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	<title>Jolt Country &#187; interactive fiction</title>
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		<title>The Games Are Here! Announcing The 2012 HugoComp</title>
		<link>http://www.joltcountry.com/index.php/features/the-games-are-here-announcing-the-2012-hugocomp</link>
		<comments>http://www.joltcountry.com/index.php/features/the-games-are-here-announcing-the-2012-hugocomp#comments</comments>
		<pubDate>Wed, 04 Jan 2012 06:38:24 +0000</pubDate>
		<dc:creator>Ice Cream Jonsey</dc:creator>
				<category><![CDATA[interactive fiction]]></category>
		<category><![CDATA[bainspal]]></category>
		<category><![CDATA[flack]]></category>
		<category><![CDATA[hugo]]></category>
		<category><![CDATA[hugocomp]]></category>
		<category><![CDATA[kent tessman]]></category>
		<category><![CDATA[roody yogurt]]></category>
		<category><![CDATA[taleslinger]]></category>
		<category><![CDATA[text adventures]]></category>

		<guid isPermaLink="false">http://www.joltcountry.com/?p=1017</guid>
		<description><![CDATA[Welcome! The games are released! Here is everything you need to know for getting the 2012 Hugo MiniComp games. UPDATE! What the %!$# is this but more games? See below for the two other additions! Hugo is a language you can use to make text adventures. Hugo games work on Windows, Linux and Mac OS [...]]]></description>
			<content:encoded><![CDATA[<p><center><img src="http://www.generalcoffee.com/images/hugologo_350x260.png"></center></p>
<p>Welcome! The games are released! Here is everything you need to know for getting the 2012 Hugo MiniComp games. </p>
<p><b>UPDATE!</b> What the %!$# is this but <i>more games?</i> See below for the two other additions! </p>
<p><a href="http://www.generalcoffee.com/hugo/gethugo.html">Hugo</a> is a language you can use to make text adventures. Hugo games work on Windows, Linux and Mac OS X. You just need to get the right interpreter. We are recommending the interpreter <a href="http://ifwiki.org/index.php/Hugor">Hugor</a> to play Hugo games. If you don&#8217;t have a Hugo interpreter, just click that link to download one for Windows, Linux or Mac OS X! </p>
<p>Here are the games for the Hugo MiniComp. Click each title to download the games individually. </p>
<p><a href="http://www.joltcountry.com/downloads/HugoComp/party.hex">Party Arty, Man of La Munchies</a> by Jonathan Blask<br />
<a href="http://www.joltcountry.com/downloads/HugoComp/worldbuilder.hex">World Builder</a> by Paul Lee<br />
<a href="http://www.joltcountry.com/downloads/HugoComp/clock.hex">The Hugo Clock</a> by Jason McWright<br />
<a href="http://www.joltcountry.com/downloads/HugoComp/spinning.hex">Spinning</a> by Rob O&#8217;Hara<br />
<a href="http://www.joltcountry.com/downloads/HugoComp/clockworkboy.hex">Tales of a Clockwork Boy</a> by Marius Müller<br />
<a href="http://www.joltcountry.com/downloads/HugoComp/Retro-Nemesis.zip">Retro-Nemesis</a> by Robb Sherwin</p>
<p>And a game called <a href="http://www.joltcountry.com/downloads/HugoComp/teleport.zip">Teleporter Test</a> by Paul Robinson that introduces teleportation to Hugo players everywhere! Screw you, Cardinal Directions! </p>
<p>Perhaps you are on Windows and would like the Hugor interpreter and all the games packaged together? <a href="http://www.joltcountry.com/downloads/HugoComp/2012HugoComp.zip">Download this</a>. </p>
<p>If you&#8217;d like to make your own games in Hugo, there is a <a href="http://www.joltcountry.com/phpBB2/viewforum.php?f=8">forum on Jolt Country</a> where Hugonauts will be happy to answer questions and provide help. There is also a wiki called <a href="http://hugo.gerynarsabode.org/index.php?title=Main_Page">Hugo by Example</a> that has lots of examples of Hugo code. </p>
<p>If you enjoyed these Hugo games and would like to play more, the Interactive Fiction Database is a great place to look. Click <a href="http://ifdb.tads.org/search?searchfor=system%3Ahugo&#038;sortby=&#038;pg=all">here</a> for all listed Hugo games. </p>
<p>Thanks for playing the games! </p>
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		<item>
		<title>The Hugo MiniComp</title>
		<link>http://www.joltcountry.com/index.php/features/the-hugo-minicomp</link>
		<comments>http://www.joltcountry.com/index.php/features/the-hugo-minicomp#comments</comments>
		<pubDate>Thu, 22 Dec 2011 07:15:01 +0000</pubDate>
		<dc:creator>Ice Cream Jonsey</dc:creator>
				<category><![CDATA[interactive fiction]]></category>
		<category><![CDATA[hugo]]></category>
		<category><![CDATA[speed-if]]></category>
		<category><![CDATA[text adventures]]></category>

		<guid isPermaLink="false">http://www.joltcountry.com/?p=996</guid>
		<description><![CDATA[Welcome to the upcoming Hugo MiniComp! What is Hugo? Hugo is a language by Kent Tessman for creating text-based video games. Roody Yogurt had this to say in the original announcement of the comp: 2011 saw the Hugo release of Robb Sherwin&#8217;s Cryptozookeeper, one of the largest multimedia-enhanced IF games ever. That alone makes it [...]]]></description>
			<content:encoded><![CDATA[<p><center><img src="http://www.generalcoffee.com/images/hugologo_350x260.png"></center></p>
<p>Welcome to the upcoming Hugo MiniComp! What is Hugo? <a href="http://www.generalcoffee.com/index_noflash.php?content=hugo&#038;accessible=true">Hugo</a> is a language by <a href="http://www.imdb.com/name/nm1335952/">Kent Tessman</a> for creating text-based video games. </p>
<p>Roody Yogurt had this to say in the <a href="http://www.intfiction.org/forum/viewtopic.php?f=23&#038;t=3761">original announcement</a> of the comp:</p>
<blockquote><p>
2011 saw the Hugo release of Robb Sherwin&#8217;s Cryptozookeeper, one of the largest multimedia-enhanced IF games ever. That alone makes it a good year for Hugo, as we Hugo users are few. A handful of us thought we&#8217;d end the year on a good note and challenge ourselves to a SpeedIF. Schedule-fitting and unexpected interest from some non-Hugo-savvy authors have turned that idea into an altogether different thing, though.</p>
<p>Now, we christen that thing, &#8220;The Hugo &#8216;Open House&#8217; Competition.&#8221; The rules:</p>
<p>- Games can be any size and can even be a work already in progress.<br />
- Games are due the morning of December 31st. The entrant is then free to (and somewhat expected to) celebrate the transition into the new year heartily.<br />
- Waiting until the last week (or day) even and writing a classic-SpeedIF-sized game is viable (we made the coding-time intentionally vague so newcomers can as much time as they want acquainting themselves).<br />
- Links to games can either be posted here or at the joltcountry forum. If you don&#8217;t have any place to upload your game, e-mail your entry to roodyyogurt at gmail.</p>
<p>Games will not be ranked. There will not be prizes other than acceptance into a small yet tightknit group of IF enthusiasts.</p>
<p>People new to Hugo may want to look at Hugo by Example&#8217;s &#8220;Getting Started&#8221; page.</p>
<p>Questions about Hugo coding can, of course, be answered on this forum in the &#8220;Other Development Systems&#8221; base or at the Hugo base at joltcountry.com.</p>
<p>Good luck!
