Contents
Examples
Index
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In
f
orm
A
D
esign
S
y
stem
f
or I
n
teractive
F
iction
Writing with Inform
1.
Welcome to Inform
§
1.
1
Preface
§
1.
2
Acknowledgements
§
1.
3
The facing pages
§
1.
4
The Go! button
§
1.
5
The Replay button
§
1.
6
The Index and Results panels
§
1.
7
The Skein
2.
The Source Text
§
2.
1
Creating the world
§
2.
2
Making rules
§
2.
3
Punctuation
§
2.
4
Problems
§
2.
5
Headings
§
2.
6
Why using headings is a good idea
§
2.
7
The SHOWME command
§
2.
8
The TEST command
§
2.
9
Material not for release
§
2.
10
Installing extensions
§
2.
11
Including extensions
§
2.
12
Use options
§
2.
13
Administering classroom use
§
2.
14
Limits and the Settings panel
§
2.
15
What to do about a bug
§
2.
16
Does Inform really understand English?
3.
Things
§
3.
1
Descriptions
§
3.
2
Rooms and the map
§
3.
3
One-way connections
§
3.
4
Regions and the index map
§
3.
5
Kinds
§
3.
6
Either/or properties
§
3.
7
Properties depend on kind
§
3.
8
Scenery
§
3.
9
Backdrops
§
3.
10
Properties holding text
§
3.
11
Two descriptions of things
§
3.
12
Doors
§
3.
13
Locks and keys
§
3.
14
Devices and descriptions
§
3.
15
Light and darkness
§
3.
16
Vehicles and pushable things
§
3.
17
Men, women and animals
§
3.
18
Articles and proper names
§
3.
19
Carrying capacity
§
3.
20
Possessions and clothing
§
3.
21
The player's holdall
§
3.
22
Food
§
3.
23
Parts of things
§
3.
24
Concealment
§
3.
25
The location of something
§
3.
26
Directions
4.
Kinds
§
4.
1
New kinds
§
4.
2
Using new kinds
§
4.
3
Degrees of certainty
§
4.
4
Plural assertions
§
4.
5
Kinds of value
§
4.
6
Properties again
§
4.
7
New either/or properties
§
4.
8
New value properties
§
4.
9
Using new kinds of value in properties
§
4.
10
Conditions of things
§
4.
11
Default values of kinds
§
4.
12
Values that vary
§
4.
13
Values that never vary
§
4.
14
Duplicates
§
4.
15
Assemblies and body parts
§
4.
16
Names made in assembly
§
4.
17
Postscript on simulation
5.
Text
§
5.
1
Text with substitutions
§
5.
2
How Inform reads quoted text
§
5.
3
Text which names things
§
5.
4
Text with numbers
§
5.
5
Text with lists
§
5.
6
Text with variations
§
5.
7
Text with random alternatives
§
5.
8
Line breaks and paragraph breaks
§
5.
9
Text with type styles
§
5.
10
Accented letters
§
5.
11
Unicode characters
§
5.
12
Displaying quotations
§
5.
13
Making new substitutions
6.
Descriptions
§
6.
1
What are descriptions?
§
6.
2
Adjectives and nouns
§
6.
3
Sources of adjectives
§
6.
4
Defining new adjectives
§
6.
5
Defining adjectives for values
§
6.
6
Whereabouts on a scale?
§
6.
7
Comparatives
§
6.
8
Superlatives
§
6.
9
Which and who
§
6.
10
Existence and there
§
6.
11
A word about in
§
6.
12
A word about nothing
§
6.
13
To be able to see and touch
§
6.
14
Adjacent rooms and routes through the map
§
6.
15
All, each and every
§
6.
16
Counting while comparing
7.
Basic Actions
§
7.
1
Actions
§
7.
2
Instead rules
§
7.
3
Before rules
§
7.
4
Try and try silently
§
7.
5
After rules
§
7.
6
Reading and talking
§
7.
7
The other four senses
§
7.
8
Rules applying to more than one action
§
7.
9
All actions and exceptional actions
§
7.
