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9:05

9:05 is an interactive fiction game developed by Adam Cadre in 2000. The story follows a man who wakes up and gets a call telling him to go to work, and it follows branching paths. The game is commonly used as a gateway to text adventure games because of its short length and overall simplicity and is used by English as a second language (ESL) teachers to help students attain mastery of English.

Gameplay edit

The game uses a text input system to allow the user to control the actions of the character (e.g. using "Open door" as a command to instruct the character to open a door). The entire game is text-based and takes around five minutes to finish.[1]

Plot edit

The character wakes up to a phone ringing next to him. After picking up the phone, someone screams at him that he has to be at work or he will be fired. The character changes out of his soiled clothes and after cleaning up, gets into a car. Upon arriving at the office, he sits down in a cubicle and fills out a form. When he goes to turn in the form, the boss who had been on the phone earlier asks, "Who the hell are you?" The game ends with a news anchor reporting that a murderer killed his victim and hid him under the bed. He put on his clothes and tried to assume his victim's career. The anchor says that the character will be seeking an insanity plea.[1]

On subsequent playthroughs, the player can look underneath the bed to find a dead body, that the character had murdered, and can choose to flee in the car instead of going to the office.[1]

Development edit

The game was created by Adam Cadre in response to a Usenet thread about straightforward vs. oblique writing in interactive fiction.[2] Cadre has written that the use of 9:05 as an introduction to interactive fiction "is pretty nifty, but is certainly not what I intended; I was just participating in an obscure doctrinal dispute".[2]

Reception edit

9:05 is commonly cited as an effective entry point to interactive fiction, and many critics have ranked it among the best interactive fiction games ever created. Jay Is Games's Jay Bibby called the game "enjoyable and surprising" and thought that it would be perfect for a casual audience.[3] Rock, Paper, Shotgun's Adam Smith felt that it was a great entrypoint to interactive fiction.[4] PC Gamer's Richard Cobbett praised the game for showing how "toying with a single preconception can make for something incredibly clever".[1] In Anastasia Salter's book on Adventure games, she calls 9:05 subversive and praised how it played on the player's expectations.[5] In the book Writing for Video Games, 9:05 was listed as the second-most notable interactive fiction game.[6]

English as a second language (ESL) teachers and classes use 9:05 as a way to teach the English language. Multiple lesson plans use 9:05 as a way for ESL students to contextualize verbs in a simple and engaging story.[7][8] An ESL teacher in Portugal felt that 9:05's easy vocabulary and story made it simpler for students to engage with the material and use it after leaving school.[7]

References edit

  1. ^ a b c d e Cobbett, Richard (August 13, 2011). "Saturday Crapshoot: 9:05". PC Gamer. Retrieved June 11, 2018.
  2. ^ a b "9:05". adamcadre.ac.
  3. ^ Bibby, Jay (June 11, 2008). "9:05". Jay Is Games. Retrieved June 12, 2018.
  4. ^ Smith, Adam (September 22, 2015). "Have You Played… 9:05?". Rock, Paper, Shotgun. Retrieved June 11, 2018.
  5. ^ Salter, Anastasia (November 1, 2014). What Is Your Quest?: From Adventure Games to Interactive Books. University of Iowa Press. pp. 30–31. ISBN 978-1609382988.
  6. ^ Despain, Wendy (February 26, 2009). Writing for Video Game Genres: From FPS to RPG. CRC Press. p. 213. ISBN 978-1439875391.
  7. ^ a b Baek, Youngkyun (January 31, 2013). Cases on Digital Game-Based Learning: Methods, Models, and Strategies. Hershey, PA: IGI Global. pp. 60–67. ISBN 978-1466628496.
  8. ^ Walker, Aisha (March 8, 2013). Technology Enhanced Language Learning: connecting theory and practice - Oxford Handbooks for Language Teachers. Oxford University Press. pp. 60–67. ISBN 978-0194376013.

