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XYQE > AdventureGo to page: 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next »

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Wednesday, 31 December 2008
Just checking PennyM 03:57:02
 Just want to check to make sure this news group is still here.

There has GOT to be something to talk about? Any games out there that is
coming out or has been released that we could talk about????

--

PennyM
pennym@icehouse.net­
LadyGamer


comment 12 answers | Add comment
Sunday, 21 September 2008
recent additions to the Interactive Fiction Archive David Kinder 22:26:27
 Hello again,

The following files have arrived at the Interactive Fiction Archive at
http://www.ifarchiv­e.org/ (USA, Pittsburgh, PA)
ftp://ftp.ifarchive­.org/if-archive/ (USA, Pittsburgh, PA)

and should be available soon at the mirror sites:

http://ifarchive.pl­over.net/ (USA, Chicago, IL)
http://ifarchive.fl­avorplex.com/ (USA, Saint Paul, MN)
http://ifarchive.jm­ac.org/ (USA)
http://mirror.ifarc­hive.org/ (USA)
http://www.ibiblio.­org/pub/docs/interac­tive-fiction/ (USA)
http://ifarchive.he­anet.ie/ (Ireland)
http://ifarchive.gi­ga.or.at/ (Austria)
http://www.funet.fi­/pub/misc/if-archive­/ (Finland)
http://www.planetmi­rror.com/pub/if-arch­ive/ (Australia)

and also the mirror FTP sites:

ftp://ftp.ifarchive­.com/if-archive/ (USA, Los Angeles, CA)
ftp://ifarchive.plo­ver.net/if-archive/ (USA, Chicago, IL)
ftp://ftp.guetech.o­rg/if-archive/ (USA, Bremerton, WA)
ftp://ftp.ibiblio.o­rg/pub/docs/interact­ive-fiction/ (USA)
ftp://ftp.giga.or.a­t/pub/ifarchive/ (Austria)
ftp://ftp.funet.fi/­pub/misc/if-archive/­ (Finland)
ftp://ftp.planetmir­ror.com/pub/if-archi­ve/ (Australia)

If you are looking for a particular file in the archive, check
if-archive/Master-I­ndex (updated daily) and
if-archive/unproces­sed/ for files which aren't in the index yet.

-------------------­--------------------­--------------------­--------------------­-

http://www.ifarchiv­e.org/if-archive/art­/mtho/mhto-cadre.blb­
http://www.ifarchiv­e.org/if-archive/art­/mtho/mhto-dhan.blb
http://www.ifarchiv­e.org/if-archive/art­/mtho/mhto-flippy-di­sk.blb
http://www.ifarchiv­e.org/if-archive/art­/mtho/mhto-gentry.zi­p
http://www.ifarchiv­e.org/if-archive/art­/mtho/mhto-kit.tgz
http://www.ifarchiv­e.org/if-archive/art­/mtho/mhto-lee-and-l­ee.zip
http://www.ifarchiv­e.org/if-archive/art­/mtho/mhto-original.­blb
http://www.ifarchiv­e.org/if-archive/art­/mtho/mhto-rettberg.­blb
http://www.ifarchiv­e.org/if-archive/art­/mtho/mhto-shiovitz.­z5
The Mystery House Taken Over project, housed at
<http://turbulence.­org/Works/mystery/> Includes a Web-based system for
editing Mystery House, the 1980 game by Roberta and Ken Williams, and
additional modded versions of the game.

http://www.ifarchiv­e.org/if-archive/gam­es/adrift/darkness.z­ip
Darkness, by Richard Otter, version 1.05.

http://www.ifarchiv­e.org/if-archive/gam­es/adrift/frustrated­.taf
Frustrated Interviewee, version 2.0, by Robert Rafgon.

http://www.ifarchiv­e.org/if-archive/gam­es/adrift/vetknow.ta­f
Veteran Knowledge, version 2.0, by Robert Rafgon.

http://www.ifarchiv­e.org/if-archive/gam­es/cpm/cpm-advent-b0­3.zip
CP/M port of Colossal Cave Adventure, ported by Mike Goetz.
Version B03 (580 points).

http://www.ifarchiv­e.org/if-archive/gam­es/glulx/spanish/rud­olphine_rur.zip
Las Aventuras de Rudolphine Rur, by David Carbonell.
Illustrated version of the game.

http://www.ifarchiv­e.org/if-archive/gam­es/glulx/spanish/rud­olphine_texto.zip
Las Aventuras de Rudolphine Rur, by David Carbonell.
Text only version of the game.

http://www.ifarchiv­e.org/if-archive/gam­es/mini-comps/adrift­/3hourcompjul04.zip
All the entries in the July 2004 Three Hour Games Competition:
Briefcase, by Woodfish (1st)
Jailbreak Bob, by David Whyld (2nd)
Zombie Cow, by Amber Rollins-Walker (3rd)
Lost Souls, by Mel S (4th)
Amulet, by Daniel Hielbert (5th)
Shadrick's Travels by, Mystery (6th)
Annihilation of Think.com, by Adam Dundas (7th)

http://www.ifarchiv­e.org/if-archive/gam­es/mini-comps/adrift­/3hourcompnov04.zip
All the entries in the November 2004 Three Hour Games Competition:
Buried Alive, by David Whyld (1st)
Veteran Experience, by Robert Rafgon (2nd)
We are coming to get you!, by Richard Otter (3rd)
Snakes and Ladders, by Ken Franklin (joint 4th)
The Murder of Jack Morely, by Mystery (joint 4th)
Zombies are Cool, but Not so Cool when they're Eating your Head, by Mel S (6th)

http://www.ifarchiv­e.org/if-archive/gam­es/mini-comps/adrift­/gameofyear04.zip
All the entries in the InsideADRIFT Game of the Year Competition (December 2004).

