谁有Adventure in the game资源harryDungeon 的资源

Richard A. Bartle: A Voice from the Dungeon
A Voice from the Dungeon
A Voice from the Dungeon.
Drawing on his experience running Essex University's MUD, Richard Bartle
speculates on the possibilities of multi-user games.
One of the most intriguing prospects
envisaged by games players is a multi-player version of Adventure. You would
not only be pitted against fiends provided
by the game designer but could also be
thwarted by another player, who might well
appear out of the blue and mug you for all
your treasure!
Although proper multi-player
Adventure-type games are probably a fair
way off for micros, programmers have
already taken advantage of the resources
available on the larger, time-sharing
mainframes to make the first experiments
along these lines. Multi-User Dungeon is
the first and, so far as I know, the only
large-scale up-and-running multi-player
Adventure. It is written for the DEC
System 10 mainframe-which happens to
be the same make of machine as the one on
which the original Adventure took its first
few steps.
MUD originated at Essex University,
where its kernel was written in 1979 by a
then undergraduate, Roy Trubshaw. Even
in its infant form, the game easily overtook
Adventure in popularity among the
students. When Trubshaw left in 1980 I
took over control of the program and
expanded it to its present-day form.
MUD runs on the university's DEC
System 10, which has a KL-I0 processor
running under Tops-10 monitor version 7.
Communication between players is by
shared data using a writable, sharable
segment of physical memory. It runs in
around 64K 36-bit words, much of which is
the shared data, and uses another 40K in
random-access disc files for non-changing
information such as text. For speed it is
written in BCPL.
When he wrote MUD, Trubshaw aimed to
produce a multi-player game with a
modifiable database. The modifiable
database was required to allow changes to
be made quickly and easily, without having
to recompile the MUD program itself-
which is similar to the state of not changing
your Basic interpreter in order to modify
your Basic program. It was considered
undesirable that the program might
otherwise have hardwired within itself a
line to, say, check if the bear were following
you, as is the case in Adventure. What if the
database designer wanted a world without a
bear, but with some other animal instead,
or a world with a bear which was not quite
so friendly?
MUD's database is written in a language
called Multi-User Dungeon Definition
Language, MUDDL. It has undergone
many enhancements from which it has
emerged with a quirk or two, but is
definitely a success. It only takes about
two minutes to add a new room, the
connections to other rooms, the associated
objects and the things you can do to them.
It is all done with a normal editor, and the
resulting program is compiled by DBase,
the database loader, which sets up all the
internal representations so that MUD itself
can come along, eat, and interpret.
The program structure allows great
flexibility and permits MUDs to be chained
together so that leaving a room from a
certain direction might put you imperceptibly into an adjacent room which
is actually in another MUD, running with an
entirely different world. The only penalties
are not being able to talk across such MUDs
or take things over with you. Such facilities
would require shared data, a luxury
unavailable between programs. Of course,
within the same world, communication is
very heavy.
A MUD can be likened to an interpreter
trundling over a program, which happens in this case to be a description of an
environment. Players run one of the interpreters and play in its world, but that
MUD may run another version loaded with different data
in order to give the impression that the world it represents is larger than what it
can actually hold.
Modifiable databases permit applications for programs in many non-game
worlds. The two classic non-Adventure examples are Taxi drivers &On the
knowledge& and biology students travelling through the human body: &You are
heading up the superior vena cava. On your
right you can see...&. Other applications
are not too difficult to imagine - say
finding your way in advance across the London Underground, or following
current along electrical circuits.
Home computers are unlikely to use this facility, at least for the next few years.
Storing instructions implicitly as a program (that is, procedurally) is more
compact than storing the same information explicitly as data and then interpreting it.
So until larger memories become commonplace, it will always be more economic to
hardwire a program. Why program in MUDDL when Basic is halfway to being as good
and you probably have a basic interpreter already? Besides, what software
manufacturer is going to release games interpreters which run a language so
simple a child can write Adventures is this means they will not sell so many of
their own games as a result?
Another reason we will not be seeing home computers with multi-player Adventures
in the future is that their implementation is likely to involve one micro running a
series of slaves, rather than a network or ring of independent machines.
This will make switching to another world - another program - a bad idea,
whichever representation for it you choose. If one person wants to leave for
another world then everyone else has to go as well. Different sections of a
world are awkward on a small machine anyway. It would be a definite damper on
any game to have something like &You are now leaving this module: please
insert disc MUD001 and press Return& printed out at you in mid-Adventure.
