Wednesday, November 21, 2012

ALICE'S RESTAURANT

Spoken: This song is called "Alice's Restaurant." It's about Alice and the
resteraunt, but Alice's Restaurant is not the name of the restaurant; that's
just the name of the song, and that's why I call the song "Alice's Resteraunt."

You can get anything you want at Alice's Resteraunt. You can get anything you
want at Alice's Resteraunt. Walk right in, it's around the back, just a half a
mile from the railroad track; You can get anything you want at Alice's
Resteraunt.

Now it all started two Thanksgivings ago--two years ago, on Thanksgiving, when
my friend and I went up to visit Alice at the restaurant.

But Alice doesn't live IN the resteraunt, she lives in the church nearby the
resteraunt, in the bell tower with her husband Ray and Fancha, the dog.

And livin' in the bell tower like that, they got a lot of room downstairs
where the pews used to be, and havin' all that room (seein' as how they took out
all the pews), they decided that they didn't have to take out their garbage for
a long time.

We got up there and found all the garbage in there and we decided that it'd be
a friendly gesture for us to take the garbage down to the city dump.

So we took the half-a-ton of garbage, put it in the back of a red VW microbus,
took shovels and rakes and implements of destruction, and headen on toward the
city dump.

Well, we got there and there was a big sign and a chain across the dump
sayin', "THIS DUMP IS CLOSED ON THANKSGIVING," and we'd never heard of a dump
closed on Thanksgiving before, and with tears in our eyes, we drove off into the
sunset lookin' for another place to put the garbage.

We didn't find one till we came to a side road, and off the side of the road
was another fifteen-foot cliff, and at the botton of the cliff was another pile
of garbage. And we decided that one big pile was better than two little piles,
and rather than bring that one up, we decided to throw ours down. That's what
we did.

Drove back to the church, had a Thanksgiving dinner that couldn't be beat,
went to sleep, and didn't get up until the next morning, when we got a phone
call from Officer Obie. He said, "Kid, we found your name on an envelope at the
bottom of a half ton of garbage and I just wanted to know if you had any
information about it."

And I said, "Yes sir, Officer Obie, I cannot tell a lie. I put that envelope
under that garbage." After speakin' to Obie for about forty-five minutes on the
telephone, we finally arrived at the truth of the matter and he said that we had
to go down and pick up the garbage, and also had to go down and speak to him at
the Police Officer Station. So we got in the red VW microbus with the shovels
and rakes and implements of destruction and headed on toward the Police Officer
Station.

Now, friends, there was only one of two things that Obie could've done at the
Police Officer Station, and the first was that he could've give us a medal for
bein' so brave and honest on the telephone (which wan't very likely, and we
didn't expect it), and the other thing was that he could've bawled us out and
never to be seen' drivin' garbage around in the vicinity again, which is what we
expected.

But when we got to the Police Officer Station, there was a THIRD possibility
that we hadn't even counted upon, and we was both immediately arrested,
handcuffed, and I said, "Obie, I can't pick up the garbage with these here
handcuffes on."

He said: "Shut up, Kid, and get in the back of the patrol car." And that's
what we did--sat in the back of the patrol card, and drove to the quote SCENE OF
THE CRIME unquote.

I wanna tell you 'bout the town of Stockbridge, Massachusetts, where this is
happenin'. They got three stop signs, two police officers, and one police car,
but when we got to the scene of the crime, there was FIVE police officers and
THREE police cars, bein' the biggest crime of the last fifty years and everybody
wanted to get in the newspaper story about it.

And they was usin' up all kinds of cop equipment that they had hangin' around
the Police Officer Station. They was takin' plaster tire tracks, footprints,
dog-smellin' prints, and they took twenty-seven 8 x 10 colored glossy
photographs with circles and arrows and a paragraph on the back of each one
explainin' what each one was, to be used as evidence against us. Took pictures
of the approachm the getaway, the northwest corner, the southwest corner--and
that's not to mention the aerial photography!

After the ordeal, we went back to the jail. Obie said he was gonna put us in
a cell. He said, "Kid--I'm gonna put you in a cell. I want your wallet and
your belt."

I said, "Obie, I can understand your wantin' my wallet, so I don't have any
money to spend in the cell, but what do you want my belt for?" And he said,
"Kid, we don't want any hangin's."

I said. "Obie, did you think I was gonna hang myself for litterin'?" Obie
said he was makin' sure, and, friends, Obie was, 'cause he took out the toilet
seat so I couldn't hit myself over the head and drown.

and he took out the toilet paper so I couldn't bend the bars, roll the toilet
paper out the window, slide down the roll and have an escape. Obie was makin'
sure.

It was about four of five hours later that Alice--(remember Alice? There's a
song about Alice) Alice came by and, with a few nasty words to Obie on the side,
bailed us out of jail, and we went back to the church, had another Thanksgiving
dinner that couldn't be beat.

and didn't get up until the next mornin' when we all had to go to court. We
walked in, sat down, Obie came in with the twenty-seven 8 x 10 colored glossy
pictures with the circles and arrows and a paragraph on the back of each one,
sat down.



Man came in, said "All rise!" We all stood up, and Obie stood up with the
twenty-seven 8 x 10 colored glossy pictures, and the judge walked in, sat down,
with a seein' eye dog and HE sat down. We sat down.

Obie looked at the seein' eye dog--then at the twenty-seven 8 x 10 colored
glossy pictures with the circles and arrows and a paragraph on the back of each
one and began to cry.

Because Obie came to the realization that it was a typical case of American
blind justice, and there wasn't nothin' he could do about it, and the judge
wasn't gonna look at the twenty-even 8 x 10 coloered glossy pictures with the
circles and arrows and a paragraph on the back of each one explaining what each
one was, to be used as evidence against us.

And we was fined fifty dollars and had to pick up the garbage--in the snow.
But that's not what I'm here to tell you about. I'm here to talk about the
draft.

They got a buildin' down in New York City called Whitehall Street, where you
walk in, you get injected, inspected, detected, infected, neglected and
selected!

I went down and got my physical examination one day, and I walked in, sat down
(got good and drunk the night before, so I looked and felt my best when I went
in mornin', 'cause I wanted to look like the All-American-Kid from New York
City.

I wanted to BE the All-American Kid from New York) and I walked in, sat down,
I was hung down, brung down, hung up and all kinds of mean, nasty, ugly things.

And I walked in, I sat down, they gave me a piece of paper that said: Kid,
see the psychiatrist, Room 604.

I went up there, I said, "Shrink, I wanna kill. I wanna kill! I wanna see
blook and gore and guts and veins in my tereth! Eat dead, burnt bodies! I
mean: Kill, Kill!"

And I started jumpin' up and down, yellin', "KILL! KILL!" and he started
jumpin' up and down with me, and we was both jumpin' up and down yellin', "KILL,
KILL!"

and the sergeant came over, pinned a medal on me, sent me down the hall, said,
"You're our boy!" Didn't feel too good about it.

Proceeded on down the hall, gettin' more injections, inspections, detections,
neglections, and all kinds of stuff that they was doin' to me at the thing
there, and I was there for two hours--three hours--four hours--

I was there for a long time goin' through all kinds of mean, nasty, ugly
things, and I was just havin' a tough time there, and they was inspectin',
injectin' every single part of me, and they was leavin' no part untouched!

Proceeded through, and I finally came to see the very last man. I walked in,
sat down, after a whole big thing there. I walked up, and I said, "What do you
want?" He said, "Kid, we only got one question: Have you ever been arrested?"

And I proceeded to tell him the story of Alice's Resteraunt Massacre with full
orchestration and five-part harmony and stuff like that, and other phenomenon.

He stopped me right there and said, "Kid, have you ever been to court?"

And I proceeded to tell him the story of the twenty-seven 8 x 10 colored
glossy pictures with the circles and arrows and a paragraph on the back of each
on--

He stopped me right there and said, "Kid I want you to go over and sit down on
that bench that says 'group W.' Now, Kid!"

And I walked over to the bench there, and there's--Group W is where they put
you if you may not be MORAL enough to join the army after committin' your
special crime.

There was all kinds of mean, nasty and ugly-lookin' people on the bench there
--there was mother rapers--father-stabbers, father-rapers! FATHER-RAPERS
sittin' right there on the bench next to me!

And they was mean and nast and ugly and horrible and crime fightin' guys were
sittin' there on the bench, and the meaniest, ugliest, nastiest one--the meanest
father-raper of them all--was comin' over to me,

And he was mean and nasty and horrible and all kinds of things, and he sat
down next to me. He said, "Kid, what'd you get?"

I said, "I didn't get nothin'. I had to pay fifty dollars and pick up the
garbage." He said, "What were you arrested FOR, Kid?" and I said, "Litterin'."

And they all moved away from me on the bench there, with the hairy eyeball and
all kinds of mean, nasty things, till I said, "And creatin' a nuisance."

And they all came back, shook my hand and we had a reat time on the bench
talkin' about crime, mother-stabbin', father-rapin', --all kinds of groovy
things that we was talkin' about on the bench, and everything was fine.

We was smokin' cigarettes and all kinds of things, until the sergeant came
over, had some paper in his hand, held it up and said:

"KIDTHISPIECEOFPAPERSGOTFORTYSEVENWORDSTHIRTYSEVENSENTENCESFIFTYEIGHTWORDSWE
WANTTOKNOWTHEDETAILSOFTHECRIMETHETIMEOFTHECRIMEANDANYOTHERKINDOFTHINGYOUGOTO
SAYPERTAININGTOANDABOUTTHECRIMEWEWANTTOKNOWTHEARRESTINGOFFICERSNAMEANDANY
OTHERTHINGYOUGOTTOSAY--"

And he talked for forty-five minutes and nobody understood a word that he said
. But we had fun fillin' out the forms and playin' with the pencils on the
bench there. I filled out the Massacree with the four-part harmony.

Wrote it down there just like it was and everything was fine. And I put down
my pencil, and I turned over the piece of paper, and there--on the other side
--in the middle of the other side-- away from everything else on the other
side--in parenthese-capital letters-- quoted-read the following words: :Kid,
have you rehabilitated yourself?"

I went over to the sergeant. I said, "Sergeant, you got a lot of God-dammed
gall to ask me if I've rehabilitated myself! I mean--I mean-- that you send--
I'm sittin' here on the bench--

I mean I'm sittin' here on the Group W bench, 'cause you want to know if I'm
moral enought to join ther army, burn women, kids, houses and villiages after
bein' a litterbug."

