Colossal Cave Adventure is identified as the first such adventure game, first released in 1976, while other notable adventure game series include Zork, King's Quest, The Secret of Monkey Island, and Myst.
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The video game genre is therefore defined by its gameplay, unlike the literary genre, which is defined by the subject it addresses: the activity of adventure.
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Infocom's text adventure The Hitchhiker's Guide to the Galaxy has been criticized for a scenario where failing to pick up a pile of junk mail at the beginning of the game prevented the player, much later, from completing the game.
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The Adventure game's software presented a scene, to which players responded by moving a joystick and pressing a button, and each choice prompted the Adventure game to play a new scene.
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The foremost title in this genre was Adventure, a graphic home console game developed based on the text-based Colossal Cave Adventure, while the first The Legend of Zelda brought the action-adventure concept to a broader audience.
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The program, which he named Adventure game, was written on the company's PDP-10 and used 300 kilobytes of memory.
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Colossal Cave Adventure set concepts and gameplay approaches that became staples of text adventures and interactive fiction.
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Part of the Adventure game's success was because it did not appear to be aimed at an adolescent male audience, but instead a mainstream adult audience.
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Notably, Sierra was sold to CUC International in 1998, and while still a separate studio, attempted to recreate an adventure game using 3D graphics, King's Quest: Mask of Eternity, as well as Gabriel Knight 3, both of which fared poorly; the studio was closed in 1999.
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Series marketed to female gamers like the Nancy Drew Mystery Adventure Series prospered with over two dozen entries put out over the decade and 2.
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The Adventure game eschewed the typical dialog tree with a more natural language progression, which created a more believable experience.
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Meanwhile, another avenue for adventure game rebirth came from the discovery of the influence of crowdfunding.
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Adventure game had tried to find funding support for an adventure game, but publishers refused to consider his proposals for fear of the genre being unpopular.
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The Adventure game was viewed in a first-person perspective, followed a first-person narrative, and featured color graphics.
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Originally released for the PC-6001, the player interacts with the Adventure game using a verb-noun parser which requires typing precise commands with the keyboard; finding the exact words to type is considered part of the riddles that must be solved.
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The Adventure game was non-linear, which includes exploring an open world, a branching dialogue conversation system where the story develops through entering commands and receiving responses from other characters, and making choices that determine the dialogues and order of events as well as alternative endings.
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The Adventure game was well received in Japan for its well-told storyline and surprising twist ending, and for allowing multiple ways to achieve objectives.
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The Adventure game has been compared to the later-released Shadowgate where the player must examine and collect objects, and find their true purpose later on.
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The game that popularized the command selection system was the 1984 adventure game Okhotsk ni Kiyu: Hokkaido Rensa Satsujin Jiken, designed by Yuji Horii and published by ASCII for the PC-8801 and PC-9801.
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Notable 1987 adventure game was Arsys Software's Reviver: The Real-Time Adventure, which introduced a real-time persistent world, where time continues to elapse, day-night cycles adjust the brightness of the screen to indicate the time of day, and certain stores and non-player characters would only be available at certain times of the day.
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The Adventure game gives players direct control over the player character.
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Time Gal, in addition to featuring quick time events, added a time-stopping feature where specific moments in the Adventure game involve Reika stopping time; during these moments, players are presented with a list of three options and have seven seconds to choose one.
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The Adventure game featured several innovations, including the use of animation in many of the scenes rather than still images, and an interface resembling that of a point-and-click interface for a console, like Portopia, but making use of visual icons rather than text-based ones to represent various actions.
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Cosmology of Kyoto is a nonlinear adventure game that emphasizes open world exploration in a large city.
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The adventure game segments were puzzle-oriented and played in a side-scrolling view where the player has direct control over the character.
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The Adventure game featured a non-linear open world environment similar to Metroid.
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The Adventure game implemented an original system called ADMS, or Automatic Diverge Mapping System, which displays a screen that the player can check at any time to see the direction in which they are heading along the branching plot lines.
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