[Coco] OT: COMPUTE's Guide to Adventure Games book

Salvador Garcia ssalvadorgarcia at netscape.net
Fri Apr 17 18:15:02 EDT 2015


Thanks Bill P. I would like to try out The Search or Almazar. Can you direct me to your archive where I can get it? Thanks! Salvador
 
 
 
-----Original Message-----
From: Bill Pierce via Coco <coco at maltedmedia.com>
To: coco <coco at maltedmedia.com>
Cc: Bill Pierce <ooogalapasooo at aol.com>
Sent: Fri, Apr 17, 2015 12:04 pm
Subject: Re: [Coco] OT: COMPUTE's Guide to Adventure Games book


I just checked my archive and "The Search For Almazar" is in the mm archives. If
it can't be found, let me know and I'll post it.
It's a set of DECB programs,
all in BASIC. It is the same as the program in "80 Microcomputing" but converted
to Coco.
Almazar is a "two word" command adventure with 72 rooms and a really
good adventure engine.

 

 


Bill Pierce
"Today is a good day... I woke up" -
Ritchie Havens
 

My Music from the Tandy/Radio Shack Color Computer 2 &
3
https://sites.google.com/site/dabarnstudio/
Co-Contributor, Co-Editor for
CocoPedia
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E-Mail:
ooogalapasooo at aol.com


 

 

-----Original Message-----
From: Bill Pierce via
Coco <coco at maltedmedia.com>
To: coco <coco at maltedmedia.com>
Cc: Bill Pierce
<ooogalapasooo at aol.com>
Sent: Fri, Apr 17, 2015 12:35 pm
Subject: Re: [Coco] OT:
COMPUTE's Guide to Adventure Games book


As another note to writing text
Adventures, a very good example is in "80
Microcomputing". The adventure is
"Almazar" by Winston Llamas.


 The unique
thing about Almazar is that it uses
database files for room descriptions,
treasures and monsters. These are separate
files on disk, therefore allowing you
to put more into the actual game engine
and not blow your memory on data arrays.
You use just a few 'generic' arrays to
load the the data from disk for
display.

I think "Almazar" was ported to the
Coco (original was Model III) by
someone and is in the one of the various coco
archives. I also did a port but I
have no idea where it may be. I think the one
in the archives is for OS9 (not
sure) and I'm also not sure if it's the same
program, I've just seen the name in
moving archive files around.

Almazar is in
the "1983 Special Anniversary
Edition of 80 Microcomputing". It can
be
found:
https://ia600709.us.archive.org/10/items/80-microcomputing-magazine-1983-SE/80Microcomputing_SE83.pdf

page
288





Bill Pierce
"Today is a good day... I woke up" - Ritchie Havens
 

My
Music
from the Tandy/Radio Shack Color Computer 2
&
3
https://sites.google.com/site/dabarnstudio/
Co-Contributor, Co-Editor
for
CocoPedia
http://www.cocopedia.com/wiki/index.php/Main_Page
E-Mail:
ooogalapasooo at aol.com





 

-----Original Message-----
From: Bill Pierce via
Coco
<coco at maltedmedia.com>
To: coco <coco at maltedmedia.com>
Cc: Bill
Pierce
<ooogalapasooo at aol.com>
Sent: Fri, Apr 17, 2015 10:16 am
Subject: Re:
[Coco] OT:
COMPUTE's Guide to Adventure Games book


Salvador, I used the "Tower
of
Mystery" engine from the Compute! book and
enhanced that with stuff from the
Tim
Hartnell book and had a pretty workable
adventure engine in BASIC. I just
never
did anything with it. I had one
adventure I was working on and ran out of
memory
on my 16k Coco 2. I think about
that time, I got my 64k Coco 2, then I
bought a
MIDI keyboard and Lyra by Lester
Hands and from then on, most of my
Cocoing was
related to sound & MIDI.
 





