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  "description": "Here’s a game that will be nostalgic to people who grew up in the mid to late eighties and had access to an IBM PC (or 100% compatible).  It’s [i]FurQuest I[/i]: the furry-hypno-adventure game with cubs!\n\n[center][t]❮❮❮ ❮❮❮ ❮❮❮[/t][/center]\n\n[t]Controls:[/t]\n\n✱ [b]Tap the arrow keys[/b] to get the hero moving in that direction.  To stop him just tap the direction key a second time.\n\n✱ [b]Escape or Tab[/b] opens the menu.  The entries should be familiar to anyone who’s played a classic Sierra adventure and fairly self-explanatory otherwise.\n\n✱ The [b]letter keys[/b] allow you to enter commands in the textbox at the bottom of the screen.  Press [b]enter[/b] to carry out a command.\n\n✱ [b]F3[/b] recalls the previous command entered.\n\n[t]Hints:[/t]\n\n✱ The interpreter understands many verbs; use, take, give and talk are some common ones, there are others.  Explore \n\n✱ You have an inventory, it might not be empty at the start of the game.  To check your inventory just type “i”, “inventory” or select [b]See Object[/b] from the [b]Action[/b] menu.\n\n✱ The author loves fizzy drinks, brainwashing and retro-computing.\n\n✱ Top score you can get is 8.  Can anyone get it?\n\n[center][t]❯❯❯ ❯❯❯ ❯❯❯[/t][/center]\n\nThis is patterned after [url=https://en.wikipedia.org/wiki/Sierra_Entertainment]Sierra’s[/url] early [url=https://en.wikipedia.org/wiki/Adventure_Game_Interpreter]AGI[/url] games (which at the time were known as “3D Adventure Games”) and is mostly faithful to the style and limits of that format.\n\nThe game was only suppose to take a week to write, but ended up dragging out over a month thanks to a nasty illness and associated recovery time.  In the end there was probably 2 weeks of actual man-time involved.\n\nI have to say that creating the graphics was the hardest part of this project.  Despite running at a resolution of 320x200 AGI internally uses 160x200.  If you have never worked with non-square pixels you can’t appreciate quite how maddening it can be to create good looking graphics.  I’m really indebted to @miltonbentley for helping me out with the animation.  You’ll recognise his work: they’re the parts that look good. :)\n\nSurprisingly the other parts of the project all took far less time than expected.  There is a basic SN76489 emulator coded in (only the square-wave channels are implemented, but adding the noise channel would be trivial) which took just a few hours to code instead of the day I planned on.  All the code for handling fonts, sprites (called views in Sierra-speak), events and so on came together very quickly.  Modern high level languages combined with lots of RAM and CPU time make this kind of game rather easy to put together.\n\nThat said, all the time saved in development was swallowed by the time taken to draw the graphics. :(\n\nAnd with all that out of the way, all that remains is for me to say I hope you enjoy this little nostalgic flash.",
  "description_bbcode_parsed": "<span style='word-wrap: break-word;'>Here&rsquo;s a game that will be nostalgic to people who grew up in the mid to late eighties and had access to an IBM PC (or 100% compatible).&nbsp;&nbsp;It&rsquo;s <em>FurQuest I</em>: the furry-hypno-adventure game with cubs!<br /><br /><div class='align_center'><span class='font_title'>❮❮❮ ❮❮❮ ❮❮❮</span></div><br /><br /><span class='font_title'>Controls:</span><br /><br />✱ <strong>Tap the arrow keys</strong> to get the hero moving in that direction.&nbsp;&nbsp;To stop him just tap the direction key a second time.<br /><br />✱ <strong>Escape or Tab</strong> opens the menu.&nbsp;&nbsp;The entries should be familiar to anyone who&rsquo;s played a classic Sierra adventure and fairly self-explanatory otherwise.