Final Revision

master
historicalsource 2019-04-14 01:24:17 -04:00
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Ballyhoo done it? (A Summary)
Reading the glowing tribute to Tomas Munrab in the circus program,
one pictures the circus owner as being ambitous, flamboyant -- and a bit
of a jerk. This, by itself, would not normally be motivation enough for
a crime such as kidnapping. But Mr. Munrab's case was unique. Having
taken on the hammerhead pressures of managing a travelling circus, he
would react with half-baked marketing scemes, and fatefully,
ill-tempered callousness tward the communitey of circus people with whom
he held nothing in common.
So behind the scenes the girl was snatched and you, a random lot loafer,
are left with the fate of spending a strange night in a maddening shell
game in which the innocent victim is be shuttled from one hiding
place to next. Meanwhile you confront the very conspiritors among circus
folk: Chuckles, a.k.a. Eddie Smaldone, the tramp clown earning tramp
wages; Billy Monday, all smoothe talk and snake oil, the sultan of
sleeze behing Munrab's back; Rimshaw, the marginal mesmerist, Svengali
to an unwitting roustabout; Andrew, the guilty side of the hormonal
nightmare Andrew Jenny; Herr Katzenjammer, the strong-arming animal
trainer who plays host to the kid at home and at work.
All you have to do is outwit your standard circus beasts while
along the way befriending a midget Russian, a blind guard and the fat
lady and you're well on your way to tracking down the stolen jewel of
the evening: little Chelsea Munrab, a victim of the enmity between her
father, a wayward graduate of Harvard Business School, and the nearly
impenetrable society of vagabounds which make up the Travelling Circus
That Time Forgot, Inc.

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"CARDS for
BALLYHOO
(c) Copyright 1986 Infocom, Inc. All Rights Reserved.
"
<GLOBAL CARD-TABLE <TABLE 4 4 4 4 4 4 4 4 4 4 4 4 4
4 4 4 4 4 4 4 4 4 4 4 4 4
4 4 4 4 4 4 4 4 4 4 4 4 4
4 4 4 4 4 4 4 4 4 4 4 4 4>>
;"12th value handles ace schizophrenia"
<GLOBAL CARD-VALUES <TABLE 11 2 3 4 5 6 7 8 9 10 10 10 10 1>>
<GLOBAL CARD-COUNT 0>
;"Returns 0 to 51 inclusive"
<ROUTINE PICK-CARD ("AUX" NUM TMP)
<COND (<G? <SETG CARD-COUNT <+ ,CARD-COUNT 1>> 52>
<TELL
"\"I'm shuffling the decks now.\"" CR>
<SHUFFLE-DECK>)>
<REPEAT ()
<SET NUM <- <RANDOM 52> 1>>
<COND (,FORCED-BET
<SET NUM <+ 3 <RANDOM 47>>>)>
<COND (<0? <SET TMP <GET ,CARD-TABLE .NUM>>>
<AGAIN>)
(T
<PUT ,CARD-TABLE .NUM <- .TMP 1>>
<RETURN .NUM>)>>>
<ROUTINE CARD-VALUE (NUM)
;<COND (,FORCED-BET ;"set to false below"
<GET ,CARD-VALUES <+ 2 <RANDOM 8>>>)>
<GET ,CARD-VALUES </ .NUM 4>>>
<GLOBAL DEALER-HAND <LTABLE 0 0 0 0 0 0 0 0 0 0 0 0>>
<GLOBAL YOUR-HAND <LTABLE 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0>>
<GLOBAL DEALER-COUNT 0>
<GLOBAL YOUR-COUNT 0>
<ROUTINE DEAL-HAND (TBL)
<PUT .TBL 1 <PICK-CARD>>
<PUT .TBL 0 1>
<PUT .TBL 2 <PICK-CARD>>
<PUT .TBL 0 2>>
;"can probably be macro"
<ROUTINE TELL-HAND (TBL "AUX" (CNT <GET .TBL 0>) (1ST T))
<REPEAT ()
<COND (<0? .CNT> <RETURN>)
(T
<COND (.1ST
<SET 1ST <>>)
(T <TELL " and the ">)>
<TELL-CARD <GET .TBL .CNT>>
<SET CNT <- .CNT 1>>)>>>
<ROUTINE TELL-CARD (NUM)
<TELL <GET ,CARD-SPOT </ .NUM 4>>>
<TELL " of ">
<TELL <GET ,CARD-SUIT <MOD .NUM 4>>>>
<GLOBAL CARD-SPOT <TABLE "ace" "two" "three" "four" "five" "six" "seven"
"eight" "nine" "ten" "jack" "queen" "king">>
<GLOBAL CARD-SUIT <TABLE "clubs" "diamonds" "hearts" "spades">>
<ROUTINE PLAY-HAND (BET "AUX" TMP CNT DEALER-HOLE (VAL <>) (DD <>))
;"Reset hands"
<PUT ,DEALER-HAND 0 0>
<PUT ,YOUR-HAND 0 0>
<DEAL-HAND ,DEALER-HAND>
<DEAL-HAND ,YOUR-HAND>
<TELL "The dealer gives you the ">
<TELL-HAND ,YOUR-HAND>
<TELL ,PERIOD>
<TELL "He deals himself the ">
<TELL-CARD <GET ,DEALER-HAND 1>>
<TELL " and one card down">
<COND (<IN? ,THUMB ,HERE>
<TELL ", which he peeks at">)>
<TELL "." CR CR>
<SETG YOUR-COUNT <+ <CARD-VALUE <GET ,YOUR-HAND 1>>
<CARD-VALUE <GET ,YOUR-HAND 2>>>>
<SETG DEALER-COUNT <+ <CARD-VALUE <GET ,DEALER-HAND 1>>
<CARD-VALUE <GET ,DEALER-HAND 2>>>>
<COND (<==? ,DEALER-COUNT 21>
<TELL "The dealer turns over his hole card, which is the ">
<TELL-CARD <GET ,DEALER-HAND 2>>
<TELL ". \"Blackjack!\" he announces">
<COND (<==? ,YOUR-COUNT 21>
<TELL ". You tie him for a push." CR>
<RETURN 0>)
(T
<TELL ", as he collects your bet." CR>
<RETURN <* .BET -1>>)>)
(<==? ,YOUR-COUNT 21>
<TELL "You show the dealer your blackjack, and he pays you ">
<SET BET </ <* .BET 3> 2>>
<PRINT-AMOUNT .BET>
<TELL ,PERIOD>
<RETURN .BET>)
(T
<SETG FORCED-BET <>>
<SET DEALER-HOLE <CARD-VALUE <GET ,DEALER-HAND 2>>>
<COND (<IN? ,THUMB ,HERE>
<SETG THUMB-TAPPED T>
<TELL "Inexplicably, you feel ">
<COND (<EQUAL? .DEALER-HOLE 1 11>
<TELL "one tap">)
(T
<TELL N .DEALER-HOLE " taps">)>
<TELL " on your foot." CR CR>)>)>
<REPEAT ()
<TELL "Do you want another card? (Y is affirmative): ">
<COND (<YES?>
<SET CNT <+ <GET ,YOUR-HAND 0> 1>>
<PUT ,YOUR-HAND 0 .CNT>
<PUT ,YOUR-HAND .CNT <SET TMP <PICK-CARD>>>
<TELL CR "You're dealt the ">
<TELL-CARD .TMP>
<SETG YOUR-COUNT <+ ,YOUR-COUNT <CARD-VALUE .TMP>>>
<COND (<AND <G? ,YOUR-COUNT 21>
<NOT <ACE-CHECK>>>
<TELL
" which puts you over 21, and the " D ,DEALER " rakes in your bet." CR>
<SET VAL <- 0 .BET>>
<RETURN>)
(T
<TELL ,PERIOD>
<AGAIN>)>)
(T
<COND (<G? ,YOUR-COUNT 21>
<ACE-CHECK>)>
<RETURN>)>>
<TELL CR "The dealer turns up his hole card, the ">
<TELL-CARD <GET ,DEALER-HAND 2>>
<COND (.VAL
<TELL ", and smiles." CR>
<RETURN .VAL>)
(T <TELL "." CR>)>
<REPEAT ()
<COND (<AND <G? ,DEALER-COUNT 21>
<NOT <ACE-CHECK <>>>>
<TELL "This gives him " N ,DEALER-COUNT
", putting him over. He pays you ">
<PRINT-AMOUNT .BET>
<TELL ,PERIOD>
<RETURN .BET>)
(<G? ,DEALER-COUNT 16>
<TELL "He stops here, with " N ,DEALER-COUNT ".">
<COND (<G? ,YOUR-COUNT ,DEALER-COUNT>
<TELL " You beat him and reap the payoff, ">
<PRINT-AMOUNT .BET>
<TELL ,PERIOD>
<RETURN .BET>)
(<==? ,YOUR-COUNT ,DEALER-COUNT>
<TELL " Your hand ties his for a push." CR>
<RETURN 0>)
(T
<TELL
" He beats you and rakes in your money." CR>
<RETURN <- 0 .BET>>)>)
(T
<SET CNT <+ <GET ,DEALER-HAND 0> 1>>
<PUT ,DEALER-HAND 0 .CNT>
<PUT ,DEALER-HAND .CNT <SET TMP <PICK-CARD>>>
<SETG DEALER-COUNT <+ ,DEALER-COUNT <CARD-VALUE .TMP>>>
<COND (.DD
<TELL "He draws again">)
(T
<TELL "The dealer draws">)>
<TELL " and picks up the ">
<TELL-CARD .TMP>
<TELL ,PERIOD>
<SET DD T>)>>>
<ROUTINE ACE-CHECK ("OPTIONAL" (PLAYER? T) "AUX" CNT TMP HND)
<COND (.PLAYER? <SET HND ,YOUR-HAND>)
(T <SET HND ,DEALER-HAND>)>
<SET CNT <GET .HND 0>>
<REPEAT ()
<COND (<0? .CNT> <RFALSE>)
(<==? <CARD-VALUE <SET TMP <GET .HND .CNT>>> 11>
<PUT .HND .CNT <+ .TMP 52>>
<COND (.PLAYER?
<SETG YOUR-COUNT <- ,YOUR-COUNT 10>>
<SET TMP ,YOUR-COUNT>)
(T
<SETG DEALER-COUNT <- ,DEALER-COUNT 10>>
<SET TMP ,DEALER-COUNT>)>
<COND (<L? .TMP 22>
<RTRUE>)>)>
<SET CNT <- .CNT 1>>>>
<ROUTINE SHUFFLE-DECK ("AUX" (CNT 52))
<REPEAT ()
<COND (<0? .CNT> <RETURN>)
(T
<SET CNT <- .CNT 1>>
<PUT ,CARD-TABLE .CNT 4>)>>
<SETG CARD-COUNT 0>
<ALREADY-GONE ,DEALER-HAND>
<ALREADY-GONE ,YOUR-HAND>>
<ROUTINE ALREADY-GONE (HND "AUX" CNT TMP)
<SET CNT <GET .HND 0>>
<REPEAT ()
<COND (<0? .CNT> <RETURN>)
(T
<SET TMP <GET .HND .CNT>>
<COND (<OR <G? .TMP 52> ;"changed by JO"
<EQUAL? .TMP 52>>
<SET TMP <- .TMP 52>>)>
<PUT ,CARD-TABLE .TMP <- <GET ,CARD-TABLE .TMP> 1>>)>
<SETG CARD-COUNT <+ ,CARD-COUNT 1>>
<SET CNT <- .CNT 1>>>>

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Assembling M4.XZAP.9 on Tuesday, October 14, 1986 10:45:43
Release: 99
64 Inserting M4FREQ.ZAP.2 (618 bytes)
682 Inserting M4DAT.ZAP.6 (21780 bytes)
22462 Inserting MISC.ZAP.6 (2121 bytes)
24583 Inserting PARSER.ZAP.6 (8237 bytes)
32820 Inserting SYNTAX.ZAP.6 (0 bytes)
32820 Inserting RECORD.ZAP.2 (54 bytes)
32874 Inserting VERBS.ZAP.6 (15561 bytes)
48435 Inserting GLOBALS.ZAP.6 (4706 bytes)
53141 Inserting CARDS.ZAP.6 (1221 bytes)
54362 Inserting BIGTOP.ZAP.6 (13508 bytes)
67870 Inserting OUTSIDE.ZAP.6 (33383 bytes)
101253 Inserting WAY.ZAP.6 (24275 bytes)
125528 Inserting M4STR.ZAP.6 (3074 bytes)
V-$PROB global undefined: 14868
239 objects.
