From the Earth to the Moon
How to play — version 1.0.0
You are Impey Barbicane, president of the Baltimore Gun Club, in the autumn of 1865. The war is over, the Club has nothing left to shoot at, and you have called a meeting in order to propose firing a shot at the moon. Everything after that is engineering and persuasion.
If you have played parser interactive fiction before, you already know how to
play this. Type PROPOSE and start reading. If you have not, the rest
of this page takes about four minutes.
How to begin
Open the game from the Tronsoft Games library and press START on the cover. Pressing START also unlocks sound, because browsers will not let a page make noise until someone has touched it.
You begin in the Gun Club Hall with the whole membership waiting for you to
say something. Type into the box at the bottom and press Enter. Your
first command is PROPOSE.
If you get stuck at any point, type HINT. It gives three levels
of help for whatever you are actually stuck on, from a nudge to the exact
command. It costs no points and no turns, and it is not cheating; it is part of
the design.
Controls
Type a command and press Enter. Every command also exists as a button beneath the text, so the game plays perfectly well on a phone or tablet with no keyboard at all. Command history is on the up and down arrow keys.
Looking at things
| Command | What it does |
|---|---|
| LOOK | Describe the room again, in full. |
| EXAMINE thing | Look closely. Nearly everything mentioned in a room description can be examined, and a good many of them are worth it. |
| READ thing | Read what is written on it. Ledgers, notices, telegrams, placards. |
| SEARCH thing | Look inside, under, or behind. Occasionally finds something. |
Handling things
| Command | What it does |
|---|---|
| TAKE thing | Pick it up, if it is the sort of thing a man can carry. |
| DROP thing | Put it down here. Nothing is ever lost by being dropped. |
| OPEN / CLOSE thing | Works on boxes, cases, and hatches, whether they are in the room or in your pockets. |
| USE thing | Do the obvious thing with it. This is the workhorse verb: the desk, the ledger, the great map, the cage, the reflector, the padding, the air apparatus and the screw plug are all operated with USE. |
| INVENTORY | What you are carrying. Also in the side panel. I works. |
People
| Command | What it does |
|---|---|
| TALK person | Talk to them. Talk again. Everyone in this story has more to say the second and third time, and several of them will not say the useful thing until something else has happened. If a conversation seems to have run dry, go and do something and come back. |
The work
Eight verbs belong to this story and to no other. Each is the right thing to do in one or two places, and each will tell you politely that it is the wrong thing everywhere else.
| Verb | What it is for |
|---|---|
| PROPOSE | Put a proposition to a room, or to a man. You will use it twice, on very different occasions. |
| CABLE subject | Send a telegram from the telegraph office. Try CABLE QUERY, and later others. |
| SURVEY | Fix a position on the ground, with the right instrument in hand. |
| BORE | Sink the mould. |
| CAST | Pour metal. Twice, in two very different foundries. |
| CHARGE | Put the powder in the gun. |
| LIGHT | Strike a light. Consider where you are standing first. |
| BOARD | Get in. |
Progress and session
| Command | What it does |
|---|---|
| SCORE | Points so far, out of 150. |
| QUESTS | The nine pieces of work and where each stands. |
| JOURNAL | What you have learned, in the order you learned it. |
| ACHIEVEMENTS | Fourteen of them, some of which are jokes. |
| MAP | The chart of the ground you have walked. |
| STATS | Moves, score, rooms visited, and the state of the story. Quote this if you report a problem. |
| HINT | Three levels of help. Free. |
| HELP | The command list, in the game. |
| TRANSCRIPT | Everything printed so far, for copying out. |
Turn order
The game is strictly turn-based and waits for you indefinitely. Nothing in the world moves while you are thinking, and there is no timer anywhere in the story — not even on the first of December.
Each command resolves in the same order, which is worth knowing because it is the order the text appears in:
- Your command is echoed, so a transcript reads as a conversation.
- If you were moving, the attempt is resolved — a refusal happens here, and is a sentence rather than a locked door.
- The action itself happens: you move, take, read, talk.
- The new room is described, if you have arrived somewhere.
