Got past the security guard Sailed to the island Successfully turned on the fountain Operated the elevator safely Turned off the Reverse Room Boarded the bus Scared off the ugly Got out of jail using the hole Sent mail Opened the Mayan Disc Buried the corpse Warped an item Summoned the Warpmaster Reached the burial chamber in the pyramid Took picture in the Hall of Arches Visited Below Decks on the boat Made the curator shut up Started the boat engine Ways To Die There are quite a number of ways to end your life in Warp. These are listed below. Each one of these has a grisly description of the event associated with it. I will leave the discovery of each of these literary gems as an exercise to the adventurous player. After you have died, there is a way to be reincarnated. Warp will allow you up to two new lives per game. However, since you lose whatever objects you were carrying at the time of your demise, there doesn't seem to be too much point to coming back from the dead. To add insult to injury, dying costs 10 points. These short descriptions will be logged in the WARPLOG file: shot by guard eaten by shark hit by bus met Kilroy eaten in cave broke rope U238 radiation fried by U238 ate hole poisoned elevator fall wrong button falling rock too many blows buried in sand drowned in hole bear claw mugger knife plummet heat stroke froze lightning suffocated drowned at sea well shaft hit by subway gorilla swam into cliff boat hit rocks poison dart huge boulder fell in pit swimming pool Phone Numbers There are a few different places in the game where phone numbers appear, and indeed, there is a phone booth at the bus stop where these numbers may be dialed. 555-1212 "Using the CLUE hotline costs one point." 333-CLUE / 333-2583 (one point per call) A female voice answers, "When in doubt, wave it!" "The bear does not like the ball polisher." A gravelly voice: "Don't attack the curator!" "Have you tried torpedoing the Ugly?" A male voice answers, "Don't go west." A low voice: "The cop cannot be killed." "Don't mess with the secretary." A deep voice answers, "The Scarab Ring can help you find things you have lost." "Programmers like reading material." "Ships in WARP may be sunk by reefs." A female voice answers, "When in doubt, rub it!" "Getting into the engine room is tricky." 333-HINT / 333-4468 A professorial voice answers, "The weight of an object is proportional to its existance. If one could make an object nonexistant by, say, sending it into another dimension, then, if the time dimension is the same, the object would exist in a weightless, nonexistant state. Consider the Klein bottle ..." >CLICK< 333-WARP / 333-9277 "This is the Warp City Bus report. The bus is now passing through Main Street. It should arrive at your location in 25 moves." 333-GAME / 333-4263 A recording answers, "Thank you for calling Warptari. "We would like to commend you on selecting one of our many fine games for your enjoyment; one mere quarter, you no doubt feel, is a small price to pay for the thrill of victory, or the agony of defeat! For your future gaming desires, might we suggest ..." (I hung up for you; you really don't want to listen to this drivel, do you?) 333-9999 "Fire one ..." 0 "I'm sorry, Warp has no operator." The Inquisition Before being allowed into the endgame, the Oracle will ask you a few questions. You must prove that you have achieved true enlightenment. The questions are listed below; the answers are to be found in the game itself, or in an encyclopedia. 1. Where was the dent in the Chevy made? 2. In what kind of tree does the koala bear make its home? 3. What can be seen from Deception Point? 4. What is the shape of the Warpian world? 5. What size is the metric crescent wrench? 6. What type of item may be Warped? 