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Usually when I log on in the morning I just read the "fortune" and go
about my business, but today this one made me laugh (not a very frequent
thing these days) ....
Support bacteria -- it's the only culture some people have!
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James Holsenback escreveu:
> Support bacteria -- it's the only culture some people have!
that's a good one. :)
well, here's something quite short to cheer up the day too:
http://eblong.com/zarf/zweb/dual/
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On 3/6/2012 11:18 AM, nemesis wrote:
> http://eblong.com/zarf/zweb/dual/
This looks fun, I'll give it a shot when I have a block of time free.
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Kevin Wampler escreveu:
> On 3/6/2012 11:18 AM, nemesis wrote:
>> http://eblong.com/zarf/zweb/dual/
>
> This looks fun, I'll give it a shot when I have a block of time free.
zarf's the man! :)
if you happen to get hooked to interactive fiction, I'll at least leave
a few pointers besides zarfhome:
http://ifarchive.org
http://ifdb.tads.org
http://parchment.toolness.com/
http://www.ifwiki.org
and the community gatherings:
http://www.intfiction.org/forum
http://groups.google.com/group/rec.arts.int-fiction
--
a game sig: http://tinyurl.com/d3rxz9
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nemesis <nam### [at] gmailcom> wrote:
> if you happen to get hooked to interactive fiction, I'll at least leave
> a few pointers besides zarfhome:
Back in the 80's when I had a ZX Spectrum 128 I played a lot of text
adventures. You don't get anything like that anymore.
The key difference between text adventures of the 80's and modern
"interactive fiction" is that the former had graphics. Typically the
screen was divided into two: The upper half had a picture of the current
room, and the lower half had the textual description and command prompt.
Each room had usually a unique picture (although sprites / vector graphics
were often reused in several rooms, of course; we are talking about 8-bit
systems here).
In most games the picture itself gave you clues about what to do next.
For example, there might have been a tree with an apple. This apple might
not have been described in the text at all, but you could see it in the
picture so you could interact with it. Usually if you eg. took the apple,
it would disappear from the picture (and things like doors would open,
and so on).
I miss those types of graphical text adventures. Nobody makes those
anymore. All you get is pure text and that's it. It's not at all the
same thing.
--
- Warp
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Am 06.03.2012 21:28, schrieb Warp:
> I miss those types of graphical text adventures. Nobody makes those
> anymore. All you get is pure text and that's it. It's not at all the
> same thing.
They probably got lost where they were born: Somewhere between text-only
adventures and point&click adventures. After all, text-only is the
/true/ retro thing. Graphics were a later addition, which then led to
point&click.
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Warp escreveu:
> nemesis <nam### [at] gmailcom> wrote:
>> if you happen to get hooked to interactive fiction, I'll at least leave
>> a few pointers besides zarfhome:
>
> Back in the 80's when I had a ZX Spectrum 128 I played a lot of text
> adventures. You don't get anything like that anymore.
>
> The key difference between text adventures of the 80's and modern
> "interactive fiction" is that the former had graphics.
That's actually a later development (or derailing). Here are the 3
pionneer pure text adventures from the late 70's, early 80's that set
the mark for the genre and were actually sleeper hits in their era:
http://iplayif.com/?story=http://parchment.toolness.com/if-archive/games/zcode/Advent.z5.js
http://iplayif.com/?story=http://parchment.toolness.com/if-archive/games/zcode/Adventureland.z5.js
http://www.xs4all.nl/~pot/infocom/ (search for Zork)
Aside from Infocom's Zork, that began life as a mainframe rival to
ADVENT, they are ports to modern authoring systems. Zork is the same
code of old, running in an implementation for its historic zmachine VM.
Scott Adam's Adventureland was the first commercial text adventure for
microcomputers. It had to run on 16KB, so it's pretty bare.
Here's the history of the influential mainframe game ADVENT:
http://www.rickadams.org/adventure/a_history.html
> In most games the picture itself gave you clues about what to do next.
> For example, there might have been a tree with an apple. This apple might
> not have been described in the text at all, but you could see it in the
> picture so you could interact with it. Usually if you eg. took the apple,
> it would disappear from the picture (and things like doors would open,
> and so on).
If something isn't described in the text, it doesn't exist, unless it
was a game poorly designed (like indeed were many of the early dungeon
crawlers of early days). Modern IF by renowed authors are built around
a set of design rules and theories developed through the years.
Descriptions should provide enough clues or hints, and there's always
help or hint indeed as meta-commands.
That said, the game I posted is pretty short and sweet. It was
developed for a "escape room" competition at JayIsGames, where it won
second spot.
BTW, ADVENT is still playable and fair enough today. Can you say the
same for Atari's Adventure, Ultima 1 or Mistery House? Presentation for
ADVENT is the same today as was yesterday: text descriptions as spare
or rich as your mind can make them. The others are butt-ugly pixels in
flat colors.
--
a game sig: http://tinyurl.com/d3rxz9
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On 3/6/2012 11:48 AM, nemesis wrote:
> if you happen to get hooked to interactive fiction, I'll at least leave
> a few pointers besides zarfhome:
>
> http://ifarchive.org
> http://ifdb.tads.org
> http://parchment.toolness.com/
> http://www.ifwiki.org
>
> and the community gatherings:
> http://www.intfiction.org/forum
> http://groups.google.com/group/rec.arts.int-fiction
Awesome, just in time to postpone my graduation! I think I'll copy
these into a text file for later use so I can play them as my free time
permits. Thanks!
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On 03/06/2012 02:18 PM, nemesis wrote:
> James Holsenback escreveu:
>> Support bacteria -- it's the only culture some people have!
>
> that's a good one. :)
>
> well, here's something quite short to cheer up the day too:
>
> http://eblong.com/zarf/zweb/dual/
hey thanks ... a little diversion might just be what I need to break me
out of my funk ... appreciate it!
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On 3/6/2012 13:04, nemesis wrote:
> Here's the history of the influential mainframe game ADVENT:
FWIW, I have the source code for that sitting on my bookshelf. :-)
--
Darren New, San Diego CA, USA (PST)
People tell me I am the counter-example.
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