Popular Computing Weekly (1985-09-05)
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The Adventurers Club Ltd. 64C Menelik Road, London NW2 3RH
The Adventurers Club Ltd. 64c Menelik Road, London NW2 3RH. Telephone: 01-794 1261 MEMBER'S DOSSIERS Nos 35 & 36 - NOVEMBER 1988/DECEMBER 1988 *********************************************************** REVIEWS: INGRID'S BACK! SHADOWGATE SCOTT ADAM'S SCOOPS THE INHERITANCE POLICE QUEST BARD' S TALE II CLOUD 99 BUGSY HAUNTED HOUSE THE ALIEN FROM OUTER SPACE DR JEKYLL AND MR HYDE ARTICLES BY: RICHARD BARTLE TONY BRIDGE KEITH CAMPBELL MIKE GERRARD HUGH WALKER LATEST NEWS ON THE ADVENTURING SCENE BASIC ADVENTURING DISCOUNTED SOFTWARE AND MUCH MORE!!! 12 Help-Line Details #3 ***************** EDITORIAL ********* Members have access to our extensive databank of hints and solutions Dear Fellow Adventurer, for most of the popular adventure games. Help can be obtained as follows: Welcome to MDs Nos 35-36, our Christmas issue! * By Mail: We have been very active during the past few weeks, and the most Please enclose a Stamped Addressed Envelope. Give us the title and important item of news this month is the announcement of the version of the game(s), and detail the query(ies) which you have. We "Golden Chalice Awards Presentation Ceremony". Please refer to the shall usually reply to you on the day of receipt of your letter. enclosed leaflet for full details about this important occasion, and Overseas Members using the Mail Help-Line should enclose an I.R.C. for do make sure you that you pencil 25.02.89 in your diary! a speedy reply, otherwise the answers to their queries will be sent Owing to popular demand, we have now produced specially-designed together with their next Member's Dossier. -
The Adventurers Club Ltd. 64C Menelik Road, London NW2 3RH
The Adventurers Club Ltd. 64c Menelik Road, London NW2 3RH. Telephone: 01-794 1261 MEMBER'S DOSSIERS Nos 29 , 30 - FEBRUARY 1988/MARCH 1988 ******************************************************** REVIEWS: BEYOND ZORK JINXTER SHERLOCK WITCH HUNT THE THREE MUSKETEERS BLACK FOUNTAIN THE PROSPECTOR THE LABOURS OF HERCULES THE HOLLOW PASSENGERS ON THE WIND ARTICLES BY: RICHARD BARTLE TONY BRIDGE KEITH CAMPBELL HUGH WALKER LATEST NEWS ON THE ADVENTURING SCENE BASIC ADVENTURING DISCOUNTED SOFTWARE 1987 GOLDEN CHALICE AWARDS AND MUCH MORE 111 12 Help-Line Details (13 .********* ••• ***. EDITORIAL ********* Members have access to our extensive databank of hints and solutions for most of the popular adventure games. Help can be obtained as Dear Fellow Adventurer, follows: Welcome to MDs Nos 29-30! • By Mall: Please enclose a Stamped Addressed Envelope. Give us the title and We are very pleased to announce the 1987 "Golden Chalice Awards", so version of the game(s), and detail the query(ies) which you have. We turn to page 11 to find out which game you have voted "Best Adventure shall usually reply to you on the day of receipt of your letter. of 1987", and which Software Companies have won the much coveted Overseas Members using the Mail Help-Line should enclose an I.R.C. for Chalices. a speedy reply, otherwise the answers to their queries will be sent together with their next Member's Dossier. We welcome Tony Bridge as a regular contributor to the Dossier. Yes, the Grand Elf himself has kindly agreed to write in every issue, and • By Telephone: Tony's first column starts on page 17. -
The Inform Designer's Manual
Chapter VIII: The Craft of Adventure Designing is a craft as much as an art. Standards of workmanship, of ``finish'', are valued and appreciated by players, and the craft of the adventure game has developed as it has been handed down. The embryonic `Zork' (Tim Anderson, Marc Blank, Bruce Daniels, Dave Lebling, 1977) ± shambolic, improvised, frequently unfair ± was thrown together in a fortnight of spare time. `Trinity' (Brian Moriarty, 1986), plotted in synopsis in 1984, required thirteen months to design and test. `Spellbreaker' (Dave Lebling, 1985) is a case in point. A first-rate game, it advanced the