221 globals.
963 word vocabulary.
128602 bytes (126K).
22398 bytes of preload.
11258 bytes of impure.
Outputting symbol tables

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.INSERT "M4FREQ"
.INSERT "M4DAT"
.INSERT "MISC"
.INSERT "PARSER"
.INSERT "SYNTAX"
.INSERT "RECORD"
.INSERT "VERBS"
.INSERT "GLOBALS"
.INSERT "CARDS"
.INSERT "BIGTOP"
.INSERT "OUTSIDE"
.INSERT "WAY"
.INSERT "M4STR"
.END

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"M4 for
BALLYHOO
(c) Copyright 1984 Infocom, Inc. All Rights Reserved."
<PRINC "
*** J3: Interactive Mystery ***
">
ON!-INITIAL "for DEBUGR"
OFF!-INITIAL
ENABLE!-INITIAL
DISABLE!-INITIAL
<COND (<GASSIGNED? MUDDLE>
<GC 0 T 5>
<BLOAT 90000 0 0 3300 0 0 0 0 0 256>)>
;<SNAME "S4">
<SET REDEFINE T>
<OR <GASSIGNED? ZILCH>
<SETG WBREAKS <STRING !\" !,WBREAKS>>>
<OR <GASSIGNED? INSERT-CRUFTY>
<DEFINE INSERT-CRUFTY (STR) <INSERT-FILE .STR T>>>
<COND (<GASSIGNED? PREDGEN>
<ID 0>)>
<COND (<GASSIGNED? PREDGEN>
<SETG ZSTR-ON <SETG ZSTR-OFF ,TIME>>)>
<INSERT-FILE "MISC" T>
<INSERT-FILE "PARSER" T>
<INSERT-FILE "SYNTAX" T>
<INSERT-FILE "RECORD" T>
<INSERT-FILE "VERBS" T>
<INSERT-FILE "GLOBALS" T>
<INSERT-FILE "CARDS" T>
<INSERT-FILE "WAY" T>
<INSERT-FILE "BIGTOP" T>
<INSERT-FILE "OUTSIDE" T>
<PROPDEF SIZE 5>
<PROPDEF CAPACITY 0>

BIN
m4.zip Normal file

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706
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@ -0,0 +1,706 @@
"MISC for
BALLYHOO
(c) 1986 by Infocom, Inc. All Rights Reserved."
;"former MACROS.ZIL stuff"
<ZSTR-OFF>
<SETG C-ENABLED? 0>
<SETG C-ENABLED 1>
<SETG C-DISABLED 0>
<ROUTINE ENABLED? (RTN "AUX" C E)
<SET E <REST ,C-TABLE ,C-TABLELEN>>
<SET C <REST ,C-TABLE ,C-INTS>>
<REPEAT ()
<COND (<==? .C .E> <RFALSE>)
(<EQUAL? <GET .C ,C-RTN> .RTN>
<COND (<0? <GET .C ,C-ENABLED?>>
<RFALSE>)
(T
<RTRUE>)>)>
<SET C <REST .C ,C-INTLEN>>>>
;<ROUTINE QUEUED? (RTN "AUX" C E)
<SET E <REST ,C-TABLE ,C-TABLELEN>>
<SET C <REST ,C-TABLE ,C-INTS>>
<REPEAT ()
<COND (<==? .C .E> <RFALSE>)
(<EQUAL? <GET .C ,C-RTN> .RTN>
<COND (<OR <0? <GET .C ,C-ENABLED?>>
<0? <GET .C ,C-TICK>>>
<RFALSE>)
(T <RTRUE>)>)>
<SET C <REST .C ,C-INTLEN>>>>
<ROUTINE RUNNING? (RTN "AUX" C E TICK)
<SET E <REST ,C-TABLE ,C-TABLELEN>>
<SET C <REST ,C-TABLE ,C-INTS>>
<REPEAT ()
<COND (<==? .C .E> <RFALSE>)
(<EQUAL? <GET .C ,C-RTN> .RTN>
<COND (<OR <0? <GET .C ,C-ENABLED?>>
<0? <SET TICK <GET .C ,C-TICK>>>
<G? .TICK 1>>
<RFALSE>)
(T <RTRUE>)>)>
<SET C <REST .C ,C-INTLEN>>>>
<DEFMAC TELL ("ARGS" A)
<FORM PROG ()
!<MAPF ,LIST
<FUNCTION ("AUX" E P O)
<COND (<EMPTY? .A> <MAPSTOP>)
(<SET E <NTH .A 1>>
<SET A <REST .A>>)>
<COND (<TYPE? .E ATOM>
<COND (<OR <=? <SET P <SPNAME .E>>
"CRLF">
<=? .P "CR">>
<MAPRET '<CRLF>>)
(<EMPTY? .A>
<ERROR INDICATOR-AT-END? .E>)
(ELSE
<SET O <NTH .A 1>>
<SET A <REST .A>>
<COND (<OR <=? <SET P <SPNAME .E>>
"DESC">
<=? .P "D">
<=? .P "OBJ">
<=? .P "O">> ;"to routine"
<MAPRET <FORM DPRINT .O>>)
(<OR <=? .P "NUM">
<=? .P "N">>
<MAPRET <FORM PRINTN .O>>)
(<OR <=? .P "CHAR">
<=? .P "CHR">
<=? .P "C">>
<MAPRET <FORM PRINTC .O>>)
(ELSE
<MAPRET
<FORM PRINT
<FORM GETP .O .E>>>)>)>)
(<TYPE? .E STRING ZSTRING>
<MAPRET <FORM PRINTI .E>>)
(<TYPE? .E FORM LVAL GVAL>
<MAPRET <FORM PRINT .E>>)
(ELSE <ERROR UNKNOWN-TYPE .E>)>>>>>
<DEFMAC VERB? ("ARGS" ATMS)
<MULTIFROB PRSA .ATMS>>
<DEFMAC PRSO? ("ARGS" ATMS)
<MULTIFROB PRSO .ATMS>>
<DEFMAC PRSI? ("ARGS" ATMS)
<MULTIFROB PRSI .ATMS>>
<DEFMAC ROOM? ("ARGS" ATMS)
<MULTIFROB HERE .ATMS>>
<DEFINE MULTIFROB (X ATMS "AUX" (OO (OR)) (O .OO) (L ()) ATM)
<REPEAT ()
<COND (<EMPTY? .ATMS>
<RETURN!- <COND (<LENGTH? .OO 1> <ERROR .X>)
(<LENGTH? .OO 2> <NTH .OO 2>)
(ELSE <CHTYPE .OO FORM>)>>)>
<REPEAT ()
<COND (<EMPTY? .ATMS> <RETURN!->)>
<SET ATM <NTH .ATMS 1>>
<SET L
(<COND (<TYPE? .ATM ATOM>
<CHTYPE <COND (<==? .X PRSA>
<PARSE
<STRING "V?"
<SPNAME .ATM>>>)
(ELSE .ATM)> GVAL>)
(ELSE .ATM)>
!.L)>
<SET ATMS <REST .ATMS>>
<COND (<==? <LENGTH .L> 3> <RETURN!->)>>
<SET O <REST <PUTREST .O
(<FORM EQUAL? <CHTYPE .X GVAL> !.L>)>>>
<SET L ()>>>
;"old routine"
;<DEFINE MULTIFROB (X ATMS "AUX" (OO (OR)) (O .OO) (L ()) ATM)
<REPEAT ()
<COND (<EMPTY? .ATMS>
<RETURN!- <COND (<LENGTH? .OO 1> <ERROR .X>)
(<LENGTH? .OO 2> <NTH .OO 2>)
(ELSE <CHTYPE .OO FORM>)>>)>
<REPEAT ()
<COND (<EMPTY? .ATMS> <RETURN!->)>
<SET ATM <NTH .ATMS 1>>
<SET L
(<COND (<TYPE? .ATM ATOM>
<FORM GVAL
<COND (<==? .X PRSA>
<PARSE
<STRING "V?"
<SPNAME .ATM>>>)
(ELSE .ATM)>>)
(ELSE .ATM)>
!.L)>
<SET ATMS <REST .ATMS>>
<COND (<==? <LENGTH .L> 3> <RETURN!->)>>
<SET O <REST <PUTREST .O (<FORM EQUAL? <FORM GVAL .X> !.L>)>>>
<SET L ()>>>
<DEFMAC BSET ('OBJ "ARGS" BITS)
<MULTIBITS FSET .OBJ .BITS>>
<DEFMAC BCLEAR ('OBJ "ARGS" BITS)
<MULTIBITS FCLEAR .OBJ .BITS>>
<DEFMAC BSET? ('OBJ "ARGS" BITS)
<MULTIBITS FSET? .OBJ .BITS>>
<DEFINE MULTIBITS (X OBJ ATMS "AUX" (O ()) ATM)
<REPEAT ()
<COND (<EMPTY? .ATMS>
<RETURN!- <COND (<LENGTH? .O 1> <NTH .O 1>)
(<EQUAL? .X FSET?> <FORM OR !.O>)
(ELSE <FORM PROG () !.O>)>>)>
<SET ATM <NTH .ATMS 1>>
<SET ATMS <REST .ATMS>>
<SET O
(<FORM .X
.OBJ
<COND (<TYPE? .ATM FORM> .ATM)
(ELSE <FORM GVAL .ATM>)>>
!.O)>>>
<DEFMAC RFATAL ()
'<PROG () <PUSH 2> <RSTACK>>>
<DEFMAC PROB ('BASE?)
