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    <Notes>Hours and Hours of Mind-Stretching Adventure Games

Here is your key to a thousand imaginary worlds. Each program, complete within itself, contains a unique set of enemies to be vanquished, environments to be mapped, and problems to be solved. Battle fierce monsters, search for fabulous treasures and weave amazing magic spells – discover all this and much more.

These ready to run Adventure programs – the latest and most popular form of computer games entertainment – have been designed so that when you enter and play them on your ZX Spectrum, you will learn a great deal about writing your own Adventure games. The book includes a detailed explanation of how you can create your own completely original Adventures; and there is a reading list to help you develop your writing and playing skills even further.</Notes>
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    <Publisher>Virgin Books Ltd.</Publisher>
    <Rating>Not Rated</Rating>
    <ReleaseDate>1984-01-01</ReleaseDate>
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    <Notes>Your mission is to prove that the Russian Ambassador to the U.S. is a spy. But don’t get caught! Between you and the evidence are some deadly hazards and booby-trapped clues.

Once you master the game, your next challenge is to create an even better adventure with your own ideas. BASIC Fun with Adventure Games will show you how. Using the simple instructions, you can add new twists to this game, or use it as a model for creating your own adventure game. You’ll learn how to develop a plot, define the solution, and determine all the objects, obstacles, and hazards—and then how to translate your ideas into a BASIC program.

With BASIC Fun with Adventure Games the possibilities are endless. All you need is imagination and the know-how to put your ideas into a BASIC program!</Notes>
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    <Publisher>Avon Books</Publisher>
    <Rating>Not Rated</Rating>
    <ReleaseDate>1984-07-01</ReleaseDate>
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    <Notes>Micro Adventure No. 9: Dead Ringer is a novel and series of type-in BASIC adventures for multiple systems.

The President of the United States is BRUTE's (the Bureau of Random Unlawful Terror and Evil) first target in their sinister bid for world domination. Secret agent Orion, computer whiz of ACT (Adventure Connection Team) is on the job, and only he can thwart a deadly game of double identity that threatens the leaders of the world.

The player uses their computer to program a super-advanced robot to do their bidding, break into an electronic security system, and play a shooting game that means life or death for hundreds of people.

Though the story, there are numerous interactive type-in programs that offer numerous outcomes. An appendix is included describing how to modify the BASIC program listings for greatest compatibility with many of the most popular home microcomputer BASICs, as well as describing what each program does and how it works.</Notes>
    <Platform>IF Books</Platform>
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    <Rating>Not Rated</Rating>
    <ReleaseDate>1985-01-01</ReleaseDate>
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    <Title>Micro Adventure No. 9: Dead Ringer</Title>
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    <Notes>"[T]he world's first anthology of BASIC Adventures from some of the best known writers of micro-computer software. All of these programs were originally written for the TRS-80 Model I, Level II, 16K computer, but should be easily converted to other machines and other BASICs."

The book comprises three parts: an overview of what adventure games are, and how to play, write, and sell them;: the Adventure Generator by David Huntress; and 18 type-in games.</Notes>
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    <Notes>A Magic Micro Adventure: The Cats of Castle Mountain is a novel and series of type-in BASIC adventures for multiple systems.

Using their Magic Micro, the player travels to an enchanted land, and meets the amazing cats of Castle Mountain. A wicked queen is plotting to capture them and make them her slaves, and the player must save them. The player must sneak past her vicious dogs, escape her man-eating alligators, and then battle the terrible queen herself.

Though the story, there are numerous interactive type-in programs that offer numerous outcomes. An appendix is included describing how to modify the BASIC program listings for greatest compatibility with many of the most popular home microcomputer BASICs, as well as describing what each program does and how it works.</Notes>
    <Platform>IF Books</Platform>
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    <Notes>Micro Adventure No. 4: Time Trap is a novel and series of type-in BASIC adventures for multiple systems.

Secret agent Orion, computer whiz on ACT (Adventure Connection Team) is about to take a trip through time. The mad scientist Bartholemew Bacle has gone back in time carrying a nuclear bomb. Orion must follow him into the past before he destroys the future.

With the help of ACT agents, the player travels to the age of the dinosaurs and American colonial times to stop the mad scientist.