http://www.ifarchiv­e.org/if-archive/gam­es/mini-comps/adrift­/springcomp04.zip
All the entries in the InsideADRIFT Spring Competition 2004.

http://www.ifarchiv­e.org/if-archive/gam­es/mini-comps/adrift­/springcomp05.zip
All the entries in the InsideADRIFT Spring Competition 2005:
A Day At The Seaside, by Matthew Hunter
Fire in the Blood, by Richard Otter
Frustrated Interviewee, by Robert Rafgon
The House Husband, by C. Henshaw
Private Eye, by David Whyld

http://www.ifarchiv­e.org/if-archive/gam­es/mini-comps/adrift­/summercomp04.zip
All the entries in the InsideADRIFT Summer Competition 2004.

http://www.ifarchiv­e.org/if-archive/gam­es/pc/adv770-1.68-do­s.zip - DOS executable
http://www.ifarchiv­e.org/if-archive/gam­es/pc/adv770-1.68-wi­n-glk.zip - Windows executable
http://www.ifarchiv­e.org/if-archive/gam­es/linux/adv770-1.68­-linux-glk.tgz - Linux executable
http://www.ifarchiv­e.org/if-archive/gam­es/source/adv770-1.6­8-C-src.tgz - Source code
Mike Arnatov's 770 point version of Colossal Cave, version 1.68 (24apr2005).

http://www.ifarchiv­e.org/if-archive/gam­es/quest/AttemptedAs­sassination.zip
Attempted Assassination v3.15, by Matt Slotnick. Runs on Quest v3.53.

http://www.ifarchiv­e.org/if-archive/gam­es/quest/HauntedHorr­or.zip
Haunted Horror v2.00, by Matt Slotnick. Runs on Quest v3.53.

http://www.ifarchiv­e.org/if-archive/gam­es/source/tads/Fate.­zip
Source code for TADS3 versions of the William Tell and Captain Fate sample
games from the Inform Beginners' Guide, converted to TADS3 by Eric Eve.

http://www.ifarchiv­e.org/if-archive/gam­es/springthing/2005/­SpringThing2005.zip
All of the entered games, available in one archive.

http://www.ifarchiv­e.org/if-archive/gam­es/springthing/2005/­Authority.zip
Authority - Life in a Central Government Authority, by Eva Vikstroem.
Release 1 / Serial number 050205
NOTE: This entry was originally released with the serial number "050321".
Unfortunately, that version has a bug that renders the game unfinishable.

http://www.ifarchiv­e.org/if-archive/gam­es/springthing/2005/­SecondChance.zip
Second Chance, by David Whyld.

http://www.ifarchiv­e.org/if-archive/gam­es/springthing/2005/­Threnody.zip
Threnody: A cat o' nine tails; a tale of nine cats, version 1.0b,
by John "Doppler" Schiff.

http://www.ifarchiv­e.org/if-archive/gam­es/springthing/2005/­bbn.gam
Bolivia By Night, by Aidan Doyle, release 1.

http://www.ifarchiv­e.org/if-archive/gam­es/springthing/2005/­flatfeet.zip
Flat Feet, a Farcical Interactive Mystery, by Joel Ray Holveck.
Release 1 / Serial number 050313

http://www.ifarchiv­e.org/if-archive/gam­es/springthing/2005/­teller.zip
Whom The Telling Changed, by Aaron A. Reed.
Release 1 / Serial number 050330

http://www.ifarchiv­e.org/if-archive/gam­es/tads/AllHope.t3
All Hope Abandon, version 1, by Eric Eve.

http://www.ifarchiv­e.org/if-archive/gam­es/tads/diemasse.gam­
Die Vollkommene Masse, by Alice Merridew, aka Omega.

http://www.ifarchiv­e.org/if-archive/gam­es/tads/meine.gam
Meine Dalix, by Alice Merridew, aka Omega.

http://www.ifarchiv­e.org/if-archive/gam­es/tads/polyadv.gam - TADS game file
http://www.ifarchiv­e.org/if-archive/gam­es/source/tads/polya­dv_310.zip - Source
PolyAdv 3.10 Rev. B, a TADS version of the original Adventure/Colossal Cave
text adventure, including 350, 550, 551, 580, 701 and 701+ point versions
of the game.

http://www.ifarchiv­e.org/if-archive/gam­es/tads/ptbad5.gam
PTBAD5: Jesus Attack of Jesus Christ and the Church of the
Seventeenth day Robots.
Version 1.003, by Xorax, aka Jonathan Berman.

http://www.ifarchiv­e.org/if-archive/gam­es/tads/scavenger.zi­p - TADS game file
http://www.ifarchiv­e.org/if-archive/gam­es/pc/scavenger.zip - Windows executable
Scavenger: Night's Edge interactive fiction, by Quintin Stone. Version 1.2.

http://www.ifarchiv­e.org/if-archive/gam­es/zcode/ConanKillEv­erything.z5
Conan Kill Everything, an interactive massacre by Ian Haberkorn.
Release 2 / Serial number 050428

http://www.ifarchiv­e.org/if-archive/gam­es/zcode/praser5.z5
Praser 5, an Interactive Puzzle by Andrew Plotkin.
Release 4 / Serial number 050509

http://www.ifarchiv­e.org/if-archive/gam­es/zcode/HugeCave.z8­ - Z-code game file
http://www.ifarchiv­e.org/if-archive/gam­es/zcode/HugeHint.z5­ - Z-code hint file
http://www.ifarchiv­e.org/if-archive/gam­es/pc/HCWinPkg.zip - Windows package
http://www.ifarchiv­e.org/if-archive/gam­es/mac/HCMacPkg.sit - Mac package
Adventure in Humongous Cave, David Malmberg's AGT version of Adventure,
ported to Inform by Al Golden.
Release 1 / Serial number 000001

http://www.ifarchiv­e.org/if-archive/gam­es/zcode/TGM.z5 - Z-code game file
http://www.ifarchiv­e.org/if-archive/gam­es/pc/TGM.exe - MS-DOS executable
http://www.ifarchiv­e.org/if-archive/gam­es/pc/TGM_Setup.exe - Windows installer
The Great Machine - a fragment, by Jonas Kyratzes.
Version 1.0.

