krpalmer: Imagination sold and serviced here: Infocom (infocom)
With what keeps being said about the TRS-80 Model 100 more than four decades after its introduction, there are moments I imagine being accused of insufficient appreciation of that pioneering portable. One of those computers has been in my family for more or less forty years now. In recent years, though, when I’ve switched it on that was as much to see that it could still be switched on as anything.
ExpandSoftware via hardware )
krpalmer: (mst3k)
Looking again at the Wikipedia articles promoted as recently improved, I glanced at one about “sports fans,” got a bit more specific by looking up “fantasy sports,” and then turned to the description of an IBM computer applied to that pastime early on. Heading on to how that computer was constructed from “cards” combining what would now seem simple electronic components, I then looked at the similar system of the Digital Equipment Corporation. That had me thinking back to the AltaVista search engine, and then I looked forward to Kagi, which I still haven’t sampled yet to see if I want to start paying for its service. An offsite link did appear critical of it, though, so I took a look at it and noticed the piece offered some faint praise of a small search engine I hadn’t quite heard of before. Once I’d managed to find Marginalia Search through a different search engine, my first impulse was to type in “MSTings,” and that managed to list part of my home page first. As gratifying as that was, I did then remember that the very first time I’d connected to the Internet (somewhat in advance of even AltaVista) I’d been thinking about the Infocom adventure games that hadn’t had a hint book in their economy collection (even if the first such collection’s hint book, in not being able to use the special ink and developer pen of the original “InvisiClues,” pretty much gave me the solution to everything any time I tried to find the subtlest starter hint). I didn’t have quite as much success now just turning up results with my first effort, but a bit of prompt refinement did work a bit better.
krpalmer: Imagination sold and serviced here: Infocom (infocom)
Putting together a post about some small accomplishment in a hobby-like pastime can seem to coincide with my specific interest in it wrapping up as I drift along to something else (even if I sometimes drift back after a while). Getting a second opinion of sorts on one of the very first word processors wasn’t quite the end of my use of the emulator of an equally antique computer I’d just got running, though. While the version of Electric Pencil for the SOL-20 to be found with the emulator could only save to virtual tape files, I knew that emulator could also be configured to use virtual disks and the early operating system CP/M. With that, though, came the flickering thought that just maybe I might also be able to get a sense of a slightly more advanced word processor from the past.
ExpandCertain technical details )
krpalmer: Imagination sold and serviced here: Infocom (infocom)
In experimenting with “getting recent text adventures running on ‘8-bit computers,’” I found the resolve to at least try something other than programming exercises. One game using “PunyInform” caught my eye just for offering its source code as well. However, when I tried out a fresh-made Color Computer 3 disk image in the XRoar emulator, which had added support for that advanced model not that long ago, I found myself facing something I might only have noticed during spot-checks of the hacked Infocom game interpreter before. The text displayed as yellow characters on a green background; it was pretty hard to read.
ExpandAn adventure in itself )
krpalmer: Imagination sold and serviced here: Infocom (infocom)
Reporting on having managed to get an older compiler for text-based adventure games working with a special library promised to make adventures much older computers wouldn’t choke on provided one more post for this journal. I finished that post, though, aware of an obvious next step but not quite certain if I could manage it before flitting along to some other hobby of the moment. All I’d done was compile a sample Inform 6 source code file (adapting “Cloak of Darkness,” a sort of “minimal adventure to try out different text adventure systems”) provided with the PunyInform library. As for cobbling together even simpler experiments of my own, I thought back to when I’d dabbled with Inform 6’s successor. Inform 7, however, operates on altogether different principles, and I was also thinking of how I’d found some guides and introductions to Inform 6 years before but never got around to writing my own games.
ExpandA step not taken before )
krpalmer: Imagination sold and serviced here: Infocom (infocom)
While trying out “full-screen video for the (emulated) TRS-80,” I took another look at some message boards recommended by the emulator and video player’s programmer. On one of them, I happened on another recent accomplishment for those old computers, one better aligned with my impressions of their homely capabilities. Someone had programmed a new “Z-machine interpreter,” which could play more of Infocom’s interactive fiction and the text adventures built afterwards on a foundation of reverse engineering than the interpreters Infocom had provided for Radio Shack’s computers in the 1980s. I could put the interpreter file and the “Z-code” games on a disk image (even if I had to use a Windows utility via Wine), and proved the concept with “MST3K: Detective.”
ExpandThat was just the beginning )
krpalmer: Imagination sold and serviced here: Infocom (infocom)
Via The Digital Antiquarian, I picked up a while ago on another weblog looking at old computer games, but with a wider scope encompassing arcades and video game consoles as well and in even more detail. Even if I’ve never owned a game console and became familiar with arcade games through limited-palette knockoffs for our family home computer, the thought of knowing a bit more did interest me. Just as the narrative at “They Create Worlds” was approaching “Pong,” though, the updates there ceased. Then, one day the RSS reader I hadn’t stopped tracking the weblog with through a “just in case” laziness reported a new entry, explaining its author Alexander Smith had converted his work into a genuine book covering far past where he’d left off online. The wrinkle was that he’d gone through an academic publisher (CRC Press, who had brought out a book about the Radio Shack Color Computer some years ago), and the volume was pretty pricy.
ExpandCreated worlds )
krpalmer: Imagination sold and serviced here: Infocom (infocom)
Checking the Planet IF aggregator weblog might not get me any closer to playing text adventures on a regular basis, but I do see interesting things on it. This morning, I happened to see a first report a digital archiver had put the source code of the canonical Infocom games (and a few incomplete, unreleased projects) on a program repository, and it was the added comment that this was a very grey area of “information archiving” that engaged my digital packrat instincts and had me downloading the files.