Though the story, there are numerous interactive type-in programs that offer numerous outcomes. An appendix is included describing how to modify the BASIC program listings for greatest compatibility with many of the most popular home microcomputer BASICs, as well as describing what each program does and how it works.</Notes>
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    <Publisher>Parachute Press</Publisher>
    <Rating>Not Rated</Rating>
    <ReleaseDate>1984-01-01</ReleaseDate>
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    <Title>Micro Adventure No. 4: Time Trap</Title>
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    <Notes>Written by the most well-known Italian author of adventure games, this book teaches how to write adventures on your own computer.
The “Basic Module,” included on the cassette, allows even beginners in BASIC to write a real medium-complexity adventure game, with minimal effort for the author and maximum enjoyment for players. Expert programmers will find a wealth of ideas and solutions.

Contents:
- Two ready-to-play adventures: “The Doomed Starship” (average playing time: 2 hours) and “The Ring of Lucrezia Borgia” (much, much longer...).
- The “Basic Module,” a program for writing adventures.
- A set of sheets for drawing maps.
- A complete course on creating adventure games.
- The annotated listing of the “Basic Module.”
- Summary tables for adventure authors.</Notes>
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    <Publisher>Gruppo Editoriale Jackson</Publisher>
    <Rating>Not Rated</Rating>
    <ReleaseDate>1985-11-01</ReleaseDate>
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    <Notes>A Magic Micro Adventure: Wizards of Wonder is a novel and series of type-in BASIC adventures for multiple systems.

Using their Magic Micro, the player travels to the enchanted Kingdom of Karn to meet an evil wizard and the good king he has bewitched. The player must break the wizard's spell and save Karn from war. The player will use their computer to decode the message on a magic sword, break the wizard's spell, and stop the armies that are marching towards Karn.

Though the story, there are numerous interactive type-in programs that offer numerous outcomes. An appendix is included describing how to modify the BASIC program listings for greatest compatibility with many of the most popular home microcomputer BASICs, as well as describing what each program does and how it works.</Notes>
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    <Publisher>Parachute Press</Publisher>
    <Rating>Not Rated</Rating>
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    <Title>A Magic Micro Adventure 3 - Wizards Of Wonde</Title>
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    <Developer>Mike Grace</Developer>
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    <Notes>Adventure e COMMODORE 64 is a manual for designing and using text-based Adventure programs.
The process of adapting a plot conceived in the mind to programming patterns is made easier through the use of diagrams, maps, and charts.
A modular design of the program makes it easier to understand its structure. All modules are explained in detail, line by line, allowing you to assimilate the basic concepts used. Programming skills will have a chance to emerge during the gradual construction of the Adventure, by modifying the demonstration program or even by creating a new one.

The book is divided into two parts:

a simplified framework for Adventure suitable for any storyline, which allows you to understand how to create one on your own;

a complete Adventure, "The Nightmare Planet", which introduces the problems and traps of Adventure programming, with notes and anecdotes on how to overcome them.</Notes>
    <Platform>IF Books</Platform>
    <Publisher>Gruppo Editoriale Jackson</Publisher>
    <Rating>Not Rated</Rating>
    <ReleaseDate>1985-02-01</ReleaseDate>
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    <Title>Adventure e Commodore 64</Title>
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    <Notes>Create your own Amstrad Adventures!

Users of both the Amstrad CPC464 and the CPC664 will be able, with this book, to harness the tremendous power of LOCOMOTIVE BASIC in order to create truly remarkable adventure games.

Whether you're an experienced programmer or a complete novice you will find all the information needed to prepare, map and program complete adventures.</Notes>
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    <Publisher>Collins Professional and Technical Books</Publisher>
    <Rating>Not Rated</Rating>
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    <Notes>Dark days have come to Quendor and the city of Borphee. Caspar Wartsworth, a would-be adventurer and part-time barbarian, gets more than he bargained for when he stumbles into town. First he’s arrested. Then he’s sent to war as a galley slave.

Surviving a shipwreck, Caspar begins assembling a party of adventurers: an incompetent wizard, a sleeping princess, and an inexperienced thief. Their quest – to free the Borphee Guild of Wizards!</Notes>
    <Platform>IF Books</Platform>
    <Publisher>Byron Preiss Visual Publications, Inc.</Publisher>
    <Rating>Not Rated</Rating>
    <ReleaseDate>1991-01-01</ReleaseDate>
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    <Notes>This book has three facets:

A complete adventure to play for pure fun.

A technique for building adventure games with little effort.

A high-level Basic lesson.

