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An Brief Introduction to Interactive Fiction
An Brief Introduction to Interactive Fiction Todd W. Neller What is Interactive Fiction? • A work of interactive fiction (IF, a.k.a. text adventure) is a puzzle game with – nonlinear storytelling with user-directed actions driving story, – text-based interaction (e.g. “go north”, “unlock door with skeleton key”), and – text description of locations and objects. • Environment changes with user interactions. • Puzzles are often solved by finding hidden objects or discovering creative uses for non-hidden objects (e.g. swamp gas + wine bladder + flint + steel + brick wall = loose bricks + new passage). Homestar Runner Parody See it here: http://www.homestarrunner.com/sbemail94.html • STRONG BAD: {typing} On the other hand, it might be cool to be in one of those text-based adventures. You know, for those intellectual people with better imaginations. – {Cut to a black screen with a green arrow at the top (and moving green lines), similar to the Tandy 400.} • STRONG BAD: {voiceover} It'd be like... • {reading text} – Ye find yeself in yon dungeon. Ye see a FLASK Obvious exits are NORTH, SOUTH, and DENNIS. What wouldst thou deau?{Strong Bad doesn't say the last sentence.} • STRONG BAD: {voiceover} And you'd be all like... – Get ye flask • STRONG BAD: {voiceover} And it'd say, – You can't get ye flask! • STRONG BAD: {voiceover} And you'd just have to sit there and imagine why on Earth you can't get ye flask! Because the game's certainly not going to tell you. – {At this the screen adds "I'm certainly not going to tell thou."} • STRONG BAD: {voiceover} And there's no precious graphics to help you out, either! – {At this the screen adds "Graphics, shmaphics." and a few seconds later, " . -
Scott Adams' BOOK of HINTS FOR
Scott Adams' BOOK OF HINTS FOR 1 THROUGH 12 Adventure 1 Adventureland Adventure 2 Pirate Adventure Adventure 3 Mission Impossible Adventure 4 Voodoo Castle Adventure 5 The Count Adventure 6 Strange Odyssey Adventure 7 Mystery Fun House Adventure 8 Pyramid of Doom Adventure 9 Ghost Town Adventure 10 Savage Island-Part 1 Adventure 11 Savage Island-Part 2 Adventure 12 Golden Voyage PLUS SPECIAL MAP MAKING SECTION THE FOLLOWING IS A METHOD USEFUL IN MAPPING ADVENTURES Each room is represented by a box with the name of the room in it, and all original items found in it noted alongside. FOREST Directions from a location are indicated by a line coming out of anywhere on the box, but with the direction leaving the box indicated by the first letter of that direction. GROVE GROVE The above shows it is East from the grove to the swamp and West from the swamp to the grove. In the case of being able to go only in one direction, an arrow is put at the end of the path. FOREST GROVE GROVE This indicates that upon leaving the grove you go north to the forest, but that you cannot return! The best way to use this system is that, upon entering a location, you draw a line representing each possible exit and its location. Later you connect them to rooms as you continue your exploration. FOREST MEADOW GROVE GROVE The advantage is that you will not forget to explore an exit once you get past your initial probe. Another advantage of this system is that you never need redraw your map as you stick extra locations anywhere on your paper. -
Acme ↓ Ti-99/4A