He looked at me and said, "Kid, we don't like your kind! We're gonna send
your fingerprints off to Washington." And, friends, somewhere in Washington,
enshrined in some folder, is a study in black and white of my fingerprints.

And the only reason I'm singin' you the song now is 'cause you may know
somebody in a similiar situation. Or YOU may be in a similiar situation, and if
you're in a situation like that, there's only one thing you can do:

Walk into the shrink whenever you are, just walk in, say, "Shrink--

You can get anything you want at Alice's Resteraunt."

--and walk out. You know, if one person, just one person does it, they may
think he's really sick and they won't take him.

And if two people do it--in harmony--they may thing they're both FAGGOTS and
they won't take either of them. And if THREE people do it! Can you imagine
three people walkin' in, singin' a bar of "Alice's Resteraunt" and walkin' out?
They might think it's an ORGANIZATION!

And can you imagine FIFTY people a day? I said FIFTY people a day--walkin' in
singin' a bar of "Alice's Restaurant" and walkin'out? Friends, they may think
it's a MOVEMENT, and that's what it is:

THE ALICE'S RESTERAUNT ANTI-MASSACREE MOVEMENT!--

and all you gotta do to join is to sing it the next time it comes around on
the guitar. With feelin':

You can get anything you want at Alice's Resteraunt, exceptin' Alice, You can
get anything you want at Alice's Resteraunt; Walk right in, it's around the
back, just a half a mile from the railroad track; You can get anything you want
at Alice's Resteraunt.

If you are interested in more regarding Hip Hop online, check out Broot Force Music. They have a lot of stuff on their website, including Hot New Hip Hop Music. They also have services, like mixing services, so click for Pricing.

Sunday, November 11, 2012

Alien Mind Passwords

1. Something I sent you. Telegram

2. Color of ancient Earth's seas. Aqua

3. A bed for a lazy afternoon. Hammock

4. Something a sun gives off. Radiation

5. What do you need info on? Elevator

6. Name of Aaron's Wife. Judy

7. Ancient Seductress. Siren

8. Greeting. Biologist HO!

9. A scale (musical). CDEFGAB

10. Goes thru water without getting wet. Light

11. Who to call. Bio-Lab

12. A musical Hat. Sombrero

13. A liquid that holds water. Glass

14. Roman numeral for 1,174. MCLXXIV

15. An Audio tool. Ear

16. A visual enhancer. Telescope

17. Legendary Continent. Alantis

18. Project we last worked on together. Transit

19. Life giving fountain. Oasis

20. Ancient art of visual communication. Hieroglyphics

21. A Painters desk. Easel

22. Ancient form of aquatic transport. Ark

23. Most Efficient Community known to man. Anthill

24. A water house. Igloo

25. Something that's black but isn't. Black Hole

Alien Mind Easter Eggs
----------------------

Apple Mouse [ displays some bloody marionettes ]
Stereo Sound
Joystick
Mono Sound
Keyboard
Sound Off
About Author


Sound Off [ displays a different "about authors" picture ]
Keyboard
Mono Sound
Joystick
Stereo Sound
Apple Mouse
About Authors


Stereo Sound [ displays a little message ]
Mono Sound
Sound Off
Joystick

Thursday, November 8, 2012

How To Generate A Buzz As A Rap Artist These Days

What was the process decades ago to get famous as a Hip Hop artist? Well, you had to send in your demo to record labels and hope for a contract. Meanwhile, you had to perform locally to generate a buzz as well. You could have went to the local radio station and hoped to get played if the DJ liked you. However, today is a new age in the music industry. Nowadays you can create an even bigger buzz using tactics that are ten times easier. If you continue reading on in this article, you will find out the best ways to do so!

The number one thing you must do as a Hip Hop artist today is generate a buzz online. Millions of people are listening to new music on the internet everyday, so get your music on their new list. There are thousands of internet radio stations hoping you send in your music for them to play. There are hundreds of sites that you can submit your music to for people to listen to. To get famous, you have to have your name out there in every possible outlet. The internet happens to be the biggest outlet that you can put your music on and gain thousands of new fans, with the right amount of talent and music, of course.

Don't only focus online though. Building a local buzz is just as important. Once you build your local buzz by performing at concerts and opening for bigger acts (which may lead to more buzz!), you have to take it to the next level. So, how do you generate a buzz online? There are maybe a hundred musicians locally and there are millions online, so you have to be able to stand out, even more than you do locally. Lucky for you, this article will show you a great way to market your music online. If you aren't using social media sites yet to market your music, you are definitely doing something wrong!

The best sites to utilize for your music are Youtube, Facebook, and Twitter. You need to post your music and videos on Youtube all the time, and make sure you are staying active with the community as well. Comment on other people's music and collaborate with anyone who you think could help bring you some new fans. Posting videos with links to free music downloads is a great idea every once in a while as well. Every new video you put on Youtube should be posting to Facebook and Twitter, so your followers and fans can get it right away. Gain more fans and followers on Facebook and Twitter by staying active on those sites and by posting in Hip Hop forums. You can find hundreds of Hip Hop forums to join and post to by just searching Google quickly.

Some of the newest faces in Hip Hop, like Hopsin, have generated almost all of their fans through the internet. If you want to be the next act to do so, you need to have good music and a willingness to market yourself. If you find that you can't market yourself online, there are thousands of marketing agencies out there waiting to help you. I'm sure there are plenty out there that will even give you discounts if they like your music. Good luck with the music career!

If you are interested in more about Hip Hop online, check out Broot Force Music. They have a lot of stuff on their website, including New Hip Hop Music Releases. They also have original instrumentals for sale at: http://brootforcemusic.com/instrumentals/.

Sunday, October 28, 2012

5 Fitness Mistakes To Avoid

Many people approach fitness the same way, they jump in as hard as possible, diet hard, train hard, and get burnt out within a few weeks. Jumping in too fast can lead to exhaustion and boredom with health and fitness, leading to many people calling it quits. This can even happen to someone with years of fitness experience who tries to start a new diet and training program. The best thing you can do to make sure this doesn't happen to you is continue reading this article to find out 5 mistakes thousands of people make!

1 - No Planning

You have to plan ahead if you want to succeed with a healthier lifestyle through diet and fitness. Your diet, your training regime, your individual workout sessions, and your goals, both long term and short term, need to be planned before venturing into a new world. Chances are, if you forget to plan any of these things, your results will suffer and you may end up quitting, simply because you don't know what you need to be following. Randomness is not always good, especially in the world of fitness!

2 - Excuses

Excuses are too common in our world today, and they are even more common in the fitness world. Maybe you have a cough so you don't feel like working out. Your friends may want to party later tonight so you can't workout today. You can't afford to eat healthy. Excuses are completely worthless so why even waste your time making them up. Stop making excuses if you want to be healthier and be physically fit. Nobody has made it to their goals by making excuses.

3 - How Often To Workout

Do you think working out for 30 minutes a week is good? Well, some people do. Do you think that you should workout everyday for 2-3 hours? Surprisingly, many people think so. Working out too little or too much won't get you anywhere. You have to find the happy medium to see how much you need to workout. If you workout too little, you will never meet your goals. If you workout too much, you risk injury and overtraining. Sticking to something like hitting the gym 3 or 4 times a week for about an hour each time is something good to go by. In fact, thousands of people already follow workout routines that follow that schedule!

4 - Magic Answers

There are no magic pills, magic diets, or magic workout programs. There is nothing magic about success with health and fitness. It just takes hard work and dedication. It may sound harsh but it can't be any closer to the truth. Stop believing TV commercials and awesome advertisements.

5 - Comparisons

Comparing yourself to a fitness professional or somebody that has much more experience that you is setting yourself up for a downfall. If you want to succeed, you can't go around comparing your body to the next person. Your genetics are different than everybody, so you can't make comparisons that aren't fair. Instead of comparing yourself to someone else, why not compare yourself now to yourself a year ago. If that doesn't give you great motivation, then you are not working out right!

Now you have read the 5 easiest mistakes to avoid in the world of fitness. If you just avoid these mistakes alone, you are on your way to succeeding with your goals, as long as they are within reach. Even the professionals make mistakes from time to time, so go ahead and save this article for future reference!

If you are looking for more information on health and fitness, you should check out Milo Martinovich Fitness. It features an informational Diet And Fitness Blog. If you are interested in personal training services in Reno, NV, Milo Martinovich is a highly qualified Reno Personal Trainer.

Tuesday, October 9, 2012

Adventureland scott adams 1

Go east/Go north/Get axe/Go down/Get ox/Bunyon/Swim/Go west/Go west Get axe/Get ox/Get fruit/Go east/Climb tree/Get keys/go down/Cut tree Climb tree/Drop ox/Drop fruit/Get lamp/Go down/Drop axe/Go down Open door/Drop keys/Light lamp/Go hallway/Go down/Go down/Go north Hookahs Get flint/Go west/Go west/Go south/Get rug/Go down/Get net/Away/Away Lamp off/Go south/Climb tree/get bottle/Drop flint/Go up/Go north Go north/Catch fish/Go west/Climb tree/Drop fish/Drop net/Drop bottle Get flint/Go down/Go down/Go hallway/Light lamp/Go down/Go south Get bladder/Go north/Go up/Go up/Go up/Lamp off/Get rubies/Go up Drop rubies/Go up/Get gas/Climb tree/Go down/Go down/Go hallway Light lamp/Go down/Go south/Go up/Drop bladder/Light gas/Drop flint Go hole/Jump/Yell/Go throne/Get crown/Go west/Get mirror/Jump/Go west Get bricks/Go down/Go north/Go down/Go north/Go west/Go west/Go south Go down/Drop bricks/Get firestone/Away/Away/Lamp off/Go south Climb tree/Drop firestone/Drop rug/Drop crown/Drop mirror/Get bottle Rub lamp/Rub lamp/Go up/Get mud/Climb tree/Go down/Go down/Go hallway Bongs Light lamp/Go down/Drink water/Go north/Get honey/Get bees/Go south Go up/Go up/Go up/Go up/Go up/Drop mud/Go north/Drop bees/Get eggs Go south/Climb tree/Drop honey/Drop eggs/Score