After playing "L'astronave condannata" (The Doomed Spaceship) (for those who do not wish to copy the listing, the program is included in JACKSON SOFT AVVENTURE for the main home and personal computers), the reader is guided behind the scenes of the game, where they learn the tricks of the trade from a recognized master of the adventure genre. A minimal knowledge of Basic is sufficient to build one's own adventures, utilizing a universal program preset by the author. For the more expert, a complete description of the program's operation opens the way for the construction of more complex and sophisticated games.</Notes>
    <Platform>IF Books</Platform>
    <Publisher>Gruppo Editoriale Jackson</Publisher>
    <Rating>Not Rated</Rating>
    <ReleaseDate>1985-01-01</ReleaseDate>
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    <Notes>The game is a interactive fiction with basic graphics to set the scene. The package included a 160-page book, Mindfighter by Anna Popkess, which lays out the background of the story, and provides hints for play. The player must guide Robin through the hazardous environment of post-apocalyptic Southampton, surviving famine, desperate mobs, radiation sickness, and the violent agents of the "The System", the dictatorial government which now governs Britain. Robin must survive and somehow prevent the war from happening. This is the included book. 

The back describes the book as:

"Everyone had been amazed at his psychic powers. But when Robin pushed his mind into the future, trying to discover his exam results, he found himself trapped in a post-holocaust nightmare. His body remained in the present, in a coma-like state. His friends maintained a worried vigil. In the future, Robin was frightened and confused. All he wanted was to go home."</Notes>
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    <Publisher>Activision, Inc.</Publisher>
    <Rating>Not Rated</Rating>
    <ReleaseDate>1988-01-01</ReleaseDate>
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    <Notes>Within these pages, the world of adventure games for the T.I. Home Computer will start to come alive and explode before your very eyes.

This is precisely what happened when I first began to create the very first adventure reference guide, which was only intended to be for my own personal use. Once other T.I. adventure fans saw what I was doing, they immediately wanted to compare my list of T.I. adventure games with their own library of adventure games. The results were astounding. More and more adventure games for the T.I. Home Computer began to surface, and what was once only ten pages became this book.

I hope that all T.I. adventure fans find this adventure reference guide to be a must in their own adventure libraries, just as much as the adventure games themselves.

My only regret is that someone else had not had the desire to have done all of this work before me, as I would have preferred to have been the first to have purchased such a book, rather than to have been the first to have spent the countless hours in writing such a book.</Notes>
    <Platform>IF Books</Platform>
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    <Rating>Not Rated</Rating>
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    <Notes>Assigned to an important diplomatic conference, Homer, a young member of the Stellar Patrol, and his robot, Oliver, are accidentally lost overboard in a survival pod.</Notes>
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    <Notes>A special Infocom omnibus ebook by the Digital Antiquarian, covering that company's history from beginning to end.</Notes>
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    <Notes>Adventuring! You and your trusty computer alone in a dark cave, or deep in the dungeons of a terrifying castle. Alone, that is, except for... What's that? The drip of water on stone, or the approaching footsteps of a minotaur, jaws slavering for your blood?

Spectrum Adventures is in two parts. The first takes a detailed look at the beginnings of Adventure, and how this enthralling pastime has been implemented, in all its guises.

The second part presents a major graphic adventure game called The Eye of the Star Warrior. It was written by Roy Carnell.

Each phase of the game is explained - monster generation, graphics, combat and movement are all described. Many of the subroutines can be used in your own programs.</Notes>
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    <Notes>Micro Adventure No. 8: The Big Freeze is a novel and series of type-in BASIC adventures for multiple systems.

Secret agent Orion, computer whiz of ACT (Adventure Connection Team) is about to embark on a terrifying journey across frozen wastelands. The evil forces of BRUTE (the Bureau of Random Unlawful Terror and Evil) are using thermal satellites to hold the world hostage. Orion's computer skills are crucial in breaking BRUTE's chilling control over the Earth.

The player must use their computer to knock out killer polar bears, escape the enemy's deadly ice priosn, and whip up a storm to block a BRUTE blizzard.

Though the story, there are numerous interactive type-in programs that offer numerous outcomes. An appendix is included describing how to modify the BASIC program listings for greatest compatibility with many of the most popular home microcomputer BASICs, as well as describing what each program does and how it works.</Notes>
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    <Notes>The computer is also (or perhaps above all?) a fun machine. You can play with it, you can ask it questions, you can use it to write a poem or to make music.