10
The noun and the second noun
§
7.
11
In rooms and regions
§
7.
12
In the presence of, and when
§
7.
13
Going from, going to
§
7.
14
Going by, going through, going with
§
7.
15
Kinds of action
§
7.
16
Repeated actions
§
7.
17
Actions on consecutive turns
§
7.
18
Postscript on actions
8.
Change
§
8.
1
Change of values that vary
§
8.
2
Changing the command prompt
§
8.
3
Changing the status line
§
8.
4
Change of either/or properties
§
8.
5
Change of properties with values
§
8.
6
Whose property?
§
8.
7
Moving things
§
8.
8
Moving backdrops
§
8.
9
Moving the player
§
8.
10
Removing things from play
§
8.
11
Now...
§
8.
12
Increasing and decreasing
§
8.
13
Checking on whereabouts
§
8.
14
More flexible descriptions of whereabouts
§
8.
15
Calling names
§
8.
16
Counting the number of things
§
8.
17
Looking at containment by hand
§
8.
18
Randomness
§
8.
19
Random choices of things
9.
Time
§
9.
1
When play begins
§
9.
2
Awarding points
§
9.
3
Introducing tables: rankings
§
9.
4
When play ends
§
9.
5
Every turn
§
9.
6
The time of day
§
9.
7
Telling the time
§
9.
8
Approximate times, lengths of time
§
9.
9
Comparing and shifting times
§
9.
10
Calculating times
§
9.
11
Future events
§
9.
12
Actions as conditions
§
9.
13
The past and perfect tenses
§
9.
14
How many times?
§
9.
15
How many turns?
10.
Scenes
§
10.
1
Introduction to scenes
§
10.
2
Creating a scene
§
10.
3
Using the Scene index
§
10.
4
During scenes
§
10.
5
Linking scenes together
§
10.
6
More general linkages
§
10.
7
Multiple beginnings and repeats
§
10.
8
Multiple endings
§
10.
9
Why are scenes designed this way?
11.
Phrases
§
11.
1
What are phrases?
§
11.
2
The phrasebook
§
11.
3
Pattern matching
§
11.
4
The showme phrase
§
11.
5
Conditions and questions
§
11.
6
If
§
11.
7
Begin and end
§
11.
8
Otherwise
§
11.
9
While
§
11.
10
Repeat
§
11.
11
Repeat running through
§
11.
12
Next and break
§
11.
13
Stop
§
11.
14
Phrase options
§
11.
15
Let and temporary variables
§
11.
16
New conditions, new adjectives
§
11.
17
Phrases to decide other things
§
11.
18
The value after and the value before
12.
Advanced Actions
§
12.
1
A recap of actions
§
12.
2
How actions are processed
§
12.
3
Giving instructions to other people
§
12.
4
Persuasion
§
12.
5
Unsuccessful attempts
§
12.
6
Spontaneous actions by other people
§
12.
7
New actions
§
12.
8
Irregular English verbs
§
12.
9
Check, carry out, report
§
12.
10
Action variables
§
12.
11
Making actions work for other people
§
12.
12
Check rules for actions by other people
§
12.
13
Report rules for actions by other people
§
12.
14
Actions for any actor
§
12.
15
Out of world actions
§
12.
16
Reaching inside and reaching outside rules
§
12.
17
Visible vs touchable vs carried
§
12.
18
Changing reachability
§
12.
19
Changing visibility
§
12.
20
Stored actions
§
12.
21
Guidelines on how to write rules about actions
13.
Relations
§
13.
1
Sentence verbs
§
13.
2
What sentences are made up from
§
13.
3
What are relations?
§
13.
4
To carry, to wear, to have
§
13.
5
Making new relations
§
13.
6
Making reciprocal relations
§
13.
7
Relations in groups
§
13.
8
The built-in verbs and their meanings
§
13.
9
Defining new assertion verbs
§
13.
10
Defining new prepositions
§
13.
11
Indirect relations
§
13.
12
Relations which express conditions
§
13.
13
Relations involving values
§
13.
