The Internet Archive is now hosting early Macintosh software emulated right in your browser. That means you can play Adventure: the source of subsequent text adventures, natural language parsing, and chatbots.
Colossal Cave Adventure (also known as ADVENT, Colossal Cave, or Adventure) is a text adventure game, developed originally in 1976, by Will Crowther for the PDP-10 mainframe. The game was expanded upon in 1977, with help from Don Woods, and other programmers created variations on the game and ports to other systems in the following years.
In the game, the player controls a character through simple text commands to explore a cave rumored to be filled with wealth.
Domains registered with punycode names (and then given TLS certificates) are worryingly indistinguishable from their ASCII counterparts.
Can you spot the difference between the URLs https://adactio.com and https://аdаctіо.com?
If we describe patterns also in terms of content, context, and contrast, we are able to define more precisely what a specific pattern is all about, what its role within a design system is, and how it is defined and shaped by its environment.
There’s something very endearing about this docudrama retelling of the story of the web.
The texture here is shockingly realistic.
The text detection API is still in its experimental stage, but it opens up a lot of really interesting possibilities for the web: assistive technology to read out text, archiving tools for digitising text …it’s all part of the nascent shape detection API.
Well, look at these fresh-faced lads presenting their little hypertext system in 1992. A fascinating time capsule.
Did you know that Abby Covert’s book is available online in its gloriously hyperlinked entirety?
The video of my talk on hypertext at the HTML Special before CSS Day. I’m pretty with my delivery here. There’s a bit of Q&A afterwards as well.
Here’s a clever way to get text centred when it’s short, but left-aligned when it wraps.
The text adventure, like poetry, tends to attract a small band of devoted fans rather than hundreds of millions of casual players. And yet, those who care about writing know that they are where the form starts; and I can’t help feeling that videogames in general would be better if they took as much care over their words, and over their narratives, as text adventures do.
This could pair up nicely with the most dangerous writing app.
Markdown gets its own media type: text/markdown.
A wonderfully thoughtful piece on typography, Jan Tschichold and the web. This really resonated with me:
It’s only been over the past year or so in which I’ve recognised myself as a ‘Web designer’ with a capital W, as I now believe that something happens to information and technology, and even typography itself, when people pass through these interconnected networks and interact with hypertext.
It’s for these reasons that I don’t believe in “digital design” or “designing for screens” and it’s why I’m often attracted to one particular side of this spectrum.
Robin proposes three “principles, suggestions, outlines, or rather things-that-I-ought-to-be nervous-about when setting text on the web”:
- We must prioritise the text over the font, or semantics over style.
- We ought to use and/or make tools that reveal the consequences of typographic decisions.
- We should acknowledge that web typography is only as strong as its weakest point.
There’s an in-depth look at applying progressive enhancement to web type, and every single link in the resources section at the end is worth investigating.
Oh, and of course it’s beautifully typeset.
A delightful and informative booklet from 1928.
The ability to follow links down and around and through an idea, landing hours later on some random Wikipedia page about fungi you cannot recall how you discovered, is one of the great modes of the web. It is, I’ll go so far to propose, one of the great modes of human thinking.