http://www.ifarchiv­e.org/if-archive/gam­es/zcode/devours.z5 - Z-code game file
http://www.ifarchiv­e.org/if-archive/gam­es/source/inform/dev­ours.inf - Source
All Things Devours, by "half sick of shadows" (Toby Ord).
Release 3 / Serial number 050325
This is an update to Toby's 2005 Competition game.

http://www.ifarchiv­e.org/if-archive/gam­es/zcode/ghost.z8
The Ghost Train, by Paul Johnson.
Release 6 / Serial number 080405

http://www.ifarchiv­e.org/if-archive/gam­es/zcode/reser.z5
Rock'Em Sock'Em Robots, an Interactive Boxing Match by Benjamin Mullins.
Release 1 / Serial number 050209

http://www.ifarchiv­e.org/if-archive/gam­es/zcode/vampire.z8
House of the Midnight Sun - A Vampire's Tale, written by Paul Johnson.
Release 12 / Serial number 020405

http://www.ifarchiv­e.org/if-archive/gam­es/zcode/wump2ka.z5 - Z-code game
http://www.ifarchiv­e.org/if-archive/gam­es/source/inform/wum­p2ka.inf - Source
Wumpus 2000, The Virulent Labyrinth Of Yob-Shuggoth.
A randomly-generated dungeon crawl by Muffy St. Bernard.
Release 1 / Serial number 041119

http://www.ifarchiv­e.org/if-archive/gam­es/zcode/italian/arm­ando.z5
L'Armando, by Andrea Rezzonico. A short game written for the Italian One
Room Game Competition, 2005.
Versione 2 / Numero di Serie 050429

http://www.ifarchiv­e.org/if-archive/inf­o/archive-stats/ifar­c-2005-Jan.txt
http://www.ifarchiv­e.org/if-archive/inf­o/archive-stats/ifar­c-2005-Feb.txt
http://www.ifarchiv­e.org/if-archive/inf­o/archive-stats/ifar­c-2005-Mar.txt
Monthly download statistics for the archive for January through March,
2005.

http://www.ifarchiv­e.org/if-archive/inf­ocom/compilers/infor­m6/examples/contribu­tions/massnoun.inf
Mass Nouns, a demonstration of how to handle items that come in varying
quantities, such as water or sand, written by Andrew Plotkin.

http://www.ifarchiv­e.org/if-archive/inf­ocom/compilers/infor­m6/examples/contribu­tions/massnoun.z5
A compiled version of Mass Nouns, a demonstration by Andrew Plotkin.
Release 6 / Serial number 050421

http://www.ifarchiv­e.org/if-archive/inf­ocom/compilers/infor­m6/library/contribut­ions/bquote.h
An extension to help printing block quoted text for letters, newspaper
clippings etc. Version 1.00, by Martin Oehm.

http://www.ifarchiv­e.org/if-archive/inf­ocom/compilers/infor­m6/library/contribut­ions/gtalk.h
A library for Photopia style menu-based conversations, allowing for submenus,
and looping and repeating conversations.
Version 2.02, written by Greg Boettcher and Mark J. Tilford.

http://www.ifarchiv­e.org/if-archive/inf­ocom/compilers/infor­m6/library/contribut­ions/gtalk.inf
Demonstration game for gtalk.h, version 2.02.

http://www.ifarchiv­e.org/if-archive/inf­ocom/compilers/infor­m6/library/contribut­ions/mca.zip
A library for "Choose Your Own Adventure" type games.
Version 2.21, by Krister Fundin.

http://www.ifarchiv­e.org/if-archive/inf­ocom/compilers/infor­m6/library/contribut­ions/QPrint.h
QPrint, a mid-string rule printing system, version 1, by Dave Robinson.

http://www.ifarchiv­e.org/if-archive/inf­ocom/compilers/infor­m6/library/contribut­ions/Triform.zip
Triform, an alternate library for Inform based on the standard library.
Beta version 0.9, by "she's long gone."

http://www.ifarchiv­e.org/if-archive/inf­ocom/compilers/infor­m6/library/contribut­ions/glulx/gwindows.­zip
GWindows Screen Management Framework for Glulx, version 0.9b,
by L. Ross Raszewski.

http://www.ifarchiv­e.org/if-archive/inf­ocom/images/ZorkZero­.bmp
Zork Zero bitmap for use as Windows wallpaper. Created by David Grimshaw
from icons included in the Zork Anthology.

http://www.ifarchiv­e.org/if-archive/inf­ocom/interpreters/fr­otz/WindowsFrotz2002­.zip
Windows Frotz 2002 version 1.07, a port of Frotz for Windows, by David Kinder.

http://www.ifarchiv­e.org/if-archive/inf­ocom/interpreters/fr­otz/WindowsFrotz2002­Src.zip
Source code for Windows Frotz 2002 version 1.07, by David Kinder.

http://www.ifarchiv­e.org/if-archive/inf­ocom/interpreters/zo­om/Zoom-1.0.2.dmg
Zoom 1.0.2 compiled for Mac OS X, by Andrew Hunter.

http://www.ifarchiv­e.org/if-archive/inf­ocom/interpreters/zo­om/zoom-1.0.2.tar.gz­
Source code for Zoom 1.0.2, a z-machine interpreter for X-Windows and Mac
OS X, by Andrew Hunter.

