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singular book of text wandertainment by Frank Edward Nora
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OSOAWEEK--ISSUE 056--8/18/95
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(Cup OWis056, Created v1 (4/27/99), Copyright 1999)

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[[BEGIN056OW]]



[[01056CV]] * * * O S O A W E E K 0 5 6 * * * August 18, 1995
"The weekly ezine of Obliviana Super Occult Amusement!"
by Frank Edward Nora

INSIDE THIS ISSUE

01 056 CV--Cover
02 056 LA--Lord of Obliviana
03 056 NH--Nihilistica
04 056 SU--Superior

IF YOU READ THIS YOU'LL BE QUITE JUBILANT, GREG.

INFORMATION: OsoaWeek056, July 28, 1995. Published weekly by Obliviana Super Occult Amusement, obliviana@aol.com, 1-800-OBLIVIANA. All contents copyright 1995 Frank Edward Nora. This release is Predatorware--you are free to make digital copies, so long as they're not altered or sold. All other forms of reproduction require permission. You're Prey unless you get a Predator Deed for this release. Contact us for more on this concept.

Check out Obliviana on the WWW at:
http://www.obliviana.com/~osoa

Character count: 21242 / Line count: 929

*OW*



[[02056LA]] Lord of Obliviana

Sunday, September 10, 1995, 10:07:43 PM

Threw out a whole lot of ABM magazines, but I kept a bunch I was meaning to throw out. See, I have 1,000 sets of all four issues, but I kept 1650 copies of the final issue since they were in sealed boxes and okay. Could I sell a limited edition of 1,500, say?

Eh.

So I wanna get back to this idea of the Fonosta as the core. I see it like, your Fonosta is something you are continually shaping and revising, and which will be accessible to all comers after you are long gone, being the mark you leave on the world, being a way to make sure you are never forgotten. You can write something, record something, videotape something, knowing that a young person in the 40th Century, for example, might eventually experience it. Pretty exciting, eh?

Yeah. I remember it was in Iselin, probably in 1993, and I was either walking into my bedroom from the bathroom, or to the bathroom from my bedroom, when the phrase "Your Fonosta Device" came into my head.

And I thought recently, wouldn't it be cool to have all sorts of weird PDA-like electronic devices to choose from to manage your Fonosta. Hence, "Your Fonosta Device".

I think I might be about to get into Blues big time. I got a CD last night called "The Roots of Robert Johnson", featuring Blues pieces from 1927 to 1937. Man, this is where rock'n'roll came from! Awesome stuff.

So back to Fonosta, I gotta develop it, for it IS the core of Obliviana.

Till next time,

Get all Obliviana.

*OW*



[[03056NH]] Nihilistica

***DEVASTATING NIGHTSCAPE NOTES***

Back when I filmed the last episode of "Beublin A. Richardson", I met a girl in a "Concentration" costume (you can see her in the video) who I later went and hung out with at her sister's place. Things were going great till I showed her part of the video with Pete dressing in drag. Yup. That did it. She musta thought I was a total screwball.

I called her a couple of times, and asked her out (a rare occurrence for me--actually asking a girl out), and she said basically "Call me next year." Uh-huh.

Anyway, she worked with computers, and it kind of inspired me to try to get back into programming again.

Well, I never did call her next year, cuz like, y'know, when someone tell you to call them next year, they really kinda mean like to not ever call them again. Y'know?

Anyway, forget Concentration. The following is a set of notes regarding the game I was working on, "Devastating Nightscape". I never programmed it, but I thought you might find the notes interesting.

I may still create some form of Devastating Nightscape, but for now, you can get an idea of it from these notes, left fully intact, except for altering some non-ASCII characters.

Here...


Halfevil Document #355
8 Devastating Nightscape
by Frank Edward Nora
printout #2; 5/4/92; 11:43 pm
Document nascence: 4/14/92


DEVASTATING NIGHTSCAPE
Document Version 8
Intro:

Devastating Nightscape is a computer game in which the player must travel across a neverending nighttime in search of day.

The Interface:

Devastating Nightscape will be designed as a text-only game. It will not follow the traditional model of text adventure games, but rather have a different focus. Essentially, commends will be one word long, and anything referred to in the descriptive reports will elicit a rational response. The system will allow entries as short as one character, with no upper- or lowercase restrictions. In the case that there are more than one word with the same initial letters, the program will ask to clarify, listing the words in question. As well, entering nothing will be taken as "wait one minute".

As well, certain common words will be reacted to.

