Re: [SWCollect] King's Quest 1

2003-01-21 Thread Jim Leonard
Karl Kuras wrote:
> 
> Now your main gripe seems to be with the fact that you can't just be in a
> room and say I want to do X.  This was at first mainly a technical problem
> of doing pathfinding routines (notice that later Sierra and Lucasarts games
> all take care of this for you automatically through mouse controls.  KQ1 was
> meant to be played with a joystick or keyboard, so you didn't have a mouse
> to point at stuff and intereact with it through icons (granted the Amiga and
> I believe Mac versions both had mouse support but they were just ports made
> at a later time.  When Maniac Mansion is released these problems are dealt
> with).

I have to stop you there -- any game requiring text input couldn't possibly
have been meant to be played entirely with a joystick.  While it was lack of
foresight not to create an icon-based system controllable with the joystick,
not changing that formula until 1991 is inexcusable.  (Tass Times in Tonetown,
in 1986, is the first game I can remember that perfected this.  You could
indeed play the entire IF with a joystick.)

> Also, the old descriptions in text adventures were replaced by graphics.
> This changed the nature of the puzzle solving from the old "ok, what items
> are listed in the descrption and let's play with those" to "what items are
> drawn with any kind of detail and let's play with those".  Part of the

I can accept this argument as what they were going for, but since the graphics
were 160x100 low-res, there wasn't much room for detail and I think they
missed the mark.  It didn't work, initially.  Later releases didn't improve on
this because they used the higher res of 320x200 to just draw smaller objects.

> appeal, especially in those early games was to try to find the items of
> interest, like watching an old detective movie and spotting which character
> was missing from the scene, because he was off murdering someone.  Text
> adventures just had to tell you what happened and give it away or not tell
> you making it unfair.

You haven't played enough text adventures.  Even the original classic "you are
in a maze of twisty passages, all alike" was like you describe -- a single
room was described slightly differently than the others.  Witness also
Hitchhiker's Guide to the Galaxy, where a description changes in a subtle
way.  And those are just some small Infocom examples.  I haven't played much
IF to completion, but I have played more Sierra games to completion and at the
end of almost every one I have questioned the use of my time.  :)
 
> Despite the fact that this post is coming out a bit disjointed, another
> great addition of the Sierra style game was that you could finally have
> something besides straight choose your own adventure style gameplay.  Action
> sequences were added to the games (Conquest of Camelot being probably the
> best example of this), which began to bridge gaps between genres and giving
> much more realistic feeling experiences, especially since you could now
> actually see scenes played out that would otherwise just be described.

Yes, but you've jumped too far ahead.  Those games (post-1991) are out of the
scope of this debate as they allow full mouse control.  Besides, the action
sequences were a bit clunky IMO -- better than nothing, I guess, but worse
than even a bad pure action game.

Despite my writing, I'm not specifically declaring that Sierra games sucked. 
:-)  I wouldn't have played so many (about 8 to completion) if I didn't enjoy
*something*...  What I'm trying to understand is why they survived for so long
when they were clearly a novelty and not a true innovation to the IF (or any
interactive storytelling) genre.  I think you hit the nail on the head when
you wrote "more accessible to younger audiences that were quickly bored by
pages and pages of text".
-- 
Jim Leonard ([EMAIL PROTECTED])http://www.oldskool.org/
Want to help an ambitious games project? http://www.mobygames.com/
Or check out some trippy MindCandy at http://www.mindcandydvd.com/

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RE: [SWCollect] King's Quest 1

2003-01-21 Thread John Romero
> But the animations were incredibly crude because the sprites 
> were inexplicably limited to half-horizontal-resolution 
> sprites!  And so were the backgrounds! 
> I originally thought this would be for a speed increase or 
> storage requirement decrease -- but on closer examination, 
> the text boxes that pop up show that the game is running in 
> 320x200, which is not half-horiz-res.  And since the game 
> backgrounds were all vector graphics, it would not have taken 
> up that much more space to hold 320x200 coordinates.  It 
> drove me nuts to see, game after game, graphics created and 
> displayed at 160x200 running in a 320x200 graphics mode!