<FORM NOT <FORM L? .BASE? '<RANDOM 100>>>>
;<ROUTINE PICK-ONE (FROB)
<GET .FROB <RANDOM <GET .FROB 0>>>>
<ROUTINE PICK-ONE (FROB "OPTIONAL" (THIS <>) "AUX" L CNT RND MSG RFROB)
<SET L <GET .FROB 0>>
<SET CNT <GET .FROB 1>>
<SET L <- .L 1>>
<SET FROB <REST .FROB 2>>
<SET RFROB <REST .FROB <* .CNT 2>>>
<COND (<AND .THIS
<ZERO? .CNT>>
<SET RND .THIS>)
(T
<SET RND <RANDOM <- .L .CNT>>>)>
<SET MSG <GET .RFROB .RND>>
<PUT .RFROB .RND <GET .RFROB 1>>
<PUT .RFROB 1 .MSG>
<SET CNT <+ .CNT 1>>
<COND (<==? .CNT .L>
<SET CNT 0>)>
<PUT .FROB 0 .CNT>
.MSG>
<ROUTINE DPRINT (OBJ)
<COND (<GETP .OBJ ,P?SDESC>
<TELL <GETP .OBJ ,P?SDESC>>)
(T
<PRINTD .OBJ>)>>
<DEFMAC ENABLE ('INT)
<FORM PUT .INT ,C-ENABLED? 1>>
<DEFMAC DISABLE ('INT)
<FORM PUT .INT ,C-ENABLED? 0>>
<ZSTR-ON>
;"former MAIN.ZIL stuff"
<GLOBAL PLAYER <>>
<GLOBAL P-WON <>>
<CONSTANT M-FATAL 2>
<CONSTANT M-BEG 1>
<CONSTANT M-END 6>
<CONSTANT M-ENTER 2>
<CONSTANT M-LOOK 3>
<CONSTANT M-FLASH 4>
<CONSTANT M-OBJDESC 5>
<OBJECT DUMMY-OBJECT>
<ROUTINE GO ()
;"put interrupts on clock chain"
;"set up and go"
<SETG WINNER ,PROTAGONIST>
<SETG PLAYER ,PROTAGONIST>
<SETG HERE ,WINGS>
;<SETG SCORE 20>
;<SETG MOVES 44>
<MOVE ,PROTAGONIST ,WINGS>
<V-VERSION>
<CRLF>
<TELL
"As you trudge along in the wake of the outflowing crowd, you thumb through
your memories of this evening. Your experience of the circus, with its
ballyhooed promises of wonderment and its ultimate disappointment, has been
to sink your teeth into a candy apple whose fruit is rotten.|
|
Never mind the outrageous prices, the Mt. Everest vantage point, the
communistically long lines, the audience more savage than the lion act.
And it wasn't the shabbiness of the performances themselves that's got you
soured on Spangleland. No, instead it's that the circus is a reminder
of your own secret irrational desire to steal the spotlight, to defy death,
and to bask in the thunder of applause." CR CR>
<V-LOOK>
<PUTB ,P-LEXV 0 59> ;"FIX # 35"
<MAIN-LOOP>
<AGAIN>>
<ROUTINE MAIN-LOOP ("AUX" TRASH)
<REPEAT ()
<SET TRASH <MAIN-LOOP-1>>>>
<ROUTINE MAIN-LOOP-1 ("AUX" ICNT OCNT NUM CNT OBJ TBL V PTBL OBJ1 TMP)
<SET CNT 0>
<SET OBJ <>>
<SETG P-MULT <>>
<SET PTBL T>
<COND (<SETG P-WON <PARSER>>
<SET ICNT <GET ,P-PRSI ,P-MATCHLEN>>
<SET OCNT <GET ,P-PRSO ,P-MATCHLEN>>
<COND (<AND ,P-IT-OBJECT <ACCESSIBLE? ,P-IT-OBJECT>>
<SET TMP <>>
<REPEAT ()
<COND (<G? <SET CNT <+ .CNT 1>> .ICNT>
<RETURN>)
(T
<COND (<EQUAL? <GET ,P-PRSI .CNT> ,IT>
<PUT ,P-PRSI .CNT ,P-IT-OBJECT>
<SET TMP T>
<RETURN>)>)>>
<COND (<NOT .TMP>
<SET CNT 0>
<REPEAT ()
<COND (<G? <SET CNT <+ .CNT 1>> .OCNT>
<RETURN>)
(T
<COND (<EQUAL? <GET ,P-PRSO .CNT> ,IT>
<PUT ,P-PRSO .CNT ,P-IT-OBJECT>
<RETURN>)>)>>)>
<SET CNT 0>)>
<SET NUM
<COND (<0? .OCNT> .OCNT)
(<G? .OCNT 1>
<SET TBL ,P-PRSO>
<COND (<0? .ICNT> <SET OBJ <>>)
(T <SET OBJ <GET ,P-PRSI 1>>)>
.OCNT)
(<G? .ICNT 1>
<SET PTBL <>>
<SET TBL ,P-PRSI>
<SET OBJ <GET ,P-PRSO 1>>
.ICNT)
(T 1)>>
<COND (<AND <NOT .OBJ>
<1? .ICNT>>
<SET OBJ <GET ,P-PRSI 1>>)>
<COND (<EQUAL? ,PRSA ,V?WALK> <SET V <PERFORM ,PRSA ,PRSO>>)
(<0? .NUM>
<COND (<0? <BAND <GETB ,P-SYNTAX ,P-SBITS> ,P-SONUMS>>
<SET V <PERFORM ,PRSA>>
<SETG PRSO <>>)
(<NOT ,LIT>
<TELL ,TOO-DARK CR>
<STOP>)
(T
<TELL "[There isn't anything to ">
<SET TMP <GET ,P-ITBL ,P-VERBN>>
<COND (<VERB? TELL>
<TELL "talk to">)
(<OR ,P-OFLAG ,P-MERGED>
<PRINTB <GET .TMP 0>>)
(T
<WORD-PRINT <GETB .TMP 2>
<GETB .TMP 3>>)>
<TELL ".]" CR>
<SET V <>>
<STOP>)>)
(T
<SETG P-NOT-HERE 0>
;<SETG P-MULT <>>
<COND (<G? .NUM 1> <SETG P-MULT T>)>
<SET TMP <>>
<REPEAT ()
<COND (<G? <SET CNT <+ .CNT 1>> .NUM>
<COND (<G? ,P-NOT-HERE 0>
<TELL "[The ">
<COND (<NOT <EQUAL? ,P-NOT-HERE .NUM>>
<TELL "other ">)>
<TELL "object">
<COND (<NOT <EQUAL? ,P-NOT-HERE 1>>
<TELL "s">)>
<TELL " that you mentioned ">
<COND (<NOT <EQUAL? ,P-NOT-HERE 1>>
<TELL "are">)
(T <TELL "is">)>
<TELL "n't here.]" CR>)
(<NOT .TMP>
<TELL ,REFERRING CR>)>
<RETURN>)
(T
<COND (.PTBL <SET OBJ1 <GET ,P-PRSO .CNT>>)
(T <SET OBJ1 <GET ,P-PRSI .CNT>>)>
<SETG PRSO <COND (.PTBL .OBJ1) (T .OBJ)>>
<SETG PRSI <COND (.PTBL .OBJ) (T .OBJ1)>>
<COND (<OR <G? .NUM 1>
<EQUAL? <GET <GET ,P-ITBL ,P-NC1>
0>
,W?ALL>>
<COND (<EQUAL? .OBJ1
,NOT-HERE-OBJECT>
<SETG P-NOT-HERE
<+ ,P-NOT-HERE 1>>
<AGAIN>)
(<AND <EQUAL? ,P-GETFLAGS
,P-ALL>
<VERB? TAKE>
<OR <AND <NOT <EQUAL?
<LOC .OBJ1>
,WINNER
,HERE
,PRSI>>
<NOT <FSET?
<LOC .OBJ1>
,SURFACEBIT>>>
<AND <NOT <FSET? .OBJ1
,TAKEBIT>>
<NOT <FSET? .OBJ1
,TRYTAKEBIT>>>
<EQUAL? .OBJ1
,DESK-ON-WAGON
,FAT-HAND
,DIAL>
<AND <EQUAL? .OBJ1
,STAND>
<FSET? ,STAND
,NDESCBIT>>
<AND <EQUAL? .OBJ1
,MOUSE>
<NOT <FSET?
,MOUSE ,NDESCBIT>>
<IN? ,MOUSE
,PROP-ROOM>>
<AND <EQUAL? .OBJ1
,THUMB>
<FSET? ,THUMB
,NDESCBIT>>
<AND <EQUAL? .OBJ1
,KEY>
<FSET? ,KEY
,TRYTAKEBIT>>>>
<AGAIN>)
(<AND <VERB? TAKE>
,PRSI
<NOT <IN? ,PRSO ,PRSI>>>
<AGAIN>)
(<AND <EQUAL? ,P-GETFLAGS
,P-ALL>
<VERB? DROP>
<NOT <IN? .OBJ1 ,WINNER>>
;"next frob semied by JW"
;<NOT <IN? ,P-IT-OBJECT
,WINNER>>>
<AGAIN>)
(<AND <EQUAL? ,P-GETFLAGS
,P-ALL>
,PRSI
<==? ,PRSO ,PRSI>>
<AGAIN>)
(<AND <EQUAL? ,P-GETFLAGS
,P-ALL>
<VERB? PUT>
<HELD? ,PRSO ,PRSI>>
<AGAIN>)
(<NOT <ACCESSIBLE? .OBJ1>>
<AGAIN>)
(T
<COND (<EQUAL? .OBJ1 ,IT>
<DPRINT ,P-IT-OBJECT>)
(T
<DPRINT .OBJ1>)>
<TELL ": ">)>)>
<SET TMP T>
;<SETG STOP-HACK <>>
<SET V <PERFORM ,PRSA ,PRSO ,PRSI>>
<COND (<EQUAL? .V ,M-FATAL> <RETURN>)>)>>)>
<COND (<NOT <EQUAL? .V ,M-FATAL>>
<COND (<VERB? TELL BRIEF SUPER-BRIEF VERBOSE
SAVE VERSION RESTORE SCRIPT UNSCRIPT>
T)
(T
<SET V <APPLY <GETP <LOC ,WINNER> ,P?ACTION>
,M-END>>)>)>
<COND (<VERB? ;AGAIN SAVE RESTORE SCRIPT UNSCRIPT
VERBOSE BRIEF SUPER-BRIEF>
T)
(,P-OFLAG T)
;(T
<SETG L-PRSA ,PRSA>
<SETG L-PRSO ,PRSO>
<SETG L-PRSI ,PRSI>)>
;<COND (,DONT-FLAG
<SETG L-DONT-FLAG T>)
(T
<SETG L-DONT-FLAG <>>)>
;<COND (,IN-FRONT-FLAG
<SETG L-FRONT-FLAG T>)
(T
<SETG L-FRONT-FLAG <>>)>
<COND (<EQUAL? .V ,M-FATAL>
<SETG P-CONT <>>)>)
(T
<SETG P-CONT <>>)>
<COND (,P-WON
<COND (<VERB? TELL BRIEF SUPER-BRIEF VERBOSE VERSION QUIT SCORE
SAVE RESTORE SCRIPT UNSCRIPT HELP RESTART>
T)
;(<AND <VERB? AGAIN>
<OR <EQUAL? ,L-PRSA ,V?FIND ,V?FOLLOW ,V?PHONE>
<EQUAL? ,L-PRSA ,V?WHAT ,V?WHERE ,V?WAIT-FOR>
<EQUAL? ,L-PRSA ,V?WHO ,V?WALK-TO>
<EQUAL? ,L-PRSA ,V?ASK-ABOUT ,V?ASK-FOR ,V?SCORE>
<EQUAL? ,L-PRSA ,V?VERSION ,V?HELP>>>
T)
;(<AND <VERB? WAIT>
,DONT-FLAG>
T)
;(<AND <VERB? AGAIN>
<EQUAL? ,L-PRSA ,V?WAIT>>
T)
(T
<SET V <CLOCKER>>)>
<SETG PRSA <>>
<SETG PRSO <>>
<SETG PRSI <>>)>>
;<GLOBAL FIRST-BUFFER <ITABLE BYTE 100>>
;<ROUTINE SAVE-INPUT (TBL "AUX" (OFFS 0) CNT TMP)
<SET CNT <+ <GETB ,P-LEXV <SET TMP <* 4 ,P-INPUT-WORDS>>>
<GETB ,P-LEXV <+ .TMP 1>>>>
<COND (<EQUAL? .CNT 0> ;"failed"
<RFALSE>)>
<SET CNT <- .CNT 1>>
<REPEAT ()
<COND (<EQUAL? .OFFS .CNT>
<PUTB .TBL .OFFS 0>
<RETURN>)
(T
<PUTB .TBL .OFFS <GETB ,P-INBUF <+ .OFFS 1>>>)>
<SET OFFS <+ .OFFS 1>>>
<RTRUE>>
;<ROUTINE RESTORE-INPUT (TBL "AUX" CHR)
<REPEAT ()
<COND (<EQUAL? <SET CHR <GETB .TBL 0>> 0>
<RETURN>)
(T
<PRINTC .CHR>
<SET TBL <REST .TBL>>)>>>
;<GLOBAL L-PRSA <>>
