Have you ever dreamed about a journey far beyond the known regions of the universe? Close to Alpha Centauri, Olivia Lund is on the trail of one of mankind's greatest secrets and a thousand-year-old mystery. After nearly 20 years in hypersleep, she wakes up alone on her stranded ship, the Polaris-7. The artificial intelligence Io seems to be her only remaining friend now. Hibernated 1 - This Place is Death (Director's Cut) is an Infocom style interactive fiction game. It's a complete rewrite of the classic, award-winning Hibernated game using Infocom's Z-machine standard, with tons of additional narrative content and riddles. If Infocom had been asked to recreate the classic Hibernated, the Director's Cut would have been the outcome. SYSTEMS The game is available for Commodore 64, Amstrad CPC and PCW, Spectrum +3, Spectrum Next, Commodore Amiga, Atari 8-bit, Atari ST, MS-DOS, Apple 2, BBC Micro, Acorn Electron, Commodore 128, Mega65, MSX 1 and MSX 2, Oric, Commodore Plus/4, TI99/4a, Commodore VIC-20, Commodore PET, SAM Coupé, TRS CoCo, TRS-80 Model III, TRS-80 Model 4, Osborne 1, Kaypro II, Kaypro 4, DEC Rainbow 100, Dragon64, classic Macintosh and modern PC. In addition, there are z3 and z5 files provided, for playing the game in your Z-machine interpreter of choice. PHYSICAL RELEASE There's a physical release available and it comes in a box that resembles the original Infocom packaging back from the day. It can be ordered from my publisher Poly.Play: https://bit.ly/34NFaeX DONATIONS This interactive story is the result from many moons of hard work, so any donation is much appreciated. In case you've already paid for the original game and now, after playing the Director's Cut, you somehow feel the urge to thank me a second time, you may also buy me a coffee: http://ko-fi.com/8bitgames TEXT ADVENTURES IN THE MODERN ERA Hibernated 1 Director's Cut is following the path of some of the most iconic interactive fiction releases from the 80s and early 90s, trying to resemble a retro look and feel but it also aims to meet modern era expectations. There are no dead ends and the diffculty level is moderate. Generally it's more about experiencing a story rather than drowning the player in frustration. HOW TO PLAY THE GAME You'll find a PlayIF card in this archive which also has been printed on a postcard for the physical release. This is your introduction to interactive fiction gameplay. The game makes use of a few additional verbs but it is very verbose in telling you what these are and how they are applied correctly. When the game starts, you are prompted to type HELP. Please do so at least once to learn about the specific game mechanics. LOADING THE GAME / VERSION NOTES Commodore 64: Insert the game disk Type: LOAD"*",8,1 When the computer has finished loading, type RUN Amstrad CPC: Insert the game disc Type: RUN"DISC You have to press a key to dismiss the intro screen Spectrum +3: Insert the Spectrum CPM Plus disk and then use the machine's LOADER feature. Once CPM Plus has finished loading, insert the game disk Now type PLAY GAME You have to press a key to dismiss the intro screen Puddle Soft has an agreement with the copyright holder of Locomotive CPM Plus, so that we are allowed to distribute the system together with Hibernated. If you're planning to play the Spectrum +3 version of the game and you don't own CPM Plus legally, it is mandatory that you pay the suggested donation, as we need to compensate the licensing costs. Spectrum Next: Your Spectrum Next has Z-machine support built-in. Just put the .z3 file on the SD card and load it from the Next file browser. Amstrad PCW: Insert the game disc Type: INTERPRE Amiga: Just insert the game disk and the game will load automatically You have to press a key to dismiss the intro screen Atari 8-bit: Insert game disk 1, the game will auto-boot When prompted insert game disk 2 Atari ST: Insert the game disk You need to press a key to dismiss the intro Make sure the machine is set to medium resolution Open the disk and double click PLAY.PRG This version of the game supports the UNDO command MS-DOS: Copy the contents of the game disk to your hard drive Run PLAY.BAT to start the game You need to press SPACE to dismiss the intro screen This version of the game supports the UNDO command Apple 2: Insert the game disk Type Y in case you want to run the