Twisty Little Passages: an Approach to Interactive Fiction Free Ebook

Total Page:16

File Type:pdf, Size:1020Kb

Twisty Little Passages: an Approach to Interactive Fiction Free Ebook FREETWISTY LITTLE PASSAGES: AN APPROACH TO INTERACTIVE FICTION EBOOK Nick Montfort | 302 pages | 01 Apr 2005 | MIT Press Ltd | 9780262633185 | English | Cambridge, Mass., United States Twisty Little Passages Become a fan of Slashdot on Facebook. Eight chapters, arranged in roughly-chronological order, detail the lineage of interactive fiction from its origins in Delphic riddles to its newest and most intriguing forms. Passion and precision Among Montfort's first statements is one that demonstrates a commitment to careful scholarship that recurs throughout the book: " Text adventure and interactive fiction do not mean exactly the same thing. These titles, among others, demonstrate that IF isn't just a delivery vehicle for the stereotyped themes of juvenile fiction with which it's often associated. Montfort proceeds to explain why he found it necessary to write Twisty Little Passages :. Naming the game Assuming the art of interactive fiction began with the riddle, what constitutes a work of IF today? After a brief excerpt from LookingGlass Technologies veteran Dan Schmidt 's For A Change gives us an example of description, interaction and puzzle-solving, Montfort goes on to establish four requisite aspects of IF:. A text-accepting, text-generating computer program ; A potential narrative a system that produces narrative during interaction ; A simulation of an environment or world ; and A structure of rules within which an outcome is sought, also known as a game. Works which do not include each of these elements are deliberately excluded, among them "hypertext fiction," most graphical computer games, and numerous experimental titles. In this respect, Montfort perhaps misses an opportunity to reflect upon the true extent of IF's influence over the rest of Twisty Little Passages: An Approach to Interactive Fiction entertainment software world. With a reported 30, lines of text in Deus Ex 2 - more than any Infocom game ever boasted - I'd argue that the historical text-only criterion is becoming more questionable all the time. The rise of the smart machines Much more than a theoretical treatise on IF, Twisty Little Passages is also the most complete chronicle of important IF titles, authors, and publishers assembled to date. Its middle four chapters focus largely on academic and commercial efforts at crafting and publishing interactive fiction. Chapter 3 begins with an introduction of the concept of generative literary machines "ergodic literature". Montfort cites the Turing machine-like nature of the I Chingfollowed by a mention of Jonathan Swift's satirical machine from Gulliver's Travels, "made of equal parts of irony, sarcasm, and mockery, that would automatically write books on all the arts and sciences. The mother of all computer games, in Montfort's view, was Spanish engineer Leonardo Quevedo's chess-playing robot. Devised to attack a particular endgame problem on a vertically-oriented chessboard, Quevedo's machine was unique in that it represented the first so-called "chess automaton" that operated by legitimate electromechanical means rather than by fraudulently-concealed midgets. A subsequent refinement of Quevedo's machine would later catch the eye of famed computer scientist and AI researcher Norbert Wiener, achieving recognition as the first genuine attempt at artificial intelligence. Mechanical curiosities aside, no discussion of human-computer interaction would be complete without inviting Joseph Weizenbaum's ELIZA to the party. As the first convincing conversation "bot", ELIZA accepted plain-English input from a human interlocutor, transforming it albeit with no semantic understanding into a sympathetic textual murmur geared to Twisty Little Passages: An Approach to Interactive Fiction further input:. Crowther is a contemporary of Zork co-author Dave Leblingwho, coincidentally, was a member of the same Dungeons and Dragons group in Cambridge, Massachusetts. In one of Montfort's many personal communications with IF luminaries, Lebling says:. Zork 's innovations over the state of the art established by Adventure are too numerous to count, although Montfort explicitly avoids the common mistake of canonizing Zork and Infocom games in general while giving short shrift to other important IF efforts. Alas, poor Infocom. In Montfort's words, Infocomwhich was founded June 22, by Lebling, Blank, Anderson, and seven other MIT alumni, "began work on the foundation of IF while the plot of ground that it was to be built upon had not been completely surveyed. Chapter 6 "Different Visions Worldwide" opens with a quick drive-by tour of Roberta Williams 's Mystery Houserecognized as the first graphical adventure game. Brief histories of British IF publishers Level 9 and Magnetic Scrolls round out the chapter, along with an even-briefer