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The following list of text-based games is not to be considered an authoritative, comprehensive listing of all such games; rather, it is intended to represent a wide range of game styles and genres presented using the text mode display and their evolution across a long period.
TinyMUCK 2.0 was released in June 1990 by Piaw "Lachesis" Na from Berkeley, who added the programming language MUF for in-game server extensions. [ 5 ] [ 6 ] TinyMUCK 2.1 and 2.2 were released in July 1990 and April 1991 by Robert "ChupChup" Earl of San Diego, California .
The Quill is a game creation system for text adventures. [1] Written by Graeme Yeandle, it was published on the ZX Spectrum by Gilsoft in December 1983. [2] Although available to the general public, it was used by several games companies to create best-selling titles; over 450 commercially published titles for the ZX Spectrum were written using The Quill.
A reviewer for Next Generation scored the compilation a perfect five out of five stars. He praised the "functionally comprehensive" selection of Infocom games and the six Interactive Fiction Competition games, estimated the total playtime at 1,200 hours minimum, and said the gameplay "represents the pinnacle of well written, interactive fiction."
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Amnesia is a text adventure written by science fiction author Thomas M. Disch and programmed by Kevin Bentley. It was published by Electronic Arts in 1986 for IBM PC compatibles (as a self-booting disk) and Apple II. A Commodore 64 version was released in 1987. Disch's ironic, rich writing style is in distinct contrast to the functional or ...
The game was released simultaneously for the Amiga, Amstrad CPC, Apple II, Atari 8-bit computers, Atari ST, Commodore 64, MS-DOS, TRS-80, TI-99/4A, and Mac. It is Infocom's twenty-second game. Moonmist was re-released in Infocom's 1995 compilation The Mystery Collection, as well as the 1996 compilation Classic Text Adventure Masterpieces. [2] [3]
The game was originally inspired by a previous 2015 project, Around the World in X Wikipedia Articles, in which the developer programmed software to write a novel by pulling information about locations from Wikipedia articles. In creating the game, he realized that the compiler would quickly be overloaded if it tried to auto-generate a ...