;<GLOBAL L-PRSO <>>
;<GLOBAL L-PRSI <>>
;<GLOBAL L-DONT-FLAG <>>
;<GLOBAL L-FRONT-FLAG <>>
<GLOBAL P-MULT <>>
<GLOBAL P-NOT-HERE 0>
<ROUTINE FIXED-FONT-ON ()
<PUT 0 8 <BOR <GET 0 8> 2>>>
<ROUTINE FIXED-FONT-OFF ()
<PUT 0 8 <BAND <GET 0 8> -3>>>
<ROUTINE FAKE-ORPHAN ("AUX" TMP)
<ORPHAN ,P-SYNTAX <>>
<TELL "[Be specific: What object do you want to ">
<SET TMP <GET ,P-OTBL ,P-VERBN>>
<COND (<EQUAL? .TMP 0>
<TELL "tell">)
(<0? <GETB ,P-VTBL 2>>
<PRINTB <GET .TMP 0>>)
(T
<WORD-PRINT <GETB .TMP 2> <GETB .TMP 3>>
<PUTB ,P-VTBL 2 0>)>
<SETG P-OFLAG T>
<SETG P-WON <>>
<PREP-PRINT
<GETB ,P-SYNTAX ,P-SPREP1>>
<TELL "?]" CR>>
<ROUTINE PERFORM (A "OPTIONAL" (O <>) (I <>) "AUX" V OA OO OI)
;<COND (,DEBUG
<TELL "[Perform: ">
%<COND (<GASSIGNED? PREDGEN> '<TELL N .A>)
(T '<PRINC <NTH ,ACTIONS <+ <* .A 2> 1>>>)>
<COND (<AND .O <NOT <EQUAL? .A ,V?WALK>>>
<TELL " / PRSO = " D .O>)>
<COND (.I <TELL " / PRSI = " D .I>)>
;<COND (,P-NAMW <PRINTB <GET ,P-NAMW 0><TELL " ">>)>
;<COND (,P-ADJW <PRINTB <GET ,P-ADJW 0><TELL " ">>)>
<TELL "]" CR>
<COND (,IN-FRONT-FLAG
<TELL "[IN-FRONT-FLAG is set]" CR>)>)>
<SET OA ,PRSA>
<SET OO ,PRSO>
<SET OI ,PRSI>
<SETG PRSA .A>
<COND (<AND <EQUAL? ,IT .I .O>
<NOT <EQUAL? .A ,V?WALK>>>
<COND (<NOT .I>
<FAKE-ORPHAN>)
(T
<TELL ,REFERRING CR>)>
<RFATAL>)>
<SETG PRSO .O>
<COND (<AND ,PRSO
<NOT <VERB? WALK>>
<NOT <PRSO? ,NOT-HERE-OBJECT>>>
<SETG P-IT-OBJECT ,PRSO>)>
<SETG PRSI .I>
;<COND (<NOT <EQUAL? .A ,V?AGAIN>>
<SETG L-PRSA .A>
<COND (<EQUAL? .A ,V?WALK> <SETG L-PRSO <>>)
(T <SETG L-PRSO .O>)>
<SETG L-PRSI .I>)>
<COND (<AND <NOT <EQUAL? .A ,V?WALK>>
<EQUAL? ,NOT-HERE-OBJECT ,PRSO ,PRSI>
<SET V <D-APPLY "Not Here" ,NOT-HERE-OBJECT-F>>>
<SETG P-WON <>>
.V)
(T
<SET O ,PRSO>
<SET I ,PRSI>
<COND (<SET V <D-APPLY "Actor" <GETP ,WINNER ,P?ACTION>>>
.V)
;(<AND ,DONT-FLAG <SET V <DONT-F>>>
.V)
(<SET V <D-APPLY "M-Beg" <GETP <LOC ,WINNER> ,P?ACTION>
,M-BEG>>
.V)
(<SET V <D-APPLY "Preaction" <GET ,PREACTIONS .A>>>
.V)
(<AND .I <SET V <D-APPLY "PRSI" <GETP .I ,P?ACTION>>>>
.V)
(<AND .O
<NOT <EQUAL? .A ,V?WALK>>
<LOC .O>
<GETP <LOC .O> ,P?CONTFCN>
<SET V <D-APPLY "Cont" <GETP <LOC .O> ,P?CONTFCN>>>>
.V)
(<AND .O
<NOT <EQUAL? .A ,V?WALK>>
<SET V <D-APPLY "PRSO" <GETP .O ,P?ACTION>>>>
.V)
(<SET V <D-APPLY <> <GET ,ACTIONS .A>>>
.V)>)>
<SETG PRSA .OA>
<SETG PRSO .OO>
<SETG PRSI .OI>
.V>
<ROUTINE D-APPLY (STR FCN "OPTIONAL" (FOO <>) "AUX" RES)
<COND (<NOT .FCN> <>)
(T
;<COND (,DEBUG
<COND (<NOT .STR>
<TELL CR " Default ->" CR>)
(T <TELL CR " " .STR " -> ">)>)>
<SET RES
<COND (.FOO <APPLY .FCN .FOO>)
(T <APPLY .FCN>)>>
;<COND (<AND ,DEBUG .STR>
<COND (<EQUAL? .RES ,M-FATAL>
<TELL "Fatal" CR>)
(<NOT .RES>
<TELL "Not handled">)
(T <TELL "Handled" CR>)>)>
.RES)>>
;"former CLOCK.ZIL stuff"
<GLOBAL CLOCK-WAIT <>>
<GLOBAL C-TABLE %<COND (<GASSIGNED? PREDGEN>
'<ITABLE NONE 105>)
(T
'<ITABLE NONE 210>)>>
<CONSTANT C-TABLELEN 210>
<GLOBAL C-INTS 210>
<CONSTANT C-INTLEN 6>
<CONSTANT C-ENABLED? 0>
<CONSTANT C-TICK 1>
<CONSTANT C-RTN 2>
<ROUTINE QUEUE (RTN TICK "AUX" CINT)
<PUT <SET CINT <INT .RTN>> ,C-TICK .TICK>
.CINT>
<ROUTINE INT (RTN "OPTIONAL" E C INT)
<SET E <REST ,C-TABLE ,C-TABLELEN>>
<SET C <REST ,C-TABLE ,C-INTS>>
<REPEAT ()
<COND (<EQUAL? .C .E>
<SETG C-INTS <- ,C-INTS ,C-INTLEN>>
<SET INT <REST ,C-TABLE ,C-INTS>>
<PUT .INT ,C-RTN .RTN>
<RETURN .INT>)
(<EQUAL? <GET .C ,C-RTN> .RTN> <RETURN .C>)>
<SET C <REST .C ,C-INTLEN>>>>
;<GLOBAL GMOVES 0>
;<GLOBAL GSCORE 0>
<ROUTINE CLOCKER ("AUX" C E TICK (FLG <>))
<COND (,CLOCK-WAIT <SETG CLOCK-WAIT <>> <RFALSE>)>
<SET C <REST ,C-TABLE <COND (,P-WON ,C-INTS)>>>
<SET E <REST ,C-TABLE ,C-TABLELEN>>
<REPEAT ()
<COND (<EQUAL? .C .E>
<SETG MOVES <+ ,MOVES 1>>
;<COND (<G? ,MOVES 59>
<SETG MOVES 0>
<SETG SCORE <+ ,SCORE 1>>
<COND (<G? ,SCORE 23>
<SETG SCORE 0>)>)>
<RETURN .FLG>)
(<NOT <ZERO? <GET .C ,C-ENABLED?>>>
<SET TICK <GET .C ,C-TICK>>
<COND (<0? .TICK>)
(T
<PUT .C ,C-TICK <- .TICK 1>>
<COND (<AND <NOT <G? .TICK 1>>
<APPLY <GET .C ,C-RTN>>>
<SET FLG T>)>)>)>
<SET C <REST .C ,C-INTLEN>>>>

36
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<TELL
"\"So, Munrab, what is it? Why have you called me here?\"|
|
\"Listen, Detective, I've had a terrible day in your lousy little town, so
let me be brief. Receipts have been down all month, tonight's gate was
especially small, the towners were tightfisted, they nearly leveled my
grandstand, and on top of that somebody's kidnapped my daughter, Chelsea.
That's where you come in. Here's the most recent picture of her -- a pretty
good likeness in my opinion.\"|
|
\"" D ,MUNRAB ", why are we whispering?\"" CR>
<TELL
"\"I don't know, because it's a mystery I guess. Anyhow, it's not because
I suspect any of my own people here on the lot.\" There's a pause. \"I've
got a pretty loyal crew here. Sure, I work the guys a fair amount, but hey,
no one joins the circus expecting a holiday.\"|
|
Lacking all passion and professionalism, the detective replies, \"I'll
suspect who you want me to suspect. You're paying the bill.\"|
|
\"Here, see, the language of this ransom note clearly shows that it's not
an inside job. Detective, I don't know what kind of crazies are running
loose in this town, but I'm afraid harm might come to my daughter if the
police were to show up. God knows this circus doesn't need that kind of
publicity, anyway. So I'm relying on you and you alone.\"|
|
\"I'd better hold on to that note, Munrab.\"|
|
\"Alright, then get going.\"|
|
You can hear " D ,MUNRAB " and the " D ,DICK " ">
<TELL
" the top view of " D ,MUNRAB "'s schlock of silvery blow-dried hair. He
is busy at his desk.">

4979
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1956
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29
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HOW ALL THE POINTS ARE SCORED
This section should be used only as a last resort, or for your own interest
after you've completed the game.
There are a total of 200 points. Ten points are scored for each of the
following:
walking all the way across the tightrope
talking to Harry with helium in your lungs
fooling Chuckles with the clown mask diguise
walking through the canvas pleats and into the prop tent
finding a circus ticket
completing the hypnosis scene as the granola bar falls to the ground
getting the radio from Tina
fishing the skeleton key off the cage wall
catching a live mouse
finding the cigarette case under the lion stand
listening to Jenny recalling Andrew's part in the conspiracy
soothing Mahler with classical music
getting rid of Hannibal
gaining access into the white wagon
using your ticket to get into the Blue Room
defeating your unseen opponent on the elephant tent
scaring Chuckles away from Herr Katzenjammer's trailer
rescuing Chelsea from the crawl space
ordering the roustabout to get the safety net
making Mahler lose his grip on Chelsea

30
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"RECORD for
BALLYHOO
(c) Copyright 1986 Infocom, Inc. All Rights Reserved."