I’ve dabbled a bit in Inform 7, which compiles to run on the “Z-Machine” that allowed Infocom’s text adventures to be ported to multiple systems simple and complex, but this programming language was developed after Infocom had gone out of business. ZIL, the language Infocom used, looks much more forbidding and quite distinct from the six previous versions of Inform as well, although there have been recent attempts to recreate it. In reflecting on “possible insights on games I could already play,” I did happen to think of the rediscovery of a long-known-of third version of “Wumpus,” and how source code in BASIC is still more my speed.
krpalmer: (apple)
Along the endless road of fiddling around with old computer games and programs via emulation, my thoughts began bending back to a destination I'd touched on before. It wouldn't be long until The Digital Antiquarian got to 1993; he might cover the CD-ROM game Myst, and that coverage might even be positive. While I don't often "play along" with the games that site visits, I could imagine making an exception in this particular case. The only problem was that as I contemplated doing that, I knew I could almost manage playing "the game as first released."
ExpandOne challenge after another )
krpalmer: Imagination sold and serviced here: Infocom (infocom)
Delving into "old computers" may be no better or worse than any other form of "catching up now on what you missed out on at the time," but I can suppose it doesn't have to be as expensive as something like collecting old toys. The only problem there is that it doesn't have to be as expensive because one way to find documentation and applications is to dig into obscure archives for scans and disk images instead of the more upright method of buying actual products from whatever sources there may be. Still, when one archive being updated right now with new "cracks" of Apple II disks made before their physical media demagnetizes altogether had one of the very first versions of Zork I show up, I saved a copy of the disk image. In the process of realising there'd been one version even before it for the TRS-80, looking through the older archives for that computer, and pondering if the specific "Z-Machine" data files for those versions could be extracted and played outside of hardware emulation (it took looking in a third, interactive fiction-specific archive for patch files and installing a command-line interpreter), I did get to contemplating what else I might have missed in the first archive. When I searched for a particular piece of software, all of a sudden I'd completed another quest that had been going on for a while already.
ExpandChoosing adventure )
krpalmer: Imagination sold and serviced here: Infocom (infocom)
I often suppose one part of what motivates me to seek out information about the computers of the 1980s, one particular subject among a good many others, is the sense I was around at the time but not quite aware of a lot of things outside the amiable corner of the Radio Shack Color Computer. That sense can be carried too far, though. My related interest in the text adventure games dignified with the name interactive fiction does have something to do with my family having been given a copy of the Infocom adaptation of The Hitchhiker's Guide to the Galaxy, which first made me aware of adventure games that could accept more than two words at a time and then suggested in a catalog there was a whole line of other games like it. The only problem was that the regular hints offered for the game in the Color Computer magazine The Rainbow never quite explained how to solve its last and most elaborate puzzle. When I did manage to make out the faded hints in a high school acquaintance's old hint book, the sense of it being too late to play any other Infocom game was right to the extent of the re-release collections having less elaborate packaging and being for more elaborate computers.
ExpandAdvantages to the passing of time )
krpalmer: Imagination sold and serviced here: Infocom (infocom)
Something about reading news about text adventures and interactive fiction every day but seldom getting around to playing any of those games I read about can get to me just a bit. On one trip to the Interactive Fiction Database, though, a new review on the front page managed to pique my interest and point me onward. For all the games I haven't played, I do still seem to have picked up enough knowledge of "familiar adventure genres" that a game promising to poke fun at "the psychological landscape of an incapacitated protagonist" evoked amused expectations. I downloaded Ryan Veeder's "Nautilisia" into my iPad's interactive fiction interpreter and started into it.
ExpandThe adventurous push )
krpalmer: Imagination sold and serviced here: Infocom (infocom)
I've been keeping my "other" online presence running, although I haven't had to say much about it here to keep up the pretence of regular updates. Part of keeping my Tumblr topped up is to use its queue, although this does sort of detach me from what hypothetical other eyes might see. However, when I happened to see the "recently updated" section on the front page of Wikipedia had something to say about the "Dog Star Adventure," I realised I had just managed to say a bit about that very same adventure. The synchronicity reminds me I could get around to playing it.
krpalmer: Imagination sold and serviced here: Infocom (infocom)
The Renga in Blue weblog aggregated on Planet IF has been working its way through a series of early text adventures for a while now. While it's moved a lot slower than The Digital Antiquarian, it has pointed out some intriguing obscure works on its way from the first mainframe-based games to the simple BASIC adventures squeezed into early home computers, now illustrated with screen shots from appropriate emulators. After a game I could tell had been ported to the Radio Shack Color Computer (although I did think of one person who's moved into the unoccupied niche of porting a slew of small games to the tiny variant of that machine sold for a little while in the effulgent year of 1983, when Tandy was churning out minimally intercompatible computers as if to see what would stick), though, the next set of images just had me guessing.