http://www.ifarchiv­e.org/if-archive/inf­ocom/interpreters/to­ols/Infolaunch.zip
An Infocom Game Launcher for Windows, by Donnie Russell.
Identifies, lists and launches different versions of Infocom games,
automatically converting an existing game to another known version if
patches are available.

http://www.ifarchiv­e.org/if-archive/inf­ocom/interpreters/zp­plication/Zpplicatio­n-jar.zip
Zpplication, A Z-Machine interpreter written in Java by Michael Hainze,
based on Zplet by Matthew Russotto.
Archive contains runnable compiled Java JAR file.

http://www.ifarchiv­e.org/if-archive/inf­ocom/interpreters/zp­plication/Zpplicatio­n.zip
Zpplication, A Z-Machine interpreter written in Java by Michael Hainze,
based on Zplet by Matthew Russotto.
Archive contains Java source code.

http://www.ifarchiv­e.org/if-archive/mag­zines/InsideAdrift/i­nsideadrift22.pdf
Issue # 22, March/April 2005

http://www.ifarchiv­e.org/if-archive/mag­zines/SPAG/SPAG40
Issue # 40, April 12, 2005

http://www.ifarchiv­e.org/if-archive/mag­netic-scrolls/interp­reters/magnetic/Magn­etic22Src.zip
Portable ANSI C source code for Magnetic v2.2, written by Niclas Karlsson,
David Kinder, Stefan Meier and Paul David Doherty.
Also includes the source code for the Amiga, DOS, DOS32 and Windows ports,
Torbjorn Andersson's Linux/Gtk2 port and Simon Baldwin's Glk port.
Note that this update only changes the Linux/Gtk2 port files.

http://www.ifarchiv­e.org/if-archive/pro­gramming/adrift/rogu­e-0.4-linux.tar.bz2
http://www.ifarchiv­e.org/if-archive/pro­gramming/agt/agility­/rogue-0.4-linux.tar­.bz2 - link
http://www.ifarchiv­e.org/if-archive/pro­gramming/tads2/execu­tables/rogue-0.4-lin­ux.tar.bz2 - link
Rogue 0.4, a GTK2 based interpreter for TADS 2, AGT and ADRIFT games,
by Pallav Nawani. Linux executable.

http://www.ifarchiv­e.org/if-archive/pro­gramming/adrift/rogu­e-0.4-src.tar.bz2
http://www.ifarchiv­e.org/if-archive/pro­gramming/agt/agility­/rogue-0.4-src.tar.b­z2 - link
http://www.ifarchiv­e.org/if-archive/pro­gramming/tads2/sourc­e/rogue-0.4-src.tar.­bz2 - link
Rogue 0.4, a GTK2 based interpreter for TADS 2, AGT and ADRIFT games,
by Pallav Nawani. Source code.

http://www.ifarchiv­e.org/if-archive/pro­gramming/adrift/scar­e-1.3.3_amiga.lha
SCARE 1.3.3 for the Amiga (68020 or better required),
ported by Jan-Erik Karlsson.

http://www.ifarchiv­e.org/if-archive/pro­gramming/glulx/inter­preters/zag/zag-1.06­.tar.gz
Zag 1.06, a fully featured implementation of Glulx 2.0.0 in Java,
by Jon Zeppieri. Requires Sun JRE 1.4 or better. Archive includes source
and compiled class files.

http://www.ifarchiv­e.org/if-archive/pro­gramming/ifp/gargifp­e.zip
An IFP interpreter executable built using Gargoyle. Requires IFP 0.3 or
later. By Simon Baldwin.

http://www.ifarchiv­e.org/if-archive/pro­gramming/ifp/ifp-1.3­-1.i386.rpm
An RPM archive of Linux x86 binaries for IFP 1.3, by Simon Baldwin.

http://www.ifarchiv­e.org/if-archive/pro­gramming/ifp/ifp-1.3­-1.src.rpm
An RPM archive of the source code for IFP 1.3, by Simon Baldwin.

http://www.ifarchiv­e.org/if-archive/pro­gramming/ifp/ifp-1.3­.tgz
A gzipped tarball of the source code for IFP 1.3, by Simon Baldwin.

http://www.ifarchiv­e.org/if-archive/pro­gramming/ifp/ifp_1.3­-2_i386.deb
A Debian package of Linux x86 binaries for IFP 1.3, by Simon Baldwin.

http://www.ifarchiv­e.org/if-archive/pro­gramming/ifp/ifp-git­-106.zip
A compled Git 1.0.6 plugin for IFP, along with the source to compile
it, packaged by Simon Baldwin.

http://www.ifarchiv­e.org/if-archive/pro­gramming/ifp/ifp-gtk­glk-0.3.zip
A compled GtkGlk 0.3 plugin for IFP, along with the source to compile
it, packaged by Simon Baldwin.

http://www.ifarchiv­e.org/if-archive/pro­gramming/tads3/libra­ry/contributions/Loo­kDir.zip
A module that implements >LOOK [direction] commands (e.g. "LOOK NORTH").
Version 3.1, by Eric Eve.

http://www.ifarchiv­e.org/if-archive/pro­gramming/tads3/libra­ry/contributions/aut­osave.zip
An extension that allows the player to restore the game to an earlier
state determined by the game itself, like "undo", except that the story
is brought back to a specific point rather than one turn backwards.
Version April 11, 2005 by Michel Nizette.

http://www.ifarchiv­e.org/if-archive/pro­gramming/tads3/libra­ry/contributions/fla­gs.zip
A module that supports bit flags and bitwise operators that are larger
than those supported by the internal 32-bit infrastructure of TADS 3.
Version 2.0, by Kevin Forchione.

