Real-time IF list

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jdouglass

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Oct 29, 2007, 3:24:59 AM10/29/07
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I'm looking for examples of 'real-time' IF, in which turns advance
while the interactor sits and does nothing. Any suggestions would be
greatly appreciated.

Also, confirmations or denials of anything on the list so far would
help a lot. What I have so far:

- "And the Waves Choke the Wind" (Gunther Schmidl. 2000)
- "Border Zone" (Marc Blank. Infocom, 1987)
- "Brainscape" (Ostergren and Wilson. 1985) http://www.wurb.com/if/game/33
- "Breakers" (Rod Smith. Synapse, 1986)
- "Brimstone: The Dream of Gawain" (James Paul. Synapse, 1985)
- "Demoniak" (Palace Software, 1990)
- "Drool" (Jeff Breidenbach. 1994) http://www.wurb.com/if/game/2884
- "Dungeons of Daggorath" (Douglas Morgan, 1982) http://www.wurb.com/if/game/2871
- "Essex" (Bill Darrah. Synapse, 1985)
- "Eureka!" (Ian Livingstone. Domark, 1984) ("a few real-time elements
in some locations")
- "Getting Back to Sleep" (Patrick Evans. 2004) http://www.wurb.com/if/game/2376
- "Hex" (Geoff Larsen. Larsoft, ?) http://adventure.if-legends.org/Larsoft.html
- "Hobbit, The" (Megler and Mitchell. Melbourne House, 1983)
- "Lord of the Rings 3: Crack of Doom" (Melbourne House. 1989)
- "Madness and the Minotaur" (Spectral Associates, 1981)
http://en.wikipedia.org/wiki/Madness_and_the_Minotaur
- "Mindwheel" (Robert Pinsky. Synapse, 1984)
- "Mr. Remote Mom" (Lenny Pitts. 2000) http://www.wurb.com/if/game/1232
- "Rat in Control" (Michael J. Roberts. TADS 3, 2003)
http://www.wurb.com/if/game/2126.html
- "Sadim Castle" (MP Software for the Acorn Electron, 1984)
http://www.acornelectron.co.uk/eu/revs/mp/r-sadi.html
- "Seastalker" (Galley and Lawrence. Infocom, 1984) http://ifwiki.org/index.php/Seastalker
- "Shadows of Mordor" (Philip Mitchell. Melbourne House, 1987)
- "Sherlock" (Philip Mitchell. Melbourne House, 1985)
- "Sylenius Mysterium" (C.E. Forman. 1997) http://www.wurb.com/if/game/325
- "Time and Dwarves" (Graham Nelson. Inform demo, 1997)
http://groups.google.com/group/rec.arts.int-fiction/msg/b05db6f6308ee84f

Many of these entries are heresay - they were so marked in Baf's
Guide, r*if, or ifwiki, but for many I haven't been able to confirm if
(or how) they are real-time. Any reactions, descriptions, or
anecdotes would be most welcome.

jdouglass

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Oct 29, 2007, 3:27:13 AM10/29/07
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To clarify, most abuses (like IF Tetris or Snakes) technically count
as real-time, but I'm focusing on non-abuse real-time IF.

For the curious, the major past r*if threads I drew on were :

"IF in real-time" (2003)
http://groups.google.com/group/rec.arts.int-fiction/browse_thread/thread/e8096be05432ae8b/
"Real time" games (1997)
http://groups.google.com/group/rec.games.int-fiction/browse_thread/thread/bda0742dc97ea18d/

Emily Boegheim

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Oct 29, 2007, 3:37:07 AM10/29/07
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jdouglass <jeremyd...@gmail.com> wrote in
news:1193642699....@v29g2000prd.googlegroups.com:

> I'm looking for examples of 'real-time' IF, in which turns advance
> while the interactor sits and does nothing. Any suggestions would be
> greatly appreciated.

Battle of Walcot Keep http://wurb.com/if/game/2688 has a real-time mode. It
is not on by default, however. (To check it out, TOGGLE REALTIME. DOWN.)

Emily

Fredrik Ramsberg

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Oct 29, 2007, 5:33:03 AM10/29/07
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On 29 Okt, 08:24, jdouglass <jeremydougl...@gmail.com> wrote:
> I'm looking for examples of 'real-time' IF, in which turns advance
> while the interactor sits and does nothing. Any suggestions would be
> greatly appreciated.
>
> Also, confirmations or denials of anything on the list so far would
> help a lot. What I have so far:
>
> - "And the Waves Choke the Wind" (Gunther Schmidl. 2000)
> - "Border Zone" (Marc Blank. Infocom, 1987)
> - "Brainscape" (Ostergren and Wilson. 1985) http://www.wurb.com/if/game/33
> - "Breakers" (Rod Smith. Synapse, 1986)
> - "Brimstone: The Dream of Gawain" (James Paul. Synapse, 1985)
> - "Demoniak" (Palace Software, 1990)
> - "Drool" (Jeff Breidenbach. 1994)http://www.wurb.com/if/game/2884
> - "Dungeons of Daggorath" (Douglas Morgan, 1982)http://www.wurb.com/if/game/2871

