What Was Previously New Among Zarf's Pages
Older entries. Here's
what's currently new.
December 11, 2008
Short adventure game, short review, but a good one:
Outcry (aka
Sublustrum).
(What? It's a good game, so I gave it a good review. Syllepsis!)
December 10, 2008
I've had some short fanfic snippets in my
Thoughts of Days
for years now. I didn't call them out in "What's New" because they
were small, and I felt dimly embarrassed about featuring fanfic alongside
my "real" work.
Well, it's almost 2010 now, which is The Future, and the hell with dim
embarrassment. Besides, now that I've written a 10-kiloword novelette
which is (sort of) in the Stargate setting, there's no point in pretending
it's not real work.
To the left, however, you may still be uninterested by this stuff.
I do not claim that these stories make sense to people who don't
know the original material. (Some fanfic does, but some fanfic writers
are a hell of a lot better than me.) So, if you're not into
Stargate (or Myst, or villanelles), take what they're worth.
The following are now linked from my
writing page. The first three are
from 2005; the rest are recent.
November 5, 2008
Not in time for Halloween, and nearly in time for the election, I present
my short story for the season:
Ghost Story.
This was my contribution to
ostrich_2008,
a Livejournal story event for writers who wanted to not think about the
US election for a while. (I wanted to have the story finished before
the election started, but Dixville Notch got past me. Drat them!)
You are welcome to leave comments on the
original
Livejournal post.
The story is a thematic followup (though not a sequel) to
A Terror in Flesh,
which I wrote for the 2004 election.
A personal note (rare, I know): I've lived in a lot of places in the Eastern
US. Last night, I wondered if it was possible for all of them to tap
Obama. New York, New Jersey, Maryland, Massachusetts would for certain.
Pennsylvania -- I worried in the last few days, but I shouldn't have.
For Virginia I held my breath, and indeed it was the final nail in
the Republican coffin. But North Carolina? It isn't officially declared
as I write this. But the fact that it's close, and edging towards
Obama: that's a sweet, sweet feeling.
September 20, 2008
And now it's still the same month, but I'm burning through
the adventure back-stack before console-game season arrives.
A review of
Overclocked,
a very interesting game from a German design house.
I was impressed.
September 6, 2008
I guess it's still the same quarter, but here's
Sherlock Holmes: Nemesis
(aka Sherlock Holmes vs Arsène Lupin).
With bonus comments about Sherlock Holmes: The Awakened.
Mixed feelings.
July 23, 2008
This quarter's game review:
Agon: The Lost Sword of Toledo.
Not as good as the original three Agon episodes.
July 6, 2008
I've decided to do this semiannually -- I got tired of forgetting
details about half the books when I go to write December's
review-glut. So, here's my list of
books I bought in the first half of 2008.
And what I thought of each one.
June 27, 2008
Been working on this one for a few weeks.
GlkOte: a Javascript library for IF interfaces.
This is the Javascript half of a web-application Glk/Glulx interpreter.
The other half will be called RemGlk, but it doesn't exist yet. But this
half still has uses. Check out the
fake IF demo game!
(Requires Javascript.)
May 11, 2008
We now have
LOLGRUE t-shirts!
(Eagerly awaited ever since the
LOLGRUES
first appeared.)
"Hungry grue iz HUUNNGRY" is the slogan. The background
shows the cutest grue we could find, illustrated in the oscuroscuro
technique which is traditional in grue folk art. Courtesy of
Cafepress.
(If these are popular enough, I'll pony up for a real Cafepress page
and add more LOLGRUE slogans.)
May 7, 2008
Review of
The Lost Crown,
the latest ghost adventure from Jonathan Boakes.
April 29, 2008
I've finally gotten out a major update of
Draco Concordans.
Well, not major -- about twenty entries updated, out of
over 900. But I added a couple of good bits.
Most of the
new material
was discovered or figured out by commenters. Thanks to my father,
Esa Peuha, Rydra Wong, and the late Avram Davidson (whose
Adventures in Unhistory is fifteen treasure troves of
recherché wealth).
April 23, 2008
New essay on
Game Genre and Game Interaction.
I presented this as a talk at UVA on the 22nd.
April 3, 2008
It's the great new craze that's sweeping the Internet, and who am I to
disagree?
LOLGRUES!
(Don't miss my epic rendering of
all of Zork 1 in LOLGRUE.)
March 25, 2008
My last Uru post brought up the idea of a completely fan-run game for
the Uru community. Here is my
design sketch for how to build it.
(Link is to my essay as posted on the
Gameshelf Blog.
It's also in my regular
collection of Uru essays on this web site.
But the Gameshelf is prettier and allows comments and stuff.)
March 23, 2008
New puzzle:
Praser 12.
This is not IF; it's not interactive at all, just a web page containing
a puzzle. Read the document, you can solve the puzzle.
("Praser" is a label I've applied to a series of puzzles I've been creating
since I was a kid. There's no connecting story or theme.
Praser 5 is the only other one that's
online; the rest weren't that great. 12 benefits from my experience
playing the MIT Mystery Hunt,
so expect that sort of thing if you're familiar with it.)
March 11, 2008
The iPhone SDK was announced last week, and I followed through on my
self-promise and bought an iPhone. Behold my first iPhone application:
Zarf's iPhone Note Recorder.
To be sure, I didn't make this with the SDK. (Apple won't start approving
third-party apps until June.) It's a web toy. It's not even a web
application; it's just a Javascript widget. You type in some
text, and the widget turns it into a link. Bookmark the link, sync it
to your iPhone (or iPod Touch), and you have your text on your mobile.
Since the iPhone lacks a synchable note tool, I find this very handy.
(I used it to transfer my book list.)
At least it'll be handy until June, when fifteen third-party note apps
will be released at once.
March 5, 2008
Gamasutra
offered to reprint my
Uru: Beyond Cancellation
essay as an opinion piece. Go me!
February 23, 2008
Because I can't leave the dead alone, I have written up my ideas for a
Better Instancing System
for Uru Live.
No, it will never be adopted. But if you're designing a new MMO adventure
game, it might be a good starting point.
February 14, 2008
Next adventure review:
Next Life.
Annoying almost beyond words. But I found some words anyway.
February 10, 2008
A week ago we were told, after weeks of silence, that Myst Online:
Uru Live was being cancelled. Again. I have now finished writing my
thoughts
beyond cancellation.
By the way, if you watch this page but want more Zarfy goodness,
check out the new
Gameshelf Blog.
Regular commentary -- well, irregular commentary -- on games and gaming
of all sorts, by
Jmac (a
Volity co-conspirator),
myself, and others. The Uru essay above is crossposted there, but
scroll down; there's more you haven't seen.
January 13, 2008
A short story, simultaneously Myst and Edward Whittemore fanfic:
Restored Memoir
(Lara Collection 003.001).
If you recognize traces of other stories, that wouldn't be a
coincidence.
January 6, 2008
My list of
books I bought in 2007
(plus a few more)
and what I thought of each one.
December 24, 2007
Been a while since I wrote a game review, so here's
Ghost in the Sheet.
November 11, 2007
A couple of random
Uru projects:
- More On Writing Games:
Rules for a collaborative narrative journally two-player role-playing
sort of game, intended for the Myst universe.
