Game Hints and Reviews
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Alan Adventure System V3.0
The ALAN Adventure Language Reference Manual Version 3.0beta2 Alan Adventure System - Reference Manual This version of the manual was printed on September 26, 2011 - ii - Alan Adventure System - Reference Manual Table of Contents 1 INTRODUCTION.........................................................................11 1.1 Programmer’s Pitch........................................................................................................12 1.2 To the Reader.................................................................................................................12 2 CONCEPTS......................................................................................13 2.1 What Is An Adventure?................................................................................................13 2.2 Elements Of Adventures.................................................................................................15 2.3 Alan Fundamentals.......................................................................................................16 What Is A Language?....................................................................................................................................16 The Alan Idea..................................................................................................................................................18 What’s Happening?........................................................................................................................................18 The Map..........................................................................................................................................................19 -
IF Theory Reader
IF Theory Reader edited by Kevin Jackson-Mead J. Robinson Wheeler > Transcript On Press Boston, MA All authors of articles in this book retain their own copyrights. Neither the editors nor the publisher make any copyright claims. Version 1, March 2011. Version 2, April 2011. Please send corrections to [email protected]. Contents Preface Crimes Against Mimesis 1 Roger S. G. Sorolla Theory Toward a Theory of Interactive Fiction 25 Nick Montfort Characterizing, If Not Defining, Interactive Fiction 59 Andrew Plotkin not that you may remember time: Interactive Fiction, Stream-of-Consciousness Writing, and Free Will 67 Mark Silcox 2 Brief Dada Angels 89 Ryan Stevens, writing as Rybread Celsius Object Relations 91 Graham Nelson IF as Argument 101 Duncan Stevens The Success of Genre in Interactive Fiction 111 Neil Yorke-Smith Parser at the Threshold: Lovecraftian Horror in Interactive Fiction 129 Michael Gentry Distinguishing Between Game Design and Analysis: One View 135 Gareth Rees Natural Language, Semantic Analysis, and Interactive Fiction 141 Graham Nelson Afterword: Five Years Later 189 Graham Nelson Craft Challenges of a Broad Geography 203 Emily Short Thinking Into the Box: On the Use and Deployment of Puzzles 229 Jon Ingold PC Personality and Motivations 249 Duncan Stevens Landscape and Character in IF 261 Paul O’Brian Hint Development for IF 279 Lucian Smith Descriptions Constructed 291 Stephen Granade Mapping the Tale: Scene Description in IF 299 J. Robinson Wheeler Repetition of Text in Interactive Fiction 317 Jason Dyer NPC Dialogue Writing 325 Robb Sherwin NPC Conversation Systems 331 Emily Short History 10 Years of IF: 1994–2004 359 Duncan Stevens The Evolution of Short Works: From Sprawling Cave Crawls to Tiny Experiments 369 Stephen Granade History of Italian IF 379 Francesco Cordella Racontons une histoire ensemble: History and Characteristics of French IF 389 Hugo Labrande Preface This is a book for which people in the interactive fiction community have been waiting for quite some time. -
What Burglar? I 3 Thrushwhacker's
INSIDE THIS ISSUE • Exclusive! Interview with Guild Librarian Si- gismund Thing ................ 2 • Guild of Thieves ap prentice exam - how to take the test, and how to WIN! .................................. 