NEEDS Adventure-Cart ?? 12.09.2015 - Page 1 / 1 CAT1 CAT2 ACME HOUSE P/N RARI YEAR ↓ TI-99/4A - PART: by Schmitzi my CART GAME TI Adventure (Scott Adams -Adventure International) ADV PHM3041 1 : EC 1981 DISK GAME Tex-COMP Adventure Series (Adventure International) ADV ? 3 : UC 1984 DISK GAME Tex-COMP Adventure Series 13+ (12x + Knight Ironheart) (Adventure International) ADV ? 3 : UC 1984 CS1 GAME Adventure International (Scott Adams) Airline (Adventure) ADV ? 4 : RA ? DSK PROG Fritz Fritz´ Adventure Editor ADV - DL ? CS1 GAME TI Ghost Town (Adventure) ADV PHT6053 3 : UC ? CS1 GAME TI Golden Voyage (Adventure) ADV PHT? 3 : UC 1981 CS1 GAME Gilliland Ken Halls of Lost Moria (Adventure) ADV ? 3 : UC ? CS1 GAME Gilliland Ken TheDinosaurierLand (Adventure?) ADV ? 3 : UC ? DSK GAME CCK Adventure Production Last Mission (Adventure) ADV - DL ? CS1 GAME TI Mini Adventure sample (3 Adventures) ADV ? 3 : UC ? CS1 GAME TI Mission Impossible (Adventure) ADV PHT6047 3 : UC ? CS1 GAME TI Mystery Fun House (Adventure International) ADV PHT6051 3 : UC 1981 CS1 GAME TI Pirate Adventure (Adventure International) ADV PHT6043 2 : CO 1981 DISK GAME TI Pirate Adventure (Adventure International) ADV PHD5043 2 : CO 1981 CS1 GAME TI Pyramid of Doom (Adventure International) ADV PHT6052 3 : UC 1981 CART GAME TI Return to Pirate's Isle (Scott Adams - Adventure International) ADV PHM3189 2 : CO 1983 CS1 GAME TI Savage Island Series 1+2 (Adventure International) ADV PHT6054 3 : UC 1981 DISK GAME TI Savage Island Series 1+2 (Adventure International) ADV PHD6054 3 -
Scottadams-Hintbook-Book
Scott Adams' BOOK OF HINTS FOR flt;)11 dventure ~By Scott Adams 1 THROUGH 12 Adventure 1 Adventureland Adventure 2 Pirate Adventure Adventure 3 Mission Impossible Adventure 4 Voodoo Castle Adventure 5 The Count Adventure 6 Strange Odyssey Adventure 7 Mystery Fun House Adventure 8 Pyramid of Doom Adventure 9 Ghost Town ' Adventure 10 Savage Island-Part 1 Adventure 11 Savage Island-Part 2 Adventure 12 Golden Voyage PLUS SPECIAL MAP MAKING SECTION THE FOLLOWING IS A METHOD USEFUL IN MAPPING ADVENTURES SHORE S Each room is represented by a box with the name of the room in it, and all w LAKE original items found in it noted alongside. N BOG Directions from a location are indicated by a line coming out of anywhere on the box, but with the direction leaving the box indicated by BOTTOM N the first letter of that direction. OF HOLE IN ~ ""' o. Also notice that on the forest the exets N, S, W are available, but that I GROVf N SWAMP I r. .. they al I return to the forest! Note also that as additional locations were F· . •' ~. ,.. found off the swamp, the map was not redrawn. Instead, the locations were simply put where needed. And since we "climb tree" instead of go The above shows it is East from the grove to the swamp and West"from ing in a particular compass heading, we wrote that as directions to leave the swamp to the grove. In the case of being able to go only in one direc the swamp. tion, an arrow is put at the end of the path. -
TEXAS INSTRUMENTS HOME COMPUTER RETURN to PIRATE's ISLE Entertal NMENT Adventure #14 Return to Pirate's Isle
TEXAS INSTRUMENTS HOME COMPUTER RETURN TO PIRATE'S ISLE ENTERTAl NMENT Adventure #14 Return To Pirate's Isle Programmed by: Scott Adams Book developed and written by: Staff members of Texas Instruments Instructional Communications. Copyright© 1983 by Texas Instruments Incorporated. Solid State Cartridge program and data base contents copyright© 1983 by Scott Adams. See important warranty information at back of book. The World of Adventure The world of Adventure takes you to To help you select your next many exotic locations. In each Adventure, here is a brief summary Adventure you face unexpected of the