some in other languages - so the maximum point score is not
completely disambiguating.
-Same articles at <<DA>> are a narrative of the history of the
-game. There is an in-depth study of its origins at <<SN>>.
-Many versions are collected at The Interactive Fiction Archive
-<<IFA>>; note however that its dates for the earliest releases
-don't match other comments in the code or the careful reconstruction
-in <<SN>>.
+Same articles at <<DA>> are a narrative of the history of the game.
+There is an in-depth study of its origins at <<SN>>. Many versions
+are collected at The Interactive Fiction Archive <<IFA>>; note however
+that IFA's historical claims are thinly sourced and its dates for the
+earliest releases don't match either comments in the code or the
+careful reconstruction in <<SN>>.
Future versions of this document may attempt to untangle some of the
non-mainline history. For now, it will suffice to explain the chain of
until well after Adventure was written.
(I was a developer of the Nethack roguelike early in that game's
-history; we knew of Hunt The Wumpus then from its early Unix port, but
-it didn't influence us either, nor in any apparent way the designers
-of other early roguelikes. After my time the wumpus was included as a
-monster in Nethack, but this was done in a spirit of conscious
-museumization after historians rediscovered Yob's game.)
+history, in the late 1980s; we knew nothing of PLATO dnd. We did know
+of Hunt The Wumpus then from its early Unix port, but it didn't
+influence us either, nor in any apparent way the designers of other
+early roguelikes. After my time the wumpus was included as a monster
+in Nethack, but this was done in a spirit of conscious museumization
+after historians rediscovered Yob's game.)
Neither of these games used an attempt at a natural-language parser
even as primitive as Adventure's.