http://www.ifarchiv­e.org/if-archive/pro­gramming/tads3/libra­ry/contributions/pas­ttense_en_us.zip
An extension providing support for past tense narrative (US English),
by Michel Nizette.

http://www.ifarchiv­e.org/if-archive/pro­gramming/tads3/libra­ry/contributions/rex­tok.zip
A library that extends regular expression searches from strings to token
lists and vectors.
Version 2.0, by Kevin Forchione.

http://www.ifarchiv­e.org/if-archive/pro­gramming/tads3/libra­ry/contributions/spl­itgame.zip
A library to implement two-column, two-player games. Included are the
library module and a sample game.
Version 0.9, by Chris Odhner.

http://www.ifarchiv­e.org/if-archive/pro­gramming/tads3/manua­ls/T3GettingStarted.­zip
Getting Started in TADS 3, an introduction to writing IF in TADS 3.0.8,
in PDF format, by Eric Eve.

http://www.ifarchiv­e.org/if-archive/sol­utions/diemasse.html­
Walkthrough for Die Vollkommene Masse by the game's author, Alice Merridew.

http://www.ifarchiv­e.org/if-archive/sol­utions/meine.html
Walkthrough for Meine Dalix by the game's author, Alice Merridew.

-------------------­--------------------­--------------------­--------------------­-

Enjoy!

David and Stephen
comment 9 answers | Add comment
Friday, 29 August 2008
Quest For Glory 2 Remake Noman 06:01:08
 http://www.agdintera­ctive.com/homepage/h­omepage.html

QFG2 is one of the best adventure games I have tried in last 20 years
or so. Originally, it had 16-colour graphics and a text parser based
command interface. This remake gives it improved graphics and a
point-and-click interface. Sierra release a remake for QFG1, where as
the other three games in the series all had newer interfaces.

This should make the game a lot more accessible, besides being a
completely free download.

I am almost ready to bring out the QFG anthology and start from the
first game.
--
Noman
comment 36 answers | Add comment
Wednesday, 27 August 2008
Is Bloodlines an adventure game? Gabriel Knight 05:53:50
 Hi all

I am curantly playing Vampire the Masqurade Bloodlines and so far I would
class it as an adventure game, I would say a complete adventure game if it
were not for the few combat fights I have had so far - not alot so far.
There is a lot of "do this to get that" type of quests or "puzzles" and
"find this to do that" ones as well. So try this game if a bit of now and
then fighting is up your alley!

If you havnt played "Vampire the Masquerade Redemption" (the first game in
the series) you would find it very very different, lots of battle and
building your characters specs but its a very good game too if you like lots
of battles.

If the battles of Bloodlines puts you off you could enable the god cheat and
just enjoy the adventure side of things.

What do you think? Have you played this?

GK




comment 5 answers | Add comment
Tuesday, 26 August 2008
New Chris Jones game ! Mickmils 18:20:30
 "Three cards to midnight" has just been announced. The game is by the actor (and author)
of the Tex Murphy series. No additional info yet, but I already know I'll get it.

http://www.gamekult­.com/video/9248701/

-Moa Dragon
comment 9 answers | Add comment
PING Joan - re Dracula Origin Mary 07:21:17
 Hi Joan, Thanks for the walkthrough you posted here. I played the demo of
Dracula Origin as far as I could then got stuck after doing a few puzzles in
cemetary. I looked for a demo walkthrough but couldn't find one so I am not
sure where the demo ended as I didn't get that far. Was the walkthrough part
you posted here for the game or for the demo? The demo was first part of
game. You played the demo didn't you? I don't know why the demo didn't
allow you to save games as the demo was pretty long for a demo so saving
game would have been much better as you had to keep going or lost
everything.. The game seems like it could be ok. I might look for it in a
store here. One thing that I didn't like was the music in the first part
(where the map was). It was the same monotonous few notes of music playing
over and over. I have played probably hundreds of games by now, but never
one that the music annoyed me so much, but once past that part, it was
better, but not a lot. Music in a game is not supposed to be intruding in
the game, but maybe other people won't notice it as much as me. I turned the
music down in game options, but even at lowest, it was louder than I wanted,
and I couldn't turn it off, and if I turned it too low, you can't hear the
voices. The actor who plays Helsing sounds a bit like Sherlock Homes in
Nemesis. I wonder if its the same guy. Graphics are very nice, same as
Nemesis. I would prefer the bigger hand as in Nemesis. The smaller hand and
steps to take are a bit small for me, so you have to get used to them. But
seems like it could be good. I go for acting, graphics and story.

Mary

comment 4 answer | Add comment
Ankh 2...Ankh II..Kampf der Gotter... Joe Peach 01:04:33
 Is Ankh II (or whatever the latest one is called) anywhere to be bought
reasonable?

I will find it occasionally on EBay for some exorbent<spelling price
($45+).

I played the first game, and found it quite entertaining.

I wrote to the German Company (Deck 13) but got a "inconclusive reply".

Any leads?

Thanks,

Joe


comment 5 answers | Add comment
Wednesday, 20 August 2008
Dracula any good? The Coward Robert Ford 20:19:12
 Saw it at Walmart for $18.99 but not sure if it is a worth getting or not.
Is this review accurate?

http://role-playing­-video-
games.suite101.com/­article.cfm/dracula_­origin_pc_game_revie­w
comment 2 answer | Add comment
Myst Masterpiece Edition Ayatollah of rock 'n' roller 03:28:29
 Anyone have any luck running this? I have tried compatability options but
have had no luck.


comment 3 answer | Add comment
Sunday, 17 August 2008
Simon the Sourcerer 4 out already? MetalGuru 00:28:44
 I see a few user's reviews already out and about (mostly positive, someone
on gamespot gave it a 8.5 score) is the game actually out yet?