<SYNTAX \#RANDOM OBJECT = V-$RANDOM>
<SYNTAX \#COMMAND = V-$COMMAND>
<SYNTAX \#RECORD = V-$RECORD>
<SYNTAX \#UNRECORD = V-$UNRECORD>
<ROUTINE V-$COMMAND ()
<DIRIN 1>
<RTRUE>>
<ROUTINE V-$RANDOM ()
<COND (<NOT <EQUAL? ,PRSO ,INTNUM>>
<TELL "Illegal call to #RANDOM." CR>)
(T
<RANDOM <- 0 ,P-NUMBER>>
<RTRUE>)>>
<CONSTANT D-RECORD-ON 4>
<CONSTANT D-RECORD-OFF -4>
<ROUTINE V-$RECORD ()
<DIROUT ,D-RECORD-ON> ;"all READS and INPUTS get sent to command file"
<RTRUE>>
<ROUTINE V-$UNRECORD ()
<DIROUT ,D-RECORD-OFF>
<RTRUE>>

BIN
rmode.init Normal file

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731
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"SYNTAX for
BALLYHOO
(c) Copyright 1986 Infocom, Inc. All Rights Reserved."
<BUZZ A AN THE IS ARE ;AM AND OF THEN ALL ONE BUT EXCEPT \. \, \"
THIS THAT ;PRY PLEASE HERE SOME ;DOLLAR CENT CENTS MORE G AGAIN
SAY OOPS>
<SYNONYM TO TOWARD>
<SYNONYM WITH USING>
<SYNONYM THROUGH THRU>
<SYNONYM ON ONTO ACROSS>
<SYNONYM OUT OUTSIDE>
<SYNONYM IN INSIDE INTO>
<SYNONYM UNDER BELOW BENEATH UNDERNEATH>
<SYNONYM AROUND ALONG>
;<SYNONYM BEFORE NEAR NEXT AGAINST>
<SYNONYM ALL BOTH>
;<SYNONYM DRUNK BOMBED SMASHE PLASTE>
<SYNONYM NORTH N>
<SYNONYM SOUTH S>
<SYNONYM EAST E>
<SYNONYM WEST W>
<SYNONYM DOWN D>
<SYNONYM UP U>
<SYNONYM NW NORTHWEST>
<SYNONYM NE NORTHE>
<SYNONYM SW SOUTHWEST>
<SYNONYM SE SOUTHE>
;"game commands"
<SYNTAX VERBOSE = V-VERBOSE>
<SYNTAX BRIEF = V-BRIEF>
<SYNTAX SUPER = V-SUPER-BRIEF>
<SYNONYM SUPER SUPERBRIEF>
<SYNTAX DIAGNOSE = V-DIAGNOSE>
<SYNTAX INVENT = V-INVENTORY>
<SYNTAX I = V-INVENTORY>
<SYNTAX QUIT = V-QUIT>
<SYNONYM QUIT Q>
<SYNTAX RESTAR = V-RESTART>
<SYNTAX RESTOR = V-RESTORE>
<SYNTAX SAVE = V-SAVE>
<SYNTAX SCORE = V-SCORE>
<SYNTAX SCRIPT = V-SCRIPT>
<SYNTAX UNSCRIPT = V-UNSCRIPT>
<SYNTAX VERSION = V-VERSION>
<SYNTAX $VERIFY = V-$VERIFY>
<SYNTAX $VERIFY OBJECT = V-$VERIFY>
;<SYNTAX $DEBUG = V-$DEBUG>
;<SYNTAX $CHEAT OBJECT = V-$CHEAT>
<SYNTAX $PROB = V-$PROB>
;"subtitle real verbs"
<SYNTAX ADDRES OBJECT (FIND ACTORBIT) (IN-ROOM) = V-TELL>
<SYNTAX ADVANCE OBJECT = V-ADVANCE>
;<SYNTAX AGAIN = V-AGAIN>
;<SYNONYM AGAIN G>
<SYNTAX ANSWER = V-ANSWER>
<SYNTAX ANSWER OBJECT = V-REPLY>
<SYNTAX ANSWER TO OBJECT = V-REPLY>
<SYNONYM ANSWER REPLY>
<SYNTAX APPLAUD = V-CLAP>
<SYNTAX APPLAUD OBJECT = V-APPLAUD>
<SYNONYM APPLAUD CHEER>
<SYNTAX APPROA OBJECT = V-WALK-TO>
<SYNTAX ARREST OBJECT = V-ARREST>
<SYNTAX ASK OBJECT (FIND ACTORBIT) ABOUT OBJECT = V-ASK-ABOUT>
<SYNTAX ASK OBJECT (FIND ACTORBIT) ON OBJECT = V-ASK-ABOUT>
<SYNTAX ASK OBJECT (FIND ACTORBIT) FOR OBJECT = V-ASK-FOR>
<SYNONYM ASK CONSUL QUERY>
<SYNTAX ATTACK OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM) = V-KILL>
<SYNTAX ATTACK OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM)
WITH OBJECT (HELD CARRIED HAVE) = V-KILL>
<SYNONYM ATTACK KILL MURDER ASSAULT FIGHT HIT SLAP STRIKE>
<SYNTAX BALANCE = V-BALANCE>
<SYNTAX BALANCE OBJECT = V-BALANCE>
<SYNTAX BALANCE OBJECT WITH OBJECT (HELD) = V-BALANCE>
<SYNTAX BET OBJECT = V-BET>
<SYNONYM BET WAGER>
<SYNTAX BITE OBJECT = V-BITE>
<SYNTAX BOARD OBJECT (FIND VEHBIT) (ON-GROUND IN-ROOM) = V-BOARD PRE-BOARD>
<SYNONYM BOARD EMBARK>
;<SYNTAX BREATHE = V-INHALE>
<SYNTAX BREATHE OBJECT (FIND AIRBIT) = V-INHALE>
<SYNTAX BREATHE IN OBJECT (FIND AIRBIT) = V-INHALE>
<SYNTAX BREATHE IN OBJECT FROM OBJECT (HAVE HELD CARRIED) = V-INHALE>
<SYNONYM BREATHE INHALE SUCK>
<SYNTAX BRIBE OBJECT = V-BRIBE>
<SYNTAX BRIBE OBJECT WITH OBJECT = V-BRIBE>
<SYNTAX BUY OBJECT = V-BUY PRE-BUY>
<SYNTAX BUY OBJECT FROM OBJECT = V-BUY PRE-BUY>
<SYNONYM BUY ORDER PURCHASE>
<SYNTAX CALL OBJECT = V-CALL>
<SYNTAX CALL OUT OBJECT = V-CALL>
<SYNTAX CALL TO OBJECT = V-CALL>
<SYNTAX CALL OBJECT WITH OBJECT = V-PHONE-WITH>
<SYNTAX CALL OBJECT ON OBJECT = V-PHONE-WITH>
<SYNTAX CATCH OBJECT IN OBJECT = V-CATCH-WITH>
<SYNTAX CATCH OBJECT WITH OBJECT = V-CATCH-WITH>
<SYNONYM CATCH CAPTURE>
<SYNTAX CHEAT = V-CHEAT>
<SYNTAX CHEAT OBJECT = V-CHEAT>
<SYNTAX CHEAT AT OBJECT = V-CHEAT>
<SYNTAX CLAP = V-CLAP>
<SYNTAX CLAP OBJECT = V-CLAP>
;<SYNONYM CLAP>
<SYNTAX CRAWL OBJECT (ON-GROUND IN-ROOM) = V-CLIMB-FOO>
<SYNTAX CRAWL ON OBJECT (FIND VEHBIT) (ON-GROUND IN-ROOM) = V-CLIMB-ON>
<SYNTAX CRAWL UP OBJECT (FIND RLANDBIT) (ON-GROUND IN-ROOM) = V-CLIMB-UP>
<SYNTAX CRAWL DOWN OBJECT (FIND RLANDBIT) (ON-GROUND IN-ROOM) = V-CLIMB-DOWN>
<SYNTAX CRAWL OUT OBJECT ;(FIND VEHBIT) (ON-GROUND IN-ROOM) = V-DISEMBARK>
<SYNTAX CRAWL OFF OBJECT (FIND VEHBIT) (ON-GROUND IN-ROOM) = V-DISEMBARK>
<SYNTAX CRAWL OVER OBJECT (ON-GROUND IN-ROOM) = V-CLIMB-OVER>
<SYNTAX CRAWL IN OBJECT (FIND VEHBIT) (ON-GROUND IN-ROOM) = V-BOARD PRE-BOARD>
<SYNTAX CRAWL THROUGH OBJECT = V-THROUGH>
<SYNTAX CRAWL UNDER OBJECT = V-CRAWL-UNDER>
<SYNONYM CRAWL SCALE CREEP CLIMB>
<SYNTAX CLOSE OBJECT (FIND DOORBIT) (HELD CARRIED ON-GROUND IN-ROOM) = V-CLOSE>
;<SYNTAX CLOSE UP OBJECT (FIND RLANDBIT) = V-SHUT-UP>
<SYNTAX CLOSE OFF OBJECT (FIND LIGHTBIT) (HELD CARRIED ON-GROUND IN-ROOM TAKE)
= V-LAMP-OFF>
<SYNONYM CLOSE SHUT UNSET>
<SYNTAX COMPAR OBJECT (MANY) = V-COMPARE PRE-COMPARE>
<SYNTAX COMPAR OBJECT (HELD CARRIED ON-GROUND IN-ROOM)
TO OBJECT (HELD CARRIED ON-GROUND IN-ROOM) = V-COMPARE PRE-COMPARE>
<SYNTAX COMPAR OBJECT (HELD CARRIED ON-GROUND IN-ROOM)
WITH OBJECT (HELD CARRIED ON-GROUND IN-ROOM) = V-COMPARE PRE-COMPARE>
<SYNONYM COMPAR MATCH>
<SYNTAX COVER OBJECT WITH OBJECT (HELD MANY) = V-SPUT-ON>
<SYNTAX COUNT OBJECT = V-COUNT>
;<SYNTAX COUNT OBJECT FROM OBJECT = V-COUNT-BACK>
<SYNTAX CROSS OBJECT = V-THROUGH>
<SYNTAX CUT OBJECT = V-CUT>
<SYNTAX CUT IN OBJECT (FIND VEHBIT) (ON-GROUND IN-ROOM) = V-BOARD PER-BOARD>
<SYNTAX CUT OBJECT WITH OBJECT (CARRIED HELD) = V-CUT>
<SYNTAX CUT THROUGH OBJECT WITH OBJECT (CARRIED HELD) = V-CUT>
<SYNONYM CUT SLICE PERFOR>
<SYNTAX DEMOLI OBJECT (ON-GROUND IN-ROOM) = V-MUNG>
<SYNTAX DEMOLI OBJECT WITH OBJECT (HELD CARRIED TAKE) = V-MUNG>
<SYNTAX DEMOLI DOWN OBJECT = V-KILL>
<SYNONYM DEMOLI DESTRO DAMAGE BREAK SMASH WRECK POP PEEL>
<SYNTAX DESCEN OBJECT (ON-GROUND IN-ROOM) = V-CLIMB-DOWN>
<SYNTAX DID = V-YES>
<SYNTAX DID NOT OBJECT (FIND RLANDBIT) = V-NO>