game in 80 columns or Type N for 40 columns mode BBC Micro / Acorn Electron: Insert the game disk Type *EXEC !BOOT to run the game The game is compatible with the BBC Model B, BBC Model B+ and BBC Master 128 computers. It will run without sideways RAM, albeit slowly. Having at least 16K of sideways RAM or a 6502 second processor is recommended. Shadow RAM will make things even smoother. The game also runs on Acorn Electron computers, provided you have at least 16K of sideways RAM, which is a requirement. On the Elk, I recommend playing it with an ElkSD64, as with this device you won't need to worry about anything. Your Elk will thank you later. We all love the Elk! Commodore 128: Insert the game disk Type LOAD"*",8,1 When your C128 has finished loading, type RUN This version makes use of the extended memory of the Commodore 128. Mega65: Insert the game disk Type BOOT MSX 1 / MSX 2: Insert the game disk The game will boot automatically You'll have to press a key to dismiss the intro screen The game will run in 40 columns on a MSX 1 computer and in 80 columns on a MSX 2 machine. Oric: Put disk 1 into the drive Type LOAD"INTERPR.COM" When prompted, insert disk 2 and press a key Commodore Plus/4: Insert the game disk Type: LOAD"*",8,1 When the computer has finished loading, type RUN TI99/4A: Insert the game disk Choose wheter you want to play with 40 or 80 columns When prompted to insert game disk 2, just press a key The game is compatible with the TI-99/4A and Geneve 9640 computers. The minimum requirements for TI-99/4A are: 32K, Disk controller, and Extended BASIC cartridge. 80 column mode requires either an F18A or V9938 hardware enhancement. For the Geneve 9640 you need TIMODE (GPL) and the Extended BASIC cartridge files. You may use either the 40 column or V9938/58 option. Commodore VIC-20 Insert the game disk Type LOAD"GAME-VIC",8,1 when the computer finished loading type RUN The game needs at least 28k of RAM, even better if you have a modern cartridge like the Penultimate Cart from The Future was 8-bit. The Penultimate Cart provides 35k of RAM for your VIC and makes the game run significantly faster than with 28k. You really need to be patient with 28k. Commodore PET Insert the game disk Type LOAD"GAME-PET",8,1 when the computer finished loading type RUN The game will fine on any PET with at least 32k but needless to say the more RAM you have the better the game will perform. Sam Coupé Load Pro-DOS from the provided Pro-DOS v2 disk Insert game disk Type LOAD You have to press a key to dismiss the intro screen TRS CoCo Insert the game disk type LOADM"GAME when the computer is ready type EXEC TRS-80 Model III Insert game disk Turn on your computer The game will auto-boot In case your computer was already turned on, you need to reset. TRS-80 Model 4 Insert game disk Turn on your computer The game will auto-boot In case your computer was already turned on, you need to reset. Osborne 1 Insert game disk type STORY to load the game Kaypro II Insert game disk type GAME to load the game Kaypro 4 Insert game disk tape GAME to load the game Note: Your Kaypro 4 will boot into Kaypro II mode to run this game. DEC Rainbow 100 Insert game disk type STORY to load the game Dragon64 Insert game in disk drive 1 Insert loader in disk drive 2 Type LOAD"2:ENG05V32.BIN" Type EXEC&H1100 It's recommended having two physical drives. However, you can load and play the game with only one drive. Just swap the disk after you loaded the engine and before you enter the EXEC command. Please note that the game won't run on a Dragon32 machine. Classic Macintosh: Insert game disk Double click on the Puddle Soft disk image Double click on Interpreter Select -> File -> Import Z-Code file In the menu select -> Display -> All files Double click on the .story file You need at least MacOS 7.5 for playing this game. Modern PC: Open the index.html file with a contemporary browser of choice This version supports the UNDO command Z-machine files (.z3 & .z5): For use with your interpreter of choice, Frotz or Lectrote are favorable. I recommend using the z5 file when playing in a modern environment. The z5 version supports the UNDO command. COPYRIGHT Hibernated 1 - This Place is Death (Director's Cut) is copyright (c) 2018-2021 Stefan Vogt and Puddle Software. CREDITS This game has been written using Graham Nelson's Inform 6 