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Spectrum 48k

Wabbit

New Member
This makes me go all misty eyed with nostalgia, also it makes me feel very old :( because I remember all those games :D I think Rainbowgurl will like this because she's all game retro :cool:

Hey, hey, 16k

Enjoy!
 
wow! someone else used to have a spectrum 48k! thank god i wasn't the only one!lol!
(although my excuse is that i was v little at the time!lol!)
 
I couldn't resist peeking at this one.

Of all the games mentioned or shown in that clip, the only one that's still fresh is The Hobbit. The text adventure genre may have died commercially but over the years it has evolved into an excellent hotpot of amateur games (now labelled Interactive Fiction) written with one of the three major authoring systems: TADS, Inform, and ADRIFT.

I'd certainly recommend a lot of the interactive games written these days.
 
Some text adventures can still be really quite good - Have you played Galatea , for instance, Abulafia? As they are not commercial products the writers can be as inventive as they like, and so you can find some really quite unusual and interesting games. The one I mentioned earlier consists entirely of a conversation with a statue, but affects you in the way that some fine literature can.
 
Sounds good :)

I played a few text adventure games and found them interesting. What turns me off them is the old problem in that you have to sit and try every possible word or combination of words before the game lets you do what you want to do. NOT fun.

Example: You are in a vast hall with exits leading south and east. You see a bat on the floor covered in slime.

player: pick up bat
Game: try putting it another way
Player: get the bat
Game: try putting it another way
Player: take the bat
Game: you cannot do that to the bat
Player: Take the slime covered bat
Game: you pick up the slime covered bat

Do the games have this problem still?
 
Some give lists of interaction words to use that specify which synonym should be used, but the problem still features. However the primary bane of adventures, both text and graphic, is, as it always has been, puzzles of the "Use [dead pirhana] on [hatstand]. The pirhana's corpse spasms as you place it on the hatstand, accidentally brushing against a part of the wall that opens to reveal a secret passage. Enter?"

(i.e. illogical, use everything with everything, puzzles)
 
I had a Timex Sinclair. I can remember my brother and I typing programs that we'd found in the manual or a book of programs and never bothering to save them on tape because we couldn't figure that part out. I can't remember if any of them ever actually worked.

I had The Hobbit on the C64. That was a lot of fun, except when I had been playing for an hour and were either stuck someplace and couldn't figure out what to do next, or made one misstep and was dead. The music was the best part. I think the theme song was a march from Aida.
 
Themistocles said:
Have you played Galatea , for instance, Abulafia?

I've played Emily Short's Galatea a few times but there's no way I'll ever get all the endings (according to Em, there's about forty).

Emily Short's other games (e.g. Metamorphosis, City of Secrets) are also worth a play.

Others worth a look:
  • Anchorhead (Michael S. Gentry)
  • Curses (Graham Nelson)
  • Jigsaw (Graham Nelson)
  • Photopia (Adam Cadre)

In fact, there's hundred worth looking at so it would be a waste of my time to list them all.

SillyWabbit, you ask about the parser nowadays - early parser's were limited to two words (i.e. take knife, pull table) but parser's have become extremely advanced (i.e. take the red ball and give it to Boris) meaning that any poor quality parser is now the fault of a novice author rather than a weak parser.

The games, also, are not much like they used to be for two reasons:

  • There is more memory in computers which opens up scope for better writing and game size;
  • No longer being a commercial industry, the amateur scene can better afford to become experimental resulting in linear interactions (i.e. Photopia, Rameses)

There's a site (The IF Archive) which seeks to collect all text adventures for posterity and distribution.

On Google Groups there's RAIF and RGIF - the place to discuss designing/coding IF games and playing IF games respectively.

Every year there's the Annual IF Comp (now in its 10th year) where games of all degrees of quality are submitted for judging. The prizes (through donation) have become better over time. Unfortunately, I won't be entering this year as my current game needs a hell of a lot more work; I'll probably enter it next year.
 
Hmmmm, might give it a look.

Didn't you mention that there is a program you can use to create text adventures? Is there? How easy is it to use? How good is it?
 