7. What is J.R Warper's first name? 8. What country is the lama native to? Miscellaneous Info Bill Frolik (pron. Froe-lick) and Rob Lucke (pron. Lucky) wrote Warp in their spare time, while working for Hewlett-Packard in Corvallis, Oregon. It took over two years, off and on, eight hours a day. Warp was conceived when they saw what was available in other `adventure' games. At the time, Zork, also known in the HP 3000 world as Dungeon, was the smartest thing around for understanding English. Bill and Rob decided that they could do a better job. Warp is the successful result. Warp is smarter, and is a lot more fun. Warp is made up of over 16000 lines of Pascal source, 4000 lines of database description, plus numerous utility programs. Quite understandably, the source is jealously guarded from prying eyes. The version of Pascal used is non-extended, which makes it quite transportable. The game has been made to run on HP 3000, 1000, 9000 and another micro. At one time the authors thought to market the game. This no longer seems to be the case. (The Warp program sometimes seen advertised in microcomputer magazines is another program entirely, which by coincidence just happens to have the same name.) Warp has not changed in over two years. Bill and Rob are `all warped out'. What started out as both a challenge to produce a smarter parser than Zork and as an exercise in AI, has become a bit of a chore, frankly. Bug reports and enhancement requests are no longer dispatched with any great urgency. Possibly the distribution of this document will rekindle interest in the game, both on the part of the authors and other `Warpers'. Warp, in its verious versions, has appeared on computers all around the world. Rob even got a letter from Germany, where users were playing the game with the aid of an English-German dictionary. They wanted to know whether a German version was available. (It is not. As German has the verb at the end of the sentence, and other syntactic differences, the parser is not equipped to handle it, even if the database were translated.) Rob has a rather warped sense of humor, and is an incorrigible punster. One would imagine that his best work was lost in translation. The Warpian National Holidays include regular holidays, the authors birthdays, and of course, April Fool's day. The highest reported score to date is just one point shy of the 1215 required to complete the regular part of the game. Rich Roemer has about 1000, and I've got a trifling 600 or so. Appendix A Dictionary Warp has quite an extensive vocabulary. Every word that Warp understands is listed in this appendix. Anything else will produce a `mumble'. You can also find out what words are understood by asking the professor questions. He will respond in sentences made up of random words from Warp's vocabulary. The only drawback is that the professor quickly gets thirsty from all his talking. To relieve his parched throat he gets himself a Coke from the vending machine. Once he has done so, you are prevented from ever getting the printout. There are 137 specials 110 verbs 242 nouns 20 directions 107 adjectives 2 alls 4 buts 2 conjunctions 15 prepositions 4 articles 65 helps 28 plurals 15 words 40 synonyms 20 macros 51 debugs 2 terminators for a total vocabulary of 864 words The `15 words' refers to the 15 word types which are listed below. The 20 macros are listed in the `Enabled Mode' section, as are the 51 Debug types. Specials Add Again Alter Altname Always Answer Ask B Back Backtrack Backward Backwards Brief Bugs Call Can't Ch Change Clear Comment Could Couldn't Counter Create Dammit Damn Debug Dec Declare Define Delete Diagnose Dial Dict Dictionary Did Didn't Die Dig Disable Disembark Do Does Doesn't Echo Enable End Esrever Execute Exit Fee Fie Foe Foo Force Fuck Fum Goto Gripe Haven't Health Hell Help Holidays Hours How I Inc Incant Inventory Is Isn't Keep Keyword L Leave List Listen Load Mumble Never No O Oops Opps Pitroom Plover Plugh Points Pray Quit R Redo Repeat Reply Restart Restore Resume Return Save Say Sb Score Set Setholiday Sethours Shit Show Status Stop Subtract Super Superb Superbrief Tell Temple Terminate Ulysses V Vb Verbose Wait Weight Were Weren't What When Where Which Who Why Will Won't Wt Xyzzy Y2 Yes Verbs Affix Attach Attack Bite Board Break Burn Check Chew Chomp Climb Close Connect Cram Crush Cut Depress Destroy Detach Devour