Bill Pierce
"Today is a good day...
I woke up" -
Ritchie Havens
 

My Music
from the Tandy/Radio Shack Color
Computer 2
&
3
https://sites.google.com/site/dabarnstudio/
Co-Contributor,
Co-Editor
for
CocoPedia
http://www.cocopedia.com/wiki/index.php/Main_Page
E-Mail:
ooogalapasooo at aol.com








-----Original Message-----
From:
Salvador
Garcia
<ssalvadorgarcia at netscape.net>
To: coco
<coco at maltedmedia.com>
Sent: Fri,
Apr
17, 2015 9:42 am
Subject: Re: [Coco] OT:
COMPUTE's Guide to Adventure
Games
book


Thanks Bill, I will have a look at
that book. This looks like a
good
follow up
to the COMPUTE book.
Salvador




-----Original
Message-----
From:
Bill Pierce
via Coco
<coco at maltedmedia.com>
To: coco
<coco at maltedmedia.com>
Cc:
Bill
Pierce
<ooogalapasooo at aol.com>
Sent: Fri, Apr
17, 2015 7:49 am
Subject:
Re:
[Coco] OT:
COMPUTE's Guide to Adventure Games
book


Salvador, a better book
for
"learning"
to write adventures is (which I
also
have)

Creating Adventure
Games
on Your
Computer
by
Tim
Hartnell
http://www.atariarchives.org/adventure/

The
reason the
other
book
was
brought up was because it contained "Tower of Mystery"
which
is
an
excellent
starting adventure engine.

This book gives
play-by-play
of
various
game
sections


And yes... games have come a long way,
but adventure
is
still
alive.
A good example (and my favorite) is "Tomb Raider"
featuring
Laura
Croft.
I have
all of these.

 

 


Bill Pierce
"Today is a good
day... I
woke
up" -
Ritchie
Havens
 

My Music from the Tandy/Radio Shack
Color
Computer
2
&
3
https://sites.google.com/site/dabarnstudio/
Co-Contributor,
Co-Editor
for
CocoPedia
http://www.cocopedia.com/wiki/index.php/Main_Page
E-Mail:
ooogalapasooo at aol.com








-----Original
Message-----
From:
Salvador
Garcia
<ssalvadorgarcia at netscape.net>
To:
coco
<coco at maltedmedia.com>
Sent:
Fri,
Apr
17, 2015 8:25 am
Subject: [Coco]
OT:
COMPUTE's Guide to
Adventure
Games
book



Hi all,   
   
   
   
First of
all,
thanks to whoever
posted
the
reference to
this book. I located it,
downloaded
and read it. I just
want
to
share my
thoughts about it. The first 7
chapters are
basically
descriptions
of
adventure
games that were available at
the time the
book was
written. While
some
of these
are a compelling read I was
hoping that
the author
would discuss
the
design and
development of these more. 

   
   
  

  

Chapter 8 provides
help
and hints
on how to solve a game.
Chapter 9 is
where
everything begins to
pick
up. The
author discusses the theory
of operation
of an
adventure game.
Chapter
10 really
gets cooking as the author
presents
a
breakdown of an
adventure game,
describing
each component and
providing
pseudo
code. Chapter 11
presents a
listing of a
simple (author's
description)
text
adventure game. The
listing is
provided in
such a way that
depending on
which
computer is available,
the reader
types in a
specific
listing.  
   
   
 

  

Finally chapter 12
looks toward
the future.
This
chapter was interesting in
its
own right as the
author ponders
on
the
possibility of having hi
definition
images. He mentions
the resources
needed
for
such an endeavor and
does not see
it possible for a
home computer to
have
such
power. Also, the video
disc is
mentioned as a
possible means to
enhance
game
play.  
   
   
   
   
It
was a
good read and
enjoyed the nature
of the
games
presented.    Now my turn to
get
philosophical.
All the games
presented in
the
book had to do with
solving
something. While
there was the
possibility of
battle
and sword fights I
can't
help comparing them
with the
games available
today
which present a much
higher
degree of graphic
gore and
violence. In Google
I
typed in xbox games and
the
first items on the
list it
generated were
Grand
Theft Auto, Destiny and Call
of
Duty. It seems to
me that
when the
adventure
games described in the book
were
available were
simpler times
where
there was no
need for gore and violence
to
make a game
appealing.  
   
  

   


Best
regards, Salvador  
   
   
 





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