These tutorial videos will show you how to code many of the elements commonly found in text-adventure games.  Information on exporting your game to vintage hardware is at the bottom.  If you need a tutorial on something and don't see it, email me and I'll make one!

Getting Started
Guidelines for naming objects
Creating a map using Trizbort
Creating a map using Trizbort.io
Importing a Trizbort map into Lantern
Containers, Supporters,  Scenery (setting properties after importing)
The world model
Scenery objects
Deleting objects from the project
Lantern programming syntax
Keyboard Shortcuts to speed up programming
Adding a verb to your game
Adding a sentence with checks to your game
Customizing messages with 'after' sentences
Creating a sense of space with 'before' sentences
Adding custom verb checks
How to use 'Events'
Has and Sees (testing containment and visibility)
How to save a TON of time while testing

Modeling a desk the player can open/search/look in
Desk with multiple drawers
Doors / locked doors
Doors with multiple locks
Door with a key card
A force field/door controlled by a switch/button
Doors or boxes with access codes
Searching an object for items (search a body for items, a couch for coins...)

Light Sources
Light sources (Flashlight and lamps)
Remote lights (A switch that turns on lights elsewhere)
Killing the player if they're in the dark for too long

Manipulating the Map
Elevators  (changing room connections at runtime)
Enterable objects (a barrel, a shed, a car)
Revealing a secret passage (move a bookcase)
Making a passage collapse behind the player (example: a cave-in)
"Instant death" Rooms (use sparingly)
Using a ladder
Breakable wall
Bridging a gap with an object
Requiring a map or compass to navigate through an area

Talking to NPCs
Giving stuff to NPCs (to get something in return)
Modeling a computer terminal (menu driven conversation)
Having enemies block exits
Killing enemies
Having monsters attack the player
Resetting the game after player death
How to make an NPC follow you (if you have something)
"Freeing" an NPC and having them  start following you

Other Game Elements
Machines you can turn on and off
Changing object/room descriptions in-game
Modeling a status panel whose information changes
Modeling a PDA that displays the player's objectives
Require a disguise to pass a person/checkpoint
Require protective clothing
Tying a rope to something, then climbing down
Requiring the player to push buttons in the right order
Digging to find something
Timed puzzles (hunger / thirst / cold) 
Puzzles involving the weight of items
Creating a taxi system (for a game with multiple regions)
Bomb activated by a remote detonator
Spell casting
Resetting the game

End Game
Detecting when the player reaches the last room (escape scenario)
How to detect if the player has completed all the tasks

Nice Touches
Customizing "You can't go that way." messages
Backdrops (scenery visible in more than one room)
Adding a scoring system
Adding a help/hint system
Another strategy for a help / hint system
Easy way to spell-check your game
Making a title screen using GIMP
Creating an Apple 2 title screen
Making a floppy disk packaging (examples)

Exporting to Vintage Hardware
Exporting to Amstrad CPC 464
Exporting to Apple 2
Exporting to BBC Micro (Beeb)
Exporting C64
Exporting to CP/M
Exporting to PC / XT / AT (16-bit DOS)
Exporting to Raspberry Pi (Linux)
Exporting to TRS-80 Model 1,3,4
Exporting to Sinclair ZX Spectrum / Spectrum Next

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