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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] gmail com> 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] gmail com> 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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Em 06/03/2012 21:23, James Holsenback escreveu:
> 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!
caution here: about as adictive as raytracing and posting on usenet... :)
and sorry for the thread highjacking...
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Em 06/03/2012 23:43, Darren New escreveu:
> 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. :-)
the fortran original or this one:
http://www-cs-staff.stanford.edu/~uno/programs.html#advent
Cool bit of trivia for Warp too:
Introduction.
The ur-game for computers --- Adventure --- was originally
written by Will Crowther in 1975 or 1976 and significantly extended by
Don Woods in 1977. I have taken Woods's original program
for Adventure Version 1.0 and recast it in the CWEB idiom.
I remember being fascinated by this game when John McCarthy showed it
to me in 1977. I started with no clues about the purpose of the game
or what I should do; just the computer's comment that I was at the
end of a forest road facing a small brick building. Little by little,
the game revealed its secrets, just as its designers had cleverly plotted.
What a thrill it was when I first got past the green snake! Clearly the
game was potentially addictive, so I forced myself to stop playing ---
reasoning that it was great fun, sure, but traditional computer science
research is great fun too, possibly even more so.
Now here I am, 21 years later, returning to the great Adventure after
having indeed had many exciting adventures in Computer Science. I believe
people who have played this game will be able to extend their fun by
reading its once-secret program. Of course I urge everybody /to play the
game first, at least ten times/, before reading on. But you cannot
fully appreciate the astonishing brilliance of its design until
you have seen all of the surprises that have been built in.
I believe this program is entirely faithful to the behavior of Adventure
Version 1.0, except that I have slightly edited the computer messages
(mostly so that they use both lowercase and uppercase letters). I have also
omitted Woods's elaborate machinery for closing the cave during the hours
of prime-time computing; I believe John McCarthy insisted on this, when
he saw the productivity of his AI Lab falling off dramatically---although
it is rumored that he had a special version of the program that
allowed him to play whenever he wanted. And I have
not adopted the encryption scheme by which Woods made it difficult for
users to find any important clues in
the binary program file or core image; such
modifications would best be done by making a special version of CTANGLE.
All of the spelunking constraints and interactive behavior have
been retained, although the structure of this CWEB program is
naturally quite different from the FORTRAN version that I began~with.
Many of the phrases in the following documentation have been lifted directly
from comments in the FORTRAN code. Please regard me as merely
a translator of the program, not as an author. I thank Don Woods for
helping me check the validity of this translation.
By the way, if you don't like |goto| statements, don't read this. (And don't
read any other programs that simulate multistate systems.)
--- Don Knuth, September 1998
McCarthy is the father of Lisp and AI, BTW.
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On 03/06/2012 11:37 PM, nemesis wrote:
> and sorry for the thread highjacking...
I'm a text adventure fan so ... no worries
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nemesis <nam### [at] gmail com> wrote:
> That's actually a later development (or derailing).
It doesn't matter. I like them significantly more, and nobody makes them
anymore, which is a real shame.
--
- Warp
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Warp <war### [at] tag povray org> wrote:
> nemesis <nam### [at] gmail com> wrote:
> > That's actually a later development (or derailing).
>
> It doesn't matter. I like them significantly more, and nobody makes
them
> anymore, which is a real shame.
Have you actually bothered playing the game I posted at all or you think
complaining over nostalgic relics is more fun and worthy?
here's the link again in case you change your mind:
http://eblong.com/zarf/zweb/dual/
should not take anyone much more than 1 hour to complete and the puzzles
and play logic are quite intuitive.
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nemesis <nam### [at] gmail com> wrote:
> Have you actually bothered playing the game I posted at all or you think
> complaining over nostalgic relics is more fun and worthy?
I didn't try that particular one, but I have tried modern IF from time
to time. They just don't work for me.
--
- Warp
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On 3/6/2012 20:40, nemesis wrote:
>> FWIW, I have the source code for that sitting on my bookshelf. :-)
> the fortran original or this one:
The FORTRAN IV version. Actually, it's in "cave language", which was
compiled and interpreted by the fortran code. I have no idea what CWEB is.
The version I have stored things in files encrypted by the OS (and
password-protected as well), so this sounds like yet another version.
Technically, I have ADVENT-550, which means it was the version with a max
score of 550 points.
--
Darren New, San Diego CA, USA (PST)
People tell me I am the counter-example.
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Em 07/03/2012 20:10, Darren New escreveu:
> The FORTRAN IV version. Actually, it's in "cave language", which was
> compiled and interpreted by the fortran code. I have no idea what CWEB is.
It's Donald Knuth's system for literate programming in C/C++. You did
read his account from the previous post, surely?
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On 3/7/2012 17:20, nemesis wrote:
> It's Donald Knuth's system for literate programming in C/C++.
I kind of figured that out a little later.
> You did read
> his account from the previous post, surely?
That doesn't mean I remembered it all. :-)
--
Darren New, San Diego CA, USA (PST)
People tell me I am the counter-example.
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On 3/7/2012 9:25, Warp wrote:
> I didn't try that particular one, but I have tried modern IF from time
> to time. They just don't work for me.
http://i.imgur.com/mC6fF.jpg
--
Darren New, San Diego CA, USA (PST)
People tell me I am the counter-example.
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Darren New <dne### [at] san rr com> wrote:
> http://i.imgur.com/mC6fF.jpg
That was actually quite funny.
--
- Warp
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On 11/03/2012 20:09, Warp wrote:
> Darren New<dne### [at] san rr com> wrote:
>> http://i.imgur.com/mC6fF.jpg
>
> That was actually quite funny.
I agree.
(Would probably be funnier if I've heard of or even played half of those
games... Even so, "you see a rock" is pretty classic.)
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Am 11.03.2012 20:07, schrieb Darren New:
> On 3/7/2012 9:25, Warp wrote:
>> I didn't try that particular one, but I have tried modern IF from time
>> to time. They just don't work for me.
>
> http://i.imgur.com/mC6fF.jpg
Missing Minecraft there.
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Darren New escreveu:
> On 3/7/2012 9:25, Warp wrote:
>> I didn't try that particular one, but I have tried modern IF from time
>> to time. They just don't work for me.
>
>
> http://i.imgur.com/mC6fF.jpg
spot on! Duke Nukem offering money is spot on, the graphic style of
several games follow, like Doom's bloddy gloom or Shadow of Colossus
motion blur (an incredible feat on the PS2, which was actually used to
distract away the player away from the choppy frame rate)
--
a game sig: http://tinyurl.com/d3rxz9
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nemesis escreveu:
> http://eblong.com/zarf/zweb/dual/
just out of curiosity, anyone actually finished this?
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On 3/13/2012 12:46 PM, nemesis wrote:
> nemesis escreveu:
>> http://eblong.com/zarf/zweb/dual/
>
> just out of curiosity, anyone actually finished this?
I did, it was fun!
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Kevin Wampler escreveu:
> On 3/13/2012 12:46 PM, nemesis wrote:
>> nemesis escreveu:
>>> http://eblong.com/zarf/zweb/dual/
>>
>> just out of curiosity, anyone actually finished this?
>
> I did, it was fun!
fine. :)
--
a game sig: http://tinyurl.com/d3rxz9
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On 03/13/2012 03:46 PM, nemesis wrote:
> nemesis escreveu:
>> http://eblong.com/zarf/zweb/dual/
>
> just out of curiosity, anyone actually finished this?
Played for a bit, but got pulled away on something else, and haven't
gone back ... liked it enough that I'll revisit
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