The command processor will use the words in full. Currently, only global command words are used, but it would be good to localize some commands so that the program won't ask for clarifications where one of the possible words is wholly inappropriate for the given location.

Character:

The main character is simply the player him or herself. The player can carry only a limited number of things. There are several constant items which are always with the player, currently crowbar, flashlight, and magic marker. The character can obtain and carry money, food, and reading material.

Locations:

DN is played by driving on roads, walking around service areas, and riding on mass transit. Each specific situation is called a "location". Here is a list of all locations--

[1] ROADS

* Driving down road.

* Pulled over on the side of the road.

* Car broken down on side of road.

* Walking down road.

[2] TRANSIT

* On a transit vehicle.

* Reading paperback.

* Reading ads on walls.

[3] SERVICE AREA



* Inside.


* At snack bar.


* Tourist pamphlets.


* At vending machines.


* At videogames.


* At payphones.


* At cash machine.


* In bathroom.



* Reading graffitti.

* Parking lot.


* In vehicle in parking lot.


* Gas Station

* Building


* In the lobby.


* In an elevator.


* In an office.


* On the roof.


* In a store.


* Facing an insane person.

* Field.


* At radio tower.


* At a party.


* By a dead body.


* In the woods.


* Confronted by a bear.


* By power lines.

* Station.


* Waiting for transit.


* At ticket booth

[4] SPECIAL

* Hospital

* Dreaming

* Skyscraper

Routes (* for road/% for transit):

[1] Route (1-digit) *

[2] Bus % (35-65)

[3] Highway (2-digit) *

[4] Railway % (40-100)

[5] Interstate (3-digit) *

[6] Passenger Ferry % (15-25)

[7] Turnpike *

[8] Airport % (110-500 <375>)

[9] Parkway *

[10] Subway % (20-40)

[*] Skyscraper Observation Deck (finale)

Service Area Generation:

Every Service Area is generated randomly as it is gotten to, either from Road or Transit. There are a number of elements at each Service Area:


[1] Parking Lot (& entrance to road)

[2] Transit Station (& entrance to transit system)

[3] Building

[4] Field

[5] Gas Station

[6] Vending Machines

[7] Videogames

[8] Payphones

[9] Bathrooms


Each of these is given a value when the stop is generated. A value of zero means that that thing is not there. Otherwise, the values are from 1 to 10. For each, the meaning of a higher value is different:

* Parking Lot has access to:
[1-2] 3-digit highway (Route)
[3-4] 2-digit highway (Highway)
[5-6] 1-digit highway (Interstate)
[7-8] Turnpike
[9-10] Parkway

* Transit Station is:
[1-2] Bus Stop
[3-4] Train Station
[5-6] Ferry Terminal
[7-8] Shuttle bus to airport
[9-10] Subway station

* Buildings have the number of floors of their value

* Fields have the number of acres of their value

* Other stuff gets better as the numbers get higher

-the calculation uses the journal value and a random number as variables. The journal is divided by a constant, and the resulting value will be in the 0-10 range. A random number is then added or subtracted to that value. But some curve needs to be applied. If coming from transit, the value of the station is automatically determined by the nature of the transit. Likewise, the value of the parking lot is also determined if coming from a road. As well, a station or parking lot cannot exceed the current transit level.

General Program Structure:
[1] Accept command
[2] Process command
[3] Update variables
[4] Make report


Location Structure
[1] main Routine

get command

process command
[2] +++cruise

process turns (minutes) until a set amount of time has passed or an event occurs
[3] +++minute

update all relevant variables and check for events
[4] +++report

gosub minute

gosub text
[5] +++text

print a report appropriate for the given location and return to main routine

Commands:
speed = set vehicle speed
cruise = cruise until something happens
wait OR <return> = wait for a minute
maximum OR floor it = set maximum speed
vandalize = vandalize something
exit = exit road or transit
quit = quit game
help OR ? = help
instructions = instructions
restart or % = restart game
rn = generate random names
pull over = pull over to side of road
report = generate report anytime
go back = go back somewhere
walk = walk along
*wander = wander around
*gas station = go to gas station
*building = go to building
*field = go to field
*parking lot = go to parking lot
*station = go to station
*service area = go to service area
*elevator = enter elevator

ROUTINES:
BEGIN: print title, randomize, initialize variables, goto Road
ROAD: driving down a road, accept and process command

