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From: [email protected] (Matthew Hambley)
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Archive-name: acorn/games
Posting-Frequency: monthly (approximately)
Last-modified: 4th of June 2001
Version: 2.00
Maintainer: Matthew Hambley ([email protected])
Disclaimer: Approval for *.answers is based on form, not content.

                      The comp.sys.acorn.games FAQ
                      ============================

                          2.00 4th of June 2001
                          =====================

This FAQ was written because the various posters to csa.games got fed up
answering the same questions over and over again with often as little as
two weeks separating each occurrence of a given question. Please read this
FAQ before you post any questions.

If you spot an error, inconsistency or spelling mistake you must do two
things: 1) Pat yourself on the back (that's the easy bit) and 2) (the hard
part) E-mail me so I can correct it. If you have a suggestion for a new
question or an improved answer to an old one please don't hesitate to
contact me.

This FAQ is currently maintained by Matthew Hambley[1] and may also be
found on the web[2].

[1]: mailto:[email protected]
[2]: http://www.aether.demon.co.uk/faqs/games.html

Revision History
- ----------------

2.00 (4th June 2001)
 Total re-write both of content and markup

Contents
========

1. General Questions
1.1. Why are so few games released for Acorn's?
1.2. What is the difference between a game, a game demo and a demo?
1.3. Superior Software were possibly the preeminent games company on the
Beeband they where one of the first to do anything for the Arch. Where
havethey gone?
1.4. Where can I get free games from?
1.5. What resources are available on the web for Acorn game players?
1.6. What about game solutions?
1.7. I want to give my games some stick!
1.8. How easy is it to write a game for Acorn computers?
1.9. How can I write multi-platform games on my Risc OS machine?

2. Foreign Games
2.1. I have seen Spectrum and BBC Micro emulators.  What about other
platforms? What emulators are available?
2.2. Some IBM compatible games look a bit crumby when run on the x86 card.
What can I do about this?
2.3. Why am I having trouble with x86 sound?
2.4. So how do I complete Quake then?
2.5. What the hack is Angband anyway?

3. Text Adventures
3.1. What is interactive fiction?
3.2. How do I play interactive fiction on a RPC/Archimedes?
3.3. How do I write interactive fiction on a RPC/Archimedes?
3.4. Ooo, interactive fiction sounds like fun!  Where can I find out more?
3.5. That's all very well but I like pictures!

Questions and Answers
=====================

1. General Questions

 1.1. Why are so few games released for Acorn's?

   Acorn Games are usually written by university students who have some
   really great ideas and do some good coding but then graduate. They
   then tend to be offered proper jobs which they take and suddenly find
   they don't have the time (or their contract prevents them) to code.
   The other problem is the small market place which means that only a
   handful of small companies can be supported.

 1.2. What is the difference between a game, a game demo and a demo?

   A demo is intended to demonstrate some programming/graphical/musical
   flair and techniques - any "gameplay" is peripheral to the program. A
   game demo is either a cut-down or "crippled" version of a commercial
   or shareware game or a rolling demo. It is designed to demonstrate the
   gameplay aspect of a game and encourage you to buy it. A game is a
   program intended to have lots of gameplay...

 1.3. Superior Software were possibly the preeminent games company on the
 Beeb and they where one of the first to do anything for the Arch. Where
 have they gone?

   A very good question. All evidence suggests that they disappeared
   years ago but dispite this every so often a rumour surfaces to the
   effect that they are still around somewhere. "The 4th Deminsion"
   aquired the rights to Superiors 8-bit catalogue so it is possible that
   cje micros may have them now since they have the rights to The 4th
   Dimension[1] games. ProAction, on the other hand, has the rights to
   the 32-bit Superior games and is utilising them in the form of a
   compilation CD-ROM.

   [1]: www.cjemicros.co.uk/4d/index.html

 1.4. Where can I get free games from?

   You may like to try some of the following sites:

   * Swallows site[1]
   * The Soup Kitchen[2]
   * Acorn Arcade's download zone[3]
   [1]: http://www.swallows.demon.co.uk/arc/ontheweb.html
   [2]: http://www.soup-kitchen.net/software/index.html
   [3]: http://www.acornarcade.com/cgi-bin/gamelist

 1.5. What resources are available on the web for Acorn game players?

   These links may prove useful to you:

   * The Acorn Gaming pages[1]
   * More Acorn gaming pages[2]
   * Cheats prosper[3]
   * Acorn Arcade[4]
   * Acorn Gaming 98-00[5]
   [1]: http://www.acorn-gaming.org.uk/
   [2]: http://www.swallows.demon.co.uk/arc/
   [3]: http://www.doggysoft.co.uk/cheat.html
   [4]: http://www.acornarcade.com/
   [5]: http://www.argonet.co.uk/ag98/

 1.6. What about game solutions?

   * Swallow's sollutions[1]
   [1]: http://www.swallows.demon.co.uk/arc/hints/hints.html

 1.7. I want to give my games some stick!

   A3010 owners will know it is possible as their machines come with
   joystick ports. If you own any of the other Acorn machines then you
   will require an interface. At the moment Stuart Tyrrell
   Developments[1] appear to be the only people manufacturing joystick
   interfaces. They also provide joypads for use with your Risc OS
   machine.