Adventureland

1. Let sleeping dragons lie, until much later. (Never go near him with any mud.) 2. In quicksand take only the ax. Get ox. Say Bunyon. Swim south. Go to Paul's place. En route, get flint and steel. 3. Glass Pipes Climb tree. Get key. Read web. Chop tree. May need mud for chigger bites. Go stump. Start dumping treasures. Rub lamp (Twice only) for two more. With the rubies directly below, there should now be five. Take bottle. 4. Unlock door. Drop keys. Go hallway. Light lamp with flint and steel. If lamp dies, fill with oily slime. 5. In maze, get rug and net. With rug, get out by say away (twice) to transport back to the meadow. 6. At lake with filled bottle and net, catch fish. (Fish die without bottle.) 7. Get wine bladder. Fill bladder (with swamp gas). In royal chamber, drop bladder. Burn bladder. 8. Scream (at bear). Jump ledge. Get crown, mirror and bricks. Don't throw ax at bear or waste honey on him. Drop mirror on rug only (get clues). 9. Dam lava with bricks. Pour water. Get firestone. 10. In beehive, with rug, mud, and empty bottle, catch bees. Take honey. Drop mud. Glass Bubblers Go meadow. Release bees. Get dragon eggs. (Can make it 50% of the time before Bees die, but using rug and say away is easier.) After dropping all thirteen treasures, say score. The treasure summary: Blue Ox Golden Fish Golden Net Jeweled Fruit Diamond Ring Bracelet Rubies Rug Magic Mirror Golden Crown Royal Honey Firestone Dragon Eggs

Friday, October 5, 2012

Z o r K

Z O R K I (Infocom) So, you're all set for The Great Underground Empire, eh? Okay, but before we begin, a few words about this walkthrough. First, this is not the only way to solve the game. It's just one of the faster ones. Second, because there is no "wasted motion" in this game, you will not be visiting all the locations. So, you might want to play around with the game on your own for a while, mapping out as much as you can, without much regard for gathering treasures. Actually, mapping is a good idea, since, if you make a misstep somewhere, you might find yourself in trouble! Be especially careful to follow the directions when in the mazes; a wrong move there, and you could be lost for quite some time! Finally, you may not go through this in exactly the way it's written because of the thief. He is a variable item in the game; you never know where he will show up. Try to move out of the room he's in as soon as he shows up. But keep in mind that even if he does steal anything from you, you will get it all back from him in the end. Okay? Let's start the adventure! You begin West of the house, and your first chore is to get inside. So, go South and East. Open the window and enter the house (you're in the kitchen), then go West into the living room. Get the lamp, then move the rug, revealing the trap door. Open the trap door, turn on the lamp, and go down. At this point, some mysterious person will shut the door on you; don't worry about that for now. Okay, so here you are in the cellar. It's time to pick up your first treasure, so go South, then East to the Gallery. Get the painting, then continue North to the Studio. Go up the chimney (you can only fit with the lamp and the painting), and you will be in the kitchen again. Now, go upstairs to the attic, and get the knife and rope. Come back down and go into the living room. Open the case and put the painting inside. Then, drop the knife and get the sword. Open the trap door again, and return to the cellar. Again, the door is shut by someone (you never will find out who's doing this, but it doesn't matter). Now you're back in the cellar, and since we're coming to one of the more dangerous parts of the game, you might want to do a save here. Gripping your trusty sword, head North into the Troll room. There's a nasty troll here with a bloody axe, and the only way past is to kill him. So, do just that: "Kill Troll With Sword." It will most likely take more than one attempt, so keep at it, and eventually he will disappear in a cloud of black smoke. Now, drop the sword, because you really don't need it any more, and it will hinder you in carrying other, more important items. Having despatched the troll, you move along East, East (into the Round room), then SE and East. You are now in the Dome room. It's a long way down, and too far to jump, so here's where the rope comes in handy. Tie the rope to the railing, then climb down the rope. You will be in the Torch room. Leave the torch for now; you'll be coming back this way again later. From the Torch room, go South, then East and get the coffin. Return West, then continue South to the Altar. There's no way you're going to get down that hole with the coffin, and even the program will tell you that you haven't got a prayer. That's a hint, folks: Just "Pray," and you will find yourself in the forest again. Since it's daylight out, save energy and turn off the lamp. Now, head along South, then North (I know, but it works!) to the clearing, then East to the Canyon View. Climb all the way down to the bottom, then go North to Rainbow's End. Bongs Drop the coffin and open it. Inside is a jewelled sceptre. Get that, and wave it. The rainbow will become solid (you'll need to cross over from the other side later). Now, "Look." You should see a pot of gold. Get that, and the coffin. After that, go SW, then all the way back up to Canyon View. From there, it's NW to the clearing, and then West to the window. Once in the kitchen, open the bag and get the garlic (nothing else, just the garlic). Go on into the living room, and put your treasures in the case. Now, sit down and take a breather, because you're about to do a lot of travelling! Once again, open the trap door, turn on the lamp, and go down. Watch carefully, and you will notice that this time, the door doesn't close! Whoever was doing it before must have gotten bored. Anyway, you're on your way to the dam, so move along North, East, North, NE, and East. You are now on top of the dam. From there, go North to the Lobby. Pick up the matches, then go either North or East (doesn't matter) into the Maintenance room. Get the wrench and the screwdriver, then push the yellow button. Now, return to the dam, and you will see that the green bubble is lit. Turn the bolt with the wrench, then drop the wrench. You have opened the dam, and you will be coming back this way again to reap the fruits of your labours. However, right now, you're on your way to Hades, so let's get going! Go South, then down into the Loud room. Leave the platinum bar for now; you'll get it later. Head West into the Round room, then SE and East (hmmmm, haven't you been here before?). Again, climb down the rope. This time, get the torch. At this point, you can turn off your lamp; the torch will provide light so long as you have it. Now, continue straight South, getting the bell, then the book and candles from the altar. Go down the hole to the cave, then down again to the entrance to Hades. Your candles will have blown out by this time, but don't worry about it. Okay, here's where you have to be careful. First, ring the bell. It will become red hot and you will drop it. You will also drop the candles. Stay calm, and do the following, all in one command: Get the candles, light match, light candles with match (necessary, because of the torch, and DON'T use the torch, or you'll vapourise the candles!). Okay, strange things happened when you lit the candles, now read the book. Whew! The demons have been exorcised! Drop the book, then go South and get the crystal skull. Now, back North, then up to the cave, then North to the Mirror room. By the way, better put out the candles. Rub the mirror, and you will now be in another Mirror room (this one is North of the dam, as the other one is South). Now, go North, then West, then North, then West into the Squeaky room (well, I told you you'd be doing a lot of travelling this time!). Make sure you have the garlic with you, then go North into the Bat room. So long as you have the garlic, he won't bother you. There is a jade figurine here, but leave it for now. You'll pick it up on your way out. Go East to the Shaft room. Put the torch into the basket, then turn on your lamp and head North to the Smelly room, then down to the Gas Room (best not to carry any open flames here!). Now, you are about to enter a small maze, so follow these directions CAREFULLY! East, Northeast, Southeast, Southwest, down, and you should be at the top of the ladder (if you aren't, may God have mercy on your soul!). From there, go down to the Ladder Bottom, and then South to the Dead End for the coal. Get that, then return to the ladder top. From there, go up, North, East, South, North, and you will be back in the Gas room. Go up, then South to the Shaft room again. Put the coal in the basket, and lower the basket. Now, guess what? You have to go back through the coal mine again! So, make your way to the Ladder Bottom, but this time, go West to the Timber room. Ignore the broken timber (not useful for anything), and drop all but the screwdriver. Now, you can squeeze through the crack to the West. And here you are in the Drafty Room, which is also at the bottom of the shaft. There's the basket, so get the coal and the torch, and move South into the Machine room. Open the lid, put the coal in the machine, close the lid, and turn the switch with the screwdriver. Drop the screwdriver, open the lid, and get the diamond (well, no one ever said Zork was an EASY game!). Now, go back North, and put the torch and the diamond in the basket. Squeeze back East into the Timber room. Get the skull, lamp, and garlic. You won't be needing the matches and the candles any more, so you can leave them. (They were insurance in case the thief came along and stole the torch before you could get the diamond). Now, head East again to the Ladder Bottom, and from there up and through the coal mine (you know the way now!), to the Gas room. Pick up the bracelet, then continue on up and South to the Shaft room. Get the torch and the diamond from the basket, turn off the lamp, then go West into the Bat room. Get the jade, then go South, East, South to the Slide room. Now, here's a fast way back to the cellar: Just go down the slide! Wheeeee! Then it's up to the living room (remember, the trap door is open now), and all the treasures go into the case. Huff! Puff! Bet you didn't know you'd be doing THIS much running around! But, don't get too relaxed, there's still plenty more to come!!). Turn on the lamp, and return to the cellar. From there, it's North (ah, deja vu!), then East, North, NE to Reservoir South. Now that the sluice gates are open, you can head North, picking up the trunk of jewels, North again to Reservoir North, getting the air pump, and North one more time, getting the crystal trident. After that, go all the way back South again to Reservoir South, then East to the dam, and then East once more to the Dam Base. Here you find a little pile of folded plastic; guess what it is? Right, it's an inflatable boat! So, inflate it with the pump, then drop the pump, then get inside the boat, say "Launch," and you're floating off along the Frigid River. Now, just keep waiting until you see the buoy. Get that, then "East" to the beach. Get out of the boat, then get the shovel and move on to the Sandy Cave to the NE. You might want to save the game at this point, since you have to dig here until the scarab turns up, and I'm sure you don't want to get buried alive (it's been known to happen!). Okay, drop the shovel and get the scarab, then go back SW. Drop the buoy and open it; inside is an emerald. Get that, then continue South to the Aragain Falls. Here you can cross the rainbow (so do that!), which brings you to the End of The Rainbow. Turn off the lamp, then go SW to the Canyon Bottom. From there, make your way back to the living room, and put all the treasures in the case. Your collection is quite impressive by now, but you aren't finished yet. Go East twice, then North twice. Climb up the tree and get the egg. Climb down again, and go South, East, and back to the living room. However, this time, you don't put the treasure in the case. Turn on the lamp, and go down (once again!) into the cellar, and North to the Troll room. Now, you are about to enter a maze, so follow the directions very carefully! West (this brings you into the maze), South, East, up, and you find several items here. Take only the coins and the key, and be careful not to touch the skeleton! From here, go SW, East, South, SE, and you will be in the Cyclops room. The Cyclops is not friendly, but you can deal with him effortlessly: Just type in "Ulysses" (or "Odysseus," if you prefer). Old One-Eye will tear out of there right through the wall! In fact, he will create a passage eastward from that room right into the living room! However, you don't want to go that way yet! Instead, go upstairs, and you will be in the Treasure Room, the thief's secret lair. Now, give him the egg, and go back downstairs, then East to the living room. Deposit the coins in the case, then get the knife (the thief needs a little time to open the egg). Okay, go back West to the Cyclops room. Again, at this point, saving is recommended; the thief will not be easy to kill! So, head upstairs and use the nasty knife to kill the thief. Once he's dead, all treasures in the room will be visible. This includes the egg, a silver chalice, and anything he may have stolen from you before. Get everything, then follow these directions: Down, NW, South, West, up, down, NE, and you will be in the Grating Room. Unlock and open the grate (watch out for falling leaves!), then go up. You will be in a clearing. From there, go South and climb the tree again. Wind up the canary that's inside the egg. A songbird will come by and drop a bauble for you. Climb down again and get the bauble, then return to the living room. Put all the treasures in the case, making sure you REMOVE THE CANARY from the egg and put it in the case separately! You're almost finished! Just one more trip to make! Now, for the last time, enter the cellar and go North. From the Troll Room, go East until you come again to the Loud Room. Type in: "Echo," and you will now be able to get the bar. So, grab it and return to the living room. Once you place it in the case, you will get a message. Follow the advice of that message, and you will get a map. Take that, and return to the place where this all started, the mailbox West of the house. You should have no trouble getting to the barrow from there. Of course, once you enter the barrow.... You didn't really think it would end there, did you? Not when there's still Zork II and Zork III waiting for you up ahead! Ah, but it's too late; you can't turn back now! You'll just have to grit your teeth and follow through to the end (with a little help, of course). See you in Zork II! * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

