-# The \"Cloak of Darkness\" specification
+# The "Cloak of Darkness" specification
Implementations should try be made as similar as possible. That is,
things like object names and room descriptions should be identical,
and the general flow of the game should be pretty comparable. Having
said that, games are implemented using the native capabilities of the
various systems, using features that a beginner might be expected to
-master; there shouldn\'t be any need to resort to assembler routines,
+master; there shouldn't be any need to resort to assembler routines,
library hacks, or other advanced techniques. The target is to write
naturally and simply, while sticking as closely as possible to the
goal of making the games directly equivalent.
-\"Cloak of Darkness\" is not going to win prizes for its prose,
+"Cloak of Darkness" is not going to win prizes for its prose,
imagination or subtlety. Or scope: it can be played to a successful
-conclusion in five or six moves, so it\'s not going to keep you
+conclusion in five or six moves, so it's not going to keep you
guessing for long. (On the other hand, it may qualify as the most
widely-available game in the history of the genre.) There are just
three rooms and three objects.
- Returning to the **Bar** without the **cloak** reveals that the
room is now lit. A **message** is scratched in the sawdust on the
floor.
-- The **message** reads either \"You have won\" or \"You have
- lost\", depending on how much it was disturbed by the player while
+- The **message** reads either "You have won" or "You have
+ lost", depending on how much it was disturbed by the player while
the room was dark.
- The act of reading the **message** ends the game.
-And that\'s all there is to it\...
+And that's all there is to it...
# Acknowledgements
Golden, Stephen Griffiths, Mark Hughes, John Menichelli, Todd Nathan,
Roger Plowman, Roddie Ramieson, Robin Rawson-Tetley, Dan Shiovitz,
Kent Tessman, Alex Warren and Campbell Wild for contributing versions
-of \"Cloak of Darkness\". Not forgetting the special debt of gratitude
-we owe to those who created the authoring systems, without whom we\'d
+of "Cloak of Darkness". Not forgetting the special debt of gratitude
+we owe to those who created the authoring systems, without whom we'd
probably still be adventuring in FORTRAN.
# Licensing