I believe the reason why the graphics on the PC were so low res is
because they were merely ports of the Apple II games to start with.
Then, when they moved over to developing the titles on the PC, they
didn't change their engine technology because that resolution was the
most compatible with the C-64 and Apple II systems of the day.

The Apple II version of King's Quest was one of the early
double-resolution 16-color games and subsequent Sierra adventures used
that graphics mode.  Double-res on the Apple II was 160x192 with 16
colors.  Mixed-mode graphics on the C64 was 160x200 with 4 colors (from
a 16-color palette) per 4x8 character block.  It was just a logical
decision to use the same assets and resolution as the other popular
platforms.

- John
 



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Re: [SWCollect] Not Fair

2003-01-21 Thread C.E. Forman
> What, if anything, can I do about it? I know, probably nothing, right?

Did you talk to the seller and ask why the auction was ended early?  If he
replies that he sold it to someone who made him an outside-eBay offer, you
can forward that to Rules & Safety and possibly get both him and the buyer
(if he can be identified) in trouble for auction interference.  A good trick
is to use a secondary e-mail account so he can't connect it to your bid.



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Re: [SWCollect] Heads Up

2003-01-21 Thread Lee K. Seitz
C.E. Forman stated:
>
>> BTW, did you guys notice that "Leather Goddesses" shirt as well? I was
>> tempted on that one, but wasn't sure where it came from and it also had
>> a nasty stain. But was it authentic, perhaps coming from a NZT contest?
>
>That one was authentic, I've talked to both the buyer and seller and gotten
>close-up, detailed scans.  Infocom initially sold them for $9.95 from a
>special order form that came in the LGoP package.

I can't find the auction, so would this be the "A dirty mind is a
terrible thing to waste" shirt?  I tried ordering one of those from my
copy of LGOP.  After many months (possibly even a year), I finally got
my check back with a note saying they didn't have any more.  They also
explained the long delay being that they moved from the East Coast to
the West.  I guess it would have been 1989, then.  I was most
disappointed.  I think I tried ordering the Babel Fish t-shirt at the
same time with the same results.

-- 
Lee K. Seitz
[EMAIL PROTECTED]

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[SWCollect] re: Not Fair

2003-01-21 Thread Stuart Feldhamer
The guy replied to my email. Ebay's site is so confusing now...how do I go
about reporting this guy? Also, what will they do to him for it? He
currently has a bunch of auctions up, but they're ending tomorrow I believe.

Also, is this something that the list members are interested in? If not, I
apologize.

Stuart

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]
Sent: Tuesday, January 21, 2003 5:53 AM
To: [EMAIL PROTECTED]
Subject: Re: Question from eBay Member


hi stuart
this item became so popular
at first i had 3 offers and 1 payment for it!
but as it was bid on i didn't think i could remove it from auction, then
some guy offered me
$250 for 5 games inc bud tucker. so i checked with ebay and found i could
remove items .
im truly sorry for any hope brought out of the game i had NO idea it was
going to get such a
response especially a $250 one!
sadly he paid lastnight thru paypal while i was waiting a reply from him
(not payment) so i
cannot accept any private offers for it:(
plz understand i am still fairly new at this game and $250 is a lot of cash
for 5games.
spooky





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Re: RE: [SWCollect] King's Quest 1

2003-01-21 Thread hughfalk
Starting in 1986, I played most of these games on the Atari ST and/or Amiga.  I seem 
to recall the graphics being improved over the Apple/PC/C-64 versions, and I recall 
using a mouse.  Has anybody compared the originals to the Amiga/ST ports?  That could 
have a big effect on Jim's technology concerns.  I know that Karl is a big Amiga fan, 
and they might have had two very different experiences playing the same game.

Hugh


---Original Message---
From: John Romero <[EMAIL PROTECTED]>
Sent: 01/21/03 01:01 AM
To: [EMAIL PROTECTED]
Subject: RE: [SWCollect] King's Quest 1

> 
> > But the animations were incredibly crude because the sprites 
> were inexplicably limited to half-horizontal-resolution 
> sprites!  And so were the backgrounds! 
> I originally thought this would be for a speed increase or 
> storage requirement decrease -- but on closer examination, 
> the text boxes that pop up show that the game is running in 
> 320x200, which is not half-horiz-res.  And since the game 
> backgrounds were all vector graphics, it would not have taken 
> up that much more space to hold 320x200 coordinates.  It 
> drove me nuts to see, game after game, graphics created and 
> displayed at 160x200 running in a 320x200 graphics mode!