14
Relations as values in their own right
§
13.
15
Temporary relations
§
13.
16
What are relations for?
14.
Adaptive Text and Responses
§
14.
1
Tense and narrative viewpoint
§
14.
2
Adaptive text
§
14.
3
More on adapting verbs
§
14.
4
Adapting text about the player
§
14.
5
Adapting text referring to other things
§
14.
6
Adapting demonstratives and possessives
§
14.
7
Can, could, may, might, must, should, would
§
14.
8
Adapting contractions
§
14.
9
Verbs as values
§
14.
10
Responses
§
14.
11
Changing the text of responses
§
14.
12
The RESPONSES testing command
15.
Numbers and Equations
§
15.
1
How do we measure things?
§
15.
2
Numbers and real numbers
§
15.
3
Real number conversions
§
15.
4
Printing real numbers
§
15.
5
Arithmetic
§
15.
6
Powers and logarithms
§
15.
7
Trigonometry
§
15.
8
Units
§
15.
9
Multiple notations
§
15.
10
Scaling and equivalents
§
15.
11
Named notations
§
15.
12
Making the verb "to weigh"
§
15.
13
The Metric Units extension
§
15.
14
Notations including more than one number
§
15.
15
The parts of a number specification
§
15.
16
Understanding specified numbers
§
15.
17
Totals
§
15.
18
Equations
§
15.
19
Arithmetic with units
§
15.
20
Multiplication of units
16.
Tables
§
16.
1
Laying out tables
§
16.
2
Looking up entries
§
16.
3
Corresponding entries
§
16.
4
Changing entries
§
16.
5
Choosing rows
§
16.
6
Repeating through tables
§
16.
7
Blank entries
§
16.
8
Blank columns
§
16.
9
Blank rows
§
16.
10
Adding and removing rows
§
16.
11
Sorting
§
16.
12
Listed in...
§
16.
13
Topic columns
§
16.
14
Another scoring example
§
16.
15
Varying which table to look at
§
16.
16
Defining things with tables
§
16.
17
Defining values with tables
§
16.
18
Table continuations
§
16.
19
Table amendments
17.
Understanding
§
17.
1
Understand
§
17.
2
New commands for old grammar
§
17.
3
Overriding existing commands
§
17.
4
Standard tokens of grammar
§
17.
5
The text token
§
17.
6
Actions applying to kinds of value
§
17.
7
Understanding any, understanding rooms
§
17.
8
Understanding names
§
17.
9
Understanding kinds of value
§
17.
10
Commands consisting only of nouns
§
17.
11
Understanding values
§
17.
12
This/that
§
17.
13
New tokens
§
17.
14
Tokens can produce values
§
17.
15
Understanding things by their properties
§
17.
16
Understanding things by their relations
§
17.
17
Context: understanding when
§
17.
18
Changing the meaning of pronouns
§
17.
19
Does the player mean...
§
17.
20
Multiple action processing
§
17.
21
Understanding mistakes
§
17.
22
Precedence
18.
Activities
§
18.
1
What are activities?
§
18.
2
How activities work
§
18.
3
Rules applied to activities
§
18.
4
While clauses
§
18.
5
New activities
§
18.
6
Activity variables
§
18.
7
Beginning and ending activities manually
§
18.
8
Introduction to the list of built-in activities
§
18.
9
Deciding the concealed possessions of something
§
18.
10
Printing the name of something
§
18.
11
Printing the plural name of something
§
18.
12
Printing a number of something
§
18.
13
Listing contents of something
§
18.
14
Grouping together something
§
18.
15
Issuing the response text of something
§
18.
16
Printing room description details of something
§
18.
17
Printing inventory details of something
§
18.
18
Printing a refusal to act in the dark
§
18.
19
Printing the announcement of darkness
§
18.
20
Printing the announcement of light
§
18.
21
Printing the name of a dark room
§
18.
22
Printing the description of a dark room
§
18.
23
Constructing the status line
§
18.
24
Writing a paragraph about
§
18.