There's a few programs out there of differing quality and respectability.

As I mentioned earlier there are three major ones which account or the greater percentile of released games: Inform, TADS, and - latterly - ADRIFT.

Inform and TADS are both programming languages with attributes similar to C++ or Java. ADRIFT is a Windows application that allows you to click your games together from a series of drop-down menus and textboxes. I've been using ADRIFT for a few years now although I'm currently working on a game across these three formats.

An example of each:

Inform
Class Room
has light;​

Room cathedral "In the cathedral's hall"
with description​
"The dying musk of incense troubles the colossal hall where elaborate beams rise like an enormous ribcage - a cradle for prayer. The throng of dusty layered pews unfolds forward in unbroken rows halted by the raised altar to the west. Threads of moonlight, suppressed by the many stained windows, cast an eerie sheen upon the confessional to the north. Intense in sculpture, the abused body of Christ hangs in shame above the altar, accepting you without comment."​
,
w_to altar,​
n_to confessional,​
s_to {​
if self.log_moved == 0​
return (cemetary);​
else​
"A huge log blocks your way.";}​
log_moved false;​

TADS
cathedral: room
sdesc = "In the cathedral's hall"
ldesc = "\tThe dying musk of incense troubles the colossal hall where elaborate beams rise like an enormous ribcage - a cradle for prayer. The throng of dusty layered pews unfolds forward in unbroken rows halted by the raised altar to the west. Threads of moonlight, suppressed by the many stained windows, cast an eerie sheen upon the confessional to the north. Intense in sculpture, the abused body of Christ hangs in shame above the altar, accepting you without comment."
west = altar
north = confessional
s_to {
if self.log_moved == true
moveTo(cemetery);
else
"A huge log blocks your way.";}
log_moved = nil;


ADRIFT
You just click ADD ROOM and write the descriptions and navigate the other tabs to sort it as you want it.
 
Sounds really interesting! Thank you for the information :)

The programing one's don't look too difficult to grasp. It looks like BASIC to me. To start off with though, I will have a go with ADRIFT as it sounds easy to get into it. I'll check out some of the games too. I did used to enjoy text adventure games despite the parser problems. My fav was Fish. Guess you don't know that one. It was on the spectrum ;)

I wanna check out that game mentioned in this thread where it's just talking to the statue. That one sounds really intresting!
 
Good choice.

I'd suggest downloading Photopia by Adam Cadre because it's probably the game that turned the scene from text adventures to interactive fiction that focuses more on story than on puzzles.

All of Cadre's games are puzzless (or puzzle light) IF. Andrew Plotkin's games are also worth a look.
 
Sounds interesting. I like the idea that the games have evolved into interactive fiction. I will have a look at that one, thanks :)

Right now I am going to re-install windows. Maybe one day I will be brave and have a go at Linux :D But for now... Windows XP will go back on my machine. SIGH... wish me luck. :D
 
I seen this on RGIF regarding a zip full of good games over different formats. If you enjoy Galatea then this list is certainly worth playing.
 
Yes. TADS and Inform are both OOP - supporting such concepts as classes inheritance, functions, libraries, etc.

This is an Inform example:

