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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 ...
Lifeline is a 2015 text-based adventure video game developed by the American studio Three Minute Games. The player guides the main character, Taylor, through a texting conversation, to survive an unknown moon after their spaceship crashed.
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.
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 inspired by the original Adventure by Will Crowther. [3] The original game engine was written in 6502 assembly language. The game was then ported to Z80 for the Spectrum. The newer versions (for Commodore 64 and Spectrum) have an extended game. The game set out to add a level of realism through the addition of images, and complex ...
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]
Sherlock is a 1984 text adventure developed under the lead of Philip Mitchell [1] by Beam Software. It was published by Melbourne House. Five programmers worked for 18 months on the title and a Sherlock Holmes expert was employed full-time for a year to advise the team on accuracy. [2] Technically, the adventure builds upon the 1982 title The ...
The game describes itself as a "political art experiment in text adventure form". It was submitted to the 2007 Interactive Fiction Art Show in the "Portrait" category. [1] None of the seven judges at the art show reported enjoying the game, and many criticised its gameplay, though certain aspects of the game were praised.