Movement

In most Interactive Fiction, movement is made by using the eight compass directions, NORTH, NORTHEAST, EAST, SOUTHEAST, SOUTH, SOUTHWEST, WEST, NORTHWEST, as well as UP and DOWN. These are abbreviated as N, NE, E, SE, S, SW, W, NW, U and D. However, in Piracy 2.0, none of the diagonal directions are necessary.

You can also go IN and OUT, depending on the situation. If you are in a small enclosed space, you can often type OUT and leave it. Also, if you are standing next to a small enclosed space, you can often type IN to enter it. Some rooms work this way too, when fairly obvious.

Piracy 2.0 takes place aboard a ship, albeit a space ship. Still, standard nautical conventions can be used instead of the compass directions. FORE or FORWARD (NORTH), STARBOARD (EAST), AFT (SOUTH) and PORT (WEST) can be used. These make more sense for a ship, as these commands are relative to the ship, and not fixed directions on a map. These can be abbreviated as F, SB, A and P. So feel free to use whichever movement commands make you more comfortable.

In Piracy 2.0, room descriptions can read in two ways. The default is map directions, so a room may say "a door lies to the east."

This can be switched to "a door lies to the starboard."

Two commands are provided to choose which mode you wish to see in the game.

>MAPMODE This sets room descriptions and other directional text to read as map directions.

>SHIPMODE This sets room descriptions and other directional text to read as ship directions.

>MODE This lets you know which mode you're currently using.

It is important to note that whichever mode you are currently using, you can use either ship or map-oriented directions for movement at any time.

Piracy ©1985,2008 Sean Huxter