!============================================================================
Constant Story "William Tell";
Constant Headline
"^A simple Inform example
^by Roger Firth and Sonja Kesserich.^";
Release 2; Serial "020827"; ! for keeping track of public releases
Constant MAX_SCORE = 4;
Include "Parser";
Include "VerbLib";
!============================================================================
! Object classes
Class Room
has light;
Class Prop
with before [;
Examine: return false;
default:
print_ret "You don't need to worry about ", (the) self, ".";
],
has scenery;
Class Furniture
with before [;
Take,Pull,Push,PushDir:
print_ret (The) self, " is too heavy for that.";
],
has static supporter;
Class Arrow
with name 'arrow' 'arrows//p',
article "an",
plural "arrows",
description "Just like all your other arrows -- sharp and true.",
before [;
Drop: print_ret "Much too dangerous to leave lying around.";
];
Class NPC
with life [;
Answer,Ask,Order,Tell:
print_ret "Just use T[ALK] [TO ", (the) self, "].";
],
has animate;
!============================================================================
! The game objects
Room street "A street in Altdorf"
with description [;
print "The narrow street runs north towards the town square.
Local folk are pouring into the town through the gate to the
south, shouting greetings, offering produce for sale,
exchanging news, enquiring with exaggerated disbelief about
the prices of the goods displayed by merchants whose stalls
make progress even more difficult.^";
if (self hasnt visited)
print "^~Stay close to me, son,~ you say,
~or you'll get lost among all these people.~^";
],
n_to below_square,
s_to
"The crowd, pressing north towards the square,
makes that impossible.";
Prop "south gate" street
with name 'south' 'southern' 'wooden' 'gate',
description "The large wooden gate in the town walls is wide open.";
Prop "assorted stalls"
with name 'assorted' 'stalls',
description "Food, clothing, mountain gear; the usual stuff.",
found_in street below_square,
has pluralname;
Prop "merchants"
with name 'merchant' 'merchants' 'trader' 'traders',
description
"A few crooks, but mostly decent traders touting their wares
with raucous overstatement.",
found_in street below_square,
has animate pluralname;
Prop "local people"
with name 'people' 'folk' 'local' 'crowd',
description "Mountain folk, just like yourself.",
found_in [; return true; ],
has animate pluralname;
!----------------------------------------------------------------------------
Room below_square "Further along the street"
with description
"People are still pushing and shoving their way from the southern
gate towards the town square, just a little further north.
You recognise the owner of a fruit and vegetable stall.",
n_to south_square,
s_to street;
Furniture stall "fruit and vegetable stall" below_square
with name 'fruit' 'veg' 'vegetable' 'stall' 'table',
description
"It's really only a small table, with a big heap of potatoes,
some carrots and turnips, and a few apples.",
before [; Search: <<Examine self>>; ],
has scenery;
Prop "potatoes" below_square
with name 'potato' 'potatoes' 'spuds',
description
"Must be a particularly early variety... by some 300 years!",
has pluralname;
Prop "fruit and vegetables" below_square
with name 'carrot' 'carrots' 'turnip' 'turnips' 'apples' 'vegetables',
description "Fine locally grown produce.",
has pluralname;
NPC stallholder "Helga" below_square
with name 'stallholder' 'greengrocer' 'monger' 'shopkeeper' 'merchant'
'owner' 'Helga' 'dress' 'scarf' 'headscarf',
description
"Helga is a plump, cheerful woman,
concealed beneath a shapeless dress and a spotted headscarf.",
initial [;
print "Helga pauses from sorting potatoes
to give you a cheery wave.^";
if (location hasnt visited) {
move apple to player;
print "^~Hello, Wilhelm, it's a fine day for trade! Is this
young Walter? My, how he's grown. Here's an apple for him
-- tell him to mind that scabby part, but the rest's good
enough. How's Frau Tell? Give her my best wishes.~^";
}
],
times_spoken_to 0, ! for counting the conversation topics
life [;
Kiss: print_ret "~Ooh, you saucy thing!~";
Talk: self.times_spoken_to = self.times_spoken_to + 1;
switch (self.times_spoken_to) {
1: score = score + 1;
print_ret "You warmly thank Helga for the apple.";
2: score = score + 1;
print_ret "~See you again soon.~";
default: return false;
}
],
has female proper;
!----------------------------------------------------------------------------
Room south_square "South side of the square"
with description
"The narrow street to the south has opened onto the town square,
and resumes at the far side of this cobbled meeting place.
To continue along the street towards your destination --