state of the art by allowing the player to name items. It brought a trilogy to a satisfying conclusion, while standing on its own merits. A dense game, with more content per location than ever before, it had a structure which succeeded both in being inexplicable at first yet inevitable later. With sly references to string theory and to Aristophanes' The Frogs, it was cleverer than it looked. But it was also difficult and, at first, bewildering, with the rewards some way off. What kept players at it were the ``cyclopean blocks of stone'', the ``voice of honey and ashes'', the characters who would unexpectedly say things like ``You insult me, you insult even my dog!''. Polished, spare text is almost always more effective than a discursive ramble, and many of the room descriptions in `Spellbreaker' are nicely judged: Packed Earth This is a small room crudely constructed of packed earth, mud, and sod. Crudely framed openings of wood tied with leather thongs lead off in each of the four cardinal directions, and a muddy hole leads down. -
Command Lines: Aesthetics and Technique in Interactive Fiction And
Command Lines: 1 Chapter 1 Chapter 2 Chapter 3 Chapter 4 Command Lines: Aesthetics and Technique in Interactive Fiction and New Media a dissertation submitted in partial satisfaction of the requirements for the degree Doctor of Philosophy in English by Jeremy Douglass UNIVERSITY OF CALIFORNIA Santa Barbara Committee in charge: Professor Alan Liu, Chair Professor Rita Raley Jeremy Douglass 2 Professor William Warner December 2007 dedicated to my grandparents Charles and Norma Keller Enid and Malcolm Douglass your love made everything possible ABSTRACT Command Lines: Aesthetics and Technique in Interactive Fiction and New Media by Jeremy Douglass The Interactive Fiction (IF) genre describes text-based narrative experiences in which a person interacts with a computer simulation by typing text phrases (usually commands in the imperative mood) and reading software-generated text responses (usually statements in the second person present tense). Re-examining historical and contemporary IF illuminates the larger fields of electronic literature and game studies. Intertwined aesthetic and technical developments in IF from 1977 to the present are analyzed in terms of language (person, tense, and mood), narrative theory (Iser's gaps, the fabula / sjuzet distinction), game studies / ludology (player apprehension of rules, evaluation of strategic advancement), and filmic representation (subjective POV, time-loops). Two general methodological concepts for digital humanities analyses are developed in relation to IF: implied code, which facilitates studying the interactor's mental model of an interactive work; and frustration aesthetics, which facilitates analysis of the constraints that structure interactive experiences. IF works interpreted in extended "close interactions" include Plotkin's Shade (1999), Barlow's Aisle (2000), Pontious's Rematch (2000), Foster and Ravipinto's Slouching Towards Bedlam (2003), and others. -
Timeline Poster
Fall 1945. ENIAC is assembled at the University of Pennsylvania. 1959. John McCarthy develops LISP. 1957. John Backus and a team at IBM create FORTRAN. 1960. Digital releases the Programmed Data Processor 1, or PDP-1. 1972. Will Crowther 1 October 1969. The first characters are transmitted between two computers. visits the Mammoth and This is the start of ARPAnet, the predecessor to the Internet. Flint Ridge caves. 19 4 5 –19 74 1975. Will Crowther writes a simulation of Bedquilt Cave (a real cave in Kentucky) on a PDP-10 in FORTRAN for his two daughters and names it Advent (also known as Adventure and 19 7 5 –19 91 Colossal Cave). 1975. The MITS Altair 8800 is the first personal computer on the market. 1976. Don Woods, working at the Stanford Artificial Intelligence Lab, discovers Advent. He obtains Crowther’s permission to expand the game. His changes, influenced by the writings of J.R.R. Tolkien, include a troll, elves, and a volcano inspired by Mount Doom. 1976. Advent begins spreading across ARPAnet. 1976. Steve Jobs and Steve Wozniak form Apple and begin selling the Apple I. 1977. Radio Shack releases the TRS-80 Model I. June 1977. Marc Blank, Bruce K. Daniels, Tim Anderson, & Dave Lebling begin writing Dungeon, the mainframe version of Zork, at the MIT Laboratory for Computer Science. The game is written in a computer language called MDL, an offshoot of LISP. 1977. Jack Tramiel forms Commodore. The company creates its first computer, the Commodore PET. 1978. At Cambridge, Jon Thackray and David Seal write Acheton on an IBM 370 mainframe named Phoenix. -