- Everything your action caused is then printed: what Murchison says about it, quests completing, points scored, journal entries opening.
So the consequences always come last. If a quest completes, its line appears at the bottom of the turn.
Turns that are free. HINT, SCORE,
QUESTS, JOURNAL, ACHIEVEMENTS,
STATS, MAP, INVENTORY,
LOOK, HELP, TRANSCRIPT,
SAVE, RESTORE and RESTART do not
consume a move. Look at everything as much as you like.
Movement
Twelve directions: NORTH, SOUTH, EAST,
WEST, NORTHEAST, NORTHWEST,
SOUTHEAST, SOUTHWEST, UP,
DOWN, IN, OUT. The short forms
N S E W NE NW SE SW U D all work.
The twenty rooms are grouped into five regions, and the chart panel draws each region as its own grid, filling in as you go. Rooms you have not seen yet show as dots. The line between two rooms is only drawn once you have been to one of them.
Some ways are shut until the story opens them, and when a way is shut the game says why rather than just refusing. That refusal is usually the hint you need. Nothing is ever locked behind an object you have to find; the story opens its own doors as the work gets done.
Scoring
There is no combat in this game. Nothing fights you except sand, iron, arithmetic, and Captain Nicholl.
The score runs to 150, made up like this:
| Source | Each | Total |
|---|---|---|
| Eight required pieces of work | 15 | 120 |
| One optional piece of work — the great reflector | 10 | 10 |
| Four things worth carrying away, one per region | 5 | 20 |
| Maximum | 150 |
Points are never taken away, and nothing you do can put a point out of reach.
Using HINT costs nothing. Dying costs nothing but the moves since
your last save.
Par is 84 moves. A player who knows exactly what to do finishes in 81. A first play usually runs to several hundred, which is the point.
Winning
You win by being inside the projectile with the screw plug home when the gun fires, on the first of December at 10:46:40 in the evening.
Getting there requires the eight required pieces of work, and the game
will not let you board without them: the projectile has to be fitted out, the gun
has to be charged, and Michel Ardan will physically hold the crane chain rather
than let two men get into a bullet and start a quarrel on the way. Once you are
aboard, seal the plug and WAIT.
A win at 120 points is a complete, honest ending. A win at 150 means you also carried away the four things worth carrying and got Belfast's great reflector onto Long's Peak in time for anyone to see where you went — which changes the last page.
Losing
You cannot lose this story by playing it badly. There is no timer, no move limit, no resource that runs out, nothing that can be destroyed, and no dead end: a save made at any point in the game can be finished.
You can, however, get yourself killed. There are exactly three places where that is possible, all three are described in the room text before you can reach them, and each is fatal only in the one place and the one direction:
- Going down the shaft before the cage is rigged. Nine hundred feet, no cable.
- Going in at the furnace ring while the launders are running. Sixty-eight thousand tons of iron are moving and will not stop for a president.
- Striking a light inside the powder magazine. Four hundred thousand pounds of gun-cotton.
Every other direction in those rooms is perfectly safe, and a light anywhere
else in the story does nothing but light things. If you do die, the game tells
you at length what happened and then stops accepting commands until you
RESTORE or RESTART.
Saving and restarting
| Command | What it does |
|---|---|
| SAVE name | Save into a named slot. SAVE stoneshill. Any number of slots. |
| RESTORE name | Load a slot back. Score, position, inventory, flags, journal and conversation counters all come back exactly. |
| RESTART | Begin again from the Gun Club Hall. Asks first. |
Saves live in your browser's local storage, under the key
tronsoft_tife_from_the_earth_to_the_moon_save. They never leave your
machine and are not uploaded anywhere. Clearing your browser's site data will
delete them, and saves made in one browser will not appear in another.
A suggestion. Save when you arrive at Stones Hill and again before you go down the shaft. Not because you need to — nothing is unwinnable — but because two of the three ways to die are down there and it saves you walking back.
Accessibility
The options panel has a high-contrast mode, a reduced-motion mode, and a narration toggle that reads new text aloud where the browser provides voices. Every control is reachable by keyboard alone, and nothing in the game depends on colour, sound, or reaction time.