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STARCROSS 185

Jul 18th, 2019
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  1. STARCROSS in 185 moves
  2. ----------------------
  3.  
  4. This route allows beating the game STARCROSS in 185 moves, as measured by the "moves" counter displayed in the victory text. Tested on Release 17, using FROTZ interpreter on DOSBox.
  5.  
  6. This route contains a large number of random factors which must coincide to achieve 185 moves. This does not play nicely in combination with another factor: SAVE (and other meta-commands such as VERBOSE, SCORE etc) increments the move counter! (And it doesn't use any in-game time, so you can't even sneak in a SAVE while you're passing time waiting for an in-game event to happen) This is a "feature" that is unique to STARCROSS, as far as I can tell from testing my other early Infocom games. As such, SAVE and RESTORE cannot be used to force a good result from the randomness, as is the usual strategy. Instead I resorted to using the Frotz interpreter - rather than the original Infocom one - to allow me multiple UNDOs to force optimum results at each random moment in the route. This allowed me to complete the route while maintining my sanity. If you feel like chancing it without use of UNDO, I reckon the chance of getting a 185 on this route on a single playthrough is about 1 in 1000. Good luck.
  7.  
  8. A note about moves: most actions in the game increment the move counter by 1, including meta-commands. Multiple commands on a single line increment the counter by the number of commands, including when giving multiple commands to an NPC (the computer is a special case, see notes below). Some actions, such as TAKE, DROP, and PUT {items} IN X, allow multiple objects to be taken, dropped or put in a single move. Implied actions do not take a move, but STARCROSS has very few of these compared to later Infocom games. WAIT causes three moves to pass, unless something interrupts it. In-game time progresses with the move count (in most cases, see notes below on WAIT), although meta-commands like SAVE do not progress in-game time.
  9.  
  10. A note about deaths: if you die you are resurrected, up to three times. The fourth time you die, the game is over. If you die before reaching the Red Hall, you reincarnate on the bridge of the Starcross, with your inventory moved into the storage room. If you die after reaching the Red Hall, you are reincarnated in the Red Hall (above the airlock), with your inventory placed inside the Red Airlock. Any rods you were carrying are left at the place you died, but any rods inside something else (the basket or the ray gun) will stay there, with the rest of your stuff.
  11.  
  12. The numbers before commands refer to the number on the move counter at the time you type each one.
  13.  
  14. 0> KILL ME
  15. [yes, kill me]
  16. [this death warps us to the bridge, without us having to spend two turns to STAND and then go SB]
  17. 1> COMPUTER, R IS 100. THETA IS 285. PHI IS 87. CONFIRM
  18. [this takes 5 moves to give the computer 4 commands. For some reason it always takes n+1 moves to give the computer n commands, hence it's important to give them all at once]
  19. [magically, we know the coordinates without looking at the screen. It's a 1/8 chance. Or, just look at the screen then undo]
  20. 6> SIT ON COUCH
  21. 7> FASTEN BELT
  22. [and we're off! Whatever we do from now on won't get us to the artifact any sooner or later (unless we're foolish enough to use SAVE or another non-time-advancing move eater). So we just do everything we can to get us out the door as soon as possible once we get there]
  23. 8> UNFASTEN BELT
  24. 9> STAND UP
  25. 10> PUSH RED BUTTON
  26. [we don't need to push this, but who likes alarms?]