</p></blockquote>
<p>I know one game is finished and I am going to try to finish mine tomorrow. We&#8217;re going to have the games available by December 31st. Won&#8217;t you <a href="http://www.joltcountry.com/phpBB2/viewtopic.php?t=7935">join us</a>? </p>
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		<title>Interview at FWONK*</title>
		<link>http://www.joltcountry.com/index.php/features/interview-at-fwonk</link>
		<comments>http://www.joltcountry.com/index.php/features/interview-at-fwonk#comments</comments>
		<pubDate>Wed, 16 Nov 2011 00:16:06 +0000</pubDate>
		<dc:creator>Ice Cream Jonsey</dc:creator>
				<category><![CDATA[interactive fiction]]></category>
		<category><![CDATA[interviews]]></category>
		<category><![CDATA[cryptozookeeper]]></category>

		<guid isPermaLink="false">http://www.joltcountry.com/?p=986</guid>
		<description><![CDATA[There&#8217;s an interview with me over at FWONK*, the Creative Commons-based music site that helped me get the majority of music for Cryptozookeeper in place. You can download lots of free ambient and electronica tracks from FWONK*. For instance, I recommend: Imploded View: An Exploded View I Have a Box: Bunnies Bachelor Machines: Fatal Error [...]]]></description>
			<content:encoded><![CDATA[<p>There&#8217;s an <a href="http://blog.fwonk.com/2011/11/five-questions-for-robb-sherwin-creator-of-cryptozookeeper/">interview with me</a> over at <a href="http://www.fwonk.com/">FWONK*</a>, the Creative Commons-based music site that helped me get the majority of music for Cryptozookeeper in place. </p>
<p>You can download lots of free ambient and electronica tracks from FWONK*. For instance, I recommend:</p>
<p>Imploded View: <a href="http://fwonk.com/releases/fw067/">An Exploded View</a><br />
I Have a Box: <a href="http://fwonk.com/releases/fw054/">Bunnies</a><br />
Bachelor Machines: <a href="http://fwonk.com/releases/fw077/">Fatal Error</a><br />
Per: <a href="http://fwonk.com/releases/fw040/">Ettertid</a></p>
<p>Should be another interview coming shortly, and I&#8217;ll update the site when that happens. A few other things:</p>
<p>Kickstarter, more like <a href="http://www.kickstarter.com/projects/textfiles/the-jason-scott-documentary-three-pack">KICK ASS STARTER</a>! Jason Scott hit $118,000 to fund three future documentaries. I assume they will be documentaries. I&#8217;m trying to elbow my way in to make TAPE a movie about one man&#8217;s timeless tale of <a href="http://www.slate.com/blogs/weigel/2011/11/11/ayn_rand_s_timeless_novel_of_courage_and_self_sacrifice.html">courage and self-sacrifice</a> as he discusses life with a giant tapeworm. I picture our protagonist grabbing a random on-looker and shouting the tale at him, Rime of the Ancient Mariner-style. The entire special effects budget will be used for when the tapeworm switches hosts at the end. Gross! </p>
<p>Jimmy Maher ported <a href="http://www.amazon.com/gp/product/B00515LD0K">The King of Shreds and Patches</a> to the Amazon Kindle. It plays pretty nicely. It&#8217;s a little slow to update the screen after you type a command, and the Kindle&#8217;s keyboard is pants, but having a small tablet play IF is sooooooo nice. </p>
<p>zarf and Jason Shiga just released <a href="http://gameshelf.jmac.org/2011/11/meanwhile-for-ios-is-available/">Meanwhile</a> for iOS devices. I read a little of this at Boston PAX, and as a hard copy, it captured the attention of everyone who picked it up. My iPhone has a splintered, slightly shattered screen, so everything I play on it comes off looking like the tortured software of a spurned lover. That won&#8217;t stop me from making Meanwhile the fairest of them all, as soon as I can remember which PC I left iTunes on. </p>
<p>Our very own Jon Blask has been reviewing interactive fiction in the JC forum. He revived it from a few years ago, and <a href="http://www.joltcountry.com/phpBB2/viewtopic.php?t=7906&#038;postdays=0&#038;postorder=asc&#038;start=20">the thread starts to get hopping on page 2</a>. </p>
<p>Lastly, Rob O&#8217;Hara released HANGAR 22 a little while ago, and I don&#8217;t think it got the attention it deserves. It is a fun little romp, maybe an hour&#8217;s worth of gameplay. Rob is a great, witty writer. Play it on-line <a href="http://iplayif.com/?story=http://www.robohara.com/temp/Hangar_22.z5">here</a>. </p>
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		<title>My 20 Favorite Text Games</title>
		<link>http://www.joltcountry.com/index.php/features/my-20-favorite-text-games</link>
		<comments>http://www.joltcountry.com/index.php/features/my-20-favorite-text-games#comments</comments>
		<pubDate>Thu, 22 Sep 2011 04:44:27 +0000</pubDate>
		<dc:creator>Ice Cream Jonsey</dc:creator>
				<category><![CDATA[interactive fiction]]></category>
		<category><![CDATA[infocom]]></category>
		<category><![CDATA[magnetic scrolls]]></category>
		<category><![CDATA[top 20 if games]]></category>

		<guid isPermaLink="false">http://www.joltcountry.com/?p=973</guid>
		<description><![CDATA[Note: Victor is holding a thread on intfiction.org for a list of everyone&#8217;s favorite text games here. There is still time to submit yours! I enjoy voting. But like most Americans, I hate leaving the house, so I just use an absentee ballot. I have accepted the fact that my votes will just be thrown [...]]]></description>
			<content:encoded><![CDATA[<p><i>Note: Victor is holding a thread on intfiction.org for a list of everyone&#8217;s favorite text games <a href="http://www.intfiction.org/forum/viewtopic.php?f=22&#038;t=3113">here</a>. There is still time to submit yours!</i></p>
<p>I enjoy voting. But like most Americans, I hate leaving the house, so I just use an absentee ballot. I have accepted the fact that my votes will just be thrown into a garbage heap of tires and inexplicably bruised organic bananas because 99% of absentee voters are in the military and vote the opposite of how I do. But when I figured out I didn&#8217;t have to drive to vote for Victor&#8217;s experiment and that Mike Snyder spambans anyone from registering on intfiction.org with a .mil address, it became extremely appealing. </p>