Adventures currently danger as you carry out your available. mission. Whether your goal is to explore a mysterious pyramid or escape from a savage jungle, your reasoning power is challenged at every turn. Pirate's Adventure The Count Your adventure begins in a flat in In The Count, you wake from a nap to London, but you soon find yourself on a find yourself in a strange bed holding a strange island filled with treasure. tent stake. Now it's up to you to Explore it thoroughly and make friends discover who you are, what you are with its inhabitants, whose help you doing in Transylvania, and why the need for success. postman delivered a bottle of blood. Adventureland Strange Odyssey The Adventureland game begins in the Your Strange Odyssey begins as you forest of an enchanted world. By realize that you are stranded on a small exploring this world, you can locate 13 planetoid and must repair your ship treasures, as well as the special place before you can go home. -
Scottadams-Hintbook-Alt6
Scott Adams' BOOK OF FOR ADVENTURES 1 THROUGH 1 2 ALSO INCLUDES SPECIAL MAP MAKING SECTION THE FOLLOWING IS A METHOD USEFUL IN MAPPING ADVENTURES Each room is represented by a box with the name of the room in it , and all THE ADVENTURES. • • original items found in it noted alongside. #ADVENTURELAND - Wander through an enchanted realm and try to recover the 13 lost treasures. There are wild animals and magical beings to reckon with as well as many other perils and mysteries. Can you rescue the Blue Ox from the quicksand? You 'll never know until you try ADVENTURE # 11 This is the Adams Classic which started the whole ball of wax I Try it, you won 't be sorry. Difficulty Level: Moderate #2 PIRATE ADVENTURE - The lost treasures of Long John Silver lie hidden somewhere Directions from a location are indicated by a line coming out of - will you be able to recover them? Only by exploring this strange island will you be able to anywhere on the box, but with the direction leaving the box indicated by uncover the clues necessary to lead you to your elusive goal! Difficulty Level: Beginner the first letter of that direction. #3 MISSION IMPOSSIBLE - In this exciting Adventure, time is of the essence as you race the clock to complete your mission in time - or else the world 's first automated nuclear IN ••• o.. reactor is doomedl So, tread lightly and don't forget your bomb detector! If you survive this GROVE challenging mission, consider yourself a true Adventurer! Difficulty Level: Advanced I N--.-..-u-,-, "" #4 VOODOO CASTLE - The Count has fallen victim to a fiendish curse placed on him by his enemies. -
By Scott Adams
by Scott Adams AN OVERVIEW By definition, an adventure is a dangerous or risky undertaking; a novel, ex- • down, carry them, etc.), and perform actions as if you were really there. citing, or otherwise remarkable event ot experience. On your personal com- The object of a game is to amass treasure for points or accomplish some puter, Adventure is that and more. other goal such as preventing the destruction of the automated nuclear plant in Playing any of the Adventure series consists of three elements: you, the Mission Impossible. Successfully completing a game, however, is far easier to user; the games themselves; and the author, Scott Adams of Orlando, Florida. state than achieve. In many cases you will find a treasure but be unable).