SPEEDSET: new speed entry routine

ROADCRUISE: cruise until 60 minutes are passed or an event occurs

ROADMINUTE: update variables and check for events

ROADREPORT: gosub Roadminute and goto Roadtext

ROADTEXT: text of the road report
PULLOVER: pulled over and car is okay

PULLCRUISE: cruise until 60 minutes are passed or an event occurs

PULLMINUTE: update variables and check for events

PULLREPORT: gosub Pullmiute and goto Pulltext

PULLTEXT: text of the Pullover report
BREAKDOWN: pulled over and car is disabled
WALK:
WALKREPORT:
WALKTEXT:
INCAR: In vehicle at parking lot

COMMAND: accept command, make all lowercase, match to command word
ANALOG: change analog word for command into main word
VANDALCAR: vandalize a car
TIMEREPORT: convert seconds into clock format
UNIVCOM: universal commands
QUITTING: prompts user to verify quit
HELPER: lists commands
INSTRUCTOR: gives instructions and credits
RESTARTER: prompts user to verify restart
RANDOMNAME: generates random names
ARRAYDATA: fills arrays with data

MPG Calc:
VT=Top Speed
VM=Miles per Gallon
VC=Cruising Speed
VS=Current Speed (MPH)
if VS<=VC, MPG=(VS/VC)*VM
if VS>VC, MPG=VM-(((VC/VT)*VM)*((VS-VC)/(VT-VC)))

AREAS WHICH NEED A LOT OF WORK:

Breakdown Factors:
Reliability factor (1-10) is main factor. Going too fast, braking too much, stopping & starting, etc.
Breakdown types:

* out of gas

* overheating

* flat tire (so change tire--& encounters at side of road?)

* crash

* engine failure (seize/explode)

* transmission collapse

* stall

Global Variables:

Total mileage

Total elapsed time

Dollars in wallet

Total dollars spent

Journal (unseen; extent of experience)

Skill (unseen; skill at videogame(s))

Weather

Graffitti log?


Metabolism:

In DN, one has a metabolism which has to be tended to. One must eat and drink, and subsequently sh*t and piss. As well, one must sleep, and also maintain a good caffeine level. The following variables have numeric values:


* Food

* Drink

* Sh*t

* Piss

* Caffeine

* Alertness/Consciousness


The calculations associated with these values will only roughly approximate real life. Food level is what you have in your stomach, and that value goes over to Sh*t as it is digested. Likewise, Drink comes from what you drink, and is passed to Piss, albeit much faster. Caffeine comes from coffee, caffeine pills, cola, etc. and it can affect digestion. Low caffeine makes for nasty headaches which tend to distract, as does being too thirsty or hungry. Also, as you continue on, you'll eventually get less and less alert and will need to sleep (and dream).

Naming Convention:

There are three elements. The main element is #2, which can serve as the name of an exit, train line, or station. Element #1 is a separate word before element #2, such as the New in New York. Element #3 is a suffix which can be added to element #2, such as ville in Yorkville, or Hills in Beverly Hills.

So the possible names are:

2

1 2

23

1 23

13


[1] First element:
New, Old, Grand, Mid, Greater, Industrial, Upper, Lower, St.,


[2] Second element:
Blair, Scott, City, State, College, Saviour, Anthony, Lynn, Valley, Arthur, River, Drake, Litkey, Hopkins, Luther, Craven, Lance, Fletcher, Bellamy, Geary, Storer, Bloom, Blossom, Van, Franklin, Donavan, Carol, Dick, Able, Benny, Stewart,


[3] Third element
ton, ville, town, ton, brook, gate, bridge, burg, bury, Hills, Bend, Falls, Mountain, Lake, Run, Market, Fair, Neck

Stuff on the radio:

the Twin Peaks theme

an early Beatles song

Stairway to Heaven

boring religious music

queer oriental music

new age crap

Videogames (10 total):

Sparrow of Parchment (only game that counts?)

Find Fairies ("You found # fairies and scored #!")

Thirteen Mean Foxes ("Your slaughter ratio was #%, and you scored #!")

Ms. Genocide ("You wiped out # races and scored # points!")

Arctic Hothead (You melted #% of the ice cap, and scored # points!")

Odin's Backhoe ("You excavated #% of Mount Olympus, and scored # points!")

Vincent the Idiot ("You f*cked up # times and scored # points!")