mention of Legend Entertainmentwritten before Legend's shutdown in early The latter constitutes one of the few weak spots in Twisty Little Passages 's coverage of the classics. Legend's integration of music, artwork, graphical navigation, and other interface enhancements in the Spellcasting series went far beyond Infocom's efforts to modernize their own IF engines, and the company deserves more than a single paragraph. At the end of Chapter 6, Montfort recounts the failure of former Infocom author Mike Berlyn 's Cascade Mountain Publishingone of the last commercial publishers of pure text-based IF. He proceeds to draw a sheet over the commercial market for interactive fiction in general, pronouncing it Twisty Little Passages: An Approach to Interactive Fiction dead as Graham Chapman's parrot:. Fortunately, as the last two chapters reveal, a healthy independent IF community has sprung up to take the place of the commercial publishers Twisty Little Passages: An Approach to Interactive Fiction are no longer with us. IF's independent authors: the once and future scene In Aprilat the culmination Twisty Little Passages: An Approach to Interactive Fiction a long reverse-engineering effort by "a group of programmers called Twisty Little Passages: An Approach to Interactive Fiction InfoTaskForce" pageGraham Nelson released an object-oriented programming language capable of creating story files for the Infocom Z-machine interpreter. Two tentacles up I can wholeheartedly recommend Twisty Little Passages not only to IF fans and amateur historians, but to anyone serious about the foundations and culture of computer gaming. Infocom and Legend Entertainment auteur Steve Meretzky's back-cover blurb says it all: " Twisty Little Passages is a thoroughly-researched history of interactive fiction, as well as a Twisty Little Passages: An Approach to Interactive Fiction analysis of the genre. Reading it makes me itch to fire up that old DEC and start writing interactive fiction again! As a fan of the IF art form as a whole, I'm indeed lucky to Twisty Little Passages: An Approach to Interactive Fiction run across Nick Montfort's excellent book. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelinesthen visit the submission page. It's a damn good thing I wasn't drinking anything right then, or I would be demanding compensation for my keyboard. To answer your very amusing question, though - yes. In fact, it's one of the best book reviews I've ever seen on slashdot. Perhaps a tad lengthy, but you can't have everything. There is also a command that can be used to make Zippy mode converse with doctor mode, but I can't find it after a few moments of searching. It is really more interesting to think about than to see it run All of the reviews I've seen, including my own [brasslantern. You can see some of those reviews listed on the author's page about the books [nickm. It's an extremely accessible book, which isn't easy to do, and the highest praise I can give it is that I wish I'd written it. Obviously, some of these games are better than others But, trying to rank them alongside legitimate literature seems mighty presumptuous. Legitimate authors struggle to perfect their reader's experience, and would never deliberately abandon it to dice-throws. If it happens that some interactive game is found to harbor a deep and worthwhile intellectual point, then a "real" author, rather than writing that game, will tell the story of a character who plays it. And frankly, I think the elitist insistence that the reader is not the author mirrors the chestnut that a bad reader is worse than no reader at all. The question is not, "who is a legitimate author? Instead, Twisty Little Passages: An Approach to Interactive Fiction questions are, "who is a legitimate reader? If you boil down all our readings to your ideas about literary forms and formats and ignore us, it'. It's been many years since I played Sorcerer, though -- I could be mis-remembering it entirely. You post a long-winded rant that calls interactive fiction the 'worst episode evar! You feel the might of thousands of negative comments weighing you down and the heat of flames licking your feet. You have fallen prey to the vicious Homonym! It's too late. The bloodthirsty Slashdotters have beaten you to -1 Troll, and the vicious Homonym has picked your bones clean! You're banned Twisty Little Passages: An Approach to Interactive Fiction the day! I discovered this game inand it took me until to get by the snake. I'm still not done. I load it up every few years and play actively for a month or two. What better technology than that between your ears? Alas, I tried showing some of my old text adventure games to some young cousins of mine, and of course, they just did NOT "get it. To continue your saved game, choose your game and type 'restore' after it starts. Wow, really? Good point! It's a shame no one seems to have noticed that error, except the reviewer and the author and most everyone else:.