External links edit

  • 9:05, the full game hosted on Adam Cadre's website
  • 9:05 in the Interactive Fiction Database
  • 9:05 at MobyGames

interactive, fiction, game, developed, adam, cadre, 2000, story, follows, wakes, gets, call, telling, work, follows, branching, paths, game, commonly, used, gateway, text, adventure, games, because, short, length, overall, simplicity, used, english, second, la. 9 05 is an interactive fiction game developed by Adam Cadre in 2000 The story follows a man who wakes up and gets a call telling him to go to work and it follows branching paths The game is commonly used as a gateway to text adventure games because of its short length and overall simplicity and is used by English as a second language ESL teachers to help students attain mastery of English 9 05Developer s Adam CadreRelease2000 1 Genre s Interactive fictionMode s Single player Contents 1 Gameplay 1 1 Plot 2 Development 3 Reception 4 References 5 External linksGameplay editThe game uses a text input system to allow the user to control the actions of the character e g using Open door as a command to instruct the character to open a door The entire game is text based and takes around five minutes to finish 1 Plot edit The character wakes up to a phone ringing next to him After picking up the phone someone screams at him that he has to be at work or he will be fired The character changes out of his soiled clothes and after cleaning up gets into a car Upon arriving at the office he sits down in a cubicle and fills out a form When he goes to turn in the form the boss who had been on the phone earlier asks Who the hell are you The game ends with a news anchor reporting that a murderer killed his victim and hid him under the bed He put on his clothes and tried to assume his victim s career The anchor says that the character will be seeking an insanity plea 1 On subsequent playthroughs the player can look underneath the bed to find a dead body that the character had murdered and can choose to flee in the car instead of going to the office 1 Development editThe game was created by Adam Cadre in response to a Usenet thread about straightforward vs oblique writing in interactive fiction 2 Cadre has written that the use of 9 05 as an introduction to interactive fiction is pretty nifty but is certainly not what I intended I was just participating in an obscure doctrinal dispute 2 Reception edit9 05 is commonly cited as an effective entry point to interactive fiction and many critics have ranked it among the best interactive fiction games ever created Jay Is Games s Jay Bibby called the game enjoyable and surprising and thought that it would be perfect for a casual audience 3 Rock Paper Shotgun s Adam Smith felt that it was a great entrypoint to interactive fiction 4 PC Gamer s Richard Cobbett praised the game for showing how toying with a single preconception can make for something incredibly clever 1 In Anastasia Salter s book on Adventure games she calls 9 05 subversive and praised how it played on the player s expectations 5 In the book Writing for Video Games 9 05 was listed as the second most notable interactive fiction game 6 English as a second language ESL teachers and classes use 9 05 as a way to teach the English language Multiple lesson plans use 9 05 as a way for ESL students to contextualize verbs in a simple and engaging story 7 8 An ESL teacher in Portugal felt that 9 05 s easy vocabulary and story made it simpler for students to engage with the material and use it after leaving school 7 References edit a b c d e Cobbett Richard August 13 2011 Saturday Crapshoot 9 05 PC Gamer Retrieved June 11 2018 a b 9 05 adamcadre ac Bibby Jay June 11 2008 9 05 Jay Is Games Retrieved June 12 2018 Smith Adam September 22 2015 Have You Played 9 05 Rock Paper Shotgun Retrieved June 11 2018 Salter Anastasia November 1 2014 What Is Your Quest From Adventure Games to Interactive Books University of Iowa Press pp 30 31 ISBN 978 1609382988 Despain Wendy February 26 2009 Writing for Video Game Genres From FPS to RPG CRC Press p 213 ISBN 978 1439875391 a b Baek Youngkyun January 31 2013 Cases on Digital Game Based Learning Methods Models and Strategies Hershey PA IGI Global pp 60 67 ISBN 978 1466628496 Walker Aisha March 8 2013 Technology Enhanced Language Learning connecting theory and practice Oxford Handbooks for Language Teachers Oxford University Press pp 60 67 ISBN 978 0194376013 External links edit9 05 the full game hosted on Adam Cadre s website 9 05 in the Interactive Fiction Database 9 05 at MobyGames Retrieved from https en wikipedia org w index php title 9 05 amp oldid 1177654557, wikipedia, wiki, book, books, library,

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