25
Listing nondescript items of something
§
18.
26
Printing the locale description of something
§
18.
27
Choosing notable locale objects for something
§
18.
28
Printing a locale paragraph about
§
18.
29
Deciding the scope of something
§
18.
30
Clarifying the parser's choice of something
§
18.
31
Asking which do you mean
§
18.
32
Supplying a missing noun/second noun
§
18.
33
Reading a command
§
18.
34
Implicitly taking something
§
18.
35
Printing a parser error
§
18.
36
Deciding whether all includes
§
18.
37
Printing the banner text
§
18.
38
Printing the player's obituary
§
18.
39
Amusing a victorious player
§
18.
40
Starting the virtual machine
19.
Rulebooks
§
19.
1
On rules
§
19.
2
Named rules and rulebooks
§
19.
3
New rules
§
19.
4
Listing rules explicitly
§
19.
5
Changing the behaviour of rules
§
19.
6
Sorting and indexing of rules
§
19.
7
The preamble of a rule
§
19.
8
New rulebooks
§
19.
9
Basis of a rulebook
§
19.
10
Rulebook variables
§
19.
11
Success and failure
§
19.
12
Named outcomes
§
19.
13
Rulebooks producing values
§
19.
14
Abide by
§
19.
15
Two rulebooks used internally
§
19.
16
The Laws for Sorting Rulebooks
20.
Advanced Text
§
20.
1
Changing texts
§
20.
2
Memory limitations
§
20.
3
Characters, words, punctuated words, unpunctuated words, lines, paragraphs
§
20.
4
Upper and lower case letters
§
20.
5
Matching and exactly matching
§
20.
6
Regular expression matching
§
20.
7
Making new text with text substitutions
§
20.
8
Replacements
§
20.
9
Summary of regular expression notation
21.
Lists
§
21.
1
Lists and entries
§
21.
2
Constant lists
§
21.
3
Saying lists of values
§
21.
4
Testing and iterating over lists
§
21.
5
Building lists
§
21.
6
Lists of objects
§
21.
7
Lists of values matching a description
§
21.
8
Sorting, reversing and rotating lists
§
21.
9
Accessing entries in a list
§
21.
10
Lengthening or shortening a list
§
21.
11
Variations: arrays, logs, queues, stacks, sets, sieves and rings
22.
Advanced Phrases
§
22.
1
A review of kinds
§
22.
2
Descriptions as values
§
22.
3
Phrases as values
§
22.
4
Default values for phrase kinds
§
22.
5
Map, filter and reduce
§
22.
6
Generic phrases
§
22.
7
Kind variables
§
22.
8
Matching the names of kinds
§
22.
9
In what order?
§
22.
10
Ambiguities
23.
Figures, Sounds and Files
§
23.
1
Beyond text
§
23.
2
How IF views pictures
§
23.
3
Virtual machines and story file formats
§
23.
4
Gathering the figures
§
23.
5
Declaring and previewing the figures
§
23.
6
Displaying the figures
§
23.
7
Recorded sounds
§
23.
8
Declaring and playing back sounds
§
23.
9
Providing accessibility text
§
23.
10
Some technicalities about figures and sounds
§
23.
11
Files
§
23.
12
Declaring files
§
23.
13
Writing and reading tables to external files
§
23.
14
Writing, reading and appending text to files
§
23.
15
Exchanging files with other programs
24.
Testing and Debugging
§
24.
1
Checking against the Index
§
24.
2
Debugging features to use in source
§
24.
3
High-level debugging commands
§
24.
4
Low-level debugging commands
§
24.
5
Adding new testing verbs and Release for Testing
§
24.
6
Testing for thoroughness
§
24.
7
Commands for beta-testers
§
24.
8
Help from the user community
25.
Releasing
§
25.
1
The finished product
§
25.
2
Bibliographic data
§
25.
3
Genres
§
25.
4
The Library Card
§
25.
5
The Treaty of Babel and the IFID
§
25.
6
The Release button and the Materials folder
§
25.
7
The Joy of Feelies
§
25.