<SYNTAX DID SO OBJECT (FIND RLANDBIT) = V-YES>
<SYNTAX DIG IN OBJECT = V-DIG>
<SYNTAX DIG WITH OBJECT = V-DIG>
<SYNTAX DIG THROUGH OBJECT = V-DIG>
<SYNTAX DISEMBARK OBJECT (FIND VEHBIT) (ON-GROUND IN-ROOM) = V-DISEMBARK>
<SYNONYM DISEMBARK DEBARK>
<SYNTAX DOZE = V-SLEEP>
<SYNONYM DOZE NAP SNOOZE SLEEP>
<SYNTAX DRINK OBJECT (HELD CARRIED ON-GROUND IN-ROOM)
= V-DRINK>
<SYNTAX DRINK FROM OBJECT (HELD CARRIED) = V-DRINK-FROM>
<SYNONYM DRINK SIP SWALLOW IMBIBE QUAFF GUZZLE SWILL>
<SYNTAX DRIVE OBJECT = V-DRIVE>
<SYNTAX DROP OBJECT (HELD MANY HAVE) = V-DROP PRE-DROP>
<SYNTAX DROP OBJECT (HELD MANY) DOWN OBJECT = V-PUT PRE-PUT>
<SYNTAX DROP OBJECT (HELD MANY) IN OBJECT = V-PUT PRE-PUT>
<SYNTAX DROP OBJECT (HELD MANY) ON OBJECT = V-PUT-ON PRE-PUT>
<SYNTAX DROP OBJECT (HELD MANY) OUT OBJECT = V-PUT-OUTSIDE PRE-PUT>
<SYNTAX EAT OBJECT (FIND EATBIT) (HELD CARRIED ON-GROUND IN-ROOM) = V-EAT>
<SYNONYM EAT DEVOUR INGEST GOBBLE>
<SYNTAX EJECT OBJECT = V-EJECT>
<SYNTAX ENTER = V-ENTER>
<SYNTAX ENTER OBJECT = V-THROUGH>
<SYNTAX EXIT = V-EXIT>
<SYNTAX EXIT OBJECT = V-EXIT>
<SYNONYM EXIT DEPART WITHDR>
<SYNTAX EXAMINE OBJECT (HELD CARRIED ON-GROUND IN-ROOM)
= V-EXAMINE PRE-READ>
<SYNTAX EXAMINE OBJECT THROUGH OBJECT = V-EXAMINE-THROUGH PRE-READ>
<SYNTAX EXAMINE IN OBJECT (HELD CARRIED IN-ROOM ON-GROUND)
= V-LOOK-INSIDE>
<SYNTAX EXAMINE ON OBJECT (HELD CARRIED IN-ROOM ON-GROUND)
= V-LOOK-INSIDE>
<SYNTAX EXAMINE FOR OBJECT = V-FIND>
<SYNONYM EXAMINE INSPECT DESCRIBE STUDY OBSERVE SEE SCOUR WATCH>
<SYNTAX EXTINGUISH OBJECT (FIND ONBIT) = V-LAMP-OFF>
<SYNTAX FEED OBJECT (FIND ACTORBIT) = V-FEED>
<SYNTAX FEED OBJECT (MANY HELD HAVE) TO OBJECT (FIND ACTORBIT) (ON-GROUND)
= V-GIVE PRE-GIVE>
<SYNTAX FEED OBJECT (FIND ACTORBIT) (ON-GROUND) OBJECT (MANY HELD HAVE)
= V-SGIVE>
<SYNTAX FILL OBJECT ;(FIND CONTBIT) (HELD CARRIED HAVE) WITH OBJECT = V-FILL>
<SYNTAX FILL OBJECT (FIND CONTBIT) (HELD CARRIED HAVE) = V-FILL>
;<SYNTAX FILCH OBJECT = V-FILCH>
<SYNTAX FIND OBJECT = V-FIND>
<SYNONYM FIND SEEK>
<SYNTAX FOLLOW OBJECT = V-FOLLOW>
<SYNONYM FOLLOW PURSUE CHASE>
;<SYNTAX FOOTNOTE = V-FOOTNOTE>
;<SYNTAX FOOTNOTE OBJECT = V-FOOTNOTE>
;<SYNTAX HAND OBJECT = V-PASS>
<SYNTAX HAND OBJECT (MANY HELD HAVE) TO OBJECT (FIND ACTORBIT) (ON-GROUND)
= V-GIVE PRE-GIVE>
<SYNTAX HAND OBJECT (FIND ACTORBIT) (ON-GROUND) OBJECT (MANY HELD HAVE)
= V-SGIVE>
;<SYNTAX HAND UP OBJECT (FIND RLANDBIT) = V-GIVE-UP>
<SYNONYM HAND GIVE SELL DONATE OFFER SEND>
;<SYNTAX HANG OBJECT ON OBJECT = V-HANG>
;<SYNTAX HANG OBJECT FROM OBJECT = V-HANG>
;<SYNTAX HANG OBJECT (HELD MANY) IN OBJECT = V-PUT PRE-PUT>
<SYNTAX HEAR OBJECT = V-LISTEN>
<SYNTAX HELLO = V-HELLO>
<SYNTAX HELLO OBJECT = V-HELLO>
<SYNONYM HELLO HI HOWDY>
<SYNTAX HELP = V-HELP>
<SYNTAX HELP OBJECT = V-SAVE-SOMETHING>
<SYNONYM HELP HINT HINTS>
<SYNTAX HIDE = V-HIDE>
<SYNTAX HIDE UNDER OBJECT = V-HIDE>
<SYNTAX HIDE BEHIND OBJECT = V-HIDE-BEHIND>
<SYNONYM HIDE CROUCH DUCK>
<SYNTAX HYPNOT OBJECT = V-HYPNOTISE>
<SYNONYM HYPNOT MESMER>
<SYNTAX JUMP = V-LEAP>
<SYNTAX JUMP OVER OBJECT = V-LEAP>
;<SYNTAX JUMP ACROSS OBJECT = V-LEAP>
<SYNTAX JUMP IN OBJECT = V-THROUGH>
<SYNTAX JUMP FROM OBJECT = V-LEAP-OFF>
<SYNTAX JUMP OFF OBJECT = V-LEAP-OFF>
<SYNTAX JUMP ON OBJECT = V-LEAP>
<SYNTAX JUMP OUT OBJECT = V-LEAP-OFF>
<SYNTAX JUMP THROUGH OBJECT = V-THROUGH>
<SYNTAX JUMP UP OBJECT (FIND RLANDBIT) = V-LEAP>
<SYNTAX JUMP DOWN OBJECT (FIND RLANDBIT) = V-LEAP>
<SYNTAX JUMP OVER OBJECT WITH OBJECT = V-VAULT>
<SYNONYM JUMP LEAP DIVE BOUNCE FALL>
<SYNTAX KICK OBJECT = V-KICK>
<SYNTAX KISS OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM) = V-KISS>
<SYNTAX KNOCK AT OBJECT = V-KNOCK>
<SYNTAX KNOCK ON OBJECT = V-KNOCK>
<SYNTAX KNOCK DOWN OBJECT (FIND ACTORBIT) (ON-GROUND IN-ROOM) = V-KILL>
<SYNONYM KNOCK RAP>
<SYNTAX LEAN OBJECT = V-LEAN>
<SYNTAX LEAN TO OBJECT = V-LEAN>
<SYNTAX LEAVE = V-LEAVE>
<SYNTAX LEAVE OBJECT = V-LEAVE>
<SYNTAX LIE ON OBJECT (FIND VEHBIT) = V-LIE-DOWN>
<SYNTAX LIE IN OBJECT (FIND VEHBIT) = V-LIE-DOWN>
<SYNTAX LIE DOWN OBJECT (FIND RLANDBIT) = V-LIE-DOWN>
<SYNONYM LIE RECLIN>
<SYNTAX LIGHT OBJECT (FIND LIGHTBIT) (HELD CARRIED ON-GROUND IN-ROOM)
= V-LAMP-ON>
<SYNTAX LISTEN TO OBJECT ;(FIND DARKBIT) = V-LISTEN>
<SYNTAX LOCK OBJECT = V-LOCK PRE-LOCK>
<SYNTAX LOCK OBJECT (ON-GROUND IN-ROOM) WITH OBJECT = V-LOCK PRE-LOCK>
<SYNTAX LOOK = V-LOOK>
<SYNTAX LOOK AROUND OBJECT (FIND RLANDBIT) = V-LOOK>
<SYNTAX LOOK DOWN OBJECT (FIND RLANDBIT) = V-LOOK-DOWN>
<SYNTAX LOOK UP OBJECT (FIND RLANDBIT) = V-LOOK-UP>
<SYNTAX LOOK AT OBJECT (HELD CARRIED ON-GROUND IN-ROOM) ;(FIND DARKBIT)
= V-EXAMINE PRE-READ>
<SYNTAX LOOK OVER OBJECT (HELD CARRIED ON-GROUND IN-ROOM) = V-EXAMINE PRE-READ>
<SYNTAX LOOK AT OBJECT THROUGH OBJECT = V-EXAMINE-THROUGH PRE-READ>
<SYNTAX LOOK THROUGH OBJECT = V-LOOK-INSIDE>
<SYNTAX LOOK OUT OBJECT = V-LOOK-OUTSIDE>
<SYNTAX LOOK UNDER OBJECT = V-LOOK-UNDER PRE-READ>
<SYNTAX LOOK BEHIND OBJECT = V-LOOK-BEHIND PRE-READ>
<SYNTAX LOOK IN OBJECT (HELD CARRIED ON-GROUND IN-ROOM) = V-LOOK-INSIDE>
;<SYNTAX LOOK ON OBJECT = V-EXAMINE PRE-READ>
<SYNTAX LOOK ON OBJECT (HELD CARRIED ON-GROUND IN-ROOM) = V-LOOK-ON>
<SYNTAX LOOK TO OBJECT = V-EXAMINE PRE-READ>
<SYNTAX LOOK FOR OBJECT = V-FIND>
<SYNTAX LOOK OBJECT = V-CHASTISE>
<SYNONYM LOOK L STARE GAZE SQUINT>
<SYNTAX LOWER OBJECT = V-LOWER>
<SYNTAX MAKE OBJECT = V-MAKE>
<SYNTAX MOVE AROUND OBJECT (FIND RLANDBIT) = V-WALK-AROUND>
<SYNTAX MOVE OBJECT (ON-GROUND IN-ROOM) = V-MOVE>
<SYNTAX MOVE UP OBJECT (ON-GROUND IN-ROOM) = V-RAISE>
<SYNTAX MOVE ON OBJECT (ON-GROUND IN-ROOM) = V-PUSH>
<SYNTAX MOVE OBJECT UNDER OBJECT = V-PUT-UNDER>
<SYNTAX MOVE OBJECT WITH OBJECT = V-MOVE>
<SYNONYM MOVE ;PULL>
<SYNTAX NO = V-NO>
<SYNONYM NO WRONG DIDN\'T NOPE>
<SYNTAX OPEN OBJECT (FIND DOORBIT) (HELD CARRIED ON-GROUND IN-ROOM) = V-OPEN>
<SYNTAX OPEN UP OBJECT (FIND DOORBIT) (HELD CARRIED ON-GROUND IN-ROOM)
= V-OPEN>
<SYNTAX OPEN OBJECT (FIND DOORBIT) (HELD CARRIED ON-GROUND IN-ROOM)
WITH OBJECT (ON-GROUND IN-ROOM HELD CARRIED HAVE) = V-OPEN>
<SYNONYM OPEN PART PRY DRAW>
;<SYNTAX PANIC = V-PANIC>
<SYNTAX PASS OBJECT = V-PASS>
