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View Poll Results: What's so special about those old "static" adventure games ?
Presentation (box art, included collectable stuff, novels) 9 19.57%
The strengh of the parsers, and their rapid evolution 6 13.04%
Emphasis on using our imagination instead of being presented with eye-candy but bland graphics 34 73.91%
The satisfaction to be granted with true litterary works, instead of just exercizing our reflexes 16 34.78%
The slow pace of these games 10 21.74%
Multiple Choice Poll. Voters: 46. You may not vote on this poll

 
 
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Old 05 January 2010, 21:44   #21
pubzombie
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thanx bro
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Old 05 January 2010, 22:22   #22
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you're supposed to tell us which one it is, plz. A game set up in a Dracula's Castle decorum must be cool !
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Old 05 January 2010, 22:37   #23
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it wasnt lvl 9 it was a crl game. i loved this to bits mainly because it scared the plop out of my little brother
http://www.lemon64.com/games/popup_s...dracula_01.gif

in fact if i member right there was another Dracula game too. it was really hard because everybody thought the aim was to the kill off the count but he was impossible to kill, so if you just managed to escape you had finished the game - but everybody kept going back to kill him and dying. caused a big stir on the playground back in the day
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Old 05 January 2010, 23:07   #24
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Third is the one, absolutely!

My first text+graphics adventure was the beautiful "The Hobbit", by Melbourne House, for the ZX Spectrum 48K.
I didn't even know J.R.R. Tolkien!
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Old 05 January 2010, 23:10   #25
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melbourne house , now that rings a bell. perhaps they did the dracula game
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Old 05 January 2010, 23:31   #26
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here is the link for Melbourne House adventure games fact sheet. There's at least one mistake :
Kwah ? (sequel to RedHawk) was indeed released on the CPC. I remember having loaded it to see how it looked like back it the days. Thiiiiin game, but a curiosity.

Last edited by NewDeli; 06 January 2010 at 00:52.
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Old 06 January 2010, 00:33   #27
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Hey the un-killable vampire adventure was melbourne house's Castle of Terror. It was awesomely hard. I remember arguing with my mate at school that you could not kill the count. remember mapping it all out on graphpaper and trying every word the parser could recocnise.
http://en.wikipedia.org/wiki/Castle_of_Terror
http://www.lemon64.com/?mainurl=http...php%3Fid%3D937
jeez remember these screens as if it were yesterday - got to emu this
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Old 06 January 2010, 00:36   #28
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hey we can play it online
http://c64s.com/game/305/castle_of_terror/
awesome
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Old 06 January 2010, 01:04   #29
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Cool ! You finally spotted it. It seems you're right the game cannot be finished. Too bad !
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Old 06 January 2010, 01:40   #30
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Quote:
Originally Posted by pubzombie View Post
hey we can play it online
http://c64s.com/game/305/castle_of_terror/
awesome
Beautiful, absolutely beautiful!!
Oh my, I miss those days...
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Old 06 January 2010, 08:02   #31
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Third choice for me. Some of Infocom's old games gave me more vivid pictures than many other games which actually had graphics. I remember A Mind Forever Voyaging and Leather Goddesses of Phobos in particular. Never was a fan of the Zork series though.
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Old 06 January 2010, 10:03   #32
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Quote:
Originally Posted by Deleauvive View Post
"Level 9 used their own interpretation language, A-code, which was more memory efficient even than plain Z80 assembler."

"The A-code data files were usually incorporated into the executable file for specific machines, together with the interpreter part. Still, even those
executables were significantly shorter than pure assembly code files would
have been!"
Ahem. Not wanting to derail the thread here, but since when was this even a slightly innovative feature? Of course it was going to be more memory efficient than plain asm - it was pretty much a specialised BASIC interpreter!

That strikes me as a really, really odd thing to tout as a feature of the engine - unless they were aiming at non-coders.

D.
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Old 06 January 2010, 10:24   #33
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I quoted that before me being introduced to programming language basics. I agree it sounds a bit awkward retrospectively.

Level 9 interpreter took its full cruise speed with the Knight Orc Adventure System interpreter, that's the main idea.
It would allow commands and combinations of commands rarely seen in games from this category e.g. objects can be located using a FIND command, regardless of whether or not you have seen them.
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Old 07 January 2010, 02:11   #34
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just a thought but did anybody here play any MUDs ? i never did i played good old paper/pencil D&D instead ..
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Old 07 January 2010, 13:03   #35
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I agreed with the third and strongly disagreed with the fourth!
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