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・ I Have Dreamed (Doris Day album)
・ I Have Dreamed (song)
・ I Have Dreamed (The Lettermen album)
・ I Have Forgiven Jesus
・ I Have Got the Blues To Day!
・ I Have Landed
・ I Have Learned to Respect the Power of Love
・ I Have Lost...
・ I Have Loved You Girl (But Not Like This Before)
・ I Have My Life
・ I Have Never Seen
・ I Have No Cannons That Roar
・ I Have No Enemies
・ I Have No History
・ I Have No Mouth, and I Must Scream
I Have No Mouth, and I Must Scream (video game)
・ I Have Nothing
・ I Have Returned
・ I Have Something Important to Tell You
・ I Have Songs in My Pocket
・ I Have the Room Above Her
・ I Have the Touch
・ I Have to Surrender
・ I Have Tourette's but Tourette's Doesn't Have Me
・ I Have Two Mothers and Two Fathers
・ I Have You
・ I Haven't Got a Hat
・ I Hear a New World
・ I Hear a Rhapsody
・ I Hear a Rhapsody (album)


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I Have No Mouth, and I Must Scream (video game) : ウィキペディア英語版
I Have No Mouth, and I Must Scream (video game)

''I Have No Mouth, and I Must Scream'' is a point-and-click adventure game based upon Harlan Ellison's short story of the same title, developed by The Dreamers Guild, co-designed by Ellison and published by Cyberdreams in . The game's story is set in a world where an evil computer named AM has destroyed all of humanity except for five people, whom he has been keeping alive and torturing for the past 109 years. Each survivor has a fatal flaw in their character, and in an attempt to crush their spirits, AM has constructed a metaphorical adventure for each that preys upon their weaknesses. To succeed in the game, the player must make choices to prove that humans are better than machines, because they have the ability to redeem themselves. Woven into the fabric of the story are ethical dilemmas dealing with issues such as insanity, rape, paranoia and genocide.
==Gameplay==

The game uses the S.A.G.A. game engine created by game developer The Dreamers Guild. Players participate in each adventure through a screen that is divided into five sections. The action window is the largest part of the screen and is where the player directs the main characters through their adventures. It shows the full-figure of the main character being played as well as that character's immediate environment. To locate objects of interest, the player moves the crosshairs through the action window. The name of any object that the player can interact with appears in the sentence line. The sentence line is directly beneath the action window. The player uses this line to construct sentences telling the characters what to do. To direct a character to act, the player constructs a sentence by selecting one of the eight commands from the command buttons and then clicking on one or two objects from either the action window or the inventory. Examples of sentences the player might construct would be "Walk to the dark hallway," "Talk to Harry," or "Use the skeleton key on the door." Commands and objects may consist of one or more words (for example, "the dark hallway"), and the sentence line will automatically add connecting words like "on" and "to."
The spiritual barometer is on the lower left side of the screen. This is a close-up view of the main character currently being played. Since good behavior is meaningless lacking the temptation to do evil, each character is free to do good or evil acts. However, good acts are rewarded by increases in the character's spiritual barometer, which affect the chances of the player destroying AM in the final adventure. Conversely, evil acts are punished by lowering the character's spiritual barometer.
The command buttons are the eight commands used to direct the character's actions: "Walk To", "Look At", "Take", "Use", "Talk To", "Swallow", "Give" and "Push". The button of the currently active command is highlighted, while the name of a suggested command appears in red lettering. The inventory on the lower right side of the screen shows pictures of the items the main character is carrying, up to eight at a time. Each main character starts its adventure with only the psych profile in the inventory. When a main character takes or is given an object, a picture of the object appears in the inventory. When a main character talks to another character or operates a sentient machine, a conversation window replaces the command buttons and inventory. This window usually presents a list of possible things to say but also included things to do. Action choices are listed within brackets to distinguish them from dialogue choices (for example, "(the gun )").
In 2013, Ellison stated that the game had been deliberately made to be unwinnable, saying "I created it so you could not win it. The only way in which you could "win" was to play it nobly. The more nobly you played it, the closer to succeeding you would come, but you could not actually beat it. And that annoyed the hell out of people too."〔( Q&A: Harlan Ellison ), by Damien Walter, in ''the Guardian''; published June 14, 2013; retrieved March 24, 2015〕

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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