Latinorum
| Latinorum | |
|---|---|
| Game | |
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| Main links | |
| Published | 6 April 2026 |
| Credits | |
| Author | Roberto Ceccarelli |
| Publisher | The Strawberry Field |
| Reception | |
| IFDB rating | 3.5 out of 5 (5 ratings) |
| Gameplay | |
| Interaction style | |
| Literary genres | |
| Locations | |
| Languages | English, Italiano |
| IFDB play time | 25 minutes |
| Technical details | |
| Formats | d64, HTML |
| Systems | Commodore 64/128, browser |
| License | Creative Commons |
| IFID | 1D9B9FB0-D4E5-42E7-A011-A43C853EF135 |
| Browse the games database • Edit this page | |
A.D. MCMLXXXIV, somewhere in Italy.
It's May and the end of the school year is approaching. If you don't do well in your last Latin test, Prof. De Boccis will fail you.
De Boccis comes from another city and, knowing that he may be delayed by public transport, he leaves the test at school so that a colleague can start the test immediately.
The plan is to get hold of the text and then translate it with the help of your classmate Secchioni: he will get a perfect A, while you will insert a few errors so as not to arouse too much suspicion.
Let's go back to school for the ultimate student adventure: playing pranks on our teachers!
Background
In February 1985, MCmicrocomputer magazine published the source code for a text adventure parser in its Apple 2 column. At the time, the reference was Enrico Colombini's book "Scrivere un gioco di avventura sul personal computer" (Writing an adventure game on a personal computer), but Guglielmo Nigri's program published in MC had a different approach. While in Colombini's system the game was hard-coded in the source code, Nigri's was a universal parser fed by text files containing the various adventures.
I adapted the MC program for my Commodore 64 and even wrote a couple of adventures, but no one ever got to play them.
Last summer, while searching through my old floppy disks for the legendary "SOSYA", I rediscovered the two adventures I had forgotten.
Playing "Latinorum" took me back to my high school days, the setting for the story, which was inspired by real events (later reworked in the game).
Biblical loading times, despite the use of floppy disks, hardcoded commands, descriptions limited to 250 characters, and many other problems discouraged its use. But I was eager to give that little story a new lease on life, so I decided to rewrite the system from scratch, leaving it on the "plain vanilla" Commodore 64.
Versions
Spring Thing 2026
Date: 6 April 2026
Date: 6 April 2026

