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@ -5,7 +5,7 @@ Index: A point for never saving the game
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Description: In some of the late 1970s cave-crawl adventure games, an elaborate scoring system might still leave the player perplexed as to why an apparently perfect play-through resulted in a score which was still one point short of the supposed maximum. Why only 349 out of 350? The answer varied, but sometimes the last point was earned by never saving the game - in other words by playing it right through with nothing to guard against mistakes (except perhaps ``UNDO`` for the last command), and in one long session.
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For: Untestable
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^^{A point for never saving the game OLDIX}
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^^{saving the game: reward for never saving}
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Here is one way to score this point with Inform:
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@ -5,7 +5,7 @@ Index: Rooms player is forced to visit in order
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Description: Layout where the player is allowed to wander any direction he likes, and the map will arrange itself in order so that he finds the correct next location.
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For: Z-Machine
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^^{Rooms player is forced to visit in order OLDIX}
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^^{connections between rooms: changing}
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Suppose we want to allow the player to wander freely in any direction, but ourselves maintain control over the order in which they encounter the rooms. This sort of effect emphasises the order of the story-telling over any kind of rigorous simulation of space; on multiple play-throughs, the player might not find all the same rooms in the same locations.
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@ -5,7 +5,7 @@ Index: Histories of previous games saved to external file
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Description: Remembering the fates of all previous explorers of the labyrinth.
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For: Glulx
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^^{Histories of previous games saved to external file OLDIX}
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^^{saving the game: remembering histories of previous games}
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A tradition among Nethack-like computer games of the old school is that a player's death in a given place leaves a ghost behind to haunt subsequent players. Information about past lives is sometimes stored in a "bones file", and in this example we do exactly that, for a grievously unfair little dungeon.
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@ -5,7 +5,7 @@ Index: A room where the game cannot be saved
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Description: P. David Lebling's classic _Spellbreaker_ (1986) includes a room where the game cannot be saved: here is an Inform implementation.
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For: Untestable
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^^{A room where the game cannot be saved OLDIX}
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^^{saving the game: preventing saves}
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The answer is easy, but there is a trap:
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