This colorful series of books presents some of the most exciting things you can do with a computer and explains how to do them.

Written in clear language understandable to anyone, enriched with a multitude of illustrations, these books offer a lively introduction to the world of computers for those starting from zero.</Notes>
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    <Notes>Simon, a con man, is sent to Festeron armed with a magic radio and a kitchen appliance in order to take back control of the town from the witches, wraiths, and ogres who have taken over.</Notes>
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    <Notes>The computer is also (or perhaps above all?) a fun machine. You can play with it, you can ask it questions, you can use it to write a poem or to make music.

This colorful series of books presents some of the most exciting things you can do with a computer and explains how to do them.

Written in clear language understandable to anyone, enriched with a multitude of illustrations, these books offer a lively introduction to the world of computers for those starting from zero.</Notes>
    <Platform>IF Books</Platform>
    <Publisher>Gruppo Editoriale Jackson</Publisher>
    <Rating>Not Rated</Rating>
    <ReleaseDate>1985-01-01</ReleaseDate>
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    <Notes>From the author of the first commercial Italian IF game "Avventura nel Castello".

Contains the BASIC sources of "L'Astronave Condannata", "L'Anello di Lucrezia Borgia", "L'Apprendista Stregone" and two versions of the Base Module for creating your own adventures in Basic... or for understanding how they work.</Notes>
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    <Rating>Not Rated</Rating>
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    <Notes>"An electrifying compendium of 15 BASIC adventures you can type in."

Castles and Kingdoms began in 1975 during a three-day blizzard in the Midwestern United States, as a 'Tunnels and Trolls' fantasy role-playing game. It evolved over the next five years to become a universal gaming concept involving several dozen dedicated gamers, each of whom contributed little bits and pieces of the total world.

The form in which it now appears is the culmination of a ten-year dream—to share the richness of Graylock lore with the largest possible audience in the most dramatic way. Role-playing games take on a new dimension through the medium of computers. But before these games can be enjoyed to the full, some data must be provided.

An Adventure is a word-recognizing, interactive fantasy simulation in which the computer acts as dungeon master or moderator. Adventures employ a storybook style to outline an unsolved puzzle. Suggested solutions are entered by the user; the computer reacts to these suggestions and presents a result in the form of descriptive phrases.

Each module (individual game) is bounded by a single theme. The final solution to the puzzle, the clues to that solution, and even the side-tracks of a good Adventure can, and usually will, tie into this theme. For example, 'Thunder Mountain Passage' is set in and around the northern mountains of the mythical kingdom of Graylockland. The puzzle revolves around a particularly nasty stretch of high mountain trail standing between a flatlander, would-be rescuer, and 'Northstar Castle,' another Adventure in this volume. Some knotty problems are presented. How does one get from one side of Thunder Mountain to the other without becoming lion fodder? Where are all the traps, pitfalls, and items you have to get, use, move, jump over, or otherwise manipulate? Where should you head for, knowing that some directions are correct while others are potentially deadly? What must be done to ensure survival in this game so that the overall mission (that of arriving at 'Northstar Castle' in order to begin this next game) can be accomplished?

Thus, the goal in 'Thunder Mountain Passage' is quite simply to survive, and to carry on to 'Northstar Castle,' the extension game. Remember HOW, WHERE, WHAT. Using these three questions, each Adventure in this book can be solved completely and logically.

There may be several sub-puzzles within the framework of a single game. Adventure authors often employ deadly traps and unproductive locations to confuse the player's efforts. Mazes are a popular stalling agent. In some Adventures, it is not uncommon to wander for hours trying to work through, and out of, some impossible array of twisting passages. This particular sub-puzzle usually has something relevant to the success of the Adventure waiting at the other end.

The trap is simply the author's way of keeping the player alert. Traps are often thematic, sometimes just threatened, or they can be the result of blunders by the player (anticipated by the author). But whatever the case, they add spice to the game. Once trapped, the player generally does not get caught again.

An Adventure is usually divided into four segments: WHERE YOU ARE, WHAT YOU CAN SEE (provided by the computer on the upper screen display), WHERE YOU CAN GO (portal, direction, or object capable of receiving you, as in ENTER CAVE), and WHAT YOU CAN DO, which in most instances must be ascertained by the player. WHERE YOU CAN GO, though often evident, must also be surmised in some instances.