<SYNTAX PASS OBJECT (MANY HELD HAVE) TO OBJECT (FIND ACTORBIT) (ON-GROUND)
= V-GIVE PRE-GIVE>
<SYNTAX PASS OBJECT (MANY HELD HAVE) THROUGH OBJECT (FIND ACTORBIT) (ON-GROUND)
= V-GIVE PRE-GIVE>
<SYNTAX PASS OBJECT (FIND ACTORBIT) (ON-GROUND) OBJECT (MANY HELD HAVE)
= V-SGIVE>
<SYNONYM PASS PAY>
;<SYNTAX PAY FOR OBJECT = V-BUY PRE-BUY>
<SYNTAX PHONE OBJECT = V-PHONE>
<SYNTAX PHONE OBJECT WITH OBJECT = V-PHONE-WITH>
<SYNTAX PHONE OBJECT ON OBJECT = V-PHONE-WITH>
<SYNONYM PHONE TELEPH DIAL>
<SYNTAX PICK OBJECT = V-PICK>
<SYNTAX PICK OBJECT WITH OBJECT = V-PICK>
<SYNTAX PICK UP OBJECT (FIND TAKEBIT) (ON-GROUND MANY) = V-PICK-UP PRE-TAKE>
<SYNONYM PICK JIMMY>
<SYNTAX PLAY OBJECT = V-PLAY>
;<SYNTAX POINT AT OBJECT = V-POINT>
;<SYNTAX POINT TO OBJECT = V-POINT>
;<SYNONYM POINT STEER>
<SYNTAX POUR OBJECT (HELD CARRIED) = V-POUR>
<SYNTAX POUR OUT OBJECT (HELD CARRIED) = V-POUR>
<SYNTAX POUR OBJECT (HELD CARRIED) IN OBJECT = V-POUR> ;"INTO caused bug"
<SYNTAX POUR OUT OBJECT (HELD CARRIED) IN OBJECT = V-POUR>
<SYNTAX POUR OBJECT (HELD CARRIED) ON OBJECT = V-POUR>
<SYNTAX POUR OBJECT (HELD CARRIED) FROM OBJECT = V-POUR>
<SYNTAX POUR OBJECT OVER OBJECT = V-POUR>
<SYNONYM POUR SPILL SPRINKLE>
<SYNTAX PUNCH OBJECT = V-PUNCH>
<SYNTAX PUNCH OUT OBJECT = V-PUNCH>
<SYNTAX EMPTY OBJECT (HELD CARRIED) = V-EMPTY>
<SYNTAX EMPTY OUT OBJECT (HELD CARRIED) = V-EMPTY>
<SYNTAX EMPTY OBJECT FROM OBJECT = V-TAKE PRE-TAKE>
<SYNTAX EMPTY OBJECT OUT OBJECT = V-TAKE PRE-TAKE>
<SYNTAX PUSH OBJECT = V-PUSH>
<SYNTAX PUSH UP OBJECT = V-RAISE>
<SYNTAX PUSH ON OBJECT (IN-ROOM ON-GROUND) = V-PUSH>
<SYNTAX PUSH OBJECT UNDER OBJECT = V-PUT-UNDER>
<SYNONYM PUSH PRESS SHOVE PULL>
<SYNTAX PUT UP OBJECT = V-HANG-UP>
<SYNTAX PUT OBJECT (HELD MANY) IN OBJECT = V-PUT PRE-PUT>
<SYNTAX PUT OBJECT (HELD MANY) DOWN OBJECT = V-PUT-ON PRE-PUT>
<SYNTAX PUT OBJECT (HELD MANY) ON OBJECT = V-PUT-ON PRE-PUT>
<SYNTAX PUT OBJECT (HELD MANY) AROUND OBJECT = V-PUT-ON PRE-PUT>
<SYNTAX PUT OBJECT (HELD MANY) OVER OBJECT = V-PUT-ON PRE-PUT>
<SYNTAX PUT OBJECT (HELD MANY) OUT OBJECT = V-PUT-OUTSIDE PRE-PUT>
;<SYNTAX PUT OBJECT (HELD MANY) ACROSS OBJECT = V-PUT-ON PRE-PUT>
<SYNTAX PUT DOWN OBJECT (HELD MANY HAVE) = V-DROP PRE-DROP>
<SYNTAX PUT OBJECT UNDER OBJECT = V-PUT-UNDER>
<SYNTAX PUT ON OBJECT (FIND WEARBIT) (HAVE) = V-WEAR PRE-WEAR>
<SYNTAX PUT OBJECT BEHIND OBJECT = V-PUT-BEHIND>
<SYNONYM PUT STUFF INSERT PLACE LAY HANG>
<SYNTAX RAISE OBJECT = V-RAISE>
<SYNTAX RAISE UP OBJECT = V-RAISE>
<SYNTAX RAISE OBJECT TO OBJECT = V-RAISE>
<SYNONYM RAISE LIFT BOOST>
;<SYNTAX RAPE OBJECT (FIND ACTORBIT) = V-RAPE>
<SYNTAX REACH OBJECT (ON-GROUND IN-ROOM) = V-RUB>
<SYNTAX REACH OBJECT (ON-GROUND IN-ROOM) WITH OBJECT = V-TAKE-WITH PRE-TAKE>
<SYNTAX REACH IN OBJECT (ON-GROUND IN-ROOM) = V-REACH-IN>
<SYNTAX RECORD = V-RECORD>
<SYNTAX RECORD OBJECT = V-RECORD>
<SYNTAX RECORD ON OBJECT = V-RECORD>
<SYNTAX READ OBJECT ;(FIND READBIT) (HELD CARRIED ON-GROUND IN-ROOM)
= V-READ PRE-READ>
<SYNTAX READ OBJECT ;(FIND READBIT) (HELD CARRIED ON-GROUND IN-ROOM)
THROUGH OBJECT = V-READ PRE-READ>
<SYNTAX READ OBJECT ;(FIND READBIT) (HELD CARRIED ON-GROUND IN-ROOM)
WITH OBJECT = V-READ PRE-READ>
<SYNTAX READ OBJECT ;(FIND READBIT) ON OBJECT = V-READ PRE-READ>
<SYNONYM READ SKIM>
<SYNTAX REMOVE OBJECT (FIND WORNBIT) = V-REMOVE>
<SYNTAX REMOVE OBJECT (FIND TAKEBIT) (IN-ROOM CARRIED MANY)
FROM OBJECT = V-TAKE PRE-TAKE>
<SYNONYM REMOVE DOFF SHED>
<SYNTAX REWIND OBJECT = V-REWIND>
<SYNTAX SAVE OBJECT = V-SAVE-SOMETHING>
<SYNTAX TALK TO OBJECT (FIND ACTORBIT) (IN-ROOM) = V-TELL>
<SYNTAX TALK IN OBJECT ;(IN-ROOM) = V-TALK-INTO>
<SYNONYM TALK SPEAK>
;<SYNTAX SAY OBJECT = V-SAY>
;<SYNTAX SAY OBJECT TO OBJECT (FIND ACTORBIT) = V-SAY>
;<SYNTAX SCRAMBLE AROUND OBJECT (FIND RLANDBIT) = V-WALK-AROUND>
;<SYNTAX SCRAMBLE = V-WALK-AROUND>
<SYNTAX SEARCH OBJECT = V-SEARCH>
<SYNTAX SEARCH IN OBJECT = V-SEARCH>
<SYNTAX SEARCH FOR OBJECT = V-FIND>
<SYNTAX SEARCH THROUGH OBJECT = V-SEARCH>
<SYNTAX SEARCH OBJECT FOR OBJECT (HELD CARRIED ;HAVE) = V-SEARCH-OBJECT-FOR>
<SYNONYM SEARCH RUMMAG FRISK>
<SYNTAX SHAKE OBJECT = V-SHAKE>
<SYNTAX SHAKE OBJECT WITH OBJECT = V-SHAKE-WITH>
<SYNTAX SHOW OBJECT ;(HELD MANY HAVE) TO OBJECT (FIND ACTORBIT) = V-SHOW>
<SYNTAX SHOW OBJECT (FIND ACTORBIT) OBJECT (HELD MANY HAVE) = V-SSHOW>
<SYNTAX SIDE\-WALL OBJECT = V-CRAWL-UNDER>
<SYNTAX SIDEWA OBJECT = V-CRAWL-UNDER>
<SYNTAX SIT = V-SIT>
<SYNTAX SIT ON OBJECT ;(FIND VEHBIT) (ON-GROUND IN-ROOM) = V-CLIMB-ON>
<SYNTAX SIT DOWN OBJECT (FIND RLANDBIT) (ON-GROUND IN-ROOM) = V-SIT>
<SYNTAX SIT IN OBJECT ;(FIND VEHBIT) (ON-GROUND IN-ROOM) = V-CLIMB-ON>
<SYNONYM SIT REST SQUAT>
<SYNTAX SKIP = V-SKIP>
<SYNONYM SKIP HOP>
<SYNTAX SLIDE OBJECT = V-PUSH>
<SYNTAX SLIDE OBJECT IN OBJECT = V-PUT PRE-PUT>
<SYNTAX SLIDE OBJECT THROUGH OBJECT = V-PUT PRE-PUT>
<SYNTAX SLIDE OBJECT DOWN OBJECT = V-PUT PRE-PUT>
<SYNTAX SLIDE OBJECT ON OBJECT = V-PUT PRE-PUT>
<SYNTAX SLIDE OBJECT UNDER OBJECT = V-PUT-UNDER>
<SYNTAX SMELL = V-SMELL>
<SYNTAX SMELL OBJECT = V-SMELL>
<SYNONYM SMELL SNIFF WHIFF>
<SYNTAX SMILE = V-SMILE>
<SYNTAX SMILE AT OBJECT = V-SMILE>
<SYNTAX SPIN OBJECT = V-SPIN>
<SYNONYM SPIN WHIRL>
<SYNTAX STAND = V-STAND>
<SYNTAX STAND UP OBJECT (FIND RLANDBIT) = V-STAND>
<SYNTAX STAND ON OBJECT = V-STAND-ON>
<SYNTAX STAND IN OBJECT = V-STAND-ON>
<SYNTAX STAND BEHIND OBJECT = V-HIDE-BEHIND>
<SYNONYM STAND RISE>
<SYNTAX START OBJECT = V-LAMP-ON>
<SYNONYM START ACTIVA>
<SYNTAX STOP OBJECT = V-STOP>
<SYNTAX TAKE OBJECT (FIND TAKEBIT) (ON-GROUND IN-ROOM MANY) = V-TAKE PRE-TAKE>
<SYNTAX TAKE IN OBJECT (FIND VEHBIT) (ON-GROUND IN-ROOM) = V-BOARD PRE-BOARD>
<SYNTAX TAKE OUT OBJECT (FIND VEHBIT) (ON-GROUND) = V-DISEMBARK>
<SYNTAX TAKE ON OBJECT (FIND VEHBIT) (ON-GROUND IN-ROOM) = V-CLIMB-ON>
<SYNTAX TAKE UP OBJECT (FIND RLANDBIT) = V-STAND>
<SYNTAX TAKE DOWN OBJECT (FIND RLANDBIT) = V-GET-DOWN>
<SYNTAX TAKE UNDER OBJECT = V-CRAWL-UNDER>
;<SYNTAX TAKE DRESSE OBJECT (FIND RLANDBIT) = V-GET-DRESSED>
;<SYNTAX TAKE UNDRES OBJECT (FIND RLANDBIT) = V-GET-UNDRESSED>
;<SYNTAX TAKE DRUNK OBJECT (FIND RLANDBIT) = V-GET-DRUNK>