Disconnect Don Dorp Drink Drop Eat Enter Extinguish Fasten Fill Find Flip Gaze Get Give Glue Go Grab Hit Hoist Ignite Inspect Jump Kick Kill Kiss Leap Lick Light Locate Lock Look Lower Munch Murder Open Paste Peel Pet Play Pour Press Punch Push Put Raise Read Register Remove Report Revolve Ride Rotate Rub Run Save Scribble Shoot Shut Sit Slam Slice Smooch Snuff Spill Spin Spring Stab Stand Stare Steal Step Stick Stomp Store Stuff Suck Swim Take Throw Tie Turn Twist Unlock Untie Walk Wander Wave Wear Write Nouns Airtank Apple Astrolabe Badge Bag Ball Ball Balm Banana Battery Beach Bear Bench Boardwalk Boat Bond Book Book Bottle Box Box Brick Bucket Bullion Bunk Bus Button Button Button Button Button Button Button Button Button Cabinet Cable Cable Cage Camera Can Cannister Card Carpet Case Casket Cathedral Chalice Chart Chest Chevy Clam Cleft Clock Closet Coins Corpse Coupon Crank Cross Cube Curator Dagger Decanter Dent Depression Desert Desk Diamond Diamond Disc Doctor Door Door Dust Egg Emerald Emerald Emerald Engine Envelope Fence Film Fins Flute Fog Forest Fountain Fountain Fountain Framastat Galleon Galleon Game Gate Globe Glovebox Gloves Glow Gorilla Gorilla Grate Grave Guard Gun Hardhat Hole Hole Hook Hook Hook Hook Hook House Keys Knife Knob Knob Ladder Ladder Lamp Leeverite Lense Lever Lizard Machine Mackeral Magazine Mailbox Map Mask Mast Matador Memoirs Message Mugger Mummy Newspaper Newsstand Note Notepad Nothing Obelisk Ocean Opal Oracle Package Painting Park Pass Pearl Pedestal Pedestal Peg Peg Pencil Phone Picture Pill Pill Pill Pipe Pit Plaque Plate Plaza Policeman Polisher Pool Portrait Poster President Printout Professor Pyramid Quarter Reef Ring Ring River Rope Rope Safe Sail Sand Scale Scalpel Scepter Scotch Secretary Shards Shipwreck Shovel Shovel Shrubbery Sign Sign Skeleton Slippers Sphere Sphere Spider Stamp Stamp Statue Storm Street Subway Switch Switch Switch Tablet Tar Tiles Tombstone Toolbox Torpedo Trampoline Tree Tree Tree Trident Tub Tusk Ugly Unit Unit Uranium Urn Valve Vase Vendor Warpasaur Warpmaster Warponium Watch Water Web Well Wetsuit Wrapper Wrench Directions D Down E East N Ne North Northeast Northwest Nw S Se South Southeast Southwest Sw U Up W West Adjectives 63 Absolutely Bank Bathing Big Black Blue Broken Bronze Coke Computer Control Crystal Curator's Damned Dead Deadly Devil's Digital Display Dull Ebony Egyptian Elliptical Expensive Fig Fucking Funerary Glass Gold Golden Granite Green Grungy Hairy Highway Holy Id Iron Ivory Jade Jeweled Junction Knurled Koala Large Lead Little Long Mad Metal Mink Monitor Naked Name Nautical News Patagonian Peeled Pine Plastic Platinum Postage Power Ragged Raging Railroad Red Redwood Rocker Round Ruby Ruined Rusty Sandstone Scarab Security Shiny Short Silk Silver Small Sordid Spanish Square Starter Steel Stone Sunken Swimming Ticket Tiny Transit Trash Treasure Triangular Tv Uprooted Vault Video Vintage Wall White Wise Wooden Worthless Yellow Inclusives All Everything Exclusives But Except Excluding Ignoring Conjuncts And Or Preps At Atop From In Inside Into On Out Over Through Thru To Under Upon With Articles A An That The Plurals Balls Boxes Buttons Cables Containers Diamonds Doors Emeralds Fountains Galleons Gorillas Holes Hooks Knobs Pedestals Pegs People Pills Rings Ropes Shovels Signs Spheres Stamps Stones Switches Trees Units Synonyms Alcohol Ape Batmobile Batteries Booze Bush Calendar Car Church Cop Disk Doc Facemask Flask Grass Gready Guy Hat Individual It Itself Lawn Lens Liquor Lowrider Mag Monkey Pad Paper Rug Sea Ship Sidewalk Tanks Telephone Them Tube Warpasauru Wm Woods Vconds Carrying Closed Have Holding Opened Possess See Toting Visible Wearing Rconds < <= <> = Eq Ge Geq Gt Le Leq Lt Neg Neq Nge Ngt Nle Nlt Nzero Pos Zero Ifs Assuming If Ifn Unless Appendix B Installation These are the installation instructions which come with the most widely distributed version of Warp, on the B0 INTEREX CSL tape. INSTALLING WARP ON AN HP-3000 If your system does not have HP-Pascal 3000 you will need the Pascal SL (Segmented runtime