Thanks for that Lora. I remember you were also asking about IF, have you 
used the Inform Interpreter, do you understand how to navigate the Hints 
System? I have still no luck trying to figure out settings to get the inform 
and tads interpreters working properly on the Pac Mate, I am trying it on a 
BX model. I wish we could speak to someone at FS about this, because these 
would be really stimulating to be able to carry the games around and play 
when we have nothing else to do.
Ari
----- Original Message ----- 
From: "Lora" <[EMAIL PROTECTED]>
To: "'Gamers Discussion list'" <gamers@audyssey.org>
Sent: Tuesday, November 20, 2007 1:55 PM
Subject: Re: [Audyssey] Mithril games and Interactive Fiction


> Hi, Ari,
>
> First, I find that playing these games is an exercise in creativity, and 
> not
> necessarily an exercise in logic.
>
> One thing to remember before starting out is to use save a lot.  If you're
> permitted to, save before you do anything you think might have a real 
> effect
> on the game.  You can return to this save repeatedly after trying various
> things.
>
> A few tips:
>
> You need to get into the game designer's head.  If there is a list of 
> verbs
> available to you, read through it.  This gives you an idea of just what 
> can
> be done in the game.  If there isn't such a list, be prepared to try all
> sorts of things.
>
> Read carefully.  Sometimes there are hints in the text; when there aren't,
> once you have an idea of what's important to the designer, you'll be 
> better
> able to guess what he might have been thinking.  You'll begin to learn
> what's important as you read his room and item descriptions, and any other
> text in the game.
>
> Often, in the end, it's just the idea not to be afraid to try anything. 
> Yet
> a good game designer really should give you hints and nudges right in the
> text; remember that almost none of the text in a text adventure is
> worthless.  It's there for a reason; you just need to figure out what it 
> is.
>
> Good luck.  I'll try to be more coherent when I get home.
>
> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
> Behalf Of ari
> Sent: Tuesday, November 20, 2007 4:09 AM
> To: Gamers Discussion list
> Subject: [Audyssey] Mithril games and Interactive Fiction
>
> Hi guys,
> First, I hope I'm not wrong, but Mithril games now seems like a company 
> who
> aren't really into audio games anymore. Why I'm saying this is, it's 
> nearly
> two weeks now that they've never gotten back to me about my problems with
> Klango not speaking the menues. Very sad.
> Now my next point which I want to ask. It's basically about interactive
> fiction. I've never been able to solve a game or get far without looking 
> at
> the solution or, well not with Inform, using hints. My question is, how 
> must
> a player of these games think? For me, so much of these puzzles are, I 
> don't
> want to say illogical in some ways, but really, most of them I'd never 
> think
> about doing a certain way. I mean, A Bare's Night Out was recommended to 
> me
> for children. Iether these children or people who plays these games have 
> way
> super IQ's, or I just don't have the brain for these. I'd never think for
> example that I'd have to hit a pipe with a disk to clear it to get a key,
> etc. And then the whole thing about the ball and the cat, I threw the ball
> at the cat to wake her, but I never knew that I had to shake the ball to 
> get
> the cat to follow, that the cat could climb things, it's just that I'm
> really rubbish with these games!
> Ari
>
>
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