Adventure Game Toolkit
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Adventure Game Toolkit
The Adventure Game Toolkit (AGT) is a development system for text based adventure games. Description It was written in 1987 by David Malmberg, based on Mark J. Welch's 1985 Generic Adventure Game System (GAGS). AGT was produced until 1992, after which time it was released as freeware (the final version is AGT 1.7). AGT was originally built for DOS but has also been compiled for Microsoft Windows, Macintosh, Amiga, and others. Numerous games were created using AGT, mostly in the interactive fiction genre but also at least one serious game in the form of an experimental medical simulation.Raenel E. Kinkade, Craig T. Mathews, JoLaine R. Draugalis and Brian L. ErstadEvaluation of a Computer Simulation in a Therapeutics Case Discussion ''American Journal of Pharmaceutical Education'', Vol. 59, Summer 1995, p.147 From 1989 until 1993, Malmberg ran an annual contest for AGT games, a predecessor to the Interactive Fiction Competition.Jimmy Maher, Let's Tell a Story Together (A History of I ...
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Interactive Fiction
'' 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, either in the form of interactive narratives or interactive narrations. These works can also be understood as a form of video game, either in the form of an adventure game or role-playing game. In common usage, the term refers to text adventures, a type of adventure game where the entire interface can be " text-only", however, graphical text adventures still fall under the text adventure category if the main way to interact with the game is by typing text. Some users of the term distinguish between interactive fiction, known as "Puzzle-free", that focuses on narrative, and "text adventures" that focus on puzzles. Due to their text-only nature, they sidestepped the problem of writing for widely divergent graphics architectures. This feature meant that i ...
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Microsoft Windows
Windows is a group of several proprietary graphical operating system families developed and marketed by Microsoft. Each family caters to a certain sector of the computing industry. For example, Windows NT for consumers, Windows Server for servers, and Windows IoT for embedded systems. Defunct Windows families include Windows 9x, Windows Mobile, and Windows Phone. The first version of Windows was released on November 20, 1985, as a graphical operating system shell for MS-DOS in response to the growing interest in graphical user interfaces (GUIs). Windows is the most popular desktop operating system in the world, with 75% market share , according to StatCounter. However, Windows is not the most used operating system when including both mobile and desktop OSes, due to Android's massive growth. , the most recent version of Windows is Windows 11 for consumer PCs and tablets, Windows 11 Enterprise for corporations, and Windows Server 2022 for servers. Genealogy By marketing ...
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Apple Macintosh
The Mac (known as Macintosh until 1999) is a family of personal computers designed and marketed by Apple Inc. Macs are known for their ease of use and minimalist designs, and are popular among students, creative professionals, and software engineers. The current lineup includes the MacBook Air and MacBook Pro laptops, as well as the iMac, Mac Mini, Mac Studio and Mac Pro desktops. Macs run the macOS operating system. The first Mac was released in 1984, and was advertised with the highly-acclaimed "1984" ad. After a period of initial success, the Mac languished in the 1990s, until co-founder Steve Jobs returned to Apple in 1997. Jobs oversaw the release of many successful products, unveiled the modern Mac OS X, completed the 2005-06 Intel transition, and brought features from the iPhone back to the Mac. During Tim Cook's tenure as CEO, the Mac underwent a period of neglect, but was later reinvigorated with the introduction of popular high-end Macs and the ongoing Apple s ...
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Amiga
Amiga is a family of personal computers introduced by Commodore in 1985. The original model is one of a number of mid-1980s computers with 16- or 32-bit processors, 256 KB or more of RAM, mouse-based GUIs, and significantly improved graphics and audio compared to previous 8-bit systems. This includes the Atari ST—released earlier the same year—as well as the Macintosh and Acorn Archimedes. Based on the Motorola 68000 microprocessor, the Amiga differs from its contemporaries through the inclusion of custom hardware to accelerate graphics and sound, including sprite (computer graphics), sprites and a blitter, and a pre-emptive multitasking operating system called AmigaOS. The Amiga 1000 was released in July 1985, but production problems kept it from becoming widely available until early 1986. The best-selling model, the Amiga 500, was introduced in 1987 along with the more expandable Amiga 2000. The Amiga 3000 was introduced in 1990, followed by the Amiga 500 Plus, and Am ...
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Serious Game
A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to video games used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, politics and art. Serious games are a subgenre of serious storytelling, where storytelling is applied "outside the context of entertainment, where the narration progresses as a sequence of patterns impressive in quality ... and is part of a thoughtful progress". The idea shares aspects with simulation generally, including flight simulation and medical simulation, but explicitly emphasizes the added pedagogical value of fun and competition. History The use of games in educational circles has been practiced since at least the twentieth century. Use of paper-based educational games became popular in the 1960s and 1970s, but waned under the Back to Basics teaching movement. (The Bac ...