11 • Top Secret Coded "Cheat Sheet" stolen Top Crook Slags from Guild of Thieves - we reveal all ..................24 ANDMUCH MUCH Rookies Shock! MORE! Top crook Silas "We just can't get the ceptional material, and fac type of young person es a bright future in the Beaker says the pro we want these days. Guild. fession will face dis Frankly, they seem Beaker said that he was aster if young new more keen on accoun "sick as a macaw" with tancy and merchant young apprentices training comers continue with banking." at the Guild's expense and their boycott. Beaker was speaking on then "going offthe straight Beaker, speaking from his the eve of new, stringent and narrow - becoming Dombrook hideaway, add entry standards to the doctors and shopkeepers ed: "Frankly, the newcom Guild of Thieves. and such." ers are rubbish. Green "These new tests aren't He added: "We have to face horns. Tenderfeet. Wet be easy", he said. "Anyone it. This a divided society. hind the ears. who can pass them is ex- It's us and them." TIME FOR ACTION BURGLARY by Our Special Correspondent A.Nonymous Commuters on the Dombrook line are facinganother ex SUPPLIES pense today - theprice of a wristwatch. For the best in Modern Burglary For burglars described as equipment, call "audacious and cunning" have noticed the clock had gone, it stolen the Victoria Station clock. was toolate to check what time it Festeron 1183 The famousclock, which has was, because it had gone, if you Jemmies &. -
Z-Machine Interpreters in the 1980S, Infocom Published About Three
By Hugo Labrande Issue #5 : Z-Machine interpreters In the 1980s, Infocom published about three dozen of text adventures on most platforms of the era, from the TRS-80 to the Atari ST. Their method to spend minimal time on portability was to create a virtual machine, the Z-Machine, and compile their games into bytecode that could be read by the Z-Machine. All was needed was some software that could read this bytecode and execute it on a target machine: an interpreter. To ensure that all interpreters behaved coherently, Infocom actually wrote specifications for the Z-Machine (version 3, 4, and 5 for text-only, and 6 for graphical adventures), which specified how the interpreter should behave; this was to make sure that the people tasked with writing a new interpreter would follow the same rules as the other ones. This specification was then reverse-engineered by amateurs as early as the end of the 1980s (Barry Boone on the TI-99/4A, the InfoTaskForce in Australia, etc.). In the 1990s, people added some features and fixed a few inconsistencies, and created version 8, which was basically the same as version 5 but allowed larger file sizes. This gave the Z-Machine standards, which are available online: http://inform-fiction.org/zmachine/standards/z1point1/index.html This means that if you’d like to implement a Z-Machine interpreter, all you need to do is follow this specification. Over the years, literally hundreds of Z-Machine interpreters have been written, for sometimes very exotic platforms. They sometimes have their own quirks, can fall out of fashion, or get forgotten; I cannot begin to retrace all the Z-Machine interpreters that have been written. -
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. -
Interactive Fiction Communities from Preservation Through Promotion and Beyond
www.dichtung-digital.org/2012/41/montfort-short.htm Interactive Fiction Communities From Preservation through Promotion and Beyond by Nick Montfort and Emily Short The interactive fiction (IF) community has for decades been involved with the authorship, sharing, reading, and discussion of one type of electronic literature and computer game. Creating interactive fiction is a game-making and world-building activity, one that involves programming as well as writing. Playing interactive fiction typically involves typing input and receiving a textual response explaining the current situation. From the first canonical interactive fiction, the minicomputer game Adventure, the form has lived through a very successful commercial phase and is now being actively developed by individuals, worldwide, who usually share their work for free online. Although it is typical to speak of "the IF community", there have actually been several communities representing different interests, different types of authoring systems, and various natural languages. Until around 2005, online archives, discussions, newsletters, and competitions focused the energies of IF community members. But since the middle of the 21st century's first decade, interest in IF has broadened beyond its earlier boundaries and academics, students, and players of indie games who are not IF community members have become active as IF players. Groups have met in person in different cities to play games and discuss work in progress. We consider the IF community's early formation and the way it, -
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. -
Commodore 64