8
Cover art
§
25.
9
An introductory booklet and postcard
§
25.
10
A website
§
25.
11
A playable web page
§
25.
12
Using Inform with Vorple
§
25.
13
Website templates
§
25.
14
Advanced website templates
§
25.
15
Republishing existing works of IF
§
25.
16
Walkthrough solutions
§
25.
17
Releasing the source text
§
25.
18
Improving the index map
§
25.
19
Producing an EPS format map
§
25.
20
Settings in the map-maker
§
25.
21
Table of map-maker settings
§
25.
22
Kinds of value accepted by the map-maker
§
25.
23
Titling and abbreviation
§
25.
24
Rubrics
26.
Publishing
§
26.
1
Finding a readership
§
26.
2
Editing and Quality Assurance
§
26.
3
A Page of Its Own
§
26.
4
The IF Archive
§
26.
5
IFDB: The Interactive Fiction Database
§
26.
6
Competitions, Exhibitions, and Jams
§
26.
7
Meetups and Conferences
§
26.
8
A short concluding homily
27.
Extensions
§
27.
1
The status of extensions
§
27.
2
The Standard Rules
§
27.
3
Built-in, installed and project-specific extensions
§
27.
4
Authorship
§
27.
5
A simple example extension
§
27.
6
Version numbering
§
27.
7
Extensions and story file formats
§
27.
8
Extensions can include other extensions
§
27.
9
Extensions can interact with other extensions
§
27.
10
Extensions in the Index
§
27.
11
Extension documentation
§
27.
12
Examples and headings in extension documentation
§
27.
13
Implications
§
27.
14
Using Inform 6 within Inform 7
§
27.
15
Defining phrases in Inform 6
§
27.
16
Phrases to decide in Inform 6
§
27.
17
Handling phrase options
§
27.
18
Making and testing use options
§
27.
19
Longer extracts of Inform 6 code
§
27.
20
Primitive Inform 6 declarations of rules
§
27.
21
Inform 6 objects and classes
§
27.
22
Inform 6 variables, properties, actions, and attributes
§
27.
23
Inform 6 Understand tokens
§
27.
24
Inform 6 adjectives
§
27.
25
Naming Unicode characters
§
27.
26
Overriding definitions in kits
§
27.
27
Translating the language of play
§
27.
28
Segmented substitutions
§
27.
29
Invocation labels, counters and storage
§
27.
30
To say one of
Recipe Book
1.
How to Use The Recipe Book
§
1.
1
Preface
About the examples
Midsummer Day
§
1.
2
Acknowledgements
§
1.
3
Disenchantment Bay
Disenchantment Bay 1
Disenchantment Bay 2
Disenchantment Bay 3
Disenchantment Bay 4
Disenchantment Bay 5
Disenchantment Bay 6
Disenchantment Bay 7
Disenchantment Bay 8
Disenchantment Bay 9
Disenchantment Bay 10
Disenchantment Bay 11
Disenchantment Bay 12
§
1.
4
Information Only
Formal syntax of sentences
Mathematical view of relations
Graph-theory view of relations
About Inform's regular expression support
2.
Adaptive Prose
§
2.
1
Varying What Is Written
Ballpark
Fifty Ways to Leave Your Larva
Fifty Times Fifty Ways
Ahem
Numberless
M. Melmoth's Duel
Fun with Participles
Variety
Variety 2
Narrative Register
Olfactory Settings
History Lab
Relevant Relations
Responsive
Straw Into Gold
Prolegomena
Wesponses
Rocket Man
Blackout
Curare
Blink
§
2.
2
Varying What Is Read
First Name Basis
Laura
Vouvray
Quiz Show
Pot of Petunias
North by Northwest
§
2.
3
Using the Player's Input
Terracottissima Maxima
Xot
Igpay Atinlay
Mr. Burns' Repast
3.
Place
§
3.
1
Room Descriptions
Slightly Wrong
Night Sky
Infiltration
Ant-Sensitive Sunglasses
Rip Van Winkle
The Eye of the Idol
Priority Lab
Low Light
Copper River
§
3.