<br /><br />✱ The <strong>letter keys</strong> allow you to enter commands in the textbox at the bottom of the screen.&nbsp;&nbsp;Press <strong>enter</strong> to carry out a command.<br /><br />✱ <strong>F3</strong> recalls the previous command entered.<br /><br /><span class='font_title'>Hints:</span><br /><br />✱ The interpreter understands many verbs; use, take, give and talk are some common ones, there are others.&nbsp;&nbsp;Explore <br /><br />✱ You have an inventory, it might not be empty at the start of the game.&nbsp;&nbsp;To check your inventory just type &ldquo;i&rdquo;, &ldquo;inventory&rdquo; or select <strong>See Object</strong> from the <strong>Action</strong> menu.<br /><br />✱ The author loves fizzy drinks, brainwashing and retro-computing.<br /><br />✱ Top score you can get is 8.&nbsp;&nbsp;Can anyone get it?<br /><br /><div class='align_center'><span class='font_title'>❯❯❯ ❯❯❯ ❯❯❯</span></div><br /><br />This is patterned after <a href=\"https://en.wikipedia.org/wiki/Sierra_Entertainment\" rel=\"nofollow\">Sierra&rsquo;s</a> early <a href=\"https://en.wikipedia.org/wiki/Adventure_Game_Interpreter\" rel=\"nofollow\">AGI</a> games (which at the time were known as &ldquo;3D Adventure Games&rdquo;) and is mostly faithful to the style and limits of that format.<br /><br />The game was only suppose to take a week to write, but ended up dragging out over a month thanks to a nasty illness and associated recovery time.&nbsp;&nbsp;In the end there was probably 2 weeks of actual man-time involved.<br /><br />I have to say that creating the graphics was the hardest part of this project.&nbsp;&nbsp;Despite running at a resolution of 320x200 AGI internally uses 160x200.&nbsp;&nbsp;If you have never worked with non-square pixels you can&rsquo;t appreciate quite how maddening it can be to create good looking graphics.&nbsp;&nbsp;I&rsquo;m really indebted to \r\n\t\t\t\t\t<table style='display: inline-block; vertical-align:bottom;'>\r\n\t\t\t\t\t\t<tr>\r\n\t\t\t\t\t\t\t<td style='vertical-align: middle; border: none;'>\r\n\t\t\t\t\t\t\t\t<div style='width: 50px; height: 50px; position: relative; margin: 0px auto;'>\r\n\t\t\t\t\t\t\t\t\t<a style='position: relative; border: 0px;' href='https://inkbunny.net/miltonbentley'><img class='shadowedimage' style='border: 0px;' src='https://nl1.ib.metapix.net/usericons/small/18/18854_miltonbentley_avatar.gif' width='50' height='50' alt='miltonbentley' title='miltonbentley' /></a>\r\n\t\t\t\t\t\t\t\t</div>\r\n\t\t\t\t\t\t\t</td>\r\n\t\t\t\t\t\t\t<td style='vertical-align: bottom; font-size: 10pt;'>\r\n\t\t\t\t\t\t\t\t<span style='position: relative; top: 2px;'><a href='https://inkbunny.net/miltonbentley' class='widget_userNameSmall'>miltonbentley</a></span>\r\n\t\t\t\t\t\t\t</td>\r\n\t\t\t\t\t\t</tr>\r\n\t\t\t\t\t\t</table> for helping me out with the animation.&nbsp;&nbsp;You&rsquo;ll recognise his work: they&rsquo;re the parts that look good. :)<br /><br />Surprisingly the other parts of the project all took far less time than expected.&nbsp;&nbsp;There is a basic SN76489 emulator coded in (only the square-wave channels are implemented, but adding the noise channel would be trivial) which took just a few hours to code instead of the day I planned on.&nbsp;&nbsp;All the code for handling fonts, sprites (called views in Sierra-speak), events and so on came together very quickly.&nbsp;&nbsp;Modern high level languages combined with lots of RAM and CPU time make this kind of game rather easy to put together.<br /><br />That said, all the time saved in development was swallowed by the time taken to draw the graphics. :(<br /><br />And with all that out of the way, all that remains is for me to say I hope you enjoy this little nostalgic flash.</span>",
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