Magnavox Trigger Happy Manuel D’Utilisation

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Trigger Happy 
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seen, it tries to be like a film, making use of certain 
horror-movie camera angles and so on. And its most 
evocative language is the incoherent moaning of 
zombies. 
 
The play’s the thing 
So what might the future hold? It is clear, for one thing, 
that mainstream videogames will never go back to the 
keyboard. (Games played on personal computers rather 
than on keyboard-free consoles such as the PlayStation 
account for only about 10 percent of the total sold 
worldwide.) The text adventure, therefore, is dead as a 
dodo. But future games will probably start to 
incorporate accurate voice recognition and eventually, 
no doubt, sophisticated language parsing, so that you 
can actually “talk” to other characters in the videogame 
world. Richard Darling agrees. “And then with AI 
systems as we are now, that could be a huge leap in 
excitement levels, where you could actually 
communicate with AI people in a way that you believed 
to be pretty close to realistic.” 
Sega’s beautiful and fascinating oddity Seaman 
(2000), for the Dreamcast system, is an admirable first 
step to reclaiming this higher path for videogames. 
Described as a “voice recognition pet,” it requires the