<p>I have been out of the loop as a player for a few years, so this list will look like it was written in mid-2006. (For instance, George Bush invades someone between picks 13 and 14.) I wasn&#8217;t going to post it because it&#8217;s unfair to all the authors making great games in the current day. The world probably doesn&#8217;t need another multi-Zork list. I&#8217;m currently playing Savoir-Faire, so I am so far behind the times, I might as well be playing games from the <span style="font-style: italic">actual</span> 18th French Century. I don&#8217;t want to discourage anyone doing new things, but this happens anytime there&#8217;s an IF list &#8212; the last few years of text games are almost completely ignored. But while players are behind, word does eventually get out. </p>
<p>1. <span style="font-weight: bold">Zork I: The Great Underground Empire</span> by Infocom. The first truly great video game that was ever created. </p>
<p>2. <span style="font-weight: bold">Zork II: The Wizard of Frobozz</span> by Infocom. To this day there&#8217;s, what, fewer than a dozen video game sequels that were legitimately as good as the first one? </p>
<p>3. <span style="font-weight: bold">Knight Orc</span> by Level 9. They ended up making a MMORPG with characters taking the place of logged-in users. Virtually everyone is reprehensible, there&#8217;s a ton of emergent gameplay and it really does feel like you got dumped into an unfriendly world, left with only your wits. This sense of community should be what on-line roleplaying games are trying to achieve, instead of bitcoin-based libertarianism and goblin-slobbing. </p>
<p>4. <span style="font-weight: bold">I-0</span> by Adam Cadre. Laugh-out-loud funny, with that sense of being able to go anywhere and do anything that I really love in IF. </p>
<p>5. <span style="font-weight: bold">Jinxter</span> by Magnetic Scrolls. I only played this game after Michael Bywater made in appearance in the comments of that forum post where Andy Baio published internal Infocom e-mails without asking anyone if that was OK. This really is one of the funniest games ever made. The author&#8217;s challenge in Jinxter seemed to be to give a payoff for every single response the parser gave the player. (I&#8217;ve never written a proper review, so excuse me going into depth  here.) When I was mid-way through the last game I made, I&#8217;ll confess that having to come up with so much text for mundane items was starting to become a chore. How many ways can a man describe a desk? Then I played Jinxter. Jinxter was like one of those personal trainers who yell at you. It made me realize what a <span style="font-style: italic">gift</span> it is to have the attention of a player. What an *opportunity*. It made me comprehend the rare series of events that need to occur for someone to even begin playing one&#8217;s text game in this age and if I didn&#8217;t <span style="font-style: italic">respect</span> that, and attempt to make every line of text as good as I could, I should just give up. Bywater doesn&#8217;t give up anywhere in Jinxter. He&#8217;s a force of nature here. </p>
<p>(But it&#8217;s below I-0 because no hawt chix go topless.) </p>
<p>6. <span style="font-weight: bold">Narcolepsy</span> by Adam Cadre. Full review <a href="http://www.joltcountry.com/trottingkrips/narcolepsy.html" class="postlink">here</a>. </p>
<p>7. <span style="font-weight: bold">Spider and Web</span> by Andrew Plotkin. Loved how smart I felt when I got inside the building, and the jarring shift that happens next. I never got tired of having the interrogator tell me that I couldn&#8217;t have possibly done what I did, seeing how what I did resulted in me squicking out. That &#8212; along with V.A.T.S. in Fallout 3 and take-downs in Deus Ex: Human Revolution &#8212; is one of those unique mechanics that I never ended up getting tired of. </p>
<p>8. <span style="font-weight: bold">Spellcasting 101: Sorcerers Get All The Girls</span> by Legend. A wise man once pointed out to me that after A Mind Forever Voyaging, an artistic triumph that fared poorly financially, Steve Mertezky did &quot;sex game, then sequel.&quot; Sure, but after those two games he came up with what I believe is the most entertaining game of his career. S101 was meticulously plotted with a master of his craft leveraging his years of experience for a great story as well as game. There is a certain pleasure to someone experienced kicking ass in their creative years with such confidence. But at the same time, there was a lot of room for exploration within the game&#8217;s college campus. You could chose whether or not you went to class or not, and it was better to actually go! Amazing. S101 also holds the distinction of being the only game whose walkthrough of commands has ever made me laugh. </p>
<p>9. <span style="font-weight: bold">Fail-Safe</span> by Jon Ingold. I&#8217;ve read some other reviews that indicate that other players had a difficult time navigating things, but this didn&#8217;t happen in my case. I&#8217;m awful at seeing the trick in movies, books and games, so my brain was perfectly pudgy and ululating to be so magnificently tricked by a game like Fail-Safe. </p>
<p>10. <span style="font-weight: bold">The Circuit&#8217;s Edge</span> by Westwood Associates. I used to say this was my favorite book done by my favorite video game company. Then I got older and understood that the Infocom label was being used, though nobody at Infocom proper worked on it. The chief gameplay mechanic of this is just so amazingly brilliant: you can add microchips to your brain and instantly have a new personality or new abilities. This is dead-set sexy for video games. Like, argh, THIS should have been the genre that took over the world, and shooting people in the face with WWII weapons while having the word &quot;<a href="http://goo.gl/XSmCI" class="postlink">of</a>&quot; in the title should have been marginalized. Fantastic soundtrack, graphics that don&#8217;t look too dated, random combat you can control to some degree via the microchip thing and the writing of (or in the style of) George Alec Effinger. </p>
<p>NOTE: One of the worst moments of my life was when I was carrying a lot more weight than I am now, and I went into Circuit&#8217;s Edge and accidentally had the player character eat too much food in one of the shoppes. This game flat-out tells you that you feel &quot;grossly full&quot; and, Christ &#8211; it was one of those &quot;self&quot; moments where you feel sick. Both Marid Audran and me made some lifestyle changes, although his involved a lot more bareback prostitute-fucking. </p>