I believe the reason why the graphics on the PC were so low res is
because they were merely ports of the Apple II games to start with.
Then, when they moved over to developing the titles on the PC, they
didn't change their engine technology because that resolution was the
most compatible with the C-64 and Apple II systems of the day.

The Apple II version of King's Quest was one of the early
double-resolution 16-color games and subsequent Sierra adventures used
that graphics mode.  Double-res on the Apple II was 160x192 with 16
colors.  Mixed-mode graphics on the C64 was 160x200 with 4 colors (from
a 16-color palette) per 4x8 character block.  It was just a logical
decision to use the same assets and resolution as the other popular
platforms.

- John
 



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> 

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Re: RE: [SWCollect] King's Quest 1

2003-01-21 Thread Karl Kuras
Actually, I hate to say this, but until the 256 color versions of the games
appeared, the Amiga and ST ports were 1-1 conversions of the PC games.  No
improvements whatsoever... in fact many of them ran slower.

This actually goes to the issue of the lowest common denominator argument
made earlier.  They really did just cater to the lowest graphical platform
(Apple II for several years until I believe Space Quest III or KQ 4 came
out... not sure which was first).  And then ported those libraries straight
to other systems.

As far as I know the C64 had no Quest games at all.  I found a catalog
listing KQ1 for the C64 once, but this was then corrected in later catalogs
and never mentioned again.  Not sure why this change was made, but
ultimately it doesn't matter.

Another side issue, if memory serves me correctly the original version of
KQ1 (for the PC Jr.) did not have mouse support... this was only added later
for those platforms that did have mice like the Amiga and ST.  Can someone
confirm this?

Karl Kuras

- Original Message -
From: <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, January 21, 2003 12:39 PM
Subject: Re: RE: [SWCollect] King's Quest 1


> Starting in 1986, I played most of these games on the Atari ST and/or
Amiga.  I seem to recall the graphics being improved over the Apple/PC/C-64
versions, and I recall using a mouse.  Has anybody compared the originals to
the Amiga/ST ports?  That could have a big effect on Jim's technology
concerns.  I know that Karl is a big Amiga fan, and they might have had two
very different experiences playing the same game.
>
> Hugh
>
>
> ---Original Message---
> From: John Romero <[EMAIL PROTECTED]>
> Sent: 01/21/03 01:01 AM
> To: [EMAIL PROTECTED]
> Subject: RE: [SWCollect] King's Quest 1
>
> >
> > > But the animations were incredibly crude because the sprites
> > were inexplicably limited to half-horizontal-resolution
> > sprites!  And so were the backgrounds!
> > I originally thought this would be for a speed increase or
> > storage requirement decrease -- but on closer examination,
> > the text boxes that pop up show that the game is running in
> > 320x200, which is not half-horiz-res.  And since the game
> > backgrounds were all vector graphics, it would not have taken
> > up that much more space to hold 320x200 coordinates.  It
> > drove me nuts to see, game after game, graphics created and
> > displayed at 160x200 running in a 320x200 graphics mode!
>
> I believe the reason why the graphics on the PC were so low res is
> because they were merely ports of the Apple II games to start with.
> Then, when they moved over to developing the titles on the PC, they
> didn't change their engine technology because that resolution was the
> most compatible with the C-64 and Apple II systems of the day.
>
> The Apple II version of King's Quest was one of the early
> double-resolution 16-color games and subsequent Sierra adventures used
> that graphics mode.  Double-res on the Apple II was 160x192 with 16
> colors.  Mixed-mode graphics on the C64 was 160x200 with 4 colors (from
> a 16-color palette) per 4x8 character block.  It was just a logical
> decision to use the same assets and resolution as the other popular
> platforms.
>
> - John
>
>
>
>
> --
> This message was sent to you because you are currently subscribed to
> the swcollect mailing list.  To unsubscribe, send mail to
> [EMAIL PROTECTED] with a subject of 'unsubscribe swcollect'
> Archives are available at:
> http://www.mail-archive.com/swcollect@oldskool.org/
>
> >
>
> --
> This message was sent to you because you are currently subscribed to
> the swcollect mailing list.  To unsubscribe, send mail to
> [EMAIL PROTECTED] with a subject of 'unsubscribe swcollect'
> Archives are available at:
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>


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RE: RE: [SWCollect] King's Quest 1

2003-01-21 Thread John Romero
I remember playing the Atari ST version of Black Cauldron and it was a
straight port of the 16-color Apple II version.