A typical upper screen display will read: YOU ARE ON A NARROW LEDGE. YOU SEE: COILED SNAKE (WHICH IS HISSING), WIRE. OBVIOUS EXITS ARE: NORTH SOUTH DOWN.

The author has provided a great deal of information here. COILED SNAKE is a potential hazard. The fact that it is HISSING reinforces the feeling of danger. WIRE, on the other hand, appears to be a tool or a useful item of some kind, although the author may employ it to activate a trap. But whether the snakes are benign or the wires deadly, the player must be ever alert or die. The directions speak for themselves. They are there to allow the player to move to new locations. Once information from the screen is analyzed, action may be taken. The command mode is the trickiest part of the Adventure. In most instances, the computer will do what you tell it. There is a good selection of two-word commands in English, but beware—the program will often take you literally. A command of JUMP in the situation on the ledge above the ravine might cause the player to be hurtled out into space, to be dashed on the rocks below.

GO NORTH will result in moving to a new location to the north of the present one; GO SOUTH has the same effect to the south. GO DOWN has the same result as JUMP. Thus, the player can GO &lt;direction&gt; or GO &lt;object&gt;, such as cave, passage, chair, and so on. GOing is the Adventure's form of rapid transit. In this book, for the sake of convenience, many of the Adventures respond to one-letter directionals (N, S, E, W, NE, SE, NW, SW). Other more traditional programs respond to two-word commands.

GO, GET, LIFT, PUSH, SHOOT, FIGHT, ATTACK, KILL, FEED, LEAD, JUMP, DROP, TAKE, ENTER, DRINK, PUT, and PULL are just a small selection of possible verbs that may be employed in these Adventures. EXAMINE, moreover, is an important verb since it may be used to identify or expand descriptions of objects that appear in the upper screen display. It is important to EXAMINE objects, as there may be nested information that will not be revealed in any other way.

In order that these Adventures should not prove a terminally frustrating experience, it would help to remember some simple guidelines:

1. Where can I go? Are the displayed directions the only ones available? If not, what command combination will get me to another location?
2. What can I see? Can I get it? Will it hurt me if I do? Once I have it, how can I manipulate it to my advantage? Is it ultimately useful or merely a ploy to get me to carry more things than I need?
3. If I can see it and go to it, how can I get to it by the path of least resistance? Is there a visible danger associated with what I see? Will examining it help?
4. What can I do when I get to the new location or obtain the object that will help me solve the puzzle or win the game?
5. Am I on the same wavelength as the author of the game, who may perhaps be thinking illogically?
6. Have I examined the story that precedes each module in this book for clues to the Adventure?
7. Have I made a map to record my moves as I make them?

These suggestions should enhance your enjoyment of this book.</Notes>
    <Platform>IF Books</Platform>
    <Publisher>Virgin Books Ltd.</Publisher>
    <Rating>Not Rated</Rating>
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    <Notes>Live out your wildest fantasies - the world of Adventure awaits.

Use your BBC Micro to explore labyrinthine cave systems, battle with dragons and discover chests filled with gems and gold.

In this book Ian Watt shares the secrets of adventure-writing with you. You play the role of creator, devising and developing a complete mini-universe with its own laws and logic. Players of the games you devise will enjoy the challenge and excitement of deciphering clues, battling monsters and solving problems until the game yields up its final secret.

As a bonus, three original, ready-to-run adventure programs are described with full program listings and plans:

* Captive
* Dracula
* Journey</Notes>
    <Platform>IF Books</Platform>
    <Publisher>Addison-Wesley Publishing Company, Inc.</Publisher>
    <Rating>Not Rated</Rating>
    <ReleaseDate>1983-01-01</ReleaseDate>
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    <Notes>24 New Programs for the Tandy Color Computer from the publishers of The Rainbow - The Color Computer Monthly Magazine.</Notes>
    <Platform>IF Books</Platform>
    <Publisher>Rainbow Magazine</Publisher>
    <Rating>Not Rated</Rating>
    <ReleaseDate>1986-01-01</ReleaseDate>
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    <Notes>Is this a story or a game? Both. Adventure games give you a bit of each.

COMPUTE!'s Guide to Adventure Games introduces you to those fascinating worlds that can occupy your computer's memory and your own mind. Can you really find excitement in a game made up mostly of words?</Notes>
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    <Notes>Micro Adventure No. 5: Mindbenders is a novel and series of type-in BASIC adventures for multiple systems.