2
Map
Port Royal 1
Port Royal 2
Port Royal 3
Prisoner's Dilemma
The World of Charles S. Roberts
All Roads Lead to Mars
A&E
Bee Chambers
Zork II
Indirection
§
3.
3
Position Within Rooms
Starry Void
Further Reasons Why All Poets Are Liars
§
3.
4
Continuous Spaces and The Outdoors
Tiny Garden
Hotel Stechelberg
A View of Green Hills
Carnivale
Eddystone
Waterworld
Rock Garden
Stately Gardens
§
3.
5
Doors, Staircases, and Bridges
Garibaldi 1
Neighborhood Watch
Something Narsty
When?
Whence?
Hayseed
One Short Plank
Higher Calling
Elsie
Wainwright Acts
Whither?
§
3.
6
Windows
Escape
Vitrine
A Haughty Spirit
Dinner is Served
Port Royal 4
§
3.
7
Lighting
Down Below
The Undertomb 2
Unblinking
The Dark Ages Revisited
Cloak of Darkness
Hymenaeus
Zorn of Zorna
Hohmann Transfer
Four Stars 1
Reflections
Peeled
§
3.
8
Sounds
The Undertomb 1
The Art of Noise
Four Stars 2
§
3.
9
Passers-By, Weather and Astronomical Events
Orange Cones
Weathering
Uptown Girls
Totality
Full Moon
Night and Day
4.
Time and Plot
§
4.
1
The Passage Of Time
Situation Room
The Hang of Thursdays
Zqlran Era 8
The Big Sainsbury's
Uptempo
Timeless
Endurance
§
4.
2
Scripted Scenes
Entrapment
Bowler Hats and Baby Geese
Day One
The Prague Job
§
4.
3
Event Scheduling
IPA
Hour of the Wren
Air Conditioning is Standard
§
4.
4
Scene Changes
Meteoric I and II
Age of Steam
Space Patrol - Stranded on Jupiter!
Entrevaux
§
4.
5
Flashbacks
Pine 3
Pine 4
§
4.
6
Plot Management
Fate Steps In
5.
The Viewpoint Character
§
5.
1
The Human Body
The Night Before
rBGH
Slouching
§
5.
2
Traits Determined By the Player
Baritone, Bass
Identity Theft
Pink or Blue
§
5.
3
Characterization
Finishing School
Bad Hair Day
Dearth and the Maiden
§
5.
4
Background
Merlin
One of Those Mornings
§
5.
5
Memory and Knowledge
Zero
Tense Boxing
Puncak Jaya
Casino Banale
§
5.
6
Viewpoint
The Crane's Leg 1
Terror of the Sierra Madre
The Crane's Leg 2
Uncommon Ground
6.
Commands
§
6.
1
Designing New Commands
§
6.
2
Writing New Commands
§
6.
3
Modifying Existing Commands
Slogar's Revenge
§
6.
4
Looking
Verbosity 1
Verbosity 2
§
6.
5
Examining
Odin
Beekeeper's Apprentice
The Left Hand of Autumn
Crusoe
§
6.
6
Looking Under and Hiding
Beachfront
Matreshka
Flashlight
Beneath the Surface
§
6.
7
Inventory
Persephone
Equipment List
Trying Taking Manhattan
Oyster Wide Shut
§
6.
8
Taking, Dropping, Inserting and Putting
Replanting
Democratic Process
Sand
Morning After
Removal
Croft
Celadon
Lollipop Guild
§
6.
9
Going, Pushing Things in Directions
Up and Up
Veronica
Bumping into Walls
Polarity
Mattress King
Provenance Unknown
Zorb
Owen's Law
The Second Oldest Problem
Wonderland
Misadventure
Safari Guide
Minimal Movement
Saint Eligius
§
6.
10
Entering and Exiting, Sitting and Standing
Get Axe
Anchorite
Lies
§
6.
11
Waiting, Sleeping
Change of Basis
Nine AM Appointment
Delayed Gratification
§
6.