<SYNTAX TAKE OBJECT (FIND TAKEBIT) (;CARRIED IN-ROOM MANY)
WITH OBJECT (HELD) = V-TAKE-WITH PRE-TAKE> ;"ADDED BY JO"
<SYNTAX TAKE OBJECT (FIND TAKEBIT) (CARRIED IN-ROOM MANY)
OUT OBJECT = V-TAKE PRE-TAKE>
<SYNTAX TAKE OBJECT (FIND TAKEBIT) (CARRIED IN-ROOM MANY)
OFF OBJECT = V-TAKE PRE-TAKE>
<SYNTAX TAKE OBJECT (FIND TAKEBIT) (IN-ROOM CARRIED MANY)
FROM OBJECT = V-TAKE PRE-TAKE>
<SYNTAX TAKE OBJECT (FIND TAKEBIT) (IN-ROOM CARRIED MANY)
IN OBJECT = V-TAKE PRE-TAKE>
<SYNTAX TAKE OFF OBJECT (FIND WORNBIT) ;(HAVE) = V-TAKE-OFF>
<SYNONYM TAKE GRAB GET HOLD CARRY>
<SYNTAX TAME OBJECT = V-TAME>
<SYNTAX TAME OBJECT WITH OBJECT = V-TAME>
<SYNTAX TASTE OBJECT ;(FIND DARKBIT) = V-TASTE>
<SYNONYM TASTE LICK>
<SYNTAX TELL OBJECT (FIND ACTORBIT) (IN-ROOM) = V-TELL>
<SYNTAX TELL OBJECT (FIND ACTORBIT) ABOUT OBJECT = V-TELL-ABOUT>
<SYNTAX TELL OBJECT OBJECT = V-STELL>
<SYNTAX TELL OBJECT TO OBJECT = V-TELL-NAME>
<SYNTAX THANKS OBJECT = V-THANK>
<SYNTAX THANKS = V-THANK>
<SYNONYM THANKS THANK>
;<SYNTAX TIME = V-TIME>
;<SYNONYM TIME T>
<SYNTAX THROW OBJECT (HELD CARRIED) = V-THROW PRE-THROW>
<SYNTAX THROW OBJECT (HELD CARRIED) UP OBJECT (FIND RLANDBIT)
= V-THROW PRE-THROW>
<SYNTAX THROW OBJECT (HELD CARRIED) AT OBJECT (ON-GROUND IN-ROOM)
= V-THROW PRE-THROW>
<SYNTAX THROW OBJECT (HELD CARRIED) TO OBJECT (ON-GROUND IN-ROOM)
= V-THROW PRE-THROW>
<SYNTAX THROW OBJECT (HELD CARRIED) OFF OBJECT = V-THROW-OFF PRE-THROW>
<SYNTAX THROW OBJECT (HELD CARRIED) OVER OBJECT = V-THROW-OFF PRE-THROW>
<SYNTAX THROW OBJECT (HELD CARRIED) THROUGH OBJECT (ON-GROUND IN-ROOM)
= V-THROW PRE-THROW>
<SYNTAX THROW OBJECT (HELD CARRIED) IN OBJECT = V-PUT PRE-PUT>
<SYNTAX THROW OBJECT (HELD CARRIED) OUT OBJECT = V-THROW PRE-THROW>
<SYNONYM THROW HURL TOSS>
<SYNTAX TIE OBJECT = V-TIE>
;<SYNTAX TIE TOGETHER OBJECT = V-TIE-TOGETHER>
<SYNTAX TIE OBJECT TO OBJECT = V-TIE>
<SYNTAX TIE OBJECT (HELD MANY) AROUND OBJECT = V-PUT-ON PRE-PUT>
<SYNONYM TIE FASTEN SECURE ATTACH>
<SYNTAX TOUCH OBJECT ;(FIND DARKBIT) = V-RUB>
<SYNTAX TOUCH OBJECT WITH OBJECT = V-RUB>
<SYNTAX TOUCH OBJECT ON OBJECT = V-RUB>
<SYNONYM TOUCH FEEL PAT PET RUB TAP POKE TICKLE>
<SYNTAX TURN OBJECT = V-SET>
<SYNTAX TURN AROUND OBJECT (FIND RLANDBIT) = V-SET>
<SYNTAX TURN OBJECT TO OBJECT = V-SET>
<SYNTAX TURN OBJECT WITH OBJECT (HAVE) = V-SET>
<SYNTAX TURN IN OBJECT TO OBJECT = V-SET>
<SYNTAX TURN ON OBJECT (FIND LIGHTBIT) = V-LAMP-ON>
<SYNTAX TURN OFF OBJECT (FIND LIGHTBIT) = V-LAMP-OFF>
<SYNONYM TURN SET ;SWITCH ROTATE FLIP FLICK TOGGLE>
;"I may have to use TUNE as separate verb"
<SYNTAX TUNE OBJECT = V-TUNE>
;<SYNTAX TUNE IN OBJECT = V-TUNE>
<SYNTAX TUNE OBJECT TO OBJECT = V-TUNE>
<SYNTAX TUNE IN OBJECT TO OBJECT = V-TUNE>
<SYNONYM TUNE ADJUST>
<SYNTAX UNLOCK OBJECT = V-UNLOCK PRE-LOCK>
<SYNTAX UNLOCK OBJECT WITH OBJECT (HAVE) = V-UNLOCK PRE-LOCK>
;<SYNTAX UNPLUG OBJECT = V-UNPLUG>
;<SYNONYM UNPLUG DISCON>
<SYNTAX UNTIE OBJECT (ON-GROUND IN-ROOM HELD CARRIED) = V-UNTIE>
<SYNTAX UNTIE OBJECT (ON-GROUND IN-ROOM HELD CARRIED)
WITH OBJECT = V-UNTIE>
<SYNONYM UNTIE FREE UNFAST UNATTA UNKNOT UNTANGLE>
<SYNTAX VAULT ON OBJECT = V-VAULT>
<SYNTAX VAULT OVER OBJECT = V-VAULT>
<SYNTAX VAULT OVER OBJECT WITH OBJECT (HELD HAVE CARRIED) = V-VAULT>
<SYNONYM VAULT POLEVAULT POLE\-VAULT>
<SYNTAX WAIT = V-WAIT>
<SYNTAX WAIT FOR OBJECT = V-WAIT-FOR>
<SYNTAX WAIT IN OBJECT = V-WAIT-IN>
<SYNTAX WAIT ON OBJECT = V-WAIT-IN>
<SYNONYM WAIT Z STAY>
<SYNTAX WAKE OBJECT (FIND RLANDBIT) = V-ALARM>
<SYNTAX WAKE UP OBJECT (FIND RLANDBIT) = V-ALARM>
<SYNONYM WAKE AWAKE ROUSE>
<SYNTAX WALK = V-WALK-AROUND>
<SYNTAX WALK OBJECT = V-WALK>
<SYNTAX WALK IN OBJECT = V-THROUGH>
<SYNTAX WALK OUT OBJECT = V-DISEMBARK>
<SYNTAX WALK ON OBJECT = V-THROUGH> ;"ACROSS is synonym for ON"
<SYNTAX WALK OVER OBJECT = V-WALK-OVER> ;"formerly V-LEAP"
<SYNTAX WALK THROUGH OBJECT = V-THROUGH>
<SYNTAX WALK AROUND OBJECT (FIND RLANDBIT) = V-WALK-AROUND>
<SYNTAX WALK UNDER OBJECT = V-CRAWL-UNDER>
<SYNTAX WALK BEHIND OBJECT = V-HIDE-BEHIND>
<SYNTAX WALK UP OBJECT (ON-GROUND IN-ROOM) = V-CLIMB-UP>
<SYNTAX WALK DOWN OBJECT (ON-GROUND IN-ROOM) = V-CLIMB-DOWN>
<SYNTAX WALK TO OBJECT = V-WALK-TO>
<SYNTAX WALK AWAY OBJECT (FIND RLANDBIT) = V-LEAVE>
<SYNONYM WALK RUN PROCEE STEP>
<SYNTAX GO = V-WALK-AROUND>
<SYNTAX GO OBJECT = V-WALK>
<SYNTAX GO IN OBJECT = V-THROUGH>
<SYNTAX GO OUT OBJECT = V-DISEMBARK>
<SYNTAX GO ON OBJECT = V-THROUGH> ;"ACROSS is synonym for ON"
<SYNTAX GO OVER OBJECT = V-WALK-OVER> ;"formerly V-LEAP"
<SYNTAX GO THROUGH OBJECT = V-THROUGH>
<SYNTAX GO AROUND OBJECT (FIND RLANDBIT) = V-WALK-AROUND>
<SYNTAX GO UNDER OBJECT = V-CRAWL-UNDER>
<SYNTAX GO BEHIND OBJECT = V-HIDE-BEHIND>
<SYNTAX GO UP OBJECT (ON-GROUND IN-ROOM) = V-CLIMB-UP>
<SYNTAX GO DOWN OBJECT (ON-GROUND IN-ROOM) = V-CLIMB-DOWN>
<SYNTAX GO TO OBJECT = V-WALK-TO>
<SYNTAX GO AWAY OBJECT (FIND RLANDBIT) = V-LEAVE>
<SYNTAX LET GO OBJECT (FIND RLANDBIT) = V-RELEASE>
<SYNTAX WASH OBJECT = V-CLEAN>
<SYNTAX WASH UP OBJECT (FIND RLANDBIT) = V-CLEAN>
<SYNONYM WASH CLEAN TIDY>
<SYNTAX WAVE OBJECT (HELD CARRIED) = V-WAVE>
<SYNTAX WAVE = V-WAVE-AT>
<SYNTAX WAVE AT OBJECT = V-WAVE-AT>
<SYNTAX WAVE TO OBJECT = V-WAVE-AT>
<SYNTAX WEAR OBJECT (FIND WEARBIT) (HAVE) = V-WEAR PRE-WEAR>
<SYNONYM WEAR DON>
<SYNTAX WHAT = V-WHAT>
<SYNTAX WHAT OBJECT = V-WHAT>
;<SYNTAX WHAT OBJECT OBJECT = V-WHAT-TIME>
<SYNONYM WHAT WHATS WHAT\'>
<SYNTAX WHERE = V-WHERE>
<SYNTAX WHERE OBJECT = V-WHERE>
<SYNONYM WHERE WHERES>
;<SYNTAX SHOOT = V-SHOOT>
<SYNTAX WHIP OBJECT = V-WHIP>
<SYNTAX WHIP OBJECT WITH OBJECT (HAVE) = V-WHIP>
<SYNTAX WHIP OBJECT (HAVE) AT OBJECT = V-SWHIP>
<SYNTAX WHIP OBJECT (HAVE) ON OBJECT = V-SWHIP>
<SYNTAX WHIP OBJECT (HAVE) OVER OBJECT = V-SWHIP>
<SYNONYM WHIP SNAP CRACK>
<SYNTAX WHO = V-WHO>
<SYNTAX WHO OBJECT = V-WHO>
<SYNONYM WHO WHOS>
<SYNTAX WHY = V-WHY>
<SYNTAX YELL = V-YELL>
<SYNTAX YELL AT OBJECT = V-YELL>
<SYNTAX YELL TO OBJECT = V-YELL>
<SYNONYM YELL SCREAM SHOUT HOWL>
<SYNTAX YES = V-YES>
<SYNONYM YES Y OK OKAY SURE YEA>
<SYNTAX YOU = V-YOU-ARE-OBJECT>
<SYNTAX YOU OBJECT = V-YOU-ARE-OBJECT>

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