- ,•ake In beginning any Adventure, you will find yourself in a specific location: a it until you are carrying the right combination of objects you find in the us forest, on bowl a_srnaltspacestlip, outs•de a fun house, in the briefing room-of locations. _ a nuclear plant, in a desert, etc. The top portion of your video display will tell If you're tired of video games of bouncing balls or shooting at targets; if you where you are and what you can see; the bottom section of the display is you're ready for an intellectual challenge that transports you to new worlds of devoted to inputting commands to your robot computer and receiving experience; if you want to see what a skilled programmer can do with a micro, messages that may arise as the result of your orders. -
Al-Strad Blizzard Pass the Castle Castle Blackstar Castle Eerie
ADVENTURE PROBE INDEX HINTS AND TIPS VOL ISSUE VOL [ISSUE VOL [ISSUE vOL ISSUE VOL ISSUE Adventureland Vol 2 7 Adventure Quest Vol + 8 Vol 1 t@ Aftershock Vol + 7 Vol 1 10 Al-Strad Vol 1 2 American Suds 3 Vol 2 7 Apache Gold Vol 2 5 Vol 2 7 Bal lyhoo Vol 1 16 Vol 2 12 Bards Tale | Vol 2 11 Bards Tale 1! Val 2 12 Beyond Zork Vol 2 12 Bermuda Project Vol 2 12 The Big Sleeze Vol 1 15 Vol 1 16 Blizzard Pass Vol 2 7 Vol 2 8 Vol 2 10 Boggilt Vol + 5 Vol 1 6 Vol t 8 Book of the Dead Vol 2 1 Vol 2 2 Vol 2 5 Bored of the Rings Vol 1 1 Vol 1 2 Vol 1 3 Vol 1} 6 Borrowed Time Vol t+ 8 Vol 2 7 Brawn Free Vol 1 2 Breakers Vol 2 7 Buckeroo Banzai Vol t 17 Bugsey Ptl Vol + 9 Bulbo/Lizard King Vol 1 17 Bureaucracy Vol 2 12 The Castle Vol 1 19 Castle Blackstar Vol 1 8 Vol 1 11 Castle Eerie Vol 1 18 The Challenge Vol 1 19 Chaos Factor Vol 1 4 Circus Vol 1 3 Vol 2 6 Colossal Cave Volt 1+ 3 Colour of Magic Vol 1 8 Vol { 10 Corruption Vol 2 12 Cracks of Fire Vol 2 2 Crown of Ramhotep Vol 2 5 Crystal Cavern Vol 2 7 Crystal of Chantie Vol 2 6 Cuddles Vol 2 2 Curses/Crawley Manor Vol 1 10 Curse of Shaleth Vol 1 18 Davy Jones Locker Vol 2 9 Dark Crystal Vol 2 2 Desperado Vel 1 8 Desert Island Vol 2 11 Devil's island Vol 2 11 Diamond Trail Vol 1+ 3 Domes of Sha , Vol 2 12 Dodgy Geezers Vol 1 12 Dragonscrypt Vol 2 5 Dragonworid Vol t+ 3 Dungeon Adventure Vol 1 9 Dusk over Elfinton Vol 2 11 Earthshock Vol 1 16 El Dorado Vol! 1 16 Emerald isle Vol 1 {i Vol ft 2 Vol t 8 Empire of Karn Vol 1 3 Enchanted Cottage Vol 2 10 Enchanter Vol § 12 Vol ¢ 13 Vol { 14 Vol 2 7: Vol 2 12 Enthar 7 Vol t+ 6 the Vol Vol Vol 2 © Erik Viking ee Escape from Tramm Vol 1 Q Eureka Vol Vo! Vel + 7 Vol om Excalibur Vol oe Vo! Fahrenheit 451 Vol 1 6 Fausts Folly Vol 1 9 Feasibility Exper. -
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). -
A Merge Emerges 24 Routine to Merge Progs. in Basic 5 A
Title Page Description Issue Year Month A MERGE EMERGES 24 ROUTINE TO MERGE PROGS. IN BASIC 61 88 5 A SOUND START 20 Q+A.RE.SOUND AND PLAY COMMANDS THROUGH CASSETTE 52 87 8 ADDRESS LOADING 23 PUT ML PROGRAMS INTO MEMORY WHERE YOU WANT THEM 27 85 7 ADVENT.TRAIL (01) 15-8 MADNESS,"FRANKLIN","BONKA","DRONE" REVIEWED 4 83 8 ADVENT.TRAIL (01) 15-8 COLOSSAL CAVE,"CALIXTO","R.OF DARKNESS"REVWED 4 83 8 ADVENT.TRAIL (02) 41 PIMANIA,"RING OF DARKNESS","TOUCHSTONE" 16 84 8 ADVENT.TRAIL (03) 45 PETTIGREW'S DIARY,"OPERATION SAFRAS" 17 84 9 ADVENT.TRAIL (04) 45 INCREDIBLE HULK,"THE GOLDEN BATON" 18 84 10 ADVENT.TRAIL (05) 50 ARNOLD BLACKWOOD,"ARROW OF DEATH (PTS.1&2)" 20 84 12 ADVENT.TRAIL (05) 45 FEASIBILITY EXPERIMENT,"WAXWORKS","CALIXTO" 19 84 11 ADVENT.TRAIL (06) 43 REVIEWED-"TIME MACHINE" 21 85 1 ADVENT.TRAIL (07) 35 REVIEWED-"SHRUNKEN SCIENTIST","THE SKULL LORD" 23 85 3 ADVENT.TRAIL (08) 35 REVIEWS OF "CIRCUS"&"HORROR CASTLE" 24 85 4 ADVENT.TRAIL (09) 29 REVIEW OF "CAVERNS OF DOOM" 26 85 6 ADVENT.TRAIL (10) 36-7 COLOSSAL CAVE AND "ADVENTURELAND" REVIEWED 31 85 11 ADVENT.TRAIL (11) 35 PIRATE ADVENTURE AND "VOODOO CASTLE" REVIEWS 32 85 12 ADVENT.TRAIL (12) 26 SECRET MISSION,"SYZYGY"HELP+ADVENTURE CONTACT 33 86 1 ADVENT.TRAIL (13) 32-4 CASTLE BLACKSTAR&"SAM BUICK"REVD.+ADV.CONTACT 34 86 2 ADVENT.TRAIL (14) 29- HINTS ON "MADNESS/MINOTAUR","TRKBOER",LOINSPCE" 35 86 3 ADVENT.TRAIL (14) 29- HINTS ON "FRANKLINS","SEC.MISSION","WINGS/WAR" 35 86 3 ADVENT.TRAIL (14) 29- HINTS ON"SYZYGY","JUXTAPOSITION","ICE KINGDOM" 35 86 3 ADVENT.TRAIL (14) 29- HINTS ON -
