Waiting can be a game mechanic, or just waiting
An invented door encounter separates elapsed time from the choices and information available during a pause.
An invented door encounter separates elapsed time from the choices and information available during a pause.
Printed instructions belong to a game’s interface, but intended behaviour and a particular build’s behaviour are different evidence.
A surviving catalogue points back to this historical route. What its developer, publisher and homepage fields establish—and what they leave open.