Anybody playing it? I have fond memories of the first one, never played
the others.
comment 1 answer | Add comment
Friday, 15 August 2008
comp.lang.pascal.mis­c offender Maggie Zaritsky 02:03:41
 http://manufacture.g­ooglebong.com
Add comment
comp.sys.ibm.pc.game­s.adventure sum Bernice Nkomo 00:28:18
 http://descent.googl­ebong.com
Add comment
Thursday, 14 August 2008
Is this true about cds? Gabriel Knight 19:46:42
 Hi all

I have over the years collected a good amount of adventure games that im
goint to keep for a very long time as im a collector, most of them are on
cds and dvds, is it true that cds break down and become like rotten fruit
that has been let out for too long? I thought cds lasted forever if kept in
good condition!

GK :(­


comment 17 answers | Add comment
Sunday, 10 August 2008
Mary - Nemesis Joan Hansen 07:39:42
 Are you still playing Sherlock Holmes, Nemesis? I really am enjoying
this game. It is fascinating and not at all like the Secrete of the
Silver Earrings. I never finished that game because I found it boring.

The puzzles are something else. I really needed a walkthru at times.
The graphics are terrific.

I had downloaded Dracula. The graphics and the game play reminds of the
Nemesis. Probably will get that game next.

Hope you are enjoying Nemesis.

Joan


comment 26 answers | Add comment
Dracula Origin B.C. 05:06:13
 http://www.dracula-o­rigin.com/en/

Here you can download the demo 606Mb..............­......!

I am stuck at a graveyard :-)­

Barbara


comment 21 answer | Add comment
Saturday, 9 August 2008
Re: Shadow of the Comet: Location Coldstone's house? Craig 16:29:47
 On Tue, 5 Aug 2008 07:50:22 -0700 (PDT), Jonathan <outremer@gmail.com­>
wrote:

On Aug 5, 2:32pm, Jonathan <outre...@gmail.com­> wrote:
Hi all,
I'm back playing ths classic (as i never finsihed it back in the day)
I have found 4 statues in the crypt and used 2 of them so far on two
town families. From a peak at the walk through i read that i need to
use to use the 3rd statue on Coldstone, however i've walked the length
and breath of the town and i can seem to find anyone around?
Seems i did part of this quest out of Order I used states 1 and 3 in
the wrong order.
So I'm actually looking for Arlington's barn.
Any Ideas?
Thanks
Jonathan

Perhaps one of these?

http://www.gamefaqs­.com/computer/doswin­/file/564646/1884

http://www.the-spoi­ler.com/ADVENTURE/In­fogrames/shadow.of.c­omet.1.html

http://www.gameboom­ers.com/wtcheats/pcC­c/Cthulhushadowcomet­.htm

-craig
Add comment
Tuesday, 29 July 2008
Overclocked Opsimath 07:00:46
 Does anyone know if there is a no-cd crack out for Overclocked? I
found one for the German and French versions but nothing for the
English version. (I do own the game; I hate having to insert the cd
when I've already re-boxed it and put it in the closet!) Thanks for
any help with this.
comment 2 answer | Add comment
To MaryJ B.C. 00:43:43
 
Here is one post.......from way back.....
I am still laughing.....
Barbara

B.C. <jabeh...@casema.ne­t> wrote in message news:39fd8a3c$0$163­98@reader4...

"Myst Хre" <gingerroger...@hot­mail.com> schreef in bericht
news:S%1L5.326$ap4.­11153@eagle.america.­net...
Well I'll be Mrs Von Glower!


Hehehe!! yeah, you wish -;)


MaryJ


I vote we each grab a leg and who ever gets the big side gets him!
katie


He has THREE legs????
Okay the middle one for MaryJ!!!!



OK, I'll take it - LOL


:-)­
(oh I see......your speaking of the wolve.........well I am not).


NO, I don't want the wolf -just the man -;)

MaryJ



comment 6 answers | Add comment
Saturday, 26 July 2008
What do you think and what is this for? Gabriel Knight 20:15:38
 Hi all

I bought a game from ebay reciently called "Starship Titanic 1st Class
Cruise Kit" in good condition and complete and it has 4 cassettes tapes as a
talking book shrink wraped and unopened, druel! druel! great for my
collection, and it has 3d glasses but what are the 3d glasses for? im a
collector and havnt seen this before ie Starship Titanic "1st Class Cruise
Kit" ive seen the game around a heap but not boxed as "1st Class Cruise
Kit". Has anyone got this boxed version if so what condition is yours?

Also what other extras has anyone got from their games

Eg. Ive got the 7th guest that came with a vhs tape I think about the
making of it, or not an adventure game but vampire the masquerade redemption
came with a book, or mesiah came with a small metal statue of the baby
angel. I know willy beamish has come out with stickers and also even a
watch.....cool for collectors!

GK


comment 12 answers | Add comment
Thursday, 24 July 2008
MINI-REVIEW: Agon: The Lost Sword of Toledo Andrew Plotkin 17:35:41
 MINI-REVIEW: Agon: The Lost Sword of Toledo

(Review copyright 2008, Andrew Plotkin <erkyrath@eblong.co­m>)

Let us review. I mean, let us recap. _Agon_ wanted to be an episodic
adventure series, in which you travelled the world searching for board
games. The creators got three episodes out in 2003-2004, and then vanished
into a cave. I didn't hear a word about the fourth episode until mid-2008,
and then -- surprise! -- it was already out (in Europe). Except it isn't
really an episode; in the way of so many sequels, _The Lost Sword of Toledo_
has inflated until one could call it a full-sized adventure game. It took as
long to release as a full-sized adventure game, too.

