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	<title>Comments for Renga in Blue</title>
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	<link>http://bluerenga.wordpress.com</link>
	<description>Interactive fiction and puzzles</description>
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		<title>Comment on Zork: Endgame by Janice Eisen</title>
		<link>http://bluerenga.wordpress.com/2011/04/29/zork-endgame/#comment-848</link>
		<dc:creator><![CDATA[Janice Eisen]]></dc:creator>
		<pubDate>Thu, 18 Apr 2013 05:53:43 +0000</pubDate>
		<guid isPermaLink="false">http://bluerenga.wordpress.com/?p=400#comment-848</guid>
		<description><![CDATA[Awfully late to be commenting on this, I know, but I just came across this site. I got a real kick out of reading this, having played mainframe Zork in whatever incarnation it would have been in at MIT in the early &#039;80s. I do recall getting up one night at 3 am having just figured out a puzzle and shlepping over to the computer lab to login (uphill both way, you ungrateful youngsters!).

Having been caught by the red herring that is Hello Sailor (until I finally asked one wiser than I where it was useful), I was delighted to see that you could use it in Zork 3. It&#039;s not necessary to solving the game — you get an invisibility potion, but there&#039;s an alternative solution to whatever puzzle it solves (sorry to be so vague, but it&#039;s been a very long time).

It&#039;s so cool that these games are still of interest (if only to dedicated researchers), and to see how lively the IF community is now!]]></description>
		<content:encoded><![CDATA[<p>Awfully late to be commenting on this, I know, but I just came across this site. I got a real kick out of reading this, having played mainframe Zork in whatever incarnation it would have been in at MIT in the early &#8217;80s. I do recall getting up one night at 3 am having just figured out a puzzle and shlepping over to the computer lab to login (uphill both way, you ungrateful youngsters!).</p>
<p>Having been caught by the red herring that is Hello Sailor (until I finally asked one wiser than I where it was useful), I was delighted to see that you could use it in Zork 3. It&#8217;s not necessary to solving the game — you get an invisibility potion, but there&#8217;s an alternative solution to whatever puzzle it solves (sorry to be so vague, but it&#8217;s been a very long time).</p>
<p>It&#8217;s so cool that these games are still of interest (if only to dedicated researchers), and to see how lively the IF community is now!</p>
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		<title>Comment on Zork: Open spaces, painful geography by Acheton: Big &#124; Renga in Blue</title>
		<link>http://bluerenga.wordpress.com/2011/04/02/zork-open-spaces-painful-geography/#comment-843</link>
		<dc:creator><![CDATA[Acheton: Big &#124; Renga in Blue]]></dc:creator>
		<pubDate>Wed, 03 Apr 2013 16:12:48 +0000</pubDate>
		<guid isPermaLink="false">http://bluerenga.wordpress.com/?p=270#comment-843</guid>
		<description><![CDATA[[...] most striking difference between Old-IF and New-IF is sheer size. I&#8217;ve already gone into the issue with Zork. However, unlike Zork, the size in Acheton doesn&#8217;t give me a feel of world-immersion. [...]]]></description>
		<content:encoded><![CDATA[<p>[...] most striking difference between Old-IF and New-IF is sheer size. I&#8217;ve already gone into the issue with Zork. However, unlike Zork, the size in Acheton doesn&#8217;t give me a feel of world-immersion. [...]</p>
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		<title>Comment on Stuga: Puzzles by Fredrik Ramsberg</title>
		<link>http://bluerenga.wordpress.com/2011/07/02/stuga-puzzles/#comment-828</link>
		<dc:creator><![CDATA[Fredrik Ramsberg]]></dc:creator>
		<pubDate>Wed, 20 Feb 2013 07:29:32 +0000</pubDate>
		<guid isPermaLink="false">http://bluerenga.wordpress.com/?p=635#comment-828</guid>
		<description><![CDATA[Clarification: When you type &quot;TA&quot;/&quot;TAKE&quot;, Stuga will usually ask you what you want to take. It just works differently in this location. Other games in Swedish would typically require you to provide a noun after &quot;TA&quot;.

