Letters @~Any letters sent to me that aren't marked 'not for publication' @~and which deal with adventure-related matters will be considered @~for inclusion, maybe being edited in the process. ------------------------------------------------------------------ @~First one about SynWin from ... John Moore, Stafford Time I put pen to paper figuratively speaking. There are a few hints that everyone has probably figured out already about the very useful SynWin accessory. If, like me, you went through the nausea of creating a SynTax main directory then subdirectories for all the back issues, then copied all the floppies to the hard disk, well done. It is worth it in the end. Thank you, Alex. My tips ... To save space on your hard disk once you have copied all your issues over, click on your main SynTax directory, use the File Manager search command to find Reader. Make sure you have the check box for subdirectories checked and delete all. Do the same for index*.asc in all issues except the current one, then delete all. I also deleted the software house adverts from the back issues. Sorry about that but I still have the floppies. You will be amazed at the space saved. At the end of the day you can customise your hard disk issues any way you want. @~I'm all for saving hard disk space (where DOES it go?) so thanks @~for the tips. The indexes are about the largest sections in each @~issue but people do like them so I keep them going ... Sue ------------------------------------------------------------------ @~Next, Internet info from: Marion Taylor e-mail 100343.2015@compuserve.com Dear Sue, I was wandering around the CompuServe adventure libraries the other week, looking for The Legend Lives!, the latest Unnkulian (yes, I found it - rated *difficult* said Dave Baggett and he's not kidding), however, while I was there I noticed the following which should go some way to answering Bill's question about adventure sites on the Internet. Here's the direct quote... "Interactive Fiction Competition '95 - Inform Entries. The IF Competition was held in October of 1995 on the Usenet groups rec.arts.int-fiction and rec.games.int-fiction. The challenge was to create a short text adventure - ideally, one which a player could finish in two hours. Authors could enter games created with either TADS or Inform, the two most popular and most portable text adventure creation systems. The Official FTP Site of the IF Competition is "ftp.gmd.de" (look in the directory "if-archive".) This site has everything a text-adventure fanatic needs: adventure creation tools (including TADS and Inform), interpreters to run various games on many different systems, articles on adventure design, and a multitude of games in many formats, both short and full-length." I did download one of the files (8) adventures and some of them looked pretty good... but first Curses and now The Legend Lives! have stopped me having a real go at them. Nice idea, a two-hour adventure. Hope this helps, Bill. @~I >MUST< get online! I keep hearing about all these great areas @~to explore ... Sue ------------------------------------------------------------------ @~And finally text adventure views from a new reader, welcome @~to ... Adrian Sill, 19 Sherwood Drive, Five Lane Ends, Skellow, Doncaster DN6 8NY. e-mail adrian@wrox.com I still play Infocom's games and would like to see this sadly and vastly underrated genre make a comeback. I am trying to develop a text-based and dynamically expanding virtual world which will look similar to the old-style text adventure games, but which is infinitely more enjoyable because it will feature: a near-perfect parser (the user should be able to get a sensible response from anything they type), an infinitely expandable landscape (the player's world would effectively consist of modules which are linked by road/path/river etc.) which is regularly appended to, the world will not be restricted in any way, and will simulate a 'real' world by being totally open and allow the player to do whatever they wish i.e. no quests, multi-player across the Internet (or at least a local network for the time being), 'real' characters that have many, many different personality traits, priorities, assets, vocabularies and lifestyles (it should be difficult to tell them apart from other computer players). Basically I want to drop the player into a world that they feel is real, rather than just a database of logic puzzles. It is obviously a huge undertaking, not logistically but workwise. I would appreciate any ideas / suggestions. @~Please write to or e-mail Adrian if you have any input. @~Describing this as a 'huge' undertaking sounds a bit of an @~understatement! Let us know how it goes ... Sue - o -