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Dragon Magazine #151
Issue #151 SPECIAL ATTRACTIONS Vol. XIV, No. 6 Into the Eastern Realms: November 1989 11 Adventure is adventure, no matter which side of the ocean you’re on. Publisher The Ecology of the Kappa David R. Knowles Jim Ward 14 Kappa are strange, but youd be wise not to laugh at them. Editor Soldiers of the Law Dan Salas Roger E. Moore 18 The next ninja you meet might actually work for the police. Fiction editor Earn Those Heirlooms! Jay Ouzts Barbara G. Young 22Only your best behavior will win your family’s prize katana. Assistant editors The Dragons Bestiary Sylvia Li Anne Brown Dale Donovan 28The wang-liang are dying out — and they’d like to take a few humans with them. Art director Paul Hanchette The Ecology of the Yuan-ti David Wellman 32To call them the degenerate Spawn of a mad god may be the only nice Production staff thing to say. Kathleen C. MacDonald Gaye OKeefe Angelika Lukotz OTHER FEATURES Subscriptions The Beastie Knows Best Janet L. Winters — Hartley, Patricia, and Kirk Lesser 36 What are the best computer games of 1989? You’ll find them all here. U.S. advertising Role-playing Reviews Sheila Gailloreto Tammy Volp Jim Bambra 38Did you ever think that undead might be . helpful? U.K. correspondent The Role of Books John C. Bunnell and U.K. advertising 46 New twists on an old tale, and other unusual fantasies. Sue Lilley The Role of Computers — Hartley, Patricia, and Kirk Lesser 52 Fly a Thunderchief in Vietnam — or a Silpheed in outer space. -
Manuals Are Best Used As Confetti at Sporting Events, You Should Tasset Still Read the Sections with Names in Bold for Valuable Information About This Game
What Is A LEGEND Adventure Game? In an adventure game from Legend, you become the main character in an evolv ing story that takes place in a world populated with interesting people, places, and things. You see this world through you r main character's eyes, and you play the game by directing his actions. Like a book or a movie, the story unfolds as you travel from location to location, encountering situations which require action on your part. You can think of each of these situations as a puzzle. The key to solving these puzzles will often be creative thinking and clever use of objects you have picked up in your travels. You will get points as you solve puzzles, and your score will help you monitor your progress. Throughout the game the richly textured graphics, prose, sound effects and music will draw you into a spellbinding adventure that could only be brought to you by the master storytellers of Legend Entertainment Company. Legend Entertainment Company 14200 Park Meadow Drive Chantilly, Virginia 22021 703-222-8500 U.S. Customer Support: 1-800-658-8891, 9:00 a.m. - 5:00 p.m. EDT/EST European Customer Support: 081-877-0880 FAX: 703-968-5151 CompuServe E-Mail 76226,2356 24-Hour Hint Line: 1-900-PRO-KLUE (1-900-776-5583) $.75 For the first minute, $.50 for each minute thereafter Hint books are available - call 1-800-658-8891 to order ·. Giovanni's House of Armour "Famous for custom fit" Table Of Contents Name~------~---r Fitting Date_£---?'~------ Introduction..................................................................................................... -
14. Riddle Machines: the History and Nature of Interactive Fiction
Nick Montfort Riddle Machines: The History and Nature of Interactive Fiction 14. Riddle Machines: The History and Nature of Interactive Fiction Nick Montfort Introduction The genre that has also been labeled "text adventure" and "text game" is stereotypically thought to offer dungeons, dragons, and the ability for readers to choose their own adventure. While there may be dragons here, interactive fiction (abbreviated "IF") also offers utopias, revenge plays, horrors, parables, intrigues, and codework, and pieces in this form resound with and rework Gilgamesh, Shakespeare, and Eliot as well as Tolkien. The reader types in phrases to participate in a dialogue with the system, commanding a character with writing. Beneath this surface conversation, and determining what the computer narrates, there is the machinery of a simulated world, capable of drawing the reader into imagining new perspectives and understanding strange systems. Interactive fiction works can be challenging for literary readers, even those interested in other sorts of electronic