Recommended publications
  • 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.....................................................................................................
    [Show full text]
  • Superhero League of Hoboken
    Special "Orbs ft Stuff" lssuc Not sold in Hoboken Superhero League of Hoboken rom the incorrigibly twisted he plants to make the Jersey City what Meretzky will do with the idea. mind of madcap Steve Meretzky; Marketplace uninhabitable. A com­ Instead of facing Dragons and Super Hero League of Hoboken puter named Matilda lisFs several Wizards in combat, you'll fight F missions Albino marks his first foray into the realm of role-playing. This hybrid combines thatimust Winos, elements of the animated adventure be fulfilled Lawyers system used in such games as in various and Tricky Meretzky's Sorcerer's University with parts of Dick RPG-style combat sequences, which America's mutants. In also makes it a first for Legend north east­ one battle, Entertainment. ern sector. a lawyer Taking place 200 years in the After you issued an future, Hoboken is set in a world finish all injunction populated by mutants. Radiation, the level against toxic waste and a plethora of 0.]. one mis­ Tropical Simpson jokes have plunged the s10ns, a Oil Man­ world in a new Dark Age, and it's up new set of who retali­ to you to save America. As the harder ones miiiiliiltiil~;;;: ated by Crimson Tape, you lead the Hoboken are posted. 1ssumg a chapter of the Super Hero League - The slick "point and quest" inter­ stream of saliva at the lawyer. The and appropriately so, for your prima­ face of previous Legend games is even lawyer's dying words were: "I think ry superpower is the ability to Create slicker in this incarnation.
    [Show full text]
  • THE ART of Puzzle Game Design
    THE ART OF Puzzle Design Scott Kim & Alexey Pajitnov with Bob Bates, Gary Rosenzweig, Michael Wyman March 8, 2000 Game Developers Conference These are presentation slides from an all-day tutorial given at the 2000 Game Developers Conference in San Jose, California (www.gdconf.com). After the conference, the slides will be available at www.scottkim.com. Puzzles Part of many games. Adventure, education, action, web But how do you create them? Puzzles are an important part of many computer games. Cartridge-based action puzzle gamse, CD-ROM puzzle anthologies, adventure game, and educational game all need good puzzles. Good News / Bad News Mental challenge Marketable? Nonviolent Dramatic? Easy to program Hard to invent? Growing market Small market? The good news is that puzzles appeal widely to both males and females of all ages. Although the market is small, it is rapidly expanding, as computers become a mass market commodity and the internet shifts computer games toward familiar, quick, easy-to-learn games. Outline MORNING AFTERNOON What is a puzzle? Guest Speakers Examples Exercise Case studies Question & Design process Answer We’ll start by discussing genres of puzzle games. We’ll study some classic puzzle games, and current projects. We’ll cover the eight steps of the puzzle design process. We’ll hear from guest speakers. Finally we’ll do hands-on projects, with time for question and answer. What is a Puzzle? Five ways of defining puzzle games First, let’s map out the basic genres of puzzle games. Scott Kim 1. Definition of “Puzzle” A puzzle is fun and has a right answer.
