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"I must find keys.... For it is key to many lives. Key's are the beginning and the end.... And the key to your success!" [--blurb from Competition Aught-One]
51st Place - 7th Annual Interactive Fiction Competition (2001)
| Average Rating: based on 3 ratings Number of Reviews Written by IFDB Members: 1 |
This game has you pick a text speed, then color.
It has a parser that understands 10 verbs, most of them like save, quit, etc. It uses 'pickup' and 'use' along with directions.
There are 8 rooms in a grid missing its center. Each room has a key. One room has 8 keyholes.
The author claims this was intended as a simple demo.
Only the creator of this trivial programming exercise could explain why he thought it was worth releasing to the public, let alone entering in a competition. It's a small collection of awkwardly-described rooms (the author is highly enamored of periods of ellipsis) in which anything remotely resembling a puzzle is solved automatically, leaving the player with nothing to do but enter the one command - the same command in every room - that toggles the room's one bit of alterable state.
-- Carl Muckenhoupt
>INVENTORY - Paul O'Brian writes about interactive fiction
I hate to say it, but once I saw the author's name, I knew the title couldn't be more appropriate. Doomed is like a very stripped down, simplified version of The Last Just Cause, and is put forth by the author as "more of a 'Example work' to teach programmers how to program a Text-based game more that [sic] a full game." This is too easy a target, so I'll just say this: people interested in writing a text game should evaluate a few different games, perhaps sampling among the systems used in this competition, and decide which ones they'd most like their game to resemble.
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