- Uru Age Route Map:
A subway-style line map of the Ages of Uru, as of the end of the first
"season".
September 26, 2007
I whipped off a Python implementation of the
Condorcet Ranked-Pairs election system.
I used this algorithm a couple of years ago for the
Ice Game Design Contest;
but the implementation I used then was based on some really old Python
libraries, and getting it running was painful. This is a simple Python
script. Perhaps you will find it useful.
September 22, 2007
Short review:
Barrow Hill: Curse of the Ancient Circle.
September 16, 2007
And now, progress on
Boodler!
Boodler version 1.6.0 is now up. This is functionally similar to the old
1.5.3 release; it's not the all-dancing all-new system. That's in progress.
But I have made serious improvements in the distribution:
- Boodler is now built and installed with a standard Python distutils
script. This alone should make life easier for everybody.
- Boodler now builds every output module that it can build, instead
of just one. You can select an output driver when you run it.
- New Ogg Vorbis and Shoutcast output drivers, contributed by
Aaron Griffith.
- An output driver which writes straight to stdout. You can pipe
this into ices or an
equivalent audio streaming client.
- On the Mac, if you have more than one sound device, you can select
any of them for output.
September 3, 2007
So I haven't been writing game reviews; I haven't been making much progress
on Boodler; I haven't been writing IF. What, my loyal fans wonder, have I
been working on?
Draco Concordans:
a concordance for John M. Ford's The Dragon Waiting.
This is a big chunk of work. I started in back in February, and I've been
pounding on it steadily since then. My aim has been to cover all the
allusions, in-jokes, historical references, indirections, and implications
in Ford's novel. I also index the appearances of all the characters and
historical figures. All cross-referenced and cross-linked for your
edification.
I am under no illusion that I found everything. (In general, I don't know
history from a hole in the ground -- although I did a lot of digging in this
particular field.) Contributions are welcome. See the web site for my
contact info. I will be updating it as information arrives.
July 11, 2007
Alexander v. Below has contributed a version of
StonerView as a MacOSX screensaver.
There was one of those already, but now it's a universal binary,
and the source code is available as a modern-style Mac XCode project.
July 4, 2007
And a
review
of the second Uru episode, "A New Light". (Which is Episode 6, to
reduce future confusion.)
May 31, 2007
My
review
of Uru's first monthly story episode, "Scars".
May 6, 2007
Hymn to a Mad Scientist,
as would be performed by Gene Wilder if he'd ever heard of it or me.
I wrote this almost a year ago, in honor of the
Narbonic web-comic by Shaenon Garrity.
Why post it now? Because Shaenon Garrity included it in the comments
to today's
Narbonic rerun strip.
Thanks!
May 4, 2007
Over the past month or so, I have perpetrated a series of posts on the
Uru web forums:
Plum Lake.
Plum Lake is an Age which I have imagined. I am trying a variety of
ways to convey in, in the overall medium of a web forum. Consider:
I also have a
discussion
of how the third (the interactive one) played out.
May 1, 2007
Mini-review:
Safecracker 2
(more visibly titled Safecracker, but I already
reviewed
a game with that title).
April 23, 2007
Because it is International Pixel-Stained Technopeasant Day, I shall
repost
A Terror in Flesh.
In case you missed it the first time. A short story.
(See
here
for more of IP-STPD.)
April 3, 2007
I have set up a
boodler-general
mailing list. (Hosted at Sourceforge.)
Remember Boodler? That's my nifty
soundscape project. Boodler is over five years old, and it's time to wake
it back up. If you're interested, subscribe and see what's going on.
March 23, 2007
Mini-review:
Echo: Secrets of the Lost Cavern.
March 5, 2007
About me, for once...
Delightful Wallpaper has won the
2006 XYZZY awards
for Best Writing, Best Puzzles,
Best Individual Puzzle, and Best PC.
February 27, 2007
And finally, my complete review of
Uru Live.
This is the one written for newcomers to Uru. If you've been following
my occasional essays, you may also be interested in
Role-Playing in the
Cavern,
which I posted a couple of weeks ago.
(Yes, I have ongoing projects not related to Uru. Give me some time.)
January 31, 2007
More Uru hackery (yes, I'm wrapped up in it but good). I will be maintaining
change notices for the game. That
is, I'll be tracking new things and areas as they appear in the game.
And more interestingly, I have RSS feeds for these changes, in three
varieties: spoiler, no-spoiler (just tells you that something's new),
and location-only (tells you something's new and in what Age). You can
subscribe to these feeds with any RSS client, or add them as Livejournal
friends, or whatever amuses you.
January 22, 2007
I have updated my
Uru Live Ongoing Review
page with some essays I have written about the game's current and
(possible) future development. These were originally posted on the
Uru Live web forums.
January 4, 2007
My list of
books I bought in 2006
(plus a few more)
and what I thought of each one.
December 3, 2006
I have revised my old
Uru Newcomer's Guide and Answer Sheet.
The Uru Live relaunch is coming closer...
we hope... and they've started inviting players in for a new "Preview"
testing phase. (See the
Uru forums.)
This edition of the game is even more of a "throw the player in and watch
him sink" than the original -- no instruction manual at all -- so I have
written up answers to common newbie questions.
November 30, 2006
About time I put up my
reviews of the 2006 IFComp entries.
At least, the 17 of them that I played. (But excluding the one that
I wrote.)
November 17, 2006
A new IF game!
Delightful Wallpaper
has taken sixth place (and also Miss Congeniality) in the
Twelfth Annual Interactive Fiction
Competition. I entered it under the pseudonym "Edgar O. Weyrd",
so perhaps you played it weeks ago but didn't guess it was me. Or
perhaps you did guess.
November 4, 2006
I put up a page linking to my ideas on
rule-based programming
(for IF design). Most of these ideas exist as long posts on
rec.arts.int-fiction. I haven't tried to collect them or turn them
into a coherent presentation -- I'm just collecting links for
future use. Also, some links to related research papers and textbooks.
October 25, 2006
Quick adventure review for the fall season:
Keepsake.
Some good puzzles, some serious UI problems.
August 22, 2006
I did not see Snakes on a Plane. I did, however, make a
Snake Cake.
I don't do a web page every time I bake a cake, but this does count
as a cultural phenomenon.
August 13, 2006
After much procrastination:
Glk spec 0.7.0
and
Glulx spec 3.0.0.
These updates bring full Unicode support to Glk/Glulx. This will eventually
make
Inform 7
much cooler.
July 23, 2006
Yet another Tarot project:
Zarf's SVG Tarot.
This is a preview (only Major Arcana yet) of a Tarot deck I'm doing for
Volity Zarcana. No, the game doesn't exist
yet. But when it does, this will be the default Tarot deck.
June 26, 2006
Volity Werewolf is on-line and playable.
You need to download the Gamut client application, which is why this is
a link to the whole Volity web site. I am pretty psyched about this.
Volity works. People can play games.
June 5, 2006
Short review of
Fahrenheit
(a.k.a Indigo Prophecy).
I know, everyone else played it months ago.
June 1, 2006
I've finished my first Inform 7 sample:
A Handy Kit.
