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Into this volatile mix came 1985s Leisure Suit Larry in the Land of the Lounge Lizards a cartoon parody of a game genre that had been copied and eaten into utter rubbish just a few years earlier. Released in the midst of all of this, Larry was a hit on the consumer market, proving to the world that Sierra did not need Infocom and could indeed create its own original, Amiga-friendly properties like the Squaresoft Japanese company had. The game went gold on December 27, 1985, and was popular among fans of all ages.

As for myself, I have to admit I do fondly reminisce the days of leisurely playing text adventures (sometimes even a few at a time) on my Spectrum. The reasons were many. I was young and lazy, sure, but more importantly I wanted to learn and Im still sort of stumped when I try to articulate why. I suppose I wanted to master the art of interactive fiction. This was not out of any arrogance. I never felt I was superior or more talented than, say, Neil Brown. He was clearly much more talented (in his field and elsewhere) than I was. And of course, the answer to why are we capable of writing things like Big Numbers and Prolog is that we already have a certain talent for it, and this and no other is our real interest. It is too easy to get enamored of the idea that simply writing programs is a rational and valid goal. But remember, the majority of people who wrote computer games were simply doing what theyre doing. They could write a better game if they wanted to. They didnt need to. Similarly, the current generation of text adventure authors are doing what theyre doing with the same enthusiasm that Neil and I were. It is a craft that involves putting certain pieces of information into certain machines. No more, no less. The ink is dry, and the authors can do what they will. You can write a typical puzzle in an interactive narrative every bit as well as I or Neil can, or even better. This is the next generation; we can make, or we can simply learn the craft. The stakes are very different, and the rewards much greater. But this doesnt mean that this generation shouldnt do what they want to do; nor does it make them superior in any way. We can learn from the past, and we can develop from there. The fact that so many of us have looked at a text adventure and thought that it was just an ordinary puzzle is a sign of the times that we have arrived at. Now, if you can write a good puzzle, then you can write a good game of all sorts, and we are not barred from that. The rules are the same. The penalties if we mess up remain, but just as important, the rewards are the same. It is up to us now to develop as many good games as we possibly can. The rest will all happen naturally, despite our efforts, regardless of how we choose to express ourselves.

Arguably, the most interesting thing about GAGS is that it was. Whereas the Amiga would eventually ship out for less than $200 and the Macintosh for $600 or less, the genesis of the GAGS was relatively expensive. Originally released in 1987 for the PC at the retail price of $750, it was developed by HeadGames, a division of Head, developers of the original GXT. It featured all of the same modular construction that Yeandle would introduce in Adventure Game with the laserdisc-based adventure movie included with the system. The system was very much an industry exclusive, as it was due to be bundled with a third-party commercial adventure game called Pathways to Adventure, which had been released in 1985, the first such adventure game available for commercial sale. The version of AGT bundled with Pathways to Adventure offered the most sophisticated set of tools for adventure game construction at the time, yet there were few other AGT systems built by that time.
While AGT was being developed for Head, Adventure Game had been built up as its premier product. Yeandle and his crew had created the adventure game as an artform for the Apple II with its 1000-byte (1KB) text screen, providing a more popular type of game than many other adventure game systems were capable of at the time. Adventure Game had all of the most positive traits of many modern adventure games, while being completely playable on Apple II and supporting international text, graphics, and sound. The result was a system hailed by critics, including none other than Computer Gaming World, as the future of adventure gaming. However, Head intended for Adventure Game to be more than a good product, and Yeandle seized the opportunity to depart from Amiga adventure games as well. At the time, adventure games targeted the Macintosh, which for the most part featured significantly smaller screen resolutions than the computers popular in 1988 such as the Apple II and IBM PC. Despite this limitation, Yeandle was able to create an Adventure Game type of game that would allow an Apple II system to display an 8.5″ x 11″ image on a 640 x 400-pixel display. This was in stark contrast to the Amiga that could display an 8.5″ x 11″ image on a 640 x 480 screen.
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