Sweden didn&#039;t have anything like Infocom or Level 9 to establish any kind of industry standard as to which words were recognized etc. I think Stugan may have been the only commercial IF game in Swedish, published by a &quot;real&quot; software publisher, There were a bunch of hobbyist games as well, and some of them tried to sell their games through cheap ads in magazines, but I doubt anyone made much money that way. Anyway, this means everyone pretty much made their own translation of the words used in the vocabulary of their favourite games in English, resulting in quite a bit of variation from game to game.]]></description>
		<content:encoded><![CDATA[<p>Clarification: When you type &#8220;TA&#8221;/&#8221;TAKE&#8221;, Stuga will usually ask you what you want to take. It just works differently in this location. Other games in Swedish would typically require you to provide a noun after &#8220;TA&#8221;.</p>
<p>Sweden didn&#8217;t have anything like Infocom or Level 9 to establish any kind of industry standard as to which words were recognized etc. I think Stugan may have been the only commercial IF game in Swedish, published by a &#8220;real&#8221; software publisher, There were a bunch of hobbyist games as well, and some of them tried to sell their games through cheap ads in magazines, but I doubt anyone made much money that way. Anyway, this means everyone pretty much made their own translation of the words used in the vocabulary of their favourite games in English, resulting in quite a bit of variation from game to game.</p>
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		<title>Comment on Stuga: Puzzles by Fredrik Ramsberg</title>
		<link>http://bluerenga.wordpress.com/2011/07/02/stuga-puzzles/#comment-827</link>
		<dc:creator><![CDATA[Fredrik Ramsberg]]></dc:creator>
		<pubDate>Wed, 20 Feb 2013 07:04:53 +0000</pubDate>
		<guid isPermaLink="false">http://bluerenga.wordpress.com/?p=635#comment-827</guid>
		<description><![CDATA[No, typing just &quot;TA&quot; ( = TAKE) is just as awkward in Swedish as it is in English. When you type that, the game will usually ask you which object you want to take, even if there is only one available. 

There are many puzzles in IF games where you need to figure out how some other entity in the game works, in order to win over it., whether it be a thief, a carousel room or something else. Back in 1977, I think it may have seemed just as valid to let the parser be one of those entities. Actually, you having to overcome the parser was an intentional puzzle in some later games as well, like Hitchhiker&#039;s Guide To The Galaxy.]]></description>
		<content:encoded><![CDATA[<p>No, typing just &#8220;TA&#8221; ( = TAKE) is just as awkward in Swedish as it is in English. When you type that, the game will usually ask you which object you want to take, even if there is only one available. </p>
<p>There are many puzzles in IF games where you need to figure out how some other entity in the game works, in order to win over it., whether it be a thief, a carousel room or something else. Back in 1977, I think it may have seemed just as valid to let the parser be one of those entities. Actually, you having to overcome the parser was an intentional puzzle in some later games as well, like Hitchhiker&#8217;s Guide To The Galaxy.</p>
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		<title>Comment on Stuga: Puzzles by Jason Dyer</title>
		<link>http://bluerenga.wordpress.com/2011/07/02/stuga-puzzles/#comment-826</link>
		<dc:creator><![CDATA[Jason Dyer]]></dc:creator>
		<pubDate>Tue, 19 Feb 2013 20:25:36 +0000</pubDate>
		<guid isPermaLink="false">http://bluerenga.wordpress.com/?p=635#comment-826</guid>
		<description><![CDATA[Incidentally: Is there some foreign language reason why typing just the verb TAKE might imply &quot;take what happens to be nearby even if you can&#039;t see it&quot;?]]></description>
		<content:encoded><![CDATA[<p>Incidentally: Is there some foreign language reason why typing just the verb TAKE might imply &#8220;take what happens to be nearby even if you can&#8217;t see it&#8221;?</p>
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		<title>Comment on Stuga: Puzzles by Fredrik Ramsberg</title>
		<link>http://bluerenga.wordpress.com/2011/07/02/stuga-puzzles/#comment-825</link>
		<dc:creator><![CDATA[Fredrik Ramsberg]]></dc:creator>
		<pubDate>Tue, 19 Feb 2013 19:29:37 +0000</pubDate>
		<guid isPermaLink="false">http://bluerenga.wordpress.com/?p=635#comment-825</guid>
		<description><![CDATA[First of all, it&#039;s great to see someone playing Stuga!

You say the Muppet sequence was your favourite in Stuga, and I can see why. Unfortunately, 99% of all the people who have played the game, have only played the commercial version &quot;Stugan&quot;. It&#039;s a shame because the publisher, who asked the authors to port the game to MS-DOS, didn&#039;t dare to have the Muppets in the game, for legal reasons, so this portion of the game was removed completely. Almost all of the other stuff was kept, and a few things were added. Also, some more ASCII art and PC speaker music was added. The publisher also had the &quot;Stugan&quot; version of the game translated to English, with the title &quot;The Cottage&quot;, but I haven&#039;t been able to find a copy.