Commodore 64 Last Updated on September 24, 2021 Title Publisher Qty Box Man Comments $100,000 Pyramid, The Box Office 10th Frame: Pro Bowling Simulator Access Software 1942 Capcom 1943: The Battle of Midway Capcom 2 for 1: Combat Lynx / White Viper Gameware (Tri-Micro) 2 on One: Bump, Set, Spike / Olympic Skier Mastertronic 2 on One: L.A. SWAT / Panther Mastertronic 221B Baker St. Datasoft 3 Hit Games: Brian Bloodaxe / Revelation / Quovadis Mindscape 3D-64 Man Softsmith Software 4th & Inches Accolade 4x4 Off-Road Racing Epyx 50 Mission Crush Strategic Simulations Inc (... 720° Mindscape A Bee C's Commodore A.L.C.O.N. Taito ABC Caterpillar Avalon Hill Game Company ABC Monday Night Football Data East Ace of Aces: Box Accolade Ace of Aces: Gatefold Accolade ACE: Air Combat Emulator Spinnaker Software AcroJet: The Advanced Flight Simulator MicroProse Software Action Fighter Mindscape / Sega Adult Poker Keypunch Software Advance to Boardwalk GameTek Advanced Dungeons & Dragons: Champions of Krynn Strategic Simulations Inc (... Advanced Dungeons & Dragons: Curse of the Azure Bonds Strategic Simulations Inc (... Advanced Dungeons & Dragons: Death Knights of Krynn Strategic Simulations Inc (... Advanced Dungeons & Dragons: Dragons of Flame Strategic Simulations Inc (... Advanced Dungeons & Dragons: Gateway to the Savage Frontier Strategic Simulations Inc (... Advanced Dungeons & Dragons: Heroes of the Lance Strategic Simulations Inc (... Advanced Dungeons & Dragons: Hillsfar Strategic Simulations Inc (... Advanced Dungeons & Dragons: Pool of -
The Inform Designer's Manual
Cited Works of Interactive Fiction The following bibliography includes only those works cited in the text of this book: it makes no claim to completeness or even balance. An index entry is followed by designer's name, publisher or organisation (if any) and date of first substantial version. The following denote formats: ZM for Z-Machine, L9 for Level 9's A-code, AGT for the Adventure Game Toolkit run-time, TADS for TADS run-time and SA for Scott Adams's format. Games in each of these formats can be played on most modern computers. Scott Adams, ``Quill''-written and Cambridge University games can all be mechanically translated to Inform and then recompiled as ZM. The symbol marks that the game can be downloaded from ftp.gmd.de, though for early games} sometimes only in source code format. Sa1 and Sa2 indicate that a playable demonstration can be found on Infocom's first or second sampler game, each of which is . Most Infocom games are widely available in remarkably inexpensive packages} marketed by Activision. The `Zork' trilogy has often been freely downloadable from Activision web sites to promote the ``Infocom'' brand, as has `Zork: The Undiscovered Underground'. `Abenteuer', 264. German translation of `Advent' by Toni Arnold (1998). ZM } `Acheton', 3, 113 ex8, 348, 353, 399. David Seal, Jonathan Thackray with Jonathan Partington, Cambridge University and later Acornsoft, Topologika (1978--9). `Advent', 2, 47, 48, 62, 75, 86, 95, 99, 102, 105, 113 ex8, 114, 121, 124, 126, 142, 146, 147, 151, 159, 159, 179, 220, 221, 243, 264, 312 ex125, 344, 370, 377, 385, 386, 390, 393, 394, 396, 398, 403, 404, 509 an125. -
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. -
In This Issue
May 201 5 Volume 1 Issue 3 In this issue Alice doesn't look 1 50 Conversation with Carolyn VanEseltine The many ways of playing IF on your mobile device EDITOR'S NOTES Welcome back, everyone! BY MATT GOH t has been more than two months since the last issue of IFography. Many people in the Interactive Fiction Faction, the private Google+ community that works on this magazine, I got pulled away by real life. Now that most of our projects are completed, the group once again has a chance to continue on the magazine! School has pretty much bogged me with boring biology and physics during the day, while "Counter Strike" took up most of my evenings. Good thing to state: I'm actually getting better in games! But I did have some time for IF. With plenty of competitions held in the past few months, many players and judges have been busy with the large amount of games released. I took some time to play all of the Parsercomp games and vote on them. I was impressed by games like "Chlorophyll" and "Delphina's House." More of what I thought can be found in the reviews section. I hope to focus on Spring Thing games next issue. These past two months witnessed the release of commercial games for free online. One of them is Peter Nepstad's "1893: A World's Fair Mystery," which typically takes 10 hours to finish. And in less purely positive news, Textfyre's closing prompted it to release its two games, "Jack Toresal and The Secret Letter" and "The Shadow in the Cathedral" for free. -
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).