<p>11. <span style="font-weight: bold">Photopia</span> by Adam Cadre. I don&#8217;t have anything special to add, but here&#8217;s the reason why Adam is my favorite IF author: he has this way of either anticipating what players are going to type, thus making the parser seemless, like how Richard Bartle describes YOUR dragon in Get Lamp, or else he hypnotizes me by writing so well that I don&#8217;t try to get cute and awkwardly type stuff, struggling to make things work. I&#8217;ll play in a single setting any IF that manages to make the parser something I barely have to pay attention to. </p>
<p>12. <span style="font-weight: bold">Savoir-Faire</span> by Emily Short. I am still playing this, but the humor and magic system really compliment each other. I feel the same way about most games with magic as people today feel about zombie games: there&#8217;s too many, and they suck right in their very reason for being. SF is an exception, like, say, Left 4 Dead 2. But really, the whole illusion with text games is that you can type anything into that prompt. So I like how Savoir-Faire, through the linking of objects, now has <span style="font-style: italic">everything</span> in play as a possible object that can pay off later. That, to me, is better world-building than a magic system where you find spell books or gain them via levels. </p>
<p>13. <span style="font-weight: bold">Suspended</span> by Infocom. More for the amazing interface and unique way of looking at Interactive Fiction. Truly set up like a game more than anything else, and I think there was even points, in the form of human lives lost, in the game? I don&#8217;t remember exactly, but in my defense, I figured the bots were remembering everything for me. Features one of the few player characters I feel I could beat up. </p>
<p>14. <span style="font-weight: bold">Stiffy Makane: The Undiscovered Country</span> by One of the Bruces. My appreciation of this one is similar to Mentula Macanus, but I got more of the references in this one. I think I reviewed it on Trotting Krips back in the day. I think the only video game designer in the world whose games I&#8217;ve completely finished is Bruce. The moral of the story is: to be a successful author, develop an atmosphere where people feel that if they don&#8217;t finish your work, they&#8217;ll wind up with a mishmash of weird genitals sent through the post. </p>
<p>15. <span style="font-weight: bold">A Mind Forever Voyaging</span> by Infocom. There is one thing I really like about this game: Mertezky wanted to write a game because he hated Reagan, and that&#8217;s great. More text games need to tell me who they&#8217;re pissed off at. Another guy at Infocom, and I want to say it was Lebling, was like, &quot;That&#8217;s fine, as long as there&#8217;s nobody stopping me from doing a pro-Republican game in the future.&quot; (Paraphrased.) I mention this only because in our current political climate, everyone involved in such an exchange at almost any place of employment would be dead via the in-fighting, and that re-includes Reagan. </p>
<p>16. <span style="font-weight: bold">Guilty Bastards</span> by Kent Tessman. I liked this when I originally played it, because I was trapped in the mind of Kent Tessman, who is wry, clever, witty and fun. I then savaged this game&#8217;s source as I tried to make things work in my Hugo games, and gained a greater appreciation for it and all the stuff I missed. It was very inspirational &#8211; I learned it was OK if you have stuff in a game that all players don&#8217;t see. Some people will, and those people will appreciate it. </p>
<p>17. <span style="font-weight: bold">Guild of Thieves</span> by Magnetic Scrolls. I like to think this is what Zork IV would have been like, if Zork IV didn&#8217;t become Enchanter and was instead developed 15 years later. Funny, hates the player, gives you an entire world to solve puzzles in and has stunning graphics. Flack and I showed this one on the Amiga during the Oklahoma Video Game Expo, and some frigging reprobate had the unmitigated audacity to write, &quot;&gt;this game sucks&quot; when we weren&#8217;t looking. Whoever that person was: YOU suck. </p>
<p>18. <span style="font-weight: bold">At Wit&#8217;s End</span> by Mike Sousa. I used to like that, with everything that happens in this game, the Red Sox winning the World Series was still the least believable. Then they won twice and took to scoring like 25 runs a game against the Blue Jays. Therefore this is downgraded to #18 to signify the 18 years since the Jays have last been to the playoffs. </p>
<p>19. <span style="font-weight: bold">Rameses</span> by Stephen Bond. Having a text game that basically doesn&#8217;t let you change anything is such a good idea &#8212; but it also didn&#8217;t occur to me what was going on until I finished playing it and went &quot;HEY, WHAT THE.&quot; This is because I am very stupid. But this game takes an enormous chance by giving us a charismatic player character that we have no real reason to care for. It&#8217;s that level of guts that made me adore the game so much. </p>
<p>20. <span style="font-weight: bold">Annoyotron</span> by Ben Parrish. Because, well. OK. It&#8217;s here because I can type several thousand words about the best genre in the world and it doesn&#8217;t change that, to the rest of the populace, they imagine these games we love so much to be exactly like this one.</p>
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		<title>Cryptozookeeper: For Sale</title>
		<link>http://www.joltcountry.com/index.php/features/cryptozookeeper-for-sale</link>
		<comments>http://www.joltcountry.com/index.php/features/cryptozookeeper-for-sale#comments</comments>
		<pubDate>Sat, 20 Aug 2011 18:52:35 +0000</pubDate>
		<dc:creator>Ice Cream Jonsey</dc:creator>
				<category><![CDATA[cryptids]]></category>
		<category><![CDATA[interactive fiction]]></category>
		<category><![CDATA[buy my wares]]></category>
		<category><![CDATA[cryptozookeeper]]></category>
		<category><![CDATA[sea monkeys]]></category>

		<guid isPermaLink="false">http://www.joltcountry.com/?p=946</guid>