   [1]: http://www.stdevel.demon.co.uk/

 1.8. How easy is it to write a game for Acorn computers?

   Too much deep techie talk is off topic in this group (csa.programmer
   is the place for that) however discussion of general principles and
   game concepts is perfectly acceptable.

   If (presumably) you've never written a game, you'll want some idea of
   how video games tick and the usual sorts of routines you'll need to
   program them. For a first game, I'd suggest using one of these
   libraries:

   GameSuite[1]

     Development was halted by Andy Southgate a while ago when He stopped
     working on it. In it's current state (3.00), it's still pretty good
     if you feel the environment suits you. It's best suited to people
     who like BASIC and assembly language programming since the core
     routines are in two modules with numerous SWI calls. The
     documentation is pretty thorough, and all the source is provided,
     though most of it is pretty cryptic and uncommented.

     [1]:
     ftp://ftp.uni-stuttgart.de/pub/systems/acorn/acornet/long/info/www/s/i_43.html

   Popcorn[2]

     By Matthew Bloch, Popcorn is a games library still in development.
     It comes as a series of linkable AOF libraries written mostly in C,
     with all the source provided. No support is provided for BASIC
     programmers, though it could be added. In terms of features, it is
     slightly better specified and flexible than Gamesuite, but at the
     expense of speed. In addition, there were some articles published on
     using it in Acorn User (Dec '96, Xmas '96, Jan '97) and an example
     game.

     [2]: http://www.soup-kitchen.net/software/popcorn.html

   These libraries will do a lot of the hard work for you such as object
   processing and sprite plotting; be warned that you won't find either
   of these perfect, and will probably want to hack a lot of the code
   around. Both contain some useful hints on game coding and a certain
   amount of tutorial material.

   These libraries only handle 2D (flat) games programming; if you want
   to write something in three dimensions, there are huge tomes available
   on the subject. The comp.graphics.algorithms FAQ is a good place to
   start.

   TAG is a 3D graphics library written by TBA Software which has been
   successfully used in some of their games. TBA is no more so both the
   engine and its source code have been made available on the TBA CD-ROM
   from R-Comp. Source for BHP and Cobalt Seed are also included on this
   disc.

   Be warned that knowing how to code a game is only half the battle: If
   you want to release something commercially, slick presentation and
   careful design are essential. Get other people to draw graphics or
   compose music if you don't feel your skills are up to a commercial
   standard. Spend a while planning rather than just diving headlong into
   the coding. Finally, hold your game up to the light of a similar
   offering running under DOS or Windows and ask whether /you/ would pay
   the money you're asking for your game. A lot of people have PCs and
   prefer playing games (and spending money) on those.

   Finally there are a number of commercial games for which the source
   has been released. At the time of writing only one of these has not
   been ported already: Golgotha.

 1.9. How can I write multi-platform games on my Risc OS machine?

   At first this may seem like an impossibility. Games written for a Risc
   OS machine only have a hope of working on other ARM based computers
   (which are a little thin on the ground) and then only if they have a
   similar architecture. It is however possible through the plethora of
   Gameboy emulators. A UNIX package for creating Gameboy games has been
   ported to RISC OS. Its libraries are a little primitive but they
   should be useable. It may even be a useful introduction to games
   programing (see the previous question)

   Find the package on the porters web site[1].

   The most common text adventure formats used on Acorn machines are also
   ports of very well supported formats. Inform for instance can be used
   on everything from C64's to Linux boxes. See the section on text
   adventures for more information.

   [1]: http://www.plasma.demon.co.uk/gameboy/

2. Foreign Games

 2.1. I have seen Spectrum and BBC Micro emulators. What about other
 platforms? What emulators are available?

   There is a neigh on comprehensive list of emulators held at the Acorn
   Gaming[1]site.

   [1]: http://www.acorn-gaming.org.uk/index.php3?p=Emulatoion/index

 2.2. Some IBM compatible games look a bit crumby when run on the x86
 card. What can I do about this?

   If it is the actual rendition of the game on screen which is not right
   then you may find that adding these to your momitor definition file
   helps.