Library) which is the file WARPSL. It must be renamed SL so that it can be accessed. [1] Purge any and all previous versions of Warp. This means getting rid of old versions of WARP, WARPDATA, WARPEXE, WARPSPL, WARPSAVE, and any other WARPfiles that you have. [2] Mount the tape on a 1600 bpi tape drive on your system and run the RESTORE utility program. It will display the following message at your terminal: RESTORE (Nov 6, 1979) TYPE 'HELP' FOR INFO THERE IS A TAPE REQUEST AT THE CONSOLE FOR 'username' At the console the following message should appear: ?16:54/#S330/46/LDEV# FOR "username" ON TAPE (NUM)? ^ your pin# Respond , then =REPLY46,7 This assumes the tape unit is #7. [3] RESTORE will print a list of what is contained on the tape. It should contain the following files: 1. WARP (Executable program) 2. WARPADAT (ASCII database file) 3. WARPBDAT (Binary database file) 4. WARPDOC (This file) When the restore display shows the file numbers, enter the numbers of the files that you want: <1,2,3,...>. and reply "NO" when asked if you want to continue searching. As mentioned before, you will need the SL file if you do not have supported Pascal/3000 on your system. [4] Insure that both WARPADAT and WARPBDAT are in the same group. They must reside in one of the following groups: 1. Current session's group.account 2. PUB.GAMES 3. GAMES.SYS 4. PUB.SYS When you run the program, these are the first four places it looks for the database files. If it does not find them there, it prompts the user for other places to look. [5] If you had to load the SL (i.e., you have no Pascal/3000), the program has a couple of other restrictions: 1. When you run Warp, you must be logged on in the same group in which the SL resides. 2. You must run the program with the command :RUN WARP;LIB=G which tells the system to search the current group for the proper SL. [6] Ready, try it out. :RUN WARP (or :RUN WARP;LIB=G) If all is correct, it should clear the screen and ask you "What is your name?". If not, you've got a problem. Check that you followed all of the above instructions, starting over if you have to. [7] When the program fires up properly, you may set the hours of operation which are initially unrestricted. To change the hours enter the following commands after you have arrived on the streets of warpdom: >SETHOURS {oldpassword} h1 h2 h3 h4 {newpassword} Where: oldpassword is originally WARP newpassword at your discression, may be the same. If no newpassword is given one will be returned. h1 = start of morning work period (e.g., 0830) h2 = end of morning work period (e.g., 1200) h3 = start of afternoon work period (e.g., 1300) h4 = end of afternoon work period (e.g., 1700) Note that the hours must be in 24-hour format, and that Warping will be disallowed from h1 to h2, and from h3 to h4. If you want to eliminate the timecheck and allow Warping at all hours, make all four hours identical (h1=h2=h3=h4=0). [8] Happy Warping! 01 Nov 82 Bill Frolik & Rob Lucke These instructions are four years old and could bear a little updating. The RESTORE utility described in points [2] and [3] above appears to be the contributed RESTORE program which allows you to restore file into your logon group. The MPE V RESTORE command now has a LOCAL option which performs the same function. The PASCAL runtime library is now included as a standard part of the MPE operating system. However, it may not be that same as the one that Warp was compiled for. This may explain the program aborts which occur when the SETHOLIDAY and SETHOURS commands are used. If you don't install Warp in one of the standard groups as listed in point [4] above, you may type file commands for the files WARPADAT, WARPBDAT and WARPLOG, pointing them to the proper group and account. This will prevent the users from always having to supply the group and account names every time they run the program. These may be put in a user-defined command (UDC): Example: WARP OPTION NOLIST FILE WARPADAT=WARPADAT.GAMES.UTIL FILE WARPBDAT=WARPBDAT.GAMES.UTIL FILE WARPLOG =WARPLOG.GAMES.UTIL RUN WARP.GAMES.UTIL ***