It's not a game; it's a reimplementation of the toolcase from
Spider And Web. (And therefore contains spoilers for the
early part of that game.) I wanted to discover how comfortable
Inform 7
is for complicated gadgets. Answer: pretty comfortable; I was able
to do everything I wanted to do. I didn't have to compromise or uglify my
code to work around weaknesses in the language. However, there are still
compiler bugs which I did have to work around.
May 5, 2006
Back to writing about me... we've felt for a while that Volity should have
a developer blog. Now Andy Turner has finished adding some blog software
to the web site. Behold
the Volity Developer's Blog.
It has a double handful of posts already -- I've been writing them for
a couple of months, actually, so I just had to post and backdate.
(Sorry about the enormous tooltips; we'll fix them soon.)
May 2, 2006
This page is usually reserved for Stuff Zarf Did. But I'm going to make an
exception for
Inform 7.
Graham Nelson, after three-ish years of work, has released a completely
new and brilliant text adventure development system. You've probably never
used anything like it. If you have used something like it, you
thought it was a cute toy and would never turn into a useable, useful
system. Well, here is my first I7 test game:
"Testcase" by Andrew Plotkin
The Kitchen is a room. The wand is in the Kitchen.
Instead of waving the wand, say "Fizzy sparks."
Before waving the wand, if the wand is not held, instead say
"You're not holding that."
That's the source code. Compile it and it runs. Now, consider this: the
natural-style code is just one of the advances of Inform 7.
There's also a kick-ass IDE (Mac and Windows currently, Linux coming),
and a semantic, rule-based world model which I cannot feasibly explain
in this margin. Mostly because I haven't wrapped my own head around it
yet.
April 30, 2006
Mini-review of the new
Tomb Raider
game. Mostly I'm discussing the way it uses a physics engine to construct
puzzles.
April 2, 2006
I haven't been posting about this, but there has been steady progress on
Volity,
and we are now ready to call the game-development framework a beta release.
By which I mean, there are libraries, documentation and sample code.
You can write a
game, and people will be able to play it. (The game-playing part of the
system has been in beta for a couple of months now.)
This represents a year's worth of work on my part and more than a year's worth
from the other Volity conspirators. I can confidently say that it is a good
system. If you have a multi-player, turn-based game -- card games,
board games, anything like that -- and you want to put it on the Internet
for people to play, check
Volity
out. Fast prototyping, playtesting, online promotion for a retail product,
or because you want to play your favorite game.
March 4, 2006
The April issue of Computer Games magazine has an article on interactive
fiction. As preparation for that article, the writer interviewed me (and
also Emily Short) via email. We both wrote long interview replies, which
were mostly cut from the article. For posterity:
the complete
interviews.
February 24, 2006
This will not be of huge general interest, but I have updated the
Blorb spec to version 2.0. Blorb is a
format for packaging resources (graphics and sound) for an IF game.
The new spec adopts Ogg (for compressed sound files), adds a "frontispiece"
chunk, and has some other sweet jaggery-pokery.
January 4, 2006
Slightly late (and sorry about the web server being down over the weekend):
my list of
all the books I read in 2005 and
what I thought of them.
It's not perfect, because I also read a large handful of library books, and
I probably bought some books that I didn't get around to reading.
But it's most of the stack.
December 24, 2005
I meant to write a one-paragraph review of
Prince of Persia 3: The Two Thrones.
It came out as seven paragraphs, which makes it a bit too long for the
Quick Takes page where I reviewed
Prince of Persia 2.
So it gets its own page.
November 3, 2005
Okay, yes, I played
Shadow of the Colossus.
And okay, yes, I sat down to write a one-paragraph review and wound up
with a pageful. And, er, I do intend to write up Myst 5 one of
these days. But not yet.
September 20, 2005
Review of
Voyage.
Good work.
September 19, 2005
Would you believe, the gaming project I've been working on all summer
actually hit an alpha release. Behold:
Javolin 0.1.1.
It's not very friendly, but you can play a game of
Martian Go against someone. And we're working
on the friendliness quotient.
August 28, 2005
My
Werewolf/Mafia page has been up for many
years now. But I got several bits of Werewolf-related email last week --
no conspiracy, I hope -- so I've done a bit of reorganization. The
"History"
section is organized chronologically now. New bit of
info: apparently Mafia was a popular game show on Latvian television
in the early 1990s!
July 30, 2005
Review of
Rhem 2,
which was large and really amazingly stuffed with puzzle.
July 14, 2005
An update to my
System's Twilight page:
I have learned that
Executor,
the Mac emulator for Linux/Windows, is available for free use until the
end of 2006. (And hopefully it will be open-source after that.)
Accordingly, I have put up a
step-by-step guide to getting
System's Twilight running on Windows. It takes some futzing around,
and sound doesn't seem to work, but you can play the game.
What? Oh,
System's Twilight
is the old puzzle game I wrote for the Mac in 1993. It's free now. Try it!
July 7, 2005
An update to
Zymb,
and I only mention it because I've cleaned up a license complication.
(Zymb no longer depends on any Python modules beyond the standard library.)
A few bugs were fixed, mind you.
I also have some source code for
Volity,
the not-actually-secret project I mentioned. It's a game server, but
don't get excited; it only plays Rock Paper Scissors, and there
isn't even a nice client for it yet. But we're making progress.
June 25, 2005
I have been working on a semi- (not actually at all-) secret project
involving Jabber, an open-source instant messaging system. My project
is not yet ready for display -- give me a few days -- but I can show
off
Zymb,
a Python asynchronous messaging framework I built to write it with.
If you know what Twisted Python is, Zymb is that, only I didn't know
about Twisted when I started it. Zymb may have better Jabber support
than Twisted, too. I haven't checked. Anyway, I like it.
June 19, 2005
Some friends and I undertook an Exquisite Corpse Choose-Your-Own-Adventure
comic, called
The Carpet of Anaxagoras.
You know, the thing where you write your sentence, having only seen the
sentence immediately preceding? Except it's a page of a comic book, and
each page has choices. I drew two pages for it (out of 190-odd).
June 18, 2005
I've had
Journey to the Center of the Earth
sitting on my dusty pile for a while now. I finally played it. Well, half
of it.
June 13, 2005
The
Fourth
Ice Game Design Competition is over. Actually, a week ago. I forgot
to mention it here. Whoops. The winner is
Torpedo,
by Jake Davenport!
(If you're coming to
Origins,
we'll be running tournaments of all the
IGDC winners.)
June 2, 2005
Out of print for thirty years... available here with the author's gracious
permission... I present...
the Rules of Moopsball by Gary Cohn.
This short article/story/fantasia/whatever made a great impression on me
in my youth. I won't say it made me what I am, but I have always remembered
it, and I'm very pleased to make it available to the public once again.
May 3, 2005
Short review of a short free graphical adventure. Good stuff:
Divided.
April 30, 2005
Remember Praser 5? Possibly you do. It was a logic-and-word
puzzle that I wrote in 1989, then resurrected as a web game in 1994,
then resurrected again in 1997... and now I've recreated it as a
Z-code game file.
Download Praser 5
or
play as a Java applet.
April 23, 2005
The
Fourth
Ice Game Design Competition
has begun, with seven games. Play some and vote on them.
Look, there's even a web form to submit votes to!