Hypergod

Super Tabby Suit

Ripsaw Protocol

Missoula Spawn

Mottled Roads

Sawdust Winter

Sparkling War

Several Tons of Gold

That of the Grim Builder

Nihilistica (total destruction and stuff)

Sapwood Totality

Lumber Vaccuum

Dreadful History

ARRAY DATA:

Random Naming Elements:

'First naming element
DATA Van, Saint, Franklin, New, Doctor, Donavan, Carol, Old, Grand
DATA Mid, Greater, Dick, Able, Benny, Stewart, Industrial, Upper, @

'Second naming element
DATA Blair, Scott, City, State, College, Falls, Mountain, Saviour
DATA Anthony, Lynn, Valley, Arthur, Lake, River, Drake, Litkey, Hopkins
DATA Luther, Craven, Lance, Run, Market, Fletcher, Bellamy, Geary
DATA Storer, Bloom, Blossom, @

'Third naming element
DATA ton, ville, town, brook, gate, bridge, burg, bury, lin, tad, @

Command Words:
'list of command words
DATA speed, cruise, vandalize, maximum, exit, quit, help
DATA instructions, restart, spruce, soot, sprint, spice, wait
DATA ?, %, rn, pull over, report, go back, walk, floor it, @

Motor Vehicles (top speed, mpg, cruising speed, reliability (1 very poor to 10 most excellent), fuel tank capacity):
DATA Station Wagon, 90, 16, 50, 5, 27
DATA Porsche,140, 20, 70, 4, 10
DATA Pickup Truck,110, 22, 55, 6, 15
DATA Cadillac, 95, 20, 65, 5, 18
DATA Minivan, 85, 23, 60, 2, 20
DATA Motorcycle, 160, 19, 65, 10, 5
DATA Jeep, 105, 25, 60, 6, 15
DATA Volkswagon, 90, 27, 50, 9, 7
DATA Convertible, 135, 22, 70, 7, 16
DATA Police Car, 170, 12, 75, 10, 25
DATA Ambulance, 190, 10, 75, 10, 27
DATA Hearse, 80, 20, 50, 9, 33
DATA Tractor Trailer, 95, 9, 65, 6, 100
DATA Fire Engine, 180, 18, 60, 8, 60
DATA Ford Econoline Van, 100, 18, 70, 2, 23
DATA Yugo, 70, 40, 45, 1, 6
DATA Chevette, 70, 37, 50, 2, 14
DATA Edsel, 40, 6, 20, 2, 21
DATA Hovercraft, 375, 10, 145, 3, 20
DATA Honda Civic, 110, 45, 65, 10, 12
DATA Couch, 850, 1000, 400, 3, 1000, @, 0, 0, 0, 0, 0
temp unusued vehicles:
no trailer (100, 12, 70, 7, 100)
Hellcar (200, 20, 100, 10, 40)


Colors:
DATA red, blue, yellow, green, purple, orange, gold, silver, copper
DATA bronze, brown, pink, tan, white, gray, black, turquoise, stainless steel
DATA lavender, @

Descriptive Words:
'list of descriptive words
DATA beat-up, brand new, polka dot, shiny, muddy, filthy, dented, eerie
DATA ugly, snow-covered, charred, expensive, strange, nice, lovely
DATA smelly, glowing, sporty, @

VARIABLES:
(*=not in program yet)
ARRAYS:
NE(3)=number of random naming elements in sets #1, 2, and 3.
NE$(3,100)=the specific random naming elements
RNDNM$(5)=store random names of 5 different sorts

WD$(100)=set of command words
MATCH$(100)=number of commands words matched by the command entry

VHN$(50)=vehicle names
VHT(50)=vehicle top speed
VHM(50)=vehicle mpg
VHC(50)=vehicle cruising speed
VHR(50)=vehicle reliability
VHP(50=vehicle fuel tank capacity

CL$(50)=set of colors
DS$(50)=set of descriptions

RD=randomize number
RD$=TIME$ used to gain randomness

MT=Total Miles
MR=Miles on this Route
MS=Miles since last Stop
ST=Total Elapsed Minutes
SR=Minutes on this Route
SS=Minutes since last Stop
DP=Dollars Possessed
DT=Total Dollars spent

RT=Type of Road
RN$=Name of Road
EN$=Name of this Exit
JL=Journal Value
SK=Skill at Videogame
WR=Weather Level
WR$=Weather Description

*TT=Type of Transit
*TN$=Name of Transit
*SN$=Name of this Station
*TL=Transit Level

VN$=Vehicle Name
VT=Top Speed
VM=Miles per Gallon at cruising speed
VC=Cruising Speed
VP=Gas Tank Capacity
VG=Current Gallons of Gas
VS=Current Speed (MPH)
VR=Reliability
VX=Radio Status
VY$=What's on the Radio
VZ$=Vehicle Color
VV=0 for not vandalized, 1 for vandalized
TIM$=text of clock
MPG=mpg at current speed
*VD$=current vehicle description