Monday, August 6, 2012

ZORK I, BY INFOCOM

=================================================================== ZORK I, BY INFOCOM =================================================================== "S","E","OPEN WINDOW","ENTER HOUSE","W","GET LAMP","MOVE RUG","OPEN TRAP DOOR", "TURN ON THE LAMP","D","S","E","GET PAINTING", "N", "U", "U", "GET KNIFE AND ROPE", "D", "W", "OPEN CASE", "PUT PAINTING IN CASE", "DROP KNIFE", "GET SWORD", "OPEN TRAP DOOR", "D". ................................................................... SAVE THE GAME NOW. IF YOU BUY THE FARM, WE GOT THIS FAR ANYWAY... ................................................................... "N", "KILL TROLL WITH SWORD" UNTIL YOU KILL HIM, DROP SWORD, "E", "E", "SE", "E", "TIE ROPE TO RAILING", "CLIMB DOWN ROPE", "S", "E", "GET COFFIN", "W", "S", "PRAY", "TURN OFF THE LAMP", "S", "N", "E", "D" TO THE CANYON BOTTOM, "N", "DROP COFFIN", "OPEN COFFIN", "GET SCEPTRE", "WAVE SCEPTRE", "LOOK", "GET GOLD AND COFFIN", "SW", "U" TO THE CANYON VIEW", "NW", "W", "ENTER HOUSE", "OPEN BAG", "GET GARLIC", "W", "PUT COFFIN, SCEPTRE, AND GOLD INTO CASE". ................................................................... SAVE THE GAME AGAIN. THIS IS CHECKPOINT 2. HOPE YOU GOT THIS FAR CORRECTLY. ................................................................... "OPEN TRAP DOOR", "TURN ON LAMP", "D", "N", "E", "N", "NE", "E", "N", "GET MATCHES", "N", "GET WRENCH AND SCREWDRIVER", "PUSH YELLOW BUTTON", "S", "S", "TURN THE BOLT WITH THE WRENCH", "S", "D", "W", "SE", "E", "CLIMB DOWN ROPE", "GET THE TORCH", "TURN OFF LAMP", "S", "GET THE BELL, BOOK, AND CANDLES", "GO HOLE", "D", "RING THE BELL", "LIGHT MATCH", "LIGHT THE CANDLES WITH THE MATCH", "READ THE BOOK", "DROP BOOK", "S", "GET SKULL", "N", "U", "N", "PUT OUT CANDLES", "RUB MIRROR", "N", "W", "N", "W", "N", "E", "PUT TORCH IN BASKET", "TURN ON LAMP", "N", "D". ................................................................... SAVE THE GAME. THIS MAZE IS A PAIN, AND IF YOU LOSE YOUR WAY, MAY THE GOOD LORD HAVE MERCY ON YOUR POOR SOUL. THIS IS CHECKPOINT 3. WELCOME!! ................................................................... "E", "NE", "SE", "SW", "D", "D" TO THE LADDER BOTTOM. IF YOU AREN'T THERE, RESTORE THE GAME. YOU MESSED UP. IF YOU ARE, "S", "GET COAL", "N", "U" TO THE LADDER TOP, "U", "N", "E", "S", "N", "U", "S", "PUT COAL AOD SCREWDRIVER IN BASKET", "LOWER BASKET", "N", "D", "E", "NE", "SE", "SW", "D", "D", "W", "DROP ALL", "GO C^!1K", "GET COAL, TORCH, AND SCREWDRIVER", "S", "OPEN THE LID", "PUT COAL INTO MACHINE", "CLOSE THE LID", "TURN SWITCH WITH SCREWDRIVER", "OPEN THE LID", "GET DIAMOND", "DROP SCREWDRIVER", "N", "PUT TORCH AND DIAMOND IN THE BASKET", "E", "GET SKULL, LAMP, AND GARLIC", "E", "N" TO THE LADDER BOTTOM, THROUGH THE COAL MINE (SEE ABOVE IF YOU FORGOT) TO THE GAS ROOM, "GET BRACELET", "U", "S", "RAISE BASKET", "GET TORCH AND DIAMOND", "TURN OFF LAMP", "W", "GET JADE", "S", "E", "S", "GO SLIDE", "U", "PUT DIAMOND, JADE, BRACELET, AND TORCH IN CASE", "DROP GARLIC". ................................................................... SAVE THE GAME. WELCOME TO CHECKPOINT 4. HALFWAY DONE NOW! ................................................................... "TURN ON LAMP", "N", "E", "N", "NE", "N", "GET TRUNK", "N", "GET AIR PUMP", "N", "GET TRIDENT", "S" TO RESERVOIR SOUTH, "E", "E", "INFLATE BOAT WITH PUMP", "GET IN BOAT", "SAY LAUNCH". ................................................................... SAVE THE GAME. YOU COULD MESS UP. WELCOME TO CHECKPOINT 5... ................................................................... "WAIT" UNTIL YOU SEE A BUOY. "GET BUOY", "E" TO THE BEACH", "GET OUT OF BOAT", "GET SHOVEL", "NE". ................................................................... SAVE THE GAME. YOU MIGHT GET BURIED ALIVE. CHECKPOINT 6 HERE!! ................................................................... "DIG WITH SHOVEL" UNTIL THE SCARAB SHOWS UP. IF YOU GET BURIED, RESTORE THE GAME. IF YOU DIDN'T AND YOU FOUND THE SCARAB, "DROP THE SHOVEL", "GET SCARAB", "SW", "DROP BUOY", "OPEN BUOY", "GET EMERALD", "S" TO THE FALLS, "CROSS RAINBOW", "TURN OFF LAMP", "SW" TO CANYON BOTTOM, "U" TO CANYON VIEW", FROM THERE, GO BACK TO THE HOUSE AND ENTER IT. GO TO THE LIVING ROOM. "PUT SCARAB, EMERALD, CHEST, AND TRIDENT IN CASE", "E", "E", "N", "N", "CLIMB UP TREE", "GET EGG", "CLIMB DOWN", "S", "E", GO BACK TO THE LIVING ROOM, "TURN ON LAMP", "D", "N". ................................................................... SAVE THE GAME. ANOTHER MAZE. THIS TIME, WE FIND THE THIEF'S LAIR! CHECKPOINT 7 ................................................................... "W", "S", "U", "TAKE COINS AND KEY", "SW", "E", "S", "SE" TO THE CYCLOPS ROOM. NOW, THE CYCLOPS HATES PEOPLE, BUT YOU CAN GET HIM OUT OF HERE. "ULYSSES", (OR "ODYSSEUS" IF YOU PREFER), "U", "GIVE EGG TO THIEF", "D", "E", "PUT COINS IN CASE", "GET KNIFE", "W". ................................................................... SAVE THE GAME!!! THE THIEF IS A KILLER!!! WELCOME TO CHECK POINT 8. ................................................................... "U","KILL THIEF WITH KNIFE" UNTIL YOU ACTUALLY KILL HIM, "GET ALL", "D", "NW", "S", "W", "U", "D", "NE", "UNLOCK GRATE", "OPEN GRATE", "U", "S", "CLIMB TREE", "WIND UP CANARY", "CLIMB DOWN", "GET BAUBLE", GO TO THE LIVING ROOM AGAIN, "REMOVE CANARY FROM EGG", "PUT EGG, CANARY, BAUBLE, STILETTO IN CASE", "D", "N", "E" UNTIL YOU GET TO THE LOUD ROOM, "ECHO", "GET BAR", "W" TO THE TROLL ROOM, "S", "U", "PUT ALL EXCEPT LAMP INTO CASE", YOU SHOULD THEN GET A MESSAGE. FOLLOW THE ADVICE OF THE MESSAGE, AND YOU WILL GET A MAP. "GET MAP", GO TO THE MAILBOX, AND FROM THERE, YOU SHOULD HAVE NO TROUBLE GETTING TO THE BARROW ...................................................................... YOU'VE SOLVED THE FIRST OF THE FOUR ZORKS. IF YOU THOUGHT THIS WAS TOUGH, WAIT TILL YOU MEET THE WIZARD! AND THEN YOU GET TO MEET THE TOUGHEST OF THEM ALL...THE DUNGEON