		<description><![CDATA[Please buy my wares. I know that many people who get the Planet IF feed are probably already aware that I am selling the two-disc Cryptozookeeper pack on my webpage. You can buy it by clicking here, then clicking the &#8220;Buy Now&#8221; button and letting the magic happen from there. (If you want it, but [...]]]></description>
			<content:encoded><![CDATA[<p>Please buy my wares.</p>
<p><center><img src="http://farm7.static.flickr.com/6201/6062417955_9ab047312b_z.jpg"></center></p>
<p>I know that many people who get the Planet IF feed are probably already aware that I am selling the two-disc Cryptozookeeper pack on my webpage. You can buy it by clicking <a href="http://www.cryptozookeeper.com">here</a>, then clicking the &#8220;Buy Now&#8221; button and letting the magic happen from there. (If you want it, but find Paypal to be an invention of the devil, just send me an <a href="mailto:beaver@zombieworld.com">e-mail</a> and we&#8217;ll get you set up for a check. My experiences with Paypal have been pleasant and professional. Not an invention of the devil at all.) So I am just going to make this announcement and then stop cramming my greasy, palm-open nattering into the Planet IF feed. </p>
<p>What can I tell you about the packs? Well, I shot a promotional picture of them with an <a href="http://www.joltcountry.com/games/cryptopack01.jpg">okapi</a>. The okapi was the symbol of the now-defunct International Society of Cryptozoology. I suspect it was picked because it&#8217;s an enormous, &#8220;Ha ha!&#8221; to the doubters, to the haters. People thought the descriptions of the okapi was BS, but then the proper people found it. </p>
<p>(A lot of people have expressed interest in the plush okapi. Someone is going to make a lot of money if they can figure out a way to get a stuffed okapi to bleat Zork at you. &#8220;A large platinum baaaaahr baaaaaahr&#8221; &#8212; wait, that&#8217;s a goat.)</p>
<p>With that in mind, <b>Clint Hoagland</b> is the mastermind behind the electronica band <a href="http://fwonk.com/artists/bachelor-machines/">Bachelor Machines</a>. I met him through the web forum <a href="http://www.caltrops.com/pointy.php">Caltrops</a>. Clint posts music tracks every few months that just blow me away. Caltrops is pretty tame these days, but it used to be a place where we would routinely say awful things to each other. Clint would then post songs that &#8212; to me &#8212; became the beautiful soundtrack to a nasty virtual world. </p>
<p>(Bachelor Machines released an album called A House Is A Machine For Living, and you can buy it in digital or physical form <a href="http://bachelormachines.bandcamp.com/album/a-house-is-a-machine-for-living-bonus">here</a>.)</p>
<p>I spent a lot of time listening to hundreds of hours of Creative Commons-licensed music in order to get a soundtrack I was happy with for the game. Due to the logistics involved, the CD is just the work of Clint, with a remix of a Bachelor Machines song from <a href="http://soundcloud.com/beatloaf">DJ Beatloaf</a>. </p>
<p>The main character of the game, William Vest, was played by actor Gerrit Hamilton. There&#8217;s no way to know what Gerrit sounds like just by playing the game, but I can link you to some shorts he&#8217;s been involved with that are on Youtube. All of them are funny, and none of them more than a few minutes in length. The first is <a href="http://www.youtube.com/watch?v=qAVvXf31Ahc">The Pillow Case</a>, which was made for the 48 Hour Film Project in 2007. He was also part of <a href="http://www.youtube.com/watch?v=9_NiBRzIBMo">FREE BAT DAY</a> with many of the same cast and crew. </p>
<p>Jon Blask played Grimloft, and he is a text adventure author himself. <a href="http://ifdb.tads.org/search?searchfor=author%3AJon+Blask">Here</a> is a page that acts as a portal to discovering and experiencing his work. </p>
<p>Back to the DVD release, the art is included in a separate .rar file as well. I ended up taking two trips into New Mexico. The second time, I realized I had no photographs of adobes. With my +3 boots of trespassing, I got some shots of people&#8217;s homes in adobe form all right. Where I was previously using my friend&#8217;s haunted house for locales, I was able to go into a bit more depth thanks to being kidnapped by my girlfriend Melissa and taken to Taos without advance knowledge by my girlfriend. She is amazingly supportive. </p>
<p>(However, I don&#8217;t use the term &#8220;interactive fiction&#8221; or &#8220;IF&#8221; around her. I&#8217;d just been calling them text games. Fast-forward to earlier this week: Melissa and I had dinner with <a href="http://spot.colorado.edu/~obrian/IF.htm">Paul O&#8217;Brian</a>, <a href="http://adamcadre.ac">Adam Cadre</a> and Elizabeth Sweeney &#8212; Elizabeth is doing her dissertation on interactive fiction, a fact I did not know. When the subject came up, she said something to the effect of, &#8220;Well, this is one group that I don&#8217;t need to define <b>IF</b> for!&#8221; A term Mel has never heard, natch. I got Melissa on the same page as everyone, although after dinner she told me that before I cut in and explained it, the only thing she could think those initials could have stood for was in-vitro fertilization. </p>
<p>There is one more person I gotta thank. My good friend Steve (&#8220;Aardvark&#8221; on the JC forum) made the <a href="http://farm7.static.flickr.com/6086/6062895308_415cb22990_b.jpg">sea monkey coupon</a> up top. I opened my mail yesterday, found the personal check he sent and was greeted by that thing. He took the time to scan in and Photoshop what I think we can all agree was the greatest comic book ad ever (sorry x-ray specs; it was a loaded century) into a really hilarious piece of mail. Vark plays a character you see halfway through the game and while I tried to make his fate funny, I&#8217;m gonna be honest here. It&#8217;s not going to be on the level of a surprise reworked sea monkeys ad. </p>
<p>I still think the pack is a lot of fun, and please feel free to purchase one from the <a href="http://www.cryptozookeeper.com">site</a> at any time. </p>
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		<title>This Post Does Nothing But Get You An Icon File.</title>
