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===1980s=== ====United States==== Interactive fiction became a standard product for many software companies. By 1982 ''[[Softline (magazine)|Softline]]'' wrote that "the demands of the market are weighted heavily toward hi-res graphics" in games like Sierra's ''[[The Wizard and the Princess]]'' and its imitators. Such [[graphic adventure]]s became the dominant form of the genre on computers with graphics, like the Apple II.<ref name="maher20120828">{{cite web | url=http://www.filfre.net/2012/08/saga/ | title=SAGA | work=The Digital Antiquarian | date=28 August 2012 | access-date=10 July 2014 | author=Maher, Jimmy |url-status=live | archive-url=https://web.archive.org/web/20140711194415/http://www.filfre.net/2012/08/saga/ | archive-date=11 July 2014 | df=dmy-all }}</ref> By 1982 [[Adventure International]] began releasing versions of its games with graphics.<ref name="maher20120828" /> The company went bankrupt in 1985. [[Synapse Software]] and [[Acornsoft]] were also closed in 1985, leaving Infocom as the leading company producing text-only adventure games on the Apple II with sophisticated parsers and writing, and still advertising its lack of graphics as a virtue.<ref name="maher20120828" /> The company was bought by [[Activision]] in 1986 after the failure of ''[[Cornerstone (software)|Cornerstone]]'', Infocom's database software program, and stopped producing text adventures a few years later. Soon after, Telaium/Trillium also closed. ====Outside the United States==== Probably the first commercial work of interactive fiction produced outside the U.S. was the [[dungeon crawl]] game of ''[[Acheton]]'', produced in Cambridge, England, and first commercially released by [[Acornsoft]] (later expanded and reissued by [[Topologika]]). Other leading companies in the [[United Kingdom|UK]] were [[Magnetic Scrolls]] and [[Level 9 Computing]]. Also worthy of mention are [[Delta 4]], [[Krome Studios Melbourne|Melbourne House]], and the [[Homebrew (video games)|homebrew]] company [[Zenobi]]. In the early 1980s [[Edu-Ware]] also produced interactive fiction for the [[Apple II]] as designated by the "if" graphic that was displayed on startup. Their titles included the [[The Prisoner (video game)|''Prisoner'']] and ''Empire'' series (''Empire I: World Builders'', ''Empire II: Interstellar Sharks'', ''Empire III: Armageddon''). In 1981, [[CE Software]] published ''[[SwordThrust]]'' as a commercial successor to the [[Eamon (video game)|''Eamon'']] gaming system for the Apple II. SwordThrust and Eamon were simple two-word parser games with many [[Role-playing game|role-playing]] elements not available in other interactive fiction.<ref name="Montfort">{{cite book|last=Montfort|first=Nick|title=Twisty Little Passages: An Approach to Interactive Fiction|orig-date=2004|year=2005|publisher=The MIT Press|location=Cambridge, Massachusetts|isbn=978-0-262-13436-1|page=196|chapter=The Independents|quote=Some special-purpose interactive fiction development systems were used by the ordinary home computer owner of the 1980s. An important early one was Donald Brown's 1980 freeware system Eamon, a system for creating text-based role-playing games... Eamon was used to create more than 240 games.|ref=Montfort}}</ref> While SwordThrust published seven different titles, it was vastly overshadowed by the non-commercial Eamon system which allowed private authors to publish their own titles in the series. By March 1984, there were 48 titles published for the Eamon system (and over [[List of Eamon Adventures|270 titles]] in total as of March 2013). In Italy, interactive fiction games were mainly published and distributed through various magazines in included tapes. The largest number of games were published in the two magazines Viking and Explorer,<ref name="fm-18">{{cite web | author = | url = http://ready64.it/articoli/leggi/idart/55/le-collane-avventurose-in-italia-parte-i-arscom-e-le-altre-realt%c3%a0 | title = Le collane avventurose in Italia (Adventure game series in Italy) | language = Italian | work = Ready64 | publisher = Roberto Nicoletti | access-date = 6 March 2008 | archive-url = https://web.archive.org/web/20100314040535/http://ready64.it/articoli/leggi/idart/55/le-collane-avventurose-in-italia-parte-i-arscom-e-le-altre-realt%C3%A0 | archive-date = 14 March 2010 | df = dmy-all }}</ref> with versions for the main 8-bit home computers ([[ZX Spectrum]], [[Commodore 64]], and [[MSX]]). The software house producing those games was Brainstorm Enterprise, and the most prolific IF author was [[Bonaventura Di Bello]],<ref name="fm-19">{{cite web | author = | url = http://www.ifwiki.org/index.php/Bonaventura_di_Bello | title = Bonaventura Di Bello | work = IFWiki | publisher = David Cornelson | access-date = 6 March 2008 |url-status=live | archive-url = https://web.archive.org/web/20080312001923/http://www.ifwiki.org/index.php/Bonaventura_di_Bello | archive-date = 12 March 2008 | df = dmy-all }}</ref> who produced 70 games in the Italian language. The wave of interactive fiction in Italy lasted for a couple of years thanks to the various magazines promoting the genre, then faded and remains still today a topic of interest for a small group of fans and less known developers, celebrated on Web sites and in related newsgroups. In Spain, interactive fiction was considered a minority genre, and was not very successful. The first Spanish interactive fiction commercially released was ''Yenght'' in 1983, by [[Dinamic Software]], for the ZX Spectrum. Later on, in 1987, the same company produced an interactive fiction about ''Don Quijote''. After several other attempts, the company [[Aventuras AD]], emerged from Dinamic, became the main interactive fiction publisher in Spain, including titles like a Spanish adaptation of ''Colossal Cave Adventure'', an adaptation of the Spanish comic ''El Jabato'', and mainly the ''Ci-U-Than'' trilogy, composed by ''La diosa de Cozumel'' (1990), ''Los templos sagrados'' (1991) and ''Chichen ItzΓ‘'' (1992). During this period, the Club de Aventuras AD (CAAD), the main Spanish speaking community around interactive fiction in the world, was founded, and after the end of Aventuras AD in 1992, the CAAD continued on its own, first with their own magazine, and then with the advent of Internet, with the launch of an active internet community that still produces interactive non commercial fiction nowadays.<ref>{{cite web |url=http://www.caad.es/ |title=Club de Aventuras AD |publisher=Caad.es |date=13 November 2010 |access-date=1 February 2011 |url-status=live |archive-url=https://web.archive.org/web/20110508122859/http://www.caad.es/ |archive-date=8 May 2011 }}</ref>
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