literature, because of the text-based interface and because of the way in which these works require detailed exploration, mapping, and solution. Works in this form are often less visually rewarding, and the rewards they do offer are only attained with time and effort. But text-based interactive fiction has provided some of the most the intricate and compelling literary simulations yet developed. Understanding how interactive fiction works, and how it has developed over the past three decades, is an essential part of the puzzle of literary computing. Characteristics of interactive fiction Formally, a work of interactive fiction (often called a "game," even if it does not exhibit the typical qualities of a game) is an interactive computer program. -
Legend Entertainment Catalog
SPELLCASTING PARTY PAK Legend Entertainment Certainly Steve Meretzky's finest set of games — Quest Busters Catalog You are in the hands of a master — Computer Gaming World Three great games - all in one box! Set includes Spellcasting 101: Sorcerers Get All the Girls, Companions ofXanth Spellcasting 201: The Sorcerer's Appliance, Spellcasting 301: "The new interface looks like a graphic adventure in the true SPRING BREAK. ^ sense of the word...however this doesn't begin to tell the story. From the scandalous imagina- — Computer Gaming World tion of Steve Meretzky, these tales of high education and low morals have delighted legions of fans. All three hit games fea- ture the academic adventures of our favorite nerd, Ernie Eaglebeak in a series of deli- cious romps through the magi- cal realm of Peloria. From the bedrooms and barrooms of Sorcerer University (where grading on a curve takes on a whole new meaning) to Spring Break at Fort Naughtytail, Ernie struggles to win the affec- tions of his one true love, Lola Tigerbelly, and along the way experience the (ahem) educa- tional opportunities of college life. To pass this course you'll need to cast ridiculous spells, solve ribald puzzles and interact with gorgeous women. Any questions? We didn't think so. Class dismissed. SPECIAL OFFER: Hint Books 50% off. Set of 3 only $15.00 when ordered together with Based on "Demons Don't Dream," the latest in the wildly Party Pak ($30.00 value!) popular Xanth novels by Piers Anthony, you explore this magical world of mythic wonders and become a player in a game where the stakes are the existence of magic itself. -
Legend Entertainment Catalog
Spellcasting 101: Sorcerers Get All the Girls From the scandalous imagination of Steve Meretzky Legend Entertainment Ernie Eaglebeak has two career options - dragontending or sorcery. Dragontending demands long days roasting un Catalog der the acrid breath of temperamental dragons. Sorcery offers a 4-year romp through Sorcerer University . ..4 years of frat parties, scantily clad co-eds, reckless behavior - and plenty of adventure. Tough choice! From battling drag GAMES ons in the simulation lab to surfboarding through the mag ical realm of Peloria, join Ernie as he fights to save Sorcerer University from the clutches of his evil stepfather, Joey Rottenwood. Naughty and nice modes. EGA and VGA: hi Legend Entertainment games are available only for IBM, Tandy and res 16-colors. CGA, MCGA, TGA: hires black/white. MS-DOS compatibles. 3 1/2 ", 720K disks (set of 5) Required: 512KRAM 5 1/4 ", 360K disks (set of 9) 5101 $ 39.95 Sound Support: Rea/Sound, Sound Blaster, AdLib, Roland MT-32 with MPU-401 compatible interface. Spellcasting 201: The Sorcerer's Appliance Graphics Support: See individual game description Another tale of high education and low morals from Mouse: Games support optional use of Steve Meretzky! Microsoft compatible mouse. Ernie is back at Sorcerer U. for his sophomore year and No joystick support. wants to join a fraternity. No problem, except for the vin Please specify disk size on order form. dictive pledgemaster who burdens Ernie daily with a ri diculously impossible hazing task. Ernie needs help ... and using the Sorcerer's Appliance he creates Eve, the ideal helpmate. Well, maybe not ideal but certainly en- Frederik Pohl's GATEWAY tertaining. -
Riddle Machines: the History and Nature of Interactive Fiction