Adding "scan lines" to the display of an emulator seems easy enough to do, but I wondered what TRS-80 emulator, or at least what obscure configuration of one, produced that effect. I could have thought of a browser-based emulator I had happened on a while ago, but there was the question of just how to run programs not included in its site's small selection... and then, in the next post, I saw a link to a new site that can load what seems every TRS-80 program in a large existing archive into the emulator. Not every one of the "Model I" programs seems able to run on the "Model III" emulator (which I believe was an issue with the actual computers), but it certainly lifts the online program a ways above "a brief diversion."
krpalmer: Imagination sold and serviced here: Infocom (infocom)
Continuing to follow the Planet IF aggregator, I noticed a very interesting piece of news being passed along. The documentary "Get Lamp" had featured images of design documents for some of Infocom's interactive fiction, and I'd eventually sorted out they had come from the files of Steve Meretzky, who the Digital Antiquarian consistently describes as a prolific, well-adjusted, and good-humoured game designer. Now, scans of the files the documents were selected from (slightly redacted to remove names of game testers and the like) are available on the Internet Archive. I've only been able to look at some of them so far, and while they're more high-level design and correspondance than source code printouts that's quite interesting in itself. Some of the output from what I presume was Infocom's line printer is a little hard to read, but I've also noticed some "made on a Macintosh" documents from the early adopter Douglas Adams and a tester talking about how they'd received their new computer right around when they also got their test copy of "A Mind Forever Voyaging."
krpalmer: Imagination sold and serviced here: Infocom (infocom)
Making up an icon (for Dreamwidth's slightly more ample confines only) from a screen shot from "Get Lamp" to illustrate "adventure games" was fine and well, but I still don't seem to make a lot of time to play them. However, in continuing to follow the Planet IF aggregator, I somehow managed to hear about a tiny little game called "The Northnorth Passage," and spurred myself to at least try it, downloading the story file and starting one of my interpreters to begin a story where you're cursed to only move north. Once I'd played all the way through, I reflected on the intimations in the reviews that there was a different conclusion, but needed most of the "Invisiclues" politely included in a comment to figure out just what to do, after which it seemed obvious enough in the fashion of a bunch of other adventure games I've played.

I did get to thinking the "family curse" could have allowed for different responses before the inevitable conclusion, but a bit more looking did turn up the game was being programmed for a "three-hour competition." Having dipped a toe into the creation of text adventures with Inform, I do understand a bit better now how programming always takes more time than you think. The writing did impress me enough that the experience has stuck with me beyond the conclusions of the game.
krpalmer: Imagination sold and serviced here: Infocom (infocom)
I was playing some of the simple adventure games included in computer magazines pretty early on, and I suppose the thought of "making one myself" did come to me as I tried now and again to get started on the BASIC tutorials that came with my family's computers. It was easier to do things with "IF-THEN" statements than with parsing text strings, though, which made the very first "adventure game" I tried to peck into one of our Radio Shack Color Computers "just" a "Choose Your Own Adventure." I remember it had something to do with surviving on the moon, but I do have to admit I didn't get much further than a decision or two into it before I either got bored with the whole thing or just lost track of the "combinatorial explosion" and gave up without actually saving to cassette what I'd done.
ExpandI did accomplish more than that, eventually )
krpalmer: (Default)
Keeping up with the Planet IF aggregator, I managed a while ago to pick up on some announcements of a get-together about "interactive fiction" at a thoroughly convenient day-trip distance from me, and resolved that even though I don't play anywhere near as many "text-based" games as I could, it would still be interesting to go to. Last Saturday, I got on the train and headed into the big city, where I then headed north to the reference library and the get-together.