MASTER! ................................................................... MASTER! ................................................................... -=-=-=-=-=-=-=-=-=-=-=- /-[^]-:/:-[^]-:/:-[^]-:\:-[^]-:\:-[^]-\ <=---=====---=====---=====---=====---=> <<^<< >>^>> <<^> <^>> <<^> THE COMPLETE SOLUTION <^>> <<^<< >>^>> <=---=====---=====---=====---=====---=> \-[^]-:\:-[^]-:\:-[^]-:/:-[^]-:/:-[^]-/ -> NOTE: THE WIZARD MAY APPEAR ONCE AND A WHILE AND CAST A SPELL ON YOU, DON'T WORRY. THE SPELL WILL WEAR OFF AFTER A WHILE. IF YOU CAN'T DO ANYTHING ELSE, JUST WAIT IT OUT. IT WOULD BE WISE TO SAVE THE GAME PERIODICALLY, AS A PRECAUTION IN IN CASE YOU MAKE A MISTAKE. "TAKE ALL", [S,S,S,SW,S], "LIGHT LAMP", [SE], "ENTER GAZEBO", "TAKE TEAPOT", "EXIT", [N,NE], "FILL TEAPOT", [S,SE], [S,S,W] -> YOU ARE NOW IN THE CAROUSEL ROOM. BECAUSE OF ITS RAPID SPINNING, YOU ARE DISORIENTED IN DIRECTION. YOU ARE TRYING TO GET TO THE RIDDLE ROOM WHICH LIES TO THE SE, BUT YOU MIGHT END UP SOMEWHERE ELSE. JUST MAKE YOUR WAY BACK TO THE CAROUSEL ROOM AND KEEP TRYING UNTIL YOU GET THERE. WHEN YOU GET TO THE RIDDLE ROOM, YOU WILL NEED TO SOLVE THE RIDDLE BEFORE YOU CAN GET TO THE PEARL ROOM. JUST SAY "A WELL", WHICH IS THE ANSWER TO THE RIDDLE. [EAST], "TAKE PEARLS", [EAST], "GET INTO BUCKET", "POUR WATER", "GET OUT", [EAST], "TAKE RED, BLUE, AND GREEN CAKES", "EAT GREEN CAKE", [EAST], "THROW RED CAKE INTO POOL", "TAKE CANDY", [WEST], "EAT BLUE CAKE", [NW] -> INSTRUCTIONS ON OPERATING THE ROBOT CAN BE FOUND IN THE SAME ROOM AS THE ROBOT IS. DO THE FOLLOWING: TELL ROBOT "GO EAST" THEN GO [EAST] YOURSELF TELL ROBOT "PUSH TRIANGLE" TELL ROBOT "GO SOUTH" THEN GO [SOUTH] AND "TAKE SPHERE" TELL ROBOT "LIFT CAGE" THEN "TAKE SPHERE" AND GO [N,W] -> IN THE LOW ROOM, YOUR COMPASS WILL BE QUITE UNRELIABLE, SO JUST DO WHAT YOU DID IN THE CAROUSEL ROOM, EXCEPT THIS TIME YOU'RE TRYING TO GET SE TO THE TEA ROOM. [WEST], "GET INTO BUCKET", "FILL TEAPOT", "GET OUT", "DROP TEAPOT", [W], [W,NW], "OPEN BOX", "TAKE VIOLIN", [E], [N,N], "ENTER GAZEBO", "DROP ALL BUT LAMP AND SWORD", "TAKE MAT AND OPENER", "EXIT", [S,S,W,N], "TAKE BRICK", [N,N], [UP], "PUT MAT UNDER DOOR", "OPEN LID", "PUT OPENER IN HOLE", "TAKE MAT", "TAKE KEY", "TAKE OPENER", "UNLOCK DOOR WITH KEY", "OPEN DOOR", [NORTH], "TAKE SPHERE", [S,DOWN,S,S,S,E,N,N], "ENTER GAZEBO", "DROP ALL BUT LAMP, SWORD, AND BRICK", "TAKE NEWSPAPER AND MATCHES", "EXIT", [S,S,W,SW], "TAKE STRING", [N], [DOWN,E,N,N], "ATTACK DRAGON", [SOUTH], "ATTACK DRAGON", [SOUTH], "ATTACK DRAGON", [W,W], "TAKE RUBY", [SOUTH], "GET INTO BASKET", "OPEN RECEPTICLE", "PUT PAPER IN RECEPTICAL", "LIGHT MATCH", "LIGHT PAPER WITH MATCH", "WAIT", "WAIT", [WEST], "TIE WIRE TO HOOK", "GET OUT", "TAKE COIN", [SOUTH], "OPEN PURPLE BOOK", "TAKE STAMP", [N], "GET INTO BASKET", "UNTIE WIRE", "WAIT", "WAIT", "WAIT", "WAIT", [WEST], "TIE WIRE TO HOOK", "GET OUT", [SOUTH], "PUT STRING ON BRICK", "PUT BRICK IN HOLE", "LIGHT MATCH", "LIGHT STRING WITH MATCH", [N,S], "TAKE CROWN", [N], "GET INTO BASKET", "UNTIE WIRE", "CLOSE RECEPTICAL", "WAIT" -> KEEP WAITING UNTIL THE BASKET REACHES THE VOLCANO BOTTOM. "GET OUT", [N,E,E,SE,E,N,N], "ENTER GAZEBO", "DROP ALL BUT LAMP", "EXIT", [S,W,SW,N,N,N,W,N,N], "TAKE CHEST", "KISS PRINCESS", [S,S,S,SE,E,N,N], "ENTER GAZEBO", "WAIT" -> KEEP WAITING UNTIL THE PRINCESS GIVES YOU THE GOLD KEY FROM THE UNICORN. "OPEN CHEST", "AGAIN", "TAKE DRAGON", "DROP CHEST AND ROSE", "TAKE CANDY, RED SPHERE, BLUE SPHERE, Audio Mixing Services
AND PEARLS", "EXIT", [S,S,W,S,S,DOWN,S], "TAKE CLUB", [SE,NE,NW,SW,S,UP,N,N,SW,SW], "FEED LIZARD CANDY", "UNLOCK DOOR WITH GOLD KEY", "OPEN DOOR", [S,W], "DROP ALL BUT LAMP", [E,N,N,NE,N,N,N,W,N,W], [W,NE,E,S], "TAKE PORTRAIT", [NORTH], "ENTER LIGHT", "ENTER SOUTH WALL", "ENTER LIGHT", "TAKE BILLS", "KILL", [W,W,W], "TAKE LAMP", [S,S,S,SW,S,SE], "ENTER GAZEBO", "TAKE VIOLIN, RUBY, COIN, STAMP, AND CROWN", "EXIT", [S,S], [W,SW,SW,S,W], "DROP ALL BUT LAMP", "TAKE CLUB", [WEST], "THROW CLUB AT GLASS", "TAKE WHITE SPHERE", [EAST], "PUT WHITE SPHERE ON DIAMOND STAND", "PUT RED SPHERE ON RUBY STAND", "PUT BLUE SPHERE ON SAPPHIRE STAND", "TAKE BLACK SPHERE", [SOUTH], "PUT SPHERE IN CIRCLE", [NORTH], "TAKE RUBY, COIN, STAMP, AND VIOLIN", [SOUTH], "GIVE ALL BUT LAMP TO DEMON", [NORTH], "TAKE ALL", [SOUTH], "GIVE ALL BUT LAMP TO DEMON" -> NOW, TELL DEMON "GIVE ME WAND". GUESS WHAT? "TAKE WAND", [N,E,N,N,NE,S], "POINT WAND AT MENHIR" -> NOW, SAY "FLOAT". FEELS GREAT, DOESN'T IT? [SOUTHWEST], "TAKE COLLAR", [NE,S,D,D], "PUT COLLAR ON DOG", [E], "OPEN DOOR", [SOUTH], "TURN OFF LAMP", "OPEN SECRET DOOR", [SOUTH] -> CONGRATULATIONS!! YOU HAVE SOLVED -=-=-=-=-=-=-=-=-=-=-=- ========================================================================== ========================================================================== WELL, YOU'VE COME A LONG WAY SINCE YOU FIRST STOOD BY THE MAILBOX OUTSIDE THE HOUSE IN THE FOREST. YOU'VE DEFEATED THE THIEF, OUTWITTED THE WIZARD OF FROBOZZ, AND NOW, YOU STAND AT THE FOOT OF THE ENDLESS STAIRS, READY TO EMBARK ON THE FINAL PART OF YOUR JOURNEY. SO, PICK UP THE LAMP, TURN IT ON, AND HEAD ALONG DUE S UNTIL YOU COME TO THE SHORE OF THE LAKE. DROP THE LAMP , AND JUMP INTO THE LAKE. BRRRR! PRETTY COLD! SO, DON'T STAY IN THERE LONG; SWIM W AND THEN GO S . GET THE TORCH, AND WAIT FOR THE NUMBER TO CHANGE TO "II." THEN, TOUCH MATTER OF FACT. HOWEVER, YOU DON'T HAVE MUCH TIME TO SIGHT-SEE, SO GET THE CAN OF GRUE REPELLANT, THEN TRY MOVING E, AND YOU WILL FIND YOURSELF BACK IN SCENIC VISTA AGAIN. NOW WAIT FOR THE NUMBER TO CHANGE TO "III," THEN TOUCH THE TABLE AGAIN. THIS TIME, YOU'RE IN A DAMP PASSAGE. DROP THE TORCH, AND JUST WAIT THERE UNTIL YOU'RE PULLED BACK TO SCENIC VISTA. OKAY, YOU'RE FINISHED HERE, SO MOVE ALONG N TO THE SHORE, AND AGAIN JUMP IN THE LAKE. SPLASH! IT HASN'T GOTTEN ANY WARMER; IN FACT, YOU JUST DROPPED THE CAN OF REPELLANT. SO, GO DOWN, AND YOU WILL BE ON THE LAKE BOTTOM. AH, THERE IT IS! BUT, COULD THERE BE SOMETHING ELSE THERE, TOO? "GET ALL," AND YOU WILL HAVE NOT ONLY THE REPELLANT BUT ALSO AN AMULET. THIS IS ONE OF THOSE "WONDERFUL" VARIABLE