Secret agent Orion, computer whiz on ACT (Adventure Connection Team) has just discovered a vicious mind-control plot that could cause World War III. The world's leaders are being turned into mindless slaves by the evil forces of BRUTE (the Bureau of Random Unlawful Terror and Evil).

Though the story, there are numerous interactive type-in programs that offer numerous outcomes. An appendix is included describing how to modify the BASIC program listings for greatest compatibility with many of the most popular home microcomputer BASICs, as well as describing what each program does and how it works.</Notes>
    <Platform>IF Books</Platform>
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    <Rating>Not Rated</Rating>
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    <Notes>Anesi was the grandson of the wizard Stribel Wartworth, but he'd never really studied magic. His father had pulled him out of the university after less than one semester. Anesi wasn't even allowed to use the little magic he knew. Then the entire Thriff Guild of Enchanters came to his family's little house in the woods. The whole world was threatened by the evil of the Great Terror, and they were helpless before it. To fight the Great Terror would require a magical prodigy, one who was untouched by the petty temptations of a wizard's life. It would require Anesi. With his friends at his side--Fidget, Cubby the brogmoid, and Tyrillee the dryad--he began his march to the south to face the greatest danger his world had ever known.</Notes>
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    <Notes>19 Great New Programs for the Tandy Color Computer 1, 2 and 3 from the publishers of The Rainbow - The Color Computer Monthly Magazine.</Notes>
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    <Notes>Find out how you can write your own original adventure programs for your TRS-80 Model I or III with as little as 16K of memory! Discover how to use the new programming tricks and techniques to gain memory space and increase programming speed! Even learn how to construct a full-feature graphic adventure! It's all here in this unique programming guide, along with two brand new games devised by the author to help you perfect your game-writing skills!

The first step is to find out what an adventure program contains and how it is created. You'll learn to map a "basement" or scenario for your adventure, including all the elements the program needs to support - from writing the description of each room and its contents to constructing a complex map containing surprises for the unwary player. Structuring the program is covered and you'll learn special techniques for organizing the BASIC code to speed up data access and reduce memory usage.

You'll examine a sample adventure program called "Basements and Beasties" to find out how programs are initialized, how scenes are described, and how commands are input and executed. Motion commands, obstacles, the use of magic words and action routines become clear so that you'll be able to use them properly when you write your own original game.

The how-to's for constructing a graphic adventure including the concepts, the segments, and listings are given along with a sample graphics adventure, "Mazies and Crazies". If you're interested in computer games and want to learn howe to write your own and improve your programming skills at the same time, then this book is definitely for you!

Frank DaCosta is a computerist who is experienced in both hardware design and software development. A computer hobbyist, he works professionally with many types of microprocessor- and minicomputer-based systems.</Notes>
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    <Developer>Eileen Buckholtz; Ruth Glick</Developer>
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    <Notes>A Magic Micro Adventure: Captain Kid and the Pirates is a novel and series of type-in BASIC adventures for multiple systems.

Using their Magic Micro, the player becomes the leader of a pirate crew. Together, they must sail to Parrot Island, and find the buried treasure. Along the way, the player must use their computer to defeat angry pirates, giant snapping turtles, and sea monsters.

Though the story, there are numerous interactive type-in programs that offer numerous outcomes. An appendix is included describing how to modify the BASIC program listings for greatest compatibility with many of the most popular home microcomputer BASICs, as well as describing what each program does and how it works.</Notes>
    <Platform>IF Books</Platform>
    <Publisher>Parachute Press</Publisher>
    <Rating>Not Rated</Rating>
    <ReleaseDate>1985-01-01</ReleaseDate>
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    <Developer>Tim Hartnell</Developer>
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    <Notes>CREATING ADVENTURE GAMES ON YOUR COMPUTER contains four full-scale ready-to-run adventure games: 

Werewolves and Wanderers 
The Aftermath of the Asimovian Disaster 
The Citadel of Pershu 
Chateau Galliard 

complete with the BASIC language program listing for each game and clear instructions for getting the programs running on your home or personal computer.</Notes>
    <Platform>IF Books</Platform>
    <Publisher>Ballantine Books</Publisher>
    <Rating>Not Rated</Rating>
    <ReleaseDate>1984-01-01</ReleaseDate>
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    <Title>Creating adventure games on your computer</Title>
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    <Developer>Chassie L. West</Developer>
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    <Notes>Micro Adventure No. 3: Million Dollar Gamble is a novel and series of type-in BASIC adventures for multiple systems.