		<link>http://www.joltcountry.com/index.php/features/this-post-does-nothing-but-get-you-an-icon-file</link>
		<comments>http://www.joltcountry.com/index.php/features/this-post-does-nothing-but-get-you-an-icon-file#comments</comments>
		<pubDate>Tue, 02 Aug 2011 05:32:10 +0000</pubDate>
		<dc:creator>Ice Cream Jonsey</dc:creator>
				<category><![CDATA[interactive fiction]]></category>
		<category><![CDATA[cryptozookeeper]]></category>
		<category><![CDATA[hand spider]]></category>
		<category><![CDATA[text adventures]]></category>

		<guid isPermaLink="false">http://www.joltcountry.com/?p=922</guid>
		<description><![CDATA[Jon Blask, who was wonderful playing the part of Grimloft in Cryptozookeeper, very nicely provided me with an icon file for the game. You can download it here, (please right-click and download) and then use your favorite Internet Search Engine to figure out how to make it appear as an icon to Crypto instead of [...]]]></description>
			<content:encoded><![CDATA[<p>Jon Blask, who was wonderful playing the part of Grimloft in Cryptozookeeper, very nicely provided me with an icon file for the game. You can download it <a href="http://www.joltcountry.com/games/czk.ico">here</a>, (please right-click and download) and then use your favorite Internet Search Engine to figure out how to make it appear as an icon to Crypto instead of whatever the default icon is. I will now tell a story.</p>
<p>There are things that are recognized on the Internet as being cryptids of note, and there&#8217;s trash like the hand spider. I can say with complete confidence that I wasn&#8217;t aware of any particular example of them when I decided to put one in my game. I just&#8230; I knew there was gonna be human DNA, and I knew there was gonna be spider DNA. When you combine the two, you really get a licensed Marvel Comics character with more than 40 years of backstory, storylines and history, all of which they tossed in the shitter to make the execrable third film. I felt that putting such a character in my game might be a bit &#8220;off-limits&#8221; in the current entertainment climate. Thus a hand spider. I see now that there are a few other examples through Google Image Search of people riffing on the same idea. </p>
<p>I think the biggest fake creature involving spiders that people can just use without getting their ass in a sling of litigation is that of the camel spider. The camel spider is supposed to be inspired by a real thing, Solifugae, and the Solifugae has a website &#8212; <a href="http://www.solpugid.com/">http://www.solpugid.com/</a>. You&#8217;ll note that the opening page says <b>Welcome to <i>our</i> website.</b> This is because spiders of all forms are sentient, evil little pits that should never be trusted. Even if their websites look like they are either from the late 1990s or a typical state-of-the-art FM radio station. </p>
<p>The thing is, you don&#8217;t need much source material to fake a spider story. They all look like they&#8217;ve just arrived fresh from galactic slaving schooners, so they don&#8217;t become any more terrifying if you introduce the &#8220;giant&#8221; spider or whatever. You can&#8217;t multiply great evil by great evil and get something useful, which is why Lewis Carroll was such a poor suspect for <a href="http://www.casebook.org/suspects/carroll.html">Jack the Ripper</a>. </p>
<p>I have an update coming soon about a limited-edition hard copy pack. It&#8217;s not limited edition because I am trying to play games with people, it&#8217;s limited edition because I am afraid I&#8217;ll lose my ass, financially, and I want to minimize the damage. More on that by the end of the week. </p>
<p>OK, I guess this post did something else than get you an icon file, but the ico file is the real star here, and I think you will agree. Here&#8217;s the <a href="http://www.archive.org/download/Cryptozookeeper/cryptozookeeper.zip">link</a> to Cryptozookeeper, hosted on <a href="http://www.archive.org/details/Cryptozookeeper">archive.org</a> if you&#8217;d like the entire game. </p>
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		<title>The 2011 IntroComp is on!</title>
		<link>http://www.joltcountry.com/index.php/features/the-2011-introcomp-is-on</link>
		<comments>http://www.joltcountry.com/index.php/features/the-2011-introcomp-is-on#comments</comments>
		<pubDate>Sat, 02 Jul 2011 06:45:45 +0000</pubDate>
		<dc:creator>Ice Cream Jonsey</dc:creator>
				<category><![CDATA[interactive fiction]]></category>
		<category><![CDATA[cryptozookeeper]]></category>
		<category><![CDATA[introcomp]]></category>

		<guid isPermaLink="false">http://www.joltcountry.com/?p=910</guid>
		<description><![CDATA[Last year, I entered the IntroComp, which is a yearly competition that encourages authors to submit the intro of their in-progress text adventure. I took second place, but I also finished Cryptozookeeper before the year was up, so I won the second place money. (You only win a cash prize if you finish your game [...]]]></description>
			<content:encoded><![CDATA[<p>Last year, I entered the <a href="http://www.allthingsjacq.com/introcomp/">IntroComp</a>, which is a yearly competition that encourages authors to submit the intro of their in-progress text adventure. I took second place, but I also finished Cryptozookeeper before the year was up, so I won the second place money. (You only win a cash prize if you finish your game within a year.) </p>
<p>Adam Thornton was the first person to finish the programming of an IntroComp <a href="http://www.ifwiki.org/index.php/Fellowship_of_the_Ring">game</a> within the year time frame. He had the bad luck to do it before money was involved though. Other games, like Jimmy Maher&#8217;s <a href="http://maher.filfre.net/King/">The King of Shreds and Patches</a>, have turned from IntroComp tadpole into pretty badass poison-arrow frogs, taking a bit more time to do so. (I did get a chance to play Adam&#8217;s game on a real Atari 2600 when I visited him last year. Playing a homebrew 2600 game or alternatively, hearing David Crane speak makes me want to drop everything and make a 2600 game myself, but then I remember that I&#8217;d rather count a long life of dead brides than <a href="http://www.randomterrain.com/atari-2600-memories-guide-to-cycle-counting.html">cycles</a>.)</p>
