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author | cjep <cjep@pkgsrc.org> | 2002-11-18 17:10:17 +0000 |
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committer | cjep <cjep@pkgsrc.org> | 2002-11-18 17:10:17 +0000 |
commit | dc392c4b9f06be5558f23a8a0d4b6d547f99a8a1 (patch) | |
tree | 23e2b649a03d2ab30fbdb9a4d502ac87614ae537 /shells/Makefile | |
parent | 2b50e11988d0f015e8bce4e560d4e0491c62dcbf (diff) | |
download | pkgsrc-dc392c4b9f06be5558f23a8a0d4b6d547f99a8a1.tar.gz |
Initial import of the MUD-Shell into the NetBSD packages collection as
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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