I have played Stuga to a successful ending, but that did require quite a bit of source code reading. After that, I wrote the hints. I seriously doubt that anyone ever completed the game without any kind of hints or access to the source code. There are just so many far-fetched solutions to puzzles, and even randomness, so that doing the right thing will still only give you a 30% chance of success.]]></description>
		<content:encoded><![CDATA[<p>First of all, it&#8217;s great to see someone playing Stuga!</p>
<p>You say the Muppet sequence was your favourite in Stuga, and I can see why. Unfortunately, 99% of all the people who have played the game, have only played the commercial version &#8220;Stugan&#8221;. It&#8217;s a shame because the publisher, who asked the authors to port the game to MS-DOS, didn&#8217;t dare to have the Muppets in the game, for legal reasons, so this portion of the game was removed completely. Almost all of the other stuff was kept, and a few things were added. Also, some more ASCII art and PC speaker music was added. The publisher also had the &#8220;Stugan&#8221; version of the game translated to English, with the title &#8220;The Cottage&#8221;, but I haven&#8217;t been able to find a copy.</p>
<p>I have played Stuga to a successful ending, but that did require quite a bit of source code reading. After that, I wrote the hints. I seriously doubt that anyone ever completed the game without any kind of hints or access to the source code. There are just so many far-fetched solutions to puzzles, and even randomness, so that doing the right thing will still only give you a 30% chance of success.</p>
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		<title>Comment on Zork: Open spaces, painful geography by Jason Dyer</title>
		<link>http://bluerenga.wordpress.com/2011/04/02/zork-open-spaces-painful-geography/#comment-815</link>
		<dc:creator><![CDATA[Jason Dyer]]></dc:creator>
		<pubDate>Wed, 06 Feb 2013 21:13:33 +0000</pubDate>
		<guid isPermaLink="false">http://bluerenga.wordpress.com/?p=270#comment-815</guid>
		<description><![CDATA[If you want to &quot;experience&quot; it, boot it up on an emulator and wander around lost for a while.

If you want to &quot;play&quot; it, get a list of what order you should visit the time periods. Go by that.]]></description>
		<content:encoded><![CDATA[<p>If you want to &#8220;experience&#8221; it, boot it up on an emulator and wander around lost for a while.</p>
<p>If you want to &#8220;play&#8221; it, get a list of what order you should visit the time periods. Go by that.</p>
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		<title>Comment on Zork: A tale of three puzzles by RLB</title>
		<link>http://bluerenga.wordpress.com/2011/04/27/zork-a-tale-of-three-puzzles/#comment-807</link>
		<dc:creator><![CDATA[RLB]]></dc:creator>
		<pubDate>Sun, 03 Feb 2013 16:20:07 +0000</pubDate>
		<guid isPermaLink="false">http://bluerenga.wordpress.com/?p=379#comment-807</guid>
		<description><![CDATA[The only Zork puzzle worse than the Bank is the Diamond, IMAO.]]></description>
		<content:encoded><![CDATA[<p>The only Zork puzzle worse than the Bank is the Diamond, IMAO.</p>
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		<title>Comment on Zork: Plot and story by RLB</title>
		<link>http://bluerenga.wordpress.com/2011/04/04/zork-plot-and-story/#comment-806</link>
		<dc:creator><![CDATA[RLB]]></dc:creator>
		<pubDate>Sun, 03 Feb 2013 15:59:59 +0000</pubDate>
		<guid isPermaLink="false">http://bluerenga.wordpress.com/?p=285#comment-806</guid>
		<description><![CDATA[I believe you are quite right, here - and necessarily, given that Adventure was the first of its kind and very much only feeling its way forward with outstretched fingers - but what a shame that almost all of this was not just wasted, but intentionally thrown away, in later (read: Activision) installments of the series!]]></description>
		<content:encoded><![CDATA[<p>I believe you are quite right, here &#8211; and necessarily, given that Adventure was the first of its kind and very much only feeling its way forward with outstretched fingers &#8211; but what a shame that almost all of this was not just wasted, but intentionally thrown away, in later (read: Activision) installments of the series!</p>
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		<title>Comment on Zork: Open spaces, painful geography by RLB</title>
		<link>http://bluerenga.wordpress.com/2011/04/02/zork-open-spaces-painful-geography/#comment-805</link>
		<dc:creator><![CDATA[RLB]]></dc:creator>
		<pubDate>Sun, 03 Feb 2013 15:50:42 +0000</pubDate>
		<guid isPermaLink="false">http://bluerenga.wordpress.com/?p=270#comment-805</guid>
		<description><![CDATA[I&#039;ve been intrigued by reviews of Time Zone. This all makes me feel I shouldn&#039;t bother. Should I?]]></description>
		<content:encoded><![CDATA[<p>I&#8217;ve been intrigued by reviews of Time Zone. This all makes me feel I shouldn&#8217;t bother. Should I?</p>
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