All those crafty techniques do not really impress the players. What attracts them
is something whih sounds exciting, like the multi-player aspect. The first
thing most new players do on meeting another player is attempt to kill them. More
advanced players will maybe follow you, wait until you are half dead killing the
wolf or something, then steal your pickings and run away. It comes of watching
too much Tom and Jerry on TV, so the sociologists tell us.
Having sated their blood lust, the next
thing people do is try to explore. In this
respect MUD is much the same as a normal
Adventure, although the descriptions tend
to be better because of the extra space
available to keep them on our industrial-size disc packs. Some aspects do differ,
however, for example, you may have to ask
for help in order to lift up a heavy
portcullis.
At this stage of the game players tend to
chat to other players and seek help
directions, advice, or ask if they have seen
Fenwyn and has he still got the sword?
They may join together in small groups, lest
they are set upon by one of the nasties
which roam the land, in which case they can
gang up on it and do it a bit of no good. The
party will also be useful to carry the
treasures they find, until they figure out
that some of the pack animals, such as the
ox, will help them take more weight with
them, too. Only one member of the group
need carry a light source. Eventually,
having amassed some goodies, they will
want points for their modest haul.
A problem here is how to give players
points for treasure without letting other
players pick up the treasure and do the
same thing. Normally, in single-player
games, points are scored for dropping
things somewhere, but in a multi-player
game you have the problem that someone
else might come along and try to pick it up.
It is intensely annoying to be told that the
objects lying there in front of you are
regrettably unavailable. If you make it
disappear when dropped in the place, you
need a feasible explanation for its
disappearance - and not just &magic&.
You cannot just have it disappear every
time someone picks it up instead, or make
them eat it, because often the treasure has
other uses: the axe kills people and chops
down trees and doors, as well as being
The solution is to make the treasure
disappear when dropped in certain selected
places. It is made ptain th@t you will not be
able to pick things up from there by their
very nature. You can score points for your
no one else need see it, and
you only have yourself to blame if you did
not realise it was going to disappear. In
MUD you have to cart treasure to a swamp
so it is pretty obvious that if you were to
drop it you would not get it back.
Having doused your brand so that you
do not blow yourself up setting light to the
marsh gases you walk in, say &Drop
treasure& or whatever, and score the
points. The treasure disappears, then you
realise in horror that you wanted to keep
the statuette of the lion because it leads you
through the graveyard maze. The swamp,
incidentally, doubles as an ingenious maze
itself, which cannot be mapped by the
conventional method of dropping objects,
as they just sink. The only non-sinking
items are players, so you need co-operation
to find the route through to the dry bit in
the middle where the crown is hidden.
There are other ways to get points apart
from dropping things in the swamp, but
they involve destruction of the object in
question, as in drinking the potion or
killing the dryad. The only exception is
kicking the beggar, which earns you a single
point every time you are prepared to type
out the necessary long command. Killing
him, incidentally, would get you about 50
points, assuming you won. Some of the
tasks are surprisingly complex: for
example, finding the rope to fix to the
gunpowder to put in the cannon, finding
the metal ball to load the cannon and
lighting the rope to discharge the cannon a
a sturdy door.
Safe places to hide treasure are in short
supply too. Only a certain number of
objects may be carried, depending on your
dexterity and only up to a certain weight,
depending on your strength. Although
bags and pack animals will to some extent
alleviate this problem, they often prevent
you going where you want. The ox will not
jump off the cliff with you even if you have
got the umbrella. and even if it is open.
There is no guarantee that leaving an object
in one place will mean that it will still be
there when you return. It is a case of finders
keepers, and your beautiful gold-bound
book may be being used to feed the goat by
then. The solution is to employ a guard or
put it somewhere such as a locked room
where no one else can reach it - but then
your keys may be stolen from you.
For those who like the idea of posterity,
messages and advice for future players can
be left behind. The main debating forum is
the captain's logbook on a wrecked ship
out to sea. Comments ranging from
&Pascal rules OK& to &Dragons kill 99
percent of known mortals& have been left
for the benefit and edifiction of future
generations of adventurers.
Most exploring is done by logging the
game in a file and looking at it later. It is a
handy device, but not of much practical use
on any micro version, primarily because the
game can be printed out on the printer as
you play. Also useless unless you are in a
timesharing environment is the Bug feature - well it bugs me - which allows players
to complain about any aspect of the
program which they think is wrong. I have
just completed a map of where all the
terminals in Essex University are, so that in
the future it may append to a message
&You have been killed by Nic& the note
&who is sitting two rows behind you to your
One feature which enhances MUDs -
though it is a complete waste of time in
single-user dungeons - is being able to
sleep to recuperate your lost stamina, say
after a hard slog at a zombie. You get back
a point every 10 seconds or so, but of
course if some vindictive type chances upon
you while you slumber, you cannot expect
to be playing for much longer.
