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 at evanw@tcdupage.org and I'll make one!

Getting Started
Creating a map using Trizbort.exe
Creating a map using Trizbort.io
Importing a Trizbort map into Lantern
Containers, Supporters,  Scenery (setting properties after importing)
The world model
Scenery objects
Lantern interface overview
Lantern programming syntax
Keyboard Shortcuts to speed up programming
Adding new verbs to your game
Adding a sentence with checks to your game
Adding custom verb checks
How to use 'Events' to update your game's state
Has and Sees (testing containment and visibility)
How to save a TON of time while testing

Making a desk the player can open/search/look in
Making a box/chest/safe you need a key to open
Making a container you unlock with a combination or code
Desk with multiple drawers
Searching an object for items (search a body for items, a couch for coins...)
Sneaking an item into a container just before the player searches it

Making a door that is unlocked with a key
Doors with multiple locks
Door with a key card
Making a door opened with a button somewhere else
A force-field controlled by a switch/button
Doors with access codes

Light Sources
Making a flashlight or lantern
Making a flashlight that requires a battery
Making a candle you need to light with a match
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)
Move Something to revealing a secret passage 
Open a secret passage by putting something on something else
Making a passage collapse behind the player (example: a cave-in)
Using a ladder
Break a wall to reveal a hidden passage
Bridging a gap with an object
Requiring a map or compass to navigate through an area

Talking to NPCs
Giving stuff to NPCs/Trading with NPCs (to get something in return)
Modeling a computer terminal (menu driven conversation)

NPC Combat
Having enemies block exits
Killing enemies
Having monsters attack the player
Resetting the game after player death

NPC movement
How to make an NPC follow you (if you have something)
Making an animal follow you by feeding it
How to make a NPC follow a cyclical path 
Making NPCs follow a path, then stop
Making an NPC wander randomly
"Freeing" an NPC and having them  start following you

Clothing / Disguises
Require a disguise to pass a person/checkpoint
Require protective clothing

Other Game Elements
"Instant death" Rooms (use sparingly)
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
Tying a rope to something, then climbing down
Requiring the player to push buttons in the right order
Digging to find something
You need to stand on something to do something
Taking something out of reach with a stick, hook...
Timed puzzles (hunger / thirst / cold) 
Puzzles involving the weight of items
Creating a taxi system (for a game with multiple regions)
Spell casting
Teleportation spell example

Things that go boom
Bomb activated by a remote detonator
Defusing a bomb with three wires (doing things in the right order)

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

Tips for debugging
Instantly putting objects in your inventory (purloin)
Printing where objects are (whereis)
Easy way to spell-check your game

Nice Touches
Customizing "You can't go that way." messages
Backdrops (scenery visible in more than one room)
Using events to make NPC seem more alive
Printing random environmental messages
Creating a sense of space with 'before' sentences
Customizing the way actions are reported using 'after' sentences
Adding a scoring system
Adding a help/hint system

Title Screens
Easy Apple 2 title screen using MS Paint
Creating an Apple 2 title screen using GIMP
Making a floppy disk packaging (examples)

Adding Spectrum Graphics
Adding DOS graphics

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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