Wednesday, 31 December 2008
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| 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
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| | 12 answers | Add comment |
Sunday, 21 September 2008
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| 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.
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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.
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Enjoy!
David and Stephen
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| | 9 answers | Add comment |
Friday, 29 August 2008
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| 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
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| | 36 answers | Add comment |
Wednesday, 27 August 2008
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| 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
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| | 5 answers | Add comment |
Tuesday, 26 August 2008
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| 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
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| | 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
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| | 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
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| | 5 answers | Add comment |
Wednesday, 20 August 2008
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| 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
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| | 2 answer | Add comment |
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| 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.
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| | 3 answer | Add comment |
Sunday, 17 August 2008
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| 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.
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| | 1 answer | Add comment |
Friday, 15 August 2008
Thursday, 14 August 2008
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| 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
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| | 17 answers | Add comment |
Sunday, 10 August 2008
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| 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
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| | 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
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| | 21 answer | Add comment |
Saturday, 9 August 2008
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| 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: 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
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| | Add comment |
Tuesday, 29 July 2008
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| 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.
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| 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 -;)
I vote we each grab a leg and who ever gets the big side gets him!
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
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Saturday, 26 July 2008
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| 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
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Thursday, 24 July 2008
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| 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.
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Saturday, 19 July 2008
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| 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
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Friday, 18 July 2008
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| 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.
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Saturday, 12 July 2008
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| 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>
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Tuesday, 8 July 2008
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| 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
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