Originally MUD had a Debug mode to
check out new sections of the database. It is
tedious to have to get the coracle to brave
the shark to reach the island in order to find
the acorn to give to the squirrels when you
eventually get back. Now called Wizard
mode, Debug mode has evolved into a sort
of on-going end-game which continues to
fascinate even master players who have
been in 4,000 games or so. It is Wizard
mode which makes MUD something more
than just a tarted-up single-user game.
Flying around and glowing in the dark
while in Debug mode are quite useful
features, and after a while other perks were
inserted with only a little extra work. Being
able to look in rooms without going there,
kill people with a single blow, pick up
objects from any room without having to
fly there first, find the location of objects
without having to search for them - all
these were a cinch to put in for debugging,
and made life comfortable for the program
maintainers.
The change came with the Snoop
command. It allows someone in Debug
mode to see what is on the screen of some
other player, without that other player
knowing. Suddenly, a command became
available to the elite which was not actually
any use for debugging. After I first
implemented the facility, I spent the next
three hours just sitting watching the other
players stumbling around asking each other
stupid questions and eventually managing
to cook up an intelligent solution to all the
traps I had laid on for them. It was a
revelation.
So was born Wizard mode. It came at a
useful time, too: as with most Adventure-type games, once you have all the points it is
a case of &So what now?&. In the pre-programmed, non-random games such as
the original Adventure and the superb Zork
there is an end-game which you may enter
once you have earned most or all of the
points. The end-games soften the blow
because they are specially constructed
climaxes, and a new section comes as a
welcome surprise if you know the rest of the
place like the back of your hand. But then,
that's it. You have finished. You go out and
buy a new disc with a new game, and start
off from scratch.
In MUD, the concept of a level was
borrowed from the real-world game
Dungeons and Dragons, from which
Adventure took the original fantasy role-playing idea. D&D still beats computer
versions hands-down because people are
better dungeon masters than computers -
and you cannot threaten a computer when
things do not go your way. A player in MUD
starts off as a novice, and when anyone
meets them in the flesh or types Who, to see
who is playing, they are told that, say, Polly
is here. After 300 points, Polly goes up a
level and becomes Polly the Warrior.
Strength, dexterity and stamina go up by 10
too. After 600 points it would be Polly the
Heroine and after 1,2000 Polly the
Champion. As the points double
successively Polly becomes the Superheroine, followed by Enchantress,
Sorceress, Necromancess, Legend and
finally, at 76,800 points, Witch. At this
stage, strength, etc. are at the maximum of
100, although that does not really matter
since wizards can change any of their
attributes when they like.
As you reach higher levels of experience
you accrue abilities and magical talents.
For example, at Enchanter level the deadly
magic wand - a sort of medieval laser - can be used to dot off most of the denizens
of the land without so much as a by your
leave. The ability to cast certain spells
appears if you are in possession of the
relevant magical item. Such magic lets you
see what other players are doing, summon
people to where you are so that you can
attack them, find out where items are, and
so on. In short, they are the least dangerous
of the Wizard mode commands. On
reaching that final level, the Wizard mode
password is revealed, and for you the game
has entered a new dimension.
All the time you have been playing you
were being pestered by wizards who kept
appearing with crashes of thunder, and
disappearing in puffs of smoke. If you were
stuck they have miraculously known, and
you have suddenly found yourself in
possession of just the item you needed to
get you out but which you dropped in the
fiery pit by accident. You have been
whisked from the centre of the maze to
somewhere you actually recognised, and
reluctantly put back if it turned out you
were not lost in the first place. You have
attacked the pompous, know-it-all, god-like so-and-so's and been ground into the
insulted them and found
things typed on your screen you did not
type. But now you have made it to wizard
yourself you can teach them...
The first thing you notice is that the
prompt has changed from a boring old * to
an impressive magic wand ---*. Next you
observe that you are told the names of all
the objects you come across, so you can see
what is lurking hidden in a room even if
mortals cannot. You can switch the rain on
and trap someone underground when it
floods the river. Hmm, useful.