THINGS; IT MAY TAKE MORE THAN ONE TRY ON YOUR PART TO GET BOTH ITEMS. IN THE MEANTIME, YOU CAN'T STAY IN THE ICY WATERS TOO LONG, AND SOONER OR LATER A HUNGRY FISH WILL COME LOOKING FOR YOU. THEREFORE, IT'S BEST TO SAVE THE GAME BEFORE YOU JUMP IN FROM THE WERN SHORE. SO IF YOU DIE IN THE WATER, OR GET EATEN BY THE FISH, OR PICKED UP BY THE ROC , YOU DON'T HAVE TO START ALL THE WAY BACK AT THE BEGINNING. BY THE WAY, THIS IS THE ONLY ONE OF THE ZORKS WHERE YOU DON'T LOSE POINTS IF YOU DIE. BUT, ALL THE ITEMS YOU'VE COLLECTED SO FAR GET SCATTERED ALL AROUND, AND IT'S TIME-CONSUMING TO GO LOOK FOR THEM. OKAY, NOW YOU HAVE THE CAN AND THE AMULET, SO HEAD UP TO THE SURFACE, THEN S TO THE SERN SHORE. YOU CAN SEE A CAVE TO THE S, AND IT LOOKS KIND OF DARK. IN FACT, IT *IS* DARK IN THERE, WHICH IS WHY YOU HAVE THE REPELLANT. SO, SPRAY THE SMELLY STUFF ON YOURSELF, AND GO S, AND YOU WILL FIND YOURSELF IN A DARK PLACE. GO S AGAIN, THEN E, AND YOU WILL BE IN THE KEY ROOM. WHEW! AT LE THERE'S"SOME LIGHT IN HERE! AND BY THE LIGHT YOU CAN SEE A STRANGE KEY. lGED THE KEY, THEN MOVE THE MANHOLE COVER AND GO DOWN. HERE YOU ARE ON AN AQUEDUCT. SINCE YOU CAN'T GO BACK , YOU MIGHT AS WELL GO FORWARD. SO, JUST HEAD ALONG N AND YOU WILL COME TO THE WATER SLIDE. GO N DOWN THE SLIDE, AND GUESS WHERE YOU ARE? IN THE DAMP PASSAGE! THERE'S THE TORCH, SO PICK IT UP, BECAUSE YOU'RE CERTAINLY GOING TO NEED A LIGHT SOURCE...ESPECIALLY WHEN YOU THINK OF WHERE YOU'RE GOING NEXT. SO, FROM THE DAMP PASSAGE HIKE ALONG W TO THE JUNCTION , THEN S INTO CREEPY CRAWL, AND SW INTO THE SHADOW LAND. HERE WE COME TO ANOTHER VARIABLE PORTION OF THE GAME. YOU WILL HAVE TO WANDER AROUND IN THE SHADOW LAND UNTIL A CLOAKED AND HOODED FIGURE APPEARS. WHEN THAT HAPPENS, THE SWORD WILL SUDDENLY MATERIALIZE IN YOUR HAND, AND YOU WILL BE ABLE TO FIGHT. HOWEVER, SINCE THERE'S NO WAY OF TELLING WHEN THAT WILL HAPPEN, YOU JUST HAVE TO KEEP MOVING AROUND UNTIL IT DOES. AT LE YOU WILL GET A CHANCE TO PRACTICE SOME ELEMENTARY MAP-MAKING! ALSO, THIS IS THE MOST DANGEROUS PART OF THE GAME, AS THE FIGURE IS QUITE CAPABLE OF KILLING YOU, TOO! SO, BEST TO SAVE BEFORE YOU ENTER SHADOW LAND. WHEN THE MYSTERIOUS FIGURE FINALLY APPEARS, ATTACK HIM WITH YOUR SWORD UNTIL HE IS BADLY WOUNDED AND CANNOT DEFEND HIMSELF. AT THAT POINT, GET HIS HOOD. THE FIGURE WILL THEN DISAPPEAR, LEAVING THE CLOAK BEHIND. GET THAT ALSO. NOW, YOU HAVE TO GET OUT OF HERE, AND I CAN'T TELL YOU EXACTLY HOW, SINCE THERE'S NO WAY OF KNOWING EXACTLY WHERE YOU WERE WHEN THE FIGHT STARTED. HOWEVER, IF YOU GO EWARDS, YOU WILL EXIT THE SHADOW LAND AT EITHER THE CREEPY CRAWL OR THE FOGGY ROOM. FROM EITHER PLACE, GO N TO THE JUNCTION. FROM THE JUNCTION, IT'S W THROUGH THE BARREN AREA, AND W AGAIN . YOU JUST CAN'T WAIT TO CLIMB DOWN THE ROPE, HUH? WELL, PICK UP THE BREAD FIRST, THEN GO DOWN TO THE LEDGE. WELL, WELL, A CHEST! TOO BAD YOU DON'T HAVE A KEY TO OPEN IT. IN FACT, THERE'S NO WAY FOR YOU TO OPEN IT AT ALL. BUT DON'T DESPAIR, THERE'S A WAY OF DOING IT. JUST WAIT AROUND AND SOMEONE WILL COME ALONG THE TOP OF THE CLIFF. YOU MAY NOT REALLY TRUST HIM, BUT TIE THE ROPE TO THE CHEST WHEN HE ASKS, AND WAIT AROUND SOME MORE. EVENTUALLY, HE WILL RETURN AND HELP YOU BACK UP THE CLIFF. HE WILL ALSO GIVE YOU A STAFF, WHICH IS WHAT YOU'RE REALLY AFTER HERE. TAKE THE STAFF, THEN GO BACK DOWN TO THE LEDGE, AND FROM THERE, TO THE CLIFF BASE. TREK S TO THE FLATHEAD OCEAN, AND DO A LITTLE MORE WAITING. SOONER OR LATER A SHIP WIL OKAY, NOW W, W, W, N, N, N, E, E, AND PUSH THE S WALL TWO TIMES. 08. FROM THERE, W, S, S, E, E, N AND PUSH THE W WALL TWO TIMES. 09 . NOW, S, W, AND PUSH THE N WALL UNTIL IT WON'T MOVE ANY MORE. 10. THEN W AND N. FINALLY! YOU HAVE MANEUVERED THE LADDER UNDER THE HOLE , AND NOW YOU CAN JUST GO UP AND OUT! WHEW! OKAY, YOU'VE SOLVED THE ROYAL PUZZLE AND YOU HAVE THE BOOK, SO GO N TO THE MUSEUM ENTRANCE, THEN OPEN THE E DOOR AND GET YOUR OTHER STUFF FROM THE JEWEL ROOM. THEN IT'S BACK W TO THE GREAT DOOR, AND FROM THERE BACK TO THE JUNCTION. NOW, E INTO THE DAMP PASSAGE, AND NE TO THE ENGRAVINGS ROAM. WELL, WE HAVE HERE YET ANOTHER OF THOSE VARIABLE EVENTS: SOONER OR LATER, AN OLD MAN WILL BE SLEEPING HERE. IF HE ISN'T THERE THE FIRST TIME YOU ARRIVE, WALK AROUND A LITTLE AND RETURN. WHEN YOU FINALLY DO SEE HIM, WAKE HIM UP AND GIVE HIM THE BREAD. HE WILL EAT IT AND THEN MAKE VISIBLE TO YOU A SECRET DOOR. HE WILL THEN VANISH. OKAY, YOU'RE GETTING CLOSER TO THE END! OPEN THE DOOR, AND GO INTO THE BUTTON ROOM, THEN N TO THE BEAM ROOM. PUT THE SWORD IN THE BEAM, THEN GO BACK TO THE BUTTON ROOM AND PUSH THE BUTTON. NOW, BACK N TO THE BEAM ROOM AND N AGAIN INTO THE MIRROR ROOM. THERE WILL BE AN OPENING IN THE MIRROR, SO GO N ONE MORE TIME, AND YOU WILL BE INSIDE. NOW, DON'T LET THE LONG AND COMPLICATED DESCRIPTIONS SCARE YOU! IT'S NOT REALLY AS BAD AS YOU THINK . FIRST, RAISE THE SHORT POLE. THEN, PUSH THE WHITE PANEL TWICE. NOW, PUSH THE PINE PANEL, AND GO N. OKAY, SO HERE YOU ARE, STANDING A LITTLE TOO CLOSE FOR COMFORT TO THE GUARDIANS OF ZORK. IF I WERE YOU, I WOULDN'T TRY GOING PAST THEM QUITE YET! OPEN THE VIAL, THEN DRINK THE LIQUID. WHILE NOTHING SEEMS TO HAVE HAPPENED, YOU HAVE IN FACT BECOME INVISIBLE. NOW YOU CAN WALK N UNTIL YOU COME TO THE LOCKED DOOR. KNOCK ON THE DOOR, AND THE DUNGEON MASTER WILL OPEN IT AND LET YOU IN. ALL RIGHT, HANG IN THERE, YOU HAVE REACHED THE END GAME! GO N, THEN W, THEN N AGAIN. THE DM WILL BE FOLLOWING YOU. GO N TO THE PARAPET, SET THE DIAL TO 4, AND PUSH THE BUTTON. NOW, GO S, OPEN THE CELL DOOR, AND STEP INSIDE. THE DM WILL NOT FOLLOW YOU IN. ONCE INSIDE, YOU WILL NOTICE A BRONZE DOOR IN ONE OF THE WALLS. HOWEVER, YOU CAN'T OPEN IT YET! SOMETHING ELSE HAS TO BE DONE, AND IT WILL HAVE TO BE DONE BY SOMEONE ELSE. SO, FIRST TELL THE DM TO GO TO THE PARAPET. THEN TELL HIM TO TURN THE DIAL TO 1, AND THEN TELL HIM TO PUSH THE BUTTON. ALL RIGHT!! THE MAGIC MOMENT HAS ARRIVED! UNLOCK THE BRONZE DOOR FINISHED! YOU HAVE SURVIVED ALL THE PERILS, PITFALLS, AND PUZZLES, AND NOW, *YOU* ARE THE NEW DUNGEON MASTER.