*XF=Field Value (acres)
*XF$=Description of Field
*XB=Building Vaue (floors)
*XB$=Description of Building
*XS=Station Value (transit type)
*XP=Parking Lot Value (road type)
*XR=Rest Area Type
*XG=Gas Station Type (gas price per gallon)

CD$=entered command word

VST$=entered new speed
VSTB=flag for while loop in SPEEDSET
VSAS$=first character of VST$
VST=value of legal VST$

MIN=number of minutes spent cruising
TRND=random number for event checks
RNRD$=name of road at this exit
ENDS$=used to endprogram in incomplete locations
X=local for-next variable
Y=local for-next variable
Z=local for-next variable
AB=command routine for-next variable
AN=temporary variable in cap to lc conversion
NOW$=command converted to all lowercase
MATCH=number of commands matched by entry in command routine
CHECK=checks for matched words in command routine

QT$=decision entry to quit or restart
DAT$=read data

WD=number of command words
VH=number of vehicle types
CL=number of colors
DS=number of descriptions

Variables Alphabetically:
AB=command routine for-next variable
AN=temporary variable in cap to lc conversion
CD$=entered command word
CHECK=checks for matched words in command routine
CL$(50)=set of colors
CL=number of colors
DAT$=read data
DP=Dollars Possessed
DS$(50)=set of descriptions
DS=number of descriptions
DT=Total Dollars spent
EN$=Name of this Exit
ENDS$=used to endprogram in incomplete locations
JL=Journal Value
MATCH$(100)=number of commands words matched by the command entry
MATCH=number of commands matched by entry in command routine
MIN=number of minutes spent cruising
MPG=mpg at current speed
MR=Miles on this Route
MS=Miles since last Stop
MT=Total Miles
NE$(3,100)=the specific random naming elements
NE(3)=number of random naming elements in sets #1, 2, and 3.
NOW$=command converted to all lowercase
QT$=decision entry to quit or restart
RD$=TIME$ used to gain randomness
RD=randomize number
RN$=Name of Road
RNDNM$(5)=store random names of 5 different sorts
RNRD$=name of road at this exit
RT=Type of Road
SK=Skill at Videogame
SN$=Name of this Station
SR=Minutes on this Route
SS=Minutes since last Stop
ST=Total Elapsed Minutes
TIM$=text of clock
TL=Transit LevelVN$=Vehicle Name
TN$=Name of Transit
TRND=random number for event checks
TT=Type of Transit
VC=Cruising Speed
VD$=current vehicle description
VG=Current Gallons of Gas
VH=number of vehicle types
VHC(50)=vehicle cruising speed
VHM(50)=vehicle mpg
VHN$(50)=vehicle names
VHP(50=vehicle fuel tank capacity
VHR(50)=vehicle reliability
VHT(50)=vehicle top speed
VM=Miles per Gallon at cruising speed
VP=Gas Tank Capacity
VR=Reliability
VS=Current Speed (MPH)
VSAS$=first character of VST$
VST$=entered new speed
VST=value of legal VST$
VSTB=flag for while loop in SPEEDSET
VT=Top Speed
VV=0 for not vandalized, 1 for vandalized
VX=Radio Status
VY$=What's on the Radio
VZ$=Vehicle Color
WD$(100)=set of command words
WD=number of command words
WR$=Weather Description
WR=Weather Level
X=local for-next variable
XB$=Description of Building
XB=Building Vaue (floors)
XF$=Description of Field
XF=Field Value (acres)
XG=Gas Station Type (gas price per gallon)
XP=Parking Lot Value (road type)
XR=Rest Area Type
XS=Station Value (transit type)
Y=local for-next variable
Z=local for-next variable

*OW*



[[04056SU]] Superior

SUPERIOR 325
Ling, the glory, the safety. Colors of your team, you cling to the concept of being able to feel pride in something. Buy the original memo book this Superior was originally written in. I'm writing it now. I'll even sign it for you. Signed, Frank Edward Nora.

SUPERIOR 326
Like a Torigowar, she was really bright without being really hot.

SUPERIOR 327
Suptormier. Is it a stranding, the buddy system, why was I holding hands with George at the museum--years ago--in the Cub Scouts...? Fun Time arcade--roller skating--bitch den mother wouldn't let me play any video games. Bike trick, cheated out of gum, quit the f*ckin' cub scouts, man.

SUPERIOR 328
I like stampeding with a thousand naked girls through a dusty universe. I wanna thrill to the sound of an impossible musical instrument. Pay attention.

*OW*



[[END056OW]]



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