<p>Stephen Bond wrote a <a href="http://plover.net/~bonds/introc2006.html">post</a> a few years ago asking why someone would choose to submit to a competition where<br />
he felt an author&#8217;s drive to finish the work would decrease after the public showing. I  personally found the whole experience invigorating. I was about four years in at that point, and just getting some comments from an audience was exhilarating. I get that there&#8217;s not as much development history to a lot of these games, of course. I also agree that there&#8217;s a real danger in asking people to replay the beginning of your game. When the demo to Diablo came out, I played it straight through to completion. I think there was only an hour or two of gameplay there, and it was 1996 or 1997 and I couldn&#8217;t program very well and&#8230; well&#8230; look, I had a lot of extra time on my hands back then, you fiends. Anyway, I never went back to the game because while I loved the demo, I didn&#8217;t want to have to retrace steps. That&#8217;s a possibility for my work as well, but having played the start of Cryptozookeeper around a thousand times, I can state quite categorically that it can be completed quickly when you&#8217;ve done it before. Unlike bringing down <a href="http://diablo.wikia.com/wiki/The_Butcher">The Butcher</a>, natch. </p>
<p>But I think in the end, with all the reviews and comments that the competition generates, the IntroComp gives you a bit of a support group when you find yourself in the endless, samey nights that you sign up for when making a text game. It&#8217;s better in 2011: we have conventions, meet-ups, conferences &#8212; some of which even without dickwolves. But it&#8217;s still a lonely process that occasionally benefits from some feedback. </p>
<p>Enjoy the <a href="http://www.allthingsjacq.com/IntroComp11/">games</a>, everyone. </p>
<p>(Lastly, according to the Internet Archive, my game has been downloaded exactly <a href="http://www.archive.org/details/Cryptozookeeper">1,000 times</a>. At a commitment of well over 500MB a pop, I&#8217;m thrilled with that number in five weeks.)</p>
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		<title>Cryptozookeeper at the OVGE</title>
		<link>http://www.joltcountry.com/index.php/features/cryptozookeeper-at-the-ovge</link>
		<comments>http://www.joltcountry.com/index.php/features/cryptozookeeper-at-the-ovge#comments</comments>
		<pubDate>Tue, 21 Jun 2011 14:35:04 +0000</pubDate>
		<dc:creator>Ice Cream Jonsey</dc:creator>
				<category><![CDATA[interactive fiction]]></category>
		<category><![CDATA[adventureland]]></category>
		<category><![CDATA[amiga]]></category>
		<category><![CDATA[amigacd32]]></category>
		<category><![CDATA[cryptozookeeper]]></category>
		<category><![CDATA[flack]]></category>
		<category><![CDATA[hangar 22]]></category>
		<category><![CDATA[oklahoma]]></category>
		<category><![CDATA[oo-topos]]></category>
		<category><![CDATA[ovge]]></category>
		<category><![CDATA[questprobe]]></category>
		<category><![CDATA[scott adams]]></category>
		<category><![CDATA[text adventures]]></category>
		<category><![CDATA[the hulk]]></category>

		<guid isPermaLink="false">http://www.joltcountry.com/?p=893</guid>
		<description><![CDATA[I had a chance to demo Cryptozookeeper at the Oklahoma Video Game Expo over the weekend. It was really inspiring to see person after person, and kid after kid walk up to the six computers Rob O&#8217;Hara, Jeff Martin and Brian Green had going. A Commodore 64 playing Scott Adams&#8217;s Hulk game next to an [...]]]></description>
			<content:encoded><![CDATA[<p>I had a chance to demo <a href="http://www.cryptozookeeper.com">Cryptozookeeper</a> at the Oklahoma Video Game Expo over the weekend. It was really inspiring to see person after person, and kid after kid walk up to the six computers <a href="http://www.robohara.com/">Rob O&#8217;Hara</a>, Jeff Martin and <a href="http://amigacd32.com/">Brian Green</a> had going. A Commodore 64 playing Scott Adams&#8217;s Hulk game next to an Apple II with Oo-Topos and so forth. Outstanding. </p>
<p>I wrote a blog post detailing my full experience with the expo, with photos <a href="http://www.caltrops.com/2011/06/20/oklahoma-video-game-expo-2011/">over here on Caltrops</a>. </p>
<p>Rob O&#8217;Hara did the same <a href="http://www.robohara.com/?p=3543">here on his site</a>. </p>
<p>Rob and I got our games (he released HANGAR 22 for the show) into a lot of people&#8217;s hands, and I look forward to the show taking place in 2012! (NOTE, I shall include a link to where you can get/play HANGAR 22 as quickly as possible.)</p>
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		<title>[New Game] Cryptozookeeper</title>
		<link>http://www.joltcountry.com/index.php/features/new-game-cryptozookeeper</link>
		<comments>http://www.joltcountry.com/index.php/features/new-game-cryptozookeeper#comments</comments>
		<pubDate>Fri, 27 May 2011 17:44:57 +0000</pubDate>
		<dc:creator>Ice Cream Jonsey</dc:creator>
				<category><![CDATA[interactive fiction]]></category>
		<category><![CDATA[cryptozookeeper]]></category>
		<category><![CDATA[fade in pro]]></category>
		<category><![CDATA[hugo]]></category>
		<category><![CDATA[text adventures]]></category>

		<guid isPermaLink="false">http://www.joltcountry.com/?p=865</guid>
		<description><![CDATA[Cryptozookeeper is finished. Download it through the Internet Archive here. All of the other info I have on the game is at http://www.cryptozookeeper.com, which actually re-directs back to this blog. It&#8217;s been a long time in the making, and there&#8217;s a host of people I&#8217;d like to thank, but I did so in the actual [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="" src="http://www.joltcountry.com/downloads/CZK_DVD01.jpg" title="Cryptozookeeper! " class="aligncenter" width="300" height="407" /></p>
<p>Cryptozookeeper is finished. Download it through the Internet Archive <a href="http://www.archive.org/details/Cryptozookeeper">here</a>. </p>
<p>All of the other info I have on the game is at <a href="http://www.cryptozookeeper.com">http://www.cryptozookeeper.com</a>, which actually re-directs back to this blog. </p>