12
Other Built-In Actions
§
6.
13
Magic Words
XYZZY
§
6.
14
Remembering, Converting and Combining Actions
Fine Laid
Lucy
Cactus Will Outlive Us All
Anteaters
Leopard-skin
I Didn't Come All The Way From Great Portland Street
§
6.
15
Actions on Multiple Objects
Shawn's Bad Day
The Best Till Last
Western Art History 305
Escape from the Seraglio
Formicidae
The Facts Were These
§
6.
16
Alternate Default Messages
§
6.
17
Clarification and Correction
Alpaca Farm
Apples
Walls and Noses
WXPQ
Cave-troll
§
6.
18
Alternatives To Standard Parsing
Down in Oodville
Cloves
Fragment of a Greek Tragedy
7.
Other Characters
§
7.
1
Getting Acquainted
Belfry
Gopher-wood
Clueless
A Humble Wayside Flower
Meet Market
Peers
§
7.
2
Liveliness
Camp Bethel
Lean and Hungry
Text Foosball
Annoyotron Jr
§
7.
3
Reactive Characters
Search and Seizure
Revenge of the Fussy Table
Zodiac
A Day For Fresh Sushi
Pine 1
Police State
Noisemaking
§
7.
4
Barter and Exchange
Barter Barter
Bribery
§
7.
5
Combat and Death
Don Pedro's Revenge
Technological Terror
Lanista 1
Red Cross
Puff of Orange Smoke
Lanista 2
§
7.
6
Getting Started with Conversation
Mimicry
The Gorge at George
§
7.
7
Saying Simple Things
Sybil 1
Sybil 2
Proposal
Nameless
§
7.
8
Saying Complicated Things
Cheese-makers
Farewell
Sweeney
Complimentary Peanuts
§
7.
9
The Flow of Conversation
§
7.
10
Character Emotion
Ferragamo Again
Being Peter
§
7.
11
Character Knowledge and Reasoning
The Problem of Edith
Murder on the Orient Express
Questionable Revolutions
The Queen of Sheba
Chronic Hinting Syndrome
§
7.
12
Characters Following a Script
Pine 2
Robo 1
Robo 2
Your Mother Doesn't Work Here
§
7.
13
Traveling Characters
Van Helsing
Mistress of Animals
Latris Theon
Odyssey
Actaeon
Patient Zero
§
7.
14
Obedient Characters
Virtue
The Hypnotist of Blois
Generation X
Under Contract
For Demonstration Purposes
Latin Lessons
Northstar
§
7.
15
Goal-Seeking Characters
IQ Test
Boston Cream
The Man of Steel
The Man of Steel Excuses Himself
§
7.
16
Social Groups
Strictly Ballroom
Unthinkable Alliances
The Abolition of Love
Emma
Happy Hour
Lugubrious Pete's Delicatessen
8.
Vehicles, Animals and Furniture
§
8.
1
Bicycles, Cars and Boats
Peugeot
Hover
Straw Boater
No Relation
§
8.
2
Ships, Trains and Elevators
The Unbuttoned Elevator Affair
Fore
Empire
Dubai
§
8.
3
Animals
Today Tomorrow
Feline Behavior
Fido
§
8.
4
Furniture
Tamed
U-Stor-It
Yolk of Gold
Princess and the Pea
Kiwi
Swigmore U.
Circle of Misery
§
8.
5
Kitchen and Bathroom
Versailles
Modern Conveniences
9.
Props: Food, Clothing, Money, Toys, Books, Electronics
§
9.
1
Food
Would you...?
Candy
MRE
Delicious, Delicious Rocks
Stone
§
9.
2
Bags, Bottles, Boxes and Safes
Fallout Enclosure
Safety
Cinco
Shipping Trunk
Trachypachidae Maturin 1803
Hudsucker Industries
Unpeeled
Eyes, Fingers, Toes
§
9.
3
Clothing
Get Me to the Church on Time
Being Prepared
Bogart
What Not To Wear
Some Assembly Required
Hays Code
§
9.