> - "Essex" (Bill Darrah. Synapse, 1985)
> - "Eureka!" (Ian Livingstone. Domark, 1984) ("a few real-time elements
> in some locations")
> - "Getting Back to Sleep" (Patrick Evans. 2004)http://www.wurb.com/if/game/2376
> - "Hex" (Geoff Larsen. Larsoft, ?)http://adventure.if-legends.org/Larsoft.html

> - "Hobbit, The" (Megler and Mitchell. Melbourne House, 1983)
> - "Lord of the Rings 3: Crack of Doom" (Melbourne House. 1989)
> - "Madness and the Minotaur" (Spectral Associates, 1981)http://en.wikipedia.org/wiki/Madness_and_the_Minotaur

> - "Mindwheel" (Robert Pinsky. Synapse, 1984)
> - "Mr. Remote Mom" (Lenny Pitts. 2000)http://www.wurb.com/if/game/1232
> - "Rat in Control" (Michael J. Roberts. TADS 3, 2003)http://www.wurb.com/if/game/2126.html
> - "Sadim Castle" (MP Software for the Acorn Electron, 1984)http://www.acornelectron.co.uk/eu/revs/mp/r-sadi.html
> - "Seastalker" (Galley and Lawrence. Infocom, 1984)http://ifwiki.org/index.php/Seastalker

> - "Shadows of Mordor" (Philip Mitchell. Melbourne House, 1987)
> - "Sherlock" (Philip Mitchell. Melbourne House, 1985)
> - "Sylenius Mysterium" (C.E. Forman. 1997)http://www.wurb.com/if/game/325
> - "Time and Dwarves" (Graham Nelson. Inform demo, 1997)http://groups.google.com/group/rec.arts.int-fiction/msg/b05db6f6308ee84f

>
> Many of these entries are heresay - they were so marked in Baf's
> Guide, r*if, or ifwiki, but for many I haven't been able to confirm if
> (or how) they are real-time. Any reactions, descriptions, or
> anecdotes would be most welcome.

Add:

Valhalla ((Richard Edwards, Graham Asher, Charles Goodwin, Andrew
Owen), Legend, 1984):

A detailed review:

<http://www.lemon64.com/?mainurl=http%3A//www.lemon64.com/reviews/
view.php%3Fid%3D118>

/Fredrik

rgrassi

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Oct 29, 2007, 5:51:59 AM10/29/07
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In"Little Falls" by Mondi Confinanti there's one turn in which the
real time is ON during the flashback at the beginning of the game.
My two cents,
Rob

David Goldfarb

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Oct 29, 2007, 6:24:31 AM10/29/07
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In article <1193642699....@v29g2000prd.googlegroups.com>,

jdouglass <jeremyd...@gmail.com> wrote:
>- "Mindwheel" (Robert Pinsky. Synapse, 1984)
>- "Seastalker" (Galley and Lawrence. Infocom, 1984) http://ifwiki.org/index.php/Seastalker

It's been many years since I played either of these, but I don't
recollect a real-time component to either of them -- if memory
serves me right they both had the standard "time passes only when
you enter a command" interface of most IF.

--
David Goldfarb |"To summarize the summary of the summary:
gold...@ocf.berkeley.edu | People are a problem."
gold...@csua.berkeley.edu | -- Douglas Adams

Greg Boettcher

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Oct 29, 2007, 3:10:44 PM10/29/07
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On Oct 29, 2:24 am, jdouglass <jeremydougl...@gmail.com> wrote:
> I'm looking for examples of 'real-time' IF, in which turns advance
> while the interactor sits and does nothing. Any suggestions would be
> greatly appreciated.

I suppose you could include many of the Sierra games, like King's
Quest 1-4, if those fit your definition of IF.

Greg

Josh Lawrence

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Oct 29, 2007, 4:40:40 PM10/29/07
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On Oct 29, 3:24 am, goldf...@OCF.Berkeley.EDU (David Goldfarb) wrote:
> In article <1193642699.357928.75...@v29g2000prd.googlegroups.com>,

>
> jdouglass <jeremydougl...@gmail.com> wrote:
> >- "Mindwheel" (Robert Pinsky. Synapse, 1984)
> >- "Seastalker" (Galley and Lawrence. Infocom, 1984)http://ifwiki.org/index.php/Seastalker

>
> It's been many years since I played either of these, but I don't
> recollect a real-time component to either of them -- if memory
> serves me right they both had the standard "time passes only when
> you enter a command" interface of most IF.
>
> --
> David Goldfarb |"To summarize the summary of the summary:
> goldf...@ocf.berkeley.edu | People are a problem."
> goldf...@csua.berkeley.edu | -- Douglas Adams

Mindwheel has things that continue to happen even when the user does
not type a command (lines of descriptive text continue to pop up and
scroll by), but I believe all such things are just flavor text
fleshing out the current environment (various reactions of the crowd
in the singer segment for example, and I remember at a later point
various actions of waiting demons, one picking radiator grill parts
from its teeth). I don't think any of these real-time 'events'
actually effect gameplay/puzzles, but I didn't finish the game so I
don't know for sure.