So that's how it's been released. Which is why you might see this game as
_Agon 2_. The original trio of episodes are now packaged as _Agon: The
Mysterious Codex_.

That all being clear...

I enjoyed the original episodes, and I was disappointed with this one.
That's the whole review, and I don't want to spend too many pages hashing
over depressing details, so I'll start with a positive note: _Lost Sword_
has a fine plot. You interact with several characters; they have stories;
they have relationships with each other (if not a lot of on-screen
interaction). You go through stages of discovery and exploration, the plot
develops, you go back to discover more about where you've been, and it all
winds up with a chase scene, a dramatic escape, and a happy ending.

All these things are nicely framed into the game mechanics. It's not a
barren puzzle-fest; the puzzles and locks fit naturally in the story, as do
the clues you discover. Nor does the game devolve into a series of fetch
quests. You have to talk to a lot of characters, and you do some of them
favors, but by and large these interactions don't feel like artificial
obstacles. And they're interleaved with puzzle-y, but realistic,
interactions -- devices and challenges that make sense in the environment
(even without the "everyone is a puzzle fiend" convention of adventure
gaming).

So why am I disappointed?

Pacing. And pacing and pacing. The first thing you do in the game is talk to
someone. The second thing you do is also talk to someone. And then to
another person. Then you solve one (very simple) puzzle, and then you get to
talk to someone else. Each of these people has opinions about *every other*
person in the game, plus various plot points. The dialogue menus just go on
and on.

Now, this part of the game is fairly broad -- several avenues of exploration
open up early, including both puzzles and character interaction. The
walkthrough I found runs in a different order than I did. But if you're the
kind of player who likes to nail down all the easy stuff before attacking
the puzzles -- and I am -- then you will sit through a good *hour* of spoken
dialogue before the game gets moving.

(This, by the way, is a wonderful example of why giving your players a
choice does not solve your problem. "The players who like dialogue will go
through all the dialogue, and the players who like puzzles will skip it and
head for the puzzles!" No, wrong person, you are wrong. I went through all
the dialogue because I figured there were clues in it, and because I am a
completist package-hunting nerd. Also I didn't imagine that the game pacing
would be improved by skipping stuff, because, well, why would anything in
the game be a waste of time? Well, there *were* clues in there, and the
dialogue wasn't a waste of time exactly -- it all existed to set up a
detailed story. But I think it could have been tightened *way* the heck up.
And mixed in better with you actually doing stuff.)

(At least the voice acting was good. And the accents. I give thanks for
these small things, because I know how much I complain when they're taken
away.)

Another disappointment: three of the big puzzles.

Sound puzzles are always risky, because players have such widely different
capabilities. Some players, for example, are unable to hear sound. Others
have the sound turned off (for any number of reasons that are not your
business as a game designer). These are big problems for sound puzzles, and
have been since _Myst_.

But even for the majority of players that *do* hear game audio,
*distinguishing* sounds is a gamble. Remembering the sequence of
high-screechy-groan­, low-whining-hiss, scrapy-bell-rattle is not easy for
everybody -- and writing it down on your notepad is harder than you might
think. If you thought about it at all. What about melodies? I'll tell you,
I'm weirdly bad at remembering them (and I sang in high school choir for
four years).

In _Lost Sword_, we have guitar melodies. You hear one; then you go
elsewhere in the game and listen to several, one at a time. Pick out the one
you heard. Whoops, it's not one of them, go back and try some more. You can
recheck the original at any time... give or take a walk across Toledo... but
nothing washes a recently-heard tune out of my head faster than hearing
three *newer* tunes in a row. So this was just really hard for me.

And the puzzle is tuned (no pun intended) to discourage guessing. You aren't
just trying to pick the right answer off a list; you have to look up some
stuff about the answer, figure out how it fits in, and then guess a little
bit more. This is actually a fine example of how to design a puzzle to
prevent back-solving. Unfortunately, I *was* guessing about the melody --
simply because I wasn't confident about my ears -- and therefore the whole
thing was impenetrable. Advantage: walkthrough.

And then they went back and did exactly the same thing with a *visual*
puzzle. Scattered around the city are various numbered images. By the time I
saw two of them, I knew they were puzzle clues, so I copied them all down on
paper. And when I got to the puzzle that used them... my notes were useless,
because I hadn't copied them obsessively enough. (They're fiddly, ornate,
decorative patterns. Sometimes seen from a distance. This isn't a _Rhem_
symbol-puzzle, where the symbols are artificial and ugly but easy to notate
exactly.)

Again, the puzzle was designed to discourage guessing. There were a few
possible ways to interpret the sequence, so you had to be confident about
the images and then work through the variations. Again, I was unconfident
about the images. Could I have gone back through the city and redrawn all my
notes? Sure. I could also have looked in the walkthrough. Guess which I did.

Third example: developing a photograph. I'm sure I have played a simple,
enjoyable adventure-game scene in which you go into a darkroom and develop a
photograph. I don't remember which game it was. (My review collection only
mentions _Dark Fall_, which handled it awkwardly.)

But the canonical develop-a-photograp­h scene gives you pans of developer,
stopper, and fixer. Or maybe bottles of those stuffs plus a pan. You dip
your print three times in the right order, no doubt with pointed nudging
from your voiceover. The game doesn't let you screw it up. Because this
isn't a *puzzle*, except in the broad sense of "something you have to do to
win". You are not *figuring out* how to develop a photograph; you are
enjoying the experience of successfully developing a photograph.