March 26, 2005
Not a full review, but some comments on
The Egyptian Prophecy:
The Fate of Ramses.
March 20, 2005
The Dreamhold has won the
2004 XYZZY awards
for Best Puzzles and Best Use of Medium.
You can see a
transcript of the award ceremony.
March 10, 2005
The
Third
Ice Game Design Competition
has ended. The winner is
Hextris,
by David J. Bush. Now taking entries for the fourth....
February 25, 2005
Review of
Agon,
or rather its first three episodes. A serial graphical adventure
with a theme of board games. Pretty good.
February 7, 2005
The Dreamhold
has been out for two months now, but I just wrote up a new web page
for it, with lots of attractive text. Well, text. And a
screenshot.
I live in hope this shall attract a new generation of text adventure
players to the realm. If you are not a text adventure player,
try it -- you might become one.
February 4, 2005
Yet another review, of
Sentinel: Descendants in Time.
What? I've been on vacation, been playing a lot of games.
January 31, 2005
The
Third
Ice Game Design Competition
has begun, with eleven games. Play some and vote on them.
C'mon, it's cool.
(Actually began a week ago, but I keep going out of town.)
January 18, 2005
Another:
Return to Mysterious Island.
That's more like it.
January 6, 2005
New review:
Forever Worlds.
I was not amused.
January 1, 2005
Happy New Year. I sat down and wrote
comments about every book I bought in
2004.
I've also put up my
comments about every book I bought in
2003,
which I posted last year to Usenet but never got on the web site.
December 19, 2004
Continuing my exploration of long-forgotten adventure games that
start with the letters BADM:
Bad Milk.
Short review, short game.
December 17, 2004
The
Third
Ice Game Design Competition
is now accepting entries. Design a game with pyramids!
You have a month. Go ahead, it's easier than it sounds.
December 10, 2004
New review of an old game, just re-released:
Bad Mojo.
It's the one where you're a cockroach. This review appeared
first
on
Brass Lantern, because
they angled a free review copy my way.
December 7, 2004
Introducing
The Dreamhold,
my interactive fiction tutorial game. It's designed for people who
have never played IF before. It introduces the common commands and
mindset of text adventures, one step at a time. There's an extensive
help system describing standard IF commands, as well as dynamic hints
which pop up whenever you seem to be stuck.
Of course, you can turn off the hints and the tutorials, and play
The Dreamhold as a real game. The puzzles are not extremely
difficult, but they should offer some challenge to both experienced
players and newcomers. (If the challenge is insufficient, there's
an "expert" mode which makes some of the puzzles harder.) There are
also many optional bits to explore beyond the main storyline.
December 5, 2004
This is not hugely interesting, but I added a bunch of one-paragraph
(down to one-sentence) game reviews, as a new
Quick Takes
review page. It's just to get down an opinion about some games
that I never wrote real reviews of.
December 4, 2004
I forgot to post about the
Second
Ice Game Design Competition
when voting began, so I'll post about the winner:
Undercut
by Joseph Kisenwether. Yay! I'll be running a third competition
soon, so if you want to design an Icehouse pyramid game, watch the
contest page.
November 24, 2004
Just in time for American Food Day:
Flavor Wheels of the World.
I found flavor charts people had constructed for analyzing wine, beer,
chocolate, and several other foodstuffs. Interestingly, they're all
circular. Is there a good reason for this? We investigate.
November 16, 2004
My reviews of the entrants in the
2004 IF Competition,
which just finished.
November 3, 2004
A Terror in Flesh:
a short story. It's about zombies!
I know, I never write prose fiction. I made an exception --
as part of
la_la_la_2004,
a story-writing event hosted for the purpose of getting our minds off the
damn election for a while.
(Now I want something to get my mind off the election result.
This won't do that. But, I'm still happy with the story.)
October 11, 2004
Myst 4
is out. Yes I played it, yes it was great, yes I talk about it
for a very long time.
September 29, 2004
Review of
Dark Fall 2: Lights Out.
Followup to the excellent indie adventure
Dark Fall.
Still excellent, although I go on at great length about how the
pacing wasn't right.
August 19, 2004
Review of
Aura: Fate of the Ages,
which I did enjoy. Very old-school, and I was in the mood for that.
August 14, 2004
To my very great surprise, Cyan has released its Uru server binaries,
so that Uru fans can run their own servers and play on-line again.
It's a very minimally supported system -- but it's up and running.
Here are my
comments
and speculations on Untìl Uru.
August 14, 2004
The
entries
in the First Ice Game Design Competition
are now available. Anybody can vote. Play as many as you can,
and email a ballot by September 10th. See
contest page
for details.
July 26, 2004
Another review, of
The Black Mirror,
which I didn't enjoy.
July 17, 2004
The Landscape Aquarius Art Project
is an offshoot of
the Martian Landscape Art Project:
a complete
Aquarius
deck generated by my algorithmic art tool.
July 16, 2004
I am running the first
Ice Game Design Competition
-- a contest to design board-games which use
Icehouse
pyramids.
(Thanks to
Looney Labs
for letting me run with this.)
Entries will be accepted until August 14th. See contest
page for details.
July 16, 2004
The last chapter:
Uru: The Path of the Shell.
I've also written an overview of
Uru: Complete Chronicles.
If you've never played any of the Uru games, start with
that.
April 28, 2004
My review of
Crystal Key 2 --
or rather, my abortive list of things I didn't like about it.
Not much of a review, sorry. It wasn't much of a game.
March 25, 2004
The first Uru expansion pack is out, and I have played it.
Uru: To D'ni.
It's a free download, by the way.
March 24, 2004
It seems that someone has set up a
Livejournal echo
of this very page. Neat! (It's user zarf. It runs off my
RSS feed,
which I've had going for a while now. The URLs were slightly broken,
but I think I've fixed them.)
I actually have a personal Livejournal page, as user
radiotelescope,
but I never post to it. I only use it for posting comments.
March 8, 2004
Short review of
Syberia
-- the original, not the new sequel.
February 18, 2004
It's about time for a new web-site index. (And also about time for
a project which isn't related to Uru.) So, greet the
all-new, quite attractive, entirely impractical
Excellently Spiral Site Map.
February 7, 2004
As you may know, Cyan has cancelled the Uru Live (online
multiplayer) part of Uru. That pretty much shoots down my
ongoing Uru Live review. Nonetheless, my
final observation about the game
is up. I wrote it just hours before I learned of the cancellation.
Any irony is intended strictly by the universe, not by myself.
Cyan has promised to release the remaining Uru material in
single-player form; I will continue my review/essay series when they
do. In the meantime, I've also added some answers to my
Uru Live FAQ,
describing what we know about the cancellation.
January 7, 2004
There aren't enough Uru FAQs... okay, there are enough, but
they're not all in one place and neatly organized. Here's
my attempt at an
Uru Live FAQ.
December 25, 2003
I haven't written a full review of the multi-player part of Uru.
(Because it hasn't started up yet.) But I've decided to write occasional
essays on stuff I've seen on the Uru Prologue. The
first two essays are now
posted.
November 18, 2003
And the review you've been waiting for, for the game I've been
waiting for:
Uru: Ages Beyond Myst.
But only of the single-player part. I'm still waiting for them to let
me into the multi-player game.