More chairs had to be set up at the back as things got under way, which I suppose is a reasonable sign. The ice-breaker was an "group play-through" of a famous "one-move" game, and then I stayed for a speech by Andrew Plotkin, one of the notable figures of the modern "non-commercial" era. He had, however, made things a bit more "commercial" by raising funds through Kickstarter to develop a text adventure for iPhones. Since he took four years to finish the game, though, some people in the audience did seem inclined to point out further avenues that had opened up in those four years to promote "indie games" through (which may have been more philosophically acceptable to them, anyway). I checked out some game rooms with iPad and "keyboard" games on display, realising I'd even managed to play "Thomas Was Alone" (although that game did seem to me to be more of an "ironically minimalist arcade game," it does have a fair bit of "story" to it), and then returned for three special presentations on how to create your own "writerly games."

When I'd started looking up information about this get-together, I saw something about a workshop teaching Twine, which develops "hypertext" games that might be classed with "Choose Your Own Adventure" books at first glance. (Quite a few years ago, I was experimenting with Hypercard and created something in it that might conceivably be recreated in Twine, only to discover the "combinatorial explosion" in trying to reference my impressions of the adventure games I'd only heard about then; I do wonder if this might have been called "cargo cult programming.") I prepared myself for that by installing Twine on my "travelling" portable and starting to learn a few basic things about it, and then realised I'd managed to see information about a presentation from last year. In any case, though, I did get to see a bit of information about "ChoiceScript" (which was what made "Mecha Ace"), Inform 7, which develops full-scale text adventures in the grand tradition, and a new tool called Texture which tries to strike a fresh balance between the links of hypertext and the "verb-noun" interface. As much as I can suppose I ought to play more games to get ideas of how to make them, what I did see was invigorating and different.
krpalmer: (Default)
While I've long supposed the "Planet IF" aggregator to concentrate on "interactive fiction" games, specifically typing in commands to move around the game's described-in-text world, handle objects, and solve puzzles, in the past few months I've noticed enough references to start really catching my attention to "choose your own adventure"-type games, where you're presented with a list of choices every so often, trading fine control for the potential of greater scope. If my early years spent playing adventure games amounted in some part to never quite figuring out the puzzles, the Choose Your Own Adventure books in my school library just seemed to intimidate me; I guess I took the whole "'you' could die at any turn" possibility too seriously. Now, though, I was getting a little more curious about the current computerized variety; having recently played a few "visual novels," more illustrated variants of this kind of game, may have played a role there. Remembering that one phrase being used to describe them was "choice-based games," I tried searching for that phrase. The results at the top of the page weren't general discussion, though, but links to a single game company. I followed one of them all the same, though, and it just so happened their latest game, visible on the front page, caught my attention in a specific way.

Even if the title "Mecha Ace" did make me think in part that the company must have run through a good many other genres already, the game did exist; I went ahead and bought it for my iPad. Starting it up, I was intrigued to see a good part of its first choices seemed to be shaping your own character, picking strengths and weaknesses (although you don't get to name yourself until later on, most of the offered choices instantly recognizable for someone familiar with the specific genre); the rest of the game seemed as much "playing to those strengths" as "guessing at the obscure best choice early on." That on my very first try I got to a conclusion that didn't involve personal death or complete failure was at once encouraging and somehow suggestive the game had one major storyline built in instead of several diverging off in different directions; however, the accomplishments that showed up in Game Center did make me think there'd be chances to replay it and try out different strategies. (I'd played things "cautiously but honourably" to start with.)

Beyond the mechanics of the game, I was interested in its own take on the genre. The world described in the game's text did seem definitely inspired by Gundam, although "interstellar" in scope instead of Gundam's "we won't casually invoke interstellar travel and have you suspend that bit of disbelief straight off." There did seem a few nods to Battletech, too, and in general I did have the impression the game was trying to avoid the familiar "youthful, inexperienced pilots" of mecha anime without making too big a deal of how it was avoiding it. In any case, it didn't seem to be proclaiming "mental control" to be an indistinct yet essential add-on to the control sticks. While there may be a bit of "so how can the next game top this?" to my thoughts, I suppose I can always take another look at the catalogue.
krpalmer: (anime)
It's been a while since I first learned about one group of "visual novels" (or "visual novel-like 'indie games,'" anyway) by Christine Love, long enough that I can't remember exactly how I did it. When I was playing through her "Digital: A Love Story," though, I already knew she'd named a later game "Analogue: A Hate Story," which did pique my interest. As I bought that later game, however, I also decided I'd play through another one of hers "in between" the two named, and with one thing and another that took a while to do. Once I'd got around to "Analogue," though, I did seem quicker to get to one of its multiple endings. It was, unfortunately enough, what I suspect to be the "not enough accomplished ending," but even in reaching it I'd found plenty in the game to intrigue me.
ExpandAt least a bit more )

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