Scott Adams' BOOK of HINTS for Rl?:Jiidventure' ~BY Scott Adams
Scott Adams' BOOK OF HINTS FOR rl?:JIIdventure' ~BY Scott Adams 1 THROUGH 12 Adventure 1 Adventureland Adventure 2 Pirate Adventure Adventure 3 Mission Impossible Adventure 4 Voodoo Castle Adventure 5 The Count Adventure 6 Strange Odyssey Adventure 7 Mystery Fun House Adventure 8 Pyramid of Doom Adventure 9 Ghost Town Adventure 10 Savage Island-Part 1 Adventure 11 Savage Island-Part 2 Adventure 12 Golden Voyage PLUS SPECIAL MAP MAKING SECTION THE FOLLOWING IS A METHOD USEFUL IN MAPPING ADVENTURES Each room is represented by a box with the name of the room in it, and all original items found in it noted alongside. I=:-l t e;«, I~ Directions from a location are indicated by a line coming out of anywhere on the box, but with the direction leaving the box indicated by the first letter of that direction. IN MrJO,' Also notice that on the forest the exets N, S, Ware available, but that I GROVE N SWAMP I '" they all return to the forest! Note also that as additional locations were F,u" S.qn found off the swamp, the map was not redrawn. Instead, the locations were simply put where needed. And since we "climb tree" instead of go- The above shows it is East from the grove to the swamp and West trom ing in a particular compass heading, we wrote that as directions to leave the swamp to the grove. In the case of being able to go only in one direc- the swamp. tion, an arrow is put at the end of the path. -
Acme ↓ Ti-99/4A
NEEDS Adventure-Cart ?? 12.09.2015 - Page 1 / 1 CAT1 CAT2 ACME HOUSE P/N RARI YEAR ↓ TI-99/4A - PART: by Schmitzi my CART GAME TI Adventure (Scott Adams -Adventure International) ADV PHM3041 1 : EC 1981 DISK GAME Tex-COMP Adventure Series (Adventure International) ADV ? 3 : UC 1984 DISK GAME Tex-COMP Adventure Series 13+ (12x + Knight Ironheart) (Adventure International) ADV ? 3 : UC 1984 CS1 GAME Adventure International (Scott Adams) Airline (Adventure) ADV ? 4 : RA ? DSK PROG Fritz Fritz´ Adventure Editor ADV - DL ? CS1 GAME TI Ghost Town (Adventure) ADV PHT6053 3 : UC ? CS1 GAME TI Golden Voyage (Adventure) ADV PHT? 3 : UC 1981 CS1 GAME Gilliland Ken Halls of Lost Moria (Adventure) ADV ? 3 : UC ? CS1 GAME Gilliland Ken TheDinosaurierLand (Adventure?) ADV ? 3 : UC ? DSK GAME CCK Adventure Production Last Mission (Adventure) ADV - DL ? CS1 GAME TI Mini Adventure sample (3 Adventures) ADV ? 3 : UC ? CS1 GAME TI Mission Impossible (Adventure) ADV PHT6047 3 : UC ? CS1 GAME TI Mystery Fun House (Adventure International) ADV PHT6051 3 : UC 1981 CS1 GAME TI Pirate Adventure (Adventure International) ADV PHT6043 2 : CO 1981 DISK GAME TI Pirate Adventure (Adventure International) ADV PHD5043 2 : CO 1981 CS1 GAME TI Pyramid of Doom (Adventure International) ADV PHT6052 3 : UC 1981 CART GAME TI Return to Pirate's Isle (Scott Adams - Adventure International) ADV PHM3189 2 : CO 1983 CS1 GAME TI Savage Island Series 1+2 (Adventure International) ADV PHT6054 3 : UC 1981 DISK GAME TI Savage Island Series 1+2 (Adventure International) ADV PHD6054 3