    [Show full text]
  • Manual - Gateway 2.Pdf
    What Is A LEGEND Adventure Game? In an adventure game from Legend, you become the main character in an evolving 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 place to place, 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, 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 P.O. Box 10810 14200 Park Meadow Drive Chantilly, Virginia 22021 703-222-8500 FAX 703-968-5151 CompuServe E-Mail 76226,2356 Technical Support From the continental U.S. call Toll Free 9:00 a.m. - 5:00 p.m. weekdays EST/EDT 1-800-658-8891 European Technical Support (Accolade Europe) 081-8n-0880 Technical Support calls from Canada and all other locations please dial 703-222-8500 Talile 01 Contents Introduction to Gateway II: HOMEWORLD .... .. ... ... .. .. .. .. .. ....... ... .. 4 Quick Start: Installation ... .. .. .. .. .. .. .. .... .... ..... ... .. .. .. .. ... ... 6 Quick Start: Playing the Game .... .. .. .. .. .. ..... ... .. .. .. ... .. ... 7 Installation and Start-up .. ... ..... .. .. .. .. .... ... ... ..... .. ... ... .. .. .. ..... 8 Configuration Options ....... .. ........ ..... .. .. .. ..... .... ... .. .. .. .. .. .. .. .. .. 9 Music .
    [Show full text]
  • Download Twisty Little Passages: an Approach to Interactive Fiction
    TWISTY LITTLE PASSAGES: AN APPROACH TO INTERACTIVE FICTION DOWNLOAD FREE BOOK Nick Montfort | 302 pages | 01 Apr 2005 | MIT Press Ltd | 9780262633185 | English | Cambridge, Mass., United States Slashdot Top Deals I got about a quarter of the way into this and had to stop. In Montfort's words, Infocomwhich was founded June 22, by Lebling, Blank, Anderson, and seven other MIT alumni, "began work on the foundation of IF while the plot of ground that it was to be built upon had not been completely surveyed. Slashdot Apparel is back! Genre fiction is a type of literature, and trying to actually seperate one from the other is a fool's errand. I think what you may be getting at is the fact that writing a compelling IF world is literally NP hard. Hitchhiker's Guide project, which began in February and was slated ambitiously to be completed by the following Christmas. Friend Reviews. Instead, what this book really is is a very comprehensive history of the form. There's really not that much meat there; Montfort goes into a detailed history and categorization of riddles that isn't all that relevant to IF. Played them, loved them, but goddam that transparent crystal 3D mze was a killer. Nick Montfort. Montfort then discusses Adventure Twisty Little Passages: An Approach to Interactive Fiction its precursors including the I Ching and Dungeons and Dragonsand follows this with an examination of mainframe text games developed in response, focusing on the most influential work of that era, Zork. The reviewer's memory of Monty Python's a little weak.
    [Show full text]
  • 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.
    [Show full text]
  • Legend Entertainment
    LEGEND ENTERTAINMENT So realistic, The Sure A-Train A-Train Super realistic Interactive More realistic you'll think graphics More entertaining has trains ... 19 different train engines, you're Additional courses Movie ••••••••••••••••• up to 27 at a time ••••••• More engaging there! available I ut there'sa lot more to Rthan making Build apartments, •••••• A sthefi•t than you ever tracks. This simulation gives you the offices, factories, ski This is the best real Interactive thought possible L inks 386 Pro is triple cha llenge of trains, cities and resorts, amusement the first entertain- there is! Movie, Under a 2 CD-ROMs money: design and run a profitable railroad, parks and more ment produ ct Killing Moon transports Multiple financial and to utilize every- grow a city and build a financial empire. The Order today, you to the status reports • and get both A-Train thing you bought virtual world six scenarios wi ll take all the organizational a 386 or 486 and A-Train of the feisty talent, planning skills and fiscal genius you've A-Train Construction Set computer for! Construction Set .... .. ................................... .. When you buy detecli\e Tex got. Maybe more. .................................. Move mountains, Links 386 Pro, Murphy. You And now that the A-Train Construction Set SAVE $30 create rivers, lakes, ..................... .................... .. you don't just .. are free to is included, you can create new scenarios for : ' .~ oceans and islands Save almost 43% buy acorn puter '.' explore the A-Tra in, modify existing games, or blow off game, you be- Add unlimited tracks off the regular price virtual world at your come part of the limitations of the game entirely and build of $69.95 leisure and solve Test track placement the links family, your own rail road and surrounding city and scheduling OOS ParU MA 1D MACPart # MA1M enjoying the Tex's cases.