Riddle Machines: The History and Nature of Interactive Fiction The MIT Faculty has made this article openly available. Please share how this access benefits you. Your story matters. Citation Montfort, Nick. "Riddle Machines: The History and Nature of Interactive Fiction." A Companion to Digital Literary Studies, edited by Ray Siemens and Susan Schreibman, John Wiley & Sons Ltd, 2013, 267-282. © 2013 Ray Siemens and Susan Schreibman As Published http://dx.doi.org/10.1002/9781405177504.ch14 Publisher John Wiley & Sons, Ltd Version Author's final manuscript Citable link https://hdl.handle.net/1721.1/129076 Terms of Use Creative Commons Attribution-Noncommercial-Share Alike Detailed Terms http://creativecommons.org/licenses/by-nc-sa/4.0/ Nick Montfort Riddle Machines: The History and Nature of Interactive Fiction 14. Riddle Machines: The History and Nature of Interactive Fiction Nick Montfort Introduction The genre that has also been labeled "text adventure" and "text game" is stereotypically thought to offer dungeons, dragons, and the ability for readers to choose their own adventure. While there may be dragons here, interactive fiction (abbreviated "IF") also offers utopias, revenge plays, horrors, parables, intrigues, and codework, and pieces in this form resound with and rework Gilgamesh, Shakespeare, and Eliot as well as Tolkien. The reader types in phrases to participate in a dialogue with the system, commanding a character with writing. Beneath this surface conversation, and determining what the computer narrates, there is the machinery of a simulated world, capable of drawing the reader into imagining new perspectives and understanding strange systems. Interactive fiction works can be challenging for literary readers, even those interested in other sorts of electronic literature, because of the text-based interface and because of the way in which these works require detailed exploration, mapping, and solution. -
Stephen M. Cabrinety Collection in the History of Microcomputing, Ca
http://oac.cdlib.org/findaid/ark:/13030/kt529018f2 No online items Guide to the Stephen M. Cabrinety Collection in the History of Microcomputing, ca. 1975-1995 Processed by Stephan Potchatek; machine-readable finding aid created by Steven Mandeville-Gamble Department of Special Collections Green Library Stanford University Libraries Stanford, CA 94305-6004 Phone: (650) 725-1022 Email: [email protected] URL: http://library.stanford.edu/spc © 2001 The Board of Trustees of Stanford University. All rights reserved. Special Collections M0997 1 Guide to the Stephen M. Cabrinety Collection in the History of Microcomputing, ca. 1975-1995 Collection number: M0997 Department of Special Collections and University Archives Stanford University Libraries Stanford, California Contact Information Department of Special Collections Green Library Stanford University Libraries Stanford, CA 94305-6004 Phone: (650) 725-1022 Email: [email protected] URL: http://library.stanford.edu/spc Processed by: Stephan Potchatek Date Completed: 2000 Encoded by: Steven Mandeville-Gamble © 2001 The Board of Trustees of Stanford University. All rights reserved. Descriptive Summary Title: Stephen M. Cabrinety Collection in the History of Microcomputing, Date (inclusive): ca. 1975-1995 Collection number: Special Collections M0997 Creator: Cabrinety, Stephen M. Extent: 815.5 linear ft. Repository: Stanford University. Libraries. Dept. of Special Collections and University Archives. Language: English. Access Access restricted; this collection is stored off-site in commercial storage from which material is not routinely paged. Access to the collection will remain restricted until such time as the collection can be moved to Stanford-owned facilities. Any exemption from this rule requires the written permission of the Head of Special Collections. -
The Magazine for Interactive Fiction Enthusiasts
January/ February 1995 Issue #1 The Magazine for Interactive Fiction Enthusiasts You pick up the magazine. As you flip through its pages, an editorial catches your eye. >EXAMINE EDITORIAL Hello! And welcome to the premier issue of XYZZYnews: The Magazine for Interactive Fiction Enthusiasts. With this ‘zine, I hope to create an open forum for fellow gamers who are crazy about computer adven- ture games, especially text-based adventures. This includes nostalgic fans of the old Infocom games, people who’re always on the lookout for new games to play, and designers of new adventure games. XYZZYnews is for anyone who favors computer games that compel players to face intellectual challenges or a series of logic puzzles in order to complete a storyline. Longtime