Imagen Escaneada
ADVENTURE PROBE IB8UE 2 £1.00 JULY 1986 (c) ADVENTURE PROBE, 13 Hollington Way, Wigan, WNZ 6LS EDITORIAL Welcome to Issue 2 of Adventure Probe. We would like to thank all the contributors who have helped provide the content of the magazine. Without their efforts Probe could not exist as it relies on feedback from readers to provide as wide a range and as great a depth of opinion and knowledge as possible. This month we would like to hear from YOU. Tell us about yourself, your interests etc. We would like to treat every reader as an individual, but to do so we need to know more about you than just your name and address. We imagine that you would also like to know more about us. My name is Sandra, I am 35 years old but ( sorry Kevin) I'm a brunette who doesn’t have a clue to Mordon’'s Quest. I'm also the mother of five sons for whom I bought a Spectrum 48k for Christmas, and I have to fight them off to use the #x##%% thing! I'm the only one in the family who plays adventures - usually at ridiculous times of the night when I don't get disturbed. My favourite adventures are Valkyrie 17, Hobbit and most Level 9 ( not including Snowball ). I have a burning ambition to write adventures but until I can get my youngest son off to school I just don’t get the time. My co-editor is Pat who also has children, not as many as me, but then who does? She has two pre-school sons and the same burning interest in writing and playing adventures. -
The Quill (And Adventurewriter) Reference Guide Version 1.0 Collated by Gareth Pitchford / 8Bitag.Com / May - October 2020
The Quill (and AdventureWriter) Reference Guide Version 1.0 Collated by Gareth Pitchford / 8bitag.com / May - October 2020 Background The Quill was created by Graeme Yeandle in 1983 and was published by Welsh software house Gilsoft. Various support programs were created over the years (e.g. The Illustrator) which added extra features on selected platforms. The Quill was the first in what is sometimes referred to as the "Gilsoft family" of adventure systems which includes the PAW, the SWAN, and DAAD. Localised versions of The Quill were published by Norace in Norway, Denmark and Sweden, all on one disc/tape. In the USA, the tool was sold under license as AdventureWriter by the publisher CodeWriter who included their own graphics system for some of the formats. CodeWriter "grey imported" a French language version to Europe. Gilsoft's Quill was available for ZX Spectrum, Amstrad CPC, Commodore 64, BBC Micro & Acorn Electron, Sinclair QL, and Oric 1/Atmos. An Atari 800/XL version was developed but may not have been released. CodeWriter's (US & French) version of the system was available for Commodore 64; Atari 800 and XL series computers with 48K; Apple II (II, II+, IIc) / Franklin Ace 1000; and IBM-PC (MS-DOS). The C64 and Apple/Franklin version had support for graphics. Although The Quill only had a two-word parser, a special four-word version was created by Gilsoft for CRL. (The use of this version in a published game has not been confirmed) For hobbyist programmers, support for four word inputs could be added to Spectrum games by the use of the third-party The Fix program that was marketed by Kelsoft. -
Graphic Adventure Creator