<p>It&#8217;s been a long time in the making, and there&#8217;s a host of people I&#8217;d like to thank, but I did so in the actual game. That being said, Kent Tessman, who wrote the programming language Hugo that I developed in, just released a piece of screenwriting software called <a href="http://www.fadeinpro.com/">Fade In Pro</a>, and I would be remiss if I didn&#8217;t make things weird and uncomfortable for everyone involved by telling him how much I like all his software.</p>
<p>All right, I&#8217;m going to find the city&#8217;s biggest strip steak and put it where it belongs. </p>
<p>&#8211; Robb</p>
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		<title>Haunted Houses, Haunted Dreams</title>
		<link>http://www.joltcountry.com/index.php/features/haunted-houses-haunted-dreams</link>
		<comments>http://www.joltcountry.com/index.php/features/haunted-houses-haunted-dreams#comments</comments>
		<pubDate>Fri, 27 May 2011 15:53:04 +0000</pubDate>
		<dc:creator>Ice Cream Jonsey</dc:creator>
				<category><![CDATA[interactive fiction]]></category>
		<category><![CDATA[cryptozookeeper]]></category>
		<category><![CDATA[haunted concepts]]></category>
		<category><![CDATA[haunted house]]></category>
		<category><![CDATA[text adventures]]></category>

		<guid isPermaLink="false">http://www.joltcountry.com/?p=862</guid>
		<description><![CDATA[The setting I usually write is most easily described as the near future. In 1999, when I wrote Chicks Dig Jerks, I set it in 2014 &#8211; a decade and a half away. Cryptozookeeper is set in 2015, which is just four. I&#8217;d love to be able to pick a real-world location in the current [...]]]></description>
			<content:encoded><![CDATA[<p>The setting I usually write is most easily described as the near future. In 1999, when I wrote Chicks Dig Jerks, I set it in 2014 &#8211; a decade and a half away. Cryptozookeeper is set in 2015, which is just four. I&#8217;d love to be able to pick a real-world location in the current date and speak to it with passion, color and intelligence, but I am bad with directions and wholly ignorant of local history. There&#8217;s a statue of a blue Bronco with bright red eyes before the Denver International Airport. They make beer in Golden. When it comes to my ability to spin yarns about the state in which I live, I think we&#8217;re caught up! </p>
<p>So I am quite fortunate to know a guy who makes an almost completely new haunted house each year.</p>
<p>In case you&#8217;ve no idea what a &#8216;haunted house,&#8217; as a business is, let me explain &#8211; starting toward the end of September, and all through October, there are a number of small business owners that are in the business &#8230; of <b>horror!</b> They find a piece of property. They obtain some volunteers. They modify the buildings and land on this property to be spooky. Perhaps they have a particularly terrifying theme, like &#8220;The Land of the Dead&#8221; or &#8220;The Corpse Locker&#8221; or &#8220;Trapped On A Bus With The Writing of Bethlehem Shoals.&#8221; When the haunted house (and &#8220;house&#8221; is really a generic term here) is ready, they charge customers a bunch of money to walk through. What you get for your money is employees jumping out of the shadows and yelling, &#8220;agggh!&#8221;, sure, but on some of the better ones I&#8217;ll admit I&#8217;ve been a bit taken with the scenery, the crisp autumn weather and the palpatable passion on display. There&#8217;s a sick creativity among the individuals in the medium that&#8217;s very alluring. </p>
<p>My pal Randy, as mentioned in the previous entry, has put together a haunted house near Denver for each of the last four years.</p>
<p>He has also generously allowed me to tour and take photos at night, before his business went &#8220;live.&#8221; This is gold to me, for the games I make. I place a graphics window in my games to show the player where they are, so having these unique locations as a backdrop is just awesome. Touring real cities and photographing them for a game is a colossal pain because people leave their cars parked on the side of the street. I&#8217;d rather code a wet trough of Dutch adverbs than a bunch of automobiles, especially cars uninvolved in the plot. (Plus, the &#8220;missions&#8221; in any given Grand Theft Auto game might be designed by feebleminded bores, but they dominate everything regarding breaking into cars in a computer game conceptually. Let&#8217;s allow them to own this and think more of them for it; they do good work there.) Fake towns created to see the effects of nuclear weapons during the Cold War seem a little creepy. Wandering around some of the villages Randy has made is the closest I&#8217;ve experienced to that. </p>
<p>In this way, our crazy nature benefits each other. Because he has to tear down his haunt each year, it&#8217;s almost as if there&#8217;s a bit of performance art to them that slips into the ether come November &#8212; when the season is over and the walls, props, mannequins and fake pig organs have been packed away, his art is gone forever. (Especially since he has too much buzzing about in his brain to simply replicate what he&#8217;s already done.) His constructs live on in the games I make, and my work wouldn&#8217;t look half as interesting if the scenery was mostly made up of bad daylight shots of sunny Fort Collins and bums sleeping on parked Civics and Escorts. </p>
<p>I&#8217;ll include a few pictures I took of Randy&#8217;s haunts over the years after a MORE jump. I don&#8217;t want to spoil anyone&#8217;s breakfast who might be reading this at Planet IF. (I am assuming stuff only shows up to the WordPress MORE prompt on Planet IF. Otherwise, I probably owe you a breakfast.)</p>
<p><span id="more-862"></span></p>
<p>These aren&#8217;t actually photos I used in the game, but they help to illustrate what Randy has put together from 2006 through 2010. He&#8217;s actually gearing up for this year&#8217;s haunt (&#8220;The City of the Dead&#8221;) at the Denver Flea Market this weekend.</p>
<p><img src="http://farm3.static.flickr.com/2346/5764682325_f45c97b05b_z.jpg"></p>
<p><img src="http://farm3.static.flickr.com/2707/5764682305_185361851f_b.jpg"></p>
<p><img src="http://farm4.static.flickr.com/3185/5765229690_721cf40e76_b.jpg"></p>
<p><img src="http://farm3.static.flickr.com/2419/5765229730_18401302ff_b.jpg"></p>
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