Secret agent Orion, computer whiz on ACT (Adventure Connection Team) has been marked for kidnapping by the evil forces of BRUTE (the Bureau of Random Unlawful Terror and Evil). They plan to pull off the computer crime of the century, and Orion has broken into their system.

With the help of ACT agents including Hot Wheels, Chameleon, and Tracer, Orion must stay one step ahead of BRUTE, and foil their crime.

Though the story, there are numerous interactive type-in programs that offer numerous outcomes. An appendix is included describing how to modify the BASIC program listings for greatest compatibility with many of the most popular home microcomputer BASICs, as well as describing what each program does and how it works.</Notes>
    <Platform>IF Books</Platform>
    <Publisher>Parachute Press</Publisher>
    <Rating>Not Rated</Rating>
    <ReleaseDate>1984-01-01</ReleaseDate>
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    <Title>Micro Adventure No. 3: Million Dollar Gamble</Title>
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    <Developer>Rainbow Magazine</Developer>
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    <Notes>14 Great New Programs for the Tandy Color Computers 1, 2 and 3.</Notes>
    <Platform>IF Books</Platform>
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    <Title>The Fourth Rainbow Book of Adventures</Title>
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    <Series>Language: English; Rainbow Book of Adventures series</Series>
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    <Developer>George Alec Effinger</Developer>
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    <Notes>With Glorian prodding him ever onward, Mirakles descends into the Great Underground Empire where he encounters Spike the Protector, the Dragon's Lair, the Wizard's Workroom, the winged vampire were-unicorn, and the Warm Boot of Frobozz.</Notes>
    <Platform>IF Books</Platform>
    <Publisher>Infocom, Inc.</Publisher>
    <Rating>Not Rated</Rating>
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    <Notes>A range of activities to increase your programming skills, COMPUTER PROJECTS features five games in BASIC for the BBC, Acorn Electron, Commodore 64 and Sinclair Spectrum.</Notes>
    <Platform>IF Books</Platform>
    <Publisher>Piper Books Ltd.;Pan Books Ltd.</Publisher>
    <Rating>Not Rated</Rating>
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    <Notes>Contains descriptions, step-by-step walkthroughs, and maps for many of the classic 8-bit computer titles by the likes of Scott Adams, Infocom, Sirius, Sierra On-Line, Quality Software, Phoenix Software, Advant-Garde, Penguin… Together the 600-page covers 123 games.

Originally released in two volumes, this is a one-volume collection.</Notes>
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    <Notes>This is a complete look at the fabulous world of Adventure Games for the Dragon Computer. Starting with an introduction to adventures, and their early history, it takes you gently through the basic programming necessary on the Dragon before you can start writing your own games.</Notes>
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    <Notes>Micro Adventure No. 7: Doom Stalker is a novel and series of type-in BASIC adventures for multiple systems.

The world is headed for disaster! Secret agent Orion, computer whiz of ACT (Adventure Connection Team) is on the job, and only he can stop the world from spinning wildly out of orbit. Tidal waves and earthquakes are only the beginning. The evil forces of BRUTE (the Bureau of Random Unlawful Terror and Evil) are bent on wrecking havoc by this malicious act, and it's up to Orion to set the world back on course.

Though the story, there are numerous interactive type-in programs that offer numerous outcomes. An appendix is included describing how to modify the BASIC program listings for greatest compatibility with many of the most popular home microcomputer BASICs, as well as describing what each program does and how it works.</Notes>
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    <Notes>This book is designed to teach readers who have started programming in BBC BASIC how to create and write fairly complicated adventure games, though the text is structured so that simple games can be written after only the first few parts.</Notes>
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    <Publisher>Penguin Acorn Computer Library</Publisher>
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    <Notes>A Magic Micro Adventure: Superworld is a novel and series of type-in BASIC adventures for multiple systems.

Using their Magic Micro, the player joins a powerful group of super heroes when they arrive in Superworld. The player must defeat the evil Zargo by leading the heroes past Zargo's zap traps, destroying a robot army, and surviving the dangers within Zargo's castle.