IF fans will recognize the reference to “xyzzy” as the magic word in the original “Advent” or “Adventure” that transports the player from anywhere in the game to a central location. Continuing the “Adventure” theme, you’ll notice that the title of this editorial col- umn is “Hollow Voice”. If you type “xyzzy” in many text adventures (presumably to see if that strategy will work here too), a “hollow voice” derides your efforts. In contrast, this Hollow Voice won’t laugh Contents: at anyone’s attempts; I hope only that my ‘zine and I can be resources Sneak Previews ..........2 for exploring all avenues of adventure gameplay. Interview: In the pages of this issue you’ll find plenty of game reviews; an Graham Nelson...........3 interview with Graham Nelson, game designer extraordinaire and News Briefs................8 developer of the Inform language; a sneak preview of some upcoming text adventures; a how-to piece for game writers on avoiding 10 10 Steps to Great Game Design.....9 common design mistakes; the first installment of the Spoiler Column, featuring hints or answers to questions that’ve come into our e-mailbox; Game Reviews and a step-by-step look at how one game designer solved a sticky bug Busted..................16 in his code. -
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 31 & 32 - APRIL 1988/MAY 1988 *************************************************** REVIEWS: DUNGEON MASTER TIME & MAGIK WOLFMAN CRASH GARRETT THE JADE STONE DOUBLE AGENT AMERICAN SUDS LOADS OF MIDNIGHT THE CHALLENGE PASSENGERS ON THE WIND II FOUR MINUTES TO MIDNIGHT KENTILLA 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 ***************** EDITORIAL Members have access to our extensive databank of hints and solutions ••••••••• for most of the popular adventure games. Help can be obtained as follows: Dear Fellow Adventurer, * By Mail: Welcome to MDs Nos 31-321 Please enclose a Stamped Addressed Envelope. Give us the title and version of the game(s), and detail the query(ies) which you have. We "There's no doubt in my mind that many of the best adventures around shall usually reply to you on the day of receipt of your letter. at the moment are from the independent software labels, the mail-order Overseas Members using the Mail Help-Line should enclose an I.R.C. for only operations that are frequently one-man (or one-woman) businesses" a speedy reply, otherwise the answers to their queries will be sent Mike Gerrard - "Your Sinclair" (June 1988 issue). together with their next Member's Dossier. ACL is very much aware of this fact, and will always publish reviews * By Telephone: of the better "home-grown" adventures (no less than 5 in this We shall endeavour to help you on our phone Help-Line which will be Dossierl). -
Golden Chalice Golden Amulet Golden Shield
1991/1992 GOLDEN CHALICE AWARDS GOLDEN CHALICE *** Best Overall Game *** KNIGHTMARE (Mindscape) GOLDEN AMULET Best 16-bit Adventure Game THE SECRET OF MONKEY ISLAND (US Gold/Lucasfilm) GOLDEN SHIELD Best 8-bit Adventure Game THE AXE OF KOLT (FSF Adventures) GOLDEN SWORD Best Role-playing Game EYE OF THE BEHOLDER (US Gold/SSI) GOLDEN ORB Best Simulation Game RAILROAD TYCOON (Microprose) GOLDEN TALISMAN Best Strategy Game MIDWINTER II (Microprose/Rainbird) GOLDEN CROWN Best Utility THE ADVENTURE GAME TOOLKIT (Softworks) SOFTWARE COMPANY OF THE YEAR: MICROPROSE *** 1992/1993 GOLDEN CHALICE AWARDS GOLDEN CHALICE *** Best Overall Game *** ULTIMA UNDERWORLD (Mindscape/Origin) GOLDEN AMULET Best 16-bit Adventure Game MONKEY ISLAND II: LECHUCK'S REVENGE (US Gold) GOLDEN SHIELD Best 8-bit Adventure Game THE TAXMAN COMETH (WoW Software/Zenobi) GOLDEN SWORD Best Role-playing Game EYE OF THE BEHOLDER II (US Gold/SSI) GOLDEN ORB Best Simulation Game A-TRAIN (Ocean/Maxis) GOLDEN TALISMAN Best Strategy Game CIVILIZATION (Microprose) SOFTWARE COMPANY OF THE YEAR: US GOLD 021/A-ll USEFUL ADDRESSES ACCOLADE EUROPE LTD: Bowling House, Point Pleasant, Wandsworth, London SW18 1PE Tel: 081 877 0880 ADVENTURE PROBE: 52 Burford Rd, Liverpool L16 6AQ ADVENTURE SOFT (UK) LTD: P.O. Box 786, Sutton Coldfield, west Midlands B75 7SL Tel: 021 352 0847 THE ADVENTURE WORKSHOP: 36 Grasmere Rd, Roy ton, Oldam, Lancashire OL2 6SR BORPHEE COMPUTERS: 64 County Road, Ormskirk, Lancashire L39 1QH COMPASS SOFTWARE: 111 Mill Rd, Cobholm Island, Gt Yarmouth, Norfolk NR31 OBB CORE -
Spellcastllfg 301 Sprin6l.,\\.L\ What Is a LEGEND Adventure Game?