Then all of a sudden you get a message:
&Cynthia has started to play MUD having
played 0 times before&. Aha! &Get flower
from garden. Go start. Give flower to
Cynthia. Hiya, Cinth!& From maniacal,
paranoid, kill-it-if-it-moves legend you
have transformed into kindly, benevolent,
tolerant, omnipotent wizard.
You will soon pick up some of the other
nifty Wizard mode commands, such as an
attach/detach feature which lets you play
two or more characters at once and swap
between them. One moment you are a
wizard, the next a simple novice asking
dozy questions to egg players on so that you
can give them a bit of what for when they
set about you with an axe. Oh, that feeling
of veiled power!
Adventure-like games can be improved
drastically by better descriptions, graphics
of some quality and by the increased
experience of the games designers themselves. Having the odd multi-user game on
resource-sharing micros will enliven many
an evening, but the real fun only comes
when the players do not necessarily know
each other and are of varying degrees of
experience.
The database must be large enough not
to bore players by making them get most of
their points in several nigh-identical
sessions. In MUD, if you get all the treasure
you can make wizard in four games.
Having several other players in at the same
time makes this harder, but you get more
points for each individual item and for
winning fights.
What I would like to see - and it's a long, long way off - is some local or
national network with good graphics,
sound effects and a well designed set of
worlds of varying degrees of difficulty. In
this true meritocracy, you will forever be
encountering new situations, new difficulties, new solutions, and above all new
people. Everyone starts off on an equal
footing in this artificial world.
It is doubtful whether multi-userness is
going to be more than just a novelty among
the better-off home-computer enthusiasts
for a good while yet. Setting up a network
over telephone or cable TV lines would
have to be big enough business to attract
more than just the hobbyist, too. So
perhaps we will eventuatly see a decline in
the popularity of the micro Adventure and
an increase in a more continuously running
campaign. Still, who wants to play in a
game full of primary schoolkids going
around locking you in small rooms just for
laughs? Mind you, they wouldn't if there
was a wizard watching... We'll have to
wait and see.
Copyright &copy
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The Age of Exploration (March 31, 1999) In Cold Blood (November 30, 2001) Incoming + Incoming Forces (September 24, 2002) Incredible Machine Mega Pack, The (September 14, 2001) Incredipede (October 25, 2012) Independence War 2 - Edge of Chaos (June 29, 2001) Independence War Deluxe (July 31, 1999) Inquisitor (September 5, 2012) Interstate *76 Arsenal, The (February 28, 1998 )[X] Interstate *82 (October 31, 1999) Invictus - In the Shadow of Olympus (January 31, 2000) Iron Storm (October 25, 2002) Ishar Compilation (December 31, 1994) Jack Orlando - A Cinematic Adventure (DC) (October 14, 2001) Jagged Alliance (September 2, 1994) Jagged Alliance - Deadly Games (December 31, 1995) Jagged Alliance 2 (July 23, 1999) Jagged Alliance 2 - Unfinished Business (December 30, 2000) Jagged Alliance 2 - Wildfire (February 8, 2005) Journey to the Center of the Earth (February 16, 2003) Journeyman Project 2, The (January 1, 1995) Journeyman Project 3 - Legacy of Time, The (January 31, 1998 )[X] Judge Dredd - Dredd vs Death (March 3, 2005) King of Dragon Pass (November 1, 1999) King*s