Interactive fiction - Wikipedia, the free encyclopedia. Interactive fiction, often abbreviated IF, is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives and as video games.[1] In common usage, the term refers to text adventures, a type of adventure game where the entire interface can be "text- only".[2] Graphical text adventure games, where the text is accompanied by graphics (still images, animations or video) still fall under the text adventure category if the main way to interact with the game is text. Some users of the term distinguish between "interactive fiction" that focuses on narrative and "text adventures" that focus on puzzles. Raphael OrdoƱez's Solution to Six Fearsome Heroes. Upon closer examination, we find that there are five statements dealing with only heroes or fear (Statements 3, 5. The solutions without frames as your Browser doesn't support frames. The C64 Walkthrough site offers solutions for the following games: 221b Baker Street A Accolade. Meanwhile, more expansive definitions of "interactive fiction" may include all adventure games, including wholly graphical adventures such as Myst. As a commercial product, interactive fiction reached its peak in popularity from 1. Due to their text- only nature, they sidestepped the problem of writing for widely divergent graphics architectures. This meant that interactive fiction games were easily ported across all the popular platforms, including CP/M (not known for gaming or strong graphics capabilities). Today, a steady stream of new works is produced by an online interactive fiction community, using freely available development systems. The term can also be used to refer to literary works that are not read in a linear fashion, known as gamebooks, where the reader is instead given choices at different points in the text; these decisions determine the flow and outcome of the story. The most famous example of this form of interactive fiction is the Choose Your Own Adventure book series, and the collaborative "addventure" format has also been described as a form of interactive fiction.[4]Interactive fiction is sometimes used as a synonym for visual novel, a popular style of entertainment software in Japan.[5]Zork I is one of the first interactive fiction games, as well as being one of the first commercially sold. It is one of the most famous interactive fiction games. Here it is portrayed running on Gargoyle, a modern interpreter. Text adventures are one of the oldest types of computer games and form a subset of the adventure genre. The player uses text input to control the game, and the game state is relayed to the player via text output. Input is usually provided by the player in the form of simple sentences such as "get key" or "go east", which are interpreted by a text parser. Parsers may vary in sophistication; the first text adventure parsers could only handle two- word sentences in the form of verb- noun pairs. Later parsers, such as those built on Infocom's ZIL (Zork Implementation Language), could understand complete sentences.[6] Later parsers could handle increasing levels of complexity parsing sentences such as "open the red box with the green key then go north". This level of complexity is the standard for works of interactive fiction today. Despite their lack of graphics, text adventures include a physical dimension where players move between rooms. Many text adventure games boasted their total number of rooms to indicate how much gameplay they offered.[2] These games are unique in that they may create an illogical space, where going north from area A takes you to area B, but going south from area B did not take you back to area A. This can create mazes that do not behave as players expect, and thus players must maintain their own map. These illogical spaces are much more rare in today's era of 3. D gaming,[2] and the Interactive Fiction community in general decries the use of mazes entirely, claiming that mazes have become arbitrary 'puzzles for the sake of puzzles' and that they can, in the hands of inexperienced designers, become immensely frustrating for players to navigate. Interactive fiction shares much in common with Multi- User Dungeons ('MUDs'). MUDs, which became popular in the mid- 1. IF; however, since interactive fiction is single player, and MUDs, by definition, have multiple players, they differ enormously in gameplay styles. MUDs often focus gameplay on activities that involve communities of players, simulated political systems, in- game trading, and other gameplay mechanics that aren't possible in a single player environment. Interactive fiction usually relies on reading from a screen and on typing input, although text- to- speech synthesizers allow blind and visually impaired users to play interactive fiction titles as audio games.[2]Writing style[edit]Interactive fiction features two distinct modes of writing: the player input and the game output. As described above, player input is expected to be in simple command form (imperative sentences). A typical command may be: pull lever. The responses from the game are usually written from a second- personpoint of view, in present tense. This is because, unlike in most works of fiction, the main character is closely associated with the player, and the events are seen to be happening as the player plays. While older text adventures often identified the protagonist with the player directly, newer games tend to have specific, well- defined protagonists with separate identities from the player. The classic essay "Crimes Against Mimesis"[7] discusses, among other IF issues, the nature of "You" in interactive fiction. A typical response might look something like this, the response to "look in tea chest" at the start of Curses: That was the first place you tried, hours and hours ago now, and there's nothing there but that boring old book. You pick it up anyway, bored as you are.