STEVE MERETZKY'S SPELLCASTllfG 301 SPRIN6l.,\\.l\ What Is A LEGEND Adventure Game? In an adventure game from Legend, you become the main character in an evolv ing story that takes place in a world populated with interesting people, places, and things. You see this world through your main character's eyes, and you play the game by directing his actions. Like a book or a movie, the story unfolds as you travel from location to location, encountering situations which require action on your part. You can think of each of these situations as a puzzle. The key to solving these puzzles will often be creative thinking and clever use of objects you have picked up in your travels. You will get points as you solve puzzles, and your score will help you monitor your progress. Throughout the game the richly textured graphics, prose, sound effects and music will draw you into a spellbinding adventure that could only be brought to you by the master storytellers of Legend Entertainment Company. Legend Entertainment Company 14200 Park Meadow Drive Chantilly, Virginia 22021 703-222-8500 U.S. Customer Support: 1-800-658-8891, 9:00 a.m. - 5:00 p.m. EDT/EST European Customer Support: 081-877-0880 FAX: 703-968-5151 CompuServe E-~ail 76226,2356 24-Hour Hint Line: 1-900-PRO-KLUE (1-900-776-5583) $.75 For the first minute, $.50 for each minute thereafter Hint books are available - call 1-800-658-8891 to order Table Of Contents Introduction ....................................................................................................... 4 Quick Start: Installation ................................................................................. 6 Quick Start: Playing the Game .................................................................... -
You've Seen the Movie, Now Play The
“YOU’VE SEEN THE MOVIE, NOW PLAY THE VIDEO GAME”: RECODING THE CINEMATIC IN DIGITAL MEDIA AND VIRTUAL CULTURE Stefan Hall A Dissertation Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY May 2011 Committee: Ronald Shields, Advisor Margaret M. Yacobucci Graduate Faculty Representative Donald Callen Lisa Alexander © 2011 Stefan Hall All Rights Reserved iii ABSTRACT Ronald Shields, Advisor Although seen as an emergent area of study, the history of video games shows that the medium has had a longevity that speaks to its status as a major cultural force, not only within American society but also globally. Much of video game production has been influenced by cinema, and perhaps nowhere is this seen more directly than in the topic of games based on movies. Functioning as franchise expansion, spaces for play, and story development, film-to-game translations have been a significant component of video game titles since the early days of the medium. As the technological possibilities of hardware development continued in both the film and video game industries, issues of media convergence and divergence between film and video games have grown in importance. This dissertation looks at the ways that this connection was established and has changed by looking at the relationship between film and video games in terms of economics, aesthetics, and narrative. Beginning in the 1970s, or roughly at the time of the second generation of home gaming consoles, and continuing to the release of the most recent consoles in 2005, it traces major areas of intersection between films and video games by identifying key titles and companies to consider both how and why the prevalence of video games has happened and continues to grow in power.