4
Money
Nickel and Dimed
Widget Enterprises
Frozen Assets
Money for Nothing
Fabrication
Introduction to Juggling
§
9.
5
Dice and Playing Cards
Do Pass Go
Wonka's Revenge
Jokers Wild
Tilt 1
Tilt 2
§
9.
6
Reading Matter
Costa Rican Ornithology
The Trouble with Printing
Pages
Bibliophilia
AARP-Gnosis
The Fourth Body
The Fifth Body
§
9.
7
Painting and Labeling Devices
Brown
Early Childhood
Palette
§
9.
8
Simple Machines
Signs and Portents
Model Shop
Control Center
What Makes You Tick
§
9.
9
Televisions and Radios
Radio Daze
Aspect
Channel 1
Channel 2
Aftershock
§
9.
10
Telephones
Four Cheeses
Alias
§
9.
11
Clocks and Scientific Instruments
Witnessed 2
Tom's Midnight Garden
Ginger Beer
§
9.
12
Cameras and Recording Devices
Actor's Studio
If It Hadn't Been For...
Claims Adjustment
Originals
Mirror, Mirror
10.
Physics: Substances, Ropes, Energy and Weight
§
10.
1
Gases
Only You...
Lethal Concentration 1
Lethal Concentration 2
§
10.
2
Liquids
Thirst
Beverage Service
Frizz
3 AM
Lemonade
Savannah
Noisy Cricket
Xylan
Lakeside Living
Flotation
§
10.
3
Dispensers and Supplies of Small Objects
Extra Supplies
Pizza Prince
§
10.
4
Glass and Other Damage-Prone Substances
Ming Vase
Spring Cleaning
Paddington
Terracottissima
Kyoto
§
10.
5
Volume, Height, Weight
Swerve left? Swerve right? Or think about it and die?
Dimensions
Lead Cuts Paper
Depth
The Speed of Thought
§
10.
6
Ropes
Otranto
Snip
§
10.
7
Electricity and Magnetism
Witnessed 1
Rules of Attraction
Electrified
§
10.
8
Fire
Thirst 2
Bruneseau's Journey
In Fire or in Flood
The Cow Exonerated
§
10.
9
Heat
Grilling
Entropy
Masochism Deli
Hot Glass Looks Like Cold Glass
§
10.
10
Magic (Breaking the Laws of Physics)
Magneto's Revenge
Interrogation
Transmutations
Access All Areas
§
10.
11
Mathematics
Number Study
The Fibonacci Sequence
Sieve of Eratosthenes
11.
Out Of World Actions and Effects
§
11.
1
Start-Up Features
Hatless
Bikini Atoll
Alien Invasion Part 23
§
11.
2
Saving and Undoing
Spellbreaker
A point for never saving the game
§
11.
3
Helping and Hinting
Real Adventurers Need No Help
Y ask Y?
The Unexamined Life
Food Network Interactive
Trieste
Ish.
Query
Solitude
§
11.
4
Scoring
Mutt's Adventure
No Place Like Home
Panache
Bosch
Goat-Cheese and Sage Chicken
Rubies
§
11.
5
Settings and Status Checks During Play
§
11.
6
Ending The Story
Big Sky Country
Battle of Ridgefield
Finality
Jamaica 1688
Xerxes
Labyrinth of Ghosts
12.
Typography, Layout, and Multimedia Effects
§
12.
1
Typography
Garibaldi 2
The Über-complète clavier
Tilt 3
Chanel Version 1
§
12.
2
The Status Line
Politics as Usual
Centered
Ways Out
Guided Tour
Blankness
Capital City
Status line with centered text, the hard way
§
12.
3
Footnotes
Ibid.
§
12.
4
Timed Input
§
12.
5
Glulx Multimedia Effects
Flathead News Network
13.
Testing and Publishing
§
13.
1
Testing
Bic
Alpha
§
13.
2
Publishing
Baedeker
Port Royal 5
Bay Leaves and Honey Wine
Inform 7 for Programmers (for 8.5/6G60) by Ron Newcomb