November 11, 2003
I've been out of the game reviewing thing for a while. (Should have
written something about Silent Hill 3, but I didn't -- sorry!)
Many good things will soon be sucking at my brain, and I'm sure I'll
have much to say about them. But for today: a mini-review of
Prince of Persia: The Sands of Time.
October 1, 2003
Need play-money for a game you're playing? Print out
some of these bills.
I came up with them several years ago, and then they sat around
on a hard drive doing nothing. How dull! Now they can be
useful.
September 15, 2003
Speaking of science fiction fandom, I found a fanzine in a basement.
Turns out to be a zine I'd picked up at a con in 1986.
I may be little late, but I
wrote a letter to the editor,
looking back on everything in the zine from the vantage of The
Future. Interesting comparison.
September 3, 2003
Had a good time at Worldcon. It's traditional to write up a convention
report, but I didn't do that. Instead, I wrote up my
notes and pictures.
August 19, 2003
First corn maze of the year! I went to Orion Farm in western New York.
(Yes, the weekend of the blackout.) I started to write a review
of the maze, but it turned into
a discussion of rules and
rule-breaking in maze and adventure puzzles.
(Plus a couple of photos.)
In the interest of historical completeness, I also posted
my notes on corn mazes
in 2002,
even though I didn't have much to say, and even though
those mazes are long since mulched and fed to cows.
July 22, 2003
I have joined the ranks of the photobloggers... well, at least, I carry
a tiny digital camera sometimes. I may therefore add photo entries to
the
Thoughts of Days
ad-hoccery. Look! There's one now!
July 7, 2003
I know, not much being updated these days. I'm working on stuff but it's
not finished. In the meantime, the annual update:
cornfield mazes around the US for 2003.
April 30, 2003
We have a winner of
the IF Logic Puzzle
Mini-Competition.
It is
The Traffic Light
by Eric Schmidt.
See also the
judges' comments
on Eric's work. (Judges' comments contain SPOILERS!)
April 21, 2003
Now complete:
the Periodic Table of Dessert.
Much more clever than other periodic tables you may have seen!
Well, I think so anyway. If you agree, you can
purchase the Table
as a poster,
thanks to Cafepress.
April 17, 2003
In January, a British magazine called PC Gamer ran an article on
text adventures. It included some quotes from me (and others) on the
art of IF authorship.
Actually, there was a whole batch of questions I answered, and
all
my answers (and those of Adam Cadre, Emily Short, and Stephen Granade)
are now posted at
Brass Lantern.
(Thanks to Richard Cobbett for writing the article, and allowing
us to reprint the interviews.)
March 31, 2003
With
volume 50,
the
Left Foot Living Review
ceases of publication, at least for the present. I have enjoyed
writing it. Thank you for reading it.
March 9, 2003
Another review, this time a game published only for the Mac --
when was the last time that happened? (Answer: 1999.) Anyhow:
Alida.
It wasn't bad, but it didn't stand out in any major way either.
February 26, 2003
To further advance the cause of the Million-Tongued Net, I now have an
RSS feed of this update page.
You can
use whatever magic RSS tool you like to see What's New Around Here.
Of course, I won't be adding stuff any more frequently than before;
every couple of weeks if I'm industrious, every couple of months if not.
Nonetheless! RSS! It's good for what ails you!
Meanwhile, the second review of the year follows almost immediately
-- at least, a mini-review:
Disaster Report.
It's a PS2 action game which is, I think, more of an adventure than
action.
February 21, 2003
Is it the first game review of 2003? I guess it is.
Chemicus,
an education/adventure
title. One guess what subject it's educational on.
February 12, 2003
I hereby announce
The IF Logic Puzzle
Mini-Competition.
I have created a
sample text adventure
which demonstrates evaluation of
statements. You can enter a statement about the game world, like "The
red pyramid is on the table", and the game will determine whether it's
true or false.
Now it's your turn: do something interesting with it. Or on that theme.
(See also
I Had A Dream,
a little essay on constructing a logically consistent
statement-evaluator which can deal with paradoxes. Okay, my solution
is sort of a cop-out. It was fun, though.)
January 28, 2003
Oh, I've had this sitting around since July; I'll post it already.
The Martian Landscape Art Project.
I originally created these images for Origins 2002, but they didn't
get printed in time. Here are small versions -- hopefully, a preview
of future display. I also have some
explanation of the tools
and algorithms I used.
December 31, 2002
Last game review of the year:
The Longest Journey.
I wasn't too thrilled. But I talk a lot about why I wasn't too thrilled --
and why I haven't been thrilled with a bunch of other games,
from Grim Fandango back to Loom. Much ranting, maybe even
insightful.
November 16, 2002
IF Competition '02 is over. Nope, I didn't enter this year. (Sorry -- I got
this great idea at the last minute, and then bogged down trying to implement
it...) Here are my reviews of the entries
I played.
October 10, 2002
Game review -- another self-published winner:
Rhem.
September 10, 2002
I apologize for having practically nothing, these past several months,
but game reviews. I haven't had much energy for projects other than
game-playing. Fortunately, I just played a good one:
Dark Fall.
August 7, 2002
Game review season continues to continue, with
The Cameron Files: Secret at Loch Ness.
Only I wasn't happy about this one.
August 6, 2002
As the
Left Foot Living Review
enters the tenth week of its glorious revival, we also celebrate the addition
of its new
RSS headline feed.
Everybody's doing it, so I figured I should too.
(I'm also pinging updates to weblogs.com. Such a joiner.)
July 25, 2002
Review season continues:
Necronomicon.
July 17, 2002
A few weeks late, or a year late, or eight years late, depending on how
you count: my review of
RealMyst. (Which is also a review
of Myst, the original.)
July 10, 2002
Time for the annual update:
cornfield mazes around the US for 2002.
July 8, 2002
A few weeks ago, I got into a discussion on rec.arts.int-fiction about
what IF really is. (Cue the reverb.) Well, definitions are
often a trap and a folly, but nonetheless here is
my characterization of IF
(somewhat extended from the original Usenet posts).
July 7, 2002
Just got back from Origins 2002. Among the gaming-related news: Looney
Labs has printed my game
Branches and Twigs and Thorns
in their annual newsletter Hypothermia 15.
If BTT looks familiar, it's because it's an updated version of
Martian Go,
which I've had up for several years now. But! BTT is an improved,
all-singing, all-dancing, no-longer-so-frequently-tying
version of the game. I decided it was so much closer to perfection that
it merited a new name and a new web page.
Hypothermia 15 also contains
Cracked Ice.
And, before I forget, Looney Labs is also
now publishing a nice little set of cards for playing
Werewolf. Plus, the
Boodler
sound system was running in the Looney Labs
Big Experiment room for much of Origins!
June 3, 2002
The
Left Foot Living Review,
so long neglected in the back corner of my web site, has been
given new life! Attend to it weekly; every Tuesday, a fresh
selection of life's choices may be found in the LLR's
current edition.
Or, peruse the
back issues.
May 27, 2002
Elliott Evans, Dan Efran, and I have come up with a new Icehouse piece
game:
Cracked Ice.
It's very simple. We showed it off at the Pop Tart Cafe at Balticon,
and it seems to be a hit.
