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Cheat codes in IF?

 
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Poster

External


Since: Nov 05, 2007
Posts: 6



(Msg. 1) Posted: Sat Dec 15, 2007 10:53 pm
Post subject: Cheat codes in IF?
Archived from groups: rec>games>int-fiction (more info?)

Let's say that you begin playing a game that will take you a while to
complete -- something that has the scope of the early Zork or Enchanter
adventures. What would you think of using cheat codes if they were
available for the game? (By cheat codes, I mean codes that would
instantly solve a puzzle for you, grant you the object without having to
go through the trouble to get it and so on. These codes would be
implemented to not screw up the game in any way.) Is there a preference
for these as opposed to hints? I'm curious about a player's perspective
on this.

-- Poster

www.intaligo.com Building, INFORM, Seasons (upcoming!)

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Greg Boettcher

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Since: Dec 14, 2007
Posts: 4



(Msg. 2) Posted: Sun Dec 16, 2007 1:00 am
Post subject: Re: Cheat codes in IF? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Dec 15, 10:53 pm, Poster <poster@!nospam!.aurora.cotse.net> wrote:
> Let's say that you begin playing a game that will take you a while to
> complete -- something that has the scope of the early Zork or Enchanter
> adventures. What would you think of using cheat codes if they were
> available for the game? (By cheat codes, I mean codes that would
> instantly solve a puzzle for you, grant you the object without having to
> go through the trouble to get it and so on. These codes would be
> implemented to not screw up the game in any way.) Is there a preference
> for these as opposed to hints? I'm curious about a player's perspective
> on this.

After you win Scavenger, you get a cheat code that gives you extra
cash, greatly broadening your choices at the beginning of the game. I
found this fun to try out during my second playthrough. So I guess I
think cheat codes can work, sometimes.

Greg

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David Fisher

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Since: Nov 05, 2007
Posts: 30



(Msg. 3) Posted: Sun Dec 16, 2007 3:12 pm
Post subject: Re: Cheat codes in IF? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Poster" <poster@!nospam!.aurora.cotse.net> wrote in message
news:sJGdnSEx8te9PPnanZ2dnUVZ_tWtnZ2d@giganews.com...
>
> Let's say that you begin playing a game that will take you a while to
> complete -- something that has the scope of the early Zork or Enchanter
> adventures. What would you think of using cheat codes if they were
> available for the game? (By cheat codes, I mean codes that would instantly
> solve a puzzle for you, grant you the object without having to go through
> the trouble to get it and so on. These codes would be implemented to not
> screw up the game in any way.) Is there a preference for these as opposed
> to hints? I'm curious about a player's perspective on this.

I'd much rather get the object myself, even if it means typing in commands
from the hints ... maybe it feels like the story is continuing, or something
like that.

David Fisher
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Jim Aikin

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Since: Oct 18, 2007
Posts: 10



(Msg. 4) Posted: Sun Dec 16, 2007 3:12 pm
Post subject: Re: Cheat codes in IF? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

There are cheat codes for the two mazes in "Lydia's Heart," simply
because I know many players hate mazes ... but you have to read the
hints to get them (and the hints are password-protected).

As a player, the only time I would want a cheat code would be with
something like a maze, which requires a lot of tedious shuffling back
and forth.

--Jim Aikin
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Adam Thornton

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Since: Sep 24, 2004
Posts: 120



(Msg. 5) Posted: Sun Dec 16, 2007 3:12 pm
Post subject: Re: Cheat codes in IF? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

In article <fk2a09$j2n$1@aioe.org>,
Jim Aikin <midiguru23.RemoveThis@sbcglobal.net> wrote:
>As a player, the only time I would want a cheat code would be with
>something like a maze, which requires a lot of tedious shuffling back
>and forth.

In fact, didn't the Solid Gold edition of LGOP have a cheat for the
ARRRRGH HOP CLAP KWEEPA DIE DIE DIE maze?

Adam
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stu

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Since: Dec 17, 2007
Posts: 10



(Msg. 6) Posted: Mon Dec 17, 2007 1:08 pm
Post subject: Re: Cheat codes in IF? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Dec 15, 10:53 pm, Poster <poster@!nospam!.aurora.cotse.net> wrote:
> Let's say that you begin playing a game that will take you a while to
> complete -- something that has the scope of the early Zork or Enchanter
> adventures. What would you think of using cheat codes if they were
> available for the game? (By cheat codes, I mean codes that would
> instantly solve a puzzle for you, grant you the object without having to
> go through the trouble to get it and so on. These codes would be
> implemented to not screw up the game in any way.) Is there a preference
> for these as opposed to hints? I'm curious about a player's perspective
> on this.
>

Cheat codes or debugging codes? The early Legend Ent. games left the
debugging codes in so you could snarf any item in the game etc.

I dont particularly see the point in using them tho

-stu
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