  27. 11> SB
  28. 12> TAKE SUIT AND SAFETY LINE
  29. 13> P
  30. 14> P
  31. 15> TAKE TAPE LIBRARY
  32. 16> SB
  33. 17> OPEN INNER DOOR
  34. 18> SIT ON COUCH
  35. 19> FASTEN BELT
  36. 20> WEAR SUIT
  37. [I'm impressed by the player character's ability to don a spacesuit while strapped to a couch]
  38. 21> TIE SAFETY LINE TO SUIT
  39. [saving us a move waaaaay later on]
  40. 22> WAIT
  41. [WAIT acts strangely in this game: it causes three turns to pass, or fewer if something interrupts it. But if nothing interrupts it on any of the three turns, it eats up an extra non-time-advancing move, i.e. the move counter increments by four, but only three moves of in-game time have passed. It's safe to use WAIT during the journey, as the computer's interruptions are frequent enough to never let WAIT run its full course and waste a move]
  42. 23> WAIT
  43. 25> WAIT
  44. 27> WAIT
  45. 29> WAIT
  46. 31> UNFASTEN BELT
  47. 32> STAND UP
  48. 33> OUT
  49. 34> CLOSE INNER DOOR
  50. 35> OPEN OUTER DOOR
  51. 36> OUT
  52. 37> PUSH FOURTH COLUMN
  53. 38> PUSH TINY COLUMN
  54. 39> TAKE BLACK ROD
  55. 40> UP
  56. 41> CLOSE OUTER DOOR
  57. 42> OPEN INNER DOOR
  58. 43> UP
  59. 44> P
  60. 45> OPEN INNER DOOR
  61. 46> D
  62. 47> CLOSE INNER DOOR
  63. 48> OPEN OUTER DOOR
  64. 49> D
  65. 50> AFT
  66. 51> AFT
  67. 52> GIVE TAPE LIBRARY TO SPIDER
  68. 53> TAKE YELLOW ROD
  69. 54> F
  70. 55> F
  71. 56> U
  72. 57> CLOSE OUTER DOOR
  73. 58> OPEN INNER DOOR
  74. 59> U
  75. 60> U
  76. 61> AFT
  77. 62> OPEN HATCH
  78. 63> D
  79. 64> PUT YELLOW ROD IN YELLOW SLOT
  80. [we never get the red rod and fix the air. We have air enough to beat the game, and the game doesn't check for it in the victory conditions]
  81. 65> TAKE SQUARE
  82. 66> U
  83. 67> F
  84. 68> D
  85. 69> AFT
  86. 70> P
  87. 71> TAKE RAY GUN
  88. 72> SB
  89. 73> AFT
  90. 74> P
  91. 75> AFT
  92. 76> SB
  93. 77> TAKE RED DISK AND BLUE DISK
  94. 78> PUT RED DISK UNDER GLOBE
  95. 79> DROP BLUE DISK
  96. 80> PUT BLACK ROD ON GLOBE
  97. 81> SET DIAL TO 4
  98. 82> SET DIAL TO 2
  99. 83> TAKE RED DISK AND BLUE ROD
  100. [we leave the blue disk here for the mouse to pick up. Hopefully. It's a good long time before we need to teleport, so there's a reasonable chance it will]
  101. 84> P
  102. 85> F
  103. 86> F
  104. 87> OPEN INNER DOOR
  105. 88> D
  106. 89> TAKE BASKET
  107. 90> CLOSE INNER DOOR
  108. 91> OPEN OUTER DOOR
  109. 92> AGAIN
  110. 93> D
  111. 94> TIE LINE TO HOOK
  112. 95> P
  113. 96> PUT PINK ROD AND BLUE ROD IN BASKET
  114. 97> KILL ME
  115. [death warp #2, putting us right where we need to be next, and even removing our suit for us]
  116. 98> D
  117. 99> TAKE SUIT, RAY GUN AND BASKET
  118. 100> U
  119. 101> E
  120. 102> E
  121. 103> LOOK IN RAY GUN
  122. 104> PUT SILVER ROD IN BASKET
  123. [this section is extremely random, starting with the time it takes for the chief to appear. He can appear anywhere between 4 and 6 turns after entering the Village Outskirts, and obviously we need him to appear as soon as possible. If he doesn't, you need to UNDO back into the Red Hall]