[8]Many text adventures, particularly those designed for humour (such as Zork, The Hitchhiker's Guide to the Galaxy, and Leather Goddesses of Phobos), address the player with an informal tone, sometimes including sarcastic remarks (see the transcript from Curses, above, for an example). The late Douglas Adams, in designing the IF version of his 'Hitchhiker's Guide to the Galaxy', created a unique solution to the final puzzle of the game: the game requires the one solitary item that the player didn't choose at the outset of play. Some IF works dispense with second- person narrative entirely, opting for a first- person perspective ('I') or even placing the player in the position of an observer, rather than a direct participant. In some 'experimental' IF, the concept of self- identification is eliminated entirely, and the player instead takes the role of an inanimate object, a force of nature, or an abstract concept; experimental IF usually pushes the limits of the concept and challenges many assumptions about the medium. History[edit]Adventure[edit]Around 1. Will Crowther, a programmer and an amateur caver, wrote the first text adventure game, Adventure (originally called ADVENT because a filename could only be six characters long in the operating system he was using, and later named Colossal Cave).[9] Having just gone through a divorce, he was looking for a way to connect with his two young children. Over the course of a few weekends, he wrote a text based cave exploration game that featured a sort of guide/narrator who talked in full sentences and who understood simple two word commands that came close to natural English. Adventure was programmed in Fortran for the PDP- 1. Stanford University graduate student Don Woods discovered Adventure while working at the Stanford Artificial Intelligence Laboratory, and in 1. Crowther's source code (with Crowther's permission). Crowther's original version was an accurate simulation of part of the real Colossal Cave, but also included fantasy elements (such as axe- wielding dwarves and a magic bridge); Woods's changes were reminiscent of the writings of J. R. R. Tolkien, and included a troll, elves, and a volcano some claim is based on Mount Doom, but Woods says was not.[1. In early 1. 97. 7, Adventure spread across ARPAnet,[1. Internet to this day. The game has since been ported to many other operating systems, and was included with the floppy- disk distribution of Microsoft's MS- DOS 5. OS. Adventure is a cornerstone of the online IF community; there currently exist dozens of different independently- programmed versions, with additional elements, such as new rooms or puzzles, and various scoring systems. The popularity of Adventure led to the wide success of interactive fiction during the late 1. Many elements of the original game have survived into the present, such as the command 'xyzzy', which is now included as an Easter Egg in games such as Minesweeper. Adventure was also directly responsible for the founding of Sierra Online (later Sierra Entertainment); Ken and Roberta Williams played the game and decided to design one of their own,[9] but with graphics. By 1. 98. 2 Softline wrote that "the demands of the market are weighted heavily toward hi- res graphics" in games like Sierra's The Wizard and the Princess and its imitators. Such graphic adventures became the dominant form of the genre on computers with graphics like the Apple II.[1. Commercial era[edit]Adventure International[edit]Adventure International was founded by Scott Adams (not to be confused with the creator of Dilbert). In 1. 97. 8, Adams wrote Adventureland, which was loosely patterned after the original Advent. He took out a small ad in a computer magazine in order to promote and sell Adventureland, thus creating the first commercial adventure game. In 1. 97. 9 he founded Adventure International, the first commercial publisher of interactive fiction. By 1. 98. 2 Adventure International began releasing versions of its games with graphics.[1. The company went bankrupt in 1. Infocom[edit]The largest company producing works of interactive fiction was Infocom,[1. Zork series and many other titles, among them Trinity, The Hitchhiker's Guide to the Galaxy and A Mind Forever Voyaging. In June 1. 97. 7, Marc Blank, Bruce K. Panda's Bigger Adventure Walkthrough / Solutionhttp: //www. Do you want to play incredibly games? Do you want to enjoy exciting and new TD games? Are you bored of the same stuff of some poor websites? Be sure to check this fantastic website: http: //www. Awesome and fantastic games waiting for your fun! Hey this is quake beating Panda's Bigger Adventure, the second part in the adventure, by Robot. Jam. Play it here: http: //www. Suscribe, Is free! And You'll get noticed about every video I uploaded!
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