    [Show full text]
  • Steve Meretzky
    Steve Meretzky Career Highlights Acclaimed game designer Decades of experience leading teams, mentoring talent, and running a company Myriad awards and five-star reviews Named one of the industry’s 25 “Game Gods” by PC Gamer in September 1999 Winner of the 2008 Game Design Challenge at the Game Developers Conference Organizer of the annual Free-to-Play Summit at the GDC 2013 – 2016 GSN Games (a division of Sony) San Francisco, CA Vice-President, Creative Led all design and art for GSN’s $200 million/year social casino business. In charge of creative for GSN Casino, a top-ten-grossing mobile game. Brought a new understanding of free-to-play design and retention techniques to GSN’s inexperienced casino studio. Worked with IP such as Wheel of Fortune, and talent such as Vanna White. 2008 – 2013 Playdom (a division of Disney) Palo Alto, CA Vice-President, Game Design Creative leader for one of the pioneering companies in mobile/social gaming Incepted multiple projects; gave creative review and advice for many more Intimately involved in running live games to maximize retention and monetization Contributed to many successful Facebook games including Mobsters, Sorority Life, and Social City 2006 – 2008 Blue Fang Games Waltham, MA Senior Game Designer Lead designer for the Wii game World of Zoo and for several online projects 2005 – 2006 Floodgate Entertainment Waltham, MA Chief Game Designer Lead designer for an early developer of games for mobile devices Created one of the first real-time multiplayer mobile games, Pirates
    [Show full text]
  • 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.
    [Show full text]
  • 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.
    [Show full text]
  • Superhero League of Hoboken.Pdf
    Legend Entertainment's Technical Support CompuServe E-Mail 72662, I 021 (NO HINTS WILL BE GIVEN ON THIS NUMBER) From the continental U.S. call toll free 9:00 a.m. - 5:00 p.m. weekdays EST/EDT 1-800-658-8891 From Europe (Accolade Europe) 081-788-0200 From Canada and all other locations 703-222-8500 Hint Information 24-Hour Hint Line From the continental U.S. 1-900-933-2583 ($.75 for the first minute, 1-900-933-CLUE $.50 for each minute thereafter) Hint books are available - call 1-800-658-889 1 or 703-222-8515 to order ($9.95 +shipping/handling) Executive Offices (Please do not call this number for technical assistance or hint information) Legend Entertainment Company P.O. Box 10810 14200 Park Meadow Drive Chantilly, Virginia 22021 703-222-8500 Table Of Contents Installation and Music Configuration Installation and Music Configuration ....... ....... ........... ... .... ... ... .... .... ........ 3 Installation Installation ... .. .... .......................... .. .......... ... .. ........ ..... ... .... .. .. ... ... ...... ... 3 Installation and start-up for Superhero League of Hoboken is a snap. Simply Music and Sound ...... .... ............. ...... .. .................. ... .. ............... .......... ... 4 follow the instructions below and you will be up and running in no time. Quick Start for Experienced Gamers ...... .... ............ ................. ....... ........ 6 I. Make backup copies of your game disks. This is a precautionary step and is Overview and Introduction to Game Play .......... ..... .. .. ............................ 7 not necessary to install the game properly. New York and New Jersey A rea Map ....................... .. .. ...... .. .... .... .... ..... 9 2. Make sure that you have at least 8,000,000 bytes of free space on your Guide to Using the Game Screens .............. ........................................... I 0 hard drive. If you are using disk compression software (i.e., DoubleSpace, Adventure Game ....
    [Show full text]
  • 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.
    [Show full text]