From: owner-ammf-digest@smoe.org (alt.music.moxy-fruvous digest) To: ammf-digest@smoe.org Subject: alt.music.moxy-fruvous digest V14 #8959 Reply-To: ammf@fruvous.com Sender: owner-ammf-digest@smoe.org Errors-To: owner-ammf-digest@smoe.org Precedence: bulk alt.music.moxy-fruvous digest Tuesday, May 17 2022 Volume 14 : Number 8959 Today's Subjects: ----------------- 60% of Top Lottery Jackpots Have These 4 Numbers in Common ["Powerball" <] Shopper, You can qualify to get a Costco gift card! ["Costco*Shopper*Gift] Poop Instantly No Matter How Constipated You Are ["Syno Gut" Subject: 60% of Top Lottery Jackpots Have These 4 Numbers in Common 60% of Top Lottery Jackpots Have These 4 Numbers in Common http://karbensonus.biz/Lc6s8t_gfAf388kCB5SRWUVxqb0V9NS5SfyV9cIBhs_H7pP8qw http://karbensonus.biz/_zjQjR1q0j8eKIBELT5a6_W4ukbOAHPCeokQ5Jj-SOtKkzpSVA Cave system, particularly a 1975 map of the Bedquilt area of the caves, including Colossal Cavern, with elements of the Dungeons & Dragons campaigns that he played with friends to design a game around exploring a cave for treasure. Crowther wanted the game to be accessible and not intimidating to non-technical players such as his children, and so developed a natural language input system to control the game so that it would be "a thing that gave you the illusion anyway that you'd typed in English commands and it did what you said". Crowther later commented that this approach allowed the game to appeal to both non-programmers and programmers alike, as in the latter case, it gave programmers a challenge of how to make "an obstinate system" perform in a manner they wanted it to. This approach was also developed to allow the game to be played on a teletype printer, rather than rely on user interface elements u ------------------------------ Date: Tue, 17 May 2022 05:20:50 -0400 From: "Costco*Shopper*Gift*Card*Chance" Subject: Shopper, You can qualify to get a Costco gift card! Shopper, You can qualify to get a Costco gift card! http://whotinum.buzz/7RTECtKmYO3bGLrBjO6cb59RFJPRNuT73TcVXBpb-dCuw31fHA http://whotinum.buzz/7FH0gM9Tm3xfaJlzIB7jvrUwaZtpehIGR5w30UKkqXAMtZEWnQ ------------------------------ Date: Tue, 17 May 2022 08:47:49 -0400 From: "Syno Gut" Subject: Poop Instantly No Matter How Constipated You Are Poop Instantly No Matter How Constipated You Are http://powergut.us/E7IWFrogduulEWwPKqBhjRIKYz8kmMMPIMoqV6ChxCzQTbQvUA http://powergut.us/6xgFRDN6SPkgO5wr4M9sGo5_Gir3Iax1oUHuRqFFKKWAw28wXw sal Cave Adventure was immensely popular among the small computer-using population of the time. Historian Alexander Smith described it as "ubiquitous" on computer networks by the end of 1977, alongside Star Trek and Lunar Lander. Computer game programmers of the time were greatly inspired by the game; according to game designer and creator of the Inform interactive fiction language Graham Nelson, "for the five years to 1982 almost every game created was another 'Advent'". Several of these games were the initial releases of companies that would go on to become key innovators for the early adventure game genre. These included Zork (1977)bwhich began development within a month of the release of Woods' versionbby the team of Dave Lebling, Marc Blank, Tim Anderson, and Bruce Daniels at MIT and eventually forming Infocom; Adventureland (1978) by Scott Adams of Adventure International; and Mystery House (1980) by Roberta and Ken Williams of On-Line Systems. The 1980 Atari 2600 video game Adventure was an attempt to create a ------------------------------ End of alt.music.moxy-fruvous digest V14 #8959 **********************************************