language, words can hardly express his gift to the community. It uses PunyInform, an alternate library by Fredrik Ramsberg and Johan Berntsson, optimized for classic 8-bit and 16-bit targets. Without the hard work and support of these individuals, none of this would have ever been possible. I'd also like to thank Infocom for being a constant inspiration since my youth and for creating the Z-machine standard, allowing us to still honor their heritage so many years after they disbanded. I played many Infocom games on my beloved Commodore Amiga and now after more than 30 years I can neither forget nor let go. My deepest appreciation goes to Andrew Plotkin, whether it's for his work on the PlayIF card that comes with this game, the MaxZip interpreter that's been used for the classic Macintosh version or for helping us with feature requests and bugfixes on the current Inform compiler. Without any doubt he is one of the most vibrant personalities of the interactive fiction scene and I am glad he is around. Please also type CREDITS in game for wise words, dedications and the beta crew. Special thanks to Martin aka Logiker for the PETSCII directory art on the C64 and Plus/4 version of the game, the legendary Facet who contributed the loading screen on Commodore 64, Dylan Barry aka Rail/Slave who created the CPC loading screen, Vanja Utne aka Mermaid for the ZX Spectrum and MSX artworks, Ralph Niese for the box art and 16-bit intro screens, my friend Uto for the MSX loader, Ingo Hinterding aka AWSM for the C64 IRQ loader code, my buddy Christian Simpson aka Perfractic for all his support on his channel, again Fredrik and Johan for their amazing Ozmoo interpreter that is used for the C64, C128 and Plus/4 versions of this game, Edilbert Kirk for sharing his code and allowing me to use his VIC-20 and PET Z-machine interpreters, Steve Flintham for his outstanding work in porting Ozmoo to the BBC and the Elk, the one and only George Beckett for all his knowledge which resulted in the two of us hacking together a working and well performing Z-machine v3 interpreter for the Scinclair ZX Spectrum +3, for his incredible work with ZXLDR on the CP/M Plus .SCR renderer and of course for connecting me to the copyright holder of Locomotive CP/M Plus, allowing us to bundle it with the game, Dannii Willis aka CuriousDannii for his work on Parchment, the IF interpreter for the web that is used for modern PC version of this game, Hugo Labrande for his abbreviations optimization script, also for being the first person who tested my Puny buildtools suite and of course for the great, ongoing and fruitful conversation we have regarding interactive fiction, Linus Åkesson for his review of the original Hibernated in 2018 which helped me understand how much really could be done to improve the gaming experience for the player, and I have to admit it took me quite some time to overcome my ego and appreciate the useful feedback he provided back then, ultimately resulting in the game being rewritten as a Director's Cut, so thank you from the bottom of my heart Linus, in that context I also need to thank Marco Innocenti, for his encouraging words that helped me to stay on the path I've taken, Tim Gilberts for being my mentor since day one, and who else can say he has one of the true adventure legends as his mentor, Chris Ainsely, the man behind Adventuron with whom I have a wonderful exchange of thoughts, always inspiring and always restless, thanks to Mark James Hardisty, who creates and publishes the wonderful The Classic Adventurer bookazine, he's been a vibrant catalyst of my work, Juan J. Martínez for the CPC loader code and the dumpal utility, Chris Pile for his work on Pro-DOS, Pere for his work on the Dragon64 implementation, TI99 legend Barry Boone for allowing us to use his Z-machine interpreter and InsaneMultitasker for his amazing support in providing a sanitized TI99 image as well as F18A compatibility, the great Stuart Williams who granted me the legendary Crash Smash award for the game's first incarnation, wherever you are, I miss our conversations but I look forward meeting you again at the end of time. If I have forgotten you know in this hailstorm of appreciation, believe me when I say it didn't happen intentionally. Approach me and I'll make sure to add you to this manifesto here in the hall of giants.