Wednesday, July 11, 2012

ZORKER'S CORNER

Since I've been away for a while and a few rookies have signed on, I'll print out an "Infocom Primer", describing each Infocom game available. These are the Infocom levels of difficulty: Introductory, Standard Advanced, Expert. A starred review means that I have played the game and am rating it on difficulty and overall enjoyability out of five stars. ---------------------------------------------------------------------- Zork I: Standard. I recommend it for first-timers. A hunt for twenty fantastic treasures among pitfalls and murderers. A little dull. Difficulty: ** 1/2 Overall: *** Zork II: Advanced. Much more complicated. Very funny and colorful. Outsmart the damned Wizard of Forbozz who only talks in F-words (no no, you know what I mean). Every puzzle interwoven with others. Difficulty: *** 1/2 Overall: ***** Zork III: Advanced. Very hard. More serious, not too playful. The whole adventure an encounter with the Dungeon Master. For calculating minds. Difficulty: **** Overall: *** Enchanter: Standard. Magical, mystical, diabolical. Gain in magic powers as you seek to overthrow the evil warlock Krill. This one was going to be Zork IV. Difficulty: ** 1/2 Overall: **** 1/2 Sorcerer: Advanced. Find the leader to your Circle of Enchanters and defeat the evil demon. Second in series, with more magic needed (but not more memory) Spellbreaker: Expert. Possibly Infocom's hardest. You must save the kingdom as magic itself, as well as your powers, fades. Good luck.... Wishbringer: Introductory. Fantasy 100%. Start on a search for a kid- napped cat, end up on a fantastic adventure with a magic wish-stone! Moonmist: Introductory. Recent addition. Great fun, EXCELLENT character- ization!!! Must solve two mysteries: who is the "ghost" haunting the mansion and what is the hidden treasure? Four variations (in one game). Difficulty: * Overall: *** 1/2 PLanetfall: Standard. Droll. Hip Hop Beats Try to save a doomed planet with the help of a childish robot (but he is cute!). Adventurous and exciting. Difficulty: *** 1/2 Overall: **** Seastalker: Introductory. Confront the monster laying waste a new underwater lab, while discovering a possible traitor! Infocom's first Introductory. Infidel: Advanced. A little more "realistic". Discover the mysteries of an ancient Egyptian pyramid (Indiana Jones-type). Written with some knowledge about ancient Egypt. Starcross: Expert. Thoroughly sci-fi and VERY hard. Solve the puzzle of a race of alien beings and one of a larger scale.....good for logical, mathematical minds. Suspended: Expert. Arising from a cryogenic capsule (brrr!), your world is in danger. Set it straight using six highly different robots. Reminiscent of Planetfall, but a little more down-to-earth (ha-ha). Deadline: Expert. Great characterizations. Tough murder mystery and you've got 12 hours to solve it. Many different endings....watch it, another murder could be committed! Difficulty: **** 1/2 Overall: **** Hitchhiker's Guide to the Galaxy: Standard: Excellent. Yes, co-written by Douglas Adams. You are Arthur Dent at the beginning of the familiar storyline, but at the end...who knows who you are? I recommend reading the book first. Difficulty: *** 1/2 Overall: ***** Leather Goddesses of Phobos: Level unknown. Naughty comedy by other co-writer of HGTTG (see above). Collect the materials you need to escape the slave driver Goddesses. With three levels of prudity, nudity, and/or lewdity. Another recent addition. A Mind Forever Voyaging: Level Unknown. Interactive Fiction Plus, where you need 128K (Mac, 512K). Not really puzzles; you are a computer in a simulated future of the United States of North America (fat chance). Trinity: Standard. Interactive Fiction Plus (see above). You are involved in an atomic explosion, where you switch between fantasy and reality. Many puzzles in a strange new universe (reminiscent of Split Infinity?) New one. Cutthroats: Standard. Shallow characterizations, stereotypes. But good game. As you dive on one of two randomly-c in your ranks may be ready to... well, see the name. Difficulty: *** Ballyhoo: Standard. Somewhat new. A mystery behind the scenes of the circus. A cross between Zork and Deadline, where you solve puzzles in order to find a kidnapped child. The Witness: Standard. Murder Mystery in the Thirties. Realistically set. Again, only 12 hours.............11..................10........... Suspect: Advanced. Mystery in more ways than one, when you combine murder with embezzling with a costume ball. Top Hip Hop Music And you are not the detective, you're....gulp....the prime suspect! So-so characters. Great red herrings. Difficulty: **** Overall: *** 1/2 And, coming this month..... Hollywood Hijinx: Set in good ole Hollywwod. Mystery is to find ten peculiar treasures, and you will inherit a house full of Hollywood memorabilia. Humorous. -------------------------------------------------------------------------- Well, that's it! Remember, you can ALWAYS ask me questions about any of the starred ones. And, if you'd like to be a party to all this craziness, write to INFOCOM 125 CambridgePark Drive (that IS one word) Cambridge, MA 02140 and ask to subscribe to THE STATUS LINE (formerly the New Zork Times until a copyright law hit 'em.). --------->The Zorker<--------- -------------------------------------------------------------------------- Zork, Enchanter, Deadline, the Witness, Starcross, Suspended, Planetfall, Infidel, Seastalker, Cutthroats, Suspect, and Wishbringer are registered trademarks. Ballyhoo, Trinity, Sorcerer, Spellbreaker, A Mind Forever Voyaging Leather Goddesses of Phobos, and Moonmist are trademarks of Infocom, Inc. The Hitchhiker's Guide to the Galaxy is a trademark of Douglas Adams, so DON'T PANIC (I know, I know, you're sick of that)!!! -------------------------------------------------------------------------- Enter selection or for menu: 2 Ctrl and [S-Stop] [Q-Continue] [C-Quit] ZORKER'S CORNER ******************************************************************************* Hello, sorry it took so long for me to get back to you, but I'm at school up in the backwoods of northwest Michigan and vacation times don't come all that often. Lots of interesting stuff is going on up at old Infocom; new games, new formats, new packages, and new genres. One of their newer games is called Plundered Hearts. It's a new idea in "interactive fiction" (whatever that's supposed to mean) because it's Infocom's first romance. It's a time-proven story of 17th century ships, beautiful maidens, and pirates. If you get frustrated and bored easily with most of Infocom's games--that is, the "novel" format, try Nord and Bert Couldn't Make Head or Tail of It. This game is a collection of eight "short stories" involving verbal, not physical, puzzles, such as spoonerisms, metaphors, and homonyms. Infocom has put out a few collections, as well: the Zork trilogy (including, of course, Zork I, Zork II, and Zork III), the Enchanter trilogy (including Enchanter, Sorcerer, and Spellbreaker), Science Fiction Classics (with The Hitchhiker's Guide to the Galaxy, Planetfall, and A Mind Forever Voyaging), and Classic Mystery Library (with Moonmist, The Witness, and Suspect). These trilogies will save you a lot of money on each game. Planetfall fans might enjoy the long-awaited sequel, Stationfall. This is another episode in the life of you, the promoted deck-washer, and Floyd, the infantile robot you've dealt with before. The idea is much the same, to renovate a deserted space station, but don't count too heavily on your buddy Floyd for too long....(enough melodrama). Three games I'm working on now are The Lurking Horror, Bureaucracy, and Beyond Zork. The Lurking Horror is a horror story set in G.U.E. Tech (no, not Great Underground Empire, George Underwood Edwards!). Bureaucracy, written by famous Hitchhiker Douglas Adams, is his revenge on all the "red tapers" who "assisted" him in his move across town. Your object? To get a change-of-address form acknowledged, along with all the other duties that relate. Sound easy? Don't bet on it. Beyond Zork is the most revolutionary of the new games. It adds a whole new twist: the complexities of Dungeons & Dragons and other role-playing games. No longer are you an anonymous male character; you have variable amounts of traits like endurance, luck, strength, intellingence, dexterity, and compassion, not to mention changing levels of experience and armor class. New features are introduced, like UNDO, which allows you to back up a step in the case of an error, and NAME, which gives you the power to name certain inanimate objects (example: if you'd rather call the shillelagh "Al" or the rusty dagger "Fleshrender"). Bongs In the game, you are in a Zorkian environment encompassing forests, villages and cities, jungles, and ancient ruins, to name a few. You search for magic and mundane items to either use in your quest, or sell to buy other items to use in your quest. There are three shops with shopkeepers to keep you informed of the price, value, and nature of items of magic, weaponry, or armor. Every monster vanquished and many problems solved will raise your attributes, allowing your character to change and evolve gradually. There's an on-screen map and a window for features like your status, your inventory, and room descriptions. There are terrible monsters, curious riddles, and legendary treasures: The Coconut of Quendor, your goal. This is definitely for anybody who enjoyed any or all of the Zorks, or even an Infocom novice. Well, that about wraps up another fabulous edition of ZORKER'S CORNER. Remember, you can come to me with questions about games on the following list, either about puzzles or just a personal review. If you'd like a piece of the action, subscribe to The Status Line (formerly The New Zork Times but some big obnoxious metropolitan paper didn't seem to find that too funny) either by buying an Infocom game and sending in the registration card, calling 1-800-262-6868, or writing: Infocom, 125 CambridgePark [one word] Drive, Cambridge, MA, 02140. Good luck and happy Zorking! PROBLEM: Why aren't Infocom fans considered good Americans? HINT: Because they're Infocommies. ******************************************************************************* The Zorker can give hints, answer questions, or offer advice on these games: Zork I Planetfall Zork II Deadline Zork III Suspect Moonmist Infidel Enchanter The Hitchhiker's Guide to the Galaxy Sorcerer Cutthroats * Beyond Zork * The Lurking Horror * Bureaucracy * * The Zorker, for whatever reason, has not completed this game and so may not be able to answer every question concerning puzzles. Reviews are still available, however. All titles are trademarks of Infocom, Inc. The Hitchhiker's Guide to the Galaxy is a trademark of Douglas Adams.

Sunday, April 8, 2012

Three Ways To Promote Your Beats On The Internet


It is no secret that some of the hottest producers in the world are still not on the mainstream music scene. However, getting noticed and getting the right recognition is something more than music. Quality just doesn't mean automatic fame anymore! You either have to know somebody or you have to figure out a way to market your beats to the millions of rappers worldwide. Unfortunately, making deals in person is slowly fading out due to the internet. Fortunately for you, I am going to show you the top 3 ways that you can promote your instrumentals on the internet!

Emcee Websites

Joining sites that rappers are frequenting on is a great marketing plan. It doesn't take too much knowledge to market yourself and your beats on sites like Soundclick, Reverbnation, Soundcloud, Facebook, Twitter, and the hundreds of other sites, like emcee forums, that rappers commonly go to. Some producers pull in 5 digits a month just by using Soundclick! Just getting yourself out there on these sites the right way can boost your sales by large amounts. This method takes the average amount of marketing compared to the other two methods listed below.