 2.3. Why am I having trouble with x86 sound?

   A common solution to this problem is to investigate PCSound from
   R-Comp Interactive[1]. This bit of trickery will, with the aid of a
   MIDI synthesiser be it hardware or software, improve PC sound for a
   number of games.

   [1]: http://www.rcomp.co.uk

 2.4. So how do I complete Quake then?

   Unless you are absolutely positively stuck then stop reading now.

   I don't want to spoil the fun for you...

   Still here? OK, to complete Quake look for the floating ball. This is
   the target for the teleporter. When you teleport you will end up where
   this thing is. So, just wait for the ball to be inside Shub Niggrath
   (The big tenticular end of game gardian) and then teleport. You will
   telefrag Shub and win the game. It might be possible to win by
   whacking the Cuthuloid one enough times with the axe too.

 2.5. What the hack is Angband anyway?

   To answer this question I'll quote this brief introduction by the
   author of the RISC OS versions:

     Angband is a dungeon adventure game, similar to Dungeons & Dragons
     in some ways, but with the emphasis on strategic use of equipment,
     magic and skills rather than role-playing and problem solving.

     It is (loosely) set in Tolkein's Middle Earth, although some
     variants of the game draw on quite different sources.

     Angband is the single most addictive computer game I have ever
     played... I barely even look at Tetris these days ;)

   Possibly the first port of call for finding out more should be Musus
   Umbra's RISC OS andband site[1]. For general Angband information
   including links to the Acorn port why not try Thangorodrim[2].
   Alternatively Acorn Arcade has some Acorn spacific links in its Game
   Support pages.

   [1]: http://www.argonet.co.uk/users/musus/angband/index.htm
   [2]: http://thangorodrim.angband.org/

3. Text Adventures

 3.1. What is interactive fiction?

   Interactive fiction (IF), or text adventures, are games in which the
   player and the computer interact through a textual interface: the
   player enters commands and the computer responds by printing text to
   the screen, generally what the player can see and what effects the
   previous command had.

   The player's input can be a simple command in the format ?verb?
   ?noun?, such as "take sword" or "open door" . Modern games will also
   be able to parse quite complex sentences like "take the gold coin out
   of the treasure chest and bite it. Then close the chest" .

   Playing interactive fiction, then, is like reading a novel in which
   you are the main character.

 3.2. How do I play interactive fiction on a RPC/Archimedes?

   Many interactive fictions are available as platform-independent
   storyfiles, which are played on an interpreter. There are at least
   half a dozen rival formats and, unfortunately, there aren't Acorn
   ports of interpreters for every format.

   One of the most popular interactive fiction storyfile formats is the
   "Z-machine" format, as used by Infocom and, more recently, the Inform
   compiler (see below). An excellent interpreter for games in this
   format is Zip 2000. This is a multi-tasking application with many
   features. Zip 2000 is shareware (ukp10 registration), but a freeware
   distribution is available via anonymous FTP from the IF archives[1]

   If you prefer there is another z-machine interpreter called Frotz. The
   big difference between this and Zip 2000 is its front end which some
   people prefer. It can be found at the authors web site[2]

   The Hugo engine, HE, is an interpreter of storyfiles generated by the
   Hugo compiler (see below). It is currently a single-tasking
   application, invoked from the command-line. HE (archived with the Hugo
   compiler) is available via anonymous FTP from the IF archives[3]

   The TADS interpreter allows you to play games in the TADS run-time
   format. This is also a single-tasking application, identical in
   appearance to the DOS version. TADS is available via anonymous FTP
   from the IF archives[4]

   A Level9 interpreter has also been ported to the RPC/Archimedes. This
   is used to play games published by Level 9 Computing, such as "Lords
   of Time" and "Snowball." It currently runs in a taskwindow on the
   desktop. L9 is available via anonymous FTP from the IF archives[5]

   Actual games are available from a number of sources. As mentioned
   above, the Infocom games ( "Zork," "Hitchhiker's Guide to the Galaxy,"
   etc.) can be played with Zip 2000. These games are commercial
   software, and are often repackaged by the copyright-holders,
   Activision. The most recent collection, "Masterpieces of Infocom,"
   contains all but two of the games. This may not yet be available in
   Europe, so the previous collections, "Lost Treasures of Infocom,"
   (vols. I ? II) may be a better bet. "Zork I" has recently become
   freeware, and is available from Activision's Web site[6]

   A growing number of very high quality freeware and shareware games
   produced with the Inform authoring system, and playable on Zip 2000,
   are available via anonymous FTP from the IF archives[7]

