puzzles

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Half-Life (stylized as HλLF-LIFE) is a first-person shooter video game developed by Valve and published by Sierra Studios for Microsoft Windows in 1998. It was Valve's debut title and the first in the Half-Life series. Players assume the role of Gordon Freeman, a scientist who must find his way out of the Black Mesa Research Facility after an experiment with an alien material goes wrong. The core gameplay consists of fighting alien and human enemies with a variety of weapons and solving puzzles. Unlike many other games at the time, the player has almost complete uninterrupted control of Freeman, and the story is told mostly through scripted sequences seen through his eyes.

(Source: Wikipedia)

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Banjo-Kazooie is a platform video game developed by Rare and originally released for the Nintendo 64 console in 1998. It is the first game in the Banjo-Kazooie series and follows the story of a bear, Banjo, and a bird, Kazooie, as they try to stop the plans of the witch Gruntilda, who intends to steal the beauty of Banjo's younger sister, Tooty, for herself. The game features nine nonlinear worlds where the player must use Banjo and Kazooie's wide range of abilities to gather items and progress through the story. It features challenges such as solving puzzles, jumping over obstacles, collecting items, and defeating opponents.

(Source: Wikipedia)

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Although This work was presented by Scott as being located in the library at the opening of the End(s) of Electronic Literature Festival Exhibition at The Arts Library. Its was in fact not a part of the official Electronic Literature Organization 2015: The End(s) of Electronic Literature festival, and yet it was there.
The meta-story of this "space-hack" should be seen in relation to the history of the physical object itself (TV), (Taroko-remix),e-poetry as well as Foucault work Discipline and Punish, Panopticism and the power institutions.

The digita part of the Take Gonzo was hosted on the secret sub folder together with to the rest of the digital works presented in the End(s) of Electronic Literature Festival Exhibition Kiosk.

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Author's description:Winchester's Nightmare is a work in Inform, premiered at Digital Arts and Culture '99 on October 29 in Atlanta. In its "hardback" form, it is a novel-length interactive fiction which includes a computer running software: a novel machine. The work consists of a primitive portable computer running this cybertext in the literary fiction genre, with a text-adventure interface. Ten hardbacks were manufactured for sale;some are still available. The softback, available free, contains the entire text of the hardback edition.The main character of Winchester's Nightmare is the historical figure Sarah Winchester, née Pardee, 1837-1922. Sarah is remembered for building onto her San Jose house constantly for more than thirty years. The official, and rather simplistic, explanation for this eccentric enterprise is that she was following the instructions of a spiritualist, seeking redemption for the many killings effected by the Winchester rifle, made by her husband's company. Sarah was made rich by the mass production of weapons, gave her name to the Winchester hard drive, and built an ever-sprawling house that serves as a metaphorical target for today's American city. In this work which treats themes of technology and American urban life, the interactor acts and explores through her.Winchester's Nightmare is about Sarah's psyche, and does not portray her house directly. While the Winchester Mansion seems rich in narrative possibilities, Winchester's Nightmare takes place instead in the composite metropolis of Sarah's dream, United City. This city is peopled with other characters and a plot (driven by Sarah's search for redemption) organizes the narrative. The setting, however, is the dominant element.United City is like Rockvil in Steven Meretzky's A Mind Forever Voyaging. It is an American city, one which the main character sees as home, and it is transformed through time. It is also like the landscape of Robert Pinsky's Mindwheel, in that it is a "mental map" of a character's psyche. Exploration of the world reveals aspects of the protagonist and her particular obsessions. The interaction with and completion of the text is motivated by series of challenges, as in text adventures. The puzzles presented are constructed for thematic appropriateness, and present to motivate exploration and reflection. The interactor will hopefully be able to engage with the work as literature, rather staying in a jigsaw-puzzle mode of thinking during all of the interaction.

(Source: http://nickm.com/if/wn_description.html)

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A mouse-responsive exploration of the final nightmarish dream of a blind old man. Contains a transient narrative and basic interactive problem solving puzzles. Created using a combination of photography and 3D animated renders.

 

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Requires Flash 8 or higher.

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One of the strengths of interactive fiction is that it is able to simulate a rich world, even one that has unusual physical and magical laws. In Savoir-Faire, the (usually cliché) elements of a treasure-hunt and a world suffused by magic are situated, unusually, in 18th-century France; a young man has come back to his childhood home to ask for a loan and has found it oddly abandoned. The special workings of Savoir-Faire's world open memories and unlock relationships between things, adding resonance to this intricate, difficult play of puzzles.

(Source: Electronic Literature Collection, Vol. 1).

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To Begin ... Mac: Download and install Spatterlight if you do not already have a z-machine interpreter. Download Savoir.zip and open the resulting file Savoir.z8 in your interpreter. Windows: Download and install Gargoyle if you do not already have a z-machine interpreter. Download an unzip Savoir.zip and open the resulting file Savoir.z8 in your interpreter. Instructions: Type commands to the main character at the ">" prompt and press enter. Input can take the form of imperatives such as "look," "examine the pedestal," or "touch" followed by some object. Typing the names of directions, such as "north", "east," and "south," can move the character. Other possible verbs include "remember" followed by a topic to remember and "link" which links one object to a similar object. This last ability, the "link" command, reflects a magic power of the character and, as Savoir-Faire unfolds, more is revealed about how to use this power to solve puzzles and overcome problems in the piece. There are many other possibilities for interaction. Type "help" to learn more.