April 30, 2002
Boodler 1.5.2,
now featuring MacOSX support. I don't have a compiled version up
yet, so to run Boodler under OSX you'll need the OSX developer toolkit
installed, as well as Python.
April 25, 2002
Goob has put up
(on his web site)
three recordings of our
joint
experiment in harmonic singing.
You can hear each of us -- sometimes together, sometimes not --
and you can hear the overtones each of us is producing. Sort of.
(MP3 files, recorded just about a year ago.)
April 19, 2002
Several months ago I posted a review of
Soul Reaver 2,
the third of the (now) four-game Legacy of Kain series.
SR2 had an astonishing convoluted plot, involving a millenia-long
war between vampires, demons, and gods, all manipulated -- I think --
by a scheming time-traveller. It was really quite hard to keep it all
sorted out. So I spent some time producing this
History of the Soul Reaver.
It's a chart showing both Raziel and the Reaver as they flit up and down
the timeline...
(Spoilers for all four Kain games.)
Also some comments and questions
about the story so far.
April 15, 2002
I have won Runner-Up status in Adam Cadre's second
Lyttle Lytton Contest!
(The challenge being to write the worst possible opening sentence of
a novel -- like the
Bulwer-Lytton Contest --
but in 25 words or less.)
I am embarrassingly proud.
You need not hit a link to read my treasure of prose
-- no point dedicating an entire web page to 25 words
-- so here it is -- enjoy --
"I raped your sister," cruelly he sneered, "and now she is no
problem," and my friends that is the day my heart tore a sunder.
March 31, 2002
A few comments about
Faust (published in the US as
Seven Games of the Soul).
March 2, 2002
Added some entries to
My Very Secret MacOSX Diary.
I wouldn't bother to mention this... but the page has made Slashdot,
and people are actually looking at it. Wacky!
February 19, 2002
Third day in a row... Meet version 1.5.0 of
Boodler.
Many new sounds, many new soundscapes, a couple of new features, and
a terminal-based front-end interface (donated by Goob).
February 18, 2002
I've been playing with a new Mac, which came with a new MacOS.
You may eavesdrop on
My Very Secret MacOSX Diary.
It's about the UI, the OS design... anything that impacts my attempt
to get stuff done.
(I tried to work in the line "Sam will kill him if he tries anything,"
but couldn't manage it. Sigh.)
February 17, 2002
Been a few months -- sorry about that. We begin the newish year with a
non-review of
Schizm, a PC adventure game.
December 4, 2001
Updated Boodler to version 1.2.0.
It's a small update -- it's compatible with more sound interfaces now,
including a file interface (which allowed me to put up some audio
sample clips).
But the interesting bit is, I've added an
Boodler accessories page, which
starts off with an X10 connectivity script. I can now control Boodler
(or any other Linux program) with a universal remote control from the
X10 company... and it should interoperate with all their other wireless
tools, including motion detectors.
November 22, 2001
After many months of (slow, lazy) development: behold
Boodler,
a programmable soundscape tool.
Boodler is a system for playing continuous, infinitely varying streams of
sound. Comes with many soundscapes, and it's easy to create more if
you're willing to write some scraps of Python code.
(Requires Unix/Linux.)
November 18, 2001
It's been a rare treat, these past few years, to play a graphical adventure
game that runs on the Macintosh (without emulation). I have just played
The Messenger
(also published as Louvre: The Final Curse).
It was not a treat.
November 16, 2001
The votes for the 2001 Interactive Fiction Competition are all in.
(No, I didn't enter this year.)
The official tallies haven't been posted yet (it's only 39 minutes
after midnight) but
here are my brief comments
on the games I played.
November 5, 2001
After three years:
Soul Reaver 2,
the sequel to my favorite Playstation game. (Yes, I have a favorite
Playstation game. Sad to admit, but true.)
October 19, 2001
And now,
Ico
-- another PS2 game. Deeply impressive.
October 16, 2001
Finally got my hands on
Silent Hill 2.
October 14, 2001
Now I've been to a bunch of those corn mazes, and I've written
some notes about them.
August 9, 2001
I've added links to
cornfield mazes around the US for 2001.
August 8, 2001
I should have put this up back in May, but now I've gotten around to
it: my first experiments with polymer clay. I made a stash of
Zendo stones, plus a huge pile of
extras. Canework is addictive.
July 10, 2001
Just back from Origins, where I ran six hardy souls through my
newly-designed Chrononauts role-playing scenario,
The Emperor's Star.
I won't be posting the full game to this web site -- at least not
right now -- but you can read the
Prologue.
June 13, 2001
I've had the
list of books I own
up for a year. I now add the
list of books I've acquired in the past
year -- a subset of the first list, but ordered by date of purchase.
In case you're curious what I'm reading now.
May 25, 2001
I've put up the transcript of
Lighan ses Lion,
my entry in Emily Short's
Walkthrough
Competition.
(No, there is no game; only a transcript.)
May 15, 2001
Okay, okay, the
Myst 3 review.
May 10, 2001
I played
Timescape: Journey to Pompeii,
but it wasn't much of a game, so I didn't write much of a review.
April 27, 2001
This is certainly the smallest update I've ever posted: I changed
three characters on one web page.
You see,
Google
finally got the DejaNews archives on-line and searchable. So I was
able to find out when I posted that review of
Alice... and it turns out to have been
five years ago tomorrow. Yay! So I can finally replace the "??" date
notation on the
game review page.
That's been bugging me for years.
April 18, 2001
Review of
Shadow of Destiny,
a game I just played on my shiny new Playstation 2.
April 3, 2001
I had a few cave experiences last week, albeit on a small and unadventurous
scale. Since caves are such a popular IF setting, I've written
some notes about what caves look like.
March 12, 2001
Behold yet another whimsical way to navigate around my web site: the
Pictorial Site Map.
(No, it won't do you much good if you use Lynx.)
March 11, 2001
Shade has won the
2000 XYZZY award for Best Setting.
You can see a
transcript of the award ceremony.
March 6, 2001
The
Uncarrot Tarot
is now on-line in its entirety.
February 1, 2001
I have begun posting the cards of the
Uncarrot Tarot,
a deck I drew (by hand!) when I was in junior high school.
Fifteen more cards will be posted every Tuesday.
January 24, 2001
Longish review of
Riddle of the Sphinx.
First review of the new year... is this impressive? I dunno.
December 26, 2000
Shortish review of
Beyond Atlantis
(previously released in Europe as Atlantis 2).
December 19, 2000
I like to cook. I have now posted
some
of my favorite recipes,
as well as
recipes from
people I know.
These lists will grow over time.
November 27, 2000
Shade updated to release 3 -- thanks to everyone
who sent in bug reports after the competition. I've also built a Mac version.
November 23, 2000
Behold
That
Flashy-Light Thing Under the Main Viewscreen of the
Enterprise. Another electroluminescent construction, debuted at
the Pop-Tart Cafe at Philcon 2000.
November 16, 2000
The 2000 Interactive Fiction Competition is over, and my entry,
Shade, placed tenth.
(This is the competition release; I'll probably update it in a few weeks
after bug reports and reviews trickle in.)
You can also read my
reviews of the Competition games
-- it was a heck of a good comp year.
November 15, 2000
Geez, I wrote these pages two weeks ago and forgot to announce it.
