Anyone play CHILLINGHAM, an audio-only adventure game?

G

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Archived from groups: rec.games.int-fiction (More info?)

I was at the Museum of Science and Industry in Chicago this weekend, (as I
often am, as they are one of the handful of places that carry 1893: AWFM in
their gift shop), and this time went to a special exhibit they've got
running for the summer, GAME ON, the history of video games from 1962 to
today. Alas, no traditional IF in the whole place, though they did have a
Spectrum, they had a shooting game on it. The Atari 2600 game they had
running was the one where you cross the road as a chicken, for some reason
(no ADVENTURE? Come on!). I spent a few hours in the exhibit, it is quite
large, and one could easily spend much more time, I played only a fraction
of the games.

Near the end there was a recent "no vision required" game called
CHILLINGHAM. After playing, I immediately thought it would be great to buy,
though the price point is a bit high ($43.00). Here's their website:

http://www.bavisoft.com/index.htm

What was interesting is that it was a purely audio model of Interactive
Fiction. The location is described by the narrator, then you use the arrow
keys to cycle through commands. The "Up" arrow selects the command. If there
is more detail required, you cycle through another list, then select with
up. Only the arrow keys are used and there are no visuals whatsoever. But
what little I had time to listen to was quite entertaining.

An example of the user interface: The location is described. Press arrow,
the word "Inspect" is spoken. Press up arrow, "Inspect what?" Cycle through
options, each spoken: "The old well" "the village", etc. Select, you get the
detail.

The commands are all the same from any work of IF: Take, Inspect, Drop, Talk
to, etc. etc. There are apparently also action sequences as well.

I almost wish the programming language to design the game was made into a
development environment like TADS or INFORM, it would be great fun to play
around with creating an entirely audio adventure. I also think this would be
great to play on a pocket pc or something, with headphones, with just a
couple keys necessary to play you could just have it in your hand without
even looking at it, walking around, riding the train, crossing the street,
driving, all while playing an adventure. I can see the accident report
now...

-- Peter

http://www.illuminatedlantern.com/1893
 
Archived from groups: rec.games.int-fiction (More info?)

"PTN" <peterdeletethisnepstad@gmx.de> wrote in message
news😛IUce.2292$6z3.140@newssvr33.news.prodigy.com...
>I was at the Museum of Science and Industry in Chicago this weekend, (as I
>often am, as they are one of the handful of places that carry 1893: AWFM in
>their gift shop), and this time went to a special exhibit they've got
>running for the summer, GAME ON, the history of video games from 1962 to
>today. Alas, no traditional IF in the whole place, though they did have a
>Spectrum, they had a shooting game on it. The Atari 2600 game they had
>running was the one where you cross the road as a chicken, for some reason
>(no ADVENTURE? Come on!). I spent a few hours in the exhibit, it is quite
>large, and one could easily spend much more time, I played only a fraction
>of the games.
>
> Near the end there was a recent "no vision required" game called
> CHILLINGHAM. After playing, I immediately thought it would be great to
> buy, though the price point is a bit high ($43.00). Here's their website:
>
> http://www.bavisoft.com/index.htm
>
> What was interesting is that it was a purely audio model of Interactive
> Fiction. The location is described by the narrator, then you use the arrow
> keys to cycle through commands. The "Up" arrow selects the command. If
> there is more detail required, you cycle through another list, then select
> with up. Only the arrow keys are used and there are no visuals whatsoever.
> But what little I had time to listen to was quite entertaining.
>
> An example of the user interface: The location is described. Press arrow,
> the word "Inspect" is spoken. Press up arrow, "Inspect what?" Cycle
> through options, each spoken: "The old well" "the village", etc. Select,
> you get the detail.
>
> The commands are all the same from any work of IF: Take, Inspect, Drop,
> Talk to, etc. etc. There are apparently also action sequences as well.
>
> I almost wish the programming language to design the game was made into a
> development environment like TADS or INFORM, it would be great fun to play
> around with creating an entirely audio adventure. I also think this would
> be great to play on a pocket pc or something, with headphones, with just a
> couple keys necessary to play you could just have it in your hand without
> even looking at it, walking around, riding the train, crossing the street,
> driving, all while playing an adventure. I can see the accident report
> now...
>
> -- Peter
>
> http://www.illuminatedlantern.com/1893
>
>

I haven't seen it but it looks very interesting. I'm almost tempted to blow
the cash just to find out more.
 
Archived from groups: rec.games.int-fiction (More info?)

I agree that this is a type of game that could attract players with
perfect vision as well. Another reason to choose it over a regular IF
game is that many people sit and stare at a screen all day at work, and
may want to let their eyes relax a bit at home. Also, I think this kind
of game would have several advantages for cooperative play - almost any
number of players can sit comfortably in a living room or such, not
having to gather round a single screen, and the built-in reading
eliminates the problems of different people have different reading
speeds.

Support for this kind of game could be implemented as a library for
either TADS, Inform or Hugo (though I don't think Inform has support
for well compressed audio). The only thing I'm not sure about is
whether these systems allow playing several MP3-files in parallel, so
you could use one for background sound, one for the narrative, and
possibly one or more for NPC:s. From the descriptions of Future Boy!,
I'm guessing Hugo has support for at least two parallel audio streams.

I'm not sure if such a library should have the same kind of grammar as
a regular game, or if the game would need to narrow down the choices
more depending on the player's location and the state of the game
world. Clearly, the game would suggest whole object names rather than
individual words. Does Chillingham allow all actions in all situations?

I would like to add a bit more interface - on-screen menus allowing for
quick choice of words, and possibly shortcuts for common commands.
Players would still be able to play using just arrow keys, but these
options would come very much in handy for some players in certain
situations.

/Fredrik
 
Archived from groups: rec.games.int-fiction (More info?)

Hi,
Bavisoft also have a game called "Grizzly Gulch Western Extravaganza"
that uses the same interface as "Chillingham". I reviewed both games for
"Main Menu", a technology program on ACB Radio at http://www.acbradio.org
If you'd like to hear them, they're available both in the On-Demand archives
for "Main Menu" on the ACB Radio site, as well as on Bavisoft's web site at
http://www.bavisoft.com in the Download section.
Thanks.

Yours Sincerely,
Kelly Sapergia