Detailed instructions for use are in the User's Guide.
A MIND FOREVER VOYAGING
Welcome to A Mind Forever Voyaging (which, for brevity's sake, will henceforth be referred to as AMFV). In this story, you will be PRISM, the world's first sentient machine. Before you "boot up" your disk, make sure you read the short story in the first part of the booklet. The story begins in the world of 2031, a world on the brink of chaos. The economy of the United States of North America (USNA) has been stagnating for decades. Crackpot religions are springing up all over the place. Crime and urban decay are rampant. Schools have become violent, chaotic places ill-suited for educating children. Today's youth frequently use joybooths to "tune-out" the world, leading in the extreme case to joybooth suicide, where a psychological addict wastes away in his or her private nirvana. The global situation is even grimmer. The calcuttization of the Third World has almost reached its limit, causing extreme overpopulation and poverty. This has created a climate ripe for East Bloc adventurism, exploiting instability and fanning the numerous flash points around the globe. The superpower race to build an impenetrable missile defense has ended in a tie, with the foreseeable but unforeseen result that an even more dangerous arms race has begun -- a race to build miniature nuclear weapons, some as small as a cigarette pack, and smuggle them into enemy cities -- a race which threatens to turn the USNA into a giant police state. Things are bad, and it appears that they can only get worse. So when Senator Richard Ryder, along with a small group of leaders from government, business, and the universities, announces the Plan for renewed national purpose, everyone is only too willing to embrace it. Only one thing stands between the Plan and its adoption: a test of its validity. That's why you have been "awakened" from your simulated life and had your true nature revealed to you several years ahead of schedule. You have been chosen to use your unique abilities to enter a simulation of the future, based on the tenets of the Plan, in order to check its effectiveness. The eyes of the world are on you. If you're experienced with Infocom's interactive fiction, you may not want to read this entire manual. However, AMFV has a number of unique features not found in other stories. You'll have to read the section entitled "The AMFV Scenario." Also, you should look at the appendices of important commands (on page N) and recognized verbs (on page N). The sample transcript, on page N, will show most of the unusual interactions of AMFV. This is a brief summary of the most important things to know about interactive fiction. It is vital to know all these things before you begin playing. There are a number of modes you can enter. These will reviewed in detail in the next section. You will probably spend most of your time in Simulation Mode. When you're in Simulation Mode, the play of the game will be very similar to Infocom's other interactive fiction. For example: To move from place to place, type the direction you want to go. The first time you find yourself in a new region, it's a good idea to become familiar with it by exploring each location, reading each description carefully, and making a map of the geography. In AMFV, time passes only in response to your input. You might imagine a clock that ticks once for each sentence you type, and the story progresses only at each tick. Nothing happens until you type a sentence and press the RETURN (or ENTER) key, so you can plan your turns as slowly and carefully as you want. Usually, each turn takes one minute. Walking around takes longer, and WAIT generally causes ten minutes to pass.
Your goal in the first part of AMFV is to enter Simulation Mode in order to study what the effects of the Plan will be on the world in ten year's time. However, as the story progresses, you may discover new goals for yourself. The AMFV Scenario Since you're a computer, your lifestyle is pretty dissimilar to that of a human. There are four "modes" that you can enter. To enter a given mode, just type ENTER or GO TO [that mode]. Here is a list of the four modes, and a description of each: Communications Mode: You have a number of visual/audio units set up at various points around the complex. When you enter Communications Mode, you will be told where these units are, and how to activate them. When you have activated a unit in a particular location, you are effectively "in that location." You'll be able to see and hear what's going on, and talk to anyone there. You won't be able to pick up things in those locations, of course. Library Mode: This is a storehouse of information, arranged in directories which each contain a number of data files. When you enter Library Mode, the usual style of typing an input and pressing the RETURN (or ENTER) key is suspended. Follow the instructions that appear on your screen to access the information in the files. You can choose the directory you wish to see by using the O and X keys: O = Open current directory X = next directory You can close or examine the files in a directory by using the C, R, and X keys: C -- Close current directory R -- Read current file X = next file Interlace Mode: There are several subsidiary computers and complex system controllers connected to you. More may be added over the course of the story. By entering Interlace Mode, you will be able to "speak" to these other devices, get information from them, possibly give them orders. You interlace with a device the same way that you would speak to a character in the story. For example: TRAFFIC COMPUTER, SET EVENING RUSH HOUR END TO 5:00 or HVAC COMPUTER, TURN ON VENTILATION IN GAMMA SECTOR. Data about these interfaceable devices can be found in Library Mode. Simulation Mode: This is the heart of the story. You will have to enter this mode many times to complete AMFV. Simulation Mode is the process that was used to "program" you and develop you into a thinking, creative machine. Now, that same process, programmed with the parameters of the Plan, will allow you to simulate the future in amazing detail. Once you have entered Simulation Mode, the interaction will be very similar to that of most other Infocom fiction: walk around, map the geography, examine and read things, pick up objects, and so forth. ABORT will get you out of Simulation Mode at any time. Because only you see what happens in Simulation Mode, you'll want to use the RECORD feature to save what you see, so that others in the "real world" can view your experiences. Typing RECORD or RECORD ON will activate it, and typing RECORD OFF will de-activate it. Be warned, however, that RECORD makes an enormous demand on your core memory, and you will only be able to record a limited amount of experiences. Special Commands There are a number of one-word commands which you can type instead of a sentence. You can use them over and over as needed. Some count as a turn, others do not. Type the
command after the prompt (>) and press the RETURN (or ENTER) key. ABORT - This will get you out of Simulation Mode. RECORD - In Simulation Mode, this activates the RECORD feature. RECORD OFF deactivates this feature. (If you ABORT from Simulation Mode, you'll automatically turn off the RECORD feature.) Some Recognized Verbs These are only some of the verbs that AMFV understands. There are many more. Remember that you can use a variety of prepositions with them. For example, LOOK can become LOOK INSIDE, LOOK BEHIND, LOOK UNDER, LOOK THROUGH, LOOK AT, and so on., ANSWER, APPROACH, ASK, ATTACK, BOARD, BUY, CALL, CLIMB, CLOSE, COUNT, CROSS, CUT, DEMOLISH, DESCEND, DIG, DISEMBARK, DRINK, DROP, EAT, ENTER, EXAMINE, EXIT, EXTINGUISH, FILL, FIND, FOLLOW, GIVE, HAND, HANG, HIDE, JUMP, KILL, KISS, LIE, LIGHT, LISTEN, LOCK, LOOK, LOWER, MOVE, OPEN, PICK, POINT, POUR, PUSH, PUT, RAISE, READ, RECORD, REMOVE, SAY, SEARCH, SET, SHAKE, SHOOT, SHOW, SIT, SLEEP, SMELL, STAND, START, SWITCH, TAKE, TALK, TELL, THROW, TIE, TOUCH, TURN, WAIT, WAKE, WALK, YELL.