Though the story, there are numerous interactive type-in programs that offer numerous outcomes. An appendix is included describing how to modify the BASIC program listings for greatest compatibility with many of the most popular home microcomputer BASICs, as well as describing what each program does and how it works.</Notes>
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    <Notes>Here's the book to show you how to write adventure programs on your MSX micro. First it explains how to develop a plot, how to draw a map of the game and how to decide on the locations of the various objects. Steve Lucas then shows you how to translate the game into DATA statements and how to create DATA statements for the objects 'ladder', 'rope', etc. The main control section of any adventure game consists of a control loop which calls the various subroutines, and the book explains how these routines are set up to deal with such features as 'get', 'drop', 'unlock', etc. Throughout this section of the book a full text only adventure game has been developed, which by this time you're probably ready to play!

The second part of the book takes a close look at graphics. MSX machines boast excellent graphics facilities which are both sophisticated and easy to use. The second program, Snow White, shows how these features may be incorporated within your own program to create a game with a full high resolution picture for each location. This game also shows how you can add the final touches to a game using the superb sound features of MSX.

The book closes with a look at data files. By saving the data for a game on tape or disc, rather than within the program itself, it becomes much easier to write a completely new game. The final listing is a short program which creates the data file for A Journey Through Space. When it is run, you are given the option of changing the locations and the objects so you can create a game of your own with minimum of fuss.

So there you are all you potential MSX adventurers, here's the book to start you off.</Notes>
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    <Notes>The computer is also (or perhaps above all?) a fun machine. You can play with it, you can ask it questions, you can use it to write a poem or to make music.

This colorful series of books presents some of the most exciting things you can do with a computer and explains how to do them.

Written in clear language understandable to anyone, enriched with a multitude of illustrations, these books offer a lively introduction to the world of computers for those starting from zero.</Notes>
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    <Rating>Not Rated</Rating>
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    <Notes>Micro Adventure No. 1: Space Attack is a series of type-in BASIC adventures for multiple systems.

Secret agent Orion, computer whiz on ACT (Adventure Connection Team) has received an urgent message from an orbiting space station. Something has gone deadly wrong. The evil forces of BRUTE (the Bureau of Random Unlawful Terror and Evil) is bent on wrecking havoc.

Joined by Colonel Helen Grace, world-class linguist Dr. Macron, astronomer Professor Lowell, and Astro Toys employee Tinker, the team has been sent to the orbiting US military station Rodeo I. There, the communications system on the station has malfunctioned, and an alien signal from deep space is rapidly approaching.

Though the story, there are numerous interactive type-in programs that offer numerous outcomes. An appendix is included describing how to modify the BASIC program listings for greatest compatibility with many of the most popular home microcomputer BASICs, as well as describing what each program does and how it works.</Notes>
    <Platform>IF Books</Platform>
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    <Notes>The ZX-81 computer from Sinclair Research, Ltd., is an exciting breakthrough in personal computing. About the size of this book, it uses your television set for display and any cassette recorder to save programs. Though it can be used for games, for home recordkeeping, and for business functions, it is not "for" any of these uses. Because it is the least expensive, complete, powerful computer on the market, it is an ideal "first computer," to introduce adults and children to the world of computing.

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    <Notes>Micro Adventure No. 10: Spellbound is a novel and series of type-in BASIC adventures for multiple systems.

Secret agent Orion, computer whiz of ACT (Adventure Connection Team) must defeat a master of murderous magic. Someone or something is after the nation's top athletes using voodoo or black magic. Orion must use his computer skills to defeat this otherworldly threat.

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    <Notes>Micro Adventure No. 6: Robot Race is a novel and series of type-in BASIC adventures for multiple systems.

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    <Notes>Bivotar and Juranda must find the Helm of Zork in order to bring peace to the Land of Frobozz. Unfortunately, they are opposed by a riddle-spouting demon named Jeearr.</Notes>
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    <Notes>Micro Adventure No. 2: Jungle Quest is a novel and series of type-in BASIC adventures for multiple systems.

You are code-named Orion, an adolescent agent of ACT (the Adventure Connection Team), summoned straight out of the hallways of your high school by Max Huntington to participate in a mission taking you to the darkest jungles of Africa, to locate and defuse the limitless energies stored in an alien artifact there before sinister competing agents of BRUTE (the Bureau of Random Unlawful Terror and Evil) beat you to it!

Though the story, there are numerous interactive type-in programs that offer numerous outcomes. An appendix is included describing how to modify the BASIC program listings for greatest compatibility with many of the most popular home microcomputer BASICs, as well as describing what each program does and how it works.</Notes>
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