Handy Inform Tricks
is a collection of ideas I thought to write down while programming text
adventures in Inform. Library hacks, programming ideas, and some
frequently-made errors that Inform authors should watch out for.
October 22, 2000
I made
another cloak, and debuted it at
Trinoc-Con.
No, it doesn't light up. It's pretty intricate, though.
August 28, 2000
I just got back from a Cornfield Maze Road Trip -- three in three
days, in Pennsylvania and Virginia. Here are
quickie reviews.
August 9, 2000
The current game offering:
Temüjin.
August 2, 2000
- I made some more gaming tokens,
this time out of dice.
- When I went to Origins (where I bought those dice), I brought along
a riddle.
I kept handing the riddle to people and asking,
"What are these?"
Nobody solved it. Maybe you can.
July 23, 2000
Finally wrote the review of
Traitors Gate,
after putting it off for most of a week.
July 8, 2000
I finally built the
little maze of arrows,
as a wall design in my apartment. The arrows are no longer all alike;
I used colored thumbtacks.
June 14, 2000
I
painted some wooden cubes,
to serve as general gaming tokens for games which normally use a hat
and a wheelbarrow.
May 31, 2000
After only, what is it, three years of this web site -- I have finally
written the
About page. Heh. I've also cleaned up the home
page a little bit.
May 29, 2000
After some fair hacking and a strenuous weekend of work, I have
scanned in my
entire book collection.
Whew! The bar-code scanner was a hundred bucks, but I think it was
worth it. I've transferred the atabase to my Palm 3, which required
another hack, jtrans.
May 23, 2000
A review of, if you can believe this,
Nancy Drew: Stay Tuned For Danger.
(Gad, what a title!)
May 11, 2000
The
bi-platform Inform compiler
is done! A single program which compiles an Inform game for either
Z-code or Glulx, at the flip of a switch.
May 8, 2000
Still on the reviews of old games:
Shivers 2: Harvest of Souls.
(All the new adventure games I'm waiting for seem to be stuck in Not Yet.)
May 5, 2000
Hsi: an epic poem in five kilobytes.
My entry in the
5k Web Page Contest.
I didn't win anything; but I did write a brief essay on
the difference between my own goals
and those of most of the entrants.
April 18, 2000
Review of
Safecracker, an old-ish puzzle
romp.
April 12, 2000
I drew a
little maze of arrows, all alike.
March 16, 2000
Well, my copy of
Zork Grand Inquisitor
finally arrived. Later than I'd hoped; but at least I got the Mac version.
March 10, 2000
Breaking with tradition, I've written some comments about a
Playstation game:
Silent Hill.
March 9, 2000
I've done a quick port of
StonerView
for Unix, using GL for the 3D display.
February 29, 2000
Happy first day of the 21st Century! (As far as I'm concerned.
And I don't want to argue about it any more, thanks.)
As a minor celebration, I've recreated my two-column presentation of the
1998 XYZZYnews Award Ceremony,
and put up the
1999 Ceremony
in the same format.
Did I mention that
Hunter, In Darkness
won two XYZZYs in 1999? (Best Setting, and Best Individual Puzzle.)
February 23, 2000
Review of
The Legend of Lotus Spring.
February 15, 2000
I've updated the
Glulx
spec. Not a huge change, but I haven't touched the web site much recently,
so this becomes the de facto Thing What's New. Heh.
February 2, 2000
Behold; a
Martian Chessboard.
January 19, 2000
I've finished painting two sets of the new plastic Icehouse pieces.
The
Gallery of Icehouse Pieces
has the pictures, and you can also read
my notes on painting them.
January 13, 2000
I wrote a non-review of
Inherent Evil: The Haunted Hotel.
And, after some Dejanews research, I've recovered a review of
Jewels of the Oracle which I wrote
way back in 1995.
January 10, 2000
-
System's Twilight
version 1.1.0 is available.
This not only is free, but it says so, and it doesn't require
any registration codes.
-
I threw together executable Mac versions of the
Markov Chain Text
program.
Glk made this a half-hour quickie, which
pleases me.
January 7, 2000
System's Twilight
is now freeware. Yay! Playmaker Software, who kindly
handled the shareware registration for years, has decided to
focus solely on their football software. System's Twilight
is nearly five years old now, and I think it's paid off its share
of the rent. So you can now play it for free. I will soon release
a version with the shareware screen removed; until then, you can
print out the
code sheet
(or plain-text version of the sheet)
and play old copies of the game freely.
January 3, 2000
Zarf has been declassified.
Yes, I know I announced this a year ago. I lost the scanned image. Now it's
back.
December 30, 1999
(Not a game review!) My Winterfair gift to all is this fine PostScript
Martian Chessboard.
Print it out; enjoy.
December 19, 1999
And yet again: a review of
The Forgotten.
December 14, 1999
And again: a review of
Amerzone.
December 7, 1999
Thick and fast, now that the game-release season is upon us.
A review of
The Crystal Key.
December 2, 1999
Lots of stuff today (I'm even farther off my ass...)
- A review of
Planetarium,
a web-based puzzle game by Dave Whiteland.
- A new page for a new release of an old program,
IFDropFile.
It's a Mac tool to automatically set the type and creator of downloaded
IF game files.
- And, the big event,
The Tarot Art Tool Project.
I wrote some strange code to help me create a strange Tarot deck.
I'm not releasing the code, and I haven't even started on the
Tarot deck. But I've got some sample images up, and a long essay on
how the code came to be. It may not be a very exciting essay, but
by darn I'm documenting myself.
December 1, 1999
I finally got off my ass and released the source code to
Z'Catalog. The source code is
licensed under the GPL. So if you want to update or extend it,
the way lies clear.
November 24, 1999
I didn't write a review of Lightbringer
(previously released as "Cydonia"). But I wrote something.
November 20, 1999
Hunter, In Darkness.
November 17, 1999
The 1999 Interactive Fiction Competition is over, and I placed eighth.
I'll have my entry Hunter, In Darkness up in a few days.
(I have to fix the bugs and flaws that turned up during judging.)
In the meantime, you can read my
reviews of the Competition games.
November 11, 1999
The nifty luminescent
Icehouse presentation stand.
November 9, 1999
The digital camera is working again, so I've put up pictures of
the old Zarcana pieces
and the newer
Origami Icehouse pieces.
October 10, 1999
I now have Virtual PC (a PC emulator for the Mac.) So I can now play and
review some PC-only games, such as
Reah.
September 28, 1999
New issue of Lemmings,
as usual for Tuesdays.
(I won't be announcing this every week, but you get this one reminder.)
Also, as long as I'm typing here, I'll note that
MaxTADS has been updated.
September 21, 1999
In 1991, I started publishing a comic strip:
The Lemmings of Norstrilia.
Well, it was published in my college newspaper, but that counts.
I'm putting the series on-line here, one strip a week, on Tuesdays.
September 16, 1999
I've joined the
Wunderland Toast Society.
This may be a somewhat obscure move, since I've said on my
home page
that I've been a member for about two years. Why is this? Don't ask.
Duelling is still illegal.
September 13, 1999
Reviewed Ambrosia's new Mac RPG,
Cythera.
September 8, 1999
I finally put up a page about my
Cloak of Light.