Johansson's tannery -- you must walk north across the square,
in the middle of which you see Gessler's hat set on that
loathsome pole. If you go on, there's no way you can avoid
passing it. Imperial soldiers jostle rudely through the throng,
pushing, kicking and swearing loudly.",
n_to mid_square,
s_to below_square;
Prop "pole"
with name 'wooden' 'pole',
description "You're too far away to see any detail.",
found_in south_square north_square;
Prop "hat"
with name 'hat',
description "You're too far away to see any detail.",
found_in south_square north_square;
Prop "Gessler's soldiers"
with name 'soldier' 'soldiers',
description "They're uncouth, violent men, not from around here.",
before [;
FireAt: print_ret "You're outnumbered many times.";
Talk: print_ret "Such scum are beneath your contempt.";
],
found_in south_square mid_square north_square marketplace,
has animate pluralname proper;
!----------------------------------------------------------------------------
Room mid_square "Middle of the square"
with description
"There is less of a crush in the middle of the square; most
people prefer to keep as far away as possible from the pole
which towers here, topped with that absurd ceremonial hat. A
group of soldiers stands nearby, watching everyone who passes.",
n_to north_square,
s_to south_square,
warnings_count 0, ! for counting the soldier's warnings
before [; Go:
if (noun == s_obj) {
self.warnings_count = 0;
pole.has_been_saluted = false;
}
if (noun == n_obj) {
if (pole.has_been_saluted == true) {
print "^~Be sure to have a nice day.~^";
return false;
} ! end of (pole has_been_saluted)
else {
self.warnings_count = self.warnings_count + 1;
switch (self.warnings_count) {
1: print_ret "A soldier bars your way. ^^
~Oi, you, lofty; forgot yer manners, didn't you?
How's about a nice salute for the vogt's hat?~";
2: print_ret "^~I know you, Tell, yer a troublemaker,
ain't you? Well, we don't want no bovver here,
so just be a good boy and salute the friggin'
hat. Do it now: I ain't gonna ask you again...~";
default:
print "^~OK, ";
style underline; print "Herr"; style roman;
print " Tell, now you're in real trouble. I asked you
nice, but you was too proud and too stupid. I
think it's time that the vogt had a little word
with you.~
^^
And with that the soldiers seize you and Walter
and, while the sergeant hurries off to fetch
Gessler, the rest drag you roughly towards the
old lime tree growing in the marketplace.^";
move apple to son;
PlayerTo(marketplace);
return true;
} ! end of switch
} ! end of (pole has_NOT_been_saluted)
} ! end of (noun == n_obj)
];
Furniture pole "wooden pole" mid_square
with name 'wooden' 'pole' 'pine' 'hat' 'black' 'red' 'brim' 'feathers',
description
"The pole, the trunk of a small pine some few inches in diameter,
stands about nine or ten feet high. Set carefully on top is
Gessler's ludicrous black and red leather hat, with a widely
curving brim and a cluster of dyed goose feathers.",
has_been_saluted false,
before [;
Salute:
self.has_been_saluted = true;
print_ret "You salute the hat on the pole. ^^
~Why, thank you, sir,~ sneers the soldier.";
],
has scenery;
!----------------------------------------------------------------------------
Room north_square "North side of the square"
with description
"A narrow street leads north from the cobbled square. In its
centre, a little way south, you catch a last glimpse of the pole
and hat.",
n_to [;
deadflag = 3;
print_ret "With Walter at your side, you leave the square by the
north street, heading for Johansson's tannery.";
],
s_to "You hardly feel like going through all that again.";
!----------------------------------------------------------------------------
Room marketplace "Marketplace near the square"
with description
"Altdorf's marketplace, close by the town square, has been hastily
cleared of stalls. A troop of soldiers has pushed back the crowd
to leave a clear space in front of the lime tree, which has been
growing here for as long as anybody can remember. Usually it
provides shade for the old men of the town, who gather below to
gossip, watch the girls, and play cards. Today, though, it
stands alone... apart, that is, from Walter, who has been lashed
to the trunk. About forty yards away, you are restrained by two
of the vogt's men.",
cant_go "What? And leave your son tied up here?";
Object tree "lime tree" marketplace
with name 'lime' 'tree',
description "It's just a large tree.",
before [; FireAt:
if (BowOrArrow(second)) {
deadflag = 3;
print_ret "Your hand shakes a little, and your arrow flies
high, hitting the trunk a few inches above Walter's
head.";
}
return true;
],
has scenery;
 
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