Bounty - Crossworlds GOTY (November 19, 2009) King*s Bounty - The Legend (April 25, 2008 ) King*s Quest 1+2+3 (October 1, 1986) King*s Quest 4+5+6 (September 30, 1992) King*s Quest 7+8 (November 30, 1998 ) Kingdom - The Far Reaches (December 30, 1995) Kingpin - Life of Crime (June 30, 1999) Knights and Merchants - The Peasants Rebellion (November 27, 2001) Krush Kill *N Destroy 2 - Krossfire (October 31, 1998 ) Krush Kill *N Destroy Xtreme (October 31, 1997) La Mulana (July 13, 2012) Lands of Lore 1+2 (January 1, 1993) Lands of Lore 3 (March 3, 1999) Last Express, The (March 30, 1997) Legacy of Kain - Blood Omen 2 (March 20, 2002) Legacy of Kain - Defiance (December 16, 2003) Legacy of Kain - Soul Reaver (September 8, 1999) Legacy of Kain - Soul Reaver 2 (October 30, 2001) Legend of Grimrock (April 11, 2012) Leisure Suit Larry (July 5, 1987) Leisure Suit Larry - Love for Sail! (December 31, 1996)[X] Lionheart - Legacy of the Crusader (August 13, 2003) Litil Divil (January 1, 1993) Little Big Adventure (Relentless - Twinsen*s Adventure) (October 10, 1994)[X] Little Big Adventure 2 (Twinsen*s Odyssey) (May 31, 1997)[X] Locomotion, Chris Sawyer*s (September 10, 2004) Longest Journey, The (November 16, 2000) Lords of Magic - Special Edition (November 7, 1998 ) Lords of the Realm - Royal Edition (November 30, 1997) Lords of the Realm 3 (March 17, 2004) Lucius (October 26, 2012)[X] Lure of the Temptress (April 12, 1992) M.A.X. + M.A.X. 2 (July 31, 1998 ) Machinarium - Collector*s Edition (October 16, 2009) Magic Carpet (May 6, 1994) Magic Carpet 2 - The Netherworlds (September 8, 1995)[X] Manhole - Masterpiece Edition, The (January 1, 1994) Master of Magic (September 1, 1994) Master of Orion 1+2 (November 22, 1996) Master of Orion 3 (February 25, 2003) MDK (April 30, 1997) MDK 2 (May 30, 2000) Medal of Honor - Allied Assault War Chest (March 2, 2004)[X] MegaRace 1+2 (March 28, 1994) MegaRace 3 (November 14, 2001) Messiah (March 31, 2000) Miasmata (November 28, 2012) Might and Magic 6-pack - Limited Edition (April 30, 1998 ) Might and Magic 7 - For Blood and Honor (January 1, 1999) Might and Magic 8 - Day of the Destroyer (February 29, 2000) Might and Magic 9 (March 28, 2002) Mob Rule (August 28, 1999) Mobile Forces (May 31, 2002) Moonbase Commander (August 13, 2002) Moto Racer (August 31, 1997) Moto Racer 2 (November 30, 1998 ) Moto Racer 3 (January 31, 2002) Multiwinia (September 19, 2008 ) Mutant Mudds (August 30, 2012) Myst - Masterpiece Edition (January 1, 1999) Myst 5 - End of Ages (Limited Edition) (September 20, 2005) Nations Gold Edition, The (November 16, 2002) Neighbours From Hell Compilation (February 20, 2004) Neverwinter Nights - Diamond Edition (November 3, 2005) Neverwinter Nights 2 - Complete (October 31, 2006) Nexus - The Jupiter Incident (November 5, 2004) Normality (June 30, 1996) Nox (January 31, 2000)[X] O.R.B. Off-World Resource Base (November 8, 2002) ObsCure (April 6, 2004)[NA][X] Oddworld - Abe*s Exoddus (November 30, 1998 ) Oddworld - Abe*s Oddysee (October 31, 1997) Oddworld - Stranger*s Wrath HD (December 20, 2010) Omerta - City of Gangsters (January 31, 2013)[X] Omerta - City of Gangsters - The Con Artist (DLC) (March 8, 2013)[X] Omikron - The Nomad Soul (October 31, 1999)[X] Operation Flashpoint GOTY (March 18, 2003)[NA][X] Original War (February 15, 2002) Outcast (July 31, 1999) Painkiller Black Edition (August 25, 2005)[X] Pandemonium! (June 30, 1997) Panzer Elite Special Edition (December 29, 2001) Panzer General 2 (September 22, 1997) Panzer General 3D Assault (September 29, 1999) Patrician 1+2 (October 9, 2001) Patrician 3 (October 31, 2003) Perimeter (June 30, 2004)[X] Personal Nightmare (January 1, 1989)[X] Phantasmagoria (July 31, 1995) Phantasmagoria 2 (December 3, 1996) Pharaoh + Cleopatra (October 31, 1999) Pid (October 31, 2012) Pinball Gold Pack (January 1, 1996)[X] Pirates! Gold Plus (January 1, 1987) Planescape - Torment (December 10, 1999) POD Gold (February 28, 1997) Police Quest - SWAT 1+2 (June 30, 1998 ) Police Quest 1+2+3+4 (September 7, 1987) Populous (June 5, 1989) Populous - The Beginning (November 30, 1998 ) Populous 2 - Trials of the Olympian Gods (September 1, 1991) Port Royale (June 4, 2003) Port Royale 2 (September 13, 2004) Post Mortem (February 27, 2003) POSTAL - Classic and Uncut (August 29, 2003) POSTAL 2 Complete (April 14, 2003) Powerslide (December 7, 1998 ) Praetorians (March 11, 2003) Primordia (December 5, 2012)[X] Prince of Persia (December 10, 2008 ) Prince of Persia - The Sands of Time (December 2, 2003) Prince of Persia - The Two Thrones (December 7, 2005) Prince of Persia - Warrior Within (December 2, 2004) Pro Pinball Big Race USA (December 31, 1998 ) Pro Pinball Fantastic Journey (December 31, 1999) Pro Pinball Timeshock (September 30, 1997) Psychonauts (April 19, 2005) Puddle (October 18, 2012) Pure Pinball 2 REDUX (February 4, 2005) Quest for Glory 1-5 (October 1, 1989) Raptor - Call of the Shadows 2010 Edition (April 1, 1994) Rayman 2 - The Great Escape (October 31, 1999) Rayman 3 - Hoodlum Havoc (March 18, 2003) Rayman Forever (May 31, 1999) Real Myst (November 15, 2000) Realms of Arkania 1+2 (January 1, 1994) Realms of Arkania 3 (December 31, 1996) Realms of Chaos (November 11, 1995)[X] Realms of the Haunting (December 31, 1996) Red Baron Pack (October 31, 1998 ) Redneck Rampage Collection (April 30, 1997) Republic - The ** (August 27, 2003)[NA] Resonance (June 19, 2012) Restaurant Empire (March 26, 2003) Retro City Rampage (October 9, 2012) Return to Krondor (November 30, 1998 ) Return to Mysterious Island (November 4, 2004) Return to Zork (August 11, 1993) Richard & Alice (February 21, 2013)[X] Rise of the Triad - Dark War (December 21, 1994) Riven - The Sequel to Myst (November 30, 1997) Robin Hood - The Legend of Sherwood (November 14, 2002) Robinson*s Requiem Collection (May 30, 1993) RollerCoaster Tycoon - Deluxe (March 31, 1999) RollerCoaster Tycoon 2 - Triple Thrill Pack (October 15, 2002) Rollercoaster Tycoon 3 - Platinum! (November 7, 2006) Runaway - A Road Adventure (August 19, 2003) 被屏蔽Runaway 2 - The Dream of the Turtle (November 17, 2006) 被屏蔽Runaway 3 - A Twist of Fate (April 21, 2011) 被屏蔽S2 - Silent Storm Gold Edition (September 9, 2004) Sacred Gold (October 22, 2004) Sacrifice (November 16, 2000) Sam & Max - The Devil*s Playhouse (April 16, 2010) Sam & Max Beyond Time and Space (November 9, 2007) Sam & Max Save the World (July 18, 2007) Sanitarium (May 11, 1998 ) Scratches Director*s Cut (May 23, 2007) Screamer (October 31, 1995) Screamer 2 (January 1, 1996) Second Sight (February 15, 2005)[NA]Secret Agent (February 1, 1992)[X] Sensible Soccer 2006 (June 9, 2006) Sensible World of Soccer 96 97 (January 1, 1996)[X] Septerra Core - Legacy of the Creator (November 11, 1999) Serious Sam - The First Encounter (November 30, 2001) Serious Sam - The Second Encounter (January 24, 2002) Settlers 2 - 10th Anniversary, The (October 27, 2006) Settlers 2 - Gold Edition, The (August 31, 1996) Settlers 3 - Ultimate Collection, The (June 1, 2000)[X] Seven Kingdoms - Ancient Adversaries (June 8, 1998 ) Seven Kingdoms 2 (July 31, 1999) Shadow Warrior Complete (May 13, 