Or, you could play it the _Lost Sword_ way. Giant rack of reagents.
Instructions on how to mix each processing chemical, one scoop at a time.
*Seven* mixtures, dealing with both the negative and the print sheet. Some
require you to pull the photo after the right number of real-time seconds.
The rules are are unrealistically strict in some places (I screwed up one
run by using distilled water instead of tap water), and unrealistically lax
in others (you have to turn off the lights to remove the unfixed negative
from its case, but then you can carry it around outdoors.) You can make
mistakes -- you can't make the game unwinnable, but you can definitely blow
a print and have to start a new one.

(I *think* I found a bug that can make the game unwinnable, actually, but I
didn't have the energy to prove it.)

This is an excellent simulation of the experience of early photography. It
does not belong in this game. Getting it right requires persistence without
brainpower. Screwing up is tedious and unenlightening. Restarting from
scratch is painful.

I saved after every step, and I *still* looked at a walkthrough after my
first inexplicable failure. (Turned out to be the distilled-water thing.)

So that's a lot of major problems. I had minor problems too. Like the way
the game kept crashing when I looked through the musical scoresheets. Or the
mysteriously-appear­ing-hotspot problem in many puzzles. Or the cursor bug
that people still get wrong even though mouse cursors have been changing
shape for twenty years now. (Short form: if the menu changes under the
cursor, I *shouldn't* have to wiggle before clicking. Particularly when I
spend fifteen minutes clicking Menu Item One repeatedly with no other
interaction. See "dialogue menus go on and on", above.)

_Lost Sword_ does, I repeat, have good aspects. I even mentioned some of
them, which makes this a more balanced mini-review than usual. Could I
mention more? Probably -- but when a game sours me early on, I stop enjoying
the good points. That is, I appreciate the art (_Lost Sword_ has decent
scenery), but I'm not putting much effort into the puzzles any more, so I
don't get much out of them.

This is a pity, because the final puzzle was an interesting blend of
adventure puzzle and environmental puzzle, of a sort I've never seen before.
I wish I hadn't been predisposed against it, because I really couldn't tell
if it was insufficiently reactive or if I just wasn't trying hard enough.

As usual for an _Agon_ game, _Lost Sword_ ends with a board game. As usual,
it's a square grid on which two armies alternate moves to capture each
other. I'm tired of those. Go play _Blokus_ or _Transamerica_ and take
notes, people.

This board game was actually less of a game and more of a jumping-pegs
puzzle. The initial setup forces you to sacrifice your first couple of
pieces, so you wind up having to play near-perfectly to catch up. It's not
*exactly* like a jumping-pegs puzzle, since the enemy makes moves -- but
you're working around a medium-dumb AI, so it's the same feel. (I'm pretty
sure that two humans playing this game would always stalemate.) But heck, a
jumping-pegs variation that I've never played -- I enjoyed it.

Overall: I think the developers sketched out a game design and then jumped
into it, without ever considering the balance and pacing. There were good
puzzles and good interactions and a good storyline; but a few obtrusively
weighty puzzles loom like boulders out of a tide of dialogue, leaving the
game's virtues drowned. Or at least seriously damp.

(This review, and my reviews of other adventure games, are at
http://eblong.com/z­arf/gamerev/index.ht­ml)

--Z

--
"And Aholibamah bare Jeush, and Jaalam, and Korah: these were the borogoves..."
*
If the Bush administration hasn't subjected you to searches without a warrant,
it's for one reason: they don't feel like it. Not because you're innocent.
comment 2 answer | Add comment
Saturday, 19 July 2008
Anyone played "The Experiment" Craig 15:53:57
 This one popped up lately and I'm curious if anyone has played it.
It's also known as "Experience112". The official site and demo is
here, which I am (slowly) downloading:

http://www.experien­ce112.com/

"In a dilapidated tanker, grounded on a Pacific island, time seems to
have stood still for the past thirty years.

Apart from a few hard-to-identify animals, there isn t a soul around.
Or at least so it would appear This makes the presence of Professor
Lea Nichols, a woman in her thirties who could be beautiful if the
strain of her situation wasn t so etched on her features, all the more
troubling

She needs your help to escape from her floating prison.
From behind your surveillance screens and using your control tools,
you will act as her eyes and her ears as you help her to find a way to
leave this sinister vessel.

After a switchback adventure of twists and counter-twists, you won t
see things the same way again."

-craig
comment 8 answers | Add comment
Friday, 18 July 2008
Nemesis footprints Rudi 12:21:50
 Hi,
Sorry for late reply. I've been elsewhere, doing other things ;)

Anyway you might have already found the footprints you need
(afaik there are no "red herring" footprints) but the measurement
tape is quite tricky tool. It took me anything from a few to a dozen
tries to measure the print before Holmes actually commented "this
print is size 9" or whatever. You know that the measurement
"registers" from this Holmes' comment.

Cheers !
Rudi.
Add comment
Saturday, 12 July 2008
Downloading from Microids (Sinking Island) Opsimath 00:46:31
 I downloaded Sinking Island directly from the Microids web site.
Following payment, I received an email telling me that I would receive
the activation code for my game when the game comes to market, August
12th. So I will have the game for more than a month before I am able
to play it.

I wrote to Microids asking for a refund. They declined and said they
could not help me any further with this problem. Imagine that!

Had I known about the wait period, I would NEVER have bought the game
for an online download; rather, I would have waited for the reviews
and, if it still looked attractive, purchased the disc or dvd.

I am very displeased with how Microids handled this and want to alert
all of you to carefully read EVERYthing on the web site before
purchasing a download. <sigh>
comment 22 answer | Add comment
Tuesday, 8 July 2008
In Memoriam help Gabriel Knight 19:31:54
 Hi all

Has anyone been able to play in memoriam lately?

I can install the game but when it gets to the register I get a popup saying
try again later, I tried to play this game about 3 years ago and got the
same thing so dose this game still work or should I throw it away?

Thanks
GK


comment 1 answer | Add comment

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