   Hugo games are, currently, less prevalent, but a handful are available
   via anonymous FTP from the IF archives[8]

   A number of TADS games are available via anonymous FTP from the IF
   archives[9]

   The Level 9 games are probably no longer available to buy anywhere,
   but are available from a number of FTP sites. L9 can handle these
   games in any format (except not Spectrum Z80 files, these must be
   converted to SnapShots). An archive of several Spectrum games (Z80
   format, so convert) is available via anonymous FTP from would you
   credit it?[10]

   Lastly, there are one or two games available as RISC OS applications.
   Some of these are available via anonymous FTP from that funky IF
   archives site again[11]

   [1]: ftp://ftp.gmd.de/if-archive/infocom/interpreters/zip/
   [2]: http://www.argonet.co.uk/users/musus/frotz/index.htm
   [3]: ftp://ftp.gmd.de/if-archive/programming/hugo/executables/
   [4]: ftp://ftp.gmd.de/if-archive/programming/tads/executables/
   [5]: ftp://ftp.gmd.de/if-archive/level9/interpreters/level9/
   [6]: http://www.activision.com/
   [7]: ftp://ftp.gmd.de/if-archive/games/inform/
   [8]: ftp://ftp.gmd.de/if-archive/games/hugo/
   [9]: ftp://ftp.gmd.de/if-archive/games/tads/
   [10]: ftp://ftp.gmd.de/if-archive/games/spectrum/level9.zip
   [11]: ftp://ftp.gmd.de/if-archive/games/archimedes/

 3.3. How do I write interactive fiction on a RPC/Archimedes?

   There are a number of publicly available authoring systems for
   creating interactive fiction in one of the storyfile formats mentioned
   above.

   Inform is undoubtedly currently the most popular and ported authoring
   system available. It compiles source, written in it's own language
   (fully OO and reminiscent of C), to a "Z-machine" -format storyfile.
   Inform is available via anonymous FTP from the IF archives[1]

   It has recently come to my attention that there is a very good site
   concerning the technicalities of writing adventure games with extra
   links at this site[2]

   Hugo is much newer than Inform. The language bears comparison to
   Inform, C and BASIC, but much of the (sometimes confusing) punctuation
   has been removed, and the whole language optimised for clarity and
   ease-of-use. Hugo source compiles to its own format storyfile, which
   removes many of the more limiting restrictions of the "Z-machine"
   format. Hugo is available via anonymous FTP from the IF archives[3]

   [1]: ftp://ftp.gmd.de/if-archive/infocom/compilers/inform6/
   [2]: http://www.gnelson.demon.co.uk/inform.html
   [3]: ftp://ftp.gmd.de/if-archive/programming/hugo/

 3.4. Ooo, interactive fiction sounds like fun! Where can I find out
 more?

   There are two newsgroups devoted to interactive fiction. If you are
   interested in /playing/ these games, you should subscribe to
   rec.games.int-fiction[1]

   If you want to /write/ interactive fiction you should subscribe to
   rec.arts.int-fiction[2]

   The Interactive Fiction Archive is a huge repository of interactive
   fiction games, authoring systems, utilities, documentation and other
   related material. It is found at the IF archives[3]

   Both the rec.arts.int-fiction FAQ[4]and the rec.games.int-fiction
   FAQ[5]are available from the IF archives.

   [1]: news:rec.games.int-fiction
   [2]: news:rec.arts.int-fiction
   [3]: ftp://ftp.gmd.de/if-archive/
   [4]: ftp://ftp.gmd.de/if-archive/rec.arts.int-fiction/FAQ
   [5]: ftp://ftp.gmd.de/if-archive/rec.games.int-fiction/FAQ

 3.5. That's all very well but I like pictures!

   Well now you can have some. Recently a port of Sarien has been
   completed. Sarien is an AGI interpreter. It will allow you to play old
   (generally pre 1989) Sierra adventures. For instance, Leisure Suit
   Larry and the various Quest games. (King's, Space and Police)

   All you need is the original game and a copy of Sarien, available from
   the authors web site[1].

   Apparently there is work underway to produce an interpreter which will
   play more modern Sierra games. Possibly even more exciting is the
   prospect of a SCUMM interpreter. SCUMM is the system used by Lucas
   Arts for, among other things, Monkey Island.

   [1]: http://www.acornemus.freeserve.co.uk/

--
                         (\/)atthew )-(ambley
    Maintainer of the comp.sys.acorn.games and programmer FAQ lists
E-mail : [email protected]                    Public key ID : C487AC52
                  http://www.aether.demon.co.uk/faqs/
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