Josh

Jeremy Douglass

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Oct 30, 2007, 2:32:28 PM10/30/07
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I've created a "Real-Time" page on ifWiki that anyone is welcome to
edit:

http://ifwiki.org/index.php/Real-Time

Dan The Man

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Oct 30, 2007, 2:58:07 PM10/30/07
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Does anyone know how to get information from the host regarding time
and date in Inform? I was wanting to experiment with something like
this for a while now.


Jeremy Douglass

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Oct 30, 2007, 3:08:10 PM10/30/07
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Much of Mindwheel doesn't crucially advance until you interact, but it
isn't quite true that the real-time aspect is only ambience. For
example, the thug and bodyguard wander the stage in the first scene,
moving every 25-30 seconds or so. Trying to examine or attack the
thug won't work unless you are both in the same part of the stage -
you can't ignore the real-time output as mere flavor text.

Andrew Plotkin

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Oct 30, 2007, 3:56:55 PM10/30/07
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Can't be done, currently. You can only measure how long the player
spends at the input prompt.

It's been on the suggestion list for a possible Glk/Glulx extension
for years.

--Z

--
"And Aholibamah bare Jeush, and Jaalam, and Korah: these were the borogoves..."
*
Bush's biggest lie is his claim that it's okay to disagree with him. As soon as
you *actually* disagree with him, he sadly explains that you're undermining
America, that you're giving comfort to the enemy. That you need to be silent.

Josh Lawrence

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Oct 30, 2007, 4:08:15 PM10/30/07
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Ah, I didn't realize/remember that the NPCs moved independently of
user action - very interesting.

Josh

Emily Short

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Oct 30, 2007, 5:48:28 PM10/30/07
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On Oct 30, 3:56 pm, Andrew Plotkin <erkyr...@eblong.com> wrote:

> In rec.arts.int-fiction, Dan The Man <danher...@gmail.com> wrote:
>
> > Does anyone know how to get information from the host regarding time
> > and date in Inform? I was wanting to experiment with something like
> > this for a while now.
>
> Can't be done, currently. You can only measure how long the player
> spends at the input prompt.

Well, it almost can't be done. In theory, you could have a perl script
running in the same directory, writing the current time to a file,
which Glulx then read in; this would work the same way as the quirky
RSS-reading device shown in the manual. But of course this requires
either a) user cooperation to start the subsidiary script or b) that
you run the game off a server, so if you're aiming to surprise the
player by (as a novelty) referring to the actual time in his time
zone, that's not much good.

But it's not *completely* impossible.

David Goldfarb

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Oct 31, 2007, 1:16:55 AM10/31/07
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In article <1193774895.3...@e34g2000pro.googlegroups.com>,

I didn't remember that either. As I said, it's been a very long time.

--
David Goldfarb |"Why are you persecuting me? What have I ever done
gold...@ocf.berkeley.edu | to you?"
gold...@csua.berkeley.edu | "You tried to kill me and destroy this
| entire planet."
|"Apart from that!" -- Doctor Who, "Boom Town"

Poster

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Nov 5, 2007, 3:01:56 PM11/5/07
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I think a caveat or two should apply here, just because that particular
wiki is very policed. Not everyone's edits are allowed to remain and
often highly-biased opinions rule in place of the complete truth.

In short, you may want to keep a close eye on that page.

-- Poster

www.intaligo.com Building, INFORM, Seasons (upcoming!)

Adam Thornton

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Nov 5, 2007, 3:19:32 PM11/5/07
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In article <8cednUEwOJgl67La...@giganews.com>,

Poster <poster@!nospam!.aurora.cotse.net> wrote:
>> http://ifwiki.org/index.php/Real-Time
>I think a caveat or two should apply here, just because that particular
>wiki is very policed. Not everyone's edits are allowed to remain and
>often highly-biased opinions rule in place of the complete truth.

Ooh ooh! A juicy story full of scandal and intrigue! Tell all!

Adam

jdouglass

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Nov 8, 2007, 1:08:31 AM11/8/07
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On Nov 5, 12:19 pm, a...@fsf.net (Adam Thornton) wrote:
> In article <8cednUEwOJgl67LanZ2dnUVZ_sOrn...@giganews.com>,

Don't know enough about ifwiki to say - I only have about 10 edits.

If anyone wants to have an ifwiki revert war over the entry "real-
time", of course, I'm game. But I suspect that people are saving
their fire for other categories. Honestly, though, I don't know which
ones. Still, if someone wants to point out edits they disagree with,
the nice thing about wikis is that the histories stay there forever -
just link to them. If that doesn't work, there are always other wikis
- I've heard of one called wikipedia that has a few IF-related entries
on it.

Benjamin Caplan

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Nov 8, 2007, 5:51:40 PM11/8/07
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> I suppose you could include many of the Sierra games, like King's
> Quest 1-4, if those fit your definition of IF.

Likewise, most MUDs and their kin (MUSH, MOO, MUCK, etc.) are
certainly realtime and arguably IF.

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