the-infocom-files / zork2

Zork II: The Wizard of Frobozz
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You can make the match burn forever #66

Open eriktorbjorn opened 4 years ago

eriktorbjorn commented 4 years ago

Light a match, and then immediately kill yourself.

The JIGS-UP routine will call KILL-INTERRUPTS, which is defined as:

<ROUTINE KILL-INTERRUPTS ()
     <DISABLE <INT I-GNOME>>
     <DISABLE <INT I-LEDGE>>
     <DISABLE <INT I-NERVOUS>>
     <DISABLE <INT I-ZGNOME-OUT>>
     <DISABLE <INT I-ZGNOME>>
     <DRAGON-LEAVES>
     <DISABLE <INT I-MATCH>>
     <RTRUE>>

Congratulations, you've just turned off the timer that causes the match to go out. When you locate the matchbook (it'll probably be in the Gazebo), you'll find that it's still providing light.

Incidentally, in Zork I the KILL-INTERRUPTS routine also does a <FCLEAR ,MATCH ,ONBIT> so the match won't be lit any more. It'll presumably still have FLAMEBIT, so that may be a bug...

Edit: I've checked Zork I. It's probably not a problem there, because PRE-BURN checks <FLAMING? ,PRSI>, not just FLAMEBIT. Though maybe it should still be fixed there anyway?

eriktorbjorn commented 4 years ago

By the way, I don't know what problems it could cause that the other interrupts are only killed.

I-GNOME, I-LEDGE, and I-NERVOUS are probably fine, because if you kill yourself up in the volcano area you're locked out from there for the rest of the game. I think.

I-ZGNOME-OUT and I-ZGNOME might be problematic, since you can get back to that gnome. See https://github.com/the-infocom-files/zork2/issues/65