University of Calgary PRISM: University of Calgary's Digital Repository Science Science Research & Publications 2016-08-19 Interview with Sean Ellis re: Graphic Adventure Creator Aycock, John http://hdl.handle.net/1880/51523 technical report Downloaded from PRISM: https://prism.ucalgary.ca Interview with Sean Ellis re: Graphic Adventure Creator John Aycock Department of Computer Science University of Calgary 2500 University Drive N.W. Calgary, AB, Canada T2N 1N4 [email protected] TR 2016-1086-05, August 2016 Preamble This is an interview with Sean Ellis, author of Graphic Adventure Creator (1985), con- ducted via email on August 16–18, 2016. Interview questions appear in italics. This work received ethics approval from the University of Calgary’s Conjoint Facul- ties Research Ethics Board, file REB16-1235. Both interviewer and interviewee have agreed to release this interview under a Creative Commons Attribution-ShareAlike 3.0 Unported License.1 Interview What was your first computer? My first computer was a Science of Cambridge MK14. Our school had two which were not working, and I was given them to take home and play with. By swapping chips I was able to make one work. This was a single-board computer with a hex keypad and an 8-digit LED display, with the extra RAM expansion so that it had a full 384 bytes of memory. I gave it back to the school when I got my second computer, a ZX81, which was the first I actually saved up for and bought. What was your education and background in programming? 1https://creativecommons.org/licenses/by-sa/3.0/ 1 I had been interested in maths and science from an early age, and was a member of the school computer club from age 14. -
Adventures on the Spectrum
ADVENTURES ON THE SPECTRUM by Mike Gerrard ADVENTURES ON THE SPECTRUM ADVENTURES ON THE SPECTRUM Mike Gerrard First published in 1989 by Mike Gerrard PO Box 7 Ramsey Huntingdon Cambs PE17 2UZ © 1989 by Mike Gerrard All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the publisher ISBN 0 9515193 0 1 Printed by: Antony Rowe Ltd Bumper's Farm Chippenham Wiltshire SN14 6LH Contents Acknowledgements Chapter One – Newcomers 8 Chapter Two - The History of Adventure Games 13 Chapter Three - Buying Adventures 25 Chapter Four - Clubs and Magazines 29 Chapter Five - How to Do-it-Yourself 34 Chapter Six - The Solutions 45 Appendix - Useful Names and Addresses 169 ACKNOWLEDGEMENTS I would like to thank Sandra Sharkey very much indeed for the use of her photocopier and for her time. Also, the various editors of Your Sinclair over the past few years (Kevin, Teresa and Matt) for giving me a totally free hand with their adventure pages. And finally all the readers of the magazine who have sent me solutions, asked me questions, given me compliments and criticisms, and generally made writing the adventure section as much fun as it's been hard work. To John and Esther Ryan Good friends are hard to find (that's why I've had to settle for you) CHAPTER ONE NEW PLAYERS START HERE Tips for beginners... and others! The more you play adventure games, and the more you get used to them and their little quirks, the harder it is to remember that there are still lots of people who haven't a clue as to what they're about, or are just embarking on their first adventure ever. -
The Adventurers Club Ltd. 64C Menelik Road, London NW2 3RH
The Adventurers Club Ltd. 64c Menelik Road, London NW2 3RH. Telephone: 01-794 1261 MEMBER'S DOSSIERS Nos 27 , 28 - DECEMBER 1987/JANUARY 1988 ********************************************************** REVIEWS: GNOME RANGER NORD , BERT RIGEL'S REVENGE PLUNDERED HEARTS DAVY JONES LOCKER MANDRAGORE THE CRYSTAL CAVERN THE CROWN OF RAMHOTEP DRAGON'S TOOTH SHARPE'S DEEDS THE ENERGEM ENIGMA NOT A PENNY MORE, NOT A PENNY LESS TASS TIMES IN TONETOWN ARTICLES BY: RICHARD BARTLE KEITH CAMPBELL FERGUS MCNEILL HUGH WALKER LATEST NEWS ON THE ADVENTURING SCENE BASIC ADVENTURING DISCOUNTED SOFTWARE AND MUCH MORE I I I 12 Belp-LID8 Details EDITORIAL 13 ••••••••••••••••• ********* 1I8IIber. baft acc:ee. to OQX _tea.ive databaak of bints and solations Dear Fellow Adventurer, for .oat of t:be popular a4ft.bare g-.. Balp aaD be obtainecl as f.llG11i111l Welcome to MDs Nos 27-28! The Club has a new President, so turn to page 7 to find out