- John
 


> -Original Message-
> From: Karl Kuras [mailto:[EMAIL PROTECTED]] 
> Sent: Tuesday, January 21, 2003 2:57 PM
> To: [EMAIL PROTECTED]
> Subject: Re: RE: [SWCollect] King's Quest 1
> 
> 
> Actually, I hate to say this, but until the 256 color 
> versions of the games appeared, the Amiga and ST ports were 
> 1-1 conversions of the PC games.  No improvements 
> whatsoever... in fact many of them ran slower.
> 
> This actually goes to the issue of the lowest common 
> denominator argument made earlier.  They really did just 
> cater to the lowest graphical platform (Apple II for several 
> years until I believe Space Quest III or KQ 4 came out... not 
> sure which was first).  And then ported those libraries 
> straight to other systems.
> 
> As far as I know the C64 had no Quest games at all.  I found 
> a catalog listing KQ1 for the C64 once, but this was then 
> corrected in later catalogs and never mentioned again.  Not 
> sure why this change was made, but ultimately it doesn't matter.
> 
> Another side issue, if memory serves me correctly the 
> original version of KQ1 (for the PC Jr.) did not have mouse 
> support... this was only added later for those platforms that 
> did have mice like the Amiga and ST.  Can someone confirm this?
> 
> Karl Kuras
> 
> - Original Message -
> From: <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Tuesday, January 21, 2003 12:39 PM
> Subject: Re: RE: [SWCollect] King's Quest 1
> 
> 
> > Starting in 1986, I played most of these games on the Atari 
> ST and/or
> Amiga.  I seem to recall the graphics being improved over the 
> Apple/PC/C-64 versions, and I recall using a mouse.  Has 
> anybody compared the originals to the Amiga/ST ports?  That 
> could have a big effect on Jim's technology concerns.  I know 
> that Karl is a big Amiga fan, and they might have had two 
> very different experiences playing the same game.
> >
> > Hugh
> >
> >
> > ---Original Message---
> > From: John Romero <[EMAIL PROTECTED]>
> > Sent: 01/21/03 01:01 AM
> > To: [EMAIL PROTECTED]
> > Subject: RE: [SWCollect] King's Quest 1
> >
> > >
> > > > But the animations were incredibly crude because the sprites
> > > were inexplicably limited to half-horizontal-resolution sprites!  
> > > And so were the backgrounds! I originally thought this 
> would be for 
> > > a speed increase or storage requirement decrease -- but on closer 
> > > examination, the text boxes that pop up show that the game is 
> > > running in 320x200, which is not half-horiz-res.  And 
> since the game
> > > backgrounds were all vector graphics, it would not have taken
> > > up that much more space to hold 320x200 coordinates.  It
> > > drove me nuts to see, game after game, graphics created and
> > > displayed at 160x200 running in a 320x200 graphics mode!
> >
> > I believe the reason why the graphics on the PC were so low res is 
> > because they were merely ports of the Apple II games to start with. 
> > Then, when they moved over to developing the titles on the PC, they 
> > didn't change their engine technology because that 
> resolution was the 
> > most compatible with the C-64 and Apple II systems of the day.
> >
> > The Apple II version of King's Quest was one of the early 
> > double-resolution 16-color games and subsequent Sierra 
> adventures used 
> > that graphics mode.  Double-res on the Apple II was 160x192 with 16 
> > colors.  Mixed-mode graphics on the C64 was 160x200 with 4 colors 
> > (from a 16-color palette) per 4x8 character block.  It was just a 
> > logical decision to use the same assets and resolution as the other 
> > popular platforms.
> >
> > - John
> >
> >
> >
> >
> > 
> --
> > This message was sent to you because you are currently 
> subscribed to 
> > the swcollect mailing list.  To unsubscribe, send mail to 
> > [EMAIL PROTECTED] with a subject of 'unsubscribe swcollect' 
> > Archives are available at: 
> > http://www.mail-archive.com/swcollect@oldskool.org/
> >
> > >
> >
> > 
> --
> > This message was sent to you because you are currently 
> subscribed to 
> > the swcollect mailing list.  To unsubscribe, send mail to 
> > [EMAIL PROTECTED] with a subject of 'unsubscribe swcollect' 
> > Archives are available at:
> http://www.mail-archive.com/swcollect@oldskool.org/
> >
> 
> 
> --
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Re: [SWCollect] King's Quest 1