1997) Shadowgrounds (November 17, 2005) Shattered Haven (March 18, 2013)[X] Shattered Steel (September 30, 1996) Sherlock Holmes - Secret of the Silver Earring (September 28, 2004) Shogo - Mobile Armor Division (October 15, 1998 ) Sid Meier*s Alpha Centauri (January 31, 1999) Silent Hunter 2 (November 6, 2001) Silver (August 31, 1999) SimCity 2000 Special Edition (February 28, 1995) Simon the Sorcerer (January 2, 1993) Simon the Sorcerer 2 (January 2, 1995) Simon the Sorcerer 3D (April 26, 2002) Slipstream 5000 (December 31, 1995) Snapshot (August 30, 2012) Sniper Elite - Berlin 1945 (October 27, 2005) Soldiers - Heroes of World War II (June 30, 2004) Soulbringer (June 30, 2000) Space Colony HD (October 14, 2003) Space Quest 1+2+3 (March 30, 1989) Space Quest 4+5+6 (November 27, 1995) Space Rangers (December 20, 2002)[NA] Space Rangers 2 - Reboot (January 19, 2006)[NA] Spacechem (January 1, 2011) Speed Busters - American Highways (November 30, 1998 ) Spellforce 2 - Dragon Storm (March 23, 2007) Spellforce 2 - Shadow Wars (April 21, 2006) Spellforce Platinum (November 15, 2005) Spycraft - The Great Game (February 29, 1996)[X] Stacking (February 8, 2011) Star Control 1+2 (November 30, 1993) Star Control 3 (August 31, 1996) Star Wolves (November 18, 2005) Starflight 1+2 (January 1, 1986) Startopia (June 15, 2001) Still Life (April 14, 2005) Still Life 2 (March 30, 2009) Stonekeep (November 8, 1995) Strategic Command - European Theater (July 16, 2002) Street Fighter Alpha 2 (November 1, 1997) Strike Suit Zero (January 24, 2013) Stronghold Crusader HD (September 27, 2002)[X] Stronghold HD (October 22, 2001) Superfrog (February 8, 1993) SWAT 3 - Tactical Game of the Year Edition (October 10, 2001) Syberia (June 18, 2002) Syberia 2 (March 29, 2004) Symphony (August 6, 2012) Syndicate (June 6, 1993) Syndicate Wars (October 31, 1996)[X] System Shock 2 (August 11, 1999) Tales of Monkey Island (July 7, 2009) Teenagent (February 26, 1994) Temple of Elemental Evil, The (September 16, 2003) Terminal Velocity (April 7, 1995) Tex Murphy - Overseer (March 13, 1998 ) Tex Murphy - The Pandora Directive (July 31, 1996)[X] Tex Murphy - Under a Killing Moon (October 31, 1994)[X] Tex Murphy 1+2 (December 31, 1991)[X] The 11th Hour (December 13, 1995) The Ball (October 26, 2010) The Real Texas (June 14, 2012) Theme Hospital (March 31, 1997) THIEF 2 - THE METAL AGE (March 23, 2000) Thief 3 - Deadly Shadows (May 25, 2004) THIEF GOLD (November 30, 1998 ) Time Commando (July 31, 1996) Tiny and Big - Grandpa*s Leftovers (June 19, 2012) To The Moon (January 11, 2011) Toca Race Driver 3 (February 24, 2006)[NA] Tom Clancy*s Ghost Recon (November 13, 2001)[X] Tom Clancy*s Rainbow Six (August 22, 1998 ) Tom Clancy*s Splinter Cell (January 19, 2003)[X] Tomb Raider - The Angel of Darkness (June 20, 2003) Tomb Raider - The Last Revelation + Chronicles (November 24, 1999) Tomb Raider 1+2+3 (November 14, 1996) Torchlight (October 27, 2009) Torin*s Passage (October 31, 1995)[X] Total Annihilation - Commander Pack (October 30, 1997) Total Annihilation - Kingdoms + Expansion (June 25, 1999) Total Overdose - A Gunslinger*s Tale in Mexico (September 16, 2005)[X] Treasure Adventure Game (November 26, 2011) Trine (July 3, 2009) Tropico 3 Gold Edition (October 20, 2009) Tropico Reloaded (April 11, 2003) Two Worlds (June 20, 2007) Tyrian 2000 (November 30, 1999) UFO - Afterlight (March 16, 2007) UFO - Aftermath (October 3, 2003)UFO - Aftershock (November 18, 2005) Ultima 1+2+3 (December 31, 1989) Ultima 4 - Quest of the Avatar (September 16, 1985) Ultima 4+5+6 (June 15, 