who he is! l1li11. n• ....ar 8DG1dM • ft8IIpIIIl Mckn. BmNa1ope. Glva WI tbe title aDd Owing to a corrupted diskette, we are unable to bring you in this v ••loa ef the pMC.), u4 tetall tba cpaeQl1_) ""iab you bav•• We issue our "Game of the Month", "Zork II", and "Hints 'N' Tips" alla1I aaaa11y nply to JGQ GIl tile dq of naaipt of your letter. features. Rest assured, however, that they will reappear from MOs Nos OV.............. 81.. tba ..11 "lpOoU.. aaa4 DOt eaclose • aaB, 29-30 onwards! To compensate, we have crammed this Dossier with extra rapU.. to tbeir caued- will ... aaqt. ~ wltb thair 118ft adventure reviews (14 in total). -
A Halloween Short Story/Adventure Game for the 128K Sinclair ZX Spectrum, Commodore 64, Amstrad CPC, Commodore Plus/4, and Modern Web Browsers
A Halloween short story/adventure game for the 128K Sinclair ZX Spectrum, Commodore 64, Amstrad CPC, Commodore Plus/4, and modern web browsers Written by @Blerkotron (C)2018/19, Blerkotronic Software Created with Professional Adventure Writer ©1986, Gilsoft International http://8-bit.info/the-gilsoft-adventure-systems/ HTML version created with Adventuron ©2018, Chris Ainsley https://medium.com/@model_train/introducing-adventuron-4f95909d6aaf DAAD port for C64, CPC and Plus/4 by Stefan Vogt and Puddle Software Physical Releases by Bitmap Soft https://www.bitmapsoft.co.uk Find the latest version at https://blerkotron.itch.io/unhallowed Loading the game ZX Spectrum version: The Spectrum edition comes as a single TAP tape image file. The game is compatible with 128k Spectrums only – i.e. a 128, +2, +2A or +3. It won’t work on a 48k model, sorry! 128K/Plus 2/Plus 3 Use the LOADER function from the main menu, then play the tape. The game will also work on your favourite Spectrum emulator, and has been tested as working (under emulation, at least) on the Pentagon 128 and Scorpion 256. Note for DivMMC/DivIDE users Some users have reported getting an ‘Out of memory’ message when trying to load the game into their Spectrum using a DivMMC or DivIDE interface. Many thanks to Alessandro Grussu for providing a solution to this over on the Spectrum Computing forum: “DivMMCs and DivIDEs boot 128K Spectrums in USR0 mode, and under that, the adventure will always return an Out of memory error, presumably due to PAW's way of storing data across memory banks. -
Flashback 86 Game Reviews Hardware Special Features
February 2017 Issue 15 AFFORDABLE SD CARD STORAGE FLASHBACK 86 GAME REVIEWS HARDWARE GRAPHIC ADVENTURE CREATOR SPECIAL FEATURES Includes material THE GRUMPY OGRE not in the video More grumpy adventuring show! from the ogre himself. CONTENTS 16. RETRO -SPECTIVE A look at the Spectrum 24. SMART MOVE The Smart Card reviewed 8. CREATING WORLDS Adventure creation 14 Solar Fire FEATURES Turn based strategy from Astros Productions. 4 News from 1986. 20 Scooby Doo Find out what was happening back in 1986. Cartoon antics from Elite Systems. 8 Creating Worlds 22 Explorer Graphics Adventure Creator. Scramble turned over by Luca Bordoni. 16 Retro-Spective 23 Robot Riot Why do we oldies love the Spectrum? Pacman in reverse from Silversoft. 24 Smart Move 26 4K Race Review of the Smart Card. Excellent racing game by Paolo Ferraris. And more…. 27 BaldyZX Unique platformer from Paul Jenkinson. REVIEWS 28 World Class Leaderboard Golfing for the Speccy from US Gold. 6 Dandy 30 Muncher Classic Gauntlet clone from Electric Dreams. A great Pacman clone from Silversoft. 11 SpeakEasy 31 Pssst Sound sampling from Quicksilva. Plant growing fun from Ultimate. 12 Arcadia And more…. Early arcade shooter from Imagine. Page 2 EDITORIAL about time. elcome to issue 15 and thank you for taking the time to W The games that this would download and read it. affect the most I suppose, Well, here we are in 2017, and although I don’t want to start on are adventure games, where a down note, the Vega+ has missed yet another delivery date. taking time to work out complex puzzles is all part of Retro Computers are still sending out updates with promises, so the experience.