MAP OF ROCKVIL, SOUTH DAKOTA
DON'T MISS THESE EXCITING ATTRACTIONS ACME COMPUTER CORP.-Visit this genuine 20th century computer factory, still a major employer in the Rockvil area. HALLEY MUSEUMHalley Museum's outstanding collection of classical art is complemented by exhibits on modern art, science and engineering, natural history, and human history. HUANG HALL-Huan Hall's ultra-modern auditorium. The largest in the quad state area, provides an ideal setting for cultural and artistic events as well as conventions and trade shows.
ST MICHAELS CHURCH-Lovely stained glass windows and marble statuary add to the grandeur of this century-old place of worship
ZOOLOGICAL GARDEN-Spend a peaceful afternoon wandering amongst the herbal displays and natural animal habitats of the zoo.
INFOTECH BUILDING-Marvel at this 130-story office tower, the tallest building in Rocikvil and the sixth tallest in the world.
AQUARIUMHundreds of marine creature cavort in the large central tank of this popular attraction.
NORTH CENTRAL STATION-This historic national landmark provides a glimpse of the past for over a million yearly visitors, who browse the souvenir shops, ride the authentic electric train and view the extensive exhibits at the Railroad Museum.
A MIND FOREVER VOYAGING
Perry Simm was four years old when he became lost in the largest department store in the city. He let go of Mother's hand to pick up the video cube. He rotated it with wonderment, touching the control knobs and squealing with delight as the images shifted. His brother Clave, Perry's senior by three years, bounced impatiently in the aisle. "Mom," he whined, "they're going to be sold out of the new Skydiver disc, and you promised I could get one." "Be patient, Clave," admonished Mother, but across the floor she could see long lines at the Simulation Discs counter. There were stops at the Foodville and the O-Link repair shop still to go. She made a hasty decision. "Perry, Clave and I are going to another department. I want you to wait right here until we get back." "Okay," he said, without looking up from the cube. A few minutes later, Perry discovered the selector panel, but while trying to open it he dropped the cube onto the hard plasticrete floor. The six screens flashed brightly and then faded to darkness. Perry became frightened and looked around for Mother. She was nowhere in sight. Fear of discovery and punishment welled up inside him, and in his desire to get away from the broken cube he forgot about the order to stay put. He wandered to the end of the aisle, and spotted Mother a short distance away, rummaging through a bin of myalon vests. As he ran toward her, he realized that it was just a stranger with only a vague resemblance to Mother. Fighting back tears, he decided to return to the spot where the broken cube lay. He wandered down the aisles, each lined with tall shelves of glittering merchandise, and after several confused minutes discovered that he was completely lost. He had no idea how to find Mother, and he had no idea how to find the spot where he had last seen her. He was alone, abandoned. Strangers, huge and terrifying, jostled past. Walls of boxed appliances towered above him. Fear and despair won the battle for his emotions, and he began to cry. After an endless time, during which a lot of strangers had asked a lot of questions which he'd been too confused or too frightened to answer, he found himself in a small, quiet room. The door opened, and Mother came in, scooping him up into her arms. He cried again, burying his face into the warmth of her loving embrace. ********** Abraham Perelman and Aseejh Randu waited in the plush Main Conference Room overlooking the Control Center. Through the window-wall, Perelman could see dozens of technicians, busily preparing for today's big event. For the umpteenth time he felt thankful to have such a superb, competent team. It was a far cry from the early days, when he had to keep on top of every detail. Perelman glanced over toward Randu, and noticed his friend's nervousness. "Don't worry, Aseejh, it's no big deal. I met him once before, at a social affair in Washington, and he's an easygoing guy." "Yes, I have heard that." A smile tugged at the comers of the Indian's normally stony face. "But after speaking with Vera, he could very well be whipped into a frenzy!" Vera Gold was the Chief Administrator of the Project. "Nonsense," Perelman scoffed. "She'll turn on the charm for him. She saves her venom for underlings like us." 'True," agreed Randu. "By now, she has probably taken credit for the entire project, to say nothing of the inventions of molecular memory and the artificial heart." A door opened at the far end of the long room, and a few Secret Service agents walked in, followed by the Vice-president, Vera Gold, several aides, and more Secret Service agents. "...speak for the entire staff," Gold was saying, "when I say what a tremendous honor and ...