1985) Ultima 7 The Complete Edition (April 16, 1992) Ultima 8 Gold Edition (March 15, 1994) Ultima 9 - Ascension (October 30, 1999) Ultima Underworld 1+2 (March 1, 1992) Ultima Worlds of Adventure 2 - Martian Dreams (December 31, 1991) Ultimate Body Blows (November 9, 1994)[X] Unmechanical (August 8, 2012) Unreal 2 - The Awakening SE (December 9, 2003) Unreal Gold (January 21, 2000) Unreal Tournament 2004 ECE (September 21, 2004) Unreal Tournament GOTY (October 25, 2000) Uplink - Hacker Elite (October 1, 2001) Urban Chaos (November 30, 1999) Uru - Complete Chronicles (June 4, 2004) Vampire The Masquerade - Redemption (June 7, 2000) VR Soccer *96 (March 31, 1996) Waking Mars (November 8, 2012)[X] Wallace & Gromit*s Grand Adventures (February 8, 2010) Warlords Battlecry (July 9, 2000) Warlords Battlecry 2 (March 12, 2002) Warlords Battlecry 3 (May 24, 2004) Warsow (October 8, 2012) Waxworks (January 1, 1992)[X] Whispered World, The (April 26, 2010) Wing Commander - Privateer (September 22, 1993) Wing Commander 1+2 (September 26, 1990) Wing Commander 3 Heart of the Tiger (December 30, 1994) Wing Commander 4 - The Price of Freedom (December 31, 1995) Witcher - Enhanced Edition, The (October 26, 2007) Witcher 2 - Assassins Of Kings, The (April 17, 2012) World Rally Fever - Born on the Road (May 5, 1996) Worlds of Ultima - The Savage Empire (December 30, 1990) Worms 2 (December 31, 1997) Worms Forts - Under Siege (November 19, 2004)[X] Worms United (January 2, 1996) XIII (October 9, 2003)[NA] Zafehouse - Diaries (September 27, 2012)[X] Zeus + Poseidon (Acropolis) (September 29, 2000) Zork - Grand Inquisitor (October 31, 1997) Zork Anthology, The (July 14, 1989) Zork Nemesis - The Forbidden Lands (February 29, 1996) pandemonium2Colin McRae Rally 04
bl,gl,bg,都有,要gl...
贴吧新人报道,我看腾讯...
因为今天下个游戏太费劲...
用ifile找不到进mobile...
大青云上古神话即时战略游戏,2017冲天神作!大青云即时战略游戏,怒斩八方争夺霸主!大青云即时战略游戏_天候自由战斗,无锁定技能,随心所欲释放威力!
忘了说了,GOG就是GOOD OLD GAMES的,被改成新系统也能运行的老游戏。我也是找游戏时发现的这个资源,具体哪些能用我也没试过,大家看看有没有想收藏的就收了吧,不好使再说。
GOG还是挺赞的,667G本吧良心啊。帮你转存了
不行,很多没玩过的…(有些玩过了也忘了的,有些只玩过续作…想玩的时候家里不让,有电脑了我都上高中了…)
您好,我是新来的,新使用百度,所以我站在这里寻求帮助。我尝试使用谷歌翻译和类似的工具,但不能很好地工作,所以请有人可以分享一些步骤来正确地从百度下载使用它们windows软件?在中国,当我说我不理解的语言,我已经尝试选择一个文件夹,然后单击该图标,开始下载,我选择使用工具下载,但该网站开始再次下载该软件,我已经做了而且我已经在我的电脑上安装,所以我的问题是,我如何添加来自其他用户的帐户文件链接,下载与百度的Windows实用程序?------------------------------------------------------------------------------------------------------------Hi, I am new here and new using baidu so I stand here seeking help.I tried using Google Translate and similar tools but doesn*t work well, so please can someone share some steps to properly download from Baidu using they windows software? Is in Chinese and as I say I don*t understand the language, I*ve tried selecting a folder and clicking the icon to start download and I choose to download using the utility but the website starts to download the software again and I already did and I have it installed on my computer, so my question is, How do I add link from another user*s account files to download with the Baidu Windows utility?
好东西要趁早
这个可以加精了。另外,楼上有外国友人?
先记一下 上电脑再转存
开创全新塔防体验!兽人单机正统续作!首款3D射击+陷阱搭配塔防类游戏!纯正美式卡通风,3D射击塔防体验,超过五十二种陷阱,玩转新套路!
来晚了。。
谁挖坟?楼主顺便再补发一下呗
楼主补发一下吧·····
我靠!这个必须顶!空了下来看看!
求资源,我百度云
有谁有方法可以分享的?我现在建不了分享
这样吧,有看到想要的游戏的,可以私信我,我试试看能不能单独发
1-A:1dED11M5B:1mi0CkQkE:1geIhfKRF:1bRKGsIG:1bpshbPlH:1gf77XN9I:1nuBPo05J:1slL0IDnK:1geFzpqbL:1eRRC7S2M:1nuX3UeXN:1hstsMtYO:1c1Y2nkOP-Q:1dEUw0QdR:1dFCvM6HS:1dFnZowpT:1geL4UrDV-W:1eSk9zzkX-Z:1hsg1AgW
楼主求加百度云好友分享,感激不尽
没什么用,现在游戏出的快,玩都玩不过来
链接又挂了。。。
贴吧热议榜
使用签名档&&
保存至快速回贴

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