2003-01-21 Thread Jim Leonard
Karl Kuras wrote:
> 
> Actually, I hate to say this, but until the 256 color versions of the games
> appeared, the Amiga and ST ports were 1-1 conversions of the PC games.  No
> improvements whatsoever... in fact many of them ran slower.

Sadly, most PC-to-Amiga conversions (I've never used an ST, sadly) were slower
than the original.  PC programmers were contracted to port to Amiga instead of
hiring Amiga people to do the conversions.  Or, if Amiga people were
contracted, they had a hard time porting 8086 assembler over to 68000
assembler, or did it 1-to-1 where they didn't try to optimize any code (use
additional registers, etc.)  Or the people porting to Amiga simply didn't
understand Amiga graphics hardware.  Star Control is a great example of this: 
the melee portion was very simple sprite combat, but Star Control running on
an Amiga 500 did full-frame updates in a chunky manner (not planar).  It was
sheer incompetence.
 
> This actually goes to the issue of the lowest common denominator argument
> made earlier.  They really did just cater to the lowest graphical platform
> (Apple II for several years until I believe Space Quest III or KQ 4 came
> out... not sure which was first).  And then ported those libraries straight
> to other systems.

King's Quest 4 was the first SCI system using 320x200 16-color graphics.  They
built the SCI system at the same time they were writing/scripting KQ4, so they
had two developlment tracks for it:  AGI and SCI.  Both versions were
released, but the AGI version is fairly rare.  Screenshots of both versions
are here: http://www.mobygames.com/game/shots/gameId,129/

Two of my favorites:  
AGI: http://www.mobygames.com/game/shots/gameId,129/gameShotId,1998/
SCI: http://www.mobygames.com/game/shots/gameId,129/gameShotId,2076/

The above two shots clearly illustrate my frustration with the AGI system,
because both AGI and SCI ran in the same 320x200 graphics mode :-)
 
> Another side issue, if memory serves me correctly the original version of
> KQ1 (for the PC Jr.) did not have mouse support... this was only added later
> for those platforms that did have mice like the Amiga and ST.  Can someone
> confirm this?

Yes, all Sierra games for the PC and compatibles did not have mouse support
until 1987, with the conversion of their AGI system to DOS (was previously a
proprietary bootable disk).  And only then was the mouse used to navigate the
menus once you pulled them down -- they were not used for controlling objects,
etc.  Even the joystick was more useful since you could control the character
with it :-)  Only in 1990 with KQ5 and the icon-based system did the mouse
become integral.
-- 
http://www.MobyGames.com/
The world's most comprehensive gaming database project.

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Re: [SWCollect] King's Quest 1

2003-01-21 Thread Karl Kuras
> Sadly, most PC-to-Amiga conversions (I've never used an ST, sadly) were
slower
> than the original.  PC programmers were contracted to port to Amiga
instead of
> hiring Amiga people to do the conversions.  Or, if Amiga people were
> contracted, they had a hard time porting 8086 assembler over to 68000
> assembler, or did it 1-to-1 where they didn't try to optimize any code
(use
> additional registers, etc.)  Or the people porting to Amiga simply didn't
> understand Amiga graphics hardware.

This is so true... too many games were horrid on the Amiga for this very
reason... probably a big contributor to the system's virtual non-existence
in the US.  Lucasarts was the big exception to this.  their ports of MI2 and
Indy 4 (despite the huge disk swapping issues for the harddriveless like me)
were wonderful demonstrations of just how good a game could look in 32
colors.

