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<title>pkgsrc/shells/mudsh/PLIST, branch pkgsrc_2004Q4</title>
<subtitle>[no description]</subtitle>
<id>https://git.osdyson.ru/mirror/pkgsrc/atom?h=pkgsrc_2004Q4</id>
<link rel='self' href='https://git.osdyson.ru/mirror/pkgsrc/atom?h=pkgsrc_2004Q4'/>
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<updated>2002-11-18T17:10:17Z</updated>
<entry>
<title>Initial import of the MUD-Shell into the NetBSD packages collection as</title>
<updated>2002-11-18T17:10:17Z</updated>
<author>
<name>cjep</name>
<email>cjep</email>
</author>
<published>2002-11-18T17:10:17Z</published>
<link rel='alternate' type='text/html' href='https://git.osdyson.ru/mirror/pkgsrc/commit/?id=1fdd70e905077c052521ab86ed9aa9d5ebce17ee'/>
<id>urn:sha1:1fdd70e905077c052521ab86ed9aa9d5ebce17ee</id>
<content type='text'>
shells/mudsh.

Is there any reason why a shell (or command line) cannot be as
tolerant or as intelligent as a text adventure game like Zork, or a
MUD (Multi User Dungeon)? Is there any reason why a shell cannot work
like such a game? ("Go North", etc.) 

Actually, the answer is no and this is a perl implementation to prove it. 
Have fun, and don't get eaten by a Grue!
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</entry>
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