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The Interactive Fiction Database - IF and Text Adventures

The Interactive Fiction Database - IF and Text Adventures
The Interactive Fiction Database is an IF game catalog and recommendation engine. IFDB is a Wiki-style community project: members can add new game listings, write reviews, exchange game recommendations, and more. Tips & More Info Christina Nordlander reviews ULTRA BUSINESS TYCOON III: "I have affluenza, and the only cure is more nano-woven abalone cards!" April 16, 2014 "Ultra Business Tycoon III is what life as a corporate executive looks like after half a gramme of cocaine.

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Minecraft player creates word processor out of redstone Once, in Minecraft, I built a house. It was a good house, on a cliff. Over time, I added a farm, a mine and, far underground, my own personal gateway to a nightmarish hell dimension. The best-selling video games of the last 10 years How'd they do it? Wii Sports's record-breaking success is owed in no small part to the fact it was bundled with the Wii console in every region but Japan when it launched in 2006. It also helps that it offered the first taste of Nintendo's then-revolutionary motion controlled gaming console and its new Mii online avatar feature, making it a hot commodity for Nintendo fans who had been chomping at the bit for the Wii's arrival. Born of Nintendo's desire to dominate the casual market, and delivered on the wings of media hype, Wii Sports bridged the gap between traditional gamers and the so-called non-gaming public in a way no title had done before. It presented fun-loving consumers of every age a family-friendly experience that could be picked up and played by anyone with a living room and reasonable mobility. This mass appeal earned it an endorsement amongst critics and a starring role in living rooms, dorms, rec centers, and senior citizen homes across the globe.

Writing Interactive Fiction With Twine (Melissa Ford) A curious and fascinating thing about Melissa Ford’s Writing Interactive Fiction with Twine is how it combines hypertext craft advice and Twine syntax tutorials with design expectations largely derived from parser-based interactive fiction. This is a 400 page book about Twine fiction whose index lists Anna Anthropy once (in a passage discussing how she did geographical description in one of her games) and Porpentine never — though it does refer, without attribution, to the tiny Twine jam Porpentine ran. Steve Meretzky and Brian Moriarty appear, but not Michael Lutz or Tom McHenry or A. DeNiro or Caelyn Sandel or Dietrich Squinkifer, nor Michael Joyce or Shelley Jackson or other luminaries from the literary hypertext tradition either. The book has early and prominent chapters about how to design puzzles, inventory, and a room layout; fonts, text transitions, and CSS effects come quite a bit later, despite being much more common than inventory systems in practice. (Emphasis mine.)

Interactive Fiction Interactive fiction was the first great computer-game craze. Through the early 1980s, the most sophisticated, complex, involving games available were the text adventures. Everyone agreed. Go look up up old videogame rating charts; Infocom was always on the list — with several games. Of course, advancing graphics eventually washed away IF’s supremacy.

The Infocom Gallery - a repository of high-quality scans of classic Infocom packages and manuals A couple of years ago, two little collections known as The Lost Treasures of Infocom, parts 1 and 2 were published. Everything Infocom released in just two collections -- seemed too good to be true. And it was, in a number of ways. First, the collection was incomplete -- Leather Goddesses was not included. Second, no feelies -- no plastic palm, no AMFV pen, no Wishbringer stone, no microscopic space fleet... Then there were the manuals. Sex in Games: Rez+Vibrator - gamegirladvance Soon after we got our Japanese Playstation2 in beautiful Ocean Blue, we went shopping for games. In the electronic wonderland of Akihabara we came across the game Rez. "Have you ever played it?"

GamersNexus - Gaming PC Builds & Hardware Benchmarks Completionists You're focused on achievement and progression; your primary objective is to complete the game's primary objectives, then its secondary objectives, then all the other content in the game. If it's a multiplayer game, Completionists often look to show off status and accumulated wealth. Creating Interactive Choose Your Own (Google) Adventure Stories A fond childhood memory of mine was going to the library once a week to check out some of my favorite types of books – the Choose Your Own Adventure series. They were created by Edward Packard and were very popular in the 1980s and 1990s. While the books are less popular today, the legend lives on in digital formats that are always appealing to students. Here is how to create some interactive stories of your own using Google Apps.

Infocom Infocom was founded on June 22, 1979 by MIT staff and students led by Dave Lebling, Marc Blank, Albert Vezza, and Joel Berez and lasted as an independent company until 1986 when it was bought by Activision. Activision finally shut down the Infocom division in 1989, although they released some titles in the 1990s under the Infocom Zork brand. Activision abandoned the Infocom trademark in 2002. Overview[edit] Infocom games are text adventures where users direct the action by entering short strings of words to give commands when prompted.

Remembering “Amnesia,” Tom Disch’s Interactive Novel The cover of Amnesia. Tom Disch, who would’ve been seventy-four today, is best known for his science fiction and his poems, some of which were first published in The Paris Review. But he also wrote, in 1986, a text-based video game called Thomas M. Use Classic Games to Ignite Student Engagement As a new middle school media specialist in a school that serves students in grades 5 through 8, I spent most of last year collaborating with Sara, our school's instructional technology facilitator. We focused on converting our media center from a traditional library model into a learning commons model. This model updates the library from a storehouse of information to a place where students can interact with information, learn 21st-century skills, and create content and materials in a whole new way.

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