It's got electroluminescent piping, and runs off a battery pack at
the belt. Tremendously cool, although the pictures on the web page
don't really do it justice.
August 19, 1999
Lo, it has arrived.
The Glulx Inform compiler.
August 17, 1999
The rules for a strategy game I invented:
Martian Go
(or, "Branches and Twigs and Thorns".) It's played with a chessboard
and a set of Icehouse pieces.
August 7, 1999
New essay, inspired by (or possibly reviewing) an Umberto Eco book:
"Who Is This Model Reader, Anyway?"
July 16, 1999
I've added a note to
System's Twilight
page, on playing the game under Linux or Windows.
The newest version of Executor, a Macintosh emulator,
should be able to handle it.
July 9, 1999
A page about the
medallions
I designed for the Tenth Annual International Icehouse Tournament.
June 30, 1999
Updated the Blorb specification to include JPEG
images as well as PNG. Also rewrote the spec so that it's no longer
Z-machine specific; the Glk and Glulx specs use Blorb, and that fact
is now recognized.
June 19, 1999
Reviews of
Titanic: Adventure Out of Time
and
Timelapse.
(Okay, the Titanic review has been up for a few days.)
June 1, 1999
I posted something to rec.arts.int-fiction which I decided was interesting
enough to put in the Essays section. It's a
Small Rant About Modern Art.
May 18, 1999
Well, the roof fell in and there's gunk and leaves all over the floor.
What a mess.
More literally, the disk drives melted down. The backup tape didn't
back up. Everyone was very grumpy. Many files posted between
December 1998 and May 1999 were lost. I've recovered most
of them, but there are still some placeholders scattered around
the web site.
April 1, 1999
Announcing Glulx --
a new IF virtual machine, which will support the Inform language.
Glk I/O and 32-bit addressing. Whoo hoo!
February 9, 1999
Spider And Web has won a pile of
XYZZY awards -- Best IF Game of 1998, and also
Best Use of Medium, Best Individual NPC, Best Puzzles,
and Best Individual Puzzle.
You can see a
transcript of the award ceremony.
January 30, 1999
Added a review of
Nightfall.
January 12, 1999
StonerSound
is now up to version 1.2. I added a volume menu, that's all.
(Well, and changed all the URLs to point to this web site. :-)
January 9, 1999
Added a review of
The Last Express
to my
reviews of commercial games.
January 1, 1999
- First anniversary of the new web site organization. I'm pretty happy
with the way it's working out. The
Redundant Site Map is much larger, but still
coherent, and the
caves are fun to have around.
- A lot more
Glk
and
Floo
stuff. New specification, new Mac library.
- I'm now helping maintain a
mirror of the IF Archive.
December 23, 1998
Zarf has been declassified.
A friend pointed this out, and I put it up because it's funny -- but
it led me to the Federation of American Scientists
Secrecy in Government Project,
which is fascinating.
December 21, 1998
Added a new and particularly evil
customized Rubik's Cube.
December 14, 1998
To make it easier to play around with
Glk,
I've created a simple scripting language called
Floo. It's not actually ready for release
yet, but some reference material is there, and
I have a Macintosh binary up as a preview.
November 21, 1998
All my reviews of
the Annual Interactive Fiction
Competition entrants
are up, slightly indexed and formatted.
November 18, 1998
I've released an alpha version of XGlk, a
Glk
library for X windows (on Unix machines.)
November 17, 1998
New essay, even more incoherent than usual:
Mind Mind Game Game.
October 29, 1998
Added a review of
Jewels of the Oracle 2
to my
reviews of commercial games.
October 17, 1998
Added a review of
Morpheus to my
reviews of commercial games.
October 14, 1998
Just finished a new C port of
Dungeon (original Zork), for Glk.
This version has previously
only been available as Fortran source code. I have the source code
up, ready to be linked with any Glk library, and also a Mac
executable.
September 26, 1998
I've dug
caves and tunnels
under all my web pages. I'm hoping it will be an interesting
supplementary way to get around -- although certainly it shouldn't
be the only way. The
Redundant Site Map
will remain.
September 24, 1998
New Random Walk, this time about programming and divine possession:
Pan as Mighty as the Three-Handed Sword
September 14, 1998
I've started two new subsections:
Random Walks, which are grab-bag ramblings
about whatever subject interests me, and
Thoughts of Days,
which are grab-bag scribblings about whatever subject interests me but is
too short to really ramble about. New Random Walk essays will generally
be announced here. New Thoughts of Days will just appear in the list, as
they come out of my head; check there every so often if you so desire.
September 10, 1998
StonerSound, a Mac audio toy. Strangely
hypnotic stream of rippling chimes -- not music, but you can listen to it
anyway. I'm happy with it, not least because the inspiration was a
visual pretty-toy, and I think I translated it to sound effectively.
September 3, 1998
A Koan of My Own. Actually, it's pronounced
"ko-ahn". I've read quite a bit about Zen, and it somehow always seems
to boil down to a single paradox which my brain gets stuck in and just
spins. I decided that this must be own personal koan, handed to me by
my inner Zen master.
July 12, 1998
Z'Catalog is a PalmPilot tool which catalogs,
sorts, and filters the the list of databases in your Pilot's memory.
July 11, 1998
XZip has (finally) been updated to version 1.8.
This includes arrow keys, Quetzal save files, and extended save/load
opcodes.
July 1, 1998
Big day of stuff.
- Crosswire
- A look at an old attempt to invent a card game with
exactly two kinds of cards.
- Z'Ripple
- A silly visual toy for the PalmPilot. Dots ripple when you
touch the screen.
- Two-Player Aquarius
- How to play
Aquarius
with just two players -- a couple of variations.
- MaxTADS
- Not a new program, but I finally put the web page up.
A TADS text adventure interpreter for the Mac.
June 17, 1998
A new project page, for a very old project:
Markov Chain Texts.
This is where my weird .sig file came from, long long ago.
The
Glk
libraries (CheapGlk and GlkTerm) have been updated to match
the API spec, 0.4.
May 21, 1998
Added a review of
Legacy of Time to my
reviews of commercial games.
April 25, 1998
Yet another cube -- the Colossal Cube -- but, more importantly,
the first release of GlkTerm, the terminal-window (curses.h)
port of
Glk.
April 22, 1998
More custom Rubik's Cubes.
March 4, 1998
Spider And Web -- my new text
adventure. "Like a cross between Rocky's Boots and Mission: Impossible,"
said one player. (But he hadn't gotten very far, so what does he know?)
February 27, 1998
Custom Rubik's Cubes.
Ok, I actually put this up last week, but I forgot to update
this page. There are now three different patterns on display.
More soon.
February 7, 1998
Glk
and
Blorb
updates. These are tools for text adventure development -- not
game creation tools, but things which are useful for supporting
or porting those tools. It's complicated. Read the specifications.
January 12, 1998
New page describing three
certificates and declarations
which I printed on business cards and handed out on Activity
Fair Day at college.
January 1, 1998
Added a page about my
Arcana pieces,
although I don't have pictures of them yet.
I do describe the standard to which I made them, and how you
might go about making some yourself.
December 28, 1997
The great reorganization of the site. Added the
Redundant Site Map and this What's New page.
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