Your Own Site

By far, this method is the hardest way to market yourself to sell your beats online. However, the potential to make the most money by selling beats online is definitely selling beats on your own website. There are many ways to market a website, but I recommend that you just research the basic internet marketing methods. Internet marketing for a website is definitely a long term process so you should probably try and do the other two methods while you are waiting to see results with your website! If you want a chance to get the most money for your productions, this is the main method for you!

Instrumental Selling Sites

One of the easiest ways to sell beats online is to put your beats up on sites that are made to sell beats on. RocBattle and MyBeatShop are some common sites that producers will put their beats on to try and makes sales. Since these sites are very well marketing, producers think they have better chances selling beats here. However, producers go to these sites more than rappers. Also, the competition on these sites is ridiculous. Instead, you can apply for sites like Cheap Hip Hop Beats or 20 Dollar Beats and try and get on their team and put your beats on their website. You can give them a cut of the sales and in return all the marketing is done by them!

A few years back, selling beats was all about the legwork and making deals in person. With the rise of the internet, the whole Rap industry has been changed. The methods in this article are now the top ways to sell your beats and make money. However, don't think that you have to choose one and just go with it. If you want, you can test out all the methods or just go with all three. Remember, the more places that your beats are for sale, the better your chances to actually make a sale! I wish you the best of luck in the world of Hip Hop production!

Cheap Hip Hop Beats is one of the leading sites that producers can apply for and sell their Rap Beats online. Check out their site if you are interested! Alternatively, you can read this supplementary Instrumental Associated Article.

Sunday, February 12, 2012

29 New Instrumental Articles

Here are 29 new articles about Hip Hop production and buying beats!

http://hiphopinstrumentalinfo.blogspot.com/2012/02/should-you-purchase-instrumentals.html
http://www.gather.com/viewArticle.action?articleId=281474981105095
http://www.articlesbase.com/music-articles/in-person-versus-online-when-it-comes-to-buying-beats-5652453.html
http://www.articlesnatch.com/Article/Start-Utilizing-Social-Media-Marketing-For-Your-Business/3650925
http://www.ideamarketers.com/?articleid=2985874
http://www.articlesnatch.com/Article/Start-Utilizing-Social-Media-Marketing-For-Your-Business/3650925
http://www.amazines.com/article_detail.cfm/3946143?articleid=3946143
http://www.articlerich.com/Article/In-Person-Versus-Online-When-It-Comes-To-Buying-Instrumentals/1958354
http://www.articleblast.com/Arts_and_Entertainment/Music/In_Person_Versus_Online_When_It_Comes_To_Buying_Instrumentals/
http://www.upublish.info/Article/In-Person-Versus-On-The-Internet-When-It-Comes-To-Buying-Instrumentals/698794
http://www.cybershimla.com/Why-You-Ought-To-Be-Buying-Instrumentals-On-The-Internet-As-A-Substitute-Of-In-Person.htm
http://www.articlefield.com/629284/should-you-buy-instrumentals-online-or-in-person/
http://www.articlecell.com/article.php?id=1749846
http://www.articleslocation.com/art-2/music/in-person-versus-on-the-internet-when-it-comes-to-purchasing-instrumentals/
http://www.articleside.com/music-articles/in-person-versus-on-the-internet-when-it-comes-to-purchasing-beats.htm
http://www.articlemonster.com/arts/photography/in-person-versus-on-the-internet-when-it-comes-to-purchasing-instrumentals.html
http://www.articlesurge.com/Art/391573/6/In-Person-Versus-Online-When-It-Comes-To-Buying-Instrumentals.html
http://www.my-articles-online.com/index.php?page=article&article_id=664039
http://www.o4d.com/index.php?page=article&article_id=731874
http://www.onlinebingochat.com/2012/02/12/in-person-versus-online-when-it-comes-to-buying-instrumentals/
http://www.itweb7.com/buying-beats-internet-person/
http://wordpressarticledirectories.com/1029801/in-person-versus-on-the-internet-when-it-comes-to-buying-instrumentals/
http://thecloudharvester.com/should-you-buy-instrumentals-on-the-internet-or-in-person/
http://darklordclothier.info/2012/02/in-person-versus-on-the-internet-when-it-comes-to-buying-instrumentals/
http://article.chanderkamal.com/2012/02/in-person-versus-on-the-internet-when-it-comes-to-buying-instrumentals/
http://freeemoneyonline.info/2012/02/in-person-versus-on-the-internet-when-it-comes-to-purchasing-instrumentals/
http://best-home-mortgage.info/2012/02/why-you-must-be-buying-beats-on-the-internet-as-a-substitute-of-in-person/
http://your-success-builder.com/2012/02/why-you-must-be-purchasing-beats-on-the-internet-as-a-substitute-of-in-person/
http://articlehonor.com/in-person-versus-on-the-internet-when-it-comes-to-purchasing-instrumentals/

Awesome Forums

Check out these forums that we have just joined!!!

http://alnemec.com/index.php?/member/56998/
http://blog.vouchergurus.co.uk/member/57195/
http://bloggablemusicnetwork.com/index.php/member/53946/
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http://sixsenses.ca/index.php/member/43007/
http://telejoke.com/index.php/member/68241/
http://whitburnpentecostal.com/index.php/member/47591/
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http://www.aegeansails.com/captains-log.php?/member/19242/
http://www.aimproject.org.uk/index.php/member/48617/
http://www.alignministries.org/index.php/member/67890/
http://www.arisek12.com/index.php/member/113509/
http://www.arnoldtrans.com/index.php?/forums/member/59612/
http://www.bellelulu.com/member/15572/
http://www.bird-in-hand.com/index.php/member/21361/
http://www.brdtech.co.uk/index.php/member/42655/
http://www.bryants.co.uk/index.php/member/55053/
http://www.bta.co.tz/index.php/member/64724/
http://www.cdslp.net/index.php/member/22673/
http://www.cgcareers.org/member/106192/
http://www.cosmotalks.com/index.php/member/39089/
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http://www.debts.org/index.php/member/88236/
http://www.energyamericainc.com/index.php/member/68473/
http://www.eventdesigner.com.au/index.php/member/32923/
http://www.fcsouthwest.com/member/55785/
http://www.firerepublic.com/index.php/member/68245/
http://www.foodbaskethi.org/index.php/member/48329/
http://www.freshfieldsrescue.org.uk/index.php/member/49139/
http://www.geoffthompsonmbe.com/index.php/member/11995/
http://www.hippischcentrumbreda.nl/index.php/member/27524/
http://www.horshamjoggers.co.uk/index.php/member/75156/
http://www.horstinsurancelibrary.com/index.php/member/58583/
http://www.ihg.org.uk/member/26158/
http://www.justinreynolds.co.uk/index.php/member/23877/
http://www.lightfootbranding.com/index.php/member/57726/
http://www.mackiesarchery.com/index.php/member/27295/
http://www.majalahchange.com/index.php/member/58276/
http://www.martin-eccles-artist.co.uk/index.php/member/37008/
http://www.masonforum.com/index.php/member/63452/
http://www.neossistemi.it/index.php/member/36394/
http://www.newdjgroup.com/index.php/member/37949/
http://www.oahuislandnews.com/index.php/member/43188/
http://www.ocacblogs.com/index.php/member/113684/
http://www.pdg-consulting.com/member/61141/
http://www.pureseal.net/index.php/member/39438/
http://www.roofmagazine.org.uk/member/296709/
http://www.sebastianfaeth.de/index.php/member/52342/
http://www.terranavita.com/index.php/member/71545/
http://www.tooleybucsc.com.au/index.php/member/9713/
http://www.tstaustralia.com.au/tstcms/index.php/member/15395/
http://www.uaeasy.com/index.php/member/29082/
http://www.visualsound.net/index.php/member/46134/
http://www.wingchundo.com/ee.php/forums/member/31966/
http://www.wmscounseling.org/index.php/member/45076/

Saturday, February 11, 2012

Should You Purchase Instrumentals Online Or In Person

Why should you get famous? The truth is that there are thousands of emcees around the world that want to be famous as well. Being cocky as a rapper is somewhat important but the truth is that there is always someone better than you out there. However, talent isn't the most important thing in the music industry, which is easy to see if you look at some of the famous rappers in the last decade. Something more important than your talent level is your overall hustle and how hard you push yourself to the world with high quality work. Once you understand this, you will learn how important beats are to your musical future. You can be the best emcee in recent times but you won't make if far if you don't have beats that people want to actually listen to. So, buying beats is almost as important as what you say on a track.

If you are a rapper, then you know how hard it is to decide between buying beats online or buying them in person. Usually, an emcee can choose from at least 5 Hip Hop producers in their area to buy from. Even if your local producers are great, there are thousands online that you could buy from as well. Still, the question of buying online or in person becomes a dilemma. While both can be great choices, they both have problems as well. However, one is better than the other in the end. Lets examine both choices.

Purchasing In Person

One great thing about buying in person is the ability to network personally with the producer. Getting famous in the music industry sometimes comes down to who you know so connecting with as many people as possible is great. if you buy the beat in person you can probably work the price down a little bit after you connect with the producer and even ask for changes to the beat if you need them. Creating a personal connection with a producer online is possible but the best producers are too busy selling beats daily to make connections with every rapper that contacts them.

The drawback of buying in person is that your community may be limited in production talent. in big cities, this usually isn't a problem, but it is for rappers that don't live in bigger cities. These rappers that stay local end up using less than perfect beats and suffer the consequences. Obviously, you aren't going to make it very far with less than average instrumentals.

Buying Online

Buying online can be great because there is so much to pick from. The producers online are hungry to sell beats to anybody and everybody. The huge amount of competition of producers online has caused the overall price of beats to drop drastically online. Online prices for beats are usually much cheaper than beats in person. The versatility that you will find online will lead to your own versatility, which is very important in becoming a famous emcee.

The problem with buying instrumentals on the internet is the fact that you don't get a chance to make a connection. Without being personal, you risk being scammed out of your money, your beat, or both. However, if you stick to the reputable beat providers, this will never happen to you. That is the solo issue with buying beats online. Buying beats is definitely a better choice than buying online, if you are smart about your purchase.

If you are interested in Hip Hop instrumentals, look at Cheap Hip Hop Beats. They are one of the primary providers of Rap Beats on the internet. Alternatively, you can go to this further Hip Hop Production Associated Piece.