> King's Quest 4 was the first SCI system using 320x200 16-color graphics.
They
> built the SCI system at the same time they were writing/scripting KQ4, so
they
> had two developlment tracks for it:  AGI and SCI.  Both versions were
> released, but the AGI version is fairly rare.  Screenshots of both
versions
> are here: http://www.mobygames.com/game/shots/gameId,129/

I didn't know that the SCI version was rare... the Amiga and ST ports both
used that graphic set... most likely due to the porting happening later.

Karl Kuras


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Re: [SWCollect] King's Quest 1

2003-01-21 Thread Jim Leonard
Karl Kuras wrote:
> 
> I didn't know that the SCI version was rare... the Amiga and ST ports both
> used that graphic set... most likely due to the porting happening later.

No, the AGI version was rare.  The SCI version was pimped heavily because it
was the first interpreter to allow external music devices (and had a decent
score to support them).
-- 
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The world's most comprehensive gaming database project.

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Re: [SWCollect] re: Not Fair

2003-01-21 Thread C.E. Forman
Here's a shortcut to the Rules & Safety reporting page (a good one to
bookmark):

http://pages.ebay.com/help/basics/select-RS.html

The topic I'd use is Questionable Content -> Listing Issues -> Fee
Circumvention.  Include the full header from the message he sent to you.

Depending on whether he's been reported for this before, he may get off with
just a warning, or he may be temporarily suspended.

- Original Message -
From: "Stuart Feldhamer" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, January 21, 2003 9:10 AM
Subject: [SWCollect] re: Not Fair


> The guy replied to my email. Ebay's site is so confusing now...how do I go
> about reporting this guy? Also, what will they do to him for it? He
> currently has a bunch of auctions up, but they're ending tomorrow I
believe.
>
> Also, is this something that the list members are interested in? If not, I
> apologize.
>
> Stuart
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]]
> Sent: Tuesday, January 21, 2003 5:53 AM
> To: [EMAIL PROTECTED]
> Subject: Re: Question from eBay Member
>
>
> hi stuart
> this item became so popular
> at first i had 3 offers and 1 payment for it!
> but as it was bid on i didn't think i could remove it from auction, then
> some guy offered me
> $250 for 5 games inc bud tucker. so i checked with ebay and found i could
> remove items .
> im truly sorry for any hope brought out of the game i had NO idea it was
> going to get such a
> response especially a $250 one!
> sadly he paid lastnight thru paypal while i was waiting a reply from him
> (not payment) so i
> cannot accept any private offers for it:(
> plz understand i am still fairly new at this game and $250 is a lot of
cash
> for 5games.
> spooky
>
>
>
>
>
> --
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Re: [SWCollect] Heads Up

2003-01-21 Thread C.E. Forman
> I can't find the auction, so would this be the "A dirty mind is a
> terrible thing to waste" shirt?

Yeah, that's the one.  Here's the auction, while eBay still has it:

http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&item=2152015718&category=153




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Re: [SWCollect] re: Not Fair

2003-01-21 Thread C.E. Forman
Another good thing to do is tell him you would have gone higher, and give an
exact amount.  This will make him realize he could actually be losing money
by closing early, and he may not be so quick to do it in the future.

- Original Message -
From: "Stuart Feldhamer" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, January 21, 2003 9:10 AM
Subject: [SWCollect] re: Not Fair


> The guy replied to my email. Ebay's site is so confusing now...how do I go
> about reporting this guy? Also, what will they do to him for it? He
> currently has a bunch of auctions up, but they're ending tomorrow I
believe.
>
> Also, is this something that the list members are interested in? If not, I
> apologize.
>
> Stuart
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]]
> Sent: Tuesday, January 21, 2003 5:53 AM
> To: [EMAIL PROTECTED]
> Subject: Re: Question from eBay Member
>
>
> hi stuart
> this item became so popular
> at first i had 3 offers and 1 payment for it!
> but as it was bid on i didn't think i could remove it from auction, then
> some guy offered me
> $250 for 5 games inc bud tucker. so i checked with ebay and found i could
> remove items .
> im truly sorry for any hope brought out of the game i had NO idea it was
> going to get such a
> response especially a $250 one!
> sadly he paid lastnight thru paypal while i was waiting a reply from him
> (not payment) so i
> cannot accept any private offers for it:(
> plz understand i am still fairly new at this game and $250 is a lot of
cash
> for 5games.
> spooky
>
>
>
>
>
> --
> This message was sent to you because you are currently subscribed to
> the swcollect mailing list.  To unsubscribe, send mail to
> [EMAIL PROTECTED] with a subject of 'unsubscribe swcollect'
> Archives are available at:
http://www.mail-archive.com/swcollect@oldskool.org/
>
>


