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1. Introduction
Computer games have existed for nearly as long as com-
puters have existed. One of the most popular computer pro-
grams of all time is Adventure. In Adventure, the player is
placed inside a world which exists only in the memory of the
computer (and the mind of the player). The player interacts
with this world by means of English-like sentences. Objects
that the player finds may be taken, opened, closed, tasted,
thrown, and otherwise manipulated.
Previously, most programmers attempting to write their
own Adventure-like game have been bogged down by such
trivial details as implementing a parser for player input,
properly responding to the player's commands, and dealing
with the passage of time. ADL is intended to relieve the
programmer of such worries and to allow the programmer to
concentrate on the important details of the imaginary world.
The following is a short excerpt from the play of a game
which was written in ADL:
Red room.
You are in a large room which is illuminated by a bright red glow.
Exits lie to the east and south.
> Go east.
Green room.
You are in a smallish room which is illuminated by a pleasant green
glow. The only exit is to the west.
There is a robot here.
> west
Red room.
> s
Blue room.
You are in a tiny room which is barely illuminated by a dim blue
glow. There is an exit to the north, and you seem to make out
something on the floor. There is a button on the wall. Above the
button is a sign that reads:
DANGER!
HIGH VOLTAGE!
> n
Red room.
> e
Green room.
You can see:
a robot
> Tell the robot "Go west then south. Push the button then go north."
"Sure thing, Boss."
The robot exits to the west.
Notice that this script demonstrates powerful features
not present in many other Adventure-like games. This docu-
ment will describe the utilities and "tricks" necessary to
write games such as the above.
Converted using GuideML 3.15