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Medical Simulation
Medical simulation, or more broadly, healthcare simulation, is a branch of simulation related to education and training in medical fields of various industries. Simulations can be held in the classroom, in situational environments, or in spaces built specifically for simulation practice. It can involve simulated human patients (whether artificial, human or a combination of the two), educational documents with detailed simulated animations, casualty assessment in homeland security and military situations, emergency response, and support for virtual health functions with holographic simulation. In the past, its main purpose was to train medical professionals to reduce errors during surgery, prescription, crisis interventions, and general practice. Combined with methods in debriefing, it is now also used to train students in anatomy, physiology, and communication during their schooling. History Modern-day simulation for training was first utilized by anesthesia physicians to reduce ...
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Interactive Fiction Competition
The Interactive Fiction Competition (also known as IFComp) is one of several annual competitions for works of interactive fiction. It has been held since 1995. It is intended for fairly short games, as judges are only allowed to spend two hours playing a game before deciding how many points to award it. The competition has been described as the " Super Bowl" of interactive fiction. Since 2016 it is operated by the Interactive Fiction Technology Foundation (IFTF). Organization In 2016, operation of the competition was taken over by thInteractive Fiction Technology Foundation The lead organizer 2014-2017 was Jason McIntosh, and in 2018 it was Jacqueline Ashwell. Categories Although the first competition had separate sections for Inform and TADS games, subsequent competitions have not been divided into sections and are open to games produced by any method, provided that the software used to play the game is freely available. In addition to the main competition, the entries tak ...
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Judith Pintar
Judith Pintar is a sociologist and author of interactive fiction. She is also a Celtic harp player and a composer of instrumental music. Professional career Interactive fiction Pintar is the author of CosmoServe, an interactive fiction (IF) that simulates the interface of Compuserve Information Service (CIS), the first major online service provider before and during the early years of the World Wide Web. The game was written using an early game design system for IF, Adventure Game Toolkit (AGT) developed by Mark Welch and David Malmberg, and won the 5th Annual Softworks AGT game-writing contest in 1991. The following year Shades of Gray: an Adventure in Black and White, a game co-authored by a team of Compuserve Gamer's Forum members, for which Pintar was the principal designer, won the 6th Annual AGT contest in the group category. Shades of Gray is “generally considered the finest AGT game of all time.” The collaborative authorship of the game is referenced as an example ...
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Scorpia (journalist)
Scorpia is the pseudonym of a video game journalist who was active from the early 1980s through the late 1990s. She wrote for ''Computer Gaming World'', performing reviews on role-playing video games and adventure games. Scorpia was known for harsh criticism of video games she disliked. She was fired after ''CGW'' was sold to Ziff-Davis in 1999 and subsequently retired from games journalism. Her pseudonym is based on a character she created in a role-playing game. Career Scorpia became interested in computers after attending a computer expo. Her initial intention was to become a programmer, and she said she bought her first computer games to learn how to program. In November 1982, while working as a data processing consultant, Scorpia co-founded an early gaming-related Special Interest Group on CompuServe. It became the eighth most popular forum on CompuServe, and Scorpia received free access to the subscription service in return for maintaining it. As a system operator, she ...
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Computer Gaming World
''Computer Gaming World'' (CGW) was an American computer game magazine published between 1981 and 2006. One of the few magazines of the era to survive the video game crash of 1983, it was sold to Ziff Davis in 1993. It expanded greatly through the 1990s and became one of the largest dedicated video game magazines, reaching around 500 pages by 1997. In the early 2000s its circulation was about 300,000, only slightly behind the market leader ''PC Gamer''. But, like most magazines of the era, the rapid move of its advertising revenue to internet properties led to a decline in revenue. In 2006, Ziff announced it would be refocused as ''Games for Windows'', before moving it to solely online format, and then shutting down completely later the same year. History In 1979, Russell Sipe left the Southern Baptist Convention ministry. A fan of computer games, he realized in spring 1981 that no magazine was dedicated to computer games. Although Sipe had no publishing experience, he formed ...
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Interactive Fiction
'' 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, either in the form of interactive narratives or interactive narrations. These works can also be understood as a form of video game, either in the form of an adventure game or role-playing game. In common usage, the term refers to text adventures, a type of adventure game where the entire interface can be " text-only", however, graphical text adventures still fall under the text adventure category if the main way to interact with the game is by typing text. Some users of the term distinguish between interactive fiction, known as "Puzzle-free", that focuses on narrative, and "text adventures" that focus on puzzles. Due to their text-only nature, they sidestepped the problem of writing for widely divergent graphics architectures. This feature meant that i ...
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Inform
Inform is a programming language and design system for interactive fiction originally created in 1993 by Graham Nelson. Inform can generate programs designed for the Z-code or Glulx virtual machines. Versions 1 through 5 were released between 1993 and 1996. Around 1996, Nelson rewrote Inform from first principles to create version 6 (or Inform 6). Over the following decade, version 6 became reasonably stable and a popular language for writing interactive fiction. In 2006, Nelson released Inform 7 (briefly known as Natural Inform), a completely new language based on principles of natural language and a new set of tools based around a book-publishing metaphor. Z-Machine and Glulx The Inform compilers translate Inform code to story files for Glulx or Z-code, two virtual machines designed specifically for interactive fiction. Glulx, which can support larger games, is the default. The Z-machine was originally developed by Infocom in 1979 for their interactive fiction titles ...
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