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Re: [SWCollect] King's Quest 1

2003-01-21 Thread Marco Thorek
Jim Leonard schrieb:
> 
> At MobyGames we go over this every so often; people keep wanting to somehow
> *define* the words "adventure game" to mean "Sierra games" (the Quest games,
> etc.)  

Well, I can imagine. I remember having vivid discussions over at
comp.sys.ibm.pc.games.adventure over this

http://www.gamingnexus.com/article.asp?ID=2

and this 

http://fourfatchicks.com/Rants/Commentary/Contemplation.shtml

article with the respective editors. When you read through them you'll
note that for these people adventure gaming started with Sierra and
Lucas. Before that was nothing. 

Beside documenting pretty much ignorance from people who publish
articles, this also shows that there still is no public appreciation for
the roots of computer gaming, not even among those who like to play
games. Old movies are considered classics and are watched, old games are
just obsolete. Except for, well, us and a few others.

> Others want to actually create a new genre specifically for
> "Sierra-like games".  As official taxonomer for MobyGames, they will forever
> remain in our system as what they really are:  Interactive Fiction with
> Graphics.  This puts them in the same category as Mask of the Sun, Arthur: The
> Quest for Excalibur, etc.  Because when you get down to it, all of the games
> Sierra put out from 1984 to 1991 that required text input are exactly that --
> interactive fiction with graphics.  The text parser may be bad, but it's still
> a parser and still required to complete the game.  Entrance into a new
> room/area doesn't always print out a text description, but you do get text
> updates of events/locations/dialogue.  So it's a gimmicky variant.

Well, yes, as a matter of fact that would be correct. Would you put the
later Sierra adventures, which were entirely mouse driven IIRC, and
those from Legend in the same category?

It seems to me, the farther we move into the present, the harder it is
to classify a game. Some genres have blurred beyond recognition.

Marco

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Re: [SWCollect] Heads Up

2003-01-21 Thread Marco Thorek
"C.E. Forman" schrieb:
> 
> > I can't find the auction, so would this be the "A dirty mind is a
> > terrible thing to waste" shirt?
> 
> Yeah, that's the one.  Here's the auction, while eBay still has it:
> 
> http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&item=2152015718&category=153

Indeed, that's it. But having just looked at it I probably mixed it with
another one and all I can remember of the latter was that the
description said it had glue stain on it. I think it was a Zork T-shirt.

BTW, the LGOP shirt didn't go out for much. I'd have thought people
would go crazy over it.

Infidel

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Re: [SWCollect] King's Quest 1

2003-01-21 Thread Karl Kuras
> Jim Leonard schrieb:
> >
> > At MobyGames we go over this every so often; people keep wanting to
somehow
> > *define* the words "adventure game" to mean "Sierra games" (the Quest
games,
> > etc.)

I always called that type of game a Graphic Adventure, mainly because it's
what Lucasarts put as a label on Indiana Jones and the last crusade (they
had two versions, the Action game and the Graphic Adventure).  Guess that
makes more sense then any other label, because it's an adventure that is
played out in a graphic enviornment... text adventures with graphics are
just that, text adventures with graphics, they could really exist without
the images.

Karl Kuras


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Re: [SWCollect] Heads Up

2003-01-21 Thread C.E. Forman
> Indeed, that's it. But having just looked at it I probably mixed it with
> another one and all I can remember of the latter was that the
> description said it had glue stain on it. I think it was a Zork T-shirt.

That was a sweatshirt from one of Infocom's "Bring Your Own Brain" parties
they used to hold at the Natural History Museum in Chicago.  I won that one,
and based on the aged look and the seller (Steve Panak of "Antic" magazine)
I'm convinced it's authentic.

> BTW, the LGOP shirt didn't go out for much. I'd have thought people
> would go crazy over it.

eBay had an outage at the time of the close.  I had a snipe set up but it
couldn't go through.



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