  124. [with the best luck, we get only two turns standing around waiting for him. We use these to do something useful with the ray gun]
  125. 105> GIVE SUIT TO CHIEF
  126. 106> POINT TO ROD
  127. 107> FOLLOW CHIEF
  128. 108> AGAIN
  129. 109> AGAIN
  130. 110> AGAIN
  131. 111> AGAIN
  132. 112> AGAIN
  133. [this is horrible. It can take anywhere between 6 and 10 FOLLOW CHIEFs to get through the warren. In addition, the chief has a chance of stopping and wasting a turn before EVERY movement. So for the optimal run, you need him to not only get through in six moves, but not to stop on any of them. If he stops or takes too long, you need to UNDO back to move 106 to reset the RNG]
  134. 113> D
  135. 114> CLOSE INNER DOOR
  136. 115> OPEN OUTER DOOR
  137. 116> D
  138. 117> P
  139. 118> P
  140. 119> TAKE GLASS
  141. 120> F
  142. 121> TOUCH SKELETON
  143. 122> PUT BROWN ROD AND VIOLET ROD IN BASKET
  144. 123> KILL ME
  145. [it doesn't matter, in terms of move count, if we death warp here and teleport later, or if we teleport here and death warp later. But this way round gives the maintenance mouse a little longer to find the blue disk]
  146. 124> D
  147. 125> TAKE ALL EXCEPT SAFETY LINE
  148. 126> U
  149. 127> P
  150. 128> F
  151. 129> F
  152. 130> P
  153. 131> LOOK IN PROJECTOR THROUGH GLASS
  154. 132> TAKE CLEAR ROD
  155. 133> SB
  156. 134> F
  157. 135> P
  158. 136> P
  159. 137> AFT
  160. 138> OPEN PANEL
  161. 139> PUT SQUARE IN SLOT
  162. 140> TURN ON SWITCH
  163. 141> PUT CLEAR ROD AND GOLD ROD IN BASKET
  164. 142> DROP RED DISK
  165. 143> STAND ON IT
  166. [and hope you end up in the garage...]
  167. 144> SEARCH TRASH
  168. 145> SEARCH TRASH
  169. [it takes a random number of SEARCHes to find the green rod; the minimum number appears to be 2]
  170. 146> TAKE GREEN ROD
  171. 147> F
  172. 148> P
  173. 149> F
  174. 150> F
  175. 151> U
  176. 152> AFT
  177. 153> AFT
  178. 154> P
  179. 155> U
  180. 156> U
  181. 157> JUMP
  182. 158> PUT SILVER ROD IN SILVER SLOT
  183. 159> IN
  184. 160> PUT WHITE ROD IN WHITE SLOT
  185. 161> OUT
  186. 162> U
  187. 163> JUMP
  188. 164> SHOOT RAY GUN AT DRIVE BUBBLE
  189. 165> AGAIN
  190. 166> AGAIN
  191. 167> D
  192. 168> PUT GOLD ROD IN GOLD SLOT
  193. 169> IN
  194. 170> PUT CLEAR ROD IN CLEAR SLOT
  195. 171> PUT PINK ROD IN PINK SLOT
  196. 172> PUSH LARGE SQUARE
  197. 173> PUT BROWN ROD IN BROWN SLOT
  198. 174> PUSH BROWN SPOT
  199. 175> AGAIN
  200. 176> AGAIN
  201. 177> AGAIN
  202. 178> PUT VIOLET ROD IN VIOLET SLOT
  203. 179> PUSH VIOLET SPOT
  204. 180> AGAIN
  205. 181> AGAIN
  206. 182> PUT GREEN ROD IN GREEN SLOT
  207. 183> PUSH GREEN SPOT
  208. [have you mixed up your slots and your spots yet?]
  209. 184> PUT BLUE ROD IN BLUE SLOT
  210. 185> PUSH BLUE SPOT
  211.  
  212. Thus completing Starcross in 185 moves with 345 out of 400 points (we lost 10 each time we died, and 25 for not fixing the air system).
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